Senkai

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This is a Godbound character played by Chronicler in the campaign, Better to Reign in Hell.

Senkai.jpg Quote: "You failed to put an end to me the first time, and now I am back and I'm coming for you."

BARONE SENKAI DI RAVENNA
Level: 1
Experience: 0
Languages: Patrian*, Pelagic, Trade Cant
Goal: To one day reclaim his ancestral lands and avenge his near-death by the hands of his enemies.

ATTRIBUTES
Strength: 12 (+0) 9+
Dexterity: 18 (+3) 3+
Constitution: 16 (+2) 5+
Intelligence: 13 (+1) 8+
Wisdom: 15 (+1) 6+
Charisma: 16 (+2) 5+

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

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

FACTS
Origin: Senkai is a noble scion of House Vanadi, and the rightful lord of the Barony of Ravenna.
Past Career: Senkai was trained in the scrying arts by a foreign tutor, a Seer of the Bright Eye from the Bright Republic.
Relationship: Senkai is waging a one-man war against the Merchant Prince of Belluno and the Order of Redactors.

OFFENSE
Move: 30' (Run)
Base Attack Bonus: +1
Melee: Rapier (Attack +4, Damage 1d10+4) or Knives of Night (Attack +4, Damage 1d10+4)
Ranged: Knives of Night (Attack +4, Damage 1d10+3, Range 200 Feet)
Fray Die: 1d8

DEFENSE
Armor Class: 0
Armor: Obduracy of Stone
Immunities: Damage by Earth & Stone, Disarmament, Drowning & Suffocation, Sleep, Starvation & Thirst
Hit Points: 10/10

WORDS OF CREATION
Earth: Constitution 16
Night: Immune to Sleep, Never Involuntarily Awaken Sleepers, See Perfectly in Darkness
Sword: All Weapon and Unarmed Attacks Are Magical, Immune to Being Disarmed, Summon Melee Weapons as an Instant Action

DIVINE GIFTS
Earth
+ Obduracy of Stone Constant
Night
+ Excellence of Night (Dexterity) Constant
+ Knives of Night On Turn Commit Effort
Sword
+ Steel Without End Constant
++ Shattering Hand On Turn Commit Effort

LOW MAGIC (SEER 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
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 or 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 Objects or People on a Casual Description, (3) Penetrate Weak Wards Against Divination, (4) Provide a Detailed Oracular Description of a Likely Near-Future Event