Cave Wizard

Vort'l Highfist's page

18 posts. Alias of Tyvoq.


Full Name

Vort'l Highfist

Race

Frost Dwarf

Classes/Levels

Novice Elementalist - Wounds: 0 | Pace: 4 | Parry: 3=5-2(WA) | Toughness: 8 | Concentration: 0 | Bennies: 3

Gender

Male

Size

5'

Age

45

About Vort'l Highfist

Vort'l Highfist
Frost Dwarf
Rank: Novice (0 Exp)
Glory: 0
Languages: Anari, Black Tongue, Dwarven, Frosttongue, Trader

Parry: 3 = 4 +1(staff) -2(WA)
Toughness: 8 = 6 +1(obese) +1(leather)
Cha: -2 with non-FD
Pace: 4" (d4 running)

Money: 141 gs

Hindrances:
FD Heat Lethargy (-1 to Trait rolls if temp > 53 degrees)
FD Insular (-2 Cha with non-FD)
FD Slow (5" Pace)
FR God Cursed: Freo (Travel) (-1" to being forcibly moved)
Delusional (Min) (Believes that the Hellfrost can be bent to his will with fire and ice magic and that using this power he will build his own unstoppable dwarven empire)
Obese (Min) (he strongly resembles a turnip; +1 Toughness, -1 Pace, d4 Running)
Quirk (Min) (mumbles in an almost continuous, unintelligible dialogue to himself; comes across as mincing and off-putting)
Vengeful (Maj) (he has a list; you don't want to be on it)

Edges:
FD Low Light Vision (ignore darkness penalties above pitch dark)
FD Mountain-Born (no movement penalties in mountains or hills. -1 in overland)
FD Tough (d6 starting Vigor. max d12+3)
FD Winter Soul (+2 Vigor saves vs cold weather. +2 Armor vs cold, coldfire, ice attacks)
FR Courageous (+2 Guts, -2 Fear Table)
Smarts d6
Arcane Background (Elementalism) (Fyr)

Attributes:
Ag: 4
Sm: 10
St: 6
Sp: 6
Vi: 8

Skills:
Elementalism (Sm): 10
Fighting (Ag): 4
Gambling (Sm): 4
Investigation (Sm): 6
Knowledge (Hellfrost) (Sm): 4
Notice (Sm): 8
Persuasion (Sp): 6
Repair (Sm): 4

Spells:
BOLT (Source: Hellfrost Player's Guide)
Rank: Novice
Range: 12/24/48
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, insects.
Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
Additional Bolts: The character may cast up to 3 bolts, rolling an additional arcane skill die per bolt after the first, but still with a single Wild Die. The bolts may be spread among targets as the character chooses. Firing the additional bolts does not incur any autofire penalties, but any results of Backlash are cumulative, and multiple Shaken results count as a damaging effect for causing a wound.
Additional Damage: The character may also increase the damage by one die type (2d8) by taking a –1 penalty on his arcane skill dice. By taking a –2 penalty, they may increase the damage by two die types (2d10). This may be combined with the additional bolts.

BURST (Source: Savage Worlds Deluxe: Explorer’s Edition)
Rank: Novice
Range: Cone Template
Duration: Instant
Trappings: A shower of flames, light, or other energy.
Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy. When cast, place the thin end of the Cone Template at the character's front. Targets within the template may make Agility rolls versus the caster's arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.

SANCTUARY (Source: Hellfrost Player's Guide)
Rank: Novice
Range: Special
Duration: Instant
Trappings: Caster vanishes in puff of smoke, sucked away in a whirlwind, transforms into a column of fire.
When the going gets tough, the wise go somewhere safer. This spell returns the caster to a safe location. Characters with Faith are instantly transported to their nearest temple, no matter the distance. Mages appear in a place they have turned into a sanctuary. If the mage has a permanent abode, then he is transported there. Mages without a permanent sanctuary can create one by spending a day attuning to the location and spending 100 gs on various exotic unguents and chalks. A mage may only have one temporary sanctuary at a time. The caster may try to carry extra people with him, but he incurs a –1 penalty to his casting roll per extra person. Passengers must be adjacent to the caster, or the magic field will not encompass them.

Gear:
Leather Suit -- +1 T -- 10 lbs -- 50 gs -- T, A, L
Dagger -- St+d4 -- 1 lb -- 25 gs
Staff -- St+d4 -- 8 lbs -- 10 gs -- Parry +1; Reach 1; 2 hands

Backpack -- 5 gs -- 2 lbs
Bedroll -- 25 gs -- 4 lbs
Boot spikes -- 10 gs -- 3 lbs
Flask (metal) -- 10 gs -- 1 lb
Game set -- 50 gs -- 1 lb
Goggles -- 25 gs -- 2 lbs
Hammer -- 10 gs -- 1 lb
Parchment x10 -- 10 gs -- 0.5 lbs
Pipe -- 3 gs -- 1/5 lbs
Pipeleaf -- 15 gs
Scroll case -- 5 gs -- 1/2 lb
Skis -- 40 gs -- 6 lbs
Soap -- 1 gs -- 1/5 lb
Snowshoes -- 20 gs -- 4 lbs
Waterskin -- 5 gs -- 1 lb
Writing equipment -- 30 gs -- 1 lb
Rations x8 days -- 10 gs -- 5 lbs

Frödnar's lightly soiled note