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Mr. R

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Now on to a more planning oriented class

 

Quote

2019 #103 Palladium Diabolist  Level 1

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

8 DEX -6 11- OCV:  3/DCV:  3

12 CON 4 11-

10 BODY 0 11-

16 INT 6 12- PER Roll 12-

18 EGO 16 13- ECV:  6

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

4 PD 2 Total:  4 PD (0 rPD)

4 ED 2 Total:  4 ED (0 rED)

2 SPD 2 Phases:  6, 12

4 REC 0

24 END 0

21 STUN 0 Total Characteristic Cost:  39

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Endurance Reserve  (35 END, 5 REC) Reserve:  (8 Active Points); 3 Charges (-1 ¼) [3]

 

10 Agony or Burning Pain:  Multipower, 37-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Costs END Only To Activate (+¼), Variable Special Effects (Limited Group of SFX; +¼) (74 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Killing Attack - Ranged ½d6, Uncontrolled (+½), Continuous (+1) (25 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

1u 2)  Killing Attack - Ranged ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (3" Radius; +1), Continuous (+1) (37 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

1u 3)  Killing Attack - Ranged ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (27 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

22 Blind:  Multipower, 112-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼) (168 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Major Transform 2d6, Uncontrolled (+½), Continuous (+1) (75 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

1u 2)  Major Transform 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (8" Radius; +1), Continuous (+1) (112 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 11

1u 3)  Major Transform 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (82 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 8

 

21 Charm or Confusion or Despair or Fear or Hate:  Multipower, 112-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼) (168 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only one emotion at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Mind Control 6d6, Uncontrolled (+½), Continuous (+1) (75 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only one emotion at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

1u 2)  Mind Control 6d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (82 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only one emotion at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 8

1u 3)  Mind Control 6d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1), Area Of Effect (8" Radius; +1) (112 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only one emotion at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 11

1u 4)  Mental Defense (6 points total), Usable By Other (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½) (6 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only one emotion at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 5)  +1 Mental Defense (6 points total), Usable By Other (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (1" Radius; +1) (11 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Only one emotion at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

 

10 Cold or Fire or Energy:  Multipower, 37-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Costs END Only To Activate (+¼), Variable Special Effects (Limited Group of SFX; +¼) (74 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Killing Attack - Ranged ½d6, Uncontrolled (+½), Continuous (+1) (25 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

1u 2)  Killing Attack - Ranged ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (3" Radius; +1), Continuous (+1) (37 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

1u 3)  Killing Attack - Ranged ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (27 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

1u 4)  Force Wall (5 ED), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½) (22 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

 

9 Death:  Multipower, 45-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼) (67 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Killing Attack - Ranged 1d6+1 (20 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

1u 2)  Killing Attack - Ranged 1d6+1, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Area Of Effect (3" Radius; +1) (45 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

1u 3)  Killing Attack - Ranged 1d6+1, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼) (25 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

 

20 Darkness:  Multipower, 45-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Uncontrolled (+½) (90 Active Points); all slots Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Darkness to Sight Group 1" radius (10 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

1u 2)  Darkness to Sight Group 3" radius, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Costs END Only To Activate (+¼) (45 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

20 Light:  Multipower, 45-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Uncontrolled (+½) (90 Active Points); all slots Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Sight Group Images 1" radius (10 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), Limited Power Power loses about half of its effectiveness (Light only; -1), OAF (-1), No Range (-½), Spell (-½) 1

1u 2)  Sight Group Images 1" radius, +/-10 to PER Rolls, Alterable Size (45 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), Limited Power Power loses about half of its effectiveness (Light only; -1), OAF (-1), No Range (-½), Spell (-½) 4

 

 

15 Drain Magic:  Dispel 10d6, Personal Immunity (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Delayed Effect (+¼), Costs END Only To Activate (+¼), Area Of Effect (One Hex; +½), Uncontrolled (+½), Continuous (+1) (120 Active Points); Extra Time (1 Hour, -3), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Gestures, Requires Gestures throughout (-½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 11

 

 

 

 

Perks

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-

1 Fringe Benefit:  License to practice a profession

 

Talents

3 Bump Of Direction

 

Skills

3 KS: Decipher Cirlce 12-

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

 

5 +1 with DCV

1 WF:  Blades

3 Paramedics 12-

3 Forgery 12-

 

5 Language (idiomatic; literate)

3 KS: Paint 12-

3 Science Skill:  Math 12-

 

Total Powers & Skill Cost:  201

Total Cost:  240

 

200+ Disadvantages

 

Total Disadvantage Points:  240

Earned Experience:  0

Spent Experience:  40

Unspent Experience:  0

 

Background/History:  Deidre was a scholar, of magic. The power of language and words was her goal. When she heard of Circles, a type of magic that expanded on the power of language, she embarked on a series of quests to find and master these Powers.

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

A diaboloist is VERY front loaded. They know all their magics at level one and really get no new abilities. All they get is more powerful abilities.

So to give you an idea of how these abilities are listed, the first ability is the Inflict: the ability to affect the target directly. Second is Area of Effect Infliction. Third is the Protection by infliction: Placed on an item that when touched will fire off the ability. Finally is the Protection from: this is the ability to in some cases to resist the effects.

Also I am not sure, I was a bit rushed, but all should have a -1 limitation that a con roll will completely negate the effect. At level 5 this will be a -1/2 limitation of con roll at -2 due to the greater power the diaboloist can bring to bear.

SO don't expect much new at level 5 and level 9 because, well this is all there is.

PS I may have missed an ability or two, but just figure they will cost the same as one already listed.

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A look at level 5

 

Quote

2019 #104 Palladium Diabolist  Level 5

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

8 DEX -6 11- OCV:  3/DCV:  3

12 CON 4 11-

13 BODY 6 12-

16 INT 6 12- PER Roll 12-

18 EGO 16 13- ECV:  6

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

5 PD 3 Total:  5 PD (0 rPD)

5 ED 3 Total:  5 ED (0 rED)

3 SPD 12 Phases:  4, 8, 12

4 REC 0

24 END 0

24 STUN 0 Total Characteristic Cost:  57

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

16 Endurance Reserve  (160 END, 5 REC) Reserve:  (21 Active Points); 8 Charges (-½) [8]

 

40 Agony or Burning Pain:  Multipower, 150-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Costs END Only To Activate (+¼), Variable Special Effects (Limited Group of SFX; +¼) (300 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Killing Attack - Ranged 2 ½d6, Uncontrolled (+½), Continuous (+1) (100 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 10

2u 2)  Killing Attack - Ranged 2 ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (11" Radius; +1), Continuous (+1) (150 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 15

1u 3)  Killing Attack - Ranged 2 ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (110 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 11

 

37 Blind:  Multipower, 187-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼) (280 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

2u 1)  Major Transform 3d6+1, Uncontrolled (+½), Continuous (+1) (125 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 12

2u 2)  Major Transform 3d6+1, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (14" Radius; +1), Continuous (+1) (187 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 19

2u 3)  Major Transform 3d6+1, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (137 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 14

 

32 Charm or Confusion or Despair or Fear or Hate:  Multipower, 169-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼) (253 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (One emotion at a time only; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Mind Control 9d6, Uncontrolled (+½), Continuous (+1) (112 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (One emotion at a time only; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 11

1u 2)  Mind Control 9d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (124 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (One emotion at a time only; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 12

2u 3)  Mind Control 9d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1), Area Of Effect (12" Radius; +1) (169 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (One emotion at a time only; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 17

1u 4)  Mental Defense (6 points total), Usable By Other (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½) (6 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (One emotion at a time only; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 5)  +1 Mental Defense (6 points total), Usable By Other (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (1" Radius; +1) (11 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (One emotion at a time only; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

 

40 Cold or Fire or Energy:  Multipower, 150-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Costs END Only To Activate (+¼), Variable Special Effects (Limited Group of SFX; +¼) (300 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Killing Attack - Ranged 2 ½d6, Uncontrolled (+½), Continuous (+1) (100 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 10

2u 2)  Killing Attack - Ranged 2 ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (11" Radius; +1), Continuous (+1) (150 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 15

1u 3)  Killing Attack - Ranged 2 ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (110 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 11

1u 4)  Force Wall (10 ED), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½) (44 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

36 Death:  Multipower, 180-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼) (270 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Killing Attack - Ranged 4d6+1 (65 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

2u 2)  Killing Attack - Ranged 4d6+1, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Area Of Effect (8" Radius; +1) (146 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 15

1u 3)  Killing Attack - Ranged 4d6+1, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼) (81 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 8

 

40 Darkness:  Multipower, 90-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Uncontrolled (+½) (180 Active Points); all slots Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Darkness to Sight Group 1" radius (10 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

2u 2)  Darkness to Sight Group 6" radius, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Costs END Only To Activate (+¼) (90 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

 

 

40 Light:  Multipower, 90-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Uncontrolled (+½) (180 Active Points); all slots Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Sight Group Images 1" radius (10 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), Limited Power Power loses about half of its effectiveness (Light only; -1), OAF (-1), No Range (-½), Spell (-½) 1

1u 2)  Sight Group Images 1" radius, +/-10 to PER Rolls, Alterable Size (45 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), Limited Power Power loses about half of its effectiveness (Light only; -1), OAF (-1), No Range (-½), Spell (-½) 4

 

 

22 Drain Magic:  Dispel 15d6, Personal Immunity (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Delayed Effect (+¼), Costs END Only To Activate (+¼), Area Of Effect (One Hex; +½), Uncontrolled (+½), Continuous (+1) (180 Active Points); Extra Time (1 Hour, -3), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Gestures, Requires Gestures throughout (-½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 17

 

 

 

 

 

 

Perks

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-

1 Fringe Benefit:  License to practice a profession

 

Talents

3 Bump Of Direction

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

 

Skills

3 KS: Decipher Circle 12-

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

 

5 +1 with DCV

1 WF:  Blades

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

3 Paramedics 12-

3 Forgery 12-

3 Stealth 11-

3 Disguise 12-

3 Riding 11-

 

5 Language (idiomatic; literate)

6 KS: Paint 15-

5 Science Skill:  Math 14-

3 Demon Devil Lore:  KS 12-

3 KS: Faerie Lore 12-

3 KS: History 12-

3 KS: religious Doctrine 12-

 

Total Powers & Skill Cost:  418

Total Cost:  475

 

200+ Disadvantages

 

Total Disadvantage Points:  475

Earned Experience:  0

Spent Experience:  275

Unspent Experience:  0

 

Background/History:  Deidre still has not been able to get a Circle to work.  She has found many, but in all this time she has not been able to figure how to get them to work.  She peruses her notes still, in the hopes of getting one to work!

 

Personality/Motivation:  

 

Quote:  

 

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At level 5 Deidre has become more powerful in all her wards.  She can set more and the all have greater effect and durations.  But unlike the Wizard or the Warlock, there is little to look forward to.  Unless the GM is generous and allows them to get a circle OR has set up a system of greater wards (poison, healing, earth, water, etc) that they unlock at higher levels, then the remain pretty static!

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A frustrated Deidre

 

Quote

2019 #105 Palladium Diabolist  Level 9

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

8 DEX -6 11- OCV:  3/DCV:  3

12 CON 4 11-

15 BODY 10 12-

16 INT 6 12- PER Roll 12-

18 EGO 16 13- ECV:  6

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

5 PD 3 Total:  5 PD (0 rPD)

5 ED 3 Total:  5 ED (0 rED)

4 SPD 22 Phases:  3, 6, 9, 12

4 REC 0

24 END 0

26 STUN 0 Total Characteristic Cost:  71

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

50 Endurance Reserve  (450 END, 5 REC) Reserve: , 16 Charges (+0) (50 Active Points) [16]

 

60 Agony or Burning Pain:  Multipower, 225-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Costs END Only To Activate (+¼), Variable Special Effects (Limited Group of SFX; +¼) (450 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

2u 1)  Killing Attack - Ranged 4d6, Uncontrolled (+½), Continuous (+1) (150 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 15

3u 2)  Killing Attack - Ranged 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (17" Radius; +1), Continuous (+1) (225 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 22

2u 3)  Killing Attack - Ranged 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (165 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 16

 

 

56 Blind:  Multipower, 281-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼) (421 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

2u 1)  Major Transform 5d6, Uncontrolled (+½), Continuous (+1) (187 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 19

3u 2)  Major Transform 5d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (21" Radius; +1), Continuous (+1) (281 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 28

3u 3)  Major Transform 5d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (206 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 21

 

42 Charm or Confusion or Despair or Fear or Hate:  Multipower, 225-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼) (337 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Emotion only one at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

2u 1)  Mind Control 12d6, Uncontrolled (+½), Continuous (+1) (150 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Emotion only one at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 15

2u 2)  Mind Control 12d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (165 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Emotion only one at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 16

3u 3)  Mind Control 12d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1), Area Of Effect (17" Radius; +1) (225 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Emotion only one at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 22

1u 4)  Mental Defense (14 points total), Usable By Other (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½) (14 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Emotion only one at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 5)  +5 Mental Defense (14 points total), Usable By Other (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (1" Radius; +1) (23 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Emotion only one at a time; -½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

 

60 Cold or Fireor Energy:  Multipower, 225-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Costs END Only To Activate (+¼), Variable Special Effects (Limited Group of SFX; +¼) (450 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

2u 1)  Killing Attack - Ranged 4d6, Uncontrolled (+½), Continuous (+1) (150 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 15

3u 2)  Killing Attack - Ranged 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Area Of Effect (17" Radius; +1), Continuous (+1) (225 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 22

2u 3)  Killing Attack - Ranged 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½), Continuous (+1) (165 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 16

1u 4)  Force Wall (15 ED), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Uncontrolled (+½) (66 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

 

 

40 Death:  Multipower, 202-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼) (303 Active Points); all slots Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Killing Attack - Ranged 6d6 (90 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 9

2u 2)  Killing Attack - Ranged 6d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Area Of Effect (11" Radius; +1) (202 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 20

1u 3)  Killing Attack - Ranged 6d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼) (112 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Spell (-½), Incantations (-¼), Gestures (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 11

 

60 Darkness:  Multipower, 135-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Uncontrolled (+½) (270 Active Points); all slots Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Darkness to Sight Group 1" radius (10 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

3u 2)  Darkness to Sight Group 9" radius, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Costs END Only To Activate (+¼) (135 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 11

 

60 Light:  Multipower, 135-point reserve, all slots Personal Immunity (+¼), Delayed Effect (+¼), Uncontrolled (+½) (270 Active Points); all slots Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), OAF (-1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

1u 1)  Sight Group Images 1" radius (10 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), Limited Power Power loses about half of its effectiveness (Light only; -1), OAF (-1), No Range (-½), Spell (-½) 1

1u 2)  Sight Group Images 1" radius, +/-20 to PER Rolls, Alterable Size (75 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 ¾), Limited Power Power loses about half of its effectiveness (Light only; -1), OAF (-1), No Range (-½), Spell (-½) 7

 

 

30 Drain Magic:  Dispel 20d6, Personal Immunity (+¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Delayed Effect (+¼), Costs END Only To Activate (+¼), Area Of Effect (One Hex; +½), Uncontrolled (+½), Continuous (+1) (240 Active Points); Extra Time (1 Hour, -3), OAF (-1), Limited Power Power loses about half of its effectiveness (Con roll Negates Effect; -1), No Range (-½), Gestures, Requires Gestures throughout (-½), Spell (-½), Incantations (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 22

 

 

 

 

 

Perks

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-

1 Fringe Benefit:  License to practice a profession

 

Talents

3 Bump Of Direction

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

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

 

Skills

3 KS: Decipher Cirlce 12-

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

3 KS: Recognise Enchantment 12-

 

10 +2 with DCV

1 WF:  Blades

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

7 Paramedics 14-

11 Forgery 16-

3 Stealth 11-

3 Disguise 12-

3 Riding 11-

3 Lockpicking 11-

3 Sleight Of Hand 11-

3 KS: ID plants fruits 12-

 

5 Language (idiomatic; literate)

8 KS: Paint 17-

7 Science Skill:  Math 16-

5 Demon Devil Lore:  KS 14-

5 KS: Faerie Lore 14-

3 KS: History 12-

4 KS: religious Doctrine 13-

 

Total Powers & Skill Cost:  640

Total Cost:  711

 

200+ Disadvantages

 

Total Disadvantage Points:  711

Earned Experience:  0

Spent Experience:  511

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  



 

 

 

Why is she frustrated?  Because she has nothing new.  That huge advantage of having all her abilities at first level is now being overshadowed by the the progression of the other classes to get new abilities to meet new challenges.  

 

I am sure in game the idea was for Diabolist to get Summoner circles, especially the Protection and Summoning ones.  But this is mainly up to the GM and how much he is willing to help the PC.  In the games I was in Diabolist was taken til about level 5, usually as a second class to gain extra HPs and skills ( at Wizard 6 going Diabolist for 5 levels was still cheaper than going to Wizard 7)

 

Don't get me wrong, I love the idea and concept.  

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About these Circles.....

 

Quote

2019 #106 PFRPG Summoner  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

13 CON 6 12-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

17 EGO 14 12- ECV:  6

13 PRE 3 12- PRE Attack:  2 ½d6

8 COM -1 11-

 

4 PD 1 Total:  4 PD (0 rPD)

4 ED 1 Total:  4 ED (0 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  42

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

43 Protection from Angels:  Force Wall (15 PD/15 ED/15 Mental Defense/15 Power Defense) (Alterable Size), Costs END Only To Activate (+¼), Personal Immunity (+¼), Uncontrolled (+½) (310 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Gestures (Requires both hands; Complex; -¾), No Range (-½), Variable Limitations (requires -1 worth of Limitations; Only vs specific creature; -½), Incantations (-¼) 27

Notes:  List : Angels       Devils Demons       Faerie Elementals     Elemental Forces Evil     Good Ghosts/Spirits Jinn       Magic Old Ones Undead Witches       Were-Beasts

 

 

 

Perks

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-

5 Favor

 

220 Greater Summoned follower:  Follower

Notes:  Based on a 500 point NPC

 

50 Lesser Summoned follower:  Follower

Notes:  Based on a 250 point NPC

 

Skills

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

3 KS: Decipher Circle 11-

 

5 +1 with DCV

1 WF:  Blades

3 Paramedics 11-

3 Forgery 11-

3 Disguise 11-

 

3 KS: Demon Devil Lore 11-

3 Faerie Lore:  KS 11-

3 Science Skill:  Math 11-

4 Language (completely fluent; literate)

 

Total Powers & Skill Cost:  365

Total Cost:  407

 

200+ Disadvantages

15 Reputation: , 11- (Extreme)

20 Psychological Limitation:  Overconfident (Very Common; Strong)

0 Hunted:  8- (As Pow; Watching)

172 Experience Points

 

Total Disadvantage Points:  407

Earned Experience:  0

Spent Experience:  172

Unspent Experience:  0

 

Background/History:  Ben always thought the world of himself. He was a leader. It was just that others didn't know it yet. Then he found a way to direct others, make him do his bidding. After many years of learning, he is now going to make his way in the world. He has the minions. Now he needs the power.

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

 

A couple of design considerations here.

I made all the protection circles as one build with a variable limitation in that it only works against the indicated creature. So a Prot. from Demons will do nothing vs a Devil.

Summoning Circles are just a special effect for the followers. A follower can be summoned for an indeterminate length of time. The only real limitation is that every month / three months (depending on Major / Minor minions) they get a chance to break free of control. That is a lot different than the Summon from Hero, but describes a Follower. So I built them as such.

Like the Diabolist, he is very front loaded. Also, the fact that he gets a 500 pt follower right off the bat can be overpowering. ( I was in a game where the player basically bamboozeled the GM and had a Major Demon follower at level 1 and suffered almost no problems with it. Of course the rest of us were all overshadowed by the Summoner and the game quickly devolved into him choosing what to do and the rest of us following. The GM never figured out why the game fell apart) Sorry for the rant, but unless the GM makes summoning a Major PITA, then the Summoner will dominate too easily at all levels.

This can go the other way as well, with the GM being too nasty and the Summoner being almost useless. Again in the long term game I was in, Summoner was usually used as a second class for extra skills and HP (but honestly the Diabolist had more utility in practice)

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My first Power Circle Bwahahahahaha!

Wait, its what?
 

Quote

2019 #107 PFRPG Summoner  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

13 CON 6 12-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

17 EGO 14 12- ECV:  6

13 PRE 3 12- PRE Attack:  2 ½d6

8 COM -1 11-

 

5 PD 2 Total:  5 PD (0 rPD)

5 ED 2 Total:  5 ED (0 rED)

3 SPD 5 Phases:  4, 8, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  49

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Recognise Enchantment:  Detect A Large Class Of Things 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Sense (19 Active Points); Activation Roll 10- (-1 ¼)

 

 

43 Protection from Angels:  Force Wall (15 PD/15 ED/15 Mental Defense/15 Power Defense) (Alterable Size), Costs END Only To Activate (+¼), Personal Immunity (+¼), Uncontrolled (+½) (310 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Gestures (Requires both hands; Complex; -¾), No Range (-½), Variable Limitations (requires -1 worth of Limitations; Only vs specific creature; -½), Incantations (-¼) 27

Notes:  List : Angels       Devils Demons       Faerie Elementals     Elemental Forces Evil     Good Ghosts/Spirits Jinn       Magic Old Ones Undead Witches       Were-Beasts

 

 

 

24 Healing Circle:  Healing BODY 4d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Area Of Effect (11" Radius; +1), Continuous (+1) (150 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Gestures (Requires both hands; Complex; -¾), Incantations (-¼) 14

Notes:  Lasts 30 minutes

 

Perks

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-

5 Favor

 

225 Greater Summoned follower:  Follower

Notes:  Two Followers at 500 points each

 

60 Lesser Summoned follower:  Follower

Notes:  Three Followers at 250 points each

 

Talents

3 Bump Of Direction

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

 

Skills

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

3 KS: Decipher Circle 11-

 

5 +1 with DCV

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

1 WF:  Blades

5 Paramedics 12-

3 Forgery 11-

3 Disguise 11-

3 Riding 12-

3 Lockpicking 12-

3 Sleight Of Hand 12-

 

8 KS: Demon Devil Lore 16-

5 Faerie Lore:  KS 13-

5 Science Skill:  Math 13-

6 Language (imitate dialects; literate)

3 Recog Poison:  KS 11-

4 KS: Religious Doct 12-

3 KS: History 11-

 

Total Powers & Skill Cost:  460

Total Cost:  509

 

200+ Disadvantages

15 Reputation: , 11- (Extreme)

20 Psychological Limitation:  Overconfident (Very Common; Strong)

0 Hunted:  8- (As Pow; Watching)

274 Experience Points

 

Total Disadvantage Points:  509

Earned Experience:  0

Spent Experience:  274

Unspent Experience:  0

 

Background/History:  Ben was approached by members of the guard one day. He was told he was getting a Power Circle. The deal was he would cast it when needed to aid the city guard or local army units. Occasionally he would even go into the field to cast as needed. Finally he got a Healing Circle. It's not exactly what he wanted, but it does add to his resume and desire to be hired / taken on adventures. If it gets him more money and chances to explore, he'll take it.

 

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I figure by level five he would have at least ONE power circle. And I figured that this circle would be one that local governments would have in their inventory to teach to Diabolist and Summoners who would then create it when needed. with its area of effect and duration with proper set up, you could bring an entire army unit back to full in a day. For an adventuring party, it could be set up ahead of time then retreated to for recuperation.

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Now, I HAVE THE POWER!

 

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2019 #108 PFRPG Summoner  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

13 CON 6 12-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

17 EGO 14 12- ECV:  6

13 PRE 3 12- PRE Attack:  2 ½d6

8 COM -1 11-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 3 Total:  6 ED (0 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  61

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Recognise Enchantment:  Detect A Large Class Of Things 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Sense (19 Active Points); Activation Roll 10- (-1 ¼)

 

8 Recognise Magic Item:  Detect A Large Class Of Things 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Sense (19 Active Points); Activation Roll 10- (-1 ¼)

 

 

43 Protection from Angels:  Force Wall (15 PD/15 ED/15 Mental Defense/15 Power Defense) (Alterable Size), Costs END Only To Activate (+¼), Personal Immunity (+¼), Uncontrolled (+½) (310 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Gestures (Requires both hands; Complex; -¾), No Range (-½), Variable Limitations (requires -1 worth of Limitations; Only vs specific creature; -½), Incantations (-¼) 27

Notes:  List : Angels       Devils Demons       Faerie Elementals     Elemental Forces Evil     Good Ghosts/Spirits Jinn       Magic Old Ones Undead Witches       Were-Beasts

 

 

 

26 Healing Circle:  Healing BODY 4d6, Uncontrolled (+½), Reduced Endurance (0 END; +½), Area Of Effect (12" Radius; +1), Continuous (+1) (160 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF (-1), Gestures (Requires both hands; Complex; -¾), Incantations (-¼)

Notes:  Lasts 54 minutes

 

73 Death Circle:  Multipower, 255-point reserve,  (255 Active Points); all slots OAF (-1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con roll Negates Effect; -½), Gestures (-¼), Incantations (-¼)

4u 1)  Local AE:  Killing Attack - Ranged 2 ½d6, Personal Immunity (+¼), Uncontrolled (+½), Reduced Endurance (0 END; +½), Continuous (+1), Area Of Effect (13" Radius; +1), Selective (+¼) (180 Active Points); OAF (-1), No Range (-½), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 negates; -½), Gestures (-¼), Incantations (-¼)

Notes:  Can only target one person within the AE per attackLast 90 minutes

5u 2)  Long Ranged:  Killing Attack - Ranged 4d6, Personal Immunity (+¼), Uncontrolled (+½), Reduced Endurance (0 END; +½), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼), Continuous (+1) (255 Active Points); Limited Power Power loses almost all of its effectiveness (Needs true name and nail clippings or hair from victim; -2), OAF (-1), Spell (-½), Limited Power Power loses about a third of its effectiveness (Con Roll at -2 negates; -½), Gestures (-¼), Incantations (-¼)

Notes:  Last 90 minutes

 

Perks

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-

5 Favor

 

230 Greater Summoned follower:  Follower

Notes:  Three Followers

 

65 Lesser Summoned follower:  Follower

Notes:  Five Followers

 

Talents

3 Bump Of Direction

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

7 Behind only:  Deadly Blow:  +1d6 ([limited circumstances])

 

Skills

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

9 KS: Decipher Circle 17-

 

10 +2 with DCV

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

1 WF:  Blades, Clubs

13 Paramedics 16-

7 Forgery 13-

5 Disguise 12-

5 Riding 13-

3 Lockpicking 12-

3 Sleight Of Hand 12-

3 Stealth 12-

3 KS: Use Poison 11-

 

9 KS: Demon Devil Lore 17-

9 Faerie Lore:  KS 17-

9 Science Skill:  Math 17-

6 Language (imitate dialects; literate)

3 Recog Poison:  KS 11-

6 KS: Religious Doct 14-

4 KS: History 12-

 

Total Powers & Skill Cost:  610

Total Cost:  671

 

200+ Disadvantages

15 Reputation: , 11- (Extreme)

20 Psychological Limitation:  Overconfident (Very Common; Strong)

0 Hunted:  8- (As Pow; Watching)

436 Experience Points

 

Total Disadvantage Points:  671

Earned Experience:  0

Spent Experience:  436

Unspent Experience:  0

 

Background/History: Ben has accumulated enough cash to buy another circle. So he wen with something overtly offensive. A death circle. Now all he needs is a way to place a protection circle, the healing circle and the death circle so they all three work at the same time. Maybe there is a circle that does that.

 

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I gave Ben another power circle, but really he doesn't need it. He'll have up to three Major summoned and five Minor at any one time. Even if you get rid of the Majors, he's like a minion master PC from any number of computer games sending in his chittering horde. He makes for a great bulwark type. If you can get the enemy to come to you, he's lethal.

If there was another Power Circle I'd let him have it would be T-port. In fact this is another one I can see governments having saved up to use in emergencies or when they need to get someone somewhere FAST! A group of linked T-port circles (NAW who would buy that idea?)

Like I said before, this class can either be totally wimpy or will totally overshadow the party. There is not much info on how to handle this, and I saw both versions. Again as with the Diaboloist, there is a great idea here, ......

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He's a practitioner of the POWERS of the MIND!

 

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2019 #109 PFRPG #109  Mind Mage Level 1

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

11 DEX 3 11- OCV:  4/DCV:  4

15 CON 10 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

17 EGO 14 12- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

5 PD 2 Total:  5 PD (0 rPD)

5 ED 2 Total:  5 ED (0 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

30 END 0

25 STUN 0 Total Characteristic Cost:  42

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Endurance Reserve  (30 END, 1 REC) (4 Active Points)

 

4 Aura of Truth:  Detect A Single Thing 12- (Unusual Group), Range, Requires A Skill Roll (No Active Point penalty to Skill Roll; +0) (8 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

5 Psionics:  Detect A Single Thing 12- (Unusual Group), Range, Sense (10 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

11 Hypnotic Suggestion:  Mind Control 6d6 (30 Active Points); Eye Contact Required (-½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

1 Meditation:  Recovery  (3 REC); (3 Active Points); Limited Recovery (-2)

 

16 Object Reading:  Retrocognitive Clairsentience (Hearing Group), Discriminatory (45 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

13 Presence Sense:  Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) (27 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

1 Resist Cold:  Life Support  (Safe in Intense Cold) (2 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

1 Resist Fatigue:  Life Support  (Sleeping: Character only has to sleep 8 hours per week); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

1 Resist Thirst:  Life Support  (Eating: Character only has to eat once per week); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

6 Aura:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Range (13 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

11 Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Range, Rapid:  x10, Sense, Tracking (23 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

Talents

3 Bump Of Direction

 

Skills

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

3 Language (completely fluent)

3 Language (completely fluent)

3 Language (completely fluent)

 

5 +1 with DCV

1 WF:  Blades

3 Riding 11-

3 Paramedics 12-

3 Stealth 11-

3 KS: Locate Secret Comp/Doors 12-

3 KS: Dowsing 12-

 

3 KS: Demon/Devil Lore 12-

3 KS: Faerie Lore 12-

3 Science Skill:  Math 12-

3 KS: Recog Poison 12-

3 KS: Religious Doct 12-

3 KS: History 12-

3 Mimicry 12-

3 PS: Tailor 12-

 

 

 

Total Powers & Skill Cost:  132

Total Cost:  174

 

200+ Disadvantages

20 Psychological Limitation:  Superiority Complex (Very Common; Strong)

 

Total Disadvantage Points:  174

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Maxamillian is a practitioner of a fairly rare type of magic that specializes in the powers of the mind. Due to its rarity, there are few who can withstand him and so he has a severe sense of overconfidence. He knows the powers he will soon command and it fill him with pride!

 

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Mind Mage is a hold over from the DND roots of PFRPG. It took the OPTION section of the Players Handbook and made it something all could roll for, and IF they rolled well enough, could become a Mind Mage. Unlike in DND-PH he organised them into levels and if you were not a MM you had a limit to what you could get. But a MM gets them ALL. So at level one he starts at very wimpy abilities but they ramp up real fast. As well the ISP system allowed more flexibility so as he gains levels this gets even more flexible.

 


 

 

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Versatility costs...

 

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2019 #109 PFRPG #109  Mind Mage

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

11 DEX 3 11- OCV:  4/DCV:  4

15 CON 10 12-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

17 EGO 14 12- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

6+4 PD 3 Total:  6/10 PD (0/4 rPD)

6+4 ED 3 Total:  6/10 ED (0/4 rED)

3 SPD 9 Phases:  4, 8, 12

6 REC 0

30 END 0

28 STUN 0 Total Characteristic Cost:  59

 

Movement: Running: 6"/12"

Flight: 11"/22"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 15"/30"

 

Cost Powers END

7 Endurance Reserve  (60 END, 1 REC) (7 Active Points)

 

4 Aura of Truth:  Detect A Single Thing 12- (Unusual Group), Range, Requires A Skill Roll (No Active Point penalty to Skill Roll; +0) (8 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

5 Psionics:  Detect A Single Thing 12- (Unusual Group), Range, Sense (10 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

11 Hypnotic Suggestion:  Mind Control 6d6 (30 Active Points); Eye Contact Required (-½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

1 Meditation:  Recovery  (3 REC); (3 Active Points); Limited Recovery (-2)

 

25 Object Reading:  Retrocognitive Clairsentience (Sight And Touch Groups, Normal Hearing, Normal Smell And Normal Taste), Discriminatory (70 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

 

13 Presence Sense:  Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) (27 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

1 Resist Cold:  Life Support  (Safe in Intense Cold) (2 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

1 Resist Fatigue:  Life Support  (Sleeping: Character only has to sleep 8 hours per week); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

1 Resist Thirst/Hunger:  Life Support  (Eating: Character only has to eat once per week); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

6 Aura:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Range (13 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

11 Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Range, Rapid:  x10, Sense, Tracking (23 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

7 Healing BODY 2d6 (20 Active Points); Self Only (-½), Double Endurance Cost (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

12 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), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

4 Simulate Death (+6 to roll) (9 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

6 Empathy:  Mind Control 6d6 (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (May feel emotions also; -2), Limited Power Power loses about a third of its effectiveness (Emotions Only; -½), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 negates; -½), Requires A Skill Roll (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

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) 1

 

11 Limited Telepathy:  Telepathy 6d6, Limited Power Power loses less than a fourth of its effectiveness (Surface thoughts only; +0) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

5 Telekinesis (4 STR), Costs END Only To Activate (+¼), Uncontrolled (+½) (10 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

2 Mind Block:  Mental Defense (7 points total) (4 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

8 Nightvision, Discriminatory, Increased Arc Of Perception (240 Degrees), Tracking (17 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

1 Resist heat:  Life Support  (Safe in Intense Heat) (2 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

2 Spontaneous Combustion:  Killing Attack - Ranged 1 point (5 Active Points); Limited Power Power loses about half of its effectiveness (Only to start fires; -1), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

14 Extended Telepathy:  Telepathy 8d6 (40 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

10 Mental Bolt of Force:  Killing Attack - Ranged 1 ½d6 (25 Active Points); Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

22 Precognitive Clairsentience (Sight Group), Costs END Only To Activate (+¼) (50 Active Points); Requires A Skill Roll (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

12 Detect Invisible:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Range, Sense, Targeting (25 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

16 Teleportation 15", Usable As Attack (+1) (60 Active Points); Limited Power Power loses about half of its effectiveness (Non living items only; -1), Limited Power Power loses about half of its effectiveness (Only object to self; -1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

 

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

 

11 Evil Eye Dispair or Fear:  Mind Control 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (Only feelings fo Dispair or Fear; -1), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

22 Evil Eye Paralysis:  Entangle 2d6, 4 DEF, Takes No Damage From Attacks Limited Group (+¼), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-¼) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

10 Evil Eye Stun:  Energy Blast 8d6 (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Does no damage only to Can Stun / Stagger; -1 ½), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

17 Evil Eye Sleep:  Major Transform 4d6 (Evil Eye Sleep) (60 Active Points); Increased Endurance Cost (x3 END; -1), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 18

9 Evil Eye Pain:  Penalty Skill Levels:  +3 vs. Hit Location modifiers with All Attacks, Ranged (+½), Usable As Attack (+1) (22 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

10 Evil Eye Blind:  Sight Group Flash 2d6, Uncontrolled (+½), Continuous (+1) (25 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

21 Evil Eye Death:  Killing Attack - Ranged 6d6 (90 Active Points); Increased Endurance Cost (x4 END; -1 ½), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Limited Range (-¼), No Knockback (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 36

 

35 Astral Projection:  (Total: 94 Active Cost, 35 Real Cost) Desolidification , Costs END Only To Activate (+¼) (50 Active Points); Limited Power Power loses about half of its effectiveness (Leaves Body Behind; -1), Spell (-½), Side Effects (Side Effect always occurs whenever the character does some specific act; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) (Real Cost: 17) plus Invisibility to Sight, Hearing, Smell/Taste and Touch Groups , Costs END Only To Activate (+¼) (44 Active Points); Linked (Desolidification; Lesser Power can only be used when character uses greater Power at full value; -¾), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) (Real Cost: 18) 7

 

12 Commune with Animals:  Animal Friendship, Uncontrolled (+½) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 negates; -½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

7 Float:  Flight 6", Costs END Only To Activate (+¼) (15 Active Points); Spell (-½), Only In Contact With A Surface (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

33 Fuel Flame:  Succor 8d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Ranged (+½) (90 Active Points); Limited Power Power loses about half of its effectiveness (Only to fuel flames; -1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 8

 

21 Mind Wipe:  Major Transform 2d6, Variable Special Effects (Limited Group of SFX; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only to wippe memories; -½), Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 14

 

5 Force Field (4 PD/4 ED), Costs END Only To Activate (+¼), Uncontrolled (+½) (14 Active Points); Increased Endurance Cost (x3 END; -½), Ablative BODY Only (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

21 Mind Wipe:  Major Transform 2d6, Variable Special Effects (Limited Group of SFX; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only to cure or cause insanities; -½), Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 14

 

11 Extended TK:  Telekinesis (10 STR), Costs END Only To Activate (+¼), Uncontrolled (+½) (26 Active Points); Spell (-½), Limited Range (-¼), Increased Endurance Cost (x2 END; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

13 Mind Control 14d6 (70 Active Points); Increased Endurance Cost (x4 END; -1 ½), Limited Power Power loses about two-thirds of its effectiveness (Leaves body behind; -1 ½), No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 28

 

Talents

3 Bump Of Direction

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

 

Skills

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

5 Language (imitate dialects)

5 Language (imitate dialects)

5 Language (imitate dialects)

 

5 +1 with DCV

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

3 Riding 11-

2 WF:  Blades, Staffs

3 Paramedics 12-

3 Stealth 11-

3 KS: Locate Secret Comp/Doors 12-

4 KS: Dowsing 13-

3 Lockpicking 11-

3 Sleight Of Hand 11-

 

4 KS: Demon/Devil Lore 13-

4 KS: Faerie Lore 13-

4 Science Skill:  Math 13-

3 KS: Recog Poison 12-

3 KS: Religious Doct 12-

3 KS: History 12-

3 Mimicry 12-

3 PS: Tailor 12-

3 PS: Cook 12-

3 KS: Recog Prec Metal/Stones 12-

3 PS: Sing 12-

3 PS: Paint 12-

 

 

 

Total Powers & Skill Cost:  596

Total Cost:  655

 

200+ Disadvantages

20 Psychological Limitation:  Superiority Complex (Very Common; Strong)

435 Experience Points

 

Total Disadvantage Points:  655

Earned Experience:  0

Spent Experience:  435

Unspent Experience:  0

 

Background/History:   Max has gained enough practice that his powers have blossomed. He now has the main abilities that are of the most use, and enjoys using them. As well, since he has powers that can be seen as rare. So many times he will take on jobs that are tougher than he thought. Slowly he is learning that he needs allies!

 

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As we have seen with Diabolist and Summoner, some classes are front loaded. The Mind Mage is both front loaded and expansionist. At every level they get EVERY power on the list for that level. So as they level up they get front loaded again. By level five they have a Large List of powers. Nightvision, Extended Telepathy, Levitation, Teleport, Invisibility, Various Evil Eyes, Astral Projection and Extended Telekinesis are the main go tos.

Also remember when I said you rolled to see if you were psionic? Well there were three levels 1)Minor (limited to level one abilities 60% chance ) 2)Major (limited to level one to three abilities 60% chance) and 3) Master (all abilities 60% chance, also can become a Mind Mage if you wish)

So if you rolled Master, you can take another class (say Wizard) progress in it, get some of the powers as well as your class powers. Then if you so desire you can go Mind Mage as a second class and top up those powers you may have missed. OHHH! Also every level you get ISP (basically psionic mana) from Wizard (1d8 per level) and Mind Mage (10 per level) One person in my group has a Level 11 Wizard / Level 10 Mind Mage. ISP was ME (Assume 15)+ d20+ (11*d8)+ (10* 10)= 169 AVE.

So if Max one day goes Wizard or Warlock, he gets no new psioncs, BUT still get 1d8 / level added to ISP in addition to HP and new Wizard abilities!

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He's unlocked the deep powers of the mind

 

 

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2019 #109 PFRPG #111  Mind Mage Level 9

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

11 DEX 3 11- OCV:  4/DCV:  4

15 CON 10 12-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

17 EGO 14 12- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

6+4 PD 3 Total:  6/10 PD (0/4 rPD)

6+4 ED 3 Total:  6/10 ED (0/4 rED)

4 SPD 19 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

30 STUN 0 Total Characteristic Cost:  73

 

Movement: Running: 6"/12"

Flight: 11"/22"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 30"/45"

 

Cost Powers END

11 Endurance Reserve  (100 END, 1 REC) (11 Active Points)

 

4 Aura of Truth:  Detect A Single Thing 12- (Unusual Group), Range, Requires A Skill Roll (No Active Point penalty to Skill Roll; +0) (8 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

5 Psionics:  Detect A Single Thing 12- (Unusual Group), Range, Sense (10 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

11 Hypnotic Suggestion:  Mind Control 6d6 (30 Active Points); Eye Contact Required (-½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

1 Meditation:  Recovery  (3 REC); (3 Active Points); Limited Recovery (-2)

 

25 Object Reading:  Retrocognitive Clairsentience (Sight And Touch Groups, Normal Hearing, Normal Smell And Normal Taste), Discriminatory (70 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 7

 

13 Presence Sense:  Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) (27 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

1 Resist Cold:  Life Support  (Safe in Intense Cold) (2 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

1 Resist Fatigue:  Life Support  (Sleeping: Character only has to sleep 8 hours per week); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

1 Resist Thirst/Hunger:  Life Support  (Eating: Character only has to eat once per week); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

6 Aura:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Range (13 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

11 Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Range, Rapid:  x10, Sense, Tracking (23 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

7 Heal Self:  Healing BODY 2d6 (20 Active Points); Self Only (-½), Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

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

 

4 Simulate Death (+6 to roll) (9 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

6 Empathy:  Mind Control 6d6 (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (May feel emotions also; -2), Limited Power Power loses about a third of its effectiveness (Emotions Only; -½), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 negates; -½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

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) 1

 

11 Limited Telepathy:  Telepathy 6d6, Limited Power Power loses less than a fourth of its effectiveness (Surface thoughts only; +0) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

5 Telekinesis (4 STR), Costs END Only To Activate (+¼), Uncontrolled (+½) (10 Active Points); Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

2 Mind Block:  Mental Defense (11 points total) (4 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

8 Nightvision, Discriminatory, Increased Arc Of Perception (240 Degrees), Tracking (17 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

1 Resist heat:  Life Support  (Safe in Intense Heat) (2 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

2 Spontaneous Combustion:  Killing Attack - Ranged 1 point (5 Active Points); Limited Power Power loses about half of its effectiveness (Only to start fires; -1), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

12 Extended Telepathy:  Telepathy 8d6 (40 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Requires A Skill Roll (-½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

10 Mental Bolt of Force:  Killing Attack - Ranged 1 ½d6 (25 Active Points); Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

22 Precognitive Clairsentience (Sight Group), Costs END Only To Activate (+¼) (50 Active Points); Requires A Skill Roll (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

12 Detect Invisible:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Range, Sense, Targeting (25 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

16 Teleportation 15", Usable As Attack (+1) (60 Active Points); Limited Power Power loses about half of its effectiveness (Non living items only; -1), Limited Power Power loses about half of its effectiveness (Only object to self; -1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

 

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

 

11 Evil Eye Despair or Fear:  Mind Control 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (Only feelings of Despair or Fear; -1), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

22 Evil Eye Paralysis:  Entangle 2d6, 4 DEF, Takes No Damage From Attacks Limited Group (+¼), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-¼) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

10 Evil Eye Stun:  Energy Blast 8d6 (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Does no damage only to Can Stun / Stagger; -1 ½), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

6 Evil Eye Sleep:  Cosmetic Transform 4d6 (Evil Eye Sleep) (20 Active Points); Increased Endurance Cost (x3 END; -1), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

9 Evil Eye Pain:  Penalty Skill Levels:  +3 vs. Hit Location modifiers with All Attacks, Ranged (+½), Usable As Attack (+1) (22 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

10 Evil Eye Blind:  Sight Group Flash 2d6, Uncontrolled (+½), Continuous (+1) (25 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

21 Evil Eye Death:  Killing Attack - Ranged 6d6 (90 Active Points); Increased Endurance Cost (x4 END; -1 ½), Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 Negates; -½), Spell (-½), Limited Range (-¼), No Knockback (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 36

 

35 Astral Projection:  (Total: 94 Active Cost, 35 Real Cost) Desolidification , Costs END Only To Activate (+¼) (50 Active Points); Limited Power Power loses about half of its effectiveness (Leaves Body Behind; -1), Spell (-½), Side Effects (Side Effect always occurs whenever the character does some specific act; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) (Real Cost: 17) plus Invisibility to Sight, Hearing, Smell/Taste and Touch Groups , Costs END Only To Activate (+¼) (44 Active Points); Linked (Desolidification; Lesser Power can only be used when character uses greater Power at full value; -¾), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) (Real Cost: 18) 7

 

12 Commune with Animals:  Animal Friendship, Uncontrolled (+½) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Save vs Ego at -2 negates; -½), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

7 Float:  Flight 6", Costs END Only To Activate (+¼) (15 Active Points); Spell (-½), Only In Contact With A Surface (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 1

 

33 Fuel Flame:  Succor 8d6, Costs END Only To Activate (+¼), Uncontrolled (+½), Ranged (+½) (90 Active Points); Limited Power Power loses about half of its effectiveness (Only to fuel flames; -1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 8

 

21 Mind Wipe:  Major Transform 2d6, Variable Special Effects (Limited Group of SFX; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only to wipe memories; -½), Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 14

 

5 Force Field (4 PD/4 ED), Costs END Only To Activate (+¼), Uncontrolled (+½) (14 Active Points); Increased Endurance Cost (x3 END; -½), Ablative BODY Only (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

 

21 Cure / Cause Insanity:  Major Transform 2d6, Variable Special Effects (Limited Group of SFX; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only to cure or cause insanities; -½), Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 14

 

11 Extended TK:  Telekinesis (10 STR), Costs END Only To Activate (+¼), Uncontrolled (+½) (26 Active Points); Spell (-½), Limited Range (-¼), Increased Endurance Cost (x2 END; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

13 Mind Control 14d6 (70 Active Points); Increased Endurance Cost (x4 END; -1 ½), Limited Power Power loses about two-thirds of its effectiveness (Leaves body behind; -1 ½), No Range (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 28

 

18 Sight and Hearing Groups Images 1" radius, +/-8 to PER Rolls, Alterable Size, Costs END Only To Activate (+¼) (55 Active Points); Limited Power Power loses about a third of its effectiveness (Ego roll at -2 negates; -½), Increased Endurance Cost (x3 END; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 12

 

11 Heal Others:  Healing BODY 3d6 (30 Active Points); Increased Endurance Cost (x3 END; -1), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 9

 

27 MassHypnotic Suggestion:  Mind Control 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); Spell (-½), Normal Range (-¼), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

 

12 Teleportation 15", x4 Noncombat (35 Active Points); Increased Endurance Cost (x3 END; -1), Spell (-½), no Noncombat movement (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 9

 

28 Nightmares:  Mental Illusions 12d6, Personal Immunity (+¼), Area Of Effect (8" Radius; +1) (135 Active Points); Limited Power Power loses about half of its effectiveness (Only to create nightmares; -1), Limited Power Power loses about half of its effectiveness (Only vs sleeping targets; -1), No Range (-½), Limited Power Power loses about a third of its effectiveness (Ego roll at -2 negates; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 13

 

33 Recurring Nightmares:  Mental Illusions 14d6, Uncontrolled (+½), Continuous (+1) (175 Active Points); Limited Power Power loses about half of its effectiveness (Only to create nightmares; -1), Limited Power Power loses about half of its effectiveness (Only vs sleeping targets; -1), No Range (-½), Limited Power Power loses about a third of its effectiveness (Ego roll at -2 negates; -½), Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 34

 

32 Phantasms:  Sight Group Images 1" radius, +/-10 to PER Rolls, Alterable Size, Personal Immunity (+¼), Uncontrolled (+½) (79 Active Points); Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Range (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 16

 

22 (Total: 51 Active Cost, 22 Real Cost) Healing BODY 3d6, Reduced Endurance (0 END; +½) (45 Active Points); Self Only (-½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) (Real Cost: 20) plus Recovery  (6 REC); (6 Active Points); Limited Recovery (-2) (Real Cost: 2)

 

5 Mind Block AE:  +4 Mental Defense (11 points total), Uncontrolled (+½), Usable Simultaneously (up to 32 people at once; +1 ½) (18 Active Points); Increased Endurance Cost (x4 END; -1 ½), Requires A Skill Roll (-½), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 8

 

16 Insert Memory:  Major Transform 2d6, Variable Special Effects (Limited Group of SFX; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); Increased Endurance Cost (x4 END; -1 ½), No Range (-½), Limited Power Power loses about a third of its effectiveness (Only to wipe memories; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 28

 

12 Alter Personality:  Major Transform 2d6, Variable Special Effects (Limited Group of SFX; +¼), Based On EGO Combat Value (Mental Defense applies; +1) (67 Active Points); Increased Endurance Cost (x7 END; -3), No Range (-½), Limited Power Power loses about a third of its effectiveness (Only to wipe memories; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 49

 

102 Mental Illusions 16d6, Uncontrolled (+½), Area Of Effect (20" Radius; +1), Continuous (+1) (280 Active Points); No Range (-½), Increased Endurance Cost (x2 END; -½), Spell (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 56

 

Talents

3 Bump Of Direction

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

 

Skills

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

5 Language (imitate dialects)

5 Language (imitate dialects)

5 Language (imitate dialects)

 

10 +2 with DCV

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

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

7 Riding 13-

2 WF:  Blades, Staff

7 Paramedics 14-

7 Stealth 13-

3 KS: Locate Secret Comp/Doors 12-

8 KS: Dowsing 17-

3 Lockpicking 11-

3 Sleight Of Hand 11-

3 Forgery 12-

3 Disguise 12-

3 KS: Trap Skin Small 12-

 

6 KS: Demon/Devil Lore 15-

6 KS: Faerie Lore 15-

8 Science Skill:  Math 17-

4 KS: Recog Poison 13-

5 KS: Religious Doct 14-

4 KS: History 13-

7 Mimicry 14-

5 PS: Tailor 14-

5 PS: Cook 14-

3 KS: Recog Prec Metal/Stones 12-

5 PS: Sing 14-

5 PS: Paint 14-

 

 

 

Total Powers & Skill Cost:  964

Total Cost:  1037

 

200+ Disadvantages

20 Psychological Limitation:  Superiority Complex (Very Common; Strong)

817 Experience Points

 

Total Disadvantage Points:  1037

Earned Experience:  0

Spent Experience:  817

Unspent Experience:  0

 

Background/History:  Max is now almost at the pinnacle of his art. He chafes at the limitations of his body and the need to have guards to protect him when he works. But there is no denying his power and he is a valued member of his current group of explorers/adventurers.

 

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The later powers of the Mind Mage are a little lack luster compared to those that came before. But the extra ISP are useful to power his abilities. Like the other Magic using classes they start small but rapidly gain A LOT of power.


Next up the Men of Clergy: Priest of Light Priest of Darkness Shaman Druid

 

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Healer!  We need a Healer.  What?  Not till Level 2?  Well come along, we'll tolerate you till you become useful!

 

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2019 #112 PFRPG Priest of Light 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

15 CON 10 12-

10 BODY 0 11-

11 INT 1 11- PER Roll 11-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

5 PD 2 Total:  5 PD (0 rPD)

5 ED 2 Total:  5 ED (0 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

30 END 0

25 STUN 0 Total Characteristic Cost:  52

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

12 Exorcism:  Dispel 14d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1) (105 Active Points); Extra Time (6 Hours, -3 ½), Activation Roll 8- (-2), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), IIF (-¼), Arrangement (-¼), No Range (-½)

 

1 Penance Resist Thirst Hunger:  Life Support  (Eating: Character only has to eat once per week); Side Effects (-½)

 

7 Remove Curse:  Dispel 14d6, Reduced Endurance (0 END; +½) (63 Active Points); 1 Charge (-2), Activation Roll 8- (-2), Extra Time (5 Minutes, -2), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), No Range (-½) [1]

 

17 Turn Dead:  Dispel 10d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Activation Roll 8- (-2), Limited Power Power loses about half of its effectiveness (Only to dispel Undead; -1), No Range (-½)

 

 

8 Prayer of Strength:  Aid  Exorcism  Remove Curse  Resurrection Turn Dead 5d6 (50 Active Points); Activation Roll 8- (-2), 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Split evenly to all five; -1), Self Only (-½) [2]

 

7 Prayer of Communion:  Precognitive Clairsentience (Sight Group) (40 Active Points); Activation Roll 8- (-2), 2 Charges (-1 ½), Precognition/Retrocognition Only (-1), Limited Power Power loses about a third of its effectiveness (Even if Activated will only be successful on a 12-; -½) [2]

 

109 Prayer Of Intervention:  Variable Power Pool (Only to cast spells or create scroll), 100 base + 9 control cost, all slots Ranged (+½) (175 Active Points); Activation Roll 8- (-2), 1 Charge (-2); all slots Limited Power Power loses almost all of its effectiveness (Only to cast spells god knows or make scroll of spell; -2), Spell (-½), Does Not Provide Mental Awareness (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

 

8 Endurance Reserve  (100 END, 5 REC) Reserve:  (15 Active Points); 1 Charge (-2) [1]

 

Perks

5 Favor

1 Money:  Well Off

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

24 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 8-

 

Talents

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

 

Skills

3 Language (completely fluent)

 

0 WF:  Clubs

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

3 Paramedics 11-

3 Riding 12-

3 Stealth 12-

 

3 KS: Demon Devil Lore 11-

3 KS: Faerie Lore 11-

3 Science Skill:  Math 11-

3 KS: Religious Doct 11-

3 Language (completely fluent)

3 KS: Recognise Poison 11-

 

Total Powers & Skill Cost:  242

Total Cost:  294

 

200+ Disadvantages

10 Hunted:  8- (Mo Pow; NCI; Watching)

15 Psychological Limitation:  Wants to show the power of his faith (Common; Strong)

69 Experience Points

 

Total Disadvantage Points:  294

Earned Experience:  0

Spent Experience:  69

Unspent Experience:  0

 

Background/History:  Gunthar was a follower of ( blank) and finally had finished his studies to become a low level acolyte of the god(dess) her served.  Now he is eager to demonstrate his/her benevolence to others. 

 

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A few things to note here:

1) I have listed no spells.  The reason for this is it depends on which god you choose as your patron.  First there are the god(dess) that can use Wizard magic.  If they can, than you can select one spell of your level or lower for each level of experience.  So at level 3 you can have three spells most likely one of each level.  Now it gets a bit more complicated.  If your patron has Warlock spells it is unclear whether you can use them.  In our campaigns we went with the idea that they were spells and so counted.  So if the patron had Water Warlock abilities, you get Water Warlock spell.  Now if your patron has Diabolist/Summoner/Mindmage abilities you get ......NOTHING!!!   Those are not spells and so do not count.  And if you have a Patron who has no magic abilities, well you get .......Nothing!!!

 

2) which leads to the uselessness of having and end batter (ie Spells/day) for these particular patrons.

 

3) which also make the Prayer of Intervention USELESS for these patrons.  Basically this is 117 pts that do nothing!  Which lead to everyone picking only from a small select group

Wizard casters    Kym-nark-mar     Chantico    Kirgi      Vald-Tegor     Utu    Tolmet   Od     Set     Anubis    Thoth    Isis    Yin Sloth   Pith  Tark    

 

Warlock casters   Zandragal   Kormath    Aco   Juggernaught   Epim   Hocknar    Heim    Algor     Apepi    Amon   Ra    Horus   Bennu   Apis    

 

Others     Styphon   The entire Pantheon of Rurga   Locknar  Anhur

 

Underline is a good diety  Italic is a neutral diety  All else are evil diety!

 

 

So basically if you are a priest of light  pick carefully or you might be shooting yourself in the foot!

 

4)  Eventually some DMs in our area tried to houserule how you could get spells from a diety like Rurga, but it required A LOT of handwavium.  

 

 

I heard the in the latest edition has supposedly fixed this, with some limitations.  We liked the idea that each diety had a separate spell list and that each priest could have very different spell lists.  But later DND took this idea (Spheres) and I think did it a bit better.  Ideally each diety would have a spell list specific to them (like domains) and some others to choose from as general purpose abilities.  But that would be its own book!  

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Just figured out a reason NOT to have Warlock spells as possibilities. Take Warlock spell such as Ball Lightning. Use Prayer of Intervention to make it into a scroll. Gift it to a Wizard, who uses Scroll Conversion to make it into a workable spell. Now we can add Ball Lightning to the Wizard list of spells. Repeat adnauseum until entire Warlock spell list is now Wizard spells. So why are we playing a Warlock again?

So if we go with that idea, then only the Wizard casting deities can gift spells. So if you are a PoL then you have 4 deities out of 36 (11%) that can get you spells. The rest make you a healbot!

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Gunthar's Evil Twin Skippy!

 

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2019 #115 PFRPG Priest of Darkness 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

15 CON 10 12-

10 BODY 0 11-

11 INT 1 11- PER Roll 11-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

5 PD 2 Total:  5 PD (0 rPD)

5 ED 2 Total:  5 ED (0 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

30 END 0

25 STUN 0 Total Characteristic Cost:  52

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

12 Exorcism:  Dispel 14d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1) (105 Active Points); Extra Time (6 Hours, -3 ½), Activation Roll 8- (-2), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), IIF (-¼), Arrangement (-¼), No Range (-½)

 

1 Penance Resist Thirst Hunger:  Life Support  (Eating: Character only has to eat once per week); Side Effects (-½)

 

5 Remove Curse:  Dispel 14d6 (42 Active Points); 1 Charge (-2), Activation Roll 8- (-2), Extra Time (5 Minutes, -2), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), No Range (-½) [1]

 

17 Turn Dead:  Dispel 10d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Activation Roll 8- (-2), Limited Power Power loses about half of its effectiveness (Only to dispel Undead; -1), No Range (-½)

 

22 Curses:  Multipower, 105-point reserve,  (105 Active Points); all slots 2 Charges (-1 ½), Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Incantations (-¼)

3u 1)  Curse of Pox:  Major Transform 7d6 (105 Active Points); Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Limited Range (-¼), Incantations (-¼)

3u 2)  Fever:  Major Transform 7d6 (105 Active Points); Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Incantations (-¼)

3u 3)  Ill Luck:  Major Transform 7d6 (105 Active Points); Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Limited Range (-¼), Incantations (-¼)

 

12 Prayer of Strength:  Aid  Exorcism  Remove Curse  Resurrection Turn Dead 5d6, Persistent (+½) (75 Active Points); Activation Roll 8- (-2), 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Split evenly to all five; -1), Self Only (-½) [2]

 

7 Prayer of Communion:  Precognitive Clairsentience (Sight Group) (40 Active Points); Activation Roll 8- (-2), 2 Charges (-1 ½), Precognition/Retrocognition Only (-1), Limited Power Power loses about a third of its effectiveness (Even if Activated will only be successful on a 12-; -½) [2]

 

14 Minion of Darkness:  Summon 250-point creatures, Weak-Willed -2 on EGO Rolls (+¼) (62 Active Points); Activation Roll 8- (-2), 2 Charges (-1 ½) [2]

 

8 Endurance Reserve  (100 END, 5 REC) Reserve:  (15 Active Points); 1 Charge (-2) [1]

 

Perks

1 Money:  Well Off

5 Favor

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

24 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 8-

 

Talents

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

 

Skills

3 Language (completely fluent)

 

0 WF:  Clubs

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

3 Paramedics 11-

3 Riding 12-

3 Stealth 12-

 

3 KS: Demon Devil Lore 11-

3 KS: Faerie Lore 11-

3 Science Skill:  Math 11-

3 KS: Religious Doct 11-

3 Language (completely fluent)

3 KS: Recognise Poison 11-

 

Total Powers & Skill Cost:  173

Total Cost:  225

 

200+ Disadvantages

15 Hunted:  11- (Mo Pow; NCI; Watching)

20 Psychological Limitation:  Desire to dominate (Very Common; Strong)

 

Total Disadvantage Points:  225

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Ganthar was a malicious child, delighting in getting others into trouble and threatening them with dire results if they failed to do his bidding. Eventually he would get caught and punished. But it was always the fault of others. Soon he fell in with the cult of (Blank) so he can get revenge on all those people who slighted him!

 

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We always had players who liked to play the Priests of Darkness. First it was EVUL! Then there was the lack of silly moral constraints that stopped you from doing things like torture (when necessary only!) But if my calculations are correct it was because 10 out of the 36 deities (27%) are Wizard casters. Also if you have a deity that grants no spell, well you have only lost the spells. Summon Minion works regardless of your spell patron. [Oh side note I forgot to add Summon Undead which would add another 10 pts ] Add the curses and the PoD starts looking like a more viable PC choice.

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Gunthar has risen up in the Organization

 

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2019 #113 PFRPG Priest of Light 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

15 CON 10 12-

14 BODY 8 12-

11 INT 1 11- PER Roll 11-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 3 Total:  6 ED (0 rED)

3 SPD 5 Phases:  4, 8, 12

6 REC 0

30 END 0

29 STUN 0 Total Characteristic Cost:  67

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

13 Exorcism:  Dispel 14d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1) (105 Active Points); Extra Time (6 Hours, -3 ½), Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), IIF (-¼), Arrangement (-¼), No Range (-½)

 

7 Healing BODY 1d6, Reduced Endurance (0 END; +½) (15 Active Points); Extra Time (Extra Phase, -¾), Others Only (-½)

 

1 Penance Resist Thirst Hunger:  Life Support  (Eating: Character only has to eat once per week); Side Effects (-½)

 

8 Remove Curse:  Dispel 14d6, Reduced Endurance (0 END; +½) (63 Active Points); 1 Charge (-2), Extra Time (5 Minutes, -2), Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), No Range (-½) [1]

 

12 resurrection:  Healing BODY 4d6, Resurrection, Reduced Endurance (0 END; +½) (90 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Activation Roll 8- (-2), Resurrection Only (-½), Others Only (-½)

 

19 Turn Dead:  Dispel 10d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Activation Roll 10- (-1 ¼), Limited Power Power loses about half of its effectiveness (Only to dispel Undead; -1), No Range (-½), Concentration (½ DCV; -¼)

 

 

15 Prayer of Strength:  Aid  Exorcism  Remove Curse  Resurrection Turn Dead 5d6, Persistent (+½) (75 Active Points); 2 Charges (-1 ½), Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Split evenly to all five; -1), Self Only (-½) [2]

 

8 Prayer of Communion:  Precognitive Clairsentience (Sight Group) (40 Active Points); 2 Charges (-1 ½), Activation Roll 11- (-1), Precognition/Retrocognition Only (-1), Limited Power Power loses about a third of its effectiveness (Even if Activated will only be successful on a 12-; -½) [2]

 

138 Prayer Of Intervention:  Variable Power Pool (Only to cast spells or create scroll), 125 base + 13 control cost, all slots Ranged (+½) (218 Active Points); 1 Charge (-2), Activation Roll 10- (-1 ¼); all slots Limited Power Power loses almost all of its effectiveness (Only to cast spells god knows or make scroll of spell; -2), Spell (-½), Does Not Provide Mental Awareness (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

 

21 Endurance Reserve  (280 END, 5 REC) Reserve:  (33 Active Points); 6 Charges (-¾) [6]

 

Perks

5 Favor

1 Money:  Well Off

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

24 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 8-

 

Talents

7 Deadly Blow:  +2d6 (any circumstances, any HTH weapon) (20 Active Points); Activation Roll 8- (-2)

 

Skills

5 Language (imitate dialects)

 

10 +2 with DCV

0 WF:  Clubs

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

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

5 Paramedics 12-

5 Riding 13-

3 Stealth 12-

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

3 KS: Locate Secret Comp Door 11-

3 Disguise 11-

 

4 KS: Demon Devil Lore 12-

4 KS: Faerie Lore 12-

3 Science Skill:  Math 11-

5 KS: Religious Doct 13-

3 Language (completely fluent)

3 KS: Recognise Poison 11-

3 KS: History 11-

3 Language (completely fluent)

3 PS: Painter 11-

3 PS: Cook 11-

 

Total Powers & Skill Cost:  359

Total Cost:  426

 

200+ Disadvantages

10 Hunted:  8- (Mo Pow; NCI; Watching)

15 Psychological Limitation:  Wants to show the power of his faith (Common; Strong)

201 Experience Points

 

Total Disadvantage Points:  426

Earned Experience:  0

Spent Experience:  201

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

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Gunthar is very similar to what he was at level 1.  His biggest addition is a Healing Touch ability.  This is what other players want in a PoL.  Just sit back, don't do anything that can get you killed and heal everyone.  This is because if you are wounded, well SOOL.  If you can cast spells, bonus.  But as we have seen, the spellcasting deities for PoL are ..... limited!

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Ganthar is now in a position to get REVENGE on all those who slighted him, defied him, opposed him.  And their family, and their friends and their family and friends and their.... Whatever!

 

Quote

2019 #116 PFRPG Priest of Darkness 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

15 CON 10 12-

14 BODY 8 12-

11 INT 1 11- PER Roll 11-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 3 Total:  6 ED (0 rED)

3 SPD 5 Phases:  4, 8, 12

6 REC 0

30 END 0

29 STUN 0 Total Characteristic Cost:  67

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

13 Exorcism:  Dispel 14d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1) (105 Active Points); Extra Time (6 Hours, -3 ½), Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), IIF (-¼), Arrangement (-¼), No Range (-½)

 

7 Healing BODY 1d6, Reduced Endurance (0 END; +½) (15 Active Points); Extra Time (Extra Phase, -¾), Others Only (-½)

 

1 Penance Resist Thirst Hunger:  Life Support  (Eating: Character only has to eat once per week); Side Effects (-½)

 

5 Remove Curse:  Dispel 14d6 (42 Active Points); 1 Charge (-2), Extra Time (5 Minutes, -2), Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), No Range (-½) [1]

 

12 resurrection:  Healing BODY 4d6, Resurrection, Reduced Endurance (0 END; +½) (90 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Activation Roll 8- (-2), Resurrection Only (-½), Others Only (-½)

 

19 Turn Dead:  Dispel 10d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Activation Roll 10- (-1 ¼), Limited Power Power loses about half of its effectiveness (Only to dispel Undead; -1), No Range (-½), Concentration (½ DCV; -¼)

 

20 Curses:  Multipower, 105-point reserve,  (105 Active Points); all slots Activation Roll 9- (-1 ½), 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Incantations (-¼)

3u 1)  Curse of Pox:  Major Transform 7d6 (105 Active Points); Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Limited Range (-¼), Incantations (-¼)

3u 2)  Fever:  Major Transform 7d6 (105 Active Points); Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Incantations (-¼)

3u 3)  Ill Luck:  Major Transform 7d6 (105 Active Points); Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Limited Range (-¼), Incantations (-¼)

 

15 Prayer of Strength:  Aid  Exorcism  Remove Curse  Resurrection Turn Dead 5d6, Persistent (+½) (75 Active Points); 2 Charges (-1 ½), Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Split evenly to all five; -1), Self Only (-½) [2]

 

8 Prayer of Communion:  Precognitive Clairsentience (Sight Group) (40 Active Points); 2 Charges (-1 ½), Activation Roll 11- (-1), Precognition/Retrocognition Only (-1), Limited Power Power loses about a third of its effectiveness (Even if Activated will only be successful on a 12-; -½) [2]

 

16 Minion of Darkness:  Summon 250-point creatures, Weak-Willed -2 on EGO Rolls (+¼) (62 Active Points); 2 Charges (-1 ½), Activation Roll 10- (-1 ¼) [2]

 

21 Endurance Reserve  (280 END, 5 REC) Reserve:  (33 Active Points); 6 Charges (-¾) [6]

 

Perks

1 Money:  Well Off

5 Favor

3 Reputation (A small to medium sized group) 8-, +3/+3d6

24 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 8-

 

Talents

7 Deadly Blow:  +2d6 (any circumstances, any HTH weapon) (20 Active Points); Activation Roll 8- (-2)

 

Skills

5 Language (imitate dialects)

 

10 +2 with DCV

0 WF:  Clubs

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

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

5 Paramedics 12-

5 Riding 13-

3 Stealth 12-

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

3 KS: Locate Secret Comp Door 11-

3 Disguise 11-

 

4 KS: Demon Devil Lore 12-

4 KS: Faerie Lore 12-

3 Science Skill:  Math 11-

5 KS: Religious Doct 13-

3 Language (completely fluent)

3 KS: Recognise Poison 11-

3 KS: History 11-

3 Language (completely fluent)

3 PS: Painter 11-

3 PS: Cook 11-

 

Total Powers & Skill Cost:  264

Total Cost:  331

 

200+ Disadvantages

15 Hunted:  11- (Mo Pow; NCI; Watching)

20 Psychological Limitation:  Desire to dominate (Very Common; Strong)

96 Experience Points

 

Total Disadvantage Points:  331

Earned Experience:  0

Spent Experience:  96

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

See PoL entry above.  

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Gunthar the High Priest

 

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2019 #114 PFRPG Priest of Light 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

15 CON 10 12-

17 BODY 14 12-

11 INT 1 11- PER Roll 11-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

7 PD 4 Total:  7 PD (0 rPD)

7 ED 4 Total:  7 ED (0 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

32 STUN 0 Total Characteristic Cost:  85

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

13 Exorcism:  Dispel 14d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1) (105 Active Points); Extra Time (6 Hours, -3 ½), Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), IIF (-¼), Arrangement (-¼), No Range (-½)

 

7 Healing BODY 1d6, Reduced Endurance (0 END; +½) (15 Active Points); Extra Time (Extra Phase, -¾), Others Only (-½)

 

1 Penance Resist Thirst Hunger:  Life Support  (Eating: Character only has to eat once per week); Side Effects (-½)

 

9 Remove Curse:  Dispel 14d6, Reduced Endurance (0 END; +½) (63 Active Points); 1 Charge (-2), Extra Time (5 Minutes, -2), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), Activation Roll 12- (-¾), No Range (-½) [1]

 

15 resurrection:  Healing BODY 4d6, Resurrection, Reduced Endurance (0 END; +½) (90 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Activation Roll 12- (-¾), Resurrection Only (-½), Others Only (-½)

 

21 Turn Dead:  Dispel 10d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Limited Power Power loses about half of its effectiveness (Only to dispel Undead; -1), Activation Roll 12- (-¾), No Range (-½), Concentration (½ DCV; -¼)

 

 

18 Prayer of Strength:  Aid  Exorcism  Remove Curse  Resurrection Turn Dead 5d6, Persistent (+½) (75 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Split evenly to all five; -1), Self Only (-½), Activation Roll 15- (-¼) [2]

 

8 Prayer of Communion:  Precognitive Clairsentience (Sight Group) (40 Active Points); 2 Charges (-1 ½), Precognition/Retrocognition Only (-1), Activation Roll 13- (-¾), Limited Power Power loses about a third of its effectiveness (Even if Activated will only be successful on a 12-; -½) [2]

 

167 Prayer Of Intervention:  Variable Power Pool (Only to cast spells or create scroll), 150 base + 17 control cost, all slots Ranged (+½) (262 Active Points); 1 Charge (-2), Activation Roll 14- (-½); all slots Limited Power Power loses almost all of its effectiveness (Only to cast spells god knows or make scroll of spell; -2), Spell (-½), Does Not Provide Mental Awareness (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

 

50 Endurance Reserve  (560 END, 5 REC) Reserve:  (61 Active Points); 12 Charges (-¼) [12]

 

Perks

5 Favor

1 Money:  Well Off

3 Reputation (A small to medium sized group) 11-, +3/+3d6

24 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 8-

 

Talents

7 Deadly Blow:  +2d6 (any circumstances, any HTH weapon) (20 Active Points); Activation Roll 8- (-2)

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

 

Skills

5 Language (imitate dialects)

 

10 +2 with DCV

0 WF:  Clubs

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

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

13 Paramedics 16-

7 Riding 14-

3 Stealth 12-

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

3 KS: Locate Secret Comp Door 11-

3 Disguise 11-

3 Forgery 11-

3 KS: ID Plants Fruits 11-

3 KS: Use Poison 11-

 

8 KS: Demon Devil Lore 16-

8 KS: Faerie Lore 16-

6 Science Skill:  Math 14-

9 KS: Religious Doct 17-

5 Language (imitate dialects)

5 KS: Recognise Poison 13-

3 KS: History 11-

5 Language (imitate dialects)

6 PS: Painter 14-

4 PS: Cook 12-

 

Total Powers & Skill Cost:  487

Total Cost:  572

 

200+ Disadvantages

10 Hunted:  8- (Mo Pow; NCI; Watching)

15 Psychological Limitation:  Wants to show the power of his faith (Common; Strong)

347 Experience Points

 

Total Disadvantage Points:  572

Earned Experience:  0

Spent Experience:  347

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

 

 

So Gunthar has two possible builds (Three if you allow Warlock Spells to be cast, just be aware of the major problem I iterated above)

1) He has access to Wizard spells.  In which case keep all as is and add about 400-500 pts worth of spells [ See Wizard entries for some possibilities]

2) He has access to Warlock spells.  Same as above, just refer to Warlock entries for possibilities

3) He has no access to spells at all.  Then leave as is and realize you spent 210 pts for nothing

 

Sorry if I harp on this, but as a long time Hero player and Palladium player to see the obvious oversight in game development [ this game was play tested, I KNOW one of the play tester] that we didn't see then is .... disconserting!

 

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Now I will have my REVENGE!!!!

 

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2019 #117 PFRPG Priest of Darkness 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

15 CON 10 12-

17 BODY 14 12-

11 INT 1 11- PER Roll 11-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

7 PD 4 Total:  7 PD (0 rPD)

7 ED 4 Total:  7 ED (0 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

32 STUN 0 Total Characteristic Cost:  85

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

13 Exorcism:  Dispel 14d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1) (105 Active Points); Extra Time (6 Hours, -3 ½), Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), IIF (-¼), Arrangement (-¼), No Range (-½)

 

7 Healing BODY 1d6, Reduced Endurance (0 END; +½) (15 Active Points); Extra Time (Extra Phase, -¾), Others Only (-½)

 

1 Penance Resist Thirst Hunger:  Life Support  (Eating: Character only has to eat once per week); Side Effects (-½)

 

9 Remove Curse:  Dispel 14d6, Reduced Endurance (0 END; +½) (63 Active Points); 1 Charge (-2), Extra Time (5 Minutes, -2), Limited Power Power loses about half of its effectiveness (Only to dispel Curses; -1), Activation Roll 12- (-¾), No Range (-½) [1]

 

15 resurrection:  Healing BODY 4d6, Resurrection, Reduced Endurance (0 END; +½) (90 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Activation Roll 12- (-¾), Resurrection Only (-½), Others Only (-½)

 

21 Turn Dead:  Dispel 10d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Limited Power Power loses about half of its effectiveness (Only to dispel Undead; -1), Activation Roll 12- (-¾), No Range (-½), Concentration (½ DCV; -¼)

 

22 Curses:  Multipower, 105-point reserve,  (105 Active Points); all slots 2 Charges (-1 ½), Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Incantations (-¼)

3u 1)  Curse of Pox:  Major Transform 7d6 (105 Active Points); Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Limited Range (-¼), Incantations (-¼)

3u 2)  Fever:  Major Transform 7d6 (105 Active Points); Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Incantations (-¼)

3u 3)  Ill Luck:  Major Transform 7d6 (105 Active Points); Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Con Roll Negates Effect; -1), Limited Range (-¼), Incantations (-¼)

 

18 Prayer of Strength:  Aid  Exorcism  Remove Curse  Resurrection Turn Dead 5d6, Persistent (+½) (75 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Split evenly to all five; -1), Self Only (-½), Activation Roll 15- (-¼) [2]

 

8 Prayer of Communion:  Precognitive Clairsentience (Sight Group) (40 Active Points); 2 Charges (-1 ½), Precognition/Retrocognition Only (-1), Activation Roll 13- (-¾), Limited Power Power loses about a third of its effectiveness (Even if Activated will only be successful on a 12-; -½) [2]

 

19 Minion of Darkness:  Summon 250-point creatures, Weak-Willed -2 on EGO Rolls (+¼) (62 Active Points); 2 Charges (-1 ½), Activation Roll 13- (-¾) [2]

 

50 Endurance Reserve  (560 END, 5 REC) Reserve:  (61 Active Points); 12 Charges (-¼) [12]

 

Perks

1 Money:  Well Off

5 Favor

3 Reputation (A small to medium sized group) 8-, +3/+3d6

24 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 8-

 

Talents

7 Deadly Blow:  +2d6 (any circumstances, any HTH weapon) (20 Active Points); Activation Roll 8- (-2)

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

 

Skills

5 Language (imitate dialects)

 

10 +2 with DCV

0 WF:  Clubs

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

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

13 Paramedics 16-

7 Riding 14-

3 Stealth 12-

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

3 KS: Locate Secret Comp Door 11-

3 Disguise 11-

3 Forgery 11-

3 KS: ID Plants Fruits 11-

3 KS: Use Poison 11-

 

8 KS: Demon Devil Lore 16-

8 KS: Faerie Lore 16-

6 Science Skill:  Math 14-

9 KS: Religious Doct 17-

5 Language (imitate dialects)

5 KS: Recognise Poison 13-

3 KS: History 11-

5 Language (imitate dialects)

6 PS: Painter 14-

4 PS: Cook 12-

 

Total Powers & Skill Cost:  370

Total Cost:  455

 

200+ Disadvantages

15 Hunted:  11- (Mo Pow; NCI; Watching)

20 Psychological Limitation:  Desire to dominate (Very Common; Strong)

220 Experience Points

 

Total Disadvantage Points:  455

Earned Experience:  0

Spent Experience:  220

Unspent Experience:  0

 

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See PoL!

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I've always been good with animals

 

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#118 PFRPG Druid Level 1

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

20 CON 20 13-

10 BODY 0 11-

16 INT 6 12- PER Roll 12-

11 EGO 2 11- ECV:  4

10 PRE 0 11- PRE Attack:  2d6

14 COM 2 12-

 

5 PD 2 Total:  5 PD (0 rPD)

5 ED 1 Total:  5 ED (0 rED)

2 SPD 0 Phases:  6, 12

7 REC 0

40 END 0

27 STUN 0 Total Characteristic Cost:  42

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

7 Animal Friendship (20 Active Points); Activation Roll 8- (-2)

 

13 Calm Animal:  Mind Control 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Activation Roll 8- (-2), Limited Power Power loses about half of its effectiveness (Only to calm; -1), Limited Power Power loses about a third of its effectiveness (Only on Animals; -½)

 

17 Control Animal:  Mind Control 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Activation Roll 8- (-2), Limited Power Power loses about a third of its effectiveness (Only on Animals; -½)

 

17 Summon Totem:  Summon 8 150-point creatures, Reduced Endurance (0 END; +½) (67 Active Points); Activation Roll 8- (-2), Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½)

 

7 Multiform (150 Character Points in the most expensive form) (x8 Number Of Forms) (45 Active Points); Activation Roll 8- (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; Druid may be frozen in animal form for up to three Months; -2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; Druid has 13- chance to revert to an animal IQ for 10 Minutes; -1)

 

 

Perks

24 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 8-

5 Favor

 

Skills

3 PS: Dowsing 12-

3 ID plants/ Fruits:  KS 12-

3 Language (completely fluent)

3 Language (completely fluent)

 

5 +1 with DCV

0 WF:  Clubs

3 Tracking 12-

3 Stealth 11-

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

3 Paramedics 12-

3 Riding 11-

 

3 KS: Demon Devil Lore 12-

3 KS: Faerie Lore 12-

3 KS: Recog Poison 12-

3 Language (completely fluent)

3 Language (completely fluent)

3 KS: History 12-

3 PS: Cook 12-

 

 

Total Powers & Skill Cost:  141

Total Cost:  183

 

200+ Disadvantages

 

Total Disadvantage Points:  183

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Danila always liked animals.  They always seemed calmer around her and even the most ill tempered beast calmed down near her.  Eventually a wandering hermit noted her ability and took her with him as an apprentice.  After a few years of grueling training, she's back to aid her clan.  One she has offered her help to is Sir Bret and his band as an animal handler!

 

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So after DnD Druid, this was ...... underwhelming.  One person chose this class and lasted to level five and then begged to be allowed to make a new character.  He was just was tired of his main feature being so hit or miss, AND being as dangerous to allies as to enemies.  No heals, no weather control, no clairvoyance.  Just shapechange with severe limitations.  So take DND Druid, remove the spell list and make wild shape be their only ability with major side effects.....Even the DM called him a glorified Mercenary!

 

I think this class was added to pad the number of classes.  PFRPG billed itself as thirteen playable races and TWENTY Classes.  This and the next class really seem to hint this idea!

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So if I could talk to the animals...'

 

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#119 PFRPG Druid Level 5

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

20 CON 20 13-

10 BODY 0 11-

16 INT 6 12- PER Roll 12-

11 EGO 2 11- ECV:  4

10 PRE 0 11- PRE Attack:  2d6

14 COM 2 12-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 2 Total:  6 ED (0 rED)

3 SPD 8 Phases:  4, 8, 12

7 REC 0

40 END 0

27 STUN 0 Total Characteristic Cost:  52

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

11 Animal Friendship (20 Active Points); Activation Roll 12- (-¾)

 

18 Calm Animal:  Mind Control 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only to calm; -1), Activation Roll 12- (-¾), Limited Power Power loses about a third of its effectiveness (Only on Animals; -½)

 

27 Control Animal:  Mind Control 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Activation Roll 12- (-¾), Limited Power Power loses about a third of its effectiveness (Only on Animals; -½)

 

24 Summon Totem:  Summon 8 150-point creatures, Reduced Endurance (0 END; +½) (67 Active Points); Activation Roll 12- (-¾), Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½)

 

16 Multiform (200 Character Points in the most expensive form) (x8 Number Of Forms) (55 Active Points); Activation Roll 11- (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; Druid may be frozen in animal form for up to three Months; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; Druid has 8- chance to revert to an animal IQ for 10 Minutes; -½)

 

5 Increased Arc Of Perception (240 Degrees) with Sight Group

5 Nightvision

3 Bump Of Direction

10 +2 with DCV

 

 

Perks

27 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 11-

5 Favor

30 Familiar:  Follower

Notes:  !50 point base

 

Talents

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

 

Skills

5 PS: Dowsing 14-

3 ID plants/ Fruits:  KS 12-

5 Language (imitate dialects)

5 Language (imitate dialects)

 

5 +1 with DCV

1 WF:  Clubs, Crossbows

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

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

3 Tracking 12-

3 Stealth 11-

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

5 Paramedics 13-

7 Riding 13-

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

3 KS: Trap Skin Small 12-

 

5 KS: Demon Devil Lore 14-

5 KS: Faerie Lore 14-

3 KS: Recog Poison 12-

5 Language (imitate dialects)

5 Language (imitate dialects)

3 KS: History 12-

4 PS: Cook 13-

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

3 PS: Carpentry 12-

3 KS: Plant Farm Lore 12-

3 PS: Play Wind 12-

 

 

Total Powers & Skill Cost:  296

Total Cost:  348

 

200+ Disadvantages

 

Total Disadvantage Points:  348

Earned Experience:  0

Spent Experience:  148

Unspent Experience:  0

 

Background/History:  Danila has improved her control. But she still suffers from the reversion problem and so uses it only when needed. She has got a new familiar (A large hawk named Quickwing) and has used it to help scout ahead. Also he animal empathy has prevented run ins with a number of animals.

 

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Danila has chosen a totem, which accounts for some of the new abilities, especially vision. And a familiar which was a bird familiar. Also her chances of success with Empathy/Control abilities have increased. But she still feels like an apprentice an waits for the day when she has much better control!

But compared to the guarenteed powers of the Wizard/Warlock/Diabolist or even potentially the PoL/PoD, this seems so much weaker. The only saving grace is it still is better than the Man of Arms classes as at least you get skills/new skills and hps AND you get some extra abilities on top of it.

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She is now Mistress of the Wild Shape

 

 

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#120 PFRPG Druid Level 9

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

20 CON 20 13-

10 BODY 0 11-

16 INT 6 12- PER Roll 12-

11 EGO 2 11- ECV:  4

10 PRE 0 11- PRE Attack:  2d6

14 COM 2 12-

 

7 PD 4 Total:  7 PD (0 rPD)

7 ED 3 Total:  7 ED (0 rED)

4 SPD 18 Phases:  3, 6, 9, 12

7 REC 0

40 END 0

27 STUN 0 Total Characteristic Cost:  64

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

13 Animal Friendship (20 Active Points); Activation Roll 14- (-½)

 

20 Calm Animal:  Mind Control 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only to calm; -1), Limited Power Power loses about a third of its effectiveness (Only on Animals; -½), Activation Roll 14- (-½)

 

30 Control Animal:  Mind Control 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Only on Animals; -½), Activation Roll 14- (-½)

 

27 Summon Totem:  Summon 8 150-point creatures, Reduced Endurance (0 END; +½) (67 Active Points); Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½), Activation Roll 14- (-½)

 

22 Multiform (200 Character Points in the most expensive form) (x8 Number Of Forms) (55 Active Points); Activation Roll 14- (-½), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; Druid has 5- chance to revert to an animal IQ for 10 Minutes; -½), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; Druid may be frozen in animal form for up to three Months; -½)

 

5 Increased Arc Of Perception (240 Degrees) with Sight Group

5 Nightvision

3 Bump Of Direction

10 +2 with DCV

 

Perks

30 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (30 Active Points) 12-

5 Favor

35 Familiar:  Follower

Notes:  175 points base

 

Talents

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

7 Crit from behind:  Deadly Blow:  +1d6 ([limited circumstances])

 

Skills

8 PS: Dowsing 17-

6 ID plants/ Fruits:  KS 15-

5 Language (imitate dialects)

5 Language (imitate dialects)

 

10 +2 with DCV

1 WF:  Clubs, Crossbows

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

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

7 Tracking 14-

7 Stealth 13-

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

9 Paramedics 15-

7 Riding 13-

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

5 KS: Trap Skin Small 14-

3 KS: Trap Skin Large 12-

3 Disguise 12-

3 PS: Use Poison 12-

 

7 KS: Demon Devil Lore 16-

7 KS: Faerie Lore 16-

4 KS: Recog Poison 13-

5 Language (imitate dialects)

5 Language (imitate dialects)

4 KS: History 13-

8 PS: Cook 17-

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

4 PS: Carpentry 13-

4 KS: Plant Farm Lore 13-

4 PS: Play Wind 13-

 

 

Total Powers & Skill Cost:  380

Total Cost:  444

 

200+ Disadvantages

 

Total Disadvantage Points:  444

Earned Experience:  0

Spent Experience:  244

Unspent Experience:  0

 

Background/History:  Danila has progressed to the point where she can change shape almost at will with little chance for side effects! At this point she can be truly effective in the group as a trainer/scout/wilderness survival person.

 

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Realistically at this point the limitations are almost not worth it. Unfortunately the time it will take to get to an almost 99% chance is almost impossible under PFRPG rules.

Still compared to the Men of Magic, the Men of Clergy seem .... lack luster.


Next up the GLORY that is the Shaman (Dripping Sacrcasm)

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I hear voices in my head, they talk to me, I understand, they talk to me.....

 

 

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#121 PFRPG  Shaman 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

14 CON 8 12-

10 BODY 0 11-

21 INT 11 13- PER Roll 13-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

14 COM 2 12-

 

4 PD 1 Total:  4 PD (0 rPD)

4 ED 1 Total:  4 ED (0 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

28 END 0

24 STUN 0 Total Characteristic Cost:  54

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

12 Exorcism:  Dispel 14d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1) (105 Active Points); Extra Time (6 Hours, -3 ½), Activation Roll 8- (-2), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devilsetc; -1), IIF (-¼), Arrangement (-¼), No Range (-½)

 

1 Penance Resist Thirst Hunger:  Life Support  (Eating: Character only has to eat once per week); Side Effects (-½)

 

7 Remove Curse:  Dispel 14d6, Reduced Endurance (0 END; +½) (63 Active Points); 1 Charge (-2), Activation Roll 8- (-2), Extra Time (5 Minutes, -2), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), No Range (-½) [1]

 

17 Turn Dead:  Dispel 10d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Activation Roll 8- (-2), Limited Power Power loses about half of its effectiveness (Only to dispel Undead; -1), No Range (-½)

 

7 Prayer of Divination:  Precognitive Clairsentience (Sight Group) (40 Active Points); Activation Roll 8- (-2), 2 Charges (-1 ½), Precognition/Retrocognition Only (-1), Limited Power Power loses about a third of its effectiveness (Even if Activated will only be successful on a 12-; -½) [2]

 

2 Vision of Grandeur:  +1 Overall, 1 Continuing Charge lasting 6 Hours (+0) (10 Active Points); Activation Roll 8- (-2), Extra Time (5 Minutes, -2)

 

8 Endurance Reserve  (100 END, 5 REC) Reserve:  (15 Active Points); 1 Charge (-2) [1]

 

Perks

12 Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8-

 

Talents

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

 

Skills

3 Language (completely fluent)

 

1 WF:  Two-Handed Weapons

3 Paramedics 13-

3 Tracking 13-

3 Riding 12-

3 KS: Dowsing 13-

 

3 Cook:  KS 13-

3 KS: Demon/Devil Lore 13-

3 KS: Faerie Lore 13-

3 KS: Preserve Food 13-

3 KS: recog Poison 13-

3 KS: Religious Doct 13-

3 Language (completely fluent)

 

Total Powers & Skill Cost:  113

Total Cost:  167

 

200+ Disadvantages

25 Psychological Limitation:  Bi Polar (Very Common; Total)

5 Money:  Poor

 

Total Disadvantage Points:  167

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Gorm was of the tribe. Even at a young age he was different. So when the old shaman took him as an apprentice, the tribe was happy to be rid of him. Now his training is over and he has become a wanderer, looking for a place to belong and be welcomed. Its not easy to be touched by the gods!  

 

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The shaman was the PoL/PoD for those OTHER races. Basically orcs, goblins, hobgoblins, ogres, trolls. So basically the evil races he ported over from DND. Naturally they could not have access to the good stuff that the GOOD races (humans, eleves, dwarves, wolfen, gnomes) would get. So this is a shaman(PoL version) but rather than the Prayer of Strength, Communion, Intersession he gets Prayer of Divination and Vision of Grandeur. Now go and look at those abilities... I'll wait. Now look at what he gets instead. Yeah underwhelming isn't it.

Even better you have to get an insanity right at the start. I chose the Manic-Depressive (Bi-Polar Apologies if I am getting this wrong. If so provide the proper terminalogy). Now in Hero terms, this is me saying take this Psych Lim. BUT you get no points for it. Yeah, that'll fly. And I remember talking to another DM who stated if the Insanity is cured you lose your shaman abilities. (this is not canon).

So fewer abilities, less powerful abilities and a manditory Insanity.

One person I know of took this class in another game as a comic relief type that lasted about a month, and then was referred to only as a fond memory.

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Its a big, big world

 

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#122 PFRPG  Shaman 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

14 CON 8 12-

10 BODY 0 11-

21 INT 11 13- PER Roll 13-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

14 COM 2 12-

 

5 PD 2 Total:  5 PD (0 rPD)

5 ED 2 Total:  5 ED (0 rED)

3 SPD 5 Phases:  4, 8, 12

6 REC 0

28 END 0

24 STUN 0 Total Characteristic Cost:  61

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

13 Exorcism:  Dispel 14d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1) (105 Active Points); Extra Time (6 Hours, -3 ½), Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), IIF (-¼), Arrangement (-¼), No Range (-½)

 

7 Healing BODY 1d6, Reduced Endurance (0 END; +½) (15 Active Points); Extra Time (Extra Phase, -¾), Others Only (-½)

 

1 Penance Resist Thirst Hunger:  Life Support  (Eating: Character only has to eat once per week); Side Effects (-½)

 

8 Remove Curse:  Dispel 14d6, Reduced Endurance (0 END; +½) (63 Active Points); 1 Charge (-2), Extra Time (5 Minutes, -2), Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), No Range (-½) [1]

 

19 Turn Dead:  Dispel 10d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Activation Roll 9- (-1 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Undead; -1), No Range (-½)

 

8 Prayer of Divination:  Precognitive Clairsentience (Sight Group) (40 Active Points); 2 Charges (-1 ½), Precognition/Retrocognition Only (-1), Activation Roll 12- (-¾), Limited Power Power loses about a third of its effectiveness (Even if Activated will only be successful on a 12-; -½) [2]

 

2 Vision of Grandeur:  +1 Overall, 1 Continuing Charge lasting 6 Hours (+0) (10 Active Points); Extra Time (5 Minutes, -2), Activation Roll 11- (-1)

 

25 Endurance Reserve  (300 END, 5 REC) Reserve:  (35 Active Points); 8 Charges (-½) [8]

 

Perks

12 Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8-

 

Talents

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

 

Skills

5 Language (imitate dialects)

 

1 WF:  Two-Handed Weapons

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

10 +2 with DCV

3 Paramedics 13-

3 Tracking 13-

3 Riding 12-

3 KS: Dowsing 13-

3 KS: ID Plant Fruits 13-

3 KS: Locate Sec Comp Doors 13-

3 Stealth 12-

 

3 Cook:  KS 13-

3 KS: Demon/Devil Lore 13-

3 KS: Faerie Lore 13-

3 KS: Preserve Food 13-

3 KS: recog Poison 13-

3 KS: Religious Doct 13-

5 Language (imitate dialects)

3 KS: History 13-

4 Language (idiomatic)

3 PS: Sing 13-

3 PS: Dance 13-

 

Total Powers & Skill Cost:  184

Total Cost:  245

 

200+ Disadvantages

25 Psychological Limitation:  Bi Polar (Very Common; Total)

5 Money:  Poor

15 Experience Points

 

Total Disadvantage Points:  245

Earned Experience:  0

Spent Experience:  15

Unspent Experience:  0

 

Background/History:  Gorm has moved away fro the tribes.  He was judged too mercurical for the tribes and persuaded to leave.  His adventures in the outside world are not much better as they are as judgement prone as his people.  Even Sir Bret just tolerates him, but at least he has his own cabin.

 

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Everything I sated before applies here

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That rarest of beast, a high level Shaman

 

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#123 PFRPG  Shaman 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

14 CON 8 12-

10 BODY 0 11-

21 INT 11 13- PER Roll 13-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

14 COM 2 12-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 3 Total:  6 ED (0 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

28 END 0

24 STUN 0 Total Characteristic Cost:  73

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

14 Exorcism:  Dispel 14d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1) (105 Active Points); Extra Time (6 Hours, -3 ½), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), Activation Roll 12- (-¾), IIF (-¼), Arrangement (-¼), No Range (-½)

 

7 Healing BODY 1d6, Reduced Endurance (0 END; +½) (15 Active Points); Extra Time (Extra Phase, -¾), Others Only (-½)

 

1 Penance Resist Thirst Hunger:  Life Support  (Eating: Character only has to eat once per week); Side Effects (-½)

 

9 Remove Curse:  Dispel 14d6, Reduced Endurance (0 END; +½) (63 Active Points); 1 Charge (-2), Extra Time (5 Minutes, -2), Limited Power Power loses about half of its effectiveness (Only to dispel Demon/devil setc; -1), Activation Roll 12- (-¾), No Range (-½) [1]

 

23 Turn Dead:  Dispel 10d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Limited Power Power loses about half of its effectiveness (Only to dispel Undead; -1), Activation Roll 12- (-¾), No Range (-½)

 

9 Prayer of Divination:  Precognitive Clairsentience (Sight Group) (40 Active Points); 2 Charges (-1 ½), Precognition/Retrocognition Only (-1), Limited Power Power loses about a third of its effectiveness (Even if Activated will only be successful on a 12-; -½), Activation Roll 15- (-¼) [2]

 

3 Vision of Grandeur:  +1 Overall, 1 Continuing Charge lasting 6 Hours (+0) (10 Active Points); Extra Time (5 Minutes, -2), Activation Roll 15- (-¼)

 

50 Endurance Reserve  (560 END, 5 REC) Reserve:  (61 Active Points); 12 Charges (-¼) [12]

 

Perks

12 Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8-

 

Talents

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

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

 

Skills

5 Language (imitate dialects)

 

1 WF:  Two-Handed Weapons

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

10 +2 with DCV

7 Paramedics 15-

3 Tracking 13-

5 Riding 13-

5 KS: Dowsing 15-

3 KS: ID Plant Fruits 13-

3 KS: Locate Sec Comp Doors 13-

3 Stealth 12-

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

3 KS: Use Poison 13-

3 Disguise 13-

 

6 Cook:  KS 16-

5 KS: Demon/Devil Lore 15-

5 KS: Faerie Lore 15-

5 KS: Preserve Food 15-

3 KS: recog Poison 13-

4 KS: Religious Doct 14-

5 Language (imitate dialects)

3 KS: History 13-

5 Language (imitate dialects)

4 PS: Sing 14-

5 PS: Dance 15-

 

Total Powers & Skill Cost:  262

Total Cost:  335

 

200+ Disadvantages

25 Psychological Limitation:  Bi Polar (Very Common; Total)

5 Money:  Poor

105 Experience Points

 

Total Disadvantage Points:  335

Earned Experience:  0

Spent Experience:  105

Unspent Experience:  0

 

Background/History:  Gorm has continued in his studies and protection to the tribe of Sir Bret. He hopes for an apprentice himself, but is not holding his breath. for now he has friends and people to care for, and that is enough!

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  



 

 

 

Not much I can add.

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  • 5 weeks later...

A RPGNETter caller gtroc posted a set of builds in an experiment he was trying with Heroes Unlimited. I followed the thread and commented a few times, but I liked the concepts he was putting out, but asked myself how the would be in Hero/Champions format.

These are not exact replicas of his builds. I modified more than a few to conform to what I would allow in a game. But I hope I kept to the spirit of the concepts. So enjoy!

Link to his thread:

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So first up a super sized alien

 

Quote

2020 #1  Impact

 

 


Val Char Cost Roll Notes

35+35 STR 25 16- / 23- Lift 3200.0kg/409.6tons; 7d6/14d6 [3/6]

18 DEX 24 13- OCV:  6/DCV:  6

25 CON 30 14-

10+7 BODY 0 11- / 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

12 COM 1 11-

 

16+14 PD 9 Total:  16/30 PD (16/30 rPD)

16+14 ED 11 Total:  16/30 ED (16/30 rED)

4 SPD 12 Phases:  3, 6, 9, 12

12 REC 0

50 END 0

41+7 STUN 0 Total Characteristic Cost:  131

 

Movement: Running: 17"/136"

Flight: 10"/40"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

16 Damage Resistance (16 PD/16 ED)

 

52 Growth (+35 STR, +7 BODY, +7 STUN, -7" KB, 14,080 kg, -4 DCV, +4 PER Rolls to perceive character, 6 m tall, 3 m wide), Reduced Endurance (0 END; +½) (52 Active Points)

 

34 Armor (14 PD/14 ED) (42 Active Points); Linked (Damage Resistance; -¼)

 

19 Running +4" (17" total), x4 Noncombat, Reduced Endurance (0 END; +½) (19 Active Points)

13 Running +7" (17" total), x4 Noncombat (19 Active Points); Linked (Growth; -½) 2

 

30 Flight 10", x4 Noncombat, Reduced Endurance (0 END; +½) (37 Active Points); IIF (-¼)

 

5 Luck 1d6

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

 

Skills

4 TF:  Common Motorized Ground Vehicles, Grav Vehicles/Hovercraft, Personal Use Spacecraft

3 Acrobatics 13-

3 Breakfall 13-

3 Paramedics 12-

6 Language:  English (imitate dialects; literate)

3 Systems Operation 12-

3 Computer Programming 12-

3 Electronics 12-

3 Mechanics 12-

3 Deduction 12-

3 Stealth 13-

4 WF:  Assault Rifles/LMGs, Blades, Clubs, Handguns, Rifles, Staffs

5 +1 with HTH Combat

 

Total Powers & Skill Cost:  221

Total Cost:  352

 

200+ Disadvantages

5 Distinctive Features:  (Easily Concealed; Noticed and Recognizable; Detectable By Virtually Everyone)

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

15 Psychological Limitation:  Honest and helpful (Common; Strong)

10 Psychological Limitation:  Unfamiliar with Earth Culture (Common; Moderate)

107 Experience Points

 

Total Disadvantage Points:  352

Earned Experience:  0

Spent Experience:  107

Unspent Experience:  0

 

Background/History:  T'klas Ohv'yhin is not from around here.  He's an alien in the truest sense of the word.  He comes from a system where the ruling parties resort to draconian measures to stay in power.  He could not abide that. Also he found he was one of the sport mutations on his planet with powers that the Consortium wanted for itself.  Soon he was causing a great deal of problems and had a sizable bounty on his head. So he grabbed an experimental spacecraft, set the coordinates at random and set off into space.  Eventually he landed on Earth. His colouring meant he stood out, and his ideals meant he could not keep quiet. So now he works in (insert city) as Impact, until he can get his ship repaired and return home.

 

Personality/Motivation:  Honest and helpful, Impact just does what he feels is right, but his long term goal is to return and free his people.

 

Quote:  

 

Powers/Tactics:  Get really big and charge in.  Impact is not subtle. Even at normal height his strength is near superhuman.  At max height he can lift incredible amounts. As well his run speed, already fast, increases with his size.  If he has a weakness is the energy cost for his strength. At full size he would exhaust himself in moments. Also his great weight limits his size in some situations.

 

Campaign Use:  Alien unfamiliar with our culture.  He will ask why things are the way they are.

 

Appearance:  160 cm and 110 kg, Impact has reddish skin and bright yellow hair.  His costume is a t shirt and overalls that he's treated to expand with him!



 

 

 

We start with that classic of comics the growth based brick. Even at normal size he's very strong and using his growth at 4 or 5 levels would still give him a lot of strength and defenses. Mr gtroc gave him a sword on top of it all, but in a Champions game I would not allow it as he does a great deal of damage as it is.

He does have room for improvement; reduced end (strength), some extra dex (20), a point of SPD (5) and some combat skill levels, and finally some Brick Tricks MP. This would make him truly a force to be feared.

Outside of Combat he is an in to a possible alien adventure. Also he is very much a fish out of water type and could make players question some of their beliefs and mores.

On the whole I like it and would probably allow it in my game!

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Today we go bionic

 

Quote

 

2020 #2  Calamity

 

 


Val Char Cost Roll Notes

10 STR 0 14- Lift 800.0kg; 5d6

10 DEX 0 14- OCV:  8/DCV:  8

10 CON 0 13-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-/14-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

8+15 PD 8 Total:  8/23 PD (8/23 rPD)

8+15 ED 6 Total:  8/23 ED (8/23 rED)

3 SPD 20 Phases:  3, 5, 8, 10, 12

2 REC 0

40 END 10

40 STUN 20 Total Characteristic Cost:  92

 

Movement: Running: 12"/48"

Leaping: 5"/10"

Swimming: 9"/36"

Swinging: 10"/40"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

10 Life Support  (Self-Contained Breathing)

22 Armor (15 PD/15 ED) (45 Active Points); OIF (-½), Activation Roll 14- (-½)

3 +2 PER with Hearing Group (4 Active Points); IIF (-¼)

4 Nightvision (5 Active Points); IIF (-¼)

7 +3 versus Range Modifier for Hearing Group and Sight Group (9 Active Points); IIF (-¼)

6 Motion:  Detect A Single Thing 12-/14- (Unusual Group), Increased Arc Of Perception (360 Degrees) (8 Active Points); IIF (-¼)

16 Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); IIF (-¼)

 

19 Multipower, 24-point reserve,  (24 Active Points); all slots IIF (-¼)

1u 1)  Swinging 10", x4 Noncombat (15 Active Points); OIF (-½) 1

1u 2)  Running +6" (12" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (24 Active Points); OIF (-½) 1

1u 3)  Swimming +7" (9" total) (x4 Noncombat) (12 Active Points); IIF (-¼) 1

 

 

10 Endurance Reserve  (30 END, 8 REC) Reserve:  (11 Active Points); IIF (-¼)

32 Multipower, 40-point reserve,  (40 Active Points); all slots IIF (-¼)

1u 1)  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), IIF (-¼) 2

3u 2)  Energy Blast 8d6 (40 Active Points); IIF (-¼) 4

 

30 Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)

3u 1)  Pistols:  Energy Blast 9d6, 8 clips of 12 Charges (+¼) (56 Active Points); OAF (-1), Beam (-¼) [12]

Notes:  (x2 number of items)

2u 2)  Rifle:  Energy Blast 12d6 (60 Active Points); OAF (-1), 2 clips of 6 Charges (-½), Beam (-¼) [6]

 

2 +15 STR (15 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic) 1

6 +14 DEX (42 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic)

10 +10 CON (20 Active Points); OIF (-½), No Figured Characteristics (-½)

3 +2 SPD (20 Active Points); OIF (-½) (Modifiers affect Base Characteristic)

9 +7 REC (14 Active Points); OIF (-½)

4 Martial Strike +0 +2 7d6 Strike

5 Offensive Strike -2 +1 9d6 Strike

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Block +2 +2 Block, Abort

3 Martial Throw +0 +1 5d6 +v/5, Target Falls

 

Perks

5 Contact (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 8-

5 Favor

5 Money:  Well Off

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

 

Skills

3 Survival 12-

3 Interrogation 12-

3 Climbing 14-

3 CuK: Military Etiquette 12-

3 Systems Operation 12-

3 TF:  Common Motorized Ground Vehicles, SCUBA

2 WF:  Assault Rifles/LMGs, Handguns, Rifles, Shotguns, Submachine Guns, Thrown Grenades

3 Linguist

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

4 2)  Language:  Cantonese (idiomatic; literate) (5 Active Points)

4 3)  Language:  Russian (idiomatic; literate) (5 Active Points)

4 4)  Language:  Spanish (idiomatic; literate) (5 Active Points)

3 Stealth 14-

3 Acrobatics 14-

3 Breakfall 14-

3 Security Systems 12-

3 Shadowing 12-

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  313

Total Cost:  405

 

200+ Disadvantages

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

15 Physical Limitation:  Weighs double normal (All the Time; Slightly Impairing)

15 Psychological Limitation:  Unsure of Self (Common; Strong)

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

15 Physical Limitation:  Parapalegic without bionics (Infrequently; Fully Impairing)

135 Experience Points

 

Total Disadvantage Points:  405

Earned Experience:  0

Spent Experience:  135

Unspent Experience:  0

 

Background/History:  Min Zhang loved the USA and as soon as possible volunteered for the army.  Soon she was tapped by "other" organizations and performed many missions for them.  Her last mission was fouled up by an enemy ambush. She was badly injured, but managed to survive.  But it seemed she would spend the rest of her life as a quadrapalegic. Then Project (Insert name) came and made he an offer.  They'll rebuild her and give he some neat new gadgets. In return she'll work for them. At first she was okay with the missions, but soon some of her orders were becoming questionable.  So she grabbed some equipment and joined her sister in (insert city) in an effort to find herself again!

 

Personality/Motivation:  Who is she?  Where is her moral compass? For now Calamity fights crime while trying to figure out what to do with her life!

 

Quote:  

 

Powers/Tactics:  A trained agent with cybernetics, bionics and some high tech equipment.  She prefers to snipe, but has a big pistol for closer in, and is trained in HTH with an electrical touch for up close and personal.

 

Campaign Use:  

 

Appearance:  An American of Chinese ancestry, she stands 175 cm but weighs 128 kg because of the "additions"  Mostly they are covered by synthetic skin, but some parts of the metal shows through from time to time, especially when she equips her armour!

 

 

 

 

 

 

Bionic types are mixed bag.  Basically it is Power Armour internalized.  You can go many directions from Super Strong to Master Blaster to Blade Storm to...  So here we have a Super Agent with some ranged weapons.  The concept is good, but the bionic list in HU really limits you too much in my opinion.  But the NPC works.  Powers aside, she has a good backstory, a number of plot hooks and a journey to self realization.  

 

She's already very capable, so for progression I could see MORE skills related to her secret agent past, some Combat Skill Level Esp at range.  Jet boots are almost a given.  Otherwise go nuts with all those crazy toys that Batguy has.  

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