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[[Sailing_the_Silver_Seas]]
 
  
== Rank ==
 
*Human Witch L6
 
*XP: XX/64,000 (+5%)
 
*Alignment Neutral
 
*Full PC played by Sam I Am
 
*No titles or holdings
 
 
== Attributes ==
 
*STR 8 (-1, open doors 1 in 6)
 
*INT 13 (+1)
 
*WIS 13 (+1)
 
*DEX 11
 
*CON 12
 
*CHA 15 (+1, 5 retainers, max 8 loyalty)
 
 
== Skills ==
 
*Languages
 
** Commmon (Literate)
 
** +1
 
*General Skills Start 2 + 1 Int + 1 (lvl4) = 4 Additionally, all first level witches may choose one of the following skills that they begin play proficient in: Alchemy, Animal Handling, Healing, Herbalism, or Magical Engineering.
 
**(please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
 
**
 
**
 
*Class Abilities
 
**
 
**
 
**
 
*Knacks 2 from
 
**Cauldron witch: When I conduct spell research or craft magical items, my class level is considered to be two levels higher than it actually is. Also, an automatic failure occurs on a roll of a 1-10, not 1-15.
 
**Familiar
 
**Skilled or
 
**Shapechange
 
 
== Combat ==
 
*AC
 
*HP (just list the max here, list current HP on the front page.)
 
*Movement Rate
 
*Initiative Modifier
 
*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats." THACO 17(+2)
 
**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
 
**Secondary Melee Attack:
 
**Primary Ranged Attack:
 
*Saves:
 
**Petrification & Paralysis
 
**Poison & Death
 
**Blast & Breath
 
**Staves & Wands
 
**Spells
 
 
== Spells ==
 
*Spells per day: 1st(3) 2nd(3) 3rd(2) 4th(1)
 
*Spells TODAY:
 
 
 
 
 
*Standard Spells at Sea
 
**L1:
 
**L2:
 
**L3:
 
**L4:
 
*Standard Spells on Land
 
**L1:
 
**L2:
 
**L3:
 
**L4:
 
 
*Spells Known
 
**L1:  Animal Friendship (D) Auditory Illusion (I) Dancing Lights (I) Detect Illusion (I#) Glamour (I) Hypnotism (I) Locate Plant/Animal (D#) Predict Weather (D#) Speak with Animals (D) Spook (I) The witch may also add one of the following spells to the above list: 1. Allure (M*) 2. Enlarge (M*) 3. Spider Climb (M*) 4. Unseen Servant (M*)
 
**L2: Augury (C*#) Command (C*) Cure Light Wounds (C) Detect Magic (I#) False Aura (I) Fascinate (I) Obscuring Mist (D) Produce Flame (D) Quasimorph (I) Slow Poison (D) The witch may also add one of the following
 
spells to the above list: Charm Person (M) Magic Missile (M) Sleep (M) Web (M)
 
**L3: Cure Blindness (C*) Cure Disease (C*) Dispel Illusion (I) Fear (I) Growth of Nature (D) Invisibility (I) Phantom Steed (I) Protection from Poison (D) Suggestion (I) Tree Shape (D) The witch may also add one of the following spells to the above list: Clairvoyance or Clairaudience (M*#) Dispel Magic (M) Fly (M) Hold Person (M)
 
**L4:
 
 
Fourth Level
 
1.
 
Animate Dead C
 
2.
 
Confusion (I)
 
3.
 
Divination
 
(
 
C*
 
#)
 
4.
 
Emotion (I)
 
5.
 
Hallucinatory Terrain (I)
 
6.
 
Massmorph (I)
 
7.
 
Phantasmal Killer (I)
 
8.
 
Polymorph Other (M)
 
9.
 
Solid Fog (I)
 
10.
 
Speak with Plants (D
 
#
 
)
 
The witch may add one of the following to the
 
above
 
list:
 
1.
 
Charm Monster (M)
 
2.
 
Fear (M*)
 
3.
 
Shadow Monsters (I)
 
4.
 
Remove Curse C
 
 
== 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.
 
**Then list
 
**Those things
 
**Individually
 

Latest revision as of 20:35, 2 September 2020