Istoria: Generic Humanocentric Game - [Was Elements of Magic]

Thanks.

I was really uncertain whether to use charisma or wisdom as the primary ability. It's a spiritual tradition and so wisdom is important yet the tradition deals with interaction with the spirits and influencing men which gives charisma a strong claim. Really, I think both should be considered primary abilities. If that's possible.
 

log in or register to remove this ad


Anesha Rali
The third child of the head of the Rali family, Anesha was born into luxury and prestige. From an early age, however, it was evident she was unusual in some way. She possessed an uncanny ability to get others to do what she wanted. This was identified quickly as a sign of magic, and she was given to Echevarria, a longtime friend of the family and a powerful Inquisitor. Echevarria was a harsh man, but was always kind to Anesha. He taught her everything she knows about Inquisition, and perhaps a bit more than that.

Anesha spent most of her time studying spells rather than the dusty tomes of knowledge the Inquisitors keep within their tower. She is brilliant but easily bored by anything but spellbooks. When not studying, she spent a great deal of time being trained to maintain her courtly manners. For fun, she typically walked through the gardens of various manors in Kol Hoth. She has always enjoyed springtime for the fragrant scents of the season, as well as the beautiful displays of blossoms.

When her training was complete, Anesha began travelling about the Empire, practicing her trade. She mainly deals in interrogation, letting more powerful Inquisitors catch magic users. Recently she has been communicating with the other Inquisitors less and less, as though she has her own agenda…

I know it's kind of bare-bones, but she has her secrets and I'm helping her keep them. :D
 

Anesha is just about finished (assuming the site comes back online to let me save the final changes). I still need equipment approved (w/ or w/o alteration) and to write out all her signature spells.
 



Ok.

Also, I just thought of a good/appropriate use of Charm Humanoid for a Clan of the Bear warrior. I've added it to the spell list but if you prefer that I not, I'll remove it.
 

In the interest of a wee bit more variety I've made another change to the Clan of the Bear spell list. Instead of 'Abjure Nature' I altered it to read 'Abjure Nature or Metal'. Again, if that's not ok, let me know.
 

GlassEye said:
Ok.

Also, I just thought of a good/appropriate use of Charm Humanoid for a Clan of the Bear warrior. I've added it to the spell list but if you prefer that I not, I'll remove it.
There are a lot of good uses for that spell list! I've got three signature spells using it :D
 

Too true. But I meant more that I thought of a way that a somewhat honor-bound northern warrior would use it without feeling that he did something wrong. 'Cept I won't be able to use it until my pc reaches at least caster level one.


Ok. I think this the final version of my character...
[sblock=Korigar White-eye]
Code:
Name: Korigar White-eye
Class: Expert 1 
Race: Human
Size: Medium
Gender: Male
Alignment: N

Str: 11 +0 (3p.)     Level: 1        XP: 0 / 1000
Dex: 10 +0 (2p.)     BAB: +3/4       HP: 8 (1d8+0)
Con: 10 +0 (2p.)     Grapple: +0     Dmg Red: -/-
Int: 14 +2 (6p.)     Speed: 30'      Magic Points: 2
Wis: 14 +2 (6p.)     Init: +0        Magic Tradition: Spiritual
Cha: 14 +2 (6p.)     ACP: -1         Spellcaster Level: 1/2

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +3    +0    +0    +0    +0    +0    13
Touch: 10              Flatfooted: 13

                         Base   Mod  Misc  Total
Fort*:                     2    +0    +0    +2
Ref:                       0    +0    +0    +0
Will*:                     2    +2    +0    +4

Weapon                  Attack   Damage     Critical
Spear                    +0      1d8           x3
Throwing Axe             +0      1d6           x2

Languages: See below

Abilities:
Expert Class Abilities
- Weapon Groups: Basic, Axes, Spears
- Armor Proficiency: Light, Shields (except Tower)

Feats:
Magic Talent
Endurance

Skill Points: 22      Max Ranks: 2/1
Skills                     Ranks  Mod  Misc  Total
Acrobatics (Dex)
Athletics (Str)*             1     +0   +0     +1
Concentration (Con)*
Craft: woodcarving (Int)*    1     +2   +0     +3
Disable Device (Int/Dex)
Dispel Magic
Divination (Wis)*            1     +2   +0     +3
Examine (Int)
Gather Information (Cha)*    1     +2   +0     +3
Handle Animal (Cha/Dex)
Heal (Wis)*                  2     +2   +0     +4
Knowledge: nature (Int)*     1     +2   +0     +3
Linguistics (Int)
Negotiation (Cha)*           2     +2   +0     +4
Notice (Wis)*                2     +2   +0     +4
Perform: oratory (Cha)*      2     +2   +0     +4
Profession: fortune-teller*  1     +2   +0     +3
Scry
Sense Motive (Wis)*          2     +2   +0     +4
Sleight of Hand (Dex)
Sneak (Dex)*                 1     +0   +0     +1
Spellcraft (Cha)*            1     +2   +0     +3
Survival (Wis)*              2     +2   +0     +4
Use Magic Device (Cha)
Use Rope (Dex)

Speak Language*
- Arunden (native)     3
- Low Tongue           2
Read Language
- Arunden              1

Equipment:                      Cost  Weight
Spear                             2     6
Throwing Axe                      8     2
Studded Leather armor            25    20
Traveler's outfit                -      5
-belt pouch                       1     .5

Backpack                          2     2
-Waterskin(1)                     1     4
-Rations(2)                       1     2
-Artisan's tools (woodcarving)    5     5
Total Weight: 46.5 lb      Money: -45 gp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                38    76    115  230   575
[/sblock]
[sblock=Spellcasting]
Spellcasting:
Tradition: Clan of the Bear/Charisma
Caster level: 1/2
Magic Points: 2

Spell Lists: Abjure Metal, Heal Life, Infuse Fire

Signature Spells: (3)
-Bear’s Breath
-Intimidating Spirit
-Blade Charm of Aerndis the Hag

Bear's Breath
Heal Life 0 / Gen 0
Total MP: 0
Range: Touch
Duration: One round
Invoking the aid of the Great Bear before aiding the wounded fills the healer with the tiniest portion of the Bear's spirit. This bit of spirit breathed out while tending to an injury transfers some of the bear spirit's health to the wounded and heals 1d6 points of damage. Costs: 0 MP Heal cantrip.

Blade Charm of Aerndis the Hag
Abjure Metal 0 / Gen 0
Total MP: 0
Range: Touch
Duration: One minute
Despite this invocation's name, calling upon the ancestors will cause metal weapons of any sort to turn aside when the caster (or touched target) is attacked. This provides a +2 deflection bonus to AC against attacks made with metal weapons. Costs: 0 MP Abjure cantrip.

Intimidating Spirit
Infuse Fire 0 / Gen 0
Total MP: 0
Range: Touch
Duration: One minute
This invocation bestows a small portion of an ancestral warrior's fierceness to the caster giving a +3 bonus to Negotiation when used to demoralize an opponent. Costs: 0 MP Infuse cantrip.

[/sblock]
[sblock=Appearance/History]
In progress...
[/sblock]
 
Last edited:

Remove ads

Top