Velsind Flere

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Basilisk_Hill_Breakdown

Rank[edit]

Human Warlock / 7th
XP: 80,000/150,000 (+5% XP bonus)
Alignment - Neutral
Full PC
Henchmen

Hirelings - Under command of Barbat Rauta

  • 10 Medium Horseman (15 gp each per month)
  • 10 Mounted Archers (15 gp each per month)

Attributes[edit]

STR - 14 (+1 melee, open doors 3-in-6)
INT - 9
WIS - 9
DEX - 6 (-1 AC, missile fire, initiative)
CON - 9
CHA - 15 (+1 reactions, 5 retainers max, loyalty is 8)

Skills[edit]

Languages

  • Alignment
  • Common

General Skills

  • Alchemy (Int) - Skilled (10+) - ID, isolate, & work with alchemical substances. (Hex 17.23, pg 7)
  • Bargain (Cha) - Proficient (15+) - Alter price of good when buy/sell. (Hex 17.23, pg 7)
  • Deception -
    Disguise (Cha) - Skilled (10+) (Hex 17.23, pg 7)
    Intimidation (Str/Cha) - Skilled (10+) (Hex 17.23, pg 7)
  • Magical Engineering (Int)- Proficient (15+) - ID magical items, enchantments, etc. (Hex 17.23, pg 8)

Class Abilities

  • Spellcasting - Can cast spells w/o preparation from spell list (see below), need at least one hand free to cast, can wear leather armor while casting.
  • Eldritch Blast - 60' ranged attack, 1d8 damage, no save, recharges on 1-3 on 1d6, may spend hp (1 per +1) to increase chance of recharge.
  • Invocations - 3 Invocations known, 3 usable per day.
    • Unnatural Speed - Affected with Haste spell, lasts 1d4+1 rounds, costs 1d4 hp to use.
    • Blossom of Fire - Cast Fireball spell, cost 1d4 HP
    • Beguile - Casts Charm Person; spending 1d4 hp, the target suffers a -2 penalty to save.
  • Starts with three skills, plus any bonus from high INT; gain a new skill at levels 4, 7, and 9.
  • Starts with one Knack; gains a new Knack at levels 5, 9, and 13.

Knacks

  • Familiar: Gains a familiar (Tangata - Rhesus monkey, 3 HD), warlock gains additional HD; warlock/familiar can fully understand each other; can use familiar's senses within 120' if concentrating, warlock is effectively blind/deaf; if familiar dies, save vs. Death for half damage, see ITW pg 234.
  • Expanded Repertoire: Adds three more spells of level 1 or 2 to list of spells they can cast.

Patron

  • Patron of Self: Warlock makes all saving throws against charm or fear effects with Advantage; the patron reinforces the character's ego. However, on a result of natural 20 on the saving throw the patron temporarily takes control of the character's body for a period of (1-3) 1d4 rounds, (4-5) 1d4 turns, or (6) 1d4 hours, during which time the character is unaware of what their patron is doing. Roll to determine what the patron's whims are during this time

Combat[edit]

AC: 8 [11]
HP: 33 (48 max) (8d6 due to familiar)
Movement Rate: 120'/40'
Initiative Modifier: 0
Attacks

  • Primary Melee Attack: Long Sword: +1 hit, 1d8+1 damage
  • Primary Ranged Attack: Eldritch Blast: 1d8, -1 to hit

Saves:

  • Petrification & Paralysis - 11
  • Poison & Death - 11
  • Blast & Breath - 14
  • Staves & Wands - 12
  • Spells - 12

Spells[edit]

  • First Level: 2 Spells Per Day
Color Spray (Ill. spell)
Detect Magic
Light (Darkness)
Phantasmal Force (Ill. spell)
Protection From Evil
Read Magic
Shield
Sleep
Wall of Fog (Ill. spell)
  • Second Level: 1 Spell Per Day
Blur (Ill. spell)
Detect Invisible
ESP
Faerie Fire (Druid spell)
Hypnotic Pattern (Ill. spell)
Invisibility
Mirror Image
Web
Whispering Wind (Ill. spell)

Equipment[edit]

Gear, Armor, Weapons: Total Encumbrance ~300 coins

  • Leather Armor
  • Sword
  • Waterskin
  • Backpack
    • Small sacks (x1)
    • Pouches for fetish ingredients
    • Treasure Map
    • Draught of Heroes
  • Riding Horse
    • Saddle & Bridle
    • Saddle Bags
    • Horse Barding
    • Small Sack
      • 3000 gp of ghost bones
      • Clay Stoups (x18)
      • Clay Stoups w/ Owlbear parts (x2)
  • Riding Horse (extra/pack)
    • Saddle Bags
    • Wineskin, full (x2)
    • Waterskin, full
    • Small sacks (x3)

Money:

  • On Hand: 200 gp, 30 sp, 100 cp
  • With Factor: 6076 gp, 250 sp, 100 cp