Difference between revisions of "Aldereth the Cunning"

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*Equipment:  
 
*Equipment:  
**Encumbrance: 4 stone
+
**Encumbrance: 3 stone
 
**Weapons: Quarterstaff, 10 Darts
 
**Weapons: Quarterstaff, 10 Darts
**Gear: Spellbook, Hooded Cassock, Belt, Boots, Quill and Ink, 11 days' Iron Rations, Backpack, 100' Rope, 18 Torches, 5 flasks of Common Oil
+
**Gear: Spellbook, Fine embroidered cassock, Belt, Boots, Quill and Ink, 11 days' Iron Rations, Backpack, 100' Rope, 18 Torches, 5 flasks of Common Oil
**Miscellaneous Magic:
+
**Miscellaneous Magic: Unidentified magic umbrella from Stonehell.
**Treasure: 1539 gp
+
**Treasure: 1298 gp
**Scroll of Choking Grasp, Web, Animate Dead (but needs Read Language to use), Potion of Dragon Control
+
**Scroll of Choking Grasp, Web, Animate Dead (but needs Read Language to use)
 +
**Potion of Dragon Control
 +
**Scroll of Wizard Lock (lvl 2), Fly (lvl 3), Haste (lvl 3)
  
 
=== '''Spells''' ===
 
=== '''Spells''' ===

Revision as of 10:15, 12 March 2022

Aldereth the Cunning


A character in the Morgansfort campaign.

  • Mage 4 (Magician)
  • XP: 11,388/20,000

Attributes

  • STR 9
  • INT 15 (+1)
  • WIS 9
  • DEX 10
  • CON 11
  • CHA 10

Languages

  • Common

Racial Abilities

Class Abilities

  • Spell Caster
  • No use of armour

Proficiencies

  • Alchemy (G) -
    • can identify common alchemical substances, potions, and poisons with a proficiency throw of 11+
  • Naturalism (G):
    • The character is knowledgeable of common plant and animal life forms in terrain typical to his background. The character is familiar with edible and poison foods, healing herbs, and signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.) in his known terrain with a proficiency throw of 11+. This proficiency can be selected multiple times.
  • Mystic Aura (C):
    • The character has learned to project his magical powers in a way that causes awe in those that share the character’s presence. He gains a +2 bonus to reaction rolls to impress and intimidate people he encounters. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence.
  • Adventuring (G)

Combat

  • HP: 10/10
  • AC: 0
    • Move: 40
  • Saving Throws:
    • Death/Poison: 12
    • Wands: 12
    • Paralysis/Stone: 14
    • Dragon Breath: 10
    • Spells: 11
  • Equipment:
    • Encumbrance: 3 stone
    • Weapons: Quarterstaff, 10 Darts
    • Gear: Spellbook, Fine embroidered cassock, Belt, Boots, Quill and Ink, 11 days' Iron Rations, Backpack, 100' Rope, 18 Torches, 5 flasks of Common Oil
    • Miscellaneous Magic: Unidentified magic umbrella from Stonehell.
    • Treasure: 1298 gp
    • Scroll of Choking Grasp, Web, Animate Dead (but needs Read Language to use)
    • Potion of Dragon Control
    • Scroll of Wizard Lock (lvl 2), Fly (lvl 3), Haste (lvl 3)

Spells

  • First Level. 2 per day.
    • Spell: Summon Berserkers - 4 berserkers for 30 min
    • Spell: Chameleon
    • Spell: Read Languages
  • Second Level. 2 per day.
    • Spell: Knock
    • Spell: Wizard Lock
    • Spell: Mirror Image

Motivation