Drinking & Dragons

Difference between revisions of "Disposable:Voyage/Mahshid"

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=== Attributes (32 points) ===
=== Attributes (32 points) ===
STR  9 -1
* STR  9 -1
DEX 14 +2
* DEX 14 +2
CON 12 +1
* CON 12 +1
INT 14 +2
* INT 14 +2
WIS 10 0
* WIS 10 0
CHA 17+1=18 +4
* CHA 20 +5 [17+1lvl+2cloak]


=== Abilities ===
=== Abilities ===
HP 37 (7d6+7 [6+7+6*4])
* HP 37 (7d6+7 [6+7+6*4])
BAB 3
* BAB 3
FORT 2
* FORT +3 [2base+1con]
REFL 2
* REFL +4 [2base+2dex]
WILL 5
* WILL +5 [5base+0wis]
AC 12 (10 FF, 12 Touch) [10base+2dex]
* AC 13 (11 FF, 12 Touch) [10base+2dex+1armor]
AP 4 (+1d6)
* AP 4 (+1d6)
Elemental Focus (Air)
* Elemental Focus (Air): +DC to all spells in Air school; forbidden Earth school
Sense Elements (Sp)
* Sense Elements (Sp): 4/day. full round, 10' sphere, choose any element. focus to extend 5' up to 45'. spellcraft result for information gleaned.


=== Feats ===
=== Feats ===
Human Augment Healing (CD)
* Human Augment Healing (CD): +2 HP/spell level for Conjuration[Healing].
1st Sudden Widen (CA)
* 1st Sudden Widen (CA): 1/day widen (double area) spell with no cost.
3rd Storm Magic (Frostburn)
* 3rd Storm Magic (Frostburn): +1 CL to all spells when in a storm (whether magical or natural)
6th Hurricane Breath (CM)
* 6th Hurricane Breath (CM): 1d20 + 4 opposed by Strength check or push 5'. So long as I have a 3rd level spell slot available. Also +1 CL [air] spells.


<div style="display:inline-block; vertical-align:top">
=== Skills ===
=== Skills ===
(ranks only right now)
* +10 Bluff [5rkcc+5cha]
* Spellcraft 10
* +11 Concentration [10rk+1con]
* Concentration 10
* +19 Diplomacy [10rk+5cha+2synbl+2synknob]
* Diplomacy 10
* +6 Jump [5rkcc-1str+2synt]
* Bluff (cc) 5
* +7 Knowledge Arcana [5rk+2int]
* Jump (cc) 5
* +7 Knowledge Nobility [5rk+2int]
* Tumble (cc) 5
* +14 Spellcraft [10rk+2int+2synkarc]
* Knowledge Nobility 5
* +9 Tumble [5rkcc+2dex+2synj]
* Knowledge Arcana 5
</div><div style="display:inline-block; vertical-align:top">
==== Untrained ====
* +2 Appraise
* +4 Balance +2syn
* -1 Climb
* +2 Craft
* +7 Disguise +2syn
* +2 Escape
* +2 Forgery
* +5 Gather Information
* +1 Heal
* +2 Hide
* +7 Intimidate +2syn
* +1 Listen
* +2 Move Silently
* +5 Perform
* +2 Ride
* +2 Search
* +1 Sense Motive
* +1 Spot
* +1 Survival
* -1 Swim
* +2 Use Rope
</div>


=== Spells ===
=== Spells ===
Spontaneous divine, Charisma-based casting and saves.
* Spontaneous divine, Charisma-based casting and saves.
* Close: 40; Medium: 170; Long: 680
* Caster level: 7 (+1 in storm, +1 [Air] descriptor)
* DC: 15+SL


==== 3rd (4/day) ====
==== 3rd (5/day) ====
* Gust of Wind [Air*]
Defensively: 1
* Gust of Wind [Air*]: CL 8, DC 19
* Invisibility [Air, Order]
* Invisibility [Air, Order]
* Moon Blade [General, Water, SpC]
* Moon Blade [General, Water, SpC]: melee touch 1d8+3; 2d8+7 undead; disrupt casting concentration 10+damage+SL


==== 2nd (6/day) ====
==== 2nd (7/day) ====
Defensively: 17
* Blur [Air, Order]
* Blur [Air, Order]
* Cure Moderate Wounds [Water]
* Cure Moderate Wounds [Water]: 2d8+11
* Master Air [Air, SpC]
* Master Air [Air, SpC]
* Silence [Air]
* Silence [Air]: DC 18


==== 1st (6/day) ====
==== 1st (8/day) ====
Defensively: 16
* Benign Transposition [Air, Spc]
* Benign Transposition [Air, Spc]
* Cure Minor Wounds [Water]
* Cure Light Wounds [Water]: 1d8+7
* Detect Pits and Snares [Air]
* Detect Pits and Snares [Air]
* Disguise Self [Air, Order]
* Disguise Self [Air, Order]: DC 17
* Endure Elements [Any]
* Endure Elements [Any]
* Faerie Fire [Fire]
* Faerie Fire [Fire]


==== 0th (6/day) ====
==== 0th (6/day) ====
Defensively: 15
* Create Water [Water]
* Create Water [Water]
* Cure Minor Wounds [Water]
* Cure Minor Wounds [Water]
* Daze [Air, Order]
* Daze [Air, Order]: DC 16
* Detect Magic [Any]
* Detect Magic [Any]
* Ghost Sound [Air]
* Ghost Sound [Air]: DC 16
* Guidance [Air]
* Guidance [Air]
* Know Direction [Air]
* Know Direction [Air]
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* Purify Food and Drink [Water]
* Purify Food and Drink [Water]


=== Gear ===
<div style="display:inline-block; vertical-align:top">
Proficiencies: Simple, short sword. No armor, no shield.
* 650 GP remain
* cloak charisma +2
* ring, sustenance
* hand of the mage
* pearl of power 1st
* horn of fog
* short sword, masterwork
* light mace
* light crossbow
 
==== Consumables ====
==== Consumables ====
* wand, CLW x50
* wand, CLW x50
* wand, cause fear (5HD) x50
* wand, cause fear (5HD DC 11) x50
* scroll, expeditious retreat x2
* scroll, expeditious retreat x2
* scroll, speak with animals
* scroll, speak with animals
Line 100: Line 120:
* scroll, haste
* scroll, haste
* scroll, call lightning
* scroll, call lightning
</div><div style="display:inline-block; vertical-align:top">
=== Gear ===
Proficiencies: Simple, short sword. No armor, no shield.
* 650 GP remain
* cloak charisma +2
* bracers, armor +1
* ring, sustenance
* hand of the mage: always mage hand
* horn of fog
* short sword, masterwork: +3 (1d6-1 pierce 19)
* light mace: +2 (1d6-1 blunt)
* light crossbow: +5 (1d8 pierce)
</div>

Latest revision as of 18:28, 19 February 2020

https://en.wikipedia.org/wiki/Mahshid Art: Castlevania Sypha

Mahshid, NG female human (Valenar) Order of the Spring Zephyr shugenja (air) 7

Attributes (32 points)

  • STR 9 -1
  • DEX 14 +2
  • CON 12 +1
  • INT 14 +2
  • WIS 10 0
  • CHA 20 +5 [17+1lvl+2cloak]

Abilities

  • HP 37 (7d6+7 [6+7+6*4])
  • BAB 3
  • FORT +3 [2base+1con]
  • REFL +4 [2base+2dex]
  • WILL +5 [5base+0wis]
  • AC 13 (11 FF, 12 Touch) [10base+2dex+1armor]
  • AP 4 (+1d6)
  • Elemental Focus (Air): +DC to all spells in Air school; forbidden Earth school
  • Sense Elements (Sp): 4/day. full round, 10' sphere, choose any element. focus to extend 5' up to 45'. spellcraft result for information gleaned.

Feats

  • Human Augment Healing (CD): +2 HP/spell level for Conjuration[Healing].
  • 1st Sudden Widen (CA): 1/day widen (double area) spell with no cost.
  • 3rd Storm Magic (Frostburn): +1 CL to all spells when in a storm (whether magical or natural)
  • 6th Hurricane Breath (CM): 1d20 + 4 opposed by Strength check or push 5'. So long as I have a 3rd level spell slot available. Also +1 CL [air] spells.

Skills

  • +10 Bluff [5rkcc+5cha]
  • +11 Concentration [10rk+1con]
  • +19 Diplomacy [10rk+5cha+2synbl+2synknob]
  • +6 Jump [5rkcc-1str+2synt]
  • +7 Knowledge Arcana [5rk+2int]
  • +7 Knowledge Nobility [5rk+2int]
  • +14 Spellcraft [10rk+2int+2synkarc]
  • +9 Tumble [5rkcc+2dex+2synj]

Untrained

  • +2 Appraise
  • +4 Balance +2syn
  • -1 Climb
  • +2 Craft
  • +7 Disguise +2syn
  • +2 Escape
  • +2 Forgery
  • +5 Gather Information
  • +1 Heal
  • +2 Hide
  • +7 Intimidate +2syn
  • +1 Listen
  • +2 Move Silently
  • +5 Perform
  • +2 Ride
  • +2 Search
  • +1 Sense Motive
  • +1 Spot
  • +1 Survival
  • -1 Swim
  • +2 Use Rope

Spells

  • Spontaneous divine, Charisma-based casting and saves.
  • Close: 40; Medium: 170; Long: 680
  • Caster level: 7 (+1 in storm, +1 [Air] descriptor)
  • DC: 15+SL

3rd (5/day)

Defensively: 1

  • Gust of Wind [Air*]: CL 8, DC 19
  • Invisibility [Air, Order]
  • Moon Blade [General, Water, SpC]: melee touch 1d8+3; 2d8+7 undead; disrupt casting concentration 10+damage+SL

2nd (7/day)

Defensively: 17

  • Blur [Air, Order]
  • Cure Moderate Wounds [Water]: 2d8+11
  • Master Air [Air, SpC]
  • Silence [Air]: DC 18

1st (8/day)

Defensively: 16

  • Benign Transposition [Air, Spc]
  • Cure Light Wounds [Water]: 1d8+7
  • Detect Pits and Snares [Air]
  • Disguise Self [Air, Order]: DC 17
  • Endure Elements [Any]
  • Faerie Fire [Fire]

0th (6/day)

Defensively: 15

  • Create Water [Water]
  • Cure Minor Wounds [Water]
  • Daze [Air, Order]: DC 16
  • Detect Magic [Any]
  • Ghost Sound [Air]: DC 16
  • Guidance [Air]
  • Know Direction [Air]
  • Light [Fire]
  • Purify Food and Drink [Water]

Consumables

  • wand, CLW x50
  • wand, cause fear (5HD DC 11) x50
  • scroll, expeditious retreat x2
  • scroll, speak with animals
  • scroll, remove fear x2
  • scroll, detect thoughts
  • scroll, lesser restoration x2
  • scroll, locate object
  • scroll, remove paralysis x2
  • scroll, resist energy
  • scroll, clairvoyance
  • scroll, haste
  • scroll, call lightning

Gear

Proficiencies: Simple, short sword. No armor, no shield.

  • 650 GP remain
  • cloak charisma +2
  • bracers, armor +1
  • ring, sustenance
  • hand of the mage: always mage hand
  • horn of fog
  • short sword, masterwork: +3 (1d6-1 pierce 19)
  • light mace: +2 (1d6-1 blunt)
  • light crossbow: +5 (1d8 pierce)