Phlegon

Ambitious Shaman

Description:

Attributes

Strength: d6
Agility: d6
Vigor: d8
Smarts: d6
Spirit: d10

Skills

Fighting (Agility) d4
Stealth (Agility) d6
Riding (Agility) d6
Healing (Smarts) d6
Knowledge (Geography) d6
Knowledge (Magic) d8
Perception (Smarts) d6
Investigation (Smarts) d6
Sorcery (Smarts) d6
Shamanism (Spirit) d8
Persuade (Spirit) d6

Stats

Parry – 4
Pace – 6 Squares
Toughness – 6
Charisma- 0
Mana 10
Fortune 5

Traits

Prideful Phlegon has quite the ego and cannot abide an affront to his reputation.

Vow of Sacrifice Phlegon was forced to make a pact with a powerful death spirit known as the Ash Woman. In return for saving his life and granting him magical power, Phlegon must sacrifice the life of one sentient creature every year.

Vow of the Blood-Leaf Phlegon has made a pact with the predatory nature spirit Vine Abomination. He must sacrifice two loggers in the Midcopse forest every year.

Bloody Cough A sign of his close brush with death, Phlegon is sometimes overcome by fits of coughing, often mixed with blood.

Fetch As a shaman, Phlegon has awakened a part of his soul that lies dormant in most people, giving him powers over the spirit world. His fetch takes the form of a black cat named Malkys that follows him around everywhere and does his bidding.

Ash Woman’s Luck The Ash Woman grants Phlegon a portion of her magical power as part of his pact with her. He starts the game with two additional points of Fortune and gains 2 points more than average (5 instead of 3) every time Fortune is refreshed.

Runes

  • Death

Spirits

  • Ash Woman (Major Death Spirit) – Pact
  • Vine Abomination (Minor Plant Spirit) – Pact

Spells

Spirit Sight – Fetch – A shaman exists in both the spirt world and the physical world at the same time. He can see spirits even if they don’t have a physical form.

Spirit Travel – Fetch – 2 Mana – A shaman has the power to separate his soul from his body and travel into the spirit world. When Phlegon uses this power, he can choose whether to allow the Ash Woman to possess his body or not. If he allows her to possess his body, she can move and act with his body until his spirit returns (although he may not like what she does with it), and she protects his body so that it cannot be possessed by another spirit. If he does not allow her to possess his body, it lies in a helpless catatonic state until his spirit returns and can be possessed by any spirit that happens to be in the area. In the spirit world, Phlegon can interact with and combat spirits as if they were physical entities, and can observe events in the physical world invisibly, and can cast some spells that affect the physical world.

Exorcism – Fetch – 4 Mana – A shaman has the power to exorcise spirits that possess the bodies of others. As an action, he can use this power to target a possessed creature within 30 feet. He and the spirit make an opposed Spirit roll, and if he wins the spirit is driven out and the creature is no longer possessed.

Spirit Pact – Fetch – A shaman can enter into pacts with spirits to gain their services or to gain new magic. In return, Phlegon may have to provide some of his Fortune to the spirit, or he may have to acquire a new Vow, or he may have to perform some act for the spirit.

Spirit Control – Fetch – A shaman also has the power to forcibly subjugate spirits to his will. When Phlegon would deal damage that would kill a spirit, he may choose to allow it to live instead, in return for a single service. This negates the lethal damage, and the spirit cannot attack Phlegon until the service has been performed. Phlegon gets to name the terms of the service, which may include the spirit giving some of its Fortune to Phlegon, the spirit allowing him to cast a spell the spirit knows a single time, or any other act.

Underworld Gate – Ash Woman – 2 Mana per Mile – As an action, Phlegon can invoke the power of the Ash Woman to transport himself nigh-instantly through the Underworld and to a new destination. If he travels to a location within 1000 feet, the he appears there immediately, leaving behind only a howling wind and some flickering ashes. If he travels to a location farther than 1000 feet, he moves at 10 times normal speed.

Abyssal Dreams – Ash Woman – 4 Mana – As an action, Phlegon can fill a 30-foot-by-30-foot zone within 30 feet of himself with unearthly darkness, blowing ashes, and horrifying spectral creatures. Creatures within the zone are blinded until they leave the zone (although magical forms of sight such as spirit sight are not affected), and if they begin their turn within the zone, Phlegon can roll his Shamanism as an attack against them (target number 4) as the spectral horrors tear at their flesh, dealing 2d6 damage. The Ash Woman protects Phlegon from suffering any negative effects from this spell himself. This spell costs 1 Mana per round to maintain.

Black Flame Hand – Ash Woman – 2 Mana – As an action, Phlegon can cover his hand with unearthly black fire and use it to attack an adjacent creature with his Fighting skill. This attack deals Strength plus 1d10 damage. If the target is killed by this attack, Phlegon can roll his Spirit and regain that much mana as he drains their life force.

Death Ward – Death Rune – If Phlegon suffers an attack that would kill him, as a reaction he can spend all of his remaining mana and Fortune to negate the damage. He can only use this spell if he has at least one point of Mana or Fortune.

Bondage of Vines – Vine Abomination – 1 Mana – As an action, roll your Shamanism as an attack against anyone within 60 feet. If you hit, the target takes 2d4 damage and loses the ability to move. As an action, they can make a Strength check to regain their ability to move.

Sharpen Senses – Vine Abomination – 1 Mana – As a bonus action, whenever you make a perception check, you gain a +1 on your roll. If you are in a forest, you gain a +2 instead.

Summon Vine Abomination – Vine Abomination – 4 Mana – As an action, you summon your spirit Vine Abomination and force him to take corporeal form. He acts on your turn and can use all Vine Abomination abilities as well as making physical attacks.

h2 Equipment

Bronze Sword (Str + 1d8)
Leather Cuirass (Armor 1)

Bio:

Phlegon was born in Astra to humble farmers, but as a young man he chose to venture west of Delos to seek his fortune. He spent several years among the Orlanthi barbarians in the Shining Plains, joining them on raids and on the hunt. One day a shaman approached him and told him he had latent magical potential, and offered to train him in the ways of the shamanism. Phlegon accepted, and became the shaman’s apprentice.

He was an apt student and learned quickly, and on his 22nd birthday the shaman allowed him to perform the ritual to travel to the spirit world and awaken his second soul, known as a spirit quest. The spirit quest is a dangerous journey, and many apprentices never return, their souls destroyed and their soulless bodies left to waste away. Phlegon’s spirit fell into a dark place, and he wandered lost until he entered the domain of a powerful death spirit known as the Ash Woman. She threatened to consume his soul unless he entered her service, and the helpless Phlegon had no choice but to accept. When he returned to his body, he was changed, marked by darkness but filled with a tremendous power and the knowledge of the ill-omened death rune.

His master sent him away, fearing that he would bring misfortune on the clan. Phlegon made his way back to his native Astra. He told no one about his pact with the Ash Woman, and was welcomed by his people with open arms. Shamans are rare in Delos and he soon became a respected and valued member of the community. Every year, he quietly finds a criminal or other indigent to sacrifice to the Ash Woman while he searches for a way to free himself from her clutches.

Phlegon

War of the Red Moon rrtoboz