atriu
New Member
Posts: 26
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Post by atriu on Jan 19, 2012 15:57:28 GMT -5
starts with 8+1D6 Card Magic Spells selected from levels 1-4 [dice=6] 1D4 Wizard spells selected from levels 1-2. [dice=4][rand=77160453516989958552292964886874566206394694745528839144785888493]
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atriu
New Member
Posts: 26
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Post by atriu on Jan 21, 2012 20:31:28 GMT -5
aptitude: [dice=100]
43-49% Strongman +1d6+3 [dice=6] PS +1 pull punch[rand=47095157322473824466158422874286771832460460718721238620240497402847]
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atriu
New Member
Posts: 26
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Post by atriu on Jan 21, 2012 20:36:39 GMT -5
Stats: I.Q. 3D6+1, [dice=6][dice=6][dice=6][dice=6] M.E. 3D6, [dice=6][dice=6][dice=6][dice=6] M.A. 2D6, [dice=6][dice=6][dice=6] P.S. 3D6, [dice=6][dice=6][dice=6][dice=6] P.P. 4D6, [dice=6][dice=6][dice=6][dice=6][dice=6] P.E. 3D6, [dice=6][dice=6][dice=6][dice=6] P.B. 5D6, [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] Spd. 3D6 [dice=6][dice=6][dice=6][dice=6]
Psi: [dice=100]
ISP [dice=6][dice=6]
PPE [dice=6][dice=6][dice=6][rand=3794921359512955978317870059981917127244826406248855222526472062]
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atriu
New Member
Posts: 26
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Post by atriu on Jan 21, 2012 22:30:57 GMT -5
OCC bonuses: +1D4+1 MA [dice=4] +1D4 PP [dice=4]
starts with an Entertainment Factor of 7+1D4 [dice=4][rand=0663809883408248457058985508047047879460265394324553927197121084]
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atriu
New Member
Posts: 26
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Post by atriu on Jan 22, 2012 9:39:15 GMT -5
skill bonuses +3D6 to S.D.C. [dice=6][dice=6][dice=6] +4D4 to Spd [dice=4][dice=4][dice=4][dice=4]
+2D4 sdc [dice=4][dice=4][rand=87997839972376822123269659932702896398759773001076575451111420989]
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atriu
New Member
Posts: 26
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Post by atriu on Jan 22, 2012 10:41:57 GMT -5
Dragonblaze, i have a question.
what lang should i take as "common"?? and what literacy does the school teach in??
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atriu
New Member
Posts: 26
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Post by atriu on Jan 22, 2012 12:02:15 GMT -5
my occ gives me 2 langs of choice and i picked literacy for occ related... cant decide what to choose
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atriu
New Member
Posts: 26
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Post by atriu on Jan 22, 2012 18:07:13 GMT -5
starting funds [dice=100] starting gear [dice=100] 2 weapons and 1d20 [dice=20]gp with of personal gear
4d6x10 gp [dice=6][dice=6][dice=6][dice=6][rand=63258011196739972004684242419898552770489268004897029624753631651]
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atriu
New Member
Posts: 26
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Post by atriu on Jan 23, 2012 17:26:51 GMT -5
Character Name: Kinran Groklo Alias: Race: Elf O.C.C.: Trickster Mage Occupation: Student Alignment: Unprincipled XP Level: 1 XP Points: Next Level @ XP: Disposition: I.Q. = 19 +5% M.E. = 15 M.A. = 16 P.S. = 25 P.P. = 27 P.E. = 22 P.B. = 23 Spd. = 28 (18.5 mph / 29.7 kmph)
PHYSICAL DATA PPE: 72 (+2D6 per level) ISP: 22 (+1d6 per lvl) HP: 22 +1D6 per each level of experience. SDC: 34 Age: 16 Sex: Male Height: 5'10" (not sure for this game) Weight: 180 lbs Description: Tall, slender humanoid very handsome, youthful features black hair pointed ears dark eyes
Racial Abilities Nightvision 60 ft Speak Elvish Read/write elvish
Natural Abilities Charm/Impress 65% charm/impress Invoke Trust/Intimidate 40% trust/intimidate Max. Carrying Weight: 500 lbs Max. Lifting Weight: 1000 lbs
Special Abilities Entertainment Factor: The Entertainment Factor is similar to Horror Factor or Awe Factor, except it's funny and entertaining. starts with an Entertainment Factor of 10 (+1 at level 3, 6, 7, 9, 12, 15) must be performing with cards and may involve magic or sleight of hand (palming, concealment, etc. ). Everybody watching must roll for Entertainment Factor, those who fail to save are so enthralled by the performance that they lose track of time, momentarily forget about a chore or order, and are not likely to notice things going on around them (those sneaking past or around are + 15% to their prowl skill). Even after being roused by danger or combat they fight without initiative, -1 melee attack and are -1 to all actions (-5% on skill performance, too) for one round Note: Bonuses to save vs Horror Factor also apply to saves vs Entertainment Factor. This distraction "tactic" can only be done during a moment of calm or festivities and NOT in the middle of a crisis or combat. It is not a magical power, but a result of showmanship and charisma. No P.P.E. is expended. Unnerving Calm & Confidence: Facing down an opponent (whether in a card game or combat) and staying cool and confident can make the Trickster become eerily disturbing ("Does he know something I don't?" " Does he have a trick up his sleeve? "Why is he smiling like that?"). This inhuman calm and defiant confidence is unnerving and challenging. The end result is making his opponent or opponents (as many as four +1 per level of experience) unsure of themselves, nervous and even frightened. Range: 30 feet ; line of vision. Duration: One minute (4 melee rounds) + 1 round per level Saving Throw: Special. Those in 30 ft roll vs temporary insanity - 16 or higher. Damage/ Penalties: Those who fail to save lose initiative, are -3 to all combat maneuvers (strike, parry), dodge, etc.) and -2 melee attacks per round, -15% to skills due to nerves. P.P.E.: 4 Note: Anybody who can see the Trickster's calm, confident demeanor is affected
Psionics: Minor summon inner strength Range: Self Duration: 10 minutes per level of experience. I.S.P.: 4 This psi-power enables the character to draw on his inner reserves of strength to ward off pain and fatigue. Every time the psychic calls upon his inner strength, the following bonuses apply: • Add+10 S.D.C. • Add +2 to save vs poison or toxins. • Add +5% to save vs coma/death. • Fatigue is temporarily forgotten and the character can function as if he was completely rested for the full duration of the summon inner strength power. Teleport Object Range: Touch Duration: Immediate I.S.P.: 10 Saving Throw: None This is the ability to cause physical matter to disappear and reappear at a different location. Such teleportation is limited by the level of the psychic. can teleport one lbs/lvl at a distance of 50 ft/lvl This is 1-way teleportation; once sent away, the psychic cannot call it back. Teleporting small objects to any place in one's clothes (pocket, purse, sack, backpack, saddlebags) is automatically successful. Teleporting it into somebody else's pocket, sack, etc., who is within clear line of sight has an 80% likelihood of success. If in a thick crowd, there is a -20% penalty and a failed roll means it could have been teleported into anybody's pocket! Teleporting the object to any open location (not inside a trunk or pocket) that the psychic can see clearly, like to another table, the corner of the room, one of the ceiling rafters overhead, etc.,or to a familiar place (a place well known) 88%. Teleporting the object to an unfamiliar place (has been there only a few times or never paid much attention to the place) has a 60% chance of success. Teleporting the object to a completely unknown place (outside the room, down the hall, into the adjoining room, to the surface, etc.) has a 45% chance of success. A failed success roll means the teleporter has no idea where the object is — and it could be within a radius anywhere within the character's range
Spell Knowledge: starts with 8+1D6(5) = 13 Card Magic Spells selected from levels 1-4 3 Wizard spells selected from levels 1-2. At each level, may select three Card spells up to two levels above his current level of experience or two Wizard Spells from levels one or two. Additional Types of Available Spell Magic: can NOT learn or perform ritual magic, only spell magic, Ludicrous Magic levels 1-6 Wizard spells levels 1-2 that create illusions/deception (i.e. Mask of Deceit, MUltiple Image, etc.), and stage effect type magic (Le. Blinding Flash, Cloud of Smoke, Ignite Fire, Escape, etc.), but nothing overtly combat oriented (no Fire Balls, Befuddle, Nets, etc.).
Spell Strength: +1 spell strength at lvl 4, 7, 10, 13, 15 Card Magic: level 1 52 Cards in Your Face Range: Six feet +2 feet per level of experience. Damage: No physical damage, loses two melee actions and initiative. Duration: Counts as one melee attack. Saving Throw: Dodge only, but victims are -10 to do so and need a 10 or higher to save/dodge. P.P.E.: Two The spell caster enchants a deck of cards to fly, unerringly in the face of an opponent. Unless a successful dodge is made, the startled individual loses two melee actions, initiative, and his attacker has the advantage of taking the first/next action or attack.
Pick A Card, Any Card Range: Touch or up to 10 feet from the spell caster. Duration: Three minutes per level of spell caster. Saving Throw: Standard. P.P.E.: Three The mage can magically pick any card requested from a deck, no matter how well shuffled or buried it may be. This can be done by shuffling through the deck with the card appearing on top or bottom, magically appearing in the mage's hand, or magically sliding out of the deck and flopping face up to reveal itself.
Sense Marked Cards Range: Touch or up to 10 feet from the spell caster. Duration: Five minutes per level of spell caster. Saving Throw: Standard. P.P.E.: Three The mage can magically detect if a deck of cards is "marked" by a cheater, but can not tell who did it (unless it is obvious, like, "Here, let's use my deck." or is the deck used by a gambling establishment). Note: The character can also sense if said card(s) is magical.
level 2 Flick Cards Range: 10 feet +1 foot per level of experience. Duration: Three minutes per level of spell caster. Saving Throw: Parry or Dodge. Bonus: +2 strike with " flicked" playing card. (+1 at levels 3, 6, 9 and 12) P.P.E.: Two Note: Each "nick" of a card counts as one melee attack/action. A single card can be " flicked" 10+ feet with surprising precision. This can be done for the following effects. 1. Entertainment value and/or gambling ('"Nobody can make that shot!" "Oh, yeah, put your money where your mouth is."). 2. Delivering a message directed to a specific individual (ie. a note is written on the card or the face of the card has a symbolic meaning - Death's head. Hangman, rose, etc.). Said individual must be within line of sight and within range. 3. A card nick to the face will startle the victim and cause him to move out of the way (uses up one melee action) or block/parry the flying card If it strikes it does no damage unless it strikes the eye. To hit the eye, a called shot must be made. If it hits, the victim will lose on melee action and suffer one point of damage (and probably be angry).
Spinning Hypnotic Card Range: 20 feet from the spell caster. Duration: Three minutes per level of spell caster. Saving Throw: Standard. Lim ilalion: Only affects one character per leve l of experience. P.P.E.: Four Everybody who looks at the card spinning in mid-air is enchanted unless they save vs magic. A failed roll means they see beautiful colors swirling around the card and they can't take their eyes off of it. Time passes quickly without them realizing it and they are oblivious to everything around them . If attacked, these hypnotized folk fight as if in a daze - their number of attacks reduced by one and all combat bonuses are halved.
Magically Mark Cards Range: Self and the cards magically marked . Duration: Ten minutes per level of spell caster. Bonus: Adds + 10% to Card Sharp skill. Saving Throw: Standard. P.P.E.: Four The mage can magically "'mark" the cards so that he can identity them . Most normal people and even supernatural beings can NOT see the magical markings. However, those who can Sense Magic will know the cards radiate with magic and are probably magically marked ("something's fishy here"). Meanwhile. those who can See Aura or Detect Concealment can actually see the markings and will know the mage is cheating (and may use this knowledge to their benefit in any number of ways). Note: Other Tricksters who are third level or higher automatically see and recognize Magically Marked Cards.
Count Cards Range: Self only. Duration: Five minutes per level of spell caster. Bonus: Adds +10% to Card Sharp skill Saving Throw: Standard. P.P.E.: Four The Trickster is magically imbued with the ability to remember each and every card played from a new deck. This means he unerringly knows what cards are out of play, which cards remain in play, and the odds of the card(s) he needs falling into his hands. This is especially useful in Black Jack and raker.
level 3 Card Tossing Range: 15 feet +3 feet per each level of ex periencc. Duration: Three minutes per level of spell caster. Saving Throw: Parry or Dodge. Bonus: +4 strike with playing card. (+1 at levels 4, 8, 12) P.P.E.: Four Note: Each " toss" of a card counts as one melee attack/action. This spell is similar to the Flick Card spell except it has greater range of distance and special properties. The mage can "toss" cards with amazing accuracy at a specific target/item as well as into buckets, under doors or through an open window, at a weapon or item, and even into somebody's pocket or face. This can be done for the following effects (the first two are the same as Flick Card). 1. Entertainment value and/or gambling. 2. Delivering a message directed to a specific individual. 3. Pelt an opponent. Each strike by the card does one point of damage (good for getting somebody's attention and chasing away pests). A shot to the eye requires a called shot and if it strikes, will hurt, does double damage (2 S.D.C. or 2D4 if an Iron Card is used), and will cause the victim to lose two melee actions. 4. Knock over/down/away small, light items such as an empty glass, light figurine or toy, candlestick, a piece of paper, bottle of ink, spoon, key, etc. There is a 10% chance, per level of experience, that the item will fall exactly where the mage wants it to fall. 5. Snuff out a candle 's name with a tossed card! 6. Hit and press a button or move a switch. The magically charged card strikes with enough force to press a button or to nick a switch. A light, small switch can be nicked on or off with one strike, a larger one may require two or three strikes to nip all the way, and a giant-sized or heavy switch may take a dozen tries or more (it may even be impossible to nip this way; G.M.'s discretion)
Where did it go? Range: Touch; toss up into the air. Duration: Five minutes per level of spell caster. Saving Throw: Standard. P.P.E.: Four The Trickster can toss an entire deck of cards or any small or comparatively light item up into the air (usually when nobody is looking) where it will remain hovering silently. Since most people don't look up, they never see it. Meanwhile, the mage can allow himself to be searched, confident that the item can not be found on his person. Note: The item will rise and hang an inch below the ceiling or 50 feet high, whichever is appropriate
Change Card Face Range: Touch. Duration: The transformed card can remain changed for up to five minutes per level of spell caster, or the spell cancelled (returning the card to its nonnal self) at any time. Saving Throw: Standard. P.P.E.: Six A wonderful way to cheat. play tricks. or send a warning, in which the spell caster can phys ically transform the face of one card to any image he wants. When used to cheat, card counting can come in handy to avoid creating a card already played and likely to be remembered by one or morc of the other players.
level 4 52 Card Pick Up (Curse) Range: 20 foot radius/area affect. Damage: None, enchantment. Duration: Until all cards are picked up; typically about 1D6+3 mins up to a max: 16 minutes . Half time if 3+ people are involved. Saving Throw: -1 to save. P.P.E.: 10 (if double PPE, victims are -6 to save) Limitations: A complete deck of 52 playing cards must be used; no Jokers can be included and no card may be withheld or hidden - all are tossed out to fall where they may. Cannot be tossed on the surface of water. Note: If the enchanted individual is attacked or directly threatened, the enchantment is broken on him. The spell ends after 16 minutes whether all cards were found or not. Everybody within the radius of affect is magically compeled by a powerful (and thankfully, temporary) obsession to retrieve, count and put into order a deck of cards that has been scattered across the floor. A failed roll to save means all those affected scurry about gathering the cards (they will work as a team), collect them in a pile, count to make sure they are all there and put them in numerical order by type (i.e. hearts, diamonds, clubs, and spades). During this time, those affected can do nothing else and ignore all other activity around them (fighting, people going by, people ransacking the room , etc.). A successful save means no effect
Iron Cards Range: Transfonn cards by touch or up to five feet away; line of sight. Duration: Stay iron for 5 minutes per level of the spell caster. Damage: 1D4 per thrown card. Saving Throw: Not applicable. P.P.E.: 10 temporary or 150 to turn permanently into iron. The spell caster can turn two cards per level of experience into metal. The card turns grey, but still has the appearance of a playing card complete with its suit and number, but is hard like a small, thin sheet of iron. These cards can be thrown to inflict 1D4 points of damage or used as small metal rectangles to wedge in a door (between a lock?), patch annor, etc. May be used in conjunction with the Toss Card spell (same distance).
Endless Deck of Cards Range: Within eye shot of the spell caster. Duration: One hour per level of the spell caster's experience. Saving Throw: None. P.P.E.: 10 Great for long hours of gambling, because the deck never changes cards, -15% card counting, and there is no delay in breaking open and reshuffling a new deck. The cards are randomly shuffled and can NOT be magically "stacked" or "marked."
Wizard Magic: Level 1 Blinding Flash (1) Range: 10 feet radius; up to 60 feet away. Duration: Instant Saving Throw: Standard P.P.E.: One This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot (3 m) radius. Victims are blinded for 1D4 melee rounds, with a penalty of -5 to strike, and -10 to parry and dodge. The chance of falling is 1-50% per every 10 feet travelled. The saving throw is standard, so those who successfully save vs magic are not blinded.
Level 2 Detect Concealment Range: Area affect: 30 feet Duration: Instant Saving Throw: None P.P.E.: Six A magic invocation that will instantly negate any concealment spell(s) and reveal any object(s) which may have been mystically concealed. Can be directed at a specific area or individual, or made to affect an entire area of 30 feet (9.1 m).
Befuddle Range: 100 feet Duration: Two minutes (8 melees) per level of experience. Saving Throw: Standard P.P.E.: Six An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are -2 to strike, parry and dodge; attacks per melee are half and -20% skills Each invocation affects only one person each time it is cast. A successful save vs magic means the intended victim suffers no impairment whatsoever.
OCC Skills: Basic Math 70% +5% Language: Gobbely 50% +5% Language: Eastern 50% +5% Public Speaking 40% +5% Cardsharp 53% +4% Concealment 34% +4% Escape Artist 40% +5% Forgery 30% +5% Palming 40% +5% Pick Pockets 40%+5% Seduction 33% +3% Streetwise 28% +4% Dance 50% +5% WP Targeting/Missile Weapons: WP Sword WP Fan Hand to Hand: Basic
OCC Related Skills: +1 at levels 3,6,9, and 12. Lore: Culture (Eastern) 30% +5% Tumbling (high seas book) Leaps 5 ft long +1 ft every other level 4 ft high +1 ft every 3 lvls Pole Vault 50 +5 8 ft +2 ft per lvl Stilt walk 50 +5 Literacy (Eastern) 40% +5% Swimming 40% +5%
Secondary Skills: +1 at levels 4, 8 and 12. Brewing 25% / 30% +5% Cook 30% +5% Id plants 25% +5% Juggling: 35% +5% (Auto parry: applies ONLY when a light small object is used)
Combat Data HTH Type: Basic Number of Attacks: 2 Initiative Bonus: +1 thrown Strike Bonus: +6 Parry Bonus: +6 Dodge Bonus: +6 HTH Damage Bonus: +10 Bonus to Roll w/Punch: +6 Bonus to Pull a Punch: +2 Bonus to Disarm: Other: Kick 2D6 Body Throw 1D6 + knockdown
Weapon Proficiencies WP Archery/targeting / Juggling +8 strike (+1 at levels 3, 5, 7, 10, 13) +7 parry # items: 6 at level one - +1 per level ROF: Three with a thrown weapon (+1 at levels 4, 8, 11) WP Sword +7 strike (+1 at levels 3, 6, 9, 12, 15) +6 parry (+1 at levels 2, 4, 7, 10, 13) +2 strike when thrown (+1 at levels 4, 8, and 12) WP Fan used to parry blows or as a fan. +7 parry (+1 at levels 3, 6, 9, 12, 15) Damage:1D4 SDC
Saving Throw Bonuses Coma/Death: +14% Toxins (15+): +4 Magic (varies): +4 Lethal Poison (14+): +4 Non-Lethal Poison (16+):+4 Insanity (12+): Psionics (varies): +4 vs illusion +9 vs Trickster Magic +1 vs HF at lvl 2, 4, 6, 8, and 12
Star money: 120 gp Equipment: Shoulder bag canteen/water skin two pair of six-sided dice 2 decks of playing cards 2 small sacks one large sack 3 bent cards for 3 card monty 1 Training Outfit 1 fancy Outfit wooden juggling balls x3 (1D6) wooden juggling clubs x3 (1d6) 2 school outfits
Worn cape (with a hood) Boots well fitting leather Gloves hat scarf (4 hidden pockets) pants shirt vest (8 hidden pockets)
Weapons cutlass iron fan
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