
They tell me I smile a lot. And why wouldn’t I? I’ve seen some tough days, and these aren’t them. I’m grateful for the clothes on my back, clear skies, and a cool breeze. Mikt garraka et juhlo, om mikt rasmen etr Azh.
Voz projects an affable, genuine demeanor. He stands at 5"9’ (his former master checked) with kind hazel eyes incongruous with the immaculate cut of his spotless noble clothing. His bearing belongs in a tavern, but his trappings belong in a stately court. He sports tousled brown hair, a neat mustache and beard over chiseled jaw, and a pleasantly surprised smile. Voz walks with an easy grace and a general sense of wonderment about the small joys others take for granted.
- Name
- Voz
- Player
- David
- Homeland
- Azram
- Lord/Employer
- Self/Nar’Kozh
- Faith
- Azh
- Level
- 2
Background: Slave (Former)
Class: Vowed/High Mage
GeneralCombatMagicPossessionsLevel Ups
Attributes
Name |
Score |
Bonus |
Save |
Score |
Str |
10 |
+0 |
Physical |
14 |
Dex |
12 |
+0 |
Evasion |
14 |
Con |
11 |
+0 |
Mental |
13 |
Int |
9 |
+0 |
Luck |
14 |
Wis |
7 |
-1 |
|
Cha |
14 |
+1 |
|
Health
Track |
Current |
Max |
Health |
12 |
12 |
Strain |
0 |
11 |
Injuries
Skills
Skill |
Level |
Notes |
Administer |
– |
|
Connect |
1 |
*Connected |
Convince |
0 |
|
Craft (Sketching) |
0 |
|
Exert |
– |
|
Heal |
– |
|
Know |
– |
|
Lead |
– |
|
Magic |
1 |
|
Notice |
– |
|
Perform |
– |
|
Pray |
– |
|
Punch |
0 |
|
Ride |
– |
|
Sail |
– |
|
Shoot |
– |
|
Sneak |
0 |
|
Stab |
– |
|
Survive |
– |
|
Trade |
– |
|
Work |
– |
|
Languages: Azh’kra, Nidunian, Verdish, Trade Tongue.
Foci
Name |
Level |
Notes |
Connected |
1 |
You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends. Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you. |
Connected |
2 |
Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you. |
BAB |
0 |
PUNCH! BAB |
+1 |
Melee Atk |
0 |
AC |
14 |
Ranged Atk |
0 |
Dex Bonus |
0 |
Initiative |
0 |
Armor |
0 |
Readied Items (2 of 5 Max =str/2)
Armor
Worn |
Armor |
Bonus |
Special |
☐ |
Fine Clothing |
– |
Looks Rather Dashing |
☑ |
Common Travel Clothes |
– |
Looks Rather Inconspicuous |
Weapons
Name |
Hit |
Damage |
Range |
Special |
Punch! |
0 |
1d6 |
– |
Shock 2/15 |
Short Sword |
-1 |
1d6 |
– |
Shock 2/15 |
Vowed Effort |
1/2 Used |
High Mage Effort |
2/2 Used |
Arts
Active |
Name |
Effort |
Notes |
☑ |
Martial Style |
N/A |
Punch hard good man |
☑ |
Unarmed Defense |
N/A |
AC = 13+1/2 LVL Round Down |
☑ |
Purified Body |
1/day |
You may Commit Effort for the day as an Instant action to cure any disease or poison currently affecting you, or instead to negate any need for sleep, food, water, or air for the next 24 hours. |
☑ |
Master’s Vigor |
N/A |
Your body retains its vigor and youthful vitality to the full normal span of your life. You regain two lost hit points per hour due to your natural restorative powers. |
☑ |
Wizard’s Grandeur |
1/Ongoing |
Commit Effort as an On Turn action. As long as it remains Committed, you will not become dirty, sweaty, stained, or rumpled regardless of the circumstances. Noxious substances will slide off you without staining and you will remain comfortable regardless of your attire in any normal climate. You may sleep comfortably without shelter or bedding as per the privation rules on page 51. |
☑ |
Sense Magic |
1/Instant Action |
While it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in conditions of perfect darkness. |
Spells
Prepared |
Name |
Level |
Notes |
☑ |
Ineluctable Shackles of Volition |
1 |
The mage targets a visible living creature within 100 feet. The subject must immediately make a Mental saving throw at a penalty equal to the caster’s Magic skill or become enthralled to the caster’s will. Such victims will obey any physical commands issued by the caster, barring ones that seem suicidal or patently meant to result in their murder. The caster cannot order the creature to answer questions or perform acts that require independent judgment, nor to use non-physical abilities or spells, but it will fight for the caster or to defend its own life. Enchanted victims appear torpid and dazed, and will act only to defend themselves or satisfy their needs. The spell lasts until dispelled, or until the caster dies or releases them. Every time this spell is cast, however, all prior subjects get an immediate unmodified Mental saving throw to throw it off. If the creature has more hit dice than the caster, it gets an unmodified saving throw to end the effect the first time each day it’s ordered to do something it finds strongly objectionable. |
☑ |
Velocitous Imbuement |
1 |
Unlike most spells, this one may be cast as a simple On Turn action, targeting up to one visible willing creature per caster level within one hundred feet. Enchanted creatures become incredibly fleet of foot, doubling their usual ground movement rate and becoming capable of running up walls and across ceilings without falling, provided they end their round upright on a navigable surface. They may also move away from melee opponents without needing to make a Fighting Withdrawal to avoid a parting attack, and may pass through and around armed foes who do not completely physically block their path. The spell lasts for the remainder of the scene and adds 1 System Strain to those who take advantage of it. |
☑ |
The Excellent Transpicuous Transformation |
1 |
The mage chooses up to one visible willing target per caster level provided they are within 100 feet, though afterwards the targets can separate freely. The targets and all they wear or carry become perfectly transparent. Missile attacks against invisible foes are largely impossible, and melee attacks against them usually suffer a -4 penalty to hit rolls. The spell lasts for up to an hour per caster level, but it breaks if a subject performs some violent motion, such as running, attacking, or casting a spell. Once broken for one subject, it breaks for all. |
☐ |
The Coruscating Coffin |
1 |
A thaumic discharge is focused on a single visible creature within one hundred feet per caster level, wreathing them in a lethal mantle of crackling energy. The target suffers 1d8 damage per caster level, with a Physical save for half. NPC targets with only 1 hit die will inevitably be slain regardless of the damage done. The spell cannot be blocked by non-magical intervening barriers, provided the caster can see the target with their unaided vision. |
GP: 0
SP: 6
CP: 49
Treasure: The friends I make along the way.
Worn Items
Name |
Encumberance |
Location |
Common Change of Clothes |
0 |
Worn |
Nar’Kozh Medallion |
0 |
Worn/Neck |
Short Sword |
1 |
Worn/Belt |
Backpack |
0 |
Worn/Back |
Waterskin |
1 |
Worn/Belt |
Stowed Items
Name |
Encumberance |
Location |
Buff Coat |
1 |
Backpack |
Small Shield |
1 |
Strapped to Back |
Rations, 1 week |
4 |
Backpack |
Writing Kit & 30 sheets of paper |
1 |
Backpack |
Bundle of Wood & Mitch’s Flint |
1 |
Backpack |
Assorted Dining Ware for 2 |
1 |
Backpack |
Fine Azram Clothing |
1 |
Backpack |
Level 1: set attributes, Slave Background (Sneak 0), Choose 2 skills (Magic 0, Connect 0), Class (Vowed/High Mage),Vowed start with free Punch 0. High Mage starts with free Magic 0 --> 1. Focus (Connected 1 -> increased Connect from 0 to 1), Free skill (Convince 0).
Level 2: Focus (Connected 2), 3 SP (Magic 0 to 1 [2], Craft – to 0 [1] for Sketching/Drawing; Increased Magic adds +1 new H. Mage Art (Sense Magic); 2 new spells known (Invisisbility, Magic Missile).