Io ci riprovo (dopo lunghe lotte con l' ENEL che mi hanno visto sconfitto) a postare un PG... ma non è mio è quello di PISQ che è un po' più particolare (rigorosamente 3.0).
8) 8) 8)
Joshua Dernholm, 20 anni - abbandonato dal padre (un mago piuttosto potente) parte alla ricerca della madre (a quanto ha sentito è attualmente prigioniera di suo padre).
Wizard7 Spellfire Channeler1, True Neutral
Iniziative: +4
HP: 61
AC: 17
spd: 30ft
Stats mod stats mod
Str: 9 -1 10 -1
Dex: 16 +3 18 +4
Con: 18 +4 20 +5
Int: 19 +4 19 +4
Wis. 16 +3 16 +3
Cha: 12 +1 12 +1
Base Attack: +3 / Melee: +2 / Ranged: +7
Tiri Salvezza: Fort Ref Will
Base Save: 4 2 7
Ability mod: 5 4 3
Misc mod: 2 2 2
Tot: 11 8 12
Languages: Common, Draconic, Elven Runes (high), Elven (high)
Giant, Literacy
Dagger +1: +3, 1d4, 19/20x2 cura 1d4 hp
Light Crossbow: +7, 1d8, 19/20x2, 80ft
SPELL FIRE (ref half DC:20):
Special Abilities: increased storage 2, Drain Charged Item
Feats: Endurance, Spellfire Wielder, SpellCasting Prodigy, Point blank
Shot, Spell Mastery (Charm Person, Shield, Invisibility, Haste)
Equipment:
Dagger MW
Backpack
Light Crossbow
Wand of Light (47)
Travellers Outfit
Spellbook
Boots of Elvenkind (+10 move S.)
Spilla dei liberi marinai (una specie di sindacato del mare delle spade)
Bedroll
Potion of lesser restoration
Gloves of Dexterity +2
Amulet of consitution +2
Bracers of Armor +2
Ring of Protection +1
Wand of magic missile 5
Necklace of fireballs 3
Spellbook 2
Spell component pounch
Cloack of Resistence +2
Il mio amuleto (ovvero un cimelio di famiglia che lo "lega" a suo padre).
INCANTESIMI
spells x day DC
LIV 0 4 15
LIV 1 6 16
LIV 2 4 17
LIV 3 3 18
LIV 4 2 19
SPELLBOOK
LIV 0: All
LIV 1: Charm Person Know protections
Shelgram's Persistent blade True Strike
Detect secret Doors Magic Missile
Shield Grease
Magic Weapon Spirit Worm
Message
LIV 2: Cat's Grace Mirror Image
Invisibility Death Armor
LIV 3: Dispel Magic Haste
Protection form Elements Tongues
Fireball Vampirich Touch
Summon Monster 3 Fly
Non-detection
LIV 4: Stoneskin Detect scrying
Scrying Charm Monster
Derhnolm's Sp Enancher Dimension door
SPELLBOOK 1 "Sun elf Necromancer"
LIV 0: All
LIV 1: Cause Fear Endure Elements
Ice Dagger Mage Armor
Massage Ray of Enfeeblement
Summon Undead 1 Tenser's Floating Disk
LEV 2: Aganazzar's Scorcher Arcane Lock
Bull's Strenght Ghoul Touch
Spectral Hand Summon undead 2
Web
LEV 3: Shintillating Sphere (x) Spider Poison
Summon Monster 3 Vampiric Touch
Joshua's SKILLS ability Tot Mod Ranks Cp Misc
Appraise Int +4 +4
Balance Dex +4 +4
Bluff Cha 1 1
Climb Str -1 -1
Concentration Con +16 +5 11
Craft Int +4 +4
Diplomacy Cha 1 1
Disguise Cha 1 1
Escape Artist Dex +6 +4 4
Forgery Int +4 +4
Gather Info Cha 1 1
Heal Wis +3 +3
Hide Dex +6 +4 4
Intimidate Cha 1 1
Jump Str -1 -1
Kn (Arcana) Int +13 +4 9
Kn (Astronomy) Int +8 +4 4
Kn (History) Int +8 +4 4
Kn (Nobility) Int +8 +4 4
Kn (Philosopy) Int +8 +4 4
Kn (the Planes) Int +13 +4 9
Kn (Undead) Int +5 +4 1
Kn (UnderDark) Int +5 +4 1
Listen Wis +4 +3 2
Mimic Voice Cha 1 1
Move Silently Dex +15 +4 2 +10
Open Lock Dex +4 +4
Perform Cha 1 1
Pick Pocket Dex +5 +4 2
Ride Dex +4 +4
Sapper Str -1 -1
Scry Int +8 +4 4
Search Int +4 +4
Sense Motive Wis +3 +3
Spellcraft Int +13 +4 9
Spot Wis +3 +3
Swim Str -1 -1
Urban Lore Wis +3 +3
Use Rope Dex +5 +4 2
Wilderness lore Wis +3 +3
SPELLFIRE CHANNELER
Drain charged item (sp): Standard action (Wands, Scrolls, Potions,ecc...)
Increased Storage (Ex): Con +1 to Con x2: The Channeler's eyes glow brightly, and any creature, magic item, or spell effect that touches the channeler causes 1 spellfire energy level to be discharged as a harmless burst of light. Once x day the channeler must make a Con check (DC 10) or take 1d6 points of damage as one of her Spellfire energy level backfires. Con x2+1 to Con x3: As above plus the channeler's skin glows (shedding light as a candle) a touch releases 1d4 spellfire energy levels as light and the channeler must make the backfire Con check every hour. Con x3+1 to Con x4: as above except the channeler sheds light equal to a torch, feels a burning sensation within her body (treat as if distracted from non damaging spell, DC 20 to concentrate). A touch release 1d6 spellfire energy as a flare spell (DC 10 + number of spell levels expended) against the channeler and all the creatures within 5 feet of her and must make the check every minute Con x4+1 to x5 as above except the spellfire radiates a nondamaging heat (20ft), is in pain (dc 25 to concentrate) and must make the backfire constitution check every round. A touch releases 2d6 of energy as a flare spell as above. The Channeler must make a Will save DC 25 every round or be forced to expend a maximum-strenght blast of energy to a random target within 30 ft in preference to any other action
Improved Healing (su) At 2nd level, the Sp channeler can realese stored energy to heal by touch. This restores 1d4+ 1 Hit points per spellfire energy expanded.
Weapon Focus (Spellfire): 3rd level
Rapid Blast (su): at 4th level, the channeler can release two blasts of spelffire energy as a standard action. This increase to three at 8th level. Each blast after the first suffers a cumulative -2 penalty to attack rolls.
Drain Permanent Item (sp): Standard Action .
Flight (su): 1 minute per level of energy expanded. The flying channeler leaves a visible trail of light that fades after a round.
Deflect Arrows (su): The channeler gains the feat, although rather then using a hand a single spellfire energy level is expanded to knock the missile away.
Crown of fire (su): By expending 10 spf levels per round (free action), a chaneler can manifest the crown of fire, which appears as a halo of spellfire around her head and provides light as a daylight spell. The crown of fire gives her damage reduction 10/+1 and automaticaly melts all non magical weapons that strike her (after inflicting damage, if any). The crown of fire grants spell resistence 32. The crown of fire doesn't interfere with the channeler's actions, including using other spellfire energy.
Maelstrom of Fire (su): 1d6 x spf spell energy all directions, 20ft radius, Ref Dc 10 + class level +Cha mod.
Table
Class Base Fort Ref Will
Level Attack Bonus Save Save save Special
1 +0 +2 +0 +2 Drain charged item, incr sto 2
2 +1 +3 +0 +3 Improved Healing
3 +1 +3 +1 +3 Weapon focus (spf), incr sto 3
4 +2 +4 +1 +4 Rapid Blast 2
5 +2 +4 +1 +4 drain permanent item, incr sto 4
6 +3 +5 +2 +5 Flight
7 +3 +5 +2 +5 Deflect arrows, incr sto 5
8 +4 +6 +2 +6 Rapid Blast 3
9 +4 +6 +3 +6 Crown of fire
10 +5 +7 +3 +7 Maelstrom of fire
Queste sono le sue parole per descriversi:
"A Wizard is always a Wizard, even if he cares nothing about people's destiny, good deeds, evil power and so on. "A Wizard is always curious" as my father restlessly explains. But I'm not just a Wizard, there's something else. That thing, say Spellfire, that burn in my veins. What's that? I love questions. I need to Know, I hope to be always blessed by the Lady of Misteries.
So the question is: Can I improve my inner energy by means of using magic Knowledge? Maybe yes. I'm going to make some research about some new spells."
Ed i nuovi incantesimi che ha ricercato:
Dernholm's Spellfire Enancher
Transmutation (Spellfire)
Level: Wiz4 (3?)
Component: V, S
Casting time: Special
Range: Personal
Duration: instantaneous
Saving Throw: None (harmless)
Spell Resistence: No
The spell improves the velocity of your next Spellfire attack. It can be cast as a free action during the same round in which he makes the attack. For each Spellfire energy level used ( Max 5) the DC of the reflex saving throw on a succesfull attack
increases of one (Max +5). More over the channeler takes an hit point of damage for each energy level expanded because the spell intaracts with his metabolism.
Dernholm's Lesser Spellfire Energy Substitution
Transmutation (Spellfire)
Level: 2?
Component: V, S
Casting time: Special
Range: Personal
Duration: instantaneous
Saving Throw: None (harmless)
Spell Resistence: No
This spell is used to improve any spell that deals instantanous damage with raw magic energy. It can't be used with any spell with the cold descriptor. For each 3 energy level expanded (Max 1/2Con) the channeler casts the spell as if his caster level was a level higher. All the rules and limits for a particular spell still apply.
For example if a 7th level wizard casts a fireball spell spending three spellfire energy levels he deals 8d6 of damage intead of 7d6. Level, Components, Casting time, Range, Area, Duration, Saving Thorow, Dc, Spell resistence for the spell are always the same (7th Level caster).
Dopo una serie di avventure/disavventure su e giù per la Sword Coast, ha deciso di mettere su un negozio di oggetit magici ed incantesimi in quel di Baldur's Gate (negozio che fa gestire da un altro spellfire che lui ha salvato dalla schiavitù in Amn)... nel frattempo ha cominciato a mettere su una associazione di poratori di spellfire (e non solo) col duplice fine di mettersi al sicuro e di diventare sufficentemente potente da salvare sua madre (che è tenuta prigioniera chissàdove) e da vendicarsi di suo padre (che aveva tantato di usarlo per strani esperimenti prima di abbandonarlo).
8) 8) 8)
Spero che sia un PNG affascinante per gli altri DM quanto è stato da PG per me.