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Beyond The Wall Recluse Wizard

The Recluse Wizard Playbook outlines the character creation process for a wizard who has settled in a village after a youth spent learning magic. Players can customize their character's background, abilities, and relationships, choosing from various options that influence their skills and magical practice. The playbook also details the wizard's class abilities, spells, and gameplay mechanics, providing a comprehensive guide for players to develop their character's story and capabilities.

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0% found this document useful (0 votes)
67 views4 pages

Beyond The Wall Recluse Wizard

The Recluse Wizard Playbook outlines the character creation process for a wizard who has settled in a village after a youth spent learning magic. Players can customize their character's background, abilities, and relationships, choosing from various options that influence their skills and magical practice. The playbook also details the wizard's class abilities, spells, and gameplay mechanics, providing a comprehensive guide for players to develop their character's story and capabilities.

Uploaded by

voivodeofvalakia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Recluse Wizard Playbook

You spent your youth learning the art of magic, but have since settled down in the village. Now events have caused you to
befriend a group of youths who live near your home. You know many things about the world that they do not, but they may
be the key to solving lingering problems from your past.

You are a wise scholar. Your Intelligence and Wisdom begin at 10, and all of your other ability scores begin at 8.

Everyone was a child once. How did you grow up?

1d12 What did your parents do in the village? What did you learn from them? Gain

1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int

+2 Int, +1 Wis, +1 Con,


2 Your father was an outcast, rightfully or not.
Skill: Survival
+2 Dex, +1 Str, +1 Wis,
3 Your parents were fishermen and you grew up by the river.
Skill: Fishing
+2 Con, +1 Wis, +1 Cha,
4 Your family worked a small farm outside the village.
Skill: Farming
+2 Str, +1 Dex, +1 Cha,
5 Your father was the local smith and taught you both hammer and bellows.
Skill: Smithing

+2 Con, +1 Dex,
6 You led the sheep out onto the mountain like your father before you.
+1 Wis, +1 Str

+2 Cha, +1 Int,
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+1 Dex, +1 Wis

+2 Dex, +1 Int, +1 Cha,


8 You worked the loom, cutting and twisting as the Fates.
Skill: Weaving
+2 Int, +1 Cha, +1 Wis,
9 Your father or mother kept the old stories. Your head is filled with them.
Skill: Folklore
+2 Str, +1 Cha, +1 Con,
10 Your father was a watchman, stern but fair with child and stranger alike.
Skill: Athletics
+2 Wis, +1 Con, +1 Dex,
11 You went on journeys into the woods to gather herbs and berries.
Skill: Herbalism
+2 Cha, +1 Int, +1 Dex,
12 Your father was a local merchant. You learned to name your price and charm your customers.
Skill: Haggling

1d8 How did you distinguish yourself as a child? Gain

1 Children often fight, but you never lost. +2 Str, +1 Wis

2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int

3 You were the toughest kid around. +2 Con, +1 Cha

4 No secret escaped you. +2 Int, +1 Dex

5 Your empathy made you a sought after confidant. +2 Wis, +1 Con

6 You never met someone who didn’t like you. +2 Cha, +1 Str

7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha

8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis

Copyright © 2016 Flatland Games, icons by Lorc under CC-BY


The other player characters are your closest companions. Besides this ragtag
1d8 Gain
group of kids, whom else did you befriend when you settled here?

1 The watchman trusts your advice. +2 Str, +1 Cha

2 The fishermen take you with them sometimes. +2 Dex, +1 Wis.

3 You often go camping with the hunters. +2 Con, +1 Int

4 One of the elders remembers your wanderings and enjoys your long talks. +2 Int, +1 Dex

5 Grandmother Weaver respects your wisdom and honors you. +2 Wis, +1 Str

6 The innkeep gives you drinks in exchange for stories. +2 Cha, +1 Con

7 The old widow needs help around the house. +1 Str, +1 Int, +1 Cha

8 The grizzled mercenary likes to share stories with you. +1 Dex, +1 Con, +1 Wis

You learned the art of magic and settled in the village. You become a level 2 Mage. You gain the class abilities Sense
Magic and Spell Casting, the skill Folklore, the cantrip Mage Light, and the rituals Last Call and Wizard’s Home.
The tables below will tell you your other spells. What has your life as a recluse wizard been like?

1d6 What sort of magic do you practice? Gain

You practice magic of truth, clarity, and light. You know the following magics: the spell Clear +2 Int
1
Eyes, the ritual Arcane Experiment, and the cantrip Second Sight. spells to left

You know the dark arts of necromancy and spirit binding. You know the following magics: the +2 Int
2
spell Reanimation, the ritual Unseen Servant, and the cantrip Second Sight. spells to left

You are a great illusionist. You know the following magics: the spell Greater Illusion, the ritual +2 Int
3
Unseen Servant, and the cantrip Glamour Weaving. spells to left

You know the magic of growing things and green gardens. You know the following magics: the +2 Wis
4
spell Entanglement, the ritual Good Berry, and the cantrip Druid’s Touch. spells to left

Most of your art is devoted to protecting your magical house. You know the following magics: +2 Int
5
the spell Bar the Way, the ritual Witch’s Watchman, and the cantrip Glamour Weaving. spells to left

You speak words of power and people are compelled to listen. You know the following magics: +2 Wis
6
the spell Commanding Word, the ritual Staff of Might, and the cantrip Hexing. spells to left

1d6 What is your relationship with the witch in this village? Gain

+2 Wis,
1 She considers you a close friend and ally.
Skill: Herbalism
+2 Int,
2 While she knows you have a good heart, she disapproves of your strange magic.
Skill: Forbidden Secrets
+2 Wis,
3 You and the witch are friends but also rivals.
Skill: Folklore
+2 Int,
4 The witch keeps her distance from you and rarely speaks in your presence.
Skill: Forbidden Secrets
+2 Int,
5 The witch appreciates you and likes your help, but wishes you would get out of the house more often.
Skill: Ancient History
+2 Int,
6 She appreciates your sharp mind and likes to debate philosophy with you.
Skill: Logic

Copyright © 2016 Flatland Games, icons by Lorc under CC-BY


What caused you to choose your pupil? The player to your right immediately
1d6 Gain
gains +1 Int and -1 Cha, and shares this event with you.

A large band of thieves with whom you had dealings before came to steal from you. The pupil +1 Wis
1
to your right spotted them when they entered the village and warned you, and gains +1 Wis. Spell: Shared Vision

When your garden became overgrown and unruly, the youth showed up and started beating
+1 Str
2 back the weeds, unasked. The pupil to your right discovered unknown talents and always
Spell: Phantom Skill
returned to help, and gains +1 Str.

A band of mercenaries were in town at the market, looking for you. The pupil to your right +1 Dex
3
helped you avoid them and sneak back to your secret home, and gains +1 Dex. Spell: Veil of Sleep

A mighty barbarian warrior from the north swore long ago to see your end. When this villain
+1 Wis
4 came to town but could not harm you, the pupil to your right struck him from behind and
Spell: Sanctuary of Peace
helped you dump the unconscious warrior in the wilderness, and gains +1 Wis.

A powerful demon who hunts you came to town, seeking vengeance for past wrongs. The pupil +1 Int
5
to your right was unafraid of the spirit and barred its way with iron, and gains +1 Int. Spell: Abjuration

One of your former master’s rivals is now a mighty lich. This lich sent a band of skeletal war-
+1 Int,
6 riors against the village. The pupil to your right assembled the villagers in a safe space while
Spell: Evade the Dead
you prepared your magic, and gains +1 Cha.

1d6 What special place do you have in or around your house? Gain

+1 Con,
1 A hidden and very well protected basement.
a cellar
+1 Cha,
2 An attic which houses a family of intelligent bats.
an attic
+1 Str,
3 A small ring of standing stones which you have been erecting for years.
a ring of stones
+1 Dex,
4 A fully stocked workshop on the south end of the home.
a workshop
+1 Int,
5 A well-stocked and scholarly library.
a library
+1 Wis,
6 A garden filled with wondrous fruits and herbs.
a garden

Fill out Your Sheet!


1. Record your name, class, and level. 6. Your Initiative is equal to your level, plus your Dexterity
bonus, plus 0 for being a mage.
2. Record your ability scores. In the space beside each, re-
cord your ability score bonus using the chart on the back 7. Your Armor Class is 10, plus your Dexterity bonus, plus
of this booklet. the bonus of any armor you have.

3. Jot down your skills, class abilities, and starting equip- 8. Your Fortune Points are 3.
ment, as well as any other pieces of gear you may want to
buy. The Recluse Wizard begins with the following equip- 9. To start, your hit points are 6 plus your Constitution
ment: a dagger, comfortable robes and ordinary clothes, bonus. Add 1d6 + Con bonus for your second level.
your own strange house on the outskirts of the village,
some impending visitors from your past, the components 10. Fill in your saving throws using the chart on the back
for your rituals, and 4d6 silvers. of this booklet.

4. Pick an alignment. Your character may be Lawful, Cha- 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
otic, or Neutral. If you can’t decide, simply choose to be ons you think you might use. Your to hit bonus for a melee
Neutral; most people are. weapon is your BAB plus your Strength bonus, while you
use your Dexterity bonus instead for any missile weapons.
5. Your Base Attack Bonus comes from your class. As a Your Strength bonus also adds to the damage of any melee
level 2 mage, you have a BAB of +1. weapon.

Copyright © 2016 Flatland Games, icons by Lorc under CC-BY


Reference
Making Tests Fortune Points
Ability Score Checks: Roll a d20 and compare the re- A character may spend a Fortune Point in the follow-
sult to your score in the relevant ability. If the number on
the die is equal to your score or lower, you succeed. If it is ing ways:
higher, then you fail.
Help a Friend: Normally, a character may only help a
Saving Throws: Roll a d20. If the result is equal to the friend with an ability score check if he has a relevant
saving throw number or higher, the roll was a success. skill. By spending a Fortune Point, a character may
Combat Rolls: Roll a d20 and add the relevant attack lend a helping hand and thereby give his compatriot
bonus. Compare the result to the enemy’s armor class. If a +2 to his score for a single roll, even without having
the number equals that armor class or exceeds it, the at- an appropriate skill for the task at hand.
tack was successful. Otherwise, the attack missed.
Second Chance: A character may spend a Fortune
Class Abilities
Point to get a reroll on any failed roll during the
course of play, such as an ability score check, saving
Hit Dice: d6
throw, or to hit roll.
Initiative Bonus: +0
Armor: Mages may not wear any armor.
Cheat Death: A dying character may spend a Fortune
Spell Casting: Mages may harness the power of mag- Point to stabilize at 0 hit points and not continue tak-
ic in three different ways: cantrips, spells, and rituals. ing damage every round.
Your Playbook has given you your starting magics.
Ability Score Bonus
Sense Magic: Being naturally sensitive to the world
1 -4
of magic, Mages may determine if a person, place, or
thing is magical. Doing so requires concentration and 2-3 -3
a few minutes, so mages cannot tell if something is 4-5 -2
magical simply by being in its presence, and people 6-8 -1
tend to notice if a mage is staring at them intently 9-12 0
and ignoring his food during a meal. The GM may 13-15 +1
rule that, when in the presence of particularly intense
16-17 +2
sorcery, the mage notices such immediately.
18-19 +3

Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +0 14 15 13 12 11
2 2,500 +1 14 15 13 12 11
3 5,000 +1 14 15 13 12 11
4 10,000 +2 14 15 13 12 11
5 20,000 +2 14 15 13 12 11
6 40,000 +3 13 13 11 10 9
7 80,000 +3 13 13 11 10 9
8 150,000 +4 13 13 11 10 9
9 300,000 +4 13 13 11 10 9
10 450,000 +5 13 13 11 10 9
Copyright © 2016 Flatland Games, icons by Lorc under CC-BY

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