Name | DEX | SPD | CV | ECV | Levels | Attack Powers |
---|---|---|---|---|---|---|
Nyomar Llwydocaled | 23 | 5 | 8 | 5 | +1 with all Bows +1 with All Combat +3 with Long Bow | Bedazzle: Sight Group Flash 5d6, Personal Immunity (+1/4), AOE (6" Radius; +1 1/4) (62 Active Points); Increased Endurance Cost (x5 END; During the Day Common; -1 1/4), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4) (uses END Reserve) Blinding Field: Darkness to Sight Group 5" radius, Personal Immunity (+1/4) (62 Active Points); Increased Endurance Cost (x5 END; During the Day Common; -1 1/4), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve) Force of Will: EB 4d6 (vs. ED), NND ([Standard]; [Force] effects; +1), Does BODY (+1) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), No Knockback (-1/4), Beam (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) (uses END Reserve) Notes: Force Willsword: HKA 2d6 (2d6 / 2 1/2d6 w/STR) (vs. PD), Reduced Endurance (1/2 END; +1/4), Lingering up to 1 Minute (+3/4) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4) (uses END Reserve) Worldwarping: Major Transform 4d6 (Anything into anything) (60 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve) Archers Strength: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); Only to Offset STR Min of Bows (-1), No Figured Characteristics (-1/2) Long Bow: HEAVY (2D6+1), 2 handed, -6 to Conceal, Puncturing: +2 OCV to hit; +2 damage per die vs Chain Armors (up to the total DEF of the armor); -2 OCV to Block with' Launcher (175"); Readied: Takes 1/2 Phase Action to Load/Ready weapon |
Shemrenebi Karptah | 21 | 4 | 7 | 5 | +1 with DCV +1 Overall +3 with Short Blades | +3 with Short Blades Dark Gift of Feeding Tendrils: Transfer 1d6 (STUN to STUN), Can Transfer Maximum Of 30 Points, Damage Shield (Offensive; +3/4), Continuous (+1) (74 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), Only When Serving The God's Purposes (-1/2), Visible (-1/4) Stiletto: LIGHT (1D6; 3D6 with Deadly Blow), 8 STR Min, 1 handed, -2 Conceal, Puncturing: +2 OCV to hit; +2 damage per die vs Chain Armors (up to the total DEF of the armor); -2 OCV to Block with; Rapid: +3 Lightning Reflexes with self; Stabbing: If Attack roll made by 4 or more, Attack is Double Penetrating Stiletto: LIGHT (1D6; 3D6 with Deadly Blow), 8 STR Min, 1 handed, -2 Conceal, Puncturing: +2 OCV to hit; +2 damage per die vs Chain Armors (up to the total DEF of the armor); -2 OCV to Block with; Rapid: +3 Lightning Reflexes with self; Stabbing: If Attack roll made by 4 or more, Attack is Double Penetrating Dagger: VERY LIGHT (1/2D6; 3D6 with Deadly Blow & STR), 3 STR Min, 1 handed, -0 Conceal, Piercing: +1 OCV to hit; +1 damage per die vs Chain Armors (up to the total DEF of the armor); -1 OCV to Block with; Hurled: May be thrown; Range Based On Strength Dagger: VERY LIGHT (1/2D6; 3D6 with Deadly Blow & STR), 3 STR Min, 1 handed, -0 Conceal, Piercing: +1 OCV to hit; +1 damage per die vs Chain Armors (up to the total DEF of the armor); -1 OCV to Block with; Hurled: May be thrown; Range Based On Strength Main Gauche: LIGHT (1D6; 3D6 with Deadly Blow), 8 STR Min, 1 handed, -2 Conceal, Piercing: +1 OCV to hit; +1 damage per die vs Chain Armors (up to the total DEF of the armor); -1 OCV to Block with; Disarming: +1 OCV with Disarm; Demolisher: +2D6 Damage Only to Break another Weapon; only vs Medium Weapons or Smaller |
Doran Murfon | 14 | 3 | 5 | 4 | +2 Overall +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) | Quarterstaff: (Total: 35 Active Cost, 11 Real Cost) +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9) Notes: Body 4_Def 3_Length M Jolting Arc: RKA 2d6 (vs. ED), AOE (3" Any Area; +1) (60 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (uses END Reserve) Mage Bolts: EB 10d6 (vs. ED), Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, No Range Modifier, Explosion, AoE 1 hex Accurate); +3/4) (100 Active Points); Spell (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve) Prepared Jolt: RKA 4d6 (vs. ED), Trigger (Command Word; +1/4) (75 Active Points); Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (uses END Reserve) |
Rialta For'anvor | 14 | 3 | 5 | 5 | +1 Overall +6 with DCV, 6 Continuing Charges lasting 1 Minute each (+0) (30 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Visible (-1/4) | Mage Hand: Telekinesis (5 STR), Invisible Power Effects (Fully Invisible; +1) (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Affects Whole Object (-1/4), Limited Range (4" + 1" /15 Points in VPP) (-1/4), Incantations (-1/4), Gestures (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), Extra Time (Delayed Phase, -1/4) Notes: Universal, Wish Sorcerous Lightmote: Sight Group Images Increases Size (32" radius; +1 1/4), 6 Continuing Charges lasting 1 Hour each (+3/4) (30 Active Points); Only To Create Light (-1), Set Effect (-1), OAF (-1), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4) Notes: Evocation [Light] Lesser Blink: +6 with DCV, 6 Continuing Charges lasting 1 Minute each (+0) (30 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Visible (-1/4) Notes: Tranmutation, Teleportation, PHB3e Minor Mystic Missiles: Energy Blast 2d6+1 (vs. NND), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, AoE 1 hex Accurate, Explosion, No Range Modifier); +3/4), No Normal Defense (Shield Spell and Magics based on it, [Force] effects) (Standard; +1), Does BODY (+1) (45 Active Points); 6 Charges (-3/4), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4) Notes: Evocation [Force], NEW Immolation: Energy Blast 9d6 (vs. ED) (45 Active Points); 6 Charges (-3/4), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) Notes: Evocation [Fire] Dispel Magic -- Arcane: Dispel Arcane Magic 13d6, Any Arcane Magic Effect 1 at a time (+1/2) (58 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), 6 Charges (-3/4), Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Abjuration Skill vs Magic Skill of Caster; -1/4) Notes: Abjuration, New Fireball III: Energy Blast 6d6 (vs. ED), Area Of Effect (3" Radius; +1) (60 Active Points); 6 Charges (-3/4), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) Notes: Evocation [Fire] Improved Fireball III: Energy Blast 6 1/2d6 (vs. ED), Personal Immunity (+1/4), Area Of Effect (4" Radius; +1) (74 Active Points); 6 Charges (-3/4), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) Notes: Evocation [Fire] Firebursts: Energy Blast 8 1/2d6 (vs. ED), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (AoE 1 hex Accurate, Explosion, No Range Modifier, Penetrating); +3/4) (75 Active Points); 6 Charges (-3/4), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4) Notes: Evocation [Fire], NEW |
Yortheon Malafrid | 8 | 3 | 3 | 5 | +1 Overall +1 with Ranged Combat +12 with DCV (60 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Visible (-1/4) Real Cost: 17 +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) +12 with DCV (60 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Visible (-1/4) | Light: Sight Group Images Increases Size (4" radius; +1/2) (15 Active Points); Only To Create Light (-1), Set Effect (-1), OAF (-1), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2), 1 Continuing Charge lasting 1 Hour (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 3 Notes: Evocation [Light] Mage Hand: Telekinesis (5 STR), Invisible Power Effects (Fully Invisible; +1) (15 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Affects Whole Object (-1/4), Limited Range (4" + 1" /15 Points in VPP) (-1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 4 Notes: Universal, Wish Alarm: (Total: 25 Active Cost, 6 Real Cost) Hearing Group and Mental Awareness Images Increases Size (4" radius; +1/2), 1 Continuing Charge lasting 1 Day (+1/4), Trigger (Unauthorized entity enters Area) (+1/4), Uncontrolled (+1/2) (20 Active Points); Set Effect (Alarm Bell) (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, -3/4), No Range (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Linked (Alarm Indicator; -1/4) (Real Cost: 5) plus Mind Link , With Alarm Spell, 1 Continuing Charge lasting 1 Day (+0) (5 Active Points); Only to recieve mental ping from Alarm spell; 1way (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, -3/4), Linked (Alarm Giver; -1/2), Greater Power is Constant or in use most or all of the time (+1/4), Lesser Power can only be used when character uses greater Power at full value (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 1) Real Cost: 6 Notes: Abjuration Minor Mystic Missiles: Energy Blast 2d6+1 (vs. NND), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, AoE 1 hex Accurate, Explosion, No Range Modifier); +3/4), No Normal Defense (Shield Spell and Magics based on it, [Force] effects) (Standard; +1), Does BODY (+1) (45 Active Points); 1 Charge (-2), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 10 Notes: Evocation [Force], NEW Minor Mystic Missiles: Energy Blast 2d6+1 (vs. NND), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, AoE 1 hex Accurate, Explosion, No Range Modifier); +3/4), No Normal Defense (Shield Spell and Magics based on it, [Force] effects) (Standard; +1), Does BODY (+1) (45 Active Points); 1 Charge (-2), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 10 Notes: Evocation [Force], NEW Dispel Magic -- Arcane: Dispel Arcane Magic 13d6, Any Arcane Magic Effect 1 at a time (+1/2) (58 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Abjuration Skill vs Magic Skill of Caster; -1/4) Real Cost: 13 Notes: Abjuration, New Blink: +12 with DCV (60 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Visible (-1/4) Real Cost: 17 Notes: Tranmutation, Teleportation, PHB3e Fireball III: Energy Blast 6d6 (vs. ED), Area Of Effect (3" Radius; +1) (60 Active Points); 1 Charge (-2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 15 Notes: Evocation [Fire] Thunderstaff: Killing Attack - Ranged 2d6+1 (standard effect: 7 BODY, 14 STUN) (vs. PD), Does x1 1/2 Knockback (+1/2), Explosion (Cone; -1 DC/2"; +1/2) (70 Active Points); 1 Charge (-2), No Range (-1/2), OIF (Staff Of Opportunity; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 14 Notes: Evocation [Sonic], ToM2e Lesser Wall of Force Type II: Entangle 5d6, 10 DEF (75 Active Points); 1 Charge (-2), Only To Form Barriers (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 14 Notes: Evocation [Force], NEW Mystic Missiles: Energy Blast 4d6 (vs. NND), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, AoE 1 hex Accurate, Explosion, No Range Modifier); +3/4), No Normal Defense (Shield Spell and Magics based on it, [Force] effects) (Standard; +1), Does BODY (+1) (75 Active Points); 1 Charge (-2), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 18 Notes: Evocation [Force], NEW Quarterstaff: (Total: 35 Active Cost, 11 Real Cost) +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9) Notes: Body 4_Def 3_Length M Light: Sight Group Images Increases Size (4" radius; +1/2) (15 Active Points); Only To Create Light (-1), Set Effect (-1), OAF (-1), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2), 1 Continuing Charge lasting 1 Hour (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) Notes: Evocation [Light] Mage Hand: Telekinesis (5 STR), Invisible Power Effects (Fully Invisible; +1) (15 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Affects Whole Object (-1/4), Limited Range (4" + 1" /15 Points in VPP) (-1/4), Incantations (-1/4), Gestures (-1/4) Notes: Universal, Wish Alarm: (Total: 25 Active Cost, 6 Real Cost) Hearing Group and Mental Awareness Images Increases Size (4" radius; +1/2), 1 Continuing Charge lasting 1 Day (+1/4), Trigger (Unauthorized entity enters Area) (+1/4), Uncontrolled (+1/2) (20 Active Points); Set Effect (Alarm Bell) (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, -3/4), No Range (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Linked (Alarm Indicator; -1/4) (Real Cost: 5) plus Mind Link , With Alarm Spell, 1 Continuing Charge lasting 1 Day (+0) (5 Active Points); Only to recieve mental ping from Alarm spell; 1way (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, -3/4), Linked (Alarm Giver; -1/2), Greater Power is Constant or in use most or all of the time (+1/4), Lesser Power can only be used when character uses greater Power at full value (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 1) Notes: Abjuration Minor Mystic Missiles: Energy Blast 2d6+1 (vs. NND), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, AoE 1 hex Accurate, Explosion, No Range Modifier); +3/4), No Normal Defense (Shield Spell and Magics based on it, [Force] effects) (Standard; +1), Does BODY (+1) (45 Active Points); 1 Charge (-2), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4) Notes: Evocation [Force], NEW Blink: +12 with DCV (60 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Visible (-1/4) Notes: Tranmutation, Teleportation, PHB3e Dispel Magic -- Wizardry: Dispel Wizardry Magic 16d6, Any Wizardry Effect one at a time (+1/4) (60 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (-1/4), Incantations (-1/4), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll Abjuration Skill vs Magic Skill of Caster; -1/4) Notes: Abjuration, New Fireball III: Energy Blast 6d6 (vs. ED), Area Of Effect (3" Radius; +1) (60 Active Points); 1 Charge (-2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) Notes: Evocation [Fire] Thunderstaff: Killing Attack - Ranged 2d6+1 (standard effect: 7 BODY, 14 STUN) (vs. PD), Does x1 1/2 Knockback (+1/2), Explosion (Cone; -1 DC/2"; +1/2) (70 Active Points); 1 Charge (-2), No Range (-1/2), OIF (Staff Of Opportunity; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4) Notes: Evocation [Sonic], ToM2e Lesser Wall of Force Type II: Entangle 5d6, 10 DEF (75 Active Points); 1 Charge (-2), Only To Form Barriers (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (-1/4), Incantations (-1/4) Notes: Evocation [Force], NEW Mystic Missiles: Energy Blast 4d6 (vs. NND), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, AoE 1 hex Accurate, Explosion, No Range Modifier); +3/4), No Normal Defense (Shield Spell and Magics based on it, [Force] effects) (Standard; +1), Does BODY (+1) (75 Active Points); 1 Charge (-2), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4) Notes: Evocation [Force], NEW |