Editing Basilisk Hill Breakdown:Ciaran

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== Rank ==
 
== Rank ==
'''Human Magic-User 7th'''<br>
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'''Human Magic-User 6th'''<br>
'''XP:''' 80,000/150,000<br>
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'''XP:''' 50,000/80,000<br>
 
'''Alignment''' - Neutral<br>
 
'''Alignment''' - Neutral<br>
 
'''Full PC'''<br>
 
'''Full PC'''<br>
10 Light Horsemen: 10 gp/month, Mounted on a riding horse. Equipped with a lance and leather armour.
 
 
<!-- *List any titles or holdings -->
 
<!-- *List any titles or holdings -->
  
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*General Skills
 
*General Skills
 
**Magical Engineering (Expert) - Identify magical items, enchantments, etc.
 
**Magical Engineering (Expert) - Identify magical items, enchantments, etc.
**Bargain (Expert) - On a successful roll the character can alter the price of a good they are either buying or selling
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**Bargain (Skilled) - On a successful roll the character can alter the price of a good they are either buying or selling
 
**
 
**
 
*Class Abilities
 
*Class Abilities
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*Knacks
 
*Knacks
 
**
 
**
**Master Crafter - 1 Level higher for creation of potions or magic items
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**Master Crafter
 
**Self-improvement, primary (CHA)
 
**Self-improvement, primary (CHA)
  
 
== Combat ==
 
== Combat ==
*AC 8 (10)
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*AC
*HP 18
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*HP (just list the max here, list current HP on the front page.)
*Movement Rate - 120
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*Movement Rate
*Initiative Modifier - 0
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*Initiative Modifier
*Attacks
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*Attacks (For the below, write in what it is. Like, "Two-Handed Sword: Stats."
**Hand Axe: 1d6 damage, (5'-10'/11'-20'/'21-30')
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**Primary Melee Attack: (List the attack throw with all magical, ability, etc., modifiers, like 5+ or whatever), (Damage.)
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**Secondary Melee Attack:
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**Primary Ranged Attack:
 
*Saves:
 
*Saves:
**Petrification & Paralysis - 11
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**Petrification & Paralysis
**Poison & Death - 11
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**Poison & Death
**Blast & Breath - 14
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**Blast & Breath
**Staves & Wands - 12
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**Staves & Wands
**Spells - 12
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**Spells
  
 
== Spells ==
 
== Spells ==
*First Level: Spells Per Day 2
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*First Level: Spells Per Day
**'''Charm Person''' - A single, humanoid creature must save vs spells or be charmed
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**A first level spell in your repertoire
**Floating Disc - It can hold a maximum load of 5,000 coins
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**Another first-level spell in your repertoire
**'''Magic Missile''' - 3 missiles 1d6+1
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**Etc
**Detect Magic - Duration: 2 turns Range: 60’
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*Second Level: Spells Per Day
**'''Shield''' - Missiles AC 2, Other attacks AC 4
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**One
**Sleep - 240' - 2d8 HD of creatures 4 HD or lower or 1 4 HD+1
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**Two
*Second Level: Spells Per Day 2
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**You-know-what-to-do
**'''Invisibility'''
 
**Wizard Lock -
 
**'''Mirror Image''' - 1d4 duplicates
 
**ESP - Duration 12 turns, range 60'
 
*Third Level: Spells per day 2
 
**'''Lightning Bolt''' - 60' long, 5' wide 1d6/level
 
**Dispel Magic - 5% chance of failure per level difference
 
**'''Haste''' - 3 turns 24 creatures, double move, double attack
 
  
 
== Equipment ==
 
== Equipment ==
8745 gp
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*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.
*Gear, Armor, Weapons: Total Encumbrance. 60 coins
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**Then list
**Ring of Protection +1
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**Those things
**Hand Axe x2 - 60 coins
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**Individually
**Boots of Travelling and Leaping
 

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