Maurya-Rahm Advisor

Keri Russell's page

268 posts. Alias of Brainiac.


Gender

Female Elf Priest/Cleric 3 | S8, A14, I14, W10 | Perception: 14 | Move: 12 | Def: 14 | HP: 25 | Damage: 0 | Insanity: 2 | Corruption: 0 | Power: 2 | Fortune: No | Status: Normal

About Keri Russell

Name: Keri Russell
Ancestry: Elf
Gender: Female
Age: 36
Level: 3
Lifestyle: Comfortable
Appearance: 4'10, 115 lbs. Cow's horns and tail.
Personality:
Background:

Strength: 8
Agility: 14
Intellect: 14
Will: 10

Perception: 14
Defense: 14
Health: 25
Healing Rate: 6

Size: 1
Speed: 12
Power: 2

Damage: 0
Insanity: 2
Corruption: 0

Spoken Languages:
English, Elvish

Written Languages:
English

Professions:
Academic (SotDL)
Academic (Technology)
Entertainer (Storyteller)
Entertainer (Singer)
Musician (Piano)
Religious (Devotee)
Wilderness (Forager)

Ancestry Traits and Abilities:

Immune damage from disease; charmed, diseased

Shadowsight: You see into areas obscured by shadows as if those areas were lit.

Spell Defense: You take half damage from spells and you make any challenge roll to resist a spell with 1 boon. A creature attacking you with a spell makes the attack roll with 1 bane.

Bewitching Presence: Your magical nature alters how others see you and behave around you. You make attack rolls in social situations with 1 boon. If you touch or are touched by an object made from iron, you lose this trait for as long you remain in contact with the object and for 1 minute afterward.

Iron Vulnerability: You are impaired while you are in contact with iron. In addition, if you touch or are touched by an object made from iron, you lose Spell Defense for as long you remain in contact with the object and for 1 minute afterward.

Quirks and Marks of Darkness:

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

Paths and Path Abilities:

(Write here your Paths and class abilities when you gain them).

Novice Path:

Priest of Summer 2

Charming: In social situations, you make attack rolls to influence people ordinarily attracted to your gender and members of your ancestry with 1 boon.

Blessing of Summer: You can use an action to heal damage equal to your healing rate. Light shines from you, and each creature within short range that is not a member of your group must get a success on a Perception challenge roll or become impaired for 1 round. Once you use this talent, you cannot use it again until you complete a rest.

Prayer: When you or a creature within short range of you makes an attack roll or a challenge roll, you can use a triggered action to grant 1 boon on the triggering roll.

Expert Path:

Cleric 3

Conviction: You make Will challenge rolls with 1 boon when you roll to resist the effects of the frightening and horrifying traits.

Icon of Faith: Choose one tradition that you have already discovered and is associated with your religion. When you cast an attack spell from that tradition while you’re wielding or wearing a holy symbol, you make the attack roll with 1 boon and creatures rolling to resist the attack make their challenge rolls with 1 bane.

Master Path:


Equipment:

Green silk dress, mismatched robes, spear
Incantations of sorcerous lens
Bow, 14 arrows
Pendant of Flame: You take half damage from fire, and when you deal damage with fire, you deal 1d6 extra damage.
5 healing potions
2 growth potions
1 invisibility potion
2 antitoxins
2 agility potions
10ss, 6cp

Spellcasting:

Tradition: Enchantment
Rank 0:
Distraction (3/3):
Target One creature within short range that can see you
Make an Intellect attack roll against the target’s Will. If the
target has a Health score of 20 or higher, you make the
attack roll with 2 banes. On a success, the target become
surprised for 1 round or until after the target takes damage.
Attack Roll 20+ The target also grants 1 boon on attack rolls
made against it for 1 round.

Rank 1:
Charm (2/2):
Target One creature within short range that can see you
Make an Intellect attack roll against the target’s Will. If you
or members of your group attacked the target since you last
completed a rest, you make the attack roll with 1 bane. On
a success, the target becomes charmed for 1 hour or until it
takes any damage.
Attack Roll 20+ The target instead becomes charmed for 1d6
hours or until it takes any damage.

Tradition: Fire
Rank 0:
Manipulate Flame (3/3):
Target One Size 1/2 or smaller flame within medium range
Duration 1 hour
When you cast this spell, choose one of the following effects,
which lasts for the duration:
• You double the range of illumination created by the flame.
• You halve the range of illumination created by the flame.
• You cause the flame to assume a particular shape. You
can alter the shape of the flame as a minor activity
(Shadow, page 50) provided you are within range of it.
• You cause the flame to fly toward you and land on your
fingertip, where it sheds the same amount of light as it
did before. You can use a triggered action on your turn
to end the spell and send the flame to a flammable object
within short range, which catches on fire and burns until
extinguished.
Triggered On your turn, you can use a triggered action to
cast this spell.
Sacrifice When you would take damage from fire or heat,
you can use a triggered action and expend a casting of this
spell to take half the damage.

Rank 1
Fire Blast (2/2)
Area A cone, 3 yards long, originating from a point you can
reach
Flames rush out from your hand, dealing 3d6 damage to
everything in the area. Each creature in the area takes half
the damage on a success with an Agility challenge roll.

Meteor (2/2)
Target A point in space within medium range
You hurl a fiery stone. When it reaches the target, or if it
encounters a solid creature or object before then, it explodes.
Flames spread through a 1-yard-radius sphere centered on
the target or on a point in the creature’s or object’s space,
dealing 2d6 + 2 damage to everything in the area. Each
creature in the area takes half the damage with a success on
an Agility challenge roll.

Rank 2

Fiery Volley (1/1)
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.