Torsin: Difference between revisions
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**Collegiate Wizardry - The character has 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. | **Collegiate Wizardry - The character has 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. | ||
*Class Proficiencies | *Class Proficiencies | ||
** | **Beast Friendship - The character is well-schooled in the natural world. He can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen. | ||
**Sensing Power - The character can detect spellcasters within 60' and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity. | **Sensing Power - The character can detect spellcasters within 60' and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity. | ||
== Combat == | == Combat == | ||
*AC | *AC 0 | ||
*HP 7 | *HP 7 | ||
*Movement Rate | *Movement Rate | ||
*Initiative Modifier | *Initiative Modifier 0 | ||
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats." | *Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats." | ||
**Primary Melee Attack: 10+ ( | **Primary Melee Attack: Dagger 10+ (1d4) | ||
**Secondary Melee Attack: | **Secondary Melee Attack: The party meat shield | ||
**Primary Ranged Attack: 10+ | **Primary Ranged Attack: Darts 10+ (1d4) | ||
*Saves: | *Saves: | ||
**Petrification & Paralysis 13+ | **Petrification & Paralysis 13+ | ||
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== Equipment == | == Equipment == | ||
*Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character. | *Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character. | ||
** | **Spellbook: Magic Mouth, Shield | ||
** | **Backpack | ||
** | **Mage Robe | ||
**Boots (high, leather) | |||
**Hat (armiger) - because every Mage must have a point wizard hat | |||
**Dagger 1d4 damage | |||
**Darts (20) 1d4 damage | |||
**Ink (1oz) | |||
**Rope (50 feet) | |||
**Lantern | |||
**Flask of Oil (2) (Standard) | |||
**Tinder Box | |||
**Waterskin (2) - filled with water | |||
**Large Sack (2) - empty | |||
**Iron Rations (1 week) | |||
Gold Pieces: 94 |
Latest revision as of 03:42, 2 June 2017
Rank[edit]
- Human Mage 2
- XP: 2500/5000
- Alignment: Neutral
- Full PC played by Dark Lord of the Sith
Attributes[edit]
- STR 10
- INT 13
- WIS 10
- DEX 10
- CON 10
- CHA 10
Skills[edit]
- Languages
- Common
- Abyssal
- General Proficiencies
- Adventuring - find secret doors, setup camp, the usual stuff
- Riding - can ride horsies!
- Collegiate Wizardry - The character has 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.
- Class Proficiencies
- Beast Friendship - The character is well-schooled in the natural world. He can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.
- Sensing Power - The character can detect spellcasters within 60' and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity.
Combat[edit]
- AC 0
- HP 7
- Movement Rate
- Initiative Modifier 0
- Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
- Primary Melee Attack: Dagger 10+ (1d4)
- Secondary Melee Attack: The party meat shield
- Primary Ranged Attack: Darts 10+ (1d4)
- Saves:
- Petrification & Paralysis 13+
- Poison & Death 13+
- Blast & Breath 15+
- Staves & Wands 11+
- Spells 12+
Spells[edit]
- First Level: Spells Per Day 3 (2 base + 1 Int bonus)
- Magic Mouth
- Shield
- Second Level: Spells Per Day
- One
- Two
- You-know-what-to-do
Equipment[edit]
- Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
- Spellbook: Magic Mouth, Shield
- Backpack
- Mage Robe
- Boots (high, leather)
- Hat (armiger) - because every Mage must have a point wizard hat
- Dagger 1d4 damage
- Darts (20) 1d4 damage
- Ink (1oz)
- Rope (50 feet)
- Lantern
- Flask of Oil (2) (Standard)
- Tinder Box
- Waterskin (2) - filled with water
- Large Sack (2) - empty
- Iron Rations (1 week)
Gold Pieces: 94