Occupational Template: Jordain Vizier
JORDAIN VIZIER
150 points
Attributes: ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 11
[10].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0];
Will 14 [5]; Per 11 [-10]; FP 11 [0]; Basic Speed 6 [5]; Basic Move 6 [0].
Advantages: Eidetic Memory [5] and Language Talent [10]. •
40 points chosen from among ST +1 to +3 [10/level], DX +1 to +2 [20 or 40], IQ +1
to +2 [20 or 40], HT +1 to +3 [10/level], Will +1 to +4 [5/level], Per +1 to +5
[5/level], HP +1 to +5 [2/level], FP +1 to +6 [3/level], Basic Speed +1 [20], Basic
Move +1 to +3 [5/level], Absolute Timing [2], Alcohol Tolerance [1], Ambidexterity
[5], Arcane Nondetection [3.2/level], Autotrance [1], Catfall [10], Combat
Reflexes [15], Common Sense [10], Danger Sense [15], Enhanced Dodge 1 or 2 [15
or 30], Enhanced Parry 1 or 2 (Unarmed) [5 or 10], Extra Attack 1 [25],
Fearlessness 1-5 [2/level], Fit [5] or Very Fit [15], Flexibility [5] or
Double-Jointed [15], Forceful Chi 1-2 [15/level], Hard to Kill 1-4 [2/level],
Hard to Subdue 1-4 [2/level], High Pain Threshold [10], Inner Balance 1-2
[15/level], Languages (any) [2-4/language], Less Sleep 1-4 [2/level], Lifting
ST 1 or 2 [3 or 6], Longevity [2], Luck [15], Magic Resistance (Improved,
+150%) [5/level], Mind Shield [4/level], No Hangover [1], Patron (Wizard)
[Varies], Perfect Balance [15], Rapid Healing [5] or Very Rapid Healing [15],
Recovery [10], Reputation [Varies], Resistant to Disease (+3) [3], Resistant to
Poison (+3) [5], Sanitized Metabolism [1], Single-Minded [5], Striker
(Crushing; Limb, Shin, -20%) [4], Striking ST 1 or 2 [5 or 10], Trained by a
Master (Unarmed Only, -40%) [18], or upgrade Eidetic Memory to Photographic
Memory for 5 points.
Disadvantages: Honesty (6) [-20], Social Stigma
(Second-Class Citizen) [-5], Sterile [-1], Truthfulness (6) [-10], Vow (Use no
magic or magic items) [-5], and Wealth (Poor) [-15]. • Another -15 points chosen
from among Callous [-5], Chummy [-5], Clueless [-10], Curious [-5*], Disciplines
of Faith (Mysticism) [-10], Disciplines of Faith (Ritualism) [-5], Duty
(Nonhazardous; Serving as a vizier to a wizard) [Varies], Hidebound [-5],
Killjoy [-15], No Sense of Humor [-10], Pacifism [Varies], Selfless [-5*],
Sense of Duty (Wizard Master) [-2], Sense of Duty (Halruaa) [-10],
Primary Skills: Diplomacy (H) IQ [4]-13; Meditation (H) Will
[4]-14; Observation (A) Per+1 [4]-12; Thaumatology (VH) IQ [8]-13. • Judo or
Karate, both (H), one at DX+2 [12]-14, and the other at DX [4]-12.
Secondary Skills: Body Language (A) Per [2]-11; Detect
Lies and Esoteric Medicine (Chi), both (H) Per-1 [2]-10; First Aid and
Savoir-Faire (Servant) (E) IQ [1]-13; Heraldry, Religious Ritual (Azuth or
Mystra), and Theology (Azuth or Mystra), all (A) IQ-1 [1]-12; History (any) and
Pharmacy (Herbal), both (H) IQ-1 [1]-12.
Background Skills: Eight of Acrobatics (H) DX-2
[1]-10; Jumping (E) DX [1]-12; Climbing (A) DX-1 [1]-11; Area Knowledge (any), Current
Affairs (High Culture), Gesture, or Housekeeping, all (E) IQ [1]-12; Connoisseur
(any), Cooking, Occultism, Politics, Religious Ritual (the other one), Streetwise,
or Teaching, all (A) IQ-1 [1]-11; Running, both (A) HT-1 [1]-10; Intimidation
(A) Will-1 [1]-13; Expert Skill (any), Law (Halruaan Magical Law), Philosophy,
Theology (any), all (H) IQ-2 [1]-10; or Stealth (A) DX-1 [1]-11.
* Multiplied for self-control number; see p.
B120.
NEW ABILITIES/POWER-UPS
Arcane Nondetection – 3.2 points/level
You are difficult to detect, see, or
divine with any Information spells, remote viewing, or Detect, if these effects
have arcane magical nature. Reduce the diviner’s effective margin of success by
this ability’s level for these purposes.
Statistics: Obscure
(Information Spells; Always On, -50%; Extended, Detect, Clairsentience, +40%; Defensive,
+50%; Limited, Arcane Magic, -20%; Magical, -10%; No Area of Effect, -50%;
Stealthy, +100%) [3.2/level].
Counterspell – 46 points
The jordain vizier can attempt to use
this ability as an active defense, when somebody casts a spell that affects
them or their personal equipment directly.
Thus, Counterspell does not protect against missile spells. Roll against IQ/2 +
3. A successful use nullifies the effects of the spell on the vizier.
The defense roll is modified by Combat
Reflexes. If the vizier tries to use Counterspell more than once in a turn, the
defense roll takes a cumulative -4 penalty per attempt after the first. The vizier
rolls at -4 if stunned and cannot use Counterspell in situations where they
would not get an active defense. If the use fails, all future uses cost 1 FP
until the next successful use. If the vizier drops to 3 FP or less from using Counterspell,
they cannot cast use this ability until all
FP are replenished. This ability does not count as an active defense for the
purpose of cumulative defense penalties.
Statistics: Static
(Magic; Active Defense, -40%; Magical, -10%; Switchable, +100%) [45] + Rules
Exemption (Magical abilities can coexist with anti-magical Static) [1]. Notes: Active Defense being IQ-based is
a special feature.
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