Scorc: Difference between revisions

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Goblin Mage 1 <br>
Goblin Mage 1 <br>
XP 0/2180 <br>
XP 252/545 ([https://forum.rpg.net/index.php?threads/ooc-basilisk-hills-breakdown.921774/post-25348013 divide next level by 4])<br>
Alignment Neutral <br>
Alignment Neutral <br>
XP Modifier +5% <br>
XP Modifier +5% <br>
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===Class Abilities===
===Class Abilities===
*Goblins have infra-vision to 90’ and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a light spell or brighter) At 2nd level this vulnerability goes away, although they still dislike bright light.
*Goblins have infra-vision to 90’ and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a light spell or brighter). At 2nd level this vulnerability goes away, although they still dislike bright light.
*They are decent miners and can spot new or unusual stone construction – including traps or secret doors made of stone – on a roll of 1-3 in 8.
*They are decent miners and can spot new or unusual stone construction – including traps or secret doors made of stone – on a roll of 1-3 in 8
*1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less).
*1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less). Goblins grow as they increase in power.
*Cast spells as a sorcerer, without needing to memorize spells.
*Does not gain followers, but can become the leader of a tribe (L3?)
**L1: 2 spells/day
*Cannot wear armor, save and attack as magic-users
*Can use two weapons + 1 weapon at L5
*May use any magical items usable by magic-users. Can cast magic-user spells from scrolls.
*At L4, can attempt to craft potions, scrolls, and charms. At L9, can attempt to create higher-powered magical items.
*Cast spells as a sorcerer, without needing to memorize spells.  
**Knows a number of unique spells = class level + highest-level spell + CHA modifier
**May learn new spells at each level, and may switch out a known spell for an unknown one (once/level)
**L1: 2 spells/day (1 cast)
***Charm Person - 120' range; a single human, demi-human, or human-like monster (of no greater than 4+1 HD for monster) must save vs spells or be charmed. Save frequency is based on INT score.  
***Charm Person - 120' range; a single human, demi-human, or human-like monster (of no greater than 4+1 HD for monster) must save vs spells or be charmed. Save frequency is based on INT score.  
***Floating Disc - 60' range, 6 turn duration, 3' in diameter, 1" deep at center, can hold 5000 coins (500 lbs), floats at waist level
***Floating Disc - 60' range, 6 turn duration, 3' in diameter, 1" deep at center, can hold 5000 coins (500 lbs), floats at waist level
***Sleep - 240' range, 4d4 turns, may either affect one creature with 4+1 HD or a total of 2d8 HD of creatures that are 4 HD or less
***Ventriloquism - 60' range, 2 turns, caster can make their voice appear to come from any source or location within range
***Ventriloquism - 60' range, 2 turns, caster can make their voice appear to come from any source or location within range


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===Languages===
===Languages===


Common
Common, Faery


===Knacks===
===Knacks===
L1: one knack, L5: +1, L9: +1


*'''Cantrip.''' The character can expend small amounts of magical energy to accomplish basic tasks. The character may do so as often as desired and can produce the following general effects: shed light as a candle in a 5’ radius or extinguish a fire no larger than a torch or lantern; clean or dry a 25 sq. ft area; produce small gusts of wind or indistinct sounds; open or close unlocked and unbarred doors and windows; create a minor illusion no larger than man-size; change one’s basic appearance; etc. Generally, cantrips have a maximum range of 45’, and last for no more than one hour. It takes one round to cast a cantrip.
*'''Cantrip.''' The character can expend small amounts of magical energy to accomplish basic tasks. The character may do so as often as desired and can produce the following general effects: shed light as a candle in a 5’ radius or extinguish a fire no larger than a torch or lantern; clean or dry a 25 sq. ft area; produce small gusts of wind or indistinct sounds; open or close unlocked and unbarred doors and windows; create a minor illusion no larger than man-size; change one’s basic appearance; etc. Generally, cantrips have a maximum range of 45’, and last for no more than one hour. It takes one round to cast a cantrip.
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===Skills===
===Skills===
L1: 3 skills, L4: +1, L7: +1


 
*Alchemy: Proficient 15+
*Bargain: Proficient 13+
*Magical Engineering: Proficient 15+


== Combat ==
== Combat ==
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===Attacks===
===Attacks===
*Primary Melee Attack: Dagger (1d4)
*Primary Melee Attack: Dagger (1d4)
*Secondary Melee Attack:
*Primary Ranged Attack: Sling (1d4), 40'/80'/160'
*Primary Ranged Attack: Dagger (1d4)
*Secondary Melee Attack: Dagger (1d4)


===Saves:===
===Saves:===
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== Equipment ==
== Equipment ==
*Money: 5 gp
*Money: 22 pp, 3 gp
*Encumbrance: 90 of 400
*Encumbrance: 537 of 600
*Readied:
*Readied:
*Dagger (10 cn)
*Dagger (10 cn)
*Sling w/ 10 stones (20 cn)
*''always-glowing lantern''
*Packed
*Packed
**Backpack (315 of 400 cn available)
**Backpack (315 of 400 cn available)
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**Wine (2 pints)
**Wine (2 pints)
**1 bunch wolfsbane
**1 bunch wolfsbane
**from chainmail corpse
***chain armor (400 cn)

Latest revision as of 16:26, 19 December 2024

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Scorc[edit]

Goblin Mage 1
XP 252/545 (divide next level by 4)
Alignment Neutral
XP Modifier +5%
Max Level 9

Attributes[edit]

STR 9

INT 10

WIS 10

DEX 9

CON 13 (+1)

CHA 16 (+2)

Class abilities/ Background/Languages/Knacks/Skills[edit]

Class Abilities[edit]

  • Goblins have infra-vision to 90’ and suffer a –1 penalty to attack rolls when above ground or exposed to bright lights (as a light spell or brighter). At 2nd level this vulnerability goes away, although they still dislike bright light.
  • They are decent miners and can spot new or unusual stone construction – including traps or secret doors made of stone – on a roll of 1-3 in 8
  • 1st-level goblins are small of stature, and unable to wield large weapons (effectively, they are limited to weapons dealing 1d6 points of damage or less). Goblins grow as they increase in power.
  • Does not gain followers, but can become the leader of a tribe (L3?)
  • Cannot wear armor, save and attack as magic-users
  • Can use two weapons + 1 weapon at L5
  • May use any magical items usable by magic-users. Can cast magic-user spells from scrolls.
  • At L4, can attempt to craft potions, scrolls, and charms. At L9, can attempt to create higher-powered magical items.
  • Cast spells as a sorcerer, without needing to memorize spells.
    • Knows a number of unique spells = class level + highest-level spell + CHA modifier
    • May learn new spells at each level, and may switch out a known spell for an unknown one (once/level)
    • L1: 2 spells/day (1 cast)
      • Charm Person - 120' range; a single human, demi-human, or human-like monster (of no greater than 4+1 HD for monster) must save vs spells or be charmed. Save frequency is based on INT score.
      • Floating Disc - 60' range, 6 turn duration, 3' in diameter, 1" deep at center, can hold 5000 coins (500 lbs), floats at waist level
      • Sleep - 240' range, 4d4 turns, may either affect one creature with 4+1 HD or a total of 2d8 HD of creatures that are 4 HD or less
      • Ventriloquism - 60' range, 2 turns, caster can make their voice appear to come from any source or location within range

Background[edit]

Scorc was biding their time. Dry Gulch was a bit of a dump, but there was a lot of promise for fame and riches surrounding the town. With the right group... well, let's not get ahead of ourselves.

Scorc set themselves up in one of the well-to-do homes in town. Not the fanciest or richest, they didn't need that heat. But a comfortably well-off home where it wasn't that odd to have a goblin hanging about taking care of the place. Lesser magics kept the place tidied up, and charm person kept the master of the house from breathing down their neck, earning Scorc a spot in the guest room and plenty of time to scout out the town and wait for their people to make themselves known.

Languages[edit]

Common, Faery

Knacks[edit]

L1: one knack, L5: +1, L9: +1

  • Cantrip. The character can expend small amounts of magical energy to accomplish basic tasks. The character may do so as often as desired and can produce the following general effects: shed light as a candle in a 5’ radius or extinguish a fire no larger than a torch or lantern; clean or dry a 25 sq. ft area; produce small gusts of wind or indistinct sounds; open or close unlocked and unbarred doors and windows; create a minor illusion no larger than man-size; change one’s basic appearance; etc. Generally, cantrips have a maximum range of 45’, and last for no more than one hour. It takes one round to cast a cantrip.
    • The caster can cast offensive cantrips as well. These minor spells can take any form, but all inflict untyped magical damage; a caster who tosses small balls of fire isn’t actually doing fire damage. Such spells have a range of 25 feet and do 1d4 points of damage, or 60 feet and 1d2 points of damage. Both require a successful attack roll and the target does not get to make a saving throw.

Skills[edit]

L1: 3 skills, L4: +1, L7: +1

  • Alchemy: Proficient 15+
  • Bargain: Proficient 13+
  • Magical Engineering: Proficient 15+

Combat[edit]

  • AC 10
  • HP 2/2
  • HD 1d6
  • Movement Rate 120' (40')
  • Initiative Modifier

Attacks[edit]

  • Primary Melee Attack: Dagger (1d4)
  • Primary Ranged Attack: Sling (1d4), 40'/80'/160'
  • Secondary Melee Attack: Dagger (1d4)

Saves:[edit]

  • Poison 13
  • Wands 14
  • Paralysis 13
  • Breath 16
  • Spells 15

Equipment[edit]

  • Money: 22 pp, 3 gp
  • Encumbrance: 537 of 600
  • Readied:
  • Dagger (10 cn)
  • Sling w/ 10 stones (20 cn)
  • always-glowing lantern
  • Packed
    • Backpack (315 of 400 cn available)
    • Waterskin
    • 1 wk iron rations
    • 50' rope
    • 6 torches
    • Tinderbox
    • 2 vials holy water
    • Wine (2 pints)
    • 1 bunch wolfsbane
    • from chainmail corpse
      • chain armor (400 cn)