Zoltán Bernát

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This is a Godbound character played by roryb in the campaign, Defenders of Drenkova.

Zoltán Bernát.jpg Quote: "I no longer fear the night. I no longer fear death. The tearing of the soul from the body is a mere trifle compared to the agony of refusing to abandon a shattered vessel. I have endured, and I have returned to pay the favor that made me this way in kind."

ZOLTÁN BERNÁT
Level: 1
Experience: 0
Languages: Yazik*, Patrian, Trade Cant
Goal: Seek revenge against the perversions of the night and of undeath. Return a balance to the region.

ATTRIBUTES
Strength: 13 (+1) 8+
Dexterity: 18 (16) (+3) 3+
Constitution: 10 (+0) 11+
Intelligence: 14 (+1) 7+
Wisdom: 13 (+1) 8+
Charisma: 8 ( -1 ) 13+

SAVING THROWS
Hardiness: 14+
Evasion: 12+
Spirit: 14+

RESOURCES
Effort: 2/2 (Committed: Duration 0, Scene 0, Day 0)
Influence: 2/2 (Committed: 0)
Dominion: 0 (Spent: 0)
Divinity: 0 (Spent: 0)
Wealth: 1

FACTS
Origin: Illegitimate Weakling Son to a Rural Raktine Noble.
Past Career: Observant Standard Bearer.
Relationship: Speaker of the Dead to Drenkovan People.

OFFENSE
Move: 30' (Run)
Base Attack Bonus: +1
Ranged: One-handed weapon (thrown) (Attack +3, Damage 1d4+1)
Melee: One-handed weapon (thrown) (Attack +2, Damage 1d8+1)
Fray Die: 1d8

DEFENSE
Armor Class: 0
Armor: Walk Between the Rain
Immunities: Ability Damage & Ability Drain; Aging; Energy Drain; Possession; impervious to any natural environmental damage (such as that caused by extreme heat, cold, pressure, radiation, or vacuum); need not eat, sleep, drink, or breathe.
Hit Points: 8/8

WORDS OF CREATION
Alacrity: The Word of swiftness and impossible grace, Alacrity grants mir-acles of haste to the hero who possesses it. Miracles of its power might involve completing a particular task in but moments, evading some otherwise-inescapable peril, or responding to an event before its enactor can even begin. Alacrity is not Journeying, however, and its movement tends to be restricted to a single particular place or a short distance rather than swift transit between far-flung locations. Heroes with the Alacrity Word cannot be surprised. They may in-crease their Dexterity to 16, or to 18 if it's already 16 or higher.
Beasts: The Word of the animal realm, gifts of the Beast may be used on any natural or magical animal, though not creatures fashioned entirely of sorcery or impossible artifice. Most creatures of human intelligence do not qualify as beasts, though some exceptionally primal or savage entities might be treated as such. Miracles of the Beast Word involve adopting traits of animals, impressing these traits on others, full or hybrid shapeshifting, commanding beasts, or calling forth animals. Some powers grant the user the full or partial shape of an animal, or allow them to transform another. If used as a curse, the hero may inflict the animal's intellect on the target or allow them to retain their own mind in their new shell. If used as a blessing or a personal transformation, the original mind is retained, albeit with an instinctive awareness of how to use the beast's natural abilities. Shapeshifting rules are described in detail on page 160. If using a creature's natural weaponry to attack, small but dangerous creatures use a 1d6 damage die, wolf- or bear-sized ones use a 1d8 damage die, and larger creatures use a 1d10 damage die. Thus, transforming mortals into fierce beasts wouldn't actually improve their prowess, but would only change their outward appearance and give them the natural locomotion of the beasts. While the gifts here don't address it, other miracles or gifts of the Beast Word might be able to grant special abilities or qualities of an animal's form for additional Effort. Heroes with the Beast Word can speak to animals. Unintelligent beasts will always comply with requests that aren't unnatural to them.
Death: Death is known to all that is mortal, and this Word gives command over this inevitable fate. Its miracles avert or bring about death, reveal details about a death, rule the unquiet dead, or create restless undead. Heroes with the Death Word may command undead in their presence as an action, ordering up to one Mob of any size. Greater undead get a Spirit saving throw to resist, and cannot be commanded to self-destruct. As an On Turn action, they also know the details of what, where, and how anything died or is dying within 100 feet of them.

DIVINE GIFTS
Beasts
+ Eyes of the Cat Constant
+ Many-Skinned Mantle Action
Alacrity
+ Walk Between the Rain Constant
Death
+ Keeper of the Graves On Turn Commit Effort
+ Scythe Hand On Turn Commit Effort
Universal
+ Divine Wrath (Smite) Action

EXTRAS
Items
+ Long Sword Medium Weapon (d8)
+ Dagger Small Ranged or Melee Weapon (d4)
Persons
+
Places
+