Arc Light

Assailant

The SHSL Shadow Alchemy Stand Using Lab Member
Character Name - Arc Light
Race - Unicorn
Class & Level - Wizard (14)

Hit Points - 130 [(10+CON)+(LVL-1)(6+CON)]

Armor Class - 15 (11[Leather Armor] + 2 [Dex] + 1 [Unarmed] + 1[Cloak])

Spell Points - 6
Spell Save DC - 17

Strength Score - +0
Dexterity Score - +2
Constitution Score - +3
Intelligence Score - +5
Charisma Score - +2

Proficiency Bonus - +5

Proficiencies - Con, Int

Strength Check - +0
Dexterity Check - +2
Constitution Check - +7
Intelligence Check - +9
Charisma Check - +2

Total Talent Trees Known - 2 (Plus Wizard Talent Tree)

Talent Trees Known - (Unarmed, Arcane)

Racial Abilities+1 Intelligence
Ability to specialize in any magic school

Trait Talent Known (Intelligence - Hardened Mind)
Hardened Mind: You gain a +1 to intelligence ability checks.

Unarmed Abilities
Passive Ability: Your hours of practice in hoof-to-hoof combat have made you incredibly difficult to tag. You gain a +1 AC. In addition, your hoof attacks deal 1d8 damage rather than the regular 2 damage.

Tier 1 - Powerful Blow: All of your melee attacks are much more powerful than your opponents would be lead to believe. You deal an additional +2 damage with unarmed strikes.

Tier 2 - Rising Sun Kick (2 Round CD): You enchant your hooves with fire and launch a devastating kick at your opponent. You may use this ability anytime that you hit with an attack. When you do so, your attack deals an additional 2D6 fire damage.

Tier 2 - Chi Wave (4 Round CD): You have learned to harness the natural energy that flows through all things, and can use it in one of two ways. When you use this ability, you give up all your attacks for the round. You may then choose 4 enemies and deal 2D10 radiant damage to them, or heal 4 allies for 2D10 health.

Tier 3 - Flow of Battle: When you hit an enemy with your hooves, you gain a +1 AC. This stacks up to 2 times, lasts 1 round, and is refreshed when you hit an enemy again.

Tier 3 -Quick Hooves: You are an expert at staying light on your hooves. Once per turn, you may choose a target to try and avoid. When you are avoiding them in such a manner, they may make one less attack against you per round. You may not reduce a target below 1 attack, and this does not function for AoE spells.

Arcane Magic
Arcane Blast (Unique Spell): You have learned to harness the powers of the arcane into powerful blasts. Your attack every round deals 3D12 damage.

Spells
Arcane Barrage:
You unleash a devastating barrage of arcane projectiles. This attack deals 15D8 damage. Costs 4 Spell Points to use.

Arcane Explosion (Costs 3 Spell Points): You unleash a devastating eruption of Arcane energy around your location. Up to 4 enemies nearby take 2d6 damage + 1d4 for every caster level you possess after 1st, with a maximum damage of 20d4 at level 20. This attack can hit up to 4 enemies of your choosing, who must make dexterity checks. On a successful check they take half damage.

Arcane Missiles: You summon missiles of arcane energy and assail your foes with them. You may make five attacks this round, at 1D6 each. These missiles automatically hit. At caster level 17, you gain 1 more missile. These missiles can hit the same creature, or separate creatures.

Blink: You disappear from your location and reappear 20 feet away in any direction you choose. You may use this after an enemy hits you, to negate the damage (by teleporting out of the way). Costs 2 Spell Points to use.

Mark of Destruction: You place a rune of power on the target, which gains in strength every round. The base damage of the rune is 2D6, increased by 2D6 for every round that passes, up to a maximum equal to your level. So at level 20, this rune would do 2D6+18D6 for a maximum of 20D6 damage. At any point you may explode the rune, but the rune automatically explodes when the maximum damage is reached. Using any other spell during its duration explodes the rune. Costs 1 Spell Point to use.

Mirror Image: You create 3 replicas of yourself which launch illusionary attacks at enemies. These attacks deal no damage, but the enemy cannot tell which image you are, and therefore they may hit a duplicate instead. The duplicate is destroyed when hit. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. Costs 4 Spell Points to use.


Total Nerd Spells
Invisibility (Costs 2 Spell Points): You call upon the void of night to mask your presence, rendering you invisible to others. While invisible you have a +4 AC. This invisibility lasts for 3 rounds before dropping.

Shield of Fire (Costs 1 Spell Points): You surround yourself in a shield of fire which, while offering no real protection of its own, works to burn enemies who hit you in melee. This shield deals 3d8 fire damage to anyone who hits you. This shield lasts 2 rounds and can be extended by 2 more rounds for each Spell Point that you put into it.

Lost Art: Rune Sorcery
Earth Rune: Bend and twist the earth nearby to your fancy. Roll to hit an opponent, doing 1d6 bludgeoning damage by throwing ballistic earth at your opposition if you hit. They must also make a Strength check or fall prone. This damage increases to 2d6 at level 5, 2d8 at level 11 and 3d8 at level 17. Alternatively, raise earth to provide cover on the go, giving you and teammates a +2 ac.

Fire Rune: Spray destructive fire at your opposition! Up to 4 enemies in a cone in front of you must make a Dexterity Check or take 2d8 fire damage. At levels 5, 10, 15 and 20 this does 1d8 more damage.

Air Rune: Blow away the opposition! Sweep them off their feet! All creatures within either a ten foot cube in front of you or a circle of ten foot radius around you, including friendlies, must make a dexterity saving throw or be knocked back five feet and knocked prone. At level 5, this ability also deals 1d8 damage. At level 11 it deals 2d8 damage and at level 17 it deals 3d8 damage.

Water Rune: Control the fluid force of water! Useful for fording rivers and the like. Alternatively, you can attack someone with it for 1d4 bludgeoning damage. At level 5 this deals 2d4 bludgeoning damage. At level 11 this also gives the target disadvantage on their first attack, and at level 17 is deals 3d4 damage.

Agility Rune: Move swiftly! Act light on your hooves! Gain +1 to all dexterity checks/saves. Also +1 to AC. At level 5 this becomes +2 to all dexterity checks. At level 11 this becomes +2 AC. At level 17 it becomes +3 to dexterity checks and +3 to AC.

Strength Rune: Be the tank your team needs you to be! Gain +1 to all strength checks/saves and do an extra 1d4 damage on a melee weapon attack. At level 5 this becomes +2 to all strength checks. At level 11 this becomes 1d6 extra damage. At level 17 this becomes +3 to all strength checks and 1d8 damage.

Communication Rune: They may speak in tongues, but good thing you know a thing or two about tongues... wait... While active, the user can understand any spoken or written language. Furthermore, anything they speak will be understood by anyone who hears it that they will.

Health Rune: Clerics wish they were you! Gain 1d4 + 1d4 per point spent back in HP. At levels 5, 11 and 17 this hit dice increases to d6/d8/d10 respectively.

Magic Rune (Receiver): Looks like you have someone looking out for you! Unicorns can, if they so choose, sacrifice spell points of their own to give to you. Does not allow you to go above your maximum spell points in terms of storage across multiple turns, but CAN allow you to spend more spell points than you otherwise would have been able to that turn.


Wizard Abilities
Arcane Recovery: Starting at level 1, you have learned to control the flow of magic within your body and not exert yourself as much. When you cast a spell, you may use this feature to recover half of the Charges that it costs. You may use this feature once for every 5 Wizard levels you possess. (2 uses)

Arcane Tradition: Starting at level 1, your bookish studies have given you insight on how to manipulate a particular field of magic. Choose two of your current known magical schools; you may apply your intelligence modifier to that schools basic attack damage. (Necromantic, Arcane)

Explosive Cantrip: Starting at level 5, your basic attacks become even more deadly. When you hit an opponent with a basic attack, one other nearby creature of your choosing takes half the damage dealt as automatic damage.

Total Nerd: Starting at level 9, your books have taught you even more knowledge on spells. You may choose any two magic schools and add 1 spell from each. You may not add a healing spell.

Shield: Starting at level 11, you have learned to protect yourself against missile attacks. Whenever a ranged attack is going to hit you, you may expend 1 Spell Point to make it miss. You may do this multiple times in a round.

Spell Mastery: Starting at level 14, you have mastered the more basic spells. Choose 2 spells out of any of your schools; the Point cost for those spells is reduced by 1. (False Life, Arcane Missiles)

Signature Spells: Starting at level 20, you have mastered even the more advanced spells. Choose one spell from any school that costs 4 points. You may cast that twice a day without spending any points.


AttacksScimitar - Finesse Simple Weapons: 1D6 damage + dex.
Dagger - Thrown Simple Weapon: 1D6 damage + dex, 19-20 critical
Hooves- Hooves Simple Weapon: 2 damage + str, 20 critical

Scimitar (To-Hit): +7 (+2 from Dexterity Score/+5 from Proficiency Bonus)
Scimitar (Damage): 1D6+2 Slashing (+2 from Dexterity Score

Dagger (To-Hit): +7 (+2 from Dexterity Score/+5 from Proficiency Bonus)
Dagger (Damage): 1D6+2 Piercing(+2 from Dexterity Score)

Hooves (To-Hit): +5 (+5 from Proficiency Bonus)
Hooves (Damage: Normal): 1D8 Bludgeoning + 2(+2 from Powerful Blow)
Hooves (Damage: Rising Sun Kick): 1D8 Bludgeoning + 2D6 Fire + 2 (+2 from Powerful Blow)

Arcane Blast (Unique Spell): You have learned to harness the powers of the arcane into powerful blasts. Your attack every round deals 3D12 + 5 damage (+ half to nearby creature).

Decay (Unique Spell): You have learned to harness the dreadful power of death, allowing you to unleash it in ruinous blasts. Your attack every round does 1D10 + 5 (+ half to nearby creature) and on a hit the enemy gains a -1 to their AC. This resets if you miss a basic attack.

EquipmentArc currently possesses the Cube of Force, Cloak of Protection, Medallion of Thoughts, and the Circlet of Blasting

He is in possession of a set of daggers, a scimitar, and one suit of leather armor.
 
Last edited:

Users who are viewing this thread

Back
Top