Difference between revisions of "Abeni"

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*Class Abilities
 
*Class Abilities
**Cannot use armour
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**I cannot use armour but can use two one-handed melee weapons (axe and dagger) and a short-bow
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**I can place the curse of the evil eye upon a single humanoid target within 60’. The target must save v spells. If they fail the save the target ’s next roll is made twice, taking the lower of the two results. The roll is the next one the target makes, regardless of what it is for. They may do this once per day at 1st level, twice per day at 5th, thrice per day at 9th, and four times per day at 13th. Witches can use this ability and move in a round but can take no other actions (such as casting a spell or attacking with a weapon)
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*Knacks 2 from
 
*Knacks 2 from

Revision as of 20:51, 2 September 2020

Sailing_the_Silver_Seas

Rank

  • Human Witch L6
  • XP: XX/64,000 (+5%)
  • Alignment Neutral
  • Full PC played by Sam I Am
  • No titles or holdings

Attributes

  • STR 8 (-1, open doors 1 in 6)
  • INT 13 (+1)
  • WIS 13 (+1)
  • DEX 11
  • CON 12
  • CHA 15 (+1, 5 retainers, max 8 loyalty)

Skills

  • Languages
    • Commmon (Literate)
    • +1
  • General Skills
    • Witch begins with 2 skills Alchemy (prof) & ?
    • first level witch begins play proficient in: Healing (prof)
    • + 1 Int Survival Proficient in 4 subskills: Harvesting, Herbalist, Naturalist and Fishing (ok?)
    • + 1 skill (L4) = raise level in one of those
    • Knack Skilled - raise levels in 3 skills?

[is Magical Engineering Important?]


    • (please give a very short summary of what your skills do, if they have mechanical effects, if it's not too much effort. Elsewise, a page number is nice.)
  • Class Abilities
    • I cannot use armour but can use two one-handed melee weapons (axe and dagger) and a short-bow
    • I can place the curse of the evil eye upon a single humanoid target within 60’. The target must save v spells. If they fail the save the target ’s next roll is made twice, taking the lower of the two results. The roll is the next one the target makes, regardless of what it is for. They may do this once per day at 1st level, twice per day at 5th, thrice per day at 9th, and four times per day at 13th. Witches can use this ability and move in a round but can take no other actions (such as casting a spell or attacking with a weapon)
  • Knacks 2 from
    • Cauldron witch: When I conduct spell research or craft magical items, my class level is considered to be two levels higher than it actually is. Also, an automatic failure occurs on a roll of a 1-10, not 1-15.
    • Familiar
    • Skilled or
    • Shapechange

Combat

  • AC
  • HP (just list the max here, list current HP on the front page.)
  • Movement Rate
  • Initiative Modifier
  • Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats." THACO 17(+2)
    • Primary Melee Attack: Hand axe Hand axe 4 30 1d6 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)(List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
    • Secondary Melee Attack:Dagger 3 10 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
    • Primary Ranged Attack: Short bow 25 30 1d6 Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
  • Saves:
    • Petrification & Paralysis
    • Poison & Death
    • Blast & Breath
    • Staves & Wands
    • Spells

Spells

  • Spells per day: 1st(3) 2nd(3) 3rd(2) 4th(1)
  • Spells TODAY:



  • Standard Spells at Sea
    • L1:
    • L2:
    • L3:
    • L4:
  • Standard Spells on Land
    • L1:
    • L2:
    • L3:
    • L4:
  • Spells Known
    • L1: Animal Friendship (D) Auditory Illusion (I) Dancing Lights (I) Detect Illusion (I#) Glamour (I) Hypnotism (I) Locate Plant/Animal (D#) Predict Weather (D#) Speak with Animals (D) Spook (I) The witch may also add one of the following spells to the above list: 1. Allure (M*) 2. Enlarge (M*) 3. Spider Climb (M*) 4. Unseen Servant (M*)
    • L2: Augury (C*#) Command (C*) Cure Light Wounds (C) Detect Magic (I#) False Aura (I) Fascinate (I) Obscuring Mist (D) Produce Flame (D) Quasimorph (I) Slow Poison (D) The witch may also add one of the following spells to the above list: Charm Person (M) Magic Missile (M) Sleep (M) Web (M)
    • L3: Cure Blindness (C*) Cure Disease (C*) Dispel Illusion (I) Fear (I) Growth of Nature (D) Invisibility (I) Phantom Steed (I) Protection from Poison (D) Suggestion (I) Tree Shape (D) The witch may also add one of the following spells to the above list: Clairvoyance or Clairaudience (M*#) Dispel Magic (M) Fly (M) Hold Person (M)
    • L4: Animate Dead (C) Confusion (I) Divination (C*#) Emotion (I) Hallucinatory Terrain (I) Massmorph (I) Phantasmal Killer (I) Polymorph Other (M) Solid Fog (I) Speak with Plants (D#) The witch may add one of the following to the above list: Charm Monster (M) Fear (M*) Shadow Monsters (I) Remove Curse (C)

Equipment

  • Gear, Armor, Weapons: Total Encumbrance. Don't list party treasure here. That's what the ape is for on the front page. This is to keep track of those things that are relatively permanently staying with your character.
    • Then list
    • Those things
    • Individually