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 Title: Ghorin
Description: Kadgar's Adventuring! character. Description: Kadgar's Adventuring! character.
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# Ghorin # Ghorin (human wizard 1)
Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
Ghorin hails from Suzail, the capital city of Cormyr. Tasked with returning a tome to the temple of Oghma after stealing 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. 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** ## Stats
* **Effort: 1, Intellect Edge: 1**
* **Cypher Use:** 3 cyphers at a time.
### Abilities ## Features and Talents
* **Shatter** * **Cantrips:** *alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*,
* **Far Step** *spark*
* **Onslaught** * **Cyclic Spells:** cyclic spells are only expended in a battle if cast when the escalation die is 0 or odd.
* **Push** * **Judicious Casting:** spells have different effects depending on how they are cast.
* **Third Eye** * **Ritual Magic:** cast spells as rituals [also a good excuse to learn more divination spells].
* **Passives** * **Evocation:** 1/battle opportunity to add a target to a PD-targeting spell.
* **Sense Magic** * **Prodigious Learner (self-taught):** gain more feats.
* **Smart (x2):** +2 to your Intellect Pool. * **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 * **Quick to Fight:** roll initiative twice and choose the result you want.
* **Trained** in defense rolls to resist mental effects * ***Adventurer Feat:*** +2 to defenses for the first round if your initiative is higher than all enemies'.
* **Trained** in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power * ***Magic missile:*** Ranged, 1/arc, Quick; no attack roll, 5 force damage, number of rounds this is usable varies.
* **Trained** in all actions involving identifying or understanding the supernatural * ***Ray of frost:*** Ranged, At-Will; Int vs. PD, 9 (2d8) cold damage.
* **Practiced** with light weapons. * ***Shocking grasp:*** Close, At-Will, Move; Int vs. PD, 2 (1d3) lightning damage and target pops free, cast recklessly
* **Hindered** in any task involving lore, knowledge, or understanding for more targets.
* **Hindered** in any task involving charm, persuasion, or deception * ***Color spray:*** Close, Cyclic; 1d4 nearby in a group, Int vs. MD, 9 (2d8) psychic damage, low hp enemies weakened.
* **Hindered** with attacks with medium and heavy weapons * ***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.
### 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
### Equipment ### Equipment