Fomor Dunedag (Demon) of
Generation: 3rd, true born demon, son of Pwill the White Stag
Ranks: Arch Mage of Hawker's Fort, Prince of the Forest of Shadows, Anwnn.
Alignment: chaotic good.
Appearance: ... Demon ... His body is made up of a shadow-like substance (which can be damaged) with bat-like wings, small 'Pan' horns, a long feline tail tipped with a brush of fur, long, curved claws, elfish ears, sharp teeth and fangs, with hard to perceive facial features, his white teeth aside, and his eyes are black, his pupils, eye-whites, and irises alike. ... Human ... This is the form the people of Hawker's Fort know and recognize him as. He has very long, curling, chocolate brown hair, fair skin, teal-green eyes, and is youthfully handsome. He is quite tall, a little over six feet, and has attractively sculpted facial features.
About Argal: In Anwnn; Argal is the Prince of the Forest of Shadows, where his father Pwill Rules. His father has a white stag form which he can often be found guarding the forest as, and as often he midleads trespassing hunters into dangerous traps with. Argal is not quite the judge of people his father is until they commit some terrible evil, but he is a defender of the innocent and a conquerer of evil with a keen albeit unique sense of justice. Argal has lived in Hawkers' Fort since it was known as Castelguard, He never actually told anyone in Morashtar what he was, who he was, or where he was from, but let them assume what they would, and they assumed and came to accept him as a Namas over the years which spanned ages. He travels to his homeland privately at will, when he needs to retreat from his duties in Hawkers' Fort. He enjoys his good father's company and visits him when he misses him as well. Argal does not mean to mislead the people of Morashtar, but only wished to make a life for himself there that was his own.
|Base Physical Actions||HB +4||AR +4||33||+31 Strength damage||Base Magic Actions||40||HB +5, AR +4, +Spell Level Damage|
|Melee Combat||30||+36 Sword, +37 Morning Star Flail||Umbramancy||41||+41 --- (opens in new window)|
|Archery||35||+45 Longbow, +50 Crossbow||Spectremancy||42||+42 --- (opens in new window)|
|Wilderness Survival||30||camp, gather, hunt, navigate||Sorcery||36||+36 --- (opens in new window)|
|Underground Survival||40||camp, gather, hunt, navigate||Wizardry||40||+40 --- (opens in new window)|
|Desert Survival||25||gather, shelter, water, etc...||Mental Tower||41||+41|
|Equestrianship||40||riding, training, grooming||Conjuration||38||+38|
|Mineralology||35||identify minerals||Fomor Abilities||Level||Damage/Power|
|Cryptology||38||decipher runes, glyphs, etc..||Telepathy||45||+45|
|Arcane Lore||40||+1 init per ace, +1 HB||Fomor Riposte||41||+82 blocking|
|arcane seals||40||barrier around power||Telekinesis||35-45||area +1 yard p.s. call effect|
|arcane marks||45||vs. detection and ID||Alacricity||8||+1 AR per ace, +1 mvm p.s.|
|fork power||41||+1 target, +1 per ace||Bestial Form||45||+31, +5 stealth|
|loop power||40||vs. dispells and disjoining||Claws||"..."||+2 per 5 levels, +16|
|layer power||39||combine +1 spell per ace||Bite||"..."||+1 per 2 levels, +22|
|smart spells||38||+1 intel & log per ace & stam used||Horns||"..."||+1 per level, +45|
|factor||40||+1 defensive factor per ace||Tail||"..."||+1 per 5 levels, +8 whip|
|Vital Stats||Level||Specifications||Wings||"..."||+1 per 5 levels, +8 flail, flight|
|Health||1395||death when HP is at 0||Shapeshift||40||+1 form per 5 levels|
|Regeneration||35||-35 d6 damage next turn||human||35||blend in, -5 all paths|
|Fortitude||10||-10 damage per hit taken||ice bear||25||ice elements|
|Stamina||45||pass out when stam is at 1||shadow lion||25||shadow elements|
|Strength||31||adds to phys. attack dmg||Vital Tap||35||tap demon traits, max lvl 35|
|Willpower||35||vs. mental attacks.||Possess by Touch||35||+1 willpower per ace|
|Immunities||N/A||ice-cold, disease, depletion||Dominate||36||+1 willpower per ace|
|Weakness: electrical||N/A||5% resistance max||Planeswalker||38||+1 location per level|
|Physical Checks||Level||Use||Mental Checks||Level||Use||Alertness Checks||Level||Use|
|Strength||31||vs. str. adds damage||Willpower||35||vs. dom. and pain||Vision||17||movement alertness|
|Stamina||45||phys. withstanding||Intelligence||18||vs. mental challenges||Olfactory||18||sensitivity to odors|
|Movement||16/24||+1 yard per success||Constitution||36||vs. charms||Hearing||15||sound alertness|
|Stealth||23||quietness||Logic||18||vs. illusions||Touch||16||sensitivity to contact|
|Reflexes||25||dodge and catch||Wisdom||26||vs. influences||Taste||17||sensitivity to flavor|
|Dexterity||18||out-manuever||Courage||17||vs. fear||Alertness||18||average vs. overall stealth|
|Fortutide||10||reduces damage||Clairvoyace||14||detect spirits||Danger Sense||25||3% per level, 75% chance|
Notes and Telekinetic Examples
Examples of Effects
Whiplash - if used with throw, doubles distance, otherwise is like a whip.
Bend the Physical - Bend an object, or person.
Physical Distortion - Distort the shape of an object or person.
Sculpt the Physical - Reshape an object or person.
Conjuration is a gate summoning spell until high levels are reached. Fabrication spells are true conjuration powers.