Acrozatarim/Bikwaphi: Difference between revisions
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'''Name''': Bikwaphi<br> | '''Name''': Bikwaphi<br> | ||
'''Race''': Water Genasi<br> | '''Race''': Water [[Acrozatarim/New_Races |Genasi]]<br> | ||
'''Class''': [[Acrozatarim/Thuamineer |Thaumineer]] (Wizard)<br> | '''Class''': [[Acrozatarim/Thuamineer |Thaumineer]] (Wizard)<br> | ||
'''Level''': 1<br> | '''Level''': 1<br> |
Revision as of 22:10, 14 February 2014
Biography
[[image: ]]
"IC-Quotation."
(Origins/History)
Mechanics
Name: Bikwaphi
Race: Water Genasi
Class: Thaumineer (Wizard)
Level: 1
Ability Scores
Str: (+0)
Dex: (+0)
Con: (+0)
Int: (+0)
Wis: (+0)
Cha: (+0)
Combat Summary
Initiative:
Defenses
Armour Class:
Physical Defense:
Mental Defense:
Save Bonus:
Armour Type | AC | Attack Penalty |
---|---|---|
None | 1n | - |
Light | 1n | - |
Heavy | 1n | - |
Shield | +1 | -2 |
Hit Points
Maximum:
Staggered:
Recoveries
Maximum: 8
Dice: (1d6 x Level) + [Con mod]
Basic Attacks
Melee: Att: +n vs AC Hit: n[W]+n Miss: n
Ranged: Att: +n vs AC Hit: n[W]+n Miss: -
Armour Attack Penalty: n
Weapon | Attack | Hit | Miss |
---|---|---|---|
Character Details
One Unique Thing
(Title) - (Description)
Icon Relationships
- The Flame Guild Mistress (Positive - 1 die) - Bikwaphi and her family assisted in repairing an Old-Technology barge with their specialist knowledge of marine thaumineering
- The Shadowfury (Conflicted - 1 die) - Bikwaphi spent some time in the Dread Marches assisting the Shadowfury and/or her agents in exchange for a piece of elder technology or elder knowledge
- The Merchant-Prince (Negative - 1 die) - Bikwaphi and her family allied themselves with the wrong side during the revolution
Backgrounds
Background1 +n
- Feature1
- Feature2
- Feature3
Background2 +n
- Feature1
- Feature2
- Feature3
Background3 +n
- Feature1
- Feature2
- Feature3
Background4 +n
- Feature1
- Feature2
- Feature3
Background5 +n
- Feature1
- Feature2
- Feature3
Racial Powers
Flowing Tide - Once per battle, you may pop free from a number of engaged enemies equal to the current Escalation Die value as a quick action.
Class Features
Arcane Armour - Your base AC while wearing heavy armour is now 13, and you no longer suffer an attack penalty while wearing it. You may begin with heavy armour at 1st level if you wish.
Cantrips - Every wizard can cast a handful of cantrips each day. You don’t have to memorize or choose them beforehand, you just cast them on the fly. Wizards can cast a number of cantrips equal to their Intelligence modifier each battle. Each cantrip takes a standard action to cast as a ranged spell. Outside of battle, a wizard can cast about three to six cantrips every five minutes.
Cyclic Spells - Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd.
Ritual Magic - Wizards can cast their spells as rituals.
Talents
Talent1 - Talent Description
Talent2 - Talent Description
Talent3 - Talent Description
Feats
Feat1 - Feat Description
Powers and Spells
Cantrips
1st level spells
Equipment
Armour:
Weapons:
Other Equipment:
Magic Items: