Editing Rewyn

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 3: Line 3:
 
A character in the [[Morgansfort]] campaign.
 
A character in the [[Morgansfort]] campaign.
 
* Human, Male
 
* Human, Male
* Mage 4 (Magician)
 
  
  
*XP: 18,457/20,000
+
*XP: 0/2500
  
  
 
'''Attributes'''
 
'''Attributes'''
 
*STR 11 (0)
 
*STR 11 (0)
*INT 18 (+3)
+
*INT 17 (+2)
*WIS 10 (0)
+
*WIS 12 (0)
 
*DEX 7 (-1)
 
*DEX 7 (-1)
 
*CON 11 (0)
 
*CON 11 (0)
Line 18: Line 17:
  
 
'''Languages'''
 
'''Languages'''
Common
 
  
'''Permanent Injuries'''
+
 
*Injured Lower Back: Can't Force March
+
'''Racial Abilities'''
 +
 
  
 
'''Class Abilities'''
 
'''Class Abilities'''
*Cast spells
+
 
*Can't use armor
 
  
 
'''Proficiencies'''
 
'''Proficiencies'''
1c + 1g + 3g(int)
 
*Adventuring: 1
 
**Knows how to adventure
 
*Magical Engineering (C): 1
 
**has specialized knowledge of magical items. He gains a +1 to magical research throws. He can recognize most common magical items after careful investigation with a proficiency throw of 11+, but is unable to recognize uncommon or unique magical tems, to divine command words, to distinguish trapped or cursed items from safe ones, or to assess the specific bonus or number of charges remaining in an item.
 
*Alchemy (G): 1
 
**can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+
 
*Collegiate Wizardry (G): 1
 
**received formal magical education from a wizard’s guild. He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize
 
*Mapping (G): 1
 
**can understand and make maps, even if he cannot read or write. With a proficiency throw of 11+, the character can interpret or draft complicated layouts or map an area by memory.
 
*Navigation (G): 1
 
**can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can serve as a navigator on a seagoing vessel
 
  
 
'''Combat'''
 
'''Combat'''
*HP: 12
+
*HP: 4
*AC: -1
+
*AC:  
*Attack Throw: Melee 10+ / Ranged 11+
+
*Attack Bonus: Melee - (0) / Ranged - (-1)
**Move: 40'
+
**Move:  
 
*Saving Throws:
 
*Saving Throws:
**Petrif. & Paralysis: 12
+
**Petrif. & Paralysis: 13
**Poison & Death: 12
+
**Poison & Death: 13
**Blast & Breath: 14
+
**Blast & Breath: 15
**Staffs & Wands: 10
+
**Staffs & Wands: 11
**Spells: 11
+
**Spells: 12
 +
**Atk. Thr.:10
  
 +
*Equipment: xx/xx
 +
**Armor:
 +
**Weapons:
 +
**Gear:
 +
**Miscellaneous Magic:
 +
**Treasure: 80g
  
*Equipment:
 
**Armor: Crimson Mage Cassock & Leather Shoes (0 AC)
 
***Journey Cloak (magical cloak)
 
**Weapons: Rune-etched quarterstaff (1d6) 18 darts (1d4)
 
**Gear:  5 stone
 
***Backpack (holds 4 stone)
 
***Belt Pouch (holds 1/2 stone)
 
****Torches (16)
 
***Ink (1oz)
 
***Lantern
 
***Common Oil (2 pints)
 
***Military Oil (4 pint)
 
***Rope (100')
 
***Tinderbox
 
***Waterskin (1 quart)
 
***Spikes x 57
 
***13 days' Iron Rations
 
***Comfrey (1 lb.) (Roll: 2)
 
***Copy of Stonehell Map
 
**Miscellaneous Magic: Spellbook, Journey Cloak
 
**Treasure: 228g
 
  
 
== Spells ==
 
== Spells ==
*First Level. 2 per day - 2 remaining
+
*First Level. 1 per day.
*Second Level. 2 per day - 2 remaining
 
*Repertoire: Sleep, Magic Missile, Read Languages, Protection from Evil, Light, Web, Invisibility, Knock
 
 
 
  
 
----
 
----
*Motivation: Rewyn was identified at a young age as being gifted in magic. His desire to know the deeper mysteries of life led his parents to enroll him as a dedicated student in a wizard's guild. While there, his hunger for the knowing the unknown continued to grow. Upon graduation, he immediately set out to join an adventuring party so that he can hopefully find answers to the questions that haunt his mind.
+
*Motivation:

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)