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Dragon Age/PC:Adolph Cienfuegos: Difference between revisions

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[[File:Adolph.jpg|right]]
'''Background:''' Circle Mage <br/>
'''Class:''' Mage 6<br/>
'''Race:''' Human<br/>
'''Languages:''' Trade Tongue, Native locale, Ancient Tevene (read only)
<hr>
;Communication 2
: Etiquette, Persuasion, Leadership
;Constitution 1
;Cunning 5
: Arcane Lore, Engineering
;Dexterity 1
;Magic 5
: Arcane Lance, Entropy
;Perception 1
;Strength 0
;Willpower 3
<hr>
'''Speed:''' 11<br/>
'''Defense:''' 11<br/>
'''HP:''' 50
<hr>
'''Spellpower:''' 15 + Focus
'''Mana:''' 58<br/>
;Daze (Entropy, Attack)
: 2MP, Target Number 11, Test Willpower (Self-Discipline)
: You ensorcell one visible target within 10 yards. A target that makes a successful Willpower (Self-Discipline) test vs. your Spellpower is slightly confused and suffers a –1 penalty on all ability tests until the beginning of your next turn. A target that fails the test suffers the same penalty and cannot take any actions on their next turn.
;Drain Life (Entropy, Utility)
: 4MP, Target Number 12, Test Constitution (Stamina)
: You suck life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6 + Magic penetrating damage and you are healed by the same amount. Note this only heals damage you have suffered; it doesn’t give you bonus Health above your normal amount. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, the penetrating damage is only 1d6.
;Hallucination (Entropy, Attack)
: 15MP, One minute, Target Number 15, Test Perception (Hearing, Seeing, or Smelling)
:You conjure, in the mind of a subject within 30 yards, an optical, auditory, and olfactory hallucination that can appear to be no wider or taller than your Magic ability in yards. Add additional targets for 5 MP each. Targets must succeed at a Perception (Hearing, Seeing, or Smelling) test vs. your Spellpower to realize the illusory nature of the sight. “Touching” the hallucination automatically reveals the ruse but does not end the spell unless you want it to. The hallucination lasts for as long as you spend free actions to concentrate on it.
;Sleep (Entropy, Attack)
: 15MP, Target Number 19, Test Willpower (Self-Discipline)
:Enemies within 10 yards of a point you choose within 30 yards of you are overcome with heavy drowsiness, falling asleep on their feet unless they succeed at a Willpower (Self-Discipline) test vs. your Spellpower. Targets that fail the initial test may make another test on each of their turns until they awaken. Sleeping targets have a Defense of 10, but are not subject to a coup de grace. Any damage immediately awakens a subject.
;Vulnerability Hex (Entropy, Attack)
: 4MP, Target Number 12, Test Magic (Entropy)
: You curse a visible target within 20 yards, making them more vulnerable to attacks and spells. Until the end of the encounter, the target suffers a –1 penalty to Defense and a –2 penalty on ability tests vs. Spellpower. A target that makes a successful Magic (Entropy) test vs. your Spellpower only suffers the Defense penalty. A character can only be subject to one vulnerability hex at a time.
;Weakness (Entropy, Attack)
: 3MP, Target Number 11, Test Magic (Spirit)
: Your magic drains a visible enemy within 20 yards of energy, making them slower and more sluggish. The target suffers a –1 penalty to Strength and Dexterity and a –5 penalty to Speed for a number of rounds equal to the casting roll’s Dragon Die. If the target makes a successful Magic (Spirit) test vs. your Spellpower, they only suffer the Speed penalty.
<hr>
;Entropy Magic (Talent)
: Novice: You gain deathsight. When someone you can see drops to 0 Health, you can tell how many rounds it will take him to die.
: Journeyman: When you cast an Entropy spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Entropy spell.
;Necromancy (Specialization)
: Novice: If you kill an enemy, your Spellpower increases by +2 for a number of turns equal to your Willpower. Killing another enemy during this time resets the duration but doesn’t add to the Spellpower bonus.
<hr>
'''Quarterstaff''' 1d6+1 dmg


Background: Circle Mage
'''Silver:''' 66
 
Comm: 11 (1)
Con 11 (1)
Cun 18 (4) + 1 = 5
Dex 4 (-1)
Magic 17 (3)
Perception 11 (1)
Str 6 (0)
Will 13 (2)
 
HP: 1st level = 26
 
Speed: 9
 
Defense: 9




[[Category:Dragon Age]]
[[Category:Dragon Age]]
[[Category:Dragon Age/PC]]
[[Category:Dragon Age/PC]]
[[Category:Wizardoest:Character Build]]
[[Category:Wizardoest:PC]]

Latest revision as of 14:45, 2 June 2016

Background: Circle Mage
Class: Mage 6
Race: Human
Languages: Trade Tongue, Native locale, Ancient Tevene (read only)


Communication 2
Etiquette, Persuasion, Leadership
Constitution 1
Cunning 5
Arcane Lore, Engineering
Dexterity 1
Magic 5
Arcane Lance, Entropy
Perception 1
Strength 0
Willpower 3

Speed: 11
Defense: 11
HP: 50


Spellpower: 15 + Focus Mana: 58

Daze (Entropy, Attack)
2MP, Target Number 11, Test Willpower (Self-Discipline)
You ensorcell one visible target within 10 yards. A target that makes a successful Willpower (Self-Discipline) test vs. your Spellpower is slightly confused and suffers a –1 penalty on all ability tests until the beginning of your next turn. A target that fails the test suffers the same penalty and cannot take any actions on their next turn.
Drain Life (Entropy, Utility)
4MP, Target Number 12, Test Constitution (Stamina)
You suck life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6 + Magic penetrating damage and you are healed by the same amount. Note this only heals damage you have suffered; it doesn’t give you bonus Health above your normal amount. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, the penetrating damage is only 1d6.
Hallucination (Entropy, Attack)
15MP, One minute, Target Number 15, Test Perception (Hearing, Seeing, or Smelling)
You conjure, in the mind of a subject within 30 yards, an optical, auditory, and olfactory hallucination that can appear to be no wider or taller than your Magic ability in yards. Add additional targets for 5 MP each. Targets must succeed at a Perception (Hearing, Seeing, or Smelling) test vs. your Spellpower to realize the illusory nature of the sight. “Touching” the hallucination automatically reveals the ruse but does not end the spell unless you want it to. The hallucination lasts for as long as you spend free actions to concentrate on it.
Sleep (Entropy, Attack)
15MP, Target Number 19, Test Willpower (Self-Discipline)
Enemies within 10 yards of a point you choose within 30 yards of you are overcome with heavy drowsiness, falling asleep on their feet unless they succeed at a Willpower (Self-Discipline) test vs. your Spellpower. Targets that fail the initial test may make another test on each of their turns until they awaken. Sleeping targets have a Defense of 10, but are not subject to a coup de grace. Any damage immediately awakens a subject.
Vulnerability Hex (Entropy, Attack)
4MP, Target Number 12, Test Magic (Entropy)
You curse a visible target within 20 yards, making them more vulnerable to attacks and spells. Until the end of the encounter, the target suffers a –1 penalty to Defense and a –2 penalty on ability tests vs. Spellpower. A target that makes a successful Magic (Entropy) test vs. your Spellpower only suffers the Defense penalty. A character can only be subject to one vulnerability hex at a time.
Weakness (Entropy, Attack)
3MP, Target Number 11, Test Magic (Spirit)
Your magic drains a visible enemy within 20 yards of energy, making them slower and more sluggish. The target suffers a –1 penalty to Strength and Dexterity and a –5 penalty to Speed for a number of rounds equal to the casting roll’s Dragon Die. If the target makes a successful Magic (Spirit) test vs. your Spellpower, they only suffer the Speed penalty.

Entropy Magic (Talent)
Novice: You gain deathsight. When someone you can see drops to 0 Health, you can tell how many rounds it will take him to die.
Journeyman: When you cast an Entropy spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Entropy spell.
Necromancy (Specialization)
Novice: If you kill an enemy, your Spellpower increases by +2 for a number of turns equal to your Willpower. Killing another enemy during this time resets the duration but doesn’t add to the Spellpower bonus.

Quarterstaff 1d6+1 dmg

Silver: 66