Drinking & Dragons

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

From Drinking and Dragons
>AzureFrost
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: '''Hit:''' 1d6 + Charisma fire damage, and if the natural attack roll is even, the target also takes 1d8 ongoing fire damage.
: '''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
: '''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.''
: ''Flavor text: A thin film of frost coats your arms from fingertip to elbow. You point at your target and a burst of cold mist envelopes their form, chilling them to the bone.''
;Shadowveil (Adapted from Resist Energy)
;Shadowveil (Adapted from Resist Energy)
: Ranged Spell
: Ranged Spell

Revision as of 20:39, 23 October 2016

Qistis Greydove

Despite my best efforts through years of study, I could not master magic on my own. In a moment of desperation I made a pact with a Shadow Demon masquerading as a Dark Elf in order to unlock the secrets of magic. His touch has left my hair struck white, eyes a piercing purple, and his symbol is burned into my right shoulder blade to mark me as his (not that I know this). He gifted me with a book from which I draw my spells. The branches started barren, but slowly have filled with a multitude of leaves that vary in size. The tree currently seems almost 1/3 completed, I do not know what will happen when it is.

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

Sorcerer 1
Half-elf | Female
Abilities Str 8 -1 | Dex 10 +0 | Con 16 +3 | Int 14 +2 | Wis 12 +1 | Cha 18 +4
Init: +1 (Dex + Level)

Surprising (Racial Power)
Once per battle, subtract one from the natural result of one of your own d20 rolls.

Defense

HP: 27 (6+Con)x3
Recoveries: 8 (1d6+Level+Con)

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

Feats

Precise Shot
Ranged attacks won't hit engaged enemies

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 mist envelopes their form, chilling them to the bone.
Shadowveil (Adapted from Resist Energy)
Ranged Spell
Recharge: 16+ after battle
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.
Marked by a Shadow Demon (Adapted from Undead Remnant)
You have resist negative energy 12+ and gain a +1 attack bonus against demons(?). 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 at the Silver Spire Wizard's Conservatory. Her knowledge of near anything taught to wizards is vast, and honestly probably better than most classically trained in the magical arts.
Adjunct Professor of Rhetoric +3
President of the Herbolist's Club +1
Thesis on "The Underdark: Relationships between its denizens and demons; an exploration on pacts, rituals and rites." +2

Stuff

  • Physical: Thin, pale and elegant.
  • Mannerisms: Walks around with a stick up her ass.
  • Personal Goals: To prove myself a powerful and competent magical caster to my parents.
  • Heuristic: Analyze the situation and consider all possible options.
  • Religion: Doesn't care.
  • Family/Origin/Etc: Comes from a long standing family of wizards, magical practitioners and academics. She is the product of the Proctor of Abjuration, her high elven father, and the Master Herbologist, her half-elven mother.
  • Catchphrase/Song/Etc: ???
  • Token: A hefty tome with a deep purple cover, a stylized tree is embossed onto the cover and the pages are edged in gold.
  • Languages: Low Imperial, Elven (all), Umbral (language of shadow demons), smattering of other demonic tongues