Yarnzipan's RP Journal ([personal profile] yarnzipan) wrote2020-01-25 03:49 pm

Bessaara Character Sheet


Bessaara
To find the true balance...
ABOUT
CLASS: Mage
RACE: Kossith ('Qunari')
GOALS + TIES: To learn more about the world in all aspects + Grey Warden oath / personal oath of kindness
LEVEL: 7
BACKGROUND: Tal-Vashoth
APPEARANCE
HAIR: white
EYES: pale blue
COMPLEXTION: light brown
HEIGHT: 6'1''
BEARING: Quiet, observant, and thoughtful.
DISTINGUISHING MARKS: Scars on her lips.
Lady of the True Grey, the balance between, encompassing and whole.
To see the world unmasked...
STATS/HP/MP/SPEED
COM: (+2)
CON: (+2)
CUN: (+3)
DEX: (+3)
MAG: (+6)
PER: (+3)
STR: (+1)
WIL: (+3)

MAX HP: 54
MAX MP: 49
CURRENT HP: 54
CURRENT MP: 49
DEFENSE: 13 (15)
SPEED: 13
MOVE: 13
CHARGE: 5
RUN: 26

STUNT POINTS
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0 — EXPLORATION STUNT POINTS
0 — ROLEPLAYING STUNT POINTS
0 — COMBAT STUNT POINTS
LANGUAGES AND GEAR
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ARMOR: Light Heavy leather armor (4) + ( Journeyman Rune of Warding vs. Entropy (+2))
WEAPONS: New Staff | nature damage + arcane lance is penetrating | 1d6 + 1
TOOLS: notebooks, pens, and inks | Beads of Slight Focus. Any exploration or roleplaying cunning-related roll gets a +1 | Runed Ring: +2 Defense to wearer
LANGUAGES: Qunlat, Trade Tongue
INVENTORY
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pens / scrolls / bottles / sailcloth / papers / her staff / bedroll / rope / Beads of Slight Focus. Any exploration or roleplaying cunning-related roll gets a +1
To live in the world unchained...
HER SPECIALIZATION
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-Gray Warden (can sense darkspawn)
-enhanced stamina (full rest only requires 4 hours)
HER PARTY
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Gervaise ♥♥♥♥♥
Navra ♥♥♥♥♥
Stigr ♥♥♥♥
FOCUSES AND TALENTS
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FOCUSES:
Constitution (Stamina)
Cultural Lore (Cunning)
Intimidation (Strength)
Primal Magic (Magic)
Spirit Magic (Magic)
Perception (Detect Darkspawn) [at 5x level]
Leadership (Communication)

TALENTS:
Lore (Novice) | +1 piece of info on any lore check
Primal Magic (Novice) | can create a small flame
ABILITIES/MODIFIERS:
  • -1 on all ability tests to resist spells + magic
  • Magic Training
  • Arcane Lance | Magic (Arcane Lance) = 16 yds range - 1d6 + MAG / 0 MP
  • Spell Lance | 3SP | Can cast 3MP or less spell after arcane lance
SPELLS
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HEAL: Creation - 1-3MP - MA - TN10 - Touch - 1d6 restored per MP
Winter's Grasp: Primal - 3MP - MA - TN12 - CON (ST)vs to end - 20 yd range / 1d6 pen dmg / -2 SPD
Flame Blast: Primal - 3 MP - MA - TN12 - DEX for only 1d6+1 - 8x2yd / 2d6+1 dmg /
Flaming Weapons: Primal - 6MP - MA - TN15 - adds 1d6 flame damage to all ally weapon attacks for a minute. Can add another minute with 3MP.
Frost Weapons: Primal - 6MP - MA - TN15 - adds +2 penetrating ice damate to all ally weapons for a minute. Can add another minute with 3MP. CAN BE CAST ON FLAMING WEAPONS.
Fire Shaping if you roll above a 13 as a major action (attack, spell cast, etc) you will be able to set any flammable object in my line of sight on fire; if it is something that's being carried, target can make a dex check (TN13) and if they're successful the fire goes out. IF they fail, it's 2d6 Fire Damage and target remains on fire until they make the check. Can be put out if they dive into water or spend their action rolling on the ground, they get a +2 on the check. Can use this to light up to a dozen candles, torches, or hearthfires. If you're just trying to light stuff simply, TN is lower. - can increase the size and intensity of a fire if it already exists. 10+1 for 1sqft, 10+2 for 2sqft. -can burn in the absence of fuel, but not in the absence of air -the better your roll, the better the damage. Roll a 16 and the damage goes up a d6 (3d6) -Light spell: as a minor action, one spot of arcane fire that gives light but no heat for 20ft. if you want more distance (30ft, etc.) TN goes up; can be moved to any point within my sight as a minor action.