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6E Turakian Age Characters


Pizza Man

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Here is you chance to set down in stone a collection of Turakian age characters.

I know its official, and a lot of people like their own realms, but this is meant as a chance to present characters for review and comment and test to see how adaptable you are.

 

6E is preferred, but 5E is welcome too. Frankly, This ought to be a good resource for NPCs and hunteds. Post em if you got em...

 

Sol Thraxis II

Background/History

 

Sol Thraxis was born in the Westerlands near the borders of Elvenhome. He stood out as a child by excelling in his letters. When the other children would run out and play, young Sol would curl up with a book discovering that whole worlds lay beyond the village and the fields.

 

As a teen, Sol would seek out the elves who came to trade, learning their language. In the summer he would disappear for days on end, causing the villagers to whisper that he was conversing with fey things in the wood. He was.

The real revelation came when bandits stormed into town. Sol stood up before them and with a word and a gesture, a bandit fell soundlessly to the ground. Arrows bounced harmlessly off Sol, and with a gesture another bandit collapsed.

 

 

Elves arrived and drove the bandits away. They were amazed to learn Sol could perform magic, and he did so speaking elvish. Just by observing an elf wizard, Sol had learned to cast the spells “Wizard’s Shield” and “Stunning Dart.”

 

 

“A boy this talented needs to attend the University.” The elven captain said. The villagers agreed, and they sent young Sol to the city and the University Arcane.

 

Sol’s powers of observation have earned him trouble as well. One of his early adventures brought him to a village that lay within a mile of an Ulroni Camp. Out of boredom, Sol spied on the barbarians using Circe’. He was surprised to see warriors casting magic, so he began to take notes. And thus the first and only book of Ulroni War Magic was created.

 

A warrior dreamt of the crime and sought out the young mage. But the boy was ready and slew the barbarian. Sol took a silver ring that bound his hair as a token of the battle.

 

 

The spirit of the warrior warned the priest that a mage had committed a heinous offense and took his “salashyr,” itself a crime worthy of death. The priest ignorant of the true crime, led the tribe in a blood oath to hunt down this infidel. One by one, young warriors are sent out to kill the mage and return the “salashyrs.” Sol now owns four of them.

If the tribe finds out about Sol’s use of their magic, large groups will hunt him down. Should the priest find out about the book, the entire tribe will hunt the boy down.

 

 

Sol only recently discovered the truth of the matter when his masters read the copy he gave them…Now he regrets selling the book to several generals for so cheap. He’s looking to dump the “salashyr” somewhere in a big city to distract any hunters using magic to track him down.

 

 

Personality/Motivation

Sol is a studious sort, quiet and reserved. He keeps his opinions to himself, but does not tolerate a fool easily. He prefers common sense, words of wisdom, and the company of Halflings. Big cities may be intimidating but they are full of bookstores and present a myriad of distractions.

 

 

Quote: “No. I do not have a sister named, Anne.”

 

 

Powers/Tactics

As a Spell Inventor (see skill below), Sol could not help but to twist and tweak all the spells presented to him. As a consequence none of his spells are straight out of the University Grimoire. The student’s inventiveness won a commendation from visiting archmage (and frequent lecturer) Mysteriously Mad Master of the Mystic, Steve Long the “Other-dimensional.”

 

For example, Sol’s Stunning Dart spell is based off the Wizardry school’s Mystic Dart. It’s a killing spell that only affects the living. Sol twisted the dart to where it doesn’t kill but stuns only.

 

Circe’ is a Homonculous, and was created as a magic item, but given life as a familiar. As such she doesn’t have a skill roll to perform her magic, its built into her. While she still must use gestures and incantations, Circe’ doesn’t rely on Skill at all. –In fact, a number of Sol’s spells and powers passed directly to Circe. He no longer has knowledge of his desolidification or fly spells…and his life support powers passed straight to her. The powers are shared powers, so both can benefit from them.

 

 

In a fight, Sol will attempt to use his entangle and sleep spells to herd the enemy into close groups for his area of effect spells.

 

Campaign/Use

 

Appearance:

Sol dislikes the robes so many mages seem to go for. The practicality of good pants/sturdy boots means there is less to get snagged in the field.

 

His hat is a Clint Eastwood wide, flat brim style. He cuts a rather dashing figure, but is somewhat shy around the ladies.

 

 

Characteristics:

STR 10

DEX 13

CON 14

INT 18

EGO 10

PRE 13

OCV 5

DCV 5

OMCV 3

DMCV 3

SPD 3

PD 2/12 (10R)

ED 2/12 (10R)

REC 10

END 50

BODY 10

STUN 26

Total Cost: 66

 

 

4 (13) Wizard’s Shield: 10 PD/10 ED/10 Power Defense/10 Mental Defense 6 END

6 (17) Force Blast RKA 2D6 Area of effect 16M Armor Piercing 6END

5 (14) Binding Chains Entangle 3D6, 3PD/3ED, Takes NO damage from attacks 4 END

3 (8) Stunning Dart. Blast 6D6 vs ED. 3 END

5 Mindlink to Circe 0 END

4 Wizard’s Sight (thru Circe’) 4 END

4 (13) Giant Warrior: Growth Enormous 3 charges of 6 hours 24 END

2 (6) Heroes’ Shield: Useable on others. +4 to DCV 4 END

2 (6)True Strike +4 to OVC, useable on others 25 Active Points 4 END

1 (5) Sentry’s Eyes Nightvision 1 END

 

 

Total Cost:36

Skills, Perks n’ Stuff:

35 Follower, Circe: Homunculus Familiar (See following text)

9 Wizardry (Power skill based off of INT) 16-

7 Ulronai Warrior Magery: (Power skill) 15-

3 Alchemy: (Power Skill) 13-

2 KS History 11-

2 Arcane Magic and Lore 11-

3 Inventor Spell Research/Item Creation 13-

1 Literacy

2 Language: Elvish, Basic Conversation/Literacy

2 Language: Draconian, Basic Conversation/Literacy

3 Climbing 12-

3 Stealth 12-

1 WF: Clubs, Staffs

Total Cost:73

Total Character Cost: 175.

Complications : 50

10 Distinctive Feartures Not concealable, unusual senses. Detects as magic/Mage

 

5 Takes 1D6 Damage if Circe’ ever dies (even though she gets better)

 

10 Hunted: Infrequently, As Pow. Kill. Ulronai Blood Oath. Individual warriors Hunt Sol for the crime of taking “salashyr” a silver ring that binds a warrior’s hair. Its death to take one, and Sol now has 4. One by one, Ulronai warriors are dispatched to hunt Sol down. When one dies, another is sent out to avenge the others.

 

 

--If it gets out that Sol knows Ulronai War Magic, entire groups will go out after him. So far no one has survived an encounter with Sol.

 

 

--If the Ulronai figure out that Sol sold a book detailing their magic to a magic university, and that he’s sold several copies…an entire tribe will come hunting him down.

 

10 Overconfident Common Moderate

10 Vengeful Common Moderate

5 Hunted By the University Arcane (watching)

 

 

 

 

SPELLS IN DETAIL:

From the school of Wizardry

4 (13) Wizard’s Shield: 10 PD/10 ED/10 Power Def/10 Mental Def 60 active points 6 END

Extra Time (1 Turn, post segment 12; -1 ¼), OAF Staff (-1), Requires a Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Costs END (only to activate; -1/4), Concentration (1/2 DCV; -1/4)

***** Based on Wizard’s shield

 

6 (17) Force Blast RKA 2D6 Area of effect 16M (+3/4) Armor piercing (+1/4)

60 active points 6END

OAF Staff (-1), Requires a Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Costs END (only to activate; -1/4), Concentration (1/2 DCV; -1/4)

******Based on Mystic Bolt

 

5 (14) Binding Chains Entangle 3D6, 3PD/3ED, Takes NO damage from attacks (+1/2)……………………45 Active Points 4 END

OAF Staff (-1), Requires a Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Costs END (only to activate; -1/4), Concentration (1/2 DCV; -1/4)

Vulnerable: Entangle takes 2X damage from Ice/Cold attacks (-1/4)

****Based on Ropework

 

3 (8) Stunning Dart. Blast 6D6 vs ED. 30 active points 3 END

OAF Staff (-1), Requires a Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Beam (-1/4), Does No Body (-1/2), Does No Knockback (-1/4)

***** Based on Mystic Dart

 

4 (13) Wizard’s Sight (Thru Circe’) Clairsentience (sight and hearing groups), 4 x range 1480 M (4855 feet and 7 inches --9/10ths of a mile--)

 

OAF Staff (-1), Requires a Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Costs END (only to activate; -1/4), Concentration (1/2 DCV; -1/4), only through the senses of Circe

***** Based on Wizard Sight

 

4 (13) Giant Warrior : Enormous (x4 height) (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +12 STUN, +3M to reach, +24 Running, -12M to kickback, 801-6,400kg, +4 to OCV to Hit, +4 to Per Rolls to perceive character, 5-8M Tall, 3-4M wide), +5 Affects carried Equipment, 3 continuing charges of 6 hours each(+1/2), 81 active points.

Extra Time (1 Minute -1 ½), OAF Staff (-1), Increased END (x3; -1), Cost Endurance only to activate (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a skill roll (-1/2)

****** Wizardry: Spell Invention. 100% Pure Sol Thraxis. It can also be found in the University Arcane’s official Grimoire.

 

2 (6) Heroes’ Shield +4 to DCV. Useable on others. (+1/4)

25 active points

Increased Endurance Cost 2x END 9-1/2), Costs END only to Activate (-1/4), OAF Staff (-1), Requires a Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Costs END (only to activate; -1/4), Concentration (1/2 DCV; -1/4)

******** based on Ulronai Warrior Magic

 

2 (6)True Strike +4 to OVC, useable on others 25 Active Points 4 END

Increased Endurance Cost 2x END 9-1/2), Costs END only to Activate (-1/4), OAF Staff (-1), Requires a Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)

******** based on Ulronai Warrior Magic

1 (5) Sentry’s Eyes Nightvision 1 END

Costs END only to Activate (-1/4), OAF Staff (-1), Requires a Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)

**** based on Ulronai Warrior Magic

 

 

 

Circe’

Characteristics:

3 STR

16 DEX

8 CON

10 INT

8 EGO

20 PRE

5 OCV

8 DCV

3 OMCV

3 DMCV

3 SPD

2 PD

2 ED

4 REC

20 END

10 BODY

20 STUN

Run 4M

Swim 4M

Jump 4M

Fly at 25M (see below)

Total Cost: 48

 

Powers:

12 Flight 25M. Reduced END (0 END +1/2) Creates a pair of Flesh colored bat wings

Gestures (-1/4), Incantations (-1/4). OAF wand (-1) Usable by others(+1/4), Circe and Master only, Only if recipient remains close to grantor (+0) within 4 meters, Concentration (1/2 DCV; -1/4), Extra time (Full Phase -1/4), Restrainable (wings, -1/2)……44 active points

 

8 Detect Magic. A large class of things. 16- (unusual group) Discriminatory and Analyze. Gestures (-1/4), Incantations (-1/4). OAF wand (-1), Extra time (Full Phase -1/2)……..25 active points

 

 

17 Desolidification Reduced END( 0 End +1/2), Usable on others, Master Only (+1/4)

Cannot pass through Solid Objects (-1/2), Gestures (-1/4), Incantations (-1/4), OAF wand (-1), Extra Time (Extra Phase -3/4)……70 Active points

 

15 Life Support Longevity: 400 years, Immunity to all terrestrial Diseases and all terrestrial Poisons (10 points), Usable by other :Master Only (+1/4)

6 Telekinesis 3 STR, Affects Physical world +2,

Gestures (-1/4), Incantations (-1/4). OAF wand (-1), Concentration (-1/2)

18 Active points, 2 END

 

5 Mind Link to Master, One specific Mind

 

33 Regeneration/Can only be killed by killing Master, shared Life force/

1 Body per Hour, Heal limbs, Resurrection

---------When little Circe’ dies, she disappears in a bloody mist and reforms either in her master’s pocket, or next to him in about 6 hours.---

Total Powers Cost: 96

 

Skills, Perks n’ Stuff:

6 Striking Appearance +2/+2D6

3 Acrobatics 12-

3 Charm 13- (15-)

3 Stealth 12-

3 KS: Arcane/Magical Lore for use with Detect Magic Spell

3 Concealment 11-

8 PS: Performance/Sing, Dance 17- (19-) Fascinate Bards

1 Literate in common

1 Language: Draconian Basic Conversation

 

Total Cost: 31

Total character cost: 175

Complications 50:

15 Physical Complication: Tiny. Frequently, Slightly Impairing

25: Subject to Orders. Must obey creator. Very Common, Total

10: Will not willingly go more than a mile from her master. Panics if forced beyond that distance.

 

Background/History

It was the summer session at the university and Sol was looking to create something of value. He succeeded beyond anyone’s expectations. He was just a first year student, He mastered the cantrips, learned the spells, and empowered his first staff. He wanted to make a homunculus, but he wanted a work of art-the standard formula just wouldn’t work.

 

 

Haunting the local book shops, Sol stumbled across a great find…in an old glass case there was a stuffed pixie. It was more than a hundred years old, and completely illegal. Sol bought it for a single gold piece.

 

 

 

He visited a wig shop and purchased golden elven hair. Sol commissioned a doll maker for the finest softest clothing he could afford. The rest of the ingredients were at the school: his alchemy class equipment, a thousand ants crushed and powdered, enchanted clay, and of course 2 pints of his own blood…

 

 

For three days and nights he poured his heart and soul into his creation. The masters were amazed. Sol had produced a masterpiece. He called her Circe’ after a mythical mage of yore. She was beautiful, with long golden hair, and graceful limbs.

 

But she was empty, and lifeless. Little Circe’ was animate, and would do whatever Sol told her to, but she would not speak, or smile, or show any sort of emotion. Sol felt he was not finished, that he had left something out.

 

 

It was a wise old master who saw though his student’s disappointment.

 

“You have given your creation form and beauty, but to give it life you must bind it to you as a familiar, in soul as well as blood.”

 

 

Sol began to research anew. In an old tome, he found his answer. Locking himself in a room with Circe’, he began the ritual of binding. When the candle burned low, and then incense burned out, he broke a gemstone and released a swirling storm of embers. It was too much for Sol, the room spun with the whirling embers, and he blacked out.

 

 

Morning. Sol opened his eyes with a groan. He had a headache. Circe’ stood before his face, staring at him as impassionate as ever. Then her eye twinkled, she smiled and said, “Good morning, Master.”

 

 

 

Personality/Motivation

Homunculi are supposed to exhibit their master’s personality and quirks. Circ’e breaks the rules. Her master is serious, she is bubbly and happy. She loves to laugh, sing and dance (and in general fascinates bards). Circe’ and Sol are best friends just as master and familiars are supposed to be. She eats and sleeps, just like Sol does. She definitely has a sweet tooth. And kittens. Circe’ LOVES kittens.

 

 

 

She has learned a few spells with her master at the university, and carries a focus at all times: A miniature wand that Sol empowered for her. But she really loved learning to speak Draconic with her master. So few take that course that she feels its like a secret language just for the two of them.

Sol is not quite sure where the singing and dancing comes from. He speculates that some remnant of Pixie’s personality may have remained in the skin. All in all, Sol is quite happy with his new friend.

 

Quote:CANDY! Oh Master! We must get some! You know, for your journey. I’m just thinking of you, Master.

 

 

 

Powers/Tactics

Circe is not meant for combat. She will go desolid and hide in Sol’s pocket or under his hat. She even has a sliding window in Sol’s hat so she can peep out.

 

 

 

She has a number of useful qualities that she can pass onto her Master. Her life support extends to him as well. Her fly and desolid spells can also be cast upon Sol.

 

 

 

And her Detect Magic was taught to her by the head master himself, to aid a promising young student who had succeeded so well. It is discriminatory and can analyze magic.

 

 

 

She prefers to cast her fly spell and just leave it on all day. Moving at 4M just won’t cut it for her.

 

 

Campaign Use

At 35 points, you can use her yourself if you want. She is designed to be useful for a mage

 

 

Appearance

Circe’ looks just like “I Dream of Jeanie.” She is 15 inches tall. She will probably be smiling at something when you first meet her.

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Re: 6E Turakian Age Characters

 

Friar Milo Fernywood: Priest of Lithira

 

Characteristics:

8 STR

14 DEX

15 CON

13 INT

18 EGO

10 PRE

7 OCV

5 DCV

3 OMCV

3 DMCV

3 SPD

5 PD

5 ED

13 REC

50 END

10 BODY

30 STUN

10 Running END[1]

4 Swim END [1]

4 Jump END [1]

Total Cost: 86 Characteristics and moves

 

Powers:

2 (5) Blessing the Fields 9END

 

1 (4) Nature’s Bounty (produce food) 15 END

 

6 (19) Solar Burst (3D6 RKA vs ED, Affects Desolid) 7 END

 

13 (41) 4D6 Simplified Healing (see spell text) 5 END

 

5 (15) Tanglewood (Entangle 3D6, Takes no Damage from Attacks) 4 END

 

2 (5) Cure Illness (page 88, 6E Grimoire) 4 END

 

2 (6) Cure Poison (page 89, 6E Grimoire) 4 END

 

2 (6) Shield of the Soul +15 Power Defense up to 8 people (94 Grimoire) 3 END

 

 

 

Total Cost: 34 total powers

Skills, Perks n’ Stuff:

15 Turn Undead +150 PRE to Turn Destroy the Undead OAF Holy Symbol

4 Fringe Benefit: Priest, Right of Shelter (at any temple or Halfling Pantheon Temple)

2 PS: Farmer 11-

3 Stealth 12-

3 Paramedics 12-

3 Concealment 12-

3 TF: Riding Animals, Carts and Carriages

2 WF: Axes, Maces, Hammers, and Picks, Clubs Staffs

2 WF: Farming Tools as Weapons, Pitchforks, Scythes, Sickles

2: KS: Herbology 11-

13: FAITH: Magic Skill 18- Based Off of Ego.

2 Language: Elvish Basic Conversation, and Literate

1 Literate

 

Total Cost: 55 Skills and Perks

Total character cost: 175/175

Complications

15 Hunted by Cult of Vabanak. Milo killed the acolyte son of a high priest and now it’s a blood feud. (the cult preaches immortality through undeath)

10 Physical Complication, SMALL: Infrequent, Slightly Impairing

15 Social Complication: Subject to Orders from Church Hierarchy. Infrequently, Severe. They don’t ask for much, but when they do it’s a GM plot Hook.

15 Code of Conduct: Expected from the clergy of an agricultural deity (not much).

Total Complications: 50

Equipment:

Chainmail tailored for a Halfling. 150 sps (6 PD/6 ED)

Wooden Buckler 8 SPs (+1 DCV)

War Sickle (bought as small sword), 1D6-1 HKA/ 1D6 with Strength

Holy Symbol worn on a chain around his neck, with a spare in his backpack.

 

Background/History

Milo is a Halfling. He’s not a barefoot Tolkien Halfling. He wears boots, thank you very much. Yes, he lives in a hole in a hill with a round door, but he’s never heard of a Hobbit or a Hin. Just as many Halflings live in the big city as in the countryside. The whole Halfling thief thing is just a myth, most Halfling are trustworthy folk…like Milo He’s a cleric.

 

Milo’s story started in his teens. He grew up on a farm, stood to inherit a prize piece of land, and had a great girl who just agreed to become his wife.

è And that’s when strange events changed his life forever. Local livestock began to disappear. Skeletons walked the fields at night. And then his girl ran off with a gnomish necromancer.

Milo would not stand for this, and joined the nearest temple (belonging to Lithira, deity of agriculture and harvest). After learning a few spells, Milo charged out after the dread menace. He found not a single necromancer but an entire cult that worshiped undeath: a hidden temple to Vanabak

 

Knowing he had little hope to take them on his own, Milo sought out the local Lord (a human paladin, by the way), who lead his men against this temple of evil. In the battle, Milo met and killed the gnome…who just happens to be the son of a high priest with the cult. A blood feud has been declared against Milo. There was no sign of the girl.

 

Heartbroken, Milo bid farewell to his parents and began a wandering adventurer’s life. He can’t take a parish for fear that the cult will send an army of the dead and hurt those under his care. So he was given the title of friar and set lose to help those in most need. Milo’s superiors have granted him a lot of freedom. Currently he is the only adventuring cleric the Harvest deity has. As such, Milo is bringing a lot of attention to Lithira, and has been granted the Right of Shelter at any Lithira temple.

Personality/Motivation:

Milo does enjoy helping famers. Between adventures he will sneak out and bless fields, charging nothing more than a hot meal or a soft bed for the night. He loves to find a poor area and surprise the locals with a tree bursting with fruits and vegetables of every type, ready to be picked.

As an adventurer, Milo does his best to support the party. For some reason, most expect him to be a thief. But he is forgiven when he starts bringing in armloads of food every night.

 

Quote :

 

Powers/Tactics :

He prefers to open with an entangle, as it take no damage from attacks. When it comes to evil, Milo has little mercy. Smite and be done with it, that’s his philosophy.

 

Campaign use :

If the players own a farm Milo may want to bless it. He considers such acts more a part of his purpose than mere adventuring.

Appearance :

Milo is a Halfling. Handsome and athletic, he runs faster and is stronger than most other Halflings. Farm work and adventuring will do that to ya.

 

Spellbook:

Blessing the Fields : Life Support (Immunity: All pests, weeds, blights; Safe from drought; Safe from frost), Area Of Effect (4m Radius; +1/4), Persistent (+1/4), Uncontrolled (stops working if abandoned, cursed, desecrated) (+1/2), MegaScale (1m = 1 km; +1), Cannot alter scale (-1/4), Usable As Attack (+3/4), Grantor can only grant the power to others (31 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Increased Endurance Cost (x3 END; Only to activate Very Common; -3/4), Limited Power Only to protect fields being actively cultivated, or that were cultivated within past year (-1/2), Limited Power Must circumambulate the area to be blessed - at least one complete circuit (-1/2), Restrainable (Only by means other than Grabs and Entangles; Blessing will not work if somene is actively cursing the field or the priest at the same time. ; -1/4), Incantations (-1/4), Gestures (-1/4), Perceivable (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Requires A Roll (Priest Skill roll, -1 per 20 Active Points modifier; -1/4)

Real Cost: 5…………….31 APs……..9 END

 

Nature’s Bounty 4D6Major Transform (Something from Nothing: Summons Food), Plants sprout multiple Fruits and Vegetables in a 4 meter area. Reverts with Harvesting, time or dismissal by caster). Area of effect 4M (+1/4),

Extra time (5 minutes -2), OAF (requires use of OAF Holy symbol -1), Increased Endurance Cost (3x END; -1), All or Nothing (-1/2), Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Limited power: Will not work in area is defiled, being cursed, or caster is being cursed (-1), Restrainable (only be means other than grabs or entangles; -1/4), Limited Power: will only work if plants are living in area affected (-1)

Real Cost 4------50 active points---15 End

 

Solar Burst . 3D6 RKA vs ED/Affects Desolid (+ ½) Beam of intensified sunlight hits foe. Works anywhere, underground, at night. Affacts the living and the undead.

OAF Holy Symbol (-1), Gestures (-1/4), Incantations (-1/4), Requires a skill roll (-1/2), No Knockback (-1/4), Beam (-1/4)

Real cost 19………67 APs……. 7 END

 

Simplified Healing 4D6 , Decreased Re-use Duration (1 turn +1/2), Can heal limbs (+5 points), Reduced Endurance ½ END (+1/4)

OAF Holy Symbol (-1), Gestures (-1/4), Incantations (-1/4), Requires a skill roll (-1/2),

Real Cost 41 (13)-----------124 APs--------- 5 END

 

Tanglewood Entangle 3D6, Takes no Damage from attacks (+1/2)

OAF Holy Symbol (-1), Gestures (-1/4), Incantations (-1/4), Requires a skill roll (-1/2),

Real cost 15………45 APs………….4 END

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