Fehl Pangolin

Standing a fairly impressive 6' 0" tall, Fehl is usually mistaken for a merchant - right up until things go terribly awry. He hails from a small settlement in the Dragon Mountains, having left in search of his fortune.

Description:

Vital Stats:

Name: Fehl Sangolin
Description: Standing a fairly impressive 6’ 0" tall, Fehl is usually mistaken for a merchant – right up until things go terribly awry. He hails from a small settlement in the Dragon Mountains, having left in search of his fortune.

Race: Human
Discipline: Elementalist
Circle: 5th

Stats:

Attribute Abbreviation Rating Step
Dexterity DEX 11 5
Strength STR 10 5
Toughness TOU 10 5
Perception PER 17 7
Willpower WIL 17 7
Charisma CHA 10 5

Defenses:

Defense Rating Bonuses
Physical Armor 10 + 5 (Improved Fernweave Armor), + 5 (Espagra-Scale Cloak)
Physical Defense 7 + 7 (Dexterity 11)
Mystic Armor 7 + 3 (Willpower 17), + 3 (Improved Fernweave Armor), + 1 (Espagra-Scale Cloak)
Spell Defense 10 + 9 (Perception 17), + 1 (2nd Circle Elementalist bonus)
Social Defense 6 + 6 (Charisma 10)
Unconsciousness Rating 37 + 22 (Toughness 10), + 15 (Durability 5)
Death Rating 51 + 31 (Toughness 10), + 20 (Durability 5)
Initiative 4 + 5 (Dexterity 11), – 1 (Espagra-Scale Cloak)

Additional Stats:

Statistic Rating
Carrying Capacity 70 lbs.
Wound Threshold 8
Recovery Tests / Day 2
Movement Rate 6

Armor:

Armor Name Physical Armor Mystic Armor Init. Penalty Weight Notes
Improved Fernweave Armor +5 +3 0 15 Improved by 3 steps, +3 to phys. defense
Improved Espagra Scale Cloak +5 +1 -1 10 Improved by 2 steps, +2 to phys. defense

Special Passives:

Ability Type Effect
Desperate Spell Blood Magic Charm When activated, adds +6 to effect test, causes 3 damage. May be recharged by healing the 3 damage

Special Abilities:

Ability Effect
Create Fire Make an Elementalism test vs. Spell Defense of 6; success creates a small flame that lasts for 1 round; can be used to light a torch, or to cause Step 4 damage in combat. Costs 1 strain.
Create Ice Can freeze water by touching it with middle three fingers, can freeze up to 1 quart of water per use. If used in combat, inflicts s4 (1d6) damage. Costs 1 strain.

Discipline Talents:

Talent Rating Assoc. Attrib. Rating Total Additional Notes
Spellcasting 5 Perception (PER) 7 12
Threadweaving (Elementalism) 5 Perception (PER) 7 12
Spell Matrix 5 attuned to Winds of Deflection
Karma Ritual 5
Read/Write Magic 5 Perception (PER) 7 12
Durability 5 gives + 4 to Death & + 3 to Unconsc. Ratings per rank
Fire Heal 5 Willpower (WIL) 7 12 sit in fire big enough to engulf self. Grants additional recovery tests – 1st after 30 minutes, + 1 per 10 minutes per additional Recovery Test. Must declare ahead of time how many recovery tests caster is attempting. Gamemaster makes a Step 8/2d6 Fire Intensity Test for the first test, + 2 per additional recovery test, Elementalist rolls Fire Heal + WIL vs. result – failure grants no recovery tests, and instead suffers a Wound, and a number of Damage Points equal to the difference between the Fire Heal and the Fire Intensity Test, armor gives no protection. Pathetic results, the adept takes the full amount of damage from the Fire Intensity Test
Elemental Tongues 5 Perception (PER) 7 12 Can understand and speak Elemental languages of air, earth, fire, water, and wood
Elemental Hold 5 Willpower (WIL) 7 12 At range of 20 yards or less, can make Elemental Hold test vs. elemental’s Spell Defense; if successful, elemental is held in place equal to (Rank in Elemental Hold) rounds. Cannot move, cast spells, or anything else other than communicate while holding the elemental, otherwise effect is broken
Summon: Elemental Spirits 0 Perception (PER) 7 7 Make a Summon test vs. an elemental’s Spell defense; if successful, spirit appears, though is not controlled, and might not be happy about being summoned.

Talent Options:

Talent Rating Assoc. Attrib. Rating Total Additional Notes
Versatility 0 allows purchase of outside-class talent options
Air Speaking 2 Perception (PER) 7 9 Allows Fehl to be heard without moving his lips
Spell Matrix 2 attuned to Flame Strike
Spell Matrix 1 attuned to Air Armor
Astral Sight 3 Perception (PER) 7 10 Sees into Astral Plane equal to (Rank of Astral Sight) x10 in yards
Wind Catcher 3 Willpower (WIL) 7 10 When falling from any height, can roll (Rank of Wind Catcher) vs. 6; on Average or Good result, takes no falling damage. On Excellent result, can direct descent in any direction a number of yards equal to falling distance; e.g. fall 80 yards, can move up to 80 yards away on an Excellent result.
Willforce 3 Willpower (WIL) 7 10 When using Willpower (WIL) for any effect test, can use Willforce rating instead

Skills:

Talent Rating Assoc. Attrib. Rating Total Additional Notes
Literacy 1 literate in Dwarven
Spoken Language 3 speaks T’Skrang, Human, Orcish
Artisan (Cartography) 3 Perception (PER) 7 10
Mimic Voice 1 Perception (PER) 7 8 can use with Air Speaking talent to throw voice
Detect Trap 1 Perception (PER) 7 8
Knowledge (Horror Lore) 1 Perception (PER) 7 8
Knowledge (Farming) 1 Perception (PER) 7 8
Knowledge (Barsaive History) 1 Perception (PER) 7 8
Search 1 Perception (PER) 7 8 causes 1 Strain
Tracking 1 Perception (PER) 7 8
Wilderness Survival 1 Perception (PER) 7 8

Elemental Spells (in matrices):

Matrix Spell Name Circle # Threads Page Reference Description
Primary Winds of Deflection 3 1 p.209 Targets self only. Make Spellcasting test against his own Spell Defense; success activates spell. Spell lasts (rank of Spellcasting) + 5 rounds; for each attack made against self, make an Effect Test against the attack. Success negates the incoming attack entirely, failure affects caster as normal
Secondary Flame Strike 2 0 p.170 has to have fire source; To Hit for Spellcasting test vs. Spell Defense, WIL plus 6 damage, range 12 yards
Secondary Air Armor 1 0 p.146 range: touch or self; Spellcasting test vs. target’s Spell Def.; success gives plus 3 to phys. armor, plus 3 to fatigue test vs. heat, lasts Spellcasting rank plus 5 minutes

Elemental Spells:

Spell Name Circle # Threads Page Reference Description
Air Armor 1 0 p.146 range: touch or self; Spellcasting test vs. target’s Spell Def.; success gives plus 3 to phys. armor, plus 3 to fatigue test vs. heat, lasts Spellcasting rank plus 5 minutes
Earth Darts 1 1 p.165 Spellcasting (5) test, 12 yard range / 6 hex, effect: WIL + 6 phys damage
Heat Food 1 1 p.175 make Spellcasting (6) test; success adds Spellcasting rank for (# = to Spellcasting rank) eater’s recovery tests
Purify Earth 1 1 p.190 purifies soil to support plant life; makes spellcasting test against earth’s spell defense (largely untainted spell def. of 6, disease/poison-eart spell def. of disease/poison, horror-tainted has spell def. equal to that of horror
Purify Water 1 1 p.190-191 makes spellcasting test against water’s spell defense (muddy has spell def. of 6, disease/poison equal to spell def, of disease/poison, horrortainted has spell def. of horror. Can purify alcoholic beverages, but will leave behind pure water, NOT ALCOHOL
Resist Cold 1 0 p.192 make Spellcasting test vs. target’s Spell Def.; success gives plus 3 phys & myst armor vs. cold; lasts Spellcasting Rank + 6 minutes
Resist Fire 1 0 p.192 make Spellcasting test vs. target’s Spell Def.; success gives plus 3 phys & myst armor vs. fire; lasts Spellcasting Rank + 6 minutes
Flame Strike 2 0 p.170 has to have fire source; To Hit for Spellcasting test vs. Spell Defense, WIL plus 6 damage, range 12 yards
Icy Surface 2 0 p.177 make Spellcasting (6) test – area of 100 sq.y. no greater than 20 yd. in any direction is covered in ice. Spellcasting Test results set the Knockdown Difficulty for people trying to move across it. Lasts Spellcasting Rank + 3 minutes
Lightning Bolt 3 1 p.182 no physical component needed; has range of 10 yards, and causes WIL+5 physical damage.
Winds of Deflection 3 1 p.209 Targets self only. Make Spellcasting test against his own Spell Defense; success activates spell. Spell lasts (rank of Spellcasting) + 5 rounds; for each attack made against self, make an Effect Test against the attack. Success negates the incoming attack entirely, failure affects caster as normal. Cannot block attacks that cannot be resisted by Physical Armor, such as certain spells and creature powers.
Blizzard Sphere 4 3 p.154 Make Spellcasting test vs. highest Spell defense of all targets in the area; success creates an AoE snowstorm that lasts for Spellcasting rank + 3 rounds, has a range of 40 yards, has a radius of 4 yards from center target, and causes WIL+8 damage.
Fireball 5 1 p.170 requires a source of flame; make a Spellcasting test vs. target up to 40 yards away with highest Spell Defense in target area of 4 yards; causes WIL+8 damage to all within area of effect.
Plant Feast 3 3 p.189 requires 3 intact plants, no matter how scrawny. Tears plants into pieces, make Spellcasting (6) test; if successful, effect test determines number of meals produced. Includes appetizer, soup, salad, bread, entree, vegetable, and dessert, all meals are identical. Only creates food the caster has eaten within the last year and a day.

Thread Items:

Item Description Thread Effect
Forged Metal Ring Ring made of platinum, gold, silver, and pure iron woven into a band, with the symbol for the Unbroken (group) (none yet)

Equipment:

- Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
- Artisan Kit (mapmaking tools)
- Dagger
- Grimoire
- Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak)
- Trail Rations (1 week)
- Fernweave Armor (p. 256)
- Espagra-Scale Cloak (p. 256)
- Fire Starter (like it says on the tin)
- Boots, Huntsman’s
- 1 Healing Kits, plus 3 Refills
- 25 yard Rope
- Climbing Kit
- Fishing Kit
- Map and Scroll Case
- 25 sheets Extra Paper
- Tent
- 3 vials Extra Writing Ink
- Huntsman’s Boots
- Bedroll of Comfort
- 2 pieces of firefly chalk
- 4 booster potions
- 2 healing potions
- salve of closure

- 56 silver pieces
- 20 gold pieces

The Legend of Fehl

+ 400 (game 1)
-
400
- 200 (Air Speaking from 1 to 2)
- 200 (Threadweaving from 1 to 2)
-
0
+400 (game 2)
-
400
- 200 (read/write magic from 1 to 2)
- 200 (karma ritual from 1 to 2)
-
0
+ 400 (game3)
- 200 (spell matrix discipline talent from 1 to 2)
-
200
- 200 (spell matrix discipline talent option from 1 to 2)
-
0
+ 600 (game 4)
-
600 legend points
- 300 (threadweaving from 2 to 3)
- 300 (spellcasting from 2 to 3)
-
0
+ 200 (game 5)
-
200
+ 200 (game 6)
-
400 lp
+ 300 lp (game 7)
-
700 lp
- 100 (Durability from 0 to 1)
- 200 (Durability from 1 to 2)
- 100 (Fire Heal from 0 to 1)
- 200 (Fire Heal from 1 to 2)


100 lp
- 100 (purchase new Spell Matrix talent option)
-
0
+ 200 lp (game 8)
-
200 lp
+ 400
-
600lp
- 500 (Spoken language from 2 to 3; adds Orcish)
-
100 lp
+ 450 lp
-
550 lp
- 300 (Fire Heal from 2 to 3)
-
250 lp
+ 500lp (game 9)
-
750
- 300 (Karma Ritual from 2 to 3)
- 300 (Read/Write Magic from 2 to 3)
-
150
+ 500 lp (game 10)
-
650 lp
+ 600 (game 11)
-
1250 lp
+ 800 (game 12)
-
2050 lp
- 300 (Primary Spell Matrix from 2 to 3)
-
1750 lp
+900 lp (game 13)
-
2650 lp
+900 lp (game 14)
+1100 lp (game 15)
-
4650lp
+1500 lp (game 16)
-
6150 lp
300 lp (talent: Durability from 2 to 3)
-500 lp (talent: Spellcasting from 3 to 4)
-
-
5350 lp
+1200 (game 17)
-
6550 lp
+1500 lp (game 18)
-
8050 lp
+1100 lp (game 19)
-
9150 lp
+3500 (game 20)
-
12,650 lp
(post-adventure XP fest expenditures:)
- 800 (increase talent Spellcasting from 4 to 5)
- 1300 (increase talent Threadweaving: Elementalism from 3 to 5)
- 600 (purchase and increase talent option Astral Sight to 3)
- 600 (purchase and increase talent option Wind Catcher to 3)
- 1300 (increase talent Karma Ritual from 3 to 5)
- 1300 (increase talent Read/Write Magic from 3 to 5)
- 1300 (increase talent Durability from 3 to 5)
- 1300 (increase talent Fire Heal from 3 to 5)
- 1900 (purchase and increase talent Elemental Tongues to 5)
- 1900 (purchase and increase talent Elemental Hold to 5)
- 800 (increase skill Artisan: Mapmaker from 1 to 3)
-
450 lp remaining
+450 lp
-
900 lp
500 lp (Willforce to rank 2)
-
-
400 lp
+600 lp (game xp)
-
1000 lp
500 lp (Willforce to rank 3)
-
-
500 lp
+950 lp (game lp)
-
1450 lp

Purchasing after game 7 (436 silver pieces, 20 gold pieces)
- 180 silver (rank 1 to 2)
256 silver, 20 gold
- 200 silver (purchase c2 spell Icy Surface)
56 silver, 20 gold
+1000 gold (major gems and haul from treasure)
+2034 silver, 9 copper (massive haul from underground towers & cairns)
-
1020 gold, 2090 silver, 9 copper
- 400 silver (multi-metal ring as group totem)
-
1020 gold, 1690 silver, 9 copper)

Bio:

Fehl Pangolin

Earthdawn: Down the River rhoenix