Occupational Template: Halruaan Magehound
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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