Star Knight Astra!

by SuperSpaceSenpaiSama

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Star Knight Astra

Lvl 1 - Avali Mage

Attributes

Strength            14 + 1

Dexterity             11 + 0

Constitution            14 + 1

Intelligence             7 + -1

Wisdom            9 + 0

Charisma              14 + 1

Soldier

Astra began their career as a man at arms and self styled knight errant

High Mage

Astra, possessing natural talent and a plundered reliquary, learned the way of the high mage. Now a devout student of the traditional methods of magic, Astra sees the new power as a power from the stars themselves.

HP 5 5 BAB 0
Administer - Lead - Sail -
Connect - Magic 1 Shoot -
Convince - Sneak - Sneak -
Craft - Perform - Stab 0
Exert - Pray - Survive -
Heal - Punch - Trade -
Know - Ride - Work -
Level Cast Prepare Effort
1 1 3 3

Wizard's Grandeur

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

Commit Effort as an 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.

Armored Magic

Usable only by Mage heroes who would otherwise be prevented from casting spells or using arts while armored, this Focus reflects special training in channeling magic through the hindering materials of conventional armor.

Level 1: You can cast spells or use arts while wearing armor that has an Encumbrance value of no more than two. You can use a shield while casting, provided your other hand is empty for gesturing.

Level 2: You can cast spells while wearing armor of any Encumbrance. You’ve also learned to cast spells while both your hands are full, though not bound.

Spellbook

Level 1

The Coruscating Coffin

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.

Wardpact Invocation

This spell may be cast in two different forms. If it targets a creature within 200 feet, the target becomes partially immune to physical weapons; any weapon hit on them requires the attacker make a successful Physical save or the hit is negated. This effect lasts for one round per two caster levels, rounded up, and can’t target the caster. If it targets a visible weapon within two hundred feet, that weapon is rendered entirely harmless and unable to inflict damage for the rest of the scene, with no saving throw. The spell may only affect a given target or weapon once per scene and natural body weapons aren’t affected.

The Excellent Transpicuous Transformation

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.