Rialta For'anvor 
NPC 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
10 CON 10 0 10 11-
12 BODY 10 4 12 11-
15 INT 10 5 15 12- PER Roll 12-/13-
14 EGO 10 8 14 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
2 PD 2 0 2 2 PD (0 rPD)
2 ED 2 0 2 2 ED (0 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
4 REC 4 0 4
20 END 20 0 20
22 STUN 22 0 22
5" Running 6 -2 5"
2" Swimming 2 0 2"
2"/1" Leaping 2 0 2" 40 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 5" [10" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
Flight 0"/10" [0"/40" NC]
EXPERIENCE POINTS
Total earned: 30
Spent: 30
Unspent: 0
Base Points: 50
Disad Points: 100
Total Points: 180
APPEARANCE
Hair Color:  Brunette
Eye Color:  Blue
Height:  5' 11"
Weight:  130 lbs
Description:
When her Glamour spell is off (or for those who can "see through it" w/ a Detect Magic), she is a moderately attractive woman in her mid to late 20's with a shapely figure. A snazzy dresser, she favors clothes that accentuate her body rather than conceal it because she a) thinks she is more beautiful than she is, and b) knows that its a distraction to men, which she feels increases her power over them. She takes baths at every reasonable opportunity, and pays special attention to her lustrous brown hair; she often wears heavy perfumes when "on the road" to conceal any odour, and at GM's discretion a character with a good nose might be able to recognize the scent of her perfume in some cases.

When her Glamour is on, she is a stunningly beautiful woman that is so gorgeous it defies description, and in fact it is difficult to recall what exactly she looks like when she is no longer around.

Rialta For'anvor 
NPC 
DEFENSES
Type Amount Notes
Physical Defense 2 Current BODY:
Res. Phys. Defense 0 (12)
Energy Defense 2 Current END:
Res. Energy Defense 0 (20)
Mental Defense 0 Current STUN:
Power Defense 0 (22)
TACTICS
Rialta has an assortment of useful spells, though with a tendency towards offense rather than defense which can cause her grief on occasion.

All of her spells with a duration of 6 HOURS to 1 DAY can be assumed to be cast 1st thing in the morning, and all of her spells with an open Trigger can be assumed to have one "floating" charge waiting to be triggered as well (the Triggers must be reset each day). Thus, she usually has Glamour and Detect Invisible "on", and a Triggered Accelerate, Sorcerous Armor, Swordward, and Dimension Door readied. This leaves her with 5 0 Level Charges, 5 1st Level Charges, 4 2nd Level Charges, 6 3rd Level Charges, and 4 4th Level Charges in reserve in most circumstances.
COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
+1 Overall
+3 with DCV [BLINK], 6 Continuing Charges lasting 1 Minute each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Half Phase Action to reset, At Will or When Attacked From Behind; +3/4); 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)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Rialta For'anvor 
NPC 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
2 Human Awareness: +1 PER with Hearing Group0
6 Sorceror MPP 0 Level: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
1u
1) Glamour: +30 COM, 6 Continuing Charges lasting 1 Day each (+0) (15 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4)
Notes: Illusion, Glamer, NEW
1u
2) 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)
Notes: Universal, Wish
[6 cc]
1u
3) Read Magic: Detect Meaning of Magical Writings 12- (Sight Group), Discriminatory, Analyze, 6 Continuing Charges lasting 20 Minutes each (+0) (15 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Nonpersistent (-1/4), Requires Light To Use (-1/4)
Notes: Universal
[6 cc]
1u
4) The Looming: Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, 118 kg, +0 DCV, +0 PER Rolls to perceive character, 2.3 m tall, 1.1 m wide), UBO (+1/4), Uncontrolled (+1/2), Persistent (+1/2), 6 Continuing Charges lasting 1 Hour each (+3/4) (15 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
Notes: Transmutation, PHB3e
[6 cc]
10 Sorceror MPP 1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4)
1u
1) Accelerate: +2 SPD, 6 Continuing Charges lasting 1 Minute each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; At Will; +1/4) (25 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4)
Notes: Transmutation, NEW
1u
2) Detect Magic: Mystic Awareness, +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Targeting, 6 Continuing Charges lasting 1 Minute each (+0) (30 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4), Nonpersistent (-1/4)
Notes: Universal
[6 cc]
1u
3) Lesser Blink: +3 with DCV [BLINK], 6 Continuing Charges lasting 1 Minute each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Half Phase Action to reset, At Will or When Attacked From Behind; +3/4); 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
1u
4) Sorcerous Lightmote: Sight Group Images Increases Size (4" radius; +1/2), +/-2 to PER Rolls, 3 Continuing Charges lasting 1 Hour each (+1/4) (28 Active Points); Only To Create Light (-1), Set Effect (-1), OAF (Focus (Object Touched); -1), Incantations (-1/4), Extra Time (Delayed Phase, Only to Activate Constant or Persistent Power, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Evocation [Light]
[3 cc]
13 Sorceror MPP 2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
1u
1) Detect Invisible: Spatial Awareness (no Sense Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10): x10, Telescopic (+1 versus Range Modifier): +1, 6 Continuing Charges lasting 6 Hours each (+0) (43 Active Points); Only To Detect Invisible & Concealed Physical Objects (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration (1/2 DCV; -1/4)
Notes: Divination
[6 cc]
2u
2) 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]
[6]
1u
3) 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
[6]
1u
4) Sorcerous Armor: Armor (10 PD/10 ED), 6 Continuing Charges lasting 1 Day each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When attacked; +1/4) (37 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, -3/4), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
Notes: Evocation, Force
[6 cc]
15 Sorceror MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
2u
1) 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
[6]
2u
2) 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]
[6]
2u
3) Personal Flight: Flight 10", x4 Noncombat, Ranged (+1/2), 6 Continuing Charges lasting 1 Hour each (+3/4) (56 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
Notes: Transmutation, NEW
[6 cc]
3u
4) The Unseen Presense: Invisibility to Sight Group and Mental Awareness , No Fringe, 6 Continuing Charges lasting 1 Hour each (+3/4) (58 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4)
Notes: Illusion, NEW
[6 cc]
17 Sorceror MPP 4th Level: MP, 75-point reserve, (75 Active Points); Spontaneous Casting Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4)
2u
1) Dimension Door: Teleportation 25", Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; At Will; +1/4) (62 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), 6 Charges (-3/4), Concentration (1/2 DCV; -1/4)
Notes: Universal, Teleportation
[6]
2u
2) 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
[6]
3u
3) 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]
[6]
2u
4) Swordward: FF (21 PD), 6 Continuing Charges lasting 1 Minute each (+0), Hardened (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When About To Get Hit With A Sword; +1/4), IPE, Hide effects of Power (Fully Invisible; +2) (73 Active Points); Only vs Swords (-2), Extra Time (Extra Segment, Only to Activate, Delayed Phase, -1/2), Gestures (-1/4), Incantations (-1/4)
Notes: Abjuration, New
[6 cc]
94 Total Powers Cost
BELONGINGS
Equipment END
Equipment
1) Dress/Gown: Dress/Gown: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
2) Bedroll: Bedroll: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
3) Ink (1 ounce, in glass vial): Ink (1 ounce, in glass vial): for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
4) Quill: Quill: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 0
0
5) Rations (1 weeks): Rations (1 weeks): for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 0
0
6) Sealing Wax: Sealing Wax: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
7) Spellbook,Small: : for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
8) Tent, Canvas: Tent, Canvas: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1_ Holds 2
0

Rialta For'anvor 
NPC 
TRADE LORE
Cost  Name
10 Human Adaptability: +1 Overall
5 CuK: Folgetova (INT-based) 14-
3 Language: TRAVENSPENOVA (fluent conversation; literate)
1 Language: Vorgaan (Folget dialect) (idiomatic; literate) (5 Active Points)
5 PS: Sorceror (INT-based) 14-
24 Total Skills Cost
FLAIR AND APTITUDE
Cost  Name
3 Lightsleep
19 Spellcraft 13-
Notes: This Talent allows a character to make Magic Skill Rolls when they do not otherwise have the correct Spell School Knowledge Skill to do so. Spellcraft may act as a proxy in the place of any Spell School Skill. Thus if a character needs to make a KS: Necromancy Skill check but lacks KS: Necromancy, they may make a Spellcraft check instead. Spellcraft will rarely yield the same depth of knowledge on a given subject as the appropriate Spell School Skill would, but is enough to get the general ideas of what is going on. Thus, a person with KS: Evocation would likely know things like the actual named theories involved with an Evocation Spell, and perhaps even things like the Spellcaster who discovered or invented the Spell and when, while a person with Spellcraft merely grasps its observable effects.
22 Total Talents Cost
CHALLENGES
Cost  Disadvantage
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 DF: Sorceror (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
20 Enraged: When Spurned (Uncommon), go 11-, recover 8-
20 Normal Characteristic Maxima
15 Psych. Lim.: Ambitious and Power-hungry (Common, Strong)
15 Psych. Lim.: Arrogant (Common, Strong)
15 Psych. Lim.: Vain (Common, Strong)
5 Reputation: As A Backstabber, 8- (Extreme; Known Only To A Small Group (Red Ravens Mercenary Company))
100 Total Disadvantages Cost

Rialta For'anvor 
NPC 
BEARING AND DEEDS
Height: 5' 11" Hair: Brunette
Weight: 130 lbs Eyes: Blue
Appearance: When her Glamour spell is off (or for those who can "see through it" w/ a Detect Magic), she is a moderately attractive woman in her mid to late 20's with a shapely figure. A snazzy dresser, she favors clothes that accentuate her body rather than conceal it because she a) thinks she is more beautiful than she is, and b) knows that its a distraction to men, which she feels increases her power over them. She takes baths at every reasonable opportunity, and pays special attention to her lustrous brown hair; she often wears heavy perfumes when "on the road" to conceal any odour, and at GM's discretion a character with a good nose might be able to recognize the scent of her perfume in some cases.

When her Glamour is on, she is a stunningly beautiful woman that is so gorgeous it defies description, and in fact it is difficult to recall what exactly she looks like when she is no longer around.
Personality: A stubborn, impatient, and arrogant woman much enamored of her own above average, but not spectacular, looks, Rialta is very dominating and forward. She does not display her powers unnecessarily, but when she does, she makes up for lost time with an array of offensive spells suitable for all occasions.

She is not promiscuous, but has a tendency to pick out a romantic interest from time to time, and mercy upon the man who spurns her affections.

She is not an evil or cruel person, just "morally flexible", and a clever person can easily manipulate her by playing to her vanity and hunger for power.
Quote:"This is just business; dont make me make it personal."
Background: Born near Panka (POHN-kah), the capital of Folgetova (FOAL-get-TOH-vah), Rialta showed early promise in Wizardry and was accepted into one of Panka's three Arcanoriums at the tender age of 7, later graduating to the University of Wegnar (one of two Universities in the Greater Panka vicinity). The variant of Wizardry semi-disparagingly called "Sorcery" by true Wizards (due to the similarities between how they learn and cast spells when compared to the Zauberer of the neighboring Machtig peoples) caught on in Folgetova over the more freeform but-slower-to-learn True Wizardry originated by Daelon Thar, and this is the discipline that Rialta was instructed in.

By age 19 she was a competant young Sorceress, and in a fashion typical of the impatient, stubborn, and impetuous people of her nation she set out into the world, eager to carve her place in it. Setting out first to Shidaal she sold her skills to several mercenary companies as a freelancer for money to live on, though she mostly took contracts that would keep her close to the city where she enjoyed the fast paced social scene. However, after she had been liviing in Shidaal for a time a too-good-to-pass up contract came along to escort a caravan to Kasaad in the north with a contingent of guards hired by the Red Raven Mercenary Company. The caravan was carrying some artifacts with mystical significance and some other valuables to be delivered to a private buyer.

She should have known that the price was too good for a reason. Three days from Kasaad the caravan was ambushed at dusk by a squad of black-clad mercs from the rival Merc Company of the Black Shields, backed up by a squad of Undari light cavalry from Landroth, and two spellcasters. Rialta threw a few fireballs around, but came under assualt by both opposing arcanist and was quickly subdued; her concentration on offensive spells left her an easy target to their combined attacks as one would Dispel her Magic and the other would attack in turn.

However, though they killed or ransomed the survivng Red Ravens, the spellcaster leading the assault made her a deal when she woke up bound and gagged. Join him and she would be well rewarded, finding power beyond her wildest dreams. Rialta's drive for wealth and power made this offer quite attractive and after a mere moments hesitation she agreed. The Red Raven's that were ransomed back to Shidaal bore her great ill will for going over to the enemy, and among their Mercenary Company she now has a Reputation as a backstabber; they wouldnt go out of their way to do it, but any chance-of-opportunity one of their number might take to inconvenience her would likely be taken.

Since joining her (for now) mysterious new benefactor, Rialta has been set to work doing several odd tasks, ranging from gathering more ancient artifacts from various corners of the region to loitering in Landroth, where her benefactor is an ever growing power, highly connected with the rulers and a power behind the throne so to speak. She has also, on a few occassions, been tasked to work with the other spellcaster working with her master who helped subdue her in their original encounter, an odious little Mage from Ieshali named Doran Murfon. Unlike Rialta, whose in it for the power and prestige promised by their mutual benefactor and doesn't go out of her way to cause undue "collateral damage", Murfon is a twisted little man out to prove something and delights in showing his power. The two get on like oil and water, but their benefactor has made it clear that if they let it affect their work he will be most displeased.
Campaign Use: Rialta is the classic villainess that would be a great ally if she could be redeemed, but her ambition drives her to oppose the heroes. Should be a welcome difference from the odious Morfan.
Character created with Hero Designer (version 2006110406)