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Welcome to Barbarians Of The Ruined Earth RPG

20:22, 13th May 2024 (GMT+0)

Maharet

Str 8
Dex 10
Con 10
Int 13
Wis 12
Cha 12

Starting HP: 1d6+4

7/7
HP Per Level/Resting: 1d6

Weapons & Armor: Light Armor, All Shields, Short Sword, Long Sword, Dagger,
and Staff.

Attack Damage: 1d4/1 Unarmed or Improvising

Trinket: Ornate Crown
Life Event: Local Hero

Skin: Natural
Hair: Red/Sage
Eyes: Lava Lamp
Nails: Normal
Teeth: Metal
Wierd: Unnatural Beauty
Staff: Metallic with shifting lights and buttons.

Maharet is curvaceous, with unblemished, dusky skin, and lustrous red hair. She seems to catch the attention of the eye, even without meaning to.

On closer inspection, her red eyes shift, pupil and iris flowing with liquid certainty.  This unnatural quality is only enhanced when she smiles, talks and eats. Each motion of the mouth reveals her golden teeth.  These mark her unmistakably as a sorcerer.

If not, the staff is a dead give away.  Most of the time it sits in the corner of her "shop", gently changing the ambience with its lights.

Maharet was born outside Areasi.  If pushed on the issue, she says her birthplace was Seven Ribs Village.  As far as the citizens are concerned, she just walked out of the desert one day. She was without her staff, and was after several days, admitted to the city under sufferance.

She set up her "Sand Bar" in a run down, almost deserted part of the Areasi outskirts, not wanting to offend her new neighbours, and sold her bread slabs and assorted sustenance door to door.  Now her shop has a steady stream of customers, and even some regulars.

This is due to what she calls an "unfortunate incident" where she came to the aid of the Guard to see off a periodic raid. Later, she used her powers to locate some lost children.

The Sand Bar still looks run down. Only the name scored in a bit of wood indicates the shop from among many identical hovels.  There  is sand on the floor, piled up against the walls and she makes no effort to sweep up.  There are boxes and rocks for tables and chairs and she does most of the service herself.  It is known that she looks for recipes from before the end, as well as new creations, and values rare recipes and ingredients more than coins.

Rations (5), waterskin (4), bedroll, torches x6 (d6), and healing

salve (1 HD of HP restored).
Spells:
Arcane: Magic Ally: Most of the time, her ally is nothing more than an animated puff of sand that she creates to entertain children in the bar.

Force: Whirlwind. Used to devastating effect in the unfortunate incident, Maharet creates a vortex of sand.

Illusion: Darkness. Maharet expels a sandstorm to blind and disorient.

Protection: Wall. Maharet has been known to manipulate sand and her knowledge of the desert to create varying types of wall common to sorcerers.

Detect: The Sorcerer chooses to detect magic, Stupendous Science, or evil at
the time of casting. Everything Nearby that is considered that category glows.

Duration: 5 minutes. If the Sorcerer studies the object for 10 minutes, it is
identified for what it is and how it functions. A GM can rule that truly complex or
powerful items take longer to identify.

Magically Resistant: Sorcerers have Advantage on tests against magic and
charm-like effects.

Sorcerer’s Staff: Sorcerers can channel their mystical power through their staff
and release balls of energy from it at enemies. This energy deals 1d4+1 points of
damage. The Sorcerer can make their staff dematerialize, vanishing from existence
until resummoned. When resummoned the staff will appear in the Sorcerer’s
hand, no matter where they are.

If a Sorcerer’s staff is ever destroyed, a new, different looking staff, will appear by
the Sorcerer’s side within 1d10 days (roll on Sorcerer’s Staff table, pg 48).

Spell Slinger: Sorcerers are powerful beings who have the ability to cast amazing
spells. See Spell Casting, pg 49.

LEVELING UP
Roll to see if attributes increase, roll twice for INT or WIS.