Editing Stanles Lear
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'''Neutral Spellslinger L2''' (2000/4000)<br> | '''Neutral Spellslinger L2''' (2000/4000)<br> | ||
− | '''Appearance:''' | + | '''Appearance:''' |
− | '''Motivation:''' I can't work | + | '''Motivation:''' I can't work a normal job because I'm hated by other members of my profession. |
===Attributes=== | ===Attributes=== | ||
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|17 (+2) | |17 (+2) | ||
|11 | |11 | ||
− | |||
|13 (+1) | |13 (+1) | ||
− | | | + | |16 (+2) |
+ | |08 (-1) | ||
|16 (+2) | |16 (+2) | ||
|} | |} | ||
− | ==== | + | ====I'm a Drunken Patricide==== |
− | The second son of the Duchess of the Three Winds, Lear was trained as | + | The second son of the Duchess of the Three Winds, Lear was trained as a Spellslinger from a young age. He accidentally slew his father, his mother's favored concubine, in a magical mishap, and was exiled from his school and family. |
− | ==== | + | ====Just One More Artifact, Then I'll Show the Duchess==== |
− | Lear | + | Lear seeks the secrets of old hidden in the dark places, as a means of furthering his own personal power. |
====It Was No Accident, I Was Sober for Once==== | ====It Was No Accident, I Was Sober for Once==== | ||
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*Hit Die d6 | *Hit Die d6 | ||
*Initiative: +2 | *Initiative: +2 | ||
− | *Speed: | + | *Speed: 9 |
− | *AC: | + | *AC: 13 |
*Dispostion: 5/5 | *Dispostion: 5/5 | ||
*Psychic Armor: 5/5 | *Psychic Armor: 5/5 | ||
====Weapons==== | ====Weapons==== | ||
*Rapier attack +0 to hit | *Rapier attack +0 to hit | ||
− | *Wizard Sword attack + | + | *Wizard Sword attack +4 to hit, damage 2d4+2 |
*Pistol Attack - hit on roll of Dexterity or lower, if target is stationary and not in cover, or half Dexterity if it is moving quickly or has cover. Taking time to aim returns the roll to Dexterity or lower, except against targets both moving quickly and behind cover, which cannot be hit. Targets more than 50' away count as being under cover. Natural 20s = firearm fouled or jammed and in need of cleaning. | *Pistol Attack - hit on roll of Dexterity or lower, if target is stationary and not in cover, or half Dexterity if it is moving quickly or has cover. Taking time to aim returns the roll to Dexterity or lower, except against targets both moving quickly and behind cover, which cannot be hit. Targets more than 50' away count as being under cover. Natural 20s = firearm fouled or jammed and in need of cleaning. | ||
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===Spells=== | ===Spells=== | ||
− | '' | + | ''Memorized 4/4'' |
− | + | *Imbuement | |
− | * | ||
*'''Flare''', L1 Fire spell | Range: 100' per CL | Duration: Instant | Effect: Caster only | *'''Flare''', L1 Fire spell | Range: 100' per CL | Duration: Instant | Effect: Caster only | ||
This spell projects a tiny ball of light from your hand that explodes in a large burst of bright light when it reaches the end of its range. This flare is visible for miles around. If the flare explodes in someone’s face, they are blinded for 2d6 rounds. | This spell projects a tiny ball of light from your hand that explodes in a large burst of bright light when it reaches the end of its range. This flare is visible for miles around. If the flare explodes in someone’s face, they are blinded for 2d6 rounds. | ||
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This spell summons a sword made of magic into your hand. When you attack with it, add your level to your rolls (if you don’t already) and deal 2d4 damage. Add your Intelligence modifier to attack and damage rolls instead of Ferocity. This sword counts as magical and will injure creatures immune to blades and normal weapons. ''Variations:'' • '''Level 4.''' The wizard sword inflicts 2d6 damage. • '''Level 7.''' The wizard sword inflicts 2d8 damage. | This spell summons a sword made of magic into your hand. When you attack with it, add your level to your rolls (if you don’t already) and deal 2d4 damage. Add your Intelligence modifier to attack and damage rolls instead of Ferocity. This sword counts as magical and will injure creatures immune to blades and normal weapons. ''Variations:'' • '''Level 4.''' The wizard sword inflicts 2d6 damage. • '''Level 7.''' The wizard sword inflicts 2d8 damage. | ||
− | Per the Magic rules, spells of a higher level than the character may be cast. If cast by ''Reading a Formula'' or ''Casting from Memory'', the character must succeed on a d20 roll against half their Intelligence score to Control the spell or suffer failure and miscasting. If cast by ''Performing a Ritual'', the roll to Control the spell is made against the full Intelligence score of the character.<br> | + | <br>Per the Magic rules, spells of a higher level than the character may be cast. If cast by ''Reading a Formula'' or ''Casting from Memory'', the character must succeed on a d20 roll against half their Intelligence score to Control the spell or suffer failure and miscasting. If cast by ''Performing a Ritual'', the roll to Control the spell is made against the full Intelligence score of the character.<br> |
<br>Variations are a variation on the spell that can be cast spontaneously, if the spell is mastered and memorized. | <br>Variations are a variation on the spell that can be cast spontaneously, if the spell is mastered and memorized. | ||
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**a case with two pistols (2) | **a case with two pistols (2) | ||
*Coinpurse | *Coinpurse | ||
− | ** | + | **100 cyphers |
Dog | Dog | ||
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===Notes=== | ===Notes=== | ||
− | |||
− | |||
===Q&A=== | ===Q&A=== |