Squaddle Zoo

Level 1 Chaos Mage

Name: Squaddle Zoo
Age: Yes

HP: 18/18
Armor Class [Light]: 12
Physical Defense: 10
Mental Defense: 13
Initiative: 2
Recoveries: 8
Recovery Dice: 1d6

Attribute Stat Mod Mod + Level
STR 8 -1 0
DEX 12 +1 2
CON 10 +0 1
WIS 12 +1 2
INT 12 +1 2
CHA 20 +5 6
Attack Type Hit Damage Miss
Melee - Dagger +0 (STR+Level) 1d4-1 -
Ranged - Hand Crossbow +2 (DEX+LEvel) 1d4+1 -

Backgrounds

Background Description Value
Idol "Everyone~! Thanks for supporting me on another adventure~! Arigazoo~!" 5
Gambler "It's more exciting when there are risks!" 3

Icons

Icon Description Value
Zoof King "Zooves is beautiful! Zooves is important!" Conflicted - 1
Thieves Guild "I steal hearts and minds! Positive - 1
Mistek Collective "Don't be mad because I'm so cute!" Conflicted - 1

One Unique Thing

"I'm the only successful attempt at alchemizing life."

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Chaos Magic

When you roll Initiative or at the end of your turn, roll 1d6 and use the result to determine what kind of spell you can cast next turn: on 1-2, Attack, on 3-4, Defense, and on 5-6, Iconic. The next time you roll, roll one less (1d5, 1d4, 1d3, 1d2) and omit any previous results. If you are reduced to 1d1, refresh to 1d6 and start over. When Iconic is selected, roll a separate 1d3 for Blood of Warriors, Light of the High Ones, or Twisted Path.

High Weirdness

When an enemy scores a critical hit against you, roll high weirdness and consult the table to see what effect applies. If you hate the effect you’re experiencing, you can use a standard action to change it. Unless otherwise specified, the high weirdness effects last until the end of the battle.

Adventurer Feat: If you have one or more Warp talents, whenever you make a d6 roll for one, also roll for a new high weirdness effect. The new effect replaces the weirdness effect currently active, if any.

Inventory

Up to you how to do this, can bullet point list it or use a table from one of the above examples

Magic Items

Advancement Tracker

Level 1: High Weirdness (Adventurer Feat)

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