Monday, 17 May 2021

Occupational Template: Halruaan Magehound

Occupational Template: Halruaan Magehound

Halruaan magehounds are magical law enforcement in the Forgotten Realms setting. Basically, they are anti-mage mages. Mostly based on the wizard template with some parts taken from the DF Mage-Slayer template.

 

HALRUAAN MAGEHOUND

250 points

Attributes: ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 12 [20].

Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 9 [0]; Will 15 [10]; Per 13 [0]; FP 12 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0].

Advantages: Legal Enforcement Powers [10], Legal Immunity [15], Magic Resistance 1 (Improved, +150%) [5], Wizardly Study 7 [47], Wizardry Talent 1 [10]. • 25 points chosen from among ST +1 or +2 [10 or 20], DX +1 [20], IQ +1 [20], HT +1 or +2 [10 or 20], Will +1 to +3 [5/level], Per +1 to +3 [5/level], FP +1 to +6 [3/level], Ally (Familiar) [Varies], Arcane Sensitivity [3], Blessed (Anti-Magic Weapon) [15], Blinding Strike 1-5 [1/level], Danger Sense [15], Dead Stop [1], Eidetic Memory [5] or Photographic Memory [10], Empath 1-3 [5/level], ER (Magic) [3/level], Fit [5] or Very Fit [15], Higher Purpose 1-3 (Mage-Hunting) [5/level], Intuition [15], Language Talent [10], Languages (any) [2-6/language], Luck [15] or Extraordinary Luck [30], Magic Resistance (Improved, +150%) 2 or 3 [5 or 10], Magic Touch [1], Natural Copper 1-2 [10/level], Occultist 1 or 2 [10/level], Single-Minded [5], Social Regard (Feared) 1 [5], Spell Hardiness [1/spell], Spell Resistance [1/spell], Status 1 [5], Versatile [5], Wealth (Comfortable or Wealthy) [10 or 20], Wizardly Study +1 to +4 [5.4/level], Wizardry Talent 2 or 3 [10 or 20]. Any leftover points can be spent on known spells.

Disadvantages: Duty (Mage Policing) (12) [-10] • -30 points chosen from among Bad Temper [-10*], Bully [-10*], Callous [-5], Code of Honor (Professional) [-5], Curious [-5*], Enemies [Varies], Greed [-15*], Guilt Complex [-5], Hidebound [-5], Honesty [-10*], Impulsiveness [-10*], Light Sleeper [-5], Loner [-5*], No Sense of Humor [-10], Overconfidence [-5*], Reputation (Arcane Spellcasters) [Varies], Sense of Duty (Adventuring companions) [-5] or Sense of Duty (Nation) [-10], Skinny [-5], Stubbornness [-5], or increase Duty to (9) [-15] or (6) [-20].

Primary Skills: Area Knowledge (City) (E) IQ+1 [2]-14; Law (Halruaan Magical Law) (H) IQ+1 [8]-14; Thaumatology (VH) IQ [8]-13.

Secondary Skills: Body Language (A) Per [2]-13; Detect Lies (H) Per-1 [2]-12; Interrogation, Shadowing, and Streetwise, all (A) IQ [2]-13; Intimidation (A) Will [2]-15; Savoir-Faire (Police) (E) IQ [1]-13. • One of Brawling (E) DX+2 [4]-12, Smallsword (A) DX+1 [4]-11, and Staff (A) DX+1 [4]-11. • One of Innate Attack (any) or Thrown Weapon (Dart) (E) DX+2 [4]-12; Throwing (A) DX+1 [4]-11; or Sling (H) DX [4]-10.

Background Skills: Nine of Alchemy (any) (VH) IQ-3 [1]-10; Area Knowledge (any other), First Aid, Gesture, or Savoir-Faire (High Society or Magical), all (E) IQ [1]-13; Fast-Draw (Potion) or Jumping, both (E) DX [1]-12; Climbing or Stealth, both (A) DX-1 [1]-11; Body Sense (H) DX-2 [1]-8; Innate Attack (any other) (E) DX [1]-10; Cartography, Hazardous Materials (Magical), Research, Speed-Reading, Teaching, or Writing, all (A) IQ-1 [1]-12; Diplomacy, Expert Skill (any), or Physiology (monster type), all (H) IQ-2 [1]-11; Hiking or Running, both (A) HT-1 [1]-11; Mental Strength (E) Will [1]-15; Mind Block (A) Will-1 [1]-14; Scrounging (E) Per [1]-13; Search (A) Per-1 [1]-12; or Swimming (E) HT [1]-12.

Spells: 50 points in known spells and College Skills, which will be Very Hard IQ skills. Each College Skill should have from 1 to 8 points put into it, and is modified by Wizardry Talent. It is recommended to focus on Meta-spells that allow the character to locate, analyze, and neutralize spellcasters.

* Multiplied for self-control number; see p. B120.

 NEW ABILITY

             Arcane Sensitivity – 3 points

With a touch, you can detect arcane spellcasters, even if they have concealed their magical auras. Touch the subject and have the GM roll in secret against your Perception. Success means that you sense if the subject can cast arcane spells or not. You will also get a vague sense of power level. You may follow up success with an IQ roll to discern what kind of magic the person you’ve sensed wields, i.e. is he a wizard, sorcerer, bard, etc. This is a free action. If the magic is associated with an unfamiliar spellcasting tradition, the GM will say as much. Critical success on the IQ roll provides details, like the exact level of Sorcerous Empowerment and/or Talent.

Statistics: Detect (Arcane Spellcasters; Magical, -10%; Melee Attack, Reach C, -30%) [3].

 




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