Fauve, Adventurous Scholar

   For today, it’s a new character for the Atheria Campaign: Fauve, a Chelmian (Darkness Birthright) refugee who was fortunate enough to fall in with a midlevel bureaucrat from the Alarian Imperium during his escape from Chelm, and so has been given a sincure at the Imperial Academy in the Department of Antiquities. Fortunately for Fauve, since his appointment was essentially political, the general unpopularity of classes taught by a Chelmian has made no difference in his pay – however it impacts his personal satisfaction. 

   Since the recent collapse of the dimensional barriers which have kept Atheria isolated for the last six thousand years, otherworldly affairs – such as the true nature of the Dralithar, the ancient enemy which drove humanity to take refuge on Atheria millenia ago – have suddenly become a major concern. Since such information is buried in ancient records, and embodied in museum pieces and long-lost artifacts, the Imperial Academy and the Department of Antiquities, have suddenly assumed new importance – and given the administration both a reason and an excuse to dispatch Fauve back into Chelm on a chase after lost artifacts.

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Fauve

   Expatiate Chelmian Wandering Scholar and Inquirer Into Things Forbidden, Atheria Campaign

Chelmian “Darkness” Race (31 CP, +0 ECL):

  • Rite of Chi with +2 Bonus Uses. Corrupted: it requires at least an hour to call on the protective concealment of darkness and steal the power of The Dragon (6 CP).
  • Occult Sense/Darksight (6 CP).
  • Cloaking/Mystical Aura and Powers (6 CP).
  • Privilege/May have a second, unique, form of “Wealth”  (6 CP).
  • Occult Ritual (Corrupted: may only be used at night, 4 CP).
  • Fast Learner, Specialized in Knowledges (+2 SP/Level, 6 CP).
  • Privilege/May learn Knowledges and Specific Knowledges without having to explain where they’re learning such things. (3 CP)
  • Chelmians suffer from obligations (periodic exotic tribal rituals; if they don’t perform them various nasty things start to happen) and have a poor reputation (they are generally regarded as black magicians) for -6 CP.

   Available CP: 72 (L2 Base) + 10 (Disadvantages: History, Hunted, and Secret) + 12 (L1 and L2 Feats) +4 (Experience) = 98. Game Master Bonus: Characters starting off with responsible jobs with the Imperium may start off with a wealth level of Well Off without cost. Level-based attribute bonuses: L2/+1 Str.

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Basic Attributes

Value

Modifier

Strength

12

+1

Dexterity

16

+3

Constitution

10

+0

Intelligence

18/20

+5

Wisdom

16

+3

Charisma

14

+2

.

Basic Abilities (33 CP):

  • Hit Dice: Level One; d12 (8 CP), Level 2 d8 (4 CP, 7), 1d6 Bonus (0 CP, 2). HP: 21
  • BAB: +1 (6 CP)
  • Proficiencies: All Simple Weapons (3 CP) and Psychological Weapons (6 CP).

.

Saving Throws

Purchased

Attribute

Bonuses

Total

Fortitude

+0 (0 CP)

+0 (Con)

+1 Morale

+1

Reflex

+1 (3 CP)

+3 (Dex)

+1 Morale

+5

Will

+1 (3 CP)

+3 (Wis)

+1 Morale

+5

.

  • Initial Wealth Level (Chelmian): Well-Off (+2 Wealth Bonus to Diplomacy and Profession/Teacher).
  • Current Wealth Level (Chelmian): Poor, since L1 (+2 SP/Level gained at this rank (Spent on Craft/Painting) and one Charm.
  • Initial Wealth Level (Standard): Common (+4 SP for background skills, one bonus d6 HD).
  • Current Wealth Level (Standard): Well-Off (three Charms and one Talisman)
  • Current Charms (4): Heartrune (does not count against limit), Wraith Gauntlets, Lens of Memory, Local Guidebook, Iconograph (Used Trackless Boots while fleeing Chelm, usually used a Filing Cabinet while at his office; it’s a bit clumsy for field use however)
  • Current Talismans (1): Shimmermail (Usually uses a Loaded Brush while at home).

Combat Abilities:

  • Armor Class10 (Base) +3 (Dexterity) +6 Armor (Order-Enhanced Shimmermail) = 19
  • Light Crossbow: +5 (+1 BAB +3 Dex +1 Morale), 1d8+1 (Morale), Crit 19-20/x2, 80′ Range Increment.
  • Dagger: +3 (+1 BAB +1 Str +1 Morale), 1d4+2 (+1 Str +1 Morale), Crit 19-20/x2, 10′ Range Increment.

Purchased Abilities (54 CP):

  • Privilege/Imperial Patron (6 CP)
  • Guises with Many and Racial (9CP). Dernmarikian, Barbarian, one undetermined.
  • 2d6 Mana (Specialized: Only for Conveyance-Rune Magic, doubled effect, 12 CP). 15 Mana.
  • Variable Occult Sense: Double Enthusiast (Specialized and Corrupted/Occult Senses Only for triple effect, 6 CP) plus, Immunity (most of the time normally required to swap Enthusiast points – reducing it down to 3d6 minutes. Common / Minor / Major, 6 CP)
  • Bestowed Order Birthright (due to Imperial Patron): Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP). Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of Talismans to L2. Personal charms only, 8400 GP) and Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage, 1400 GP).
  • Skill Emphasis (3 CP): +2 to Conveyance/Mastery.
  • Magician (6 CP): May use bonus spells from Int to power Rune Magic (2x L1, one each L2-L5).

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   Starting Relic: The Eye of Stars (4 CP): This rune-inscribed stone pendant has been in Fauve’s possession since early childhood. It grants it’s wearer +2 Int (12 CP) and Improved Power Words (Specialized in Rune Magic, may store up to [Con] levels of spells to be released as move-equivalent actions).

Skills (7 CP):

  • (Int Mod + 2) x (Level + 3) + 4 for Background Skills + 7 CP = 46 SP. 46 Used.

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Skill

 

SP

 

Att

 

Bonuses

 

Net

 

Acrobatics

 1

 +3

 +1M

 +5

Bluff

 1

 +2

 +1M

 +4

Craft (Painting)

 1

 +5

 +1M +2W

 +9

Diplomacy

 1

 +2

 +1M +2W

 +6

Disguise

 1

 +2

 +1M

 +4

Gather Information

 1

 +2

 +1M

 +4

Hide

 1

 +3

 +1M

 +5

Intimidate

 1

 +2

 +1M

 +4

       

  

Knowledge Skills:

 

      

  

Arcana

 

 2

 +5

 +1M

 +8

Ciceronian Rhetoric

 

 1

 +5

 +1M

 +7

Geography

 

 1

 +5

 +1M

 +7

History

 

 2

 +5

 +1M

 +8

Psychology

 

 1

 +5

 +1M

 +7

Planes

 

 1

 +5

 +1M

 +7

Nobility

 

 2

 +5

 +1M

 +8

Security Systems

 

 1

 +5

 +1M

 +7

Theology

 

 2

 +5

 +1M

 +8

       

  

Listen

 1

 +3

 +1M

 +5

Profession/Teacher

 1

 +2

 +1M +2W

 +6

       

  

Rune Magic Skills

 

     

  

Conveyance/Casting

 

 5

 +5

 

 +10

Conveyance/Mastery

 

 5

 +5

 +2 Feat

 +12

Healing/Casting

 

 1

 +5

 

 +6

Healing/Mastery

 

 3

 +5

 

 +8

Divination/Casting

 

 1

 +5

 

 +6

Divination/Mastery

 

 1

 +5

 

 +6

       

  

Search

 2

 +3

 +1M

 +6

Spellcraft

 1

 +4

 +1M

 +6

Spot

 1

 +3

 +1M

 +5

Survival

 1

 +3

 +1M

 +5

       

  

Additional Languages

 2

 +5

 +2W

 9

.

  • M: Morale. W: Wealth.
  • Caster Level for Rune Magic = Casting Skill/2. Maximum Spell Level = Mastery/4. Round down in both cases.
  • Languages Known: Dravisan (Native), Ortic, Laran, Havril, Illerian, Ikunn, Honadoth, Mordan, and Chordath. One remains open.
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3 Responses

  1. Hee. Cute. Now I have a great number more things to play with.

    I was strongly considering switching Cha and Wis, since we’re still early in play. Would you mind?

  2. Why not? It doesn’t impact anything except one save and a few skills (a few by +1 and a few by -1). Besides, I think that (it being late when I finished up the skills anyway) a couple of them have the wrong attribute modifiers listed anyway. I’ll fix that tonight if I get time.

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