Difference between revisions of "Laleh"

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Spells to choose (in rough order):
 
Spells to choose (in rough order):
 +
 +
Level 1:
 
             [[Magic Missile]] (scales with level and I progress slowly, but it has the advantage of always hitting and we can reuse spells & disrupts casters)
 
             [[Magic Missile]] (scales with level and I progress slowly, but it has the advantage of always hitting and we can reuse spells & disrupts casters)
 
             [[Husbaleve: Read Magic|Read Magic]] (Need this soon)
 
             [[Husbaleve: Read Magic|Read Magic]] (Need this soon)
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             [[Husbaleve: Charm Person|Charm Person]] (no)
 
             [[Husbaleve: Charm Person|Charm Person]] (no)
 
             [[Husbaleve: Sleep|Sleep]] (no)
 
             [[Husbaleve: Sleep|Sleep]] (no)
 +
 +
           
 +
    2nd Level:
 +
            [[Continual Light]]
 +
            [[Detect Evil]]
 +
            [[Detect Invisible]]
 +
            [[ESP]]
 +
            [[Invisibility]]
 +
            [[Knock]]
 +
            [[Levitate]]
 +
            [[Locate Object]]
 +
            [[Mirror Image]]
 +
            [[Phantasmal Force]]
 +
            [[Web]]
 +
            [[Wizard Lock]]
 +
 +
    3rd Level:
 +
            [[Clairvoyance]]
 +
            [[Dispel Magic]]
 +
            [[Fireball]]
 +
            [[Fly]]
 +
            [[Haste]]
 +
            [[Hold Person]]
 +
            [[Infravision]]
 +
            [[Invisibility 10' radius]]
 +
            [[Lightning Bolt]]
 +
            [[Protection from Evil 10' radius]]
 +
            [[Protection from Normal Missiles]]
 +
            [[Water Breathing]]
 +
 
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Revision as of 13:53, 16 May 2020

- Main Page; The Liberation of Husbaleve

  • Laleh the Seventh Tide
Laleh the Seventh Tide
Class Red Elf Warrior Mage
Level 2 Warrior-Seer
Experience Points 4,500 / 8,000
Total Hit Points 8
Encumbrance 7 (Light) (NB unenc = 4)
Armor Class 4 (Chain)
Movement 9" (Light Encumbrance)
Casting Bonus +1(Int) +1(Lvl2) = +2
Spells Level 1 (max 3) Ventriloquism, Detect Magic, Read Magic

Level 2 (max 0)

Skills Lockpicking
Attributes
STR INT WIS DEX CON CHA
15 13 7 13 9 9
+1 +1 -1 +1 +0 +0
Equipment - still sorting this
Item Location Encumbrance Notes
Chain mail Body 1 '
2H sword Scabbard 2 1d10+1
Longbow L Hand 2 1d6
Quiver 20 arrows Belt 0 1d6
1 Silver Tipped Arrow Quiver 0 1d6
Waterskin Belt 0
Belt Pouch Belt 0 '
Chalk Belt Pouch 0 '
Thieves tools Belt Pouch 0 '
Garlic Belt Pouch 0 '
Backpack Back 1 '
Standard Rations Pack 0
Tinder Box Backpack 0
Lock pick Backpack 0
Mirror (hand-sized, steel) Backpack 0
GP 20 carried
GP 1,960 ' not carried
SP 0 ' not carried
' ' Not carried
' ' '


Spells to choose (in rough order):

Level 1:

           Magic Missile (scales with level and I progress slowly, but it has the advantage of always hitting and we can reuse spells & disrupts casters)
           Read Magic (Need this soon)
           Read Languages (probably going to be useful at some point)
           Protection from Evil (useful buff at some point)
           Shield (great if you wanted to drop armor, especially as you can maintain it in this for an entire adventure: costs a Fatigue)
           Floating Disc (never seen anyone take this spell and we have goblins for now)
           Hold Portal (could be useful at some point but easy to break)
           Light (could be useful but we have torches etc)
           Charm Person (no)
           Sleep (no)


   2nd Level:
           Continual Light
           Detect Evil
           Detect Invisible
           ESP
           Invisibility
           Knock
           Levitate
           Locate Object
           Mirror Image
           Phantasmal Force
           Web
           Wizard Lock
   3rd Level:
           Clairvoyance
           Dispel Magic
           Fireball
           Fly
           Haste
           Hold Person
           Infravision
           Invisibility 10' radius
           Lightning Bolt
           Protection from Evil 10' radius
           Protection from Normal Missiles
           Water Breathing