Exploring the Halls of Arden Vul: Bookbinder

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Bookbinder

A bookbinder by trade, he taught himself to read and even cast spells from the tomes he was restoring.

  • Imperial Goblin Elementalist/Healer L4
  • Background: Artisan
  • Class Ability: Arcane Tradition - Elementalist
  • Class Ability: Arcane Tradition - Healer
  • Languages: Archontean, Goblin, Y

~*~

  • Traits: irritable, lewd, disloyal
  • Secondary Skill: bookbinding
  • Alignment, Alignment Goal: Evil, inflict harm on another for personal gain

~*~

  • XP: 12

Attributes

  • Strength 07 (-1)
  • Intelligence 16 (+1)
  • Wisdom 06 (-1)
  • Dexterity 18 (+2)
  • Constitution 11
  • Charisma 11

Skills

  • Heal-2
  • Magic-2
  • Craft-1
  • Exert-0
  • Know-0
  • Notice-0
  • Sneak-0
  • Stab-0

Foci

  • Imperial Goblin-1: Gain Exert and Sneak as bonus skills. You can see clearly in the dark out to 60', and can Notice new construction, sliding walls, or sloping passages as an easy test (Difficulty 6). Gain a +1 bonus to your hit die at each level. You are too small to effectively use two-handed melee weapons or large bows.
  • Impervious Defense-1: Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. You have an innate Armor Class of 15 plus half your character level, rounded up. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply.

Conflict

  • HP: 19 (half damage from magical/intense flame/frost)
  • System Strain: 11
  • AC: 19
  • Initiative Bonus: +2

Basic Attack Bonus:

  • Melee Attack Bonus: +0
  • Ranged Attack Bonus: +0

Weapons:

  • dagger, attack +2, 1d4+2, Shock 1/AC 15 (not when thrown), throw 30/60, subtle, throwable, precisely murderous (execution attacks), Enc 1

Saving Throws

  • Physical: 12
  • Evasion: 10
  • Mental: 12
  • Luck: 12

Spells

  • Effort-Elementalist: 4
  • Effort-Elementalist committed:
    • Active: 0
    • Scene: 0
    • Day: 0
  • Effort-Healer: 4
  • Effort-Healer committed:
    • Active: 0
    • Scene: 0
    • Day: 0

Elementalist Arts

  • Elemental Resilience - You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks.
  • Elemental Sparks - You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.
  • Elemental Blast - Commit Effort for the scene as a Main Action to hurl a blast of some elemental force at a visible target within fifty feet per character level. The attack is made with Magic as the combat skill, Int, Cha, or Dex as the attribute, and a bonus to hit equal to your character level. It is not hindered by melee foes. On a hit, the attack does 1d6 damage plus your character level and attribute mod. The blast may have collateral effects on objects in the case of hurled fire or a torrent of pressurized water, but any conjured matter vanishes at the end of the round.
  • Steps of Air - Commit Effort for the scene as an On Turn action and target a visible ally; for one round per caster level, the target can fly at their usual movement rate. If the art ends while they are still in the air, they descend harmlessly to the ground. This art may also be used as an Instant action to negate falling damage for any single target.

Healer Arts

  • Healing Touch - Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill (2d6+6) to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied.
  • Empowered Healer - add your level to any healing
  • Swift Healer - Your Healing Touch ability is improved, and may be used as an On Turn action once per day per character level, though not more than once per round on any given target.
  • Tireless Vigor - Commit Effort; while it remains Commit- ted your need to eat, drink, breathe, or sleep does not grow further. You may exert yourself tirelessly and regenerate 1 lost hit point per hour.

Spells Known

  • L1:
    • Apprehending the Arcane Form - The mage opens up their mind to the presence of occult energies. For 15 minutes/level: capable of seeing active magical effects, curses, enchantments, or other dweomers as colored auras or patterns of light. They may identify magical items and get a one-sentence description of their purpose or most significant powers, and may get more sophisticated answers with successful Wis/Magic skill checks at difficulties of 8 or more depending on the subtlety of the enchantment. Mages with prepared spells are visible to the caster, though which spells the subject might have prepared is not knowable. As a side effect of this spell, the ambient thaumic currents cast enough quasi-light to allow the caster to see normally even in perfect darkness.
    • The Coruscating Coffin - A thaumic discharge is focused on a single visible creature within one hundred feet per caster level, wreathing them in a lethal mantle of crackling energy. 1d8 damage/caster level, Physical save for 1/2. Cannot be blocked by non-magical intervening barriers, provided the caster can see the target with their unaided vision.
    • Wardpact Invocation - This spell may be cast in two different forms:
      • If it targets a creature within 200 feet, the target becomes partially immune to physical weapons; any weapon hit on them requires the attacker make a successful Physical save or the hit is negated. This effect lasts for one round per two caster levels, rounded up, and can’t target the caster.
      • If it targets a visible weapon within two hundred feet, that weapon is rendered entirely harmless and unable to inflict damage for the rest of the scene, with no saving throw. The spell may only affect a given target or weapon once per scene and natural body weapons aren’t affected.
    • Wind of Final Repose - The mage designates a visible point within two hundred feet. A silent, invisible burst of soporific influence erupts from that point, targeting all living creatures within a twenty-foot radius. All such targets with 4 or fewer hit dice within that area fall unconscious instantly, and can be roused only by damage or by a Main Action used to kick them awake. If not roused, they revive at the end of the scene. Entities that do not sleep are immune to this spell.
  • L2:
    • Conjunction of the Inexorable Step - A visible target within a hundred feet is immediately teleported to any visible, solid resting point within a half-mile, provided the target point has enough room to accept them and it is not a position of imminent physical peril. Unattended objects can be translocated by the spell, but they can be no larger than a horse. Unwilling creatures targeted by this spell may make a Mental saving throw to resist; on a success, it is the caster who is transported to the intended destination instead.
    • Decree of Lithic Dissolution - Stone, earth, sod, sand, or other largely mineral material is reduced to a faint spray of fine dust by this sorcery, though metal and enchanted objects are unaffected. The caster nominates up to one contiguous 10-foot cube per caster level in a visible area within one hundred feet per caster level, causing all such stone or mineral material within the cubes to disappear. Such rapid destruction may well cause larger structures to collapse as well. If used against rock-based monsters, the spell does 1d10 damage per caster level, with a Physical save for half.
    • Mantle of Disjecting Dissection - A visible willing creature within thirty feet is surrounded by a whirl of razor-sharp energy shards. Anyone who attempts to touch the target or make a melee attack against them must make an Evasion saving throw or suffer 1d6 damage plus the caster’s level before resolving their attack. The field of blades is indiscriminate and will affect even allies trying to touch the target. The blades remain as long as the target gives up a Move Action each round in order to avoid disrupting them from within, up to a maximum of one scene.
    • Resounding Temporal Echo - The caster imbues one visible ally/caster level with a burst of tremendous speed as their localized time begins to flow more rapidly. For 1d4+1 rounds, all subjects get an extra Main Action during their turn. This Main Action may not be used to cast spells or use arts. This spell severely taxes those who take advantage of it, adding 1 System Strain for each round in which the recipient takes the bonus action.


Equipment

Readied (3/3):

  • daggers (2)
  • healer's pouch

Stowed (Backpack, 6/7):

  • writing kit and 20 sheets paper
  • rations, 1 week
  • waterskin

Stashed (where): --

Wealth:

  • Coinpurse: 80 sp
  • Factor (which factor): --

Hired Help

Retainers: -- Mercenaries: -- Specialists: --

Notes