Carl

Description:

KARL lvl 7 human healer; 14PP; 9TP; 2800xp

BOD 6 [St 4; Co 2]; MOB [Ag 0; Dx 1]; MND [In 2; Au 8]

HP 27;
DEF 9 (9 unarmored, 10 with leather, 13 w breastplate, +5 when facing attacks by creatures of Servants of Darkness);
INIT: 6; MV 4; MAT 10; RAT 7; SPC 16; TSC 9

Talents:

Caregiver III — The character is skilled in the use of healing and protective magic. He gets a bonus of 1 per talent rank to all healing and protective spells.

Endurance III — The character can take a serious beating. He gets +3 HP for each rank of this talent.

Servant of Light V —The character serves the forces of light. He gains a Defense bonus of +1 per talent rank on all attacks by creatures or Servants of Darkness. The same applies to damage from Shadow spells. Characters that violate the principles of light (such as meaningless killings) lose talent ranks without compensation. Characters with this talent may not learn the talent Servant of Darkness

Weapons:
Great Axe: +4 WB; -6 Init/-4 opponent’s DEF
Pistol: +3 WB, -4 opponent’s DEF

Armor:
Ring of Protection, 1 AV
Leather, +1 AV
Hoplite helmet, +1 AV
Breastplate +1 (total AV
4), The magical +1 negates the -0.5 to movement. It is embedded with the talent Charming rank I.
Charming: The character gains a +2 bonus on all social interactions, +3 if interacting with the opposite sex.

Equipment:
clothes, flint & steel; blanket; kit bag; leather armor; great axe, pistol, 5 days rations, crystal ball of eyes & ears, ring of protection +1 AV, ring of spellchange +10 spellchange checks, scroll of banish, scroll of terrify, 3 cooldown potions, 2 spellchange potions, levitation potion

SPELLS

HEALING TOUCH 1
Price: 10GP; SM: +1; Duration: Instant; Distance: Touch; Cooldown Period: 0 rounds
Effect: The willing target is instantly healed for as many hit points as the check result

BESTOW DEFENSE 1 4 4
Price: 10GP; SM: +0; Duration: 1 round; Distance: IN x 2 meters; Cooldown Period: 0 rounds
Effect: The spell target receives the check result as a bonus to his Defense, until it is the spellcaster’s turn again in the next combat round.

ENCHANT WEAPON 1 1 1
Price: 10GP; SM: +0; Duration: IN minutes; Distance: Touch; Cooldown Period: 1 round
Effect: This spell gives a weapon magical powers. Its WB increases by one for the duration of the spell. The damage dealt with the enchanted weapon is considered magical and will even harm incorporeal beings such as ghosts.

RESIST POISON 1 2 8
Price: 10GP; SM: +0; Duration: IN hours; Distance: Touch; Cooldown Period: 10 rounds
Effect: The target receives a bonus equal to the Mage’s level to all checks defending against any poison, venom or similar unsavory circumstances. When under the influence of this spell, the sole bonus may be used to defend against poisons which would normally do undefendable damage.

HEALING AURA 1
Price: 10GP; SM: +0; Duration: Check result x 2 rounds; Distance: Self; Cooldown Period: 100 rounds
Effect: The Healer and any comrades within a radius of IN meters heal one hit point each round.

CALM ANIMAL 1 7
Price: 20GP; SM: -HP/5 of each target; Duration: IN hours; Distance: Radius of IN x 5 meters; Cooldown Period: 24 hours
Effect: Aggressive animals in the radius of effect can be calmed with this spell. Magical creatures (such as unicorns or nether wolves) are immune to the spell, as are animals which are affected by spells such as Dominate Animal.

NEUTRALIZE POISON 3 6 12
Price: 80GP; SM: +0; Duration: Instant; Distance: Touch; Cooldown Period: 10 rounds
Effect: Instantly neutralizes any nonmagical poison, if it is not already too
late.

BLIND 1 5
Price: 10GP; SM: -(MOB+AU)/2 of the target; Duration: Check result in rounds; Distance: IN x 5 meters; Cooldown Period: 5 rounds
Effect: A glaring beam of light shoots forth from the Mage’s hand and, with a successful dice roll, blinds its target. This spells effect is undefendable. A blinded target has -8 on all checks for actions requiring eyesight. Even eyeless undead such as skeletons are dazzled by the magical light. Naturally blind creatures are not affected.

TERRIFY ! 5 9 7
Price: 300GP; SM: -(MND+IN)/2 of each target; Duration: IN minutes
Distance: Radius of IN x 5 meters; Cooldown Period: 24 hours
Effect: If successful, affected targets panic and flee as quickly as possible. They may return only after the spell duration ends. No more targets than the Mage’s level will be effected. The effect ends instantly if the fleeing target suffers damage.

BE FRIEND ! 6 7 8
Price: 370GP; SM: -(MND+IN)/2 of the target; Duration: IN minutes; Distance: IN x 2 meters; Cooldown Period: 24 hours
Effect: If successful, the target considers the mage (and only him!) to be a very good friend. The target will confide in him as he would a close friend. He will do everything for the caster that he would do for a good friend.

SLEEP ! 2 5 5
Price: 45GP; SM: -(BOD+IN)/2 of the respective target; Duration: Instant; Distance: Radius of IN x 2 meters; Cooldown Period: 10 combat rounds
Effect: This spell puts a number of targets to sleep. The maximum number of targets is equal to the casters level. This is a natural sleep from which the targets may be woken by noise or other disturbances.

BLESSING 2
Price: 90GP; SM: +0; Duration: IN hours; Distance: Self; Cooldown Period: 24 hours
Effect: The Mage and up to IN x 2 party members in a radius of IN x 2 meters are blessed. For the duration of the spell, they receive a bonus of +1 to all checks.

PARALYZE 2 6 6
Price: 45GP; SM: -(BOD+AU)/2 of the target; Duration: IN rounds; Distance: IN x 5 meters; Cooldown Period: 10 rounds
Effect: If successful, the target of the spell can no longer move. No defense roll is applicable against this spell. The paralysis end prematurely if the target is injured. While the target is paralyzed, it may move its eyes, can think clearly and can breathe. A paralyzed Mage could still try to change spells or
risk to cast a spell without gestures and silently (see page 45)

BESTOW SCENT 1 1 2
Price: 10GP; SM: +0; Duration: Check result in minutes; Distance: Touch; Cooldown Period: 100 rounds
Effect: The target will be marked with a scent by the spell caster. This odor may appear pleasant or unpleasant and thus improve or worsen all social interaction checks of the target by 2.

Bio:

Tall hairy fellow. Fur boots & cape. Loincloth.

Turn ons: Stretching, eating strange mushrooms, sleeping in hollow logs
Turn offs: manual labor, other people’s rules

Carl

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