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Zalven Tainos - 2nd lvl Common Illusionist


VennDygrem

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Zalven Tainos - Adherent of the Gleaming Eye

CLASS: Illusionist (XP: 3836 / 5000)
RACE: Common
GENDER: Male
HEIGHT/WEIGHT: 6'1" / 170 lbs.
ALIGNMENT: N
LANGUAGES: Common, Latin, Hellenic (Hyperborean)
RELIGION: Lunaqqua
SECONDARY SKILL(S): Clothier/dyer
PLACE OF ORIGIN: the City-State of Khromarium


HP: 10 (4d4 + 4 HP adj.)
Armor Class: 8
Fighting Ability: +0
Casting Ability: +2
Saving Throw (SV): 16 (+2 Device, Sorcery)

Prime Attributes: Dexterity, Intelligence (+10% XP if both 16+)
Favoured Weapons: Dagger, dart, quarterstaff, sling

Appearance: Tall and lean, with raven-colored, wavy hair in a short-cropped style and a neatly-trimmed mustache.

Personality: Cryptic and cagey, Zalven is slow to trust yet willing to put his faith in others if it means a greater chance of survival. Zalven's curiosity about the world drives him toward adventure, and his ambition to unlock the greater powers of the mind push him toward more daring acts than many of the others among his order.

  MagePort1.jpg.3cbd0c9d21cc9ee5ab62946822745067.jpgZalven Tainos, Apprentice of the Order of the Gleaming Eye,
not long before leaving to seek adventure, knowledge, and fortune.

 

Attributes & Stats

Strength (ST)
10

  • Att. Mod (Melee): +0
  • Dmg Adj: +0
  • Test of ST: 2:6
  • Ex Feat of ST: 4%

Dexterity (DX)
16

  • Att. Mod (missile): +1
  • Defence Adj: +1
  • Test of DX: 3:6
  • Ex Feat of DX: 24%16% from 16 DX
    +8% from Class Ability: Extraordinary

Constitution (CN)
13

  • HP Adj: +1
  • Poison/Rad. Adj: 0
  • Trauma Survival: 80%
  • Test of CN: 3:6
  • Ex Feat of CN: 8%

Intelligence (IN)
17

  • Languages: +2
  • Bonus Spells: Lv. 3
  • Learn New Spell: 85%

Wisdom (WS)
12

  • Willpower Adj: 0
  • Bonus Spells: N/A
  • Learn New Spell: N/A

Charisma (CH)
12

  • Reaction/Loyalty Adj: 0
  • Max. Henchmen: 4
  • Undead Turning Adj: 0

 

Class Abilities Equipment

Alchemy
Can identify potions by taste alone.
Greater abilities at levels 7 and 11.

Coloured Globe
Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. (2 uses per day)

Extraordinary
+8% chance to perform extraordinary feats of dexterity (already included).

Perceive Illusion
+2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower.

Read Magic
Decipher magical inscriptions or symbols.

Scroll Use
Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list.

Scroll Writing
Scribe known spells onto scrolls (cost: 500+100/spell level gp).

Sorcery
Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training.

Vizard
Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level.

Money: 4 gp

Weapons: Silver dagger, quarterstaff, sling, bullets ×20

Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope
(50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book
Scrolls: Terrify

Sorcery / Spellbook

Spells Known: 4 Level 1
Spell Castings: 3 Level 1

Level 1: Colour Spray, Light, Phantasm, Decipher languages, Identify, {Mirror Image?}

 


Notes

Attribute roll (set 1): Total comes to 79, adding 1 to reach 80 per creation rules (15>16)

Edited by VennDygrem (see edit history)
Name
Attributes (Set 1)
12,15,13,12,17,10
repeat(keep(4d6,highest,3),6) 6,5,1,1,5,5,5,3,5,5,3,1,5,4,3,1,6,6,5,1,5,3,2,1
Attibutes (Set 2)
9,7,14,14,15,14
repeat(keep(4d6,highest,3),6) 6,2,1,1,4,2,1,1,6,4,4,2,6,4,4,3,6,5,4,2,5,5,4,4
Starting gp (starting pack)
4
1d4+1 3
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  • 3 weeks later...

Posting Template
 


 

spacer.pngZalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye

HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy
Can identify potions by taste alone.
Greater abilities at levels 7 and 11.

Coloured Globe
Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr.

Extraordinary
+8% chance to perform extraordinary feats of dexterity (already included).

Perceive Illusion
+2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower.

Read Magic
Decipher magical inscriptions or symbols.

Scroll Use
Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list.

Scroll Writing
Scribe known spells onto scrolls (cost: 500+100/spell level gp).

Sorcery
Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training.

Vizard
Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level.
 | GearMoney: 4 gp

Weapons: Silver dagger, quarterstaff, sling, bullets ×20

Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book
| SorcerySpells Known: 3 Level 1
Spell Castings: 2 Level 1

Level 1: Colour Spray, Light, Phantasm
| Character Sheet


Zalven does a thing!

Zalven says, "Behold! I am saying a thing!"

'But what thing I am thinking, dear friend, is this!'

 

Attributes & Stats

Attributes & Stats

Strength (ST)
10

  • Att. Mod (Melee): +0
  • Dmg Adj: +0
  • Test of ST: 2:6
  • Ex Feat of ST: 4%

Dexterity (DX)
16

  • Att. Mod (missile): +1
  • Defence Adj: +1
  • Test of DX: 3:6
  • Ex Feat of DX: 24%

Constitution (CN)
13

  • HP Adj: +1
  • Poison/Rad. Adj: 0
  • Trauma Survival: 80%
  • Test of CN: 3:6
  • Ex Feat of CN: 8%

Intelligence (IN)
17

  • Languages: +2
  • Bonus Spells: Lv. 3
  • Learn New Spell: 85%

Wisdom (WS)
12

  • Willpower Adj: 0
  • Bonus Spells: N/A
  • Learn New Spell: N/A

Charisma (CH)
12

  • Reaction/Loyalty Adj: 0
  • Max. Henchmen: 4
  • Undead Turning Adj: 0

 

Edited by VennDygrem (see edit history)
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  • 2 months later...
59 minutes ago, Rudolf said:

1) Look at my spell book, see what you want.
2) make the ‘% to learn spell’ roll


I'll check Vedast's list of spells that qualify for my spell list, and see what I qualify to take, then roll. Thanks!

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Posted (edited)

I guess I'll roll checks to see if I can copy from Iodas's spellbook, the only two I can: Identify (his newest self-learned spell) and Decipher Languages (assuming he's succesfful learning from the scroll).

At Intelligence (17), Zalven's Magician's Chance to Learn a Spell is 85%.

Edited by VennDygrem (see edit history)
Name
Chance to learn: Identify
35
1d100 35
Chance to learn: Decipher Language
23
1d100 23
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