Derwyddyc Champion | |
A Derwyddyc Champion has been blessed by may Gifts, invested with numerous advantages to assist them in serving the will of the Priesthood, and the call of the Natural Order. | |
A Derwyddyc Champion is fun to play because they are somewhat superhuman, invested with supernatural Powers. They can serve many roles in most adventuring groups, and present a very stable foundation to build a number of distinct characters upon. | |
Cost | Ability |
25 | Derwydd Apprentice Package |
10 | Gift of Spring Breezes: Gliding 10", combat acceleration/deceleration (+1/4) (12 Active Points); May Not Gain Altitude (-1/4) |
11 | Gift of Mountain Winters: +8 CON (16 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2) |
10 | Gift of Summers Glories: PowD (10 points) |
10 | Gift of Summer Winds: Defense Maneuver I-IV |
11 | Gift of the Autumn Storms: Physical Damage Reduction, Resistant, 50% (30 Active Points); BODY Only (-1/2), Costs END (-1/2), Restrainable (Must Be Able To Move; -1/2), Nonpersistent (-1/4) |
9 | Gift of Elemental Bounty: Regenerate 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4) |
10 | Gift of Winter Winds: +3 with DCV (15 Active Points); Only When Outdoors (-1/2) |
10 | Gift of Primal Fury: +10 STR, Reduced Endurance (0 END, +1/2) (15 Active Points); No Figured Characteristics (-1/2) |
9 | Gift of Granite Virtue: Armor (3 PD/3ED) (9 Active Points) |
10 | Gift of Leafy Shelter: Change Environment 4" radius, -1 to Sight Group PER Rolls, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (26 Active Points); Only While In A Woodland Area (-1), No Range (-1/2) |
105 | Total Cost of Abilities |
Value | Disadvantages |
-10 | Distinctive Feature: Derwydd-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Magic Detection) |
-10 | Physical Limitation: May Only Use Derwydd Spells If In Good Standing With Religious Beliefs (Infrequently, Greatly Impairing) |
+85 |
Total Cost of Package |
Derwydd Apprentice | |
The Derwydda Magic System is detailed here. | |
Derwydd Apprentices have learned the rudiments of their art, but have much yet to discover. Useful for mixed-profession characters. | |
Cost | Ability |
15 | Derwydd Spell Skills |
3 | KS: Nature Lore |
3 | +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells |
4 | Nature Sense: Detect (Sight): Plants, Animals, Pure Water, (Class of Things Discriminatory) (10 Active Points); Extra Time (Full Turn, -1); Only Usable While In Good Standing With Faith (can't be removed; -1/4) |
Value | Disadvantages |
0 | None |
+25 |
Total Cost of Package |
Cost | Options |
3 | PS: Create Standing Stone |
3 | Resistance to Fire & Electricity: Armor 0 PD/5 ED, Hardened (+1/4) (9 Active Points); Only vs Fire & Electricity (-1 1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4) |
4 | Trackless Stride: Gliding: 6"; Ground Gliding (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4) |
8 | Immunity to Poison: LS: Immunity to Poison; Only Usable While In Good Standing With Faith (can't be removed; -1/4) |
3* | +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells |
var | More Spell Skills |
10 | Strong Willed: +5 EGO |
7 | Stamina: +14 END |
5 | Bright: +5 INT |
5 | +1 with All INT Based Rolls |
10 | Adaptable: +1 Overall Skill Level |
2 | WF: Derwydd Group (Scicle, Staff, Sling, Dagger) |
-15 | Psychological Limitation: Maintain Natural Balance (Common, Strong) |
-15 | Psychological Limitation: Hatred vs Undead (Uncommon, Total) |
-5 | Social Limitation: At Odds With Organized Religion (Churches and Religions dedicated to Deities) (Frequently; Minor; Not Limiting In Some Cultures) |