Difference between revisions of "Ramdon Gorsay"
Ded Stepek (talk | contribs) (→Equipment) |
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Perc 6 = 3(wis) + 3(trained) | Perc 6 = 3(wis) + 3(trained) | ||
AC 14 = 10 +1(dex) +3(prof) | AC 14 = 10 +1(dex) +3(prof) | ||
+ | Spell DC - 17 = (10+3(prof)+4(int)) | ||
=== Save throws === | === Save throws === |
Revision as of 19:38, 22 February 2021
Contents
Character
Ramdon Gorsay Male Human wizard Background: Scholar Heritage: skilled Arcane shool: Evocation
Attributes
STR +0 DEX +1 (12 = 10 + 2(lvl1)) CON +1 (12 = 10 + 2(lvl1)) INT +4 (18 = 10 + 2(lvl1) + 2 (Human) + 2 (class) + 2 (Back)) WIS +3 (16 = 10 + 2(back) + 2(lvl1) + 2 (Human) CHA +0 10
Stats
HP 15/15 Speed 25 Perc 6 = 3(wis) + 3(trained) AC 14 = 10 +1(dex) +3(prof) Spell DC - 17 = (10+3(prof)+4(int))
Save throws
Fort 4 = 1(con) + 3(trained) Ref 4 = 1(dex) + 3(trained) will 8 = 3(wis) + 5(expert)
Abilities
Spell substitution: (You can spend 10 minutes to exchange one prepared spell that you haven't cast yet for another spell of the same level from your spellbook) Arcane bond: (Once per day you can drain you can choose a spell that you already casted today and use it again)
Proficiencies
Trained in Perception Trained in club, crossbow, dagger, heavy crossbow, staff Trained in unarmed attacks Trained in unarmored defense
Feats
Ancestry Feat: Natural Ambition (+1 class feat at 1 level) Class feats: 1 lvl - Reach spell (If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet) 1 lvl - Counterspell (You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.) Skill feats: 1 lvl - Assurance: Arcane (take 10 + prof bonus)
Skills
Background: Proficiency in Arcana (Cooking) Lore 7 = 3 + 4(int) (Academia) Lore 7 = 3 + 4(int) Class: Arcana 9 = 5 + 4(int) Occultism 7 = 3 + 4(int) Society 7 = 3 + 4(int) Intelligence: Diplomacy 3 = 3 + 0(cha) Religion 6 = 3 + 3(wis) Crafting 7 = 3 + 4(int) Nature 6 = 3 + 3(int) Heritage: Survival 6 = 3 + 3(wis) Medicine 6 = 3 + 3(wis) Deception 3 = 3 + 3(cha)
Equipment
*Money 10,8 gp *Armor *Explorer's clothing (1 sp, L bulk. +0 AC, +5 Dex cap, Comfortable) *Weapon *Dagger (2 sp, L bulk, 1d4 Piercing damage, agile, finesse, thrown 10 ft, versatile S) *Equipment *Backpack (1 sp) *Basic crafter;s book(1 sp) *Formula book (1 gp) *SpellBook (Free) *Writing kit ( 1 gp) *Cookware (1 gp) *Adcenturer's pack
Description
Spells
SpellBook
Cantrips
Mage hand
Traditions: arcane, occult
Cast: [2 Actions] somatic, verbal
Range: 30 feet
Targets: 1 unattended object of light Bulk or less
Duration: sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you’re levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
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Predistigation
Traditions: arcane, divine, occult, primal
Cast: [2 Actions] somatic, verbal
Range: 10 feet
Targets: 1 object (cook, lift, or tidy only)
Duration: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
* Cook: Cool, warm, or flavor 1 pound of nonliving material. * Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground. * Make: Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component. * Tidy: Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
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Detect Magic
Traditions: arcane, divine, occult, primal
Cast: [2 Actions] somatic, verbal
Area: 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest- level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
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Electric arc
Traditions: arcane, primal
Cast: [2 Actions] somatic, verbal
Range: 30 feet
Targets: 1 or 2 creatures
Saving Throw: basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.
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Telecinetic Projectile
Traditions: arcane, occult
Cast: [2 Actions] somatic, verbal
Range: 30 feet
Targets: 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a ranged attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success: You deal double damage.
Success: You deal full damage.
Heightened (+1) The damage increases by 1d6.
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Daze
Traditions: arcane, divine, occult
Cast: [2 Actions] somatic, verbal
Range: 60 feet
Targets: 1 creature
Saving Throw: Will
Duration: 1 round
You cloud the target’s mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.
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Ray of frost
Traditions: arcane, primal
Cast: [2 Actions] somatic, verbal
Range: 120 feet
Targets: 1 creature
You blast: an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
Critical: Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success: The target takes normal damage.
Heightened: (+1) The damage increases by 1d4.
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Read aura
Traditions: arcane, divine, occult, primal
Cast: [1 Minute] somatic, verbal
Range: 30 feet
Targets: 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.
If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
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Produce flame
Traditions: arcane, primal
Cast: [2 Actions] somatic, verbal
Range: 30 feet
Targets: 1 creature
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target’s AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.
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Shield
Traditions: arcane, divine, occult
Cast: [1 Action] verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightening the spell increases the shield’s Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
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Level 1 spells
Magic missle
Traditions: arcane, occult
Cast: [1 to 3 Actions] somatic, verbal
Range: 120 feet
Targets: 1 creature
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You shoot one additional missile with each action you spend.
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Floating disc
Traditions: arcane, occult
Cast: [2 Actions] somatic, verbal
Duration: 8 hours
A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.
The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.
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Unseen servant
Traditions: arcane, occult
Cast: [3 Actions] material, somatic, verbal
Range: 60 feet
Duration: sustained
You summon an unseen servant (see the sidebar), which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait.
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Burning hands
Traditions: arcane, primal
Cast: [2 Actions] somatic, verbal
Area: 15-foot cone
Saving Throw: basic Reflex
Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.
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Hydraulic push
Traditions: arcane, primal
Cast: [2 Actions] somatic, verbal
Range: 60 feet
Targets: 1 creature or object
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The damage increases by 2d6.
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Prepared Spells
*Cantrips(5 + 1 evo): *Mage hand *Predistigation *Electric Arc *Read aura *Shield *Telecinetic projectile(evo) *Level 1 spells(2 + 1 evo) *Unseen servant *Magic missle *Hydraulic push