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<blockquote data-quote="Reynard" data-source="post: 9271572" data-attributes="member: 467"><p>MAGE(+4)(esoteric knowledge, demonology, alchemy, astrology) </p><p>CHARACTER NAME: ________________________________</p><p></p><p>Major/Vocation(+3): _________________________________________</p><p></p><p>Primary Hobby Skill(+2): ______________________________________</p><p></p><p>Conviction: __________________ Vice: _________________________</p><p></p><p></p><p>STR: +0 DEX: +3 CON: +1 INT: +4 WIS: +2 CHA: +1</p><p></p><p>Hit Points: 25 Armor Class: 16 Stress: Wounds:</p><p></p><p>Speed: 30 Initiative: +3 Perception: +4 </p><p></p><p>Fort Save: +1 Ref Save: +7 Will Save: +8 </p><p></p><p>Traits:</p><p> Eldritch Sight: Can see magical auras naturally and can identify magical effects with 1 minute study (DC varies).</p><p> Fae Friend: faeries of all sorts are automatically Friendly to you unless attacked. </p><p>Abilities:</p><p> Spellcasting: Int check (+8 total); Mastery: 4</p><p> Alchemy: may identify potions, powders, etc… with 1 minute of study using alchemist’s bag (DC varies).</p><p> Arcanikinetics: You can move one object you can see up to 20 feet with a wave of your wand as long as it is not fixed and weighs less than 2 pounds. </p><p></p><p>Attacks</p><p>Wand of the Wizard: +9 to hit; 1d6+2 force damage; long range</p><p></p><p>Equipment:</p><p> Robe of Runes (Magical Armor +3 AC; advantage on saving throws versus magic)</p><p>Wand Of the Wizard (+2 to Arcane Manipulation spellcasting checks; magic missile (see attacks)</p><p>Explorer's pack; scribe tools; spellbook; alchemist’s bag</p><p></p><p>Spells:</p><p> Spellcasting: Roll spellcasting check against spell DC. If the result is lower than the DC, the spell fails and the spell cannot be cast again until after a long rest. However, the character may use a Mastery point to keep the spell after a failed roll (the casting still fails).</p><p> Arcane Manipulation (DC 10): Allows you to use fine manipulation with Arcanikinetics, such as opening a potion or operating a key in a lock. May also increase the DC by 2 for each doubling of weight.</p><p> Arcane Strike (DC varies): Blast enemies with arcane energy. DC 10 does 1d6+2 energy damage to one target within medium range. DC +2 per extra 1d6+1 damage, plus 2 per additional target. Choose energy type on casting: acid, fire, lightning or thunder.</p><p>Force Weaving (DC 15+; 1 minute): Summon and shape force in a 10’ cube to create walls, cages, bridges and other non-mechanical structures; medium range. DC +2 to double size. Cannot be used to attack.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9271572, member: 467"] MAGE(+4)(esoteric knowledge, demonology, alchemy, astrology) CHARACTER NAME: ________________________________ Major/Vocation(+3): _________________________________________ Primary Hobby Skill(+2): ______________________________________ Conviction: __________________ Vice: _________________________ STR: +0 DEX: +3 CON: +1 INT: +4 WIS: +2 CHA: +1 Hit Points: 25 Armor Class: 16 Stress: Wounds: Speed: 30 Initiative: +3 Perception: +4 Fort Save: +1 Ref Save: +7 Will Save: +8 Traits: Eldritch Sight: Can see magical auras naturally and can identify magical effects with 1 minute study (DC varies). Fae Friend: faeries of all sorts are automatically Friendly to you unless attacked. Abilities: Spellcasting: Int check (+8 total); Mastery: 4 Alchemy: may identify potions, powders, etc… with 1 minute of study using alchemist’s bag (DC varies). Arcanikinetics: You can move one object you can see up to 20 feet with a wave of your wand as long as it is not fixed and weighs less than 2 pounds. Attacks Wand of the Wizard: +9 to hit; 1d6+2 force damage; long range Equipment: Robe of Runes (Magical Armor +3 AC; advantage on saving throws versus magic) Wand Of the Wizard (+2 to Arcane Manipulation spellcasting checks; magic missile (see attacks) Explorer's pack; scribe tools; spellbook; alchemist’s bag Spells: Spellcasting: Roll spellcasting check against spell DC. If the result is lower than the DC, the spell fails and the spell cannot be cast again until after a long rest. However, the character may use a Mastery point to keep the spell after a failed roll (the casting still fails). Arcane Manipulation (DC 10): Allows you to use fine manipulation with Arcanikinetics, such as opening a potion or operating a key in a lock. May also increase the DC by 2 for each doubling of weight. Arcane Strike (DC varies): Blast enemies with arcane energy. DC 10 does 1d6+2 energy damage to one target within medium range. DC +2 per extra 1d6+1 damage, plus 2 per additional target. Choose energy type on casting: acid, fire, lightning or thunder. Force Weaving (DC 15+; 1 minute): Summon and shape force in a 10’ cube to create walls, cages, bridges and other non-mechanical structures; medium range. DC +2 to double size. Cannot be used to attack. [/QUOTE]
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