Nidalese Shadow Piercers

Krislyx's page

329 posts. Alias of bookrat.


Race

Female Naga Priest Exemplar Mystic Navigator Level 10 | S9, A11, I13, W14 | Health 39 | Damage 15| D11 | Move: 8 | Perc 14 | Insanity: 2 | Corruption: 0 | SR: 2/2 | Fortune: Yes | Status: Normal

Languages

Celestial: Burning Beam (5/6), Focused Light (2/2), Sword of the Dawn (1/1)

Occupation

Order: Immobility (2/2), Command Truth (2/2), Even the Scales (1/2), Depower (1/1), Forceful Summons (0/1

Homepage URL

Theurgy: Blessing (1/3), Angelic Aid (2/2), Anoint the Faithful (1/1), Divine Justice (0/1), Forceful Conversion (1/1)

About Krislyx

Name: Krislyx
Ancestry: Naga
Gender: Female
Age: 20
Level: 10
Lifestyle: Wealthy
Appearance: You are tall, with a long, sinuous tail. You have noble features and bearing.
Personality: You are deeply spiritual and have spent long periods in meditation, reflecting on the Cosmic Egg to divine the moment of its hatching.
Background: You once traveled to the Holy Crèche, the secret holding place of the Cosmic Egg, but your memory of the place was erased.

Tales of the Pirate Isles Background: You have family relations in the Pirate Isles.

Strength: 9
Agility: 11
Intellect: 13
Will: 14

Perception: 14
Defense: 11
Health: 39
Healing Rate: 9

Size: Medium
Speed: 8
Power: 5

Damage: 0
Insanity: 2
Corruption: 0

Spoken Languages: Naga, Common, Dark Speech

Written Languages: Naga, Common

Professions:
Religious (Minister)
Religious (Temple Ward)
Academic (Navigation)
Common (Sailor)

Ancestry Traits and Abilities:

Magic. You discover one tradition of your choice. Thuergy

Venomous Bite. When you make an unarmed strike, you can attack with your fangs. A success on your attack roll against a living creature forces the target to make a Strength challenge roll. A failure on the challenge roll indicates the target becomes poisoned for 1 minute. At the end of each round a target is poisoned in this way, it must get a success on a Will challenge roll or gain 1 Insanity

Level 4:
+4 Health

Invoke the Cosmic Egg. You can use an action, or a triggered action on your turn, to invoke the power of the Cosmic Egg. For 1 minute, you impose 1 bane on attack rolls made against you, and you make challenge rolls to resist attacks with 1 boon. In addition, you recognize illusions for what they are and can see invisible creatures and objects within the range of your vision. You can use this talent a number of times per day equal to 1 + your Power score. You regain expended uses when you complete a rest.

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
Level 1:
Attributes. Increase two by 1. Int, Will

Characteristics. Health +4, Power +1

Languages and Professions. You either read one language you can speak or add a language to the list of languages you can speak. Also, add one religious profession.

Language: Dark Speech
Profession: Religious (Temple Ward)

Magic. You discover one tradition associated with your religion (see Religious Traditions). Then make two choices. For each choice, either discover a tradition associated with your religion or learn one spell from a tradition you have discovered.

Choice 1: Order Tradition
Rank 0: Negate Chaos

Choice 2: Order Spell
Rank 1: Consistency

Choice 3: Theurgy Spell
Rank 1: Blessing

Shared Recovery. You can use an action to heal damage equal to your healing rate. Then, choose one creature other than you that is within short range. The target also heals damage equal to its healing rate. Once you use this talent, you cannot use it again until after you complete a rest.

Level 2:
+4 Health
Prayer. When a creature within short range of you makes an attack roll or challenge roll, you can use a triggered action to grant 1 boon on the triggering roll.

New spells:
Order: Logic Prison
Thuergy: Censure

Level 5
Health +4
Power +1
New Spell: Command Truth (Order 3)
Trade Spell: Gain Rainbow (Celestial 3), Lose Logic Prison (Order 2)
Divine Wrath: Gain 1d6 extra damage with use of Prayer.

Level 8:
Characteristics. Health +4

Magic. Learn one spell from your traditions. Annoint the Faithful. Exchange: Divine Aid for Angelic Aid.

Inspiring Prayer. When you use Prayer on a creature other than yourself, you make attack rolls and challenge rolls with 1 boon for 1 round.

Improved Shared Recovery. You can use Shared Recovery twice

Expert Path: Exemplar

Level 3:

Attributes. Agility, Will +1.
Characteristics. Health +2, Power +1
Languages and Professions. Academic: Navigation
Magic. You discover the Celestial or Order tradition or learn one Celestial or Order spell.

New Spell: Focused Light
Trade Spell: Negate Chaos -> Immobility

Inner Radiance. When you cast a Celestial spell or an Order spell, you can use a triggered action to release your inner radiance, causing light to shine from your body for 1 minute out to a number of yards equal to 1 + your Power score. While you emit light in this way, when you cast a Celestial or Order attack spell, you make the attack roll with 1 boon and creatures make challenge rolls to resist your spell with 1 bane.

Level 6

Health +2

Magic. Divine Aid, Theurgy 3. Trading out Rainbow for Even the Scales, Order 3.

Imperious Light. While you are emitting light from the effect of your Inner Radiance talent, you can use an action to force one creature within the area of light to make a Will challenge roll. On a failure, the creature becomes immobilized for 1 minute or until it is no longer in the radius of your light. When the creature is immobilized in this way, it is also blinded. At the end of each round, an affected creature can repeat the roll and removes the immobilized affliction from itself on a success. Once you use this talent, you must wait at least 1 minute before you can use it again.

Level 9

Characteristics. Health +2 (37), Power +1 (5)

Magic. You learn one spell.
Divine Justice (Theurgy)
Exchange Consistency for Forceful Summons (Order)

Exemplar’s Authority. When you use Imperious Light, you can choose a number of creatures equal to your Power score.

Order’s Wings. While you are under the effect of your Inner Radiance talent, a pair of wings made from solidified light grow out from your back and grant you the flier trait.

Master Path: Mystic Navigator

Level 7:

Attributes: Increase three by 1. Intellect, Will, Agility.
Characteristics: +1 Perception, +2 Health, +1 Power
Gain a new language or add a profession - Sailor
Magic: Learn a new spell. Depower (Order, Rank 4)

Far Sight: You can see four times as far as can an ordinary creature of your species.

Fastest Path: You can find your way to almost any destination. If you concentrate for 1 hour, you discover the fastest route to that destination. Until you complete a rest, you double the rate at which you and members of your group (or a vehicle you are on board) travel towards that destination. When the GM rolls a random encounter, she must roll twice and take the better result. Once you use this talent, you cannot use it again until you complete a rest.

Level 10:

Commune with the Seas. You can use an action to cast your senses out over and under the waters to learn hidden truths. If you concentrate for 1 minute, you learn three true things about the waters within 10 miles of you. Once you use this talent, you cannot use it again until you complete a rest.

Expeditious Travel. When following a route you discover with your Fastest Path talent, you quadruple the rate of travel instead of doubling it.


Equipment:

Fancy clothing
Fancy Satchel
Dagger

Tools:
Holy Symbol of Shavra
Minster's Tool Kit
Writing Kit
Navigator's Tools

Interesting Thing: An oversized tome, wrapped in leather, with a heavy padlock securing it, but with no key and no means to open the lock.
Interesting Thing 2: Earrings which shimmer even in darkness

Scroll: Bless, Vitality Burst x1 (R), Moderate Healing x2 (R1)
Negate Chaos x5
Overcome Affliction X5 (R2)
Censure x3
Sun Shard x4
Mantle of Holiness x4
Moderate Healing x2
Eradicate the Unclean x1

Potion:
flask: anointing oil

Coin: 41 gp, 5 ss, 1 cp

Spellcasting:

Tradition: Celestial
Tradition Special: Light and energy from the sun and stars hold back the darkness.
Rank 0:
Burning Beam (6/6)
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.

Rank 2:
Focused Light (2/2)
Duration. Concentration, up to 1 minute
A beam of light in a color you choose, 1 inch in diameter, extends up to 20 yards from your hand in a direction you choose. The beam turns darkness within 1 yard of it into shadows. The beam cannot extend through any solid and non-transparent creature or object it touches; thus, such obstacles provide total cover to anything behind them. Any object touched by the beam takes 2d6 + 1 damage. When you cast the spell, each creature in the beam’s path can make an Agility challenge roll. A creature dodges the beam on a success, or takes 2d6 + 1 damage on a failure. For the duration, each time you use an action to concentrate on the spell, you can point the beam in a different direction. The first creature or object in the path of the light is subject to the spell’s effect as if you had just cast the spell.

Rank 4:
Sword of the Dawn (1/1)
Duration 1 hour; see the effect
A crescent blade of rose-colored light emerges from your hand and remains for the duration or until you drop it, which ends the spell. The blade functions as a melee weapon that you can wield in your off hand and that deals 3d6 + 2 damage. You can substitute Will for the attribute you would normally use to attack with this weapon. The blade emits light in a 5-yard radius. Finally, if the total of your attack roll is 20 or higher and beats the target number by at least 5, the target must get a success on a Strength challenge roll or become blinded for 1 round.

Triggered. On your turn, you can use a triggered action to cast this spell.

Tradition: Order
Tradition Special:

Rank 2:
Immobility (2/2)
Target. One creature you can see within short range.
Effect. Make a Will attack roll against the target’s Will. If the target’s Health is 15 or lower, you make the attack roll with 1 boon. If the target’s Health is 25 or higher, you make the attack roll with 1 bane. On a success, the target is immobilized for 1 minute. While immobilized in this way, the target is also defenseless, but it takes half damage from all sources.

Rank 3:
Command Truth (2/2)
Target. One creature within short range that can hear you.
Make a Will attack roll with 1 boon against the target’s Will. On a success, you impose truth upon the target for 1 minute. A target affected in this way understands that if it lies or speaks an untruth, it suffers terrible consequences, taking 1d6 damage and gaining 1d3 Insanity. A target can take this damage and gain this Insanity just once per round, regardless of how many untruths it tells. A target that goes mad from gaining Insanity in this way gains a form of madness of your choice.
Attack Roll 20+ The effect lasts for 1 hour instead of 1 minute.

Even the Scales (2/2)
Area. A 3-yard radius sphere centered on a point in your space Duration 1 minute.
Strange glyphs fill the area and remain for the duration. The area moves with you, staying centered on a point in your space. Until the spell ends, whenever a creature in the area, including you, takes damage, you can choose a different creature in the area to take an equal amount of damage.

Rank 4:
Depower (1/1)
Target: One creature within medium range
You intone fragmented words of creation to strip the target of its ability to wield magic. Make a Will attack roll against the target’s Will. On a success, the target becomes impaired for 1 hour. While impaired in this way, the target has a –1d6 penalty to Power (minimum score of 0). An affected target can use an action to make a Will challenge roll with 3 banes. On a success, it removes the impaired affliction from itself and ends the spell.

Attack Roll 20+ The target is also stunned for 1 round.

Sacrifice: You can use an action and expend a casting of this spell to heal all your damage and remove 1 Insanity from yourself.

Rank 5
Forceful Summons (1/1)
Target. One creature you can see.

As you speak the word of summons, a glyph falls from your tongue and dissolves in the air. Make a Will attack roll against the target’s Will. If the target has a Health score of 50 or lower, you make the roll with 1 boon. On a success, the target teleports to an open space you can reach, falls prone, and becomes immobilized for 1 hour. When the target is immobilized in this way, it is also impaired. At the end of each round, the target can make a Will challenge roll with 2 banes and ends the effect on itself with a success.

Attack Roll 20+ The target also takes 3d6 damage.

Tradition: Theurgy
Tradition Special: A magical symbol of you faith appears whenever you cast a spell.
Rank 1:
Blessing (3/3):
Target. Any number of creatures you can reach.
Duration. 1 minute.
You touch each target and bestow your blessing. For the duration, the target makes attack rolls and challenge rolls with 1 boon and cannot be frightened.

Rank 3:
Angelic Aid (2/2)
Area A cube of space, 1 yard on a side, originating from a point you can see within short range
Duration 1 minute
The sound of trumpets fills the air as a soft light appears in the area, growing in intensity until it becomes an angel (see page 133). The angel remains for the duration or until it becomes incapacitated, at which point it disappears. The angel is friendly to you and fights on your behalf.

Rank 4:
Annoint the Faithful (1/1)
Target Up to three creatures you can reach
Duration 1 minute
You touch each target on the forehead, leaving behind a symbol of your god at the place you touched that remains for the duration. An affected target’s eyes and mouth shine with light, signaling to all that it has been anointed by your god to fight in his or her name. Each target gains a +10 bonus to Health and makes attack rolls and challenge rolls with 1 boon. Creatures make challenge rolls to resist the target’s attacks with 1 bane, and the target’s attacks deal 2d6 extra damage. When the spell ends for a target, it must get a success on a Will challenge roll with 2 banes or gain 1d3 Insanity.

Rank 5
Divine Justice (1/1)
Target. One creature you can see within medium range.

You call out to your god to mete out justice against the target. Make a Will attack roll against the target’s Will. You make the attack roll with a number of boons equal to the target’s Corruption score. If the target is a demon, devil, faerie, spirit, or undead, you make the attack roll with 3 boons. On a success, the target takes 8d6 + 8 damage, and it must get a success on a Will challenge roll or become stunned for 1 round. If you get a failure on the attack roll, you gain 1d6 Insanity from realizing that either you misjudged the target or your god was not listening to your prayer.

Forceful Conversion (1/1)
Target. Up to five creatures with souls that you can see within short range
Each target must make a Will challenge roll. A target with a Health score of 30 or lower makes the roll with 2 banes. A target becomes charmed for 1 round on a success, or becomes compelled for 1 minute on a failure. If the total of a target’s roll was 0 or lower, the target also becomes charmed, and the affliction is permanent. A target charmed or compelled in this way becomes a fanatical believer of your religion until the effect ends and then for 1 hour thereafter. Being a fanatical believer in your religion means the target is friendly to all believers in your religion.