Baidra - LVL 1-4 - Dwarven Wizard

Written by Zimm.

Name: Baidra Acremace The 2nd                                   Level: 1
Race: 
Dwarf

Class: Wizard

Gender: Female                                   Age: 74
Height: 4'6"     Weight: 140lbs       Build: Average (For a Dwarf)
Hair: Cherry Blonde     Eyes: Hazel

Gold: 25

One Unique Thing: You were once a life sized monument to a heroic female war wizard of old, turned to flesh and brought to life by The Archmage to serve the new dragon emperor.

Backgrounds:
Dragon Empire Brewer/Bartender: +3

Dragon Empire War Wizard: +5

Relationships:
The Emperor - 1 Positive
The Dwarf King - 1 Conflicted
The Archmage - 1 Positive

Str: 10      Mod: +0
Con: 16    Mod: +3

Dex: 14    Mod: +2
Int: 18       Mod: +4
Wis: 8    Mod: -1
Cha: 12    Mod: +1

Health: 27
Recorveries: 8
Recovery Dice: 1d6 + 3

Initiative: +3

Melee
Attack: +1

Hit: 1d6 + 0
Miss: 1

Ranged
Attack:
 +3

Hit: 1d4 + 2
Miss: 0

Weapons:
Pummice Staff

Armor Class: 13
Physical Defense: 13
Mental Defense: 14

Armor:
All-Weather Wizard's Garb

Racial Power: That’s Your Best Shot?
Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!
Note that you can't use this ability if the attack drops you to 0 hp or below. You've got to be on your feet to sneer at their attack and recover.

Class Features:

Cantrips:
See page 147.

Cyclic Spells:
Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd. In other words, if you cast a cyclic spell like color spray or rebuke when the escalation die is even, the spell is not expended and can still be cast later in the battle.

Overworld Advantage:
Wizardly magic taps into the power of the overworld. While a wizard is in the overworld, their daily spells become recharge 16+ after battle.

Ritual Magic:
Wizards can cast their spells as rituals (see page 192).

Talents: 

Cantrip Mastery:
See page 148.

Evocation:
Once per battle, when you cast a spell that targets Physical Defense, before rolling for the number of targets or making the spell’s attack roll, you can expend your quick action to evoke the spell. Hit or miss, you’ll max out the spell’s damage dice. (A natural 1 on the attack roll still deals no damage. Actually, a 1 should probably damage you a bit.)

High Arcana:
Your study of the highest orders of magic gives you options that lesser wizards cannot match.
Memorization: Unlike other spellcasters, who can only choose a specific spell once, when you pick your spells, you can choose any daily wizard spell twice. (Note that this doesn’t apply to the very few wizard spells that start as recharge spells.) For example, at 7th level when you have five 7th level spells and four 5th level spells, you could choose fireball twice as a 7th level spell, or once as a 7th level spell and once as a 5th level spell; your 3rd level spell slot can’t be used for fireball because fireball starts as a 5th level spell.
Counter-magic: As a wizard with the High Arcana talent, you gain a bonus spell, counter-magic.

Spells:

Magic Missile:
Ranged spell (At-Will)
Target: One nearby or far away enemy.
Attack: Automatic hit
Effect: 2d4 force damage.

Ray of Frost:
Ranged spell (At-Will)
Target: One nearby enemy
Attack: Intelligence + Level vs. PD
Hit: 3d6 cold damage
Miss: Damage equal to your level.

Shocking Grasp:
Close-quarters spell (At-Will)
Target: One creature engaged with you
Attack: Intelligence + Level vs. PD
Hit: 1d4 lightning damage, and the target pops free from you.
Miss: You take damage equal to the target’s level from botched feedback.

(Adventurer Feat) Shocking Grasp:
The spell now requires only a quick action to cast (once per round).

Acid Arrow: x2
Ranged spell (Twice Per Day)
Target: One nearby or far away creature
Attack: Intelligence + Level vs. PD
Hit: 4d10 acid damage, and 5 ongoing acid damage.
Miss: 5 ongoing acid damage, and you regain the spell during your next quick rest.

 

Counter-magic:
Close-quarters spell (Once per battle, Free Action)
Trigger: A nearby creature you can see casts a spell.
Target: The nearby creature casting a spell.
Attack: Intelligence + Level vs. MD
Hit: The target’s spell is canceled, and the caster loses the action they were using for the spell. If the spell had a limited use, that use is expended if your natural attack roll is even.

lvl01 dwarf wizard

Attachments:
FileDescriptionCreatorFile sizeDownloadsLast modified
Download this file (LVL01_Dwarf-Wizard.pdf)LVL01_Dwarf-Wizard.pdfCharacter Sheet for a lvl 1 dwarf wizard.Paul Z456 kB4862015-06-03 07:51
Download this file (LVL02_Dwarf-Wizard.pdf)LVL02_Dwarf-Wizard.pdfCharacter Sheet for a lvl 2 dwarf wizard.Paul Z457 kB3012015-06-03 07:52
Download this file (LVL03_Dwarf-Wizard.pdf)LVL03_Dwarf-Wizard.pdfCharacter Sheet for a lvl 3 dwarf wizard.Paul Z458 kB2852015-06-03 07:52
Download this file (LVL04_Dwarf-Wizard.pdf)LVL04_Dwarf-Wizard.pdfCharacter Sheet for a lvl 4 dwarf wizard.Paul Z459 kB2902015-06-03 07:52

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