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<blockquote data-quote="Ryfte" data-source="post: 4465181" data-attributes="member: 24385"><p><strong>Hedvara Pintikk - Illusionist 6 (wizard)</strong></p><p></p><p>This sheet is my template sheet and has info from a halfling rogue through a lot of it... I'll be replacing it bit by bit...</p><p></p><p><span style="color: DarkOliveGreen"><strong>Hedvara Pintikk</strong></span></p><p>Female, Gnome, Illusionist 6 (Wizard)</p><p>3'1", 40 lbs.</p><p>Unaligned, Ioun</p><p>XP: 0</p><p></p><p>[sblock=Character Mechanics]</p><p><u><strong>Attributes</strong></u> </p><p>Str: 08/-1 (08)</p><p>Dex: 10/+5 (10)</p><p>Con: 13/+1 (13 (3pts))</p><p>Int: 21/+5 (18 (16pts) + 2race + 1 lvl 4)</p><p>Wis: 14/+2 (13 (3pts) + 1 lvl 4)</p><p>Cha: 12/+1 (10 + 2race)</p><p>[sblock=Secondary and Combat]HP: 23</p><p>Healing Surges/day: 7 (6+ConM)</p><p>AC: 16 (+5int, +1armor)</p><p>Fort: 11 (+1con)</p><p>Ref: 15 (+5int)</p><p>Will: 14 (+2wis, +2wizard)</p><p>Speed: 5 squares</p><p>Init: +0</p><p>Passive Insight: 10</p><p>Passive Perception: 10</p><p>Languages: Common, Elven</p><p></p><p><u><strong>Base Combat</strong></u> </p><p><strong>Dagger:</strong> Att: +3 prof, +5dex, +1rogueWeaponTalent; Dmg: 1d4; Rng: 5/10; Grp: Light blade; Prop.: Off-hand, light thrown[/sblock][sblock=Skills and Feats]<u><strong>Skills</strong></u></p><p>+12 Arcana (+5trained, +5int, +2race)</p><p>+06 Diplomacy (+5trained, +1cha)</p><p>+07 Insight (+5trained, +2wis)</p><p>+07 Nature (+5trained, +2wis)</p><p>+07 Stealth (+5trained, +2race)</p><p></p><p><u><strong>Feats</strong></u></p><p>• Ritual Caster (bonus wizard feat - lvl 1): You can master and perform rituals of your level or lower.</p><p>• Expanded Spellbook (lvl 1): Each time you learn a daily wizard spell you gain one extra spell of that level.</p><p>• Dark Fury (lvl 2): +1 feat bonus to damage rolls with powers that have the necrotic or psychic keyword.</p><p>• Skill Training (lvl 4): Stealth</p><p>• Mounted Combat(lvl 6)[/sblock][sblock=Race and Class]<u><strong>Gnome</strong></u></p><p>• +2 Int, +2 Cha</p><p>• Small</p><p>• Speed: 5 squares</p><p>• Vision: Low-light</p><p>• Languages: Common, Elven</p><p>• Skill Bonuses: +2 Arcana, +2 Stealth</p><p>• Reactive Stealth: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice.</p><p>• Fade Away as an encounter power.</p><p></p><p><strong><u>Wizard (lvl1)</u></strong> • Armor Proficiencies: Cloth</p><p>• Weapon Proficiencies: Dagger, Quarterstaff</p><p>• Implements: Orbs, Staves, Wands</p><p>• Defensive Bonus: +2 Will</p><p>• Hit Points: 10 + Con (1st) / +4 (additional level)</p><p>• Healing Surges: 6 + Con Modifier / Day</p><p>• Trained Skills: Arcana, Diplomacy, Insight, Nature</p><p>• Control Wizard</p><p>• Arcane Implement Mastery: Orb of Imposition</p><p>•• 1/encounter as a free action you can select from one of the following two effects. You must be wielding an orb to use this ability.</p><p>••• You can select a single creature you have cast a wizard spell on that has an effect lasting until a successful saving throw and it takes a penalty on that saving throw equal to your wisdom modifier.</p><p>••• You can extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn. Instead that effect ends at the end of your next turn.</p><p>• Cantrips: Ghost Sound, Light, Mage Hand, and Prestidigitation as at-will powers</p><p>• Ritual Casting: You gain the Ritual Caster feat as a bonus feat allowing you to use magical rituals.</p><p>• Spellbook: You possess a spellbook in which you store your rituals and your daily and utility spells.</p><p>•• Rituals: You begin with 3 1st level rituals and gain two more rituals of your choice at 5th, 11th, 15th, 21st, and 25th level and add them to your spellbook. Any ritual you add must be your level or lower. You can buy rituals or acquire them in other ways such as finding them but you are still restricted to using rituals of your level or lower.</p><p>•• Daily and Utility Spells: You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can't prepare the same spell twice.</p><p>•• Capacity: A typical spellbook has 128 pages and each spell takes 1 page while each ritual takes up a number of pages equal to its level.[/sblock][sblock=Powers]<u><strong>Powers</strong></u></p><p><span style="color: green"><strong>At Will Exploits</strong></span></p><p><span style="color: green">[sblock=Ghost Sound]Arcane, Illusion</span></p><p><span style="color: green">Standard Action --- Ranged 10</span></p><p><span style="color: green">Target: One object or unoccupied square</span></p><p><span style="color: green">Effect: You cause a sound from a whisper to a yell to emanate from the target. They can be nonvocal sounds such as bangs, clangs, etc. and you can whisper quietly enough that only creatures adjacent to teh target can hear your words.[/sblock][sblock=Light]Arcane</span></p><p><span style="color: green">Minor Action --- Ranged 5</span></p><p><span style="color: green">Target: One object or unoccupied space</span></p><p><span style="color: green">Effect: You cause the target to shed bright light with a 4 square radius for 5 minutes. Putting out the light is a free action and you can only have a single light active at one time thus any new one made causes the old one to wink out.[/sblock][sblock=Mage Hand]Arcane, Conjuration</span></p><p><span style="color: green">Minor Action --- Ranged 5</span></p><p><span style="color: green">Effect: You conjure a spectral floating hand in any unoccupied square within range that can manipulate any object weighing 20 pounds or less and move it up to 5 squares as a move action. You can swap items held in your hand for another one on your person as this move action using this power. As a free action you can cause the hand to drop any object it is holding and as a minor action you can cause the hand to pick up or manipulate a different object.</span></p><p><span style="color: green">Sustain Minor: You can sustain the hand indefinitely</span></p><p><span style="color: green">Special: You can only create one hand at a time[/sblock][sblock=Prestidigitation][/sblock][sblock=Illusory Ambush]Arcane, Illusion, Implement, Psychic</span></p><p><span style="color: green">Standard Action --- Ranged 10</span></p><p><span style="color: green">Target: One creature</span></p><p><span style="color: green">Attack: Intelligence vs. Will</span></p><p><span style="color: green">Hit: 1d6 + IntM psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.[/sblock][sblock=Cloud of Daggers]Arcane, Force, Implement</span></p><p><span style="color: green">Standard Action --- Area: 1 square within 10 square radius</span></p><p><span style="color: green">Target: Each creature in square</span></p><p><span style="color: green">Attack: Int vs. Ref</span></p><p><span style="color: green">Hit: 1d6 + IntM force damage</span></p><p><span style="color: green">Effect: The power's area is filled with sharp daggers of force. Any creature entering the area or starts its turn there takes force damage equal to your WisM (minimum 1) and the cloud remains in place until the end of your next turn. You can choose to dispel it earlier as a minor action.[/sblock]</span></p><p></p><p><span style="color: blue"><strong>Encounter Exploits</strong></span></p><p><span style="color: blue">[sblock=Grasping Shadows]Arcane, Illusion, Implement, Psychic</span></p><p><span style="color: blue">Standard Action --- Area burst 1 withing 10 square radius</span></p><p><span style="color: blue">Target: Each creature in burst</span></p><p><span style="color: blue">Attack: Int vs. Will</span></p><p><span style="color: blue">Hit: 1d8 + IntM psychic damage and target is slowed until the end of your next turn</span></p><p><span style="color: blue">Effect: Shadows writhe in the area of effect and continue until the end of your next turn grabbing at any creatures that enter the area or start their turn in that area dealing IntM psychic damage and slowing them until th end of their next turn.[/sblock][sblock=Fade Away[/sblock]If you take damage you become invisible until you attack or until the end of your next turn.[/sblock][sblock=Maze of Mirrors][/sblock]</span></p><p></p><p><span style="color: magenta"><strong>Daily Exploits</strong>[sblock=Phantom Chasm]Wizard 1</span></p><p><span style="color: magenta">Arcane, Illusion, Implement, Psychic</span></p><p><span style="color: magenta">Standard Action --- Area burst 1 within 20 square radius</span></p><p><span style="color: magenta">Target: Each creature in burst</span></p><p><span style="color: magenta">Attack: Int vs. Will</span></p><p><span style="color: magenta">Hit: 2d6 + IntM psychic damage and the target is prone and immobilized until the end of its next turn</span></p><p><span style="color: magenta">Miss: The target is immobilized until the end of your next turn[/sblock][sblock=Phantasmal Assailant][/sblock]</span></p><p></p><p><span style="color: gray"><strong>Utility Exploits</strong>[sblock=Phantasmal Terrain]Wizard 2</span></p><p><span style="color: gray">Arcane, Illusion, Implement, Zone</span></p><p><span style="color: gray">Standard Action --- Area burst 2 within 10 square radius</span></p><p><span style="color: gray">Effect: Until the end of the encounter difficult terrain in the affected area costs 2 extra squares of movement instead of the normal 1 for your enemies and hazards and traps in the area gain a bonus to attack rolls equal to your IntM against your enemies.[/sblock][sblock=Wall of Fog][/sblock]</span>[/sblock][sblock=Gear 100gp]Leather Armor (worn, torso, 25gp/15wt)</p><p>Dagger (worn, back, 1gp/1wt)</p><p>Shuriken (20, worn, bandollier, 4gp/2wt)</p><p>Travellers Outfit (worn, 0gp/0wt)</p><p>• Dark gray hood (worn, shoulders - head, --wt) --gp</p><p>• Short-sleeved dark grey cotton under shirt (worn, torso, --wt) --gp</p><p>• Black and grey over-jacket (worn, torso - over cotton shirt, --wt) --gp</p><p>• Black leather belt (worn, waist, --wt) --gp</p><p>• Black boots (worn, feet, --wt) --gp</p><p></p><p>Belt Pouch (worn, left side of belt, .5wt) 1gp</p><p>• Flint & Steel (--wt.) 1gp</p><p>• Sunrods (2)</p><p></p><p>Slim Leather Backpack, black (on back, 1wt) 2gp</p><p>• Entertainers Outfit (worn, 30gp/6wt)</p><p>• Waterskin (4wt) 1gp</p><p>• Trail Rations - 10 days (10wt) 5gp</p><p>• Winter Blanket (3wt) .5gp</p><p>• Mess Kit (metal plate, cup, bowl and utensils, .5wt) .6gp</p><p>Bedroll (beneath backpack on back, 5wt) .1gp</p><p></p><p>Total Weight Carried: ?? lbs.</p><p>Carrying Capacity: ??/??/??[/sblock][/sblock][sblock=Character Details][sblock=Description]A slender lean halfling lass in travelling clothes. Well fitted but worn and covered in dust from the road. Well cared for leather armor and a dagger firmly sheathed at her waist. He dark hair is cut close except for a small patch on the back right side of her head which she's grown long and keeps tightly braided and trimmed to mid back. Both of the small halflings ears have multiple silver hoops and her eyes are a vibrant green which add contrast to the dark clothes she favors. Her skin is tan from long days on the road and out in the sun.[/sblock][sblock=Background]Bree had always been part of a travelling entertainment troupe of skilled acrobats, magicians, storytellers and jugglers to name just a few of their number. Her mother, Bree Lightstep, was an acrobat who did wire-work, trapeze and floor routines as well. Corrin, her father, was an acrobat as well but he combined floor routines with juggling routines at the same time. The troupe lived and travelled as a family and everyone was an equal partner in the troupe. Bree was named after her mother who had died giving birth to her to honor her mother. It was both a sad and joyous reminder to the troupe as they watched Bree grow up to be a beautiful and talented young halfling girl.</p><p></p><p> Taking to the trade as a fish does to water Bree could out-do even her own father by the time she was eleven. She had inherited both her mothers' and fathers' natural talents and abilities and they served her well. Travelling with her family through the cities and towns was her life and she loved it. Always new places to go and people to see kept her smiling but it also taught her some of the harsher lessons of life that many never learn, or at least not until they're older and wiser. She was an amazingly skilled juggler and worked along side her father as they travelled and performed in these cities. She worked the wires as well, just as her mother had, but enjoyed the floor shows she performed with her father more.</p><p></p><p> A tragic accident happened during a severe thunderstorm as the troupe hurried through an unsafe pass to reach safe ground below to the side of the gorge. The torrential rain had softened the ground and a large portion of the pass gave way suddenly and without warning. Bree had been nearest the edge side on the wheeled wagon that was their home and as they began to slip sideways over into the gorge her father grabbed her waist and hurled her as high and far towards solid ground as he could. The last time she saw her father he had smiled and winked as he vanished over the precipe with a great number of the other wagons. It had been devastating, not just to Bree, but to the troupe itself.</p><p></p><p> They made their way to the small town they'd been trying to reach mere hourse later. It was the end of the troupe as they all had known it. A few of them stayed together here and there as groups but over half of the troupe had been lost in the accident. For the most part they all took their separate ways in sorrow. Bree set out on her own as the others did moving slower than she had in the past and really spending more time learning the people of the world. It's been tougher than it was and she's learned how to make do however she must. Some days are more difficult than others and there have been dry spells where she's resorted to larceny to survive. She first felt ashamed and guilty in doing so but has since gotten over her initial feelings.</p><p></p><p> As time wore on her spirits lightened and the disaster which had taken her father from her and shattered the troupe began to fade into a less painful memory. Her street performances showed a marked improvement as her demeanor changed and she's been doing much better for herself. Just this very morning she'd arrived in a town named Bristol. Standing in the midst of the street just inside the gate she'd looked about and taken a deep breath of the morning air and the smells that swept through it.</p><p></p><p> [/sblock][sblock=Personality]Bree likes to smile. She always prefers a smile to a frown for a few reasons. One of those reasons which is quite important is that means more coin for her. She is typically reserved in social situations preferring silence over chatter although others rattling on don't bother her at all. In fact, she takes every opportunity to let others ramble as it often let's her learn something useful which she tucks away for later. Quite confident she doesn't back down when confronted and can stand "eye-to-thigh", as she likes to call it, with the biggest of them. She doesn't look for trouble but when it happens she's all reflex and action. She likes to play coordination games of all kinds and loves throwing games more than any others.</p><p></p><p> Despite her relaxed and easy going manner she's not a very trusting soul. She's seen her fair share of the world and those in it and knows better. She will play along with others, nodding and responding where appropriate, but she carefully weighs and measures each word. She can be a bit less empathetic than many, considering others needing to be a bit more thick-skinned but she has a soft spot for strays; particularly children. She'll give street urchins her last coin and not think twice about it. A slight reckless streak runs through her, not a mile wide, but if you spend more than a day or two you'll definitely spot it. She likes to push her own physical boundaries and almost always turns her surroundings into a makeshift obstacle course no matter what the situation is. Even in deadly combat she may look for the more daring and risky move despite what common sense might dictate trusting that her quick reflexes and the watchful eyes of Sehanine will get her through it.</p><p></p><p> She is full of energy and doesn't like to sit idle for long. This can be confused somtimes with a lack of patience but she can be amazingly patient as long as it's for a purpose. Being idle without reason is what sets her on edge more often than not. Taking a watch post or staking out a mark for hours upon end aren't a problem but camping out without purpose or kicking back at an inn for too many days start to bother her. She tends to become more reckless in these types of situations and will go out of her way just to shake things up a bit. She's not "booksmart" but refers to herself as "streetsmart" and had little if any formal education. Not one to be concerned too much about that she considers books to be mostly a waste of time unless they actually are about something useful. Stories and such nonsense are much better told by a campfire with a group of friends... not read out of a musty pile of pulped decaying wood![/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Ryfte, post: 4465181, member: 24385"] [b]Hedvara Pintikk - Illusionist 6 (wizard)[/b] This sheet is my template sheet and has info from a halfling rogue through a lot of it... I'll be replacing it bit by bit... [COLOR="DarkOliveGreen"][B]Hedvara Pintikk[/B][/COLOR] Female, Gnome, Illusionist 6 (Wizard) 3'1", 40 lbs. Unaligned, Ioun XP: 0 [sblock=Character Mechanics] [u][b]Attributes[/b][/u] Str: 08/-1 (08) Dex: 10/+5 (10) Con: 13/+1 (13 (3pts)) Int: 21/+5 (18 (16pts) + 2race + 1 lvl 4) Wis: 14/+2 (13 (3pts) + 1 lvl 4) Cha: 12/+1 (10 + 2race) [sblock=Secondary and Combat]HP: 23 Healing Surges/day: 7 (6+ConM) AC: 16 (+5int, +1armor) Fort: 11 (+1con) Ref: 15 (+5int) Will: 14 (+2wis, +2wizard) Speed: 5 squares Init: +0 Passive Insight: 10 Passive Perception: 10 Languages: Common, Elven [u][b]Base Combat[/b][/u] [b]Dagger:[/b] Att: +3 prof, +5dex, +1rogueWeaponTalent; Dmg: 1d4; Rng: 5/10; Grp: Light blade; Prop.: Off-hand, light thrown[/sblock][sblock=Skills and Feats][u][b]Skills[/b][/u] +12 Arcana (+5trained, +5int, +2race) +06 Diplomacy (+5trained, +1cha) +07 Insight (+5trained, +2wis) +07 Nature (+5trained, +2wis) +07 Stealth (+5trained, +2race) [u][b]Feats[/b][/u] • Ritual Caster (bonus wizard feat - lvl 1): You can master and perform rituals of your level or lower. • Expanded Spellbook (lvl 1): Each time you learn a daily wizard spell you gain one extra spell of that level. • Dark Fury (lvl 2): +1 feat bonus to damage rolls with powers that have the necrotic or psychic keyword. • Skill Training (lvl 4): Stealth • Mounted Combat(lvl 6)[/sblock][sblock=Race and Class][u][b]Gnome[/b][/u] • +2 Int, +2 Cha • Small • Speed: 5 squares • Vision: Low-light • Languages: Common, Elven • Skill Bonuses: +2 Arcana, +2 Stealth • Reactive Stealth: If you have cover or concealment when you make an initiative check, you can make a Stealth check to escape notice. • Fade Away as an encounter power. [b][u]Wizard (lvl1)[/u][/b] • Armor Proficiencies: Cloth • Weapon Proficiencies: Dagger, Quarterstaff • Implements: Orbs, Staves, Wands • Defensive Bonus: +2 Will • Hit Points: 10 + Con (1st) / +4 (additional level) • Healing Surges: 6 + Con Modifier / Day • Trained Skills: Arcana, Diplomacy, Insight, Nature • Control Wizard • Arcane Implement Mastery: Orb of Imposition •• 1/encounter as a free action you can select from one of the following two effects. You must be wielding an orb to use this ability. ••• You can select a single creature you have cast a wizard spell on that has an effect lasting until a successful saving throw and it takes a penalty on that saving throw equal to your wisdom modifier. ••• You can extend the duration of an effect created by a wizard at-will spell that would otherwise end at the end of your current turn. Instead that effect ends at the end of your next turn. • Cantrips: Ghost Sound, Light, Mage Hand, and Prestidigitation as at-will powers • Ritual Casting: You gain the Ritual Caster feat as a bonus feat allowing you to use magical rituals. • Spellbook: You possess a spellbook in which you store your rituals and your daily and utility spells. •• Rituals: You begin with 3 1st level rituals and gain two more rituals of your choice at 5th, 11th, 15th, 21st, and 25th level and add them to your spellbook. Any ritual you add must be your level or lower. You can buy rituals or acquire them in other ways such as finding them but you are still restricted to using rituals of your level or lower. •• Daily and Utility Spells: You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can't prepare the same spell twice. •• Capacity: A typical spellbook has 128 pages and each spell takes 1 page while each ritual takes up a number of pages equal to its level.[/sblock][sblock=Powers][u][b]Powers[/b][/u] [color=green][b]At Will Exploits[/b] [sblock=Ghost Sound]Arcane, Illusion Standard Action --- Ranged 10 Target: One object or unoccupied square Effect: You cause a sound from a whisper to a yell to emanate from the target. They can be nonvocal sounds such as bangs, clangs, etc. and you can whisper quietly enough that only creatures adjacent to teh target can hear your words.[/sblock][sblock=Light]Arcane Minor Action --- Ranged 5 Target: One object or unoccupied space Effect: You cause the target to shed bright light with a 4 square radius for 5 minutes. Putting out the light is a free action and you can only have a single light active at one time thus any new one made causes the old one to wink out.[/sblock][sblock=Mage Hand]Arcane, Conjuration Minor Action --- Ranged 5 Effect: You conjure a spectral floating hand in any unoccupied square within range that can manipulate any object weighing 20 pounds or less and move it up to 5 squares as a move action. You can swap items held in your hand for another one on your person as this move action using this power. As a free action you can cause the hand to drop any object it is holding and as a minor action you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely Special: You can only create one hand at a time[/sblock][sblock=Prestidigitation][/sblock][sblock=Illusory Ambush]Arcane, Illusion, Implement, Psychic Standard Action --- Ranged 10 Target: One creature Attack: Intelligence vs. Will Hit: 1d6 + IntM psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.[/sblock][sblock=Cloud of Daggers]Arcane, Force, Implement Standard Action --- Area: 1 square within 10 square radius Target: Each creature in square Attack: Int vs. Ref Hit: 1d6 + IntM force damage Effect: The power's area is filled with sharp daggers of force. Any creature entering the area or starts its turn there takes force damage equal to your WisM (minimum 1) and the cloud remains in place until the end of your next turn. You can choose to dispel it earlier as a minor action.[/sblock][/color] [color=blue][b]Encounter Exploits[/b] [sblock=Grasping Shadows]Arcane, Illusion, Implement, Psychic Standard Action --- Area burst 1 withing 10 square radius Target: Each creature in burst Attack: Int vs. Will Hit: 1d8 + IntM psychic damage and target is slowed until the end of your next turn Effect: Shadows writhe in the area of effect and continue until the end of your next turn grabbing at any creatures that enter the area or start their turn in that area dealing IntM psychic damage and slowing them until th end of their next turn.[/sblock][sblock=Fade Away[/sblock]If you take damage you become invisible until you attack or until the end of your next turn.[/sblock][sblock=Maze of Mirrors][/sblock][/color] [color=magenta][b]Daily Exploits[/b][sblock=Phantom Chasm]Wizard 1 Arcane, Illusion, Implement, Psychic Standard Action --- Area burst 1 within 20 square radius Target: Each creature in burst Attack: Int vs. Will Hit: 2d6 + IntM psychic damage and the target is prone and immobilized until the end of its next turn Miss: The target is immobilized until the end of your next turn[/sblock][sblock=Phantasmal Assailant][/sblock][/color] [color=gray][b]Utility Exploits[/b][sblock=Phantasmal Terrain]Wizard 2 Arcane, Illusion, Implement, Zone Standard Action --- Area burst 2 within 10 square radius Effect: Until the end of the encounter difficult terrain in the affected area costs 2 extra squares of movement instead of the normal 1 for your enemies and hazards and traps in the area gain a bonus to attack rolls equal to your IntM against your enemies.[/sblock][sblock=Wall of Fog][/sblock][/color][/sblock][sblock=Gear 100gp]Leather Armor (worn, torso, 25gp/15wt) Dagger (worn, back, 1gp/1wt) Shuriken (20, worn, bandollier, 4gp/2wt) Travellers Outfit (worn, 0gp/0wt) • Dark gray hood (worn, shoulders - head, --wt) --gp • Short-sleeved dark grey cotton under shirt (worn, torso, --wt) --gp • Black and grey over-jacket (worn, torso - over cotton shirt, --wt) --gp • Black leather belt (worn, waist, --wt) --gp • Black boots (worn, feet, --wt) --gp Belt Pouch (worn, left side of belt, .5wt) 1gp • Flint & Steel (--wt.) 1gp • Sunrods (2) Slim Leather Backpack, black (on back, 1wt) 2gp • Entertainers Outfit (worn, 30gp/6wt) • Waterskin (4wt) 1gp • Trail Rations - 10 days (10wt) 5gp • Winter Blanket (3wt) .5gp • Mess Kit (metal plate, cup, bowl and utensils, .5wt) .6gp Bedroll (beneath backpack on back, 5wt) .1gp Total Weight Carried: ?? lbs. Carrying Capacity: ??/??/??[/sblock][/sblock][sblock=Character Details][sblock=Description]A slender lean halfling lass in travelling clothes. Well fitted but worn and covered in dust from the road. Well cared for leather armor and a dagger firmly sheathed at her waist. He dark hair is cut close except for a small patch on the back right side of her head which she's grown long and keeps tightly braided and trimmed to mid back. Both of the small halflings ears have multiple silver hoops and her eyes are a vibrant green which add contrast to the dark clothes she favors. Her skin is tan from long days on the road and out in the sun.[/sblock][sblock=Background]Bree had always been part of a travelling entertainment troupe of skilled acrobats, magicians, storytellers and jugglers to name just a few of their number. Her mother, Bree Lightstep, was an acrobat who did wire-work, trapeze and floor routines as well. Corrin, her father, was an acrobat as well but he combined floor routines with juggling routines at the same time. The troupe lived and travelled as a family and everyone was an equal partner in the troupe. Bree was named after her mother who had died giving birth to her to honor her mother. It was both a sad and joyous reminder to the troupe as they watched Bree grow up to be a beautiful and talented young halfling girl. Taking to the trade as a fish does to water Bree could out-do even her own father by the time she was eleven. She had inherited both her mothers' and fathers' natural talents and abilities and they served her well. Travelling with her family through the cities and towns was her life and she loved it. Always new places to go and people to see kept her smiling but it also taught her some of the harsher lessons of life that many never learn, or at least not until they're older and wiser. She was an amazingly skilled juggler and worked along side her father as they travelled and performed in these cities. She worked the wires as well, just as her mother had, but enjoyed the floor shows she performed with her father more. A tragic accident happened during a severe thunderstorm as the troupe hurried through an unsafe pass to reach safe ground below to the side of the gorge. The torrential rain had softened the ground and a large portion of the pass gave way suddenly and without warning. Bree had been nearest the edge side on the wheeled wagon that was their home and as they began to slip sideways over into the gorge her father grabbed her waist and hurled her as high and far towards solid ground as he could. The last time she saw her father he had smiled and winked as he vanished over the precipe with a great number of the other wagons. It had been devastating, not just to Bree, but to the troupe itself. They made their way to the small town they'd been trying to reach mere hourse later. It was the end of the troupe as they all had known it. A few of them stayed together here and there as groups but over half of the troupe had been lost in the accident. For the most part they all took their separate ways in sorrow. Bree set out on her own as the others did moving slower than she had in the past and really spending more time learning the people of the world. It's been tougher than it was and she's learned how to make do however she must. Some days are more difficult than others and there have been dry spells where she's resorted to larceny to survive. She first felt ashamed and guilty in doing so but has since gotten over her initial feelings. As time wore on her spirits lightened and the disaster which had taken her father from her and shattered the troupe began to fade into a less painful memory. Her street performances showed a marked improvement as her demeanor changed and she's been doing much better for herself. Just this very morning she'd arrived in a town named Bristol. Standing in the midst of the street just inside the gate she'd looked about and taken a deep breath of the morning air and the smells that swept through it. [/sblock][sblock=Personality]Bree likes to smile. She always prefers a smile to a frown for a few reasons. One of those reasons which is quite important is that means more coin for her. She is typically reserved in social situations preferring silence over chatter although others rattling on don't bother her at all. In fact, she takes every opportunity to let others ramble as it often let's her learn something useful which she tucks away for later. Quite confident she doesn't back down when confronted and can stand "eye-to-thigh", as she likes to call it, with the biggest of them. She doesn't look for trouble but when it happens she's all reflex and action. She likes to play coordination games of all kinds and loves throwing games more than any others. Despite her relaxed and easy going manner she's not a very trusting soul. She's seen her fair share of the world and those in it and knows better. She will play along with others, nodding and responding where appropriate, but she carefully weighs and measures each word. She can be a bit less empathetic than many, considering others needing to be a bit more thick-skinned but she has a soft spot for strays; particularly children. She'll give street urchins her last coin and not think twice about it. A slight reckless streak runs through her, not a mile wide, but if you spend more than a day or two you'll definitely spot it. She likes to push her own physical boundaries and almost always turns her surroundings into a makeshift obstacle course no matter what the situation is. Even in deadly combat she may look for the more daring and risky move despite what common sense might dictate trusting that her quick reflexes and the watchful eyes of Sehanine will get her through it. She is full of energy and doesn't like to sit idle for long. This can be confused somtimes with a lack of patience but she can be amazingly patient as long as it's for a purpose. Being idle without reason is what sets her on edge more often than not. Taking a watch post or staking out a mark for hours upon end aren't a problem but camping out without purpose or kicking back at an inn for too many days start to bother her. She tends to become more reckless in these types of situations and will go out of her way just to shake things up a bit. She's not "booksmart" but refers to herself as "streetsmart" and had little if any formal education. Not one to be concerned too much about that she considers books to be mostly a waste of time unless they actually are about something useful. Stories and such nonsense are much better told by a campfire with a group of friends... not read out of a musty pile of pulped decaying wood![/sblock][/sblock] [/QUOTE]
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