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'''Varanis Oakenbeard''' Level 1 Human (Esrolian) Bard, Devotee of Lhankor Mhy '''Stat Initial Race/Class''' '''STR''' 10 (+0) 10 '''CON''' 14 (+2) 14 '''DEX''' 17 (+3) 15 +2 '''INT''' 19 (+4) 17 +2 '''WIS''' 13 (+1) 13 '''CHA''' 12 (+1) 12 '''HP''': 23 / 27 (Current / Total) '''AC''': 15 (light armor) '''PD''': 14 (+1 from Esrolian cultural trait) '''MD''': 14 (+1 from Esrolian cultural trait) '''Initiative Score''': 14 '''Recoveries''': 8 recoveries, 1d8+2 '''Equipment''': longsword, shortbow, leather armor, beaded wooden beard, climbing gear, papyrus scrolls and writing utensils, 25 gp '''Runes''': Truth, Stasis, Dragonewt '''Description''': Varanis is a tall and willowy woman with a thin face and dark grey eyes. She has brown skin and long black hair, which she generally wears up in a crown braid, the traditional hairstyle of her Esrolian clan. Her forehead is tattooed with a black Truth rune. She mostly wears practical traveling clothes, all in shades of grey and brown: a long tunic, trousers, boots, and a loose wrap skirt over the trousers. As expected of a Lhankoring, she wears a false beard, which is tied to her hair at the temples. Varanis' beard is made of strings of wooden beads and is crafted to look as much like a real beard as possible, including a false mustache; it covers the lower half of her face like a veil. '''One Unique Thing''': ''Haunted by the ghosts of the EWF'' The daughter of a scribe and a merchant, Varanis grew up an ordinary child in Nochet until her initiation. In the Other World, instead of the expected initiation ritual, Varanis was confronted by draconic beings. They spoke secrets to her that her brain refuses to remember. They pulled her apart, split her tongue, and divided her brain, then reassembled her. Since that day, Varanis has found it easy to master magics that affect minds or rely on her voice. But she has also been haunted by disturbing dreams, strange visions, and the ghostly visitations of spectral human figures in ancient garb, dragonewts, and other draconic creatures. == Backgrounds == '''Scribe of the Great Library 5''' Varanis learned the arts of reading, writing, research, and librarianship from her father, Elasakar the Grey Sage, under whom she worked and studied at Nochet's Great Library. She is very well-read in matters of history and mythology, with a particular interest in the Second Age. '''Ruin Delver 5''' Varanis is a much more adventurous scholar than most Great Library sages. Her mother, Myara, first took her on the road and showed her how to use a blade. Varanis' research and natural curiosity have led her to ancient ruins, trapped tombs, and haunted necropolises all across central Genertela. == Class Features == '''Bardic Songs''' See the [http://www.13thagesrd.com/classes/bard/#Bardic_Songs link here]. '''Battle Cries''' Battle cries are triggered by flexible melee attacks. The bard makes a melee attack and is able to use a battle cry that corresponds to the attack's natural result. Bonuses provided by battle cries can help a bard's allies but not the bard. Adventurer Feat: You can generate the effect of any 1st or 3rd level battle cry you know as a standard action (instead of making a flexible melee attack to see which battle cry you are able to trigger). This allows you to choose the particular battle cry you want, at the expense of taking your standard action. '''Spells''' Bards use arcane spells that function like those of other spell-casting classes. Some spells are daily, some recharge, and others are at-will. == Talents == '''Jack of Spells''' Choose another spell-casting character class. You can choose one spell from the spell list (but not the talent list) of that class, of your own level or lower, as an extra spell you know how to cast. You can even take its feats up to your tier, if it has any. This spell is a bonus spell, not included in your bard class count. ''Chosen spell'': Terror (Necromancer) '''Loremaster''' Your bardic skills and magic are now based on your Intelligence rather than Charisma. Any time an element of the bard class refers to Charisma, you can replace that element with a reference to Intelligence. Take two additional points of backgrounds; you can use these additional points to raise a background that has something to do with history, bardic lore, or magical knowledge up to the usually impossible rating of +6. '''Spellsinger''' You can choose an extra bardic song or bard spell at the highest level you know. == Feats == ''Class Feature'': Battle Cries (Adventurer) ''Spell'': Terror (Adventurer) == Battle Cries == '''Pull It Together!''' Flexible melee attack Triggering Roll: Natural 11+; use only twice per battle Effect: One nearby ally can heal using a recovery. '''We Need You!''' Flexible melee attack Triggering Roll: Natural even hit Effect: A nearby conscious ally can roll a save against a save ends effect. == Spells == '''Befuddle''' Ranged spell * Recharge 11+ after battle Target: One nearby creature with 40 hp or fewer Attack: Intelligence + Level vs. MD Hit: The target is confused until the end of your next turn. Natural Even Miss: The target is dazed until the end of your next turn. '''Charm Person''' Ranged spell * Daily Target: One nearby creature with 40 hp or fewer Special: This spell cannot be cast during combat or on a target that has rolled initiative to fight. Attack: Intelligence + Level vs. MD Hit: The target believes you are their friend until you or your allies take hostile action against them. (Attacking their normal allies is okay.) If you or your allies attack the target or order the target to attack its normal allies, the target can roll a normal save to break the charm effect during its turn each round. Special: On a miss, the spell is not detectable by most others unless you miss by 4+ or roll a natural 1, in which case the target and its allies knows what you tried to do and will usually be angry about it. '''Soundburst''' Ranged spell * Daily Target: 1d4 nearby enemies in a group Attack: Intelligence + Level vs. PD Hit: 5d6 + Intelligence thunder damage, and the target is dazed until end of your next turn. Miss: Half damage, and deal thunder damage equal to your level to each of your allies engaged with the target. '''Terror''' Ranged spell * Daily Target: One nearby creature with 50 hp or fewer. Attack: Intelligence + Level vs. MD Hit: The target uses all its actions during its turn to move away from the battle, disengaging from enemies to do so (hard save ends, 16+). If it fails to disengage with all of its actions, it won't take opportunity attacks by moving. The effect also ends when you or one of your allies attacks the target. Miss: 1d10 + Intelligence psychic damage. Adventurer Feat: When you miss with this spell, you regain it after the battle.
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