NTensity, 3rd level Sparks shaman

("
The problem with having friends is... They won't ever let you forget you've been young 'nce.")
Background: Go-ganger (criminal)
Real Name: James Moranis, Age: 19, Sex: Male
Init +0
Passive perception 12
Karma 3/6 (1d4+1 to a 1d20 roll. Standard = recover 1d8/L MP)
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AC 15 (Boosted
Armor), 13 (
Armor), 11 (Arm clothing); Hardness (1/+1, +1 troll, +2
Armor)
HP 30/30 hp + 6 temp Zen hp; Threshold 21; Second Wind 1d6+5 (Unused)
Exhaustion 0 (Standard = recover 1d8/L MP)
ONGOING EFFECTS: Zen 1h (9 temp HP+2 Int and Will rolls, Disadv vs Deception), Physical wall 1 min
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Proficiency bonus +2, +2 Astral
Speed 30'
Melee +7 (Shock stick, 1d6+Stun 15, Finesse, Light, Painful (X2 Reeling), Touch, 20/20p)
Melee +5 (Keen Urban glaive, 1d6+3, Finesse, Light, Undermount)
Ranged +3 (Roomsweeper with laser sight, 3d8/1d8 (reroll 1s), 15/80, DT (-1att,+2dam), Feed 2i, Heavy, Knockdown(reeling=prone), Loud, Shotgun)
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Str 16, Dex 10, Con 15 (Stun +2, -2/extra spell maintained), Int 9 (Save +2), Wis 14 (Save +2), Cha 14
Languages:
English
Spanish
Racial:
Large, +1 HP/L
Darkvision 60'
Dermal plating (+1 hard)
Reach 10'
Scary (use Str for intimidate)
Living Large (+50% base weapon cost, +100% armor cost and weight, one-handed Versatile and Two-handed)
Talents:
Astral perception (Bonus action, Disadvantage RL)
Astral projection (Full round action to cast, 1 exhaustion/h)
Spell-casting (Action, 1 MP / Mag)
Summoning (Full round, DC 10 + 2 X Mag, 2 MP / Mag. Failure = 1MP (+min dam if overcast))
Mentor spirit (Spark, +2 Astral, +2 and -1 MP with spirits of man)
Feats:
Armor prof (None)
WP (Simple, Light firearms)
Quick Refresh (recover magic die = 1d8 on karma or Exhaustion)
New Spells (Heal and Physical Wall)
Parry (Reaction=substract 1d10+Str+L dam from a melee attack)
Skills:
Arcana +1
Athletics +5
Gather Information +4
Insight +2 (Adv, only when astrally perceiving)
Intimidate +5
Tools (Bike)
Tools (Repair Kit)
Magic +5
Conjuring +4/+6 SoM (Natural Air or Spirits of Man (-1 MP))
MP: 8/17
Magnitude: 3 (max 6)
[sblock=Spells (Save DC 12)]
Armor 1 Mag (Mana/Abjuration, Touch, +3AC, +2Hard, conc 1h)
- Shield (+1 MP, Reaction) +Prof AC on an already maintained Armor until start of next turn
- Stoneskin (+4 Mag) Resistance to ballistic, bludgeoning, piercing and slashing damage
Lightning Bolt 2d6+1d6 dam/Mag (Physical/Evocation, 120', ignores normal hardness)
- Area 15' + Knockdown (+1 Mag) Dex for half
- Greater Area 25' (+2 Mag) Dex for half
- 30' Cone + Knockdown (+1 Mag) Dex for half
- 60' Cone + Knockdown (+2 Mag) Dex for half
- 240' range (+1 Mag)
- Secondary Affect - Lightning (+1 Mag) Con save or Reeling
Ram 2d6+2d6/Mag (Physical/Evocation, 120', Force vs building or vehicle, AP, Heavy dam, Disad if moving)
- Precise (+1 Mag) Not at disadv vs moving targets
Physical Wall 3Mag (Physical/Conjuring, 120', 60X20X1' or 20' dia ring, HP75, Hard 6, Conc up to 1min)
Healing Touch 1d8/Mag (Mana/Evocation, touch, -3/heal on same patient until Long)
- 2 Mag = 3 targets within 30' with same amount
[/sblock][sblock=Astral (Full round ritual)]Speed 60' or Hyper 2000'
AStr 14 (Wis), ADex 14 (Cha), ACon 14 (Wis)
AC 14 (12+ADex), Hard 2 (Wis)
Melee +6 (1d6+2), Casting Conjuring = 1d4HP/Mag, 1d8 if overcasting
+1 Action/r (Attack, Dash, Disengage, Dodge, Hide or Recover from Reeling)
Ignore fatigue
Can only carry Focuses
Manifest = Action + conc
[/sblock][sblock=Spirits (full round ritual)]One spirit at a time for 1h each.
Summoning DC = 10 + MagX2 (Nat1 -> angry, uncontrolled spirit)
MP cost =
- Success: Mag X 2
- Failure: 1 MP + Minimum possible damage if overcasting
[sblock=Watchers]
WATCHER SPIRITS
Watcher spirits are minor conjurations that any Magic user with the Summoning core talent can summon. It takes an action and 1 Magic Point with a DC 10 conjuration check to summon a Watch. This minor spirit does not count as a summoned spirits so you can still maintain or conjure a regular spirit. This spirit remains for 1 hour or until you dismiss it or you summon another Watcher Spirit. They can perform the following services – (a) Watch an area up to 100 feet area. If the Watcher Spirits detects a creature entering the area it will immediately move to inform the summoner; (b) Act as an attack dog, attacking one creature that the summoner directs it too; (c) Carry a short message (three or four sentences) to one creature that the summoner knows. This will take 1d6 minutes x the number of miles away it is up to 5 miles away. It can bring back a return message if they summoner had directed it to do so and (d) Search for one creature that the summoner knows. If the summoner only knows the target the Watcher requires a DC20 Investigation check (and 6d10 minutes of time), if the summoner has a physical picture (no vids) or personal items of the target the DC drops to 15 (and 4d10 minutes of time), if the summoner has hair follicle, tissue and/or blood samples of the target the DC drops to 10 (and 2d10 minutes of time).
Watcher Spirit,
small spirit, unaligned.
Armor Class: 11 (natural; hardness 0)
Hit Points: 5 (1d8);
Threshold: 15
Speed: 30ft, Fly 30ft (astral fly speed 60ft or 500ft)
STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10
Condition Immunity: Charmed, Exhaustion, Frightened, Poisoned.
Damage Immunity: Poison
Senses: Duel-Natured (ignore all visual base concealment or cover), passive Perception 12
Skills: Investigation +2, Perception +2
Spirits: Resistant to all damage from Astral Space. When manifesting it is Resistant to all spell damage and ranged attack weapon damage.
ACTIONS
Strike:
melee weapon attack: +2 to hit, reach 5ft, one target;
Hit: 1d6 slashing damage.[/sblock][sblock=Spirits of Man]
Sprits of Man - Usually appear as trash or garbage, but also miniature farm hand when in fields or small humanoids wearing antique cloths. Some have appeared as motorcycles or other light vehicles in urban settings.
Domain: almost any Urban area, inhabited or uninhabited.
Abilities: Base speed 60ft, Enhanced Movement (the spirit can enhance the movement of a number of individuals equal to its magnitude. It can move them and itself up to 120ft a round on the ground or give them a Fly speed of 20ft).
Spells: Blur Image plus one additional spell per Magnitude of the spirits from among – Agony, Bestow Curse, Clairvoyance, Illusion, Invisibility, Levitate, Light, Mage Hand, Magic Weapon, Search[/sblock][sblock=Spirits of Air]
Sprits of the Sky- Appears as a clouds, or in storms as thunderclouds, or swirling clouds.
Domains: Anywhere under the open sky where city light pollution is not too bad.
Attributes: base Strength 6, Dexterity 14
Abilities: Fly speed 60ft, Noxious Breath (as an Action creates a 20-foot radius sphere around itself of nauseating gas. This cloud spreads around corners and its area if heavily obscured. The cloud lingers for up to 1 minute but a moderate wind [at least 10 MPH] dispenses the cloud in 4 rounds while a strong wind (at least 20 MPH) disperses it after 1 round. Each creature that is within the radius at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature gains the Poison condition and they are at ½ speed until the condition ends. Creature outside the area of the cloud can make a new saving throw, as an action, each round. Success ends the poisoned condition. Creatures that don’t breath or are immune to poison automatically succeed with this saving throw.)
Spells: Mage Hand plus one additional spell per Magnitude of the spirits from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, [Elemental] (Lighting only) Wall, Fear, Increased Reflexes, Invisibility, Light, Magic Weapon.[/sblock][/sblock]
Possessions: (XXX lbs carried, Base load 128)
Gas Mask, being worn
Clipped-on Smoke, Flash-Bang and Tangler grenades
Duster (Armored clothing, 8#)
- Shock Stick (3#)
- Urban glaive (keen edged combat knife, 1#)
- Basic commlink (broadcast 1, firewall 15, Int 12, Wis 10)
- Concealable Hostler (+4 stealth)
- Laser-sighted Remington Roomsweeper (5.5#)
- Inner pocket full of shells (30 shells)
Casting focus (+1 Casting check), in the form of cheap headphones (0 possible enhancements).
Left breast pocket:
- Dice set (various substances)
- Pen light (50' range)
Right breast pocket:
- Antidote
- 1 dose of Zen (2d6 temp HP, +2 Int and Will rolls, disad vs Deception for 1 hour, Short or Long)
- 1 dose of Jazz (Adv ini, investigation, perception, remove Exhaustion for 6h, gain 1 exhaustion, Short or Long)
Backpack:
- Grenades (One each of Concussion and Fragmentation)
- Chemical Suit
- Lightsticks (4 blue)
- Digging Tools
- Catalyst Sprayer can
Extra Cash on Hand: ¥11,000
Contacts:
Hacker (Raven Basilisk)
Bio Activist (Karlie Henson)
[sblock=System notes]Second Wind = HD+Con+L
Wound Damage Threshold = 15+prof+2 Large+con or str
Base load = Str X 8
Magic points = Wis score + Wis/L (Recover 1d4/MU L short rest, 2d4/MU L long rest; Regain short rest equivalent with 1 karma or 1 Exhaustion)
Spell DC = 8 + Prof + Wis
Can maintain Cha spells at a time but each spell after 1st = -2 to concentration roll.
Concentration roll = Con save vs Greater of 10 or half damage taken
Exhaustion level =
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to O
6 Death
Long rest = -1 Exhaustion[/sblock]