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21:51, 30th April 2024 (GMT+0)

Roderick

Name: Roderick

Race:Human            Stat Bonus: Dexterity +2
 Class:Sorcerer (variant)      Stat Bonus: Constitution +2
 Level: 1

STR 8/-1  CON 20/+5   DEX 14/+2   INT 12/+1   WIS  12/+1  CHA 8/-1


Combat
AC: 15  PD: 13  MD: 12
Init: +3 (Dex Mod + Level)


HP: 44
Recoveries: 8 (Roll 1d6 x Level + Con mod)


Offense
Melee attack
At-Will
Target: One enemy
Attack: +0 vs. AC
Hit: 1d4-1 Damage
Miss: Damage equal to your level


Ranged attack
At-Will
Target: One enemy
Attack: +3 vs. AC
Hit: 1d4+ 2 Damage
Miss: —


One Unique Thing:
Cannot speak more than 5 words at a time until he aids the one to destroy Iuz!

Icon Relationships
Furyondy Conflicted 1
Iuz Hostile 1
Kingdom of Keoland Conflicted 1

Backgrounds
Chosen of the Old Kerk +6 (includes +2 from Arcane Heritage talent)
Wandering Trader +4

Racial Trait:
Quick to Fight: Take best of two initiative rolls.

Class Features: .
Access to Wizardry: May select wizard spells 2 levels below his.
Breath Weapon: Some daily spells have a chance to recharge.
Dancing Lights: Floaty lights
Gather Power: Spend a standard action to empower next round's attacks.
Random Energy:
Roll (d4)Energy Type1Cold2Fire3Lightning4Thunder

Arcane Heritage:  You gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up to your normal maximum background point limit.
You can also use one of your sorcerer spell choices to choose any wizard spell of the same level. You get only one such equal-level wizard spell at a time; all others have to be purchased using the 2-level penalty in the Access to Wizardry class feature described above.
Metallic Protector Heritage: Your rolls to re-use breath weapon spells during a fight gain a +2 bonus.

Spell Fist: You gain a +2 bonus to AC.
You can use ranged spells while engaged with enemies without taking opportunity attacks. You use your Constitution modifier instead of your Charisma modifier to determine the damage you add to all your sorcerer spells.  VARIANT: Uses CON as his only attack and damage stat.

Feats
Arcane Heritage: Use your Charisma as the attack ability for the wizard spell you choose with your Arcane Heritage talent.
Metallic Protector: As a quick action at the start of each battle, you can gain resist energy 12+ to one of the following types of energy of your choice: acid, cold, fire, lightning, or poison.

Spells
Breath of the White
Close-quarters spell
Daily
Target: 1d2 nearby enemies in a group; breath weapon
Attack: Charisma + Level vs. PD
Hit: 3d6 + Charisma cold damage.
Miss: Half damage.
3rd level spell: 5d6 damage.
5th level spell: 4d10 damage.
7th level spell: 6d12 damage.
9th level spell: 10d12 damage.
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.
***

Burning Hands
Close-quarters spell
At-Will
Targets: Up to two nearby enemies in a group
Attack: Charisma + Level vs. PD
Hit: 1d6 + Charisma fire damage.
3rd level spell: 1d8 damage.
5th level spell: 2d8 damage.
7th level spell: 3d8 damage.
9th level spell: 5d8 damage.
***

Chaos Bolt
Ranged spell
At-Will
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.
Target: Either a single nearby enemy or a single far away enemy with a –2 attack penalty
Attack: Charisma + Level vs. PD
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.
Miss: Damage equal to your level.
3rd level spell: 3d8 damage.
5th level spell: 5d8 damage.
7th level spell: 7d8 damage.
9th level spell: 9d8 damage.
***

Ray of Frost
Ranged spell
At-Will
Target: One nearby enemy
Attack: Intelligence + Level vs. PD
Hit: 3d6 cold damage
Miss: Damage equal to your level.
3rd level spell: 4d8 damage.
5th level spell: 6d8 damage.
7th level spell: 7d10 damage.
9th level spell: 10d12 damage.

Equipment:
Daggers (4)
Gnarled tree branch
Wild man's clothing