Crimson Throne/Jadar Marath: Difference between revisions
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Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor. | Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor. | ||
:1) | :1) Muistaa kuinka tapasi Lisielin ensimmäisen kerran .. | ||
:2) | :2) Muistaa isänsä tavanneen outoja henkilöitä outoihin aikoihin. Hiipi kerran salakuuntelemaan heidän kokoontumisiaan, joissa puhuttiin .. | ||
:3) | :3) Muistaa kuinka oli kyvytön puolustamaan itseään ja rakastaan silloin kun se oli tarpeen. | ||
== Muuta == | == Muuta == | ||
* LOST LOVE - Widowed | * LOST LOVE - Widowed |
Revision as of 08:39, 21 January 2010
- Name: Aladur Caryonar? Jadar Marath?
- Human Conjurer 1
- Age: 26
- Height: 6' 3" (190,5 cm)
- Weight: 205lbs (92 kg)
Stats
STR | () | |
DEX | () | |
CON | () | |
INT | () +2 (Human bonus) | |
WIS | () | |
CHA | () |
Skills
- xx skill points per level ((2 + Int modifier) +1)
The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int)
Other useful skills: Ride (dex), Intimate (Cha), Stealth (Dex), Heal (Wis)
"primary class-skills" | ||||||
Skill | 1st | Total | ||||
Spellcraft | x | x | ||||
Knowledge (Arcana) | x | x | ||||
Knowledge (Planes) | x | x | ||||
Knowledge (Religion) | x | x | ||||
Total skill pts. | x | x | ||||
"Secondary class-skills" | ||||||
Skill | 1st | Total | ||||
Appraise | x | x | ||||
Knowledge (Local) | x | x | ||||
Knowledge (History) | x | x | ||||
Knowledge (Nobility) | x | x | ||||
Total skill pts. | x | x | ||||
"Primary other" | ||||||
Skill | 1st | Total | ||||
Stealth | x | x | ||||
Intimidate | x | x | ||||
Total skill pts. | x | x | ||||
"Secondary other" | ||||||
Skill | 1st | Total | ||||
Ride | x | x | ||||
Heal | x | x | ||||
Total skill pts. | x | x |
Class Features
- proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
- casts arcane spells drawn from the sorcerer/wizard spell, Intelligence score equal to at least 10 + the spell level. DC for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
- A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
- Arcane Bond (Ex or Sp): Choose familiar or bonded item.
- Specialist wizard, Conjuration. Opposing schools: Enchantment and Illusion
- Cantrips (0th level spells) are prepared and cast like any other spell, but they are not expended when cast and may be used again.
- At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat.
- A wizard must study his spellbook each day to prepare his spells, except Read Magic.
- A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Conjurer special
- Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
- Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
- Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Feats
- 1 feat at 1st level
- +1 feat (human)
- Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
- Spell Mastery: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
- -> Augment Summoning -> Extend Spell -> Arcane Strike
Spells
- Concentration checks: Caster lvl + Int mod + D20
- Spell DC: 10 + Spell Level + Int mod (+1 Conjuration spells)
0. Level
- Known (all except opposing schools):
- Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
- Can cast (3):
1. Level
- Known (3):
- Summon Monster I, Mage Armor, Magic Weapon ( tai Shocking Grasp)
- Can cast (1 + 1 conjuration):
Equipments
Weapons & armor
- Engagement Ring (Bonded item, MW quality)
Adv. Gear
Background
Step 1
write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
- 1) Paremman perheen musta lammas. Nuoruudessaan vietti rietasta ja railakasta elämää ja sekaantui rikollisiin puuhiin. Jäi velkaa vaarallisille miehille.
- 2) Perhe lähetti hänet, eräänlaisena rangaistuksena, Acadamaeen parantamaan tapansa. Tämä osittain toimikin, sillä Acadamaessa hän löysi suunnan ja tarkoituksen elämälleen taikuuden saloista.
- 3) Tutustui ja rakastui nuoreen, alempisäätyiseen naiseen, jonka kanssa kihlautui ja myöhemmin he menivät naimisiin. Monet pitivät suhdetta vääränä, mutta nuori pari oli aidosti rakastuneita ja onnellisia.
- 4) Vanhat "toverit" rikollispiireistä eivät olleet pitäneet siitä miten vetäytyi pois heidän seurastaan ja jätti velkansa maksamatta. Hyökkäsivät hänen ja kihlatun kimppuun. Kahakassa kihlattu sai surmansa ja itse haavoittui vakavasti.
- 5) Tapauksen jälkeen ryhtyi tutkimaan miten saisi kihlattunsa palautettua takaisin elämään. Koska jumalalliset voimat olivat poissa laskuista, kääntyi tutkimaan nekromantiaa, etsien sieltä vastauksia. Tämä taas johtanut piireihin kultistien kanssa.
Step 2
List two goals for the character
- 1) Palauttaa rakastettu kuolleista omalla mahdillaan.
- 2) Nousta mahtavaksi velhoksi, ja kerätä itselleen runsaasti valtaa ja seuraajia.
Step 3
List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
- 1)
- 2)
- 3)
Step 4
Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. You can include an enemy of yours here as well.
- 1) Lisiel Andoniel, murhattu vaimo
- 2) (ystävä)
- 3) (vihollinen/sukulainen)
Step 5
Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
- 1) Muistaa kuinka tapasi Lisielin ensimmäisen kerran ..
- 2) Muistaa isänsä tavanneen outoja henkilöitä outoihin aikoihin. Hiipi kerran salakuuntelemaan heidän kokoontumisiaan, joissa puhuttiin ..
- 3) Muistaa kuinka oli kyvytön puolustamaan itseään ja rakastaan silloin kun se oli tarpeen.
Muuta
- LOST LOVE - Widowed