WC - The Old Man (The Navigator)

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Old Man
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WC - The Old Man (The Navigator)

Post by Old Man »

I will be playing the old man. While completely non-threatening, he is still respected and respectable.
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Old Man
Posts: 32
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Re: The Old Man (The Navigator)

Post by Old Man »

The Old Man

Veteran Male Half-Elf, Ships Navigator


Attributes: Agility d4-1, Smarts d12, Spirit d8, Strength d4-1, Vigor d4-1
Skills: Academics d8, Athletics d4, Common Knowledge d8, Notice d8, Occult d8, Persuasion d6, Spellcasting d12, Stealth d4, Survival d8
Pace: 5; Parry: 3; Toughness: 4
Hindrances: Curious, Elderly, Hesitant, Mild Mannered
Edges: Arcane Mastery, Arcane Resistance, Arcane Resistance, Improved, Artificer, Channeling, New Powers (Environmental Protection, Protection, Boost/Lower Trait), New Powers (Teleport, Shape Change, Summon Ally), Power Points, Power Points, Wizard (Specialist) (ABJURATION (enchantment and necromancy))
Weapons: Unarmed (Range Melee, Damage Str), Staff/Quarterstaff (Range Melee, Damage Str+d4, Reach 1, +1 Parry)
Gear: Bag of Holding, Minor (500 lbs) (Contains: 10x Banquet (per person), Adventurer's Kit (p107), Tent, canvas (2 person), Bedroll, 3x Nice Robes), Bonded Amulet
Languages: Celestial, Dwarven, Gith, Goblin, Undercommon, Elven, Common, Elvish
Current Wealth: 609.90gp
Arcane Background: Wizard (Custom) Power Points: 20 Abjuration (Enchantment, Necromancy)
Specialization - Abjuration (Enchantment, Necromancy):
  • Arcane Adaption (Environmental Protection; Pathfinder Core Book p185)
  • Arcane Empowerment (Protection; Pathfinder Core Book p192)
  • Blade Ward (Deflection; Pathfinder Core Book p181)
  • Counter Spell (Dispel; Pathfinder Core Book p182)
  • Spell Shield (Arcane Protection; Pathfinder Core Book p175)
Other Spells:
  • Dust of Possibility (Boost/Lower Trait; Pathfinder Core Book p178)
  • Flask of Binding (Summon Ally; Pathfinder Core Book p196)
  • Polymorph (Shape Change; Pathfinder Core Book p194)
  • Ring of Teleportation (Teleport; Pathfinder Core Book p198)
Special Abilities
  • Languages: Common and Elven.
  • Elven Magic: They get a free reroll when resisting enemy powers.
  • Flexibility: Start with a d6 in any one Attribute. This does not increase the attribute maximum.
  • Low Light Vision: They ignore penalties for Dim and Dark Illumination.
  • Wizard: Power Points: 20; Powers: Arcane Adaption (Environmental Protection; Pathfinder Core Book p185), Arcane Empowerment (Protection; Pathfinder Core Book p192), Blade Ward (Deflection; Pathfinder Core Book p181), Counter Spell (Dispel; Pathfinder Core Book p182), Dust of Possibility (Boost/Lower Trait; Pathfinder Core Book p178), Flask of Binding (Summon Ally; Pathfinder Core Book p196), Polymorph (Shape Change; Pathfinder Core Book p194), Ring of Teleportation (Teleport; Pathfinder Core Book p198), Spell Shield (Arcane Protection; Pathfinder Core Book p175)
  • Arcane Bond: bonded object 500gp+ to add +1 to Spellcasting or Familiar as magical pet.
  • School: specialist chooses one favored school gaining free reroll to cast spells from and two opposition schools spells from costing +1PP and -2 penalty to casting skill rolls.
  • Spellbooks: must keep and maintain spellbooks.

Advances
Novice Advances
  • Edge: Power Points
  • Edge: New Powers (Environmental Protection, Protection, Boost/Lower Trait)
  • Raise Skills: Notice/Persuasion
Seasoned Advances
  • Edge: Power Points
  • Edge: Artificer
  • Edge: Channeling
  • Edge: New Powers (Teleport, Shape Change, Summon Ally)
Veteran Advances
  • Edge: Arcane Mastery
Current Load (normal/combat): 39 / 4 (21)
Books In Use: Pathfinder Core BookSetting Rules: Multiple LanguagesSetting Modlines: +1 EdgeValidity: Character appears valid and optimal

Created with Savaged.us
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Old Man
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Re: The Old Man (The Navigator)

Post by Old Man »

Resources

Bennies: 3
  • 3 Start of Quarter
Golden Bennies: 1
  • 0 Start of game
  • +1 Christmas
Spell Points (Spellcasting): 20
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Technospawn
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Re: The Old Man (The Navigator)

Post by Technospawn »

Looks good. Approved
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Ndreare
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Location: Skagit County, Washington
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Re: The Old Man (The Navigator)

Post by Ndreare »

Technospawn wrote: Tue Oct 13, 2020 1:42 pm Looks good. Approved
Time to take over the world!!!!
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: WC - The Old Man (The Navigator)

Post by Ndreare »

Stone of spell storing
Technospawn wrote: The artifact contains the runs for power and storage and appears to store raw magically energy but there are other runes that make no sense. 10pp storage
As you study it more the final piece slides into place and the runes for void and stone makes sense now. The artifact absorbs incoming magically energy and stores it. Improved Arcane Resistance, 10pp Storage, Protection (stone skin). The artifact using improved arcane resistance to absorb pp. It can hold 10pp. It does not recharge until spells are cast at it. The PP can be used to cast Stone Skin. If the holder cast the stone skin on themselves then artifacts IAR kicks in.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: WC - The Old Man (The Navigator)

Post by Ndreare »

@Technospawn Revised Old Man ready for review.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Technospawn
Diamond Patron
Diamond Patron
Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: WC - The Old Man (The Navigator)

Post by Technospawn »

Ndreare wrote: Sat Feb 27, 2021 4:51 pm Stone of spell storing
Technospawn wrote: The artifact contains the runs for power and storage and appears to store raw magically energy but there are other runes that make no sense. 10pp storage
As you study it more the final piece slides into place and the runes for void and stone makes sense now. The artifact absorbs incoming magically energy and stores it. Improved Arcane Resistance, 10pp Storage, Protection (stone skin). The artifact using improved arcane resistance to absorb pp. It can hold 10pp. It does not recharge until spells are cast at it. The PP can be used to cast Stone Skin. If the holder cast the stone skin on themselves then artifacts IAR kicks in.
Revised stats for SWPF
Grim'chag's Stone
(rod of absorption SWPF page 215)
Current charge 5pp
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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