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Ranged Attack: Dagger +1, damage 1d4/19-20 | Ranged Attack: Dagger +1, damage 1d4/19-20 | ||
Saving Throws | |||
Category Total Class Ability Misc | |||
Fortitude +2 +0 +2 - | |||
Reflex +1 +0 +1 - | |||
Will +2 +2 +0 - | |||
Languages | |||
Common | |||
High Talk | |||
Ancient | |||
Dead Talk | |||
Scribe Code | |||
Proficiencies | |||
Club, dagger and quarterstaff | |||
Skill Total Ranks Class Ability Misc | |||
Intimidate +7 1 +3 +1 +2 | |||
Knowledg(arc) +8 1 +3 +4 | |||
Knowledge(dung) +8 1 +3 +4 | |||
Knowledge(his) +8 1 +3 +4 | |||
Knowledge(loc) +8 1 +3 +4 | |||
Knowledge(planes)+8 1 +3 +4 Always take 10 | |||
Spellcraft +8 1 +3 +4 | |||
Use Magic Dev +6 1 +3 +1 +1 | |||
Traits | |||
Arcane Temper (+1 Initiative, +1 Concentration) | |||
Avid Reader (can always take 10 with Knowledge [the planes]) | |||
Dangerously Curious (+1 to UMD, it’s always a class skill) | |||
Influence (+1 to Intimidate, it’s always a class skill) | |||
Feats | |||
Elemental Focus (fire) [+1 save DCs of fire spells] | |||
Improved Initiative [+4 initiative] | |||
Scribe Scroll | |||
Features | |||
Fire Supremacy (Su): Fire resistance 5 | |||
Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day. | |||
Magic | |||
Concentration: +6 | |||
Typical Spells Prepared | |||
0-level (DC 14/15): Daze, detect magic, spark | |||
1st (DC 15/16): Color spray, mage armor, burning hands | |||
Spells in Spellbook | |||
0-level: All 0th except ray of frost | |||
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish | |||
*Fire spell | |||
Familiar: Small gray bat, "Ashes." | |||
Stats TBD | |||
Gear: | |||
Quarterstaff | |||
Dagger (2 tr) | |||
Fancy hat (10 tr) | |||
208 tin rods | |||
TBD |
Revision as of 02:27, 14 August 2020
BAAL INFERNUS, MASTER OF FIRE CN male human wizard (fire) 1
Key: Improvement (increase mastery over FIRE, THE GREATEST OF ELEMENTS), Fame (Honor and glory to the Infernus line) Important: Wealth (restore the family fortune) Maybe: Curiosity (especially about magic and extraplanar stuff)
Strength 11 (-)
Dexterity 13 (+1)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 11 (-)
Charisma 12 (+1)
AC: 11 (+1 Dex)
HP: 8
Speed: 30’
Initiative: +6 (+1 Dex, +1 trait, +4 feat)
Melee Attack: Quarterstaff +0, damage 1d6
Ranged Attack: Dagger +1, damage 1d4/19-20
Saving Throws
Category Total Class Ability Misc
Fortitude +2 +0 +2 -
Reflex +1 +0 +1 -
Will +2 +2 +0 -
Languages
Common High Talk Ancient Dead Talk Scribe Code
Proficiencies
Club, dagger and quarterstaff
Skill Total Ranks Class Ability Misc
Intimidate +7 1 +3 +1 +2
Knowledg(arc) +8 1 +3 +4
Knowledge(dung) +8 1 +3 +4
Knowledge(his) +8 1 +3 +4
Knowledge(loc) +8 1 +3 +4
Knowledge(planes)+8 1 +3 +4 Always take 10
Spellcraft +8 1 +3 +4
Use Magic Dev +6 1 +3 +1 +1
Traits
Arcane Temper (+1 Initiative, +1 Concentration) Avid Reader (can always take 10 with Knowledge [the planes]) Dangerously Curious (+1 to UMD, it’s always a class skill) Influence (+1 to Intimidate, it’s always a class skill)
Feats
Elemental Focus (fire) [+1 save DCs of fire spells] Improved Initiative [+4 initiative] Scribe Scroll
Features
Fire Supremacy (Su): Fire resistance 5 Fire Jet (Su): Shoot a 20’ line of fire that does 1d6 damage (Ref half DC 14) and sets fools on fire. Those set on fire take an additional 1d6 damage the following round. Usable 7/day.
Magic Concentration: +6
Typical Spells Prepared
0-level (DC 14/15): Daze, detect magic, spark
1st (DC 15/16): Color spray, mage armor, burning hands
Spells in Spellbook
0-level: All 0th except ray of frost
1st Level: Burning hands*, color spray, ear-piercing scream, mage armor, magic missile, shield, vanish
- Fire spell
Familiar: Small gray bat, "Ashes." Stats TBD
Gear:
Quarterstaff Dagger (2 tr) Fancy hat (10 tr) 208 tin rods TBD