Dalkon's d20 System Stat Blocks

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DalkonCledwin
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Voldemort / Sisterly Schemes

Post by DalkonCledwin »

Tom Marvolo Riddle CR 15
XP 51,200
Middle-aged human (gutter rat) lich sorcerer 14 (Pathfinder RPG Bestiary 188)
CE Medium undead (augmented humanoid, human)
Init +0; Senses darkvision 60 ft.; Perception +7
Aura fear (60 ft., DC 23)
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Defense
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AC 22, touch 10, flat-footed 22 (+5 armor, +7 natural)
Vig 65 (14d6) Wnd 46 (Threshold 23)
Fort +14, Ref +9, Will +12; +3 racial bonus vs. poison
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning, 15/magic; Immune cold, electricity, polymorph, undead traits; Resist snakeskin; SR 18
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Offense
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Speed 30 ft.
Melee touch +6 (1d8+7 negative energy plus paralyzing touch)
Special Attacks paralyzing touch (DC 23), serpent's fangs
Bloodline Spell-Like Abilities (CL 14th; concentration +20)
. . At will—serpentfriend
Sorcerer Spells Known (CL 14th; concentration +20)
. . 7th (3/day)—delayed blast fireball (DC 23)
. . 6th (6/day)—contingency, mage's decree[UI], mass suggestion (DC 22)
. . 5th (7/day)—acidic spray[UM] (DC 21), baleful polymorph (DC 21), break enchantment, create mindscape[OA] (DC 21), dismissal (DC 21), dominate person (DC 21), fabricate, feast on fear[ACG] (DC 21), hold monster (DC 21), hold monster (DC 21), lightning arc[UM] (DC 21), major phantom object[ARG] (DC 21), mind probe[OA] (DC 21), overland flight, mass pain strike[APG] (DC 21), teleport
. . 4th (7/day)—animate dead, bestow curse (DC 20), phantasmal killer (DC 20), poison (DC 20), remove curse
. . 3rd (7/day)—lesser animate dead[UM], arcane sight, fireball (DC 19), pain strike[APG] (DC 19), summon monster III (reptiles only)
. . 2nd (8/day)—accelerate poison[APG] (DC 18), acid arrow, adoration[UC], anticipate thoughts[OA] (DC 18), command undead (DC 18), delay poison
. . 1st (8/day)—alarm, anticipate peril[UM] (DC 17), break[APG] (DC 17), bungle[UM] (DC 17), hypnotism (DC 17), shield
. . 0 (at will)—arcane mark, bleed (DC 16), daze (DC 16), detect magic, detect poison, flare (DC 16), haunted fey aspect[UC], mage hand, read magic
. . Bloodline Serpentine
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Statistics
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Str 9, Dex 11, Con —, Int 17, Wis 9, Cha 23
Base Atk +7; CMB +6; CMD 16
Feats Acrobatic, Antagonize[UM], Arcane Blast[APG], Brew Potion, Combat Casting, Confabulist[UI], Deceitful, Eschew Materials, Nemesis, Stealthy, Trapper's Setup[UC]
Skills Acrobatics +2, Bluff +23, Craft (alchemy) +16, Craft (traps) +14, Disguise +8, Escape Artist +5, Fly +17, Knowledge (arcana) +16, Perception +7, Sense Motive +20, Spellcraft +18, Stealth +12, Survival -1 (+3 in urban and underground settings); Racial Modifiers +8 Perception, +8 Sense Motive, +10 Stealth
Languages Albanian, English, French, Latin
SQ gutter rat[ARG], heart of the slums[ARG], heart of the streets[APG], insanity points (7; effective Wis 23/9), mixed heritage[ARG]
Combat Gear robe of the archmagi (black), yew wand; Other Gear occult reference material[OA], 16,350 gp
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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Confabulist Follow a failed lie with another lie
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fear Aura (DC 23) Foes in 60 ft are frightened (below 5 HD) or shaken for 14 rds (Will neg).
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the streets).
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Insanity Points (7) Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Paralyzing Touch (1d8+7 negative energy dam, DC 23) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Rejuvenation (Su) Liches can return after a few days.
Serpent's Magic Fang (9 rounds/day) (Ex) Bite attack (magic) deals 1d4 damage plus poison (1d4 Con, 2 saves)
Serpentfriend (At will) (Ex) Speak with Animals (reptilian) at will.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Snakeskin (+2 AC, +3 save vs. poison, Escape Artist) (Ex) You gain +2 natural AC, +3 save vs. poison, +3 Escape Artist.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (18) You have Spell Resistance.
Touch (DC 23) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Trapper's Setup Manually trigger traps to gain +2 on attack rolls and to DC
Undead Traits Undead have many immunities.
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:39 am, edited 1 time in total.
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Lily Evans / Sisterly Schemes

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Lily Julia Evans
Human (country folk) abjurer 6
NG Medium humanoid (human)
Hero Points 1
Init +0; Senses Perception +1
Aura protective ward (+2 deflection, 10 ft., 4 rounds, 7/day)
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Defense
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AC 15, touch 12, flat-footed 15 (+3 armor, +2 deflection)
Vig 23 (6d6) Wnd 24 (Threshold 12)
Fort +3, Ref +2, Will +6; +2 bonus vs. paralysis and sleep effects
Defensive Abilities energy absorption (18/day), resistance; Resist cold 5
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Offense
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Speed 30 ft.
Abjurer Spells Prepared (CL 6th; concentration +10)
. . 3rd—dispel magic, matchmaker[UI] (DC 17), suggestion (DC 17), urban step[UI]
. . 2nd—invisibility, communal protection from evil[UC], scorching ray, shatter (DC 16), whispering wind
. . 1st—adjuring step[UC], alarm, anticipate peril[UM] (DC 15), charm person (DC 15)
. . 0 (at will)—dancing lights, daze (DC 14), flare (DC 14), mage hand
. . Opposition Schools Divination, Necromancy
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Statistics
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Str 8, Dex 10, Con 12, Int 18, Wis 13, Cha 14
Base Atk +3; CMB +2; CMD 14
Feats Allied Spellcaster[APG], Athletic, Fast Study[UM], Never Conquered, Forever Feared, Skill Focus (Craft [alchemy]), Spell Focus (abjuration)
Traits artisan, eldritch delver, kin guardian
Skills Climb +1, Craft (alchemy) +21, Fly +9, Intimidate +10, Knowledge (arcana) +11, Knowledge (history) +12, Profession (cook) +8, Spellcraft +13, Swim +1
Languages English, French, Latin, Spanish, Welsh
SQ arcane bond (willow wand), family ties, heart of the fields[APG], hero points, insanity points (0; effective Wis 13/13)
Combat Gear willow wand; Other Gear bracers of armor +3, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, scholar's outfit, soap, spell component pouch, torch (10), trail rations (5), waterskin, 6,974 gp
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Special Abilities
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Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Bond (Willow Wand) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Energy Absorption (18 HP/day) (Su) When struck by energy damage, apply it to this total before hp.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in 15 minutes, with a minimum prep time of 1 minute.
Heart of the Fields +3 (Craft [alchemy], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Never Conquered, Forever Feared +2 bonus on saves vs. paralysis and sleep effects.
Protective Ward (+2 deflection, 7/day) (Su) As a standard action, 10 ft radius field grants allies deflect bon to AC for 4 rds.
Resistance 5 (Cold) (Ex) When choosing spells, gain Cold resistance 5 until next day.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.
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Background
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Homeland Cokeworth, England
Parents Both are alive, though will remain unnamed for now
Siblings Lily has but one sibling, Petunia Evans.
Circumstances of Birth Middle Class
Parent's Profession Tradespeople
Life Before Hogwarts Ordinary Childhood
Training Unquenchable Hunger for Knowledge
Influential Associate Severus Snape
Moral Conflict Much like the Sisters Black, Lily will be quite intrigued by the new and mysterious Harry Emrys, and plans to try and beat the sisters to snagging the new Most Eligible Bachelor in town.
Resolution to Conflict Naturally, Lily will be quite horrified when she learns what her true relationship happens to be with Mister Harry Emrys.
Relationships Lily has been on a few dates, but has no substantial relationships in a romantic sense.
Companions Severus Snape and Narcissa Black
Drawback Her sister
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:39 am, edited 1 time in total.
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Re: Dalkon's d20 System Stat Blocks

Post by DalkonCledwin »

James Charlus Potter
Human arcanist (eldritch font) 4/fighter (cad) 2 (Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Ultimate Combat 45)
NG Medium humanoid (human)
Hero Points 1
Init +1 (-1 while away from your love interest); Senses Perception +2 (+0 while away from your love interest)
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
Vig 30 (6 HD; 4d6+2d10) Wnd 24 (Threshold 12)
Fort +5, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee mwk longsword +9 (1d8+4/19-20)
Special Attacks arcane reservoir (2/7), arcanist exploit (arcane weapon[ACG]), consume spells
Arcanist (Eldritch Font) Spells Prepared (CL 4th; concentration +7)
. . 1st (6/day)—anticipate peril[UM] (DC 14), deja vu[OA]
. . 0 (at will)—acid splash, haunted fey aspect[UC], light, mage hand, message
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Statistics
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Str 18, Dex 13, Con 12, Int 16, Wis 8, Cha 10
Base Atk +4; CMB +8 (+9 dirty trick, +9 disarm, +9 steal); CMD 19 (21 vs. awesome blow, 22 vs. dirty trick, 20 vs. disarm, 20 vs. steal)
Feats Acrobatic, Allied Spellcaster[APG], Arcane Armor Training, Back To Back[UC], Barroom Brawler[ACG]
Traits influence, Magical Talent (Cure Minor Wounds)
Skills Acrobatics +3, Craft (alchemy) +10, Fly +12, Intimidate +7, Knowledge (arcana) +10, Perception +2 (+0 while away from your love interest), Sense Motive +3, Spellcraft +12, Stealth +6
Languages English, German, Latin, Welsh
SQ dirty maneuvers, eldritch surge, hero points, insanity points (0; effective Wis 8/8), lovesick
Combat Gear mahogany wand; Other Gear mwk studded leather, mwk longsword, broom of flying, cloak of elvenkind, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 2,739 gp
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Special Abilities
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Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Arcane Weapon (Su) Use 1 reservoir, weapon gains enhancement, some of which can be spent on powers.
Back to Back +2 to AC vs. flanking foes if adj to ally with this feat.
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dirty Maneuvers (Ex) Gain a bonus to CMB and CMD on disarm, dirty trick, and steal combat maneuvers.
Eldritch Surge (Su) Become fatigued to add 2 to spell DC and caster level, or +2 arcanist level for exploit.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Lovesick (Lily Evans) If you are away from your love at the beginning of a day, -2 initiative and perception
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Background
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Homeland Godric's Hollow, England, though he also has a home in Stinchcombe, England
Parents Both Charlus Fleamont Potter and Dorea Euphemia Black-Potter are alive.
Siblings James has no siblings
Circumstances of Birth Heir to the Houses of Potter and Peverell
Parent's Profession His father owns and operates the Potter's Apothecary business
Defining Event When he was given the Cloak of Invisibility by his father (Cloak of Elvenkind is the closest to the proper effect I could get)
Influential Associate Sirius Orion Black
Moral Conflict Humiliating Severus Snape
Motivation for Conflict Love of Lily Evans
Resolution to Conflict James will develop rather mixed feelings about his treatment of Snape. On the one hand, he will believe himself to be right for his treatment of the boy once he discovers that Snape has joined the Death Eaters. On the other, he realizes that Snape was a true friend to Lily for many years.
Relationships Despite his earnest affection for Lily, James has absolutely no relationship experience, which is partly to blame for his bungling of his attempts to woo her.
Companions The Marauders
Drawback James is so singleminded in his affection for Lily that it tends to block him from seeing the numerous other fish in the sea.
Last edited by DalkonCledwin on Sat Oct 26, 2019 8:39 am, edited 1 time in total.
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Twilight Warrior Brainstorm & Notes

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The Legend of Midna: Twilight Warrior
Premise: In an era when the Twilight Realm has closed in on one of the various Light Realms, one young Hero will find his world crossing with theirs and a new age of heroism will… er… dawn?
Required Inclusions:
- Harry Potter, the Twilight Wizzrobe, must be capable of remaining human while in the Twilight Realm.
- Harry finds himself in the Twilight Realm at a young age, whereupon he will be raised with love, care and kindness by the inhabitants thereof.
- At some point in the story, Harry must return to the world of his birth in order to deal with Voldemort once and for all.
- Dumbledore must be aware that Harry still lives, but unaware of where he is and how to reach him.
- Harry must be able to use an unusual brand of magic that blends his own abilities with Twili Shadow Magic.
- Midna or another Twili must act as a companion to Harry, and must eventually gain mastery over the Fused Shadow.
- One of the Twili Healers must discover and recognize the Horcrux in Harry’s scar for what it is, and also be able to remove it.
- The Twili Shadow Portals can override Apparition, but are anything but precise when doing such a thing.
Preferred Inclusions:
- Harry developing an Animagus Transformation and using it to replicate how Wolf Link and Imp Midna would travel around Hyrule. This of course assumes the Imp form is voluntary.
- Harry dressing in old fashioned clothes and having similar mannerisms.
- Harry being the current bearer of the Triforce of Courage, with all this entails.
- Involuntary lady-killer!Harry with a rather sizeable fanclub developing for him in any world he visits.
- Harry being given a quest to locate the Master Sword and ultimately collecting the weapon.
Optional Inclusions:
- Harry ultimately needing to take multiple wives due to the fact that he is the Heir to Multiple Houses within Wizarding Britain.
- This fic being using Legend of Zelda: Ocarina of Time and/or Legend of Zelda: Twilight Princess when crossing over with Harry Potter.
Forbidden Things:
- Harry being romantically paired with a male character.
- Harry the Weak Emo Doormat.
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Harry Potter / The MCs / Twilight Warrior

Post by DalkonCledwin »

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Harry James Potter
Male Human Fighter 3
Medium humanoid, neutral good

Age: 17 / Height: 5' 10" / Weight: 180 lbs
Hair: Dark Brown / Eyes: Green / Skin: Fair
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Armor Class 12 (leather armor, shield)
Hit Points 25 (3d10+3)
Speed 60 ft.
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STR 15 (+2), DEX 8 (-1), CON 13 (+1), INT 16 (+3), WIS 15 (+2), CHA 12 (+1)
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Feats Gourmand
Saving Throws Str +4, Con +3
Skills Arcana +5, Insight +4, Investigation +5, Perception +4, Survival +4
Tool Proficiencies Cook's Utensils
Senses passive Perception 14
Languages Common, Hylian, Lizal, Twili
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Triforce of Courage
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Boon of Combat Prowess (1/short rest). When you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you cannot use it again until you finish a short rest.

Boon of Immortality. You stop aging and become immune to any effect that would cause you to age. You cannot die from old age.

Boon of Speed (1/short rest). Your walking speed increases by 30 feet.
As a bonus action, you can take the Dash or Disengage action. Once you take this bonus action, you cannot do so again until after a short rest.

Danger Sense. Harry gains Advantage on Dexterity Saving Throws against effects that he can see, such as Traps and Spells. To gain this benefit, he can't be blinded, deafened or incapacitated.

Feats
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Gourmand. You have mastered a variety of special recipes allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
• As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
• During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Class Abilities
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Second Wind. Harry can spend a Bonus Action to regain Hit Points equal to 1d10 + his Fighter level. Once he uses this feature he must finish a Short or Long Rest before using it again.

Action Surge. Harry can take an extra action on his turn, in addition to his standard and bonus action. Once he uses this ability though, he must wait to use it again until after he has completed a Short or Long Rest.

Weapon Bond (Longsword) Harry can't be disarmed of his Longsword, and can summon it to his hand as a Bonus Action so long as the sword is on the same Plane of Existence as himself.

Spellcasting. Harry is considered to be a 1st level spellcaster. His spellcasting ability is Intelligence (Spell Save DC 13, +5 to hit with Spell Attacks). Harry knows the following spells:
Cantrips (At-Will): Disarm, Light
1st Level (2 Slots): Comprehend Languages, Impressive Blow, Shield
Magic Item Spells: Alarm (1/24 hours), Dispel Magic (At-Will), Protection from Evil and Good (Constant)

Actions
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Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Longbow. Ranged Weapon Attack: +1 to hit, range 150 ft./600 ft., one target.
Hit: 1d8-1 piercing damage.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8+2 slashing damage or 1d10+2 slashing damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 3 bludgeoning damage.

Equipment Dagger, leather armor, Longbow, Longsword, shield, arrows (20), backpack, bedroll, book, clothes, traveler's, cook's utensils, ink (1 ounce bottle), ink pen, mess kit, pouch, quiver, rations (10), rope, hempen (50 feet), tinderbox, torch (10), triforce of courage, trinket, waterskin, 2 gp, 4 sp, 8 cp

Background (Magical Dominion)
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Personality Traits
- Comfortable with Magic - Harry feels comfortable around magic, and feels anxious anywhere magic is unwelcome.
- Travel and Explore - Harry travels and explores the world to avoid becoming complacent.

Ideal
- Hope - Doom threatens this world, and only magic can save us from it. (Good)

Bond
- Reoccuring Dream - Harry has been having horrible dreams every five nights. These dreams show an apocalyptic event where the world is destroyed by cold, choking fumes, lightning storms, waves of acid and horrible fire. The dream always ends with ten evil eyes, each one glaring at him from within the darkness. Since Harry started having these dreams, he has felt the urge to travel to the Faron Woods. Perhaps he will find out why he is having these dreams once he arrives.

Flaw
- Reader - Harry's never met a book he could resist reading.

Background Feature
Network of Knowledge - Whether Harry possesses arcane talents or not, his nationality provides him with professional cachet among wizards and other arcane spellcasters. He can request favors from such individuals, such as advice on magical problems, research concerning magical items and relics, or the translation of sigils or runes. If he asks a favor however, he must repay it in a reasonable time, or risk alienating his peers.
Last edited by DalkonCledwin on Fri Oct 25, 2019 7:57 am, edited 8 times in total.
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Princess Midna / The MCs / Twilight Warrior

Post by DalkonCledwin »

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Princess Midna
Female Twili Warlock 3
Medium , unaligned

Age: 23 / Height: 5' 8" / Weight: 152 lbs
Hair: Orange / Eyes: Red / Skin: Gray
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Armor Class 11 (leather armor)
Hit Points 21 (3d8+3)
Speed 30 ft.
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STR 8 (-1), DEX 10 (+0), CON 12 (+1), INT 15 (+2), WIS 13 (+1), CHA 17 (+3)
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Saving Throws Wis +3, Cha +5
Skills Arcana +4, History +4, Intimidation +5, Investigation +4
Tool Proficiencies Lyres
Damage Resistances necrotic
Damage Vulnerabilities radiant
Senses passive Perception 11
Languages Common, Twili
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Racial Abilities
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Superior Darkvision. Your darkvision has a radius of 120 feet.

Class Abilities
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Eldritch Invocations. Armor of Shadows, Grasp of Hadar

Fey Presence. As an Action, Midna can cause each creature in a 10-foot cube originating from her location to make a Wisdom Save against her Spellcasting Save DC. Any creature that fails it's save is either Charmed or Frightened by Midna. This effect lasts until the end of her next turn. Once she uses this power, she can't do so again until she completes either a Short or Long Rest.

Spellcasting. Midna is considered to be a 3rd level spellcaster. Her spellcasting ability is Charisma (Spell Save DC 13, +5 to hit with Spell Attacks). Midna knows the following spells:
- Book of Shadows Cantrips (At-Will): Dancing Lights, Spare the Dying, Friends
- Other Cantrips (At-Will): Deepen Shadows, Eldritch Blast
- 1st Level (2 Slots): Comprehend Languages, Gossamar Webbing, Hex, Witch Bolt
- Racial Spells: Darkness (1/Long Rest), Invisibility (1/Short Rest), Minor Illusion (At-Will)

Actions
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Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4 piercing damage.

Fist Wraps. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit:

Fist Wraps. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit:

Equipment Dagger, Dagger, Fist Wraps, Fist Wraps, leather armor, backpack, clothes, traveler's, component pouch, crowbar, hammer, piton (10), pouch, rations (10), rope, hempen (50 feet), tinderbox, torch (10), trinket, waterskin, 25 gp, 9.5 sp, 5 cp

Background (Lost Civilization)
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Personality Traits
- Curiosity - Midna won’t let her ignorance hinder her curiosity, even if it upsets someone.
- Fascinating - Everything Midna discovers in this new world fascinates her.

Ideal
- Knowledge - Midna wants to learn this world’s secrets to take back home. (Neutral)

Bond
- Stop Conquest - Midna's people intend to conquer the outer world. She can’t let them succeed!

Flaw
- Superior - Midna feels superior to everyone around her, but she holds them blameless for their ignorance.

Background Feature
- Stranger in a Strange Land - Midna's origin grants her celebrity status. She attracts the attention of commoners, nobles, sages and fools alike, but not all of this attention is benevolent. When Midna seeks audience with an individual of note, such as a famous wizard or local noble, she can mention her place of origin in order to entice their interest and earn an invitation. Often they may offer advice and knowledge in trade for stories of her homeland; however if she needs a larger favor, they may demand something exceptional in return, such as technological secrets or a magic item from her homeland.
Last edited by DalkonCledwin on Fri Oct 25, 2019 7:58 am, edited 5 times in total.
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Gabrielle Delacour / The MCs / Twilight Warrior

Post by DalkonCledwin »

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Gabrielle Marie Delacour
Female Part-Veela Bard 2
Medium , chaotic good

Age: 14 / Height: 5' 2" / Weight: 90 lbs
Hair: Blonde / Eyes: Blue / Skin: Fair
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Armor Class 13 (leather armor)
Hit Points 13 (2d8)
Speed 30 ft.
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STR 8 (-1), DEX 14 (+2), CON 10 (+0), INT 12 (+1), WIS 14 (+2), CHA 17 (+3)
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Saving Throws Dex +4, Cha +5
Skills Acrobatics +4, Animal Handling +3, Arcana +3, Athletics +0, Deception +4, History +2, Insight +4, Intimidation +5, Investigation +2, Medicine +3, Nature +2, Perception +3, Performance +5, Persuasion +5, Religion +2, Sleight of Hand +4, Stealth +3, Survival +3
Tool Proficiencies Disguise Kits, Flutes, Hand Drums, Horns, Violins
Condition Immunities charmed
Senses passive Perception 13
Languages Common, French
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Class Abilities
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Bardic Inspiration (d6). Gabrielle can spend her Bonus Action to grant one creature who can hear her that is within 60 feet of her a Bardic Inspiration dice to be added to their next ability check, attack roll or saving throw. Gabrielle may use this power a number of times equal to her Charisma modifier after each Long Rest.

Jack of All Trades. Gabrielle can add half of her Proficiency Bonus to any ability check that doesn't already benefit from said bonus.

Song of Rest (d6). Allows Gabrielle or any single friendly character who can hear her performance to regain an extra 1d6 Hit Points at the end of a Short Rest.

Spellcasting. Gabrielle is considered to be a 2nd level spellcaster. Her spellcasting ability is Charisma (Spell Save DC 13, +5 to hit with Spell Attacks). Gabrielle knows the following spells:
- Cantrips (At-Will): Detect Charm, Disarm
- 1st Level (3 Slots): Air Wave, Bewitch, Comprehend Languages, Enhance Oration, Healing Word
- Racial Spells: Friends (At-Will)

Actions
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Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8+2 piercing damage.

Equipment Dagger, leather armor, Rapier, arcane focus (wand), backpack, bedroll, candle (5), clothes, costume, disguise kit, flute, pouch, rations (5), waterskin, 65 gp, 5 sp

Background (Entertainer)
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Personality Traits
- Defuse - Gabrielle has a calming nature that people find soothing. For this reason people are rarely angry with her for long.
- Romantic - Gabrielle believes her special someone is out there and will forever search for them. She wants to whisk them off their feet with romantic gestures.

Ideal
- Beauty - The world is made better when Gabrielle performs (Good)

Bond
- Famous - Gabrielle has one goal, to be famous, and she will do whatever it takes to achieve that goal.

Flaw
- Satirized - Gabrielle once ridiculed a noble. He still wants her head on a stick. Honestly though, she'll likely make the same mistake again.

Entertainer Routines Instrumentalist, Jester, Tumbler

Background Feature
- By Popular Demand - Gabrielle can always find a place to perform, an inn, a tavern, a circus or even for the nobility. For her performances, Gabrielle receives free food and lodging at a modest or even comfortable standard for each night that she performs. Because of her skills as a performer, she can become the local figure that everyone wants to see. People notice her as she passes through towns that she previously performed at, making her a minor celebrity.
Last edited by DalkonCledwin on Fri Oct 25, 2019 7:58 am, edited 2 times in total.
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Princess Zelda / The MCs / Twilight Warrior

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Princess Zelda
Female Hylian Cleric 3
Medium , lawful good

Age: 17 / Height: 5' 7" / Weight: 105 lbs
Hair: Blonde / Eyes: Blue
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Armor Class 15 (scale mail, shield)
Hit Points 21 (3d8+3)
Speed 30 ft.
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STR 10 (+0), DEX 8 (-1), CON 12 (+1), INT 16 (+3), WIS 17 (+3), CHA 15 (+2)
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Saving Throws Wis +5, Cha +4
Skills Arcana +5, History +5, Insight +5, Intimidation +4, Medicine +5, Persuasion +4, Religion +5
Tool Proficiencies Dragonchess, Flutes
Senses passive Perception 13
Languages Common, Hylian
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Triforce of Wisdom
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Boon of Immortality. You stop aging and become immune to any effect that would cause you to age. You cannot die from old age.

Boon of Spell Mastery (Healing Word). Pick a 1st-level sorcerer, warlock or wizard spell that you can cast. You can now cast it at lowest level required without expending a spell slot.

Class Abilities
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Armed for Spiritual Warfare. Zelda gains the Word of Censure cantrip

Subtle Agent of the Faith. Zelda gains the Intimidation and Flute proficiencies

Channel Divinity (1/rest). Turn Undead & Turn the Faithless

Spellcasting. Zelda is considered to be a 3rd level spellcaster. Her spellcasting attribute is Wisdom (Spell Save DC 13, +5 to hit with Spell Attacks). Zelda knows the following spells:
- Cantrips (At-Will): Death Prayer, Spare the Dying, Word of Censure
- 1st Level (4 Slots): Bless, Ceremony, Detect Evil and Good, Detect Magic, Healing Word (Free), Protection from Evil and Good, Purify Food and Drink
- 2nd Level (2 Slots): Exorcism, See Invisibility, Zone of Truth
- Magic Item Spells: Beacon of Hope (1/day), Commune (At-Will), Cure Wounds (At-Will), Mind Blank (Constant), Protection from Evil and Good (Constant), Resistance (1d4/day), Resurrection (1/day), Telekinesis (At-Will), Telepathy (At-Will), Teleport (1/day), Wall of Force (1/day)

Actions
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Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1d8 slashing damage or 1d10 slashing damage if used with two hands to make a melee attack.

Equipment Longsword, scale mail, shield, 2 blocks of incense (worth 10 gp, 2 lb), alms box (worth 10 gp, 5 lb), backpack, blanket, candle (10), censer (worth 10 gp, 3 lb), clothes, fine, flute, holy symbol (emblem), pouch, rations (2), tinderbox, triforce of wisdom, vestments (worth 5 gp, 1 lb), waterskin, 43 gp, 5 sp

Background (Noble)
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Personality Traits
- Flattery - When Zelda talks to people, she uses flattery to make them feel like the most important and wonderful people in the world.
- Generosity - Zelda is kind and generous to the common folk and for this she is loved.

Ideal
- Noble Obligation - I have a responsibility to care for and protect those beneath me. (Good)

Bond
- Missing Friend - Zelda has a close friend known as Linkle of Faron Woods. She recently received word that her friend has been abducted by a weird group of cultists. All information regarding these cultists indicates they are from somewhere near the Gerudo Desert. Zelda must find Linkle before it's too late!

Flaw
- Revolve - The world does in fact revolve around Zelda; after all, the core series is named "The Legend of Zelda."

Background Feature
- Position of Privilege - Because of her noble background, people assume the best of Zelda, and she is welcome wherever she goes; especially in high-society. Common folk will cater to her so as to get into her good graces, and people of the same standing will welcome her into their world. If needed, Zelda can acquire an audience with a local noble, should the situation call for it.
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Shadowfang / Bosses / Twilight Warrior

Post by DalkonCledwin »

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Shadowfang, the Dark Wolf
First Dungeon Boss
Large fey, neutral evil

--------------------
Armor Class 14 (natural armor)
Hit Points 51 (6d10+18)
Speed 40 ft., fly 40 ft. (hover)
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STR 18 (+4), DEX 17 (+3), CON 16 (+3), INT 5 (-3), WIS 12 (+1), CHA 7 (-2)
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Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses darkvision 60 ft., passive Perception 11
Languages understands Common and Elvish and Sylvan but doesn't speak
Challenge 4 (1 Heart/Level per Character)
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Keen Hearing and Smell. Shadowfang has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Sunlight Banishment. If Shadowfang starts its turn in sunlight, it is transported to the Ethereal Plane. While the spot it vanished from is in sunlight, Shadowfang remains in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot. Shadowfang is visible on the Material Plane while it is in the Border Ethereal, and vice versa. It can't affect or be affected by anything in the Material Plane while in the Border Ethereal. If the Shadowfang is adjacent to Zant while on the Ethereal Plane, Shadowfang can use an action to return to the Material Plane.

Telepathic Bond. When Shadowfang is on the same plane of existence as Zant, it can magically convey what it senses to Zant, and both can communicate telepathically with each other.

Actions
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Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6+4) piercing, plus if the target is frightened add 14 (4d6) psychic damage.

Baleful Baying. Every enemy within 300 feet of Shadowfang while it is using Baleful Baying that can hear it must succeed at a DC 13 Wisdom saving throw or be frightened until the end of Shadowfang's next turn (or until the hound is incapacitated). A frightened target that starts its turn within 30 feet of Shadowfang must use all of its movement on that turn to get as far from the hound as possible. The target must finish the move before taking any action, and takes the most direct route, even if hazards are in the path. A target that successfully saves is immune to Shadowfang's baying for the next 24 hours.
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Narcissa's Wing Brainstorm & Notes

Post by DalkonCledwin »

Narcissa’s Wing
Premise: Sometimes the person the person you would least trust to look after a young heroine, is the one that will be the most effective in accomplishing the task.
Required Inclusions:
- This fic must involve a female version of Harry Potter, whose name will be Euthalia.
- Euthalia and Draco must meet at some point prior to the start of their first year at Hogwarts.
- Narcissa Malfoy must be aware that Euthalia outranks her in the House of Black, both due to who her godfather is and due to who her grandmother was.
- Because of the above knowledge, Narcissa decides to take personal interest in Euthalia after she finds the girl interacting with her son, and instruct her in the ways of House Black.
- While Euthalia is receiving lessons from Narcissa, Draco will also be receiving lessons from Lucius.
- Narcissa must be considerably more dangerous than Lucius is, and must pass this on to Euthalia during their lessons together.
- Euthalia being sorted into Slytherin so as to not be separated from her ‘Magic Dragon’
Preferred Inclusions:
- Euthalia and Draco having a minor kerfuffle over how they are to refer to their muggle-born classmates.
- Euthalia being just as scary as their Aunt Bella when she puts her mind to it.
- Euthalia looking like her mother’s ‘mini-me’, something which will no doubt cause friction between her and Severus Snape.
Optional Inclusions:
- Euthalia and Draco both using far more mature vocabulary than children their age normally should due to their respective training.
Forbidden Things:
- Euthalia getting along with Ron or Ginny Weasley.
- Euthalia the Emo Doormat.
- Euthalia staying with the Dursley family after Narcissa finds her. Give her, her own manor house if necessary.

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Additional Notes: While I have full stat blocks for the characters I'll be sharing with you all, I will instead be displaying them using the Monsters Manual stat block model as I find that to be more than sufficient for my needs. The specific rules these characters are being built from can be found here: https://www.gmbinder.com/share/-LsXE64qLDdLgBczM2kA

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Level Clarification: Levels are as follows for this scenario:
- First Year Students range from levels 1-2
- Second & Third Year students range from levels 3-4
- Fourth Year Students are typically level 5
- Fifth Year students range from levels 6-7
- Sixth Year students range from levels 8-9
- Seventh Year students will typically be level 10
- The standard Hogwarts Graduate will range from levels 11-12
- Exceptional Hogwarts Graduates, such as Aurors, and OotP will range from levels 13-16
- And only the most exemplary of individuals will reach levels 17-20, people such as Dumbledore, Grindelwald, and Tom Riddle.
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Euthalia Potter / The MCs / Narcissa's Wing

Post by DalkonCledwin »

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The Fighter
Class: Willpower Caster / Hogwarts House: Slytherin
School of Magic: Charms (Dueling) / Wand: 12" Sturdy Aspen & Phoenix Feather (see Backgrounds chapter)
Age: 11 / Height: 4' 6" / Weight: 70 lbs
Hair Color: Red / Eye Color: Green
Magical Pet: Hedwig, the Snowy Owl

Level 1 Stat Block
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Last edited by DalkonCledwin on Thu Nov 07, 2019 11:36 pm, edited 4 times in total.
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Draco Malfoy / The MCs / Narcissa's Wing

Post by DalkonCledwin »

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The Healer
Class: Technique Caster / Hogwarts House: Slytherin
School of Magic: Healing (Healer) / Wand: 10' Stiff Hawthorn & Unicorn Hair
Age: 11 / Height: 4' 9" / Weight: 79 lbs
Hair Color: Blonde / Eye Color: Gray
Magical Pet: Dredd, the Ocicat

Level 1 Stat Block
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Build Comments: A 10' Wand of this type is not included in the Backgrounds, so what it basically translates to is that Draco wants to do whatever it takes to prove himself worthy of the girl he loves, even if he doesn't realize he loves her just yet.

Also... Crinus Muto is the hair styling charm. Naturally Draco has that as one of his At-Will spells :P
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Daphne Greengrass / The MCs / Narcissa's Wing

Post by DalkonCledwin »

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The Natural Legilimens
Class: Technique Caster / Hogwarts House: Slytherin
School of Magic: Divination (Legilimens) / Wand: 10.5" Laurel & Unicorn Wand that is Quite Flexible
Age: 11 / Height: 4' 10" / Weight: 84 lbs
Magical Pet: Flufflepuff, the Puffskein

Level 1 Stat Block
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Re: Dalkon's d20 System Stat Blocks

Post by Gabriel Herrol »

Incendio Glacia? What kind of spell is that? Blue Fire from Ocarina of time perhaps?
Haven't you lot ever seen a feller with an armload of woman before?
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Re: Dalkon's d20 System Stat Blocks

Post by DalkonCledwin »

Incendio Glacia is the name given to Bluebell Flames in the stat sheets I'm working with
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