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- Name: Mercia
- Player: Jody
- Class: Mage
- Level: 1
- Alignment: Neutral
- Experience: 0
- Base Attack Bonus: 0
- Initiative: 3
- ---
- Strength: 8 (-1) (Melee to hit, Melee damage)
- Dexterity: 16 (+2) (Ranged to hit, Armor Class, Initiative)
- Constitution: 10 (0) (Hit Points per level)
- Intelligence: 14 (+1)(Languages known)
- Wisdom: 12 (0) (Save vs mind control)
- Charisma: 12 (0) (Max number of allies)
- ---
- Armor Class: 13
- Fortune Points: 3
- Hit Points: 6 (Current: )
- ---
- SAVING THROWS
- Poison: 14
- Spell: 12
- Breath Weapon: 15
- Magic Item: 11
- Polymorph: 13
- ---
- WEAPONS:
- Dagger: (1d20) To Hit / (1d4) Damage
- ---
- SKILLS: Herbalism, Textiles
- CLASS ABILITIES:
- Sense Magic: Being naturally sensitive to the world
- of magic, Mages may determine if a person, place, or
- thing is magical. Doing so requires concentration and
- a few minutes, so mages cannot tell if something is
- magical simply by being in its presence, and people
- tend to notice if a mage is staring at them intently
- and ignoring his food during a meal. Te GM may
- rule that, when in the presence of particularly intense
- sorcery, the mage notices such immediately
- EQUIPMENT:
- 11sp, dagger, simple clothing, Owl-patterned cloak, ocarina, witch's silver brooch
- HISTORY AND NOTES:
- You went on journeys into the woods to gather herbs and berries.
- No secret escaped you
- You broke someone’s heart, or maybe they broke yours.
- What first caused the witch to choose you? Your craftmanship.
- With what did the witch have power? With colors and hues.
- The witch was hard on you. How did you fnally prove yourself to her? You watched
- her for many years and learned all the secrets of her garden.
- Where is the witch now? She went on a mission less than a week ago, leaving you in
- charge back home.
- -------
- MAGIC
- Cantrips:
- Glamour Weaving (Intelligence)
- Mages with this cantrip are illusionists, able to conjure
- silent images. These illusions are simple visions with no
- depth or weight. Normal use of this cantrip produces
- the image of a small, immobile object of unimpressive
- design.
- A mage may produce larger or more detailed images by
- taking a -2 penalty. Creating moving illusions is even
- harder, and gives a -4 penalty
- Spells:
- Entanglement -
- Range: Near
- Duration: 10 rounds
- Save: yes
- At the behest of the mage, all the plants within range
- twist and reach out to grab and hold any creatures, save
- the mage himself, that enter their range. A successful
- saving throw will allow a slow escape -- at no more than
- 10 feet per round
- Greater Illusion -
- Range: Near
- Duration: Concentration
- Save: yes
- By speaking ancient words of power, the caster calls
- forth an image. These ghostly images appear real but
- have no substance. They make sounds appropriate to
- the type of image created, but are incapable of intel
- ligent speech or thought. The phantasms will endure
- until the mage’s concentration is broken. Viewers who
- has reason to believe that the images might not be real
- may make a saving throw versus spell; success means
- that they recognizes the shapes as only empty visions.
- Rituals:
- Gather Mists -
- Range: Near
- Duration: 1 hour/level
- Save: no
- This ritual allows a mage to summon a dense, billowing
- fog over a nearby area. The mist obscures all vision into
- the area and within it; those trapped in the mists can
- barely see anything. Normal weather does not affect
- this witch fog, though a very strong wind from a great
- storm might blow it away.
- A mage wanting to cast this ritual must chant in the
- tongue of the wind and perform elaborate gestures
- for the hour it takes to cast it, and must burn incense
- while doing so. At the culmination of the ritual, he must
- swallow the tail feather of a bird of prey as he speaks
- the last words.
- ---
- STASHED EQUIPMENT
- ---
- ALLIES AND HENCHMEN
- Douglas - Helped to escape a cult
- Hrothgar - We were herb buddies
- May - The Hwitch
- ---
- EXPANDED NOTES AND HISTORY
- ---
- COMBAT STANCES
- Normal Stance: No change
- Aggressive Stance: +2 to hit, -4 AC
- Defensive Stance: +2 AC, -4 to hit
- Protective Stance: +2 AC, may not attack, may take a hit for a friend
- Commanding Stance: +6 to AC, may not attack, successful Cha. check gives all
- companions +2 to hit
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