Falkor character sheet and notes

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beowuuf
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Falkor character sheet and notes

Post by beowuuf »

Class: Wizard (7th)
Race: Halfling
Alignment: Neutral Good
Age: 45 1/3

Stats:
Strength:6 (-2)
Dexterity: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 11 (+0)
Constitution: 8 (-1)
Charisma: 10 (+0)

Hit points = 17
Armour class = 13 (11)
Speed = 20 feet

Melee bonus: +2
Range bonus: +5, +6 when throwing items or using slings

Fortitude: +2
Reflexes: +5
Will: +6, +8 against fear effects


Skills:
Appraise: +2 (0), +4 with scrolls
Knowledge (dungeoneering): +7 (5)
Knowledge (arcana): +7 (5)
Concentration: +3 (4)
Acrobatics +5 (3)
Heal: +3 (3)
Sense Motive: +3 (3)
Speak language (common): (4)
Speak language (halfling): (4)
Speak language (orc): (2)
Speak language (elf): (1)
Stealth(CC): +4 (0), +6 when hiding
Perception (CC): +1 (1), +3 for listening
Athletics (CC): +0 (0), -2 when swimming

Assign 12 skill for level 7


Feats:
Spell Penetration: +2 to spell damage or +1 to opposed check roll of spell.
Enlarge spell (Fireball) - spell does not start to degrade until it has travelled its normal range.
Spell Focus: +2 to DC for resisting spells.

You get one more feat for 6th level


Racial traits
Small: +1 attack and AC bonus. +4 dodge bonus to AC against giants. +4 bonus to hide checks. Uses smaller weapons. 3/4 carrying capacity.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear
+1 racial bonus on attack rolls with thrown weapons and slings

Abilities
Scribing scrolls: +2 to appraise checks on scrolls, counts as trained.
Familar: Speak to animals ability, 1/day.
Wizard spells: 4 spell-like/encounter, 4 LO/encounter, 3 UM/encounter, 2 ON/encounter, 1 EE/encounter
Runes/combinations known: All runes and spells known
Evocation school: For 0-level effects - +5 to checks on creating energy-related effect, or add 1d3 of appropriate damage type. Use up one 0-level effect as part of a standard action to add 1d3 damage of the same energy type to existing spell or spell-like effect damage. May cast one FUL, fireball, poison bolt or lightning bolt spell as if one spell slot higher (not higher than current highest spell slot)
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beowuuf
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Re: Placeholder for Falkor character sheet and notes

Post by beowuuf »

I'll move this once I figure out how to write up the rules a little better, For now,here is a reminder of the two spells you know, the new spells you get, and the spells that you can try to achive :)
Runes gains from studying Soorec's scroll:
OH (quite an important one)

Runes gained from mixing memories:
ZO (another important one), VEN, KATH

Spells automatically gained from school (now runes known) - note can boost damage with 0-level effects)

FUL - magic torch
Caster can gain 2.5 foot radius of illumination per level of the spell, focused on themselves, with 9th level adding 5 feet. Dull illumination stretches out to this distance again. Multiple FUL spells stack up with each other, but not with light spell, by adding to the equivalent spell level to a total value of equivalent 9 spell level. Light reduces by one spell level per five minutes.

FUL IR - fireball
Spell level impact damage plus 1d6 per level fire damage to all in explosion in spell level radius. Reflexes check for half damage of DC12+3xspell level. Range 10ft for full effect, reduces in one spell power level per 10ft.

OH KATH RA - lightning
Spell level lightning damage to all in explosion in (spell level+1)/2 radius plus 1d3 force damage per level of spell. Range 10ft per spell level, reduces one spell level per 10 ft, no reflexes save.

DES VEN - poison bolt
Spell level impact damage, plus automatically poisoned. DC10+2xspell level fort save, else spell level poison damage immediate and again next round. Range 20 foot per level, reduces one spell level per 20 ft.


Extra spells gained from mixing memories:

ON VEN - poison cloud
Spell level poison damage per round spent in cloud. Missile range 10 x spell level, cloud size spell level radius. Cloud contracts in size and reduces in damage by one spell level per round. DC10+2xspell level fort save, else spell level poison damage immediate and again next round.

OH IR RA - light
Caster can gain 5 foot radius of illumination per level of the spell, focused on an object being touched (or place touched), up to 30 feet. Dull illumination stretches out to this distance again. For each spell level above six, five feet of brightness equivalent to daylight is added to the central effect. Multiple light spells can stack with each other, but not with ful, adding equivalent spell level to a total of 9 spell level. Light reduces by one spell level per ten minutes.

ZO - open / close spell
Basic spell can open, close or activate one item/object (eg book, chest, door, portal, pit, lever) that can naturally be opened, closed or used. The spell is launched in the form of a missile, with spell level x 10 feet range, that explodes when it impacts on an object or 'area' of potential (eg the opening of a pit or open door). Alternatively, if the caster directly touches the item in question, they can gain a 2 x spell level bonus onto an attempt to open a 'locked' object, or can create a stuck/'locked' object automatically with a DC 10 + 1/2 caster level + 2 x spell level on forcing open. A closing effect is permenant until the item is forced open.


Don't have yet but could try to investigate/intuit:
YA EW - physical marker
ZO VEN - poison flask
DES EW - disrupt non-coporeal

Complex spells that require more levels or investigation (or even more runes):
YA VEN SAR - petrify
YA BRO ROS - footprint

OH EW RA - window
OH IR ROS - aura of speed
OH EW SAR - invisibility

ZO KATH RA - unstable plasma
ZO EW KU - attack minion
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