¿Qué es esta escena?
Esta escena es la escena privada de Talathel. Se guarda una copia de la ficha y se hacen las subidas de nivel, aclaraciones sobre su pensamiento, sobre su historia, y cualquier otro tipo de comentario relacionado con el personaje o su ficha.
FICHA
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Bueno, te voy dejando por aquí la imagen del personaje:
Nombre: Talathel. Edad: 180 años.
Y algunas pinceladas del carácter/trasfondo/historia para tener algo con lo que llevarlo como pnj estos días si te hace falta (sin problema por mi parte, lo que te venga mejor):
Pregunta: ¿Mi pj tiene que tener algo que ver con el profesor Lorrimor (como el resto de pjs en la partida 1)? ¿O qué tipo de relación tendría que tener con ellos? (para saber por donde dejar hilos de los que tirar...)
Nivel 0
Características
Cálculo de Puntos de Compra: 5 + 3 (Elfo) + 2 (Mago) + 4 (Clase Core) + 4 (Sin Familiar) + 2 (Bueno) + 5 (Car > 10) = 25
Compras:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 | 12 | 14 | 18 | 10 | 10 |
Características Finales:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 | 14 | 12 | 20 | 10 | 10 |
Raza: Elfo (Sin Raciales Alternativos)
- Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magicuser, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively
- Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects
- Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
- Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Alineamiento: Neutral Bueno
Traits:
Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you're in the right place at the right time. You gain a +2 trait bonus on Initiative checks
Magical Lineage (Battering Blast): One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Battering Blast, treat its actual level as 1 lower for determining the spell's final adjusted level
Clase Preferida: Wizard
Nivel 1
Subo un nivel en Mago (Evocador)
Spell Focus (Evocaction)
Any spells you cast of your chosen school of magic are more difficult to resist.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select
Arcane Bond (Object)
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item
Arcane School (Evocation / Admixture) (Op: Enchantment & Necromancy)
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot
You have chosen to specialize in evocation spells.
You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite
You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite
Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots
Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell
A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare
Versatile Evocation (Su)
When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability 8 times per day
You can create magic scrolls.
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
Nivel 2
Subo un nivel en Mago (Evocador - Admixture)
Nivel 3
Subo un nivel en Mago (Evocador - Admixture)
You bear intricate tattoos of the ancient traditions of Varisian magic that inspire and empower your natural magic ability. Gain a cantrip as a spell-like ability
Your potency in spells from a chosen school increases, and you gain a spell-like ability
You cast spells from the evocation school at +1 caster level. Additionally, you gain dancing lights as a spell-like ability usable 3/day
Nivel 4
Subo un nivel en Mago (Evocador - Admixture)
Dejo hechas las tiradas de vida para los niveles 2, 3 y 4.
Te pongo también los hechizos aprendidos que faltan:
Hechizos de Mago:
Nivel 1 Mago: conjuros aprendidos de nivel 1:
Nivel 2 Mago: conjuros aprendidos de nivel 1:
Nivel 3 Mago: conjuros aprendidos de nivel 2:
Nivel 4 Mago: conjuros aprendidos de nivel 2:
Y antes de comprar equipo... Te pregunto para confirmar: ¿Puedo tener más conjuros en mi libro de conjuros si los compro con dinero ahora al principio? ¿El coste de añadir conjuros sería éste (por si lo tengo bien calculado)?
Motivo: Vida nivel 2
Tirada: 1d6
Resultado: 4 [4]
Motivo: Vida nivel 3
Tirada: 1d6
Resultado: 1 [1]
Motivo: Vida nivel 4
Tirada: 1d6
Resultado: 6 [6]
Equipo comprado:
Tenía: 4175 po
He gastado: 4071 po
Restante: 104 po
Pues creo que me quedo con eso salvo que haya pegas o tengas otras sugerencias.
Conjuros preparados:
Nivel 0 (4): Acid Splash, Detect Magic, Ghost Sound, Light
Nivel 1 (6): Burning Hands (x2), Ears of the city, Expeditious Retreat, Mage Armor, Thunderstomp
Nivel 2 (4): Flamming Sphere (x2), Invisibility (x2)