Legend 1.1 character – White mage

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Portrait

Destiny is chain for the weak.

This immortal gained her powers through gradual rejecting of the world as pretty boring and not idealistic place. It started with changes within herself but later the world itself is affected by her presence as well. Ironically this led to increased interest in worldly matters. Not that she is complaining, though.

She opposes divinity, but is fascinated by it at the same time.

Class: Human Shaman with Shaman spellcasting/Incantation/Shaman’s Path: Tactician spellcasting/Reality marble (refluffed Bastion; full buy-in) tracks.

KOM/SAM: Wisdom, KDM: Charisma.

Base abilities: Str 10, Dex 10, Con 14, Int 12, Wis 18 (16), Cha 14.
Abilities at level 20 (total): Str 10, Dex 10, Con 20, Int 18, Wis 28, Cha 22.

Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Vigor (Con).
Racial skill bonus to: Vigor (Con).
+1 racial bonus to: AC.

Progression by level

Spells that last for the whole scene or potentially can last as much are marked with ✦.

Level Spells Feats Abilities AC
1 S1: Bless, Endure Elements✦, World-Mind✦ By Will Sustained
White Mage
  16
2 T1: Comprehend Languages✦, Dimensional Swap, Silent Image   +2 Wis 17
3 S2: Nature’s Power✦, Resist Elements✦, Status✦ Mental Magic
(refluffed Glyphweave Adept)
  18
4       19
5 T2: See Invisibility✦, Invisibility✦, Darkvision✦   +2 Cha 21
6 S3: Death Ward✦, Dispel Magic, Repelling Ward Cheerful Hemoglobin   22
7     +2 Wis
+2 Con
23
8 T3: Fly✦, Clairaudience/Clairvoyance✦, Haste     24
9 S4: Stoneskin✦, Regenerative Aura✦, Hold Monster Manyspell Magus +2 Cha 26
10     +2 Int 29
11 T4: Freedom of Movement, Invisibility (Greater), Detect Scrying✦     32
12 S5: Fist of the Earth✦
S1: Sanctuary
S4: Wind Walk✦
Arcane Magister (Shaman spellcasting) +2 Wis 33
13     +2 Con 34
14 T5: True Seeing
T3: Dimensional Anchor✦
T4: Blindsight
  +2 Cha 36
15 S6: Heart of Oak, Lightning Storm, Greater Dispel Magic Shadow Blink +2 Int 37
16       38
17 T6: Scrying (Greater)✦, Find the Path✦
T4: Major Image
  +2 Wis 39
18 S7: Miracle, Control Winds, Mass Heal Elemental Specialization +2 Cha 41
19     +2 Con 42
20 T7: Foresight✦, Discern Location
T5: Wall of Force✦
  +2 Int 48

Items

Mundane: Light armor (no longer needed), Staff of focus (melee – Arcane, Deft, Guardian, Magnum), Steel mercy (melee – Deft, Guardian, Quick-draw).

Magic items/places of power:

  • Black cat spirit familiar: refluffed Oakstone Shard (item; lesser).
  • Dreamland (place of power; greater): You no longer take falling damage and gain +3 item bonus to AC and +2 item bonus to Vigor skill.
    Mechanics: greater item, armor, Adept [Vigor], Endless Pit effect as 1 point enchantment for greater item.
  • Unfinished Cathedral (place of power; relic).

Consumables:

  • Lv. 1-4: Healing Potion×2, Curious Monocle.
  • Lv. 5-9: Curious Monocle, Healing Potion, Limited Diplomatic Immunity.
  • Lv. 10-20: Healing Potion, Limited Diplomatic Immunity, Illusionary Terrain.

Always active spells

  1. Comprehend Languages, Endure Elements, World-Mind.
  2. Nature’s Power, Resist Elements, Status, See Invisibility, Darkvision.
  3. Death Ward, Fly.
  4. Stoneskin, Detect Scrying, Regenerative Aura, Wind Walk.
  5. Fist of the Earth.
  6. Foresight.

Total spells: 269 spell points + 4 Shaman 7th circle spell slots + 3 Tactician 7th circle spell slots.

Unused spells (after using scene long buffs): 229 spell points + 4 Shaman 7th circle spell slots + 2 Tactician 7th circle spell slots.

Cohort: Dia C.

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Portrait

  • dia (n.) – king, throne, ruler (Hymmnos: Central);
  • diasee (n.) – child of God (Hymmnos: Ancient Metafalss).

Phantasm (average) [good saves: will and reflex] Paladin with Virtue/Phantasm (racial)/A Reign of Arrows (multiclassed)/Battle’s Tempering [Shoot First] (full buy-in) tracks*.

* Say NO to required tracks.

KOM: Dexterity, KDM: Charisma

Base abilities: Str 10, Dex 16, Con 14, Int 10, Wis 12, Cha 16 (14).
Abilities at level 19 (total): Str 10, Dex 26, Con 20, Int 10, Wis 16, Cha 24.

Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Perception (Wis), Vigor (Con).
Racial skill bonus to: Bluff (Cha).
Feats: Hyuma Raid (refluffed Summon Mote), By Will Sustained, The Scattering Wind, Cheerful Hemoglobin, Arcantric Accuracy, Perfect Defense, You Will Falter, A Light Against Shadow.

Mundane armor: light armor (no longer needed).

Magic items:

  • Grathnode crystal Extreme Speed (item; lesser; refluffed Quicksilver Brooch).
  • Grathnode crystal Arrogant Flame (item; greater; refluffed Coldfire Ingot: Fire).
  • Heavenly Melody (item; relic): This is not a weapon you can hold in your hands. It is now a part of you as much as your mind while not existing physically. Whatever your source of this power is it allows you to spam ranged attacks in the form of beams of light at your enemies. Heavenly Melody offers +3 bonus on attack rolls and deals physical damage by default. You can switch it to other modes by reassigning weapon properties it has once per [Round] as a free action. In addition, this weapon has both Magnum property and 1 more point of Brutal property which cannot be removed.

    Mechanics: ranged, Distant, Brutal 2, Extradimensional, Variable, Sophisticated [Magnum, Brutal].

Consumables:

  • Lv. 1-4: Healing Potion×3.
  • Lv. 5-9: Healing Potion×2, Gloss Armor.
  • Lv. 10-20: Healing Potion, Gloss Armor×2, Tiny Model.

Houserules

Powers (plot powers; not a part of Legend)

Whenever it matters (usually when using Evoke or Attune) to activate these powers you need to forgo all of your actions for a [Round].

  • Evoke – actively use your core, sphere or aspect to do something related to it.
  • Attune – gain some benefits from the current situation if it’s related to your core, sphere or aspect.

Core: duality

Character’s primary driving force that defines her existence.

  1. Evoke – combines core with either sphere or aspect to evoke something else. Evoke duality (emotion) as Evoke reason, for example.
  2. Basic shapechange (humanoids).
  3. Attune – combines core with either sphere or aspect to attune to something else.
  4. Frozen flame.

Sphere: emotion

Character’s primary field of expertise.

  1. Attune.
  2. Personality projection.
  3. Evoke.
  4. Link minds.

Aspect: no fate

Character’s way of living.

  1. Evoke.
  2. Project item.
  3. Attune.
  4. Gateway to utopia.

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