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Post by at on Mar 6, 2009 5:56:31 GMT -5
Amalric
Flavour text to come
Class - Adept Background - Scholar
Virtue: Prudence Vice: Pride Conviction: 3
Strength -1 (youth spent in study) Dexterity +0 (average) Constitution +2 (a good diet) Intelligence +5 (gifted) Wisdom +2 (cautious) Charisma -2 (arrogant)
Saves: Fortitude: +2 Reflex: 0 Will: +4 Toughness: +2
Attack: +0 Power check: +9 Power saves: DC16
Combat: Staff: Str+2 (+1) damage, 20/+3 Crit, Bludgeoning, 10' range Knife: Str+1 (+0) damage, 19-20/+3 Crit, Piercing/Slashing, 10' range
Skills: Knowledge: Arcana (int) +9 Knowledge: History (int) +12 Knowledge: Cryptography (int) +9 Knowledge: Religion (int) +9 Knowledge: Astrology (int) +9 Concentration (wis) +6 Stealth (dex) +4 Notice (wis) +6 Search (int) +9 Intimidate (cha) +2 Craft: Engraving (int) +9
Languages known : German, Greek, Latin, Hebrew, Slavic, Arabic
Feats : Literacy Skill Focus (Knowledge: History) Familiar Mind Touch [power] Psychic Blast [power] Phase [power]
Familiar Isabeau, the Sparrowhawk. Type: 1st level animal Size: Tiny Speed: 10 ft, fly 60 ft (average) Abilities: Str -2, Dex +3, Con +0, Int -4, Wis +2, Cha -2 Skills: Notice 4 (+14) Feats: Move-By Action Combat: Attack +5 (+3 Dex, +2 Size), Damage -1 (talons), Defense +5 (+3 Dex, +2 Size), Initiative +3 Saving Throws: Toughness -2, Fortitude +2, Reflex +5, Will +2
Equipment : Engraved staff. Utility dagger. Silver-bladed knife. Travelling clothes. Hooded cloak. Falconer's glove. Pack containing a locked and leather-bound treatise on magic, as well as some basic supplies, candles, chalk, ink and pen. Coinage.
Spell notes : Typical Mind Touch DC starts at 10, modified by familiarity (someone standing right infront of Amalric is no mod, +25 for almost no familiarity i.e. spotted by familiar). Each additional link after the first is at +5 to the DC.
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Post by TheUdjat on Mar 6, 2009 10:13:07 GMT -5
ooh, Knowledge: Astrology, thank you for thinking of that. That should definitely be there. I was debating Demonology, too, and was going to roll it into Religion. But go ahead and count it separate if you want it to be a focus--the Knowledge: Demonology DCs will be lower than Knowledge: Religion checks for the same thing. Knowledge: History should be +12 (4 ranks + 5 Int + 3 Skill Focus) Craft: Foci is too general. Pick a type of Craft, and let your Foci be that kind of object. Craft: Woodworking if you want wooden staves, wands, and assorted trinkets; Craft: Jewelry if you prefer sparkly trinkets of gold and silver; And so forth. ...Maybe I should bring back Alchemy as a skill. Hmm. Something to consider if this becomes a campaign. But I digress. Toughness should be +2, not 12--it's an actual saving throw, not a static value like HP or Defense. I think that's it (got interrupted by a phone call, so I lost my train of thought ) Oh yeah, Powers--I'll reply again in a bit with more info on those.
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Post by at on Mar 6, 2009 10:36:13 GMT -5
I was debating Demonology, too, and was going to roll it into Religion. But go ahead and count it separate if you want it to be a focus I was going to take decipher script but it wasn't on the list, may still trade if for Knowledge: Cyphers, Numerology, or similar. Craft: Foci is too general. Pick a type of Craft If engraving a valid craft? Able to engrave wood, rock, candles, etc - but not craft the object itself.
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Post by TheUdjat on Mar 6, 2009 10:42:54 GMT -5
I was debating Demonology, too, and was going to roll it into Religion. But go ahead and count it separate if you want it to be a focus I was going to take decipher script but it wasn't on the list, may still trade if for Knowledge: Cyphers, Numerology, or similar. Craft: Foci is too general. Pick a type of Craft If engraving a valid craft? Able to engrave wood, rock, candles, etc - but not craft the object itself. Yeah, no decipher script. Can't decide if it has any purpose in the setting. You could go for ciphers/numerology if you like. You can use Engraving, I'll accept that.
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Post by TheUdjat on Mar 6, 2009 11:05:57 GMT -5
Defensive Powers
Combat Sense - Grants a bonus to either Attack or Defense (you can divide it up however you like), depending on the result of a character's power check. In your case, you could just apply it all to Defense. It's potentially fatiguing, a move action to use. The minimum your character could roll for a power check (10) would grant a +2 bonus. Goes up to +3 at 15, +4 at 25, and +5 at 35.
Psychic Shield - Specifically grants resistance to powers that require a Will save to resist. An attacker has to make a power check opposed by your power check, and if the fail, no effect. Even if they make it, you still get your Will save.
Psychic Trap - This builds on Psychic Shield. If you resist a power in that way, you can immediately use a power against that opponent. Only one free power use per opponent per round.
Ward - Creates interference with other supernatural powers. You can effect an area up to 5' in radius for your level, or you can focus it on a single creature. Anyone effected must make an opposed check against your Ward power check to successfully use any powers. Adepts can willingly sugger fatigue to gain a +5 bonus to trying to resist you (you can also choose to undergo fatigue to counter this, though). This power can also be used to 'ward out' supernatural creatures, who must make a Will Save vs. your Power Check or be unable to pass the boundary of the ward. This power lasts as long as you concentrate.
Phase - You can make yourself immaterial with the material world for a period of time (as long as you maintain the power). This lasts a maximum of 1 round at 1st level per use, though you can renew it with a new fatigue save. Phase is a move action.
Blink - Teleport randomly over a short distance to avoid attacks, appearing and disappearing for a number of rounds equal to Adept level (so, 1). Like Phase, this can be renewed with a new fatigue saving throw. Attacks have a 50% chance to miss you and you suffer half damage from area attacks. You can make surprise attacks while blinking. This is a free action to initiate.
Those are the best defensive powers.
Mental Powers
Mind Touch - You need this to initiate most mental powers. It just puts you in contact with another's mind, which they can resist with a will save (and you have to make a power check to initiate anyway). While in mental contact, two minds can communicate at the rate of normal speech, hearing each other's thoughts. Visual images can also be used instead. You can lie, omit information, etc--it's not 'reading thoughts', it's mental communication. While in contact, certain other things can be done--mentally aiding others (just liek aid another, but mind-to-mind), 'Mental Rapport' (a more intense form of mental communication), and of course, if one of you dies while in contact with each other, there are certain consequences. This is a move action.
Other mental powers building off of that include Mind Probe, Mind Reading, Mind Shaping, Psychic Blast, Dominate--all of which I feel are fairly self-explanatory. Let me know if you'd like to know more.
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Post by at on Mar 6, 2009 11:17:11 GMT -5
Yeah, no decipher script. Can't decide if it has any purpose in the setting. You could go for ciphers/numerology if you like. The idea behind it was the ability to reconstruct partial/faded pages, archaic variants of languages, the writings of the mad, deals of the devil, deliberately obsfuscated or coded documents, etc. -edit - i've switched it to knowledge: Cryptography for now, and will use religion for my demonology checks. As for powers - my initial thoughts were for phasing and some kind of psychic blast - though do I need Mind Touch as a pre-req? Ward would be the next on my shopping list but I want that familiar What is mind over body, and what are favoured feats?
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Post by TheUdjat on Mar 6, 2009 11:48:59 GMT -5
Yeah, no decipher script. Can't decide if it has any purpose in the setting. You could go for ciphers/numerology if you like. The idea behind it was the ability to reconstruct partial/faded pages, archaic variants of languages, the writings of the mad, deals of the devil, deliberately obsfuscated or coded documents, etc. -edit - i've switched it to knowledge: Cryptography for now, and will use religion for my demonology checks. As for powers - my initial thoughts were for phasing and some kind of psychic blast - though do I need Mind Touch as a pre-req? Ward would be the next on my shopping list but I want that familiar What is mind over body, and what are favoured feats? Favored Feats are feats that come from a specific class's list, which might otherwise be unavailable to the character. It basically just allows the character to take that feat if they want to (at normal cost). Mind over Body lets you substitute your Wisdom score for your Constitution score when making Constitution checks, and for your Fortitude save. No real benefit for your character. That's a good use for Decipher Script, and in line with the setting. I may reconsider. For now, Cryptography is okay. I'll have to see how the old Ars Magica material treats old texts and such if this turns into a campaign. Mind Touch is indeed a prereq for Psychic Blast.
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Post by TheUdjat on Mar 9, 2009 10:26:13 GMT -5
A Hawk (the only bird they seem to provide in the main book) has the following stats:
Type: 1st level animal Size: Tiny Speed: 10 ft, fly 60 ft (average) Abilities: Str -2, Dex +3, Con +0, Int -4, Wis +2, Cha -2 Skills: Notice 4 (+14) Feats: Move-By Action Combat: Attack +5 (+3 Dex, +2 Size), Damage -1 (talons), Defense +5 (+3 Dex, +2 Size), Initiative +3 Saving Throws: Toughness -2, Fortitude +2, Reflex +5, Will +2
As this is a familiar, your character is considered to be in constant Mind Touch with the familiar (I'll give you specific rules on that soon), and you may share powers if within 5' of one another.
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Post by at on Mar 9, 2009 12:57:01 GMT -5
Hawk looks good. I take it the regular 3.5 familiar rules and restrictions apply (1/2 masters hp, armour/int bonus, etc) The -2 toughness, is that for size? Half tempted to try for an eagle that can catch my character's lunch
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Post by TheUdjat on Mar 9, 2009 14:24:00 GMT -5
Ne eagles on the list I'm sure I could figure one out, but I'd prefer not to just now. I think there's a Bestiary expansion that has a ton more creatures, but that costs money. We'll see if this grows into something bigger first. There are no HP in True20, so it doesn't work quite the same. There are some bonuses due to level (Tricks, bonuses to ability scores, some other things), but none of those have kicked in at this point except for Link (The Mind Touch) and Share Spells. It's notable that its saves do not increase, nor does its Toughness, combat, etc. It is a level 1 animal, complete as-is, though Str/Dex/Int will eventually go up. So everything you need to know should be right there. (The -2 Toughness is for size, I think, yes)
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Post by TheUdjat on Mar 10, 2009 8:19:52 GMT -5
It occurs to me that I didn't go over other power-boosting feats with you. You might want to take a look at my most recent post in this thread, just in case.
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Post by at on Mar 10, 2009 11:06:55 GMT -5
Ah you have an actual book. Though you were just grabbing them from the old 3.5 SRD. Nevermind. There are no 'familiar bonuses' or alertness bonuses that I need to apply to skills either I guess - just a straight sparrowhawk that i've managed to enthrall with my character's mind-influencing magics. It occurs to me that I didn't go over other power-boosting feats with you I'm pretty happy as is, nothing i'd really want to drop for the extra power.
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Post by TheUdjat on Mar 10, 2009 11:13:36 GMT -5
Ah you have an actual book. Though you were just grabbing them from the old 3.5 SRD. Nevermind. There are no 'familiar bonuses' or alertness bonuses that I need to apply to skills either I guess - just a straight sparrowhawk that i've managed to enthrall with my character's mind-influencing magics. Yeah, I've got the basic True20 book. It has some stats, but not a great deal--though it has some excellent rules for creating creatures, which I'll take advantage of at some point. No other bonuses that I've noted, no. I'll let you know if I find something. There are some perks ot having a familiar in later levels when the stats increase and it gets some abilities, but for now, just a sparrowhawk you've managed to enthrall, yes. Or make a pact with. Ars Magica itself has some interesting rules for Familiars that I may try to integrate in a long-running campaign, but it's not something I feel like toying with just yet. Much like the convoluted but oh-so-rewarding magic system that version has. We're just trying straight True20 for now.
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Post by TheUdjat on Mar 16, 2009 8:48:24 GMT -5
Equipment looks fine. Here are stats for you:
- Staff: Str+2 (+1) damage, 20/+3 Crit, Bludgeoning, 10' range increment (apparently it can be thrown). - Knife: Str+1 (+0) damage, 19-20/+3 Crit, Piercing/Slashing, 10' range increment.
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