Variel

human/elf necromancer

Description:

Race:Elf/Human
Social Class: Middle
Background: Initiate
Class: Mage – Necromancer
Age: 23
Gender: Male
Height,Weight: 6 ft, 180
Level: 2
Experience: 2000

Vitals

Health: 31
Defense: 12
Armor: 3

Speed: 14
Move/Charge/Run: 14/7/28
Penalty:

Ability Scores & Focuses

Accuracy: 1 (

  • Black Powder
    Communication: 1 * persuasion
    Constitution: 0
    Dexterity: 2
    Fighting: 0
    Intelligence: 2
  • cultural lore
    Perception: 2
  • seeing
    Strength: 0
    Willpower: 3
  • Faith

Weapons

Weapon Groups: Brawling and Staves

Ammo:

Equipment & Money

Equipment:

  • Backpack
  • traveler’s garb
  • waterskin (full)
  • Travel rations (14 days)
  • Torches (2)
  • 45 yards rope (1 piece 30 yds, 1 piece 15 yds)
  • 2 Grappling Hooks

G/S/C:
08/7/0

Powers

Faith Powers:
You are a Faithful Follower of Xirena, She is Neutral Evil.

  • Follower: Your touch and a major action can speed the process of decay, like the decompose spell whenever you wish.
  • Faithful: You draw strength from death. Any creature you slay barehanded or with a melee weapon grants you Health equal to the creature’s Constitution (minimum of 1). This can restore lost Health or increase your Health above its normal amount, although not by more than your level. Health above your normal amount is not recovered when lost.
  • Devout: You have a deadly touch. Simply by touching a living creature with a major action and a Dexterity (Brawling) attack test you can inflict 1d6 + Willpower penetrating damage.

Stunt Bonuses:

Class Powers:

  • Pinpoint Attack: Once per round, you can add 1d6 to the damage of a successful attack if your Dexterity is greater than your opponent’s.
  • Rogue’s Armor: You are at home in leather armor. You can ignore the Armor Penalty of leather armor altogether. It affects neither your Speed nor your Dexterity.
    Talents: Starting Talents: You become a Novice in one of the following talents: Contacts, Scouting, or Thievery. See Chapter 3: Character Options for more information.

Specialization Talents:

Languages:

Spells

Drain Life
Requirements: Necromancy Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 12
Test: Constitution (Stamina) vs. Spellpower
Ghostly mists pull life from a target within 20 yards and draw it into you through your arcane device. It inflicts 1d6+1 damage, healing you equal to the amount of damage inflicted.

Voices of the Dead
Requirements: Necromancy Arcana (Novice)
Spell Type: Utility
MP Cost: 4
Casting Time: 1 Minute
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower
You can contact a dead soul and question it. There is no language barrier, but the creature must have been sentient in life. You can ask up to three questions, but the spell fades after one minute. The soul can attempt to resist answering at any point in the process, but only once. A success means it breaks contact without answering any further questions. If you have a piece of the departed’s remains (bone, hair, etc.), your spellpower is effectively at +2. The soul can only speak to what it knew in life. It’s answers may be incorrect (telling what it believes to be true) but it cannot lie.

shadow dagger
Requirements: Shadow Arcana (Novice)
Spell Type: Attack MP Cost: 3
Casting Time: Major Action Target Number: 11
Test: None
A shard of darkness bursts from your hand or arcane device
and speeds toward the target of your choice within 20 yards.
It inflicts 1d6+1 penetrating damage.

shadow’s embrace
Requirements: Shadow Arcana (Novice)
Spell Type: Enhancement MP Cost: 4
Casting Time: Major Action Target Number: 10
Test: None
You deepen the shadows in a 6 yard by 6 yard area within
30 yards of you for 5 minutes. Anyone in the area receives a
+2 bonus on Dexterity (Stealth) tests. There must already be
some natural shadows present or the spell does not work

Bio:

Variel

Titans Grave: The Salvage of Cortana ronald_storyteller EpicE