Ayleid Sorcerer-King
Ayleid; Major; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 55 | Hit Points | 28 | Combat | 70 |
| Endurance | 55 | Wound Thr. | 16 | Magic | 85 |
| Agility | 55 | Magicka | 75 | Evade | 55 |
| Intelligence | 70 | Stamina | 5 | Observe | 50 |
| Willpower | 65 | Initiative | +17 | Stealth | 15 |
| Perception | 50 | Action Pts. | 4 | Knowledge | 70 |
| Personality | 50 | Speed | 15m | Social | 60 |
| Morale | 85 | Size | Std. | Physical | 55 |
Weapons & Armor
- Has one of:
- • Varlastone Dagger: 1d4+3; Slashing, Exploit Weakness,
- Thrown (20/25/30), Small, Magic, Focus, Varla; Reach 1m,
- 1H
- • Varlastone Longsword: 1d8(1d10)+3; Slashing, Magic,
- Focus, Varla; Reach 2m, 1.5H
- Also has:
- • Full Varlastone Armor: AR 7 / Magic 3; Magic; Light, Full,
- Varla
- • Varlastone Shield: BR 11 / MR 8; Magic, Varla
Special Abilities
- • Rally of Starlight (1 AP + 1 SP): The Ayleid Sorcerer-King
- activates nearby welkynd stones to shine a bright light,
- invigorating his allies with newfound strength. As a Sec-
- ondary Action, the Sorcerer-King can spend a stamina point
- to call upon his ayleid allies to fight harder. All Ayleids within
- 10m can immediately make an Attack action for free.
- • Starlight (2 Charges): The Ayleid Sorcerer-King’s Weapon
- is imbued with starlight, they can spend a charge to gain a
- +30 bonus on a casting test when the weapon is used as a
- Focus. This ability gained from their Varlastone weapon.
- Flesh Garden
- Flesh Gardens can summon undead to help their allies.
Encountering Ayleid Sorcerer-King
Traits • Weakness (Magic, 1) s • Telekinesis (6) • (Racial) Empowered by Starlight: Ayleid characters in- crease their Willpower bonus for the purpose of spell restraint by 2 while under direct starlight. The Ayleid can choose to forfeit this bonus for the rest of the night in order to absorb some of the power radiating down on it, regaining 15 Mag- icka instantly. • (Racial) Flesh Shaping: When an Ayleid uses any Restoration spell that regenerates a target’s health, it can choose to instead inflict the specified amount as Magic damage. Additionally, an Ayleid can use the Stabilize spell to Treat Wounds. • Bend Reality: The Ayleid Sorcerer-King can test Magic in place of Physical. • Varla Barrier: The Ayleid Sorcerer-King has Spell Absorp- tion(3), but needs to use Absorb Barrier to regain the MP of the spells absorbed. Gained from Varlastone Armor. Spells • Frost Bolt 5: 12 MP; 2d6 Frost; R Attack (100m), Overload (+WB to Dmg) • Frost Ball 4: 14 MP;1d10 Frost; R Attack (100m), AoE (2m, Sphere), Overload (+WB to Dmg) • Ward 4: 9 MP; Defensive Overload; Does not provoke Attack of Opportunity. Generate shield with 9 Magical and Physical BR. Cannot Power Block. • Healing Touch 5: 11 MP; Direct; Target within 1m regains 10 HP. • Poisonbloom 4: 14 MP; 1d10 Poison; R Attack (100m), AoE (2m, Sphere), Overload (+WB to Dmg) • Reanimate 4: 24 MP; Upkeep, Direct, Mindlock (1); Standard-sized corpse is reanimated for one minute. See original spell for details. • Summon Wraith 4: 18 MP; Upkeep, Mindlock (2); Summon a Wraith for 1 round. If the summoner wins an Opposed Wp test, the Wraith has the Bound trait for the duration. • Heal 7: 15 MP; Caster regains 14 HP. • Heal Ally 5: 14 MP; Direct; Target within 50m regains 10 HP Sorcerer Kings rule over the ancient ruins that formed as the heart of their domains, typically residing within the deepest, most secure part of the complex. Flesh Gardens are stationary structures similar to Dunmeri ghostfences. However, the bones and tissues are of Ayleid Enemies, and it is Ayleid magic that allows them to summon
Loot
- Upon defeat, player characters may take 3-5 rolls on the
- Treasure Table.
- 189