Pailan of the Tempest | Cypher System Character Sheet | Cypher System | Statblocks & Sheets | World Anvil

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"Pailan of the Tempest is a Mystical Adept who Rides the Lightning."

Tier
4
Effort
4
EXP
0
Might
8
Pool
8
Edge
0
Speed
16
Pool
16
Edge
1
Intellect
24
Pool
24
Edge
3
Skills
  • Arcana/S
  • Concussive Blast/T
  • Social/I
Damage Tracking
Armour
1
Speed Cost
0
State
Hale
Damage =
weapon damage + bonus from roll - armour
Equipment
0 Coins
Bag of Holding - This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Enduring Spellbook - This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.

Helm of the Windrider
Cyphers (max: 1)
 CypherLvl
Jolly Oozebean Sugarbomb 3
 A pack of oozebeans comes with 4 inside it. When you open a pack, roll 4d8 and record each number. Use these numbers to determine the kinds of oozebeans found in the bag using the table below. Each color has an effect that lasts for 1 minute.

1: White - You can breathe underwater.

2: Black - You have 2 armor against acid damage and can safely eat otherwise inedible & nonpoisonous organic materials.

3: Blue - Grappling or being grappled deals 2 acid damage to the other creature.

4: Gray - Rolls against being charmed or frightened are eased.

5: Gold - You gain a climbing speed equal to your movement speed.

6: Red - You gain 4 recovery points.

7: Green - You have resistance to poison damage and escaping grapples or restraints is eased.

8: Yellow - You have 2 armor against lightning damage and immunity against damage from the force bolt.
Potion of Healing (Greater) 6
 Make two recovery rolls for free as an action.
Special Abilities
AbilityTypeCostPool
Sense Magic Action0
You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.
Hedge Magic Action1
You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use Hedge Magic to harm another creature or object.
Magic Training Enabler0
You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can attempt to understand and identify its properties.
Onslaught Action1
You attack a foe using energies that assail either their physical form or their mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots) might be immune to your mindslice.
Ward Enabler0
You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor.
Resonance Field Action1
Faint lines in a color you choose form a tracery over your entire body and emit faint light. The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage.
Shock Action1
Your hands crackle with electricity, and the next time you touch a creature, you inflict 3 points of damage. Alternatively, if you wield a weapon, for ten minutes it crackles with electricity and inflicts 1 additional point of damage per attack.
Concussive Blast Action2
You release a beam of pure force that smashes into a creature within short range, inflicting 5 points of damage and moving it back an immediate distance.
Bolt Rider Action4
You can move a long distance from one location to another almost instantaneously, carried by a bolt of lightning. You must be able to see the new location, and there must be no intervening barriers.
Fire and Ice Action4
You cause a target within short range to become either very hot or very cold (your choice). The target suffers 3 points of ambient damage (ignores Armor) each round for up to three rounds, although a new roll is required each round to continue to affect the target.
Fire Bloom Action4
Fire blooms within long range, filling an area 10 feet (3 m) in radius and inflicting 3 points of damage on all affected targets. Effort applied to one attack counts for all attacks against targets in the area of the bloom. Even on an unsuccessful attack, a target in the area still takes 1 point of damage. Flammable objects in the area may catch fire.
Pry Open Action4
You tear apart the defenses of a creature within long range. Any energy-based defenses it has (such as a force field or a Ward ability) are negated for 1d6 + 1 rounds. If the creature has no energy defenses, its Armor is reduced by 2 for one minute. If it has no energy-based defenses or Armor, attacks against it are eased for one minute.
Bolts of Power Action5
You blast a fan of lightning out to short range in an arc that is approximately 50 feet (15 m) wide at the end. This discharge inflicts 4 points of damage. If you apply Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points targets in the area take 1 point of damage even if you fail the attack roll.
Elemental Protection Action5
You and every target you designate within immediate range gains +5 Armor against one type of direct elemental damage (such as fire, lightning, shadow, or thorn) for one hour, or until you cast this spell again. Each level of Effort applied increases the elemental protection by +2.
Eyes Adjusted Enabler0
You can see in extremely dim light as though it were bright light. You can see in total darkness as if it were extremely dim light.
Stasis Action3
You surround a foe of your size or smaller with scintillating energy, keeping it from moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects.
Ritual Caster Enabler0
If you find a scroll with an arcane spell on it and are powerful enough to cast it then you can add it to your spellbook. A spell in your spellbook can be cast once per recovery.
Spell: Floating Disk Action1
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.   The disk is immobile while you are within 20 feet of it. If you move more than short range away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.   If you move more than medium range from the disk (typically because it can't move around an obstacle to follow you), the spell ends.   The disk last 1 hour and can be cast once per recovery.
Spell: Tiny Hut Action3
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.   The hut last 8 hours and can be cast once per recovery. You can only have one hut in existence at a time.
Spell: Water Breathing Enabler5
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.   The spell last 24 hours and can be cast once per recovery.
Spell: Alarm Enabler1
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within short range.   The hut last 8 hours and can be cast once per recovery. You can only have one alarm in existence at a time.
Advancement
  • Increase Capabilities
  • Moving Towards Perfection
  • Extra Effort
  • Skill Training
  • Other Advancement
Recovery: 1d6 + 4
Rest Duration Already Taken
First rest 1 Action
Second rest 1 Minute
Third rest 1 Hour
Fourth rest 10 Hours

Use all your options to reduce the difficulty, if it is still above zero, roll against its target number.
Difficulty012345678910
TN - 3 6 9 12 15 18 21 24 27 30
result 0 = failure, 1 = success


Created by

Game-group4 crazys.

System

Cypher System

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