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[https://wiki.rpg.net/index.php/Into_the_Storm Back to main page] == Scorc == Goblin Mage 6 <br> XP 45,000/70,000 (+10%)<br> Alignment Neutral <br> Full PC Scorc knows they're the leader of the goblin band, but they allow them to have their visions of grandeur. Gotta let the young ones dream! <br> They had a suspicion unusual adventure was cast in the bones, but they weren't expecting it to look like this. == Attributes == *STR 12 (open doors 2 in 6) *INT 12 (literate) *WIS 07 (-1 magic saves) *DEX 11 *CON 16 (+2 hp/level) *CHA 18 (+3, max retainers 7, loyalty 10) == Skills == *Languages **Goblin **Common *'''General Skills''' (L1: 3 skills, L4: +1, L7: +1) **Alchemy: Proficient 15+ **Bargain: Skilled 7+ **Magical Engineering: Proficient 15+ *'''Class Abilities''' **Goblins have '''infra-vision to 90’''' and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a 'light' spell or brighter). At 2nd level this vulnerability goes away, although they still dislike bright light. **They are decent miners and '''can spot new or unusual stone construction''' – including traps or secret doors made of stone – on a roll of 1-3 in 8 **1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less). Goblins grow as they increase in power. **Does not gain followers, but can become the leader of a tribe (L3?) **Cannot wear armor, save and attack as magic-users **Can use two weapons + 1 weapon at L5 (dagger, sling, short sword) **May use any magical items usable by magic-users. Can cast magic-user spells from scrolls. **At L4, can attempt to craft potions, scrolls, and charms. At L9, can attempt to create higher-powered magical items. *Knacks (L1/L5/L9) **Self-improvement, primary (+1 CHA, +1 CON) **'''Blood Magic:''' can spend HP. The blood mage can spend a total number of hit points per spell equal to their class level, but multiple effects can be used on a single spell. ***Reroll dice. 1 hp per die reroll. Any one die can only be rerolled once. The better of the two results is taken. ***Add a bonus to attack rolls. If an attack roll is needed for the spell, the mage gains a +1 bonus per 2 hp spent. ***Increase duration. The duration can be increased by 50% for every 2 hp spent. Spells with a duration of Instant cannot be extended, and spells with a Permanent duration are unaffected. ***Impose a penalty to saving throws equal to –1 per 3 hp. ***Increase the range of the spell by 50% per 3 hp. ***Increase the area of effect of the spell by 50% by spending 5 hp. == Combat == *AC 10 *HP 35 *Movement Rate 120'/40' *Initiative Modifier +0 *Attacks (BAB +2 included below) **Primary Melee Attack: dagger +2 to hit, 1d4 damage **Primary Ranged Attack: sling +2 to hit, 1d4 damage, 40'/80'/160' **Secondary Melee Attack: short sword +2 to hit, 1d6 damage *Saves: **Poison & Death 11 **Staves & Wands 12 **Petrification & Paralysis 11 **Blast & Breath 14 **Spells 12 == Spells == *Cast spells as a sorcerer, without needing to memorize spells. *Knows a number of unique spells = class level + highest-level spell + CHA modifier (12 spells) *May learn new spells at each level, and may switch out a known spell for an unknown one (once/level) *L1: 4 spells/day (0 cast) **''charm person'' - 120' range; a single human, demi-human, or human-like monster (of no greater than 4+1 HD for monster) must save vs spells or be charmed. Save frequency is based on INT score. **''darkness (light)'' - 15' radius area of magical blackness preventing normal sight (but not infravision). May be cast on a movable object. May be used to blind creatures (fail save vs spells) or to dispel a Light spell. Blinded creatures cannot attack. **''magic missile'' - 150' range, 1 turn, 3 missiles, 1d6+1 damage each **''shield'' - caster only, 2 turns, invisible field of force - AC 17 vs missiles, AC 15 vs other attacks **''sleep'' - 240' range, 4d4 turns, may either affect one creature with 4+1 HD or a total of 2d8 HD of creatures that are 4 HD or less *L2: 3 spells/day (0 cast) **''detect invisible'' - 6 turns, 10' per level, invisible creatures or items in range are revealed to the caster **''ESP'' - 12 turns, 60' range. This spell grants the caster the ability to perceive and understand the thoughts of other living creatures. ***Focus for 1 turn: To pick up thoughts, the caster must focus their concentration in one direction for one turn. ***After this turn, the thoughts of all creatures within range in that direction can be perceived. ***If multiple creatures are within the range in the direction being focused on, their thoughts mingle into a confusing jumble. The caster must spend an additional turn to sort out one creature’s thoughts. ***Meaning: The caster understands the meaning of all thoughts even if they do not share the creature’s language. ***Obstructions: The ability to perceive thoughts is obstructed by a thin layer of lead or by rock of 2’ thick or greater. **''locate object'' - 2 turns, 60' + 10' per level range, caster can sense the direction (but not distance) of an object. Two types of objects: a) an object of a general class (a stairway, an altar, etc.). The nearest object of that type is located. b) a specific object known to the caster. The spell cannot be used to locate creatures. **''mirror image'' - 6 turns, 1d4 illusory duplicates of the caster appear. Look and behave exactly as the caster. Attacks on the caster destroy one of the mirror images, even if the attack misses. *L3: 2 spells/day (0 cast) **''dispel magic'' - 120' range, ends spell effects within a 20' cube. If the caster level of the effect is higher than Scorc's level, there is a 5% chance per level difference that the dispel attempt fails. Magic items are unaffected. **''fireball'' - 240' range, 20' radius sphere, 1d6 damage per caster level, 1/2 damage on save vs spells **''haste'' - 3 turns, 240' range, up to 24 creatures in a 60' diameter area are enchanted to move and act 2x normal. Maximum movement rates doubled, 2x number of attacks/round. Spells and use of magic items is unaffected. == Equipment == *Money: *Encumbrance: 190 of 400 *Worn: **''ring of water walking'' - grants the power to walk on the surface of water, without sinking. *Readied: **dagger (10 cn) **sling w/15 sling stones (20 cn) **''potion of invulnerability'' - +2 AC bonus, +2 to all saves for 1d6+6 turns *Packed **Backpack (X of 400 cn available) ***Waterskin ***1 wk iron rations ***50' rope ***4 torches ***Tinderbox **Crafty Skorf's Backpack (X of 400 cn available) ***Waterskin ***1 wk iron rations ***50' rope ***5 torches ***Tinderbox ***3 oil flasks
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