G2W: Metuta

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  • Name: Metuta
  • Class: Elementalist
  • Level: 1
  • XP: 0
  • Age:
  • Languages: Native, Trade Tongue
  • Background: Nomad
  • Description:

Attributes:

  • Strength 9 (+0)
  • Dexterity 14 (+1)
  • Constitution 14 (+1)
  • Intelligence 16 (+1)
  • Wisdom 12 (+1)
  • Charisma 11 (+1)

Other Stats

  • Movement Rate:
  • HP: 8
  • System Strain:
  • AC:
  • BAB: 0
  • Attacks: 1
  • Effort: 4
  • Saves:
    • Evasion: 13
    • Mental: 13
    • Physical: 13

Skills

  • Administer
  • Connect
  • Convince
  • Craft
  • Exert
  • Heal: 0
  • Know
  • Lead
  • Magic: 1
  • Notice
  • Perform
  • Pray
  • Punch
  • Ride: 0
  • Sail
  • Shoot: 0
  • Sneak
  • Stab
  • Survive: 0
  • Trade
  • Trade
  • Work

Equipment

  • Readied (5/7):
    • Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2)
    • Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)
    • Arrows 20 (Enc 1)
    • Backpack (Enc 1/0)
    • Clothes (Enc 1/0)
    • Healer's Pouch (Enc 1)
  • Stowed (7/14):
    • Cooking utensitls, and 1 week of rations (Enc 5)
    • Lantern (Enc 1), Oil (2x Enc 1)
    • Waterskin, one gallon (Enc 1)
  • Torga the Riding Armadillo (5/15)
    • Tent (Enc 1)
    • Fodder (Enc 2)
    • Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2)
    • Bedroll (Enc 1)
  • Treasure:
    • 82s

Metuta 1.jpg

Foci

  • Gifted Chirurgeon: 1
    • You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action.
    • When rolling Heal skill checks, roll 3d6 and drop the lowest die.
    • You heal twice as many hit points as usual when applying first aid after a battle

Magic Powers

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 (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)
  • Pavis of Elements: Commit Effort On Turn to make a +4AC elemental barrier around yourself until effort is un-committed.

Spells

  • 1st
    • Elemental Favour
      The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.
    • Elemental Spy
      The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.
    • Cognitive Supersession of the Inferior Orders
      The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.
      .
    • The Long Amber Moment
      This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.
    • The Wind of the 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.