The Red Knights of Iskarin – Temorath Marbane

   Temorath simply had a knack. The Mages Council of the Telgar Academy was well aware of that talents limits – of the limits of any rune mage – but it still was well worth training. The boy would never explore the depths of magic, or work mighty enchantments, but he would be a competent agent in short order, and would more than repay the effort of educating him.

   They gave him a scholarship.

   As a journeyman, Temorath opted to join a party of adventurers. Rune magic had it’s limits – but it was fast, and flexible, and a rune mage could reach a useful level of power very quickly indeed.

   Experimenting with the Rite of the Silver Key may have been a mistake. It was such a fascinating idea; it was a spell that changed everyone who participated into a creatures of another world – and then allowed their new affinity with that world to draw them there.

   Unfortunately, Temorath lacked the strength to fully control a spell so powerful; he and his party have been wandering the dimensions ever since. Unfortunately, he swiftly found that, while his focus on magic had made him a formidable mage, his lack of combat training meant that he kept getting flattened at just the wrong moment.

   That may have influenced the Rite this time. His new body possesses a great deal of raw physical power – and has actually drastically increased his magical abilities.

   Temorath Marbane

   Level One Veltine Runemaster

  • Rolled Attributes: Str 14, Dex 18, Con 14, Int 16, Wis 12, and Cha 13.
  • Race-Modified Attributes: Str 20 (+5), Dex 22 (+6), Con 20 (+5), Int 14 (+2), Wis 14 (+2), and Cha 11 (–).
  • Secondary Attributes: Inherent Power 5, Generic Spell Levels 7, and Mana 3.
  • Total Mana: 3 (Base) +8 (Purchased) = 11

   Available Character Points: 48 (level one base) +6 (level one Feat) +10 (three disadvantages; History, Obligations/owes a variety of magical favors, Compulsive/Meddler and magical tinkerer) +2 (Duties to his school) = 66 CP.

   Basic Purchases (16 CP):

  • Proficient with All Simple Weapons (3 CP).
  • +8 Skill Points (8 CP).
    • Net Total: 12 (Int) +8 (Purchased) + 8 (Fast Learner) = 28.
  • +1 on Will Saves (3 CP).
    • Fortitude +5 (+5 Con)
    • Reflex +6 (+6 Dex)
    • Will +3 (+1 Purchased +2 Wis).
  • Hit Points: 6 (L1, 1d6, 2 CP) + 20 (Racial Bonus HD) + 60 (6 x [Con Mod + Str Mod]) = 86
  • BAB +0 (0 CP)

   Combat Notes:

  • Armor Class 10 (base) +4 (Armor, Shimmermail) +6 (Dex) +3 (Natural) = 23.
  • Initiative +6 (Dex)
  • Move 50′ (In hybrid form).
  • Ranged Attacks +6 (+6 Dex).
  • Melee Attacks +5 (+5 Str), +5 Damage (Str). Two natural 1d8 claw attacks.

   Special Abilities (50 CP):

  • Adept (6 CP): Buys Transmutation Rune Casting and Transmutation Rune Mastery, Knowledge/Arcana, and Spellcraft at half cost.
  • Fast Learner, Specialized in Skills (6 CP).
  • Magician (6 CP)/May use bonus spell slots to cast Rune Magic. Bonus Slots; 2/2/1/1/1/1.
  • Runic Ritual (6 CP).
  • Mana (8) (2d6, 12 CP). Natural Magic; Spell Enhancement.
  • Rite of Chi with +4 Bonus Uses, Corrupted/Requires a ten-minute ritual (8 CP).
  • Enthusiast, Specialized and Corrupted for triple effect/Changes only when entering a new dimension (3 CP). This provides 3 CP, which is currently being used to pay off the “formlocked” limitation.
  • Wealth Level/Well-Off, Corrupted/Depends on student stipend (2 CP). Provides four extra languages and the use of three charms and two talismans. Currently that’s Dust of Illusion, a Fireworks Pouch, a Scrying Mirror, and Shimmer Mail.
  • Spell Formula: The Rite of the Silver Key (level six, requires a full day and does 1d4 Con damage when cast. It’s barely within his reach even spending Mana. Unfortunately, he currently can’t cast it in the twilight isles).
Skills: SP Base Att Bonuses Net
Concentration 4 +4 +5   +9
Knowledge/Arcana 2 +4* +3   +7
Rune Casting (Dex)          
-Abjuration 2 +2 +6 +5R +13
-Divination 2 +2 +6 +5R +13
-Necromancy 2 +2 +6 +5R +13
-Transmutation 2 +4* +6 +5R +15
Rune Mastery (Dex)          
-Abjuration 3 +3 +6 +5R +14
-Divination 3 +3 +6 +5R +14
-Necromancy 3 +3 +6 +5R +14
-Transmutation 2 +4* +6 +5R +15
Spellcraft 2 +4* +3   +7
Survival 1 +1 +2 +4R +7

*Half cost due to adept.

   Veltine Racial Modifier Summary (+1 ECL Race):

  • -2 Cha, +2 Wis.
  • Normally in a “Hybrid” Humanoid-Dire Wolf form, in which they can speak clearly. Str +6, Dex +6, Con +4, Low-Light Vision, Scent, +20 Ground Movement, +3 natural armor, 1d8 natural weapons, +4 bonus when tracking by scent, monstrous appearance.
  • Must occasionally make will checks to avoid giving in to wolfish instincts.
  • +5d4 Hit Dice
  • Add Str Mod to Con Mod for HP for all hit dice up to level three.
  • May use Charms and Talismans according to their Wealth level.
  • May use a maximum total of 4 CP worth of Relics.
  • Add Str Mod to Dex-Based Skills while in Hybrid and Dire Wolf forms
  • Add Dex Mod to Str-Based Skills while in Hybrid and Dire Wolf forms.
  • Cannot use heavy armor.
  • May heal 2d8+10 hit points (5 + Level/3) times daily as the player wishes, although this will not work against damage caused by tissue-destroying effects, such as fire, acid, or amputation.
  • May spend one Mana to turn their natural weapons into magic weapons for up to an hour.
  • May spend one Mana to gain +4 Str, +4 Con, +2 Will, and -2 AC for (3 + Con Mod) rounds up to (1 + Level/3) times per day.
  • Immune, or at least resistant, to natural weather conditions while in furred forms.
  • +4 racial bonus to Survival (4 CP).
  • Formlocked. Must learn to actually shapeshift if they wish to do so.
  • Poor. Their effective wealth level is reduced by one.
  • Inept/-2 penalty on Charisma-linked skills.
  • Can only tolerate (Con) “points” worth of regular magic items, with the point values of items set by the game master (as a rule, low-level single-charge items are little trouble, spell storing items are only moderately troublesome, and permanently-active personal enhancement items are very troublesome). Annoyingly enough, this limit also affects temporary external spells – although their short-term nature means that the limit is increased by the user’s (Con Mod).

   Temorath, like his friends, has picked up quite a lot of physical and magical power with his new species. He is, however, having some trouble adjusting to having become a “werewolf”…


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