Liam Mercer (Nightbane Mystic)

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Liam Mercer (Nightbane Mystic)

Postby Liam Mercer » Mon Oct 15, 2018 1:40 pm

Player Name: John
G-Mail: Garrisonburne

Character Name: Liam Mercer
Alias: Book
Race: Nightbane
O.C.C.: Nightbane Mystic
Alignment: Scrupulous
XP Level: 3
XP Points: 5,001
Next Level @ XP: 10,001
Faction: None.
Sentiments/Nightlords: These monsters need to be stopped no matter the cost.
Sentiments/Nightbane: Nightbane are really only slightly different than humans, in that we are more powerful. We are just as varied as mankind and cannot be as easily quantified as some of the other creatures that bump in the night.
Sentiments/Guardians: Worthless if you ask me, but I suppose we will eventually find their use.
Sentiments/Vampires: A parasite that is only slightly less dangerous than the Nightlords, but for now they have their uses.
Sentiments/Athanatos: Wannabe angels... bah, like the Gaurdians they are only useful as pawns.
Sentiments/Humans: They're the dominant species on the planet, and I can say that a few of them are my friends. They're definitely better than most other creatures I have to deal with.
Disposition: Wild man, cocky, overconfident, takes unnecessary risks.
Insanity: TO BE DETERMINED VIA YIM CHAT WITH THE GAME MASTER ONCE PC SHEET IS COMPLETED

ATTRIBUTES
I.Q.: 15
M.E.: 26
M.A.: 11
P.S.: 15 (25; Supernatural)
P.P.: 15 (21)
P.E.: 20 (30; Supernatural)
P.B.: 6 (17)
Speed: 13 (23)

PHYSICAL DATA
P.P.E.: 126
H.P.: 27 (54)
S.D.C.: 30 (106)
Age: 41
Sex: Male
Height: 5'11" (6'5")
Weight: 180 lbs
Description: Liam is what most people would call an ugly man, slightly shorter than average and of a moderate weight that leads to a slightly pudgy appearance. As a middle aged male with greying black hair and blue/grey eyes. Liam tries to cover his face with a beard, that sort of accomplishes the task, but his appearance is still off putting to others. Liam mostly wears what could be considered business clothes, a dark colored suit with a white collared shirt and a dark colored tie. He is fond of fedora hats and canvas trench coats. The only real holdover from his days as a archeologist are sturdy military issue boots.

In his Morphus, Liam or Book as he likes to be called is a very different creature. his features are fair and light with high cheek bones and slender pointed ears, he is taller and more proportional to an Olympic athlete. His skin is rough like the bark of an oak tree, with the grey brown coloration to complete it. The terrifying thing about Book's appearance is the gaping wounds covering his torso, arms, and legs, looking like someone had tried to cut him down with an axe. Instead of sap seeping from the wounds though, blood slowly seeps through soaking whatever clothes Book may be wearing at the time.

Racial Abilities
The Becoming
The Becoming takes one full melee round (15 seconds), unless the Nightbane makes a Mental Endurance save (12 or higher; use M.E. bonuses, and is +1 at first level, and an additional +1 for every two levels after the first). A successful M.E. save means the Becoming will take less than one melee attack/ action (about 3 seconds). The transformation process varies widely from one Nightbane to another. In some cases (especially when the Morphus is a lot larger than the Facade), clothes disappear, coming back only when the Nightbane returns to his Facade. In other cases, the Nightbane appears wearing the same clothing he had in his Facade, or is wearing a different set altogether.
Supernatural Senses: Facade Nightvision: 200', Morphus Nightvision: 500'; Sense Nightbane: 360' (+30'/lvl)
Morphus Bio-Regeneration: 10 HP/S.D.C. per melee.
Mirror Walk:
While in Morphus, the Nightbane can use mirrors to travel to/from the real world and the Nightlands.
P.P.E.: 2; Effect time: 1 melee round.; Horror Factor while using Mirror Walk: 12
Notes: A Nightbane can carry additional cargo or equipment (not counting clothes) of up to 100 Ibs. The character can also transport other people through the mirror but at the incredible P.P.E. cost of one point per every two pounds transported in this matter. For example, carrying a 160 Ib. person across the Mirrorwall will cost the Nightbane 80 P.P.E.!
Immunities Nightbane are immune to all forms of mind control, including vampiric control, spells, and psionic powers. They are also immune to the vampire's slow kill bite.
Immune to Transformations ]The Nightbane cannot be physically transformed by any means, including but not limited to the following: metamorphosis potions and spells, the transformation ritual, vampire transformation, petrification, turn to mist, curses, wishes, or any form of magic or supernatural transformation, spell or enchantment.

Natural Abilities
Perception Bonus: 46% (+3%)
Charm/Impress: 0% (35%)
Invoke Trust/Intimidate: (15%)
Max. Encumbrance: 60 lbs (180 lbs)
Max. Carrying Weight: 150 lbs (1,250 lbs)
Max. Lifting Weight: 300 lbs (2,500 lbs)
Max. Jumping Ability: 7.5' Lengthwise, 3.25' High (16.6' Lengthwise, 8.3' high)

Morpheus Traits
Marred Beauty
Elfin Features: The character has slender and delicate features, oversized eyes and vaguely pointed ears, reminiscent of the legends of elves and faerie. Increase P.B. by 7 points (minimum 17) and size by 1D6 inches. Their unusual appearance has Horror Factor 6.
Eternal Wounds: The Nightbane bears horrible wounds that never heal. Most often, the wounds are clearly visible and may appear to be deadly, including gaping chest wounds, gashes in the skull, cuts, gouges and other grotesqueries. The wounds cover any clothes the character wears with bloody patches in a matter of minutes, soaking through bandages and dressings after a while. Add 3D6 to S.D.C. and 1D4 to Horror Factor.
Bark Skin: The character's skin is hard and looks and feels like rough tree bark. Add 4D6x2 to S.D.C. and +2 to H.F.

Spell Knowledge
Spell Strength: 12
First Level
Blinding Flash
Range: 10 ft radius; up to 60 ft away. Duration: Instant Saving Throw: Standard P.P.E.: 1
This invocation creates a sudden burst of intense white light, temporarily blinding everyone in its ten foot radius. Victims are blinded for one to four (1D4) melee rounds, with a penalty of -5 to strike, and -10 to parry and dodge. The chance of falling is 50% every 10 ft . The magic can be cast up to 60 ft (18.3 m) away. Saving throw is standard; those who successfully save versus magic are not blinded.
Cloud of Smoke
Range: 90 ft Duration: 4 melee rounds (1 minute) per level of experience. Saving Throw: None P.P.E.: 2
This magic enables the sorcerer to create a cloud of dense, black smoke (30 ft x 30 ft x 30 ft maximum size) up to ninety feet away. Victims caught in the cloud will be unable to see anything beyond the cloud, and their impaired vision allows them to see no more than three feet in the cloud (and that means only a blurry shape). While in the cloud, victims will be at -5 to strike, parry and dodge.

Second Level
Concealment
Range: Small objects up to 40 ft away. Duration: 5 minutes per level of experience. Saving Throw: Standard P.P.E.: 6
This magic makes any small object sort of invisible. Actually, it affects the perception of anybody who looks at it. Unless the person(s) makes a successful saving throw, the item cannot be seen. This can be applied to one item on one's person or out in the open. Only one object is affected each time the magic is invoked. The object cannot be living and must be smaller than 14 inches in length and height, 6 inches in width, and weigh 14 pounds or less. Each person who looks at the place where the enchanted object is resting must roll a saving throw versus magic. A failed roll means that particular individual will not see it until the magic lapses. Note: If the object is used as a weapon or picked up by the mage or anyone who does see it, the enchantment is broken and it becomes clearly visible to all.
Levitation
Range: Up to 60 ft away. Duration: 3 minutes per level of experience. Saving Throw: Standard P.P.E.: 5
Magic levitation enables the invoker of the magic to raise himself, or other people, or an object, straight up into the air and suspend it there (hover). Movement is limited to straight up and down; no horizontal motion is possible. Weight is restricted to 200 Ibs plus 20 Ibs per level of experience. Unwilling victims of the magic get a saving throw; a successful roll means the person is not affected by the levitation and remains planted firmly on the ground. Maximum height possible is 60 ft plus 10 ft per level of experience. Targets can be affected up to 60 ft away.
Mystic Alarm
Range: 12 ft (one object). Duration: One year per level of experience. Saving Throw: None P.P.E.: 5
The sorcerer can protect his possessions and domicile by placing mystic alarms on them. The invocation creates invisible, ward-like symbols on any one, specific, non-living object. If this object is touched or disturbed by anyone other than the spell caster, a silent alarm will alert him instantly, even if he is thousands of miles away or in another dimension. Once disturbed, the alarms disappear. The mystic alarm has a limited life of one year per level of the sorcerer.
Ritual: Call Creature of Light
Casting Time Required: Fifteen minutes Range: 10 miles (16 km) per level of the caster Duration: Instant Saving Throw: None P.P.E.: 10
This ritual invocation contacts the nearest creature of light in the area. The Guardians are just one such group; more of these mysterious beings will be described in future Nightbane sourcebooks. The creature of light will sense that his/her presence is required by the spell caster and the ritual will also impart an empathic flash of the summoner's personality and intentions. This means that an evil sorcerer trying to ambush the creature of light will be automatically unmasked by the invocation. Whether or not any creatures of light are nearby, or willing to help, is up to the Game Master.

Third Level
Invisibility: Simple
Range: Self only (includes clothes and articles on one's person). Duration: 3 minutes per level of experience. Saving Throw: None P.P.E.: 6
The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any object picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psychically or magically "see the invisible" are able to see the spell caster. Infrared and heat detectors can also pinpoint an invisible person. Although the invisible person is imperceptible to the eye, he still retains physical mass. This means that he cannot go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical magical contacts/attacks still affect him as usual. At the game master's option, an attacker who makes a difficult Perception roll can try to attack the invisible character (this requires a called shot at -2 to strike).
While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects and perform other acts of physical exertion, including combat. The invisibility is terminated when the magic's duration time elapses or the mage cancels the spell.
Note: If cut, only the blood is visible.
Magic Armor
Range: Self or other. Duration: 4 melees (1 minute) per level of the spell caster Saving Throw: None. P.P.E.: 10
This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster (or other). This mystic armor has an A.R. of 14 and an S.D.C. of 100 plus 10 per level of the caster; fire, lightning and cold do one-half damage.
Ritual: Call Nightlands Denizen
Casting Time Required: One hour. Range: 20 ft per level of experience. Duration: Instant Saving Throw: None P.P.E.: 15
This ritual requires a mirror or other reflective surface. At the completion of the ritual, the mirror will turn black and open into the Nightlands, calling the nearest Nightland denizen in the area (this includes Dopplegangers, Hounds, Hunters, Ashmedai and Nemtar, but not Nightbane and Nightlords). The creature may or may not answer the call, or use the breach in the Mirrorwall to cross over and cause mischief, so typically this ritual is conducted when and where the sorcerer is ready to deal with a hostile Nightlands monster. Note: This ritual will automatically awaken a Doppleganger.

Fourth Level
Astral Projection
Range: Self Duration: 5 minutes per level of experience. Saving Throw: None P.P.E.: 7
The incantation sends the spell caster's astral body into the astral plane, dimension. This magic functions exactly like the psychic sensitive ability of the same name (Nightbane Main Book pgs 70-72).
Shadow Meld
Range: Self Duration: Two minutes per level of experience. Saving Throw: None. P.P.E.: 7
This unique magic enables the mage to step into shadows, becoming totally invisible, even to a "see the invisible" spell. The shadow must be at least five feet (1.5 m) tall to become an effective hiding place. The shadow serves as a superior means of hiding or moving unseen. The mage can move, walk, or run throughout the length of shadows or from shadow to shadow. While in shadow/darkness, the mage prowls at 60% proficiency (or at +15% to normal skill, whichever is higher).
Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light, less than 10 torches or 300 watts, will only create more shadows.
While hidden in shadows, the character is still susceptible to magic, psychic and physical attacks, although attackers are at -5 to strike him (because they cannot see him). Area effect magic does not suffer any penalty. Infrared optics are the only means that can be used to see somebody in a shadow.


Nightbane Talents
Shadow Slide
The Nightbane must be in Morphus form for this power to work. The character becomes an insubstantial shadow, or, more accurately, like one of those mirages you can see on a paved road during a sunny day — a flickering shadow that seems to sink into the earth and fades away as if it never was. While in this two-dimensional form, the Nightbane can slither along walls or across the ground, virtually invisible and able to slide through any opening, no matter how narrow (only air tight containers will prevent the shadow-slider from coming through). The Nightbane's clothing and small personal effects are transformed automatically; additionally, he can carry objects at an additional P.P.E. cost (2 P.P.E. pet povmd/0.45 kg of weight).
Limitations: Usable by the Morphus only.
Cost: 8 P.P.E. to acquire it permanently; 10 points to activate and 10 per each minute the Talent is maintained.
Shadow Blast
Fires a black energy bolt that does 1D4 S.D.C. for every point of P.P.E. spent on it, so 10 P.P.E. would result in a 1D4x10 S.D.C. bolt, and so on.
Limitations: Usable by the Morphus only. The Nightbane can only spend 4 P.P.E. per level of experience.
Range: 500 feet.
Cost: 5 P.P.E. to permanently acquire it; one P.P.E. per every 1D4 points of damage, with limitations.


O.C.C. Skills
Laguage: Native: English 98%
Literacy: Native: English 98%
Language: Other: Latin 66% (+3%)
Lore: Magic
--General Knowledge: 50% (+5%)
--Recog. Magic Circles, Runes, etc: 40% (+5%)
--Recognize Enchantment 33% (+4%)

Dance 50% (+5%)

O.C.C. Related Skills
HtH: Basic
Lore: Nightbane 50% (+5%)
Lore: Nightlands 45% (+5%)
Computer Operation 60% (+5%)
Wilderness Survival 50% (+5%)
Archaeology 40%/30% (+5%)
Anthropology 40% (+5%)
Prowl 25% (+5%) (1st level)
Lore: Geomancy & Ley Lines 30% (+5%) (1st level; EP)
Pilot: Automobile 60% (+2%) (1st level; EP)
Public Speaking 30% (+5%) (1st level; EP)
Research 40% (+5%) (1st level; EP)
Writing 25% (+5%) (1st level; EP)
Literacy: Other: Egyptian 30% (+5%) (1st level; EP)

Secondary Skills
Literacy: Other: Latin 40% (+5%)
W.P. Blunt
W.P. Handgun
Mathematics: Basic 45% (+5%)

Combat Data
HTH Type: Basic
Number of Attacks: 4
Initiative Bonus: +0
Strike Bonus: +0 (+3)
Parry Bonus: +2 (+5)
Dodge Bonus: +2 (+5)
HTH Damage Bonus: +0 (+10)
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: +0
Other: Kick (1D8)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Blunt (+2 to Strike, +2 to Parry)
W.P. Handgun (+1 to Strike)

Saving Throw Bonuses
Coma/Death: +10% (+30%)
Magic (varies): +4 (+9)
Lethal Poison (14+): +3 (+8)
Non-Lethal Poison (16+): +3 (+8)
Insanity (12+): +9
Psionics (varies): +7
Horror Factor (varies): +2
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Liam Mercer
 
Posts: 8
Joined: Tue Oct 16, 2018 8:32 am

Equipment

Postby Liam Mercer » Mon Oct 15, 2018 1:47 pm

Equipment

Carried/In Hand

Worn on Person
• Charcoal Grey Suit (Suit Coat, Dress Pants, White Collared Shirt, Black Tie, Black Leather Dress Shoes)
• Black Overcoat
• Magnesium Fire rod
• Pocket Knife (1D4 S.D.C.)
• Compass
• Cell Phone
• Car Keys

Wallet
• Drivers License
• Visa Card
• Master Card
• $500

Satchel
• Space: High End Laptop ($1,000)
• Space: Notebook w/Pen
• Space: Sketchbook w/ Pencil
• Space: Browning GP 35 (9mm) w/ Holster.
• Damage: 2D6 S.D.C.
• Range: 135 ft.
• Payload: 13 round Magazine
• Cost: $590.00.

• Space: 2 Spare Browning GP 35 Magazines (13 Round Capacity)

Stored in Vehicle
Backpack
The backpack is padded, sealable, and sturdily built. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep.
• Space: Campstove
• Space: Hatchet (1D6 S.D.C.)
• Space: First Aid Kit
• Space: 100' Paracord
• Space: 12'x12' Tarp
• Space: Lightweight Sleeping Bag
• Space: Canteen
• Space: Mess Kit
• Space: Hunting Knife (1D6 S.D.C.)
• Space: Spare Clothes

Resources
Possessions: $130,000
Furnished house (3 bedroom, 1 bath; $100,000)
Library (Variety of Subjects, Main focus is Archeology, Occult, Nightbane; $10,000)
Small Truck (4 wheel drive)
• A.R. 6
• S.D.C. 350
• Speed: 120mph
• Range: 400 miles.
• Cost: $10,000.

Clothing (Various suits and what not; $3,000)
Electronics (Desktop Computer, TV, Stereo, etc; $2,000)
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Liam Mercer
 
Posts: 8
Joined: Tue Oct 16, 2018 8:32 am

Background

Postby Liam Mercer » Mon Oct 15, 2018 1:47 pm

Background

Liam was born to the Mercer family, a minor noble house that lived just outside of Bath, England. Liam's Father was Malcom Mercer, a Lawyer by trade, while his mother was Linda Mercer a woman of considerable musical talent. Liam has two younger siblings a brother named Timothy and a sister named Sage. Life was pretty normal for Liam, at least normal for the fairly well to do. He attended private schools and had what could be considered hobbies of the aristocracy. The family took regular holidays in other parts of Europe and even a few to China. It was these holidays that peeked Liam's interest in archeology. Having spent a summer in Greece.

The Mercer family though minor nobility, was still nobility, and thus were subject to the machinations of other noble families. During Liam's childhood a rivalry happened between his father and a fellow noble named Bertram Comstock. In the end, the Bertram managed to get what he wanted, a scandal large enough to make Liam's father flee. The Mercers packed their belongings and moved to the United States. Liam's father found work with a decent enough law firm and his mother joined the Cleveland Philharmonic. For Liam the change of location did little to stymie his education as he was still sent to private schools.

When Liam graduated high school, he applied to several prestigious colleges, but lucked out and got into his first choice, Cambridge University. A school renowned for it's archeological programs. Liam was an apt pupil and got not only his bachelors degree, but also his masters and doctorate. This took him over twelve years of his life, but in the end, Liam felt like he had done well for himself. Missing his family, Liam made his way back to Ohio and got a job in the archeological department of the University of Toledo. As a young professor, Liam didn't get the best assignments, but none of that mattered to him in the end either. He was where he wanted to be and all he needed to do was toe the line until either he made a discovery or made tenure.

The Dark day came and Liam's family was ruined. Liam was in southern Ohio investigating native burial mounds when the events happened, and with luck was by himself when the becoming happened, he had stayed hidden in the woods for the remainder of the dark day. Liam's father died in a fire that day, along with several fellow lawyers. Liam's mother disappeared, and hasn't been seen since. Both his brother and his sister were murdered by rioters during the afternoon while trying to get back home, leaving Liam the sole heir to the Mercer family.

Over the course of the next several months Liam learned many new and fascinating things about not only himself, but the world around him. Magic was real, and he had a knack for it, this alone saved him from sinking into a well of depression so deep that he may have never gotten out. Liam also learned what it meant to be a Nightbane, going so far as to make it a study of passion for himself. Liam also learned that his family had been targeted by the Nightlords and eliminated. This put Liam into the middle of a war he didn't even know was happening. Liam feeling confident in his abilities has decided to do something about it and now seeks out others to fight the war behind the shadows.
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Liam Mercer
 
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Joined: Tue Oct 16, 2018 8:32 am

Dice Roller

Postby Consumer » Mon Oct 15, 2018 1:48 pm

Attributes
2d4*1000 = 2000:
1, 1
17 + Invalid dice code! + Invalid dice code! 26
2d4:
4, 4
15
4d6:
2, 4, 2, 6
6
Invalid dice code! 15
Invalid dice code! 16 + Invalid dice code! 20
Invalid dice code! 11
Invalid dice code! 13
Invalid dice code! 15



Statisitics
Facade S.D.C.: 30+
Facade HP: P.E. + Invalid dice code!
Morphus S.D.C.: Facade S.D.C.+ Invalid dice code!+ Invalid dice code!+ Invalid dice code!
Morphus HP: P.E.*2+ Invalid dice code!
P.P.E.: Facade P.E. +32+ Invalid dice code!+ Invalid dice code!
HF: 8+Invalid dice code!



Morphus Rolls:
Appearance Table: Invalid dice code! Marred Beauty
Unearthly Beauty: Invalid dice code! Elfin Features: The character has slender and delicate features, oversized eyes and vaguely pointed ears, reminiscent of the legends of elves and faerie. Increase P.B. by 7 points (minimum 17) and size by 1D6 inches. Their unusual appearance has Horror Factor 6.
Stigmata: Invalid dice code! Eternal Wounds: The Nightbane bears horrible wounds that never heal. Most often, the wounds are clearly visible and may appear to be deadly, including gaping chest wounds, gashes in the skull, cuts, gouges and other grotesqueries. The wounds cover any clothes the character wears with bloody patches in a matter of minutes, soaking through bandages and dressings after a while. Add 3D6 to S.D.C. and 1D4 to Horror Factor.
Nightbane Characteristic: Invalid dice code! Botanical: Invalid dice code! Bark Skin: The character's skin is hard and looks and feels like rough tree bark. Add 4D6x2 to S.D.C. and +2 to H.F.


Cash on Hand: *1000
Possessions: *10000



Rounding out My Character
Age: Invalid dice code! 40-45 years .
Witnesses to my Becoming: Invalid dice code! None, secluded. Nobody saw the transformation, your identity is safe.
Sense of Identity: Invalid dice code! I am Nightbane. Considers himself 100% Nightbane, a race of supernatural beings unto themselves. A sort of demigod able to walk among humans disguised as them in his Facade. He doesn't hate humans, but his loyalty is to the Nightbane and Nightbane only. This character considers his Morphus to be his "true" form, and his Facade his human "disguise."
Disposition: Invalid dice code! Wild man, cocky, overconfident, takes unnecessary risks.
Height: Invalid dice code! Average: 5 feet, 8 inches to 6 feet (1.73 to 1.8 m).
Birth Order: Invalid dice code! First Born.
Prejudices & Paranoia: Invalid dice code! The Warlords.
Outlook of the Hidden War: Invalid dice code! Earth is home, the War must be fought and won. Whether this character considers himself to be human or something else, he was born on Earth, it is his home, he loves it, and he will fight to the bitter end to liberate it from the evil Nightlords.
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Re: Liam Mercer (Nightbane Mystic) WIP

Postby Zilant » Thu Oct 18, 2018 3:41 am

Looks like you need one or two things.

1) A Save vs Insanity (DC 14 if I recall), not especially difficult...though some people have elected not to make the save and simply select an insanity.

2) To check your spell list, as a Nightbane Mystic you get 5 spells from level 1-2 at first level, 4 Spells of level 1-3 at Second level, and 2 spells of level 1-4 at third level. I counted 13 spells above including 3 of level 4. Nightbane Mystics have slightly fewer spells than Human Mystics.
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Re: Liam Mercer (Nightbane Mystic) WIP

Postby Consumer » Mon Oct 29, 2018 2:24 pm

Zilant wrote:1) A Save vs Insanity (DC 14 if I recall), not especially difficult...though some people have elected not to make the save and simply select an insanity.


Save vs Insanity: 1d20+9 = 29 Hmmm... A Natural 20, guess I'm not crazy.

Zilant wrote:2) To check your spell list, as a Nightbane Mystic you get 5 spells from level 1-2 at first level, 4 Spells of level 1-3 at Second level, and 2 spells of level 1-4 at third level. I counted 13 spells above including 3 of level 4. Nightbane Mystics have slightly fewer spells than Human Mystics.


Probably right I must have misread in my eagerness. Dropped Swim as a Fish (Simple) and Energy Bolt
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Re: Liam Mercer (Nightbane Mystic) WIP

Postby Consumer » Mon Oct 29, 2018 3:04 pm

Cash on Hand: 2d4 = 3*1000
Possessions: 4d6 = 13*10000
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Re: Liam Mercer (Nightbane Mystic)

Postby Zilant » Tue Oct 30, 2018 5:38 pm

Needs an edit on the Background, there are no "Nightbane Families" (Nightbane can not have children after becoming...though it may be possible to have them before those children have no better chance of being a Nightbane than anyone else). However, there are MAGIC families mentioned...and if you were an Athanatos that is inherited...
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