Quite a while ago, I talked about Castles and Crusades, a fantasy RPG similar to Pathfinder or 3.X D&D in spirit and mechanics. Today, I present Auroré, an Illusionist.
Auroré
Level 1 Human Illusionist
Language: Common
Alignment: Neutral Good
Size: Medium
Movement: 30′
Hit Dice (HD): d4 HP: 4
Base to Hit (BtH): +1
STR 9 [+0]
DEX 14 [+1] (Primary)
CON 11 [+0]
INT 16 [+2] (Primary)
WIS 13 [+1]
CHA 14 [+1] (Primary)
Saving Throws
Paralysis/Constriction (STR): +1
Breath Weapon/Traps (DEX): +2
Disease/Energy Drain/Poison (CON): +1
Arcane Magic/Illusion (INT): +3
Confusion/Divine Magic/Gaze Attack/
Petrification/Polymorph (WIS): +2
Death Attack/Charm/Fear (CHA): +2
Abilities
Disguise (Charisma. Using magic and props, the illusionist
can disguise himself and impersonate others.)
Spell Casting (Spells/day for L1 Illusionist: Level 0 = 4, Level 1 = 3)
Sharp Senses (+1 to all Illusion Saving Throws)
Auroré’s Spell Book
Level 0: Detect Illusion, First Aid, Message, Prestidigitation
Level 1: Illusionary Hounds, Minor Dark Chaos, Read Magic
Weapon
Staff (Damage 1d6)
Dagger (Damage 1d4, Range 20′)
Equipment
Encumbrance Rating = 9
7 silver pieces
68 gold pieces
Backpack: Bedroll, 50′ Silk Rope, Gown, Bandages (4 wounds), Cloth Gloves
Belt, Belt pouch (spell component), Belt pouch (small)
Cape, Heavy Boots, Leather Gloves, Robe
Waterskin
Backstory: Auroré is the most willful of several daughters of a well-to-do widower merchant. He found it much easier (much quieter household) and certainly cheaper (one less dowry; many less milliner, cobbler, and dressmaker bills) to let her study magic. Granted, it was at a school far enough away from her hometown that he could get away with moaning about tuition at “fancy finishing school.”
Now that she is on her own, Auroré has no intention of returning to her roots as an indulged merchant’s daughter. (Her father doesn’t care for this but is resigned to it.) Not only are there less social constraints but a talented illusionist, especially one from a higher-class background, can aspire to a very high position; Power Behind the Throne is not out of the question. For now, though, she is on the road adventuring, which she enjoys. Auroré pays a lot of her inn bills much like a bard, providing entertainment, using the Prestidigitation spell.
Design & Play Notes: Auroré is based on my first C&C PC. C&C takes the stance the effectiveness of Illusions is based upon the Illusionist’s power, not the weak-mindedness of the target/s, which is one of the things that appeals to me about the system’s take on the class. Another thing that appeals to me is the C&C version’s power-behind-the-throne vibe for influencing others in various ways, not just with magic. Her Attribute Scores were set with this in mind, thus the fairly high Charisma. She makes a lot of use of the Disguise ability to mix magic with mundane theatrics as well. When I played the original version of the character, I found this a very effective tactic.
In combat, Auroré, like any sensible mage, stays out of the way of those better suited for physical conflict as much as possible. While she is very limited in number of spells/day at first level, C&C spells tend to have generous durations, in my opinion. For example, Illusory Hounds–which she almost always conjures early on–can last up to a minute, if they don’t “take damage,” which is 6 rounds. The pair of Hounds serve as distractions and can even draw attacks. Likewise, her other offensive spell, Minor Dark Chaos, lasts 2 rounds doing an automatic 3 Damage/round if Saves are failed. The staff and dagger are a last resort for her in combat.
For this version, I didn’t buy much in the way of equipment to allow for player personalization.
Linda Whitson
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