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 Daemaer - High Elf Arch Mage

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DonQwaf
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Join date : 2017-10-22

PostSubject: Daemaer - High Elf Arch Mage   Mon Oct 23, 2017 9:26 pm

Name: Daemaer
Role: Arch Mage
Background: Apprentice
Demeanor:
Divination: There is no substitute for zeal
Aptitudes: Agility, Caster, Willpower, Intelligence, Field Craft, Knowledge, Perception

Ws: 30
Bs: 41
S: 29
T: 30
Ag: 42
Int: 31
Per: 41
Wp: 52*
Fel: 30
Inf:
*Denotes purchased upgrade

Wounds: 13/14
FP: 2/2
Base Movement: 4m/8m/12m/24m
Insanity: 0/100
Corruption: 0/100
Mutations: -

Skills:
Acrobatics (Ag)
Athletics (S)
Awareness (Per)
Barter (Int)
Channelling (Wp) +10
Charm (Fel)
Command (Fel)
Common Lore (Int)
- Ulthuan
Deceive (Fel)
Dodge (Ag)
Drive (Ag)
Engineering (Int)
First Aid (Int)
Forbidden Lore (Int)
Gamble (Int)
Inquiry (Fel)
Intimidate (S)
Linguistics (Int)
- Arcane Magic
Logic (Int)
Locksmith (Int)
Magic Awareness (Per) + 10
Navigation (Int)
Parry (WS)
Pilot (Ag)
Scholastic Lore (Int)
- Occult
- Cryptology

Scrutiny (Per)
Sleight of Hand (Ag)
Stealth (Ag)
Survival (Per)
Trade (Int)

Spells:
Petty (+30)      - Drop - Drop item currently holding vs WP test - range 25m
                       - Magic Dart - 1d10+3 magic missle - range 15m
                       - Sleep - Touch and cause target to fall alseep for 1d10 rounds vs WP test
Lesser (+20)   - Aethryric Armor - + WP (5) armor all locations for WP (5) rounds
                      - Dispel - Spell within 10m stops. Opposed WP vs Opposing caster WP
Tier 1  (+10)  - Healing of Hysh - F - Touch - heal WP (5) wounds.
                     - Limb Wither - F - 25m - WP (5) rounds - Target suffers effect of "lost arm" or "Lost leg" for duration
                     - Curse of thorns - H - 50m - WP (5) rounds - Target suffers 1 wound and -20 on all tests per round vs WP test
Tier 2   (0)      - Lightening Bolt - H - 50m - 1d10 + WP (5) damage. If another target with 2m jumps to target. jumps up to 3 times.
                     - Shadow of Death - F - Gain Fear (2) for WP (5) minutes

Talents & Traits:
Nightvision 100'
Heightened Senses - Sight, Hearing
Weapon Talent - Bow
Master of Winds (Access to all Arcane Lores)
Clues from the Crowd
Arcane Lore 1 -

Weapons & Armor:
Robes
Normal Bow - 75m, 1d10+3 Pen 1, reload 1
- 20 arrows
+++
Gear (Encumberance):


Carry Capacity:
Lifting Off the Ground:
Pushing/Shoving Limit:

XP: 350/2000
Xp Expenditure:
The Apprentice - 200
Arch Mage - 300
Characteristics:
WP - Simple - 100
WP - Intermediate - 250

Skills:
Channeling + 10 - 100

Talents:
Arcane Lore 1 - 200
Arcane Lore 1 - 200
Arcane Lore 2 - 300
Arcane Lore 2 - 300

+++++++++
Description
Height:
Weight:
Hair:
Eyes:
Skin:
Quirks:


Last edited by DonQwaf on Mon May 14, 2018 12:01 am; edited 2 times in total
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Carnelian
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Age : 43
Location : UK

PostSubject: Re: Daemaer - High Elf Arch Mage   Tue Oct 24, 2017 1:31 am

Looking good. Just equipment and a bit of background to go. As per my message to the other players I've given Reginald some leeway with equipment so let me know if there is something you'd like but can't get at creation.
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DonQwaf
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PostSubject: Re: Daemaer - High Elf Arch Mage   Tue Oct 24, 2017 6:28 pm

I would really like a bow or something to make use of his BS skill lol. The bow weapons dont seem to have a "type" of training?
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Carnelian
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PostSubject: Re: Daemaer - High Elf Arch Mage   Wed Oct 25, 2017 12:21 am

Weapon training talents are on the PDF (Tier 1 talent) and you also get appropriate weapon training talents with your role. Magi get slashing or impact (and not Box/xBow) so while I'm happy for you to have a bow it would untrained as things stand.

However, you're an elf so I do not have issue if you want to swap your Impact training to Box/xBow.
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DonQwaf
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PostSubject: Re: Daemaer - High Elf Arch Mage   Wed Oct 25, 2017 11:40 pm

Yeah that would be awesome thanks!

I will replace Impact with Bow!

And I will take a bow for a free weapon. Long bow is scare so maybe normal bow?
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Carnelian
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PostSubject: Re: Daemaer - High Elf Arch Mage   Thu Oct 26, 2017 12:17 am

a normal bow is fine.
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