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'''Magician'''
 
'''Magician'''
  
'''Level''' 5 (20,000 xp)
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'''Level''' 4 (11,000 xp)
  
 
'''Chaotic Good'''
 
'''Chaotic Good'''
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'''Combat Stats'''
 
'''Combat Stats'''
:'''Casting Ability''' 5
+
:'''Casting Ability''' 4
:'''Fighting Ability''' 2
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:'''Fighting Ability''' 1
:'''Saving Throw''' 14 (+2 Device; +2 Sorcery)
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:'''Saving Throw''' 15 (+2 Device; +2 Sorcery)
 
:'''AC''' 5 (Bracers of Defensiveness AC 6 + Dex Bonus)
 
:'''AC''' 5 (Bracers of Defensiveness AC 6 + Dex Bonus)
 
:'''AC''' 4 (Bracers of Defensiveness AC 6 + Dex Bonus + Quarterstaff bonus in melee)
 
:'''AC''' 4 (Bracers of Defensiveness AC 6 + Dex Bonus + Quarterstaff bonus in melee)
:'''HP''' 25 (5d4 +5 +3 from familiar) (17+5+3)
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:'''HP''' 20 (4d4 +4 +3 from familiar) (13+4+3)
 
:'''MV''' 40ft
 
:'''MV''' 40ft
  
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:Read Scrolls
 
:Read Scrolls
 
:Scribe Scrolls
 
:Scribe Scrolls
:Sorcery (Base 3x1st and 2x2nd and 1x3rd; with Int bonus 4x1st and 3x2nd and 2x3rd; with Int and Familiar 5x1st and 4x2nd and 3x3rd)
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:Sorcery (Base 3x1st and 2x2nd; with Int bonus 4x1st and 3x2nd; with Int and Familiar 5x1st and 4x2nd)
  
 
'''Known Spells'''
 
'''Known Spells'''
 
:Detect Magic (1st)
 
:Detect Magic (1st)
:Identify (1st)
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:Magic Missile (1st) (Two missiles 1d4+1 each)
:Magic Missile (1st) (Range 150ft; Three missiles 1d4+1 each)
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:Magic Missile (1st) (Two missiles 1d4+1 each)
:Shocking Grasp (1st) (Touch, 1d8+5 damage)
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:Shocking Grasp (1st) (Touch, 1d8+4 damage)
 
:Sleep (1st) (4 HD or lower: affect 2d8 HD starting with lowest; or single 5HD creature)
 
:Sleep (1st) (4 HD or lower: affect 2d8 HD starting with lowest; or single 5HD creature)
 
:Continuous Light (2nd) (60 foot diameter, permanent)
 
:Continuous Light (2nd) (60 foot diameter, permanent)
:Invisibility (2nd)
 
:Knock (2nd) (60 ft Range; Opens anything locked)
 
:Stinking Cloud (2nd) (20x20x20 ft; Saving throw or incapacitated for 1d6 rounds, lasts CA)
 
 
:Web (2nd) (Range 20 feet; Covers 10x10x20 feet)
 
:Web (2nd) (Range 20 feet; Covers 10x10x20 feet)
:Fireball (3rd) (240ft range; Save or take 1d6/CA)
 
:Hold Person (3rd) (Duration 6 Turns; Individual target -2 Save; Up to 4 in 10ft radius normal Save)
 
 
'''Memorized Spells'''
 
:Detect Magic x1
 
:Magic Missile x2
 
:Shocking Grasp x1
 
:Sleep x1
 
 
:Continuous Light x1
 
:Invisibility x1
 
:Stinking Cloud x1
 
:Web x1
 
 
:Fireball x1
 
:Hold Person x2
 
  
 
'''Secondary Skills'''
 
'''Secondary Skills'''
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:Scroll - Fireball (3rd level)
 
:Scroll - Fireball (3rd level)
 
:Potion of Healing (drinking half heals 1d4HP, drinking all at once heals 2d4+2HP)
 
:Potion of Healing (drinking half heals 1d4HP, drinking all at once heals 2d4+2HP)
:Healing Gem (Crush in hand and get 2d4+2HP; All or nothing)
 
:Healing Gem (Crush in hand and get 2d4+2HP; All or nothing)
 
  
'''Treasure'''
 
:5000gp
 
  
  
The son of a trader, Tiller grew up helping his father with moving merchandise between cities by both caravan and ship. Trained as a navigator early, he soon discovered that his ability to read maps and determine routes brought forward the unexpected gift of sorcery. He apprenticed for a bit with a magician in Khromarium and then returned to the family business as both navigator and added protection against marauders.
+
The son of a trader, Tiller grew up helping his father with moving merchandise between cities by both caravan and ship. Trained as a navigator early, he soon discovered that his ability to read maps and determine routes brought forward and unexpected gift of sorcery. He apprenticed for a bit with a magician in Khromarium and then returned to the family business as both navigator and added protection against marauders.
  
 
Over time he realized that he wanted to make a name for himself and left the trading business. Since then he has sought out more knowledge of sorcery.
 
Over time he realized that he wanted to make a name for himself and left the trading business. Since then he has sought out more knowledge of sorcery.

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