Knee Deep (Camp 1): Magnus Kane
Magnus Kane, Arch-Wizard of Celestial Magic of the Rygal Order
You are the Rygal Orders head Celestial Arch Wizard and Golem researcher. You work is often overlooked due to the Rygal Order’s lack of understanding of Celestial Magic, but you continue to prove them wrong. One day you will have your Celestial Golem perfected and they will eat their words. You have a very good heart, sometimes you are asked to do questionable things for the cause, but you generally can stomach them. The ones you can’t stomach you find some way to make it right or help the people out against orders sometimes. Therefore, Master Dakos doesn’t fully trust you always, but he understands he needs you regardless of what your methods are to the madness in your laboratory.
Body: 250
Weapons: Shield and Spells
Damage: Always has a 300 Point Elemental Lightning Pool Up
Defenses: Non-Corporeal Form (Immune to Normal, Immune Pin/Bind/Web/Confine), Threshold 10, Phase x10, Dodge x5, Return x10, Cloak Chaos x10, Cloak Command x10, Cloak Binding x10, Resist Charm x20, Resist Sleep x10, 200 Arcane Vengeance x10 (Per Formal Rules)
Magic: 10/10/10/10/10/10/10/10/10/60 Celestial, Arcane Imprison x10, Arcane Eldritch (Fire, Ice, Lightning, Stone) Blast 90 x10, 50 Elemental Lightning x10, 50 Elemental Flame x10, 50 Elemental Stone x10, 50 Elemental Ice, Arcane Destroy Undead 70 x10, Arcane Destroy (For Golems if they malfunction) x10, Magic Life x5 (Spirit Locked Magic Items), Magic Cure Mortal Wounds 40 x5 (Spirit Locked Magic Items), Magic Regenerate x5 (Spirit Locked Magic Items)
Abilities: Focus, Break Charm, Remove Fear x10 Rift x5, Arcane Regenerate x5 Self Only), Alchemy 30 Levels, Craftsman Other: Golem Research 30 Levels, Craftsman Other: Planes Lore 30 Levels, Craftsmen Other: Celestial Magic Research x30
Costume: Rygal Order Pendant, Mystic Horns, Rygal Green/White Tabard, Brown Fur Coat
Motivation: The Rygal Order will provide support for the Players for their respect on later favors in moving more into Woodhaven via support of the nobility.
Played By: Chris Colland (Major Rygal Order Plot and Lore Character)
Knee Deep (Camp 1): Bloody Fist Grunt
You are part of an elite fighting machine and the strongest Orc tribe in Elysia to date. You are fearless and barbaric in your lust for vengeance, but you are very tactical how you pursue victory. People fear the sight of you and flee in terror at your warcry. The Bloody Fist will endure any foe who opposes it, no one has stopped you yet.
Body: 70
Defensives: Resist Poison x3, Cloak Flame x3, Rip from Binding x3, Will to Live (Racial), Resist Fear x3, Resist Sleep x3, Immune Death, Dodge x1
Weapons: Any
Damage: 10 Normal, 12 Normal With 2H Weapon or Polearm
Abilities: Mighty Slay (Racial, no Parry), Healing Arts, First Aid, Read and Write, Read Magic, Can destroy non-reinforced or magically locked doors on a 5 Count (1 I Shatter This Door….)
Costume: Red Tabbard
Makeup: Bloody Fist Makeup (Red Scales on left side of face and 4 finger mark warpaint on right side of face)
Killing Blow Active: No
Motivations: You are fueled by nothing more than vengeance, so BE RELENTLESS unless commanded by your Raid Leader of above command in the Bloody Fist.
Tactics: Down and let PCs bleed out as Grunts. Kidnap when you can if the person is of value. You are fueled by nothing more than vengeance, so BE RELENTLESS unless commanded by your Raid Leader of above command in the Bloody Fist.
Movement: Forceful and with purpose. Don’t slouch or stoop show your might
Search: Loot is above you unless you see an impressive magic item then tell your Raid Leader.
Knee Deep (Camp 1): Bloody Fist Scout
You are part of an elite fighting machine and the strongest Orc tribe in Elysia to date. Just because you are so young, and a mere scout doesn’t mean you aren’t important to the Bloody Fist. Without the Scouts the Bloody Fist would be steps behind their enemies not ahead.
Scouts provide the intelligence and reconnaissance of the Bloody Fist but you are very expendable by nature. You are the lowest rank but this is mostly due to your age, as you grow in size and are battle hardened, you will be graduated to the Grunts if you aren’t a weakling.
Body: 40
Defensives: Resist Poison x3, Cloak Flame x3, Rip from Binding x3, Will to Live (Racial), Resist Fear x3, Resist Sleep x3, Immune Death
Weapons: Any
Damage: 5 Normal, 7 Normal With 2H Weapon or Polearm
Abilities: Mighty Slay (Racial, no Parry), Healing Arts, First Aid, Read and Write, Read Magic, Can destroy non-reinforced or magically locked doors on a 5 Count (1 I Shatter This Door….)
Costume: Red Tabbard
Makeup: Bloody Fist Makeup (Red Scales on left side of face and 4 finger mark warpaint on right side of face)
Killing Blow Active: No
Motivations: You are the lowest rank of the Bloody Fist by you are VERY important since you gather intelligence for the Raid Leaders. If pressed you will try to flee if you have learned something. You are fueled by nothing more than vengeance, so BE RELENTLESS.
Tactics: Remain unseen, don’t be afraid to run, DONT DIE! Search the PCs for Gold Coins and Gems, Orcs gotta eat
Movement: Forceful and with purpose. Don’t slouch or stoop show your might
Search: Loot is above you unless you see an impressive magic item then tell your Raid Leader.
Knee Deep (Camp 1): Bloody Fist Shaman
You are the spiritual magical force behind the Bloody Fist’s mighty blades. You keep the ranks of the Bloody Fist moving without relenting. Your Earth Magic seals their wounds and gives them life, Your Celestial Magic smites your foes with elemental fury, Your Necromantic ways incite fear on the battlefield to break even the sternest of spirits. You don’t answer to anyone under the rank of Honor Guard but you move with your Raid Leader to preserve tactical advantage.
Body: 100
Weapons: None, Shield for defense if you wish
Damage: 10 Elemental Fire Pool Always active
Magic: 4/4/4/4/4/4/4/4/4/10 Formal (Celestial or Earth, One of each in Raiding Parties /w Raid Leader)
Defenses: Resist Poison x3, Cloak Flame x3, Rip from Binding x3, Will to Live (Racial), Resist Sleep x3, Resist Fear x3, Dodge x3, Phase x3, Immune Death
Abilities: Mighty Slay (Racial, no Parry), Healing Arts,, First Aid,, Read and Write,, Read Magic,, Can destroy non-reinforced or magically locked doors on a 5 Count (1 I Shatter This Door….), Can Rift on 3 Count
Costume: Red Tabbard
Makeup: Bloody Fist Makeup (Red Scales on left side of face and 4 finger mark warpaint on right side of face)
Killing Blow: No (Use Chaos but avoid Death Spells, saving them for Life Spells to keep bloody Fist Alive)
Motivation: Shamans are the literal backbone of the Bloody Fist fighting machine. The Grunts take the abuse for you, and you heal their wounds, but you always make wounds that don’t heal so easily. You outrank the Raid Leaders in power structure, but you respect their battlefield skill and prowess so unless the command is unsound you will follow it even till death. You are one of 2 Shaman Casters in a Raiding Party. One is ALWAYS Celestial and the other Earth caster. You are 100% support for your squadron. Celestial will blow up the PCs while Earth casters keep everyone alive and disable with Chaos.
Tactics: Stay in formation with your Grunts in front of you and beside your Raid Leaders. You play these roles like a PC healer/necromancer/celestial caster would. The players will be confused at your intelligence and use of “sky magics” for a the “common Orc” so use that to your advantage. Kidnap when you can if the person is of value.
If you are the Earth caster of the pairing, KEEP YOUR MEN ALIVE! When everyone is safe on healing, disable them with Chaos debuffs and Cause Wound spells. Don’t waste Death Spells because you will need Life Spells for your Raid Leaders and other Use Necromancy to Harm/Taint Blood/Wither against your enemies, even raise dead on the ones who die during an encounter) to incite fear.
Celestial should use all blast spells and dispel magics to keep protectives off the frontline fighters so the Grunts can beat them down. BLOW THEM UP! Make them fear your spells. Cast protectives, imprison people who rush you.
Movement: Forceful and with purpose. Don’t slouch or stoop show your might.
Search: You will search players for Magic Items and turn them to the Raid Leaders if martial weapons but keep the Spell Magic Items to use against the players. They can reloot them later from your body.