Difference between revisions of "Typhonian Reach Taarlak"

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(Words and Gifts)
(Words and Gifts)
Line 65: Line 65:
  
 
'''Gifts:'''  
 
'''Gifts:'''  
* Keeper of the Graves (ON TURN: detect/analyze undead/corpses/etc. within 200'; ''Commit Effort'' for invincible defense vs. lesser undead)
+
* Flickering Advance (ACTION: ''Commit Effort'': Scene: instantly reach any location you can see, to the horizon)
* Withholding the Mercy (CONSTANT: choose whether 0-HD/HP creatures within 200' stabilize or die; willing living creatures at 0 HD act +1 rounds before dying)
 
  
 
'''WORD 2: HEALTH''' (CON to 16 or 18 if 16+; invincible defense vs. poison/disease; can diagnose diseases)
 
'''WORD 2: HEALTH''' (CON to 16 or 18 if 16+; invincible defense vs. poison/disease; can diagnose diseases)
  
 
'''Gifts:'''  
 
'''Gifts:'''  
* Birth Blessing (ACTION: Control/shape others' reproduction and fetuses, to the point of inducing Immaculate Conceptions)
+
* Intrinsic Health (CONSTANT: +2 HP/level)
  
 
'''WORD 3: SWORD''' (all HTH attacks magical; can't be disarmed; summon any weapon ever used as action)
 
'''WORD 3: SWORD''' (all HTH attacks magical; can't be disarmed; summon any weapon ever used as action)
  
 
'''Gifts:'''  
 
'''Gifts:'''  
* Ender of Plagues (ACTION: ''Commit Effort'': Scene: cure diseases/poisons within sight; Day: cure extends to 1/2 mile radius, instantly detects disease vectors in that area)
+
* Nine Iron Walls (INSTANT: ''Commit Effort'': Scene: invincible defense vs. physical attacks until beginning of next round)
* Keeper of the Graves (ON TURN: detect/analyze undead/corpses/etc. within 200'; ''Commit Effort'' for invincible defense vs. lesser undead)
+
* Steel without End (CONSTANT: melee attacks inflict 1d10+1 damage)
* Withholding the Mercy (CONSTANT: choose whether 0-HD/HP creatures within 200' stabilize or die; willing living creatures at 0 HD act +1 rounds before dying)
+
* Shattering Hand (ON TURN: ''Commit Effort'': melee/Fray damage maximized; may shatter up to 5'-thick stone, as move or regular action, in 1 round)
  
  

Revision as of 15:08, 10 September 2016

Name

Taarlak Vaar, the Teacher of Tolundria

Description

Taarlak Vaar looks like a dark brown-skinned man in his 50s, complete with a full black beard with streaks of gray in it, going with his long, equally graying hair and carefully styled mustaches. His dark eyes twinkle with jovial good humour as he overlooks his student's training in his dojo in Tolundria, The School of the Avalanche Fist, where the greatest fighters in the world are made (according to him, of course).

Even though he is in his 50s, he moves, breathes and...well, does everything with the ease of a man in the prime of his life. Even before he was bound to the word of Health, he was known for barely ever getting sick, of training well into the night, and of going out on long excursions deep into the wilderness with barely any supplies. Similarly, Taarlak was a master of unarmed combat before he was bound to the Sword and Alacrity, but now his skills have gone deep into the uncanny. He casually parries the sword-swings of entire mobs of enemy soldiers, and disarms bowmen before they can even draw their strings back. Despite this, Taarlak refuses to attack except out of defense of himself or of another, believing that unchecked aggression opens one's soul up to the corrupting influences that brought down the devil-kings and so many other strange beings.


Level

1

XP 0

Facts

  • -Was a Martial Arts Teacher even before he became a demigod, and still is.
  • Created his own styles from observing nature in motion, such as the Avalanche Fist Style (Lesser Strife of Broken Earth) from the mountains themselves.
  • He comes from the mountain city-state of Tolundria.

Attributes

STR 16 (+2, Attribute Check 5+)

CON 16 (+2, Attribute Check 5+)

DEX 16 (+3, Attribute Check 5+)

INT 8 (-1, Attribute Check 13+)

WIS 13 (+1, Attribute Check 8+)

CHA 10 (+0, Attribute Check 11+)

Saves

HAR 13+

EVA 13+

SPT 14+

Combat

AC 6 (thick upland clothes/hides effectively serve as light armor; Dex)

HP 11

Base Attack Bonus +1

Common Attacks

  • Knife (light, +2, 1d6+1)
  • Hand Sickle (light, +2, 1d6+1)

Fray Die 1d8


Words and Gifts

WORD 1: ALACRITY (DEX to 16 or 18 if 16+; can't be surprised)

Gifts:

  • Flickering Advance (ACTION: Commit Effort: Scene: instantly reach any location you can see, to the horizon)

WORD 2: HEALTH (CON to 16 or 18 if 16+; invincible defense vs. poison/disease; can diagnose diseases)

Gifts:

  • Intrinsic Health (CONSTANT: +2 HP/level)

WORD 3: SWORD (all HTH attacks magical; can't be disarmed; summon any weapon ever used as action)

Gifts:

  • Nine Iron Walls (INSTANT: Commit Effort: Scene: invincible defense vs. physical attacks until beginning of next round)
  • Steel without End (CONSTANT: melee attacks inflict 1d10+1 damage)
  • Shattering Hand (ON TURN: Commit Effort: melee/Fray damage maximized; may shatter up to 5'-thick stone, as move or regular action, in 1 round)


Other Gifts:

Other

Effort 2

Influence 2

Dominion 0

Wealth 0


Gear

knife, sickle, hardy traveling clothes