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ParasiteEveQuest

Egwen School Quest Character Sheet

Jun 20th, 2015
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  1. Sallazar
  2.  
  3. Sallazar is 23 years old and is a human wizard (abjurer).
  4.  
  5. Appearance
  6. Sallazar is 5ft 2inches tall and has a skinny, almost emaciated build. He has short red hair and green eyes. He has a short red beard that covers his face and neck, a legacy of his recent service on the Walls.
  7.  
  8. Past
  9. Sallazar grew up a poor boy in the slums around a great wizarding guild. Demonstrating sufficient magical talent meant that he was admitted under *Commoner Quota*.
  10. Sallazar is from Wester and studied there.
  11. He learned alongside rich nobles and had to work hard for his successes.
  12. As soon as he graduated he was drafted into the army, however only a month after his 16th birthday the Treaty of Hansice was signed and the war ended.
  13. He was sent to the Northern Landbridge to stop the invasion along with most of the remaining armies but he remained there after the invaders where thrown back.
  14. He served seven years on the Walls with distinction, and has several decorations from the dwarven commanders for his actions.
  15. Whilst at the Walls, Sallazar collapsed one and a lot of his friends died.
  16. One of his friends who died was King Thrandel Greensteel.
  17. He recently left and took a teaching job at Egwen Girls Convent.
  18.  
  19. Stats
  20. (t)Strength – 10 (+0)
  21. Agility – 14 (+2)
  22. Constitution – 14 (+2)
  23. (p)Intelligence – 18 (+4)
  24. (p)Willpower – 18 (+4)
  25. (t)Fellowship – 12 (+1), Teacher of the Ocean 14 (+2)
  26.  
  27. Hit points 18 (base 6)
  28.  
  29. Arcane Energy 56 (base 14)
  30. Abjuration Reserve 140 (200 with items)
  31.  
  32. Melee Weapon:
  33. Staff 1d20+8 (1d6+0)
  34.  
  35. Ranged Weapon:
  36. Ranged Spell 1d20+8 (varies)
  37.  
  38. Armour
  39. Robe (DR 6)
  40. Total DR 6
  41.  
  42. Equipment
  43. Master Abjurers Staff of Defence
  44. Adds +6 to all defences
  45. Has an Abjuration Reserve of 30; recovers daily
  46. Can attempt a dispel magic attempt as a reaction by spending 5 points from its Abjuration reserve.
  47.  
  48. Master Abjurers Robe
  49. Grants damage reduction 6
  50. Grants +3 to will rolls to resist magic
  51. Has an Abjuration Reserve of 30; recovers daily
  52.  
  53. Personal Money
  54. 2,200 gold
  55. Receives 50 gold/week from teaching job
  56.  
  57. Defence
  58. Melee 32 (+2 agility, +8 staff training, +2 staff, +4 dodge, +6 Staff of Defence)
  59. Ranged 22 (+2 agility, +4 dodge, +6 Staff of Defence)
  60.  
  61. Expertise Skills
  62. Ranged Training 3: +6 to all ranged combat rolls
  63. Studied 5: +10 to all knowledge checks
  64.  
  65. Combat Skills
  66. Staff Training 4: +8 to combat rolls using staves
  67.  
  68. Social Skills
  69. Commander 2: +4 to ordering foes to surrender, giving orders to allies
  70. Deception 2: +4 to lying, disguise
  71. Intimidate 2: +4 to inspiring fear
  72. Negotiator 5: +10 to diplomacy, negotiation, and persuasion
  73.  
  74. Other Skills
  75. Athletics 1: +2 to climbing, jumping, swimming, athletic feats
  76. History Knowledge 4: +8 to all history knowledge checks
  77. Investigator 2: +4 to investigative rolls, rolls to discover secrets
  78. Magic Knowledge 5: +10 to all magic knowledge checks
  79. Medicine 2: +4 to all non-magical healing checks
  80. Stealthy 1: +2 to rolls to sneak
  81.  
  82. Niche Skills
  83. Teaching 5: +10 to all teaching checks
  84. Taunt 3: +6 to rolls for distracting, feinting and enraging foes
  85.  
  86. Rolls
  87. (Strength)
  88. Athletics +2
  89.  
  90. (Agility)
  91. Stealth +4
  92.  
  93. (Intelligence)
  94. History Knowledge +22
  95. Magic Knowledge +24
  96. Other Knowledge +14
  97. Medicine +8
  98.  
  99. (Fellowship)
  100. Command +6
  101. Deception +6
  102. Intimidation +6
  103. Persuade/bargain +12
  104. Teaching +12
  105. Taunt +8
  106. (Students)
  107. Command +10
  108. Persuade/bargain +16
  109.  
  110. (Willpower)
  111. Resist Magic +7
  112. Abjuration Spells +22
  113.  
  114. Combat Feats
  115. Dodge
  116. You are skilled at avoiding being hit in a fight.
  117. Dodge 2: The bonus to your melee and ranged defence rises to +4.
  118.  
  119. Other Feats
  120. Selective Spell: Sallazar modifies an area spell so that it does not affect designated creatures within its area. All other creatures in the spell’s area are affected normally.
  121.  
  122. Teacher of the Ocean
  123. You gain a bonus to Fellowship checks involving those you are trying to teach, or whom you see as your students.
  124. Teacher of the Ocean 1: You add your rank in this power to all Fellowship rolls made to command, lead, persuade or negotiate that apply to your students.
  125. Teacher of the Ocean 2: When making a Fellowship roll to command or lead, persuade or negotiate that applies to your students the highest of the first 4 rolls are used, not the highest of 3. The fourth dice counts for number of 20’s rolls but a 1 on the fourth dice is ignored. Critical successes override critical failures.
  126. Teacher of the Ocean 3: You count as a master teacher for any class you have and you increase your Fellowship by 1, increases from this power can exceed normal human limits. You increase training points you grant by 1 per session.
  127. Teacher of the Ocean 4: The increase to Fellowship from this power rises to 2, if you limit yourself to training just two students at once, they double the additional training points granted by this power.
  128.  
  129. Class Abilities
  130. Sallazar has the following class abilities
  131.  
  132. Abjuration Specialisation 10
  133. Sallazar is more effective at using spells from the school of Abjuration.
  134. Sallazar can learn abjuration spells up to Rank 5.
  135. Sallazar has an Abjuration Reserve listed under his Arcane Energy, this can be spent only upon abjuration spells, but otherwise works like Arcane Energy. This is equal to ¼ of his total arcane energy, per rank in Abjuration Specialisation
  136. Sallazar increases his Willpower modifier by twice his rank in School Specialisation, when casting spells from his school.
  137. Abjuration spells are marked (Abj)
  138.  
  139. Abjurer Adept Spell
  140. Choose a single abjuration spell. That spell has double the normal effect (doubles DR, bonus to resist magic etc).
  141. You may select this power multiple times, choosing a different spell each time.
  142. Spells Chosen:
  143. Dispel Magic, Hold Portal, Magic Circle against Chaos/Evil/Good/Law, Protection from Arrows, Protection from Chaos/Evil/Good/Law, Resist Energy, Shield, Stoneskin
  144. Protection from Spells (+16 vs spells)
  145. Spell Absorption (Absorbs 10 ranks of spells, provides 2 AE/spell rank absorbed)
  146. Spell Turning (Turns 10 ranks of spells)
  147.  
  148. Abjurer Expert Spell
  149. Choose a single abjuration spell you have taken Abjurer Adept Spell for. That spell now has treble the normal effect.
  150. You may select this power multiple times, choosing a different spell each time.
  151. Hold Portal, Protection from Arrows, Protection from Chaos/Evil/Good/Law, Resist Energy, Shield
  152. Dispel Magic (automatically dispels Rank 1 and 2 spells without a roll, removes 3 spells/effects per target even on area dispel)
  153. Magic Circle against Chaos/Evil/Good/Law (provides +6 to defences/applicable will rolls, 30ft radius, can protect against 2 alignments at once)
  154. Stoneskin (provides damage reduction 15)
  155.  
  156. Abjurer Master Spell
  157. Choose a single abjuration spell you have taken Abjurer Expert Spell for. That spell now has four times the normal effect as well as gains extra uses/things it can do.
  158. You may select this power multiple times, choosing a different spell each time.
  159. Spells Chosen:
  160. Hold Portal (The held portal is immune to anything less powerful than a siege weapon, or a Str 30 attack as well as rank 1-2 spells that try to breach it)
  161. Protection from Arrows (DR 20 vs ranged attacks; even siege weapons have little effect on you)
  162. Protection from Chaos/Evil/Good/Law (+8 to defences and applicable will rolls, can protect against 3 alignments)
  163. Resist Energy (energy resistance 80 against specified energy type)
  164. Shield (provides damage reduction 8)
  165.  
  166. Spell Mantle
  167. Choose 3 abjuration spells; you can cast all of these spells as a single action, with a total arcane energy cost equal to the most expensive spell of the three.
  168. You can change the three spells chosen, but this takes 1 hour to do so.
  169. Current Spell Mantle: Protection from Arrows, Spell Absorption, Stoneskin
  170.  
  171. Rapid Spell Mantle
  172. You can spend an additional 2 arcane energy to raise your Spell Mantle as a reaction.
  173.  
  174. Wizard Magic 1: You can learn and use basic Wizard spells, new spells are 1XP each, base spell cost of these spells is 1 Arcane Energy.
  175. Available Spells
  176.  
  177. (Abj) Alarm: Wards an area for hours.
  178. (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  179. Cunning: Subject gains bonus to Int.
  180. Endurance: Subject gains bonus to Con.
  181. Enfeeblement: Weakens Target.
  182. Enlarge: creature doubles in size.
  183. Flame Spray: short-range, multi-target fire spell
  184. (Abj) Hold Portal: Holds door shut.
  185. Grace: Subject gains bonus to Agi.
  186. (Abj) Ice Shield: Absorbs a certain amount of damage before ending, protects against physical and magical attacks, does not protect against fire
  187. (E) Identify: Determines properties of magic item.
  188. Knock: Opens locked or sealed door.
  189. Levitate: Move object or person up or down.
  190. (Abj) Lock: Magically locks a portal or chest.
  191. Magic Missile: highly accurate, single target, low damage attack
  192. (Abj) Protection from Arrows: Subject resistant to ranged attacks.
  193. (Abj) Protection from Chaos/Evil/Good/Law: +2 to Defence and Will checks to resist magic (doubled vs mind-control).
  194. Reduce: creature halves in size.
  195. (Abj) Resist Energy: Resistant to specified energy type.
  196. See Invisibility: Reveals invisible creatures or objects.
  197. (Abj) Shield: (self only) damage reduction equal to light armour.
  198. Speed: (self only) triples movement speed
  199. Splendor: Subject gains bonus to Fellowship.
  200. Strength: Subject gains bonus to Str.
  201. Thunderclap: noise/light burst, highly distracting to enemies
  202. Tongues: Speak any language.
  203. Wisdom: Subject gains bonus to Will.
  204. Whispering Wind: Send short message miles
  205.  
  206. Wizard Magic 2: Grants access to novice spells. New spells are 2XP each, base spell cost of these spells is 2 Arcane Energy.
  207. Available Spells
  208.  
  209. Arcane Sight: Magical auras become visible to you.
  210. Detect Scrying: Alerts you of magical eavesdropping.
  211. (Abj, R) Dimensional Anchor: Bars extradimensional movement.
  212. Dimension Door: Teleport short distance.
  213. (Abj) Disobedience: Target is immune to mind-control and charm effects for hours. If targeted by such an effect the caster/creator of the effect must make a Will check or *believe* the power affected the target normally. The targets actions can convince them otherwise.
  214. (Abj) Dispel Magic: Cancels magical spells and effects.
  215. (Abj) Explosive Runes: Runes explode when read
  216. Fireball: Area damage fire spell.
  217. Fly: Subject flies at speed of twice land speed.
  218. Lightning Bolt: Area damage electricity spell.
  219. (Abj) Magic Circle against Chaos/Evil/Good/Law: As protection spells, but area.
  220. (Abj) Resilient Sphere: Force globe protects but traps one subject.
  221. Scorching Ray: Blasts the enemy with rays of fire.
  222. Scrying: Spies on subject from a distance.
  223. (Abj) Stoneskin: high damage reduction.
  224. Wall of Fire: Burning wall harms those who cross it.
  225. Wall of Ice: Icy wall prevents movement.
  226. Wall of Stone: durable rocky wall.
  227. Water Breathing: Subjects can breathe underwater.
  228. (Abj) Wind Wall: Deflects arrows, smaller creatures, and gases.
  229.  
  230. Wizard Magic 3: Grants access to intermediate spells. New spells are 3XP each, base spell cost of these spells is 3 Arcane Energy.
  231. Available Spells
  232.  
  233. Acid Fog: Fog deals acid damage.
  234. (Abj, E) Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  235. Cone of Cold: Cone of cold damage.
  236. Disintegrate: Makes one creature or object vanish. Deals a lot of damage.
  237. (E) Dream: invade a persons dreams, allows you to communicate but risks you being forced into what they see you as whilst in their dream, cannot cause you physical harm. Can be used across planes but costs 15 extra arcane energy.
  238. Fabricate: Transforms raw materials into finished items.
  239. (E) False Impression: Fools scrying and divination with a false result.
  240. Feeblemind: Turns target into an idiot.
  241. (E) Permanency: Make a spell permanent, has a varying XP cost depending upon spell in question.
  242. Probe Thoughts: Read subject’s memories.
  243. (E) Teleport: Transports you up to 100 miles plus 100 miles/2 extra Arcane Energy. Costs 2 extra points of Arcane Energy per person taken with you.
  244. Telepathic Bond: Link lets allies communicate.
  245. True Seeing: Lets you see all things as they really are.
  246. Wall of Force: Wall is immune to non-magical damage.
  247.  
  248. Wizard Magic 4: Grants access to advanced spells. New spells are 4XP each, base spell cost of these spells is 4 Arcane Energy.
  249.  
  250. Available Spells
  251. (Abj) Antimagic Field: Negates magic within small area.
  252. (Abj) Banishment: Banishes extraplanar creatures to home plane.
  253. Chain Lightning: Fires a powerful bolt of lightning that arcs to other targets.
  254. Contingency: Sets trigger condition for another spell.
  255. Control Weather: Changes weather in local area.
  256. End to Undeath: Destroys nearby undead.
  257. (Abj) Energy Absorption: Spell lasts for hours. Can be expended to negate all damage from one energy-based attack and instead heal damage equal to one-half of what would have been suffered
  258. Forcecage: Cube or cage of force imprisons all inside.
  259. Geas: Target must obey you or suffer punishment.
  260. Instant Summons: Prepared object appears in your hand.
  261. Legend Lore: Lets you learn tales about a person, place, or thing.
  262. Mislead: Turns you invisible and creates illusory double.
  263. Missile Storm: Fires a large number of magic missiles at an area; number fired increases with Willpower.
  264. Move Earth: Digs trenches and build hills.
  265. Phase Door: Creates an invisible passage through wood or stone.
  266. (E) Plane Shift: Travel to another plane.
  267. Prismatic Spray: Fires intertwining beams of light that have varying effects on those struck, can hit multiple targets.
  268. (Abj) Repulsion: Creatures can’t approach you.
  269. (Abj) Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  270. (Abj) Spell Turning: Reflect spells back at caster.
  271. Supreme Arcane Might: For the rest of the encounter your spells are more powerful, you add +8 (rising to +10 when you get Wizard Magic 5) to all Willpower rolls for arcane spells, but if any single d20 for such a roll is a 1, you activate a Perils of the Arcane roll.
  272. Wall of Iron: Summons wall of iron.
  273.  
  274. Wizard Magic 5: Grants access to master spells. New spells are 5XP each, base spell cost of these spells is 5 Arcane Energy.
  275.  
  276. Available Spells
  277. (Abj) Dimensional Lock: Teleportation and interplanar travel blocked in an area.
  278. Disjunction: Dispels magic, disenchants magic items.
  279. (Abj) Mind Blank: Subject is immune to mental/emotional magic and scrying.
  280. Polar Ray: A bluish-white beam freezes those it touches.
  281. Polymorph Anything: Changes any subject into anything else.
  282. (Abj) Protection from Spells: Confers +8 bonus to resist magic.
  283. (Abj) Reaving Dispel: Negate enemies spells, and apply them to yourself or nearby allies
  284. (Abj) Spell Absorption: You negate spells targeted at you, and regain arcane energy when doing so
  285.  
  286. Other
  287. Enchant Sorcerous Item: You can enchant magical items designed to augment a Wizard or wizards powers (wands, staves, scrolls, gems of power etc).
  288. Forge Magic Arms and Armour: You can forge magical arms and armour.
  289. Craft Other Magic Items: You can create magic items that don’t fall into a specific category.
  290.  
  291. Experience
  292. Total Awarded 96
  293. Unspent XP 5
  294.  
  295. XP Spent (64)
  296. Fellowship 12 (4)
  297. Deception 2 (2)
  298. Intimidate 2 (2)
  299. Negotiator 5 (8)
  300. Teaching 5 (5)
  301. Taunt 3 (3)
  302. Teacher of the Ocean 4 (18)
  303. Abjuration Specialization 10 (4)
  304. Wizard Magic 5 (15)
  305. Dimensional Anchor to R (4)
  306. Rapid Spell Mantle (12)
  307. 3 Rank 5 Spells (15) [Disjunction, Polar Ray, Polymorph Anything]
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