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==Characteristics== | ==Characteristics== | ||
− | Str: ''' | + | Str: '''10''', Con: '''14''', Siz: '''17''', Int: '''16''', Pow: '''17''', Dex: '''10''':, Cha: '''18'''. |
− | *Hit Points: ''' | + | *Hit Points: '''16''' |
*Total Fatigue Points: '''20''' | *Total Fatigue Points: '''20''' | ||
− | *Total Magic Points: ''' | + | *Total Magic Points: '''16''' + '''20''' crystal |
*Damage Bonus: '''+1d4''' | *Damage Bonus: '''+1d4''' | ||
*Current Fatigue: '''0''' | *Current Fatigue: '''0''' | ||
− | *Current Magic Points: ''' | + | *Current Magic Points: '''17''' + ('''20''' + '''4''') crystals = '''41''' |
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==Skill Groups== | ==Skill Groups== | ||
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | ||
− | *'''Communication: + | + | *'''Communication: +9%''' |
**Bargain (5%): | **Bargain (5%): | ||
**Fast Talk (5%): | **Fast Talk (5%): | ||
− | **Orate (5%): | + | **Orate (5%): 85% |
**Sing (15%): | **Sing (15%): | ||
**Language [Sartarite] (INTx5%): 91% | **Language [Sartarite] (INTx5%): 91% | ||
**Language [Trade] (INTx3%): 49% | **Language [Trade] (INTx3%): 49% | ||
**Language [Stormspeech]: 69% | **Language [Stormspeech]: 69% | ||
− | **Language [Pavic]: | + | **Language [Pavic]: 05% |
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− | *'''Manipulation:+ | + | *'''Manipulation:+4% ''' |
**Conceal (5%): | **Conceal (5%): | ||
**Device (5%): | **Device (5%): | ||
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− | *'''Perception: + | + | *'''Perception: +7%''' |
− | **Listen (25%): | + | **Listen (25%): 56% |
**'''Scan''' (10%): 99% | **'''Scan''' (10%): 99% | ||
**'''Search''' (25%): 53% | **'''Search''' (25%): 53% | ||
**'''Track''' (10%): 55% | **'''Track''' (10%): 55% | ||
− | **'''Sense Chaos''' (0%): | + | **'''Sense Chaos''' (0%): 89% |
− | *'''Agility: - | + | *'''Agility: -7%''' |
**Boat (5%): 58% | **Boat (5%): 58% | ||
− | **Climb (40%): | + | **Climb (40%): 70% |
**Dodge (5%): | **Dodge (5%): | ||
**Jump (25%): 45% | **Jump (25%): 45% | ||
− | **'''Ride''' (5%): | + | **'''Ride''' (5%): 63% |
**Swim (15%): 40% | **Swim (15%): 40% | ||
**Throw (25%): | **Throw (25%): | ||
− | **Hide (10%): | + | **Hide (10%): 58% |
− | **Sneak (10%): | + | **Sneak (10%): 61% |
− | *'''Magic: + | + | *'''Magic: +5%''' |
− | **'''Ceremony''' (5%): | + | **'''Ceremony''' (5%): 89% |
</div> | </div> | ||
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | ||
− | + | * '''Spirit Magic: ''' | |
*''In memory (16):'' | *''In memory (16):'' | ||
− | ** Bladesharp 5 | + | ** Bladesharp 5 (4 in memory for the climb) |
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** Demoralize (2) | ** Demoralize (2) | ||
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** Farsee 1 | ** Farsee 1 | ||
** Heal 4 | ** Heal 4 | ||
** Mindspeech 1 | ** Mindspeech 1 | ||
** Mobility 1 | ** Mobility 1 | ||
− | ** Protection 5 | + | ** Protection 5 (3 in memory for the climb) |
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+ | *''Not in memory:'' | ||
+ | ** Disruption (1) | ||
+ | ** Fanaticism (1) | ||
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− | + | * '''Divine Magic: ''' | |
** Berserker | ** Berserker | ||
** Command Spirit of Law (Waha) | ** Command Spirit of Law (Waha) | ||
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** Divination | ** Divination | ||
** Fear | ** Fear | ||
− | ** Heal Wound I | + | ** Heal Wound I |
** Sanctify | ** Sanctify | ||
** Shield II | ** Shield II | ||
** Spirit Block I | ** Spirit Block I | ||
− | ** | + | ** Strengthening Enchantment |
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** Warding | ** Warding | ||
** Worship (ritual) | ** Worship (ritual) | ||
+ | ** | ||
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− | ' | + | * '''Gifts/Geasa:''' |
− | * | + | ** |
− | * | + | ** |
− | * | + | ** |
− | * | + | ** |
− | * | + | ** |
− | * | + | ** |
+ | ** | ||
+ | ** | ||
+ | ** | ||
+ | ** | ||
− | + | </div> | |
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==Hit Points and Armour== | ==Hit Points and Armour== | ||
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{| border="1" cellpadding="2" | {| border="1" cellpadding="2" | ||
!width="200"|Location Name | !width="200"|Location Name | ||
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!width="100"|Missile | !width="100"|Missile | ||
|- | |- | ||
− | |'''Head''' || Ringmail hood + leather || '''7''' || | + | |'''Head''' || Ringmail hood + leather || '''7''' || 5 || 1.6 || 19-20 || 20 |
|- | |- | ||
− | |'''Left Arm''' || | + | |'''Left Arm''' || Ringmail sleeve + soft leather || '''7''' || 4|| 1.6 || 16-18 || 18-19 |
|- | |- | ||
− | |'''Right Arm''' || | + | |'''Right Arm''' ||Ringmail sleeve + soft leather|| '''7''' || 4 || 1.6 || 13-15 || 16-17 |
|- | |- | ||
− | |'''Chest''' || Ringmail Byrnie +soft leather|| '''7''' || | + | |'''Chest''' || Ringmail Byrnie +soft leather|| '''7''' || 6 || 3.2 || 12 || 11-15 |
|- | |- | ||
− | |'''Abdomen''' || Ringmail skirt+Leather skirt || '''7''' || | + | |'''Abdomen''' || Ringmail skirt+Leather skirt || '''7''' || 5 || 1.6 || 09-11 || 07-10 |
|- | |- | ||
− | |'''Left Leg''' || Ringmail+leather || '''7''' || | + | |'''Left Leg''' || Ringmail+leather || '''7''' || 5 || 3.2 || 05-08 || 04-06 |
|- | |- | ||
− | |'''Right Leg''' || Ringmail+leather|| '''7''' || | + | |'''Right Leg''' || Ringmail+leather|| '''7''' || 5 || 3.2 || 01-04 || 01-03 |
|} | |} | ||
− | *Total Hit Points: ''' | + | *Total Hit Points: '''14 HP''' |
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*Total Armor ENC: '''16''' | *Total Armor ENC: '''16''' | ||
*1 AP Skin | *1 AP Skin | ||
==Weapons and Shields== | ==Weapons and Shields== | ||
− | * Attack Bonus: +3% | + | * Attack Bonus: +3% |
− | * Parry Bonus: - | + | * Parry Bonus: -7% |
* Strik Rank: Siz 1 + Dex 3 = 4 | * Strik Rank: Siz 1 + Dex 3 = 4 | ||
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|- | |- | ||
− | |''' | + | |'''Great Axe''' (2H)|| 2d6+2+1d4 || 6 || 10 || 112% || 100% || - || 2 |
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|- | |- | ||
|Short Sword (1H)|| 1d6+1+1d4 || 6 || 10 || 77% || 27% || - || 1 | |Short Sword (1H)|| 1d6+1+1d4 || 6 || 10 || 77% || 27% || - || 1 | ||
|- | |- | ||
− | |Javelin || 1d8+1d2 || 3/9 || 8 || | + | |Javelin || 1d8+1d2 || 3/9 || 8 || 88% || - || 20/50 || 2x1.5=3 |
|- | |- | ||
|Sling|| 1d8 || 3 || xx || 39% || xx || 100/100 || 20x0.1=2 | |Sling|| 1d8 || 3 || xx || 39% || xx || 100/100 || 20x0.1=2 | ||
|- | |- | ||
− | |Grapple || xx || xx || xx || | + | |Grapple || xx || xx || xx || 35% || xx || xx || xx |
|} | |} | ||
− | *Total Weapon ENC: '''8''' | + | *Total Weapon ENC: '''8''' |
==Equipment== | ==Equipment== | ||
*Weapons: | *Weapons: | ||
− | ** | + | ** Great axe, short sword, 3 javelins, sling and stones. |
− | ** | + | ** 4 javelins, not carried |
*Magic | *Magic | ||
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**Crystal #2: 20 MP storage device. | **Crystal #2: 20 MP storage device. | ||
**Crystal #3: 4 MP storage device. | **Crystal #3: 4 MP storage device. | ||
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*Armour: | *Armour: | ||
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*** Dates 0.5 | *** Dates 0.5 | ||
*** 1L worth of food | *** 1L worth of food | ||
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*Valuables: | *Valuables: | ||
− | ** | + | ** 1992L |
+ | ** Lead amulet from troll sorcerors (spirit storage device) | ||
==Associated Characters== | ==Associated Characters== | ||
* '''Inyana''' - Yearwife, currently pregnant. Inyana was the daughter of a god (so is a goddess!), rescued from an island somewhere. She is currently at the Paps and has become an Earth priestess of some description. | * '''Inyana''' - Yearwife, currently pregnant. Inyana was the daughter of a god (so is a goddess!), rescued from an island somewhere. She is currently at the Paps and has become an Earth priestess of some description. | ||
− | * '''Firstborn''' - see Inyana, above. | + | * '''Firstborn''' - see Inyana, above. |
* '''Yrsa''' - Boltar's mother, whom he recently brought from Sarter to come live in Pavis | * '''Yrsa''' - Boltar's mother, whom he recently brought from Sarter to come live in Pavis | ||
− | * '''Alynx''' Probably adult by now | + | * '''Alynx''' Probably adult by now |
* '''Gang''' | * '''Gang''' | ||
** You should have a regular posse of a dozen loyal followers around, probably the ones that followed you into Devil's Playground and then followed you out to the block. A mixture of backgrounds who follow you because they didn't connect with a Khan in their tribes for whatever reason: some from Dragon Pass, some Praxian, others from elsewhere. You can write up a little thing on them. They'll be in the background most of the time, but you can certainly call on them for some muscle when you need resources against things, especially chaos. | ** You should have a regular posse of a dozen loyal followers around, probably the ones that followed you into Devil's Playground and then followed you out to the block. A mixture of backgrounds who follow you because they didn't connect with a Khan in their tribes for whatever reason: some from Dragon Pass, some Praxian, others from elsewhere. You can write up a little thing on them. They'll be in the background most of the time, but you can certainly call on them for some muscle when you need resources against things, especially chaos. | ||
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***'''Pug''' - a squat and ugly fellow, probably human, who seems to see himself as some sort of leader within the gang. No-one knows where he is from or is particularly interested. A reasonable fighter, on the face of it, but Boltar suspects he is more blather than action. | ***'''Pug''' - a squat and ugly fellow, probably human, who seems to see himself as some sort of leader within the gang. No-one knows where he is from or is particularly interested. A reasonable fighter, on the face of it, but Boltar suspects he is more blather than action. | ||
***'''Longstick''' - an ungainly and unpromising youth of local stock. Everyone expects him to die very soon, but there is something about him that Boltar likes, though no-one else knows what that is. Boltar's mother, Yrsa, likes to mother the poor fellow. | ***'''Longstick''' - an ungainly and unpromising youth of local stock. Everyone expects him to die very soon, but there is something about him that Boltar likes, though no-one else knows what that is. Boltar's mother, Yrsa, likes to mother the poor fellow. | ||
− | ***'''Hel''', '''Untar''' & '''Frim''' - a trio of brothers from the uplands of the Far Place, to the north of Sartar. With their blue-tattoed feet, they are great scouts, and they are the best javelin-throwers of the band, but they stick overly close to one another and Boltar has yet to work them out, despite his best efforts | + | ***'''Hel''', '''Untar''' & '''Frim''' - a trio of brothers from the uplands of the Far Place, to the north of Sartar. With their blue-tattoed feet, they are great scouts, and they are the best javelin-throwers of the band, but they stick overly close to one another and Boltar has yet to work them out, despite his best efforts. |
***'''Alwal''' - a bear-like fellow from somewhere within the Lunar Empire (Sylila), he is perhaps the most enigmatic of the gang. Second only to Boltar in his prowess with an axe, yet seemingly far older, and quite silent about his origins or his desires. Boltar likes him but feels (secretly) a bit threatened by the man's age and presence, even though Alwal has yet to give Boltar any cause for concern.. | ***'''Alwal''' - a bear-like fellow from somewhere within the Lunar Empire (Sylila), he is perhaps the most enigmatic of the gang. Second only to Boltar in his prowess with an axe, yet seemingly far older, and quite silent about his origins or his desires. Boltar likes him but feels (secretly) a bit threatened by the man's age and presence, even though Alwal has yet to give Boltar any cause for concern.. | ||
***'''Ordag''' - a Sartarite warrior who fought in Starbrow's rebellion and has on at least one occasion asked Boltar how he fought there. Boltar pretended he hadn't heard the question but knows that it will come back at some point and he will have to account for himself. | ***'''Ordag''' - a Sartarite warrior who fought in Starbrow's rebellion and has on at least one occasion asked Boltar how he fought there. Boltar pretended he hadn't heard the question but knows that it will come back at some point and he will have to account for himself. | ||
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** So far, Boltar has tried to unify his gang in their use of the axe and the javelin, in part as these are weapons whose use he can teach. But his gang is very disparate in their charcateristics and he is still unsure if that is a good idea or no, and quite how to use their variations to best advantage. | ** So far, Boltar has tried to unify his gang in their use of the axe and the javelin, in part as these are weapons whose use he can teach. But his gang is very disparate in their charcateristics and he is still unsure if that is a good idea or no, and quite how to use their variations to best advantage. | ||
− | == | + | ==Political Plans (Rubble)== |
− | * | + | * Ally with Zorak Zorani [https://wiki.rpg.net/index.php/Trolls_of_the_Rubble#Ogg Ogg] clan - need to go bash Chaos with them |
− | + | * Obtain permission from the [https://wiki.rpg.net/index.php/Trolls_of_the_Rubble#Kaggroka Kaggroka] clan to build a Storm Bull temple on Temple Hill | |
− | * | + | * Persuade Inyana then to come build an Earth temple on Temple Hill. |
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==Notes== | ==Notes== | ||
− | === | + | ===Improvement plans=== |
− | * | + | * Strengthening enchantment - general hit points |
− | * | + | * Ask rstites about Impede Chaos & Face Chaos divine magic |
− | * | + | * Do something about Free Int (allied spirit once I can) |
− | * | + | * Increase Str, then get a back-up ax and better armour (iron?) |
− | + | * Enchant matrix to free up some of my memory - find out how it works. | |
− | + | * Repair matrix | |
− | + | * Sword parry! | |
− | + | * Back-up axe? | |
− | + | * Spell matrix enchantment? (Spirit magic) | |
− | + | * Iron axe - ha ha ha. | |
− | + | * Divine magic - Get next, something from: Command Sylph (1), Mindlink (1), Shield III | |
− | + | * Increase Con? | |
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===Divine Magic notes=== | ===Divine Magic notes=== | ||
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Excommunication will become necessary if you end up an actual staff priest somewhere. There get easier to pick up as you get automatic POW increases for leading worship at that point. | Excommunication will become necessary if you end up an actual staff priest somewhere. There get easier to pick up as you get automatic POW increases for leading worship at that point. | ||
− | '''Storm Bull Cult Spells:''' Berserker (2), Command Sylph (1), Face Chaos, Impede Chaos, Shield | + | '''Storm Bull Cult Spells:''' Berserker (2), Command Sylph (1), Face Chaos, Impede Chaos, Shield (1) |
'''Common Divine Magic (available to Storm Bull):''' Dismiss Magic (1), ''Divination (1)'', Excommunication (ritual), Extension (1), Find Enemy (1), Find (substance) (1), ''Heal Wound (1)'', Mindlink(1), ''Sanctify (1)'', Soul Sight (1), ''Spirit Block (1)'', Warding (1), Worship (ritual), Armoring Enchantment (ritual), Binding Enchantment (ritual), Strengthening Enchantment (ritual), Spell Matrix Enchantment (ritual), Magic Point Matrix Enchantment (ritual) | '''Common Divine Magic (available to Storm Bull):''' Dismiss Magic (1), ''Divination (1)'', Excommunication (ritual), Extension (1), Find Enemy (1), Find (substance) (1), ''Heal Wound (1)'', Mindlink(1), ''Sanctify (1)'', Soul Sight (1), ''Spirit Block (1)'', Warding (1), Worship (ritual), Armoring Enchantment (ritual), Binding Enchantment (ritual), Strengthening Enchantment (ritual), Spell Matrix Enchantment (ritual), Magic Point Matrix Enchantment (ritual) | ||
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* Command Spirit of Law is a spirit that attacts Chaos creatures in spirit combat. If it wins, they die. | * Command Spirit of Law is a spirit that attacts Chaos creatures in spirit combat. If it wins, they die. | ||
* Cure Chaos Wound is not that great: you stack it with a regular (spirit magic) heal and it provides all the MP for the spell. | * Cure Chaos Wound is not that great: you stack it with a regular (spirit magic) heal and it provides all the MP for the spell. | ||
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* Strengthening Enchantment spell (1 point of POW to learn). You can do the ritual, spend 1 point of POW and gain 1d6 additional hit points: choose at time whether to apply it to general hit points or a specific hit location. Houserule: you can only double your natural hit points. (This go silly RAW as there's no upper limit.) | * Strengthening Enchantment spell (1 point of POW to learn). You can do the ritual, spend 1 point of POW and gain 1d6 additional hit points: choose at time whether to apply it to general hit points or a specific hit location. Houserule: you can only double your natural hit points. (This go silly RAW as there's no upper limit.) | ||
* Armoring Enchantment spell (1 point of POW to learn). Do the ritual, spend 1 point of POW, boost a hit location of armor 1d6 AP. Houserule: you can only double natural armor of a location, for the same reason. It might be best to hold off on this until you've found a nice set of iron armor. (You'll probably need to quest for that specifically at some point. It won't just show up as random loot.) | * Armoring Enchantment spell (1 point of POW to learn). Do the ritual, spend 1 point of POW, boost a hit location of armor 1d6 AP. Houserule: you can only double natural armor of a location, for the same reason. It might be best to hold off on this until you've found a nice set of iron armor. (You'll probably need to quest for that specifically at some point. It won't just show up as random loot.) | ||
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* Binding Matrix spell (1 point of POW to learn). Ritual builds a binding enchantment. You still have to summon and command the creature into the binding. | * Binding Matrix spell (1 point of POW to learn). Ritual builds a binding enchantment. You still have to summon and command the creature into the binding. | ||
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===Matrices=== | ===Matrices=== |