Editing
Ophelia Basilea Saraphis
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
[https://wiki.rpg.net/index.php/Byzantium:_Nightmares_Undreamed_Of Byzantium: Nightmares Undreamed Of] ==Ophelia Basilea Saraphis== '''Good Bard 2''' (2000/4000)<br> '''Appearance:''' Ophelia has coppery skin and long, curly, black hair, with patches of glittering, midnight blue scales that display her heritage. She dresses richly, in flowing fabrics and jewelry. Her eyes, once bright blue and slitted like a snake’s are as black as night. '''Motivation:''' Ophelia seeks to learn the fate of her first adventuring companions so she can beg forgiveness or otherwise find absolution. ===Attributes=== Primary Attributes: {|class="wikitable" |- !Charisma !Dexterity !Ferocity !Health !Intelligence !Willpower !Social Class |- |15 (+1) |12 (0) |5 (-2) |10 (0) |12 (0) |11 (0) |13 (+1) |} ====Aristocrat, Adventurer, Artiste==== Ophelia is the “wild child” of her family, a rebellious young dreamer who prefers adventure and the company of dangerous people to the tedium of refined society. ====I Sing the Endless Song of Serenity==== Ophelia has been ravaged by terror, grief, and guilt. Now, very little disrupts her poise, and she tries to lend tranquility and strength to those around her. ====Five Went Below and Only I Returned==== Ophelia was the only survivor of her first delve into an incursion. She praises the companions who gave their lives so she might escape. In truth, she bargained those lives to save her own. ===Combat=== *Hit Die d6 *Initiative: 2d6 *AC: 13 *Disposition: 2d6 (7) *Psychic Armor: 0 *Short Bow Attack +0 to hit *Throwing Knife Attack +0 to hit ===Restrictions=== You can’t be of evil alignment. You can’t cast spells when you use a shield or wear a suit of plate. ===Skills=== tbd ===Special Abilities=== As a complicated combat action, you may give your Disposition away to your allies. For each point of Disposition you lose, one other character who can see, hear, or touch you gains 2 points of Disposition. However much Disposition you choose to lose, up to your total current score, you may distribute amongst other characters as you see fit. When you re-roll your Disposition, any allies who also re-roll their Disposition get advantage. You may decide who is an ally and who is not at any time. You have mastery over 1 spell per level, plus spells equal to your Charisma modifier. If the total of your level and modifier is less than 1, you have mastery of no spells. When you cast a spell that you have mastered, roll against your Charisma score instead of your Intelligence in order to control it (when casting a spell from a formula you have not mastered, roll against Intelligence as normal). ===Spells=== *Imbuement *Detect Magic - Level 1 Divination | Range: Senses | Effect: Caster only | Duration: 1 thing per caster level or 1 turn per caster level ::By concentrating on someone, something, or somewhere that you can see, hear, or touch, you may detect whether it has any magical properties or not. By concentrating on a location, you may also detect someone or something that is both hidden and magical. This spell does not identify the precise nature of the magic. Once you have detected a number of magical things equal to caster level, the spell ends. *Find Poison - Level 1 Divination spell | Range: Senses | Effect: Caster only | Duration: 1 day per caster level ::For the duration of the spell, you can tell if anything that you can see, hear, or touch is poisonous and how strong that poison is. You can find poisonous plants in the woods, or determine if food is poisoned. *Illusory Terrain - Level 4 Illusion spell | Range: Senses | Effect: 1 terrain feature | Duration: Until dispelled ::This spell causes one feature of the terrain to become hidden or appear as something else, whatever you desire. This illusion is dispelled when touched by someone. ===Equipment=== Encumbrance = 7/4 + 12/10s *Worn **Throwing knives (3, s) **Heavy leather jerkin (light armor, enc. 1) ** *Backpack **Dagger (s) **Rope (50’) **Grappling hook (s) **Climbing gear **Torches (12, 2s) **Chalk (12, t) **Tinderbox (s) **Vial of Holy Water (1, s) **Hand mirror (s) **Scribe’s Tools **Musical instruments (3) **Books (well-made spellbook, book of poetry, a history of the old serpentine empire, 3s) *Coinpurse **125 cyphers (s) ===Special Moves=== Breath Weapon ===Notes=== ===Q&A===
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information