WC - Balanor (Helmsman)

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Andrew Cofield
Posts: 33
Joined: Tue Sep 29, 2020 4:15 pm

WC - Balanor (Helmsman)

Post by Andrew Cofield »

Balanor is an elven male with training in both magic and swordplay. In his spare time he was also learning ways to control flying vehicles. He has been disowned by his family and has decided to use his skills in other ways.

Parry: 6; Toughness: 7 (2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Arrogant, Impulsive
Edges: Ace, Arcane Armor, Favored Powers (Wizard), Wizard (Specialist) (Abjuration (Necro, Enchant))



Parry: 5; Toughness: 7(2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Can’t Swim, Cautious, Small, Wanted (minor, former street gang)
Edges: Arcane Background (Magic), Free Runner, Thief
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Andrew Cofield
Posts: 33
Joined: Tue Sep 29, 2020 4:15 pm

Re: Balanor (Helmsman)

Post by Andrew Cofield »

Balanor

Veteran Male Elf, Ships pilot


Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8-1
Skills: Athletics d6, Boating d6, Common Knowledge d6, Fighting d8, Gambling d4, Notice d6, Occult d6, Persuasion d4, Piloting d6, Spellcasting d10, Stealth d6, Survival d6
Pace: 6; Parry: 6; Toughness: 7 (2)

Hindrances: Arrogant, Impulsive
Edges: Ace, Arcane Armor, Favored Powers (Wizard), Wizard (Specialist) (Abjuration (Necro, Enchant))

Armor: Leather Cap (Armor 2), Leather Leggings (Armor 2), Leather Tunic/Jacket (Armor 2)
Weapons: Unarmed (Range Melee, Damage Str), Sword, Short Masterwork (Range Melee, Damage Str+d6, AP 1)
Gear: Backpack (Contains: Bedroll), Case, map or scroll (Contains: 5x Paper, Inkpen (quill)), Pouch, belt (Contains: Sealing Wax, stick, Soap, Whetstone, Flint and Steel, Chalk, Dried fruit, bag), Waterskin (filled)
Languages: Common, Draconic, Celestial, Abyssal, Infernal, Auran, Elven
Current Wealth: 430.27gp

Arcane Background: Wizard (Custom)
  • Power Points: 10
  • Powers: Mage Armor (Deflection; Pathfinder Core Book p181), Magic Missile (Bolt; Pathfinder Core Book p178), Magic Weapon (Smite; Pathfinder Core Book p195)
Special Abilities
  • Languages: Common and Elven.
  • Agile: Start with a d6 in Agility. Increase maximum Agility to d12+1.
  • Elven Magic: Elves get a free reroll when rolling to resist enemy powers.
  • Intelligence: They start with a d6 in Smarts. This increases maximum Smarts to d12+1.
  • Keen Senses: Elves start with a d6 in Notice. This increases their maximum Notice to d12+1.
  • Low Light Vision: They ignore penalties for Dim and Dark Illumination.
  • Slender: Elves suffer −1 Toughness and –1 to Vigor rolls.
  • Wizard: Power Points: 10; Powers: Mage Armor (Deflection; Pathfinder Core Book p181), Magic Missile (Bolt; Pathfinder Core Book p178), Magic Weapon (Smite; Pathfinder Core Book p195)
  • Arcane Bond: bonded object 500gp+ to add +1 to Spellcasting or Familiar as magical pet.
  • School: specialist chooses one favored school gaining free reroll to cast spells from and two opposition schools spells from costing +1PP and -2 penalty to casting skill rolls.
  • Spellbooks: must keep and maintain spellbooks.
  • Languages Known: Common, Draconic, Celestial, Abyssal, Infernal, Auran, Elven

Advances
Novice Advances
  • Edge: Ace
  • Raise Attribute: Vigor
  • Raise Skills: Spellcasting/Piloting
Seasoned Advances
  • Raise Attribute: Smarts
  • Edge: Arcane Armor
  • Edge: Favored Powers (Wizard)
  • Raise Skills: Spellcasting/Fighting
Veteran Advances
  • Raise Attribute: Agility
Current Load (normal/combat): 36 / 29 (41)
Books In Use: Pathfinder Core BookSetting Rules: Multiple LanguagesSetting Modlines: +1 EdgeValidity: Character appears valid and optimal

Created with Savaged.us
Character link
Last edited by Andrew Cofield on Sun Oct 24, 2021 8:25 am, edited 5 times in total.

Parry: 6; Toughness: 7 (2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Arrogant, Impulsive
Edges: Ace, Arcane Armor, Favored Powers (Wizard), Wizard (Specialist) (Abjuration (Necro, Enchant))



Parry: 5; Toughness: 7(2)
Wounds/Fatigue: 0/0
PP: 10/10
Active Powers: none
Hindrances: Can’t Swim, Cautious, Small, Wanted (minor, former street gang)
Edges: Arcane Background (Magic), Free Runner, Thief
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Technospawn
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Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Balanor (Helmsman)

Post by Technospawn »

Looks good,



PS - Note from Rob: Looks really good. I like the iconic elf battle mage type build.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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