Assailant
The SHSL Shadow Alchemy Stand Using Lab Member
Arc Light
Race: Unicorn
Class: Wizard(14)
Hit Points: 130/130
Armor Class: 15 (11[Leather Armor] + 2 [Dex] + 1 [Unarmed] + 1[Cloak])
Spell Save DC: 17
"Aaaaaaaand... there." Arc finally finished scribbling in his journal, stowing the worn down tome into his saddlebag gingerly. He looked around, gathering his surroundings. Now... what had occured while he'd been busy... he'd heard some loud noises earlier, but they quieted down so he had to wager the group had figured it out. Now, given that they were hidden at the edge of a treeline and speaking quietly, he bet this was a stealth mission... the two enemies over there...
Okay, he was pretty sure he'd figured it out.
Arc leaned in. "Sure, we could kill them. However, we know very little about the enemy. We don't know their numbers, their locations, we don't even know their makeup. The occupying force could be made up of anything. For all we know, the creatures that took the town left, leaving behind only a small occupying force of goblins. Alternatively, there could be an entire army's worth of... I dunno... other dragons that only left these two goblins out as patrol/bait." He raised a hoof to his muzzle, rubbing it inquisitively. "Although that wouldn't make much sense, given that dragons are fiercly territorial, but you get my point. There could be anything waiting for us."
"I say we capture them and torture them for information."
Ability Scores
Strength: +0
Dexterity: +2
Constitution: +3
Intelligence: +5
Charisma: +2
Ability Checks
Strength: +0
Dexterity: +2
Constitution: +7
Intelligence: +9
Charisma: +2
- Arcane Blast (Unique Spell): You have learned to harness the powers of the arcane into powerful blasts. Your attack every round deals 3D12 damage.
- Arcane Barrage: You unleash a devastating barrage of arcane projectiles. This attack deals 15D8 damage. Costs 4 Spell Points to use.(A)
- Arcane Explosion: 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. Costs 3 Spell Points to use(A)
- 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.(BA)
- 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.(R)
- 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.(BA)
- 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.(A)
- 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.
- 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.
- 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. (BA)
- 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. (BA)
- 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. (R)
- 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. (R)
- Earth Rune: Bend and twist the earth nearby to your fancy. Roll to hit an opponent, doing 2d8 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 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 4d8 fire damage. At levels 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. This ability also 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 2d4 bludgeoning damage and 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 +2 to all dexterity checks/saves. Also +2 to 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 +2 to all strength checks/saves and do an extra 1d6 damage on a melee weapon attack. 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 1d6 + 1d6 per point spent back in HP. At level 17 this hit dice increases to d10.
- 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.
- 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. (Arcane, Rune)
- 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.
- Invisibility: 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. Costs 2 spell points to use.
- Shield of Fire: 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. Costs 1 spell point to use
- 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. (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.
- Cube of Force:
- A cube with 36/36 charges that regains 1d20 every dawn. Forms a 15 foot invisible cube with the following effect depending on the number of charges you choose to expend:
Charges Expended Effect 1 Gases cannot pass through 2 Nonliving material cannot pass through. Structures pass at discretion. 3 Living matter cannot pass through 4 Spell effects cannot pass through 5 Nothing can pass through, except structures at discretion. 0 The current effect is dispelled
- Cloak of Protection:
- +1 bonus to AC and saving throws
- Medallion of Thoughts:
- 3/3 charges that regain 1d3 at dawn. An action and a charge casts detect thoughts
- Circlet of Blasting:
- 1/1 use per day. An action casts Scorching Ray with +5 to attack
- Cube of Force:
- Dagger
-
- One-Handed
- Throwing
- Piercing
- To-Hit: 1d20 + 7 (Dexterity + Proficiency)
- Damage: 1D6 + 2 (Dexterity)
- Scimitar
-
- One-Handed
- Simple
- Slashing
- To-Hit: 1d20 + 7 (Dexterity + Proficiency)
- Damage: 1D6 + 2 (Dexterity)
- Hooves
-
- One-Handed
- Unarmed
- Bludgeoning
- To-Hit: 1d20 + 5 (Proficiency)
- Damage (Normal): 1D8+2(Powerful Blow)
- Damage (Rising Sun Kick): 1D8+2D6 Fire+2