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Милан (мИлан), маг. Тощий бледный эльф в мантии больше напоминающей балахон библиотекаря со стажем. Мягкие движения и общее поведение скорее напоминает крайне домашнее существо, которому выходить даже в поле не стоит. Но зато длинные уши. Постоянно ноет по поводу собственного дискомфорта. Жуткий ксенофоб. И не особо задумывается о безопасном использовании магии. Но вот за то будучи магом библиотечным, Милан очень интересовался всеми неординарными вещами и происшествиями. Вот и Ведьмины огни он никак не смог оставить без внимания, ведь по слухам они могли увеличивать магические силы волшебников, а упустить такую халяву по мнению эльфа было истинным кощунством. Цитата(1й уровень) Милан High Elf, Wizard 1st level (Magic-User)
STR 08 (-1) DEX 13 (+1) CON 14 (+2) INT 17 (+3) WIS 12 (+1) CHA 10 (+0)
AC 11, HP 16.
Speed: 30 feet Hit Dice: 1d4 Initiative: +1
ATTACKS Quarterstaff (+1) (1d8-1 bludgeoning) Ray of frost (+6) (special) Shocking grasp (+6) (1d8+3 lightning)
CHECKS * Forbidden Lore +3 * Magical Lore +3 * Natural Lore +3 * Religious Lore +3
RACIAL FEATURES (High Elf) Free Spirit: You are immune to the charmed condition and to effects that put you to sleep. Keen Senses: You have advantage on checks made to listen, search, or notice something. Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows. Languages: Common, Elven.
CLASS FEATURES (Wizard) — Weapon Proficiencies: You can use daggers, slings, and quarterstaffs. — Arcane Magic: You can cast wizard spells as indicated below. Intelligence is your magic ability. Spell Preparation: Each day, after a long rest, you can prepare a number of spells from your spellbook equal to the number of spells you can cast each day. Preparing spells requires you to study your spellbook and memorize the incantations and gestures you must make to cast the spell, taking 1 minute per spell level for each spell you prepare. You can prepare the same spell multiple times. Casting a Spell: You can cast one of your prepared spells. After you cast the spell, it vanishes from your mind, and you cannot cast that prepared spell until after you next prepare spells. If you take damage, you become disrupted on your next turn. While disrupted, you must succeed on a DC 10 Constitution check to cast any spell other than a minor spell (a cantrip). If you fail the check, your action is wasted, but you retain the spell. You can't cast wizard spells while wearing armor.
SPELLBOOK Spell Attack: +6. Save DC: 13. 1st Level (3/day): burning hands, comprehend languages, shield, sleep Cantrips (At-will): detect magic, light, magic missile, mage hand, ray of frost, shocking grasp.
FEATS [B] Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you know where and from whom you can obtain that information. Usually, this aid comes in the form of a library, a scriptorium, a university, or from a sage or other learned person. [1] Arcane Dabbler: You know two more cantrips than you would have known otherwise. These have been added to the Cantrips class feature.
EQUIPMENT Scholars' robes, spellbook, backpack, mess kit, healer's kit, 50 feet of hempen rope, tinjderbox, 10 torches, 7 days of rations, waterskin, belt pouch. Цитата(2й уровень) Милан High Elf, Wizard 2nd level (Magic-User)
STR 08 (-1) DEX 13 (+1) CON 14 (+2) INT 17 (+3) WIS 12 (+1) CHA 10 (+0)
AC 11, HP 18.
Speed: 30 feet Hit Dice: 2d4 Initiative: +1
ATTACKS Quarterstaff (+1) (1d8-1 bludgeoning) Ray of frost (+6) (special) Shocking grasp (+6) (1d8+3 lightning)
CHECKS * Forbidden Lore +3 * Magical Lore +3 * Natural Lore +3 * Religious Lore +3
RACIAL FEATURES (High Elf) Free Spirit: You are immune to the charmed condition and to effects that put you to sleep. Keen Senses: You have advantage on checks made to listen, search, or notice something. Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows. Languages: Common, Elven.
CLASS FEATURES (Wizard) — Weapon Proficiencies: You can use daggers, slings, and quarterstaffs. — Arcane Magic: You can cast wizard spells as indicated below. Intelligence is your magic ability. Spell Preparation: Each day, after a long rest, you can prepare a number of spells from your spellbook equal to the number of spells you can cast each day. Preparing spells requires you to study your spellbook and memorize the incantations and gestures you must make to cast the spell, taking 1 minute per spell level for each spell you prepare. You can prepare the same spell multiple times. Casting a Spell: You can cast one of your prepared spells. After you cast the spell, it vanishes from your mind, and you cannot cast that prepared spell until after you next prepare spells. If you take damage, you become disrupted on your next turn. While disrupted, you must succeed on a DC 10 Constitution check to cast any spell other than a minor spell (a cantrip). If you fail the check, your action is wasted, but you retain the spell. You can't cast wizard spells while wearing armor.
SPELLBOOK Spell Attack: +6. Save DC: 13. 1st Level (4/day): burning hands, comprehend languages, shield, sleep, alarm, charm person, grease. Cantrips (At-will): detect magic, light, magic missile, mage hand, ray of frost, shocking grasp.
FEATS [B] Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you know where and from whom you can obtain that information. Usually, this aid comes in the form of a library, a scriptorium, a university, or from a sage or other learned person. [1] Arcane Dabbler: You know two more cantrips than you would have known otherwise. These have been added to the Cantrips class feature.
EQUIPMENT Scholars' robes, spellbook, backpack, mess kit, healer's kit, 50 feet of hempen rope, tinjderbox, 10 torches, 7 days of rations, waterskin, belt pouch. Цитата(3й уровень) Милан High Elf, Wizard 3rd level (Magic-User)
STR 08 (-1) DEX 13 (+1) CON 14 (+2) INT 17 (+3) WIS 12 (+1) CHA 10 (+0)
AC 11, HP 20.
Speed: 30 feet Hit Dice: 3d4 Initiative: +1
ATTACKS Quarterstaff (+1) (1d8-1 bludgeoning) Ray of frost (+7) (special) Shocking grasp (+7) (1d8+3 lightning)
CHECKS * Forbidden Lore +3 * Magical Lore +3 * Natural Lore +3 * Religious Lore +3
RACIAL FEATURES (High Elf) Free Spirit: You are immune to the charmed condition and to effects that put you to sleep. Keen Senses: You have advantage on checks made to listen, search, or notice something. Low-Light Vision: If there is no light within 30 feet of you, you treat shadows in that radius as normal light, and you treat darkness in that radius as shadows. Languages: Common, Elven.
CLASS FEATURES (Wizard) — Weapon Proficiencies: You can use daggers, slings, and quarterstaffs. — Arcane Magic: You can cast wizard spells as indicated below. Intelligence is your magic ability. Spell Preparation: Each day, after a long rest, you can prepare a number of spells from your spellbook equal to the number of spells you can cast each day. Preparing spells requires you to study your spellbook and memorize the incantations and gestures you must make to cast the spell, taking 1 minute per spell level for each spell you prepare. You can prepare the same spell multiple times. Casting a Spell: You can cast one of your prepared spells. After you cast the spell, it vanishes from your mind, and you cannot cast that prepared spell until after you next prepare spells. If you take damage, you become disrupted on your next turn. While disrupted, you must succeed on a DC 10 Constitution check to cast any spell other than a minor spell (a cantrip). If you fail the check, your action is wasted, but you retain the spell. You can't cast wizard spells while wearing armor.
SPELLBOOK Spell Attack: +7. Save DC: 14. 2nd level (2/day): arc lightning, hold person, mirror image. 1st Level (4/day): burning hands, comprehend languages, shield, sleep, alarm, charm person, grease. Cantrips (At-will): detect magic, light, magic missile, mage hand, ray of frost, shocking grasp.
FEATS [B] Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you know where and from whom you can obtain that information. Usually, this aid comes in the form of a library, a scriptorium, a university, or from a sage or other learned person. [1] Arcane Dabbler: You know two more cantrips than you would have known otherwise. These have been added to the Cantrips class feature. [3] Find Familiar: You have a cat familiar.
EQUIPMENT Scholars' robes, spellbook, backpack, mess kit, healer's kit, 50 feet of hempen rope, tinjderbox, 10 torches, 7 days of rations, waterskin, belt pouch, wand of binding. — Wand of Binding: As an action, pick a creature within 30 feet of you. That creature must make a Constituion saving throw (DC 13) or be paralyzed until the end of its next turn. This wand has 10 charges. Each use of the wand expends a charge. In addition, this wand is an implement. You can use one implement at a time. This implement grants a +1 bonus to your magic attacks with arcane spells and the save DCs of your arcane spells.
FAMILIAR Your familiar appears only when you summon it as an action, and you can dismiss the familiar with another action, causing it to return to an extradimensional space. It acts independently of you, but it always obeys your commands. While you are within 100 feet of your familiar, you gain additional telepathic benefits. You can communicate telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears for 1 round, and you also gain the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. Finally, while within 100 feet of your familiar, you can deliver spells that require you to touch a creature through your familiar, by having your familiar touch the creature.
CAT FAMILIAR; Tiny magical beast AC 12, HP 9 Str 2 (-4); Dex 12 (+1); Con 6 (-2); Int 2 (-4); Wis 10 (+0); Cha 2 (-4) Initiative +1; Space/Reach 2,5 feet / 2,5 feet Speed 20 feet
Special Traits: familiar traits, +5 bonus to checks made to sneak or hide, ignores the first 20 feet of a fall when determining falling damage Familiar Traits: When a familiar drops to 0 hit points or fewer, the familiar disappears, leaving behind no physical form. The familiar cannot reappear until its master recalls it by spending 30 minutes performing a minor ritual.
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