Ten Hidden Orbs:Cathak Yarona
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Yarona#663 (level 1)
- Goal:
- Element: Fire
Facts
- Bio-Mechanical Body
- House Cathak Simulacrum
- Died a Dozen Times
Attributes
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | |
---|---|---|---|---|---|---|
Score | 1 | 1 | 1 | 1 | 1 | 1 |
Modifier | +0 | +0 | +0 | +0 | +0 | +0 |
Check | + | + | + | + | + | + |
Resources
Total | Free | ||
---|---|---|---|
Essence | x | ||
Influence | 2 | 2 | Earned per Month |
Dominion | 0 | 0 | 0 |
Wealth | 0 |
Saving Throws
Base | Mod | Armor Penalty | Final Save | |
---|---|---|---|---|
Hardiness | 1 | |||
Evasion | 1 | |||
Spirit | 1 |
Hit Points
Current | Maximum |
---|---|
8? | 8? |
Armor
- AC:
- Type:
- Description:
Attacks
- Base Attack Bonus: +1
- Fray Die: 1d8
Description | Attribute | Attack Bonus | Damage |
---|---|---|---|
Words, Strifes and Magic
Words
Universal
- Effort of the Word - Constant
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.
Artifice
Create any non-magical object a normal man can carry as a round's action, using whatever materials are to hand. It may look odd (and be inedible) it functions as normal; crafting efforts for a day count as 100 labourers per character level when an estimate is needed.
- Command the Wheels (lesser) - Action, Commit Effort
- Transmuter (lesser) - Action, Commit Effort for the Scene
Sorcery
As an Instant ability, Commit Effort for the scene to instantly negate any low magic spell being cast in my presence, or banish/destroy any low magic construct or summoned entity.
- Adept of the Gate - Constant
- Perfection of Understanding - Constant
- Wizard's Wrath - Instant, Commit Effort
Magic
The Empty Way
- Apprentice: the pprentice ca cast spells to gain immunity to hot or cold weather, ignore hunter and thrist for a day, become impervious to pain and able to fight on for one round after reaching zero hit points, or turn their unarmed attacks into 1d6 weapons for a scene.
- Adept: the adept's spells can turn unarmed attacks into 1d8 weapons, grant them a natural armour class of 5 for a scene, leap up to sixty feet horozontally or half that vertically, gain immunity to natural flame/frost, or heal 1 hit point of damage as an Instant action.
- Master: the sage master's spells can purge disease or poison from the blood, grant them a natural armour class of 3 for a scene, levitate up and down at their full movement rate for a scene, see clearly even in perfect darkness, or satiate their need for food/sleep/drink for the day.
- Archmage: an archmage may turn unarmed attacks into 1d10 weapons, turn invisible for a scene or until they take vigorous action, become impervious to non-magical weapon attacks for a scene so long as they take no hostile action, restore youthful vigour for the day regardless of age, or gain immunity to mortal mind-affecting magic for the day.
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.