8-bit character template
The 8-bit character template represents characters from the great webcomic
8-bit Theater. 8-bit characters are usually caricatures or stereotypes of a particular idea.
-4 to two appropriate stats (str and cha for Black Mage)
+6 to one stat (int for Black Mage)
Favored Class changes to: Starting Class (Wizard for Black Mage)
Everything else unchanged
(thanks to Sollir for the idea for this)
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Black Mage
Black Mage is a physical weakling, though he can really absorb damage. He is almost entirely socially inept, and is very,
very intelligent. This has also led to high levels of insanity, ranging from being a psychopath, paranoia, megalomania, and delusions of grandeur. He has a habit of regarding the best solution to anything as the solution which involves the most burning destruction, and tends to create problems just so he can solve them. Who knows why he even tolerates the rest of humanity. Maybe he's looking for ultimate power, or just wants more pie. Also see
the 8-bit Theater cast page.
Base stats: Str 8, Dex 12, Con 18, Int 18, Wis 10, Cha 10
Modified stats: Str 4, Dex 12, Con 18, Int 24, Wis 10, Cha 6
Black Mage
Class: Wizard (Evoker) 7
Race: Human (8-bit Character)
Alignment: Chaotic Evil, but insane, which affects things
Deity: Himself
Age: Around 20, but we're afraid to ask
Gender: Male... we think
Height: 5'2"
Weight: 120
Eyes: Burning
Hair: Unknown
Str 4 -3
Dex 12 +1
Con 18 +4
Int 27 +8
Wis 10 +0
Cha 6 -2
HP: 56 [7d4 + 28]
AC: 11 [10 (base) + 1 (dex)]
Initiative: +5 [+1 (dex), +4 (Imp Init)]
Fortitude: +7 [+2 (base), +4 (con), +1 (resistance)]
Reflex: +4 [+2 (base), +1 (dex), +1 (resistance)]
Wis: +6 [+5 (base), +1 (resistance)]
Melee: +0 [+3 (base), -3 (str)]
Ranged: +4 [+3 (base), +1 (dex)]
Weapons
Dagger: +0, 1d4-3, crit 19-20/x2, small, piercing
Skills
(traded in craft, profession for perform)
Bluff +3 [5 (ranks), -2 (cha)]
Concentration +14 [10 (ranks), +4 (con)]
Disguise +3 [5 (ranks), -2 (cha)]
Forgery +12 [5 (ranks), +7 (int)]
Innuendo +3 [5 (ranks), -2 (cha)]
Intimidate +5 [5 (ranks), -2 (cha), +2 (synergy)]
Knowledge (Arcana) +17 [10 (ranks), +7 (int)]
Knowledge (The Planes) +17 [10 (ranks), +7 (int)]
Perform* +8 [10 (ranks), -2 (cha)]
Scry +17 [10 (ranks), +7 (int)]
Spellcraft +17 [10 (ranks), +7 (int)]
*Knows Black Mage Dance, pyrotechnics show, maybe some others
Feats
Trade in Familar: Spell Focus (Evocation)
Human: Greater Spell Focus (Evocation)
Level 1: Spellcasting Prodigy
Wizard Level 1: Scribe Scroll
Level 3: Improved Initiative
Wizard Level 5: Empower Spell
Level 6: Spell Penetration
Automatically in book: All/13/4/4/2
Memorized: 5/8/6/5/4
Spellbooks
All 0-level spells (left some out)
13 1-level spells (left some out)
4 2-level spells
4 3-level spells (2 more discovered and written in)
2 4-level spells (2 more discovered and written in)
In normal spellbook
Level 0
Ray of Frost
Daze
Light (evocation)
Mage Hand
Arcane Mark
Detect Magic
Read Magic
Level 1
Obscuring Mist
Identify
Magic Missile (evocation)
Tenser's Floating Disc (evocation)
Cause Fear
Burning Hands
Expeditious Retreat
Feather Fall
Lesser Fire Orb (evocation)
Level 2
Darkness (ecovation)
Flaming Sphere (ecovation)
Shatter (ecovation)
Blindness/Deafness
Level 3
Dispel Magic
Protection from Elements
Haste
Slow
Level 4
Evard's Black Tentacles
Fear
In Black Mage's Book of Spells that Make the People Fall Down
Level 3
Fireball (ecovation)
Lightning Bolt (evocation)
Level 4
Fire Shield (evocation)
Wall of Fire (evocation)
Explosive Cascade (evocation)
Spells Memorized
DC: 19 + spell level + 4 (if Evocation)
Prohibited Schools: Illusion and Enchantment
4/4/3/2/1 base
5/5/4/3/2 evoker
5/8/6/5/4 high int
evoc == memorized in Evocation slot
(e) == an evocation spells
Level 0: Light (evoc), Daze, Mage Hand, Detect Magic, Read Magic
Level 1: Magic Missile (evoc), Magic Missile (e), Lesser Fire Orb, Expeditious Retreat (x2), Feather Fall, Obscuring Mist (x2)
Level 2: Darkness (evoc), Darkness, Shatter (e, x2), Blindness/Deafness, Flaming Sphere (e)
Level 3: Lightning Bolt (evoc), Fireball (e, x2), Haste, Slow
Level 4: Explosive Cascade (evoc), Wall of Fire (e), Evard's Black Tentacles, Fire Shield (e)
Items
Items
Silvered Dagger [10 gp] 1 pound -- carry
Food x10 [5 gp] 10 pounds -- all but 1 pound to Filia
Alchemist's Fire x10 [200 gp]
Extra Light Components Pouch [10 gp] 1.5 pounds -- carry
Extra Light Waterskin [2 gp] 2 pounds -- carry
Extra Light Spellbook [30 gp] 1.5 pounds -- carry
Boccob's Blessed Book [9500 gp] 1 pounds -- carry
Pointy Hat of Intellect (+2 enhancement bonus to Int) [4000 gp]
Robe of Black Magic (takes up both robe and cloak slot; permanent endure elements: fire, +1 resistance bonus to all saves) [3000 gp]
Shadowmask (constant Shadowmask on wearer) [12000 gp]
Current Debt: 9756 gp
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Shadowmask
Level: Hrp 2, Sor/Wiz 2
Duration: 10 min/level
You cause a mask of shadows to form around your face. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks.
You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spel or the fireworks effect of pyrotechnics.
You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes.
If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw
When the duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden via other means. A sucessful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading.
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Explosive Cascade
from Magic of Faerun
Evocation [Fire]
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 action
Range: Close (25 ft.+5 ft./2 levels)
Area: One 5 ft. square/level, all of which must be connected in one continuous path
Effect: 1 ft-radius sphere
Duration: Instantaneous
Saving Throw: Reflex half
SR: Yes
You cause a bright ball of flame to bound and skip accross the battlefield, damaging targets within its area. The area is the path of the flame, and it deals 1d6 hit points of fire damge per caster level (maximum 10d6) to all creatures and objects iwthin is area.
The flame lights up the area as if it were a torch. Small sparks and decaying flames remain in the area for 1 round, shredding light as candles but dealing no damage
If the damage from the flame destroys an interposing barrier, the flame can move beyond the barrier if it has not reached the maximum area.
Material component: Bat guano, sulfur, and copper packed into a metal tube with one closed end