Character Creation for Thielindra

Sep 3, 2018 8:40 pm
For rolls and options
Sep 3, 2018 9:33 pm
Refugee human circle mage starting a new life in Orlais.

Name: Kelsie

Swapping communication and strength.

Background - Circle Mage
-Ability Focus - Cunning Historical Lore

Speak and read Trade Tongue, Ancient Tevene

Communication 1
Constitution 3
Cunning 1
Dexterity 1
Magic 1
Perception 1
Strength -1
Willpower 1

Health 28
Defense 11
Speed 11

Class Powers:

Arcane Lance - ranged attack with wand or Quarterstaff, Magic Test, range 16 yards, 1d6+1 dmg
Mana Points - 16
Starting Talent - Novice, Lore

Spells:
- Arcane Bolt
- Heal
- Rock Armor

Equipment:

Money 48 silver, 92 Copper

- Backpack
- Traveler’s Garb
- Waterskin
- Wand
- Quarterstaff (1d6+1 dmg)
- Rope
- Small tent
- Oil, pint
Last edited September 3, 2018 11:04 pm

Rolls

3d6

(212) = 5

3d6

(662) = 14

3d6

(136) = 10

3d6

(353) = 11

3d6

(316) = 10

3d6

(441) = 9

3d6

(164) = 11

3d6

(541) = 10

Mage - (2d6)

(52) = 7

Mage - (2d6)

(66) = 12

Health - (1d6+23)

(5) + 23 = 28

Mana - (1d6+11)

(5) + 11 = 16

Starting Money, silver - (3d6+50)

(533) + 50 = 61

Sep 8, 2018 5:29 pm
I approved your character and edited your sheet for a couple changes:
Con+1 (and +1 Health), Arcane Lance damage 1d6+MAG

You might find it handy to note your starting weapon groups, and the spell effects. Here is the unformatted text from the PDF if the core rulebook of you want to use it.

ARCANE BOLT
Magic School:
Spirit
Spell Type: Attack Mana Cost: 2 MP
Casting Time: Major Action Target Number: 10
Test: Dexterity (Acrobatics) vs. Spellpower
Requirement: None
A bolt of arcane energy springs from your hand or your staff
and streaks towards a visible target within 30 yards. The
arcane bolt inflicts 2d6 damage, with bonus damage equal to
the casting roll’s Dragon Die. If the target makes a successful
Dexterity (Acrobatics) test vs. your Spellpower, the spell
only inflicts 1d6 damage.

HEAL
Magic School:
Creation
Spell Type: Utility Mana Cost: 1-3 MP
Casting Time: Major Action Target Number: 10
Test: None Requirement: None
Your touch seals wounds and restores vigor to one wounded
target. You can choose to spend up to 3 mana points when
you cast this spell. For each mana point spent, the target gets
back 1d6 Health. You can cast this on yourself.

ROCK ARMOR
Magic School:
Primal
Spell Type: Defense Mana Cost: 3-8 MP
Casting Time: 1 minute Target Number: 10
Test: None Requirement: None
Your skin becomes as hard as stone and protects you from
harm. Rock armor has an Armor Rating equal to your
Magic ability. The spell lasts for 1 hour but its duration can
be extended by spending additional mana points. For each
additional MP spent beyond the first 3, rock armor remains
in effect for another hour, to a maximum of 6 hours total. A
mage wearing regular armor gains no benefit from this spell.
You can only cast this on yourself.

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