Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Leuwyn Tailorson, Human Wizard

1446190866

Edited 1447979475
Original Sheet is here: Leuwyn Tailorson, Human Wizard [250+0 points] Joined Session 3 8/11/15 Pastebin links to spellbooks are included for reference purposes, but IMO it would be a better experience if fellow players don't go hunting for those. Links are in the notes section. Updated Sheets will be put in order here: Grimoire is ready to be made, but I'll need a link to that fillable form version if you want it, as I'm running a paper copy ATM. The Grimoire will be kept up to date with the current spells, which might differ from the link in the character sheet a little bit if only one or two spells have been added. I will be releasing a new sheet after every major change, or every 3 minor changes. Equipment will not be updated on the sheets here, but will be kept updated on the next version. And finally, the badly written backstory is here, there's more to it but it's boring so I left it out: Named after his grandfather, Leuwyn (or Lou) is a long time member of the Order of the Sun and recent graduate from one of their few remaining Solar Centres- described as a mix between magical academy, cult retreat and fight club. As bad as the plague has hit Brecconary, the southern city about which the Solar Centre was built was hit far worse- perhaps due to the differences in climate- becoming a city of the dead. While many of his brothers and sisters remained to take part in a ritual devised to purify the city, Leuwyn fled north, keeping to small towns and villages where the disease had yet to touch so heavily. He arrives in Brecconary some weeks later, down to his last few silver pennies and cursing himself for leaving the relative safety of the countryside for this plague pit. He overhears rumour of an eclectic band of mercenaries discovering undead beneath the city and resolves to seek them out, for where there's undead there's work to be had for an Order mage and he's in desperate need of coin if he is to stay out of the streets, but it would be suicide to try to fight alone.
This is the image that I used to create his token.
Proposed final changes: Earring exchanged for a gold braided ring (suits me for not keeping the first sheet up to date with the minute changes made to the working copy before the first session, everything else is okay) Spells removed (Sunbolt, Ball of Lightning, Explosive Lightning) If it were permitted I'd fold them into the Blast Ball spell, but I believe that you've said that if the ability has been used, it's locked in. Therefore: Increase Lightning 16 IQ+2 [1] to Lightning 18 IQ+4 [4], to increase success with spell variation.
If you would like to increase a spell/skill used by a bit, I'll certainly allow that. It was only used off-stage anyhow. Decreasing or removing a spell/skill or other trait, no. Otherwise, looks good.
1448238049

Edited 1448768317
Proposed Changes: - Remove Spell Variation as it is banned, replace with Brute-Force Spell , which is an 'extra option' perk by a different name: Perk: Brute-Force Spell (Blast Ball) Thaumatology - Magical Styles, p. 24 : Unlike most casters, you can invoke the Increased Effective Skill option ( Thaumatology, p. 39 ) for one particular spell, allowing you to trade extra energy for skill. Thaumatology, p 39 : Increased Effective Skill: The energy-for-skill tradeoff of Ceremonial Magic (p. B238) applies to all castings: +1 to skill for 20% extra energy, +2 for 40%, +3 for 60%, +4 for 100%, and another +1 per additional 100% of the required energy. Such skill increases affect the roll to cast the spell and the Power of enchanted items, but they don’t reduce casting time, energy cost, or ritual requirements. A further option for Missile spells is to give +1 to the attack roll per extra energy point spent. As before, I won't finalize any changes without approval. If the above is not approved, then I would take Secret Words , or Spell Duelist. Training: Basic Conjuration: Recover Energy 16 IQ+2 [1] for $40 I am 6 points away from the next style perk. E1: Added two more spells, to make identifying potions in the field somewhat easier, -2 points and -$80. I am 3 points away from the next general perk.
First, for the long-kept record (remember we've been playing for more than a year), my post above, "Decreasing or removing a spell/skill or other trait, no," was in reply to your question and meant to be taken with it. You were right when you said I don't want traits that were used "on stage" to be decreased or removed. I'm not very worried about increasing traits used in-game by a level or maybe two or so. Decreasing or removing traits not yet canonized, no problem with that at all after the first session. After the second, okay, but let's take a bit more care that the character stays essentially the same as in the last two sessions. It's about narrative continuity , mainly. Secondly, rules-as-written, changes to fielded character sheets are, of course, verboten. Here we've had two sessions, but only one dungeon and this is all your first Wizard, and you've blackmailed  convinced me to allow two additional books, one of which being very weighty an complicated, so we still have some pretty good wiggle room.  I know there is no confusion over any of that. I'm just stating it for the record. Since my computer locks up every so often, I'm going to post this, then put eyes to ink before making the call. So, I'll reply again here in a bit.  Again, this has wide-reaching concequences. 
I see after reading your question more thoroughly that you are making an effort to lighten some of the load caused by dropping three books on our library shelves (I said two in my last post by mistake) and that I appreciate.  You want to take an Extra Option perk (from Magical Styles by the name of Brute-Force Spell) which will then allow you access to those rules that you quoted from p. 39 of Thaumatology  for one spell of your choice, that spell being Blast Ball (from Dungeon Magic ). So long as you're not overextending  the amount of perks you're allowed to take by RAW, that should be just fine. It adds a bit of balance while at the same time quarantines this inclusion from having those wide-ranging consequences I mentioned. That's a win-win.  I'll allow it. Anyway, I like the rules. I'd love it if they were in Magic . I'm sure I'd love it if a lot of band-aid rules from Thaumatology had been printed in Magic .  As it is, I don't want to devote the time to read 300 pages of text all about fixing and expanding  Magic,  especially since that cancerous tumor will be cut out the instant a grimoire for Sorcery is released. I still want to read Wilderness Adventures  and incorporate all those various rules. It took me the season break and more to become familiar with both Martial Arts and Low-Tech, but I wanted to add those books, and we voted as a group to do so. Adding them had a profound effect on our game.  Here we have 300 pages for a single character that will not be replicated ever again and that has went to great lengths beyond the existing library to fix an anemic character type widely believed to be ineffective in GURPS: the missile Wizard. The Scout does ranged combat better while an Ulf-style Wizard does everything else better. Edge cases like diffuse monsters are handled by the Ulf-style Wizard as well if not better. Crowd control, again, is fully mastered by the Ulf-style Wizard; a grimoire quickly rattled off the top of my head: Panic, Mass 'X', Glue, Blackout, Stench, etc., etc., etc. Accounting for niche protection, a missile Wizard brings nothing to the table while at the same time depriving the party of the very most powerful PC archetype: the Ulf-style Wizard. A missile Wizard is a lose-lose. This isn't a rant directed whatsoever at you, the player, Archie.  However, this is apparently the lengths I must go in attempt to convince "folks," as Chris would say, that I am loathe to burden and confound us further by adding more and more sources to our lengthy list of citations. At some point, I'm going to have to say "No more rules!" While your petition for Dungeon Magic  narrowly passed veto, attached to it was a  rider seven times as lengthy . . . I anxiously await news of Tailorson's exploits in Chris' upcoming gladiator arena. It would be terrible if something were to happen to him.
Stripe said: (...) the Ulf-style Wizard. (...) Hmmmm, Ulf setting a whole new style. Creating new paradigms. Going from simple character to abstract concept and then to ideal . Paving the road to immortality and beyond even after retirement. Maybe we'll have a Lou-style wizard to speak off after a campaign or 2, hmm? =D
Heh. I'm not sure what to call such a Wizard—the same type I provide guidance for creating in my Choosing Wizardly Spells thread —so Ulf-style gets the point across.  A missile mage is its antithesis, though.  It's certainly possible for an effective Wizard to specialize, but it's often a disadvantage to do so. For example, in a non-Dungeon Fantasy dungeon crawl standard fantasy game, I'd say a mind controller was the most powerful specialist, but even so, I'd have several other spells from a variety of schools. I'd be an expert in that college, but probably more than half my spells would be from others. I might take a missile spell, but . . . For a dungeon crawl, a Wizard with a broad grimoire is the best, whatever we call that type. 
1450641618

Edited 1450642379
Added another spell, 1 cp spent -$20 Added Current Affairs, 1cp spent $40 I am 5 points away from my next style perk I am 2 points away from my next general perk Bought a Wizard's Wand - $50 New charaacter sheet: Leuwyn Tailorson, Human Thaumatergeticist December 20th Session [257 points]