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    Vozz Stellamira

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    Chris

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    Vozz Stellamira

    Post  Chris on Fri Jul 01, 2016 1:00 am


    Genassi (fire) Wizard
    background: Sage
    born under a Lucky sign (3 luck pts)
    Level: 1

    Int: 16 +3
    Wis:  14 +2
    Cha: 10
    Con: 16 +3
    Dex: 10
    Str: 8

    HP: 18
    AC: 10
    Move: 30'
    prof: +2
    Initiative: 0
    Passive Perception: 12
    Saves: INT, WIS

    Skills:   Investigation, insight, Arcana, Astrology
    Languages: Common, Primordial, Flame, Bright

    Cantrips known: 3    
    Firebolt
    Minor Illusion
    Ray of Frost
    *Produce Flame

    1st lvl spells known: 8 (*5 prepared per day)
    Sleep *
    Thunderwave *
    Shield *
    Magic Missile *
    Find Familiar - Spider
    Charm Person
    Fog Cloud *
    Identify

    Spells slots: 3

    A r c a n e R e c o v e r y
    You have learned to regain some o f your magical energy
    by studying your spellbook. Once per day when you
    finish a short rest, you can choose expended spell slots
    to recover. The spell slots can have a combined level that
    is equal to or less than half your wizard level (rounded
    up), and none o f the slots can be 6th level or higher.
    For example, if you’re a 4th-level wizard, you can recover
    up to two levels worth o f spell slots. You can recover either
    a 2nd-level spell slot or two 1st-level spell slots.

    Genasi:
    Ability Score Increase: Your Constitution score increases by 2.
    Age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
    Size: Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
    Speed: Your base walking speed is 30 feet.
    Languages: You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
    Subraces: Choose one of these sub-races.

    Fire Genasi: As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
    Ability Score Increase: Your Intelligence score increases by 1.
    Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
    Fire Resistance: You have resistance to fire damage.
    Reach to the Blaze: You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

    F e a t u r e : R e s e a r c h e r
    When you attempt to learn or recall a piece of lore, if you
    do not know that information, you often know where and
    from w hom you can obtain it. Usually, this information
    comes from a library, scriptorium, university, or a sage
    or other learned person or creature. Your DM might
    rule that the knowledge you seek is secreted away in an
    almost inaccessible place, or that it simply cannot be
    found. Unearthing the deepest secrets o f the multiverse
    can require an adventure or even a whole campaign.

    S c h o o l o f D i v i n a t i o n
    The counsel of a diviner is sought by royalty and com m oners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
    D i v i n a t i o n Sa v a n t Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
    P o r t e n t
    Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. W hen you finish a long rest, you lose any unused foretelling rolls.


    Equipment (max starting gold 120, spent 85): cash on hand 35g


    quarterstaff 5g (arcane focus)
    component pouch 25g
    dagger 2g
    backpack 2g
    bedroll 1g
    blanket 2s
    travellers clothes 2g
    lantern 5g
    mess kit 2s
    rations 50s (10\10 days)
    waterskins  2sp


    Last edited by Chris on Fri Dec 16, 2016 11:46 am; edited 5 times in total
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    Re: Vozz Stellamira

    Post  Chris on Sat Jul 02, 2016 12:16 pm

    Vozz's arcane practice of medicine:

    The most overlooked spell of all is the key to arcane medicine

    P r e s t id ig i t a t io n
    Transmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Up to 1 hour
    This spell is a minor m agical trick that novice
    spellcasters use for practice. You create one of the
    following magical effects within range:
    1• You create an instantaneous, harmless sensory effect,
    such as a shower of sparks, a puff o f wind, faint musical
    notes, or an odd odor.
    2• You instantaneously light or snuff out a candle, a
    torch, or a small campfire.
    3• You instantaneously clean or soil an object no larger
    than 1 cubic foot.
    4• You chill, warm, or flavor up to 1 cubic foot o f nonliving
    material for 1 hour.
    5• You make a color, a small mark, or a symbol appear
    on an object or a surface for 1 hour.
    6• You create a nonmagical trinket or an illusory image
    that can fit in your hand and that lasts until the end o f
    your next turn.
    If you cast this spell multiple times, you can have up to
    three o f its non-instantaneous effects active at a time,
    and you can dismiss such an effect as an action.


    Medical uses:

    1 - patient comfort with music, cool breeze, etc
    2 - cauterize wounds, sterilize tools (like using the fire from a match)
    3 - clean a wound, clean bandages to prevent\remove infection, sterilize tools
    4 - make cold compress to reduce swelling, make a hot pack to improve circulation, flavor herbs for meds
    5 - mark patient for surgery or observation
    6 - create any surgical tool needed on the spot and in the field


    Use of Herbalism + Healing kit to actually heal HP loss



    Possible uses of other spells - metamagically minimized effect to cause 0 actual damage

    Firebolt - in a very controlled fashion like a surgical laser

    Shocking Grasp - like an AED

    Hold Person - immobilize for neck injuries or for surgery

    Sleep - surgery

    Mending - to reset a broken bone (yeah, a big stretch, but more in combination with healing kit)
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    Re: Vozz Stellamira

    Post  MAS on Sat Jul 02, 2016 12:37 pm

    SMART spellcasting!
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    Chris

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    Re: Vozz Stellamira

    Post  Chris on Thu Jul 07, 2016 11:18 pm

    Genassi (air) Wild Sorcerer
    background: Hermit
    born under a Lucky sign (3 luck pts)
    Level: 1


    Cha: 15 +2
    Wis: 14 +2
    Int: 10
    Con: 16 +3
    Dex: 11
    Str: 8

    HP: 9
    AC: 10
    Move: 30'
    prof: +2
    Initiative: 0
    Passive Perception: 12
    Saves: Cha, Con

    Skills: Persuasion, Deception, Medicine, Astrology
    Tools: Herbalism
    Languages: Common, Primordial,

    Cantrips known: 4
    Firebolt
    Friends
    Prestidigitation
    Ray of Frost

    1st lvl spells known: 2
    Sleep
    ?

    Spells slots: 2

    Wild Magic
    W il d M a g ic Su r g e
    Starting when you choose this origin at 1st level, your
    spellcasting can unleash surges o f untamed magic.
    Immediately after you cast a sorcerer spell o f 1st level
    or higher, the DM can have you roll a d20. If you roll a
    1, roll on the Wild Magic Surge table to create a random
    magical effect.

    T id e s o f C h a o s
    Starting at 1st level, you can manipulate the forces o f
    chance and chaos to gain advantage on one attack roll,
    ability check, or saving throw. Once you do so, you must
    finish a long rest before you can use this feature again.
    Any time before you regain the use of this feature, the
    DM can have you roll on the Wild Magic Surge table
    immediately after you cast a sorcerer spell of 1st level or
    higher. You then regain the use of this feature.

    Wild Surge table pg 104


    Air Genasi: As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
    Ability Score Increase: Your Dexterity score increases by 1.
    Unending Breath: You can hold your breath indefinitely while you’re not incapacitated.
    Mingle with the Wind: You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

    Equipment (max starting gold 120, spent 95): cash on hand 25g

    Herbalism kit 5g
    Healing kit 5g (10\10 uses)
    quarterstaff 5g (arcane focus)
    component pouch 25g
    dagger 2g
    backpack 2g
    bedroll 1g
    blanket 2s
    travellers clothes 2g
    lantern 5g
    mess kit 2s
    rations 50s (10\10 days)
    waterskins 2sp


    Last edited by Chris on Sat Jul 09, 2016 1:16 am; edited 1 time in total
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    Re: Vozz Stellamira

    Post  MAS on Fri Jul 08, 2016 5:46 pm

    Nice build, I like how the wizard/sage/fire genasi combo works out. MUCH better spell selection!
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    Re: Vozz Stellamira

    Post  Chris on Sat Jul 09, 2016 4:52 pm



    Vozz's father was a blowhard.  His mother was a hot head.  His siblings always argued and squabbled.  Vozz could always here them, even when he would sneak out of their home and up to the surface.  Their voices carried up the airshafts.  Vozz knew he would get yelled at, scolded, and undergrounded for leaving the cave city, but he didn't care.   He loved to look at the stars, no, he needed to look at the stars.  He talked to the stars and he listened, for the stars shared their secrets with him.  They were kindred spirits, both born of fire.

    Vozz used his knowledge of the future and how the alignments of the heavens would benefit him.  Somehow, he was always 1 step ahead of parents, his classmates in school and even the law.  Vozz's knowledge made him more than a bit arrogant.  He paid less and less attention to the world around him.  His only concern was his commune with the universe.

    Vozz got caught once, trying to sneak up to the top of the Druid's tower.  It was the highest vantage he could find.  Luckily he didn't get caught all the nights.  The old Druid always stood their, like a statue, watching the Shielding.  Vozz didn't mind, as long as he could see the stars.

    One night, the clouds rolled in and Vozz nodded off waiting for them to clear.  When he woke, he had been covered by a blanket.  Next to him was a single candle and 2 scrolls.  Vozz looked around, but saw only the old Druid, in the same position as always.

    The candle sparked to life at Vozz's silent desire.  He unrolled the scroll.....  an Astrography chart!   A history of the pinwheeling skies above.  Vozz looked about again, quickly, for anyone he had missed.  He almost thought he saw the old Druid's mouth crack the faintest smile.... no... he never moves.  The 2nd scroll was blank.  Vozz used the Astrography chart as a guide and plotted that night's stars.



    Vozz kept returning, night after night.  Each night he would find a candle, a blank scroll and an ancient Astrography chart.  Though no one ever said it, he assumed that he was being educated in exchange for work.  1 chart to study, 1 night's skies to record.  Vozz happily did his work each night.

    Until......
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    Re: Vozz Stellamira

    Post  Chris on Sat Oct 01, 2016 12:57 am

    + hit points.  max?

    school - divination

    +1 spell\day
    +1 prepared spell\day
    +2 known spells - Identify and Fog Cloud

    S c h o o l o f D i v i n a t i o n
    The counsel of a diviner is sought by royalty and com m oners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
    D i v i n a t i o n Sa v a n t Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
    P o r t e n t
    Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. W hen you finish a long rest, you lose any unused foretelling rolls.
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    Chris

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    Re: Vozz Stellamira

    Post  Chris on Tue Dec 13, 2016 12:06 pm

    MAS wrote:
    navyik wrote:"so is shevek owing us favors or no? We must be finding more examples of covenant that are putting a limit on what Dagan can expect from Tungo."

    Among the many examples of Djinni Covenant Vozz and Ali discover, one seems very familiar...

    "Late on the eve of battle, Sultan Amiq NazWe received a mysterious, bearded visitor who offered to trade his "might" in exchange for the use of the Sultan's "might" at a later time. He instructed the Sultan to speak his name aloud when his need arose. While surrounded by enemies, the Sultan spoke the Djinni's name. He became suddenly vested with a lustrous beard that fought as if a weapon itself, and shrugged off his enemy's weapons as if they were toys. The Sultan woke the next day deeply tired. Each time he invoked Covenant by uttering the name of the Djinni, he wielded its power in one battle, then spent the next battle exhausted, until one day, having dipped once too many times in the well - he uttered its name and dropped dead where he stood."




    Game Mechanic

    Djinni Pact, Devilish, DAGAN
    Supernatural Ability
    Prerequisites: Covenant agreement with DAGAN

    The Boon = Upon verbal invocation, the user is bestowed the following the augmentation for the duration of the immediate combat encounter.

    A) Furious Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    B) Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

    The Toll =

    A) The user makes a WIS saving throw at the beginning of the combat encounter immediately following the encounter where The Boon was invoked. A passed save results in the user incurring one level of Exhaustion for the duration of the encounter. A failed save results in the user incurring 1d6 levels of exhaustion for the duration of the encounter.

    B) Once a user has invoked a Devilish Djinni Pact a number of times equal to their Wisdom score, a failed save results in the user incurring 2d6 levels of exhaustion for the duration of the encounter.

    Exhaustion
    Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching
    temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
    Level Effect
    1 Disadvantage on ability checks
    2 Speed halved
    3 Disadvantage on attack rolls and saving throws
    4 Hit point maximum halved
    5 Speed reduced to 0
    6 Death

    If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases
    by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
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    Re: Vozz Stellamira

    Post  Chris on Wed Feb 08, 2017 11:31 am

    MAS wrote:Vozz clearly recalls that many species of fungi can be used for augmenting Transmutation, Illusion, and Divination spells. Given some time in an arcane laboratory (such as the one at the Tower), these samples could be processed into an elixir that would aid a caster in wielding specific schools of Magic.




    Game Item Mechanic, Magic Elixer

    5 lbs of relevant material can be processed into 1 flask of Minor Elixer.

    1 Elixer = Grant +1 to caster's roll or -1 to target's roll.




    We'll assume that Vozz collects 5 lbs of each variety available.

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    Re: Vozz Stellamira

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