Difference between revisions of "Caelia"

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Revision as of 10:59, 18 September 2016

This is a Godbound character played by Chronicler in the campaign, The Gods That Change the World.


Caelia.jpg Quote: "Force my hand and I will show you what nature's wrath truly is."

CAELIA THE ELEMENTALIST
Level: 1
Experience: 0
Languages: Patrian*, Kerez, Modern Ren, Yazik
Goal: To leave her Patrian past behind and forge a new life elsewhere in Arcem.

ATTRIBUTES
Strength: 13 (+1) 8+
Dexterity: 16 (+2) 5+
Constitution: 16 (+2) 5+
Intelligence: 13 (+1) 8+
Wisdom: 14 (+1) 7+
Charisma: 18 (+3) 3+

SAVING THROWS
Hardiness: 13+
Evasion: 13+
Spirit: 12+

RESOURCES
Effort: 2/2 (Committed: Duration 0, Scene 0, Day 0)
Influence: 2/2 (Committed: 0)
Dominion: 0 (Spent: 0)
Wealth: 0

FACTS
Origin: Caelia comes from a distinguished family of former legionnaires. She is cultured and well-versed in the arts of war.
Past Career: Caelia was a combat medic in the Patrian Legions. She was trained as a healer at a hospice-academy run by The Merciful Hand.
Relationship: Caelia is considered to be a traitor to the Patrian Empire for refusing to use her newfound powers to indiscriminately kill Dulimbaian soldiers and citizens.

OFFENSE
Move: 30' (Run) or 60' (Fly)
Base Attack Bonus: +1
Melee: Fire (Attack +4, Damage 1d10+3)
Ranged: Fire (Attack +4, Damage 1d10+3, Range 50 Feet)
Fray Die: 1d8

DEFENSE
Armor Class: 1
Armor: Obduracy of Stone
Immunities: Cold, Drowning & Suffocation, Electricity, Falling Damage, Fire & Smoke, Harm by Earth & Stone, Injurious Sound, Starvation & Thirst
Hit Points: 10/10

WORDS OF CREATION
Earth: Constitution 16
Fire: Invincible Defense Against Fire and Smoke, May Wield Fire as a Magical Weapon
Sky: Does Not Need to Breathe, Invincible Defense Against Cold, Electricity, and Injurious Sound, Never Harmed by Falling

DIVINE GIFTS
Earth
+ Obduracy of Stone Constant
Fire
+ Master of the Furnace On Turn Commit Effort
Sky
+ Excellence of the Sky (Charisma) Constant
+ Rain of Lightning Action
+ Sapphire Wings On Turn Commit Effort
+ Windsinger Action Commit Effort

LOW MAGIC (THE MERCIFUL HAND)
Apprentice: (1) Has Studied Beneficial Herbs and the Healing Arts
Adept: (1) Can Alleviate Non-crippling Symptoms, (2) Cure Non-lethal Diseases, (3) Magically Identify Esoteric Diseases, (4) Numb Pain, (5) Stabilize the Gravely Wounded
Master: (1) Bring the Gravely Wounded Back to Their Feet in a Functional State, (2) Correct Damaged Organs and Lamed Limbs, (3) Cure Lethal Diseases, (4) Grant Blessings to Protect Against Infection by Mundane Diseases, (5) Heal 1d6 Points of Physical Damage to Hit Dice or Hit Points
Archmage: (1) Cure Magical Diseases, (2) Grant Blessings to Protect Against Infection by Magical Diseases, (3) Heal 2d6 Points of Physical Damage to Hit Dice or Hit Points, (4) Regrow Missing Limbs and Body Parts