Nameless Assassin

Intef's page

2 posts. Alias of Vrog Skyreaver.


About Intef

Picture of Intef.

combat Info:

str 13/+1/8
dex 18/+3/3 (Originally 10)
con 14/+1/7
int 18/+3/3 (Originally 16)
wis 16/+2/5 (Originally 8)
cha 13/+1/8
HP 9
AC 0
Effort: 2
Influence: 2
Wealth: 0

Attack Bonus: +1
Fray Die 1d8

Hardiness 14
Evasion 12
Spirit 13

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Death Word:

Death is known to all that is mortal, and this Word gives command over this inevitable fate. Its miracles avert or bring about death, reveal details about a death, rule the unquiet dead, or create restless undead.

Heroes with the Death Word may command undead in their presence as an action, ordering up to one Mob of any size. Greater undead get a Spirit saving throw to resist, and cannot be commanded to self-destruct. As an On Turn action, they also know the details of what, where, and how anything died or is dying within 100 feet of them.

Death Gifts:

White Bone Harvest: (Smite) Action
Commit Effort for the scene. As an action, you may instantly destroy any hostile lesser undead in sight provided they are lesser foes. Other undead in sight suffer your level in points of damage, tripled for Mobs.

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Knowledge Word:

Knowledge is the Word of understanding. All that mortal scholars know is within the purview of this Word, along with secrets of the past and present. The Word of Knowledge cannot penetrate the veil of the future, but it can reveal almost anything of the present world. Deep mysteries of a campaign world cannot be pried loose, however. Facts or events perpetrated by someone with the Word of Deception allow their enactor a Spirit saving throw to conceal events from the Word of Knowledge.

Heroes with the Knowledge Word may set either their Intelligence or Wisdom attribute to 16. If the score is already 16 or higher, they may set it to 18 instead.

Knowledge Gifts:

The Omniscient Scholar: Constant
You have mastered all spheres of mortal academic knowledge. You always know the answer to any question involving such learning, if any mortal sage knows it and automatically succeed on attribute checks to accomplish intellectual tasks if they're within mortal capabilities.

A Truth that Burns: Action
Commit Effort for the scene and choose a visible target. Learn the knowledge of them or their plans that they least want you to know, as judged by the GM. Worthy foes get a Spirit saving throw to resist this subtle inquisition.

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Time Word:

Time is a complex Word, one ruling events of the past and future. While temporal gifts can often see the future, such outcomes are not set. Predictions can be overcome by events and choices, though some gifts of Time allow the user to fix a future’s certainty, unless their will is overcome by a stronger power. Miracles of Time can alter the past and rewrite prior events, but it is generally necessary to manipulate specific events rather than simply decree a broad swath of history. Temporal manipulation cannot kill people or erase things of great occult power, but it can alter how past events played out.

Heroes with the Time Word always know the exact time, and are immune to any uses of this Word to affect them or scry on them. They may set their Wisdom to 16, or 18 if it’s already 16 or higher.

Time Gifts:

Immediate Foresight: Constant
You cannot be surprised. Your natural armor class is 3, as you instinctively avoid foreseen blows. Armor and shields don't aid this AC.

Excellence of the Word (Dexterity): Constant
Choose one attribute score and raise it to 18. This excellence is usually colored by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts. This gift may only be taken once, regardless of how many Words your hero has bound.

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Facts:

Fact: Intef is a former slave in the oasis states and magician's apprentice.
Fact: Intef had a great deal of knowledge about magic that he acquired during his training, but he has no capacity to actually cast magic.
Fact: Intef's master was a member in good standing of one of the black academies, and so Intef seeks to abolish their practices.

Background:

Intef was the slave of a master wizard, sold to the man who detected his intelligence. Intef was given 3 meals a day, never beaten, and taught a great many things. While his master hoped that he would become a powerful wizard that he could sell to one of the nobility, Intef had absolutely no talent for magic. No matter how many instruction sessions he gave him, it soon became apparent that he would never grasp the intricacies of the art, and so Intef was hobbled and left to die in the sands, his name cursed by his master.

Intef, however, had plans other than dying. Though he could not walk, he dragged himself into shade, where he passed out from the exhaustion and pain. When he awoke, Intef was healed, as if by magic. He was also surrounded by a pack of undead jackals, playthings of a nearby minor noble. The noble, a man known for "saving" travelers so that he could toy with them before he sacrificed them to whatever being gave him power, approached with an offer of protection from the beasts. When Intef reached out his hand to fend them off, he felt an innate connection with them, one that he used to turn the beasts on their master, the man's final words were drowned out by the sound of chewing. As Intef strode through the destert, he encountered a caravan who agreed to allow him to join and travel with them if he was willing to work for his place. Intef agreed, and when the Caravan reached Wadjet, Intef had learned that he often was able to tell a person's secret heart, should he but take the time to listen. Undead would not threaten him, and he had developed the ability to slow time around him, allowing him to react to threats before they truly materialized.

Intef has taken his leave of the caravan master, who offered him a permanent position with the caravan. Intef, however, believes his destiny awaits him far from the lands of his birth.

Complications:

Motivation: (Hatred) Intef desires to rid the world of Necromancy and the summoning of the uncreated. His goals have put him squarely at odds with the Black Academies and various insane wizards and cultists. As of yet, he is not known directly, but it is only a matter of time before he is discovered, and then it will be all-out war.

Hinderance: (Slavery) While Intef has been cast aside by his master, he is still considered a slave, and any who would see his brand would consider him an escaped on at that. Fortunately for Intef, his master branded him on his right breast, so he can wear clothing (a new practice to him as his master never allowed him to wear clothing and thus hide his brand) and not have his status as a slave revealed.

Motivation: (Belief) Since awakening as a Godbound, Intef has had the unshakeable knowledge that he has a destiny that he must fulfill. emboldened with this knowledge, he has left the lands of his home and travelled to places he has only ever heard of.