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(TFT) Character, Warrnek Human Wizard



Warrnek Human Wizard Att 31 + 1 for super scripts

ST 9 (+3 fST superscripts )
Max 17 DX 11
IQ 11
MA 10

+Light Quarter staff 2 dice
(1 die damage + 1die staff damage)
Has perminant red light spell on knob on end.
Silver Dagger* 1d-1 (1d+2 in HTH)
(With out Knife talent normal attacks are at -4 DX
but you can use it in HTH with normal DX. )

(+ = 2 handed weapon)

STUDIES
IQ 10 Thrown Spells [2], IQ [12] Improved Thrown Spells [3],
one study open.

TALENTS
Literacy [1], Quarterstaff [2]

SPELLS
IQ 11 (C) 1 hex Illusion 2 fST,
IQ 11 (T) Control Animal 2 fST + 1 / turn,
IQ 11 (C) Sleep 3 fST,
IQ 10 (T) Lock / Knock 2 fST,
IQ 10 (C) Summon Myrmidon 2 fST + 1 / turn,
IQ 10 (T) Trip 2 fST or 4 fST
IQ 9 (S) Detect Life 2 fST (+ 1 / extra Mh)
IQ 8 (S) Staff 5 fST,


EQUIPMENT
Ring of Immunity to Fire Spell, Grilmore: Freeze spell,
Water skin (filled with brandy), Wine skin (filled with a
very nice Claret), Water skin (filled with Port), Wine
skin (filled with Sherry), 30 days food.


Special Characteristics (use or discard these at GM's choice.)
----------------------------------------------------------------------------
Low Maximum Attributes. DX can not rise above 17.
Hunter's Vision: 1/2 range negatives up to -4 DX, then normal penalties.
Magical Knack: Can see powerful magic as an aura of the color Octarine.


New Talents:
----------------
IQ 10 THROWN SPELLS [2] This allows wizards to cast thrown spells with +3 adjDX. You also get 5 extra hexes added to your maximum range with thrown spells. (Normally the range of a thrown spell is equal to your ST.)

IQ 12 IMPROVED THROWN SPELLS [3] coreq Thrown Spells. This gives the wizard an additional +3 DX with all thrown spells. The maximum range of thrown spells is now 10 more than the wizard's ST in hexes.

IQ 14 ADVANCED THROWN SPELLS [3] coreq Improved Thrown Spells. If you have Thrown Weapons, this talent costs only 1 memory point. This gives the wizard an additional +2 DX with all thrown spells. Your maximum range is now your ST + 15 hexes. A roll of a 16 will not cause a magical backlash with a thrown spell.



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