Premade Character -- Saied Barut, Heroran Priest

Saied Barut, Heroran Priest

Diplomat of Herora, estranged relative of Vana Vis, believes the land is threatened by an evil source of magic, joins the War Tribunal in an effort to stop its widespread practice.


Chain Armor, magical 1h hammer, 1h kite shield, talisman


STR 20 INT 15
AGI 15 PER 40

END 40 CHA 30


Club: 47

Heart: 47

Diamond: 10


INI: 4

MS: 6

DR: 9

BHP: 24

HP: 24



A solemn, somber quiet man who is wracked with fear of the undead and magic he does not understand. He is book-read in his religion, but is kind of ignorant of things beyond the Caliphates, where he left behind quite a sum of wealth to join the clergy. He has vivid nightmares. When he likes or respects someone he will show it unconsciously. He is in touch with his surroundings, attuned to his own senses. Although quiet in most cases he can be provoked to converse about philosophy and ethics, and is difficult to win an argument against. There is a hard side to him as well. He cannot stand people who abuse their power and is willing to go to great lengths to see such individuals stripped of their power and punished. He is not afraid to die for a greater good. Says things like, “my life is yours to bargain”.

He is large, both a bit tall and a bit heavy-set. His black hair is shaggy and unkempt but he can keep it out of his eyes. His black beard is bushy, climbs high on his face yet he trims it tight to his chin. Dark hazel eyes and unruly eyebrows not far from a uni-brow. Deeply sun-tanned skin. A lot of deep and thick moles, one just beneath his right eye. Powerful-looking hands and forearms. Strong legs. Shockingly thin ankles and light feet. He wears a dark robe that covers his armor whenever he wears it. The robe is fashioned with an overly large hood with a white rope around the waist. A white sun on the chest of the robe, a symbol of Herora.


CLUB (stone magic)

A

Stone Magic Adept: while club card is tapped, a stone swirls around your body, representing an active spell that is cast upon you. You can have half your highest club card rounded down worth of stones present at once (up to 6). If you are rendered defenseless, the stones fall to the ground and will require club cards to re-summon.


Add 1 dr/turn in 30 ft circle


2

Add +5% to skill checks in 30 ft circle


3

Alarm – any opponent entering within 30 ft of you for the first time steps into a magical pit of quick sand, immobilizing them for 1d6 turns; a successful STR check reduces this to 1 turn. You can also choose instead to trigger a spiraling wind, causing 2d6+PER damage and tossing target 15 feet into the air, rendering opponent prone. An AGI save to avoid the whirlwind.


4

Invisibility is impossible within a 25 ft radius around caster

Any or all active stones can be attuned to casting healing spells. If the stones are already summoned, casting these spells is considered a free action. The more stones active, the stronger the healing; however, once a spell is cast, the stone loses its passive bonus and must be re-summoned to re-gain the bonus.

1 stone: cast a spell that heal self or other 1 per turn for 20 turns

2 stones: heal other for 6 per turn for 4 turns


CLUB (sun spells)

A

Lay on hands: heal by touch, other. 1d6+CHA. Once/day, spell may scale with highest club card slotted. Currently: 3d6+ CHA.

Burning hands, touch target (deal 5+1d10 damage to target, no save permitted). Once/day, spell may scale with highest club card slotted: Currently 4+3d10+PER. 


2


Blindness for 2d6 turns, successful PER save cuts to 1 turn

Reflective Shield: you gain +2 DR for 10 turns. While active one successful block check will allow you to return up to 2d6+PER points of energy damage.

3

regenerate flesh: heal self or other within 30 ft, 1d6+CHA per turn for 2 turns; healing to BP is doubled.

replenish: heal target Ability Damage (choose one ability score to replenish) equal to CHA bonus.

fiery lance: in 20 ft long by 10 ft wide Area: instantly cause 3+2d6+PER fire damage against END save, which halves damage. Enemies affected must make END save to avoid burning, which causes 2d6+PER damage/turn for 3 turns.

4

pyramid of light, 30 ft square within 50 feet of caster: dispel all darkness magic on successful club vs club check. Any ally in zone of light receives Y+1d6 healing. Any enemy in cone of light takes Y+3d6+PER damage. The opponent(s) must make a successful PER save or be blinded for 1d6 turns.

Ring of Fire: deal immediate Y+4d6+PER fire damage in 30 ft arc against END save. AGI save not permitted. A failed save triggers "burning" status effect, which causes 2d6+PER damage/turn for 3 turns. 


HEARTS

A

Spell DR 2 (darkness), equal to half the highest heart card slotted rounded down, maximum +6 DR

Defensive Casting (concentration check bonus)


2

healing bonus +1

ADR 1 – Endurance, Perception, Charisma

3

+10% END saves

enemy focus DR+2 (undead)


4

medium armored casting 1: reduce spell casting penalty for wearing armor

shielded casting 1: reduce spell casting penalty for utilizing shield

shield proficiency: +5% block, +1 DR while shield is equipped.


DIAMOND

Silk Step -- (passive) if you do not move on your turn, gain +10% to heart skill and END checks.


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