Wednesday 19 May 2021

Occupational Template: Jordain Vizier

Occupational Template: Jordain Vizier

Another occupational template by request. This one in interesting, but weird. It's something between a monk and a spy/scholar that serves as an advisor to a wizard, but himself not only cannot cast any spells, but also has some anti-magic abilities. Not a combat character.

 

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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