Wednesday, September 2, 2020

Sepa Driz Spinx Necromancer



Sepa Driz 6th 7th Level Necromancer
She is a colonist sent by the Pharaoh to rebuild the Merctown temple of Set after Caldor destroyed it.

Miscreant Sphinx Age 31 5ft Tall
IQ 22 +6
ME 22
MA 10
PS 29
PP 20 +3s/p/d
PE 28
PB 21 SPD 39/124 flying
210MDC / 230 HP 460 SDC PV6 / 170 PPE

RCC abilities:  HF 17 NV 120 ft keen hawk like vision Prowl 85% Track by Sight 77% Swim 40 Understands all LAnguages, +4vs HF
Bite1d6 MD Claw 3d6MD Power Claw 6d6MD Flying ram 4d6MD +40% KD
HTH Sphinx (same rules as ultimate edition dragon hth)


[+4s/+6p/+5d]
+3s/p/d pp +2p/d hth +1s/p  +2 entangle


Skills
Languages Lizard Man, Dragonese, American, Euro,  Japanese, Spanish, Demongogian
Literate Dragonese
Wilderness Survival 73 Skin and Prepare Hides 73 Pilot Hover 98 Lore Demons 83
Math Basic/Advanced 98 Anthropology 83 Computer Operations 95 Sing 90 Writing 90 Art 90

Secondary Skills (needs audit this uses pre ultimate rules)
Detect Ambush 68
Radio Basic 83
Play Flute 73
Interrogation 68
Lore Magic 63
Land Nav 68
Lore Dbee 63
Lore Faerie 63
Fortification 68
Trap Construction 53
Camoflage 58
PAramedic 68

WP Sword +3s/p
WP Heavy Energy

Necro Magic
Union with Dead
Animate and Control Dead
Strength of DEath
Summon Worms of Taut
Divine Tombs and Graves
Death Strike
Summon Insect Swarm
Object Read Dead
Recognize Undead
Consume Power and Knowledge
Command Ghouls
Throwing Stone

Invocation Magic
Armor of Ithan 70/210
Globe Of Daylight
Sense Magic
Fear
Turn Dead
Breath w/o Air
Fuel Flame
Ignite Fire
Paralysis Lesser
Shadow Meld
Constrain Being
Life Drain
Commune with Spirits
Exorcism
/Constrain/Enslave Entity
Protection Circle Simple
Create Mummy

Set Colonist Invocation Magic
From https://3rdageofdragonwright.blogspot.com/2012/05/great-netbook-of-spells-for-rifts-by.html

Spell Name: ShadowBlade (wp sword +3s/p)
Spell Level: 5
Range: self only
Duration: 1 minute per level
P.P.E.™ Cost: 12
Saving Throw: none


Description: This spell creates a sword of solid shadow that will do 6d6 MDC™ (x2 to creatures with weakness to cold)! The shape of the sword is determined mentally by the caster and in all ways (except damage) will function as that type of sword. The caster need not know how to use a sword but, if he is skilled then bonuses are as normal. The sword cannot be given to anyone else, if it leaves the casters hand then it will dissipate.

Eviscerate

Level: 7 
Range: Self, affects others by touch. 
Duration: One minute per level. 
Casting Time: Two melee attacks. 
Damage: 1d4 hit points (or 2d4 S.D.C.tm or M.D.C.tm) per level. 
Saving Throw: Standard. Supernatural creatures, M.D.C.tm beings, and anyone with a hardened molecular structure gets a +2 bonus. 
P.P.E.tm Cost: 35 

This grisly spell allows a necromancer to actually penetrate skin with his bare hands to damage the internal organs of a victim. On a natural 20, he does triple damage and he hits an essential organ (lungs, heart, brain, etc.) On prone victims (restrained, possibly for sacrifice) he can remove an organ on a strike roll of 15 or better, possibly killing the victim (-25% to save vs death). Use the standard hand to hand combat strike bonuses. The attack can be parried as normal, and even if the parry fails the victim still gets a save throw. If the save succeeds the victim takes only half damage, but takes full damage if it fails. This spell will not penetrate environmental armor, power armor, robot vehicles, or anything metallic or ceramic - only biological material, dead or living. If the victim is sent into a coma from the attacks, he is -20% to save vs death (maybe even more) due to the internal damage.

Shadow Leap

Level: 7 
Range: Self or others by touch. 
Duration: Three minutes per level. 
Casting Time: Two melees 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 45 

For a limited duration, the character gains the power to jump into a shadow and appear out of one nearby! In a dark area, the character can truly come out of nowhere. For areas that are mostly shadow (+70%) give the character a +4 on initiative, +4 to strike, +6 to dodge, and an automatic dodge. For partially shadowed areas (40%-69%) the character gets +2 on initiative, +2 to strike, and +4 to dodge. Areas that are rather well lit (0%-39% shadowed) don't offer any bonuses. The range of the shadow teleportation is about 60ft.

Shadow Meld: Superior

Level: 7 
Range: Self or others by touch. 
Duration: 20 minutes per level. 
Casting Time: One minute 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 25 

Same as the fourth level spell, but can be cast on others and has a much longer duration. It also bestows upon the recipient nightvision, as per the spell above, at 4th level strength.



Dark Duality

Level: 8 
Range: One weapon 
Duration: Two melees per level. 
Casting Time: Two melee actions. 
Damage: Special! 
Saving Throw: Standard 
P.P.E.tm Cost: 35 

This enchants a weapon held in the caster's hand with the ability to damage a foe by way of his shadow. Any time the weapon is used to strike a victim directly it does normal damage - but attack a victim's shadow with it and the weapon does triple damage! The weapon being enchanted gets a save throw against the magic, and success means the weapon is not enchanted. Bows, slings, and other missile weapons get a +1 save bonus, ballistic firearms get a +3 save bonus, and energy weapons (to include vibro-knives and rail guns) get a +5 save bonus.



Equipment:
7 Set GP
Silver Plated Kittani Collar Computer/Radio
Silver Flute
100ft steel wire for traps
Paints and Brushes
Breastplate 200SDC AR 14 PV8

Known Minions:
1 Dimensional Ghoul "lost boy" asked the players for a bribe after she left
2 siphon entities which cursed drago long ago and were acting as spies for an unknown creature
upon seeing this she controled them to attack the dragons to the death, and then left
she knew the dragons probably would be freed of  the entity spies after this...did she do it to..help the dragons?




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