Kjaelos Marak: Difference between revisions
Line 108: | Line 108: | ||
:*Dagger | :*Dagger | ||
:'''Non-Weapons''' (11 slots) | :'''Non-Weapons''' (11 slots) | ||
:*Riding, Land-based 19 | :*Riding, Land-based 19 | ||
:*Swimming 8 | :*Swimming 8 | ||
:*Reading/Writing 19: Common | :*Reading/Writing 19: Common | ||
:*Research 18 | :*Research 18 | ||
:::grants +5% bonus to '''Learn Spell''' rolls when researching a new spell. | :::*grants +5% bonus to '''Learn Spell''' rolls when researching a new spell. | ||
:::only requires one-half the needed time to perform spell research or determine the process necessary to manufacture a particular magical item. | :::*only requires one-half the needed time to perform spell research or determine the process necessary to manufacture a particular magical item. | ||
:*Scribe 17 | :*Scribe 17 | ||
:::grants +5% bonus to any rolls needed in order to copy or transcribe a spell into a spell book or onto a scroll. | :::*grants +5% bonus to any rolls needed in order to copy or transcribe a spell into a spell book or onto a scroll. | ||
:*Spellcraft 18 | :*Spellcraft 18 | ||
:*Thaumaturgy 16 | :*Thaumaturgy 16 | ||
:::grants +5% bonus on '''Learn Spell''' rolls. | :::*grants +5% bonus on '''Learn Spell''' rolls. | ||
=='''Treasures & Cash'''== | =='''Treasures & Cash'''== |
Revision as of 19:47, 2 October 2024
Kjaelos Marak is a Wizard player character in the Realms of Adventure PBP game on RPGnet played by howareyou.
Appearance
A figure, roughly 5'8", broad-shouldered and spare of frame, stands before you. Dressed in thick, travel-worn robes that had clearly once been of a pristine white and rich brown color, he looks around briefly at his surrounding before turning towards you.
Chestnut brown hair peek out from under a hood, framing the smooth youthful face of a human male in his mid twenties. His face, adorned with a trimmed beard of the same chestnut color, is ordinary enough but as you look closer, you feel your gaze inexorably drawn by his bright arresting eyes. As your eyes meet, you suddenly find yourself held fast by his strange eyes. One of them, the left, is a mesmerizing deep azure-blue, and the other, the right, a glittering dark emerald green. For a brief uncomfortable moment, you perceive an almost palpable aura of power, humming softly as it surrounds the man. A sudden inexplicable chill runs down your spine.
As suddenly as it had 1st appeared, the aura fades away, as does the steady hum that accompanied it, leaving you with only a vague uneasiness and a rapidly dissipating memory of that frightening moment.
Dipping his head with a slight nod of greeting, the man breaks the moment of awkwardness as he turns to survey his surrounding once again. Throwing back his hood to uncover a head of short rakish sunbleached brown hair, the man self-consciously runs one hand through the tangled mess in a vain attempt to straighten out the kinks. His movements are deft and precise. His other hand slides down to his waist where a simple leather belt holds a sheathed dagger and several nondescript looking pouches.
Background
Current Status
- Joining in the adventure? Maybe..
- Condition: healthy, unimpaired
- Hit Points (1d4): 4 / 4
- Encumbrance: 10 lbs, unencumbered
- Movement Rate: 120 yards (360 feet) per round
- Armor: none
- Armor Class: 8
- Experience (+10%): 0 / 2500
Character Profile
- Name: Kjaelos Marak
- Alignment Race Gender: Neutral Human Male
- Background: TBD
- Languages: Common, Goblinish, Kobold
- Class Level: Wizard 1
- Experience (+10%): 0 / 2500
Character Abilities
- Strength: [8] hit +0, dam +0, weight allowance 35, max press 90, doors 5, bars/gates 1%
- Dexterity: [16] reaction +1, missile attack +1, defense -2
- Constitution: [14] hp +0, system shock 88%, resurrection 92%, poison save +0, regen nil
- Intelligence: [18] proficiencies 7, max spell lvl 9, learn spell 85%, max spells per lvl 18, spell immunity none
- Wisdom: [16] magical defense +2, spell immunity none
- Charisma: [12] max henchmen 5, loyalty +0, reaction +0
- Literacy: [12]
Combat Abilities
- Armor Class: 8
- Hit Points (1d4): 4
Attacks
- Dagger
- type: melee piercing
- damage (s-m/l): 1d4/1d3
- speed factor: 2
Saving Throws
- Paralyzation, Poison or Death Magic: 14
- Rod, Staff or Wand: 11
- Petrification or Polymorph: 13
- Breath Weapon: 15
- Spell: 12
Saving Throw Modifiers
- Dexterity 16 grants -2 advantage to saves vs fireballs, lightning bolts, crushing boulders, and other attacks where nimbleness is helpful.
- Wisdom 16 grants -2 advantage to saves vs illusions, charms and other mental attacks.
Class Abilities/Traits
Spell Casting
- Highest Spell Level Attainable: 9th
- Chance to Learn Spell: 85%
- Maximum # of Spells Known per Level: 18
- Spells Prepared
- Level 1 (1 slot): Sleep
- Spells Known
- Level 1: Color Spray, Detect Magic, Phantasmal Force, Read Magic, Shield, Sleep
Magical Items
- Wielding and Using
- Can use potions, rings, wands, rods, scrolls, and most miscellaneous magical items.
- Can wield enchanted weapons the wizard is allowed to use.
- Creating
- Level 9 Wizard is able to scribe scrolls and brew potions.
- Level 11 Wizard is able to create other magical items like weapons, wands, staves, rods, rings, bracers, braziers, cloaks, and more.
Spell Research
- Researching a New Spell
- Requirements
- access to a Wizard's Laboratory
- good health
- uninterrupted full devotion of time and energy to the research effort
- Costs
- Setting Up a Wizard's Laboratory: 1,000-10,000 gp
- Research Expenditure: 100-1,000 gp per spell level
- Time Needed
- Roll a Learn Spell check at end of every 2 weeks spent in research.
- a successful Research proficiency check halves the time needed, ie: roll a Learn Spell check at end of every 1 week.
- Requirements
- Researching from a Scroll ie: attempting to learn a spell from a scroll and copy it into a spellbook
- Requirements
- access to a quiet place free from disturbance and interruptions
- good health
- uninterrupted full devotion of time and energy to the research effort
- Costs
- Research Expenditure: 50-500 gp per spell level
- Time Needed
- Roll a Learn Spell check at end of every 1 week spent in research.
- a successful Research proficiency check halves the time needed, ie: roll a Learn Spell check at end of every 3 1/2 days.
- Requirements
Proficiencies
- Weapons (1 slot)
- Dagger
- Non-Weapons (11 slots)
- Riding, Land-based 19
- Swimming 8
- Reading/Writing 19: Common
- Research 18
- grants +5% bonus to Learn Spell rolls when researching a new spell.
- only requires one-half the needed time to perform spell research or determine the process necessary to manufacture a particular magical item.
- Scribe 17
- grants +5% bonus to any rolls needed in order to copy or transcribe a spell into a spell book or onto a scroll.
- Spellcraft 18
- Thaumaturgy 16
- grants +5% bonus on Learn Spell rolls.
Treasures & Cash
- Platinium: 0
- Gold: 24
- Electrum: 0
- Silver: 8
- Copper: 0
Equipment
- Encumbrance: 10 lbs (unencumbered)
Clothing
- Robes (common)
- Belt
- Boots (soft)
- Sheath
Weapons
- Dagger
Others
- Backpack
- Pouch (large)
- Pouch (small/coins)
- Lantern (hooded)
- Flask of Oil x2
- Flint & Steel
- Wineskin
- Spellbook (weight?)
- Scroll Case
- Papyrus x10
- Charcoal (several bits of charcoal whittled down into crude pencils)
- Oilskin Bag (weight? cost?)