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'''Neutral Spellslinger L2''' (2000/4000)<br>
 
'''Neutral Spellslinger L2''' (2000/4000)<br>
  
'''Appearance:''' incredibly fine clothes desperately in need of mending, unkempt hair, and a walking stick on top of dual pistols, a rapier, and a murderous attitude
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'''Appearance:'''  
  
'''Motivation:''' I can't work my normal job as a state war wizard, because I'm hated by other members of my profession.
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'''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
|11
 
 
|13 (+1)
 
|13 (+1)
|05 (-2)
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|16 (+2)
 +
|08 (-1)
 
|16 (+2)
 
|16 (+2)
 
|}
 
|}
  
====State-Sponsored War Wizard====
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====I'm a Drunken Patricide====
The second son of the Duchess of the Three Winds, Lear was trained as an elite war wizard of the state from a young age. He accidentally slew his father in a magical mishap, and is ostracized from his school and family.
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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.
  
====Spells and Pistols at Sunrise====
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====Just One More Artifact, Then I'll Show the Duchess====
Lear has fully embraced the life of a dueling spellslinger. He runs incursions to afford his lavish lifestyle. Social consequences be damned.
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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: 8
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*Speed: 9
*AC: 14
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*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 +3 to hit, damage 2d4+1
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*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===
''Using spell corruption rules instead of spell memorization''<br>
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''Memorized 4/4''
''Specialist in Battle, Protection, and Wards and Runes magic''
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*Imbuement
*'''Imbuement:''' Aura of Deadliness (War Spell) - At all times, you possess an Aura of Deadliness. People react to it in different ways, dependent on their personality and the situation. People generally perceive you as intending them some level of harm, even when you are not.
 
 
*'''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>
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<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
**116 cyphers
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**100 cyphers
  
 
Dog
 
Dog
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===Notes===
 
===Notes===
*Battle Wizard - Battlefield Aura: There is a slight and unearthly glow or shimmer about your weapons, that sets them (and you) apart from others.
 
*Wizard-Protector - Arcane Wards: Your Armour rating is always 1 point higher than it should be, but your Speed score is always 1 point lower (i.e. 6 plus your Dexterity modifier).
 
  
 
===Q&A===
 
===Q&A===

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