T'sais: Difference between revisions
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Revision as of 21:27, 21 March 2018
Main Page | Journal | Scrapbook |
T’sais (level 2)
- Goal: Rescue my pitiable people…
- Height: 1.7m / Weight: 67kg
Facts
- A body beyond the ken of modern men… (Torment Defied strife)
- Cousin to the people of this fallen world.
- Scientist from a strange time. (Theotechnician low magic)
- The Pure Flame
- [Pondering...]
Attributes
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | |
---|---|---|---|---|---|---|
Score | 11 | 17 | 18 | 15 | 13 | 16 |
Modifier | +0 | +2 | +3 | +1 | +1 | +2 |
Check | 10+ | 4+ | 3+ | 6+ | 8+ | 5+ |
Resources
Total | Free | ||
---|---|---|---|
Effort | 4 | 4 | |
Influence | 4 | 4 | Earned per Month |
Dominion | 0 | 0 | 0 |
Wealth | 0 |
Saving Throws
Base | Mod | Armour Penalty | Final Save | |
---|---|---|---|---|
Hardiness | 13 | 3 | 10 | |
Evasion | 13 | 2 | 11 | |
Spirit | 13 | 2 | 11 |
Hit Points
Current | Maximum |
---|---|
33 | 33 |
Armour
- AC: 2
- Type: Warded Skin (base AC: 4)
Attacks
- Base Attack Bonus: +3
- Fray Die: 1d8
Description | Attribute | Attack Bonus | Damage |
---|---|---|---|
Divine Blaze | Constitution | +7 (50ft range) | 1d10+3 (fire) |
Unnatural capabilities | Dexterity | +6 | 1d8+2 (melee) |
Fire for Days | N/A | 20ft^3 Zone | 3 (3d6 straight vs mobs) |
Abilities
Words
Universal
- Effort of the Word - Constant
- Eyes of the Cat (lesser) – Constant [taken from Beasts; elven senses]
Command
Raise Charisma to 16. Gain the ability to communicate with any intelligence creature – understanding them and being understood in turn. Commands are always correctly understood, though obedience is not necessarily guaranteed.
- The Lines of Rule (lesser) – Action
- A Thousand Loyal Troops (lesser) - Action
Fire
Gain an invincible defence against flame and smoke; may wield fire as a magical weapon with a range of up to 50 feet, and a 1d10 damage die.
- Consuming Gaze (lesser) - Action
- Firestorm (lesser) - [Smite] Action
Health
Gain an invincible defence against disease and poison – and the ability to diagnose them instantly. Raise Constitution to 18.
- Burning Vitality (greater) – On Turn
- Intrinsic Health (lesser) - Constant
- Vital Furnace (lesser) - On Turn
Magic
Theotechnician
- Apprentice: apprentices learn no magic, but become skilled in architecture, tinkering and the crafting of delicate work such as a jeweller or goldsmith might do.
- Adept: adepts treat their art as sufficient justification for being able to create minor magic items as described in the Treasures chapter. Each month of their determined labour counts as 1 Dominion point for the creation of a minor magic item, though they cannot create them in bulk as a Godbound can or create arms and armour more powerful than those with a +1 bonus. Adepts can identify the function and powers of such minor magic items.
- Master: a master can fashion up to +2 weapons and armour, and at the cost of 1 Wealth point and a week's work they can build a 4 HD minor servitor. The servitor is not sentient, but it will obey the master intelligently.
- Archmage: archmages of the theotechnicians can build +3 weapons and armour and can fabricate 8 HD servitors with a month's work and 2 Wealth points of expenditure. Archmages automatically succeed at all saving throws forced on them by effects generated by minor magical items.
Strifes
Lesser Strife of the Torment Defied
- Initiate: ignore any mundane source of pain. Immune to infection, and wounds never worsen with neglect. Unarmed attacks deal 1d8 damage.
- Disciple: can continue fighting for one round after being reduced to 0 HP; even afterwards, can still speak or can crawl at half usual movement rate unless a coup de grace is administrated (though they cannot commit effort or perform other actions in this state).
- Master: first physical injury in a scene that would kill the master leaves them, instead, with 1 HP.
Theogenetic Alterations
Integration points: 4 (Effort sacrificed: 1)
- Humming Bird Heels (1): fly briefly at a cost, or hover unmoving and ignore falling damage.
- Redundant Organ Implants (2): gain two additional HP per level.
- Warded Skin (1): gain a base AC of 4.
XP and Dominion Log
- Kraken defeated (3 XP, 2 Dominion)
- Sokolov overthrown (3 XP, 4 Dominion)
Dominion Log
Esprit de Corps (2 Dominion - a Plausible, City-Sized change): make the drilling of Kamenka's new, citizen army preternaturally effective and efficient.