Shoanti

Imedren's page

466 posts. Alias of Patrick Bailey.


Race

Human

Classes/Levels

Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Gender

Male

Size

(1) Medium

Age

28

About Imedren

Personality:
Imedren is a surprisingly cool headed young man, as these things go. He tends to act more like a tired adult than anything else about him. Good natured in his ability to deal with people, he's usually up for most adventuring challenges and he helps people out of the kindness of his heart.

Early life:

Imedren was raised in Arch, first as a commoner. He spent a good many years of his early life enjoying the city in it's slightly more rambunctious days. Always playing with his friends and older brother Yaldrin along Door Street, he frequented many of the wonders in the city but usually in the company of others. Yet when he turned 9 his family fortunes began to change, or at least that was when he took notice of them. His brother's demeanor began to shift and his parents began to take a more dignified approach to the way he was allowed to spend his days. Gone were the years of carefree youth exuberance, in there place was now study on mannerisms and religious knowledge. His family was moved into a better part of the city but he was no longer allowed to play with his friends. His parents became more embroiled into their own research. His brother was placed into the military academy of arch. Imedren soon found himself alone without friends or any real confidants. But despite that people began to recognize him when he traveled. He found it odd and began spending more and more time alone with his studies.

Adolescent years:

During his years studying religion while learning to read and write, Imedren became inquisitive about his parents work. He asked anyone and everyone he could find about it. Most stated they simply didn't know but eventually he found a few who were more forthcoming, particularly when they were drunk. Bits of information he could glean from them in passing conversation to rumors he heard from his brother or others that occasionally stopped by. He eventually discovered that his father had been working directly under a rising star at a place simply called 'The Lab.' His families recent change in fortunes was due to years of his fathers devoted time to helping a man named Weal Tucker with his experimental research. During his time he also discovered that his father had left many old notes concerning the research and use of experimental dark magic that his grandfather and even his great grandfather had devoted their lives to. Apparently, Tucker, or at least his family had been interested in such work for decades and he had influence around the town. Flustered by the discovery, Imedren was uncertain of what to do and so he took his findings to his brother Yaldrin during one of his shorter leaves from his training.

Yaldrin did not seem overly surprised by what Imedren had found however. Instead, he stared Imedren right in the eye and told him to keep his head down, not tell anyone else what he had found, and listen to what their parents, and he, told him to do. The look in his brothers eyes had hardened into something that he didn't truly recognize any longer and even though it scared him, he went with what his brother had said.

Adult Life:

The years after that hard meeting with his brother led Imedren down an easy but paranoid life style. He asked for his parents advice and he made sure to follow it. He kept his head down and did not ever reach beyond his means. Things seemed to go well for him but he always knew there was something darker just beyond the pleasant facade. It drove him into a wall and he found it hard to not tell anyone about what he'd discovered because he did not know who worked for who. He eventually found solace in drinking. It helped keep his emotions in check and made him able to deal with everything more easily for a time. He also began speaking on spiritual matters regarding the old faith. He saw the way it helped people cope with their day to day lives and it made him feel better knowing he could help with their struggles and lighten the burden of his own.

Time passed, his parents saw that he was drowning himself in his work and while he was becoming a more notable member of the community, he was also being noticed for his vice of drowning himself at the taverns. They told him that while they were pleased he was continuing with his responsibilities, he was far too noticeable and had far too much time on his hands so he should get married. They had planned on even gone so far as to arrange a marriage for him.

But life has a funny way of intervening sometimes. While Imedren was spending his time at the taverns enough, he found a kindred spirit who did as well. Her name was Uruuna, she was a halfling with a boisterous temperament and could drink Imedren under the table easily. The two of them met during uncertain terms in their life and became familiar drinking partners often both having long or hard days. Once the drink had loosened their tongues the two would joke, trade stories, and generally share small bits of each others life with one another. As the two got to know each other they became comfortable around each.

One night a handful of drunken louts started making lewd comments and gestures to Uruuna and Imedren just couldn't let that stand. He was a poor fighter as it turned out, but Uruuna was not, and she made short work of them. The two became friends after that. The nights turned to weeks, weeks became months, and for well over a year the two got to know each other. Imedren had found a place he could relax in, away from his faith based studies, and a friend he could just be himself with.

The tavern was a place where there was nights of musicians playing music for dancing and singing songs. Bards and travelers came from all over the kingdoms to tell of adventurous or harrowing tales of the outside world by the hearth. Good food and drink was plentiful. Merchants came and occasionally showed off their wares to the drunken patrons, and the local people came to relieve themselves of their stress. It was home to Imedren and just when he thought things couldn't get any better, one night Uruuna asked him to come with her and he agreed. He found that he loved her and in an a rare moment of non-drunken bravery he asked her to marry him and she agreed.

But those days of wonderful peace could not last. His parents were less than thrilled about him taking his own initiative and marrying outside of his own race, especially since they had gone through the trouble of setting up an arranged marriage with the daughter of a merchant they had only recently become associated with. His brother, Yaldrin, quietly nodded his consent to his brothers strength of will and stepped in for him again. With him already having become a lieutenant rank and engaged to marry a minor nobles daughter he made their parents see the wisdom in letting the family seem open to all races, which would also help with Imedren's coming station with the church.

The terms and conditions were deemed unavoidable but acceptable by their parents who acquiesced to the marriage. Provided that he not destroy their name, however, because he had dared to anger their good will they cut him off from the family wealth. Helping only to keep him afloat if need be.

And so it was that Imedren and Uruuna struck out on their own and moved to another city known as the Crossings. Life was not easy, but at least Imedren would not be under the direct shadow of his parents or brother any longer. He was in a sense free for the first time in his life. It was not a chance he wanted to waste.

Name: Imedren
Ancestry:
Gender: Male
Age: 28 years old.
Level: 1
Lifestyle: Getting by.

Traits:
Positive - Dependable
Negative - Craven
Interesting Thing(s):
0th- A fondness for the bottle.
1st- A set of pan pipes
3rd- The True Name of a minor devil. (Druxcanor)

Background:

(Add or remove as needed for specific Ancestry)

Strength: 11 +1
Agility: 11 +1
Intellect: 14 +4
Will: 12 +2

Perception: 14 (+3 boons)
Defense: 11 (15 w/armor).
Health Maximum: 38
Healing Rate: 9
Size: 1
Speed: 10
Power: 5

Damage: 0
Insanity: 3
Corruption: 5
4-6: You make attack rolls to interact with other creatures in social settings with 1 bane. As well, animals become hostile to you and children might cry as well.

Spoken Languages: Common, Dwarven, Dark Speech

Written Languages: Common, Dwarven,

Professions:
- Religious:
-- Minister of the old faith. (Tool Kit- Religious Texts concerning the Old Gods, and the Religion of the New God)
- Academic
-- Occultism (Tomes on magical theory, mathematics, Theories of timelines, Chaos magic theories, World line fractures and convergence, Divination studies, A writing kit, Dice, Tarot Cards,)

Ancestry Traits and Abilities:

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, 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.

4th Level:
+5 health
Spell: Entropic Power
Spell change: Mighty Attack changes to Meteor

Quirks and Marks of Darkness:

(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

Novice Path: Mage
Magician 1st:
Attributes: Increase two by 1
Characteristics: Health +2, Power +1
Languages and Professions You read all the languages you know how to speak.
In addition, you add one academic area of knowledge of your choice.
Magic: You discover one tradition. Then, make three choices. For each choice, you either discover another tradition or learn a spell from a tradition you have discovered.
Cantrip: Whenever you discover a tradition, you learn an extra rank 0 spell from that tradition.
Sense Magic: You learn the sense magic spell described here.

Magician 2nd:
Characteristics: Health: +2
Magic: Make two choices. For each choice, you either
discover a new tradition or learn a spell from a
tradition you have discovered.
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.

Expert Magician 5th:
Characteristics: Health +2, Power +1,
Magic: Make two choices. For each choice, you either
discover a new tradition or learn a spell from a
tradition you have discovered.
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 with 1 boon.

Master Magician 8th:
Characteristics: Health +2
Magic: You discover a tradition or learn
one spell.
Spell Change:
Improved Spell Recovery: When you use Spell Recovery, you regain two castings instead of one.

Expert Path:
Sorcerer Level 3:
Attributes: +1 intellect, +1 Will
Characteristics: +2 health, Power +1 (total:2)
Magic: New Tradition: Arcane
Spells: 0th: Arcane Armor
2nd: Explosive Darts
Spell change: Capricious Devastation

Sorcery: When you cast an attack spell, you can use this talent to make the attack with 1 boon and impose 1 bane on the challenge rolls of creatures attempting to resist the 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: (You cannot choose to fail the will save.)
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.

Sorcerer Level 6:
Characteristics Health +2
Magic: You either discover a new tradition or learn one spell
from a tradition you have already discovered.

Time Tradition:
Delay: 0th, Attack
Accelerate: 3rd, Utility
Spell exchange:
Swap 1st, teleportation becomes Augur, 1st Divination.
Control Flame, 0th, Fire, becomes Flame missile, 0th, Fire.

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.

Master Sorcerer Level 9:
Characteristics Health +2, Power +1
Magic: You either discover a new tradition or learn one spell from a tradition you have already discovered.

SINGULARITY (CHAOS) ATTACK 5

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: Watcher
7TH level- Watcher:
Strength: +1
Intellect: +1
Will: +1

Characteristics:
Health +4, Power +1
Total power: 4
0th-5, 1st-2, 2nd-2, 3rd-1, 4th 1.

Languages: Dark Speech

Magic: +1 divination spell: Vision. (4th level, utility, divination.)
Spell Change: Hex becomes Chaotic Lance.

Gift of Foretelling: You can see events before they occur. When a creature makes an attack roll against you, you can use a triggered action to force the creature to the roll a second time. You then choose the result it uses. Once you use this talent, you must wait 1 round before you can use it again.

Interesting thing: A tiny portrait, a lock of hair, or some other favor from someone who loves you.

10th level Watcher
[b]Characteristics:
Health +4
Magic: You learn one spell.
Anticipate Outcomes: Your Gift of Foretelling improves.
When you would use an action, you can use two actions. Resolve each action, one after the other, but do not apply the results of any roll you make. Once you have used both actions, choose one of them as the one that actually happened and then apply any results from using the action in the chosen way.

For example, say you take a fast turn and decide to use this talent on that turn. For one of your actions, you decide to cast an attack spell that requires you to make an attack roll. For your other action, you decide to retreat. You make the attack roll and get a success on the roll. You must then choose between expending the casting and taking the result of the roll or using your action to retreat. You can use this talent a number of times equal to your Power score. Once you use this talent, you must wait 1 minute before you can use it again. You regain expended uses when you complete a rest.


Equipment:

Wealth: Large leather pouch
Bits: 2
Copper Pennies: 12
Silver Shillings: 6
Gold Crowns: 16

Magical Gear:
- Incantations:
Scroll of Slow (Time), x4
Scroll of 2 castings of Meteor (Fire) x3
Scroll of 3 castings of Blessing (Theurgy) x0
Scroll of Foretell (Divination)x2
Scroll of Swap (Teleportation) x2
Scroll of Enduring Light (Celestial) x2
Scroll of Dawn (Celestial)
Scroll with two spells: Frighten (Curse) and Brand of Doom (Rune).

- Potions/ Consumables
(The syringes are divided into 3 easy to reach pouches which have been attached to the armor.
-pouch 1: 2/2
-pouch 2: 2/2
-pouch 3: 2/2)

(Thick, syrupy dark amber liquid) Antitoxin x3
(Red liquid/ acrid smell) Fire Resistance Syringe x3
(Clear Alcohol smell) Healing potion x4
(Clear Alcohol smell) Syringe healing Potion x6, W/ Belt strap: 2/2
(Clear, odorless) Invisibility Syringe x0
(Clear, sprinkled with silver) Holy Water x6

Faerie Medallion: a silver medallion and chain. The face of the medallion has been chiseled to resemble a grinning faerie It grants its wearer a sight, at a cost. The wearer gains 3 boons to any perception rolls but also imposes 1 bane for all will saves.

Enchanted Mail (Defense 15, No strength requirements.)
(This armor is an ebony black iron chain mail shirt which has been modified with iron plates in the center of the chest area as well as the arms. It completely covers the wearers front, back, sides as well as his arms with downward facing shoulder plates. It looks heavy, but is surprisingly light yet durable.)

Basic Gear:
A silver plated staff, (level 6)
basic clothing,
a backpack,
a waterskin,
a tinderbox,
3 torches,
Longbow w/quiver: X10 arrows
Tent (Planned excursions only)
Rations (4 days)
Spotlight Lantern w/oil flask (1/4 hours)
oil flask x6 (4 hours each)

29
32
1
Extra Gear at home:

A wooden chest with-
An adventurers backpack
scroll case (3)
- Rewrite moment (3)

Healing potions (6)
Tinderbox
Spotlight lantern
Flask of oil (4)
Coil of Rope (20 yards)
basic clothes (Human sized)
Winter coat (Human sized)
Bow
Quiver with arrows (10)
Sword
Hard Leather armor (Human sized)
Flask
Waterskin
Pouch:
CP- 20
SS- 10
GC- 2

The cache of forbidden magic and knowledge from Sunionius Roo
- A thousand years ago, Sunionius Roo was one of the most infamous men to ever walk the world. A devoted servant of the Demon Lord in the aspect of the Destroyer of Worlds, Roo stained his hands with the blood of sacrifices, sullied his soul with dark magic, and plunged the lands that would become the Northern Reach into darkness. But then at some point, the demonologist realized the true nature of his master, seeking to undo his own dark deeds. For his change of heart, his confederates killed him, condemning his soul to Hell.

Interesting thing:
A set of pan pipes.

Spellcasting:

Range:
You: You are the target, or the effect originates from you
or a point within your space. You are always within range
of yourself for the purpose of targeting.
• Reach: The target or the point from which the effect
originates must be within your reach, and you must be able
to touch it. If you attempt to touch an unwilling creature,
you must make a Strength or Agility attack roll against the
target’s Agility. On a success, you touch the target.
• Short: The target or the point from which the effect
originates must be within 5 yards of you.
• Medium: The target or the point from which the effect
originates must be within 20 yards of you.
• Long: The target or the point from which the effect
originates must be within 100 yards of you.
• Extreme: The target or the point from which the effect
originates must be within 500 yards of you.
• Sight: You must be able to see the target or the point
from which the effect originates.

Spell Power 5:
0th: 6/6 per day.
1st: 3/3 per day.
2nd: 2/2 per day.
3rd: 2/2 per day.
4th: 1/1 per day.
5th: 1/1 per day.

Difficulty:
- 14 Intellect
- 12 Will

Magician:
-0th SENSE MAGIC: 6/6
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.

Arcana:

POTENT MAGIC ARCANA UTILITY
- 1st, 1/3
Duration 1 round
For the duration, when you attack with a spell, you make the
attack roll with 2 boons, and creatures make challenge rolls
to resist your spells with 2 banes.
Triggered On your turn, you can use a triggered action to
cast this spell. The spell ends at the end of your turn.

- 2nd Explosive Darts: 1/2 (Long Range),
3 magic darts fly from your fingertip, divided as you choose among 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.

REVERSE SPELL ARCANA UTILITY
- 4th, 1/1
Triggered: When a creature targets you with an attack spell, you can use a triggered action to cast this spell. You change the target from yourself to the creature that triggered this casting.
Sacrifice: You can use an action and expend a casting of this spell to cast the destroy magic spell (Shadow, page 118).

Battle: (Battle Madness) Whenever you go mad, you suffer
battle madness instead of rolling on the Madness table.
While gripped by battle madness, you must take a fast turn
each round and use an action to attack the creature nearest
to you, making a charge if necessary. You regard all creatures
as foes, determining your target randomly if more than one is
available. At the end of each round, roll a d6. On a roll of 5 or
higher, the battle madness ends.

Curse: (Dark Magic Tradition: Potential corruption: Learned 2 spells.
Certain traditions reveal fearful secrets known as dark magic. You gain 1 Corruption each time you discover a dark magic tradition. As well, each time you learn a spell from a dark magic tradition, roll a d6. If the number is less than the total number of dark magic spells you have learned, you gain 1 Corruption.
However,each dark magic spell you learn grants 1 boon on challenge rolls you make to avoid gaining Insanity.)

- 1st Pain: 3/3 Attack, (Short)
Make an Intellect attack roll against the target’s Strength. On a success, for 1 minute, whenever the target takes damage, it takes 1d6 extra damage. Attack Roll 20+ In addition, for 1 minute, whenever the target takes damage, it becomes dazed for 1 round

Divination

RETRY: 5/6
Triggered: When the result of an attack roll or a challenge
roll made by a creature within short range is a success or a
failure, you can use a triggered action to cast this spell. You
create a ripple in time, which causes the creature to discard
the result of the triggering roll and roll again.

Aftereffect: You must make a Will challenge roll. On a
failure, the next time you make an attack roll or a challenge
roll before the end of the next round, you must discard the
result and roll again.

- 1st Augur 3/3 Utility
Requirement: You must use implements of divination such as cards, dice, tea leaves, or notched sticks.
Duration Concentration, up to 1 minute.
While you concentrate, you use your divination tools to gain an insight into the future. At the end of this time, ask the Game Master one question that can be answered “yes” or “no.” The GM must answer the question truthfully.

- 4th Vision: 0/1
Duration 1 hour; see the effect
For the duration, you enjoy the following benefits:
• You see into areas obscured by shadows and darkness as if those areas were lit.
• You see through anything that conceals, disguises, or renders things invisible.
• You see auras around objects under the effects of magic and you automatically recognize anything created by an Illusion spell for what it is.
• You see creatures under the effects of Transformation spells as they truly are.
• You can use an action to focus your sight to see through solid obstacles as long as you concentrate. You can see through 1 yard of wood, 1 foot of stone, or 1 inch of metal.

THIRD EYE; DIVINATION UTILITY
4th, 0/1
Duration" 1 hour
An extra eye opens in your forehead and remains there for the duration. While the eye is open, you gain the following benefits:
• You impose 2 banes on attack rolls against you.
• You make challenge rolls to resist attacks and other hazardous effects with 2 boons.
• Creatures within short range of you cannot be hidden from you.
• You cannot be surprised, blinded, or deafened.
• You make all Perception rolls with 2 _When you get a failure on an attack roll orchallenge roll or you would take damage from a source otherthan a spell you cast (including the afteboons.

AVERT FATE DIVINATION UTILITY
5th, 1/1
Triggered: When you get a failure on an attack roll or
challenge roll or you would take damage from a source other
than a spell you cast (including the aftereffect of a spell you
cast), you can use a triggered action to cast this spell. You
turn the failure into a success or reduce the damage to 1.

Chaos:

Chaos Boon:
-0th 5/6 Utility, (Personal)
For the duration, you roll a chaos die (a d6) whenever you make an attack roll or a challenge roll. You apply an odd number as a penalty to the d20 roll and an even number as a bonus to the roll.

Capricious Devastation:
-1st 2/3 Attack, (Medium)
Target: One creature or object within medium range
A flickering ball of energy leaps from your hand. Make a Will attack roll against the target’s Agility and roll a d6. You apply an odd number as a penalty to the attack roll and an even number as a bonus to the roll. On a success, the target takes 2d6 damage, plus 2d6 extra damage if you had a penalty on the attack roll from this spell.
Attack Roll 20+: The target will also teleport 1d6 yards to an open space in a direction you choose.

IRIDESCENT SHIELD: CHAOS
- 1st 2/3 Utility
Duration 1 hour: see the effect
A shimmering, colorful field springs into existence around you. Roll a d6 and add the number as a bonus to your Defense. Each time a creature makes an attack against your Defense, reduce this bonus by 1 (to a minimum of 0, which ends the effect).

SINGULARITY CHAOS ATTACK
5th, 1/1
Area: A sphere with a 10-yard radius centered on a point in
space within long range
Duration: 1 round
A roiling clot of color appears at the origin point and remain for the duration. When you cast the spell, unsecured objects in the area are moved 2d6 yards toward the origin point. Each creature within the area when you cast the spell or that enters the area must make a Strength challenge roll with 1 bane. On a failure, the creature is moved 2d6 yards toward the origin point and cannot move away from it for the duration. Any creature or object that reaches that point takes 10d6 damage. If it becomes incapacitated by this damage, it is erased utterly from existence, its body and soul vanishing forever.
When the effect ends, the clot explodes, dealing 4d6 damage to everything in the spell’s area. Each creature in the area must make a Strength challenge roll. It falls prone on a failure, or just takes half the damage on a success.

Shape Magic
- 5th, 0/1
You bend and twist the magical energy released when you cast this spell so that it takes a useful form. Choose a spell from any tradition that is of rank 5 or lower.
Make a Will challenge roll with a number of banes equal to the rank of the chosen spell. On a success, you cast the chosen spell. On a failure, the magic gets away from you and explodes in a sphere with a radius in yards equal to the rank of the spell you chose. You and everything in the area take 6d6 damage. A creature in the area that gets a success on a Will challenge roll instead takes half damage.

Destruction: (Body is usually covered in bruises/cuts)

- 2nd: Entropic Power 0/2 (Utility) (Personal)
Duration 1 minute
Take 3 damage. For the duration, creatures that take any
damage from your attack spells take 1d6 extra damage.
Triggered When you cast an attack spell that deals damage,
you can use a triggered action to cast this spell, which ends
at the end of the round. If the target takes damage from your
spell, it takes 2d6 extra damage.

Fire: (Skin is warm or hot to the touch. Always on the verge of losing temper.)
- 0th: 6/6 Flame Missile: (Long)
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.

FLAME WARD FIRE UTILITY
- 1st, 2/3, (Touch)
Target: One creature you can reach.
Duration: 1 hour.
You touch the target. For the duration, it takes half damage from fire.

FIREBALL FIRE ATTACK
- 3rd: 0/2 (Long)
Target A point in space within long range
You fling a globe of fire. When it reaches the target, or if it
encounters a solid creature or object before then, it explodes.
Flames spread through a 5-yard-radius sphere centered on
the target or on a point in the creature’s or object’s space,
dealing 5d6 damage to everything in the area. Each creature
in the area takes half the damage with a success on an Agility
challenge roll.

Teleportation:

BLINK TELEPORTATION UTILITY
0th, 6/6
Duration: 1 round
You rapidly teleport in place for the duration, imposing 3 banes on attack rolls made against you.

BOUNDLESS STEP TELEPORTATION UTILITY (Medium)
3rd, 1/2
Duration: 1 minute
On each of your turns for the duration, you can use a triggered action to teleport to an open space you can see within medium range.

Time
Time magic controls the rate at which time passes. Meddling
with Time spells can upset or snarl your timeline and cause
strange phenomena to affect you. You might, for example,
flicker in and out of existence while you sleep, or your apparent
age could increase or decrease from one day to the next.

- 0th, 6/6, Delay: (Short)
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 in this way.

TIMELY WARNING: TIME UTILITY
2nd, 2/2
Triggered: When a creature within medium range that you can see would take damage or gain an affliction, you can use a triggered action to cast this spell. You mark in your mind the exact moment when this event occurred, and then your future self from a few moments ahead in time travels back to just before the event to deliver a warning to the triggering creature.
The creature reduces the damage it would have taken to 0 or removes the affliction it would have gained. At the end of each round thereafter, you must make a Will challenge roll with 1 bane. On a failure, you transport yourself back in time to deliver the warning, disappearing and reappearing in the space you occupied 1 round later, which ends the spell. If you become incapacitated before you can deliver the warning, you and the triggering creature
each gain 1d6 Insanity as time momentarily unravels.

HALT TIME: TIME UTILITY
3RD, 1/2
Area A 4-yard-radius sphere centered on a point you
can reach
Duration 1 minute; see the effect
Time halts in the area for the duration. Each creature other
than you in the area becomes insensate, unable to use
actions or triggered actions, and unable to move. Creatures
outside the area cannot enter it, and objects or effects
originating from outside the area cannot reach into the area;
they stop at its edge, remaining there until the spell ends.
Creatures and objects in the area cannot be attacked,
moved, or affected by any effect. Ongoing effects that apply
to creatures and objects in the area are suspended until the
spell ends.
You, however, are unaffected by the spell and can freely
move around in the area, leave it, and return to it. You can
end the effect at any time without using an action to do so.
Once the spell ends, time moves faster in the area it affected
until it resumes the normal flow of time. Two rounds pass
inside the sphere for every round that elapses outside it until
time again flows the same in both places. If the spell lasted
for three rounds, for instance, then the accelerated time
lasts for three rounds. Each of the extra rounds that elapses
inside the sphere occurs between each pair of rounds that
elapse outside it. Any creature in the sphere during one of
these extra rounds can take a turn. But if a creature leaves
the sphere on its turn during one of these extra rounds, the
creature enters normal time, and its turn immediately ends
as it does so. Such a creature must get a success on a Will
challenge roll or gain 1 Insanity. Attacks and other effects
originating from inside the sphere that would affect targets
or areas outside it are resolved at the end of the extra
round. In addition, creatures inside the area make attack
rolls against targets outside the sphere with 3 boons, while
targets outside the sphere make challenge rolls to resist
harmful effects with 3 banes.

Accelerate: (Touch)
- 3rd. 0/2,
Duration: 1 Minute
You touch the target. For the duration, it can take both a fast turn and a slow turn each round. When the effect ends, the target becomes fatigued for 1d6 minutes.

TWAIN SELF TIME UTILITY
- 4th, 0/1,
Area A cube, large enough to hold a creature of your Size,
originating from a point within a number of yards equal
to your Speed
Duration: 1 minute; see the effect
You cause yourself from the future to appear in the area and it
remains in your time for the duration. Until the spell ends, you and
your future self can each take a turn every round, though the
paradox of your twained existence imposes
1 bane on both of your attack rolls and challenge rolls.
You and your future self have identical attributes and
characteristics. Although you can act separately, you and your
future self count as one creature for the purpose of sharing
resources. Thus, if one takes damage or gains Insanity, it
applies to both characters. If one expends the casting of a
spell, the casting is expended for both. If one of you suffers an
affliction or would benefit from an ongoing effect, the affliction
and effect apply to both.
Your future self has identical copies of everything you
wear and carry, with a couple exceptions. First, if you or your
duplicate consume or expend on item, such as dealing a
healing potion, the item is lost to both of you. Furthermore, if
you have a relic, you must decide whether you or your future
self carries the relic.
If either you or your future self becomes incapacitated, the
other does as well. If you die, your future self disappears.
When the effect ends, you and your future self disappear.
You reappear 1 minute later, in the space your future self
occupied or in the nearest open space if it is occupied.

DIMENSIONAL STABILITY TELEPORTATION UTILITY 5
Area: A 20-yard-radius sphere centered on a point you can reach.
Duration: 7 days
You stabilize reality throughout the area to prevent creatures from teleporting into, out of, or within it for the duration.
Sacrifice: You can use an action and expend a casting of this spell to teleport to an open space within extreme range.

Questionnaire:

1) How do others make you feel?
- Others are the basis of how I try to conduct myself. I often go out of my way to meet and talk to them.

Do you like being the center of attention or bring left alone?
- I prefer to be the center of attention in a group. How else can I help people at large?

Is there a such thing as a stranger to you or do you even know what it's like to have a friend?
- There are all kinds of people in the world. I would like to see as many of them happy as I can.

2) Name one thing you value most.
- My precious silver wedding ring, it symbolizes my first step of freedom.

- Then name one thing you could lose.
-- I could do without my familial obligations but I can't simply abandon them.

3) What do you fear?
- I fear violent frightening confrontation with others. I nearly always
seem to back down. I fear dark magic may be at the heart of town. I fear that my parents may find out. I fear I might be susceptible to corruption just as they were.
What do you hate?
I hate it when someone purposefully make others feel belittled and small.

4) What do you desire?
I desire to find the heart of why my family
What do you love?
I love my wife Uruuna. I love to drink. I love to spend my time at the tavern.

5) You have (at least) one secret. What is it?
- I believe my family are generations old practitioners of dark magic.
- Part of why I married Uruuna was to spite my parents and try to get out from under their yoke. It didn't work too well though.

6) Have you done something Notable? What was it?
- No, I am a coward when it comes to doing something big alone.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
- In matters of faith, I can guide people towards the light. I revel in authority.

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

Of course I do! What sort of person would I be if I didn't hold to my promises and obligations?! It breaks my heart when I can't uphold what I am supposed to do.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

As the teachings of the old gods say, there is absolutely good and bad. I should know, I've seen the evidence... but can I really do anything but direct people to live a life of good? What can I do against generations or even centuries of evil? I hope they never find me.

My Story:

http://paizo.com/threads/rzs42axw?Bookrats-Demon-Lord-Game-2-new-players

The old religion:

The investigation so far:

The Town we live in is being haunted by disappearances of it's population.
Father Gregory, a dear friend, has gone missing while looking into these disappearances.
My wife, Uruuna, and I have begun searching for him.
We have met the strange goblin, Anophth. He too is a friend of Gregory's. I believe I've seen him a few times at sermons.
While asking around, we heard a rumor of a watch sergeant named Alyse who has continued looking into the disappearances despite orders for the Brown Coats to disregard the missing. She told us of the six missing people so far. Seven now with Gregory too.
She then led us to the Fallen Soldier. A low brow Tavern/brothel.
The barkeep told us of a hooded man who was seen snatching an orphan boy off the street. He then told us of a local gang called the Rude Boys being approached by two sophisticated gentlemen the previous week and going to the Moore House. Rumored to be a former home of Demonologists. Curiously, this was the same time the disappearances started... are they connected?
We investigated and were run off by two threatening thugs. It seems they are still there.
We then spent the entire night searching for our cloaked figure. But to no avail.
We will now rest and then resume our investigation later.

Day 2: We met with some other people. Tabog, his son Nutmeg and a socially awkward man named Dramm. Together with them we returned to the Moore House and found the same Rude Boys guarding the house. We tried to sneak past but it didn't go well, a fight ensued. Thankfully we managed to subdue and capture them. We sent Nutmeg off to find Sergeant Alyse and we went inside the house to see what we could find.

The creature within was perhaps once human but now dark magics had allowed it to continue in a manner of life most foul. This thing has given men nightmares and nearly caused me to run but somehow I found the strength to hold on and fight it. We killed it in a short, bloody fight. No one died but some were wounded. There were signs it had been contained within some sort of sarcophagus but it had been released. Likely by those two men we'd heard hired the Rude Boys.

We found Father Gregory... or rather the shell of the man he used to be. I can only imagine the horrors he witnessed and endured at the hands of that thing. The others who had been taken by this thing were dead now. Gregory was no longer whole, but alive while missing an arm, a leg, and an eye. I cannot say whether his life is a good thing to continue as he was taken to the asylum. It's unlikely he'll ever recover...

Shortly thereafter; We were thanked for our efforts by Mayor Edgarton. She was pleased to reward us for our efforts and even became our patron. She told us that there had been rumors of cult activity within the city for months now and that several other members of the city council had been focused on belaying the actions of the Brown Cloaks. I made sure to include my wishes to reward Sergeant Alyse as she was the only one to aid us in this matter directly.

I have endeavored to move ahead with this investigation. Father Gregory was a great man and he will be sorely missed by the people of the Crossings. Myself and Uruuna included. I will try to fill the gap within the community he has left as we check in. Hopefully it will all go well. We will find out who is behind all of this and bring them and any others to justice. I want to see this city return to a more peaceful times.

Journal 2:
Things have not been going well so far. My attempt to fill in for Father Gregory with his flock and those
who worship the New God did not take kindly the news that Father Gregory was now forever gone and that I, a follower of the Old Faith, was to replace him. Many have said unkind words. Many have left and my words, I feel, fall on deaf ears.

It's not as though I mean them ill will. I'm just trying to help them understand what they won't see.

Journal 3: Notes:

Enigma Stone, cracked.