Drakos

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Drakos Galadrjim

Human Warlock 1
XP 0/2500
Alignment Neutral
XP Modifier 0
Max Level 14

Attributes

STR 11
INT 12
WIS 12
DEX 16 (+2)
CON 10
CHA 13 (+1)

Class abilities/Background/Languages/Knacks/Skills

Class Abilities

  • Eldritch Blast. Warlocks can focus and fire the energy they siphon as a magical ray, but require time to recharge the needed power. Every time an eldritch blast is used, roll 1d6 in the subsequent round; the blast recharges and can be used again if the indicated range is rolled. Ex. A 1st-level warlock uses an eldritch blast. They may use it again once they roll a 1 on 1d6. Upon reaching 2nd level the blast recharges on a roll of 1-2. Eldritch blasts function as follows:
    • Range of 60’.
    • Requires a ranged attack roll to hit and can be used in lieu of a physical attack or spell.
    • Inflicts 1d6 points of damage on the target with no saving throw. This damage increases as indicated on the table.
    • Considered to be a magical weapon when determining what targets are affected.
    • Cannot Cleave.

A warlock can increase the chance of recharge by spending hp. Each hp spent improves the chance by 1.The hp must be spent before rolling the recharge die, but the increased chance persists until it is recharged. Ex. A 1st-level warlock uses eldritch blast. Normally it would recharge on a roll of 1 in 6, but they want to improve those chances, and spend 2 hp to improve the odds to 1-3 in 6.The first roll is a 4, so it does not recharge. The following round the roll is a 3, so it does. At this point the recharge chance resets itself back to 1 in 6.

  • Spellcasting. Can cast one 1st level spell per day. Does not need to prepare, but can cast from the following list:
    • First Level - detect magic, light (darkness), phantasmal force*, protection from evil, shield, sleep, wall of fog*


  • Invocation. Can use one invocation per day. Knows how to use:
    • Stoneskin - The warlock suffers half damage from all physical attacks for a number of rounds equal to their level. During this time their movement is reduced by half as their skin hardens and becomes inflexible.
    • Slowing Blast - The target of the warlock’s eldritch blast must make a Save v. Spells or be slowed for 1d4 rounds. During this time their movement is halved and they act last in the initiative order.

Background

Scorc was biding their time. Dry Gulch was a bit of a dump, but there was a lot of promise for fame and riches surrounding the town. With the right group... well, let's not get ahead of ourselves.

Scorc set themselves up in one of the well-to-do homes in town. Not the fanciest or richest, they didn't need that heat. But a comfortably well-off home where it wasn't that odd to have a goblin hanging about taking care of the place. Lesser magics kept the place tidied up, and charm person kept the master of the house from breathing down their neck, earning Scorc a spot in the guest room and plenty of time to scout out the town and wait for their people to make themselves known.

Languages

Common

Knacks

  • Added Invocation. The warlock knows an additional invocation. This Knack can be selected multiple times, and each selection grants an additional invocation.

Combat

AC 14
HP 5/5
HD 1d6
Movement Rate 120' (40')
Initiative Modifier +2

Attacks

  • Primary Melee Attack: Sword (1d8) +0 to hit
  • Secondary Melee Attack:
  • Primary Ranged Attack: Dagger (1d4), +2 to hit


Saves

  • Poison 13
  • Wands 14
  • Paralysis 13
  • Breath 16
  • Spells 13

Equipment

  • Money: 5 gp
  • Encumbrance: 355
  • Readied:
    • Sword (60 cn)
    • Dagger (10 cn)
    • Leather armor (200 cn)
  • Packed
    • Backpack (315 of 400 cn available)
    • Waterskin
    • Lantern
    • 3 flasks of oil
    • Tinderbox
    • 4 sheets of paper plus quill and ink