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Difference between revisions of "13A:PC/Qistis"

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__NOTOC__
== Qistis Greydove ==
{{13A|pc=PC}}
<big>''I am a prolific journaler for each sunrise wipes my memories clean and my notebooks are my memories.''</big>
<div style="margin-left:10px; float:right;">
=== Name ===
Race<br/>
Class<br/>
Level (Tier)<br/>
<!-- Tier: 1-4 Adventurer; 4-7 Champion; 8-10 Elite -->
<!-- Remember: Ability modifier to damage (basic attacks, many powers, etc) and HP goes up with tier. -->
=== Stats ===
<!--
Base STR:
Base CON:
Base DEX:
Base INT:
Base WIS:
Base CHA:
Rase: +2 ???
Class: +2 ???
Level 4: +1 ???, ???, ???
Level 7: +1 ???, ???, ???
Level 10: +1 ???, ???, ???
-->
{{:13thAge:Stats
    |STR=10
    |CON=10
    |DEX=10
    |INT=10
    |WIS=10
    |CHA=10
    |LVL=1
    }}


=== Combat ===
{{13thIcon|Archmage|25}}(Conflicted) | {{13thIcon|TheThree|25}}(Negative) | {{13thIcon|ElfQueen|25}}(Conflicted)
<!-- CALCULATIONS
Init: dex + lvl
HP: (base + con modifier) * (level multiplier; 3 at level 1)
Staggered: 1/2 max HP
AC: base + (mid of con, dex, wis)+ level + "ac modifier to your base ac"
PD: base + (mid of str, con, dex)+ level + "pd modifier to your base pd"
MD: base + (mid of int, wis, cha)+ level + "md modifier to your base md"
Recoveries: typically 8
Roll: lvl dX + (conmod*tier)
Average: calculate
-->
'''Init''':      0<br/>
'''HP''':        0<br/>
'''Staggered''':  0<br/>
'''AC''':        0<br/>
'''PD''':        0<br/>
'''MD''':        0<br/>
'''Recoveries''': 8<br/>
'''Roll''':      1dX+Y<br/>
'''Average:'''    0


=== Basic Attacks ===
Sorcerer 1<br>
{{:13thAge:Power
Half-elf | Female<br>
    |Name=Melee Attack
<!-- Half-elf: +2 CHA; Sorcerer: +2 CON -->
    |Type=
'''Abilities'''  Str 16 +3 | Dex 14 +2 | Con 12 +1 | Int 10 +0 | Wis 10 +0 | Cha 17 +3<br>
    |Freq=At-Will
'''Init:''' +3 ''(Dex + Level)''
    |Recharge=
;Quick to Fight (Racial Power)
    |Effect=
: At the start of each battle, roll initiative twice and choose the result you want.
    |Target=One enemy
;Precise Shot (Feat)
    |Attack=Stat + Level vs. AC
: Ranged attacks won't hit engaged enemies
    |Hit=WEAPON + Stat damage
    |Miss= &mdash;
    }}<br/>
{{:13thAge:Power
    |Name=Ranged Attack
    |Type=
    |Freq=At-Will
    |Recharge=
    |Effect=
    |Target=One enemy
    |Attack=Stat + Level vs. AC
    |Hit=WEAPON + Stat damage
    |Miss= &mdash;
    }}
</div>


=== One Unique Thing ===
== Defense ==
<span style="font-size: large;">Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.</span>
'''HP:''' 24 ''(7+Con*3)''<br>
'''Recoveries:''' 8 (1d8+Level+Con)


=== Icon Relationships ===
'''AC:''' 14 ''(12 + middle mod of Con/Dex/Wis + Level)''<br>
<!--
'''Physical Defense:''' 15 ''(12 + middle mod of Str/Con/Dex + Level)''<br>
Keep only the icons with which you have a relationship.
'''Mental Defense:''' 13 ''(12 + middle mod of Int/Wis/Cha + Level)''
+X is conflicted. + is positive. X is negative.
Number is the number of dice.
3 points at 1st.
+1 at 5, 8.
-->
{{13thIcon|LichKing}}          <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|ElfQueen}}          <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|Priestess}}          <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|HighDruid}}          <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|Crusader}}          <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|PrinceOfShadows}}    <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|TheThree}}          <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|Emperor}}            <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|DwarfKing}}          <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|GreatWyrm}}          <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|OrcLord}}            <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|Archmage}}          <span style="font-size: 200%;">{{+X}} 1</span>
{{13thIcon|Diabolist}}          <span style="font-size: 200%;">{{+X}} 1</span>


=== Backgrounds ===
== Spells ==
<!--
;Otherworldly Bolt (Adapted from Lightning Bolt)
8 points at first, up to 5 in a single one
: Ranged Spell
-->
: '''Recharge:''' 16+ after battle
* Lorem ipsum dolor sit amet 4
: '''Target':'' One nearby enemy; ''chain'' spell
* consectetur adipiscing elit 3
: '''Attack:''' CHA + Level vs. PD
* sed do eiusmod tempor incididunt ut labore et dolore magna aliqua 1
: '''Hit:''' 3d6 + CHA Lightning Damage
: '''Miss:''' 1/2 Damage
: ''Flavor text: Your hands crackle with purple energy before a multiple bolts arc out towards your foes.''
;Faerie Fire (Adapted from Magic Missile)
: Ranged Spell
: '''Recharge:''' At-will
: '''Target':'' One neaby or one far away enemy
: '''Attack:''' Auto hit
: '''Hit:''' 2d4 force damage
: ''Flavor text: Delicate wisps of cool flame sprout from your finger tips and move lightning quick to strike the enemy.''
;Winter's Grasp (Adapted from Scorching Ray)
: Ranged Spell
: '''Recharge:''' At-will
: '''Target':'' One nearby enemy; ''chain'' spell
: '''Attack:''' CHA + Level vs. PD
: '''Hit:''' 1d6 + Charisma fire damage, and if the natural attack roll is even, the target also takes 1d8 ongoing fire damage.
: '''Miss:''' Damage equal to your level
: ''Flavor text: A thin film of frost coats your arms from fingertip to elbow. You point at your target and a burst of cold envelopes their form, chilling them to the bone.''
;Shadowveil (Adapted from Resist Energy)
: Ranged Spell
: '''Recharge:''' At-will
: '''Target':'' You or one nearby ally.
: '''Effect:''' Until the end of the battle, the target gains resist damage 12+ to the following energy type of your choice: cold, fire,lightning, thunder.
: '''Miss:''' Damage equal to your level
: ''Flavor text: The shadows below seem to move and shift, coalescing around you in a formless mass to shield you from harm.''


=== Class Features ===
== Class Features ==
<!--
;Access to Wizardry
;Name
: Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell. The wizard spell must be two levels lower than the sorcerer spell.
: Descriptive text.
: You gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up to your normal maximum background point limit.
-->
: You can also use one of your sorcerer spell choices to choose any wizard spell of the same level. You get only one such equal-level wizard spell at a time; all others have to be purchased using the 2-level penalty in the Access to Wizardry class feature described above.
;Ut enim
;Breath Weapon
: Quod?
: Spells with the breath weapon keyword have a chance to be re-used during battle. Each breath weapon spell lists the chance of re-using it (usually 16+). At the start of each round after you've cast the breath weapon spell, make the re-use roll. Success indicates that you may re-use that spell as a standard action, but for that round only. If you fail the re-use roll, you don't have the option to re-use the spell, but you get another chance at the beginning of the next round.
;Ad Minim
: The breath weapon power lasts for a single battle only.
: Quod?
: You can have only one breath weapon spell active at a time. If you cast a different breath weapon spell when you have an earlier spell active, the new spell cancels the earlier spell. (See the Chromatic Destroyer Heritage talent for the path to multiple breath weapon spells.)
;Veniam, quis!
: Failing a death save cancels any breath weapon spells you have active.
: Quod?
;Chain
;Nostrud
: When you attack with a chain spell and get a natural even roll, you can roll another attack against a different enemy within range. Keep on rolling attacks as long as you get even rolls and don't run out of new targets. Each enemy can be targeted only once.
: Quod?
;Dancing Lights
: All sorcerers can cast the dancing lights spell as a standard action. Unlike the wizard's light cantrip, the sorcerer's dancing lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the sorcerer every two to five seconds. The sorcerer has very little control over the exact location or illumination provided by the lights, meaning that they can occasionally be used for dramatic plot purposes.
;Gather Power
: Once initiative has been rolled and a battle is underway, a sorcerer can spend a standard action to gather magical power, preparing themselves for casting a double-strength spell with their next standard action. Gathering power is loud and very noticeable. Sorcerers who want to gather power before initiative has been rolled can go through the motions but won't get any benefit from the act.
: When a sorcerer gathers power, it does not count as casting a spell; you can gather power without taking opportunity attacks.
: In addition, because you spend your standard action to gather power, you generate a small magical benefit. Like many of your powers, this benefit is chaotic rather than perfectly reliable, so you must make a random check to see what benefit you get. Roll a d6 and consult the appropriate table below.
: If you get a benefit that deals damage to enemies, you can choose the type of damage (cold, fire, lightning, or thunder). <br>
:  Levels 1 - 4
  - 1-2: You gain a +1 to AC until the start of your next turn<br>
  - 3-4: Deal damage equal to your level to all nearby staggered enemies<br>
  - 5-6: Deal damage equal to your level to one nearby enemy


=== Talents ===
== Class Talents ==
<!--
;Arcane Heritage
3 for most classes. Some classes get a 4th or 5th at various levels.
: When you hit with a commander melee attack during your turn, gain 1d3 command points.
-->
: You gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up to your normal maximum background point limit.
;Ut enim
: You can also use one of your sorcerer spell choices to choose any wizard spell of the same level. You get only one such equal-level wizard spell at a time; all others have to be purchased using the 2-level penalty in the Access to Wizardry class feature described above.
: Quod?
;Sorcerer's Familiar
;Ad Minim
: You have a familiar much like a wizard's familiar, but more changeable. Unlike the wizard, you don't choose two abilities for your familiar. Instead you choose one permanent ability that suits your familiar's nature; the only limitation is that you can't choose tough as the permanent ability. Each time you get a full heal-up, randomly determine two other abilities your familiar will possess until your next full heal-up.
: Quod?
: '''Umbra:''' A fey touched ermine. Her fur is stark white and she has small antlers that spout from her head. Her eyes are also known to glow an eerie purple at times, though the trigger is a mystery.
;Veniam, quis!
: Alert, maybe even insightful: You gain a +2 bonus to Wisdom skill checks.
: Quod?
;Mark of the Unseelie (Adapted from Infernal Heritage)
;Nostrud
: You have resist negative energy 12+ and gain a +1 attack bonus against undead. You can also include negative energy damage on your personal random energy damage type table, swapping out an energy type you don't want to access randomly.
: Quod?
;Exercitation
: Quod?


=== Feats ===
== Backgrounds ==
<!--
;Perpetual Academic at the Silver Spire Wizard's Conservatory +4
1 per level. +1 for human. 11 max.
: Despite her best efforts, Qistis could never master magical powers on her own, leading her to an overly extended stay as a student in the (INSERT NAME OF SCHOOL HERE). Her knowledge of near anything taught to wizards is vast, and honestly probably better than most classically trained in the magical arts.
: Descriptive text. (Applies to. [ie, General, name of talent, name of power])
;Adjunct Professor or Rhetoric +3
: Minimal descriptive text here unless it's a general feat. Include the detail with its talent/power.
;President of the Herbolist's Club +1
-->
;Touched by an archfey of the unseelie court +2
;Ut enim
: (This needs to be worked out since we're not sure about the whole fey thing)
: Quod? (Ubi?)
;Ad Minim
: Quod? (Ubi?)
;Veniam, quis!
: Quod? (Ubi?)
;Nostrud
: Quod? (Ubi?)


=== Powers ===
== Stuff ==
<!--
* Physical  Thin, pale and
Include Racial Power.
* Mannerisms  Direct and efficient with movements
Include feat detail with power.
* Personal Goals  To ensure that others do not suffer needlessly.
{{:13thAge:Power
* Heuristic Think first, then act.
    |Name=
* Religion  Openly follows the Dwarven Pantheon while privately dismissing all gods.
    |Type=
* Family/Origin/Etc Raised by dairy farmers who evaded taxes. She sold them out for 30 silver to fund her running away at age 12.
    |Freq=
* Catchphrase/Song/Etc  Taps
    |Recharge=
* Token A helmet forged of steel with the faceguard shaped like a beard.
    |Effect=
    |Target=
    |Attack=Stat + Level vs. AC
    |Hit=
    |Miss=
    }}
-->
''none''


=== Possessions ===
{{13A|pc=PC}}
{{GP|0}}
==== Typical Arms ====
* Melee Weapon (Category)
* Ranged Weapon (Category)
* Armor (Category)
* Shield?
 
==== True Magic Items ====
<!--
Possible Chakras:
    * Body
    * Waist
    * Book
    * Foot
    * Shoulders
    * Hands
    * Head
    * Neck
    * Shield
    * Staff (implement)
    * Symbol (implement)
    * Wand (implement)
    * Weapon, melee
    * Weapon, Ranged
    * Ring (x2)
    * Wondrous Item (no limit)
{{:13thAge:TrueItem
    |Name=
    |Chakra=
    |Quirk=
    |Basic=
    |Power=
    |Desc=
    }}
-->
* None
 
==== Consumables ====
* Duis {{Qty|4}} {{Det|Does what?}}
* Aute {{Qty|2}} {{Det|Does what?}}
 
==== Gear ====
Excepteur, sint, occaecat, cupidatat, non, proident, sunt, in, culpa, qui, officia, deserunt, mollit, anim, id, est, laborum.
 
==== [[13thAge:Gear|Arms]] Chart ====
<!-- This is the chart of your class's basic weapon/armor values. -->
<div>
{| class="wikitable mw-collapsible"
|+ 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)
|}
</div>
<div>
{| class="wikitable mw-collapsible"
|+ Armor
! Type  !! AC !! Penalty
|-
| None  || XX || —
|-
| Light  || YY || —
|-
| Heavy  || ZZ || —
|-
| Shield || +1 || —
|}
</div>
 
=== Incremental Advances ===
<!-- ICON RELATIONSHIP IS FINAL. The rest can be changed at level up.
    Choices:
    * Ability Score Bonus (4, 7, 10)
    * Icon Relationship (5, 8)
    * Talent (some classes only)
    * Feat
    * Hit Points
    * Extra Magic Item slot/Chakra
    * Skills
    * Spell/Power (may be taken multiple times if there are multiple to gain). 
-->
* None
 
=== Description ===
<!-- Please do NOT have artwork for your character. Let's use the description fully.
;5th Level Transcendent Moment:
:
;8th Level Transcendent Moment:
:
 
-->
;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.

Revision as of 17:33, 23 October 2016

Qistis Greydove

I am a prolific journaler for each sunrise wipes my memories clean and my notebooks are my memories.

File:Icon-Archmage.svg(Conflicted) | File:Icon-TheThree.svg(Negative) | File:Icon-ElfQueen.svg(Conflicted)

Sorcerer 1
Half-elf | Female
Abilities Str 16 +3 | Dex 14 +2 | Con 12 +1 | Int 10 +0 | Wis 10 +0 | Cha 17 +3
Init: +3 (Dex + Level)

Quick to Fight (Racial Power)
At the start of each battle, roll initiative twice and choose the result you want.
Precise Shot (Feat)
Ranged attacks won't hit engaged enemies

Defense

HP: 24 (7+Con*3)
Recoveries: 8 (1d8+Level+Con)

AC: 14 (12 + middle mod of Con/Dex/Wis + Level)
Physical Defense: 15 (12 + middle mod of Str/Con/Dex + Level)
Mental Defense: 13 (12 + middle mod of Int/Wis/Cha + Level)

Spells

Otherworldly Bolt (Adapted from Lightning Bolt)
Ranged Spell
Recharge: 16+ after battle
'Target': One nearby enemy; chain spell
Attack: CHA + Level vs. PD
Hit: 3d6 + CHA Lightning Damage
Miss: 1/2 Damage
Flavor text: Your hands crackle with purple energy before a multiple bolts arc out towards your foes.
Faerie Fire (Adapted from Magic Missile)
Ranged Spell
Recharge: At-will
'Target': One neaby or one far away enemy
Attack: Auto hit
Hit: 2d4 force damage
Flavor text: Delicate wisps of cool flame sprout from your finger tips and move lightning quick to strike the enemy.
Winter's Grasp (Adapted from Scorching Ray)
Ranged Spell
Recharge: At-will
'Target': One nearby enemy; chain spell
Attack: CHA + Level vs. PD
Hit: 1d6 + Charisma fire damage, and if the natural attack roll is even, the target also takes 1d8 ongoing fire damage.
Miss: Damage equal to your level
Flavor text: A thin film of frost coats your arms from fingertip to elbow. You point at your target and a burst of cold envelopes their form, chilling them to the bone.
Shadowveil (Adapted from Resist Energy)
Ranged Spell
Recharge: At-will
'Target': You or one nearby ally.
Effect: Until the end of the battle, the target gains resist damage 12+ to the following energy type of your choice: cold, fire,lightning, thunder.
Miss: Damage equal to your level
Flavor text: The shadows below seem to move and shift, coalescing around you in a formless mass to shield you from harm.

Class Features

Access to Wizardry
Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell. The wizard spell must be two levels lower than the sorcerer spell.
You gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up to your normal maximum background point limit.
You can also use one of your sorcerer spell choices to choose any wizard spell of the same level. You get only one such equal-level wizard spell at a time; all others have to be purchased using the 2-level penalty in the Access to Wizardry class feature described above.
Breath Weapon
Spells with the breath weapon keyword have a chance to be re-used during battle. Each breath weapon spell lists the chance of re-using it (usually 16+). At the start of each round after you've cast the breath weapon spell, make the re-use roll. Success indicates that you may re-use that spell as a standard action, but for that round only. If you fail the re-use roll, you don't have the option to re-use the spell, but you get another chance at the beginning of the next round.
The breath weapon power lasts for a single battle only.
You can have only one breath weapon spell active at a time. If you cast a different breath weapon spell when you have an earlier spell active, the new spell cancels the earlier spell. (See the Chromatic Destroyer Heritage talent for the path to multiple breath weapon spells.)
Failing a death save cancels any breath weapon spells you have active.
Chain
When you attack with a chain spell and get a natural even roll, you can roll another attack against a different enemy within range. Keep on rolling attacks as long as you get even rolls and don't run out of new targets. Each enemy can be targeted only once.
Dancing Lights
All sorcerers can cast the dancing lights spell as a standard action. Unlike the wizard's light cantrip, the sorcerer's dancing lights spell produces a number of varicolored light globes that bloom within 5 to 30 feet of the sorcerer every two to five seconds. The sorcerer has very little control over the exact location or illumination provided by the lights, meaning that they can occasionally be used for dramatic plot purposes.
Gather Power
Once initiative has been rolled and a battle is underway, a sorcerer can spend a standard action to gather magical power, preparing themselves for casting a double-strength spell with their next standard action. Gathering power is loud and very noticeable. Sorcerers who want to gather power before initiative has been rolled can go through the motions but won't get any benefit from the act.
When a sorcerer gathers power, it does not count as casting a spell; you can gather power without taking opportunity attacks.
In addition, because you spend your standard action to gather power, you generate a small magical benefit. Like many of your powers, this benefit is chaotic rather than perfectly reliable, so you must make a random check to see what benefit you get. Roll a d6 and consult the appropriate table below.
If you get a benefit that deals damage to enemies, you can choose the type of damage (cold, fire, lightning, or thunder).
Levels 1 - 4
  - 1-2: You gain a +1 to AC until the start of your next turn
- 3-4: Deal damage equal to your level to all nearby staggered enemies
- 5-6: Deal damage equal to your level to one nearby enemy

Class Talents

Arcane Heritage
When you hit with a commander melee attack during your turn, gain 1d3 command points.
You gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up to your normal maximum background point limit.
You can also use one of your sorcerer spell choices to choose any wizard spell of the same level. You get only one such equal-level wizard spell at a time; all others have to be purchased using the 2-level penalty in the Access to Wizardry class feature described above.
Sorcerer's Familiar
You have a familiar much like a wizard's familiar, but more changeable. Unlike the wizard, you don't choose two abilities for your familiar. Instead you choose one permanent ability that suits your familiar's nature; the only limitation is that you can't choose tough as the permanent ability. Each time you get a full heal-up, randomly determine two other abilities your familiar will possess until your next full heal-up.
Umbra: A fey touched ermine. Her fur is stark white and she has small antlers that spout from her head. Her eyes are also known to glow an eerie purple at times, though the trigger is a mystery.
Alert, maybe even insightful: You gain a +2 bonus to Wisdom skill checks.
Mark of the Unseelie (Adapted from Infernal Heritage)
You have resist negative energy 12+ and gain a +1 attack bonus against undead. You can also include negative energy damage on your personal random energy damage type table, swapping out an energy type you don't want to access randomly.

Backgrounds

Perpetual Academic at the Silver Spire Wizard's Conservatory +4
Despite her best efforts, Qistis could never master magical powers on her own, leading her to an overly extended stay as a student in the (INSERT NAME OF SCHOOL HERE). Her knowledge of near anything taught to wizards is vast, and honestly probably better than most classically trained in the magical arts.
Adjunct Professor or Rhetoric +3
President of the Herbolist's Club +1
Touched by an archfey of the unseelie court +2
(This needs to be worked out since we're not sure about the whole fey thing)

Stuff

  • Physical Thin, pale and
  • Mannerisms Direct and efficient with movements
  • Personal Goals To ensure that others do not suffer needlessly.
  • Heuristic Think first, then act.
  • Religion Openly follows the Dwarven Pantheon while privately dismissing all gods.
  • Family/Origin/Etc Raised by dairy farmers who evaded taxes. She sold them out for 30 silver to fund her running away at age 12.
  • Catchphrase/Song/Etc Taps
  • Token A helmet forged of steel with the faceguard shaped like a beard.