Drinking & Dragons

13A:PC/Steinar

From Drinking and Dragons
Revision as of 18:23, 16 October 2016 by >Askewnotion (→‎Class Features)



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

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 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.