Basilisk Hill Breakdown:Ciaran: Difference between revisions
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== Rank == | == Rank == | ||
'''Human Magic-User | '''Human Magic-User 7th'''<br> | ||
'''XP:''' | '''XP:''' 80,000/150,000<br> | ||
'''Alignment''' - Neutral<br> | '''Alignment''' - Neutral<br> | ||
'''Full PC'''<br> | '''Full PC'''<br> | ||
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*General Skills | *General Skills | ||
**Magical Engineering (Expert) - Identify magical items, enchantments, etc. | **Magical Engineering (Expert) - Identify magical items, enchantments, etc. | ||
**Bargain ( | **Bargain (Expert) - On a successful roll the character can alter the price of a good they are either buying or selling | ||
** | ** | ||
*Class Abilities | *Class Abilities | ||
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== Combat == | == Combat == | ||
*AC | *AC 8 (10) | ||
*HP | *HP 18 | ||
*Movement Rate - 120 | *Movement Rate - 120 | ||
*Initiative Modifier - 0 | *Initiative Modifier - 0 | ||
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== Spells == | == Spells == | ||
*First Level: Spells Per Day 2 | *First Level: Spells Per Day 2 | ||
**Charm Person - A single, humanoid creature must save vs spells or be charmed | **'''Charm Person''' - A single, humanoid creature must save vs spells or be charmed | ||
**Floating Disc - It can hold a maximum load of 5,000 coins | **Floating Disc - It can hold a maximum load of 5,000 coins | ||
**'''Magic Missile''' - 3 missiles 1d6+1 | **'''Magic Missile''' - 3 missiles 1d6+1 | ||
**Detect Magic - Duration: 2 turns Range: 60’ | **Detect Magic - Duration: 2 turns Range: 60’ | ||
**'''Shield''' - Missiles AC 2, Other attacks AC 4 | **'''Shield''' - Missiles AC 2, Other attacks AC 4 | ||
**Sleep - 240' - 2d8 HD of creatures 4 HD or lower or 1 4 HD+1 | |||
*Second Level: Spells Per Day 2 | *Second Level: Spells Per Day 2 | ||
**'''Invisibility''' | **'''Invisibility''' | ||
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== Equipment == | == Equipment == | ||
8744 gp | |||
*Gear, Armor, Weapons: Total Encumbrance. 60 coins | *Gear, Armor, Weapons: Total Encumbrance. 60 coins | ||
**Ring of Protection +1 | |||
**Hand Axe x2 - 60 coins | **Hand Axe x2 - 60 coins | ||
**Boots of Travelling and Leaping | **Boots of Travelling and Leaping |
Latest revision as of 23:05, 19 May 2024
Rank[edit]
Human Magic-User 7th
XP: 80,000/150,000
Alignment - Neutral
Full PC
10 Light Horsemen: 10 gp/month, Mounted on a riding horse. Equipped with a lance and leather armour.
Attributes[edit]
- STR - 9 (Open Doors 2-in-6)
- INT - 18 (+3 languages and skills)
- WIS - 9
- DEX - 9
- CON - 10
- CHA - 18 (+2 NPC reactions, 7 max retainers, loyalty 10)
Skills[edit]
- Languages
- General Skills
- Magical Engineering (Expert) - Identify magical items, enchantments, etc.
- Bargain (Expert) - On a successful roll the character can alter the price of a good they are either buying or selling
- Class Abilities
- Knacks
- Master Crafter - 1 Level higher for creation of potions or magic items
- Self-improvement, primary (CHA)
Combat[edit]
- AC 8 (10)
- HP 18
- Movement Rate - 120
- Initiative Modifier - 0
- Attacks
- Hand Axe: 1d6 damage, (5'-10'/11'-20'/'21-30')
- Saves:
- Petrification & Paralysis - 11
- Poison & Death - 11
- Blast & Breath - 14
- Staves & Wands - 12
- Spells - 12
Spells[edit]
- First Level: Spells Per Day 2
- Charm Person - A single, humanoid creature must save vs spells or be charmed
- Floating Disc - It can hold a maximum load of 5,000 coins
- Magic Missile - 3 missiles 1d6+1
- Detect Magic - Duration: 2 turns Range: 60’
- Shield - Missiles AC 2, Other attacks AC 4
- Sleep - 240' - 2d8 HD of creatures 4 HD or lower or 1 4 HD+1
- Second Level: Spells Per Day 2
- Invisibility
- Wizard Lock -
- Mirror Image - 1d4 duplicates
- ESP - Duration 12 turns, range 60'
- Third Level: Spells per day 2
- Lightning Bolt - 60' long, 5' wide 1d6/level
- Dispel Magic - 5% chance of failure per level difference
- Haste - 3 turns 24 creatures, double move, double attack
Equipment[edit]
8744 gp
- Gear, Armor, Weapons: Total Encumbrance. 60 coins
- Ring of Protection +1
- Hand Axe x2 - 60 coins
- Boots of Travelling and Leaping