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About Pentella "Pen" Cole---------------------------------------------------------
Memorized Arcane Wizard Spells DC 36, attack +26:
Arcane Wizard Spells DC 36, attack +26; 8thdiscern location, disintegrate 2, polar ray 7th fireball, haste 2, true target 6th chain lightning(2), stoneskin, true seeing 5th scorching ray[SoM] 2, telepathic bond, tongues 4th dimension door, fly, invisibility, telepathy 3rd water breathing, magic missile 2, mind reading 2nd dispel magic, endure elements, see invisibility, glitter dust 1st air bubble, color spray, command, feather fall, pocket library[SoM], restyle[SoM] Cantrips (7th) detect magic, electric arc, light, mage hand, prestidigitation, produce flame, ray of frost, read aura, shield Her Magic Staff, no name: 6/6 charges:
major staff of water how it looks A stout wooden staff capped with an iron setting, holding a solid green orb with slowly shifting lines across its surface. While wielding a staff of water, you have resistance 10 to fire.
other magic staff:
This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +2 circumstance bonus to damage rolls against undead. Activate Cast a Spell; Effect You expend a number of charges
gear:
firestarter pellets, knapsack of halflingkind, ladder feather token (2), rations (1 week) (5), skeleton key (1/1), money, purse (7 gp, 8 sp, 3 cp) Decanter of endless water: Spoiler:
This item looks like an ordinary glass flask full of water. The stopper can’t be removed unless you speak one of the item’s three command words, each of which causes water to pour forth in a different way. Pulling the stopper straight out creates fresh water, and rotating it as you pull creates salt water. Any effect of the decanter lasts until the decanter is plugged (with its own stopper, a finger, or the like). Activate [1 action] command, Interact; Effect Speaking “stream,” you cause water to pour out at a rate of 1 gallon per round. Activate [1 action] command, Interact; Effect Speaking “fountain,” you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round. Activate [1 action] command, Interact; Effect Speaking “geyser,” you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an Interact action to direct the geyser each time. Elixir of life, lesser (3d6+6) (infused): Spoiler:
Traits: Alchemical, Consumable, Elixir, Healing, Infused [1 action] Elixirs of life accelerate a living creature’s natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. Lesser The elixir restores 3d6+6 Hit Points and the bonus is +1. Eyes of the eagle: Spoiler:
Traits: Invested, Magical, Transmutation These lenses of amber crystal fit over your eyes. They grant you low-light vision and a +2 item bonus to Perception checks that involve sight. Feather token, ladder: Spoiler:
Each feather token appears to be a simple feather from some exotic bird. The feather’s shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. When activated, this feather transforms permanently into a 20-footlong wooden ladder. Firestarter pellets: Spoiler:
Traits: Catalyst, Consumable, Magical These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure). The persistent damage is 1d6. Appears In: Secrets of Magic Knapsack of halflingkind (4 Tarts/day): Spoiler:
Traits: Conjuration, Extradimensional, Healing, Invested, Magical Rarity: Uncommon [1 action] This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding. The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food. The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an Interact action to regain 2d8+4 Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate. Skeleton key (1/day): Spoiler:
Traits: Magical, Transmutation [free] A grinning skull tops the bow of this macabre key. This key can be used in place of thieves’ tools when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check. If the skeleton key becomes broken due to a critical failure on the check, it works as normal thieves’ tools and loses its benefits until Repaired. Once per day, when you’re using the key to Pick a Lock, you can activate the key to magically make the lock easier to overcome. You gain a +4 status bonus to your attempt to Pick the Lock, and for 1 minute, anyone who tries to Pick the Lock or break it with Athletics gains a +4 status bonus on their checks. Robe of Archmagi: Spoiler:
The robes are +2 greater resilient explorer’s clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells. Activate command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell.
Traveler’s any-tool: Spoiler:
Traits: Magical, Transmutation [2 actions] Before it’s activated, this item appears to be an ash rod capped with steel on either end. Activate [2 actions] Interact, envision; Effect You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an Interact action. --------------------------------------------------------- Notes!:
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Abilities:
Diviner Sense: Spoiler:
You sense magical dangers. When using the Detect Magic exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a magical effect or magic item and is in range of your detect magic. Recall Under Pressure: Spoiler:
[free-action] (fortune) Trigger You attempt to Recall Knowledge during a combat; Frequency once per day; Effect Rather than roll a different skill to Recall Knowledge during the fight, your memory flashes back to something you read in some old book. You instead attempt this Recall Knowledge check with an Academia Lore check. If the information you recall ends up being helpful and positive in an obvious way before you take your next turn, draw a random harrow card. You gain a +1 status bonus to saving throws for the remainder of the combat encounter as your morale soars or a +2 status bonus if the card you drew was from the suit of Books Diviner's Sight: Spoiler:
Uncommon, Concentrate, Divination, Fortune, Wizard Traditions Arcane Cast [1 action] verbal Range 30 feet Targets 1 willing living creature Duration until the end of your next turn In-Play Information Heightened to 6th Level Cast [1 action] verbal Range 30 feet Targets 1 willing living creature Duration until the end of your next turn Calculation Breakdown: Proficiency Level (Expert) •Ability Bonus (+5): Intelligence 20 (+5) •Base Bonus (+15): Character Level (+11), Expert Proficiency Modifier (+4) You glimpse into the target’s future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Alternatively, you can instead reveal the result of the die roll for one of the target’s secret checks during the duration, and the spell ends. Casting it again ends any active diviner’s sight you have cast, as well as any active diviner’s sight on the target. Vigilant Eye: Spoiler:
Uncommon, Divination, Wizard Traditions Arcane Cast [1 action] somatic Range 500 feet Duration 1 hour In-Play Information Heightened to 6th Level Cast [1 action] somatic Range 500 feet Duration 1 hour Calculation Breakdown: Proficiency Level (Expert) •Ability Bonus (+5): Intelligence 20 (+5) •Base Bonus (+15): Character Level (+11), Expert Proficiency Modifier (+4) You create an invisible eye sensor, as clairvoyance. When created, this eye must be in your line of sight. When the spell’s duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations. Clairvoyance You create an invisible floating eye at a location within range (even if it’s outside your line of sight or line of effect). The eye can’t move, but you can see in all directions from that point as if using your normal visual senses. Overwhelming Energy: Spoiler:
Traits: Manipulate, Metamagic, Wizard [1 action] With a complex gesture, you alter the energy of your spell to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected. Ancestral Linguistics: Spoiler:
Traits: Elf Prerequisites at least 100 years old Over your extensive lifespan, you’ve studied many languages. During your daily preparations, you can recede into old memories to become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can’t use it as a prerequisite for a permanent character option. Familiar Conduit: Spoiler:
Traits: Archetype, Concentrate, Metamagic [1 action] Prerequisites Familiar Master Dedication, able to cast spells Requirements You have line of effect to your familiar. Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point. Spell Penetration: Spoiler:
You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells. Recognize Spell : Spoiler:
Traits: General, Secret, Skill [reaction] Prerequisites trained in Arcana, Nature, Occultism, or Religion Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Trap Finder: Spoiler:
Traits: Archetype You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. Drain Bonded Item (1/day): Spoiler:
You expend the power stored in your bonded item, as long as the item is on your person. This gives you the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements. spellbook:
Air Bubble, Bullhorn, Charm, Chain Lightning, Color Spray, Command, Continual Flame, Cozy Cabin, Daze, Detect Magic, Dimension Door, Disappearance, Disintegrate, Dispel Magic, Electric Arc, Endure Elements, Fireball, Flaming Sphere, Floating Disk, Fly, Ghost Sound, Glitterdust, Gouging Claw, Hypnotic Pattern, Illusory Disguise, Illusory Object, Invisibility Sphere, Invisibility, Jump, Knock, Light, Lock, Longstrider, Mage Armor, Mage Hand, Magic Missile, Mending, Message, Mind Reading, Paralyze, Phase Bolt, Pocket Library, Polar Ray, Prestidigitation, Produce Flame, Ray of Frost, Read Aura, Resist Energy, Restyle, Scorching Ray, Scrying, See Invisibility, Shield, Sleep, Stoneskin, Summon Animal, Summon Elemental, Telekinetic Projectile, Telepathy, Tongues, Transmute Rock and Mud, True Seeing, Unseen Servant, Warp Step, Water Breathing Puck, her familiar:
Puck Female ceru Tiny, Beast, Minion Perception +21; darkvision, low-light vision, scent (imprecise) 30 feet -------------------- AC 36; Fort +24; Ref +26; Will +25 HP 80 -------------------- Speed 55 feet, fly 25 feet Other Abilities created magic, darkvision, flier, land speed, scent, touch telepathy Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
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She chose to keep ties to a minimum. So far, her own physical being was immune to FATEs reprisals, but it could batter those around her as much as it wanted. The more she cared the better for the vindictive Nothing. Explorer for hire Hire Pentella Cole, Expert Explorer, just for a small share of the loot, and she will lead you around traps, help find hidden clues, and give a tour guide approach to the ancient people that once lived there. No attachment, no part of the legend that is you and your buddies. And what does Pen get out of it? Learning. Seeing the ancient texts is one thing, but seeing how fate weaves the groups together, how it Grows them, little by little, rarely throwing anything at them they cannot handle, but also never anything too trivial. Like someone is up there looking down and Creating it all for Them. Not the gods, no, they are just more pawns. Even they seem to have a... master? Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
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