28 January 2020

WIZARDS OF POHJOLA

Init +0
Melee Atk
• sword or dagger +1 (1d5 or 1d3)
Ranged Atk
• hot iron sparks +3 (1d4+2 to two targets within 20' but not closer than 5')
AC 14
HD 12d6+3
MV 30
Act 3d20
SP spells +2, mob
Fort +6
Ref +5
Will +4
AL C

[I was re-watching MST3K's version of The Day The Earth Froze, and I got to thinking...]

Residing in the far, far North, these wizards toil in rowdy unison, producing what items of magic the waning spells of these troll-blooded wizards can muster. They are not as powerful as they were in the previous Century, but their long lives mean that they have seen much. Remembering it all clearly is another matter...

They work together and fight together. Every two hit points represents one Wizard of Pohjola in the group, i.e., if an arrow targets the group of them and does 4 points of damage, two of the Wizards were cut down by that arrow! The crowd of them produces three actions per round, unless there are only five or fewer left (though they are likely to flee well before they drop to such low numbers).

While the mighty power to create a sampo has slipped their gnarled grip, they can still clap reigns on a workmanlike magic to fashion worthy items. A few examples follow:

• Armor that allows a second Reflex Save, if the first is failed. If another individual is nearby and needs make such a Save, the wearer of the armor can give one or both Saves to that person, interposing themselves to 'deflect' the effect.

• Weapons that never Fumble. However, they are sundered beyond repair after the roll of 2d5 Fumbles.

• They are clever enough to craft leathern sacks and mighty chains capable of containing and holding the North wind or the Spring fog.

• Lanterns that blind the sighted within 80', except those bearing the lanterns. That's blinded as in being made blind.

The Wizards of Pohjola can also manage a few arcane tricks if they are attacked, or need themselves to make war. In each case they use 1 Action Die for each magical effect they desire to cast.

• With a roll of 12 or more, they can increase their Armor Class by the same amount as the attack bonus of the attack which most recently hit them. This effect lasts for 2d4 rounds, or until re-cast.

• With a roll of 14 or more, they can race like the wind at a ground speed of 70, or a flying speed of 20, for 1d4 rounds.

• With a roll of 16 or higher, they can grant themselves a pool of 1d12 Luck points, with which to enhance others of their rolls until the points have been spent or the effect re-cast.

• With a roll of 18 or higher, they can turn half their number invisible for up to 2 rounds, thereafter (for one round) giving them a +5 to hit in melee and doing an automatic crit on a successful hit (Table III/1d12).

Each group of Wizards may have their own variations on these powers, as the Judge sees fit.


Excuse me now, I need to go finish my Unhappy Meal...

[Get your own Unhappy Meal here]


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