NPCs

ARCHMAGE

Archmage_-_Kim_Van_Deun.png
Archmage_-_Kim_Van_Deun.png

ARCHMAGE

10.00

Medium sentient humanoid (10d6)  

Accomplished wizards and masters of magic.

STR 6 (3d6) AGI 15 (5d6) END 6 (3d6)
INT 21 (6d6) LOG 15 (5d6) WIL 15 (5d6)
CHA 15 (5d6) LUC 3 (2d6) REP 15 (5d6)
MAG 15 (5d6)

MELEE DEFENCE 20
RANGED DEFENCE 40
MENTAL DEFENCE 30
VITAL DEFENCE 20

HEALTH 30
SOAK 5; VULN none
IMMUNE none

INITIATIVE 8d6
PERCEPTION 10d6
SPEED 5; CLIMB 3; JUMP 30'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Staff 5d6 (3d6+3 blunt damage)
Elemental bolt 10d6 (5d6 fire or ice damage; range 23)

Skills staves 3 (2d6), perception 10 (4d6), tactics 3 (2d6), evocation 10 (4d6), abjuration 10 (4d6), enchantment 10 (4d6), history 6 (3d6), spellcraft 10 (4d6), alchemy 3 (2d6), herbalism 3 (2d6)

Gear high quality staff of abjuration (+36 MP)

Attuned. Magi easily detect magic. They do not need to make an attribute check to detect magic within 30'; they are automatically aware of its existence.    

Prestidigitation. Magi learn little magical tricks to help with their chores as an apprentice. They are able to use small displays of magical prestidigitation at will to assist them with day-to-day inconveniences: cleaning clothes, keeping the rain or mud off, a tiny reading light, polishing silverware, and the like. 

Concussive fireblast. This signature evocation causes an explosion to burst outwards in a 25' cone, doing 2d6 fire damage and 2d6 air damage, and knocking creatures back by 5' with a MAG (9d6) vital attack.

Elementalist spirit. The archmage cast an evocation and is surrounded by a fiery or icy nimbus for 10 minutes, 5' in diameter, which does 2d6 damage of the appropriate type to any who come into contact with him. He also gains SOAK 10 to that damage type.

Friendship. With this enchantment one humanoid target within 10' becomes Charmed with a MAG (9d6) mental attack.

Word of sleep. This enchantment inflicts the Sleeping condition on one humanoid within 30' with a MAG (9d6) mental attack.

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