Monk

Elizabeth Rose Adamell's page

504 posts. Alias of Itzi.


Race

Game Concluded

About Elizabeth Rose Adamell

Basics:

Level 8
Female Human Academic (magic,history,occult)
Magician
Sorcerer
Arcanist

Age: 23
Height: 5' 9"
Weight: 135 lbs.
Hair: Auburn hair with streaks of amber, pulled back into a strict braid.
Eyes: Dark brown eyes
Skin: Tan skin, with light stripes towards the hands and feet.
Languages: Common Tongue - R/W, High Archaic

Statistics:

Strength: 10
Agility: 10
Intellect: 15
Will: 13

Perception: 15
Defense 10
Health: 29
Healing Rate: 7

Size: 1
Speed: 10

Power: 4
Damage: 0
Insanity: 5
Corruption: 1

Spells:

Castings
0 - 5
1 - 2
2 - 2
3 - 1
4 - 1

Sense Magic Magician Utility - 0
Area A sphere with a 5-yard radius centered on a point within your space
You know if there are any ongoing magical effects in the area and from what points they originate.

Tradition: Arcana

Arcane Armor Arcana Utility - 0
Requirement You must not be wearing armor.
Duration 4 hours
An invisible field of force springs into existence around you, granting a +2 bonus to your Defense for the duration. As well, for the duration, normal precipitation does not touch you, light wind does not affect you, and you are not discomfited by cold or heat, though you still take damage from cold and fire.

Magic Dart Arcana - 0
Target One creature or object within long range
A magical dart flies from your fingertip. The dart automatically hits, provided there is an unobstructed path between you and the target. The target takes 1d3 + 1 damage.

Arcane Shield Arcana Utility - 1
Duration: 1 minute
For the duration, a barrier of energy shields you, imposing 1 bane on attack rolls against your Defense or Agility.

Triggered: When a creature makes an attack roll against your Defense or Agility, you can use a triggered action to cast this spell. The triggering creature makes the attack roll with 3 banes, and then the effect ends.

Unerring Darts Arcana Attack - 1
Target Up to three creatures or objects within long range
Seven magical darts fly from your fingertip, divided as you choose among the targets. Each dart automatically hits, provided there is an unobstructed path between you and the target. A target takes 1 damage for each dart that hits it.

Explosive Darts Arcana Attack - 2
Target Up to three creatures or objects within long range
Three magical darts fly from your fingertip, divided as you choose among the targets. Each dart automatically hits provided there is an unobstructed path between you and the target.

Each dart deals 1 damage to its target, then explodes in a 1-yard radius from a point within the target’s space. Everything in the area takes 1d6 + 1 damage, or half the damage with a success on an Agility challenge roll.

Arcane Lightning Arcana Attack - 3
Area A cone, 5 yards long, originating from a point you can reach
Lightning deals 5d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll, taking half the damage on a success.

Harness Magic Arcana Utility - 4
Duration: see the effect
You harness magical energy, measured in points; roll 1d6 + 3 to determine how many points you gain. You can spend energy points to cast a spell you know instead of expending a casting of that spell, even if it has no castings remaining. You spend a number of points equal to the spell’s rank. The effect ends when you expend the last energy point or when you complete a rest.

Tradition: Celestial

Burning Beam Celestial Attack - 0
Target: One creature or object within medium range
A fiery beam leaps from your hand. Make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage.

Attack Roll 20+:The target also becomes blinded for 1 round.

Light Celestial Utility - 0
Target: One object you can reach
Duration: 1 hour
You touch the target, and light shines from it in a 5-yard radius for the duration.

Tradition: Fire

Control Flame Fire Utility - 0
Target One Size 1 or smaller flammable object within short range
The target catches fire or you extinguish the flame if it’s already burning.

Flame Missile Fire Attack - 0
Target: One creature or object within long range
You loose a fiery missile at the target. Make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage.
Attack Roll 20+ The target takes 1d6 extra damage.

Fiery Volley Fire Attack - 2
Target: Up to three creatures or objects within medium range
You loose three fiery missiles, divided as you choose among the targets. For each missile, make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 + 1 damage.
Attack Roll 20+: The target takes 1d3 extra damage.

Immolate Fire Attack - 3
Target: One creature or object within medium range
The target smolders and threatens to burst into flames. Make a Will attack roll against its Agility. On a success, the target takes 4d6 damage and catches fire.
Attack Roll 20+ The target takes 2d6 extra damage.

Tradition: Life

Life Sense Life Utility - 0
Area A sphere with a 5-yard radius centered on a point within your space
Duration 1 minute
You know the locations of any living creatures in the area. Such creatures cannot become hidden from you for the duration.

Minor Healing Life Utility - 0
Target One creature you can reach
You touch the target, which heals damage equal to half its healing rate.

Tradition: Time

Delay Time Time Attack - 0
Target One creature you can see within short range
Make an Intellect attack roll against the target’s Will. On a success, the target becomes slowed for 1 minute.
Attack Roll 20+: The target also becomes impaired while slowed this way.

Swiftness Time Utility - 0
Target One creature that is not fatigued that you can reach
Duration 1 minute
You touch the target, which gains a +10 bonus to Speed for the duration. When the effect ends, the target becomes fatigued for 1 minute.

Race - Human:

Starting Attribute Scores Strength 10, Agility 10, Intellect 10, Will 10. Choose one attribute and increase it by 1.
Perception equals your Intellect score
Defense equals your Agility score
Health equals your Strength score
Healing Rate equals one-quarter your Health, round down
Size 1/2 or 1, Speed 10, Power 0
Damage 0, Insanity 0, Corruption 0
Languages and Professions You speak the Common Tongue, and you can either speak one additional language or add a random profession.

Level 4
Characteristics Health +5

You either learn one spell or gain Determined.

Learn Spell: Fiery Volley

Determined
[strike]When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number.[/strike]

Background:

The fourth of five children in a wealthy, noble family. Affection was sparse and expectations were high. Elizabeth presents as a cold unforgiving woman. She hides behind the magic she learns, using the knowledge of it as a shield to keep anyone else at a distance. She doesn't suffer fools or ignorance. Haughty, some might even describe her.

Servant: Melissa, a young woman that tends to Elizabeth's needs.

Professions:

Starting Professions - (2)

Academic (Magic)
You are a scholar. You can read and write in one language you know how to speak. You can recall information related to your area of scholarship.

Academic (History)
You are a scholar. You can read and write in one language you know how to speak. You can recall information related to your area of scholarship.

Equipment:

Wealth
Wealthy. You live very well. You have nice clothes and fine accommodations, and you have probably not gone without for a long time.

dagger
courtier’s clothing
cloak
backpack
week of rations
waterskin
coil of rope
tinderbox
lantern
flask of oil (x2)
healing potion

pouch
66 gc
30 ss
0 cp

Novice Path - Magician:

Magicians strive to reach the heights of magical power. If they follow this journey to its end, choosing paths to complement what they have learned, they join the most powerful users of magic in the world.

Hopeful magicians must first discover a tradition of magic to begin learning spells. Discovery can be accidental, resulting from being affected by a spell, stumbling into an area steeped in magical energy, or finding its power within. Discovery can also be taught. Ancient institutions of magic, wizards, witches, and others reveal traditions to promising students.

Upon discovering a tradition, the magician learns the most basic spells from it. All this prepares magicians for the process of learning greater and more powerful spells.

Since magicians freely choose their traditions, they display a range of capabilities. Some favor destructive magic, learning spells that let them harness elemental forces of wind, rain, fire, and earth. Others prefer subtler magic, favoring charms to manipulate the minds of others or illusions to deceive and conceal. Magicians can also be conjurers, loosing monsters to fight on
their behalf, or engineers, creating servants and machines from spare parts they pick up along the way.

The possibilities magic offers also present many perils. More than one magician has succumbed to dark magic’s temptations, dabbling into the arts of Forbidden, Necromancy, or worse traditions. Such magic almost always corrupts the magician, but those seeking its power rarely care.

Level 1
Attributes Intellect +1, Will +1
Increase two by 1

Characteristics Health +2, Power +1

Languages and Professions Occult
You read all the languages you know how to speak. In addition, you add one academic area of knowledge of your choice.

Magic: Arcane Tradition: Arcane Armor, Magic Dart, Unerring Darts, Fire Tradition: Control Flame, Flame Missile, Life Tradition: Life Sense, Minor Healing,
You make four choices, discovering one tradition or learning one spell for each.

Cantrips: Arcane Armor, Control Flame, Minor Healing
Whenever you discover a tradition, you learn an extra rank 0 spell from that tradition.

Sense Magic You learn the sense magic spell.

Level 2
Characteristics Health +2

Magic: Celestial Tradition: Light, Burning Beam, Arcane Tradition: Arcane Shield
You make two choices, discovering one tradition or learning one spell for each.

Spell Recovery You can use an action to heal damage equal to your healing rate and regain one casting you expended of a spell you learned. Once you use this talent, you cannot use it again until after you complete a rest.

Level 5 - Expert
Characteristics Health +2, Power +1

Magic: Time Tradition: Delay Time, Swiftness
You discover a tradition or learn one spell.

Counterspell When a creature you can see attacks you with a spell, you can use a triggered action to counter it. The triggering creature makes the attack roll with 1 bane and you make the challenge roll to resist it with 1 boon.

Level 8 - Master
Health +2

Magic: Immolate
You discover a tradition or learn one spell.

Improved Spell Recovery When you use Spell Recovery, you regain two castings instead of one.

Expert Path - Sorcerer:

Sorcerers learn the methods of sorcery, a dangerous spellcasting technique that amplifies the effects of spells by seizing greater amounts of magical energy from the environment. Sorcery reliably enhances the spells it modifies, but the residual energy lingers in the caster, controlled by sheer force of will. Should the sorcerer’s control slip, all the pent-up energy rushes free in a destructive burst.

Sorcery has been around since the dawn of the Empire, with the first sorcerers serving as little better than living artillery. The havoc their magic loosed eventually saw the Empire abandon the practice. Though efforts have been made to stamp it out, sorcery remains very much a part of the world.

Craving even greater power, you use sorcery to supplement your magical abilities. Your ambition tempts you to use it more and more, often to disastrous effect.

Level 3
Attributes: Intellect, Will
Increase two by 1

Characteristics Health +2, Power +1

Magic: Explosive Darts
You discover a tradition or learn one spell.

Sorcery
Whenever you cast an attack spell, you can use this talent to make your attack roll with 1 boon or to impose 1 bane on challenge rolls made to resist your attack.

Each time you use this talent, you gain 1 strain, which represents your effort to contain the residual magical energy within your body. If you have any strain when you complete a rest, your strain total drops to 0.

Sorcerous Outburst
At the end of any round in which you gained 1 or more strain, you must make a Will challenge roll with a number of banes equal to your strain total. On a failure, magical energy explodes from a point within your reach into a sphere with a radius in yards equal to your strain total. The energy deals 1d6 damage per point of your Power to everything in the area other than you. A creature in the area that gets a success on an Agility challenge roll instead takes half the damage. Once you trigger your Sorcerous Outburst, your strain total drops to 0.

Level 6
Characteristics Health +2

Magic You discover a tradition or learn one spell.
Learned Arcane Lightning

Greater Sorcery
Your understanding of Sorcery improves. Greater Sorcery replaces the Sorcery talent. When you cast a spell, you can choose to gain 1 strain and apply any one of the following effects to the spell.

Empowered Spell If you cast an attack spell, this talent grants you 2 boons on your attack roll and imposes 2 banes on challenge rolls made to resist this spell.
Enlarged Spell If the spell affects an area, you double it. Thus, if the spell would affect a sphere with a 5-yard radius, you could affect a 10-yard radius instead.
Far Spell If the spell affects an area or a target other than you, you can increase the range from touch to short range, short range to medium range, medium to long, or long to extreme. Thus, if you would choose a point within short range, you can use this talent to choose a point within medium range instead.
Lasting Spell If the spell has a duration, you can use this talent to extend it. A duration of 1 minute becomes 10 minutes, 10 minutes becomes 1 hour, 1 hour becomes 8 hours, and 8 hours becomes 24 hours.
Potent Spell If you cast an attack spell that deals or heals damage, you can use this talent to increase the damage dealt or healed by the spell. If the spell deals damage or heals damage to one or more targets, each target takes or heals 2d6 extra damage. If the spell deals or heals damage over time, the spell instead deals or heals 1d6 extra damage.

Level 9 - Master
Characteristics Health +2, Power +1

Magic You discover a tradition or learn one spell.

Sorcerous Blast
You can release your strain as a blast of magical energy. You must have at least 1 strain to use this talent. Use an action to reduce your strain by 1 and make an Intellect or Will attack roll against the Agility of one creature or object within medium range. On a success, the blast of energy hits and the target takes 2d6 damage.

Master Path - Arcanist:

The Arcana tradition is favored by scholars of magic. Arcanists delve more deeply into its secrets to gain greater command over its power and improve the effects of the spells they cast. Like wizards, arcanists tend to be learned and scholarly.

Level 7
Attributes: Strength, Intellect, Will
Increase three by 1

Characteristics Health +2, Power +1

Languages and Professions: Dark Speech
You can speak another language or add a profession.

Magic: Harness Magic
You discover the Arcana tradition or learn one Arcana spell.

Arcana Mastery
You can use an action to expend the casting of any Arcana spell you know to cast a different spell of the same rank or lower that you have learned without expending a casting of that spell, even if you have no castings remaining.

Level 10

Characteristics Health +2

Magic: ???
You learn one spell.

Reclaim Arcana
When you expend a casting of an Arcana spell, roll a d6. On a 6, you regain the casting of that spell.

Swift Arcana
You can use a triggered action on your turn to cast an Arcana spell you have learned.

Advancement Table - Reference:

1) Choose a novice path (Magician).
2) Gain the Level 2 benefits for novice path (Magician).
3) Choose an expert path (Sorcerer).
4) Gain the Level 4 ancestry benefits for Human.
5) Gain the Level 5 benefits for novice path (Magician).
6) Gain the Level 6 benefits for expert path (Sorcerer).
7) Choose a master path (Arcanist).
8) Gain the Level 8 benefits for novice path (Magician).
9) Gain the Level 9 benefits for expert path (Sorcerer).
10) Gain the Level 10 benefits for master path (???).