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Sparksqm

HSQ Character Sheet

Feb 28th, 2015
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  1. Name: Siegfried Schmidt
  2. Level: 6
  3. HP: 60/60
  4. Hero Points: 2/2
  5.  
  6. Inventory:
  7. Galadriel
  8. 6 Gold pieces
  9. A backpack
  10. 20 foot length of rope
  11. A waterskin
  12. A mess kit
  13. A bedroll
  14. A tent
  15. A lantern, and 3 hours worth of oil
  16. A world map
  17. 2 Minor Healing potions (Heals 5 HP)
  18. 1 Healing potion (Heals 10 HP)
  19. 1 Potion of Wizard's Delight (boosts the effectiveness of spells for a limited time)
  20. 1 Potion of Cure Disease
  21. 1 Clove of garlic
  22. 1 Silver amulet
  23. A first aid kit
  24. Some splints and bandages
  25. A small hammer
  26. A small knife
  27. A spray bottle full of holy water (3/4 full)
  28. White Watchtower Library Book ("Angels: A Compendium of the Children of Aureus")
  29. White Watchtower Library Book ("Entry Level Enchantment: A Beginner's Primer")
  30. Book ("Elements: An Intermediate Guide to Elemental Spellcraft")
  31. Stack of letters from grateful survivors
  32. Bottle of high-quality wine
  33.  
  34. Armor:
  35. Cloth armor torso [Chest slot, Speed+] (equipped)
  36. Cloth armor pants [Legs slot, Ward] (equipped)
  37. A well-made steel shield [Shield slot], bound to a glove by magic [L.Glove slot] (equipped)
  38. An enchanted glove [R.Glove slot, Strength+] (equipped)
  39. Eagle-motif helmet [Head slot] (equipped)
  40. A plain great helm [Head slot]
  41.  
  42. Magic spells known:
  43. Illumination - Create a floating orb of bright light.
  44. Flash - Create a sudden flash of light to blind enemies for a short time.
  45. Heal - Repair damage to self or others. Healing more severe wounds is more tiring than healing minor wounds. Can now be used to reattach severed limbs if you have the severed appendage. Reattaching appendages is much more tiring than normal healing. May heal up to 5 people with one casting, or heal only one person for increased effect.
  46. Speak with Animal - Creates a temporary telepathic link between you and an animal, allowing you to communicate. Does not work on insects, demons, or monsters.
  47. Haste - Increases the speed of all those effected. Can target yourself and up to 8 nearby allies. Lasts 6 turns per casting.
  48. Blink - Allows caster to teleport short distances. May also be used on allies, to teleport them out of danger or into a good position.
  49. Duplicate - Creates an illusionary double of the caster for a short period of time. Caster can control the duplicate's actions with his mind, but physical contact with the duplicate dispels it. Can only have one duplicate at a time. Lasts for 10 rounds or until dispelled.
  50. Mind Link - Target people share a telepathic link for up to 24 hours or until dispelled by caster. Can target up to 30 people.
  51. Enhanced Senses - Greatly increases caster's sense of sight, hearing, or smell for one hour. Can only improve one sense at a time, casting the spell again before the end of it's duration ends the old effect and begins the new effect.
  52. Curse of Ice - An advanced spell which causes all effected weapons to freeze flesh on contact. Lasts for 10 turns, spell automatically ends if weapon leaves wielder's hands.
  53. Elemental Bolt – Throw an elemental projectile at your enemies. This bolt may be a fireball, icicle, lightning bolt, acid arrow, etc
  54. Force Sphere – Creates a protective sphere of force around the target This sphere will last for 6 turns, or until broken through. Sphere moves with target. Can be used on up to three people. Alternatively, can create one large sphere to protect multiple people at once, or confine multiple enemies within.
  55. Momentum - This spell allows you to walk on surfaces you would not normally be able to move on so long as you keep moving. This spell allows you to walk on water or even up vertical walls without stopping, but only so long as you continue to move.
  56.  
  57. Enchantments memorized:
  58. Binding Enchantment (Item is bonded to another item. Activation changes the current item into the other, such as a glove to a shield, and vice versa)
  59. Elemental enchantment (Weapons are wreathed in the chosen element. Armor protects against the chosen element)
  60. Ward enchantment (Armor protects more effectively against physical attacks)
  61. +Holy enchantment (Weapon does increased damage to demons, though the damage is not permanent like Galadriel. Has no effect on non-demonic targets)
  62. +Strength enchantment (Armor or item increases wearer's strength)
  63. Speed Enchantment (Armor or carried item increases wearer's speed)
  64.  
  65. Galadriel powers unlocked:
  66. Improved prowess - Over time, you have absorbed enough energy from Galadriel to receive a passive increase to your strength and spellcasting. In time, your abilities will continue to increase as more energy is shared with you by Galadriel, boosting your strength, spellcasting, and other abilities as well given enough time. This is a passive effect which requires no activation or cooldown.
  67. Weapon shift - Change Galadriel's form into any conventional weapon. Can copy specific weapons, but will not be an exact copy. The shift takes 1-2 seconds. Bows and arrows are included.
  68. Telepathic Bond - You are now able to communicate with Galadriel even when not meditating via a permanent mental link. She can now observe the world around her as well. This link can be closed or reopened at will. Communication is spotty over long distances.
  69. Righteous Strength - You are now capable of wielding amazing strength. For 30 minutes after activating this power, your strength increases significantly, allowing you to do increased damage in combat, and accomplish feats of strength until the power wears off. Requires one hour of cooldown before it can be used again.
  70. Angel Wings - Form wings made of pure light for one hour. Can used twice per day, uses can be used consecutively. Requires 24 hours of cooldown after second use. As your bond with Galadriel grows, you will be able to use this power more frequently.
  71.  
  72. Leviathan powers unlocked:
  73. Mind control – Leviathan is capable of manipulating the minds of others. This is not a power shared with Siegfried, but a power she is able to use on request. Targets with significant willpower will be more difficult to control.
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