Ramoska Arkminos

(Generated 43 times)
Namelist None
Rank Master
Race Vampire
Cult rank None
Notes powerful and ancient nosferatu vampire Before Combat Ramoska casts mage armor on himself well before combat begins. During Combat Ramoska is honestly surprised if the PCs are foolish enough to attack him. He drinks his mutagen on the first turn of combat to gain a +4 bonus to his Dexterity and take a –2 penalty to his POW, then casts shield the next turn. He doesn’t start to attack the PCs until the third turn unless they prove more than capable of hurting him. Ramoska prefers to end combats with slaves rather than bodies, and attempts to dominate PCs for several turns while chiding the heroes for being so reckless as to antagonize one so much more dangerous than they. If reduced to fewer than 3 hit points on a location, Ramoska abandons this tactic and casts stinking cloud and ray of enfeeblement to try to remove PCs from the battle without killing them. Morale If reduced to fewer than - hit points, Ramoska sighs in frustration, saying, “Fine, take the lad if you wish. This plague has run its course, in any event.” He then casts teleport to leave and doesn’t return in this adventure. Gear pink and green sphere ioun stone, amulet of natural armor +3, belt of incredible dexterity +2, cloak of resistance +2, key to trunk, 80 pp Elder vampires with this special power can use their gaze attack on multiple people are once. By looking at and speaking to a crowd, the vampire can attempt to overcome the targets in an opposed Willpower roll. Make one roll for all ordinary humans in the crowd, using the highest Willpower present. Roll vs. the Willpower of each supernatural individual separately. Everyone the vampire manages to control can be controlled as if the vampire was a lesser vampire using hypnotic control on a single individual. Everyone the vampire effects must be within POW metres of the vampire and must be able to hear the vampire and see the vampire’s face clearly. Has 25 Blood point (BP) (5 can be spent in a round): 1 BP heals all minor wounds 2 BPs heals all serious wounds 4 BPs heals all major wounds 1 BP can give +1 Action Point for a round. 1 BP can give a +1 shift on STR damage modifier (several can be spent at once)for a round. 1 BP can enhance AP by 5 for 1 round. Vampires have the ability to shapeshift into mist at will. As a single Combat Action, the vampire (and every non-living item on his person) dissolves into a thin, greenish fog approximately the same SIZ as they were in the flesh. As a mist, the vampire is immune to all types of physical damage but cannot take any action except Movement. In mist form, a vampire moves at the same speed as they would normally and is unaffected by strong winds. Drains 2-4 CON with a bite, this is added to the vampires Blood points. +4 AP vs cold, electricity, sonic, add has +10 to rolls to resist poisons Alchemist Extracts Prepared 2nd—resist energy, see invisibility 1st—detect undead, disguise self, expeditious retreat, shield, true strike Wizard Spells Prepared 3rd—crushing despair, detonate, phantasmal killer,cone of cold, teleport 2nd—invisibility, scorching ray, summon swarm, touch of idiocy, web, deep slumber, dispel magic, lightning bolt, stinking cloud 1st—mage armor, magic missile, memory lapse, ray of enfeeblement, shocking grasp, silent image 0 (at will)—detect magic, ghost sound, mage hand, message
STR 20
CON 16
SIZ 16
DEX 38+4
INT 20
POW 20-2
CHA 20
D20Hit locationArmor
01-03 Right leg 3+4+4+2
04-06 Left leg 3+4+4+2
07-09 Abdomen 3+4+4+2
10-12 Chest 3+4+4+2
13-15 Right Arm 3+4+4+2
16-18 Left Arm 3+4+4+2
19-20 Head 3+4+4+2
Movement 6
Natural armor Yes

Non-random features

Ability ***Undead***: Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the undead. (Mythras Core 214-218)
Ability ***Gaze Attack(Domination)*** Direct eye contact (Willpower contest). Victim failure - remain motionless, unable to react or save themselves. Willpower vs Willpower or totally dominated. Although this power requires direct eye contact and the investment of a Magic Point, which the vampire does not recover until he lets the domination drop, until that time the victim can be controlled anywhere within a range of the vampire’s POW in kilo- metres. Whilst the victim may remain at the beck and call of its master, the vampire must actually concentrate to the exclusion of all else to actively control one of its servitors.
Ability ***Allergy*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not.
Ability ***Immunity to non magical weapons***
Ability ***Vampiric*** Bite drains its victim’s blood, causing an increase in Fatigue levels.
Ability ***Characteristics Drain*** Drain temporary Characteristic points from the target
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.

Standard skills

Athletics STR+DEX+55 Brawn STR+SIZ+55 Deceit INT+CHA+55
Endurance CON+CON+55 Evade DEX+DEX+55 Influence CHA+CHA+60
Insight INT+POW+60 Perception INT+POW+55 Stealth DEX+INT+55
Unarmed STR+DEX+60 Willpower POW+POW+55

Custom skills

Passion: fear of reflection POW+POW+30 Arcane casting INT+CHA+55 Arcane Knowlege INT+INT+55
Alchemy DEX+INT+30

Combat styles

last resortSTR+DEX+60

Weapon options

1-handed weapons

Amount: 3
Vampiric bite (1)
claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Bombs (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Vampiric bite 1h-melee 1d4+1 M T - Grip, bleed N Y 0 5 head
claws 1h-melee 1d6 M S - Grip, Stun Location, Take Weapon Y Y 0 4 arm
Bombs ranged 1d6 - - 19 m Fire damage N N 0 1