13A:PC/Steinar
From Drinking and Dragons
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: —
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: —
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
- Ut enim
- Quod?
- Ad Minim
- Quod?
- Veniam, quis!
- Quod?
- Nostrud
- Quod?
- Exercitation
- Quod?
Feats
- Ut enim
- Quod? (Ubi?)
- Ad Minim
- Quod? (Ubi?)
- Veniam, quis!
- Quod? (Ubi?)
- Nostrud
- Quod? (Ubi?)
Powers
none
Possessions
0
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
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) |
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.