Drinking & Dragons

Disposable:Voyage/Mahshid: Difference between revisions

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* 6th Hurricane Breath (CM): 1d20 + 4 opposed by Strength check or push 5'. So long as I have a 3rd level spell slot available. Also +1 CL [air] spells.
* 6th Hurricane Breath (CM): 1d20 + 4 opposed by Strength check or push 5'. So long as I have a 3rd level spell slot available. Also +1 CL [air] spells.


<div style="display:inline-block; vertical-align:top">
=== Skills ===
=== Skills ===
* +10 Bluff [5rkcc+5cha]
* +10 Bluff [5rkcc+5cha]
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* +14 Spellcraft [10rk+2int+2synkarc]
* +14 Spellcraft [10rk+2int+2synkarc]
* +9 Tumble [5rkcc+2dex+2synj]
* +9 Tumble [5rkcc+2dex+2synj]
 
</div><div style="display:inline-block; vertical-align:top">
==== Untrained ====
==== Untrained ====
* +2 Appraise
* +2 Appraise
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* -1 Swim
* -1 Swim
* +2 Use Rope
* +2 Use Rope
</div>


=== Spells ===
=== Spells ===
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==== 3rd (5/day) ====
==== 3rd (5/day) ====
Defensively: 1
* Gust of Wind [Air*]: CL 8, DC 19
* Gust of Wind [Air*]: CL 8, DC 19
* Invisibility [Air, Order]
* Invisibility [Air, Order]
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==== 2nd (7/day) ====
==== 2nd (7/day) ====
Defensively: 17
* Blur [Air, Order]
* Blur [Air, Order]
* Cure Moderate Wounds [Water]: 2d8+11
* Cure Moderate Wounds [Water]: 2d8+11
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==== 1st (8/day) ====
==== 1st (8/day) ====
Defensively: 16
* Benign Transposition [Air, Spc]
* Benign Transposition [Air, Spc]
* Cure Minor Wounds [Water]: 1d8+7
* Cure Light Wounds [Water]: 1d8+7
* Detect Pits and Snares [Air]
* Detect Pits and Snares [Air]
* Disguise Self [Air, Order]: DC 17
* Disguise Self [Air, Order]: DC 17
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==== 0th (6/day) ====
==== 0th (6/day) ====
Defensively: 15
* Create Water [Water]
* Create Water [Water]
* Cure Minor Wounds [Water]
* Cure Minor Wounds [Water]
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* Purify Food and Drink [Water]
* Purify Food and Drink [Water]


=== Gear ===
<div style="display:inline-block; vertical-align:top">
Proficiencies: Simple, short sword. No armor, no shield.
* 650 GP remain
* cloak charisma +2
* bracers, armor +1
* ring, sustenance
* hand of the mage: always mage hand
* horn of fog
* short sword, masterwork: +3 (1d6-1 pierce 19)
* light mace: +2 (1d6-1 blunt)
* light crossbow: +5 (1d8 pierce)
 
==== Consumables ====
==== Consumables ====
* wand, CLW x50
* wand, CLW x50
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* scroll, haste
* scroll, haste
* scroll, call lightning
* scroll, call lightning
</div><div style="display:inline-block; vertical-align:top">
=== Gear ===
Proficiencies: Simple, short sword. No armor, no shield.
* 650 GP remain
* cloak charisma +2
* bracers, armor +1
* ring, sustenance
* hand of the mage: always mage hand
* horn of fog
* short sword, masterwork: +3 (1d6-1 pierce 19)
* light mace: +2 (1d6-1 blunt)
* light crossbow: +5 (1d8 pierce)
</div>

Latest revision as of 01:28, 20 February 2020

https://en.wikipedia.org/wiki/Mahshid Art: Castlevania Sypha

Mahshid, NG female human (Valenar) Order of the Spring Zephyr shugenja (air) 7

Attributes (32 points)

  • STR 9 -1
  • DEX 14 +2
  • CON 12 +1
  • INT 14 +2
  • WIS 10 0
  • CHA 20 +5 [17+1lvl+2cloak]

Abilities

  • HP 37 (7d6+7 [6+7+6*4])
  • BAB 3
  • FORT +3 [2base+1con]
  • REFL +4 [2base+2dex]
  • WILL +5 [5base+0wis]
  • AC 13 (11 FF, 12 Touch) [10base+2dex+1armor]
  • AP 4 (+1d6)
  • Elemental Focus (Air): +DC to all spells in Air school; forbidden Earth school
  • Sense Elements (Sp): 4/day. full round, 10' sphere, choose any element. focus to extend 5' up to 45'. spellcraft result for information gleaned.

Feats

  • Human Augment Healing (CD): +2 HP/spell level for Conjuration[Healing].
  • 1st Sudden Widen (CA): 1/day widen (double area) spell with no cost.
  • 3rd Storm Magic (Frostburn): +1 CL to all spells when in a storm (whether magical or natural)
  • 6th Hurricane Breath (CM): 1d20 + 4 opposed by Strength check or push 5'. So long as I have a 3rd level spell slot available. Also +1 CL [air] spells.

Skills

  • +10 Bluff [5rkcc+5cha]
  • +11 Concentration [10rk+1con]
  • +19 Diplomacy [10rk+5cha+2synbl+2synknob]
  • +6 Jump [5rkcc-1str+2synt]
  • +7 Knowledge Arcana [5rk+2int]
  • +7 Knowledge Nobility [5rk+2int]
  • +14 Spellcraft [10rk+2int+2synkarc]
  • +9 Tumble [5rkcc+2dex+2synj]

Untrained

  • +2 Appraise
  • +4 Balance +2syn
  • -1 Climb
  • +2 Craft
  • +7 Disguise +2syn
  • +2 Escape
  • +2 Forgery
  • +5 Gather Information
  • +1 Heal
  • +2 Hide
  • +7 Intimidate +2syn
  • +1 Listen
  • +2 Move Silently
  • +5 Perform
  • +2 Ride
  • +2 Search
  • +1 Sense Motive
  • +1 Spot
  • +1 Survival
  • -1 Swim
  • +2 Use Rope

Spells

  • Spontaneous divine, Charisma-based casting and saves.
  • Close: 40; Medium: 170; Long: 680
  • Caster level: 7 (+1 in storm, +1 [Air] descriptor)
  • DC: 15+SL

3rd (5/day)

Defensively: 1

  • Gust of Wind [Air*]: CL 8, DC 19
  • Invisibility [Air, Order]
  • Moon Blade [General, Water, SpC]: melee touch 1d8+3; 2d8+7 undead; disrupt casting concentration 10+damage+SL

2nd (7/day)

Defensively: 17

  • Blur [Air, Order]
  • Cure Moderate Wounds [Water]: 2d8+11
  • Master Air [Air, SpC]
  • Silence [Air]: DC 18

1st (8/day)

Defensively: 16

  • Benign Transposition [Air, Spc]
  • Cure Light Wounds [Water]: 1d8+7
  • Detect Pits and Snares [Air]
  • Disguise Self [Air, Order]: DC 17
  • Endure Elements [Any]
  • Faerie Fire [Fire]

0th (6/day)

Defensively: 15

  • Create Water [Water]
  • Cure Minor Wounds [Water]
  • Daze [Air, Order]: DC 16
  • Detect Magic [Any]
  • Ghost Sound [Air]: DC 16
  • Guidance [Air]
  • Know Direction [Air]
  • Light [Fire]
  • Purify Food and Drink [Water]

Consumables

  • wand, CLW x50
  • wand, cause fear (5HD DC 11) x50
  • scroll, expeditious retreat x2
  • scroll, speak with animals
  • scroll, remove fear x2
  • scroll, detect thoughts
  • scroll, lesser restoration x2
  • scroll, locate object
  • scroll, remove paralysis x2
  • scroll, resist energy
  • scroll, clairvoyance
  • scroll, haste
  • scroll, call lightning

Gear

Proficiencies: Simple, short sword. No armor, no shield.

  • 650 GP remain
  • cloak charisma +2
  • bracers, armor +1
  • ring, sustenance
  • hand of the mage: always mage hand
  • horn of fog
  • short sword, masterwork: +3 (1d6-1 pierce 19)
  • light mace: +2 (1d6-1 blunt)
  • light crossbow: +5 (1d8 pierce)