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.
- Total: 3 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)
- Globe of Daylight (5 P.P.E.)
- Sense Evil (2 P.P.E.)
- Turn Dead (6 P.P.E.)
- Heal Wounds (10 P.P.E.)
- Repel Animals (7 P.P.E.)
- Armor of Ithan (10 P.P.E.)
- 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.
- See the Invisible (4 P.P.E.)
- 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.
- Breathe without Air (5 P.P.E.)
- 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)
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%
Literacy: Dragonese/Elven
- Level 1: 80%
- L2: +5% = 85%, L3: +5% = 90%
Lore: Dragons & Faeries
- Level 1: 70%
- L2: 75%, L3: 80%
Lore: Religion
- Level 1: 80%
- L2: 85%, L3: 90%
History: Cult of Dragonwright (Specialized)
- Level 1: 75%
- L2: 80%, L3: 85%
Public Speaking
- Level 1: 60%
- L2: 65%, L3: 70%
W.P. Staff
- Bonuses listed in “Combat Bonuses” section.
Hand to Hand: Basic
- Updated in “Attacks per Melee” & “Combat Bonuses.”
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
Philosophy
- Base ~50% at L1? Let’s incorporate +2% IQ bonus = 52%, plus +5% per level
- L2: 57%, L3: 62%
Research
- Typical base ~50% +2% IQ = 52% at L1, +5% per level
- L2: 57%, L3: 62%
Lore: Demons & Monsters
- Base ~40% +2% IQ = 42% at L1, +5% each level
- L2: 47%, L3: 52%
Cook
- Base ~50% +2% IQ = 52% at L1, +5% each level
- L2: 57%, L3: 62%
Wilderness Survival
- Base ~40% +2% IQ = 42% at L1, +5% each level
- L2: 47%, L3: 52%
Dance
- Base ~50% at L1, +5% each level
- L2: 55%, L3: 60%
EQUIPMENT & GEAR
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.
Light M.D.C. Armor (Salvaged)
- M.D.C.: 25
- Draconic plating motif. Repaired with random patchwork.
Hooded Cloak
- Adorned with redrawn runes symbolizing rebirth.
Adventurer’s Utility Belt
- Compass, flint & steel, small mirror, rope, canteen, bandages, etc.
Draconic Rosary / Holy Symbol
- Reworked from fanatic chain to a moderate item of hopeful prayer.
Personal Library of Scrolls
- Dog-eared Dragonwright manuscripts with scrawled notes of contrition and the Book of Kyn
Herbal Components
- Pouch stuffed with leaves, roots, and minor crystals used in holistic rituals.
Trade Goods
- A handful of gem shards that once served as cult tribute.
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.
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