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FantasyCraft:Otters Ransom:Navi
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A warg cub was found abandoned in the Ghibli Hills forests by its native nature spirits. By her misty blue coat they could tell she had fey ancestry, but beyond that her parentage and how she'd come to the forest so far from warg territory. The nature spirits raised her, teaching her magic and tricks but little in the way of practical skills. Once grown, Navi fell into the role of an intermediary between the nature spirits and the mortals around the edge of the forest. Not entirely comfortable with mortal society, Navi developed a stage persona and employed theatricality in order to throw any mortals off from reading into her. This eventually brought her to the attention of a con-witch, who enticed Navi into the life of a traveling medium, only to suddenly ditch her at the dungeon town as a scapegoat for some revenge-seeking marks. Fortunately, Navi actually has most of the skills she claims to, so she was off the hook. Still stranded far from her home, she's been making money as a "spirit priest", dealing with disturbed spirits on the surface or in the dungeon. Feminine Warg Sorcerer Mage 1 Medium Fey Beast '''Senses''' Notice +6, Search +5, scent 150 ft. '''Stealth''' Blend +2, Sneak +6 '''AD:''' 3d4, starting 3 '''Initiative''' +3 (+2 Dex + 1 class) -------------------- '''Defense''' -------------------- '''Defense''' 12 (+2 Dex + 0 class) '''DR''' 0 (0 armor) '''Vitality''' 7 (6 class x 1 + 1 Con x 1); Wounds 13 Fort +1 (+1 Con + 0 class) Ref +2 (+2 Dex + 0 class) Will +4 (+2 Wis + 2 class) '''Defensive Abilities''' * Padded Armor: Cold Resistance 3 * Spirits Step I: Spirit Resistance 1 -------------------- '''Offense''' -------------------- '''Speed''' 40 ft. (run: 200 ft.) '''BAB''' +0 '''Melee''' +1 (+0 BAB + 1 Str) * +2 Bite II: 1d8+1 lethal; crit 17-20 '''Ranged''' +2 (+0 BAB + 2 Dex) '''Special Attacks''' * Polar Ray I: 1 half action; 15 ft. line; Ref 13 (half); 1d6 cold damage * Flare: 1 half action; 50 ft. range, 20 ft. sphere (visual); Fort 13 (negates); -1 magic penalty to attack for 1d6 rounds * Dreadful Howl: full action; all enemies up to Large; hearing range; Will 14 / 18 if seen (negates); 2d6+1 stress damage; 3/scene -------------------- '''Statistics''' -------------------- Str 13 (+1), Dex 14 (+2), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) '''Proficiencies:''' Unarmed (forte) '''Skills:''' (8 class + 1 Int) x [1 + 3] = 36; Bluff 4 (+6, +9 opposed, class), Crafting (class), Impress 4 (+6, class), Intimidate 4 (+6, class), Investigate 4 (+5, class), Medicine (class), Notice 4 (+6, class), Prestidigitation 4 (+6, class), Resolve 4 (+5, class), Search 4 (+5, class), Sense Motive (class), Sneak 4 (+6, origin), Spellcasting 4 (+5, special) '''Interests:''' Sidhe Language, Noble Language, Traveller Language, La Tierran [Rootwalker] Language, Spirit Language; Ghibli Hills Study, Spirit Intermediary Study, Fey Magic Study, Theatrics Study; The Spirits Alignment '''Carrying Capacity:''' 13/120 lb; 121-360; 720 dead-lift/drag -------------------- '''Abilities''' -------------------- '''Species''' Warg (Book of Holding) Attributes: +2 to the lower of Dexterity or Wisdom, -2 Any Base Speed: 40 ft. Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species. Bloodhound: Your base scent rage is equal to your Wisdom score x 10 ft., and you gain a +6 bonus with Track checks. Sure-footed: Your encumbrance loads are increased by 50%, and when you run your move multiplier is increased by 1. Natural Attack: You gain the Bite II natural attack. Dreadful Howl: As a full action, you may unleash a dreadful howl. All enemies up to one size category larger than you able to hear you must make a Will save (DC 10 + the number of species feats you have + half your Intimidate ranks, rounded up) or suffer 2d6 + your Con modifier stress damage. The DC of this save increases by +4 for enemies able to see and hear you as you howl. You may use this ability a number of times per scene equal to your starting action dice. ---- '''Specialty''' Sorcerer Bonus Feat: Any 1 Species feat Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5. Paired Skills: Each time you gain 1 or more ranks in the Spellcasting skill, you gain equal ranks in the Intimidate skill. This may not increase your Intimidate skill beyond its maximum rank. Terrifying Look: The Will save DCs of stress damage you inflict increase by 4. ---- '''Class''' Mage Arcane Adept: You learn 4 additional Level 0 spells from any School. Also, once per scene as a free action, you may spend and roll up to 3 action dice to gain a number of spell points equal to the result. These action dice cannot explode. Subtle and Quick to Anger: At Level 1, you may purchase ranks in the Spellcasting skill, learn spells from any School, and cast Level 0 spells you know. ---- '''Feats''' Faerie Heritage [bonus] Unearthly Splendor [bonus] Hidden Spells ---- '''Tricks''' -------------------- '''Money and Gear''' -------------------- '''Lifestyle:''' 3 (1 class + 2 Cha) * Panache 3 (30s/month, +1 Appearance), Prudence 0 (15% savings) '''Appearance''' +4 (+1 Panache + 2 Cha + 1 feat) '''Stake''' 42s '''Gear:''' * Beast Mage's Pouch: allows Spellcasting; D/2h; Hard 1; 17W; 4 lb; 60s * Rations: feed 2 Character for 1 day; 7 uses; T/2h; Hard 1; 5D; 5 lb; 5s * Pouch: hold 50 coins; D/--; Soft 1; 5D; 2s * Beast Partial Padded Armor: DR 0;Res Cold 3; DP -0; ACP -0; Soft 2; 5D; 4 lb; 30s '''Legend''' +1 (1 class) '''Reputation:''' 13 '''Renown:''' 0 '''Prizes:''' -------------------- '''Magic''' -------------------- '''Spellcasting''' Bonus +5 (4 ranks + 1 Int) '''Save DC''' 13 (10 + 2 Cha + 1 Spellcasting feats) '''Casting Level''' 1 '''Maximum Spell Level Cast:''' 0 '''Spell Points''' 2 '''Spells Known''' 18 + 4/0th level '''Spells''' * Create Water (0th) * Endure Elements (0th) * Expeditious Retreat (0th) * Feather Fall (0th) * Flare (0th) * Magic Vestment I (0th, fey magic) * Orient Self (0th) * Polar Ray I (0th) * Touch of Light (0th) * Water Walk (0th) * Color Spray (1st, fey magic) * Concealing Countryside I (1st, fey magic) * Conjure Elemental I (1st) * Cure Wounds I (1st) * Disguise Self (1st, fey magic) * Entangle (1st) * Pass without Trace (1st, fey magic) * Scare I (1st, fey magic) * Sleep I (1st, fey magic) * Tinker I (1st, fey magic) * Unseen Servant (1st, fey magic) * Goodberry (2nd, fey magic) '''Paths:''' * ''Spirits I [bonus]:'' You gain Spirit Resistance equal to your Spirits Step. You may also cast Dancing Lights and Whispers at will.
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