Campaign of the Month: April 2012
A Clone of Xerx’ses via a Spell of Legend.
True Name = Dormas Af’shar (Dwarven for “Magical Partner”)
Chosen Name = Kom’Var (Dwarven for “Victorious/Successful”) Spellborn
Rank = 8th Level
OCC = Wizard
Race = Minotaur (special)
Land of Origin = Baalgor Wastelands
Citizenship = Etrinan Tribe and now Serinan Tribe
Picture by AZ_RUNE.
Physically he is identical to Xerx’ses in every way. Kom’var is completely aware of his existence as a clone and possesses all of Xerx’ses’ memories up till his creation. He know all of his spell magic, but is half of his creator’s rank (level) as wizard listings are stated among the Tri-Arcanum Guild at the time of his creation. He understands that given his creator that he has roughly 16 years of life given unto him, and their is a growing chance he may become a fully living creature having developed a soul through existing via the legendary magic. His life goal as set by his master/creator is the safeguarding of the ship Rogtilda and those aboard it. Only with Xerx’ses permission is he allowed to leave the ship, unless they are not docked and he is rescuing a crew member that has fallen overboard to return them to the ship.
|VITAL STATISTICS||ATTRIBUTES||SAVING THROWS||COMBAT BONUSES|
|HT||11’3"||IQ||10||Save vs Magic||+7||Strike||+6|
|WT||600 lbs||ME||13||Save vs Psionics||0||Parry||+7|
|PPE||144/144 (current)||MA||9||Save vs Coma/Death||+16%||Dodge||+7|
|HP||48/48 (current)||PS||25||Save vs poison/disease||+4||Roll||+3|
|SDC||74/74 (current)||PP||20||Save vs horror||+3||Pull||+4|
|Birthday||2/27/113 (Age: Technically – A week)||AR||12||Death Blow (called)||N/A|
WEAPONS: ITEMS & NATURAL
|CYNIC||4D6||See “Item” Page.|
|- Total Bonus||4D6 (+13)||+11 to Str, +12 to Parr, +11 to Ent.|
|Throwing Daggers||2D6||Has two.|
|- Total Bonus||2D6 (+13)||+10 to Str, +13 to Parr, +11 to Thr.|
|Claw||2D6||+13 P.S. damage bonus|
|Kick||3D6||+13 P.S. damage bonus|
|Head Butt||3D6||+13 P.S. damage bonus|
|Charge||5D6||60% chance knockdown
+13 P.S. damage bonus
+13 P.S. damage bonus
Lose Initiative & 1 attack
|Roundhouse||5D6||1/melee, no other kicks|
W.P. / HtH
W.P. / HtH
W.P. / HtH
|Knife||8||+4 / +2||+4 / +5||+5 / +2||+3||S: +11
|Chain||8||+4 / +2||+2 / +5||N/A||+3||S: +11
|Sword||7||+4 / +2||+4 / +5||+1 / +2||+3||S: +11
|Paired Weapons||8||N/A||N/A||N/A||N/A||Chain and Dagger/Knife|
|Track Blood Scent||54%|
|Fire/Cold Resistant||1/2 Damage|
27 MPH (43.5 KPH);
780 ypm (713 mpm);
195 yp-melee (178 mp-melee);
32.5 yp-action (29.7 mp-action);
Double under Fleet Feet Spell
“MAGICAL / HOLY / RUNIC” ITEMS
|NAME||USES||LOCATION KEPT||POWERS AND DESCRIPTION|
MAGICAL OCC ABILITIES
|Sense Ley Lines||2 miles|
|Ley Line Drifting||Spd 10|
|Ley Line Rejuvenation||10 minutes concentration 1/24 hrs 2D6 HP & SDC|
Spell Strength: 14
|Spell Name||Lev Acq
Spell Book (Y/N)
|1||Self||2 min / lev||None||4|
|Read runes, magic symbols, inscriptions at 94%. Not wards or circles.|
|1||120’||2 min / lev||None||4|
|Diameter, near (w/in 20’) or far. Tell Person/object enchanted, in process of invoking magic, or magic used in area.|
|Cloud of Slumber||1
|20′×20′×20′ cloud Anyone in cloud falls into magic sleep. If dragged out of cloud wake in 1D4 melees|
|Globe of Daylight||1
|1||30’||3 min / lev||None||2|
|Illuminates 12’/lev Max speed 12|
|6||Self||5 min / lev||None||12|
|All Spoken Languages at 94%|
|Level xp=low-med-high, magic, psychic, high/low base PPE, possessed, serious illness, unusual aberration (IE Supernatural) but not type|
|Heard 1 mile away Mage +5 init, +1 strike, parry, dodge All but mage save HF 8|
|2||60’ away||3 min / lev||None||5|
|Straight up only 60’+ 10/lev 200 lbs + 20/lev|
|2||100’||2 min / lev||Std||6|
|-2 strike, parry, dodge 1/2 attacks, skills -20%|
|Armor of Ithan||3
|3||Self or Touch||1 min / lev||None||10|
|100+10/lev AR 18 Fire, lightning, cold 1/2 dam|
|3||6’||1 min / lev||None||7|
|Detects & locates only|
|+4 strike; Damage: 5D6 // 7D6 Ley line // 1D6x10 Nexus|
|Carpet of Adhesion||4
|200 sq ft If save 2D6 melees|
|3||Self||3 min / lev||None||6|
|Self and what wearing/carrying|
|3||60’||1 min / lev||Dodge||8|
|See PFRPG Core Book|
|Swim As A Fish||4
|4||Self or 10’||5 min / lev||None||6|
|96% swim Distance 100xPS yards not tire, +1 parry/dodge in water, 3000’ depth, hold breath 3 minutes|
|Eyes of Thoth||5
|5||Self or Touch||10 min / lev||None||8|
|Read and understand all languages, including runes|
|Self or Other w/in 20’ Doubles PP,Spd,& Attacks Negative moving so fast -2 Init, no save surprise, -20% Delicate skills|
|Strength of Utgard-Loki||6
|5||Self or 30’||2 melee/lev||None||15|
|+ 1 attack, + 2D6+ 6 of temporary SDC, +2 Strike/Parry/Touch, Turn PS Supernatural|
|Dodge 19 or higher (include bonuses) If success 6 melee/lev. Breathe, hear, think but no movement|
|2||Self or touch||Instant||None||6|
|Spotless, head to toe, include clothes, but not armor|
|3D6+ normal punch; See notes|
|6||300’||Instant||Dodge Nat 20 or mod 24||15|
|1D6/lev Must be in line of sight|
|This spell was a gift of Isis. “See Description”|
|7||Self (Other by ritual)||20 min / lev||None||25|
|The invocation can completely transform a character in to a particular animal, from an alley cat or cocker spaniel to a lion, wolf, alligator, bird,etc. In animal form, the character gets all the inherent abilities and defenses which that animal form may offer, but retains his own I.Q., ability to speak, memory, S.D.C. and hit-points. The mage can return to true form (naked) at will.|
|Handful of Lightning||8
|8||400’+10’/lev||1 melee / lev||Special||30|
|Creates 3 spears shaped like lightning. + 3 to Strike; Damage: 6D6 + 2/lev.|
|20’ Circle Diameter, up to 100’away. 1D6 dam/lev to HP! If save 1/2 dam -3 Initiative, strike, parry. -6 dodge, roll. Attacks/Skills 1/2!|
|Improved Heal Wounds||9
|5||3’ Away||Instant||Std if resisted||15|
|Heals bruises, cuts, gashes, arrow wounds, burned flesh, pulled muscles, broken bones. It will NOT heal illness, internal damage to organs or nerves, poison or drugs.
Heals 4d6 S.D.C. and 2D6 H.P. per casting.
|10||Self or others as a ritual’||20 min / lev||Std if resisted||100|
|Can cast other if ritual. Any real living creature.|
|11||100 / lev’||5 min / lev||Nat 18-20||140|
|Does not behave as stated in the book. “See Description” for GM House Rules.|
|Impervious to Fire||11
|3||Self or other up to 60ft (18.3m) away||5 min / lev||None||6|
|A magic invocation that makes the individual temporarily impervious to fire. Normal and magical fires do no damage to the person or to anything he is wearing/on his person.|
|1||Self or other up to 100ft (30.5m) away||5 min / lev||Std if resisted; None for objects||4|
|A magic invocation that makes single person or object per casting’s weight increase up to 100 lbs. per level of the caster. People twice their normal weight see their SPD reduce by 50%.|
|4||Touch or Line of Sight – other up to 10ft ( 3m ) away||1 min / lev||Std||8|
|Can blind 1 person/animal each casting. The victim will be temporarily blind; – 5 to strike, – 10 to parry and dodge, and likely to stumble and fall for every 10 feet ( 3m ) of movement ( 50%chance ). Does not affect people inside a force field, vehicle, or behind locked doors.
If the blind spell is cast upon another spellcaster he cannot use any spells which require his vision while blinded. If the blind spellcaster uses any defensive/assault spells, such as magic net, call lightning, fire ball, carpet of adhesion, etc., there is a 1-65% chance that spell will be misdirected and strike his own comrades.
|9||60’ (18.3m)||1 melee rnd.||Std||50|
|This incantation wracks its victim’s body and nervous system, inflicting 1D6 points of damage per level of the spell caster. This is an automatic hit each time it is cast and affects the victim’s Hit Points directly. One person is affected at a time. The spell can hit a target up to 60 feet (18.3 m) away. Use it with care. (Rifter: 25)|
|12||Holder/wearer of the amulet||Until destroyed||None||290+|
Req: The amulet must be made of one metal purified by fire or made of semi-precious stone.
Charm: Bonus of +1 to save vs. magic & psychic attacks. P.P.E.Cost: 290.
Protection from Faeries: Bonus of +1 to save vs faerie magic & faerie food. P.P.E.Cost: 290.
Protection from Magic Insanity: Bonus of +4 to save against all magically induced insanities. P.P.E.Cost: 320.
Protection from Sickness: Bonus of +6 to save vs magic sickness and +3 to save vs disease. P.P.E.Cost:290.
Protection from the Supernatural: Bonus of +2 to save vs HF. P.P.E.Cost: 300.
See the Invisible: Enables the wearer of the medallion to see the invisible. P.P.E.Cost: 500.
Sense the Presence of Spirits: Amulet changes color whenever a ghost, Will-O-The-Wisp, the essence of an alien intelligence or entity(s) is in the area. Range: 200 foot (61 m) radius. P.P.E.Cost: 310.
Turn the Undead: A charm that will prevent any of the undead from physically touching them while they wear or hold the amulet. The amulet works much like a cross does against vampires. Effective against all undead, including mummies, zombies and vampires. P.P.E.Cost: 400.
|Prerequisite: Must be acting in the manner of the Light or Dark (accordant to your alignment/God). Given only to those that prove worthy, this grants the caster an additional +2 to all saving throws. The user knows if it does not work, and must perform penance for his/her God/Goddess.|
|Trade of Thoth||13
|This spell allows you to trade one skill’s (O.C.C., Related, Secondary) level for another you possess. Xerx’ses has used this spell once to allow the swapping of knowledge between Blunt-Lvl:12 and Sword-Lvl:2. These two skills may not be adjusted anymore or with other skill swaps individually without checking on the Insanity Table. This is largely due to finding out how memories and perception of memories get effected by such re-alignments of the brain.|
|5||Self; Touch, or 5ft.||Instant||None||8|
|The escape invocation enables the mage to magically escape any normal bonds or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straightjackets, etc. One restraint or lock can be undone per each invocation. Only gagging the mage will prevent the use of this magic, and only magic restraints and locks are unaffected by this spell.|
|13||Varies with type of spell.||Talisman exists until destroyed.||Std||Varies|
|A talisman is designed to perform one function, to imbue an ordinary object with magic powers. The only substance which cannot be used is iron (and plastic), and the object cannot be larger than two feet
(0.6 m) tall, long or wide. Once an object is transformed into a talisman, the mage can empower it with one magic spell. The spell can be selected from levels one through eight, excluding illusion types. Of course, to implant the spell the sorcerer must already know it and it must be a spell invocation, not a ritual.
After its initial creation, the talisman can be used to cast its one spell for a total of three times. After all three have been cast, the object is drained. The mystic who created the talisman can replace the exhausted spells by casting the same spell invocation combined with part of the talisman spell or ritual. The cost to recharge/replace the magic is 50 P.P.E. plus the cost of the spell invocation. Note that the process must be repeated for each of the three identical spells (each at a cost of 50 P.P.E. plus the spell’s P.P.E. cost). Thus, to recharge all three identical spells would cost 150 P.P.E. plus, but this process can be spread out over a period of days to avoid draining the mage of his P.P.E. reserve. The aspect of “three spells” may be the source of legends that grant three wishes.
A talisman can be used for one purpose other than spell storage. The mage can elect to make it a potential psychic energy battery. Instead of spells, the mystic can put up to 50 P.P.E. into it, plus expend 50 P.P.E. in the storage process. The talisman can then be used at a later time to bolster the character’s normal P.P.E. reserve. A talisman that is a P.P.E. battery can never hold spells, and vice versa.
A talisman can be destroyed by smashing it. That’s all there is to it. A talisman will work for anybody, but only the sorcerer who made it. or an alchemist, can recharge it.
|10||Self||Varies||N/A||30 / 140|
|Creates pocket in sack.|
|8||Self, or other by ritual.||20 min./level||None||40|
|This is the ultimate disguise, enabling the character to change his height, weight, age, hair color, hair length, skin color, gender, and features. Note: The metamorphosis process only changes the appearance of the body. The transformed person retains his own voice, memory, skills, powers and attributes..|
|15||Self or others; distance of 300 miles per level of experience.||Instant||None||600|
|Xerx’ses can instantly transport himself and up to 2000 lbs (900 kg), per level of experience, hundreds of miles away. Xerx’ses can teleport himself alone, or other people and objects within 20 feet (6 m) of him. The total number of people and items which the character can teleport is limited by the amount of weight he can handle (2000 lbs per level of experience).
Chances of a successful teleport:
1. Teleporting to a familiar location, or a destination visible from one’s starting point: 99%.
2. A place visited only a few times before (2-6 times): 85%.
3. A place seen in a picture (the picture is being looked at during the moment of teleportation): 80%.
4. A place never visited before, but described in detail: 58%.
5. A place never before visited and known only by name or from a brief description: 20%.
Results of an Unsuccessful Teleport:
1-40 Appears at the wrong place. No idea of present location; 3D6xlOO miles off course.
41-75 Appears at the wrong place. No idea of present location; 1D6x100 miles off course.
76-98 Teleport several feet above the ground; everybody falls, suffering 2D6 damage.
99-00 Teleport into an object; instant death!
|S.o.L.||Self||One year per level of the spell caster, plus a 5% chance per each year that the doppleganger exists that it will remain permanently.||None||1,000|
|See Spell “Description Page”.|
|15||Touch or a range of 6ft (1.8m)||Instant and permanent.||Special; ritual magic has a greater chance of success.||2,000|
|The resurrected person will have all his hit points, memories, abilities, and skills that he had at the moment of his death. Missing limbs will remain missing, but healed; this is not a regeneration process but a revitalization. This spell works only on creatures that have died in the last two months. Success factor: Regardless of the spell caster’s level of experience, the chance of success is 1-45%. The spell can be attempted on the same corpse no more than three times.|
|8||Touch or a range of 60ft (18m)||Instant||None||30|
|This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not, roll a saving throw. If the roll is a successful save the magic is not negated. If the roll fails to save, then the magic is immediately broken/dispelled/destroyed/negated/canceled. A 13, 14, or 15 is typically needed to negate spell magic depending on the experience level of the mage, but 17 or higher is needed to negate ritual magic. A failed save means the negation attempt did not work. Try again if sufficient P.P.E. is available. *Negation will not work against possession, exorcism, constrain being, banishment, talisman, amulet, enchanted objects, symbols, wards, circles, summoning magic, zombies, golems, restoration, resurrection, healing, or faerie food. Negation can be attempted to cancel a curse, but only has a 1-25% possibility of succeeding. Of course, it has no effect against psionic abilities.*|
|OCC Skills||Base %||Bonus||Start||Current||Total %|
|Recog Magic Item||20+5||1||8||55%|
|OCC Related Skills||Base %||Bonus||Start||Current||Total %|
|History: Dwarves, Humans, Elves|
|Minotaurs, Kobolds, Giants||40+5||15||1||8||88%|
|Weapon Systems (Blessed)||40+5||1||8||75%|
|Area Knowledge:Stony Desert||20+5||10||3||8||55%|
|Secondary Skills||Base %||Start||Current||Total %|
|Summer Clothes||1||Worn||linen underclothing and light padding below armor|
|Throwing Daggers||2||Belt||In “angled” holsters on left and right backside|