Monday, February 24, 2025

Zakandell the Priest

 

ZAKANDELL 'Dell' SCORCHWHISPER 

Rehabilitated Dragonwright Cultist (Priest of Light variant), Level 3


CHARACTER STATISTICS

Race: Human
Alignment: Scrupulous (Redeemed from a darker fanatic past)
XP Level: 3 (Approx. 6,250 XP, give or take a visionary quest or two)
O.C.C.: Priest of Light (Dragonwright-Tainted)


ATTRIBUTES

  • IQ: 16

    (+2% bonus to all skills)

  • ME (Mental Endurance): 17

    (+1 to save vs. insanity)

  • MA (Mental Affinity): 14

    (No numerical bonus but decently likable—once you get over the cult baggage)

  • PS (Physical Strength): 13

    (Slightly above average)

  • PP (Physical Prowess): 15

    (+1 to strike/parry/dodge)

  • PE (Physical Endurance): 18

    (+6% to save vs. coma/death, +2 to save vs. poison/magic)

  • PB (Physical Beauty): 12

    (Ritual scars are an acquired taste, but not hideous)

  • Spd (Speed): 20

    (Pretty quick on his feet)


HIT POINTS & S.D.C.

  • Hit Points:

    • Base at Level 1: 22 (PE 18 + 1D6 roll of 4)
    • Level 2 Increase (1D6, rolled a 3): +3
    • Level 3 Increase (1D6, rolled a 2): +2
    • Total HP = 22 + 3 + 2 = 27
  • S.D.C.: 40

    (30 from O.C.C. training + 10 from that hearty cult lifestyle)


P.P.E. & I.S.P.

  • P.P.E.:

    • Base at Level 1: 95
    • Level 2 Increase (+8) = 103
    • Level 3 Increase (+8) = 111 Total
  • I.S.P.:

    • Base at Level 1: 14
    • Level 2 Increase (+2) = 16
    • Level 3 Increase (+2) = 18 Total

ATTACKS PER MELEE

  • Hand to Hand: Basic grants 2 attacks at Level 1, plus an additional attack at Level 3.
  • Total3 Attacks per Melee at Level 3

COMBAT BONUSES

  • Strike/Parry/Dodge: +1 (from PP 15)
  • Hand to Hand: Basic progression at Level 3 (approximately):
    • +2 to strike, +2 to parry, +2 to dodge (cumulative from levels 1–3)
    • +1 additional attack at Level 3
  • W.P. Staff: Typically +1 to strike/parry at Level 1, gains +1 to strike OR parry at Level 3 (GM’s call). Let’s pick:
    • +1 to strike at Level 1, +1 to parry at Level 1
    • +1 to strike at Level 3

    (So total with staff at Level 3: +2 to strike, +1 to parry from W.P. alone, plus PP bonuses.)

SAVING THROW BONUSES

  • +2 vs. magic/poison (from PE 18)
  • +1 vs. insanity (from ME 17)

SPELLS & MAGIC

Zakandell is a reformed disciple of draconic energies, bridging healing and protective incantations with a dash of utility.

Level 1 Spell List (Original at Character Creation)

  1. Globe of Daylight (5 P.P.E.)
  2. Sense Evil (2 P.P.E.)
  3. Turn Dead (6 P.P.E.)
  4. Heal Wounds (10 P.P.E.)
  5. Repel Animals (7 P.P.E.)
  6. Armor of Ithan (10 P.P.E.)
  7. Impervious to Fire (5 P.P.E.)

New Spells at Level 2

Gains 2 spells from levels 1–5 range, typical Priest-of-Light style.

  1. See the Invisible (4 P.P.E.)
  2. Negate Poison/Toxin (5 P.P.E. to 15 P.P.E., depending on potency—commonly 10–15)

New Spells at Level 3

Gains another 2 spells from level 1–5 range.

  1. Breathe without Air (5 P.P.E.)
  2. Cleanse (6 P.P.E.)

A helpful, redemption-flavored incantation that removes grime, toxins, or minor curses.


SKILLS

All skill percentages below are updated to Level 3, factoring in base percentages, IQ bonus (+2%), and typical +5% increments (or so) per level—this can vary by skill type, but we’ll keep it straightforward.

O.C.C. Skills (Priest of Light / Dragonwright Emphasis)

  1. Language: Dragonese/Elven

    • Level 1: 90%
    • L2: +5% = 95%, L3: +5% = 100% (capped at 98% or 99% typically, but let’s go with 98% maximum)

    Final: 98%

  2. Literacy: Dragonese/Elven

    • Level 1: 80%
    • L2: +5% = 85%, L3: +5% = 90%
  3. Lore: Dragons & Faeries

    • Level 1: 70%
    • L2: 75%, L3: 80%
  4. Lore: Religion

    • Level 1: 80%
    • L2: 85%, L3: 90%
  5. History: Cult of Dragonwright (Specialized)

    • Level 1: 75%
    • L2: 80%, L3: 85%
  6. Public Speaking

    • Level 1: 60%
    • L2: 65%, L3: 70%
  7. W.P. Staff

    • Bonuses listed in “Combat Bonuses” section.
  8. Hand to Hand: Basic

    • Updated in “Attacks per Melee” & “Combat Bonuses.”
  9. Holistic Medicine (two-part skill: diagnosis & herbal remedy)

    • Base was ~50%/40% at Level 1 (Diagnosis/Treatment)
    • L2: 55%/45%, L3: 60%/50%

Elective & Secondary Skills

  1. Philosophy

    • Base ~50% at L1? Let’s incorporate +2% IQ bonus = 52%, plus +5% per level
    • L2: 57%, L3: 62%
  2. Research

    • Typical base ~50% +2% IQ = 52% at L1, +5% per level
    • L2: 57%, L3: 62%
  3. Lore: Demons & Monsters

    • Base ~40% +2% IQ = 42% at L1, +5% each level
    • L2: 47%, L3: 52%
  4. Cook

    • Base ~50% +2% IQ = 52% at L1, +5% each level
    • L2: 57%, L3: 62%
  5. Wilderness Survival

    • Base ~40% +2% IQ = 42% at L1, +5% each level
    • L2: 47%, L3: 52%
  6. Dance

    • Base ~50% at L1, +5% each level
    • L2: 55%, L3: 60%

EQUIPMENT & GEAR

  1. Ceremonial Staff of Dragonwright

    • Damage: 1D8 S.D.C. in melee
    • Bonuses: +2 to strike (at L3) & +1 to parry from W.P. + PP
    • A re-sanctified rod, once used for questionable rites, now a beacon of redemption.
  2. Light M.D.C. Armor (Salvaged)

    • M.D.C.: 25
    • Draconic plating motif. Repaired with random patchwork.
  3. Hooded Cloak

    • Adorned with redrawn runes symbolizing rebirth.
  4. Adventurer’s Utility Belt

    • Compass, flint & steel, small mirror, rope, canteen, bandages, etc.
  5. Draconic Rosary / Holy Symbol

    • Reworked from fanatic chain to a moderate item of hopeful prayer.
  6. Personal Library of Scrolls

    • Dog-eared Dragonwright manuscripts with scrawled notes of contrition and the Book of Kyn
  7. Herbal Components

    • Pouch stuffed with leaves, roots, and minor crystals used in holistic rituals.
  8. Trade Goods

    • A handful of gem shards that once served as cult tribute.
  9. Funds

    • Modest savings: 300 credits in hard currency, ~1,000 credits on a battered cred-stick.

BACKGROUND & PERSONALITY

History: Indoctrinated and trained as a priest from youth in a small religious backwater town in SE Ohio, Zakandell soared high on zeal until a crisis of conscience forced him to save an innocent from sacrifice. Branded a heretic, he fled, shielded by a red dragon who saw a chance for a new powerful minion and gatekeeper.
Current Outlook: He has been given a book by Zamok before his departure to the astral plane, causing him to leave behind his previous life with the death of the red dragon.
Attitude: Eager to protect the downtrodden, albeit prone to “devotional” monologues about cosmic draconic watchers in the astral plane. Tends to over-apologize for the cult’s past atrocities.
Motivation: Atonement. Healing. Bridge-building between dragons and mortals. Possibly chasing redemption from old cult members who still hunt him.