Mage Apprentice

Mage Apprentice
Level 2 (+2)
"So this strange man just showed up at my house and started yelling at me, saying I was a wizard! I thought he was just crazy, but here I am, obviously."
——Mage Academy Apprentice
The Mage Apprentice is studying the Eldritch Arts and is soon to become a fully-fledged wizard in their own right. They are experienced enough to unleash several minor spells to assault their enemies and are quite dangerous if allowed time to prepare an attack. They are only equipped with a Dagger, Spell Book, and a set of Robes, with pockets to hold spell components. They prefer to stay in the back lines, behind sturdier allies to fire off their spells from afar, picking off targets as they see fit. They are generally weak of limb, but highly intelligent, and can strategize in the heat of battle provided they have protection.
Awareness
17
Senses
Normal
Initiative
20/1d8
Max HP
32
Resilience: +3
Healing Value: 6
Morale
1
Defenses
AC
14/14
Touch
14
Fort
14
Reflex
17
Will
14
Resistances:
Vulnerabilities:
Defensive Actions
Empowered Shield [Limit 1/rnd]
Basic • Pot 1d4+3, MR No
Free
The Mage Apprentice throws its energy into its Eldritch shield, boosting its defenses. The Mage Apprentice gains a +4 Bonus to AC, Touch and Reflex until the end of the segment.
Attributes / Saving Throws
STR
11 / 12
DEX
15 / 16
CON
12 / 13
INT
18 / 21
WIS
14 / 17
CHA
13 / 16
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 50ft / 3
At-Will
Dagger Stab
+4 vs AC (ArN 0)
Standard REC 6 • Melee Reach 5ft • One creature
1d4 + 0 (avg 3) Piercing damage (Crit 1%/2)
The Mage Apprentice stabs at a foe with its dagger.
Magic Missile
 [Magical, Force, PerceptiveBasic • Pot 1d4+3, MR Yes
Cast CT 2, REC 4 • Range 100ft • Up to one creature per missile, within 30ft of each other
1d4 + 1 (avg 4) Force damage (Crit 1%/0)
The Mage Apprentice casts a volley of tiny force bolts into its enemies, striking unneringly. The spell casts 3 missiles, which can attack the same or different targets within 30 feet of each other.
Shocking Grasp
 [Magical, Lightning, Uninterruptible, GrappleBasic • Pot 1d4+3, MR Yes
+4 vs Touch
Cast CT 1, REC 4 • Melee Reach 5ft • One creature
1d8 + 7 (avg 12) Lightning damage (Crit 1%/0)
The Mage Apprentice transmutes the air around its hand into a crackling font of Lightning, and reaches out to electrocute a target. On a miss, the Mage Apprentice may hold on to the spell's charge and attack again after completing the Recovery Time (spell is subject to Disruption).
Special: If the target is wearing metal armor, gain a +2 to the attack roll.
1d6 + 0 (avg 4) Bludgeoning damage
Grapple +3
Uses: 3
Short Rest
Daze
 [Magical, Mind-AffectingBasic • Pot 1d4+3, MR Yes
+4P vs Will
Cast CT 4, REC 4 • Range 50ft • One creature within range
The Mage Apprentice weaves a debilitating enchantment into the mind of an enemy. On a hit, the target is Dazed for 2d4+2 Segments.
Ray of Frost
 [Magical, ColdBasic • Pot 1d4+3, MR Yes
+4P vs Reflex
Cast CT 3, REC 4 • Range 50ft • Up to two creatures within range
3d6 + 4 (avg 15) Cold damage (Crit 1%/0)
A ray of frigid energy shoots towards the Apprentice Mage's opponent.
Uses: 3
Extended Rest
Fire Flow
 [Magical, FireBasic • Pot 1d4+3, MR Yes
+4 vs Reflex
Cast CT 2, REC 6 • Area 30ft line, 5ft wide ementating from caster • All creatures in area, within 5ft of the ground.
3d8 + 4 (avg 18) Fire damage (Crit 1%/0)
Liquid fire pours from the Apprentice Mage's hands, traveling along the ground to burn everything in its path. On a miss, targets suffer half damage.
Overland Movement
30 mi/day
Qualities
  • Eldritch Shield (Persistent Spell): Grants a +1 Shield Bonus to AC, Touch, & Reflex and immune to Magic Missile (Pot 1d4+3). (inc)
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Riding R1 (+4), Swim R1 (+2), Listen R2 (+7), Spot R2 (+7), Alchemy R3 (+9), Cartography R1 (+4), Herbalism R1 (+5), Mercantile R2 (+6), Ritual Casting R3 (+9), Investigate R2 (+7), Eldritch Arts R3 (+9), Academics: Monster Lore R2 (+7), Academics: Planes R3 (+9), Academics: History R3 (+9), Coercion R2 (+5), Deception R1 (+5), Persuasion R3 (+9), Aloofness R1 (+5), Bravery R1 (+3), Intuition R3 (+9), Tolerance R1 (+4), Suspicion R3 (+9)
Feats: Fast Initiative
Philosophies: Rank 3 Mental, Rank 1 Physical, Rank 3 Eldritch
Combat Training: Fort 1, Reflex 1
Wits: +9, Brawn: +2
Equipment: Eldritch Shield,Dagger, Spell Book (Shocking Grasp, Knife of Ice, Magic Missile, Daze, Eldritch Shield)
Social
Languages: Common, Draconic
Composure: 17
Charm
+3
Coercion
+5
Deception
+5
Manipulation
+3
Persuasion
+9
Aloofness
+5
Bravery
+3
Intuition
+9
Tolerance
+4
Suspicion
+9
Prejudices:
    Motives: Learn eldritch magic