Astamahl "the Paladin"

Astamahl is huge Olmai man, well over two metres tall and weighing more than 120 kilos. He has deep blue eyes, dark brown hair, which he normally keeps tied back and a long dark brown beard which he keeps immaculately clean and curled. His harness is always polished to a bright sheen and over it he normally wears a bright blue surcoat, or a flowing cape. His favoured weapons - a great axe and a handaxe - are never far from his side.

Although he appears as a hearty warrior of middle age, he is in fact over 90, having acquired some youth enhancing spells during his career. He still retains a fascination for magic, and in fact is a capable mage - fact, like so many others, that he keeps to himself. Although he presents the image of the dedicated warrior, in reality, he has a dry sense of humor and a great love of music and singing - especially that of his homeland. He has however developed a genuine liking for Dymerian verse and song. But he keeps these feelings hidden mostly and as a result he is viewed as somewhat dour.

Astamahl also has a reputation for being something of a Paladin. He has travelled widely, and been on many adventures, one of which involved the rescue of the daughter of the Duces of Atrios. When he bought her back safely to Karmorvus, Astamahl was granted a house within Karmorvus and elevation to the Dymerian noblity.

Characteristics

STR

20

+20

DEX

20

+30

CON

18

+16

BOD

14

+8

INT

13

+3

EGO

15

+10

PRE

19

+9

COM

19

+4

PD

5

+1

ED

5

+1

SPD

5

+30

REC

8

END

36

STUN

35

Total

+132

OCV

7

+5 levels for Battle axe, ±4 for Great axe or crossbow

DCV

7

+3 for shield, ±4 for Greataxe, Battle axe or crossbow, -1 for armour

ECV

6

Powers, skills, etc

2

FAM : Common melee weapons

1

FAM : Crossbow

6

+3 levels to offset armour penalties

14

+5 levels with Battleaxe, +4 levels with greataxe or crossbow

12

Riding, Climbing, Stealth, Breakfall (all 13-)

9

Interrogation (12-) Armourer (12-) Survival (12-)

4

KS : Priestly rituals (12-), Cults (12-)

4

Lang : Olmai (native, literate) Dymerian (conversation, literate)

2

PS : Singer (11-)

8

Combat sense (12-), Bump of direction, Lightsleep

5

1/2 END for STR

19

Danger sense (13-) Personal, in or out of combat.

19

Magic skill (20-)

10

+16 END (only for spellcasting, -1)

18

75 point "Holy Spells" multipower. All slots take : Magic skill roll (-1/2), Side effect (31/2 d6 Drain vs INT and EGO, -1), Concentration (0 DCV, only to turn on, -1/2), extra time (Full phase, -1/2), Gestures (to turn on, -1/4), Incantation (to turn on, -1/4), Requires Mana (-1/4) for a total of -3 1/4.

1

BLESSING. This spell confer's the protection of Astamahl's ï( +Ý ïñ&endash;6 Luck, Usab ï Äy up to 8 others (+1), Costs Endurance to cast (-1/4), 1 use lasting 1 day (±0). Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.

1

CLEANSE THE MIND. This spell enables Astamahl to purify the mind of any outside influences. Power: 15d6 Dispel. Specific Modifiers: Affects any single magical spell (+1/4); Only vs Mental Powers with a continuous effect on a target (-1). Active Cost = 56 points; END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase

2

DISMISS THE UNCLEAN. This spell can be used to dismiss any creature summoned through the dark arts of magic. A golden sheet flies from the praying hands of Astamahl toward the target, wrapping it in the folds and vanishing with a flash of light. This spell will normally dismiss all but the most powerful foes. Power: 25d6 Dispel Summoning. Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase.

1

DESTROY UNDEAD. This spell sends a golden bolt from Astamahl's finger through the heart of any undead creature. Power: 5d6 RKA. Specific Modifiers: only vs Undead (-1). Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase.

1

DUMAR'S INNER LIGHT OF PURITY. When casting this spell, Astamahl uses his inner purity to grow bright with a golden light, blinding those who look upon him. Power: 2d6 Flash. Specific Modifiers: Personal Immunity (+1/4), Area Effect Radius (+1), x2 Area (4", +1/ 4), No Range (-1/ 2). Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: 1/2 Phase

1

PRAYER OF CLEANSING. When uttering this prayer, beams of golden light emanate from Astamahl and all unclean creatures around the caster will be injured by their incredible power. Power: 5d6 Energy Blast. Specific Modifiers: NND (Not vs those who are pure, +1), Area Effect Radius (5", +1), No Range (-1/ 2). Active Cost = 75 points; END Cost: 7; Magic Roll: -7; Casting Time: 1/2 Phase.

1

REPEL UNCLEAN. Astamahl creates a glimmering golden wall that prevents the passage of the unclean. Whatever part of the wall touched by the unclean has black swirls spread out from that point. Power: 10 PD Force Wall. Specific Modifiers : Transparent to Energy Attacks (+1/2), Only versus the Unclean (-1). Active Cost = 37 points; END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase

1

SENSE UNCLEAN. This spell will let Astamahl know if the unclean are nearby. The "unclean" include undead, demons, and other similar creatures. Power: Detect Unclean, Range, 360 degrees, +2 to roll. Specific Modifiers: Costs END (-1/2). Active Cost = 22 points; END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase

1

TURN THE DARK ARTS. This useful spell allows Astamahl to temporarily diminish the magical powers of a Wizard. A band of golden fire flies from Astamahl's fingers and hovers above the head of the target. Because of the nature of this spell, it has no effect on any magical powers derived from the gods. The caster must concentrate during the full phase it takes to cast. Power: 4d6 Suppress Magic. Specific Modifiers: All Magical Powers (+2); 1/2 DCV Concentrate (-1/4), Not versus clerical powers (-1/2), Extra Time - Full Phase (-1/2). Active Cost = 60 points; END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.

143

Total powers and skills

275

Total Cost

Normal Equipment

Varies - Astamahl is quite wealthy, so he could get most things, but prefers to travel light when adventuring. He does normally carry a large shield, painted with an image of a snowy peak, his symbol.

 

Magical Equipment

Girdle of Strength (+25 STR, IIF)

Plate Mail (Enchanted armour - no significant weight, 11 PD/ED, OIF)

Battle Axe +3 DC (3d6 HKA, OAF - Does 4+1 with STR)

Periapt of Strong Will (in pocket - 10 points EGO defence, IIF)

Potion of Healing (Healing 6d6, 6 uses, triggered by drinking, OAF)

Necklace of Holy Beads (round neck, IAF)

•Bead of Wisdom (2d6 Aid to EGO, 1 use)

•Bead of Protection (5PD/ED force field, 1 use)

•Bead of Blessing (+1 10 point level - 1 use)

•Bead of Karma (2d6 of luck, 1 use)

Talisman of Purity (10 points power defence, OAF)

50+

Disadvantages

15

Psychological limitation - Good and Honourable (Common, strong)

15

Psychological limitation - Hunts down evil wher'ere it may lurk (Common, strong)

10

Enraged (11-/8-) by mistreatment of innocents

20

Hunted by the Brotherhood of the Wolf (8-, more powerful, NCI)

165

Hunting-down-and-slaying-evil bonus