Alina's Blog - Kiraani and the North Wind
Kiraani and the North Wind
Jun 30th 2018 @ 5:38 pm
EDIT

The North Wind Selections

Use the following information to create the required information for your Champion. Post your Champion in the forum and use your initial post as a tracking for stats, items, etc. for the campaign.
Pet Name:
Pet Class:
Starting Stats: _HP _MP _STR _DEF _SPE _INT
Starting Abilities/Spells:
Starting Pack:
Other:

SAS Selection

A Champion has only a single class to start. There are rare ways in order to get a secondary class. Each class has two potential starting stats and abilities/spells(SAS) Abilities and skills each have a marking. This determines how and when you can use these abilities. Anything without requirements can be used at any time.
(T) - Touch to use, must be in contact with the target
(V) - Verbal, must be able to speak to use, target must be able to hear you
(S) - Sight, must have line of sight on target to use

Fighter SAS
*12HP 3MP 8STR 8DEF 8SPE 5INT
*9HP 3MP 11STR 6DEF 9SPE 5INT
*Combat Roll, 0MP(2SPE and 1D6 SPE boost to dodge physical attacks)
*Charge, 0MP(2D4 Blunt damage, close to target and can attack but take no additional actions)

Mage SAS
*7HP 10MP 4STR 6DEF 6SPE 10INT
*6HP 13MP 4STR 5DEF 4SPE 13INT
(T)Lesser Healing, 1MP(2HP and 1D4 healing to target)
(S)Lesser Fireball, 1MP(3 and 1D4 fire damage)

Traveler SAS
*10HP 4MP 6STR 8DEF 6SPE 7INT
*8HP 7MP 5STR 6DEF 5SPE 9INT
(S,v)Orb of Light, 1MP(Creates a glowing light that follows the target)
(T)Light Step, 0MP(can only cast on self, target can step over light and moderate traps without triggering them)

Merchant SAS
*8HP 4MP 6STR 8DEF 7SPE 8INT
*6HP 4MP 7STR 9DEF 8SPE 11INT
*(S)Trade Knowledge ,0MP(can judge an objects worth that is in sight)
*(V)Bribe, 0MP(can attempt to bribe a target)

Pack Selection

Before you sit several types of packs for Champions such as you to take. You don't know who left them here but the taking one could benefit you greatly. Or you can leave them all here. You can choose not to take a pack.

Small Leather Pouch - The smallest of the packs sitting outside the adventure's cabin contains two Vials of Healing(3HP and 1D4 Healing when) and a small silver ring with ornate markings you don't understand.
Yellow Scroll Tube - The yellow tube doesn't have any spell scrolls, but at the bottom sits an emerald and gold ring, a Cobrataur talisman(Poison Immunity), and one Vial of Healing
Damaged Wooden Crate - An old looking trade crate has 10 gold coins, one Vial of Healing, and a damaged tome called 'Basic Guide of Vials'(Grants basic Alchemy Knowledge)
Worn-Leather Pouch - The largest of the packs sitting out, this pack contains seven Vials of Healing but is in poor condition. These Vials of Healing may not all be good...
Leave with Nothing - Take nothing with you from the cabin and continue your adventure.

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