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Hexamony

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Posts posted by Hexamony

  1. Biography

    Name: The Assembly

    Race: The Assembly

    Age: Unknown

    Height: Variable, >8' Max

    Weight: 200lbs

    Occupation: Unset

    Class: Adventurer, Partials Expert and Mage

    Character Sheet
    Mechanics

    Abilities (Modifiers)

    STR:  9 +0

    DEX:  9 +0

    CON  14 +1

    INT: 14 +1

    WIS:  9 +0

    CHA:  7 -1

     

    (Saves)

    BAB:

    Evasion:

    Physical:

    Mental:


    Hitpoints  D6 +1 [Expert/Mage + Con]

    Hitpoints: 7


    Class Features - Copied from book

    Partial Expert
    A Partial Expert is treated just as a full Expert, including gaining the benefits of the Quick Learner ability. They do not have the Masterful Expertise ability, however, as they lack the polymathic versatility of a full Expert.


    Partial Mage
    A Partial Mage is treated as a Mage, and gains the Arcane Tradition ability, allowing them to pick a magical tradition for their powers. That tradition’s abilities will be more limited for Partial Mages, however, as described under each of the paths.


    A Partial Mage must adhere to the restrictions and limits of their magical tradition in order to use its abilities, regardless of whatever other partial class they may have.

     

    LEVEL Hit Dice Attack Bonus Focus Picks
    1 1d6 +0 1 Expert + 1 Any
    2 2d6 +1 +1 Any
    3 3d6 +1  
    4 4d6 +2  
    5 5d6 +2 +1 Any
    6 6d6 +3  
    7 7d6 +3 +1 Any
    8 8d6 +4  
    9 9d6 +4  
    10 10d6 +5 +1 Any

     

    Focus Picks

     1 - Expert: Polymath

     1 - Any: Origin Foci - 4 Million year old, magitechnic, hivemind slime creature

     2 -

     5 -

     7 -

    10 -

     

    Arcane Tradition - Elementalist

     

    LEVEL MAX LEVEL SPELLS CAST SPELLS PREPARED ARTS GAINED
    1 1 1 2 Elemental Resilience, Elemental Sparks, and Any One
    2 1 1 3  
    3 1 1 3 Any One
    4 1 2 4  
    5 2 2 5  
    6 2 3 6 Any One
    7 2 3 7  
    8 2 3 7  
    9 3 4 8  
    10 3 4 9 Any One

     

    Arts

    Elemental Resilience

    You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks.

     

    Elemental Sparks

    You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.

     

    Flamesight

    Commit Effort as an On Turn action. While the Effort remains Committed, you can see thermal gradients sufficient to distinguish surfaces and living creatures, even in perfect darkness. Optionally, you may cause your own eyes to cast a light sufficient to illuminate your surroundings clearly out to a range of 30 feet.

     

    Spells Prepared
    X The Excellent Transpicuous Transformation
    X Velocitous Imbuement
       
       
       
       
       
       

     

     

     

    https://www.myth-weavers.com/sheet.html#id=2699300 - Link to SWN Sheet for The Assembly

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