Difference between revisions of "Brynja Eirasdottir"

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Revision as of 22:11, 7 September 2021

This is a Godbound character played by Gremlin.

BRYNJA EIRASDOTTIR, THE SNOW MAIDEN
Renegade Witch-Queen Acolyte
Lady of Endings
Level: 3
Experience: 6
Languages: TBD
Goal: To end the rule of the Witch-Queens.
ATTRIBUTES
Strength: 10 (+0) 11+
Dexterity: 16 (+2) 5+
Constitution: 13 (+1) 8+
Intelligence: 13 (+1) 8+
Wisdom: 14 (+1) 7+
Charisma: 18 (+3) 3+
RESOURCES
Effort: 4
Influence: 4
Dominion: Earned: 4 Spent: 4 (No undead may rise in Vadstenna or the surrounding area)
Wealth: 0
FACTS
Origin: Brynja is a renegade Witch-Queen acolyte, born and raised in the Ulstang Skerries.
Past Career: After she left the Skerries but before she came into her powers, Brynja was a magical artifact hunter – a ‘tomb raider’.
Relationship: Brynja is the estranged daughter of the Witch-Queen Eira.
Necromancer: Once she became Godbound and gained dominion over Death, Brynja finished mastering mundane Necromancy to better understand how to counter its usage.
Well Traveled: Brynja has traveled Arcem extensively, both before and after becoming Godbound.
OFFENSE
Move: 30 Feet (Run)
Base Attack Bonus: +3
Melee: Dual Wielded Daggers (Attack +5, Damage 1d10+2)
Ranged: Thrown Dagger (Attack +5, Damage 1d6+2, Range 40 Feet)
Frost Scythe (Attack +6, Damage 1d10+3, Range Line of Sight)
Fray Die: 1d8
DEFENSE
Armor Class: 1
Base Armor: Unbroken Ice
Immunities: Cold, Fear & Unwanted Emotion-affecting Effects, Fire, Lies & Deception, Mortal Illusions & Disguises
Hit Points: 19/19
SAVING THROWS
Hardiness: 12+
Evasion: 11+
Spirit: 10+
WORDS OF CREATION
Apotheosis: Keep Custody of Worshippers' Souls
Death: Command undead in her presence (Action), Knows the details of what, where, and how anything died or is dying within 100 feet (On Turn).
Deception: Increased Charisma
Passion: Increased Charisma
Winter: Immune to cold and ice, Freeze objects and surroundings within 30 feet (Main Action), Conjure simple physical tools and objects out of ice within 30 feet (action).
DIVINE GIFTS
Apotheosis
+ Receive the Incense of Faith Constant
+ Sanctify Shrine Action
+ Smite the Apostate Action
Death
+ Withholding the Mercy Constant
Deception
+ Deceiver’s Unblinking Eye Constant
+ Liar’s Flawless Grace Constant
+ Perfect Masquerade On Turn Commit Effort
Passion
+ Heart of the Lion Constant (Instant) (Commit Effort)
Winter
+ Frost Scythe On Turn Commit Effort
+ Unbroken Ice Constant
LOW MAGIC (NECROMANCY)
Apprentice: Apprentice necromancers learn no magic, but become skilled in anatomical studies, the liturgies of the dead, funeral rites, and the embalming of corpses.
Adept: Adepts can detect the presence of dead bodies within a mile and know their exact conditions, become impervious to pain by deadening their flesh, call forth a necrotic nimbus around their limbs (turning them into 1d6 weapons), summon 2 HD skeleton soldiers, or cause a one foot cube of matter to decay and rot away no matter its composition.
Master: Masters of necromancy can hurl bolts of death energy (1d10), become immune to cold or freezing conditions, place a rotting affliction that slowly withers limbs and liquefies organs, create a shroud of death for a scene that damages everyone around them within 10 feet for 1d4 damage, remove their need for food, sleep, and drink for the day, create 5 HD war-draugr from a suitable corpse, or command undead to briefly obey them for a scene.
Archmage: Archmages can hurl exploding orbs of necrosis that do 2d10 damage to everything within a 20’ radius of their landing point, become immune even to magical cold, summon an 8 HD wraith, place a horrific rotting affliction on an entire group of people, or sacrifice a lesser foe's life and soul to grant the necromancer youthful vigor for a week regardless of age.
EQUIPMENT
Mundane: TBD
Magical: None