OOC:
This is the character sheet at creation, any updates will be placed
here PLAYER: Runekyndig
CHARACTER: Shrip
Wizard lev 1
ANCESTRY Human (Versatile Heritage)
BACKGROUND RETURNING DESCENDANT
SPEED 25 feet
PERCEPTION +4 (Trained)
ALIGNMENT CG
LANGUAGES Common, Dwarven, Elven, Gnomish, and Halfling.
STATISTICS
Str 10 (+0)
Dex 14 (+2)
Con 12 (+1)
Int 18 (+4)
Wis 12 (+1)
Cha 12 (+1)
STRIKES
Melee staff +3 (two-hand1d8), 1d4 bludgeoning
Melee Dagger +5 , 1d4 pircing, Agile, Finesse, Thrown 10 ft., Versatile
Ranged Telekinetic Projectile +7 (bludgeoning, piercing, or slashing, evocation), 1d6+4
SKILLS
Acrobatics (DEX) +1; Arcana * (INT) +7; Athletics (STR) -1; Crafting * (INT) +7; Deception * (CHA) +4; Diplomacy (CHA) +1; Intimidation (CHA) +1; Lore: Engineering * (INT) +7; Medicine (WIS) +1; Nature (WIS) +1; Occultism * (INT) +7; Performance (CHA) +1; Religion (WIS) +1; Society * (INT) +7; Stealth * (DEX) +4; Survival * (WIS) +4, Thievery * (DEX) +4
(* = TRAINED, ** = EXPERT, *** = MASTER)
FEATS AND ABILITIES
Heritage Feat Versatile Heritage
Skill Feat Pickpocket
Feat 1st Haughty Obstinacy
Class Abilities arcane bond; Arcane School (Universalist); arcane thesis (Spell Substitution); Hand of the Apprentice
DEFENSE HP 15
AC 17
AC (shield raised) 18
Fort +4
Ref +5
Wil +6
SPELLS
Spell Attack +7
DC 17
SPELLS
Cantrips (at will)
*_Daze (enc): Damage a creature's mind and possibly stun it.
*_Detect Magic (div): Sense whether magic is nearby.
__Light (evo): Make an object glow.
*_Mage Hand (evo): Command a floating hand to move an object.
__Message (ill): Speak a message to a distant creature, who can reply.
__Read Aura (div): Detect if an object is magical, and determine the school of its magic.
__Prestidigitation (evo): Perform a minor magical trick.
__Shield (abj): A shield of magical force blocks attacks and magic missiles.
*_Telekinetic Projectile (evo): Fling an object at a creature.
*_Tanglefoot (con): Conjure a vine to entangle a creature.
1st Level (2/day)
__Charm (enc): A humanoid becomes more friendly to you.
__Lock (abj): Make a lock hard to open.
__Magic Missile (evo): Pelt creatures with unerring bolts of magical force.
*_Pest Form (tra): Turn into a nonthreatening animal.
*_Sleep (enc): Cause creatures in a small area to fall asleep.
EQUIPMENT
Bulk 3,5, 7L
Worn backpack, clothing, Studded Leather
Weapons staff, dagger
Stowed bedroll, two belt pouches, chalk (10 pieces, flint and steel, grappling hook, rope (50 feet), 2 weeks' rations, soap, torches (5), waterskin, writing set, spellbook, Thieves Tools
Wealth 6 gp, 3 sp
EQUIPMENT
Grappling Hook: You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a secret attack roll against a DC depending on the target (typically 20). On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway through.
Two-Hand (trait): This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value.
Thieves' Tools
Price 3 gp; Hands 2; Bulk L
You need thieves’ tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. Infiltrator thieves’ tools add a +1 item bonus to checks to Pick Locks and Disable Devices. If your thieves’ tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn’t require using the Repair action.
FEATS AND ABILITIES
Arcane Spellcasting: You can cast arcane spells using the Cast a Spell activity. See the Spells section below for details on the spells you have prepared.
Arcane School: You are a universalist, believing that arcane mastery comes from well-rounded knowledge of all schools of magic rather than specializing in one.
Arcane Bond: Your staff also serves as your arcane bond, which you can drain once per day as a free action at the start of your turn. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Arcane Thesis (Spell Substitution): You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared. You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.
Pickpocket: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty..
Haughty Obstinacy: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
Hand of the Apprentice:You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. See Arcane Schools on page 207 for more information about focus spells.
FOCUS SPELLS
Focus point: 1
Hand of the Apprentice Cast [one-action] Range 500 feet; Targets 1 creature. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.
SPELLS
Daze (Cantrip Enchantment Mental Nonlethal)
Cast Two Actions somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Will; Duration 1 round
You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
Detect Magic (Cantrip Detection Divination)
Cast Two Actions somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Light (Cantrip Evocation Light)
Cast Two Actions somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
Duration until the next time you make your daily preparations
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Mage Hand (Cantrip Evocation)
Cast Two Actions somatic, verbal; Range 30 feet; Targets 1 unattended object of light Bulk or less; Duration sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Message (Auditory Cantrip Illusion Linguistic Mental)
Cast Single Action verbal; Range 120 feet; Targets 1 creature
Duration see below
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Read Aura (Cantrip Detection Divination)
Cast 1 minute (somatic, verbal)
Range 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.
If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.
Prestidigitation (Cantrip Evocation)
Cast Two Actions somatic, verbal
Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
_Cook Cool, warm, or flavor 1 pound of nonliving material.
_Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
_Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
_Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
Shield (Abjuration Cantrip Force)
Cast Single Action verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Heightening the spell increases the shield's Hardness.
Shield Block[reaction]
Trigger You would be damaged by a physical attack while your shield is conjured;
Effect You interpose your magical shield between yourself and the attack, reducing the damage by 5. You take any remaining damage.
Telekinetic Projectile (Attack Cantrip Evocation)
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Tanglefoot (Cantrip Conjuration Plant)
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success: The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success: The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure: The target is unaffected.
Charm (Emotion Enchantment Incapacitation Mental)
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Magic).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Magic Missile (Evocation Force)
Cast Single Action to Three Actions (somatic, verbal)
Range 120 feet; Targets 1 creature
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Pest Form (Polymorph Transmutation)
Cast Two Actions somatic, verbal
Duration 10 minutes
You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain the following statistics and abilities:
_AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.
_Speed 10 feet.
_Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
_Low-light vision and imprecise scent 30 feet.
_Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier –4.
Sleep (Enchantment Incapacitation Mental Sleep)
Cast Two Actions somatic, verbal
Range 30 feet; Area 5-foot burst
Saving Throw Will
Each creature in the area becomes drowsy and might fall asleep. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.
Critical Success The creature is unaffected.
Success The creature takes a –1 status penalty to Perception checks for 1 round.
Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
RETURNING DESCENDANT BACKGROUND
You aren’t from Breachill yourself—you might not even be from Isger or Avistan at all. You’ve lived a hard life, in any event. You have often had to make tough decisions, and have developed a knack for understanding how things work (and the best way to take them apart) that has helped you support yourself. Recently you discovered that an ancestor was from the town of Breachill and had a modest career as an adventurer. You can’t help but wonder if you would have had an easier life if you’d grown up there instead, and have decided to seek out this small town to learn more about it. You've decided to respond to the Call for Heroes to follow in your ancestor’s footsteps, either to honor their memory or accomplish the great deeds they did not. Choose two ability boosts. One must be Dexterity or Wisdom, and one is a free ability boost. You’re trained in the Thievery skill and the Engineering Lore skill. You gain the Pickpocket skill feat.
Last edited August 7, 2020 6:11 pm