Abeni

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Revision as of 12:58, 21 October 2020 by Sam I Am (talk | contribs) (Spells)
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Sailing_the_Silver_Seas

Rank

  • Human Witch L6
  • XP: 40,000/64,000 (+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
    • Alchemy (skilled)
    • Animal Handling (large cats) (proficient)
    • Healing (skilled)
    • Survival Skilled in 2 subskills: Harvesting, Herbalist
    • Magical Engineering (proficient)
    • (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)
    • At 2nd level a witch can steal the senses of a normal animal they can see within 60’. The target animal must save v spells. If the roll is failed the witch is able to perceive the world through the animal’s senses but cannot otherwise control or influence the animal. If the animal moves out of range *after* this power is used the witch maintains the connection, up to a number of miles away equal to their Charisma modifier. It takes one round to use this ability, and the witch cannot see or hear with their own senses while using this ability. It lasts for as long as the witch can maintain concentration – if unmolested they may do so for a number of turns equal to their Wisdom score. If exceeding this time limit they must roll their Wisdom or lower on 3d6 for every additional time period. Failure indicates the character has become trapped within the body of the animal and cannot be returned to their body save through powerful magics. They can use an animal’s sense three times per day.
    • At 3rd level witches may brew potions, at 5th level craft fetishes. At 9th level they may scribe scrolls, and at 11th level they may create magical items. While their spell list and method of casting spells is more divine in origin their item crafting abilities are more in line with those of arcane practitioners.
  • Knacks
    • 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.
    • Skilled: I got three extra skills

Combat

  • AC 10
  • HP 15
  • 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 1d6-1 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 1d4-1 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 12
    • Poison & Death 9
    • Blast & Breath 14
    • Staves & Wands 10
    • Spells 12

Spells

  • Spells per day: 1st(3) 2nd(3) 3rd(2) 4th(1)
  • Spells TODAY:
    • L1:
    • L2:
    • L3:
    • L4:
  • Standard Spells at Sea
    • L1: Auditory Illusion, Predict Weather, Speak with Animals
    • L2: Obscuring Mist, Produce Flame, Sleep
    • L3: Fear, Growth of Nature
    • L4:
  • Standard Spells on Land
    • L1: Auditory Illusion, Locate Plant/Animal, Spook
    • L2: CLW, Produce Flame, Sleep
    • L3: Clairvoyance, Invisibility
    • L4: Charm Monster
  • Spells Known
    • L1: Allure (M*) 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)
    • 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) Sleep (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) Clairvoyance (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#) Charm Monster (M)

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
    • 6,000gp (1k invested in company at outset)
    • potion of esp, potion of speed, scroll of protection from elementals, scroll with two spells.
    • leather armor +1. Trade with sulldawga for treasure map?