schindelerium

BTW mercia sheet

Apr 16th, 2017
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  1. Name: Mercia
  2. Player: Jody
  3. Class: Mage
  4. Level: 1
  5. Alignment: Neutral
  6. Experience: 0
  7. Base Attack Bonus: 0
  8. Initiative: 3
  9.  
  10. ---
  11.  
  12. Strength: 8 (-1) (Melee to hit, Melee damage)
  13.  
  14. Dexterity: 16 (+2) (Ranged to hit, Armor Class, Initiative)
  15.  
  16. Constitution: 10 (0) (Hit Points per level)
  17.  
  18. Intelligence: 14 (+1)(Languages known)
  19.  
  20. Wisdom: 12 (0) (Save vs mind control)
  21.  
  22. Charisma: 12 (0) (Max number of allies)
  23.  
  24. ---
  25.  
  26. Armor Class: 13
  27.  
  28. Fortune Points: 3
  29.  
  30. Hit Points: 6 (Current: )
  31.  
  32. ---
  33.  
  34. SAVING THROWS
  35.  
  36. Poison: 14
  37.  
  38. Spell: 12
  39.  
  40. Breath Weapon: 15
  41.  
  42. Magic Item: 11
  43.  
  44. Polymorph: 13
  45.  
  46. ---
  47.  
  48. WEAPONS:
  49.  
  50. Dagger: (1d20) To Hit / (1d4) Damage
  51.  
  52. ---
  53.  
  54. SKILLS: Herbalism, Textiles
  55.  
  56. CLASS ABILITIES:
  57.  
  58. Sense Magic: Being naturally sensitive to the world
  59. of magic, Mages may determine if a person, place, or
  60. thing is magical. Doing so requires concentration and
  61. a few minutes, so mages cannot tell if something is
  62. magical simply by being in its presence, and people
  63. tend to notice if a mage is staring at them intently
  64. and ignoring his food during a meal. Te GM may
  65. rule that, when in the presence of particularly intense
  66. sorcery, the mage notices such immediately
  67.  
  68. EQUIPMENT:
  69.  
  70. 11sp, dagger, simple clothing, Owl-patterned cloak, ocarina, witch's silver brooch
  71.  
  72. HISTORY AND NOTES:
  73.  
  74. You went on journeys into the woods to gather herbs and berries.
  75.  
  76. No secret escaped you
  77.  
  78. You broke someone’s heart, or maybe they broke yours.
  79.  
  80. What first caused the witch to choose you? Your craftmanship.
  81.  
  82. With what did the witch have power? With colors and hues.
  83.  
  84. The witch was hard on you. How did you fnally prove yourself to her? You watched
  85.  
  86. her for many years and learned all the secrets of her garden.
  87.  
  88. Where is the witch now? She went on a mission less than a week ago, leaving you in
  89.  
  90. charge back home.
  91.  
  92. -------
  93.  
  94. MAGIC
  95.  
  96. Cantrips:
  97.  
  98. Glamour Weaving (Intelligence)
  99. Mages with this cantrip are illusionists, able to conjure
  100. silent images. These illusions are simple visions with no
  101. depth or weight. Normal use of this cantrip produces
  102. the image of a small, immobile object of unimpressive
  103. design.
  104. A mage may produce larger or more detailed images by
  105. taking a -2 penalty. Creating moving illusions is even
  106. harder, and gives a -4 penalty
  107.  
  108. Spells:
  109.  
  110. Entanglement -
  111. Range: Near
  112. Duration: 10 rounds
  113. Save: yes
  114. At the behest of the mage, all the plants within range
  115. twist and reach out to grab and hold any creatures, save
  116. the mage himself, that enter their range. A successful
  117. saving throw will allow a slow escape -- at no more than
  118. 10 feet per round
  119.  
  120. Greater Illusion -
  121. Range: Near
  122. Duration: Concentration
  123. Save: yes
  124. By speaking ancient words of power, the caster calls
  125. forth an image. These ghostly images appear real but
  126. have no substance. They make sounds appropriate to
  127. the type of image created, but are incapable of intel
  128. ligent speech or thought. The phantasms will endure
  129. until the mage’s concentration is broken. Viewers who
  130. has reason to believe that the images might not be real
  131. may make a saving throw versus spell; success means
  132. that they recognizes the shapes as only empty visions.
  133.  
  134. Rituals:
  135.  
  136. Gather Mists -
  137. Range: Near
  138. Duration: 1 hour/level
  139. Save: no
  140. This ritual allows a mage to summon a dense, billowing
  141. fog over a nearby area. The mist obscures all vision into
  142. the area and within it; those trapped in the mists can
  143. barely see anything. Normal weather does not affect
  144. this witch fog, though a very strong wind from a great
  145. storm might blow it away.
  146. A mage wanting to cast this ritual must chant in the
  147. tongue of the wind and perform elaborate gestures
  148. for the hour it takes to cast it, and must burn incense
  149. while doing so. At the culmination of the ritual, he must
  150. swallow the tail feather of a bird of prey as he speaks
  151. the last words.
  152.  
  153. ---
  154.  
  155. STASHED EQUIPMENT
  156.  
  157.  
  158. ---
  159.  
  160. ALLIES AND HENCHMEN
  161. Douglas - Helped to escape a cult
  162. Hrothgar - We were herb buddies
  163. May - The Hwitch
  164.  
  165.  
  166.  
  167. ---
  168.  
  169.  
  170. EXPANDED NOTES AND HISTORY
  171.  
  172.  
  173. ---
  174.  
  175. COMBAT STANCES
  176.  
  177. Normal Stance: No change
  178.  
  179. Aggressive Stance: +2 to hit, -4 AC
  180.  
  181. Defensive Stance: +2 AC, -4 to hit
  182.  
  183. Protective Stance: +2 AC, may not attack, may take a hit for a friend
  184.  
  185. Commanding Stance: +6 to AC, may not attack, successful Cha. check gives all
  186.  
  187. companions +2 to hit
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