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=== Steinar ===
=== Steinar Lastname ===
Human<br/>
Human<br/>
Necromancer (Holy Skinned)<br/>
Necromancer (Holy Skinned)<br/>

Latest revision as of 02:13, 12 July 2017



Steinar Lastname

Human
Necromancer (Holy Skinned)
Level 3 (Adventurer)

Stats

STR 10 0 +3
CON 8 −1 +2
DEX 14 +2 +5
INT 18 +4 +7
WIS 12 +1 +4
CHA 16 +3 +6

Combat

Init: 5
HP: 30
Staggered: 15
AC: 14
PD: 14
MD: 17
Recoveries: 8
Roll: 3d6-1
Average: 9

Basic Attacks

Melee Attack
Scroll Cases
At-Will
Target: One enemy
Attack: +3 vs. AC
Hit: 3d4
Miss:

Ranged Attack
Dagger
At-Will
Target: One enemy
Attack: +5 vs. AC
Hit: 3d4+2
Miss:

One Unique Thing

A living journal made by the Priestess and Archmage merges with a scribe and takes him over, giving him the ability to summon heroic entities of the past.

Icon Relationships

File:Icon-LichKing.svg 1 File:Icon-Priestess.svg 1 File:Icon-Archmage.svg 1

Backgrounds

  • Living History Book 4
    • Literal as well as figurative.
  • Failed Wizard 1
    • The host, Walter, was a failed wizard before becoming a scribe, but picked up some of the basics.
  • General Laborer 1
    • The host, Walter, acted as a general laborer and scribe.
  • New Sensations 2
    • The entity that is now Steinar is new to the world, and every sense is on high alert with new input.

Class Features

Arcane Implements
As a character casting arcane magic, your best options for improving your spellcasting are wands and staffs.
Death’s Master
All necromancers must spend at least one relationship point with any necromantic icon. (This may be conflicted or negative.) If your one unique thing somehow suggests that you might be free of this requirement, make a case to your GM that this is a way in which you are unique.
Ritual Magic
Necromancers can cast their spells as rituals (see Running the Game, Rituals).
Spell Choices
Like other standard spellcasters, you choose the spells you will be able to cast after each full heal-up.
Summoning
Your summoning spells use the standard summoning rules.
Wasting Away
Necromancers are frail, gaunt, parched, skinny, sickly, wasted, cadaverous, dependent on unearthly substances, or partially dead. This isn’t just an aesthetic note—as a necromancer, you must subtract your Constitution modifier from all your necromancer spell attacks if your modifier is positive. In addition, you don’t die until you fail five death saves. Similarly, you don’t succumb to last gasp save effects until you fail the fifth save.

Talents

Redeemer (Holy Champions)
Undead you summon release holy energy bursts as they drop to 0 hp, dealing a small amount of damage to each enemy engaged with them.
Mooks you summon deal holy damage equal to your Charisma modifier (double your Charisma modifier at 5th level; triple it at 8th level). +3
Non-mooks you summon deal holy damage equal to your Charisma modifier x 1d4 (1d8 at 5th level; 2d6 at 8th level). 1d4*3
In story terms, you’re not likely to have a positive relationship with any necromantic icons if you take the Redeemer talent.
Skeletal Minion (Arminious, the Fabled Dog-spirit Squire)
You have a skeleton minion the same level as you that acts as a servant, fights alongside you in battle, and is replaced by a new skeletal minion when it inevitably collapses or is destroyed. It is not a summoned create; summoning rules don’t apply.
Your minion acts on your initiative, taking a standard action, a move action, and (if applicable) a quick action. You decide whether it takes its turn before or after you.
The listed attack and damage values are for melee attacks. Your skeletal minion can’t heal. When it drops to 0 hp, it’s destroyed for that battle. When you take a quick rest, a new (or patched up) skeletal minion will take its place.
  • Attack +9 vs. AC
  • Damage d12
  • AC 19
  • PD 17
  • MD 13
  • HP 22
Sorta Dead (Sorta Not Alive)
In some ways, you’re dead already. You don’t need to eat or sleep or breathe. You can’t drown in normal water/liquid, though magical gas will still affect you.
When a spell or effect targets or applies to undead, you can decide whether you want to count as undead for that specific effect. (For example, you could count as undead to take advantage of a target’s vulnerability created by the ripping claws attack of a starving ghoul mook you summoned via summon undead.)
The first time you die each level, roll a normal save, adding your Charisma modifier. If you succeed, you heal using a free recovery instead of dying. If you were dying because of last gasp saves, consider yourself saved from the last gasp problem also.

Feats

Sorta Dead (Adventurer)
You gain resist poison 16+ and resist negative energy 16+.
Wasting Away (Adventurer)
If your Constitution modifier is negative, add +1 to your necromancer spell attacks.
Skeletal Minion (Adventurer)
Your skeletal minion now adds the escalation die to its attack rolls.
Summoning (Adventurer)
Your summoned creatures can add the escalation die to their attacks.

Powers

Quick to Fight
Racial
Effect: At the start of each battle, roll initiative twice and choose the result you want.
Chant of Endings (Culling the Meek from the Heroic) (3rd)
Ranged spell
At-Will
Target: The nearby enemy with the fewest hit points (you choose if there’s a tie; you also don’t have to be able to see that enemy)
Attack: +8 vs. MD
Hit: 4d6 + 4 holy damage.
Channel Life (Plot Twist)
Ranged spell
Once per battle
Target: One random nearby creature for damage. Nearby ally for healing.
Attack: +8 vs. MD
Hit: Enemy: 2d6 + 4 holy damage, and the healing target can heal using a recovery. Ally: 5 holy damage, and the healing target can heal using a recovery.
Miss: Spell is not expended
The Bones Beneath (Last Redemption)
Ranged spell
Daily
Target: One nearby mook/mob
Attack: +8 vs. PD
Hit: 4d12 + 4 holy damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle.
Miss: Half damage, and each mook in the mob that drops becomes a skeleton mook under your control until the end of the battle.
Normal Initiative +8 AC 18
3rd level Vulnerability: Unholy PD 16
Mook Sword +8 vs. AC 5 damage MD 12
Undead Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. HP 11
Death’s Gauntlet (Gauntlets of Reckoning)
Ranged spell
At-Will
Effect: Instead of taking the ongoing damage at the end of its turn, the target can use its standard action to strike out at the skeletal limbs or spectral arms that are flailing at it. When it does, the ongoing damage ends and you can’t use death’s gauntlet again until the end of your next turn.
Target: One nearby creature
Attack: +7 vs. PD
Hit: 1d4 + 4 ongoing holy damage.
Miss: 2 holy damage
Summon Undead (Summon Fabled Company)
Ranged spell
Daily
Effect: You summon a mob of 1d3 + 1 crumbling skeleton mooks, as per the summoning rules. These skeletons fight for you until the end of the battle or until they drop to 0 hp, whichever comes first.
Normal Initiative +6 AC 16
1st level Vulnerability: Unholy PD 14
Mook Sword +6 vs. AC 3 damage MD 10
Undead Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. HP 6
Summon Horror (Summon Lost Champion)
Ranged spell
Daily
Effect: You summon a ghoul, as per the summoning rules. The summoned ghoul fights for you until the end of the battle or until it drops to 0 hp, whichever comes first.
Normal Initiative +8 AC 18
1st level Vulnerability: Unholy PD 16
Spoiler Claws +8 vs. AC 8 damage MD 12
Undead Natural even hit: The target is vulnerable (attacks vs. it have crit range expanded by 2) to attacks by undead until the end of the ghoul’s next turn. Pound of flesh: The ghoul’s claws and bite attack deals +4 damage against vulnerable targets. Infected bite: Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. HP 20

Possessions

405 Gold Piece

Typical Arms

  • Melee Weapon (Scroll Cases)
  • Ranged Weapon (Dagger)
  • Armor (Roped Garb)

True Magic Items

Cloak of the Umbral Bovine
Mantle. Dead Gaze
+1 PD
+4 hide vs. Undead
It has a cow-like pattern.

Consumables

  • Parchment ×10 Simple paper to write on
  • Ink ×2 Fine black ink used for penning in books and scrolls
  • Oil ×1 To light fires and feed a lantern

Gear

Lantern, quill, needle, thread, backpack, scroll cases, miscellaneous scrolls and books.

Arms Chart

Weapons
1h 2h Thrown Xbow Bow
Small 1d4 1d6 1d4 1d4 n/a
Light 1d6 (-2) 1d8 (-4) 1d6 (-2) 1d6 (-1) 1d6 (-2)
Heavy 1d8 (-5) 1d10 (-6) n/a 1d8 (-4) 1d8 (-5)
Armor
Type AC Penalty
None 10
Light 10
Heavy 11 -2
Shield +1 -2

Incremental Advances

  • HP Increase (Lvl 1)
  • Spell/Power (Lvl 1) Unholy Blast

Description

Physical Description
Hairless and covered with "tattoos" of various shapes and runes. Gaunt and dusty pale in appearance, like parchment.
Mannerisms Description
"Don't put that in your mouth!" Toddler like tendencies.
Personal (non-Icon) Goals
To always learn something new, especially about heroic individuals of the past.
Action Heuristic (c.f., alignment)
Experimentation.
Religion
None per say. Is interested by the religions of those that heroes worshiped in the past.
Family, hometown, city/region of origin?
None that Steinar can remember.
Catchphrase, theme song, etc
"I wonder..."
Languages Determined
Low Imperial; some funky, old languages
Graphic Representation (icon for maps)
Scroll