Naryss Greyscale

Fairly Draconic.

Description:
Basic Stats
Class: Reaper 5 Species: Swamp-Clutch Saurian Specialty: Sorceror Experience: 5000
Vitality: 45 Wounds: 11 Defense: 15 DR: 3
BAB: 3 Initiative: +1 Speed: 30ft/60ft flight Action Dice: 3d4
STR 12 +1 Fortitude +4 = 4 + 0
DEX 13 +1 Reflex +2 = 1 + 1
CON 10 0 Will +5 = 4 + 1
INT 19 +4 Unarmed 4
WIS 13 +1 Melee 4
CHA 14 +2 Ranged 4
Skills
Skill Key Attribute Skill Bonus (Rank + Mod + Misc) Threat/Error Class Skill Focuses
Acrobatics Dex 5 1 / 20 yes
Blend Cha -3 1 / 20 origin
Bluff Cha 3 1 / 20 origin
Crafting Int 5 1 / 20 origin
Haggle Wis 0 1/20 No
Impress Cha 3 1/20 Yes
Spellcasting Int 12 1/20 Origin
Disguise Cha 3 1 / 19-20 yes
Intimidate Wis 7 1 / 20 origin
Investigate Wis 3 1 / 20 origin
Medicine Int 12 1/20 origin
Notice Wis 2 1 / 19-20 yes
Prestidigitation Dex 2 1 / 20 no
Resolve Con 5 1 / 20 yes
Search Int 8 1 / 20 origin
Sense Motive Wis 1 1 / 20 yes
Survival Wis 1 1 / 20 origin
Sneak Dex 5 1 / 20 yes
Tactics Int 5 1 / 20 no
Interests Total Studies: 4
Languages Studies
Common Swamplands
Swamp Speak Medicine
Herbs & Fungi
History
Class Abilities
Agile Defense Species. Your base Defense increases by 1.
Cold Blooded Species. You require only 1 common meal per day but
suffer 1 additional damage per die from cold and are sickened
for a number of rounds equal to 1/2 any cold damage taken
(rounded down). If you suffer continuous cold damage —
such as from the environment —
Dark Vision I Species. You ignore the effects of dim and faint light.
Natural Attacks Species. You gain the Bite I and Tail Slap I natural
attacks. If you gain a natural attack from
multiple sources, the attack’s grade becomes equal to the
highest single grade + 1 per additional benefit granting
the same attack, to a maximum of V (e.g. Bite IV, Bite III,
and Bite I become Bite V).
Bonus Feat Specialty. Any 1 Species feat
Charming Specialty. Once per session, you may improve the
Disposition of any 1 non-adversary NPC by 5.
Paired Skills Specialty. Each time you gain 1 or more ranks in the
Spellcasting skill, you gain equal ranks in the Intimidate
skill. This may not increase your Intimidate skill beyond its
maximum rank.
Terrifying Look Specialty. The Will save DCs of stress damage you
inflict increase by 4.
Will of the Grave Reaper. Your mastery over death is unmatched.
When casting an Affliction, Necromancy, or Shadow spell, you
may spend an action die to increase your Caster Level by 2 for
that casting only (e.g. at Level 1 when casting an Affliction spell,
may spend an action die to increase your Caster Level to 3).
Also, while touching any object or person, you may inflict
1 stress damage as a free action. You must already be touching
the target — this ability is not an attack, nor may you combine it
with an attack. You may inflict a single point of stress damage in
this fashion a number of times per session equal to your starting
action dice.
Way of the Ferryman Reaper. At Level 1, you may purchase ranks
in the Spellcasting skill and learn Affliction, Necromancy, and
Shadow spells. Additionally, you may cast Level 1 or lower
spells you know from the Affliction, Necromancy, or Shadow
Disciplines, and Level 0 spells you know from other Disciplines.
If you already possess this ability from another class, you
instead gain an additional Spellcasting feat.
Touch of the Grave I Reaper. You’re now assuming some aspects of
the corpses you control, becoming a monster to your fellow men.
At Level 2, you gain the menacing threat NPC quality, which lets
you Threaten up to 3 opponents at once. You roll only once for
the action, while each opponent rolls to resist separately.
Also, you superficially appear to be dead — all checks to
determine whether you’re alive automatically fail, you have no
discernable pulse or breath (though you’re still susceptible to
suffocation), your skin is as cold as a corpse, and you require
only 1 common meal a day.
Dig Inn Reaper. You can always find a place to sleep — just don’t
ask what’s on the menu. When you rest in a cemetery or
other burial site, you and your party gain the benefits of a
Luxurious safe haven (see Fantasy Craft, pg. 189).
Feats
Spell Library You learn a number of additional spells equal to
your Lifestyle.
Spell Power You gain an additional number of spell points at the
start of each scene equal to your starting action dice.
Draconic Heritage You gain thick hide 3
and are always considered to have a
mage’s pouch. When taking the Basic Skill
Mastery feat you have access to a new skill pair: Conqueror
(Impress & Tactics).
Draconic Legacy The higher of your Strength or Intelligence scores
increases by 1. You may also breathe fire and select feats as if
you’re a Drake.
You may choose to grow leathery wings once, when you level,
gaining winged flight 60 ft. If you do, your starting
action dice decrease by 1 and you find it difficult to subdue your
imperious nature, suffering a –5 penalty with Blend checks.
Proficiencies, Stances, and Combat Tricks
Proficiencies
Unarmed Proficient Blunt none
Edged Forte Hurled none
Bows none Black Powder none
Siege Weapons none
Gear
Backpack The wearer’s Strength score is considered 2
higher for carrying capacity. 3lbs, 5s
Doctor’s Bag Bandages, splints, salves, scalpels, and other
items for performing first aid and surgery. 2lbs, 20s
Rations Jerky, biscuits, and other trail foods are the perfect
way to stay fed away from the comforts of civilization. 5lbs, 5s
Scholar’s sword 1d8/ lethal 20/ Finesse, lure/ S/1h/ Hard 2/ 10W/ 3 lbs./ Feudal/ 30s
Canteen Holds 2 quartz of liquid. 5.5lbs, 5s
Rope, hemp 50 ft. long; max load/ 1,000 lbs;/ escape DC 20/ 10 lbs/ 6s
Balm Heal vitality at twice normal rate (1 day) 3 T/2h Soft 1 10D 1 lb. Primitive 12s
Bandages Negates bleeding condition 10/ T/2/h Soft 1/ 5D/ 1/2 lb./ Ancient/ 3s
Leeches Heal subdual damage at 4 hours/ F/1h/ Brittle 1/ 7M/ 1/2 lb./ Ancient/ 10s
twice normal rate
Ointment x2 1 re-roll per failed save vs. disease (1 day) 3/ F/1h/ Brittle 1/ 12D/ 1/4 lb./ Ancient/ 30s
Salve x3 Heal wounds at twice normal rate (1 day) 3 T/2h/ Soft 1/ 10D/ 1 lb./ Ancient/ 36s
Smelling Salts Wakes 1 target 3 F/1h Brittle 1 10D 1/4 lb. Reason 5s
Tonic x5 1 immediate save vs. poison 3/ F/1h/ Brittle 1/ 12D/ 1/4 lb./ Ancient/ 50s
Possessions and Lifestyle
Panache: 1 Coin in Hand Prudence: 2 Stake
Income: 0 Appearance: 1 440s Saved 25% 669s
Reputation and Renown
Reputation: 22 Legend: 2
Heroic Renown: 0 Title: None
Military Renown:1 Title: Squire
Noble Renown: 0 Title: None
Spells Description
Animate Dead 1 Level: 1 Necromancy
Casting Time: 1 round
Distance: Close
Duration: 1 minute per Casting Level (dismissible, enduring)
Effect: You animate the remains of 1 dead character as a standard NPC with a Threat Level equal to your
Casting Level.
 Skeleton: A skeleton may be created from mostly intact bones, whether flesh remains or not.
 Zombie: A zombie may only be created from a mostly intact corpse (including muscle).
With GM approval, you may modify your choice, apply the Skeletal or Risen template template to an NPC
from the Rogues Gallery, or build a new NPC, so long as it has the Undead Type and a maximum XP value of 40.
An animated skeleton or zombie cannot animate or summon other characters and becomes inert when killed
or when this spell ends (whichever comes first). Certain spells and other effects can render animated dead inert
earlier.
The skeleton or zombie may not act during the round it appears. Thereafter it follows your commands to the
best of its ability. In the absence of instructions the skeleton or zombie falls under the GM’s control, though it
continues to serve you as best it perceives it can (e.g. attacking whatever seems to be your enemy, bringing you
things it thinks will help you, etc.).
Skeleton I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach
1); Spd 30 ft. ground; Init II; Atk II; Def III; Res IV; Health II; Comp I; Skills: Acrobatics II, Notice III; Qualities:
Damage defiance (edged), damage immunity (bows), ferocity
Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20) or Bite I (dmg 1d8 lethal; threat 18–20), as appropriate to
the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 40)
Zombie I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach
1); Spd 30 ft. ground; Init II; Atk III; Def III; Res IV; Health II; Comp I; Skills: Athletics IV, Blend III, Notice IV,
Survival III; Qualities: Devour, lumbering, monstrous defense I, shambling
Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20; qualities: grab) or Bite I (dmg 1d8 lethal; threat 18–20;
qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the
zombie’s XP value above 40)
Blind/Deafen Level: 2 Affliction (Curse)
Casting Time: 1 half action
Distance: Touch
Duration: 1 round per Casting Level (dismissible, enduring)
Saving Throw: Fortitude negates (terminal)
Effect: One character is blinded or deafened, as you choose.
Burning Hands Level: 1 Energy (Fire)
Casting Time: 1 half action
Distance: Personal
Area: 15 ft. cone
Duration: Instant
Saving Throw: Reflex half
Effect: Searing flame shoots from your fingertips, inflicting 1d4 fire damage (AP 5) per 2 Casting Levels
(maximum 4d4).
Call From Beyond Level: 1 Calling
Casting Time: 1 round
Distance: Close
Duration: 1 minute per Casting Level (dismissible, enduring)
Effect: You summon 1 of the following outsiders as a standard NPC with a Threat Level equal to your Casting
Level. With GM approval, you may modify your choice, choose an outsider from the Bestiary, or build a new NPC,
so long as it has the Outsider Type, a maximum XP value of 40, and matches your Alignment (if any).The servant’s
nature should match your magic style. It could be a religious icon sent to aid you, an otherworldly being bound by
an ancient pact, or something else entirely.
A summoned character cannot summon other characters and is banished when killed or when the spell that
summoned it ends (whichever comes first). Certain spells and other effects can banish a summoned character
earlier. A banished character’s body and possessions dissolve in 1d4 rounds.
The outsider may not act during the round it appears. Thereafter it follows your commands to the best of its
ability. In the absence of instructions it falls under the GM’s control, though it continues to serve you as best it
perceives it can (e.g. advisors offer wisdom, brawlers attack whatever seems to be your enemy, servitors bring you
things they think will help you, etc.).
Advisor I (Medium Outsider Flyer/Walker — 36 XP): Str 12, Dex 10, Con 10, Int 14, Wis 14, Cha 10; SZ M
(Reach 1); Spd 30 ft. winged flight, 30 ft. ground; Init II; Atk II; Def III; Res III; Health II; Comp VII; Skills: None;
Qualities: Class ability (Keeper: bright idea II), natural spell (Detect Magic, Identify I, Read Magic, Whispers)
Attacks/Weapons: Dagger (dmg 1d6+1 lethal; threat 19–20; qualities: bleed, hurl)
Brawler I (Large Outsider Walker — 36 XP): Str 15, Dex 12, Con 12, Int 12, Wis 10, Cha 10; SZ L (2×2,
Reach 2); Spd 40 ft. ground; Init II; Atk IV; Def IV; Res II; Health IV; Comp I; Skills: None; Qualities: Contagion
immunity, menacing threat
Attacks/Weapons: Broad axe (dmg 1d12+2 lethal; threat 19–20; qualities: AP 2, massive)
Servitor I (Tiny Outsider Flyer/Walker — 36 XP): Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 10; SZ T
(Reach 1); Spd 40 ft. winged flight, 20 ft. ground; Init IV; Atk II; Def II; Res III; Health II; Comp II; Skills: Acrobatics
III, Sneak III, Spellcasting II; Spells: Detect Magic, Ray of Enfeeblement; Qualities: Light-sensitive, spell defense I
Attacks/Weapons: Claw I (dmg 1d3+1 lethal; threat 20)
Cause Wounds 2 Level: 2 Shadow (Darkness)
Casting Time: 1 full action
Distance: Personal (undead caster) or Touch attack (other character)
Duration: Instant
Saving Throw: Will half
Effect: One character suffers 20 lethal damage.
Endure Elements Level: 0 Warding
Casting Time: 1 half action
Distance: Personal or Touch
Duration: 24 hours
Effect: One character and his carried gear suffer no harm from hot and cold environments. This spell offers no
protection against fire damage or temperature-based attacks.
Dominate Undead Level: 2 Necromancy
Casting Time: 1 round
Distance: Close
Duration: 1 minute per Casting Level (dismissible)
Saving Throw: Will negates scene (terminal) (see Effect)
Effect: You compel a single standard undead character who can hear you to obey your verbal instructions
(even if he doesn’t understand your language). A character with an Intelligence score of 5 or less automatically fails
this save and only understands basic commands: “come here,” “go there,” “fight,” “stand still,” and so on. A
character with an Intelligence score of 6 or higher remembers the spell and may seek retribution later. Issuing a
command that places the character in personal jeopardy immediately grants him another Will save and issuing a
suicidal command immediately ends the spell. The spell also ends if you, a teammate, or an ally attacks the
character.
You may only have a single Dominate spell in effect at any given time.
Chill Touch Level: 1 Affliction
Casting Time: 1 half action
Distance: Touch attack
Duration: 1 round per Casting Level (dismissible)
Saving Throw: Fortitude negates (impairment)
Effect: One living character suffers 1d6 cold damage and 1 temporary Strength impairment.
Cure Wounds 1 Level: 1 Healing (Light)
Casting Time: 1 full action
Distance: Personal or Touch (attack vs. undead)
Duration: Instant
Saving Throw: Will half (damage vs. undead)
Effect: You heal 10 damage on a standard character, or 10 vitality or 1 wound on a special character (your
choice).
Touch of Light Level: 0 Healing (Light)
Casting Time: 1 full action
Distance: Personal or Touch
Duration: Instant
Saving Throw: Will negates (undead damage)
Effect: One standard character heals 1 damage or one special character heals 1 vitality.
Vigor I Level: 1 Glory
Casting Time: 1 full action
Distance: Personal or Touch
Duration: 5 rounds + 1 round per 2 Casting Lvels
Effect: One living character heals 1 vitality at the end of each round.
Animate Dead II Level: 3 Necromancy
Effect: As Animate Dead I, except you gain 1 skeleton or zombie (max. 60 XP) or 2 skeletons or zombies (max.
40 XP each).
Skeleton II (Medium Undead Walker — 56 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M
(Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res VI; Health IV; Comp I; Skills: Acrobatics II, Notice IV;
Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend
Attacks/Weapons: Claw II (dmg 1d6+1 lethal; threat 19–20; qualities: finesse) or Bite II (dmg 1d8+1 lethal;
threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t
increase the skeleton’s XP value above 60)
Zombie II (Medium Undead Walker — 56 XP): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach
1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res VI; Health IV; Comp I; Skills: Athletics V, Blend IV, Notice IV,
Survival IV; Qualities: Devour, monstrous defense I, shambling
Attacks/Weapons: Claw II (dmg 1d6+1 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite II
(dmg 1d8+1 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons
carried in life (so long as they don’t increase the zombie’s XP value above 60)
CAUSE WOUNDS III
Level: 3 Shadow (Darkness)
Effect: As Cause Wounds I, except your target suffers 30 lethal damage.
Bio:

Naryss enjoys people.

From a hatchling, deep in the jungles within the village Khamai Endri, he was decided to be a Shaman. He was proud of his silver scales, his Draconic heritage among those who looked like Chameleons, although even he knew he would be terrible at hunting with it.

Gifts come with curses.

This was learned quickly by the young Saurian, under the tutelage of the old Shaman. Each gift was met with a new curse; his skill with medicine meant he valued life too much, his mind meant nights spent studying rather than training his body, his magic came with the curse of being hunted. And they did hunt them. The Shaman, the other apprentices Buantu and Cuhla, the tribe itself just for association. How long did it take for them to get found? Naryss was barely a man, when he was forced to run at his masters request.

He doesn’t remember why he let Cuhla talk them into going back. But he did, and they did, and they saw what they had caused. Burning, screaming… their master. He was missing his head, but they could tell who it was. They wanted to put up resistance, but as Buantu dropped from a crossbow bolt to the shoulder, they retreated to the jungles they knew so well.

They wandered, without tools they wandered. They had no tools to fix up Buantu, they had no spells to either. Buantu was the best with those. They traveled awhile, and when he died, they took his corpse. Maybe it was denial, but it felt right. They found a shack after a few weeks, with nothing but a rotting skeleton lounging on the porch.

They stayed for the night after a small funeral. When the sun went to sleep and the moon hung high overhead, they heard the skeleton sigh as they ate their dinner. Cuhla and the young Silverscale fought back as hard as they could, but were overpowered quickly. Still, he respected their attempt, even if it was doomed to failure. He took them as prisoners, and taught them his dark arts to pass on his legacy. They stayed for a year, before they finally found themselves strong enough to fight back. They blinded him, and deafened him, and then they set him ablaze. Cuhla chose to stay, her scales had been just as transformed as Naryss’. Taking the name “Greyscale,” he wandered out again.

This “gift” came with many boons, ones that kept him alive until he found a city. And then the curse came out. His stench, which he had become used to, repelled many, and his appearance drove out most the rest. He found a graveyard to sleep in, and made himself as comfortable as possible as the years passed. He was even considered it’s caretaker, and did some work with his Outsiders to help. Still, he looked for a way to improve his station, he was a survivor and would not be lost to history as an undertaker.

Then, he saw a poster. A family needed a doctor, one who could stave off a disease they’d never seen before. Naryss recognized it, but kept it to himself until after his interview. Unfortunately, he was turned away for his appearance. It took a few weeks, but after one of them bit the dust, they worried for the heir to the family, a young Eva. They found Naryss again, and they let him do what he could to cure it. With the tools necessary, he did just that, and was even asked to stay as the family doctor.

He didn’t ask for much in return for his services, merely a room for him to stay in when he needed to, and access to their libraries. It’s been a good arrangement, and he does enjoy accompanying her on her quests, his gifts often the thing that saves them. Not that they’d ever admit it…

Naryss Greyscale

Illumius: After the End Ruedyn