Ainra, Elf Sorcerer

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Ainra, Elf Sorcerer

Post  Dungeon Master on 2008-06-09, 2:28 pm

While most elf spellcasters follow in the proud and ancient elven traditions of arcane study, Ainra taught herself how to cast spells. She doesn't use spellbooks. She casts spells based on intuition and inner power. She likes to think that dragon blood from a distant ancestor runs in her veins, and that is the source of her special powers.
Ainra's job is to cast spells on the most dangerous or vulnerable enemies. She needs to choose her targets carefully, and often she uses her bow to save her magic spells for when they really count.
Elves are experts at swordplay and archery. Even though sorcerers don't usually have much skill with weapons, Ainra is handy with swords and bows just because she's an elf.

  • INITIATIVE: 13
    When combat starts, the one with the highest initiative goes first.
  • SPEED: 6
    You can move 6 squares per turn.

  • LONGSWORD: Roll d20-1 to Attack | Roll d8-1 for Damage
  • SHORTBOW: Roll d20+3 to Attack | Roll d6-1 for Damage
    When you attack, roll the 20-sided die and add the bonus. If you roll the monster's Armor Class or higher, you hit. Roll a different die for damage. Damage reduces the monster's hit points. A hit deals at least 1 point of damage even if you roll a 1 on the die.

  • ARMOR CLASS: 13
    Monsters need to roll your Armor Class or better on their attack rolls to hit you.

  • HIT POINTS: 7
    If you run out of hit points, you fall unconscious.

  • SPECIAL ABILITIES
    Spells: You can cast a total of five zero-level spells and four 1st-level spells per day. You don't have to roll to cast a spell.
    ZERO-LEVEL SPELLS
    Daze: Humanoid creature (kobold, troglodyte, orc) loses next turn. Target resists with Will save of 12+.
    Detect Magic: Detects spells and magic items with 12 squares.
    Light: Object shines like a torch.
    Read Magic: Read scrolls and magic writing.
    1ST-LEVEL SPELLS
    Magic Missile: Deals d4+1 damage.
    Mage Armor: Gives you +4 armor bonus.

  • ROLLING DICE
  • "d" stands for "die" or "dice."
  • d4+1 means "roll one 4-sided die and add 1."
  • d6-1 means "roll one 6-sided die and subtract 1."
  • d20+3 means "roll one 20-sided die and add 3."
  • d8-1 means "rolls one 8-sided die and subtract 1."


Last edited by Dungeon Master on 2008-06-11, 5:38 pm; edited 12 times in total

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Re: Ainra

Post  Dungeon Master on 2008-06-09, 2:28 pm

RACE: Elf
CLASS: Sorcerer
LEVEL: 1st
ALIGNMENT: Good
PLAYER: KSypher

  • ABILITY SCORES
  • STRENGTH: Score 8 | Penalty -1
    PENALTY APPLIES TO: Sword attack and damage, bow damage, kicking down doors.
  • DEXTERITY: Score 16 | Bonus +3
    BONUS APPLIES TO: Armor Class, bow attack, Reflex saving throws, Hide, and Move Silently skills.
  • CONSTITUTION: Score 11 | Bonus +0
    BONUS APPLIES TO: Hit points, Fortitude saving throws.
  • INTELLIGENCE: Score 10 | Bonus +0
    BONUS APPLIES TO: Search skill.
  • WISDOM: Score 12 | Bonus +1
    BONUS APPLIES TO: Listen and Spot skills, Will saving throws.
  • CHARISMA: Score 15 | Bonus +2
    BONUS APPLIES TO: daze spell's strength, Diplomacy skill.

    Gold Pieces 0 (gp)
    Experience Points 0 (XP)

  • FEATS
    TOUGHNESS
    gives Ainra +3 hit points

  • ARMOR
    No armor
    (Armor can make a sorcerer's spells fail.)

  • WEAPONS
    Longsword, shortbow and 20 arrows

  • SKILLS
    When you use a skill, roll the 20-sided die and add or subtract, as the skill says. If you roll high enough, you succeed.
    The Dungeon Master knows how high you need to roll.
  • DIPLOMACY: d20+2
    WHAT TO USE THIS SKILL FOR: Convince and persuade others.
  • DISABLE DEVICE: -
    (Only rogues have this skill.)
  • HIDE: d20+3
    WHAT TO USE THIS SKILL FOR: Conceal yourself so that others can't see you.
  • LISTEN: d20+3
    WHAT TO USE THIS SKILL FOR: Hear monsters on the other side of a dungeon door.
  • MOVE SILENTLY: d20+3
    WHAT TO USE THIS SKILL FOR: Sneak around quietly.
  • OPEN LOCK: -
    (Only rogues have this skill.)
  • SEARCH: d20+2
    WHAT TO USE THIS SKILL FOR: Locate secret doors and hidden treasure.
  • SPOT: d20+3
    WHAT TO USE THIS SKILL FOR: Notice monsters lurking in the shadows.

  • SAVING THROWS
    When you make a saving throw, roll the 20-sided die and add or subtract as shown.
  • FORTITUDE: d20
    To resist poison, stunning, etc.
  • REFLEX: d20+3
    To avoid fiery traps, dragon breath, etc.
  • WILL: d20+3
    To resist mental attacks.

  • GEAR
    Backpack, 10 torches, flint and steel, spell component pouch
    (A elf can't see in the dungeon without a torch or other source of light.)

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