Character Sheet at the end of Arc 1
Alex Vorhal Level 15 Sentinel Human Wizard
Title: Sentinel During the first challenge of the Tower you were a protector, a scout and a troubleshooter. You have saved at least 50 lives, killed an elite monster and learned protective magic. You gain bonus experience when protecting others, or killing creatures that pose threat to others. Your abjuration spells are 1 tier harder to dispel. You may choose a party member to share any damage you would take from damage transfer from your spells. Every 10 levels after earning this title, you may choose another party member. The damage is split evenly.
Class: Wizard Having taken the first steps on the most correct and best path in the Tower, you are a generalist wizard. The base-line of the wizard class grants you abilities related to faster and more efficient spellcasting, access to all schools of arcane magic and the objectively best class uniform- a robe and a wizard hat.
Stats: Power 3: Strength 2, Agility 2, Intensity 2; Resilience 4: Stamina 1, Willpower 4, Self-Esteem 0; Mind 5: Knowledge 5, Arcana 5, Enlightenment 4
Notable Skills: Stealth 6 Spreadsheet Management 6 Arcane Theory 5 Spellcraft 5 Arcane Scribing 4 Game Master (Tabletop Roleplaying Games) 4 History 3 Cartography 3 Mixology 3
Traits: General Anxiety Disorder (Mild): Your parents were right! It is all in your head. Doesn't mean it won't give you a -5% penalty to resist fear effects here though.
Vengeance (Trauma): Well I'll be fucked. You have somehow resolved your trauma trait by destroying the thing that caused it. Whenever you would gain the Trauma trait in the future, you instead gain the Vengeance trait targeting the source of your trauma. If you defeat it within 7 days, you gain bonus experience and do not gain trauma.
Scholar (Arcane Theory): Increase numerical effects of spells by 0.1 x Arcane Theory level
Ward Specialist (Survivor): When any of your abjuration spells transfer a portion of damage to you, they do so with a five second delay. Damage is reduced by further 2%. Spells affected: Invisible Barrier. Damage transfer reduced 10%-8%. If split with a party member, both of you gain 1% reduction for a total reduction of 5%-4%.
Abilities:
Coward (base): Run Screaming: When you move in a direction directly away from enemies aware of you, your movement speed is doubled. Upgraded at level 8 to Retreat Forwards, allowing you to double your movement speed while running either towards or away from enemies.
Coward (2): Run and Hide: When you are out of direct line of perception of monsters, monsters will not enter a room you are in unless they are intentionally looking for you. Your skill in Stealth increases more quickly when you hide without intention to ambush or spy.
Helpful (3): Critical Support: You learn a support spell. (Invisible Barrier T2, R1 gained)
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Coward (4): Survivor: you passively gain 2 experience an hour, so long as you do not engage in any combat or dangerous activity in this hour. Taking this ability multiple times doubles the experience gain.
Helpful (5): Community: choose one group of no more than 100 people. When you are in this community, your negative traits are negated and your support skills and abilities are improved. The Adventuring Guild chosen.
Coward (6): Hide in a hole: Whenever no other creature observes you for more than five minutes, you begin to rapidly recover hit points and magic. Your will recover 5% of health and mana per minute while in this state.
Helpful (7): Party Up: Designate up to 5 people to be in a party with you. While partied up you can use the Contacts section of this Journal to send them messages. You know which direction to go to find your party members, so long as they are on the same plane of existence of you, and there is a possible path to them.
Coward (8): Upgraded Run Screaming to Retreat Forwards
Helpful (9): Upgraded Party Up! With Arcane Chat: Upgrades the chat function of your party chat allowing you to transfer the sigils and incantations of your spells via chat. This relies on your Arcane Script skill being high enough to accurately transcribe the sigil, and the reader's Arcana and spellcasting skills being high enough to cast the spell. The spell may only be cast by the recipient for so long as it remains on the page. Anyone in your party is able to transcribe spells in this way so long as you have this ability
Wizard (base): Unshackled Mind: You may increase your Mind-based attributes 1 point above your Mind
Wizard (base): Magic Journal: You have unlocked a new page in your Journal, detailing magical attributes and details
Wizard (base): Arcane Tool Use: When using staves, wands, or rods to store spells, you may store one additional spell
Wizard (base): Specialized Spellcasting: You may choose a specialization in spellcasting. Specialization grants you a unique spell, reduction in syllables needed for incantation and slightly reduces the mana cost of all spells in the specialization. Specialization may be upgraded or changed every 5th Wizard level. Specializations chosen: Abjuration (1), Chronomancy (5)
Wizard (10): Blood Mage: You are much more efficient when casting from hit-points. The damage you take from casting spells when out of mana is effectively reduced by 66%
Sentinel (11): Everpresent Guardian: Choose a location. Once every 24 hours you may open a portal that will instantly transport you to the location. You may choose a new location once every 3 days.
Wizard (12): Wizard of the Tome: When using a grimoire, tome, or other book-based focus to aid with spellcasting you gain the following benefits. You may store twice as many spells in a spellbook. Spells cast from the spellbook use 20% less mana. Transcribing spells will be slightly easier. The first spell cast from your spellbook per short rest will act as if it was stored in the spellbook
Sentinel (13): Friendly Fire: When casting Area of Effect spells with deleterious effects, automatically cast any warding spell known to you that would reduce the spells effects on each ally in the area of the spell. Current synergies available: Grease Fire + Flame Ward
Wizard (14): The Elder Tongue: You gain the Elder Tongue language skill. As the skill improves, you will learn to understand the meaning behind your incantations. This has many uses.
Sentinel (15): Arm the Militia: You may use spells that create weapons or armor on 10 x Arcana allies at once when casting abjuration spells that create armor and conjuration spells that create weapons. You may use this ability once per type per day- once for weapons, once for armor, and the duration of this ability changes the spell duration to a maximum of one hour.
Magic
Mana: 120/120 Hit Points: 30/30 Max Rank known: 3 Max learnable Rank: 5 Mana use efficiency: 35%
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