Incarna Worlds

Incarna Worlds
Incarna Worlds

Converted Chotla

Chotla

STR 13
WIS 12
INT 12
DEX 17
SAN 11
CHA 12
CON 16 
Looks: Average
Size = medium 
Essence: 10 - 2, -2 -1

Class
Barbarian 5th; Totem Warrior (Spirit Warrior)


HP: max @ 1st 12, 7,7,7,7 = 40 + 15 = 55

Traits:
+1 on all CON saves
+1 on Athletics
Background: Outlander
Affinity: Kinetic
Aptitude: Divine
Behaviors: Wyld Bound
Traits: Cultural Lag, Brave (per halfling; Advantage on saving throws for being frightened), Channel Divinity 1, Critical Observer at 6th
Skills: (Proficient) Survival (+1), Athletics, Nature, Perception, Animal Handling, Stealth, Medicine, Intimidation
Feat: Athlete
Lores: Kaald +1, Undead +1,
Human

Spells: Druidcraft, Guidance, Fog Cloud

Spirit Warrior [background], 

Synergy Pool = ??????
Conviction (Wyld faith) =  Channel Divinity 1
= Piety (divine favor; advantage on a check)

Experience: Country, 
backgrounds have to correspond to upbrinigng


Channel Divinity: Cleric, Paladin, Druid, Ranger, Warlock
What are the generic uses
= Shared Litany

Pine tribes: Do not gain martial weapons to start, instead they gain improvised

Pine Tribe Winter Warrior: [COST = 2 Essence]; requires Barbarian - Totem Warrior path to be chosen at first level and followed or lose all benefits
The primary animal totems of the Pine tribes people are:
  • Bear = +1 STR checks = PHB
  • Boar = +1 CON checks
  • While Raging, the boar grants you +5 on your Relentless Rage checks, and if you begin combat with a Dash action, any attempt to Parry or Dodge suffers Disadvantage and the attack gains the Pulverize effect regardless of the weapon used.
  • Eagle/Hawk = +1 WIS checks = PHB
  • Lion = +1 DEX checks
  • While Raging, you are Immune to the effects of Fear. 
  • Ram = +1 SAN checks
  • While Raging, you are Immune to the effects of anything reducing your Movement. 
  • Snake = +1 INT checks (sub cult only; NPC)
  • While Raging, you are Immune to the effects of poison - your blood boils it away. If you fall because your HP is below zero, you automatically make your first Death Save, and shed a fine skin. 
  • Wolf = +1 CHA checks = PHB
succeed by more than 5 = Expert

Those who seek the quest who have Divine Affinity or Aptitude are called 'pelt-wearers'. The quest has an additional Sanity check and Charisma check to gain extra ability. 

Success = ability to add Piety rating to a Survival check 1/session; failure = further -1 Essence). In general, pelt-wearers, on success, gain related animal is treated as a favored enemy for check bonuses - the character gains the ability to speak their actual animal "language" (primitive; can develop the language but baring physiology can only go to "understandable (3)) . 

Omen Calling. They must be wearing a pelt or fetish of their related animal for Spirit Walker to work. Additionally, they may call upon their nature spirit as a ritual to bring forth an Omen when confronted by their hated enemy of undead - which is automatically recognized but requires 1 essence. 
http://192.168.0.2/game/verse/signs/. Favored Enemy for 8 hours. Can only be done 1/short rest. Or Alert feat in regards to their enemy. Or the next combat within 8 hours the warrior negates any undead non-magical resistances that reduce damage. 

Failure: If all three utterly fail, the character cannot recover for 2 years - and adds this to their starting age. They loose any Looks above average - the ordeal takes away such from their visage. If a 'pelt-wearer' fails utterly, they may never hold a proficiency in Meditation above level 1. Some even kill themselves.

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