Re: Re: Shaw

From Suleman, 8 Years ago, written in Venderant Nalaberong, viewed 815 times. This paste is a reply to Re: 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. Hunter 2
  25. Carnival Conman 2
  26. Wizardry Student 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. 33/33
  39. Armor Class:
  40. 13 + 2 = 15
  42. Physical Defense:
  43. 14
  45. Mental Defense:
  46. 12
  48. Initiative Modifier:
  49. +3
  51. Recovery Dice:
  52. 8 * d6
  54. Weapon:
  55. Spear, Two-Handed
  56. Damage: d8
  58. Surprising (Racial Power)
  59. Once per battle, subtract one from the natural result of one of your own d20 rolls.
  64. Class Features:
  66. Access to Wizardry
  67. 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.
  69. Breath Weapon
  70. 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
  71. 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
  72. uses - whether you use the spell again or not, you must make the re-use roll during each round of the battle.
  74. Chain
  75. When you attack with a  chain spell and get a natural even roll, you can roll another attack against a different enemy within range.
  76. 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).
  78. Dancing Lights
  79. 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
  80. 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
  81. occasionally be used for dramatic plot purposes.
  83. Gather Power
  84. 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.
  85. 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
  86. 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.
  87. 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.
  88. 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,
  89. so you must make a random check to see what benefit you get.
  90. Roll a d6 and consult the appropriate table below
  92. Random Energy
  93. 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.
  94. 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.
  95. Random Energy Type (d4)
  96.         1: Cold
  97.         2: Fire
  98.         3: Lightning
  99.         4: Thunder
  103. Class Talents:
  105. Undead Remnant Heritage (Lich King):
  106. 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.
  108. Spell Fist:
  109. Your style of sorcery emphasizes close-range fighting. There are two advantages and one possible drawback to your style.
  110. You gain a +2 bonus to AC. Phrase it as dragon scales, tough skin, or fields of shimmering magic, as you choose.
  111. You can use ranged spells while engaged with enemies without taking opportunity attacks.
  112. You use your Constitution modifier instead of your Charisma modifier to determine the damage you add to all your sorcerer spells.
  113. 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.
  115. Sorcerer's Familiar (Skeletal snake, "Bones"):
  116. Alert
  117. Two Random Abilities:
  121. Spells:
  123. Lightning Fork
  124. Ranged spell
  125. Recharge 16+ after battle
  126. Target: One nearby enemy; chain spell
  127. Attack: Charisma + Level vs. PD
  128. Hit: 3d6 + Charisma lightning damage.
  129. Miss: Half damage.
  130. 3rd level
  131.         7d6 damage.
  132. 5th level
  133.         6d10 damage.
  134. 7th level
  135.         10d10 damage.
  136. 9th level
  137.         2d8 x 10 damage.
  138. Chain Spell: Each time you make a natural even attack roll, you can attack a different target with the spell.
  140. Resist Energy
  141. Ranged spell
  142. Recharge 16+ after battle
  143. Target: You or one nearby ally
  144. 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.
  145. 3rd level
  146.         Choose two types of energy the target gains resistance to.
  147. 5th level
  148.         Resistance is now 16+.
  149. 7th level
  150.         The spell now affects two targets.
  151. 9th level
  152.         Recharge roll is now 11+.
  154. Chaos Bolt
  155. Ranged spell
  156. At-Will
  157. 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.
  158. Target: One nearby enemy OR one far away enemy with a -2 attack penalty
  159. Attack: Charisma + Level vs. PD
  160. 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.
  161. Miss: Damage equal to your level.
  162. 3rd level
  163.         3d8 damage.
  164. 5th level
  165.         5d8 damage.
  166. 7th level
  167.         7d8 damage.
  168. 9th level
  169.         9d8 damage.
  172. Breath of the White
  173. Close-quarters spell
  174. Daily
  175. Target: 1d2 nearby enemies in a group; breath weapon
  176. Attack: Charisma + Level vs. PD
  177. Hit: 3d6 + Charisma cold damage.
  178. Miss: Half damage.
  179. 3rd level
  180.         5d6 damage.
  181. 5th level
  182.         4d10 damage.
  183. 7th level
  184.         6d12 damage.
  185. 9th level
  186.         10d12 damage.
  187. 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.
  190. Items:
  191. Adventurer shit
  192. Assorted skulls and bones
  193. Distinctive lack of a shirt
  195. Gold:
  196. 25

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