Drinking & Dragons

13A:PC/Steinar: Difference between revisions

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{|
| valign="top" width="50%" |
{{:13thAge:Power
    |Name=Quick to Fight
    |Type=Racial
    |Freq=
    |Recharge=
    |Effect=At the start of each battle, roll initiative twice and choose the result you want.
    |Target=
    |Attack=
    |Hit=
    |Miss=
    }}
{{:13thAge:Power
    |Name=Chant of Endings ''(Culling the Meek from the Heroic)''
    |Type=Ranged spell
    |Freq=At-Will
    |Recharge=
    |Effect=
    |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=+6 vs. MD
    |Hit=1d10 + 4 holy damage.
    |Miss=
    }}
{{:13thAge:Power
    |Name=Command Undead ''(Command the Fallen)''
    |Type=Ranged spell
    |Freq=Once per battle
    |Recharge=
    |Effect=
    |Target=One nearby undead creature with 64 hp or fewer
    |Attack=+6 vs. MD
    |Hit=The target is confused (hard save ends, 16+).
    |Miss=
    }}
| valign="top" |
{{:13thAge:Power
    |Name=Death’s Gauntlet ''(Gauntlets of Reckoning)''
    |Type=Ranged spell
    |Freq=At-Will
    |Recharge=
    |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=+6 vs. PD
    |Hit=1d4 + 4 ongoing holy damage.
    |Miss=1 holy damage
    }}
{{:13thAge:Power
    |Name=Summon Undead ''(Summon Fabled Company)''
    |Type=Ranged spell
    |Freq=Daily
    |Recharge=
    |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.
    |Target=
    |Attack=
    |Hit=
    |Miss=
    }}
{| width=100%; cellpadding="5px"; border-spacing: 2px;
|- | style="background:#cccc99;"
|style="width: 65px;"| Normal || Initiative +6 ||style="width: 15px;text-align: right;"| AC || 16
|- | style="background:#e4e4b1"
|style="width: 65px;"| 1st level || Vulnerability: Unholy ||style="width: 15px;text-align: right;"| PD || 14
|- | style="background:#cccc99"
|style="width: 65px;"| Mook || '''Sword''' +6 vs. AC ''3 damage'' ||style="width: 15px;text-align: right;"| MD || 10
|- | style="background:#e4e4b1"
|style="width: 65px;"| 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. ||style="width: 15px;text-align: right;"| HP || 6
|}
|}


=== Possessions ===
=== Possessions ===

Revision as of 02:16, 17 October 2016



Steinar

Human
Necromancer (Holy Skinned)
Level 1 (Adventurer)

Stats

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

Combat

Init: 3
HP: 18
Staggered: 9
AC: 12
PD: 11
MD: 15
Recoveries: 8
Roll: 1d6
Average: 3

Basic Attacks

Melee Attack
Scroll Cases
At-Will
Target: One enemy
Attack: +1 vs. AC
Hit: 1d4
Miss:

Ranged Attack
Dagger
At-Will
Target: One enemy
Attack: +3 vs. AC
Hit: 1d4+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 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 ap\ply.
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 +6 vs. AC
  • Damage d6
  • AC 17
  • PD 15
  • MD 11
  • HP 14
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.

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)
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: +6 vs. MD
Hit: 1d10 + 4 holy damage.
Command Undead (Command the Fallen)
Ranged spell
Once per battle
Target: One nearby undead creature with 64 hp or fewer
Attack: +6 vs. MD
Hit: The target is confused (hard save ends, 16+).
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: +6 vs. PD
Hit: 1d4 + 4 ongoing holy damage.
Miss: 1 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

Possessions

0 Gold Piece

Typical Arms

  • Melee Weapon (Category)
  • Ranged Weapon (Category)
  • Armor (Category)
  • Shield?

True Magic Items

  • None

Consumables

  • Duis ×4 Does what?
  • Aute ×2 Does what?

Gear

Excepteur, sint, occaecat, cupidatat, non, proident, sunt, in, culpa, qui, officia, deserunt, mollit, anim, id, est, laborum.

Arms Chart

Weapons
1h 2h Thrown Xbow Bow
Small 1dX (-Y) 1dX (-Y) 1dX (-Y) 1dX (-Y) n/a
Light 1dX (-Y) 1dX (-Y) 1dX (-Y) 1dX (-Y) 1dX (-Y)
Heavy 1dX (-Y) 1dX (-Y) n/a 1dX (-Y) 1dX (-Y)
Armor
Type AC Penalty
None XX
Light YY
Heavy ZZ
Shield +1

Incremental Advances

  • None

Description

Physical Description
Foo.
Mannerisms Description
Fizz.
Personal (non-Icon) Goals
Bar.
Action Heuristic (c.f., alignment)
Baz.
Religion
Qux.
Family, hometown, city/region of origin?
Wibble.
Catchphrase, theme song, etc
Wobble
Languages Determined
Low Imperial
Graphic Representation (icon for maps)
Flob.