Difference between revisions of "Numeniel"

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<td>Numeniel is a recently freed Fae Prince who expects total obedience from the Fae who dwell in present-day Ancalia.</td>
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<td>Numeniel is a recently returned Fae Prince who expects total obedience from the Fae who dwell in present-day Ancalia.</td>
 
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Latest revision as of 23:06, 27 February 2022

This is a Godbound character played by Chronicler.

NUMENIEL THE MIDNIGHT PRINCE
Highborn Scion of the Dark Fae
Demigod of Shadows and the Wild Hunt
Level: 1
Experience: 0
Languages: Ancient Akeh, Classical Ren, Kerez, Old Din, Trade Cant
Goal: To restore his diminished powers and reestablish his long-vanished princedom.
ATTRIBUTES
Strength: 10 (0) 11+
Dexterity: 18 (+3) 3+
Constitution: 16 (+2) 5+
Intelligence: 12 (0) 9+
Wisdom: 14 (+1) 7+
Charisma: 19 (+4) 2+
RESOURCES
Effort: 2/2 (Committed: Duration 0, Scene 0, Day 0)
Influence: 2/2 (Committed: 0)
Dominion: 0 (Spent: 0)
Wealth: 0
FACTS
Origin: Numeniel is a transhuman scion of an ancient royal bloodline of Khamite descent who once ruled the now extinct principality of Sha'dyrach.
Past Career: Numeniel was trained in the art of scrying and divination due to its usefulness and importance in his pursuit of power.
Relationship: Numeniel is a recently returned Fae Prince who expects total obedience from the Fae who dwell in present-day Ancalia.
OFFENSE
Move: 30 Feet (Run)
Base Attack Bonus: +1
Melee: Rapier (Attack +4, Damage 1d6+3)
Melee: Knives of Night (Attack +5, Damage 1d10+4)
Ranged: Knives of Night (Attack +5, Damage 1d10+4, Range 200 Feet)
Fray Die: 1d8
DEFENSE
Armor Class: 0
Base Armor: Body of Iron Will
Immunities: Aging, Drowning & Suffocation, Exhaustion & Fatigue, Natural Environmental Damage (Extreme Cold, Extreme Heat, High Pressure, Radiation, Vacuum), Sleep, Starvation & Thirst
Hit Points: 10/10
SAVING THROWS
Hardiness: 13+
Evasion: 12+
Spirit: 11+
WORDS OF CREATION
Endurance: Constitution 16, Immune to Drowning & Suffocation, Exhaustion & Fatigue, Sleep, and Starvation & Thirst
Entropy: Can Destroy a Non-Divine Inanimate Object by Touch (Action) or Up to Three Cubic Feet of a Larger Object per Round, Immune to Aging, Drowning & Suffocation, Sleep, and Starvation & Thirst
Faerie King: Charisma 19, Susceptible to Cold Iron
Night: Can See Perfectly in Darkness, Immune to Sleep, Will Never Involuntarily Awaken Sleepers
DIVINE GIFTS
Endurance
+ Body of Iron Will Constant
Entropy
-
Faerie King
+ Excellence of the Word (Dexterity) Constant
Night
+ Knives of Night On Turn Commit Effort
LOW MAGIC (SEERS OF THE BRIGHT EYE)
Apprentice: (1) Detect Curses or Magic, (2) Determine Likely Immediate Good or Bad Outcomes from a Choice, (3) Identify a Person's Predominant Character Traits if They Have Been Seen or Their Birth Date Is Known, (4) Pinpoint His Own Time and Location
Adept: (1) Gain Brief Visions of Familiar People and Their Surroundings, (2) Gain Visions of Important Events Likely to Happen to Him in the Next Week, (3) Identify Magic Items and Standing Spells, (4) Locate Lost Objects Familiar to Him, (5) Overhear the Sounds of a Remote Place He Has Visited Before
Master: (1) Ask Questions About Probable Futures and Receive Yes or No Answers, (2) Gain Visions of Where to Go to Find Something, (3) Locate People He Has Seen or Had Carefully Described to Him, (4) Scry Distant Locations Known to Him
Archmage: (1) Create a Movable Scrying Point in a Distant Location, (2) Locate People or Objects on a Casual Description, (3) Penetrate Weak Wards Against Divination, (4) Provide a Detailed Oracular Description of a Likely Near-Future Event
EQUIPMENT
Mundane: Baldric, Belt Pouches (x2), Hooded Cloak, Noble's Outfit, Rapier, Scabbard, Signet Ring, Sling Bag, Spell Components
Magical: -