Re: Shaw

From Suleman, 8 Years ago, written in Venderant Nalaberong, viewed 914 times. This paste is a reply to Shaw from Suleman - view diff
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  1. Player: Suleman
  3. Name: Shaw
  4. Race: Half-Elf (+2 CHA)
  5. Class: Sorcerer (+2 CON)
  6. One Unique Thing: Like A Cancer Grows
  7. Shaw suffers from a living death that spreads inside of him. However, as a natural-born necromancer, he can actually use this to connect to the powers of death.
  8. The sicker he grows, the more power he gains. Bizarrely enough, the closer he comes to his sickness killing him, the more alive he becomes.
  9. Sooner or later, it might kill him, but he might not even notice.
  13. Icon relationships:
  15. Lich King: Ambigious 2
  16. Shaw's power makes him a natural ally to the lich king, but he himself is more interested in using it to help others.
  18. Priestess: Positive 1
  19. Shaw seeks the aid of the Priestess to cure his illness, but he wants to prove himself worthy first.
  22. Backgrounds:
  23. Tribal Shaman 3
  24. Marsh Hunter 2
  25. Carnival Conman 2
  26. Wandering Acolyte 1
  29. STR 10 +0
  30. DEX 14 +2
  31. CON 18 +4
  32. INT 12 +1
  33. WIS 10 +0
  34. CHA 18 +4
  36. HP:
  37. 40/40
  39. Armor Class:
  40. 14 + 2 = 16
  42. Physical Defense:
  43. 15
  45. Mental Defense:
  46. 13
  48. Initiative Modifier:
  49. +4
  51. Recovery Dice:
  52. 8/8
  53. d6 +1 +4
  55. Weapon:
  56. Spear, Two-Handed
  57. Damage: d8
  59. Surprising (Racial Power)
  60. Once per battle, subtract one from the natural result of one of your own d20 rolls.
  65. Class Features:
  67. Access to Wizardry
  68. Starting at 3rd level, you can take a wizard spell in place of a  sorcerer spell that is 2 levels higher than it. For example, you can take a 1st level wizard spell in place of a 3rd level sorcerer spell.
  70. Breath Weapon
  71. When you cast a spell with the breath weapon keyword, there's a good chance you'll be able to re-use it later in the battle. Each breath weapon spell lists the chance of re-using it during the same
  72. battle (usually 16+). Make the re-use roll at the start of each of your turns: success indicates that you can use that spell again that round as a standard action, if you wish. You don't get to stockpile
  73. uses - whether you use the spell again or not, you must make the re-use roll during each round of the battle.
  75. Chain
  76. When you attack with a  chain spell and get a natural even roll, you can roll another attack against a different enemy within range.
  77. 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).
  79. Dancing Lights
  80. 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
  81. 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
  82. occasionally be used for dramatic plot purposes.
  84. Gather Power
  85. 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.
  86. Gathering power is loud and flashy, involving crackling lightning, rumbling thunder, and the flicker of magical light. Sorcerers who want to gather power before initiative has
  87. been rolled can go through the motions but won't get any benefit for the act; you can fool yourself but you can't fool magic.
  88. Gather power: When a sorcerer gathers power, it does not count as casting a spell; you can gather power without taking opportunity attacks, for example.
  89. 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,
  90. so you must make a random check to see what benefit you get.
  91. Roll a d6 and consult the appropriate table below
  92.     Chaotic Benefit, Adventurer Tier (levels 1–4)
  93. 1–2: You gain a +1 bonus to AC until the start of your next turn.
  94. 3–4: Deal damage equal to your level to all nearby staggered enemies.
  95. 5–6: Deal damage equal to your level to one nearby enemy.
  97. Spending power on empowered casting:  After you have gathered power, you can use your next standard action to cast an empowered sorcerer spell.
  98. Empowered sorcerer spells deal double the damage of a normal sorcerer spell. Normally this means that you simply double the damage the spell deals  on a
  99. hit or a miss; don'ft roll double dice, just double the results. Non-attack spells generally don't improve when cast empowered; use empowered casting for attacks.
  101. Random Energy
  102. Some sorcerer spells deal damage of a random type. If it matters mechanically, use a d4 to determine which type of damage the spell deals.
  103. If it doesn't matter, because none of the targets have resistances or vulnerabilities to any particular energy, feel free to state the energy that seems right for the story, or roll it if you wish and the game can spare the time.
  104. Random Energy Type (d4)
  105.         1: Cold
  106.         2: Fire (Swapped for negative energy damage)
  107.         3: Lightning
  108.         4: Thunder
  112. Class Talents:
  114. Undead Remnant Heritage (Lich King):
  115. You have  resist negative energy 12+ and gain a +1 attack bonus against undead. 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.
  117. Spell Fist:
  118. Your style of sorcery emphasizes close-range fighting. There are two advantages and one possible drawback to your style.
  119. You gain a +2 bonus to AC. Phrase it as dragon scales, tough skin, or fields of shimmering magic, as you choose.
  120. You can use ranged spells while engaged with enemies without taking opportunity attacks.
  121. You use your Constitution modifier instead of your Charisma modifier to determine the damage you add to all your sorcerer spells.
  122. Adventurer Feat:  When you miss with a sorcerer spell against an enemy you are engaged with, add your Charisma modifier to the damage you deal. At 5th level, add double  your Charisma modifier; at 8th level, triple it.
  124. Sorcerer's Familiar (Skeletal snake, "Bones"):
  125. Alert
  126. Two Random Abilities:
  127. Flight
  128. Talkative
  130. "Wee-heeell, any of y'all ever go troll huntin'? You know, just you, some other fellas with spears and a whole lotta moonshine? Well, we did that sometimes, when the boys came of age. Y'know how it goes.
  131. Anyhoo, especially them young trolls, small as they are, they toss aside the bones around the nest after dinner time, and they do eat every damn thang they come across. While the boys were stabbing the trolls,
  132. ah went to one of the piles because ah could swear ah hear whisperin' in there. Now ah know what y'thinkin', this pointy-eared nutter, he prolly hears thangs all the time. Ain't so.
  133. Ah'm as sane as the next fella. *looks to his left, at Darwood* P'haps a bit saner, actually. There was an itty bitty soul left in there. Ah dunno what it was, it prolly didn't either, not anymore.
  134. It was afraid, y'see. Afraid to come out. Afraid to move on. I said, I did: "It's okay. Ain't no one gonna hurt you no more." It didn't wanna. Afraid of what was waitin' for it. It had forgotten so much.
  135. Forgotten its form, y'see? So I thought this was mighty sad, so I reached in and showed it how to make a new one out of all them bones. We've been inseparable ever since. Ain't that right, Bonesy?"
  139. Spells:
  141. Lightning Fork
  142. Ranged spell
  143. Recharge 16+ after battle
  144. Target: One nearby enemy; chain spell
  145. Attack: Charisma + Level vs. PD
  146. Hit: 3d6 + Charisma lightning damage.
  147. Miss: Half damage.
  148. Chain Spell: Each time you make a natural even attack roll, you can attack a different target with the spell.
  150. Resist Energy
  151. Ranged spell
  152. Recharge 16+ after battle
  153. Target: You or one nearby ally
  154. 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.
  155. Adventurer Feat: You can target an additional creature with the spell.
  158. Chaos Bolt
  159. Ranged spell
  160. At-Will
  161. Special: The first time you use chaos bolt each battle, determine a  random energy type. The spell deals that type of damage each time you use it that battle.
  162. Target: One nearby enemy OR one far away enemy with a -2 attack penalty
  163. Attack: Charisma + Level vs. PD
  164. Hit: 1d8 + Charisma random energy damage, and if the natural attack roll was even, you gain a chaotic benefit as if you had gathered power.
  165. Miss: Damage equal to your level.
  169. Breath of the White
  170. Close-quarters spell
  171. Daily
  172. Target: 1d2 nearby enemies in a group; breath weapon
  173. Attack: Charisma + Level vs. PD
  174. Hit: 3d6 + Charisma cold damage.
  175. Miss: Half damage.
  177. Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the white dragon that turn if you wish.
  180. Burning Hands
  181. Close-quarters spell
  182. At-Will
  183. Targets: Up to two nearby enemies in a group
  184. Attack: Charisma + Level vs. PD
  185. Hit: 1d6 + Charisma fire damage.
  188. Items:
  189. Adventurer shit
  190. Assorted skulls and bones
  191. Distinctive lack of a shirt
  193. Wand:
  194. +1 to arcane spells attacks and damage, daily (recover 16+): reroll all negative energy damage dealt, also tells you scary demonic stuff
  196. Gold:
  197. 25

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