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==Characteristics==
 
==Characteristics==
Str: '''14''', Con: '''14''', Siz: '''17''', Int: '''16''', Pow: '''12''', Dex: '''10''':, Cha: '''18'''.   
+
Str: '''10''', Con: '''14''', Siz: '''17''', Int: '''16''', Pow: '''13''', Dex: '''10''':, Cha: '''18'''.   
 
*Hit Points:  '''21'''
 
*Hit Points:  '''21'''
 
*Total Fatigue Points:  '''20'''
 
*Total Fatigue Points:  '''20'''
*Total Magic Points:  '''10''' + ('''20''' + '''4''') crystals = '''34'''
+
*Total Magic Points:  '''13''' + ('''20''' + '''4''') crystals = '''37'''
 
*Damage Bonus: '''+1d4'''
 
*Damage Bonus: '''+1d4'''
 
*Current Fatigue:  '''0'''
 
*Current Fatigue:  '''0'''
*Current Magic Points: '''10''' + ('''20''' + '''4''') crystals = '''34'''
+
*Current Magic Points: '''13''' + ('''20''' + '''4''') crystals = '''37'''
* ENC Limit = '''26''' (Str+Con)
+
* ENC Limit = '''24''' (Str+Con)
  
 
==Skill Groups==
 
==Skill Groups==
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**Language [Trade] (INTx3%): 49%
 
**Language [Trade] (INTx3%): 49%
 
**Language [Stormspeech]: 69%
 
**Language [Stormspeech]: 69%
**Language [Pavic]: 17%
+
**Language [Pavic]: 05%
**Language [Praxian]: 9%
 
  
 
*'''Manipulation:+3% '''
 
*'''Manipulation:+3% '''
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*'''Perception: +10%'''
 
*'''Perception: +10%'''
**Listen (25%): 58%
+
**Listen (25%): 56%
 
**'''Scan''' (10%): 99%
 
**'''Scan''' (10%): 99%
 
**'''Search''' (25%): 53%
 
**'''Search''' (25%): 53%
 
**'''Track''' (10%): 55%
 
**'''Track''' (10%): 55%
**'''Sense Chaos''' (0%): 100%
+
**'''Sense Chaos''' (0%): 94%
  
  
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**Dodge (5%):
 
**Dodge (5%):
 
**Jump (25%): 45%
 
**Jump (25%): 45%
**'''Ride''' (5%): 72%
+
**'''Ride''' (5%): 63%
 
**Swim (15%): 40%
 
**Swim (15%): 40%
 
**Throw (25%):
 
**Throw (25%):
 
**Hide (10%): 62%
 
**Hide (10%): 62%
**Sneak (10%): 72%
+
**Sneak (10%): 67%
  
 
*'''Magic: +8%'''
 
*'''Magic: +8%'''
**'''Ceremony''' (5%): 95%  
+
**'''Ceremony''' (5%): 89%  
  
 
</div>
 
</div>
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
  
===Spirit Magic===
+
* '''Spirit Magic:  '''
 
*''In memory (16):''
 
*''In memory (16):''
** Bladesharp 5
+
** Bladesharp 3
 
** Countermagic 5
 
** Countermagic 5
 
 
** Demoralize (2)
 
** Demoralize (2)
** Detect Enemies (1)
+
** Heal 4
** Fanaticism (1)
+
** Protection 2
** Heal 2
 
  
 
*''Matrices:''
 
*''Matrices:''
 
** Disruption (short sword)
 
** Disruption (short sword)
** Protection 4 & Mobility 5 (snakeskin belt)
 
  
 
*''Not in memory:''
 
*''Not in memory:''
 
** Bladesharp 5  
 
** Bladesharp 5  
** Countermagic 5
 
 
** Disruption (1)
 
** Disruption (1)
 
** Farsee 1
 
** Farsee 1
** Heal 4
+
** Fanaticism (1)
 
** Mindspeech 1
 
** Mindspeech 1
 
** Mobility 1
 
** Mobility 1
 
** Protection 5  
 
** Protection 5  
  
* '''Spirits:'''
+
* '''Divine Magic: '''
** Bladesharp 8 (In one of the wheels recovered from the broo. Inset into the haft of Boltar's iron axe)
 
** Protection 9 (In lead amulet from troll sorcerors)
 
** Strength 3 (In a bronze bracelet)
 
</div>
 
 
 
===Divine Magic===
 
 
** Berserker
 
** Berserker
** Command Spirit of Law (Waha)
+
** Command Spirit of Law (Waha)  (used)
** Command Sylph
+
** Command Sylph (used)
** Divination
+
** Divination (used)
** Fear
+
** Fear (used)
 
** Heal Wound I  
 
** Heal Wound I  
 
** Sanctify  
 
** Sanctify  
 
** Shield II
 
** Shield II
 
** Spirit Block I
 
** Spirit Block I
** Summon Spirit of Law
+
** Warding (used)
** Summon Sylph
 
** Warding
 
 
** Worship (ritual)
 
** Worship (ritual)
 +
**
  
===Allied Spirit: Mog the Wise, Alynx===
+
Boltar: Alynx stats: STR 7 CON 17 SIZ 3 INT 16 POW 19 (max 38) DEX 25, Claw 54% 1d6-1d4, Bite 44% 1d10-1d4, Rip 80% 2d6-1d4, Dodge 72%, Hide 91%, Sneak 105%
 
  
'Spirit Magic':
+
* '''Gifts/Geasa:'''
*Befuddle (1)
+
**
*Glue 5
+
**
*Heal 4
+
**
*Light (1)
+
**
*Slow 2
+
**
*Spirit screen 3
+
**
 +
**
 +
**
 +
**
 +
**
  
'Divine Magic':
+
</div>
*Summon Sylph
 
*Command Sylph
 
 
 
 
 
You can teach it any cult associated spells you want. It can spend POW to learn divine magic. It is an initiate of Orlanth. You can cast spells it knows and it can cast spells you know. It cannot cast your spells held in spirits or in matrices on your person. Likewise, it could be equipped with something to hold bound spirits and could use them, but you could not; and it could have matrices on a collar or harness that it could access and you could not. You are mindlinked with it and can do these things up to a 100 m or so.
 
 
 
This is the big things allied spirits give you in creatures. The independent creature can go off flank opponents or a cat can sneak in close and drop magic on someone from concealment. The downside is a single powerful hit will kill the cat and permanently destroy Boltar's allied spirit. An allied spirit in your sword is pretty much impervious to anything, can't be blinded, trapped and taken, or similar. It's also in the vessel into which it'll cast most of its own spells. The shadow cat is also pretty much broken in RQIII due to their massive POW to overcome enemy resistance.
 
 
 
Plus, I need to consider possible circumstances - @rstites could you give me rulings on how mutual access to spells works under different circumstances, so I can paste it on to my character sheet? Here is what I can think of, there must be more:
 
 
 
1. Boltar or Ally is under the influence of a spell - Demoralize/Befuddle/Fanaticism/Berserk etc
 
2. Boltar or Ally is out of range (what is the range?)
 
3. Boltar or Ally is unconscious or otherwise incapacitated
 
4. [There are more but I have forgotten them]
 
It's the same as Mindlink. You have free access to each others spells and MP, but you are also affected by mind-altering magic cast at each other.
 
 
 
1. You cannot access magic not available to them when they're under such effects. Also note that any such spell cast at one of you automatically hits both of you and must be resisted by each of you separately. IOW, it's entirely possible for your Alynx to be over the next hit, shrug off a Fear spell, and have Botlar suddenly succumb to the spell. This is true of all allied spirits, but is really much more of an issue for allied animals.
 
 
 
2. Range is ~100 m. There's no mindlink at that range so nothing either way.
 
 
 
3. If unconscious, you can't access the others spells or magic points.
 
 
 
4. Ask as they come up...
 
  
 
===Spirits===
 
===Spirits===
 +
* Bladesharp 8 (In one of the wheels recovered from the broo. Inset into the haft of Boltar's iron axe)
 +
* Protection 9 (In lead amulet from troll sorcerors)
 +
* Strength 3 (In a bronze bracelet)
  
 
==Hit Points and Armour==
 
==Hit Points and Armour==
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==Weapons and Shields==
 
==Weapons and Shields==
* Attack Bonus: +3% (for gt. axe, +???% when Str 3 is cast)
+
* Attack Bonus: +3% (for gt. axe, +6% when Str 3 is cast (negates -5% to use weapon due to low str))
 
* Parry Bonus: -1%
 
* Parry Bonus: -1%
 
* Strik Rank: Siz 1 + Dex 3 = 4
 
* Strik Rank: Siz 1 + Dex 3 = 4
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|-
 
|-
|'''Iron Great Axe''' (2H)|| 2d6+2+1d4 || 5 || 15 || 117% || 105% || -  || 2
+
|'''Iron Great Axe''' (2H)|| 2d6+2+1d4 || 5 || 10 || 112% || 100% || -  || 2
 
|-
 
|-
 
|'''Great Axe''' (2H)|| 2d6+2+1d4 || 5 || 10 || - || - || -  || 2
 
|'''Great Axe''' (2H)|| 2d6+2+1d4 || 5 || 10 || - || - || -  || 2
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|Short Sword (1H)|| 1d6+1+1d4 || 6 || 10 || 77% || 27% || -  || 1
 
|Short Sword (1H)|| 1d6+1+1d4 || 6 || 10 || 77% || 27% || -  || 1
 
|-
 
|-
|Javelin || 1d8+1d2 || 3/9 || 8 || 99% || - || 20/50 || 2x1.5=3
+
|Javelin || 1d8+1d2 || 3/9 || 8 || 93% || - || 20/50 || 2x1.5=3
 
|-
 
|-
 
|Sling|| 1d8 || 3 || xx || 39% || xx || 100/100 || 20x0.1=2
 
|Sling|| 1d8 || 3 || xx || 39% || xx || 100/100 || 20x0.1=2
 
|-
 
|-
|Grapple || xx || xx || xx || 42% || xx || xx || xx
+
|Grapple || xx || xx || xx || 35% || xx || xx || xx
 
|}
 
|}
  
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**Crystal #3: 4 MP storage device.
 
**Crystal #3: 4 MP storage device.
 
**Disrupt matrix on shortsword
 
**Disrupt matrix on shortsword
 
** Lump of lead won from the Uz.
 
  
 
*Armour:
 
*Armour:
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*Valuables:
 
*Valuables:
** 'Personal': 406L + 3 wheels (60L)
+
** 'Personal': 1992L + 3 wheels (60L)
 +
** Spend: 50L Bull to sacrifice for son
 +
** Spend 20L on a bronze bracelet for spirit
 +
** Leaves: 1922L
 +
 
 +
 
 +
 
 +
 
 +
 
 +
** 'Cult': 27 Wheels (540L) from Duke Raus
 +
** Spend: 50L for a bull to sacrifice
 +
** Leaves: 25W 10L (490L)
 +
** Spend: CMagic 5 = 40+30+20+10+30+20+10+20+10+10=350
 +
** Leaves: 140L (-86L for bison & saddle) = 54L
  
 
==Associated Characters==
 
==Associated Characters==
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***'''Pug''' - a squat and ugly fellow, probably human, who seems to see himself as some sort of leader within the gang. No-one knows where he is from or is particularly interested. A reasonable fighter, on the face of it, but Boltar suspects he is more blather than action.
 
***'''Pug''' - a squat and ugly fellow, probably human, who seems to see himself as some sort of leader within the gang. No-one knows where he is from or is particularly interested. A reasonable fighter, on the face of it, but Boltar suspects he is more blather than action.
 
***'''Longstick''' - an ungainly and unpromising youth of local stock. Everyone expects him to die very soon, but there is something about him that Boltar likes, though no-one else knows what that is. Boltar's mother, Yrsa, likes to mother the poor fellow.
 
***'''Longstick''' - an ungainly and unpromising youth of local stock. Everyone expects him to die very soon, but there is something about him that Boltar likes, though no-one else knows what that is. Boltar's mother, Yrsa, likes to mother the poor fellow.
***'''Hel''', '''Untar''' & '''Frim''' - a trio of brothers from the uplands of the Far Place, to the north of Sartar. With their blue-tattoed feet, they are great scouts, and they are the best javelin-throwers of the band, but they stick overly close to one another and Boltar has yet to work them out, despite his best efforts. They fought with Boltar against the broo and acquitted themselevs well. Hel almost died but was brought back with great magics.
+
***'''Hel''', '''Untar''' & '''Frim''' - a trio of brothers from the uplands of the Far Place, to the north of Sartar. With their blue-tattoed feet, they are great scouts, and they are the best javelin-throwers of the band, but they stick overly close to one another and Boltar has yet to work them out, despite his best efforts. They fought with Boltar against the broo and acquitted themselevs well. Hel almost debut was brought back with great magics.
 
***'''Alwal''' - a bear-like fellow from somewhere within the Lunar Empire (Sylila), he is perhaps the most enigmatic of the gang. Second only to Boltar in his prowess with an axe, yet seemingly far older, and quite silent about his origins or his desires. Boltar likes him but feels (secretly) a bit threatened by the man's age and presence, even though Alwal has yet to give Boltar any cause for concern..
 
***'''Alwal''' - a bear-like fellow from somewhere within the Lunar Empire (Sylila), he is perhaps the most enigmatic of the gang. Second only to Boltar in his prowess with an axe, yet seemingly far older, and quite silent about his origins or his desires. Boltar likes him but feels (secretly) a bit threatened by the man's age and presence, even though Alwal has yet to give Boltar any cause for concern..
 
***'''Ordag''' - a Sartarite warrior who fought in Starbrow's rebellion and has on at least one occasion asked Boltar how he fought there. Boltar pretended he hadn't heard the question but knows that it will come back at some point and he will have to account for himself.
 
***'''Ordag''' - a Sartarite warrior who fought in Starbrow's rebellion and has on at least one occasion asked Boltar how he fought there. Boltar pretended he hadn't heard the question but knows that it will come back at some point and he will have to account for himself.
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** So far, Boltar has tried to unify his gang in their use of the axe and the javelin, in part as these are weapons whose use he can teach. But his gang is very disparate in their charcateristics and he is still unsure if that is a good idea or no, and quite how to use their variations to best advantage.
 
** So far, Boltar has tried to unify his gang in their use of the axe and the javelin, in part as these are weapons whose use he can teach. But his gang is very disparate in their charcateristics and he is still unsure if that is a good idea or no, and quite how to use their variations to best advantage.
  
==Storm Bull in the region==
+
==Political Plans (Rubble)==
* Boltar needs to travel to the Block to get new divine magic, in general. And for holy days.  
+
* Ally with Zorak Zorani [https://wiki.rpg.net/index.php/Trolls_of_the_Rubble#Ogg Ogg] clan - need to go bash Chaos with them
 
+
* Obtain permission from the [https://wiki.rpg.net/index.php/Trolls_of_the_Rubble#Kaggroka Kaggroka] clan to build a Storm Bull temple on Temple Hill
* There is a minor Storm Bull temple in the Farmer's Quarter of New Pavis but it's associated with the Orlanth temple which is pretty shackled by the Lunars at the moment. It's fine for renewing your spells (as is Sanctify) but anyone who can will go to the Block for actual holy days as it's the major temple. The Pol Joni you mentioned isn't a priest(ess) there, but rather another wandering Storm Khan with a group of Storm Bull followers. Really, that's what most Storm Khans are, though frequently they're group is subsumed into bands of Praxians. There's no permanent priest that stays there. Groups come and go.
+
* Persuade Inyana then to come build an Earth temple on Temple Hill.
 
 
* Build an Earth temple with a Storm Bull shrine
 
 
 
* Holy Days:
 
** Earth Season - Rutting Day
 
  
 
==Notes==
 
==Notes==
===Latest (June, after Vampires)===
+
===Improvement plans===
*Downtime:
+
* Ask:  
** Storm Bull Holy day in Earth season is 'Rutting Day' (ahem!). Boltar will travel to the Block with Inyana and work at their secondborn. It is on Clayday, Stasis week, so is in the 5th week of the 8 week season. I think this will be when Boltar sacrifices POW for new spells and so on, but it gets a bit complicated, so:
+
** Iron axe stats? Incl. ENC?
** Spend 3 POW now (16 -> 13, sheet updated) for: Armoring enchantment (axe)(1), Summon Sylph (1), Bind the sylph into buckle (1). If I can avoid spending that 1 POW on Summon Sylph for now, by a friendly priest doing so for me, I will do so and hold POW at 14 instead for now. If I then get a POW gain roll, spend one on Command Spirit of Law (1).
 
** Strength training (all season, so before and after the holy day)
 
** Lead worship - POW gain roll
 
** Allied spirit - at the Block I presume. If this will go into the alynx then it might be interesting to make it a Yinkin-themed spirit somehow. I'd be happy to think on that some.
 
 
 
 
 
* Check afterwards:
 
** ENC
 
** POW changed from 13 - edit sheet at end of season
 
 
 
* Items for Boltar
 
** Silver Belt Buckle with empty sylph slot
 
** Bronze plate helm with permanent Catseye (=1,8 ENC more than current ringmail)
 
** Snakeskin belt with Mobility 5 and Prot 4  (no need for POW sacrifice)
 
 
 
* Items for gang
 
** Iron battleaxe with BS 4 and Prot 4 - Minto Skybull
 
** Mundane vampire gear as trophy.
 
 
 
 
* Updating sheet:
 
* Updating sheet:
 +
** POW just dropped from 15 to 12 - work through skills...
 
** Name the spirits
 
** Name the spirits
** Alynx - name?
+
** Alynx
 
** Horse stats?
 
** Horse stats?
  
===Improvement Plans===
 
* Str went 10 -> 12 - adjust modifiers, maybe get more armour?
 
 
* POW spends:
 
** Divine magic - Get next, Summon sylph, omething from: Extensions ? Mindlink (1), Shield III
 
  
* Later:
+
*Plans:
 +
** Strength (requires a full season!)
 +
** Allied spirit
 +
** Divine magic - Get next, something from: Command Sylph (1), Mindlink (1), Shield III
 
** Increase Con?
 
** Increase Con?
 
* Divine magic for alynx:
 
** Shield, Spirit Block, Lightning
 
** Can she become a priest?
 
  
 
===Divine Magic notes===
 
===Divine Magic notes===
If you summon up a creature, you can give it a single command, which it'll go do, so no need for the Command spell there so long as your command is much along the lines of it's natural tendencies. If you want to bind a spirit, you need to summon it (either the spell or get someone else to) and then you have to beat it up and stuff it into a binding enchantment. Then you need the Command to summon it out of the binding to do stuff. You'd also need a Command to do anything too involved with a spirit you just summoned: throwing the law spirit at a broo in your face doesn't require it - that's what the law spirit would do naturally. Telling the Law Spirit to go to another building, locate the broo leader, and attack him, would need a Command spell. Make sense?
 
 
 
'''Command/Summon''': Good questions and I'll admit that RQ3 is a bit vague on this. Summon spells are rituals that take significant time to cast and summon up an otherworldly beings. You'll need an hour or more some place with the right paraphernalia to summon things. When you summon them, you have a few options with what to do with them:
 
 
* Bargain with them directly to perform a task on the mundane plane before returning to their plane. This is dangerous but may work with friendly beings.
 
* Release them on the mundane plane to do what they want. This is dangerous, but again might work with a friendly being. They'll return to their own plane shortly if they can. Otherwise, they might hang around for a while. It depends. A sylph will go howling off somewhere, never to be seen again. A salamander will light everything on fire in the vicinty, etc.
 
* Cast Control on the spririt. This lets you comman the spirit to do something for some time and manage it directly. This isn't time limited by the spell length in general, but more on the task.
 
* Bind the elemental. This means you don't need to go through the entire ritual again to have access to the being. You do need a command spell to make it do things for you each time you call it out of the binding to help you. Again, this is not hard-time limited. Elementals will still need something to manifest into, so beware of that.
 
 
 
 
With Countermagic or Shield, must overcome resistance to cast more magic on self (this knocks CM down but not Shield). The exception is Storm Bull spells like Berserk.
 
 
 
Excommunication will become necessary if you end up an actual staff priest somewhere. There get easier to pick up as you get automatic POW increases for leading worship at that point.
 
Excommunication will become necessary if you end up an actual staff priest somewhere. There get easier to pick up as you get automatic POW increases for leading worship at that point.
  
'''Storm Bull Cult Spells:''' Berserker (2), Command Sylph (1), Face Chaos, Impede Chaos, Shield
+
'''Storm Bull Cult Spells:''' Berserker (2), Command Sylph (1), Face Chaos, Impede Chaos, Shield (1)
  
 
'''Common Divine Magic (available to Storm Bull):''' Dismiss Magic (1), ''Divination (1)'', Excommunication (ritual), Extension (1), Find Enemy (1), Find (substance) (1), ''Heal Wound (1)'', Mindlink(1), ''Sanctify (1)'', Soul Sight (1), ''Spirit Block (1)'', Warding (1), Worship (ritual), Armoring Enchantment (ritual), Binding Enchantment (ritual), Strengthening Enchantment (ritual), Spell Matrix Enchantment (ritual), Magic Point Matrix Enchantment (ritual)
 
'''Common Divine Magic (available to Storm Bull):''' Dismiss Magic (1), ''Divination (1)'', Excommunication (ritual), Extension (1), Find Enemy (1), Find (substance) (1), ''Heal Wound (1)'', Mindlink(1), ''Sanctify (1)'', Soul Sight (1), ''Spirit Block (1)'', Warding (1), Worship (ritual), Armoring Enchantment (ritual), Binding Enchantment (ritual), Strengthening Enchantment (ritual), Spell Matrix Enchantment (ritual), Magic Point Matrix Enchantment (ritual)
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* Magic Point Matrix spell (1 point of POW to learn). Ritual places 1d6 MP storage into a device. You can only do this once on a device, so probably want to go with multiple POW to get a decent one when you build it.
 
* Magic Point Matrix spell (1 point of POW to learn). Ritual places 1d6 MP storage into a device. You can only do this once on a device, so probably want to go with multiple POW to get a decent one when you build it.
 
* Binding Matrix spell (1 point of POW to learn). Ritual builds a binding enchantment. You still have to summon and command the creature into the binding.
 
* Binding Matrix spell (1 point of POW to learn). Ritual builds a binding enchantment. You still have to summon and command the creature into the binding.
 +
 +
'''Command/Summon''': Good questions and I'll admit that RQ3 is a bit vague on this. Summon spells are rituals that take significant time to cast and summon up an otherworldly beings. You'll need an hour or more some place with the right paraphernalia to summon things. When you summon them, you have a few options with what to do with them:
 +
 +
* Bargain with them directly to perform a task on the mundane plane before returning to their plane. This is dangerous but may work with friendly beings.
 +
* Release them on the mundane plane to do what they want. This is dangerous, but again might work with a friendly being. They'll return to their own plane shortly if they can. Otherwise, they might hang around for a while. It depends. A sylph will go howling off somewhere, never to be seen again. A salamander will light everything on fire in the vicinty, etc.
 +
* Cast Control on the spririt. This lets you comman the spirit to do something for some time and manage it directly. This isn't time limited by the spell length in general, but more on the task.
 +
* Bind the elemental. This means you don't need to go through the entire ritual again to have access to the being. You do need a command spell to make it do things for you each time you call it out of the binding to help you. Again, this is not hard-time limited. Elementals will still need something to manifest into, so beware of that.
  
 
===6 slots for special items===
 
===6 slots for special items===

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