Name: Cithrel VennorynClass: Adventurer (Vowed/High Mage)
Level: 4
Background: Scholar
Age: StatsSTR: 10 (0)
DEX: 14 (+1)
CON: 11 (0)
INT: 12 14 (+2)
WIS: 12 14 (+1)
CHA: 10 (0)
Attack Bonus: +0 (+2 for Punch)
Hit Points: 15/15
System Strain: 0/11
AC: 16
Unarmed attack: +4 to hit, 1d8+2, Shock 3/AC 15
SkillsAdminister-0
Convince-0
Exert-0
Heal-0
Know-1
Magic-1
Notice-0
Punch-1
Sneak-1
Survive-0
Work (Cartography)-0
FociSpecial Origin (Elf)-1
- Gain Convince as a bonus skill. You may reroll a failed skill check in this skill once per day.
- Gain Notice as a bonus skill.
- You are able to see clearly in anything short of complete darkness.
Special Origin (Elf)-2
- Gain +1 to you ability modifier in Intelligence, as you draw on past memories.
- Gain Sneak as a bonus skill.
ClassPartial Mage (Vowed):
- You gain Know as a bonus skill.
- You gain
Martial Style,
Unarmed Might,
Unarmored Defense, and another Vowed art.
Partial Mage (High Mage):
- You gain Magic as a bonus skill.
- You gain
Arcane Tradition (High Mage).
- You gain a High Mage art.
Vowed Arts - Committed Effort 0/3
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Martial Style: Regardless of class, your hit die can’t be worse than 1d6 per level. When attacking with the Punch skill, your class hit bonus can be no worse than that of an Expert of your same character level. At third level, any attack using the Punch skill counts as a magic weapon.
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Unarmed Might: Your unarmed attack damage increases as you gain levels, as noted on the chart. You may add your Punch skill to the damage done by these attacks as usual, but Foci such as
Unarmed Combatant that replace or improve your usual Punch damage do not apply to you.
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Unarmored Defense: When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded down.
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Leap of the Heavens: Commit Effort for the scene as a Move action to leap up to your full Move action horizontally or half that vertically. You may also Commit Effort for the scene as an Instant action to negate falling damage, no matter the distance.
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Master’s Vigor: Your body retains its vigor and youthful vitality to the full normal span of your life. You regain two lost hit points per hour due to your natural restorative powers.
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Shattering Strike: Commit Effort for the day and take a full round of motionlessness to prepare. On the next round, as a Main Action, your unarmed attack can shatter a wooden door, wooden wall, or other similar object up to a depth of one foot per level and a width sufficient to allow a man-sized creature to pass through. At fourth level this ability improves to affect even a stone wall and at seventh it can affect even a metal wall or solid iron door. The blow is useless against a target that can move, but against an immobilized creature the attack does 1d12 damage per character level.
High Mage Arts - Committed Effort 3/3
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Arcane Lexicon: Commit Effort for the scene. For the rest of the scene, you can read any script that was not intentionally obfuscated or encoded by its writer. Extremely esoteric or nonhuman scripts may not be comprehensible this way; the “plain meaning” of the text might be utterly foreign to human logic.
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Sense Magic: Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in conditions of perfect darkness.
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Wizard’s Grandeur: Commit Effort as an On Turn action. As long as it remains Committed, you will not become dirty, sweaty, stained, or rumpled regardless of the circumstances. Noxious substances will slide off you without staining and you will remain comfortable regardless of your attire in any normal climate. You may sleep comfortably without shelter or bedding as per the privation rules.
High Mage Spells - Cast 1/2 - Bold are Prepared (Max 4)
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Cognitive Supersession of the Inferior Orders (L1): The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while under the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.
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The Coruscating Coffin (L1): A thaumic discharge is focused on a single visible creature within one hundred feet per caster level, wreathing them in a lethal mantle of crackling energy. The target suffers 1d8 damage per caster level, with a Physical save for half. NPC targets with only 1 hit die will inevitably be slain regardless of the damage done. The spell cannot be blocked by non-magical intervening barriers, provided the caster can see the target with their unaided vision.
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Damnation of the Sense (L1): The caster targets a visible creature within two hundred feet. The target gets a Mental saving throw to resist; on a failure, one sense of the caster’s choice is entirely under the caster’s control for the rest of the scene, while a success leaves them bound only for the next round. Any false impression may be given, or any true one concealed, and a creature may be left effectively blinded or deafened. Distracting tactile sensations can force the victim to make a Physical saving throw in order to act each round. Blinded creatures can’t make ranged attacks and roll all melee hit rolls twice, taking the worst result. If a creature thinks itself in mortal peril its excitement allows it to make a Mental save to throw off the spell at the end of each round.
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Decree of Ligneous Dissolution (L1): Wood, linen, cotton, rope, and other plant- or fungus-derived matter is annihilated by a wave of entropic force that washes through an area near the caster. The mage targets a point within one hundred feet per caster level and designates a number of contiguous 10-foot cubes within that area equal to or less than their caster level. All non-magical plant matter within that area immediately erodes away to dust. Enchanted objects of plant matter cannot be affected, but ordinary plant-based clothing, bows, or wooden-hafted weapons will be destroyed. If used against plant-based monsters, the spell does 1d10 damage per caster level, with a Physical save for half.
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The Excellent Transpicuous Transformation (L1): The mage chooses up to one visible willing target per caster level provided they are within 100 feet, though afterwards the targets can separate freely. The targets and all they wear or carry become perfectly transparent. Missile attacks against invisible foes are largely impossible, and melee attacks against them usually suffer a -4 penalty to hit rolls. The spell lasts for up to an hour per caster level, but it breaks if a subject performs some violent motion, such as running, attacking, or casting a spell. Once broken for one subject, it breaks for all.
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Imperceptible Cerebral Divulgence (L1): The mage focuses on a visible living creature within 100 feet per caster level. For the rest of the scene, they immediately receive an impression of the target’s surface thoughts and interests, understanding them regardless of any lack of a shared language. The caster may ask one question of the target’s memories per caster level, but doing so risks breaking the spell; the target can make a Mental save before answering each question and the spell ends if the save is successful. These questions can only query memories, not compel any exercise of judgment or extrapolation. This spell is very subtle in its casting, and can be invoked without any visible gestures or audible incantations.
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Phantasmal Mimesis (L1): The mage creates a phantasmal seeming at a visible location within 100 feet per caster level. The illusion can occupy a number of 10-foot cubes equal to the caster’s level and can include visual, audible, olfactory, and even tactile elements. If onlookers have no reason to believe the illusion is false, they will unconsciously move and perceive so as to conform to its apparent physical qualities, halting before walls, reeling from imagined blows, and seeing their clothing burnt by phantasmal flames. The illusion will behave and act on its own in accordance with the caster’s intentions for it, but it cannot go more than a hundred feet from where it was conjured. Phantasmal monsters fight with the caster’s hit bonus, do 1d8 damage, have AC 10, and vanish if struck. There can be no more than one active illusionary attacker per two caster levels. Foes brought to zero hit points fall unconscious and wake up ten minutes later with 1 hit point. Creatures convinced the illusion is false can make a Mental saving throw each round to reject its psychic influences, becoming immune to its effects. The illusion lasts until dispelled, the caster drops it, or this spell is cast again.
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Velocitous Imbuement (L1): Unlike most spells, this one may be cast as a simple On Turn action, targeting up to one visible willing creature per caster level within one hundred feet. Enchanted creatures become incredibly fleet of foot, doubling their usual ground movement rate and becoming capable of running up walls and across ceilings without falling, provided they end their round upright on a navigable surface. They may also move away from melee opponents without needing to make a Fighting Withdrawal to avoid a parting attack, and may pass through and around armed foes who do not completely physically block their path. The spell lasts for the remainder of the scene and adds 1 System Strain to those who take advantage of it.
SavesPhysical: 12
Mental: 11
Evasion: 10
Luck: 12
EquipmentREADY 1/5
Backpack - 1 (0 when worn)
Healer’s pouch - 1
STOWED 10/10
Lantern, tinder box, and 2 pint flasks of oil - 3 total
Surveying tools - 1
Writing kit & 20 sheets of paper - 1
Rations, 1 week - 4
Waterskin - 1
Coin: 80 sp
Languages: Trade Cant, Recurrent (native), Modern Vothian (Know-0), Thurian (Know-1)
Background: Cithrel grew up in the Library of Cykii, the monastery of an order of mages and scholars dedicated to the restoration of the knowledge lost in the fall of the Outsiders. Cithrel is the reincarnation of some of the order's most prolific scholars, their soul having contributed thousands of scrolls and tomes over the centuries of their existence. As such, their teachers had great expectations for the young elf. Under the elders' stern guidance, Cithrel learned much, but chaffed. They yearned to leave the confines of the library and to experience the world with their own senses, rather than from half-remembered dreams of the past, and to be free from the pressure of their masters' expectations.
When Cithrel learned of the Wilderness, they became obsessed. The idea of a mysterious, unexplored land full of secrets fascinated them. They often daydreamed of the freedom they could experience if they could ever escape to its untamed expanse. When they reached the end of their training and were asked to put forth a subject for their thesis, they proposed going to the Wilderness to map the region. Some of the elders were reticent, loath to risk the heir of the Vennoryn legacy, but the elves amongst their ranks reminded them that should Cithrel fall, their soul would find its way back the way it had so many times before.
With their project approved, Cithrel left the only home they'd known in this lifetime and headed to the Wilderness.
Goals:- Survey The Wilderness and draft maps of the region.
- Discover a piece of forgotten knowledge worthy of their legacy.