Difference between revisions of "Acrozatarim/Bikwaphi"

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''Feat1'' - Feat Description
 
''Feat1'' - Feat Description
 
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Revision as of 15:27, 15 November 2013

Biography

[[image: ]]


"IC-Quotation."


(Origins/History)


Mechanics

Name: Bikwaphi
Race: Water Genasi
Class: Thaumineer (Wizard)
Level: 1


Ability Scores

Str: (+0)
Dex: (+0)
Con: (+0)
Int: (+0)
Wis: (+0)
Cha: (+0)


Combat Summary

Initiative:


Defenses

Armour Class:
Physical Defense:
Mental Defense:
Save Bonus:


Armour Type AC Attack Penalty
None 1n -
Light 1n -
Heavy 1n -
Shield +1 -2


Hit Points

Maximum:
Staggered:


Recoveries

Maximum: 8
Dice: (1d6 x Level) + [Con mod]


Basic Attacks

Melee: Att: +n vs AC Hit: n[W]+n Miss: n
Ranged: Att: +n vs AC Hit: n[W]+n Miss: -
Armour Attack Penalty: n


Weapon Attack Hit Miss


Character Details

One Unique Thing

(Title) - (Description)


Icon Relationships

  • The Flame Guild Mistress (Positive - 1 die) - Bikwaphi and her family assisted in repairing an Old-Technology barge with their specialist knowledge of marine thaumineering
  • The Shadowfury (Conflicted - 1 die) - Bikwaphi spent some time in the Dread Marches assisting the Shadowfury and/or her agents in exchange for a piece of elder technology or elder knowledge
  • The Merchant-Prince (Negative - 1 die) - Bikwaphi and her family allied themselves with the wrong side during the revolution


Backgrounds

Background1 +n

  • Feature1
  • Feature2
  • Feature3


Background2 +n

  • Feature1
  • Feature2
  • Feature3


Background3 +n

  • Feature1
  • Feature2
  • Feature3


Background4 +n

  • Feature1
  • Feature2
  • Feature3


Background5 +n

  • Feature1
  • Feature2
  • Feature3


Racial Powers

Flowing Tide - Once per battle, you may pop free from a number of engaged enemies equal to the current Escalation Die value as a quick action.


Class Features

Arcane Armour - Your base AC while wearing heavy armour is now 13, and you no longer suffer an attack penalty while wearing it. You may begin with heavy armour at 1st level if you wish.

Cantrips - Every wizard can cast a handful of cantrips each day. You don’t have to memorize or choose them beforehand, you just cast them on the fly. Wizards can cast a number of cantrips equal to their Intelligence modifier each battle. Each cantrip takes a standard action to cast as a ranged spell. Outside of battle, a wizard can cast about three to six cantrips every five minutes.

Cyclic Spells - Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd.

Ritual Magic - Wizards can cast their spells as rituals.


Talents

Talent1 - Talent Description

Talent2 - Talent Description

Talent3 - Talent Description


Feats

Feat1 - Feat Description


Powers and Spells

Cantrips


1st level spells


Equipment

Armour:

Weapons:

Other Equipment:

Magic Items:






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