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Dragon Age - Alpheus

Page history last edited by noliver35@... 1 year, 4 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

3

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:  15, human male Circle Tower mage

Experience Points:  ?

Health:  112

Mana:  149

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)

      • Novice: 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.

      •  Journeyman:  Creation spells cost 1 less, minimum 1. Gain 1 Creation spell. 

    • Spirit Magic (Master)

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

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

      • Master: 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). 

      • Master: Opponents -1 strength for melee attacks.  +1 Entropy spell.

Defense13 (15 with Orlesian cloak) (14 with Warden leather armor)

Armor Points:  None, or Leather, or Orlesian cloak (5 AP), or Warden Armor (6 AP)

Speed13 (no armor) - thus move 13 yards, charge and attack 6.5 yards, run 26 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 Lance:   

    • Spell Lance (4th Level): 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.

    • Long Lance (7th Level):  Ranged attack 24 yards, Magic vs Defense, damage 1d6 + Magic. Staff: 1d6+2+Magic, damage is Spirit damage. 

    • Power Lance (9th Level):  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. 

    • Stunt Bonus (11th Level):  Lightning Attack stunt for 2 SP (instead of 3).      

Warden Powers:

    • detect Darkspawn out to 5 yards per level

Specializations 

    • Spirit Healer, Novice:  Group Heal
    • Spirit Healer, Journeyman:  Revival
    • Spirit Healer, Master: Life Ward

Mana Points:  149 (regains 1d6+Magic per hour of rest)
Spells:  Spellpower is 18 (for Spirit, Creation, and Entropy Magic: 20; another +2 Entropy (Staff) for 22), +1 if Spell Wisp is active; +2 if Fade Shield is active. 

Casting Bonuses:  Spirit, Creation, and Entropy Magic focuses (+2); another +2 Entropy (Ring of Entropic Might), 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). Staff Blade: Ads 1d6+3 to staff attacks. Pierce (1/2) armor for 1 SP, +1d6 lightning damage for 1 SP. 

Bonuses are included in this chart already:

 

spell

school

mastery

type

mana

to cast

range

Target Number

test

description

OFFENSE

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 yards 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.
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.
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.

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.

Misdirection Hex Entropy   Attack 10 Major 30 Yards 15 Magic/Entropy or Willpower/Courage vs. Spellpower Until end of encounter (or Magic rounds), 1 foe -2 to attack, cannot generate stunt points. Can try to save every round as free action.  
Death Hex Entropy   Attack 17 Major 30 Yards 19 Magic/Entropy or Willpower/Courage vs. Spellpower
Until end of encounter (or Magic rounds), +3 attack & damage, +2 stunt points even if no doubles. Save as free action every round.
 
DEFENSE
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.
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.
 
UTILITY
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.
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 to 1 Hour 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.
 
HEALING

Heal

creation

yes

utility

1 to 3

Major

Touch

10

None

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

Rejuvenate

Creation

yes

Utility

5

Major

10 Yards

15

None

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

 

SPIRIT HEALER SPELLS.  Enter Spirit Healer mode, minor action, TN 14 Magic (Spirit) Test.  Exit Spirit Healer mode = minor action.  Alpheus TN: 4.  

Group Heal

Creation

Yes

Utility

3 to 9

Major

10 Yards

15

None

Spirit Healer Novice.  1d6 Heath per 3 mana spent for 2xMagic subjects, can include self.

Revival

Creation

 

Yes

Utility

5

Major

Adjacent

14

None

Spirit Healer Journeyman. Dying adjacent target gets [10 + Their Con + My Magic] in health. Cannot cast on self.

Life Ward

Creation

Yes

Utility

5

Major

6 Yards

16

None

Spirit Healer Master. When target drops below 10 HP, gains 2d6 HP. Works once per casting, cannot stack, can cast on self. Ends at end of encounter.

 

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

 

       Possessions

 

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