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 Post subject: Dragon Age Party Stats
PostPosted: Wed Dec 31, 2014 2:25 pm 
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Simone (Played by HorizonsDream)
Female [Orlesian Exile] Rogue 1
STR 2, DEX 3, WIL 0, MAG 0, CUN 1, CON 1, PER 2, COM 3, Age ?, HT ?, WT ?
HP: 26/30 (Lightly wounded)
Speed: 13, Defense: 13, Armor: 4
Focuses: Persuasion (COM), Deception (COM)
Class Powers: Backstab (You inflict extra damage with a melee attack if you strike from an unexpected direction. You must approach your target with a move action and win an opposed test of your Dexterity vs. your target’s Perception (Seeing). If you do both you can use your major action this turn to backstab. This is a melee attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. You can’t backstab the same target in successive rounds), Rogue's Armor
Talents: Thievery (If you fail a Dexterity (Lock Picking) test you can re-roll, but you must keep the second result.)
Weapon Groups: Bows, Brawling, Light Blades, Staves
Attacks: Crossbow (+3 to hit/2d6+3 dmg; Short Range: 30 yards, Long Range: 60 yards, Reload: Major Action), Short Sword (+3 to hit/1d6+4 dmg), Throwing Knife (+3 to hit/1d6+2 dmg; Short Range: 4 yards, Long Range: 8 yards, Reload: Minor Action)
Languages: Orlesian, Trade Tongue
Gear:
Head - None
Neck - Cloak
Torso - Traveler's shirt, backpack, heavy leather armor, quiver
Hands - None
Waist - Traveler's pants, short sword, throwing knife
Feet - Traveler's boots
Backpack - Waterskin, 19 silver pieces, 1 gold piece
Quiver - Crossbow, 38 bolts
Stowed Gear: None

Davne (Played by mgbevan)
Female [Fereldan Freeman] Warrior 1
STR 3, DEX 2, WIL 2, MAG 0, CUN 0, CON 3, PER 1, COM 1, Age ?, HT ?, WT ?
HP: 21/37 (Moderately Wounded)
Speed: 10, Defense: 12 (14 with shield), Armor: 7
Focuses: Stamina (CON), Riding (DEX)
Class Powers: None
Talents: Archery Style (When you take the aim action with a bow or crossbow, you get a +2 bonus instead of the usual +1.), Armor Training, Weapon and Shield Style
Weapon Groups: Bows, Brawling, Heavy Blades, Light Blades
Attacks: Crossbow (+2 to hit/2d6+2 dmg; Short Range: 30 yards, Long Range: 60 yards, Reload: Major Action), Bastard Sword (+3 to hit/2d6+4 dmg), Dagger (+2 to hit/1d6+4 dmg)
Languages: Trade Tongue
Gear:
Head - None
Neck - Cloak
Torso - Traveler's shirt, backpack, heavy mail armor, quiver, medium shield
Hands - None
Waist - Traveler's pants, bastard sword, dagger
Feet - Traveler's boots
Backpack - Waterskin, 16 silver pieces
Quiver - Crossbow, 18 bolts
Stowed Gear: None

Wallace (Played by spyguy1503)
Male [Human Circle Mage] Mage 1
STR 0, DEX 1, WIL 2, MAG 4, CUN 3, CON 0, PER 1, COM 1, Age ?, HT ?, WT ?
HP: 24/24 (Fully Healed)
MP: 03/18 (Casting Roll: 3d6+4)
Speed: 11, Defense: 11, Armor: 0 (+4)
Focuses: Arcane Lore (CUN), Religious Lore (CUN)
Class Powers: Arcane Lance (When holding a quarterstaff or wand, you can make a special ranged attack. This is resolved like a normal ranged attack (so stunts are possible) and requires no mana points. It has a range of 16 yards.)
Talents: Chirurgy (Heal is a minor action.)
Weapon Groups: Brawling, Staves
Attacks: Arcane Lance (+4 to hit/1d6+4 dmg), Quarterstaff (+1 to hit/1d6+1 dmg)
Languages: Ancient Tevinter, Trade Tongue
Gear:
Head - None
Neck - Cloak
Torso - Traveler's shirt, backpack, quarterstaff
Hands - None
Waist - Traveler's pants, belt pouch
Feet - Traveler's boots
Backpack - Waterskin, healer's kit, 17 silver pieces, 34 copper pieces, small tent, rope (20 yards), spike, spare waterskin
Belt Pouch - Flint and steel, oil pint (x2)
Stowed Gear: None
Spells:
Arcane Bolt - 2 MP - Major Action - TN 10
A bolt of arcane energy springs from your hand or staff and streaks towards a visible target within 30 yards. It inflicts 2d6 damage plus your casting roll’s dragon die result. But if the target makes a successful TN 14 Dexterity (Acrobatics) test the spell only inflicts 1d6 damage.

Heal - 1-3 MP - Major Action - TN 10
Your touch seals wounds and restores vigor to one wounded target, either yourself or someone you touch. Choose how many MP to spend when casting; heal 1d6 Health per MP spent.

Rock Armor - 3-8 MP - Special (1 minute, only outside combat) - TN 10
Your skin becomes as hard as stone, giving you Armor Rating 4. The spell normally lasts for one hour, but its duration can be extended. For each additional MP spent beyond the first 3, the spell remains in effect for another hour, to a maximum of 6 hours. You can only cast this on yourself.

Alenka (NPC Guest)
Female [Human Circle Mage] Mage 2
STR 0, DEX 1, WIL 2, MAG 4, CUN 4, CON 0, PER 1, COM 1, Age 26, HT 5'8", WT 180 lbs
HP: 20/24 (Lightly Wounded)
MP: 06/25 (Casting Roll: 3d6+4)
Speed: 11, Defense: 11, Armor: 0 (+4)
Focuses: Etiquette (COM), Arcane Lore (CUN)
Class Powers: Arcane Lance (When holding a quarterstaff or wand, you can make a special ranged attack. This is resolved like a normal ranged attack (so stunts are possible) and requires no mana points. It has a range of 16 yards.)
Talents: Chirurgy (Heal is a minor action), Lore
Weapon Groups: Brawling, Staves
Attacks: Arcane Lance (+4 to hit/1d6+4 dmg), Quarterstaff (+1 to hit/1d6+1 dmg)
Languages: Ancient Tevinter, Trade Tongue
Gear:
Head - None
Neck - Cloak
Torso - Traveler's shirt, backpack, quarterstaff
Hands - None
Waist - Traveler's pants
Feet - Traveler's boots
Backpack - Waterskin, 2 lesser healing potions
Stowed Gear: None
Spells:
Arcane Bolt - 2 MP - Major Action - TN 10
A bolt of arcane energy springs from your hand or staff and streaks towards a visible target within 30 yards. It inflicts 2d6 damage plus your casting roll’s dragon die result. But if the target makes a successful TN 14 Dexterity (Acrobatics) test the spell only inflicts 1d6 damage.

Drain Life - 4 MP - Major Action - TN 12
You suck life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6+4 penetrating damage and you are healed by the same amount. But if the target makes a successful TN 14 Constitution (Stamina) test the spell only inflicts 1d6 penetrating damage.

Rock Armor - 3-8 MP - Special (1 minute, only outside combat) - TN 10
Your skin becomes as hard as stone, giving you Armor Rating 4. The spell normally lasts for one hour, but its duration can be extended. For each additional MP spent beyond the first 3, the spell remains in effect for another hour, to a maximum of 6 hours. You can only cast this on yourself.

Winter's Grasp - 3 MP - Major Action - TN 12
You envelop a visible target within 20 yards of you in a cloud of frost and ice that lasts up to four rounds. On the turn you cast it the spell inflicts 1d6 penetrating damage. Furthermore, while the spell is in effect the target must make a TN 14 Constitution (Stamina) test at the start of each of his turns. If successful, the spell ends. Other-wise the target takes 1d6 more penetrating damage and suffers a cumulative –2 penalty to Speed that lasts as long as the spell does. Those killed by winter’s grasp are frozen solid. This spell’s effects can’t be stacked simultaneously on the same target.


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