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Sir Bret finally at a level of influence

 

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2019 #82 Palladium Knight Level 9




Val Char Cost Roll Notes


15 STR 5 12- Lift 200.0kg; 3d6 [3]

15 DEX 15 12- OCV: 5/DCV: 5

13 CON 6 12-

16 BODY 12 12-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-


9 PD 6 Total: 9 PD (0 rPD)

9 ED 6 Total: 9 ED (0 rED)

5 SPD 25 Phases: 3, 5, 8, 10, 12

6 REC 0

26 END 0

31 STUN 0 Total Characteristic Cost: 96


Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"


Perks

10 Favor

11 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Knight, Member of the Lower Nobility, Squire, Weapon Permit (where appropriate)

15 Contact (Contact has useful Skills or resources), Organization Contact (x3) (15 Active Points) 13-

5 Money: Well Off


Talents

20 Deadly Blow: +2d6 (any circumstances, any HTH weapon)

3 Bump Of Direction

13 Deadly Blow: +4d6 (any circumstances, any HTH weapon) (40 Active Points); Activation Roll 8- (-2)


Skills

9 Riding 15-

9 Lance: +3 with any Strike

12 Shield DCV: +4 with any three maneuvers or a tight group of attacks

10 +2 with DCV



5 WF: Blades, Crossbows, Lances, Polearms and Spears, Staffs, Two-Handed Weapons

6 Swords, knives, crossbow, spear, staff: +2 with any three maneuvers or a tight group of attacks

5 Paramedics 14-

1 Language (imitate dialects; literate) (6 Active Points)

5 Climbing 13-

3 Disguise 13-

3 Forgery 13-

3 KS: Trap Skin Small 13-

3 Tracking 13-

3 KS: Trap Skin Large 13-



3 KS: History 13-

3 KS: Recog. Precious metal stones 13-

4 KS: Recog weapon quality 14-

5 Language (idiomatic; literate)

5 Language (idiomatic; literate)

4 KS: Singing 14-

3 KS: Play wind 13-

3 KS: Religions 13-


Total Powers & Skill Cost: 184

Total Cost: 280


200+ Disadvantages

5 Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Psychological Limitation: Code of honour (Common; Strong)

20 Dependent NPC: Clan 8- (Normal; Group DNPC: x4 DNPCs)

40 Experience Points


Total Disadvantage Points: 280

Earned Experience: 0

Spent Experience: 40

Unspent Experience: 0

Background/History: Sir Bret is the third son of a minor noble family, but they are high enough that they have their enemies. Since he knew he was not going to inherit, Sir Bret proposed an idea to his father. Let him be trained as a knight and allowed to be something of a free agent for his clan. So Sir Bret has started on his mission. With John Goldberg and Natalie the archer he will go around inspecting his father's properties, but also getting involved if it looks like it is needed. When he isn't doing something for his clan, he will check on various leads that interest him and look profitable or will bring honour to the clan name.

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So now Sir Bret is seriously dangerous. If his critical strike ability goes off, then the opponent is almost certainly done for. And his skills are now at a level that he is quite competent in his desires and goals!

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This is not your ADnD Ranger

 

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2019 #83 Palladium Ranger Level 1




Val Char Cost Roll Notes


10 STR 0 11- Lift 100.0kg; 2d6

11 DEX 3 11- OCV: 4/DCV: 4

10 CON 0 11-

11 BODY 2 11-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

14 COM 2 12-


6 PD 4 Total: 6 PD (0 rPD)

6 ED 4 Total: 6 ED (0 rED)

2 SPD 0 Phases: 6, 12

4 REC 0

20 END 0

21 STUN 0 Total Characteristic Cost: 26


Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"


Perks

3 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Weapon Permit (where appropriate)

5 Favor


Talents

3 Bump Of Direction

4 Rapid Archery


Skills

5 +1 with DCV

3 Tracking 12-



3 WF: Common Melee Weapons, Bows

3 Swords: +1 with any three maneuvers or a tight group of attacks

3 Stealth 11-

3 KS: Trap skin small 12-

3 Paramedics 12-

3 KS: Dowsing 12-



3 Language (completely fluent)

3 Language (completely fluent)

3 KS: Recognise Prec. Metal stones 12-

3 KS: Cook 12-

3 KS: History 12-

3 KS: Carpentry 12-

3 KS: Recognise Weapon Qual 12-

2 TF: Large Wind-Powered Boats, Small Wind-Powered Boats


Total Powers & Skill Cost: 64

Total Cost: 90


200+ Disadvantages

15 Psychological Limitation: Hates city life (Common; Strong)

5 Social Limitation: Woodsman vs City (Occasionally; Major; Not Limiting In Some Cultures)


Total Disadvantage Points: 90

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0


Background/History: Odellaro was a stranger in a strange land. His parents were from the Southern Jungles and had moved here to escape a family war. They hoped he would be safe here. Life was hard though as they had little money left after their flight. So as soon as he was able, he took to the woods to hunt and fish for food. At first it was hard, but soon his ability to track, trap, and skin animals was getting noticed. Then he was hired by Sir Pellinor to help track some bandits that had attacked a set of farms out on the border. It was good money and so he took the job. And thus began his association with the good Palladin.


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It is said among people who played PFRPG that if you can qualify for a Ranger, take it over the Longbowman. It has some merit. A larger selection of skills and still has access to longbow. Like most level one characters, he's barely competent, but there is more to work with here!

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A competent tracker and hunter

 

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2019 #84  Palladium Ranger Level 5

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

11 DEX 3 11- OCV:  4/DCV:  4

10 CON 0 11-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV:  5

10 PRE 0 11- PRE Attack:  2d6

14 COM 2 12-

 

7 PD 5 Total:  7 PD (0 rPD)

7 ED 5 Total:  7 ED (0 rED)

3 SPD 9 Phases:  4, 8, 12

4 REC 0

20 END 0

23 STUN 0 Total Characteristic Cost:  41

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

6 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Weapon Permit (where appropriate)

5 Favor

3 Money:  Well Off

 

Talents

3 Bump Of Direction

4 Rapid Archery

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

 

Skills

5 +1 with DCV

3 Tracking 12-

 

3 WF:  Common Melee Weapons, Bows

6 Longbow:  +2 with any three maneuvers or a tight group of attacks

6 Swords and Knives:  +2 with any three maneuvers or a tight group of attacks

3 Stealth 11-

4 KS: Trap skin small 13-

3 Paramedics 12-

4 KS: Dowsing 13-

0 Language (idiomatic; literate) (5 Active Points)

3 KS: Trap Skin Large 12-

3 Climbing 11-

 

5 Language (idiomatic; literate)

4 Language (idiomatic)

3 KS: Recognise Prec. Metal stones 12-

4 KS: Cook 13-

3 KS: History 12-

3 KS: Carpentry 12-

3 KS: Recognise Weapon Qual 12-

2 TF:  Large Wind-Powered Boats, Small Wind-Powered Boats

3 KS: Math 12-

3 KS: Tailor 12-

3 Language (completely fluent)

 

Total Powers & Skill Cost:  110

Total Cost:  151

 

200+ Disadvantages

15 Psychological Limitation:  Hates city life (Common; Strong)

5 Social Limitation:  Woodsman vs City (Occasionally; Major; Not Limiting In Some Cultures)

 

Total Disadvantage Points:  151

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History: Odellaro  has matured a lot over the last few years, and has become one of Sir Pellinor's firm operatives.  His only hang up is the presence of Teletar, a priestess of the Pantheon of Light.  As he is a follower of the Dragonwright, this has led to some friction.  But they choose to work together under Sir Pellinor.

 

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Now this is a competent PC.  Nice mix of skills, good combat ability.  I'd play it!

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He's a survivalist

 

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2019 #85  Palladium Ranger Level 9

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

11 DEX 3 11- OCV:  4/DCV:  4

10 CON 0 11-

16 BODY 12 12-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV:  5

10 PRE 0 11- PRE Attack:  2d6

14 COM 2 12-

 

8 PD 6 Total:  8 PD (0 rPD)

8 ED 6 Total:  8 ED (0 rED)

5 SPD 29 Phases:  3, 5, 8, 10, 12

4 REC 0

20 END 0

26 STUN 0 Total Characteristic Cost:  69

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

6 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Weapon Permit (where appropriate)

5 Favor

3 Money:  Well Off

 

Talents

3 Bump Of Direction

4 Rapid Archery

20 Deadly Blow:  +2d6 (any circumstances, any HTH weapon)

 

Skills

10 +2 with DCV

3 Tracking 12-

 

3 WF:  Common Melee Weapons, Bows

9 Longbow:  +3 with any three maneuvers or a tight group of attacks

9 Swords and Knives:  +3 with any three maneuvers or a tight group of attacks

6 Shield DCV:  +2 with any three maneuvers or a tight group of attacks

7 Stealth 13-

7 KS: Trap skin small 16-

7 Paramedics 14-

6 KS: Dowsing 15-

0 Language (idiomatic; literate) (5 Active Points)

5 KS: Trap Skin Large 14-

3 Climbing 11-

3 KS: ID plants fruits 12-

3 Disguise 12-

3 KS: Use Poison 12-

 

5 Language (idiomatic; literate)

4 Language (idiomatic)

3 KS: Recognise Prec. Metal stones 12-

4 KS: Cook 13-

3 KS: History 12-

3 KS: Carpentry 12-

3 KS: Recognise Weapon Qual 12-

2 TF:  Large Wind-Powered Boats, Small Wind-Powered Boats

3 KS: Math 12-

3 KS: Tailor 12-

3 Language (completely fluent)

 

Total Powers & Skill Cost:  161

Total Cost:  230

 

200+ Disadvantages

15 Psychological Limitation:  Hates city life (Common; Strong)

5 Social Limitation:  Woodsman vs City (Occasionally; Major; Not Limiting In Some Cultures)

10 Experience Points

 

Total Disadvantage Points:  230

Earned Experience:  0

Spent Experience:  10

Unspent Experience:  0

 

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This is now truly a PC that can live off the land. Take all his stuff away and he'll still make it out. I a group, he''ll be the guy who fires out of the woods and moves.

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So is it superior to the knight?

 

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2019 #86  Palladium Paladin Level 1

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

15 DEX 15 12- OCV:  5/DCV:  5

12 CON 4 11-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

12 COM 1 11-

 

7 PD 4 Total:  7 PD (0 rPD)

7 ED 5 Total:  7 ED (0 rED)

2 SPD 0 Phases:  6, 12

5 REC 0

24 END 0

23 STUN 0 Total Characteristic Cost:  37

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

9 Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

12 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

5 Favor

8 Fringe Benefit:  Knight, Lieutenant, Member of the Lower Nobility, Weapon Permit (where appropriate)

 

Talents

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

4 Rapid Archery

 

Skills

5 Riding 13-

0 Language (idiomatic; literate) (5 Active Points)

6 Dcv with Large Shields:  +2 with any three maneuvers or a tight group of attacks

3 Lance:  +1 with any three maneuvers or a tight group of attacks

 

3 Paramedics 12-

3 Swords and Knives:  +1 with any three maneuvers or a tight group of attacks

4 WF:  Common Melee Weapons, Crossbows, Lances

3 Tracking 12-

3 Climbing 12-

3 Disguise 12-

 

4 Language (completely fluent; literate)

4 Language (completely fluent; literate)

3 KS: Rec Weapon Qual 12-

3 KS: Rec Precious Metal Stones 12-

3 KS: religious doctrine 12-

3 KS: Lore Demons Devils 12-

3 KS: Faerie Lore 12-

3 KS: History 12-

 

Total Powers & Skill Cost:  107

Total Cost:  144

 

200+ Disadvantages

15 Hunted:  8- (As Pow; NCI; Harshly Punish)

15 Psychological Limitation:  Code of Honour (Common; Strong)

 

Total Disadvantage Points:  144

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History: Sir Pellinor is a member of the noble house who has dedicated himself to aiding the Temples for the Pantheon of Light in their missions.  As part of his training he had a grounding in religious lore as well as extra language training so as to converse with members from other nations who are believers.  He is not totally an absolutist as a man he hired called Odellaro has proven to be a stalwart ally despite being a follower of the Dragonwright.  For now he goes where his king or high priest sends him.   

 

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Well at their basics, they are the same.  It is only in the flavour skills that a Paladin is superior.  But those extra skills are useful ones and make a Paladin a definite improvement over the knight. It remains to be seen if it carries over to later levels!

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Sir Pellinor as a more trusted agent of state and church

 

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2019 #87  Palladium Paladin Level 5

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

15 DEX 15 12- OCV:  5/DCV:  5

12 CON 4 11-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

12 COM 1 11-

 

8 PD 5 Total:  8 PD (0 rPD)

8 ED 6 Total:  8 ED (0 rED)

4 SPD 15 Phases:  3, 6, 9, 12

5 REC 0

24 END 0

26 STUN 0 Total Characteristic Cost:  60

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

9 Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

12 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

5 Favor

8 Fringe Benefit:  Knight, Lieutenant, Member of the Lower Nobility, Weapon Permit (where appropriate)

 

Talents

20 Deadly Blow:  +2d6 (any circumstances, any HTH weapon)

4 Rapid Archery

 

Skills

5 Riding 13-

0 Language (idiomatic; literate) (5 Active Points)

9 Dcv with Large Shields:  +3 with any three maneuvers or a tight group of attacks

3 Lance:  +1 with any three maneuvers or a tight group of attacks

10 +2 with DCV

 

3 Paramedics 12-

6 Swords and Knives:  +2 with any three maneuvers or a tight group of attacks

3 Crossbows:  +1 with any three maneuvers or a tight group of attacks

4 WF:  Common Melee Weapons, Crossbows, Lances

3 Tracking 12-

3 Climbing 12-

3 Disguise 12-

3 Stealth 12-

3 KS: Trap Skin Small 12-

3 KS: Trap Skin Large 12-

 

4 Language (completely fluent; literate)

4 Language (completely fluent; literate)

3 KS: Rec Weapon Qual 12-

3 KS: Rec Precious Metal Stones 12-

3 KS: religious doctrine 12-

3 KS: Lore Demons Devils 12-

3 KS: Faerie Lore 12-

3 KS: History 12-

3 KS: Math 12-

3 KS: Sing 12-

3 KS: Painting 12-

 

Total Powers & Skill Cost:  154

Total Cost:  214

 

200+ Disadvantages

15 Hunted:  8- (As Pow; NCI; Harshly Punish)

15 Psychological Limitation:  Code of Honour (Common; Strong)

 

Total Disadvantage Points:  214

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  See Level 1

 

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Well those extra skills an bonuses are really starting to pay off. And his HTH is just slightly better.  Nothing to crow about, but he has a bit of an edge in HTH.

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Sir Pellinor the Icon, The Hammer of his country

 

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2019 #88  Palladium Paladin Level 9

 

 

 

 


    Val    Char    Cost    Roll    Notes

 

 

    13    STR    3    12-    Lift 151.6kg; 2 ½d6 [1]

 

    15    DEX    15    12-    OCV:  5/DCV:  5

 

    12    CON    4    11-

 

    15    BODY    10    12-

 

    15    INT    5    12-    PER Roll 12-

 

    10    EGO    0    11-    ECV:  3

 

    10    PRE    0    11-    PRE Attack:  2d6

 

    12    COM    1    11-

 

 

    9    PD    6        Total:  9 PD (0 rPD)

 

    9    ED    7        Total:  9 ED (0 rED)

 

    5    SPD    25        Phases:  3, 5, 8, 10, 12

 

    5    REC    0

 

    24    END    0

 

    28    STUN    0    Total Characteristic Cost:  76

 

 

Movement:    Running:    6"/12"

 

    Leaping:    2"/4"

 

    Swimming:    2"/4"

 

 

    Perks

 

9    Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

 

12    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

 

5    Favor

 

8    Fringe Benefit:  Knight, Lieutenant, Member of the Lower Nobility, Weapon Permit (where appropriate)

 

2    Money:  Well Off

 

 

    Talents

 

20    Deadly Blow:  +2d6 (any circumstances, any HTH weapon)

 

4    Rapid Archery

 

6    Deadly Blow:  +4d6 ([very limited circumstances]) (16 Active Points); Activation Roll 9- (-1 ½)

 

3    Deadly Blow:  +3d6 ([very limited circumstances]) (12 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only if 9- Deadly Blow succeeds; -1 ½), Limited Power Power loses about half of its effectiveness (Only to calculate Con Stunning; -1)

 

 

    Skills

 

9    Riding 15-

 

1    Language (imitate dialects; literate) (6 Active Points)

 

9    Dcv with Large Shields:  +3 with any three maneuvers or a tight group of attacks

 

9    Lance:  +3 with any three maneuvers or a tight group of attacks

 

10    +2 with DCV

 

     

 

7    Paramedics 14-

 

9    Swords and Knives:  +3 with any three maneuvers or a tight group of attacks

 

2    Crossbows:  +2 with any single attack with one specific weapon

 

6    WF:  Common Melee Weapons, Crossbows, Lances, Staffs, Thrown Knives, Axes, and Darts

 

5    Tracking 13-

 

7    Climbing 14-

 

3    Disguise 12-

 

3    Stealth 12-

 

3    KS: Trap Skin Small 12-

 

3    KS: Trap Skin Large 12-

 

3    Lockpicking 12-

 

     

 

6    Language (imitate dialects; literate)

 

6    Language (imitate dialects; literate)

 

5    KS: Rec Weapon Qual 14-

 

3    KS: Rec Precious Metal Stones 12-

 

6    KS: religious doctrine 15-

 

6    KS: Lore Demons Devils 15-

 

6    KS: Faerie Lore 15-

 

3    KS: History 12-

 

3    KS: Math 12-

 

5    KS: Sing 14-

 

5    KS: Painting 14-

 

 

Total Powers & Skill Cost:  212

 

Total Cost:  288

 

 

200+    Disadvantages

 

15    Hunted:  8- (As Pow; NCI; Harshly Punish)

 

15    Psychological Limitation:  Code of Honour (Common; Strong)

 

58    Experience Points

 

 

Total Disadvantage Points:  288

 

Earned Experience:  0

 

Spent Experience:  58

 

Unspent Experience:  0

 

 

Background/History:  By now Sir Pellinor is a high ranking member of his order.  He is sent on the most delicate missions as well as those that needs the occasional bloodbath.  

 

 

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OKAY! This guy is a beast in HTH. If his Critical and Stunning Blow both occour, then the opponent is certainly done for. As well he has a good selection of skills for general survival and travel. All in all, this is the Apex Warrior type.

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Now a more... unsavory type of person, the thief

 

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2019 #89  Palladium Thief Level 1

 

 


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

21 DEX 33 13- OCV:  7/DCV:  7

14 CON 8 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

8 EGO -4 11- ECV:  3

11 PRE 1 11- PRE Attack:  2d6

16 COM 3 12-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 3 Total:  6 ED (0 rED)

2 SPD -10 Phases:  6, 12

6 REC 0

28 END 0

25 STUN 0 Total Characteristic Cost:  45

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Perks

9 Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

1 Fringe Benefit:  Gang/organized crime group member

 

Talents

3 Bump Of Direction

 

Skills

5 +1 with DCV

3 Climbing 13-

 

3 Short Sword Clubs:  +1 with any three maneuvers or a tight group of attacks

3 WF:  Common Melee Weapons, Thrown Knives, Axes, and Darts

3 Paramedics 12-

3 Lockpicking 13-

3 Sleight Of Hand 13-

3 Stealth 13-

 

3 KS: Rec Poison 12-

3 KS: Precious Metal/Stone 12-

3 KS: Rec Weapon Qual. 12-

2 Language (fluent conversation)

3 Science Skill:  Math 12-

 

Total Powers & Skill Cost:  53

Total Cost:  98

 

200+ Disadvantages

10 Hunted:  Local Guard 8- (Mo Pow; Limited Geographical Area; Harshly Punish)

10 Social Limitation:  (Frequently; Major; Not Limiting In Some Cultures)

 

Total Disadvantage Points:  98

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History: Marta was small, hungry and poor.  One thing she had going for was she was quick.  On the street, she joined with a small group of allies and they proceeded to take what they could when they could.  Some were killed by the watch, others just left.  But Marta kept at it.  Soon she had a small list of skills, skills picked up over a small career of robbery.  Then she met Sir Bret.  He said he could use a person of her talents.  Paying the local guild for her services, she has joined him in his various quests and adventures!

 

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Thieves are something of a red headed step child.  They should be a skill monkey types, but here we get a bare bones type.  But there is a lot of room for improvement.  

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Marta is moving up in the world

 

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2019 #90  Palladium Thief Level 5

 

 


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

21 DEX 33 13- OCV:  7/DCV:  7

14 CON 8 12-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

8 EGO -4 11- ECV:  3

11 PRE 1 11- PRE Attack:  2d6

16 COM 3 12-

 

7 PD 4 Total:  7 PD (0 rPD)

7 ED 4 Total:  7 ED (0 rED)

3 SPD 0 Phases:  4, 8, 12

6 REC 0

28 END 0

28 STUN 0 Total Characteristic Cost:  63

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Perks

9 Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

3 Fringe Benefit:  Mid-level organized crime leader

 

Talents

3 Bump Of Direction

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

14 Backstab:  Deadly Blow:  +2d6 ([limited circumstances])

 

Skills

5 +1 with DCV

3 Climbing 13-

 

6 Short Sword Clubs Knives:  +2 with any three maneuvers or a tight group of attacks

3 WF:  Common Melee Weapons, Thrown Knives, Axes, and Darts

3 Paramedics 12-

3 Lockpicking 13-

3 Sleight Of Hand 13-

3 Stealth 13-

3 KS: Locate Sec. Comp./Doors 12-

0 Language (idiomatic; literate) (5 Active Points)

3 Forgery 12-

 

3 KS: Rec Poison 12-

3 KS: Precious Metal/Stone 12-

3 KS: Rec Weapon Qual. 12-

4 Language (idiomatic)

3 Science Skill:  Math 12-

3 KS: Tailor 12-

3 KS: Carpentry 12-

3 KS: Cook 12-

3 Mimicry 12-

 

Total Powers & Skill Cost:  102

Total Cost:  165

 

200+ Disadvantages

10 Hunted:  Local Guard 8- (Mo Pow; Limited Geographical Area; Harshly Punish)

10 Social Limitation:  (Frequently; Major; Not Limiting In Some Cultures)

 

Total Disadvantage Points:  165

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History: Marta has moved up in the world with the aid of Sir Pellinor. She's still on retainer to him, but he has requested the gang's services for some "material" to make her an asset to them. They joke that she's the leader of the King's Thieves, and they are not far wrong.
 

 

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She's almost to the point of being a guild leader. In fact at this level, you could go the wandering rogue type who lives by his wits going from place to place!

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Marta has become .... respectable

 

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2019 #89  Palladium Thief Level 9

 

 


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

21 DEX 33 13- OCV:  7/DCV:  7

14 CON 8 12-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

8 EGO -4 11- ECV:  3

11 PRE 1 11- PRE Attack:  2d6

16 COM 3 12-

 

8 PD 5 Total:  8 PD (0 rPD)

8 ED 5 Total:  8 ED (0 rED)

4 SPD 9 Phases:  3, 6, 9, 12

6 REC 0

28 END 0

28 STUN 0 Total Characteristic Cost:  74

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Perks

9 Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

4 Fringe Benefit:  Mid- to high-level organized crime leader

 

Talents

3 Bump Of Direction

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

28 Backstab:  Deadly Blow:  +4d6 ([limited circumstances])

3 Deadly Blow:  +1d6 (any circumstances, any HTH weapon) (10 Active Points); Activation Roll 8- (-2)

 

Skills

10 +2 with DCV

5 Climbing 14-

 

6 Short Sword Clubs Knives:  +2 with any three maneuvers or a tight group of attacks

3 WF:  Common Melee Weapons, Thrown Knives, Axes, and Darts

5 Paramedics 13-

3 Lockpicking 13-

3 Sleight Of Hand 13-

5 Stealth 14-

3 KS: Locate Sec. Comp./Doors 12-

0 Language (idiomatic; literate) (5 Active Points)

5 Forgery 13-

3 Disguise 12-

3 Riding 13-

3 KS: Use Poison 12-

 

4 KS: Rec Poison 13-

4 KS: Precious Metal/Stone 13-

4 KS: Rec Weapon Qual. 13-

5 Language (imitate dialects)

5 Science Skill:  Math 14-

3 KS: Tailor 12-

3 KS: Carpentry 12-

5 KS: Cook 14-

3 Mimicry 12-

 

Total Powers & Skill Cost:  150

Total Cost:  224

 

200+ Disadvantages

10 Hunted:  Local Guard 8- (Mo Pow; Limited Geographical Area; Harshly Punish)

10 Social Limitation:  (Frequently; Major; Not Limiting In Some Cultures)

4 Experience Points

 

Total Disadvantage Points:  224

Earned Experience:  0

Spent Experience:  4

Unspent Experience:  0

 

Background/History:  Marta's continued association with Sir Pellinor has caused her to now have her own group of operatives that work for the crown.  As one of her old friends put it "Let me get this straight.  You used to steal FROM the government, now you steal FOR the government?"  There are some perks, but she knows if she's ever caught, "...the Crown will disavow any knowledge of her actions!"

 

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A competent higher level PC.  In fact with some of those skills, she could open a stall/shop and case a place for weeks while working as a cook or a tailor!  A seamstress gets to hear some juicy gossip.  

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Sometimes you need to send a message, in blood

 

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2018 #92  Palladium Assassin Level 1

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

15 DEX 15 12- OCV:  5/DCV:  5

16 CON 12 12-

11 BODY 2 11-

15 INT 5 12- PER Roll 12-

14 EGO 8 12- ECV:  5

11 PRE 1 11- PRE Attack:  2d6

20 COM 5 13-

 

7 PD 4 Total:  7 PD (0 rPD)

8 ED 5 Total:  8 ED (0 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

32 END 0

26 STUN 0 Total Characteristic Cost:  60

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

9 Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

2 Deep Cover

1 False Identity

1 False Identity

1 Reputation (A small to medium sized group) 8-, +1/+1d6

1 Fringe Benefit:  CIA employee

 

Talents

3 Bump Of Direction

4 Rapid Archery

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

 

 

Skills

3 Stealth 12-

 

3 Short Swords  Knives:  +1 with any three maneuvers or a tight group of attacks

3 DCV with small shield:  +1 with any three maneuvers or a tight group of attacks

3 Climbing 12-

3 Paramedics 12-

3 KS: Use Poison 12-

0 Language (idiomatic; literate) (5 Active Points)

 

3 Mimicry 12-

3 KS: Rec. Poison 12-

3 KS: Rec. Precious Metal/Stones 12-

3 KS: Rec. Weapon Qual. 12-

3 Language (completely fluent)

 

Total Powers & Skill Cost:  65

Total Cost:  125

 

200+ Disadvantages

15 Hunted:  8- (Mo Pow; Harshly Punish)

15 Psychological Limitation:  Code of the Mercenary (Common; Strong)

 

Total Disadvantage Points:  125

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  They call him Curt, as he is very curt with people.  Who he really is is unknown, he just started working at a local woodworker/carpenter.  Many assume he's from one of the outlying towns.  He keeps to himself and does his job.  That he is also a trained killer is lost on many people, but some know how to find him.  

 

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Again, he's a zero who will in time become a (Anti?) hero.  

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He's making a name for himself in those hushed conversations

 

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2018 #93  Palladium Assassin Level 5

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

15 DEX 15 12- OCV:  5/DCV:  5

16 CON 12 12-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

14 EGO 8 12- ECV:  5

11 PRE 1 11- PRE Attack:  2d6

20 COM 5 13-

 

8 PD 5 Total:  8 PD (0 rPD)

8 ED 5 Total:  8 ED (0 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

32 END 0

28 STUN 0 Total Characteristic Cost:  80

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

9 Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

2 Deep Cover

1 False Identity

1 False Identity

1 Reputation (A medium-sized group) 8-, +1/+1d6

4 Fringe Benefit:  CIA employee

 

Talents

3 Bump Of Direction

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

14 Backstab:  Deadly Blow:  +2d6 ([limited circumstances])

 

 

Skills

3 Stealth 12-

 

6 Short Swords  Knives:  +2 with any three maneuvers or a tight group of attacks

6 DCV with small shield:  +2 with any three maneuvers or a tight group of attacks

3 Crossbows:  +1 with any Strike

3 Climbing 12-

3 Paramedics 12-

3 KS: Use Poison 12-

0 Language (idiomatic; literate) (5 Active Points)

3 Disguise 12-

3 Lockpicking 12-

3 Forgery 12-

 

3 Mimicry 12-

3 KS: Rec. Poison 12-

3 KS: Rec. Precious Metal/Stones 12-

3 KS: Rec. Weapon Qual. 12-

4 Language (idiomatic)

3 Science Skill:  Math 12-

3 KS: Cook 12-

3 KS: Carpentry 12-

2 Language (fluent conversation)

 

Total Powers & Skill Cost:  108

Total Cost:  188

 

200+ Disadvantages

15 Hunted:  8- (Mo Pow; Harshly Punish)

15 Psychological Limitation:  Code of the Mercenary (Common; Strong)

 

Total Disadvantage Points:  188

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Kurt has gotten his carpenter certification. This allows him to wander from place to place as a cover for his real missions. Which is to get to people and leave a message in blood.

 

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Much like Marta above, some of the secondary skills now supply a decent cover. But he's still hampered by PFRPG skill system. Is he a decent PC? YES! Would I be able to make something more out of the box? I am not sure!

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Now he's a single target killer.  All offence!

 

 

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2018 #94  Palladium Assassin Level 9

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

15 DEX 15 12- OCV:  5/DCV:  5

16 CON 12 12-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

14 EGO 8 12- ECV:  5

11 PRE 1 11- PRE Attack:  2d6

20 COM 5 13-

 

8 PD 5 Total:  8 PD (0 rPD)

8 ED 5 Total:  8 ED (0 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

32 END 0

30 STUN 0 Total Characteristic Cost:  84

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

9 Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

2 Deep Cover

1 False Identity

1 False Identity

1 Reputation (A medium-sized group) 8-, +1/+1d6

4 Fringe Benefit:  CIA employee

 

Talents

3 Bump Of Direction

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

28 Backstab:  Deadly Blow:  +4d6 ([limited circumstances])

10 Critical Strike:  Deadly Blow:  +3d6 (any circumstances, any HTH weapon) (30 Active Points); Activation Roll 8- (-2)

7 Stunning Blow:  Deadly Blow:  +3d6 (any circumstances, any HTH weapon) (30 Active Points); Limited Power Power loses almost all of its effectiveness (Only if Crit. Strike activates; -2), Limited Power Power loses about half of its effectiveness (Only to calculate con Stun; -1)

10 Deadly Blow:  +4d6 (any circumstances, any HTH weapon) (40 Active Points); Activation Roll 8- (-2), Limited Power Power loses about half of its effectiveness (Activation roll is at actually 6-; -1)

 

 

Skills

7 Stealth 14-

 

6 Short Swords  Knives:  +2 with any three maneuvers or a tight group of attacks

9 DCV with small shield:  +3 with any three maneuvers or a tight group of attacks

9 Crossbows:  +3 with any Strike

7 Climbing 14-

7 Paramedics 14-

5 KS: Use Poison 14-

0 Language (idiomatic; literate) (5 Active Points)

3 Disguise 12-

3 Lockpicking 12-

3 Forgery 12-

3 Tracking 12-

3 Riding 12-

 

7 Mimicry 14-

5 KS: Rec. Poison 14-

4 KS: Rec. Precious Metal/Stones 13-

4 KS: Rec. Weapon Qual. 13-

4 Language (idiomatic)

3 Science Skill:  Math 12-

5 KS: Cook 14-

3 KS: Carpentry 12-

4 Language (idiomatic)

 

Total Powers & Skill Cost:  190

Total Cost:  274

 

200+ Disadvantages

15 Hunted:  8- (Mo Pow; Harshly Punish)

15 Psychological Limitation:  Code of the Mercenary (Common; Strong)

44 Experience Points

 

Total Disadvantage Points:  274

Earned Experience:  0

Spent Experience:  44

Unspent Experience:  0

 

Background/History:  Curt is now a feared shadow, a killer in the dark.  His HTH skills ensure that if he gets in the first hits then the target is almost certainly dead!

 

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If the Paladin was a HTH virtuoso, then the Assassin is the all offence killer.  His parry/dodge is low and all his special abilities relate to taking out a target as fast as possible.  Basically the longer the fight lasts, the worse it is for the assassin, as if his stuns/ Critical does not connect then he has no fallback.  This can be a feature to force intelligent play by the player, but for most this will not work out!

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Now on to the casters.

 

A few design decisions 

All get Unified (-1/4) Incantations (-1/4) Spell (-1/2) Cost end only to cast (+1/2) 

Some get Limited Range (-1/2) Save vs Con Negates (-1 later -1/2)

 

To simulate the limited cast per day I went with a End Battery with enough end to cast the most expensive spell the listed number of times.  Since all spells have a cost end to cast, this works out nicely.

 

Also I have listed a duration for most spells.  Since 2nd Edition had one minute rounds this works out to some LOOONNNNG durations.  Feel free to divide by five to get a HERO minutes (Example 10 minutes becomes 2 minutes, 4 minutes become 4/5 minutes OR 48 seconds)  Adjust as necessary!

 

First up the Wizard.

 

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As I said we start with the Wizard

 

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2019 #95  Palladium Wizard Level 1

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

11 CON 2 11-

11 BODY 2 11-

15 INT 5 12- PER Roll 12-

12 EGO 4 11- ECV:  4

12 PRE 2 11- PRE Attack:  2d6

16 COM 3 12-

 

5 PD 2 Total:  5 PD (0 rPD)

5 ED 3 Total:  5 ED (0 rED)

2 SPD 0 Phases:  6, 12

5 REC 0

22 END 0

24 STUN 0 Total Characteristic Cost:  38

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

9 Endurance Reserve  (100 END, 5 REC) Reserve:  (15 Active Points); 3 Charges (-1 ¼) [3]

 

7 Decipher Magic:  Universal Translator 19- (Custom Adder) (27 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only magical writings; -1 ½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 3

Notes:  Last 10 min

 

10 Sense Magic:  Detect A Class Of Things 19- (Unusual Group), Discriminatory, Range, Sense (24 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

Notes:  Lasts 2 minutes

 

6 Globe of Daylight:  Sight Group Images Increased Size (2" radius; +¼), Costs END Only To Activate (+¼) (15 Active Points); No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 1

Notes:  Last 6 minutes

 

12 Tongues:  Universal Translator 19- (27 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

Notes:  Lasts 10 minutes

 

113 Cloud of Slumber:  Major Transform 7d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (2" radius; +¾), Continuous (+1) (367 Active Points); Limited Power Power loses about half of its effectiveness (Con roll negates whole effect; -1), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 34

Notes:  Lasts 2 minutes

 

 

Perks

4 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Low-level executive of a minor business

1 Reputation (A small to medium sized group) 8-, +1/+1d6

12 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

 

Skills

3 KS: Recognise Enchantment 12-

1 Language (imitate dialects; literate) (6 Active Points)

5 Language (idiomatic; literate)

5 Language (idiomatic; literate)

 

5 +1 with DCV

3 Paramedics 12-

3 Disguise 12-

3 Forgery 12-

3 KS: Magic Circles 12-

3 Riding 12-

1 WF:  Blades

 

3 KS: Demon Devil Lore 12-

3 KS: Faerie Lore 12-

3 Science Skill:  Math 12-

3 KS: History 12-

3 KS: Recog Poison 12-

3 KS: Religions 12-

 

Total Powers & Skill Cost:  227

Total Cost:  265

 

200+ Disadvantages

20 Psychological Limitation:  fascinated by magic (Very Common; Strong)

5 Hunted:  Local guild and Watch 8- (Mo Pow; Watching)

40 Experience Points

 

Total Disadvantage Points:  265

Earned Experience:  0

Spent Experience:  40

Unspent Experience:  0

 

Background/History:  Sharn had a fascination with magic from a young age.  Perhaps it was because her family served in the Guild Hall, perhaps it was her friendships with some apprentices.  Eventually she was taken as a student of Wizardry and was taught the basic skills and eventually the basic spells that all Wizards start with.  Now she has graduated and has started looking for a patron so she can make the money necessary to buy and trade for spells!

 

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Since PFRPG is a rip......errr homage to ADND 2nd Ed. the starting wizard is totally wimpy.  The early levels for a wizard is a scrabble to make money or find a scroll they can have turned into workable spells ( Don't get me started on the foolish trap that is scroll conversion ).  Depending on how amenable the GM is, this can be relatively painful, or a lesson in GM jacka@$%ery.  I hope that I made a middle path.

 

Now if you are wondering about the point costs, you are not wrong.  Cloud of Slumber is THAT expensive.  In fact NO spell from here on will be as expensive.  But many will be close, so be prepared for a VERY expensive build at level 5 and 9!

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Now we begin to see the Swiss Army knife that is the Wizard

 

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2019 #96  Palladium Wizard Level 5

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

11 CON 2 11-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

12 EGO 4 11- ECV:  4

12 PRE 2 13- PRE Attack:  4d6

16 COM 3 12-

 

5 PD 2 Total:  5 PD (0 rPD)

5 ED 3 Total:  5 ED (0 rED)

3 SPD 6 Phases:  4, 8, 12

5 REC 0

22 END 0

28 STUN 0 Total Characteristic Cost:  52

 

Movement: Running: 6"/12"

Flight: 5"/10"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

24 Endurance Reserve  (280 END, 5 REC) Reserve:  (33 Active Points); 8 Charges (-½) [8]

 

7 Decipher Magic:  Universal Translator 19- (27 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only magical writings; -1 ½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 3

Notes:  Lasts 50 minutes

 

10 Sense Magic:  Detect A Class Of Things 19- (Unusual Group), Discriminatory, Range, Sense (24 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

Notes:  Lasts 10 minutes

 

7 Globe of Daylight:  Sight Group Images Increased Size (4" radius; +½), Costs END Only To Activate (+¼) (17 Active Points); No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 1

Notes:  Lasts 50 minutes

 

12 Tongues:  Universal Translator 19- (27 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

Notes:  Lasts 50 minutes

 

133 Cloud of Slumber:  Major Transform 7d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (2" radius; +¾), Continuous (+1) (367 Active Points); Limited Power Power loses about a third of its effectiveness (Con roll at -2 negates whole effect; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 34

Notes:  Lasts 10 minutes

 

14 Charm:  Mind Control 10d6 (50 Active Points); Limited Power Power loses about a third of its effectiveness (Con roll at -2 negates effect; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Normal Range (-¼), Limited Range (-¼), Visible (-¼), Does Not Provide Mental Awareness (-¼) 5

Notes:  Lasts 25 minutes

 

5 Globe of Silence:  Darkness to Hearing Group 2" radius, Costs END Only To Activate (+¼) (12 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 1

Notes:  Lasts 30 minutes

 

6 Charismatic Aura:  +10 PRE, Usable By Other (+¼), Uncontrolled (+½) (17 Active Points); Limited Power Power loses about a third of its effectiveness (All viewers can make Con roll at -2 to resist effects; -½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

Notes:  Lasts 30 minutes

 

30 Paralysis Bolt:  Entangle 4d6, 8 DEF, Takes No Damage From Attacks Limited Group (+¼), Area Of Effect Accurate (One Hex; +½) (105 Active Points); Entangle Has 1 BODY (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 negates effect; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼), Cannot Form Barriers (-¼) 10

 

18 Carpet of adhesion:  Entangle 3d6, 3 DEF, Sticky (+½), Area Of Effect (18" Line; +1) (75 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con roll at -2 Negates effect; -½), Cannot Form Barriers (-¼), Only When In Contact With The Ground (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 7

Notes:  Lasts 50 minutes

 

7 Levitate:  Flight 5", Costs END Only To Activate (+¼), Uncontrolled (+½) (17 Active Points); Levitation (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 1

Notes:  Lasts 50 minutes

 

16 Darkness to Sight Group 3" radius, Costs END Only To Activate (+¼) (37 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 3

Notes:  Lasts 75 minutes

 

23 ID minerals:  Detect A Large Class Of Things 19- (Unusual Group), Discriminatory, Analyze, Range, Sense, Uncontrolled (+½) (51 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 5

Notes:  Lasts 10 minutes

 

33 Fog of Fear:  Mind Control 8d6, Uncontrolled (+½), Area Of Effect (10" Radius; +1), Continuous (+1) (140 Active Points); Limited Power Power loses about half of its effectiveness (Fear only; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 negates effect; -½), Visible (-¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Normal Range (-¼), Limited Range (-¼) 14

 

56 Invisibility to Sight Group , No Fringe, Costs END Only To Activate (+¼), Uncontrolled (+½), Usable Simultaneously (up to 4 people at once; +¾), Area Of Effect (8" Radius; +1), Selective (+¼) (112 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 10

Notes:  Lasts 75 minutes

 

11 Communicate with the dead:  Telepathy 8d6 (40 Active Points); Spell (-½), No Range (-½), Limited Class Of Minds [Subset of a class] (-½), Communication Only (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Visible (-¼) 4

Notes:  Lasts 10 minutes

 

23 Fireball:  Killing Attack - Ranged 2d6+1, Area Of Effect Accurate (One Hex; +½) (52 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 5

 

4 Death Trance:  Simulate Death (+7 to roll) (10 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

Notes:  Lasts 10 minutes

 

26 Wither Plant:  Killing Attack - Ranged 2 ½d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about half of its effectiveness (Only vs plants; -1), No Range (-½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 9

 

11 ID Poison:  Detect A Class Of Things 19- (Unusual Group), Discriminatory, Range, Sense (24 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 2

Notes:  Instant

 

4 Heal self:  Healing BODY 1d6 (10 Active Points); Self Only (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 1

Notes:  Instant

 

 

Perks

9 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, License to practice a profession, Mid-level executive of a major business

2 Reputation (A medium-sized group) 8-, +2/+2d6

12 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

 

Talents

3 Bump Of Direction

 

Skills

3 KS: Recognise Enchantment 12-

1 Language (imitate dialects; literate) (6 Active Points)

6 Language (imitate dialects; literate)

6 Language (imitate dialects; literate)

 

5 +1 with DCV

6 Knives:  +2 with any three maneuvers or a tight group of attacks

3 Staff:  +1 with any three maneuvers or a tight group of attacks

5 Paramedics 13-

3 Disguise 12-

3 Forgery 12-

3 KS: Magic Circles 12-

3 Riding 12-

2 WF:  Blades, Staff

3 Lockpicking 12-

3 Stealth 12-

 

5 KS: Demon Devil Lore 14-

5 KS: Faerie Lore 14-

4 Science Skill:  Math 13-

3 KS: History 12-

3 KS: Recog Poison 12-

3 KS: Religions 12-

3 KS: Rec Precious Met/Stones 12-

 

Total Powers & Skill Cost:  587

Total Cost:  639

 

200+ Disadvantages

20 Psychological Limitation:  Fascinated by Magic (Very Common; Strong)

5 Hunted:  Guild and Watch 8- (Mo Pow; Watching)

414 Experience Points

 

Total Disadvantage Points:  639

Earned Experience:  0

Spent Experience:  414

Unspent Experience:  0

 

Background/History:  Sharn has been fortunate. She has managed to buy / share/ get as payment a nice selection of spells. As well she has others sort of come her way and has not refused them as they may come in useful some day. She still hunts for new magic though. Maybe this Sir Bret will be a valuable patron to an up and coming wizard.

 

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Well she has managed to get some good ones. Paralysis bolt, Carpet of Adhesion and Levitate were good finds. Also Fireball adds to her offence, Communicate with Dead has some interesting uses and Heal Self was worth the money. But as you can see the costs for her has gone up significantly. The only real limit is the number of spell per day.

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I can do that!

 

Quote

2019 #97  Palladium Wizard Level 9

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

11 CON 2 11-

18 BODY 16 13-

15 INT 5 12- PER Roll 12-

12 EGO 4 11- ECV:  4

12 PRE 2 13- PRE Attack:  4d6

16 COM 3 12-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 4 Total:  6 ED (0 rED)

3 SPD 6 Phases:  4, 8, 12

5 REC 0

22 END 0

31 STUN 0 Total Characteristic Cost:  60

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 7"/14"

 

Cost Powers END

61 Endurance Reserve  (560 END, 5 REC) Reserve: , 16 Charges (+0) (61 Active Points) [16]

 

7 Decipher Magic:  Universal Translator 19- (27 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only magical writings; -1 ½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 3

Notes:  Lasts 90 minutes

 

10 Sense Magic:  Detect A Class Of Things 19- (Unusual Group), Discriminatory, Range, Sense (24 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

Notes:  Lasts 18 minutes

 

8 Globeof Daylight:  Sight Group Images Increased Size (8" radius; +¾), Costs END Only To Activate (+¼) (20 Active Points); No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 2

Notes:  Lasts 90 minutes

 

12 Tongues:  Universal Translator 19- (27 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

Notes:  Lasts 90 minutes

 

133 Cloud of Slumber:  Major Transform 7d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (2" radius; +¾), Continuous (+1) (367 Active Points); Limited Power Power loses about a third of its effectiveness (Con roll at -2 negates whole effect; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 34

Notes:  Lasts 18 minutes

 

12 Charm:  Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Con roll at -2 negates effect; -1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Normal Range (-¼), Limited Range (-¼), Visible (-¼), Does Not Provide Mental Awareness (-¼) 5

Notes:  Lasts 45 minutes

 

5 Globe of Silence:  Darkness to Hearing Group 2" radius, Costs END Only To Activate (+¼) (12 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 1

Notes:  Lasts 54 minutes

 

5 Charismatic Aura:  +10 PRE, Usable By Other (+¼), Uncontrolled (+½) (17 Active Points); Limited Power Power loses about half of its effectiveness (All viewers can make Con roll at -2 to resist effects; -1), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

Notes:  Lasts 54 minutes

 

30 Paralysis Bolt:  Entangle 4d6, 8 DEF, Takes No Damage From Attacks Limited Group (+¼), Area Of Effect Accurate (One Hex; +½) (105 Active Points); Entangle Has 1 BODY (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 negates effect; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼), Cannot Form Barriers (-¼) 10

 

18 Carpet of adhesion:  Entangle 3d6, 3 DEF, Sticky (+½), Area Of Effect (18" Line; +1) (75 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con roll at -2 negates effect; -½), Cannot Form Barriers (-¼), Only When In Contact With The Ground (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 7

Notes:  Lasts 90 minutes

 

7 Levitate:  Flight 5", Costs END Only To Activate (+¼), Uncontrolled (+½) (17 Active Points); Levitation (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 1

Notes:  Lasts 90 minutes

 

16 Darkness to Sight Group 3" radius, Costs END Only To Activate (+¼) (37 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 3

Notes:  Lasts 135 minutes

 

23 ID minerals:  Detect A Large Class Of Things 19- (Unusual Group), Discriminatory, Analyze, Range, Sense, Uncontrolled (+½) (51 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 5

Notes:  Lasts 18 minutes

 

33 Fog of Fear:  Mind Control 8d6, Uncontrolled (+½), Area Of Effect (10" Radius; +1), Continuous (+1) (140 Active Points); Limited Power Power loses about half of its effectiveness (Fear only; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 negates effect; -½), Visible (-¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Normal Range (-¼), Limited Range (-¼) 14

Notes:  Lasts 54 minutes

 

56 Invisibility to Sight Group , No Fringe, Costs END Only To Activate (+¼), Uncontrolled (+½), Usable Simultaneously (up to 4 people at once; +¾), Area Of Effect (8" Radius; +1), Selective (+¼) (112 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 10

Notes:  Lasts 135 minutes

 

11 Communicate with the dead:  Telepathy 8d6 (40 Active Points); Spell (-½), No Range (-½), Limited Class Of Minds [Subset of a class] (-½), Communication Only (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Visible (-¼) 4

Notes:  Lasts 72 minutes

 

36 Fireball:  Killing Attack - Ranged 3 ½d6, Area Of Effect Accurate (One Hex; +½) (82 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 8

 

4 Death Trance:  Simulate Death (+7 to roll) (10 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

Notes:  Lasts 90 minutes

 

35 Wither Plant:  Killing Attack - Ranged 3 ½d6, Personal Immunity (+¼), Area Of Effect (7" Radius; +1) (124 Active Points); Limited Power Power loses about half of its effectiveness (Only vs plants; -1), No Range (-½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 12

 

11 ID Poison:  Detect A Class Of Things 19- (Unusual Group), Discriminatory, Range, Sense (24 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 2

Notes:  Instant

 

6 Heal self:  Healing BODY 1 ½d6 (15 Active Points); Self Only (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 1

Notes:  Instant

 

7 Ventriloquism 19- (17 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

Notes:  Lasts 72 minutes

 

22 Blinding Flash:  Sight Group Flash 6d6, Area Of Effect Accurate (One Hex; +½), Area Of Effect (One Hex; +½) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Con Roll at -2 negates; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 6

 

10 Reduce Self:  Shrinking (0.25 m tall, 0.1953 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Costs END Only To Activate (+¼) (37 Active Points); Limited Power Power loses about two-thirds of its effectiveness (No clothes/ equipment; -1 ½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), No Growth Momentum (-¼) 3

Notes:  Lasts 90 minutes

 

31 Dust Storm:  Change Environment 8" radius, -3 to Normal Sight PER Rolls, -3 to Normal Hearing PER Rolls, +3 Points of Telekinetic STR, Long-Lasting 20 Minutes, Multiple Combat Effects, Costs END Only To Activate (+¼) (69 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 5

Notes:  Lasts 27 minutes

 

24 Wind Rush:  Telekinesis (20 STR), Area Of Effect (12" Line; +1) (60 Active Points); No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 6

Notes:  Instant

 

17 Swim as a Fish:  (Total: 36 Active Cost, 17 Real Cost) Life Support  (Self-Contained Breathing), Usable Simultaneously (up to 16 people at once; +1 ¼) (22 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) (Real Cost: 10) plus Swimming +5" (7" total), Costs END Only To Activate (+¼), Usable Simultaneously (up to 32 people at once; +1 ½) (14 Active Points); Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) (Real Cost: 7) 3

Notes:  Lasts 360 minutes

 

8 Faerie Tongues:  Universal Translator 19- (27 Active Points); Limited Power Power loses about half of its effectiveness (Only Faeries; -1), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

Notes:  Lasts 90 minutes

 

18 Flight 15", Costs END Only To Activate (+¼) (37 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

Notes:  Lasts 180 minutes

 

8 Magic Pigeon, Mind Link , Any Willing Target, No LOS Needed (25 Active Points); Spell (-½), Limited Power Power loses about a third of its effectiveness (Only to send message one minute duration; -½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Visible (-¼) 2

 

35 Magic Net:  Entangle 4d6, 4 DEF, Area Of Effect (4" Radius; +1) (80 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Cannot Form Barriers (-¼) 8

 

19 Eyes of the wolf:  (Total: 39 Active Cost, 19 Real Cost) Nightvision, Discriminatory, Tracking (15 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) (Real Cost: 7) plus Detect A Class Of Things 14- (Unusual Group), Discriminatory, Range, Sense, Tracking (24 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) (Real Cost: 12) 1

Notes:  Lasts 270 minutes

 

35 Part Water:  Telekinesis (30 STR), Affects Porous, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (38" Line; +1) (151 Active Points); Limited Power Power loses almost all of its effectiveness (Only to part water; -2), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 14

Notes:  Lasts 90 minutes

 

23 TK:  Telekinesis (20 STR), Costs END Only To Activate (+¼), Uncontrolled (+½) (52 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 4

Notes:  Lasts 90 minutes

 

50 Force Wall (18 PD/18 ED), Costs END Only To Activate (+¼) (112 Active Points); Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Limited Range (-¼) 9

Notes:  Lasts 45 minutes

 

65 Earthquake:  Telekinesis (40 STR), Costs END Only To Activate (+¼), Area Of Effect (64" Radius; +1 ¾) (180 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -½), Spell (-½), Limited Range (-¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 16

Notes:  Lasts 18 minutes

 

 

 

 

 

Perks

10 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, High-level executive of a major business

2 Reputation (A medium-sized group) 11-, +2/+2d6

12 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

 

Talents

10 Deadly Blow:  +2d6 (any circumstances, any HTH weapon) (20 Active Points); Limited Power Power loses about half of its effectiveness (Behind only; -1)

 

Skills

5 KS: Recognise Enchantment 14-

1 Language (imitate dialects; literate) (6 Active Points)

6 Language (imitate dialects; literate)

5 Language (idiomatic; literate)

 

10 +2 with DCV

11 Paramedics 16-

3 Disguise 12-

5 Forgery 13-

5 KS: Magic Circles 14-

5 Riding 13-

2 WF:  Blades, Clubs, Staff

6 Knives Staff Blunt:  +2 with any three maneuvers or a tight group of attacks

3 Lockpicking 12-

3 Stealth 12-

3 Sleight Of Hand 12-

3 KS: ID plant fruits 12-

 

7 KS: Demon Devil Lore 16-

7 KS: Faerie Lore 16-

7 Science Skill:  Math 16-

5 KS: History 14-

4 KS: Recog Poison 13-

7 KS: Religions 16-

3 KS: Rec Precious Met/Stones 12-

 

Total Powers & Skill Cost:  1061

Total Cost:  1121

 

200+ Disadvantages

10 Psychological Limitation:  Fascinated By Magic (Uncommon; Strong)

5 Hunted:  Guild and Watch 8- (Mo Pow; Watching)

906 Experience Points

 

Total Disadvantage Points:  1121

Earned Experience:  0

Spent Experience:  906

Unspent Experience:  0

 

Background/History:  Sharn has now accessed some fairly rare spells and along with Sir Bret has amassed a small fortune. In fact she is looking to get on the local guild council.

 

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Appearance:  



 

 

 

New great finds are Blinding Flash, Magic Net, Magic Pigeon, and especially Fly as the Eagle and Force Wall. Sharn is truly a force to be feared. If you think this is overcosted please let me know.

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Warlock time. Because each element can result in a different build, I will post Air Warlocks here, then in the near future I will post the spell lists Earth, Fire and Water! Now Onto the Air manipulator!
 

 

 

Quote

 

2019 #98  Palladium Warlock Air Level 1

 

 


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

11 CON 2 11-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV:  3

10 PRE 0 14- PRE Attack:  5d6

12 COM 1 11-

 

4 PD 1 Total:  4 PD (0 rPD)

4 ED 2 Total:  4 ED (0 rED)

2 SPD 0 Phases:  6, 12

5 REC 0

22 END 0

24 STUN 0 Total Characteristic Cost:  22

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

9 Elementals:  Detect A Class Of Things 12- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense (27 Active Points); Activation Roll 8- (-2)

13 Summon 250-point creatures, Friendly (+¼), Reduced Endurance (0 END; +½) (87 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Activation Roll 8- (-2), Incantations (Requires Incantations throughout; -½)

 

8 Endurance Reserve  (75 END, 5 REC) Reserve:  (12 Active Points); 2 Charges (-1 ½) [2]

 

 

113 Cloud of Slumber:  Major Transform 7d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (2" radius; +¾), Continuous (+1) (367 Active Points); Limited Power Power loses about half of its effectiveness (Con roll negates whole effect; -1), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 34

Notes:  Lasts 4 minutes

 

3 Howling Wind:  +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Con Roll negates; -1), Limited Power Power loses about a third of its effectiveness (Unified; -½), Instant (-½), Limited Power Power loses about a third of its effectiveness (Offensive only; -½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼) 1

 

Perks

3 Elementals only:  Reputation (A small to medium sized group) 14-, +3/+3d6

3 Favor

2 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact

9 Contact (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

 

Talents

3 Bump Of Direction

 

Skills

5 Elemental:  Language (imitate dialects)

 

3 Language (completely fluent)

3 Language (completely fluent)

5 +1 with DCV

0 WF:  Clubs

3 Paramedics 12-

0 Language (idiomatic; literate) (5 Active Points)

3 Stealth 11-

3 Climbing 11-

 

3 KS: Demon Devil Lore 12-

3 KS: Faerie Lore 12-

3 Science Skill:  Math 12-

3 KS: Religious Doctrine 12-

2 TF:  Large Wind-Powered Boats, Small Wind-Powered Boats

3 PS: Play wind inst 12-

 

Total Powers & Skill Cost:  208

Total Cost:  230

 

200+ Disadvantages

10 Distinctive Features:  Clothing and jewelry options (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Psychological Limitation:  Clauterphobic (Common; Strong)

5 Experience Points

 

Total Disadvantage Points:  230

Earned Experience:  0

Spent Experience:  5

Unspent Experience:  0

 

Background/History:  Melnibar is a brand new Air Warlock, freshly bonded and looking to make his fortune and explore his element!

 

Personality/Motivation:  

 

Quote:  

 

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He plays a lot like a Wizard at this point as he has grabbed the same go to spell. Yes he can summon elementals, but his success rate is so low as to make if an exercise in frustration. Like a Wizard he starts at such a weak point, that he really needs the warriors to protect him. But that will change fast!

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More POWER!!!!

 

Quote

 

2019 #99  Palladium Warlock Air Level 5

 

 


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

11 CON 2 11-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV:  3

10 PRE 0 14- PRE Attack:  5d6

12 COM 1 11-

 

5 PD 2 Total:  5 PD (0 rPD)

5 ED 3 Total:  5 ED (0 rED)

3 SPD 8 Phases:  4, 8, 12

5 REC 0

22 END 0

24 STUN 0 Total Characteristic Cost:  32

 

Movement: Running: 6"/12"

Flight: 12"/24"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

15 Elementals:  Detect A Class Of Things 12- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense (27 Active Points); Activation Roll 13- (-¾)

15 Summon 250-point creatures, Friendly (+¼), Reduced Endurance (0 END; +½) (87 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Activation Roll 9- (-1 ½)

 

32 Endurance Reserve  (340 END, 5 REC) Reserve:  (39 Active Points); 12 Charges (-¼) [12]

 

 

113 Cloud of Slumber:  Major Transform 7d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (2" radius; +¾), Continuous (+1) (367 Active Points); Limited Power Power loses about half of its effectiveness (Con roll negates whole effect; -1), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 34

Notes:  Lasts 4 minutes

 

3 Howling Wind:  +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Con Roll negates; -1), Limited Power Power loses about a third of its effectiveness (Unified; -½), Instant (-½), Limited Power Power loses about a third of its effectiveness (Offensive only; -½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼) 1

 

7 Levitate:  Flight 5", Costs END Only To Activate (+¼), Uncontrolled (+½) (17 Active Points); Levitation (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 1

Notes:  Lasts 25 minutes

 

20 Miasma:  Change Environment 1" radius, -3 to Normal Sight PER Rolls, +4 Points of Damage, -2 DCV, -2 OCV, Long-Lasting 20 Minutes, Multiple Combat Effects (59 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con roll at -2 negates effect; -½), Limited Range (-¼), Incantations (-¼) 6

Notes:  Lasts 20 Minutes

 

27 Call Lightning:  Killing Attack - Ranged 2d6+1, Indirect (Same origin, always fired away from attacker; +¼), Area Of Effect Accurate (One Hex; +½) (61 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 6

 

8 Walk the Wind:  Flight 7", Costs END Only To Activate (+¼) (17 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

Notes:  Lasts 100 minutes

 

18 Phantom Footman:  Summon 175-point creatures, Weak-Willed -2 on EGO Rolls (+¼) (44 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

Notes:  Lasts 75 Minutes

 

25 Ball Lightning:  Multipower, 56-point reserve,  (56 Active Points); all slots Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼)

Notes:  AE Lasts 15 Minutes

2u 1)  Killing Attack - Ranged 2d6, Autofire (3 shots; +¼) (37 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 4

2u 2)  Killing Attack - Ranged 1d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (4" Radius; +1), Continuous (+1) (56 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 5

 

36 Invisible Wall:  Force Wall (12 PD/12 ED), Uncontrolled (+½) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 9

Notes:  Lasts 10 Minutes

 

58 Whirlwind:  Telekinesis (35 STR), Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (9" Radius; +1) (144 Active Points); Spell (-½), Limited Power Power loses about a third of its effectiveness (Only to grab and throw; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 13

Notes:  Lasts 15 Minutes

 

Perks

3 Elementals only:  Reputation (A small to medium sized group) 14-, +3/+3d6

3 Favor

2 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact

9 Contact (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

 

Talents

3 Bump Of Direction

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

 

Skills

5 Elemental:  Language (imitate dialects)

 

5 Language (imitate dialects)

5 Language (imitate dialects)

5 +1 with DCV

3 Blunt:  +1 with any three maneuvers or a tight group of attacks

0 WF:  Clubs

3 Paramedics 12-

0 Language (idiomatic; literate) (5 Active Points)

3 Stealth 11-

3 Climbing 11-

3 Riding 11-

3 Lockpicking 11-

3 Sleight Of Hand 11-

 

3 KS: Demon Devil Lore 12-

3 KS: Faerie Lore 12-

3 Science Skill:  Math 12-

3 KS: Religious Doctrine 12-

2 TF:  Large Wind-Powered Boats, Small Wind-Powered Boats

3 PS: Play wind inst 12-

3 KS: Recog Precios Met/Stones 12-

3 PS: Paint 12-

3 KS: recog Poison 12-

 

Total Powers & Skill Cost:  478

Total Cost:  510

 

200+ Disadvantages

10 Distinctive Features:  Clothing and jewelry options (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Psychological Limitation:  Claustrophobic (Common; Strong)

285 Experience Points

 

Total Disadvantage Points:  510

Earned Experience:  0

Spent Experience:  285

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

Well now we get to some decent power.  Unlike the Wizard, the Warlock has a much more limited, but also focused set of choices.  For movement we have Levitation and Walk the Wind.  

 

Miasma, Invisible Wall and Whirlwind can act as disrupters and close off certain avenues of movement.  

 

And for offence we have Phantom Footman (a very weak but functional elemental), Ball Lightning and Call Lightning.  

 

So we are getting pretty scary!

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He is now deep into the mysteries of his Element

 

Quote

2019 #100  Palladium Warlock Air Level 9

 

 


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

11 CON 2 11-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV:  3

10 PRE 0 14- PRE Attack:  5d6

12 COM 1 11-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 4 Total:  6 ED (0 rED)

4 SPD 18 Phases:  3, 6, 9, 12

5 REC 0

22 END 0

24 STUN 0 Total Characteristic Cost:  44

 

Movement: Running: 6"/12"

Flight: 12"/24"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

27 Elementals:  Detect A Class Of Things 12- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense

25 Summon Elemental:  (Total: 174 Active Cost, 25 Real Cost) Summon 250-point creatures, Friendly (+¼), Reduced Endurance (0 END; +½) (87 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Activation Roll 11- (-1), Incantations (Requires Incantations throughout; -½) (Real Cost: 15) plus Summon 250-point creatures, Friendly (+¼), Reduced Endurance (0 END; +½) (87 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Activation Roll 8- (-2), Limited Power Power loses about half of its effectiveness (Only if first activation succeeds; -1), Incantations (Requires Incantations throughout; -½), Limited Power Power loses about a third of its effectiveness (Only to add to first summon; -½) (Real Cost: 10)

 

73 Endurance Reserve  (680 END, 5 REC) Reserve: , 16 Charges (+0) (73 Active Points) [16]

 

 

113 Cloud of Slumber:  Major Transform 7d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (2" radius; +¾), Continuous (+1) (367 Active Points); Limited Power Power loses about half of its effectiveness (Con roll negates whole effect; -1), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 34

Notes:  Lasts 36 minutes

 

3 Howling Wind:  +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Con Roll negates; -1), Limited Power Power loses about a third of its effectiveness (Unified; -½), Instant (-½), Limited Power Power loses about a third of its effectiveness (Offensive only; -½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼) 1

 

7 Levitate:  Flight 5", Costs END Only To Activate (+¼), Uncontrolled (+½) (17 Active Points); Levitation (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 1

Notes:  Lasts 45 minutes

 

20 Miasma:  Change Environment 1" radius, -3 to Normal Sight PER Rolls, +4 Points of Damage, -2 DCV, -2 OCV, Long-Lasting 20 Minutes, Multiple Combat Effects (59 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con roll at -2 negates effect; -½), Limited Range (-¼), Incantations (-¼) 6

Notes:  Lasts 36 minutes

 

39 Call Lightning:  Killing Attack - Ranged 3d6+1, Indirect (Same origin, always fired away from attacker; +¼), Area Of Effect Accurate (One Hex; +½) (87 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 9

 

8 Walk the Wind:  Flight 7", Costs END Only To Activate (+¼) (17 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

Notes:  Lasts 180 minutes

 

28 Phantom Footman:  Summon 175-point creatures, Weak-Willed -2 on EGO Rolls (+¼), Devoted (+¾) (70 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

Notes:  Lasts 135 minutes

 

42 Ball Lightning:  Multipower, 94-point reserve,  (94 Active Points); all slots Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼)

Notes:  AE Lasts 27 minutes

2u 1)  Killing Attack - Ranged 3d6, Autofire (3 shots; +¼) (56 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 6

4u 2)  Killing Attack - Ranged 1 ½d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (7" Radius; +1), Continuous (+1) (94 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 9

 

41 Invisible Wall:  Force Wall (15 PD/15 ED), Uncontrolled (+½) (112 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 11

Notes:  Lasts 18 minutes

 

58 Whirlwind:  Telekinesis (35 STR), Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (9" Radius; +1) (144 Active Points); Spell (-½), Limited Power Power loses about a third of its effectiveness (Only to grab and throw; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 13

Notes:  Lasts 27 minutes

 

44 Electromagnetism:  Telekinesis (40 STR), Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (11" Radius; +1) (165 Active Points); Limited Power Power loses about half of its effectiveness (Only to pull towards center; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only vs Ferrous metal; -½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 15

Notes:  Lasts 180 minutes

 

62 Vacuum:  Change Environment 2" radius, +10 Points of Damage, -2 DCV, -2 OCV, Multiple Combat Effects, Costs END Only To Activate (+¼), Uncontrolled (+½) (140 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 12

Notes:  Lasts 18 minutes

 

54 Atmosphere Manipulation:  Change Environment 64" radius, +3 Temperature Level Adjustment, -3 Temperature Level Adjustment, Long-Lasting 6 Hours, Multiple Combat Effects, Costs END Only To Activate (+¼), Uncontrolled (+½) (122 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 10

 

73 Hurricane:  Change Environment 16" radius, +10 Points of Telekinetic STR, +4 Temperature Level Adjustment, Long-Lasting 20 Minutes, Multiple Combat Effects, Costs END Only To Activate (+¼), Uncontrolled (+½) (164 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 14

 

22 Mist of Death:  Killing Attack - Ranged 2 ½d6 (standard effect: 7 BODY, 14 STUN), Area Of Effect (One Hex; +½) (60 Active Points); Spell (-½), Limited Power Power loses about a third of its effectiveness (Con roll at -2 Negates effect; -½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 6

 

50 Electrical Field:  Killing Attack - Ranged 2d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (32" Line; +1), Continuous (+1) (112 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 10

Notes:  Lasts 54 minutes

 

11 Breath of Life:  Healing BODY 4d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (Only to bring to 1 Body; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only on others; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 4

 

20 Wind Rush:  Telekinesis (20 STR), Area Of Effect (12" Line; +1) (60 Active Points); No Range (-½), Spell (-½), Instant (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 6

Notes:  Instant

 

Perks

3 Elementals only:  Reputation (A small to medium sized group) 14-, +3/+3d6

3 Favor

2 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact

3 Contact (Contact has very useful Skills or resources) 8-

 

Talents

3 Bump Of Direction

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

14 Only from behind:  Deadly Blow:  +2d6 ([limited circumstances])

 

Skills

5 Elemental:  Language (imitate dialects)

 

5 Language (imitate dialects)

5 Language (imitate dialects)

10 +2 with DCV

1 WF:  Blades, Clubs

6 Blunt:  +2 with any three maneuvers or a tight group of attacks

9 Paramedics 15-

0 Language (idiomatic; literate) (5 Active Points)

5 Stealth 12-

5 Climbing 12-

3 Riding 11-

3 Lockpicking 11-

3 Sleight Of Hand 11-

3 KS: ID Plant 12-

3 KS: Use Poison 12-

 

6 KS: Demon Devil Lore 15-

6 KS: Faerie Lore 15-

7 Science Skill:  Math 16-

5 KS: Religious Doctrine 14-

2 TF:  Large Wind-Powered Boats, Small Wind-Powered Boats

6 PS: Play wind inst 15-

3 KS: Recog Precios Met/Stones 12-

5 PS: Paint 14-

3 KS: recog Poison 12-

 

Total Powers & Skill Cost:  973

Total Cost:  1017

 

200+ Disadvantages

10 Distinctive Features:  Clothing and jewelry options (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Psychological Limitation:  Claustrophobic (Common; Strong)

792 Experience Points

 

Total Disadvantage Points:  1017

Earned Experience:  0

Spent Experience:  792

Unspent Experience:  0

 

Background/History:  Melnibar is now among the most powerful people of his profession.  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  


 

 

 

Big choices here are Electromagnetism, Atmosphere Control, and Hurricane as these allows him to control the weather around him.  Also Breath of Life is a nice last ditch save to bring someone back from death!

 

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As a followup to the Warlock I will post just the spells chosen from the lists for Earth, Fire and Water.  I feel that the skill lists will be very similar and the big differences be the spells.  Also I will just post the Level 9 lists as you can figure which spells are which levels!

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A collection of Earth Spells for your enjoyment

 

Quote

 

Cost Powers END

31 Dust Storm:  Change Environment 8" radius, -3 to Normal Sight PER Rolls, -3 to Normal Hearing PER Rolls, +3 Points of Telekinetic STR, Long-Lasting 20 Minutes, Multiple Combat Effects, Costs END Only To Activate (+¼) (69 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 5

Notes:  Lasts 72 minutes

 

14 Chameleon :  Invisibility to Sight Group , Costs END Only To Activate (+¼), Uncontrolled (+½) (35 Active Points); Chameleon (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 3

Notes:  Lasts 162 minutes

 

33 Hopping Stones:  Energy Blast 6d6, Uncontrolled (+½), Continuous (+1) (75 Active Points); Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼), Incantations (-¼) 7

Notes:  Lasts 36 minutes

 

32 Wall of Clay:  Force Wall (8 PD/8 ED) (Opaque Nightvision, Opaque Normal Sight), Costs END Only To Activate (+¼), Uncontrolled (+½) (87 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Physical Manifestation (-¼), Only When In Contact With The Ground (-¼) 7

Notes:  Lasts 108 minutes

 

12 Dig:  Tunneling 4" through 4 DEF material, Costs END Only To Activate (+¼) (25 Active Points); Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 2

Notes:  Lasts 54 minutes

 

27 Animate Plants:  Telekinesis (25 STR), Costs END Only To Activate (+¼), Personal Immunity (+¼), Area Of Effect (6" Radius; +1), Selective (+¼) (103 Active Points); Limited Power Power loses about half of its effectiveness (Only to animate plants; -1), No Range (-½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Concentration (½ DCV; -¼) 9

Notes:  Lasts 36 minutes

 

58 Sand Storm:  Change Environment 8" radius, -3 to Normal Sight PER Rolls, -3 to Normal Hearing PER Rolls, +10 Points of Damage, +3 Points of Telekinetic STR, Long-Lasting 20 Minutes, Multiple Combat Effects, Costs END Only To Activate (+¼) (131 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 10

Notes:  Lasts 54 minutes

 

14 Quicksand:  Entangle 4d6, 0 DEF, Area Of Effect (4" Radius; +1) (80 Active Points); No Defense (-1 ½), Does Not Prevent The Use Of Accessible Foci (-1), Spell (-½), Only When In Contact With The Ground (natural earth, stone, and soil only; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Limited Range (-¼), Cannot Form Barriers (-¼), Gradual Effect (1 Turn (Post-Segment 12); -¼) 8

Notes:  Lasts 180 minutes

 

22 Travel through Wall:  Tunneling 5" through 5 DEF material, Fill In, Costs END Only To Activate (+¼) (44 Active Points); Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 3

Notes:  Lasts 72 minutes

 

18 Clay to Stone:  Major Transform 4d6 (60 Active Points); Limited Power Power loses about half of its effectiveness (Clay to Stone only; -1), Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

 

90 River of Lava:  Killing Attack - Ranged 4d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Continuous (+1), Area Of Effect (17" Any Area; +1) (225 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Only When In Contact With The Ground (-¼) 21

Notes:  Lasts 54 minutes

 

28 Animate Stone/clay:  Telekinesis (40 STR), Costs END Only To Activate (+¼), Personal Immunity (+¼) (90 Active Points); No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Any nearby statues or mounds of dirt; -½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Concentration (½ DCV; -¼) 7

Notes:  Lasts 54 HOURS

 

24 Stone to Flesh:  Dispel 18d6 (54 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 5

 

51 Wall of Iron:  Force Wall (14 PD/14 ED) (Opaque Nightvision, Opaque Normal Sight), Costs END Only To Activate (+¼), Uncontrolled (+½) (140 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Physical Manifestation (-¼), Only When In Contact With The Ground (-¼) 12

 

44 Petrification:  Major Transform 8d6 (standard effect: 24 points) (120 Active Points); Spell (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 Negates effect; -½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 12

 

44 Electromagnetism:  Telekinesis (40 STR), Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (11" Radius; +1) (165 Active Points); Limited Power Power loses about half of its effectiveness (Only to pull towards center; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only vs Ferrous metal; -½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 15

Notes:  Lasts 270 minutes

 

31 Travel through Stone:  Tunneling 8" through 8 DEF material, Fill In, Costs END Only To Activate (+¼) (62 Active Points); Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 5

Notes:  Lasts 54 minutes

 

20 Simulate Death (+17 to roll)

 

 

Total Powers & Skill Cost:  593

Total Cost:  593

 

Offensively Earth is a bit lacking in any direct damage single shot spells.  But for BIG effects and defense, they have it down.  Dig and the two Tunnel spells give great movement potential.  Animate Plant is decent, but limited (try using it in the far north tundra).  The Wall spells can limit opponent movement, and Sculpt/Animate Clay gives him a follower basically for the next 54 HOURS!  You might be wondering why no Golem.  Well Golem is a bit of a trap in my mind.  If you are a Sedentary Warlock, who seldom goes about, OR you are the Villain Warlock for a group of heroes, then a Golem is decent.  You lose 6 hp for a nasty servant.  But seriously, it is not something you take with you adventuring.  Also you lose 6 hp.  That is a lot especially at Level 7 and above.  It is equal to about two levels of hp on average.  And because the PFRPG rules as written make it so anything after level 5 takes FOREVER (6th to 7th will take about a year Real life if you game once per week and get 300 exp per session), but one use of this spell bring your hp back to 5th.  NO thank you!

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Can I interest you in some propane?  Some propane accessories?

 

Quote

 

Cost Powers END

22 Blinding Flash:  Sight Group Flash 6d6, Area Of Effect Accurate (One Hex; +½), Area Of Effect (One Hex; +½) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Con Roll at -2 negates; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 6

 

47 Cloud of Smoke :  Change Environment 8" radius, -3 to Normal Sight PER Rolls, -3 to Normal Hearing PER Rolls, +3 Points of Telekinetic STR, +6 Points of Damage, Long-Lasting 20 Minutes, Multiple Combat Effects, Costs END Only To Activate (+¼) (106 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 8

Notes:  Lasts 36 minutes

 

15 Swirling Lights:  Entangle 4d6, 0 DEF, Personal Immunity (+¼), Area Of Effect (One Hex; +½) (70 Active Points); No Defense (-1 ½), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 Negates effect; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 7

Notes:  Lasts 36 minutes

 

37 Fireball:  Killing Attack - Ranged 3d6+1, Area Of Effect Accurate (One Hex; +½) (75 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

 

48 Extinguish Fire :  Dispel 12d6 (standard effect: 36 points), Area Of Effect (One Hex; +½), Uncontrolled (+½), Continuous (+1) (108 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 11

Notes:  Lasts 36 minutes

 

28 Flame Friend:  Summon 175-point creatures, Weak-Willed -2 on EGO Rolls (+¼), Devoted (+¾) (70 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

Notes:  Lasts 135 minutes

 

31 Mini fireball:  Killing Attack - Ranged 2d6+1, Autofire (10 shots; +1) (70 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 7

 

57 Blue Flame:  Killing Attack - Ranged 3d6, Uncontrolled (+½), Area Of Effect (11" Radius; +1), Continuous (+1) (157 Active Points); Spell (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 Negates effect; -½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 16

Notes:  Lasts 36 minutes

 

32 Wall of Ice:  Force Wall (8 PD/8 ED) (Opaque Nightvision, Opaque Normal Sight), Costs END Only To Activate (+¼), Uncontrolled (+½) (87 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Physical Manifestation (-¼), Only When In Contact With The Ground (-¼) 7

Notes:  Lasts 90 minutes

 

70 Wheel of Fire:  Killing Attack - Ranged 3d6, Uncontrolled (+½), Area Of Effect (44" Line; +1), Continuous (+1) (157 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 16

Notes:  Lasts 18 minutes

 

11 Flame of Life:  Healing BODY 4d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (Only to bring to 1 Body; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only on others; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 4

 

19 Fire Whip:  Killing Attack - Ranged 3d6, Personal Immunity (+¼) (56 Active Points); No Range (-½), Spell (-½), Restrainable (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

Notes:  Lasts 45 minutes

 

90 River of Lava:  Killing Attack - Ranged 4d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Continuous (+1), Area Of Effect (17" Any Area; +1) (225 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Only When In Contact With The Ground (-¼) 21

Notes:  Lasts 54 minutes

 

67 Burst into Flame:  (Total: 187 Active Cost, 67 Real Cost) Energy Damage Reduction, Resistant, 75%, Uncontrolled (+½) (90 Active Points); Limited Power Power loses about half of its effectiveness (Only vs fire; -1), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) (Real Cost: 28) plus Killing Attack - Ranged 2d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Uncontrolled (+½), Continuous (+1) (97 Active Points); No Range (-½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) (Real Cost: 39) 19

Notes:  Lasts 54 minutes

 

36 Dancing Fires:  Summon 8 150-point creatures, Weak-Willed -2 on EGO Rolls (+¼), Devoted (+¾) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 9

Notes:  Lasts 36 minutes

 

77 Screaming Wall of Flame:  (Total: 172 Active Cost, 77 Real Cost) Killing Attack - Ranged 3d6, Uncontrolled (+½), Area Of Effect (44" Line; +1), Continuous (+1) (157 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) (Real Cost: 70) plus +15 PRE (15 Active Points); Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Offensive only; -¼) (Real Cost: 7) 16

Notes:  Lasts 36 minutes

 

36 Circle of Cold:  Change Environment 32" radius, -4" of any one mode of Movement, Long-Lasting 6 Hours, Uncontrolled (+½) (81 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 8

Notes:  Lasts 90 minutes

 

 

Total Powers & Skill Cost:  723

Total Cost:  723

 

 

If Earth was mostly defense, then Fire is almost all offense. Fireball, Mini Fireball and Blue Flame are all offence. Then you get River of Lava, Wheel of Flame, and Screaming Wall of Fire which basically all do the same thing. When all you have a hammer, everything looks like a nail!

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Water, water everywhere and not a drop to drink.  Well, not really

 

Quote

 

Cost Powers END

44 Cloud of Steam:  Change Environment 8" radius, -3 to Normal Sight PER Rolls, -3 to Normal Hearing PER Rolls, +8 Points of Damage, Long-Lasting 20 Minutes, Multiple Combat Effects, Costs END Only To Activate (+¼) (100 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 8

Notes:  Lasts 36 minutes

 

33 Create Fog:  Change Environment 8" radius, -5 to Normal Sight PER Rolls, Multiple Combat Effects, Varying Combat Effects, Costs END Only To Activate (+¼), Uncontrolled (+½) (75 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

Notes:  Lasts 90 minutes

 

33 Fog of Fear:  Mind Control 8d6, Uncontrolled (+½), Area Of Effect (10" Radius; +1), Continuous (+1) (140 Active Points); Limited Power Power loses about half of its effectiveness (Fear only; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 negates effect; -½), Visible (-¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Normal Range (-¼), Limited Range (-¼) 14

Notes:  Lasts 36 minutes

 

11 Ride the Waves:  Swimming +8" (10" total) (x4 Noncombat), Costs END Only To Activate (+¼), Uncontrolled (+½) (23 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

Notes:  Lasts 90 minutes

 

56 Sheet of Ice:  Change Environment 16" radius, -5 Characteristic Roll and all Skill Rolls based on Characteristic, -6" of any one mode of Movement, Long-Lasting 1 Hour, Multiple Combat Effects, Varying Combat Effects, Uncontrolled (+½) (127 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 13

Notes:  Lasts 90 minutes

 

32 Wall of Ice:  Force Wall (8 PD/8 ED) (Opaque Nightvision, Opaque Normal Sight), Costs END Only To Activate (+¼), Uncontrolled (+½) (87 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Physical Manifestation (-¼), Only When In Contact With The Ground (-¼) 7

Notes:  Lasts 90 minutes

 

47 Hail:  Killing Attack - Ranged 2d6, Uncontrolled (+½), Area Of Effect (8" Radius; +1), Continuous (+1) (105 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 10

Notes:  Lasts 9 minutes

 

31 Shards of Ice:  Killing Attack - Ranged 2d6+1, Autofire (10 shots; +1) (70 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 7

 

54 Toxic Mist:  Killing Attack - Ranged 3d6+1, Uncontrolled (+½), Area Of Effect (One Hex; +½), Continuous (+1) (150 Active Points); Spell (-½), Limited Power Power loses about a third of its effectiveness (Save vs Con at -2 negates; -½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 15

Notes:  Lasts 36 minutes

 

44 10 Foot Ball of Ice:  Killing Attack - Ranged 2d6, Uncontrolled (+½), Continuous (+1), Area Of Effect (30" Line; +1), Conforming (+½) (120 Active Points); Spell (-½), Dropped (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 12

Notes:  Lasts 36 minutes

 

20 Encase in Ice:  Entangle 5d6, 5 DEF (50 Active Points); Spell (-½), Cannot Form Barriers (-¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 5

 

73 Hurricane:  Change Environment 16" radius, +10 Points of Telekinetic STR, +4 Temperature Level Adjustment, Long-Lasting 20 Minutes, Multiple Combat Effects, Costs END Only To Activate (+¼), Uncontrolled (+½) (164 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 14

Notes:  Lasts 54 minutes

 

96 Storm:  Change Environment 64" radius, +10 Points of Telekinetic STR, +4 Temperature Level Adjustment, Long-Lasting 6 Hours, Multiple Combat Effects, Varying Combat Effects, Costs END Only To Activate (+¼), Uncontrolled (+½) (217 Active Points); Spell (-½), Incantations (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 19

Notes:  Lasts 180 minutes

 

78 Tidal Wave:  Energy Blast 14d6, Area Of Effect (28" Line; +1), Conforming (+½) (175 Active Points); Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Limited Range (-¼) 17

Notes:  Lasts 9 minutes

 

32 Ice Elemental :  Summon 200-point creatures, Weak-Willed -2 on EGO Rolls (+¼), Devoted (+¾) (80 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 8

Notes:  Lasts 270 minutes

 

28 Water Whisps:  Summon 175-point creatures, Weak-Willed -2 on EGO Rolls (+¼), Devoted (+¾) (70 Active Points); Limited Power Power loses about a third of its effectiveness (Unified; -½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

Notes:  Lasts 135 minutes

 

35 Part Water:  Telekinesis (30 STR), Affects Porous, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (38" Line; +1) (151 Active Points); Limited Power Power loses almost all of its effectiveness (Only to part water; -2), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼), Incantations (-¼) 14

Notes:  Lasts 90 minutes

 

8 Life Support  (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing), Usable Simultaneously (up to 2 people at once; +½) (19 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

Notes:  Lasts 180 minutes

 

Total Powers & Skill Cost:  755

Total Cost:  755

 

 

When I was playing it was acknowledged in the group that Water Warlocks were very versatile.  It may not look it though at first.  But offense :Hail, Cloud of Steam, Shards of Ice, Toxic Mist.  Defense: Wall of Ice, Ice Sheet, Fog of Fear, Encase in Ice.  Movement: Ride the Waves, Part Water, Breath Under Water.  It took a bit of time to get nasty, but when they got to the good stuff... the started to rock.

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So general views

 

Air:  Decent versatility

 

Earth:  Great defense hampered by a real lack of good general purpose offense.  Has some of the best movement powers in the game though

 

Fire:  Great offense

 

Water:  Decent versatility

 

There was a reason the highest level Warlock was a duo Air/Water!

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