convert Ghorin to 13A

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Brian S. Stephan 2025-10-05 13:54:00 -05:00
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Title: Ghorin
Description: Kadgar's Adventuring! character.
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# Ghorin
Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
# Ghorin (human wizard 1)
Ghorin hails from Suzail, the capital city of Cormyr. Tasked with returning a tome to the temple of Oghma after stealing
it, he seeks the leader of his group who abandoned the group with the book.
## Cypher System Stat Block
[TBD: One Unique Thing]
* **Might: 10, Speed: 12, Intellect: 16**
* **Effort: 1, Intellect Edge: 1**
* **Cypher Use:** 3 cyphers at a time.
## Stats
### Abilities
## Features and Talents
* **Shatter**
* **Far Step**
* **Onslaught**
* **Push**
* **Third Eye**
* **Passives**
* **Sense Magic**
* **Smart (x2):** +2 to your Intellect Pool.
* **Cantrips:** *alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*,
*spark*
* **Cyclic Spells:** cyclic spells are only expended in a battle if cast when the escalation die is 0 or odd.
* **Judicious Casting:** spells have different effects depending on how they are cast.
* **Ritual Magic:** cast spells as rituals [also a good excuse to learn more divination spells].
* **Evocation:** 1/battle opportunity to add a target to a PD-targeting spell.
* **Prodigious Learner (self-taught):** gain more feats.
* **Wizard's Familiar:** tiny eyestalk (alert, scout) --- ignore certain conditions once by letting your familiar cast
for you, have your familiar help you access a limited-use spell when you're spent.
### Spells
## Feats
* **Hedge Magic**
* Quick to Fight (A)
* Magic Missile (A)
* ...
* ...
### Skills
## Spells and Powers
* **Trained** in all interactions involving lies or trickery
* **Trained** in defense rolls to resist mental effects
* **Trained** in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power
* **Trained** in all actions involving identifying or understanding the supernatural
* **Practiced** with light weapons.
* **Hindered** in any task involving lore, knowledge, or understanding
* **Hindered** in any task involving charm, persuasion, or deception
* **Hindered** with attacks with medium and heavy weapons
### Arcs
* **Undo a Wrong** --- Part of a group of thieves who stole a family heirloom from a family which ended up getting
solely pinned on him. He's was caught and tasked by the family to find the item and clear his name.
* **Opening**
* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
### Cyphers
* an *eye figurine of far sight* [remote viewer, level 5] --- this small eye allows you to view an area as if you were
there.
* a *stim leaf* [level 5] --- chewing this leaf eases one action.
* *burst of speed* (subtle) [level 2]
* *curative potion* x2
* **Quick to Fight:** roll initiative twice and choose the result you want.
* ***Adventurer Feat:*** +2 to defenses for the first round if your initiative is higher than all enemies'.
* ***Magic missile:*** Ranged, 1/arc, Quick; no attack roll, 5 force damage, number of rounds this is usable varies.
* ***Ray of frost:*** Ranged, At-Will; Int vs. PD, 9 (2d8) cold damage.
* ***Shocking grasp:*** Close, At-Will, Move; Int vs. PD, 2 (1d3) lightning damage and target pops free, cast recklessly
for more targets.
* ***Color spray:*** Close, Cyclic; 1d4 nearby in a group, Int vs. MD, 9 (2d8) psychic damage, low hp enemies weakened.
* ***Force salvo:*** Ranged, 1/arc; up to 4 nearby, Int vs. PD, 14 (4d6) force damage.
* ***Shield:*** Close, Recharge 11+, Free when hit; force a reroll on an attack hitting you.
### Equipment