Laleh: Difference between revisions
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Spells to choose (in rough order): | Spells to choose (in rough order): | ||
Level 1: | |||
[[Magic Missile]] (scales with level and I progress slowly, but it has the advantage of always hitting and we can reuse spells & disrupts casters) | [[Magic Missile]] (scales with level and I progress slowly, but it has the advantage of always hitting and we can reuse spells & disrupts casters) | ||
[[Husbaleve: Read Magic|Read Magic]] (Need this soon) | [[Husbaleve: Read Magic|Read Magic]] (Need this soon) | ||
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[[Husbaleve: Charm Person|Charm Person]] (no) | [[Husbaleve: Charm Person|Charm Person]] (no) | ||
[[Husbaleve: Sleep|Sleep]] (no) | [[Husbaleve: Sleep|Sleep]] (no) | ||
2nd Level: | |||
[[Continual Light]] | |||
[[Detect Evil]] | |||
[[Detect Invisible]] | |||
[[ESP]] | |||
[[Invisibility]] | |||
[[Knock]] | |||
[[Levitate]] | |||
[[Locate Object]] | |||
[[Mirror Image]] | |||
[[Phantasmal Force]] | |||
[[Web]] | |||
[[Wizard Lock]] | |||
3rd Level: | |||
[[Clairvoyance]] | |||
[[Dispel Magic]] | |||
[[Fireball]] | |||
[[Fly]] | |||
[[Haste]] | |||
[[Hold Person]] | |||
[[Infravision]] | |||
[[Invisibility 10' radius]] | |||
[[Lightning Bolt]] | |||
[[Protection from Evil 10' radius]] | |||
[[Protection from Normal Missiles]] | |||
[[Water Breathing]] | |||
</div> | </div> |
Revision as of 20:53, 16 May 2020
- Main Page; The Liberation of Husbaleve
- Laleh the Seventh Tide
Class | Red Elf Warrior Mage |
Level | 2 Warrior-Seer |
Experience Points | 4,500 / 8,000 |
Total Hit Points | 8 |
Encumbrance | 7 (Light) (NB unenc = 4) |
Armor Class | 4 (Chain) |
Movement | 9" (Light Encumbrance) |
Casting Bonus | +1(Int) +1(Lvl2) = +2 |
Spells | Level 1 (max 3) Ventriloquism, Detect Magic, Read Magic
Level 2 (max 0) |
Skills | Lockpicking |
STR | INT | WIS | DEX | CON | CHA |
15 | 13 | 7 | 13 | 9 | 9 |
+1 | +1 | -1 | +1 | +0 | +0 |
Item | Location | Encumbrance | Notes |
Chain mail | Body | 1 | ' |
2H sword | Scabbard | 2 | 1d10+1 |
Longbow | L Hand | 2 | 1d6 |
Quiver 20 arrows | Belt | 0 | 1d6 |
1 Silver Tipped Arrow | Quiver | 0 | 1d6 |
Waterskin | Belt | 0 | |
Belt Pouch | Belt | 0 | ' |
Chalk | Belt Pouch | 0 | ' |
Thieves tools | Belt Pouch | 0 | ' |
Garlic | Belt Pouch | 0 | ' |
Backpack | Back | 1 | ' |
Standard Rations | Pack | 0 | |
Tinder Box | Backpack | 0 | |
Lock pick | Backpack | 0 | |
Mirror (hand-sized, steel) | Backpack | 0 | |
GP | 20 | carried | |
GP | 1,960 | ' | not carried |
SP | 0 | ' | not carried |
' | ' | Not carried | |
' | ' | ' |
Spells to choose (in rough order):
Level 1:
Magic Missile (scales with level and I progress slowly, but it has the advantage of always hitting and we can reuse spells & disrupts casters) Read Magic (Need this soon) Read Languages (probably going to be useful at some point) Protection from Evil (useful buff at some point) Shield (great if you wanted to drop armor, especially as you can maintain it in this for an entire adventure: costs a Fatigue)
Floating Disc (never seen anyone take this spell and we have goblins for now) Hold Portal (could be useful at some point but easy to break) Light (could be useful but we have torches etc) Charm Person (no) Sleep (no)
2nd Level: Continual Light Detect Evil Detect Invisible ESP Invisibility Knock Levitate Locate Object Mirror Image Phantasmal Force Web Wizard Lock
3rd Level: Clairvoyance Dispel Magic Fireball Fly Haste Hold Person Infravision Invisibility 10' radius Lightning Bolt Protection from Evil 10' radius Protection from Normal Missiles Water Breathing