Harry Dresden

Harry Dresden

Circa book 11

Basic Stats

  • Level 12, 56 BP, 84 SP
  • Str 1 Dex 1 Con 5 Int 12 Wis 3 Cha 10 (BP spent: 32)
  • Power Source: Magic (about 3:1 Evoker/Thaumaturgist)
    • Energy Type: Mana (7 points)

Skills

  • Combat: Block +10 (5 SP), Ranged +8 (6 SP)
  • General: Perception +15 (12 SP), Endurance +10 (5 SP), Security +15 (3 SP), Initiative +10 (8 SP)
  • Power Source: Air Magic +20 (8 SP), Fire Magic +24 (12 SP), Enchanting +24 (12 SP), Earth Magic +14 (2 SP), Water Magic +14 (2 SP), Frost Magic +13 (1 SP), Force Magic +20 (8 SP)
  • Total SP spent: 84 SP

Powers

Power Skill Seed Options Extras BP Cost Effect
Fuego

Fire Magic

Blast

Cone, Burst, Line, Ongoing

5

Flames

Flickum Bicus

Fire Magic

Blast

0

Minor fire cantrip

Ventas Servitas

Air Magic

?

1

Useful wind cantrip

Forzare

Force Magic

Push

Slide, Punt, Billiards

4

Push, apply force

Aquilevatus

Water Magic

Wall

Water

1

Creates a curtain of water

Arctis

Frost Magic

Blast

1

Blast of cold

Dorme

?

Affliction

Sleep

2

Puts target to sleep

Fulminas

Air Magic?

Blast

1

Lightning bolt

Galvinus

Air Magic?

Affliction

Stun

1

Requires focus; copper chain acts as a taser

Geodas

Earth Magic

?

1?

Creates a sinkhole

Gravitus

Earth Magic

Gravity?

2

Concentrates the effect of gravity

Hexus

Universal?

?

0

Destroys or disables electronic equipment

Interessari

Thaumaturgy?

Track?

0

Tracking spell

Solvos

Universal?

Dispel

1

Dispels wards

  • Total BP spent on powers: 20

Feats

  • Endurance: Sprinter, Marathon Runner (2 BP)
  • Security: Open Lock (1 BP)
  • Block: Taunt (1 BP)
  • Power Skills: unknown
  • Total BP spent on feats: 4

Equipment

  • Duster
    • Armor slot, rank 3 Enchanting item
    • Resist: Resist 20 (all).
      • Cost: resist (1), heighten (2), all types (5). Total: 8 RP.
  • Shield Bracelet
    • Hand slot, rank 3 Enchanting item
    • Shield: daily, at-will, immediate; gain Absorb 100% (all), to a limit of 200% hp. Toggleable. One charge.
    • Cost: shield seed (1), total absorption (5), outermost limits (10), all types (3), immediate (5), daily but toggleable (-2), one charge (-10). Total RP cost: 12.
  • Blasting Rod
    • Implement, rank 3 Enchanting item
    • +2 hit, +2 crit (+1 threat range), +3 hpow (RP cost: 7)
    • 10 charges/day of Empower, specific to Blast spells (RP cost: 5)
    • Total RP cost: 12
  • Staff
    • Staff (implement and held item), rank 3 Enchanting item
    • +2 int, +2 wis, +2 cha (RP cost: 6)
    • +3 Mana (RP cost: 6)
    • Total RP cost: 12
  • Force Ring Bangle
    • Set of 5 rings that stores kinetic energy for quick release
    • Hand slot, rank 3 Enchanting item
    • Blast: At-will, touch; 2d6+x physical damage plus push 5. Accumulates 5 charges/day, max 50. Each can be used to Empower; max spent per attack: 20.
      • Cost: push (1), strike (1), empower (5 for 5 charges/day, ad hoc +5 for max 50 after 10 days, ad hoc +5 for max 20 instead of 5). Total cost: 12 RP
  • Cane Sword
    • Weapon/implement, rank 3 Enchanting item
    • Some sort of bonus to Earth Magic, let's say 6 RP worth
  • Smith & Wesson .38 Chief's Special Revolver
    • 2d8 base damage, 2 hands, Ranged skill base, +13 HPow
    • Cost: 2d8 (0), semi-auto (0), slow reload (-1), +13 Hpow (+13), total cost 12 RP.
  • Total RP spent: 56 (0 remaining)

Power Source

  • Power Source: Magic
    • Lots of stuff. See wiki.
  • Discipline Focus: Evocation
    • Grants access to a bonus skill with peculiar element. Force Magic chosen.
  • Tradition: Wizardry
    • Wizards are allowed to meddle in all forms of magic. Because they're wizards. Choose one: Evocation, Thaumaturgy, Invocation. That is your "major" discipline (treat as normal). The others are "minor": you may use automatic abilities as if you were half your level, although you cannot take any skills or feats from that discipline.
  • Style: Knowledge
    • Uses Int for power skills.

  • Accumulated 3 points of Taint from using Hellfire.
  • Accumulated 2 points of Destiny from using Soulfire.
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