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[[Quest_for_Glory:_Thirteenth_Age|Return to the Quest for Glory: Thirteenth Age main page]] =Quolin Inkstubble= '''Kin:''' Gnome<br> '''Class and level:''' Wizard<br> '''Age:''' 41<br> '''One Unique Thing:''' I am a living grimoire, new spells dancing across my skin, in my blood, and on my breath. ==Ability Scores== '''STR''' 10 (+0)<br> '''DEX''' 14 (+2)<br> '''CON''' 15 (+2)<br> '''INT''' 19 (+4)<br> '''WIS''' 12 (+1)<br> '''CHA''' 15 (+2)<br> ==Backgrounds== +4 Barely Graduated the School of Imperial Wizardry<br> +2 Traveling Tinkerer<br> +2 Friend to Animals and Those Others Ignore<br> ==Stats== '''HP''' 24<br> '''AC''' 13<br> '''PD''' 13<br> '''MD''' 15<br> '''Recovery (8):''' 1d6+2<br> ==Icons== The Emperor (Positive)<br> The Archmage (Positive)<br> The Diabolist (Negative)<br> ==Kin and Class features== '''Fox Friend (Kin Power):''' You have one or more floppy-eared foxes as friends. Once per battle, choose one of the following powers to represent your fox's contributions to your adventures.<br> * ''No no no no:'' As a free action, reroll a save.<br> * ''Saw it coming:'' As a free action, force an enemy to reroll a natural odd melee attack against you.<br> * ''Yep yep yep:'' On your turn, gain an extra quick action.<br> '''Cyclic Spells:''' Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd.<br> '''Judicious Casting:''' Some of the wizard's spells have different levels of effect and possible side effects, depending on how they are being cast. Each time you cast such a spell, you can decide which style of effect you prefer.<br> '''Cantrips:''' A collection of minor magical effects: Alarm, Arcane Mark, Ghost Sound, Knock, Light, Mage Hand, Mending, Prestidigitation, Spark<br> '''Ritual Magic:''' Can cast rituals.<br> ==Wizard Talents== ===High Arcana=== '''Break Resistance:''' Your spell attack rolls are considered to be 4 points higher for purposes of defeating a target's damage resistance.<br> '''Counter-magic:''' Able to cast the Counter-magic spell once per battle.<br> ===Prodigious Learner=== Gain 3 bonus Adventurer-Tier Wizard Feats. Replace one with a bonus Champion-Tier at Level 5, and one with an Epic at Level 8.<br> ===Vance's Polysyllabic Verbalizations=== On your turn, when the escalation die is 1+, choose a 1/arc or other "per-arc" wizard's spell you want to upgrade with bonus loquacity. '''Quick action colorful bump:''' When you spend an additional quick action to cast the spell, your eloquence will result in a colorful bump, an improvised bonus effect having something to do with the way you renamed the spell! '''Move Action R&D:''' On your turn, when the escalation die is 1+, spend an additional move action to cast a wizardly arc spell of your level. Your adroit appellations engineer an aura of mystic multiplicity! * ''At 2nd level and above:'' As you cast the spell loquaciously, while spending an additional move action, roll a d12 and add the escalation die. If you roll an 8+, you gain a bonus spell! Choose a spell from the wizard's spell list that you have not prepared or cast this arc. You gain a version of this new spell that's one level below your actual level and ready to cast whenever you wish. * ''At 1st level only:'' You need a result of 10+ on the d12 to gain a bonus 1st level spell you have not prepared or cast this arc. ==Feats== '''Prodigious Learner Adventurer - Cantrip Mastery:''' Cast Cantrips at-will, as a quick action. If you or your GM create new cantrips, you can probably learn them along with the standard cantrips mentioned above, assuming you can track down someone to teach them to you or you find a written version of the spell. If you want to do something particularly cunning or surprising with one of your cantrips and the GM isn't sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it.<br> '''Prodigious Learner Adventurer - Vance's Polysyllabic Verbalizations Move Action R&D:''' See above for ''Move Action R&D''.<br> '''Prodigious Learner Adventurer - Utility Spell:''' Each ''Utility Spell'' you take lets you cast two spells from the available options instead of one (5th: you can cast three instead of two; 8th you can cast four instead of three) '''Level 1 Adventurer: Animal Talker:''' You can talk with most normal animals. They don't necessarily like you any better, but they might, if you're kind. Burrowing animals tend to be on your side. Dire beasts won't talk with you, or pretend they can't, and with magical animals you never know, it's a beast-by-beast situation.<br> Twice an arc, you can make a normal skill check for your tier to gather useful information from an animal you're talking with, or a hard check if you're dealing with a magical beast. Other conversations can be fun, but tend not to reveal the type of information adventurers are after. In addition, once per arc you can gather useful information from your fox without having to roll a skill check.<br> ==Spells== ====Mana Storm (At-Will)==== Ranged Spell<br> When escalation die is even or not in play:<br> '''Target:''' One nearby enemy<br> '''Attack:''' +5 vs. PD<br> '''Hit:''' 9 (2d8) force damage.<br> '''Miss:''' Damage equal to your level.<br> When escalation die is odd:<br> '''Target:''' 1d3 nearby enemies in a group<br> '''Attack:''' +5 vs. PD<br> '''Hit:''' 8 (3d4) lightning damage.<br> '''Miss:''' -<br> ====Ray of Frost (At-Will)==== Ranged Spell<br> '''Target:''' One nearby or far-away enemy<br> '''Attack:''' +5 vs. PD<br> '''Hit:''' 9 (2d8) cold damage.<br> '''Miss:''' Damage equal to your level.<br> ====Cantrips (At-Will, Quick Action)==== ''Standard Duration:'' At adventurer tier (1-4), cantrips with a standard duration last 10-60 minutes, plus 10 minutes per wizard level. At champion tier (5-7), most cantrips last 2-7 hours (1d6+1). At epic tier (8-10), cantrips last between 5-12 hours (1d8+4). <br> '''Alarm:''' ''(standard duration)'' Create an alarm that goes off when an object is touched or an area is entered.<br> '''Arcane Mark:''' ''(standard duration)'' Create a magical sigil on an object or person, potentially invisibly.<br> '''Ghost Sound:''' Create false noises emanating from somewhere nearby, about as effectively as throwing your voice.<br> '''Knock:''' Int check vs. environment's DC using an appropriate magical background to open something that is locked, either quietly or loudly. Does nothing for traps though!<br> '''Light:''' ''(standard duration)'' Creates a fairly wide and consistent field of light, up to 30 feet in diameter.<br> '''Mage Hand:''' Create a small, telekinetic effect that lasts one round at most. At best, about half as strong as the wizard's own strongest hand; at worst, half as strong as the wizard when they're weak from a bad fever.<br> '''Mending:''' Attempt to repair a broken object over 1-6 rounds. More elaborate repairs to complicated discretion may require an Intelligence roll.<br> '''Prestidigitation:''' Assorted minor magical tricks.<br> '''Spark:''' Light a pipe or campfire, or even a couple of pages. No more effective than steady application of a candle.<br> ====Counter-Magic (1/battle, Interrupt Action)==== '''Trigger:''' A nearby creature you can see initiates a magical ability, such as using a breath weapon, casting a spell, or triggering an optional magical power or defense.<br> '''Target:''' The nearby creature initiating the magic<br> '''Attack:''' +5 vs. MD<br> '''Hit:''' The target's spell or magical power is canceled, and they lose the action they were using for the spell/power. If the spell/power is limited-use, that use is not expended, but the spell/power can't be used again this turn.<br> An elite-strength target can negate your cancellation with a hard save (16+), a double-strength target with a normal save (11+), and a triple-strength target with an easy save (6+).<br> '''Action cost:''' If the spell/power is canceled, you lose your next move action maintaining the counter. If the high-strength target saves and negates the cancellation, you can act normally on your next turn.<br> ====Acid Arrow (1/arc)==== '''Target:''' One nearby or far-away enemy<br> '''Attack:''' +5 vs. PD<br> '''Hit:''' 13 (2d12) acid damage and 5 ongoing acid damage.<br> '''Miss:''' 5 ongoing acid damage, and you regain the spell during your next quick rest.<br> ====Blur (1/arc, Quick Action)==== '''Target:''' Yourself or one nearby ally<br> '''Effect:''' For the rest of the battle (or for five minutes), attacks against the target miss 20% of the time. ====Utility Spell (2/arc)==== '''Disguise Self (Standard Action):'''<br> ''Effect:'' This spell provides you with an effective magical disguise that lasts about ten minutes, making the skill check to avoid unmasking one step easier: easy if it would have been a normal task, normal if it would have been a hard task, and hard if it would have been a ridiculously hard task. The spell only affects your general appearance, not your size. It can be used to hide your features behind the generic features of another person or kin. Using it to impersonate a specific creature makes it less effective as a disguise (GM, consider a β2 to β5 penalty, depending on the degree of difficulty).<br> '''Feather Fall (Free Action):'''<br> ''Effect:'' When you cast this spell, it arrests your fall, letting you glide down to the ground over a round or two. If you're falling a ridiculous distance, wait to cast it until you're nearing the ground or you risk turning back into a non-feather at the wrong moment.<br> '''Hold Portal (Standard Action):'''<br> ''Effect:'' You cast this spell on a door. For ten minutes, adventurer-tier creatures can't get through the door, not even by chopping it into splinters with an axe or blasting it with a fireball. Champion-tier creatures can batter it down; each attempt requires a DC 20 Intelligence skill check (including an applicable background) by the caster to resist the battering and keep the spell going. Epic-tier creatures can walk right through. (Yes, let the caster roll, even if they aren't present; it's their magic that is holding the door shut and intact and they'll know if it's getting battered down.)<br> ==Equipment== Crooked Staff (+1 attack, 1d6 damage)<br> Hardy Traveling Robes<br> Journal with no differentiation between scribbled formulas, random thoughts, and half-finished ideas for spells<br> 1 copy of the Famous Adventurer's Correspondence Guide book with yellowed and dog-eared pages.<br> A few pouches of ritual components<br> 1 adventure-tier healing potion<br> ==Backstory== A promising young wizard, Quolin entered the School of Imperial Wizardry full of energy and eagerness to go along with his burgeoning magical talent. Eagerness that meant he jumped at the opportunity to participate as a willing test subject for a professor's attempt to create a new type of grimoire that can never be lost or stolen. However, Quolin did not realize that this meant merging his physical form with that of a rather large collection of magical texts, transforming his skin to vellum, his blood to ink, and his breath to the rustle of pages in an ancient library. Oh well. It's better than his classmate who is now living origami (though he is great at parties).
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