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Dragon Age - Alpheus

Page history last edited by noliver35@... 7 months ago

back to the Index or Bran's Bunch

 

"Your character quotes here"

 

General notes

 

Appearance: Male human, dark brown hair, blue eyes.  5'7", 140 lbs, 20 years old (when he joined the campaign)

Goals:  

Ties:  

 

Abilities

Ability Focuses (+2)

Communication

3

Orlesian Cloak/Communication-Persuasion:  +1.  When addressing Orlesian-Haters, -1.

Constitution

5

Stamina

Cunning

2

Arcane Lore, Healing

Dexterity

2

Acrobatics

Magic

8

Creation Magic, Spirit Magic, Entropy Magic. Entropy magic: another +2 spellpower with staff.

Perception

5

Empathy. Ring: free conscious action, +3 seeing, -2 all other perception.

Strength

0

Climbing

Willpower

4

Staff: +2 Willpower/Courage

 

Level:  14, human male Circle Tower mage

Experience Points:  ?

Health:  107

Mana:  141

Talents

    • Chirurgy (Journeman)

      • Novice:  Heal is a minor action for you.

      • Journeyman:  Heal action restores Health equal to (Dragon Die x 2) + Cunning

    • Creation Magic (Journeyman)

      • Can summon or dismiss a light wisp without spending mana points. The wisp hovers near his shoulder until dismissed, illuminating a 10-yard radius around him with the brightness of a lantern. Summoning and dismissing the wisp are free actions.  

    • Spirit Magic (Master)

      • Can sense the mood (in a single word) of any intelligent being within 6 yards

      • Spirit spells cost 1 less Mana to cast (min 1), gain 1 Spirit spell

      • May re-roll the dice when regaining Mana (whoopee), but must keep second roll.  Gain 1 Spirit spell.

    • Entropy Magic (Journeyman)

      • Deathsight: When someone Alpheus can see drops to 0 Health, he can tell how many rounds it will take for that person to die. 

      • Entropy spells cost 1 less Mana to cast (min 1). Gain 1 Entropy spell (Misdirection Hex when I can). 

Defense12 (15 with Orlesian cloak)

Armor Points:  None, or Leather, or Orlesian cloak (5 AP)

Speed12 (no armor) - thus move 12 yards, charge and attack 6 yards, run 24 yards

Weapon Groups:  brawling and staves
Languages:  besides the usual King's Tongue (aka Trade Tongue, or Common), he knows (can speak and read?) Ancient Tevene, and Orlesian (Speak/Read like a 5 year old, give or take).
Class Powers:   

    • arcane long lance (ranged attack 24 yards, Magic vs Defence, damage 1d6 + Magic). Staff: 1d6+2+Magic, damage is Spirit damage. 

    • power lance:  increase the damage of arcane lance attack by 1d6 by spending 2 mana points. You must spend the mana before making the attack roll, and cannot do this more than once per attack. 

    • spell lance: cast a spell after hitting a foe with arcane lance. This is a stunt that costs 3 stunt points, and the spell cannot have a mana point cost greater than 3. A casting roll is required as usual.

Warden Powers:

    • detect Darkspawn out to 5 yards per level

Specializations 

Mana Points:  141 (regains 1d6+Magic per hour of rest)
Spells:  Spellpower is 18 (for Spirit, Creation, and Entropy Magic: 20), +1 if Spell Wisp is active; +2 if Fade Shield is active. 

Casting Bonuses:  Spirit, Creation, and Entropy Magic focuses, Spirit Wand: +1 to casting roll for Spirit spells, +1D6 damage for Spirit spells).

Staff: +2 spellpower Entropy, Arcane Lance does Spirit Damage, +2 Willpower/Courage, +2 Damage (physical, quarterstaff, Spirit)

Bonuses are included in this chart already:

 

spell

school

mastery

type

mana

to cast

range

Target Number

test

description

Arcane Bolt

Spirit

Yes

Attack

2

or 3

or 4, -1

Major

30 Yards

10 

Dex (Acrobat)

Damage 2d6+Dragon Die, test to 1d6. When casting, instead spend:  3 pts:  piercing; 4 pts:  penetrating.  Alpheus: +1 TN roll from wand, +2 from school focus, Magic 8; TN = -1.  +1D6 damage from wand.  Staff: +2 damage.

Mind Blast Spirit Yes Attack 3 Major 50 Yards 12 Strength (Might) All within 2 hards knocked prone/prepared actions lost/no major action next turn.  Test = knocked prone and prepared actions lost
Walking Bomb Spirit Yes Attack 4 Major 10 Yards 13 Con (Stamina) 1d6+1 penetrating damage until Test (at start of victim's turn) or death.  At death, 2d6 damage to all within 4 yards.  Victim must have blood or something similar to boil.
Vulnerability Hex Entropy No Attack 4 Major 20 Yards 12 Magic (Entropy) Until end of encounter:  -1 defense, -2 ability tests vs. Spellpower.  Test = -1 defense only.
                   
Dispel Magic Spirit Yes Utility 8 Major 25 Yards 17 Magic (Spirit) All magical spell effects removed.  Note: Multiple spells can mean multiple spellpowers, 1 roll determines (might remove some spells but not other, stronger spells).  GM can rule that non-spell magic can be removed too, in which case she will assign a spellpower for resistance.
Mana Drain Spirit Yes Utility 3 Major 30 Yards 12 Magic (Spirit) Target spends 1 extra MP to cast spells and caster gets that 1 mana point.
Spell Wisp Creation Yes Utility 3 1 Minute N/A 11 N/A Wisp floats above caster's shoulder; +1 to spellpower for 1 hour.
Dream Sending Spirit Yes Utility 7 5 Minutes N/A 15 N/A Up to 1 hour.  Any kind of dream (?).  Send message or imagery; cannot exert power over subject's mind or will directly, but can influence decision-making, e.g. sending particular omen or information (especially if subject doesn't know about dream sending?).  Does not work on non-dreamers, like dwarves or the Tranquil.
Glyph of Preservation Creation Yes Utility 1 5 Minutes N/A (?) 10 N/A Stops dead organic material from decaying for 1 month.  "Can be renewed during its duration, which extends its affects for another month” (from casting, or cumulative?)
Glyph of Sealing Creation Yes Utility 3 1 Minute 0 11 N/A Locked until broken or until mage or person(s) designated at time of casting opens. Doors, jars, etc.
Arcane Shield Spirit Yes Defense 4 +1/extra round Major Caster 14 N/A Defense = Spellpower (10 + Magic + Focus); 19 for Alpheus
Fade Shield Spirit Yes Defense 6 +2/extra round Major Caster 15 N/A Spellpower +2, Defense = Spellpower (21 for Alpheus)
Force Field Spirit Yes Defense 10 +5/extra round Major 25 Yards 18 N/A Target is immune to damage, can't do ranged or melee attacks, move or give/receive items. Indirect, non-damage spells (daze, mana drain, vulnerability hex) unaffected. Spells (including offensive) pass out of force field normally.
Spell Shield Spirit Yes Defense 4 Major Caster 13 N/A Lasts for (Magic) rounds.  Helpful/harmful spells no effect, but spend MP = spell's BASE MP cost. Ends when out of MP.

Heal

creation

yes

utility

1 to 3

Major

Touch

10

None

1d6 Health per mana spent.  Alpheus TN (Magic + Focus) = 1.

Group Heal

Creation

yes

Utility

3 to 9

Major

10 Yards

15

None

Spirit Healer (Novice) Specialization; enter Spirit Healer mode, minor action, TN 14 Magic (Spirit) Test.  Exit Spirit Healer mode = minor action.  Alpheus TN: 5.  1d6 Heath per 3 mana spent for 2xMagic subjects, can include caster.  

Rejuvinate

Creation

yes

Utility

5

Major

10 Yards

15

None

1d6 healing immediately, 1d6 healing for Magic rounds (on subject's turn).

Affliction Hex

Entropy

yes

Attack

7

Major

30 Yards

14

Magic (Entropy) vs. Spellpower

Target within 30 yards and all foes within 10 yards of target, -2 to all tests against spellpower until end of encounter.  Primary tests successfully, only -1 to primary and nothing to any other foes.  Other foe tests successfully, that foe is not affected.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

    Spell Sources: Arcane Bolt, Heal, were known long before the campaign began.

 

       Possessions

 

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