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Level 4 High Mage · Player: Kris

COIN PURSE

Identity

Base Attributes

SRD attribute generation · modifiers calculate automatically
Level-up attribute improvements0/3 · next +1: 1 pts · 5 available
STR0
DEX0
CON0
INT0
WIS0
CHA0
Skills and attributes share the same pool · 4/9 spent
Physical12+16 − level 4 − best of STR +0 / CON +0
Evasion10+16 − level 4 − best of DEX +0 / INT +2
Mental11+16 − level 4 − best of WIS +1 / CHA +0
Luck12+16 − level 4

Background & Class Benefits

High Mage

High Mage spellcasting, arts, and Effort. Magic is a bonus skill. Armor and shields normally prevent spellcasting and arts.

Hit dice
4d6-4
Base attack
+0
Focus picks
2

High Mage: Cannot cast spells or use arts in armor, bulky clothing, or with a shield unless Armored Magic permits it.

Scholar Benefits
Free skill
Know-0
Quick Skills
Heal-0 · Administer-0
Background Development

The Free Skill above is always granted separately. Choose exactly one development method; its benefits stay separate from purchased ranks.

Quick Skills PackageApplies Heal-0 · Administer-0.

Health & Defenses

Hit Point RollsEnter the total shown on all d6 Hit Dice at each level, before modifiers.

Complete every level’s roll to calculate maximum HP automatically. Until then, the existing maximum remains editable.

Weapons

Readied items · permanent Unarmed Attack
Staff
Hit Bonus-2
Damage1d6
Range-
Shock Damage / AC1/AC 13Attack detailStab untrained effectiveWeapon Trait Codes2HTwo Handed: Requires two hands; ranged two-handed weapons cannot be fired effectively while an enemy is in melee range.LLLess Lethal: A foe reduced to 0 HP can be left alive at your discretion.
Dagger
Hit Bonus+0
Damage1d4
Range30/60
Shock Damage / ACNoneAttack detailShoot +0 effectiveWeapon Trait CodesSSubtle: Can be easily hidden in ordinary clothing or jewelry.TThrowable: Can be thrown to its listed range without Shock; throwing while in melee gives -4 to hit.PMPrecisely Murderous: Execution Attacks impose an extra -1 Physical save penalty and deal double damage even on a successful save.
Dagger
Hit Bonus+0
Damage1d4
Range30/60
Shock Damage / ACNoneAttack detailShoot +0 effectiveWeapon Trait CodesSSubtle: Can be easily hidden in ordinary clothing or jewelry.TThrowable: Can be thrown to its listed range without Shock; throwing while in melee gives -4 to hit.PMPrecisely Murderous: Execution Attacks impose an extra -1 Physical save penalty and deal double damage even on a successful save.
Unarmed Attack permanent
Hit Bonus-2
Damage1d2
Range-
Shock Damage / ACNoneAttack detailPermanent unarmed attackWeapon Trait CodesLLLess Lethal: A foe reduced to 0 HP can be left alive at your discretion.

Foci

2 picks at level 4 · 1 selection slot shown · Level 2 costs two picks
?Henchkeeper
You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options. You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.

Level 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen from a civilized society will be treated as Peaceful Humans from the bestiary section of the book. You can have one henchman at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.

Level 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as 2 HD combatants. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.

Skills

Skill ranks · granted sources · effective usable value
Advancement skill points
4 skill + 0 attribute9 total · 5 available
Increase a Skill with its dropdown. You gain 3 points per level gained.Free creation pick: Know.

Languages

3/4 known · lingua franca + native tongue + Know/Connect bonuses
CommonTrade CantAmikwag