Difference between revisions of "Yia Lidig"

From RPGnet
Jump to: navigation, search
(Created page with "Name. Yia Lidig Attributes- Charisma 18 +3, wisdom 14 +1 int 13 +1 con 13 (+1) dex 16 (+3) strength 8 (19) +4 Attribute rolls. Charisma 3 Dex 7 Int 8 Con 8 Wisdom 11 Streng...")
(Tag: large unwikified new article)
 
Line 7: Line 7:
  
 
Facts. Poisoner and leader of the Senai, she used poison, seduction, negotiation and much stabbing to claw her way up the hierarchy.
 
Facts. Poisoner and leader of the Senai, she used poison, seduction, negotiation and much stabbing to claw her way up the hierarchy.
Dodging and looking through the streets of Anderaccha, she spent most of her life here before catastrophically bad things happened.
+
Dodging and looking through the streets of Anderaccha, she spent most of her life here before catastrophically bad things happened. She is well experienced with the mechanics of dodging, observing, sneaking around architecture and defense systems.
Noble families and minor magic users served as her allies and enemies during her rise, one to advance through, the other to supply curses and knowledge.
+
Cultists and minor magic users served as her allies and enemies during her rise, to supply secret knowledge and information on the darker deeds of her companions.
  
 
Words. Might, Sun, and Command.
 
Words. Might, Sun, and Command.

Revision as of 17:53, 4 May 2017

Name. Yia Lidig


Attributes- Charisma 18 +3, wisdom 14 +1 int 13 +1 con 13 (+1) dex 16 (+3) strength 8 (19) +4

Attribute rolls. Charisma 3 Dex 7 Int 8 Con 8 Wisdom 11 Strength 2.

Facts. Poisoner and leader of the Senai, she used poison, seduction, negotiation and much stabbing to claw her way up the hierarchy. Dodging and looking through the streets of Anderaccha, she spent most of her life here before catastrophically bad things happened. She is well experienced with the mechanics of dodging, observing, sneaking around architecture and defense systems. Cultists and minor magic users served as her allies and enemies during her rise, to supply secret knowledge and information on the darker deeds of her companions.

Words. Might, Sun, and Command.

Abilities. They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts.

This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle

Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fre damage. Their vision can pierce blindfolds or survive even the physical removal of their eyes.

Human lesser foes will not offer life-threatening violence to a Senai unless they have orders to do so or have an immediately compelling reason to resort to lethal violence.

Heroes with the Alacrity Word cannot be surprised.

Gifts. Fists of Black Iron Purity of Brilliant Law A thousand loyal troops. Alarcity.

Saving throws. Hardiness 15, Evasion 13, Spirit 12.

Equipment. Fists (1d12+4) at +5 to hit and a bow (1d8+2) at +3 to hit with armor medium

AC 3

Hitpoints 9

Effort 2.

Wealth 0.

0 Experience or dominion.

2 Influence.