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15:45, 2nd May 2024 (GMT+0)

Character Concepts and Developement.

Posted by DM DarkchyldeFor group 0
DM Darkchylde
GM, 33 posts
Wed 23 Nov 2005
at 17:35
  • msg #14

Kayode's Character Concepts

Race: Human
Class: Warmage/Cleric of Vol
DCI 6203836995
Initial Feats:

This is a good way to bolster your undead ranks in a pinch:
Fell Animate (Metamagic)
Living foes slain by your spells may rise as zombies.
Benefits: You can alter a spell that deals damage to foes. Any living creature that could normally be raised as a zombie and that does not possess more than double your Hit Dice, when slain outright by a fell animated spell, rises as a zombie under your control at the beginning of your next action. Even if you kill several creatures with a single fell animated spell, you cannot create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead (see animate dead, page 198 of the Player’s Handbook) apply to newly created undead gained through this metamagic feat. A fell animated spell uses up a spell slot three levels higher than the spell’s actual level.

This is a good way to buff your undead ranks WITHOUT WASTING AN ACTION:
Necromantic Presence (General)
Undead you control are harder to turn when they’re near you.
Benefits: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance


This is a good way to buff your undead ranks WITHOUT WASTING AN ACTION:
Necromantic Might (General)
Undead you control gain benefits when they’re near you.
Prerequisites: Necromantic Presence.
Benefits: Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws.

They should rename this feat "Instant Army". Although at this level you wont have much of an army... but dont fret man, XP has a way of changing all that:
Undead Leadership (General)
You gain the service of loyal undead followers.
Prerequisites: Character level 6th, nongood alignment, knowledge (religion) 1 rank.
Benefits: You attract followers and a cohort as if you had taken the Leadership feat. Your leadership score is treated as 2 higher than it otherwise would be for the purpose of attracting undead followers, and treated as 4 lower than it otherwise would be for the purpose of attracting living followers. If you choose to attract an undead cohort rather than a living cohort, you can attract an undead cohort with a maximum effective character level equal to two less than your ECL. See page 106 of the Dungeon Master’s Guide for more information on the Leadership feat.
Special: Like the standard leadership feat, you must check with your DM before selecting this feat, and work with your DM to determine an appropriate cohort and followers for your character. See the Undead Cohorts and Followers section, below, for more information on choosing an undead creature as a cohort or follower.

This is a good feat for you as an evil cleric. Good Clerics can cast cure light wounds spontaneously (that means they dont have to study it for that day to cast it) and Evil Clerics can cas Inflict light wounds spontaneously. Now Inflict Light Wounds heal undead creatures and with this feat it will heal you too. So you can now heal yourself, heal your undead and hurt living creatures. Dont worry about healing your friends becuase you can still prepare healing spells normally or you could get a wand of cure light wounds. Oh Spells that heal, like cure light wounds will harm you.:
Tomb-Tainted Soul (General)
Your soul in tainted by the foul touch of undeath.
Prerequisites: Nongood alignment.
Benefits: You are healed by negative energy and harmed by positive energy as if you were an undead creature. This feat gives no other penalties or benefits of the undead type.


________________________________________________________________________________
Name  :                          Gender:male        HD:
Player: Kayode                   Height:6'1"
Race  : Human                    Weight:185 lbs     MAX HP: 00/00
Class : Warmage/Cleric of Vol    Age   :30
Level : 6                        Hair  :Black       SUBDUAL DMG: 00
Align : LE                       Eyes  :Dark Brown
Deity : Vol                      Hand  :Right       XP:
Size  : Med                      Speed :30 ft       NEXT LVL:
Current DM:
Current Region:                                     Day Units:

SHEET UPDATED :

________________________________________________________________________________
ABILITIES
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score

STR : 13     --     --     --      13 / +1
DEX : 16     --     --     --      16 / +3
CON : 12     --     --     --      12 / +1
INT : 14     --     --     --      14 / +2
WIS : 17     --     --     +1      18 / +4
CHA : 18     --     --     --      18 / +4

+1 Ability Increase every 4th level is added to Base number.

________________________________________________________________________________
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total :            --                    MELEE         RANGED
AC when Flat-Footed   --                    Total: +5     Total: +5
AC vs Touch Attack    --                    Base:  +4     Base:  +4
Base:                 10                    STR:   +1     DEX:   +3
Armor:                --                    Misc:  --     Misc:  -2
Shield:               --
Dexterity:            +3                    INITIATIVE
Size:                 --                    Total:  +3
Magic:                --                    DEX:    +3
Misc.:                --                    Misc.:  --

________________________________________________________________________________
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +6  =   5  +    1    +   0   +   0
Reflex     : +5  =   2  +    3    +   0   +   0
Will       : +9  =   5  +    4    +   0   +   0
________________________________________________________________________________
RACIAL TRAITS
 - Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 - Human base land speed is 30 feet.
 - 1 extra feat at 1st level.
 - 4 extra skill points at 1st level and 1 extra skill point at each additional level.
 - Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
 - Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
________________________________________________________________________________
FEATS                                      Indicate for level, class, race, etc.
1)Fell Animate
1)Necromantic Presence
1)Necromantic Might
3)Tomb-Tainted Soul
6)Undead Leadership: (12) 4th lvl Cohort, 8 1st lvl followers
________________________________________________________________________________
TRAITS and FLAWS                            From Unearthed Arcana -- Optional
shaky -2 to Range attacks.

________________________________________________________________________________
CLASS ABILITIES                                  Indicate current abilities only
1) Armore mage (Light), Warmage Edge: +1 to Spell Damage.
2) -
3) Advance Learning:
4) -
5) -
6) Advanced Learning:
________________________________________________________________________________
CLASS ABILITIES (Cleric of Vol)                  Indicate current abilities only
1)Turn or rebuke undead



________________________________________________________________________________
PRESTIGE CLASS ABILITIES




________________________________________________________________________________
LANGUAGES

Common
Regional:
Bonus:
Bonus:

________________________________________________________________________________
SKILLS                          Fill in skills you have ranks in AND skills that
                                can be used untrained.  Mod is the final score, Rnk
Skill Point Total:              is the number of ranks attained in the skill, Abl
Max Class ranks:                is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks:          miscellaneous bonus from feats, race, synergy, etc.

                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                    (INT)       Yes
      +   =  0  +?  +0!  |  Balance                     (DEX)       Yes
      +   =  0  +?  +0   |  Bluff                       (CHA)       Yes
      +   =  0  +?  +0!  |  Climb                       (STR)       Yes
      +10 =  9  +1  +0   |  Concentration               (CON)       Yes
      +   =  0  +?  +0   |  *Craft:                     (INT)       Yes
      +   =  0  +?  +0   |  Decipher Script             (INT)       No
      +12 =  9  +4  +0   |  Diplomacy                   (CHA)       Yes
      +   =  0  +?  +0   |  Disable Device              (INT)       No
      +   =  0  +?  +0   |  Disguise                    (CHA)       Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)       Yes
      +   =  0  +?  +0   |  Forgery                     (INT)       Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)       Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)       No
      +   =  0  +?  +0   |  Heal                        (WIS)       Yes
      +   =  0  +?  +0!  |  Hide                        (DEX)       Yes
      +   =  0  +?  +0   |  Intimidate                  (CHA)       Yes
      +   =  0  +?  +0!  |  Jump                        (STR)       Yes
      +11 =  9  +2  +0   |  *Knowledge:Religion         (INT)       No
      +11 =  9  +2  +0   |  *Knowledge:Arcana           (INT)       No
      +   =  0  +?  +0   |  Listen                      (WIS)       Yes
      +   =  0  +?  +0!  |  Move Silently               (DEX)       Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)       No
      +   =  0  +?  +0   |  *Perform:                   (CHA)       Yes
      +   =  0  +?  +0   |  *Profession:                (WIS)       No
      +   =  0  +?  +0   |  Ride                        (DEX)       Yes
      +   =  0  +?  +0   |  Search                      (INT)       Yes
      +   =  0  +?  +0   |  Sense Motive                (WIS)       Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)       No
      +11 =  9  +2  +0   |  Spellcraft                  (INT)       No
      +   =  0  +?  +0   |  Spot                        (WIS)       Yes
      +   =  0  +?  +0   |  Survial                     (WIS)       Yes
      +   =  0  +?  +0!  |  Swim                        (STR)       Yes
      +   =  0  +?  +0!  |  Tumble                      (DEX)       No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)       No
      +   =  0  +?  +0   |  Use Rope                    (DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

________________________________________________________________________________
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME :                    NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
TYPE :                    TYPE :                    TYPE :
SIZE :                    SIZE :                    SIZE :
COST :                    COST :                    COST :

GRAPPLE BONUS: BAB -- + STR -- + SIZE -- =

________________________________________________________________________________
PROTECTION

ARMOR                                   SHIELD
NAME :                                  NAME :
TYPE :                                  TYPE :
AC BONUS :                              AC BONUS :
MAX DEX  :                              CHECK PENALTY :
CHECK PENALTY :                         SPELL FAILURE :
SPELL FAILURE :                         WGHT :
SPEED:                                  PROPERTIES:
WGHT :                                  COST:
PROPERTIES:
COST:

________________________________________________________________________________
EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                     #   Cost   Weight   Location   Notes

[9 blank lines suppressed]

Total weight carried:
Light Load:            Medium Load:               Heavy Load:
Lift over head:        Lift off ground:           Push or Drag:

________________________________________________________________________________
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

[5 blank lines suppressed]

________________________________________________________________________________
TREASURE                                                      List where carried

PP:
GP:
SP:
CP:

MISC.:

GEMS:

________________________________________________________________________________
SPELLS (Warmage)                         If this is not a spell-casting PC feel
                                         free to cut this section out.  If this
                                         PC casts both arcane and devine spells,
                                         cut and paste tables as needed.


                Base     Ability  Misc.
Lvl    DC    Spell/Day    Bonus   Bonus     Spell Per Day      # Known
0      14       6      +    0   +  ?     =        6               All
1      15       6      +    1   +  ?     =        7               All
2      16       5      +    1   +  ?     =        6               All
3      17       3      +    1   +  ?     =        4                ?
4      ?        ?      +    ?   +  ?     =        ?                ?
5      ?        ?      +    ?   +  ?     =        ?                ?
6      ?        ?      +    ?   +  ?     =        ?                ?
7      ?        ?      +    ?   +  ?     =        ?                ?
8      ?        ?      +    ?   +  ?     =        ?                ?
9      ?        ?      +    ?   +  ?     =        ?                ?

________________________________________________________________________________
SPELLS (Cleric)                          If this is not a spell-casting PC feel
                                         free to cut this section out.  If this
                                         PC casts both arcane and devine spells,
                                         cut and paste tables as needed.


                Base     Ability  Misc.
Lvl    DC    Spell/Day    Bonus   Bonus     Spell Per Day      # Known
0      ?        5+1    +    0   +  ?     =        ?                ?
1      ?        3+1    +    ?   +  ?     =        ?                ?
2      ?        3+1    +    ?   +  ?     =        ?                ?
3      ?        2+1    +    ?   +  ?     =        ?                ?
4      ?        ?      +    ?   +  ?     =        ?                ?
5      ?        ?      +    ?   +  ?     =        ?                ?
6      ?        ?      +    ?   +  ?     =        ?                ?
7      ?        ?      +    ?   +  ?     =        ?                ?
8      ?        ?      +    ?   +  ?     =        ?                ?
9      ?        ?      +    ?   +  ?     =        ?                ?
Misc. bonus is for such things are domain spells, specialist spells, etc.

DEATH DOMAIN
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Death Domain Spells
Spell Name Brief Description
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction F: Kills subject and destroys remains.
8 Create Greater Undead M: Create shadows, wraiths, spectres, r devourers.
9 Wail of the Banshee: Kills one creature/level.


Domain: If applicable
Granted Power:

Granted Spells:
Lvl 1:
Lvl 2:
Lvl 3:
Lvl 4:
Lvl 5:
Lvl 6:
Lvl 7:
Lvl 8:
Lvl 9:

Wizard School Specilization: In applicable
Forbidden School(s): If applicable

Mark prepaired spells with a *

If a spell comes from any source other then the Player's Guide, note which book
it comes from using the following code:  FR = Forgotten Realms Campiagn Setting,
T&B = Tome and Blood, MF = Magic of Faerun, FP = Faiths and Pantheons, UD =
Underdark, etc.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 3¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 4¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 5¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 6¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 7¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 8¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 9¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


________________________________________________________________________________
ANIMAL COMPANION                 Cut and paste in cases of more than one animal.

NAME:
TYPE: (Familiar/Animal Companion/Mount/etc.)
SPECIES:
AC:
HP:
ATTACKS:
DAMAGE:
SPECIAL:
ABILITIES GRANTED TO PC:

________________________________________________________________________________
HISTORY / BACKGROUND







________________________________________________________________________________
MOTIVATIONS & GOALS






________________________________________________________________________________
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER

Things the DM can incorporate into adventures and rumors.





________________________________________________________________________________
PERSONALITY / QUIRKS / MANNERISMS

DMs can reference this section when your PC temporarily needs to be NPCed due to
sickness, vacations, acts of god.  This way the DM won't inadvertantly have your
PC do something he/she would not normally do.
This message was last edited by the GM at 20:01, Thu 19 Feb 2015.
Scotty
player, 8 posts
Thu 24 Nov 2005
at 15:12
  • msg #15

Re: Kayode's Character Concepts

Ill be posting my character today myk
Trueseeker
GM, 10 posts
+8, 17/15/17
61/61, 9/11/8
Sat 26 Nov 2005
at 02:09
  • msg #16

Re: Kayode's Character Concepts

What happened to the character Scotty?
Scotty
player, 9 posts
Sun 27 Nov 2005
at 18:10
  • msg #17

Re: Kayode's Character Concepts

Couldnt get online later that day. Now im at work but i cant use my pc so itll have to be tommorrow dude
DM Kindred
GM, 39 posts
Sun 27 Nov 2005
at 18:19
  • msg #18

Re: Kayode's Character Concepts

That sucks!
Elite Command
GM, 5 posts
Sat 14 Jan 2006
at 00:42
  • msg #22

Myky's Character Concepts: Elite-Lt. Rose T

Name  :Elite-Lt. Rose T          Gender:Female      HD:D6/D8/D6
Player:NPC                       Height:5'3"
Race  :Human                     Weight:96 lbs      VP: 48/48
Class :S.H./F.S./Techie          Age   :30          HP: 12/12
Level :3/3/3                     Hair  :Blond       SUBDUAL DMG: 00
Align :--                        Eyes  :Green
Deity :--                        Hand  :Right       XP:
Size  :Med                       Speed :30 ft       NEXT LVL:
Current DM:
Current Region:                                     Day Units:
________________________________________________________________________
ABILITY
        Base  Racial  Ability  Wishs    Magic    Final
        Roll   Bonus   Bonus   Bonus    Item    Ability
STR  :  10      --      --      --        --      10/+0
DEX  :  14      --      +2      --        --      16/+3
CON  :  12      --      --      --        --      12/+1
INT  :  16      --      --      --        --      16/+3
WIS  :  14      --      --      --        --      14/+2
CHA  :  12      --      --      --        --      12/+1

________________________________________________________________________
COMBAT STATISTIC                        BASE ATTACK BONUS
Defense              20                 MELEE             RANGED
Df when Flat-Footed  13                 Total:  +3        Total:  +7
Df vs Touch Attack   17                 Base:   +3        Base:   +3
Base:                10                 STR:    --        DEX:    +4
Class:               +4 ()              Misc:   --        Misc:   --
Dexterity:           +3
Size:                -- ()
Armor:               +3 ()              INITIATIVE
Dodge bonus:         -- ()              Total:  +3
Equipment bonus:     -- ()              DEX:    +3
                                        Misc:   --
________________________________________________________________________
SAVING THROWS
      Total   Base  Ability  Misc  Magic
Fort  : +5  =  4  +    1    +  0  +  0
Refl  : +7  =  4  +    3    +  0  +  0
Will  : +7  =  6  +    1    +  0  +  0
________________________________________________________________________
ATTRIBUTES
Wealth Bonus :+1
Credit Rating:
Action Points:
Massive Dmg  :
Reaction     :
Reputation   :+3
________________________________________________________________________
ALLEGIANCES
Elites, UN
________________________________________________________________________
OCCUPATION
Military
Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces and Elites.
Prerequisite: Age 18+.
Skills: Demolitions, Knowledge (tactics)
Bonus Feat: Personal Firearms Proficiency.
Wealth Bonus Increase: +1.
________________________________________________________________________
Class Tree
Levels 1-3 Smart hero
Levels 4-6 Field Scientist
Levels 7-9 Techie

________________________________________________________________________
FEATS
1)Armor Proficiency (light), Builder
3)Oathbound: Elites
6)Double Tap
9)Jack Of All Trades
12)
15)
18)
21)
24)
________________________________________________________________________
CLASS ABILITIES: Smart Hero
1) Savant: Computer Use,  Point Blank Shott.
2) Educated
3) Savant: Repair
________________________________________________________________________
ADVANCE CLASS ABILITIES: Field Scientist
1)Smart Defense
2)Scientific improvisation
3)Personal Firearms Proficiency

________________________________________________________________________
ADVANCE CLASS ABILITIES: Techie
1)Jury-rig +2
2)Extreme machine
3)Gearhead
________________________________________________________________________
ABILITY BONUS
4)+1 Dex
8)+1 Dex
12)
16)
20)
24)
________________________________________________________________________
LANGUAGES:


________________________________________________________________________
SKILLS

Skill Point Total = 132

Class
Skill                                                    Related
      Mod = Rnk Abl Msc  |  Skills:                      Ability  Untrained?
      +?  =  0  +?  +0   |  Appraise                    (INT)      Yes
      +?  =  0  +?  +0!  |  Balance                     (DEX)      Yes
      +?  =  0  +?  +0   |  Bluff                       (CHA)      Yes
      +?  =  0  +?  +0!  |  Climb                       (STR)      Yes
      +?  =  0  +?  +0   |  Concentration               (CON)      Yes
      +20 =  12 +3  +5   |  Computer Use                (INT)      Yes
      +12 =  9  +3  +0   |  *Craft:Chemical             (INT)      Yes
      +14 =  9  +3  +2   |  *Craft:Electronic           (INT)      Yes
      +14 =  9  +3  +2   |  *Craft:Mechanical           (INT)      Yes
      +12 =  9  +3  +0   |  Decipher Script             (INT)      No
      +12 =  9  +3  +1   |  Demolitions                 (INT)      Yes
      +   =  0  +?  +0   |  Diplomacy                   (CHA)      Yes
      +12 =  9  +3  +0   |  Disable Device              (INT)      No
      +   =  0  +?  +0   |  Disguise                    (CHA)      Yes
      +   =  0  +?  +0   |  Drive                       (DEX)      Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                     (INT)      Yes
      +   =  0  +?  +0   |  Gamble                      (WIS)      Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)      No
      +   =  0  +?  +0!  |  Hide                        (DEX)      Yes
      +   =  0  +?  +0   |  Intimidate                  (CHA)      Yes
      +12 =  9  +3  +0   |  Investigate                 (INT)      Yes
      +   =  0  +?  +0!  |  Jump                        (STR)      Yes
      +12 =  9  +3  +0   |  *Knowledge:Physical sciences(INT)      No
      +14 =  9  +3  +2   |  *Knowledge:Earth & life sciences       No
      +14 =  9  +3  +2   |  *Knowledge:Technology       (INT)      No
      +   =  0  +?  +0   |  Listen                      (WIS)      Yes
      +   =  0  +?  +0!  |  Move Silently               (DEX)      Yes
      +   =  0  +?  +0   |  Navigate                    (INT)      Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)      No
      +   =  0  +?  +0   |  *Perform:                   (CHA)      Yes
      +   =  0  +?  +0   |  Pilot                       (DEX)      No
      +   =  0  +?  +0   |  *Profession:                (WIS)      No
      +20 =  12 +3  +5   |  Repair                      (INT)      No
      +9  =  6  +3  +0   |  Research                    (INT)      Yes
      +   =  0  +?  +0   |  Ride                        (DEX)      Yes
      +9  =  6  +3  +0   |  Search                      (INT)      Yes
      +   =  0  +?  +0   |  Sense Motive                (WIS)      Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)      No
      +   =  0  +?  +0   |  Spellcraft                  (INT)      No
      +7  =  6  +1  +0   |  Spot                        (WIS)      Yes
      +   =  0  +?  +0   |  Survial                     (WIS)      Yes
      +   =  0  +?  +0!  |  Swim                        (STR)      Yes
      +   =  0  +?  +0   |  Treat Injury                (WIS)      Yes
      +   =  0  +?  +0!  |  Tumble                      (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)      No
      +   =  0  +?  +0   |  Use Rope                    (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
________________________________________________________________________
WEAPON
NAME :Falcon .45 (MC +2)
ATT  :+9
DMG  :2D6
RoF  :Semi, Auto
CRIT :20
RNG  :40 ft.
WGHT :2.5 lb.
SIZE :Med
TYPE :Ballistic
COST :18
Note :Expanded Magazine(40 box).

________________________________________________________________________
ARMOUR
NAME         :Light Combat Armor (MC+2)
TYPE         :Tactical
Equip BONUS  :+3
MAX DEX      :+5
CHECK PENALTY:0
SPEED        :30 ft.
WGHT         :6 lb.
PROPERTIES   :SELF-REPAIRING (Nanites repair 1 point/minute)
COST         :12

________________________________________________________________________
EQUIPMENT
 - Display glasses - Computer Accessory
 - Mechanical tool kit
 - Electrical tool kit

________________________________________________________________________
This message was last edited by the player at 21:25, Sat 14 Jan 2006.
Scotty
player, 16 posts
Sun 15 Jan 2006
at 18:12
  • msg #23

Re: Myky's Character Concepts: Elite-Lt. Rose T

We are getting the d20 modern book a week from tomorrow we will start the game then myk?
Elite Command
GM, 7 posts
Sun 15 Jan 2006
at 18:47
  • msg #24

Re: Myky's Character Concepts: Elite-Lt. Rose T

Ok, I'll be setting it up in the mean time.
Elite Command
GM, 18 posts
Thu 19 Jan 2006
at 22:24
  • msg #25

Re: Myky's Character Concepts: Codru-Ji

Name            :                          Gender:            HD         :
Player (RPoL ID):                          Height:
Race            :Human                     Weight:            MAX HP     : 00/00
Class           :Jedi (G)/Weapon Master    Age   :
Level           :                          Hair  :            SUBDUAL DMG: 00
Align           :                          Eyes  :
Deity           :                          Hand  :            XP         :
Size            :                          Speed :            NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  14      --      --      --      14/+2
DEX  :  17      --      --      --      18/+4
CON  :  14      --      --      --      14/+2
INT  :  15      --      +1      --      16/+3
WIS  :  15      --      --      --      15/+2
CHA  :  15      --      --      --      15/+2
_______________________________________________________________________________
COMBAT STATISTIC                        BASE ATTACK BONUS
Defense              21                 MELEE             RANGED
Df when Flat-Footed  10                 Total:  +11/6     Total:  13/8
Df vs Touch Attack   17                 Base:   +9/4      Base:   +9/4
Base:                10                 STR:    +2        DEX:    +4
Class:               +7 ()              Misc:   --        Misc:   --
Dexterity:           +4
Size:                -- ()
Armor:               -- ()              INITIATIVE        REPUTATION
Dodge bonus:         -- ()              Total:  +4        Total: 04
Equipment bonus:     +2 ()              DEX:    +4        Class: 04
                                        Misc:   --        Misc : --

_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +8  =  6  +    2    +  0  +  0
Refl  : +10 =  6  +    4    +  0  +  0
Will  : +7  =  5  +    2    +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
 - Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 - Human base land speed is 10 meters.
 - 1 extra feat at 1st level.
 - 4 extra skill points at 1st level and 1 extra skill point at each additional level.
 - Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
 - Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

_______________________________________________________________________________
FEATS
C)Exotic W.P. Lightsaber
C)Force Sensitive
C)Weapon Group Proficiency (blaster pistols)
C)Weapon Group Proficiency (Simple weapons)
1)Combat Expertese
1)Battle Meditation
3)Weapon Focus (lightsaber)
6)Starship Operation
7)Lightsaber Defnese
9)Kinetic Combat

_______________________________________________________________________________
CLASS ABILITIES: Jedi Gaurdian
1)Force Training (Alter), Deflect (Defense +1)
2)Weapon Finesse
3)Force Training (Control), Deflect (Attack -4)
4)Force Training (Sense)
5)Increase Lightsaber Damage
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES: Jedi Weapon Master
1)Martial Arts, Deflect (Defense +1)
2)Increase Lightsaber damage
3)Deflect (attack -4), Weapon Mastery (Rapid Strike; Lightsaber)
4)Improved Critical
_______________________________________________________________________________
LANGUAGES
Galactic Basic
Sith
Bothese

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total = 84

Class
Skill                                                    Related
      Mod = Rnk Abl Msc  |  Skills:                      Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                    (INT)      Yes
      +   =  0  +?  +0!  |  Balance                     (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                       (CHA)      Yes
      +   =  0  +?  +0!  |  Climb                       (STR)      Yes
      +   =  0  +?  +0   |  Concentration               (CON)      Yes
      +12 =  10 +2  +0   |  Computer Use                (INT)      Yes
      +   =  0  +?  +0   |  *Craft:                     (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script             (INT)      No
      +   =  0  +?  +0   |  Demolitions                 (INT)      Yes
      +   =  0  +?  +0   |  Diplomacy                   (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device              (INT)      No
      +   =  0  +?  +0   |  Disguise                    (CHA)      Yes
      +   =  0  +?  +0   |  Drive                       (DEX)      Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                     (INT)      Yes
      +   =  0  +?  +0   |  Gamble                      (WIS)      Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)      No
      +   =  0  +?  +0!  |  Hide                        (DEX)      Yes
      +   =  0  +?  +0   |  Intimidate                  (CHA)      Yes
      +   =  0  +?  +0   |  Investigate                 (INT)      Yes
      +   =  0  +?  +0!  |  Jump                        (STR)      Yes
      +8  =  6  +2  +0   |  *Knowledge:Jedi Lore        (INT)      No
      +   =  0  +?  +0   |  Listen                      (WIS)      Yes
      +   =  0  +?  +0!  |  Move Silently               (DEX)      Yes
      +   =  0  +?  +0   |  Navigate                    (INT)      Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)      No
      +   =  0  +?  +0   |  *Perform:                   (CHA)      Yes
      +10 =  6  +4  +0   |  Pilot                       (DEX)      No
      +   =  0  +?  +0   |  *Profession:                (WIS)      No
      +   =  0  +?  +0   |  Repair                      (INT)      No
      +   =  0  +?  +0   |  Research                    (INT)      Yes
      +   =  0  +?  +0   |  Ride                        (DEX)      Yes
      +   =  0  +?  +0   |  Search                      (INT)      Yes
      +   =  0  +?  +0   |  Sense Motive                (WIS)      Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)      No
      +   =  0  +?  +0   |  Spellcraft                  (INT)      No
      +   =  0  +?  +0   |  Spot                        (WIS)      Yes
      +   =  0  +?  +0   |  Survial                     (WIS)      Yes
      +   =  0  +?  +0!  |  Swim                        (STR)      Yes
      +   =  0  +?  +0   |  Treat Injury                (WIS)      Yes
      +12 =  8  +4  +0!  |  Tumble                      (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)      No
      +   =  0  +?  +0   |  Use Rope                    (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization

Force
Skills
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +12 =  10 +2  +0   |  Affect Mind                (CHA)      Yes
      +   =  0  +?  +0   |  Battle Influence           (CHA)      No
      +10 =  8  +2  +0   |  Battle Mind                (CON)      No
      +   =  0  +?  +0   |  !Drain Energy              (CON)      Yes
      +   =  0  +?  +0   |  Empathy                    (WIS)      Yes
      +8  =  6  +2  +0   |  Enhance Ability            (CON)      Yes
      +   =  0  +?  +0   |  Enhance Senses             (WIS)      Yes
      +   =  0  +?  +0   |  Farseeing                  (WIS)      No
      +   =  0  +?  +0   |  !Fear                      (WIS)      Yes
      +   =  0  +?  +0   |  Force Defense              (CHA)      Yes
      +   =  0  +?  +0   |  !Force Grip                (INT)      Yes
      +   =  0  +?  +0   |  Force Light                (WIS)      Yes
      +   =  0  +?  +0   |  !Force Lightning           (INT)      Yes
      +   =  0  +?  +0   |  Force Stealth              (CHA)      Yes
      +   =  0  +?  +0   |  Force Strike               (INT)      Yes
      +   =  0  +?  +0   |  Friendship                 (CHA)      No
      +8  =  6  +2  +0   |  Heal Another               (WIS)      Yes
      +8  =  6  +2  +0   |  Heal Self                  (CHA)      Yes
      +   =  0  +?  +0   |  Illusion                   (CHA)      No
      +   =  0  +?  +0   |  Inspire                    (CHA)      No
      +   =  0  +?  +0   |  Malacia                    (INT)      No
      +14 =  12 +2  +0   |  Move Object                (INT)      Yes
      +   =  0  +?  +0   |  Plant Surge                (INT)      No
      +8  =  6  +2  +0   |  See Force                  (WIS)      Yes
      +   =  0  +?  +0   |  Sever Force                (CHA)      No
      +   =  0  +?  +0   |  Telepathy                  (WIS)      Yes

! = Use of this skill gives the character a dark side point.

_______________________________________________________________________________
WEAPON
NAME : Lightsaber         NAME :                    NAME :
ATT  : 12/12/7            ATT  :                    ATT  :
DMG  : 4D8+2              DMG  :                    DMG  :
CRIT : 17-20/*2           CRIT :                    CRIT :
RNG  : 2 m                RNG  :                    RNG  :
WGHT : 1.2 kg             WGHT :                    WGHT :
SIZE : Med                SIZE :                    SIZE :
TYPE : Energy (Purple)    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :

_______________________________________________________________________________
EQUIPMENT:27,500


_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND





_______________________________________________________________________________
MOTIVATION & GOALS

This message was last edited by the player at 08:07, Mon 23 Jan 2006.
DM Kindred
GM, 120 posts
Mon 27 Feb 2006
at 02:45
  • msg #26

Re: Mojo's Character Concepts: Nalastri

Name            :Nalastri                  Gender:M           HD
:22d8+132
Player (RPoL ID):                          Height:
Race            :Doppleganger              Weight:            MAX HP     :
226/226
Class           :Nj-Sc/Mk-Rg               Age   :39
Level           :20-20/2-2                 Hair  :Blue        SUBDUAL DMG:
236
Align           :LN                        Eyes  :Blue
Deity           :Travelller                Hand  :R            XP         :
Size            :M                         Speed :50ft.        NEXT LVL
:+26000

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  16      +2      -1      --      17/+3
DEX  :  18      +2      +2      +6      28/+9
CON  :  15      +2      -1      +6      22/+6
INT  :  16      +2      +1      --      19/+4
WIS  :  18      +4      +4      +6      32/+11
CHA  :  14      +2      +1      --      17/+3
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : 60                MELEE                 RANGED
AC when Flat-Footed: 60                Total:  19/+14/+9/+4  Total:
+25/+20/+15/+10
AC vs Touch Attack : 60                Base :  +16/+11/+6/+1 Base :
+16/+11/+6/+1
Base               : 10                STR  :  +3            DEX  :  +9
Armor              : -- ()             Misc :  --            Misc :  --
Shield             : -- ()
Dexterity          : +9
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  +16     Total: --
Natural            : +8                 DEX  :  +9      Base : --
Misc               : +13                Misc :  +7      Misc : --
Training           : +20
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +15 =  6  +    6    +  3  +  0
Refl  : +21 =  12 +    9    +  0  +  0
Will  : +17 =  6  +    11   +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
• Medium Size
• 30’ Movement
• Darkvision 60’
• +4 Natural Armor bonus to AC
• +4 Racial bonus on Bluff & Disguise checks.
• Level Adjustment +4
• 4HD Monstrous Humanoid, which grants skill points,
Feats, BAB, & Base Save Bonuses.
• +10 bonus to Disguise checks if using its
shapechanging ability.
• +4 Circumstance bonus on Bluff & Disguise checks if
it is reading its opponent’s mind.
• Special Attacks – Detect Thoughts
• Special Quality – Change Shape, Immunity to Sleep
& Charm effects
+2 Str
+2 Dex
+2 Con
+2 Int
+4 Wis
+2 Cha
_______________________________________________________________________________
FEATS
1-Blind Fight
3-Ascetic Rogue
6-Combat Expertise
9-Hear the Unseen
12-Weapon Finesse:Unarmed Strike
15-Deft Strike
18-Combat Reflexes
21-Improved Unarmed Strike

_______________________________________________________________________________
CLASS ABILITIES
NINJA
Ki Power
Sudden Strike +10d6
Trapfinding
Ghost Step (Invisisble)
Poison Use
Great Leap
Acrobatics +6
Ki Dodge
Speed Climb
Ghost Strike
Improved Poison Use
Ghost Step (ethereal)
Evasion
Ghost Mind
Ghost Sight
Greater Ki Dodge
Ghost walk

SCOUT
Skirmish (+5d6, +5 AC)
Trapfinding
Battle Fortitude +3
Uncanny Dodge
Fast Movement +20ft.
Bonus Feat:Dodge
Evasion
Flawless Stride
Camouflage
Bonus Feat:Mobility
Blindsense 30ft.
Bonus Feat:Spring Attack
Hide in Plain Sight
Bonus Feat:Quick Draw
Free Movement
Blindsight 30ft.
Bonus Feat:Improved Iniative

ROGUE
Sneak Attack +1d6
Trapfinding
Evasion


MONK
Bonus Feat:Stunning Fist
Flurry of Blows -1/-1 [1d8]
Unarmed Strike
Bonus Feat:Deflect Arrows
Evasion

_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not
have ranks in them.

Skill Point Total = ({[8 + 4] x 23} + {[8 + 4] x 2}) = 300

Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +4  =  0  +4  +0   |  Appraise                   (INT)      Yes
      +24 =  15 +9  +0   |  !Balance                   (DEX)      Yes
      +15 =  12 +3  +4   |  Bluff                      (CHA)      Yes
      +15 =  12 +3  +0   |  !Climb                     (STR)      Yes
      +6  =  0  +6  +0   |  Concentration              (CON)      Yes
      +4  =  0  +4  +0   |  *Craft:                    (INT)      Yes
      +?  =  0  +?  +0   |  Decipher Script            (INT)      No
      +3  =  0  +3  +0   |  Diplomacy                  (CHA)      Yes
      +29 =  25 +4  +0   |  Disable Device             (INT)      No
      +42 =  25 +3  +14  |  Disguise                   (CHA)      Yes
      +9  =  0  +9  +0   |  !Escape Artist             (DEX)      Yes
      +4  =  0  +4  +0   |  Forgery                    (INT)      Yes
      +3  =  0  +3  +0   |  Gather Information         (CHA)      Yes
      +?  =  0  +?  +0   |  Handle Animal              (CHA)      No
      +11 =  0  +11 +0   |  Heal                       (WIS)      Yes
      +34 =  25 +9  +0   |  !Hide                      (DEX)      Yes
      +3  =  0  +3  +0   |  Intimidate                 (CHA)      Yes
      +3  =  0  +3  +0   |  !Jump                      (STR)      Yes
      +?  =  0  +?  +0   |  *Knowledge:                (INT)      No
      +36 =  25 +11 +0   |  Listen                     (WIS)      Yes
      +34 =  25 +9  +0   |  !Move Silently             (DEX)      Yes
      +28 =  19 +9  +0   |  Open Lock                  (DEX)      No
      +3  =  0  +3  +0   |  *Perform:                  (CHA)      Yes
      +?  =  0  +?  +0   |  *Profession:               (WIS)      No
      +9  =  0  +9  +0   |  Ride                       (DEX)      Yes
      +4  =  0  +4  +0   |  Search                     (INT)      Yes
      +28 =  17 +11 +0   |  Sense Motive               (WIS)      Yes
      +?  =  0  +?  +0   |  !Sleight of Hand           (DEX)      No
      +?  =  0  +?  +0   |  Spellcraft                 (INT)      No
      +25 =  25 +?  +0   |  Spot                       (WIS)      Yes
      +36 =  25 +11 +0   |  Survial                    (WIS)      Yes
      +3  =  0  +3  +0   |  !Swim                      (STR)      Yes
      +34 =  25 +9  +0   |  !Tumble                    (DEX)      No
      +28 =  25 +3  +0   |  Use Magic Device           (CHA)      No
      +9  =  0  +9  +0   |  Use Rope                   (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :Unarmed Strike       NAME :                    NAME :
ATT  :+25/+20/+15/+10      ATT  :                    ATT  :
DMG  :1d8                  DMG  :                    DMG  :
CRIT :20/x2                CRIT :                    CRIT :
RNG  :--                   RNG  :                    RNG  :
WGHT :--                   WGHT :                    WGHT :
SIZE :M                    SIZE :                    SIZE :
TYPE :B                    TYPE :                    TYPE :
COST :--                   COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :
_______________________________________________________________________________

MONEY
PP  :
GP  :
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT


_______________________________________________________________________________
MAGIC ITEMS
Gloves of Dexterity +4
Periapt of Wisdom +4
Ioun Stone – Deep Red
Ioun Stone –Incandescent Blue Sphere
Master’s Ring [+6 to CON, +4 AC]
Obi of the White Lotus Master [+4 AC, 20% chance of missing]
Ring of Blinking
Dyrr’s Impervious Vestment-[Blade Barrier, 1/day. Activated as a Full
Round Action. Effect is centered on the
wearer when cast & is 90’ in diameter & 20’
high. Lasts for up to 18 minutes
(dismissible as a Standard Action). The
wearer may pass through this Blade Barrier
at will.]

_______________________________________________________________________________

[5 blank lines suppressed]

Scotty
player, 24 posts
Mon 27 Feb 2006
at 14:03
  • msg #27

Re: Mojo's Character Concepts: Nalastri

Mojo, I'm pretty sure that you get Improved unarmed strike for free as a monk dude!
Elite Major Quick
GM, 101 posts
+3, 23/20/23
64/64, 5/8/6
Mon 27 Feb 2006
at 16:43
  • msg #28

Re: Mojo's Character Concepts: Nalastri

I needed it before I became a monk at lvl 20.
Mykz
GM, 7 posts
Mon 27 Feb 2006
at 22:28
  • msg #29

Re: Mojo's Character Concepts: Nalastri

But you took it at level 21 dude
Scotty
player, 25 posts
Mon 27 Feb 2006
at 22:52
  • msg #30

Re: Mojo's Character Concepts: Nalastri

Yeah I noticed that too Myk! LOL
Elite Major Quick
GM, 102 posts
+3, 23/20/23
64/64, 5/8/6
Tue 28 Feb 2006
at 17:13
  • msg #31

Re: Mojo's Character Concepts: Nalastri

Thats right. My first lvl of monk is at lvl 21, and I needed the improved unarmed strike before that.
Scotty
player, 26 posts
Tue 28 Feb 2006
at 17:29
  • msg #32

Re: Mojo's Character Concepts: Nalastri

No mojo... Look on th CS. Improved unarmed strike is your level 21 feat. If you took your first level of monk at level 21 then its even more of a waste...


P.s. Can we actually post in the game as well please? its starting to go the same way the eberron one did.
This message was last edited by the player at 17:34, Tue 28 Feb 2006.
Elite Major Quick
GM, 103 posts
+3, 23/20/23
64/64, 5/8/6
Tue 28 Feb 2006
at 19:58
  • msg #33

Re: Mojo's Character Concepts: Nalastri

I see what you saying Scotty.
DM Kindred
GM, 130 posts
Tue 18 Apr 2006
at 17:28
  • msg #34

Re: Mojo's Character Concepts: Krenaress The Savage     

Name            :Krenaress The Savage      Gender:M             HD         :23d12+8/+9
Player (RPoL ID):                          Height:
Race            :                          Weight:            MAX HP     : 00/00
Class           :Br-Dr-Rr-Ms-Wt            Age   :
Level           :23-3-5-12-3/+3            Hair  :            SUBDUAL DMG: 00
Align           :CG                        Eyes  :
Deity           :Balindor                  Hand  :            XP         :
Size            :L                         Speed :60ft.       NEXT LVL   :
Type            :Dragon


_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  16      +18     +3      +6      43/45/+16/+17
DEX  :  14      -2      --      --      12/+1
CON  :  15      +4      +1      +6      26/28/+8/+9
INT  :  12      --      --      --      12/+1
WIS  :  14      --      --      --      14/+2
CHA  :  14      --      +1      +2      17/+3
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : 19/21             MELEE                   RANGED
AC when Flat-Footed: 19/21             Total:  +36/+31/+26/+21 Total:  +19/+14/+9/+4
AC vs Touch Attack : 19/21             Base :  +20/+15/+10/+5  Base :  +20/+15/+10/+5
Base               : 10                STR  :  +16/+17         DEX  :  +1
Armor              : -- ()             Misc :  --              Misc :  -2
Shield             : -- ()
Dexterity          : +1
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  +9      Total: --
Natural            : +10                DEX  :  +1      Base : --
Misc               : -2                 Misc :  +6      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +28 =  18 +    8    +  2  +  0
Refl  : +12 =  11 +    1    +  0  +  0
Will  : +20 =  14 +    2    +  4  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
HALF DRAGON [COPPER]
Becomes a ‘Dragon’ Increased hit die type (up to d12)
Half-Dragons of Large-size or greater have reptilian wings which allow Flying (Average maneuverability) at twice the base creature’s ground speed (max 120’).
Natural Armor bonus improves by +4
Str +8
Con +2
Int +2
Cha +2
Copper(MM) Line of Acid Acid
Level Adj +3

SAURIAN SHIFTER
• Humanoid (shapechanger)
• Medium size
• 30’ movement
• Low-Light Vision
• +2 Racial bonus on Balance, Climb, and
Jump checks.
+2 Con
–2 Int
–2 Cha
Shifter Trait: Razorclaw
Shifting 4/day
Duration: 11+9=20
Benefits: +2 AC, Scent, claws [3d6+5+17], Pounce, +2 CON, +2 STR

Flaw:Shaky
Flaw:Vulnerable
Trait: Uncivilized

_______________________________________________________________________________
LEVEL PROGRESSION
1) Barbarian-Druid
2) Barbarian-Druid
3) Barbarian-Druid
4) Barbarian-Reachrunner
5) Barbarian-Reachrunner
6) Barbarian-Reachrunner
7) Barbarian-Reachrunner
8) Barbarian-Moonspeaker
9) Barbarian-Moonspeaker
10) Barbarian-Moonspeaker
11) Barbarian-Moonspeaker
12) Barbarian-Moonspeaker
13) Barbarian-Moonspeaker
14) Barbarian-Moonspeaker
15) Barbarian-Moonspeaker
16) Barbarian-Moonspeaker
17) Barbarian-Moonspeaker
18) Barbarian-Moonspeaker
19) Barbarian-Moonspeaker
20) Barbarian-Reachrunner
21) Barbarian-Weretouched
22) Barbarian-Weretouched
23) Barbarian-Weretouched

_______________________________________________________________________________
FEATS
1)Track
1)Flaw Feat: Razorclaw Elite
1)Flaw Feat: Shifter Instincts
3)Endurance
6)Flaw Feat: Improved Initiative
6)Reactive Shifting
9)Extra Shifter Trait: Wildhunt
12)Leadership
15)Shifter Savagery
18)Shifter Stamina
21)Epic Leadership

_______________________________________________________________________________
CLASS ABILITIES
BARBARIAN
Fast Movement
Rage 7/day
Uncanny Dodge
Trap Sense +7
Improved Uncanny Dodge
DR 8/-
Greater Rage
Indomitable Will
Tireless Rage

DRUID
Fast Movement
Nature Sense
Woodland Stride
Trackless Step
Wild Empathy
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES
MOONSPEAKER
Augmented Summoning
Extended Summoning
Moonspeaker shifting
Energy Resistance (First):Sonic
Thelanis Tie
Shifter Integration (ability bonus)
Energy Resistance (Second):Cold
Improved Natural Attack
Extra Shifter Trait:Beasthide
Energy Immunity:Sonic
Shifter Integration (shifter Trait)
Lamannia Calling

REACHRUNNER
Athletics
Fast Movement
Wild Sense
Nature's Stride
Swift Tracker
Shifter Endurance
Run
Pouncing Ambush

WERETOUCHED MASTER
Weretouched I: Tiger
Wild empathy [1d20 + CHA mod [+2] + 3 ]
Bonus Shifter Feat:Shifter Ferocity
Weretouched II

_______________________________________________________________________________
LANGUAGES

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total = [6 + INT mod [1] * 26] = 182

Class
Skill
      Final                                            Related
      Mod = Rnk Abl   Msc  |  Skills:                    Ability  Untrained?
      +1  =  0  +1    +0   |  Appraise                   (INT)      Yes
      +31 =  23 +1    +7   |  !Balance                   (DEX)      Yes
      +2  =  0  +3    -1   |  Bluff                      (CHA)      Yes
      +40 =  17 +16   +7   |  !Climb                     (STR)      Yes
  +15/+16 =  5  +8/+9 +2   |  Concentration              (CON)      Yes
      +1  =  0  +1    +0   |  *Craft:                    (INT)      Yes
      +?  =  0  +?    +0   |  Decipher Script            (INT)      No
      +2  =  0  +3    -1   |  Diplomacy                  (CHA)      Yes
      +?  =  0  +?    +0   |  Disable Device             (INT)      No
      +3  =  0  +3    +0   |  Disguise                   (CHA)      Yes
      +1  =  0  +1    +0   |  !Escape Artist             (DEX)      Yes
      +1  =  0  +1    +0   |  Forgery                    (INT)      Yes
      +2  =  0  +3    -1   |  Gather Information         (CHA)      Yes
      +27 =  23 +3    +1   |  Handle Animal              (CHA)      No
      +2  =  0  +2    +0   |  Heal                       (WIS)      Yes
      +1  =  0  +1    +0   |  !Hide                      (DEX)      Yes
      +3  =  0  +3    +0   |  Intimidate                 (CHA)      Yes
      +40 =  17 +16   +7   |  !Jump                      (STR)      Yes
      +14 =  11 +1    +2   |  *Knowledge:Nature          (INT)      No
      +5  =  4  +1    +0   |  *Knowledge:Religion        (INT)      No
      +?  =  0  +?    +0   |  *Knowledge:                (INT)      No
      +34 =  26 +2    +6   |  Listen                     (WIS)      Yes
      +1  =  0  +1    +0   |  !Move Silently             (DEX)      Yes
      +?  =  0  +?    +0   |  Open Lock                  (DEX)      No
      +3  =  0  +3    +0   |  *Perform:                  (CHA)      Yes
      +?  =  0  +?    +0   |  *Profession:               (WIS)      No
      +27 =  26 +1    +0   |  Ride                       (DEX)      Yes
      +1  =  0  +1    +0   |  Search                     (INT)      Yes
      +3  =  0  +2    +1   |  Sense Motive               (WIS)      Yes
      +?  =  0  +?    +0   |  !Sleight of Hand           (DEX)      No
      +?  =  0  +?    +0   |  Spellcraft                 (INT)      No
      +12 =  4  +2    +6   |  Spot                       (WIS)      Yes
      +30 =  26 +2    +2   |  Survial                    (WIS)      Yes
      +16 =  0  +16   +0   |  !Swim                      (STR)      Yes
      +?  =  0  +?    +0   |  !Tumble                    (DEX)      No
      +?  =  0  +?    +0   |  Use Magic Device           (CHA)      No
      +1  =  0  +1    +0   |  Use Rope                   (DEX)      Yes


! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :Claws               NAME :                    NAME :
ATT  :+20/+20             ATT  :                    ATT  :
DMG  :2d6+5+17            DMG  :                    DMG  :
CRIT :19-20               CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
SIZE :L                   SIZE :                    SIZE :
TYPE :                    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :
_______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day      Known
0      12       4      +    ?    =        4               ?
1      13       2      +    1    =        3               ?
2      14       1      +    1    =        2               ?
3      ?        ?      +    ?    =        ?               ?
4      ?        ?      +    ?    =        ?               ?
5      ?        ?      +    ?    =        ?               ?


Domain:

Granted Power:

Lvl 1:
Lvl 2:
Lvl 3:
LvL 4:
Lvl 5:
Lvl 6:
Lvl 7:

Domain:

Granted Power:

Lvl 1:
Lvl 2:
Lvl 3:
Lvl 4:
Lvl 5:
Lvl 6:
Lvl 7:

Forbidden School: If applicable


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.



___________________________________________________________
MONEY
PP  :
GP  :
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT


_______________________________________________________________________________
MAGIC ITEMS
Master’s Ring [+6 Enhancement bonus to Constitution, +4 Natural Armor bonus to AC Longstrider, always on.]
Ring of Invisibility [Invisibility, on command.]
Brooch of Shielding [Absorbs 58 hit points of Magic Missile damage and then melts.]
Belt of Giant Strength +6 [+6 Enhancement bonus to Strength.]
Scorpion Bracers [Pair of bracers made from Giant Scorpion carapaces. +5 Resistance bonus on Fortitude saves vs. Poison]
Earring of the Wolf [Single earring, typically with a military unit insignia. Created as part of a set. Each wearer of one of these earrings can hear what is spoken by any other wearer of an earring from the same set. Communications between a given pair of earrings is thwarted by magical silence, over a mile of distance, 10’ of earth or wood, 5’ of stone, 1’ of metal, or any amount of lead. Additional earrings can be added to a set as long as all current earrings of a set are present when the new earrings are created.]
Ioun Stone – Pink &
Green Sphere[Gem that floats around the owner’s head +2 Enhancement bonus to Charisma.]


_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND





_______________________________________________________________________________
MOTIVATION & GOALS
Mykz
GM, 13 posts
Fri 23 Jun 2006
at 16:04
  • msg #35

Red Wizard Zoul

________________________________________________________________________________
Name  :Zoul, Red Wizard of Thay  Gender:Male        HD:D4+2
Player:Myky                      Height:5'11"
Race  :Human                     Weight:180 lbs     MAX HP: 57/00
Class :Wizard/Red Wizard         Age   :31
Level :5/7                       Hair  :Bald        SUBDUAL DMG: 00
Align :LE                        Eyes  :D. Brown
Deity :Kossuth                   Hand  :Right       XP:
Size  :Med                       Speed :30 ft       NEXT LVL:
Current DM:
Current Region:                                     Day Units:

SHEET UPDATED :

________________________________________________________________________________
ABILITIES
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score

STR : 13     --     --     -1      12 / +1
DEX : 17     --     --     -1      16 / +3
CON : 15     --     --     -1      14 / +2
INT : 17     --     --     +3      20 / +5
WIS : 14     --     --     +1      14 / +2
CHA : 12     --     --     +2      14 / +2

+1 Ability Increase every 4th level is added to Base number.

________________________________________________________________________________
COMBAT STATISTICS

ARMOR CLASS                                 BASE ATTACK BONUS
AC Total :            --                    MELEE         RANGED
AC when Flat-Footed   --                    Total: +5     Total: +7
AC vs Touch Attack    --                    Base:  +5     Base:  +5
Base:                 10                    STR:   +2     DEX:   +4
Armor:                --                    Misc:  -2     Misc:  -2
Shield:               --
Dexterity:            +4                    INITIATIVE
Size:                 --                    Total:  +4
Magic:                --                    DEX:    +4
Misc.:                --                    Misc.:  --

________________________________________________________________________________
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +4  =   2  +    2    +   0   +   0
Reflex     : +6  =   2  +    4    +   0   +   0
Will       : +13 =   11 +    2    +   0   +   0
________________________________________________________________________________
RACIAL TRAITS: Human
 - At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
 - Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 - Human base land speed is 30 feet.
 - 1 extra feat at 1st level.
 - 4 extra skill points at 1st level and 1 extra skill point at each additional level.
 - Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
 - Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count
________________________________________________________________________________
TRAITS & FLAWS                                   From Unearthed Arcana -- Optional
T) Focused: +1 to concentration, -1 to Spot& Listen.
F) Noncombatant: -2 penalty on all melee attack rolls
F) Shaky: -2 penalty on all ranged attack rolls

________________________________________________________________________________
FEATS                                      Indicate for level, class, race, etc.
1)Able Learner
1)Tattoo Fucus
F)Arcane Manipulation
F)Spell reprieve (Necromancy)
3)Arcane Mastery
6)
9)
12)

________________________________________________________________________________
CLASS ABILITIES                                  Indicate current abilities only
1)Summon Familiar, Scribe Scroll, Weapon Group (Basic)
2)-
3)-
4)-
5)

________________________________________________________________________________
PRESTIGE CLASS ABILITIES
1)Enhance Specialization, Specialist Defense +1, Weapon Group (Crossbows)
2)Spell Power +1
3)Specialist Defense +2
4)Spell Power +2
5)Craft Arms & Armor, Circle Leader
6)Spell Power +3
7)Specialist Defense +3, Scribe Tattoo

________________________________________________________________________________
LANGUAGES
Common
Regional:
Bonus:
Bonus:
________________________________________________________________________________
SKILLS                          Fill in skills you have ranks in AND skills that
                                can be used untrained.  Mod is the final score, Rnk
Skill Point Total:120           is the number of ranks attained in the skill, Abl
Max Class ranks:15              is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks:7.5       miscellaneous bonus from feats, race, synergy, etc.
                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                    (INT)       Yes
      +   =  0  +?  +0!  |  Balance                     (DEX)       Yes
      +10 =  8  +2  +0   |  Bluff                       (CHA)       Yes
      +   =  0  +?  +0!  |  Climb                       (STR)       Yes
      +18 =  15 +2  +1   |  Concentration               (CON)       Yes
      +15 =  10 +5  +0   |  *Craft:Arms & Armor         (INT)       Yes
      +15 =  10 +5  +0   |  Decipher Script             (INT)       No
      +12 =  10 +2  +0   |  Diplomacy                   (CHA)       Yes
      +   =  0  +?  +0   |  Disable Device              (INT)       No
      +   =  0  +?  +0   |  Disguise                    (CHA)       Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)       Yes
      +   =  0  +?  +0   |  Forgery                     (INT)       Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)       Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)       No
      +   =  0  +?  +0   |  Heal                        (WIS)       Yes
      +9  =  6  +3  +0!  |  Hide                        (DEX)       Yes
      +10 =  8  +2  +0   |  Intimidate                  (CHA)       Yes
      +   =  0  +?  +0!  |  Jump                        (STR)       Yes
      +20 =  15 +5  +0   |  *Knowledge:Arcana           (INT)       No
      +10 =  5  +5  +0   |  *Knowledge:History          (INT)       No
      +   =  0  +?  -1   |  Listen                      (WIS)       Yes
      +9  =  6  +3  +3!  |  Move Silently               (DEX)       Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)       No
      +   =  0  +?  +0   |  *Perform:                   (CHA)       Yes
      +   =  0  +?  +0   |  *Profession:                (WIS)       No
      +9  =  6  +3  +0   |  Ride                        (DEX)       Yes
      +   =  0  +?  +0   |  Search                      (INT)       Yes
      +   =  0  +?  +0   |  Sense Motive                (WIS)       Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)       No
      +20 =  15 +5  +0   |  Spellcraft                  (INT)       No
      +   =  0  +?  -1   |  Spot                        (WIS)       Yes
      +   =  0  +?  +0   |  Survial                     (WIS)       Yes
      +   =  0  +?  +0!  |  Swim                        (STR)       Yes
      +9  =  6  +3  +0!  |  Tumble                      (DEX)       No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)       No
      +   =  0  +?  +0   |  Use Rope                    (DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

________________________________________________________________________________
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME :Handbow             NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
TYPE :                    TYPE :                    TYPE :
SIZE :                    SIZE :                    SIZE :
COST :                    COST :                    COST :

GRAPPLE BONUS: BAB -- + STR -- + SIZE -- =

________________________________________________________________________________
PROTECTION

ARMOR                                       SHIELD
NAME :Armor? I dont need no stinking armor  NAME :
TYPE :                                      TYPE :
AC BONUS :                                  AC BONUS :
MAX DEX  :                                  CHECK PENALTY :
CHECK PENALTY :                             SPELL FAILURE :
SPELL FAILURE :                             WGHT :
SPEED:                                      PROPERTIES:
WGHT :                                      COST:
PROPERTIES:
COST:
________________________________________________________________________________
EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.
Item                   #   Cost   Weight   Location   Notes
Underclothes                      (--)
Travellers Outfit                 (5lbs)
Backpack                          (2lbs)
Bedroll                           (1lb)
Mirror,Small steel                (1/2lb)
Waterskin                         (4lbs)
Spell Component Pouch             (3lbs)
Spellbook                         (3lbs)
Vial, Black Ink                   (--)
Inkpen                            (--)
Quiver(40 Quarrels)               (6lbs)
Candles(10)                       (--)
Case, Scroll/Map                  (1/2lb)
Parchment (5)                     (--)

Total weight carried:
Light Load:            Medium Load:               Heavy Load:
Lift over head:        Lift off ground:           Push or Drag:
________________________________________________________________________________
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)
 - Manual of Quickness of Action: This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1) Cost 1,250 gp + 5,100 XP (+1); Weight 5 lb.


 - Tome of Clear Thought: This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when she attains a new level.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; 27,500 gp (+1); Cost 1,250 gp + 5,100 XP (+1); Weight 5 lb.




________________________________________________________________________________
TREASURE                                                      List where carried

PP:
GP:33,000.
SP:
CP:

MISC.:

GEMS:

________________________________________________________________________________
SPELLS                                   If this is not a spell-casting PC feel
                                         free to cut this section out.  If this
                                         PC casts both arcane and devine spells,
                                         cut and paste tables as needed.

                Base     Ability  Misc.
Lvl    DC    Spell/Day    Bonus   Bonus     Spell Per Day      # Known
0      15       4      +    0   +  ?     =        4                ?
1      16       4      +    2   +  ?     =        6                ?
2      17       4      +    1   +  ?     =        5                ?
3      18       4      +    1   +  ?     =        5                ?
4      19       3      +    1   +  ?     =        4                ?
5      20       3      +    1   +  ?     =        4                ?
6      21       2      +    ?   +  ?     =        2                ?


Misc. bonus is for such things are domain spells, specialist spells, etc.

Wizard School Specilization: Transmutation
Forbidden School(s) Wizard : Enchantment & Necromancy.
Forbidden School Red Wizard: Illusion

Mark prepaired spells with a *

If a spell comes from any source other then the Player's Guide, note which book
it comes from using the following code:  FR = Forgotten Realms Campiagn Setting,
T&B = Tome and Blood, MF = Magic of Faerun, FP = Faiths and Pantheons, UD =
Underdark, etc.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Resistance      : Subject gains +1 on saving throws.
 Acid Splash     : Orb deals 1d3 acid damage.
 Detect Poison   : Detects poison in one creature or small object.
 Detect Magic    : Detects spells and magic items within 60 ft.
 Read Magic      : Read scrolls and spellbooks.
 Dancing Lights  : Creates torches or other lights.
 Flare           : Dazzles one creature (–1 on attack rolls).
 Light           : Object shines like a torch.
 Ray of Frost    : Ray deals 1d3 cold damage.
 Disrupt Undead  : Deals 1d6 damage to one undead.
 Touch of Fatigue: Touch attack fatigues target.
 Mage Hand       : 5-pound telekinesis.
 Mending         : Makes minor repairs on an object.
 Message         : Whispered conversation at distance.
 Open/Close      : Opens or closes small or light things.
 Arcane Mark     : Inscribes a personal rune (visible or invisible).
 Prestidigitation: Performs minor tricks.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-Animate Rope       : Makes a rope move at your command.
 Blade of Blood     : Weapon Deals +1D6, or +3D6 if you take 5 points of damage. (PHB2)
-Enlarge Person     : Humanoid creature doubles in size.
-Erase              : Mundane or magical writing vanishes.
-Expeditious Retreat: Your speed increases by 30 ft.
-Feather Fall       : Objects or creatures fall slowly.
-Jump               : Subject gets bonus on Jump checks.
-Magic Weapon       : Weapon gains +1 bonus.
-Reduce Person      : Humanoid creature halves in size


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Cloud of Knives : Release one knife/round, 1D6 damage +1/3 levels (max +5). (PHB2)
 Dimension Hop   : Teleport Subject short Distance. (PHB2)
-Alter Self      : Assume form of a similar creature.
-Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
-Bull’s Strength : Subject gains +4 to Str for 1 min./level.
-Cat’s Grace     : Subject gains +4 to Dex for 1 min./level.
-Darkvision      : See 60 ft. in total darkness.
-Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
-Fox’s Cunning   : Subject gains +4 Int for 1 min./level.
-Knock           : Opens locked or magically sealed door.
-Levitate        : Subject moves up and down at your direction.
-Owl’s Wisdom    : Subject gains +4 to Wis for 1 min./level.
-Pyrotechnics    : Turns fire into blinding light or choking smoke.
-Rope Trick      : As many as eight creatures hide in extradimensional space.
-Spider Climb    : Grants ability to walk on walls and ceilings.
-Whispering Wind : Sends a short message 1 mile/level.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 3¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Battle Magic Perception: Sense and Counter spellcasting withing 100 feet.(HoB)
 Bigby's Disrupting Hand: Hand disrupts opponents Spellcasting. (PHB2)
-Blink                  : You randomly vanish and reappear for 1 round/level.
 Fireball               : 1d6 damage per level, 20-ft. radius.
-Gaseous Form           : Subject becomes insubstantial and can fly slowly.
-Haste                  : One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
 Lightning Bolt         : Electricity deals 1d6/level damage.
 Melf's Unicorn Arrow   : 1D8+8 damage and bull rush; +1 arrow/3 levels beyond 5th. (PHB2)
 Regroup                : Teleports nearby allies to your side. (PHB2)
-Slow                   : One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
 Wind Wall              : Deflects arrows, smaller creatures, and gases.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 4¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Baleful Blink        : Subject has 50% chance of failure on attacks and Spells. (PHB2)
-Call of Stone        : Slowly turn Subject to Stone.(PHB2)
-Trollshape           : You take on the form and abilities of a troll.(PHB2)
-Mnemonic Enhancer (F): Wizard only. Prepares extra spells or retains one just cast.
-Polymorph            : Gives one willing subject a new form.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 5¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Animate Legion (m)      : Creates skeletons or Zombies. (HoB)
-Dance of Blades         : A weapon attacks on its own. (PHB2)
 Universal Permanency (X): Makes certain spells permanent.
-Baleful Polymorph       : Transforms subject into harmless animal.
-Fabricate               : Transforms raw materials into finished items.
-Overland Flight         : You fly at a speed of 40 ft. and can hustle over long distances.
-Passwall                : Creates passage through wood or stone wall.
-Telekinesis             : Moves object, attacks creature, or hurls object or creature.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 6¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-Chasing Perfection (m): Subject gains +4 to all abilities.(PHB2)
 Create Undead (M)     : Creates ghouls, ghasts, mummies, or mohrgs
 Dispel Magic, Greater : As dispel magic, but +20 on check.


________________________________________________________________________________
ANIMAL Familiar                Cut and paste in cases of more than one animal.

NAME       :Goddess
TYPE       :(Familiar)
SPECIES    :Cat
AC         :20 (+2 size, +2 Dex, +6 Nat armor), touch 14, flat-footed 18
HP         :23
ATTACKS    :Claw +4 melee (1d2-4)
FULL ATTACK:2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4)
SPECIAL    :Low-light vision, scent, Spell Resistance 17
SAVES      :Fort +2, Ref +4, Will +1
ABILITIES  :Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 7
SKILLS     :Balance +10, Climb +6, Hide +16*, Jump +10,Listen +3, Move Silently +8, Spot +3
Feats      :Stealthy, Weapon Finesse
SPEED      :30 ft. (6 squares)

ABILITIES GRANTED TO PC :
Master gains a +3 bonus on Move Silently checks

ABILITIES GRANTED TO Cat:
1-2) Alertness, improved evasion,share spells, empathic link
3-4) Deliver touch spells
5-6) Speak with master
7-8) Speak with animals of its kind
9-10) -
11-12)Spell Resistance: 17

Animal Item Slots

Although it's easy to imagine an animal benefiting from magic equipment beyond a simple saddle and a suit of barding, fitting a mount's physiology to the list of item slots available to characters is not an easy task. Try the following variant list of item slots for quadruped animals (and other monsters when appropriate).

One skull cap or helm
One pair of lenses or goggles
One collar
One saddle blanket or vest
One saddle or jacket
One belt or strap worn in front of or over the haunches
One pectoral or harness worn over the chest or shoulders
One pair foreleg bracers
One pair of foreleg shoes or mitts -- hoofed creatures wear shoes and creatures with paws wear mitts
Two rings -- creatures with toes wear rings on the toes and creatures with hooves wear "rings" just above fore hooves
One pair of hind leg shoes or mitts -- hoofed creatures wear shoes and creatures with paws wear mitts

________________________________________________________________________________
HISTORY / BACKGROUND

There is little known about Zoul's youth, before he became an apprentice to the Wizard Morakai. All that is known is this; Morakai left his Tower to go adventuring and returned several months later with the lad Zoul in tow. Zoul spent most of his time sweeping and scrubbing floors, cleaning tools, carrying supplies and preparing simple meals so that Morakai could spend his time working on his current project. He boy hated his current lot in life and wore a perpetual scowl for he dare not voice his displeasure for his chores. Each time Morakai gave Zoul a task that seemed meaningless to the actual job at hand; more often than not it proved necessary to achieving his goal. In time Zoul began to realize that while Morakai was a cantankerous old geezer, he took his job as Zoul’s mentor very seriously. He would often beat and ridicule Zoul when he failed and sometimes he would torture the boy before magically restoring his health when he something Morakai considered unforgivable… like running away, something Zoul did often in the early years; telling Zoul that he was doing these things for the boy’s own good. He often regaled Zoul with his wild musings about the boy’s future when he was drunk, telling him that he planned to make a Zulkir out of him before long. Morakai believed that he was the best thing that ever happened to the boy, while Zoul had an entirely different opinion.

Years passed. In time Zoul learned the arcane arts and became a wizard in his own right. He chooses to specialize in the school of transmutation for two reasons; Morakai had always made him feel weak, both physically and mentally; Transmutation spells have a way of changing that. Plus Morakai was an Evoker and he wanted Zoul to follow in his footsteps. Zoul did not want to do that, if only to piss him off. Instead he reasoned that if he were a Transmuter he could bolster Morakai’s power with transmutation spells while Morakai blasted everything to smithereens.

This worked out wonderfully for years. Morakai would take Zoul with him when he went adventuring, teaching him many things along way. He taught the boy things other wizards did not teach their apprentices, like art of diplomacy and how to move silently through a forest. He taught him arcane secrets few other wizards knew, like how cast spells from a forbidden school of magic. One thing he did not teach Zoul how to do was fight. In every conflict they had ever encountered, Morakai did the fighting while Zoul supported him with spells designed to improve his efficiency. So lacking was Zoul’s knowledge of combat, that he developed a severe dislike for fighting that he could not wield a dagger or fire a crossbow with any degree of skill.

Instead Zoul focused all his efforts on arcane pursuits. He can craft practically any item, he studied the history of the land, paying attention the Arcane Masters of old and picked up more than a few of their secrets, he even managed to learn a spell or two from by gone eras.

Years passed. A few months ago Morakai was challenged by a fellow red wizard. It was spell duel to the death; the winner would take everything the loser owned. Morakai was powerful as was his opponent, but he had spent too long depending on Zouls spells to bolster his own abilities. That sort of help was strictly prohibited in a Mage Duel. Morakai lost and suddenly Zoul found himself without a master. Luckily, Morakai had often sent Zoul in his place for certain meetings and business propositions as Zoul was often well liked while Morakai was not. An enterprising Zulkir seized the opportunity to take Zoul under his wing. He arranged to have Zoul transferred to an Enclave in Luskan, promising that he would back Zoul financially if Zoul would give him a cut of the profits. Zoul agreed and moved to take over the new Enclave as soon s he was able.

Our story starts on his first day there.

________________________________________________________________________________
MOTIVATIONS & GOALS

 - Greed: Zoul is obsessed with power. To him power is magical might and gold. He will do anything to acquire both.
________________________________________________________________________________
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER

 - Zoul plans to kill the Mage that killed Morakai so that he may reclaim his former master’s notes, spell books and artefacts. These items will be invaluable to his growth as a Red Wizard.
________________________________________________________________________________
PERSONALITY / QUIRKS / MANNERISMS

 - Zoul is a very charming fellow, easy going and seemingly kind. He tries to be the opposite of Morakai but this difference is superficial. In truth Zoul is just as ruthless and evil as his former master, he is just a lot better at hiding the fact.
________________________________________________________________________________
LEADERSHIP / ENCLAVE

LEADERSHIP Score: 14
Leadership Modifiers;
Has a stronghold, base of operations, guildhouse, or the like +2
Has a familiar, special mount, or animal companion -2

Cohort Level: 10 th
Number of Followers by Level
1) 15
2) 1

THE ENCLAVE




Located on the outskirts of Luskan, this walled villa is the home and office of Thay's Enclave. The enclave consists of three large buildings connected by vineframed walkways. It was originally two mansions and a barn owned by a wealthy human merchant. The Thayans bought his property when they got permission to create the enclave and renovated it to accommodate their special needs. The west building houses the senior wizards, the middle one the soldiers and some of the slaves, and the eastern building holds the weakest wizards, a handful of clerics, and the remainder of the slaves. This configuration lets the soldiers react to attacks anywhere on the enclave with equal speed. The characters can learn the general configuration of the enclave (what sorts of Thayans live in each building) with a successful DC 15 Gather Information check. The two wooded areas near the enclave manor are part of the enclave and contain fruit and nut trees the Thayans use to supplement their food. The perimeter of the enclave is defined by a 3-foot-high fence with a gate on the east end; the fence is intended to be symbolic rather than physically capable of keeping undesirables out. Anyone crossing the fence draws the attention of four patrolling soldiers (LE human male fighter 2), and any combat on the grounds alerts other soldiers who sound an alarm.


All doors are strong wooden doors, and all windows are protected by metal bars (shutters on the outside can be opened or closed from within the room but the bars prevent Small or larger creatures from entering).

1. LIVING ROOM

This living area is used when the senior Thayans need to meet with important city officials or dignitaries from nearby lands.

2. SERVANT WING

All the rooms adjoining this area belong to the servants for this mansion. All are local people who agreed to charm person and mind-reading spells to insure their loyalty. They are treated well by the Thayans and will not betray them, but are not willing to die for their employers.

3. LIBRARY

This library contains a few histories of Thay, Thayan propaganda materials (in the guise of Thayan fiction, poetry, and history), and other nonmagical books. The materials here are worth 1,000 gp to a collector.

4. WIZARD BEDROOM (EL 5, 6, 7, OR 9)

These six bedrooms are the living spaces for the mid-level Thayan wizards: an abjurer 8/Red Wizard 1, illusionist 7, enchanter 6, transmuter 6, enchanter 5, illusionist 5, and transmuter 5. Two of the 5th-level wizards share the southeast bedroom. Each room contains one bed, small table, chair, wardrobe, and locked chest (containing personal items) per inhabitant.

The wizards have trained together, support each other magically in combat, and are familiar with each other's common practices. Each room is guarded by a silent alarm spell that wakes the occupant(s) automatically if a creature enters.

5. SENIOR WIZARD BEDROOM (EL 11)

This is the bedroom of the lieutenant wizard to Zoul. The room has a bed, a locked chest with personal items, a wardrobe, two tables, two chairs, and a small couch.

The lieutenant's room is warded by an alarm spell, and her door is held closed by an arcane lock spell. If he is awakened by noise elsewhere in the building, he immediately goes to Zoul's foyer (area 6a) to make sure he is not in danger, but does not disturb him unless she believes the enclave is under attack.


6. Zoul'S BEDROOM (EL 13)

This is the bedroom of Zoul, head of the Luskan enclave. The room has a bed, a locked chest with personal items, a wardrobe, two tables, two chairs, and a small couch. Paperwork on one of the desks pertains to enclave functions (income and expenses, vendor lists, tallies of items created), the other more personal records (notes on spells he has heard of and wants to investigate, partially written correspondence to Thay, and so on).

One Thayan soldier (fighter 5) is stationed in his foyer (area 6a) at all times.

Zoul's room is warded by an alarm spell, and his door is shut with an arcane lock.


7. GUARDED ROOF ACCESS (EL 3)

Both of these rooms contain an audible alarm spell (cast by the lieutenant from area 5 each morning). A guard (fighter 3) stands within the hallway at all times, ready to respond to the sound of the spell and call for reinforcements if necessary. Since the Thayans don't use the roof, anyone going to or from the roof is immediately under suspicion.

ROOF (NOT DEPICTED ON MAP)

A 4-foot-high wall surrounds the roof of the manor. The Thayans almost never go on the roof, though if a battle breaks out on the enclave grounds a wizard can come here to observe and assist with ranged spells. A few nonperishable items (planks, nails, and so on) are stored here, but otherwise the roof has nothing of interest to adventurers other than as a possible means of entering the building.

8. SECRET BASEMENT ACCESS (NOT DEPICTED ON MAP)

This is the entrance to Zouls secret labarotory. It is located inside his wardrobe. The basement is gaurded by a Golem and his Familiar.


Luskan
Luskan, also known as the City of Sails, is a port city on the northernmost point of the Sword Coast. It is considered by most to be the furthest reach of civilization, the Spine of the World Mountains which mark what most believe to be the end of the known world (this is of course not true as the Ten Towns of Icewind Dale lie past them) being just a couple hundred miles north of the city.

Built on the ruins of the ancient and magical Orc city of Illusk, Luskan has a very intriguing history. Most of its inhabitants, however, couldn't care less. Luskan is a port town frequented by pirates, thieves and other disreputable folk interested in only one thing: money. Although you could be murdered, mugged or kidnapped at any moment within its walls, Luskan is a very lucrative city. Pirates bring in their booty to be sold to the black market, northern traders frequent the place as a rest stop on their way to the aforementioned Ten towns during the warmer months, ready to buy exotic scrimshander ornaments, several taverns do a roaring trade in ale and other spirits, the drugs and slave trade are rife (although obviously sublimated) and information brokers and prostitutes ply their trade during the night-time.

The city was officially ruled by the five High Captains: Taerl, Baram, Kurth, Seljack and Rethnor, former pirate lords all. However in 1373 DR the High Captains were either killed or forced to flee during a vicous civil war caused by a cultist named Maugrim, who planned on using Luskan's might against the city of Neverwinter.

Everyone knows, however, that the true power in the city resides in the Host Tower of the Arcane. The 130 loosely affiliated mages use the High Captains as puppet rulers, mostly keeping to themselves and working on their own magical experiments. They encourage the harassment of the trading routes of small cities such as Longsaddle, Mirabar and Neverwinter although they stay well clear of Waterdeep and Amn's routes. They also encourage local traders to treat travellers with disdain and suspicion, in the possibility that they may be spies for their enemies, often sending agents to follow strangers personally.
This message was last edited by the GM at 19:34, Thu 19 July 2007.
Scotty
player, 35 posts
Fri 14 Jul 2006
at 18:16
  • msg #36

Feanor Eldarin

Gestalt Wiz.ftr 2 wiz.mnk 1 gotta run still need equipment.

PC Name: Feanor Eldarin                 Gender: Male         HD: 2d10+4, 1d8+2
RoA Player Name:                        Height: 5'8"
Race: Sun Elf                           Weight: 130          HP: 31  /31
Class: Wiz/Ftr/Mnk Gestalt              Age: 115             Current/Normal
Level: 3/2/1                            Hair: Gold
Align: NE                               Eyes: Amber          XP: 3000
Deity:                                  Speed: 30ft          Next Level: 6000
Size:  Medium
Current DM:
Current Region:
Home Region:                            Day Units:

SHEET UPDATED:
--------------------------------------------------------------------------------
ABILITIES
                                   Final
    Base  Racial  Magic  Misc  Ability / Mod
          Bonus   Item             Score

STR: 14     --     --     --      14 / +2
DEX: 18     --     --     --      18 / +4
CON: 16     -2     --     --      14 / +2
INT: 18     +2     --     --      20 / +5
WIS: 17     --     --     --      17 / +3
CHA: 11     --     --     --      11 / +0

+1 Ability Increase every 4th level is added to Base number.
--------------------------------------------------------------------------------
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total :            17                    MELEE         RANGED
AC when Flat-Footed   13                    Total: 5      Total: 7
AC vs Touch Attack    17                    Base:  +3     Base:  +3
Base:                 10                    STR:   +2     DEX:   +4
Armor:                --                    Misc:  --     Misc:  --
Shield:               --
Dexterity:            +4                        INITIATIVE
Size:                 --                        Total:  +4
Magic:                --                        DEX:    +4
Misc.:                +3                        Misc.:  --
--------------------------------------------------------------------------------
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +8  =   6  +    2    +   0   +   0
Reflex     : +7  =   3  +    4    +   0   +   0
Will       : +8  =   5  +    3    +   0   +   0
--------------------------------------------------------------------------------
RACIAL TRAITS
— +2 Intelligence, –2 Constitution.
—Medium size.
—An elf ’s base land speed is 30 feet.
—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
—Low-light vision.
—Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
— +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to

notice it as if she were actively looking for it.
—Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
—Favored Class: Wizard.

--------------------------------------------------------------------------------
FEATS                                      Indicate for level, class, race, etc.

Flaw- Spellcasting Prodigy

Pre Req: -----
Special: +2 to primary spellcasting ability score to determine bonus spells and spell DC.


Flaw: SPELL FOCUS (Enchantment)

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.



Level 1 Greater Spell Focus (+4)

Pre Req: Spell Focus
Special: +4 to DC of chosen school of magic (not stackable with Spell Focus).


FTR 1: WEAPON FINESSE (General)

Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your

Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons are always considered light weapons.

MNK 1: STUNNING FIST [GENERAL]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces

a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage

normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any

Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see

Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt

a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.


FTR 2: TWO-WEAPON FIGHTING (General)
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off

hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6

penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the

penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite

for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.


Level 3: Improved Weapon Familiarity

Pre Req: BAB +1
Special: Racial weapons are martial not exotic






--------------------------------------------------------------------------------
Flaws                                         From Unearthed Arcana -- Optional
-Murky-Eyed
Your vision is obscured
In combat, every time you attack an opponent that has concealment, roll your
miss chance twice.  If either or both results indicate that you miss, your
attack fails

-Inattentive
You are particularly unaware of your surroundings
-4 Penalty to Listen and Spot checks




--------------------------------------------------------------------------------
CLASS ABILITIES                                  Indicate current abilities only

Wizard

Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below

       for details.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Monk

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai,

                      shuriken, siangham, and sling.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or

            when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a

     shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a

                     round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round.

Unarmed Strike: 1d6




--------------------------------------------------------------------------------
PRESTIGE CLASS ABILITIES


--------------------------------------------------------------------------------
LANGUAGES

Common
Regional: Elven
Bonus: Draconic
Bonus: Goblin
Bonus: Dwarf
Bonus: Sylvan
Bonus: Undercommon/Umbragen
--------------------------------------------------------------------------------
SKILLS                       Fill in skills you have ranks in AND skills that
                             can be used untrained.  Mod is the final score, Rnk
Skill Point Total:           is the number of ranks attained in the skill, Abl
Max Class ranks:             is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks:       miscellaneous bonus from feats, race, synergy, etc.
                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +8  =  6  +2  +0   |  Concentration               (CON)       Yes
      +8  =  4  +4  +0!  |  Hide                        (DEX)       Yes
      +11 =  6  +5  +0   |  *Knowledge: Arcana          (INT)       No
      +11 =  6  +5  +0   |  *Knowledge: History         (INT)       No
      +1  =  0  +3  -2   |  Listen                      (WIS)       Yes
      +8  =  4  +4  +0!  |  Move Silently               (DEX)       Yes
      +2  =  0  +?  +2   |  Search                      (INT)       Yes
      +11 =  6  +5  +0   |  Spellcraft                  (INT)       No
      +1  =  0  +3  -2   |  Spot                        (WIS)       Yes
      +10 =  6  +4  +0   |  Tumble                      (DEX)       No
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization
--------------------------------------------------------------------------------
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME : Elven Thinblade    NAME : Elven Lightblade   NAME :
ATT  : 7                  ATT  : 7                  ATT  :
DMG  : 1d8                DMG  : 1d6                DMG  :
CRIT : 18-20              CRIT : 18-20              CRIT :
RNG  : Melee              RNG  : Melee              RNG  :
WGHT :                    WGHT :                    WGHT :
TYPE : P                  TYPE : p                  TYPE :
SIZE : M                  SIZE : M                  SIZE :
COST : 300                COST : 300                COST :
Properties: MW            Properties: MW            Properties:
GRAPPLE BONUS: BAB -- + STR -- + SIZE -- =
--------------------------------------------------------------------------------
PROTECTION

ARMOR I don't need no stinking armor!   SHIELD
NAME :                                  NAME :
TYPE :                                  TYPE :
AC BONUS :                              AC BONUS :
MAX DEX  :                              CHECK PENALTY :
CHECK PENALTY :                         SPELL FAILURE :
SPELL FAILURE :                         WGHT :
SPEED:                                  PROPERTIES:
WGHT :                                  COST:
PROPERTIES:
COST:
--------------------------------------------------------------------------------
EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                     #   Cost   Weight   Location   Notes

[9 blank lines suppressed]

Total weight carried:
Light Load:            Medium Load:               Heavy Load:
Lift over head:        Lift off ground:           Push or Drag:
--------------------------------------------------------------------------------
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

[5 blank lines suppressed]

--------------------------------------------------------------------------------
TREASURE                                                      List where carried

PP:
GP:
SP:
CP:

MISC.:

GEMS:
--------------------------------------------------------------------------------
SPELLS                                   If this is not a spell-casting PC feel
                                         free to cut this section out.  If this
                                         PC casts both arcane and devine spells,
                                         cut and paste tables as needed.
              Base       Ability  Misc.
Lvl    DC   Spell/Day     Bonus   Bonus     Spell Per Day      # Known
0      15       4      +    0   +   1    =        5                ?
1      16       2      +    2   +   1    =        5                ?
2      17       1      +    2   +   1    =        4                ?
3      ?        ?      +    ?   +   ?    =        ?                ?
4      ?        ?      +    ?   +   ?    =        ?                ?
5      ?        ?      +    ?   +   ?    =        ?                ?
6      ?        ?      +    ?   +   ?    =        ?                ?
7      ?        ?      +    ?   +   ?    =        ?                ?
8      ?        ?      +    ?   +   ?    =        ?                ?
9      ?        ?      +    ?   +   ?    =        ?                ?

Misc. bonus is for such things are domain spells, specialist spells, etc.

Wizard School Specilization: Divination
Forbidden School(s): Illusion

Mark prepaired spells with a *

If a spell comes from any source other then the Player's Guide, note which book
it comes from using the following code:  FR = Forgotten Realms Campiagn Setting,
T&B = Tome and Blood, MF = Magic of Faerun, FP = Faiths and Pantheons, UD =
Underdark, etc.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Abj
Resistance: Subject gains +1 on saving throws.

Con
Acid Splash: Orb deals 1d3 acid damage.

Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.#
Read Magic: Read scrolls and spellbooks.

Ench
Daze: Humanoid creature of 4 HD or less loses next action.*

Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Disrupt Undead: Deals 1d6 damage to one undead.*
Touch of Fatigue: Touch attack fatigues target.

Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.

Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).*
Prestidigitation: Performs minor tricks.*


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Mage Armor: Gives subject +4 armor bonus
Shield: Invisible disc gives +4 to AC, blocks magic missiles*
Identify#
Charm Person: Makes one person your friend*
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.*
Magic Weapon: Weapon gains +1 bonus.
Magic Missile*


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).*
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.*
Detect Thoughts: Allows “listening” to surface thoughts.*
Locate Object: Senses direction toward object (specific or type).#


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 3¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 4¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 5¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 6¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 7¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 8¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 9¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


--------------------------------------------------------------------------------
ANIMAL COMPANION                 Cut and paste in cases of more than one animal.

NAME: Carn
TYPE: (Familiar)
SPECIES: Hawk
HD: 3d8
AC: 19
HP: 15
ATTACKS: Talon +8 Melee
DAMAGE: 1d4-2
SPECIAL:
ABILITIES GRANTED TO PC:

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a

successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must

be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the

familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar

(as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes,

but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact

at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master

could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

--------------------------------------------------------------------------------
HISTORY / BACKGROUND







--------------------------------------------------------------------------------
MOTIVATIONS & GOALS






--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER

Things the DM can incorporate into adventures and rumors.
--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS

DMs can reference this section when your PC temporarily needs to be NPCed due to
sickness, vacations, acts of god.  This way the DM won't inadvertantly have your
PC do something he/she would not normally do.
This message was last edited by the GM at 14:53, Thu 05 Oct 2006.
DM Kindred
GM, 141 posts
Sat 15 Jul 2006
at 07:00
  • msg #37

Re: Feanor Eldarin

Character approved Scotty. Do you know Myky?
Scotty
player, 36 posts
Sat 15 Jul 2006
at 07:53
  • msg #38

Re: Feanor Eldarin

Yeah we be bredrins only one in the chool i rate. By the way my character is really powerful spells and he knows this so he tends to be cocky. His enchantment save dc is like 21. But he thinks that between him and myky they can take on the world.
Kyr
player, 1 post
Thu 5 Oct 2006
at 14:56
  • msg #39

Re: Feanor Eldarin

Name            :Kyr [Shadow]        Gender:M            HD         :20d6+4d4+144
                                     Height:4'7
Race            :Umbragen Elf        Weight:95 lbs.      MAX HP     : 280/280
Class           :Sr-Sc-Nm            Age   :638
Level           :24-20-4             Hair  :Black        SUBDUAL DMG: 290
Align           :NE                  Eyes  :Obsidian
Deity           :Valheuron           Hand  :R            XP:325,000
Size            :M                   Speed :30 ft.       NEXT LVL:351,000

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  12      --      -2      +5      15/+2
DEX  :  12      +2      +1      +5      20/+5
CON  :  16      -2      +4      +5      23/+6
INT  :  18      +2      --      +5      25/+7
WIS  :   9      --      -2      +5      12/+1
CHA  :  17      +2      +1      +5      25/+7
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : 24                MELEE            RANGED
AC when Flat-Footed: 19                Total:  +12/+7/+2 Total:  +17/+12/+7
AC vs Touch Attack : 15                Base :  +12/+7/+2 Base :  +12/+7/+2
Base               : 10                STR  :  +2        DEX  :  +5
Armor              : +9 ()             Misc :  -2        Misc :  --
Shield             : -- ()
Dexterity          : +5
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  +5      Total: --
Natural            : --                 DEX  :  +5      Base : --
                                        Misc :  --      Misc : --
Darkvision 180'
Immunity to magic sleep
Spell Resistance 38
Shadow Form [5/day, 26 minutes]
_______________________________________________________________________________
SAVING THROWS: GENERAL
      Total  Base  Ability  Misc  Magic
Fort  : +22 =  14 +    6    +  2  +  0
Refl  : +11 =  8  +    5    -  2  +  0
Will  : +15 =  14 +    1    +  0  +  0
SAVING THROWS: ENCHANTMENTS
      Total  Base  Ability  Misc  Magic
Fort  : +24 =  14 +    6    +  4  +  0
Refl  : +13 =  8  +    5    +  0  +  0
Will  : +17 =  14 +    1    +  2  +  0
_______________________________________________________________________________
AGE CATEGORIES
Middle Age: 682
Old: 782
Venerable: 911
Maximum Age: 1000
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
UMBRAGEN ELF
+2 Int
+2 Cha
+2 Dex
–2 Con
• Medium Size
• 30’ movement
• Immunity to magic sleep
• +2 Racial bonus on Listen, Search, & Spot checks.
• Automatic Search check if an Elf passes within 5’ of a secret or concealed
door
• +2 Racial bonus to saves vs. Enchantments
• Automatic proficiency with all straight Bows
• Automatic proficiency with Longsword and Rapier
• Low-light Vision
• Darkvision 120’
• Light Blindness: daylight blinds the drow for 1 round; –1 to Attack rolls,
Spot checks , & Search checks in bright light
• +2 Racial bonus on Hide and Move Silently checks.
• Spell Resistance of (11 + Character level)
• Cast the following spells 1/day at Character level:
Dancing Lights
Darkness
Faerie Fire
• Level Adjustment +2

Flaw: Pathetic
Flaw: Poor Reflexes
Flaw: Noncombatant
Trait: Passionate
_______________________________________________________________________________
FEATS
1)Slow Maturation
1)Flaw Feat: Combat Casting
1)Flaw Feat: Skill Focus (spellcraft)
1)Weapon Group (Basic Weapons)
1)Weapon Group (Spears and Lances)
1)Weapon Group (Crossbows)
3)Shadow Shift
6)One with the Darkness
9)Daylight Adaptation
12)Strength of the Shadows {+1 to caster lvl, +1 DC}
15)Dark Blood
18)Eschew Materials
21)Spell Knowledge
24)Ignore Material Components
24)Flaw Feat: Extended Life Span
_______________________________________________________________________________
CLASS ABILITIES
SHADOWCASTER [CL: 24]
1)Fundamentals of Shadow, Apprentice mysteries
2)Bonus Feat:
3)Umbral Sight (darkvision 30 ft)
4)Bonus Fundamental
5)Sustainning Shadow (eat 1 meal/week)
6)--
7)Apprentice mysteries (spell-like), Initiate Mysteries
8)Bonus Fundamental
9)--
10)Sustainning Shadow (sleep 1 hour/day)
11)Umbral Sight (darkvision 60 ft)
12)Bonus Fundamental
13)Apprentice mysteries (supernatural), Initiate Mysteries (spell-like),
Master Mysteries
14)Unlimited uses of fundamentals
15)Sustainning Shadow (immune to poison/disease)
16)Bonus Fundamental
17)--
18)--
19)--
20)Bonus Fundamental, Sustainning Shadow (no need to breathe, eat or sleep),
Bonus Feat:Shadow Familiar

SORCERER [CL: 28]
1)Summon familiar
2)--
3)--
4)--
5)--
6)--
7)--
8)--
9)--
10)--
11)--
12)--
13)--
14)--
15)--
16)--
17)--
18)--
19)--
20)--
21)--
22)--
23)--
24)--
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES
NOCTURMANCER
1)Capture Magic's Shadow
2)Innate Counterspell 1/day
3)--
4)--
_______________________________________________________________________________
LANGUAGES
Common
Drow Sign
Undercommon
Elven
Mabran
Daelkyr
Draconic
_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total = [(2 + Int mod {+7}) × 27] = 243

Class
Skill
C C  Final                                            Related
  C   Mod = Rnk Abl  Msc  |  Skills:                    Ability  Untrained?
  X   +7  =  0  +7   +0   |  Appraise                   (INT)      Yes
  X   +5  =  0  +5   +0   |  !Balance                   (DEX)      Yes
X     +17 =  10 +7   +0   |  Bluff                      (CHA)      Yes
  X   +2  =  0  +2   +0   |  !Climb                     (STR)      Yes
X     +33 =  27 +6   +0   |  Concentration              (CON)      Yes
X     +7  =  0  +7   +0   |  *Craft                     (INT)      Yes
  X   +0  =  0  +?   +0   |  Decipher Script            (INT)      No
  X   +14 =  7  +7   +0   |  Diplomacy                  (CHA)      Yes
  X   +0  =  0  +?   +0   |  Disable Device             (INT)      No
  X   +7  =  0  +7   +0   |  Disguise                   (CHA)      Yes
  X   +5  =  0  +5   +0   |  !Escape Artist             (DEX)      Yes
  X   +7  =  0  +7   +0   |  Forgery                    (INT)      Yes
  X   +7  =  0  +7   +0   |  Gather Information         (CHA)      Yes
  X   +1  =  0  +1   +0   |  Heal                       (WIS)      Yes
X     +22 =  15 +5   +2   |  !Hide                      (DEX)      Yes
X     +17 =  10 +7   +0   |  Intimidate                 (CHA)      Yes
  X   +2  =  0  +2   +0   |  !Jump                      (STR)      Yes
X     +34 =  27 +7   +0   |  *Knowledge:Arcana          (INT)      No
X     +34 =  27 +7   +0   |  *Knowledge:Planes          (INT)      No
  X   +7  =  0  +7   +0   |  *Knowledge                 (INT)      No
  X   +3  =  0  +1   +2   |  Listen                     (WIS)      Yes
X     +22 =  15 +5   +2   |  !Move Silently             (DEX)      Yes
  X   +0  =  0  +?   +0   |  Open Lock                  (DEX)      No
  X   +7  =  0  +7   +0   |  *Perform:                  (CHA)      Yes
X     +34 =  27 +7   +0   |  Profession:Mercenary       (INT)      No
  X   +0  =  0  +?   +0   |  Psicraft                   (INT)      No
  X   +22 =  17 +5   +0   |  Ride                       (DEX)      Yes
  X   +9  =  0  +7   +2   |  Search                     (INT)      Yes
  X   +1  =  0  +1   +0   |  Sense Motive               (WIS)      Yes
  X   +0  =  0  +?   +0   |  Speak Language             (INT)      No
X     +34 =  27 +7   +0   |  Spellcraft                 (INT)      No
X     +13 =  10 +1   +2   |  Spot                       (WIS)      Yes
  X   +1  =  0  +1   +0   |  Survival                   (WIS)      Yes
  X   +2  =  0  +2   +0   |  !Swim                      (STR)      Yes
  X   +5  =  0  +5   +0   |  Tumble                     (DEX)      Yes
  X   +0  =  0  +?   +0   |  Use Magic Device           (CHA)      No
  X   +5  =  0  +5   +0   |  Use Rope                   (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
MYSTERIES
                      Base
Lvl           DC    Spell/Day    Known
Aprentice              3          6
1             18
2             19
3             20

Initiate               2          6
4             21
5             22
6             23

Master                 1          7
7             24
8             25
9             26
Fundamentals  17       Un          6

APPRENTICE [3/day] {Supernatural Ability}
PATH:Dark Terrain
1)Carpet of Shadow
2)Black Fire
3)Clinging Darkness

PATH:Eyes of Darkness
1)Bend Perspective
2)Piercing Sight
3)Killing Shadows

INITIATE [2/day] {Spell-Like Ability}
PATH:Elemental Shadows
4)Aura of Shade
5)Dark Air or Water
6)Shadow Storm

PATH:Black Magic
4)Warp Spell
5)Echo Spell
6)Flood of Shadow

MASTER [1/day] {Arcane Spell}
PATH:Ebon Walls
7)Prison of Night
8)Tomb of Night
9)Consume Essence

PATH:Shadow Calling
7)Summon Umbral Servant
8)Shadow Plague
9)Army of Shadow

PATH:Dark Metamorphosis
7)Ephermal Image

FUNDAMENTALS [Unlimited] {Supernatural Ability}
Arrow of Dusk
Caul of Shadow
Sight Obscured
Umbral Hand
Mystic Reflections
Shadow Hood
______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day      Known
0      17       6      +    -    =        6               9
1      18       6      +    2    =        8               5
2      19       6      +    2    =        8               5
3      20       6      +    2    =        8               4
4      21       6      +    1    =        7               4
5      22       6      +    1    =        7               4
6      23       6      +    1    =        7               3
7      24       6      +    1    =        7               3
8      25       6      +    -    =        6               3
9      26       6      +    -    =        6(+6) [RoEW]    5

*RoEW-Ring of Epic Wizardry

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Resistance
Ray of Frost
Disrupt Undead
Touch of Fatigue
Detect Magic
Message
Daze
Flare
Prestidigitation

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Identify
True Strike
Mage Armor
Shield
Erase

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Protection from Arrows
See Invisibility
Glitterdust
Mirror Image
Blindness/Deafness
_____________________           ______________________
                     Spell Lvl 3
Dispel Magic
Blink
Lightning Bolt
Wind Wall
_____________________           _______________________
                     Spell Lvl 4
Invisibility, Greater
Fire Shield
Enlarge Person, Mass
Dimension Door
_____________________           ________________________
                     Spell Lvl 5
Overland Flight
Dismissal
Break Enchantment
Mind Fog
_____________________           ________________________
                     Spell Lvl 6
Dispel Magic, Greater
Transformation
Circle of Death
_____________________           ________________________
                     Spell Lvl 7
Teleport, Greater
Mage’s Magnificent Mansion
Arcane Sight, Greater
_____________________           ________________________
                     Spell Lvl 8
Iron Body
Clone
Protection from Spells
_____________________           ________________________
                     Spell Lvl 9
Summon Monster IX
Wish
Mage’s Disjunction
Wail of the Banshee
Energy Drain
___________________________________________________________
MONEY
PP  :
GP  :478,000
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT

Carried:                                   Weight: (lbs)      Cost
                                                               PP   GP   SP
  CP   XP

Amulet of the Planes                           --                 120000
Dyrr’s Impervious Vestment                      1                 123000
Boots of Teleportation                          3                 49000
Ring of Regeneration                           --                 94000
Diamond [4]                                    --                  4000
Ring of Epic Wizardry                          --                 810000
                                          -------------
                                                4                 1200000
                                          -------------

Stored:                                    Weight: (lbs)      Cost
                                                               PP   GP   SP
  CP   XP
Manual of Bodily Health                         5                 137000
Manual of Gainful Exercise                      5                 137000
Manual of Quickness of Action                   5                 137000
Tome of Clear Thought                           5                 137000
Tome of Leadership and Influence                5                 137000
Tome of Understanding                           5                 137000
                                          -------------
                                               30                 822000
                                          -------------
________________________________________________________________________________
Carring Capacity:

Light load         Medium load      Heavy load
    43                  86              130
Lift over head   Lift off ground   Drag or push
    86                 172              430
_______________________________________________________________________________
MAGIC ITEMS

Manual of Bodily Health
Manual of Gainful Exercise
Manual of Quickness of Action
Tome of Clear Thought
Tome of Leadership and Influence
Tome of Understanding
Dyrr’s Impervious Vestment
Boots of Teleportation
Ring of Regeneration
Ring of Epic Wizardry
_______________________________________________________________________________
LEVEL PROGRESSION
1)Sorcerer-Shadowcaster
2)Sorcerer-Shadowcaster
3)Sorcerer-Shadowcaster
4)Sorcerer-Shadowcaster
5)Sorcerer-Shadowcaster
6)Sorcerer-Shadowcaster
7)Sorcerer-Shadowcaster
8)Sorcerer-Shadowcaster
9)Sorcerer-Shadowcaster
10)Sorcerer-Shadowcaster
11)Sorcerer-Shadowcaster
12)Sorcerer-Shadowcaster
13)Sorcerer-Shadowcaster
14)Sorcerer-Shadowcaster
15)Sorcerer-Shadowcaster
16)Sorcerer-Shadowcaster
17)Sorcerer-Shadowcaster
18)Sorcerer-Shadowcaster
19)Sorcerer-Shadowcaster
20)Sorcerer-Shadowcaster
21)Sorcerer-Nocturmancer
22)Sorcerer-Nocturmancer
23)Sorcerer-Nocturmancer
24)Sorcerer-Nocturmancer
_________________________________________________________________________________
FEAT DESCRIPTIONS

Daylight Adaptation

Must be from a race that has difficulties with sunlight, such as Drow. You are not
Dazzled by exposure to bright light or sunlight, though light-related spells affect you normally.

Shadow Shift

Umbragen As a Move Action, you can enter ‘shadow form’, which grants you a
+2 Circumstance bonus on
Hide checks and a +5 Circumstance bonus on Disguise checks to conceal your
identity.
You may enter ‘shadow form’ a number of times per day equal to 1 + the
number of Umbragen Racial
feats you possess. ‘Shadow form’ lasts up to 1 minute per Character level,
but can be dismissed as a
Standard Action.

One with the Darkness
Prerequisite: Umbragen,Shadow Shift

You may enter ‘shadow form’ as a Free Action. Your Character level is
considered +2
for determining the duration of your ‘shadow form’.

Strength of the Shadows
Prerequisite: Umbragen, Shadow Shift

If you cast a spell with the (shadow) or [darkness] descriptors while in
‘shadow form’, the spell
is at +1 Caster level and had a +1 bonus to its DC.

Dark Blood
Prerequisite: Umbragen, 3+ Umbragen Racial feats

Racial Spell Resistance improves by +3.
This feat counts as two Racial feats for purposes of the number of times you
can use ‘shadow form’
per day. Note: You cannot be brought back to lift.

Slow Maturation
Prerequisite: 1st level only, Must be younger than Middle Age

It takes you 50% longer than normal for your race to react the next age
category.

Extended Life Span
Benefit: Add one-half the maximum result of your race’s maximum age modifier
to your normal middle age,
old, and venerable age categories. Calculate your maximum age using the new
venerable number. This feat
can’t lower your current age category.

Special: You can gain this feat multiple times. Its effects stack.

Combat Casting
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or
use a spell-like
ability while on the defensive or while you are grappling or pinned.

Weapon Group (Basic Weapons)
You understand how to use a few basic weapons.

Benefit:You make attack rolls with the following weapons normally: club,
dagger, and quarterstaff.

Normal:When using a weapon with which you are not proficient, you take a -4
penalty on attack rolls.

Weapon Group (Spears and Lances)
You understand how to use spears and javelins.

Benefit:You make attack rolls with the following weapons normally: javelin,
lance, longspear, shortspear,
and trident.

Normal:When using a weapon with which you are not proficient, you take a -4
penalty on attack rolls.

Weapon Group (Crossbows)
You understand how to use crossbows.

Benefit:You make attack rolls with the following weapons normally: heavy
crossbow, light crossbow,
repeating heavy crossbow, and repeating light crossbow.

Normal:When using a weapon with which you are not proficient, you take a -4
penalty on attack rolls.

Ignore Material Components [Epic]
Prerequisites: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level
arcane or divine spells.

Benefit: You may cast spells without any material components. This feat does not
affect the need for a focus or divine focus.

Eschew Materials
Benefit: You can cast any spell that has a material component costing 1 gp or less
without needing that component. (The casting of the spell still provokes attacks of
opportunity as normal.) If the spell requires a material component that costs more
than 1 gp, you must have the material component at hand to cast the spell, just as
normal.

Skill Focus: Spellcraft
Choose a skill.

Benefit
You get a +3 bonus on all checks involving that skill.

Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat,
it applies to a new skill.

Spell Knowledge [Epic]
Prerequisite
Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.

Benefit
You learn two new arcane spells of any level up to the maximum level you can cast. This
feat does not grant any additional spell slots.

Special
You can gain this feat multiple times.
_________________________________________________________________________________
MAGIC ITEM DESCRIPTION

Dyrr’s Impervious Vestment

Description: Black silk robe embroidered with Adamantine thread.
+9 Armor bonus to AC.
Blade Barrier, 1/day. Activated as a Full Round Action. Effect is centered on the wearer when cast & is 90’ in diameter & 20’
high. Lasts for up to 18 minutes (dismissible as a Standard Action). The wearer may pass through this Blade Barrier at will.
Body Combo AC Spell Effect Strong Abj 18 Craft Wondrous Item Blade Barrier Mage Armor 61,500 4,920 123,000

Amulet of the Planes
This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01-60 on d%) or to a random plane (61-100).

Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price 120,000 gp.

Manual of Bodily Health
This thick tome contains tips on health and fitness, but entwined within the
words is a powerful
magical effect. If anyone reads this book, which takes a total of 48 hours
over a minimum of six
days, he gains an inherent bonus of from +1 to +5 (depending on the type of
manual) to his
Constitution score. Once the book is read, the magic disappears from the
pages and it becomes
a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or
miracle; Price: 137,500 gp
(+5); Weight 5 lb.

Manual of Gainful Exercise
This thick tome contains exercise descriptions and diet suggestions, but
entwined within the words
is a powerful magical effect. If anyone reads this book, which takes a total
of 48 hours over a
minimum of six days, she gains an inherent bonus of from +1 to +5 (depending
on the type of manual)
to her Strength score. Once the book is read, the magic disappears from the
pages and it becomes a
normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or
miracle; Price: 137,500
gp (+5); Weight 5 lb.

Manual of Quickness of Action
This thick tome contains tips on coordination exercises and balance, but
entwined within the words
is a powerful magical effect. If anyone reads this book, which takes a total
of 48 hours over a minimum
of six days, he gains an inherent bonus of from +1 to +5 (depending on the
type of manual) to his Dexterity
score. Once the book is read, the magic disappears from the pages and it
becomes a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or
miracle; Price: 137,500 gp
(+5); Weight 5 lb.

Tome of Clear Thought
This heavy book contains instruction on improving memory and logic, but
entwined within the words is a
powerful magical effect. If anyone reads this book, which takes a total of
48 hours over a minimum of
six days, she gains an inherent bonus of from +1 to +5 (depending on the
type of tome) to her Intelligence
score. Once the book is read, the magic disappears from the pages and it
becomes a normal book. Because the
tome of clear thought provides an inherent bonus, the reader will earn extra
skill points when she attains
a new level.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle
or wish; Price: 137,500 gp
(+5); Weight 5 lb.

Tome of Leadership and Influence
This ponderous book details suggestions for persuading and inspiring others,
but entwined within the
words is a powerful magical effect. If anyone reads this book, which takes a
total of 48 hours over a
minimum of six days, he gains an inherent bonus of from +1 to +5 (depending
on the type of tome) to
his Charisma score. Once the book is read, the magic disappears from the
pages and it becomes a normal
book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle
or wish; Price: 137,500 gp
(+5); Weight 5 lb.

Tome of Understanding
This thick book contains tips for improving instinct and perception, but
entwined within the words is
a powerful magical effect. If anyone reads this book, which takes a total of
48 hours over a minimum
of six days, she gains an inherent bonus of from +1 to +5 (depending on the
type of tome) to her Wisdom
score. Once the book is read, the magic disappears from the pages and it
becomes a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle
or wish; Price: 137,500 gp
(+5); Weight 5 lb.

Ring of Regeneration
This white gold ring continually allows a living wearer to heal 1 point of
damage per level every
hour rather than every day. (This ability cannot be aided by the Heal
skill.) Nonlethal damage heals
at a rate of 1 point of damage per level every 5 minutes. If the wearer
loses a limb, an organ, or
any other body part while wearing this ring, the ring regenerates it as the
spell. In either case,
only damage taken while wearing the ring is regenerated.

Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp.

Epic Wizardry
Like the ring of wizardry, this ring comes in a variety of types useful only to arcane spellcasters.
The wearer’s arcane spells per day are doubled for one particular spell level. An epic ring of
wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an
epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles
8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells
from high ability scores,  school specialization, or any other source are not doubled.

Caster Level: 23rd (epic wizardry V), 26th (epic wizardry VI), 29th (epic wizardry VII),
32nd (epic wizardry VIII), 35th  (epic wizardry IX); Prerequisites: Forge Ring, Forge Epic
Ring, wish; Market Price: 250,000 gp (epic wizardry V), 360,000 gp (epic wizardry VI),
490,000 gp (epic wizardry VII), 640,000 gp (epic wizardry VIII), 810,000 gp (epic wizardry IX).

_________________________________________________________________________________
SPELL DESCRIPTIONS

Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance
bonus on saves.

Resistance can be made permanent with a permanency spell.

Ray of Frost
Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch
attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an
undead creature, it deals 1d6 points of damage to it.

Touch of Fatigue
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack
to strike a target.

The subject is immediately fatigued for the spell’s duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect
ends as soon as the spell’s duration expires.

Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect magical auras. The amount of information revealed depends on how long you study a particular
area or subject.

1st Round
Presence or absence of magical auras.

2nd Round
Number of different magical auras and the power of the most potent aura.

3rd Round
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight,
you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check
per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker
auras.

Aura Strength
An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls
into more than one category, detect magic indicates the stronger of the two.

Spell or Object                                  Aura Power
                                   Faint     Moderate  Strong    Overwhelming
Functioning spell (spell level) 3rd or lower  4th-6th  7th-9th   10th+ (deity-level)
Magic item (caster level)       5th or lower  6th-11th 12th-20th 21st+ (artifact)

Lingering Aura
A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed
(in the case of a magic item). If detect magic is cast and directed at such a location, the spell
indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this
dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint                    1d6 rounds
Moderate                 1d6 minutes
Strong                   1d6×10 minutes
Overwhelming             1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell
registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Message
Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

You can whisper messages and receive whispered replies with little chance of being overheard. You point
your finger at each creature you want to receive the message. When you whisper, the whispered message is
audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal
(or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel
in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and
the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper
a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity
to read your lips.

Focus
A short piece of copper wire.

Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no
actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get
no special advantage against it.

Flare
Evocation [Light]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single
creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless
creatures, as well as creatures already dazzled, are not affected by flare.

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a
prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor
and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean,
or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small
objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely
fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks
the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning,
or soiling it) persists only 1 hour.

Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The spell determines all magic properties of a single magic item, including how to activate those functions
(if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.

True Strike
Divination
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single
attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you
are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Focus
A small wooden replica of an archery target.

Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor
bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed
reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal
armor.

Focus
A piece of cured leather.

Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It
negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus
applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty
or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.

Erase
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper,
parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia
snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically
erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is
90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster
level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes,
a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Protection from Arrows
Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against
ranged weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction.)
Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is
discharged.

Focus
A piece of shell from a tortoise or a turtle.

See Invisibility
Divination
Level: Brd 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)

You can see any objects or beings that are invisible within your range of vision, as well as any that are
ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing
you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable
you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or
otherwise hard to see.

See invisibility can be made permanent with a permanency spell.

Glitterdust
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: No

A cloud of golden particles covers everyone and everything in the area, causing creatures to become
blinded and visibly outlining invisible things for the duration of the spell. All within the area are
covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a -40 penalty on Hide checks.

Mirror Image
Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target
to attack. The figments stay near you and disappear when struck.

Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These
figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or
you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t
use vision or hearing to tell which one is you and which the image. The figments may also move through
each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink
potions when you drink a potion, levitate when you levitate, and so on.

Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets.
Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack
against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem
to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).

While moving, you can merge with and split off from figments so that enemies who have learned which image
is real are again confounded.

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or
her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can use dispel magic to end ongoing spells that have been cast on a creature or object, to
temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their
effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration
had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic
can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect
is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel
One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 +
your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on
the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed
on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned
by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level.
If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item
recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional
interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged:
A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected
by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel
When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against
the spell with the highest caster level. If that check fails, you make dispel checks against progressively
weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is
concerned) or until you fail all your checks. The creature’s magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with
creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell,
you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to
end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster
summoning) is in the area, you can make a dispel check to end the spell that conjured that object or
creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature
or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell
When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell.
Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter
the other spellcaster’s spell.

Blink
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though
you’re winking in and out of reality very quickly and at random.

Blinking has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents,
since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures,
the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can
both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20%
miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your
attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just
as you go ethereal, in which case they typically do not affect the Material Plane.

While blinking, you take only half damage from area attacks (but full damage from those that extend onto
the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your
target any Dexterity bonus to AC.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material
you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to
the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters
speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and
half your time material.)

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures.
You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As
an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight
and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the
Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you
cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks
or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Lightning Bolt
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster
level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a
low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range
permits; otherwise, it stops at the barrier just as any other spell effect does.

Wind Wall
Evocation [Air]
Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: Yes

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is
a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar
materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.)
Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly
upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal
ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine
projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and
creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It
is possible to create cylindrical or square wind walls to enclose specific points.

Invisibility, Greater
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)

This spell functions like invisibility, except that it doesn’t end if the subject attacks.

Invisibility
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient
is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor
your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked
into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a
source of light can become so (thus, the effect is that of a light with no visible source). Any part
of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient
detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes
of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly
who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects
do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors,
talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while
enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth.
If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells
such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they
include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Fire Shield
Evocation [Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The
flames also protect you from either cold-based or fire-based attacks (your choice).

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same
time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage
is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the
shield protects against cold-based attacks). If the attacker has spell resistance, it applies to
this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if
they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving
off light equal to only half the illumination of a normal torch (10 feet). The color of the flames
is determined randomly (50% chance of either color)—blue or green if the chill shield is cast,
violet or blue if the warm shield is employed. The special powers of each version are as follows.

Warm Shield
The flames are warm to the touch. You take only half damage from cold-based attacks. If such an
attack allows a Reflex save for half damage, you take no damage on a successful save.

Chill Shield
The flames are cool to the touch. You take only half damage from fire-based attacks. If such an
attack allows a Reflex save for half damage, you take no damage on a successful save.

Enlarge Person, Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart

This spell functions like enlarge person, except that it affects multiple creatures.

Enlarge Person
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its
weight by 8. This increase changes the creature’s size category to the next larger one. The target gains
a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on
attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.
This spell does not change the target’s speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible
size and may make a Strength check (using its increased Strength) to burst any enclosures in the process.
If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to
crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile
weapons affected by this spell deal more damage. Other magical properties are not affected by this spell.
Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon)
instantly returns to its normal size. This means that thrown weapons deal their normal damage, and
projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged
items are not increased by this spell.

Multiple magical effects that increase size do not stack,.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

Dimension Door
Conjuration (Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

You instantly transfer yourself from your current location to any other spot within range. You always
arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After
using this spell, you can’t take any other actions until your next turn. You can bring along objects as
long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium
or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster
levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures,
and so forth. All creatures to be transported must be in contact with one another, and at least one of
those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with
you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100
feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional
2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within
1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the
spell simply fails.

Overland Flight
Transmutation
Level: Sor/Wiz 5
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level

This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing
medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using
this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march
still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight
(or 48 miles at a speed of 30 feet).

Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries
a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability
is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or
cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more
weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails Fly. The subject
floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it
lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall.
Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is
dispelled, but not if it is negated by an antimagic field.

Arcane Focus
A wing feather from any bird.

Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse
even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level,
maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free
of the spell, curse, or effect. For a cursed magic item, the DC is 25.

If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell
is 5th level or lower.

If the effect comes from some permanent magic item break enchantment does not remove the curse from the
item, but it does frees the victim from the item’s effects.

Dismissal
Abjuration
Level: Clr 4, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC =
spell’s save DC - creature’s HD + your caster level). If the spell is successful, the creature is instantly
whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Mind Fog
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 30 minutes and 2d6 rounds; see text
Saving Throw: Will negates
Spell Resistance: Yes

Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures
in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that
successfully saves against the fog is not affected and need not make further saves even if it remains
in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds
thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog
in 1 round.

The fog is thin and does not significantly hamper vision.

Dispel Magic, Greater
Abjuration
Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6

This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20
instead of +10.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even
if dispel magic can’t dispel that effect.

Transformation
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Your mind-set
changes so that you relish combat and you can’t cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a
+5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack
bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell trigger or spell completion magic
items, just as if the spells were no longer on your class list.

Circle of Death
Necromancy [Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest
HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin
are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to
affect a creature are wasted.

Mage’s Magnificent Mansion
Conjuration (Creation)
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell
was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high.
Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when
you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance,
they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell’s effect. The place is furnished and
contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff
of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who
enter. The servants function as unseen servant spells except that they are visible and can go anywhere in
the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the
mansion, nor do conditions inside it pass to the plane beyond.

Focus
A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item
worth 5 gp).

Teleport, Greater
Conjuration (Teleportation)
Level: Sor/Wiz 7, Travel 7

This spell functions like teleport, except that there is no range limit and there is no chance you arrive
off target. In addition, you need not have seen the destination, but in that case you must have at least a
reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient
information (or with misleading information), you disappear and simply reappear in your original location.
Interplanar travel is not possible.

Arcane Sight, Greater
Divination
Level: Sor/Wiz 7

This spell functions like arcane sight, except that you automatically know which spells or magical effects
are active upon any individual or object you see.

Greater arcane sight doesn’t let you identify magic items.

Unlike arcane sight, this spell cannot be made permanent with a permanency spell.

Arcane Sight
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect
is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns
aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s
functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the
items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine
the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster
level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine
whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like
abilities register as arcane), and the strength of the most powerful spell or spell-like ability the
creature currently has available for use.

Arcane sight can be made permanent with a permanency spell.

Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul
immediately transfers to the clone, creating a replacement (provided that the soul is free and willing
to return). The original’s physical remains, should they still exist, become inert and cannot thereafter
be restored to life. If the original creature has reached the end of its natural life span (that is, it
has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a
volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of
flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must
be grown in a laboratory for 2d4 months.

When the clone is completed, the original’s soul enters it immediately, if that creature is already
dead. The clone is physically identical with the original and possesses the same personality and memories
as the original. In other respects, treat the clone as if it were the original character raised from the
dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level
character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell
fails. If the original creature has lost levels since the flesh sample was taken and died at a lower
level than the clone would otherwise be, the clone is one level below the level at which the original
died.

The spell duplicates only the original’s body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is unavailable, but
the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

Focus
Special laboratory equipment (cost 500 gp).

Iron Body
Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

This spell transforms your body into living iron, which grants you several powerful resistances and
abilities.

You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score
damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that
affect your physiology or respiration, because you have no physiology or respiration while this spell
is in effect. You take only half damage from acid and fire of all kinds. However, you also become
vulnerable to all special attacks that affect iron golems.

You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as
well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an
arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full
plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.

Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for
Medium characters), and you are considered armed when making unarmed attacks.

Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you
could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the
spell duration expires.

Protection from Spells
Abjuration
Level: Magic 8, Sor/Wiz 8
Components: V, S, M, F
Casting Time: 1 standard action
Range: Touch
Targets: Up to one creature touched per four levels
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities
(but not against supernatural and extraordinary abilities).

Focus
One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such
gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.

Wish
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter
reality to better suit you.

Even wish, however, has its limits.

A wish can produce any one of the following effects.

Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school
prohibited to you.
Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited
to you.
Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.
Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.
Undo the harmful effects of many other spells, such as geas/quest or insanity.
Create a nonmagical item of up to 25,000 gp in value.
Create a magic item, or add to the powers of an existing magic item.
Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate
succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2
inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so
they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and
inherent bonuses to a particular ability score do not stack, so only the best one applies.
Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects
are cured of the same kind of affliction. For example, you could heal all the damage you and your
companions have taken, or remove all poison effects from everyone in the party, but not do both
with the same wish. A wish can never restore the experience point loss from casting a spell or the
level or Constitution loss from being raised from the dead.
Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell.
A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one
to recreate the body and another to infuse the body with life again. A wish cannot prevent a character
who was brought back to life from losing an experience level.
Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and
place those creatures anywhere else on any plane regardless of local conditions. An unwilling target
gets a Will save to negate the effect, and spell resistance (if any) applies.
Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made
within the last round (including your last turn). Reality reshapes itself to accommodate the new result.
For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either
the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be
as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect,
and spell resistance (if any) applies.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish
may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

XP Cost
The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost,
you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item,
you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

Mage’s Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

All magical effects and magic items within the radius of the spell, except for those that you carry or
touch, are disjoined. That is, spells and spell-like effects are separated into their individual components
(ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will
save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its
possessor’s Will save bonus, whichever is higher.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives
the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually
affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save
or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not
even miracle or wish.)

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some
powerful being who has an interest in or connection with the device.

Conjuration (Summoning) [see text for summon monster I]
Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9

This spell functions like summon monster I, except that you can summon one creature from the 9th-level list,
1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level
list.

Energy Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Saving Throw: Fortitude partial; see text for enervation

This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and
the negative levels last longer.

There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the
subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level.
If the save succeeds, that negative level is removed. If it fails, the negative level also goes away,
but one of the subject’s character levels is permanently drained.

An undead creature struck by the ray gains 2d4×5 temporary hit points for 1 hour.

Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You point your finger and utter the incantation, releasing a black ray of crackling
negative energy that suppresses the life force of any living creature it strikes. You
must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4
negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level
gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks,
and effective level (for determining the power, duration, DC, and other details of spells or
special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available
level. Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your
caster level (maximum 15 hours). Usually, negative levels have a chance of permanently
draining the victim’s levels, but the negative levels from enervation don’t last long enough
to do so.

An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.

Wail of the Banshee
Necromancy [Death, Sonic]
Level: Death 9, Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level within a 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures
closest to the point of origin are affected first.
_______________________________________________________________________
MYSTERY/FUNDAMENTAL DESCRIPTIONS

Aura of Shade
Initiate, Elemental Shadows
Level/School: 4th/Abjuration [cold]
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will neagtes (harmless)
Spell Resistance: Yes (harmless)
Casting Time: Standard action

You protect the subject from low temperatures and cold energy with a thin
layer
of that energy's shadowy reflection. This grants the subject immunity to
extremes
in temperature and absorbs cold damage from attacks and effects. When an
aura of
shadow absorbs a total of 12 points of cold damage per caster level (maximum
of 120),
it expires.

For as long as an aura is active, the subject's weapon or natural weapon
melee
attacks deal an extra 1d6 points of cold damage.

Dark Air or Water
Initiate, Elemenatl Shadows
Level/School: 5th/Transmutation [Air or Water]
Casting Time: Standard action

This mystery functions like the spell control water or control winds. You
decide which version to use at the time of casting.

Shadow Storm
Initiate, Elemental Shadows
Level/School: 6th/Evocation [Electricty, Cold]
Range:  Medium (100 ft. + 10 ft./level)
Targets: One primary target, plus 1 secondary target/level (each must be
within 30 ft. of the
primary target)
Duration: Instataneous
Saving Throw: Reflex half
Spell Resistance: Yes
Casting Time: Standard action

This mystery creates a blast of electricity and cold energy, much like some
of the most fearsome weather found on the Plane of Shadow. The storm strikes
1 target initially, then arcs to other targets.

The storm deals 1d6 points of damage per caster level (maximum of 20d6).
Half of this damage is electricity, and the other half is cold damage. After it
strikes, the storm arcs (like the spell chain lightning) to a number of secondary
targets equal to your caster level (maximum 20). The secondary arcs each strike 1
target and deals half as much damage as the primary one did (round down).

Arrow of Dusk
Fundamental
Level/School: 1st/Evocation
Range: Medium (100 ft. +10 ft./level)
Effect: Ray
Duration: Instataneous
Saving Throw: None
Casting Time: Standard action

You must succeed on a ranged touch attack to deal 2d4 points of nonlethal
damage to the target. If you score a critical hit, triple the damage.

Caul of Shadow
Fundamental
Level/School: 1st/Abjuration
Range: Personal
Target: You
Duration: 1 minute/level (D)
Casting Time: Standard action

Caul of shadow faintly darkens your form, but does not provide any bonuses
on Hide checks or similiar efforts. You gain +1 deflection bonus to AC, with an
additional +1 every six caster levels (maximum bonus +4).

Shadow Hood
Fundamental
Level/School: 0/Evocation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Casting Time: Standard action

Swirling tendrils and bursts of mystic shadow distract the subject. It takes
-1 penalty to attack rolls and Dexterity-based checks.

Sight Obscured
Fundamental
Level/School: 0/Illusion (Glamer)
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Casting Time: Standard action

This mystery grants a +5 on Hide checks and Sleight of Hand checks, and any
other checks that involve concealing the subject's actions or gestures.

Umbral Hand
Fundamental
Level/School: 1st/Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 unattended object weighing up to 5 lbs./level
Duration: 1 round/level
Saving Throw: Will neagtes (object)
Casting Time: Standard action

This mystery functions like the spell mage hand, except you can manipulate
heavier objects and magic items. Magic items are allowed a saving throw to
negate the  effect. You need not concentrate on the effect, but you must direct
it with your thoughts once  each round (free action), or the effect ends.

Carpet of Shadow
Apprentice, Dark Terrain
Level/School: 1st/Conjuration (Creation)
Range: Close (25ft. + 5ft/2 levels)
Area: One 5-ft square/level(S)
Duration: 1 minute/level(D)
Saving Throw: None

You cloak the ground with an uneven and hard to traverse surface. The terraon
becomes difficult, meaning that each 5 ft square within the area costs double
to move into. For instance, each light undergrowth square (normally costing 2
squares of movement to move into) now costs 4 squares on movement to move into.
If you cast this mystery a second time on the same area (or a portion of the
same area) while the first casting is still active, the second casting does
not worsen the terrain futher (although it would extend the duration of the
effect on that area).

Black Fire
Apprentice, Dark Terrain
Level/School: 2nd/Evocation [Cold]
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5 ft. square/level(S)
Duration: 1 round/level(D)
Saving Throw: Reflex negates; see text

You create a shapeable shadowy curtain of black flame that covers the affected
squares. The fire deals 1d6 points of cold damage per two caster levels to any
creature standing in an affected square at the beginning of each of your turns
until the effect ends. In addition, the flame deals damage to any creature
entering or passing through an affected square. Black fire burns only a few feet
tall, so a creture can avoid the effect of the mystery by jumping or flying over
the area.

Clinging Darkness
Apprentice, Dark Terrain
Level/School: 3rd/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft radius emanation(D)
Duration: 1 minute/level
Saving Throw: Reflex negates; see text

Any creature within the area affected by this mystery, or that enters the area on
its turn, must make a reflex save or become immobilized.

Each round on its turn, an immobilized subject can attempt a new savings throw to
end the condition. Because of nthe subject's condition, this save is a full round
action (but does not provoke attacks of opportunity). If a immobilized subject
succeeds on the save, it still needs to save again at the start of its nnext turn
in order to avoid succumbing to the darkness again.

Bend Perspective
Apprentice, Eyes of Darkness
Level/School: 1st/Divination (Scrying)
Range: Personal
Target: You
Duration: 1 minute/level (D)

You view the world as though you were stabding in a different spot, up to a maximum
distance of 25 ft plus 5 ft per two caster levels. You cannit see through solid
objects. You can, however, look around corners or over barriers, obtain a bird's
eye view of your area, and the like. Essentially, you shift your perspectrive as
though you were located at any spot in range to which you have line of effect.

You can switch back and forth between your own eyes and your alternative viewpoint
as a swift action. You can move your alternative perspective, as in the spell arcane
eye. It speed is only 10 ft per round, however, and every round of such movement
decreases the mystery's duration by 1 minute (if you move the perspective in the
last minute of the duration, you gain a few seconds of vison at the new position
before the effect expires).

Piercing Sight
Apprentice, Eyes of Darkness
Level/School: 2nd/Divination
Range: Personal
Targets: You
Duration: 1 minute/level (D)

You can see invisible and ethereal creatures and objects as with the see invisibility
spell. In addition you gain darkvision out to 60 ft.

Killing Shadows
Apprentice, Eyes of Darkness
Level/School: 3rd/Transmutation
Range: 30 ft
Effect: Cone
Duration: Instantaneous
Saving Throw: Will half

Creatures within the cone of killing shadows take 1d8 points of damage per caster level
(maximum 10d8), or half that amount on a successful Will save.

Prison of Night
Master, Ebon Walls
Level/School: 7th/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One hhuge or smaller creature
Duration: 1 round/level (D)
Saving Throw: Fortitude neagtes
Spell Resistance: Yes
Casting Time: Standard action

This mystery immobilizes the subject in a prison of shadowstuff. This prion blocks both
line of effect and line of sight to the creature inside it, and in impenetrable form the
outside. The creature inside the prison takes 1d6 points of cold damage at the begginning
of each round that it remains inside the prison.

Once per round as a standard action, a creature caught inside the prison can attempt a
Fortitude saving throw against the spells original DC to break out of the prison. Success
means that the creature can move out of the prison, and it fade to nothingness. Failure
means that the creature takes 1d4 points of Constitution damage and reamins trapped.

Tomb of Night
Master, Ebon walls
Level/School: 8th/Conjuration (Creation)
Casting Time: Standard action

This mystery like the mystery prion of night, except that instead of taking Constitution
damage upn failing the Fortitude saving throw to esacpe the prison, the creature gains 1
negative level. In addition, tomb of night deals 3d6 points of cold damage per round.

Consume Essence
Master, Ebon Walls
Level/School: 9th/Necromancy [Death]
Range: Touch
Target: One living creature
Duration: Instataneous, then 1 round/level (D)
Saving Throw: Will neagates
Spell Resistance: Yes
Casting Time: Standard action

The target of this horrid mystery must succeed on a Will saving throw or die. If the
creature succumbs to the mystery and dies, it immediately returns to life, gains the
dark creature template, and is under your control.The creature remains in this state
for 1 round per level, then dies again.

Mystic Reflections
Fundamental
Level/School: 0/Divination
Range: Personal
Target: You
Duration: 1 round/level (D)
Casting Time: Standard action

This mystery functions like the spell detect magic, except as notes above. You can detect
magic up to 30 feet away.

Shadow Hood
Fundamental
Level/School: 0/Evocation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Casting Time: Standard action

Swirling tendrils and bursts of mystic shadow distract the subject. It takes -1 penalty
to attack rolls and Dexterity-based checks.

Warp Spell
Iniate, Black Magic
Level/School: 4th/Abjuration
Range: Close (25 ft + 5ft/2 levels)
Targets: A spell or mystery cast by someone else
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: No

You can cvast this mystery as an immediate action to warp another caster's spell or mystery.
In this case, warp spell must be used at the moment of the other caster's casting. To be
successful, you must beat the other caster on an opposed caster level check (1d20 + caster
level). If you do not, you have failed to take control of his spell or mystery, and it manifests
normally.

If you succeed on the opposed check, the other caster's mystery or spell is countered, as if you
had used the counterspell action successfully, and you gain one additional use of an
apprentice-path mystery that you know. You can keep this additional use until a later
turn (requiring a standard action to activate), but it must be used within 1 hour or it
is lost. You can also combine the activation of the additional spell or mystery with the
immediate action required for thw warp spell mystery itself, allowing you to cast the
apprentice-path mystery out of turn.

Echo Spell
Initiate, Black Magic
Level/School: 5th/Universal
Range: Close (25 ft + 5 ft./2 levels)
Effect: Repeat a previously cast spell or muystery
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You can echo a spell or mystery cast by anyone other than yourself, causing it to remanifest
under your control. Both the caster and effect must be within the echo spell's range, and
the entire casting must have occurred in the previous round. You choose the mystery or
spell's target, make any other choice involved in casting it. You cast the mystery or spell
using your mystery user level (use your CHA mod to determine the mystery or spell's DC; its
duration, saves and the like are as normal for that spell). You cannot echo a mystery or
spell of a higher level than the highest-level mystery you can cast, and you can never echo
a mystery or a spell of higher than 4th level.

Flood of Shadow
Initiate, Black Magic
Level/School: 6th/Abjuration
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 ft radius spread
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text

A flood of mystical shadow-power renders casting more difficult. To cast most spells while
in, or into, an area affected by flood of shadow, the caster must succeed on a Spellcraft
check (DC 15 + spell level), or the spell is lost with no effect.

Mysteries or any spells of the shadow subschool can be cast within or into the area without
making the Spellcraft check. In addition, if a mystery or spell of the shadow subschool
originates in an area affected by flood of shadow, its variable numerical effect is increasedby
50% (as if empowered), although its level does not increase.

Summon Umbral Servant
Master, Shadow Calling
Level/School: 7th/Conjuration (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This mystery functions like the spell summon monster I, except as noted here. You can summon
one huge, two large, or four Medium or smaller shadow elementals.

Shadow Plague
Master, Shadow Calling
Level/School: 8th/Conjuration (Creature) [Cold]
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: No

This mystery functions like the spell incendiary cloud, except that it deals cold damage.

An Shadow Plague mystery creates a cloud of roiling smoke shot through with white-hot embers.
The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within
the cloud deal 4d6 points of cold damage to everything within the cloud on your turn each
round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out
the smoke’s new spread each round based on its new point of origin, which is 10 feet
farther away from where you were when you cast the spell. By concentrating, you can make
the cloud (actually its point of origin) move as much as 60 feet each round. Any portion
of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing
the remainder’s spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can’t be cast underwater.

Army of Shadow
Master Shadow Calling
Level/School: 9th/Conjuration (Summoning)
Range: (25 ft. + 5 ft./2 levels)
Targets: One or more summoned creatures, no two of which are more than 30ft apart
Duration: 1 minute/level (D)
Saving Throw:None
Spell Resistance:No

This mystery functions like the spell summon monster I, except as noted here. You can summon
one elder, two greater, four huge or eight large shadow elements.

Ephermal Image
Master, Dark Metamorphosis
Level/School: 7th/Illusion (Shadow)
Effect: One shadow duplicate
Duration: 1 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This mystery functions like the spell project image, except as noted above. In addition the
image you project has concelament unless it is in direct sunlight or within the area of a
daylight spell.

Project Image
Illusion (Shadow)
Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadow duplicate
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself.
The projected image looks, sounds, and smells like you but is intangible. The projected image
mimics your actions (including speech) unless you direct it to act differently (which is a
move action).

You can see through its eyes and hear through its ears as if you were standing where it is,
and during your turn you can switch from using its senses to using your own, or back again,
as a free action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast whose range is touch or greater can originate from the
projected image instead of from you. The projected image can’t cast any spells on itself
except for illusion spells. The spells affect other targets normally, despite originating
from the projected image.

Objects are affected by the projected image as if they had succeeded on their Will save.

You must maintain line of effect to the projected image at all times. If your line of effect
is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar
spell that breaks your line of effect, even momentarily, the spell ends.
________________________________________________________________________
FAMILIAR

Name: Maesalossimadyrn

Type: Monstrous Scorpion

Medium Vermin

Hit Dice: 24d8+2 (140 HP)

Initiative: +0

Speed: 50 ft. (6 squares)

Armor Class: 24 (+2 size, +12 natural), touch 12, flat-footed 14

Base Attack//Grapple: +21/+16/+11/+6//-4

Attack: Claw +1 melee (1d3-1)

Full Attack: 2 claws +22/+17/+12/+7 melee (1d3-1) and sting +17/+12/+7/+3 melee
(1d3-1 plus poison)

Space/Reach: 5 ft./5 ft.

Special Attacks: Constrict 1d3-1, improved grab, poison,Alertness, improved
evasion, share spells, empathic link, Deliver touch spells, Speak with master,
Speak  with animals of its kind, Spell resistance [29], Scry on familiar

Special Qualities: Darkvision 180 ft., tremorsense 60 ft., vermin traits, Hide
in Plain sight, Resistance to cold 10, Superior Low light vision

Saves: Fort +17, Ref +14, Will +18

Abilities: Str 9 [-1], Dex 10 [0], Con 14 [+2], Int 15 [+2], Wis 10 [0],
Cha 2 [-4]

Skills: Climb +8, Hide +16, Spot +12, Move Silenlty +6

Feats: Weapon FinesseB —

Environment: Plane of Shadow

Organization: Colony (2-5) or swarm (6-11)

Challenge Rating: 1½

Advancement: —

Level Adjustment: +1
_______________________________________________________________________________
STEED

Name: Maerossimadyrn

Monstrous Scorpion
Size/Type: Large Vermin

Hit Dice: 9d8+10 (59 hp)

Initiative: +0

Speed: 90 ft. (10 squares)

Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16

Base Attack/Grapple: +3/+11

Attack: Claw +6 melee (1d6+4)

Full Attack: 2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison)

Space/Reach: 10 ft./5 ft.

Special Attacks: Constrict 1d6+4, improved grab, poison

Special Qualities: Darkvision 180 ft., tremorsense 60 ft., vermin traits, Hide in Plain Sight, Superior Low light vision, Cold Resistance 14, Shadow blend, Fast Healing 4, Plane Shift (self only) at 15th to / from the Plane of Shadows,
usable once per day,

Saves: Fort +10, Ref +5, Will +5

Abilities: Str 19, Dex 10, Con 14, Int Ø, Wis 10, Cha 2

Skills: Climb +8, Hide +8, Spot +4, Move Silently +12

Feats: —

Environment: Plane of Shadow

Organization: Solitary or colony (2-5)

Challenge Rating: 5

Treasure: 1/10 coins; 50% goods; 50% items 1/10 coins;

Advancement: 6-9 HD (Large)

Level Adjustment: +3
______________________________________________________________________________
APPEARANCE

Kyr stands at an average height for his race. He is normal dressed in black
travel gear. He has black hair and obsidian eyes. All of his attributes and features are
blackened with his close and consistent use of shadow magic. His tribal tattoos mark
him as a tribal war mage. His face is cover in a skull tatoo, flowing down into skeletal
arms. Over his chest is a full scorpion tatoo, taking up all of his chest. On his back is
another full tatoo of a centipede. He carries no weapons and wears only a cloak that could be
considered armor. He is always well dressed in full black clothing.
_______________________________________________________________________________
HISTORY / BACKGROUND

Kyr, being born on the coming together of the Shadow Plane with the Material
Plane. Seeing this the Shaman saw a sign sent thru the darkness and trained him as a
Shadowcaster to protect the tribe. Through the years, he has noticed that others have died
and he still has his vitality. He has contributed this to the fact that his connection
with the Plane of Shadow. His tribe in known for the Scorpion Riders. As a tribe they breed
the creatures. He has had to lean to ride the beasts as well, even though he was not a
"warrior" in the true sense. Kyr is known throughout Xendrik as the Shadow and is feared
because outside of his tribe, people think him a "necromancer" because of the powers he
wields. He has no use for the outside world. His tribe is all that matters.
_______________________________________________________________________________
MOTIVATION & GOALS

1)Protect his tribe
2)See the world
3)Make a name for himself in legend.
_______________________________________________________________________________
FLAW/TRAIT DESCRIPTION

Pathetic
You are weaker in an attribute than you should be.

Effect
Reduce one of your ability scores by 2.

Special
You cannot take this flaw if the total of your ability modifiers is 8 or
higher.

Passionate
You are made of tougher stuff than the average person, but you are highly
suggestible.

Benefit
You gain a +1 bonus on Fortitude saves.

Drawback
You take a -1 penalty on Will saves.

Roleplaying Ideas
Characters with this trait might be gruff and place extreme value on
overcoming physical obstacles,
or conversely, their weakness against magical enchantments might leave them
fascinated and fearful
of such things.

Pathetic
You are weaker in an attribute than you should be.

Effect
Reduce one of your ability scores by 2.

Poor Reflexes
You often zig when you should have zagged.

Effect
You take a -3 penalty on Reflex saves.\

Noncombatant
You are relatively inept at melee combat.

Effect
You take a -2 penalty on all melee attack rolls.
________________________________________________________________________________
CLASS ABILITIES

NOCTURMANCER

Capture Magic's Shadow
At 1st level, when you successfully dispel a mystery or spell (such as the mysteries
shadows fade or unravel dweomer, or the spells dispel magic or break enchantment),
you can absorb its energy. You add one-half the level (round down, minimum 1) of the
mystery or spell you dipselled to the caster level of any mystery or spell you cast
in the next round. For instance, if yopu dispel a 4th level spell, you add +2 to the
caster level of the spell you cast in the next round. You can gain power from dismissing
your own spells or mysteries.

Innate Counterspell
Starting at 2nd level, you can attempt to counter a mystery or spell without using a readied
action. Once per day, you can counter a spell as an immediate action, by expending a mystery
use per day, a spell slot (if you prepare spells), or a spell use (if you are a spontaneous
caster) as long as the mystery or spell expended is of the same level or higher as the mystery
or spell to be countered.

SORCERER

Familiar
A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that
cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough
and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar
also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude
saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the
loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as
the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for
a year and day. A slain familiar can be raised from the dead just as a character can be, and it does
not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.
_________________________________________________________________________________
COMMONLY SUMMONED MONSTERS

Monstrous Scorpion, Gargantuan   [1/casting]

Size/Type: Gargantuan Magical Beast

Hit Dice: 20d8+60 (150 hp)

Initiative: +0

Speed: 60 ft. (10 squares)

Armor Class: 24 (-4 size, +18 natural), touch 6, flat-footed 24

Base Attack/Grapple: +15/+37

Attack: Claw +21 melee (2d6+10)

Full Attack: 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison)

Space/Reach: 20 ft./15 ft.

Special Attacks: Constrict 2d6+10, improved grab, poison, Smite Good

Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Resistance to cold and fire 10,
DR 10/magic

Saves: Fort +15, Ref +6, Will +6

Abilities: Str 31, Dex 10, Con 16, Int Ø, Wis 10, Cha 2

Skills: Climb +14, Hide -8, Spot +4,

Feats: —

Environment: Warm deserts

Organization: Solitary

Challenge Rating: 10

Treasure: 1/10 coins; 50% goods; 50% items

Advancement: 21-39 HD (Gargantuan)

Level Adjustment: —

Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (
maximum of +20) against a good foe.

Constrict (Ex)
A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex)
To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either
its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex)
A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The
save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Skills
A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Monstrous Scorpion Poison
Size       Fort DC  Damage
Tiny        12   1    Con
Small       12   1d2  Con
Medium      13   1d3  Con
Large       14   1d4  Con
Huge        18   1d6  Con
Gargantuan  23   1d8  Con
Colossal    33   1d10 Con


Fiendish Monstrous Centipede, Colossal [1d3/casting]
Size/Type: Colossal Magical Beast (Extraplanar)

Hit Dice: 24d8+24 (132 hp)

Initiative: +1

Speed: 40 ft. (8 squares), climb 40 ft.

Armor Class: 20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18

Base Attack/Grapple: +18/+42

Attack: Bite +18 melee (4d6+12 plus poison)

Full Attack: Bite +18 melee (4d6+12 plus poison)

Space/Reach: 30 ft./20 ft.

Special Attacks: Poison, smite good

Special Qualities: Damage reduction 10/magic, darkvision 60 ft., resistance to cold 10, and fire 10,
spell resistance 25,
vermin traits

Saves: Fort +15, Ref +9, Will +8

Abilities: Str 27, Dex 13, Con 12, Int 3, Wis 10, Cha 2

Skills: Climb +16, Hide -7, Spot +4

Feats: —

Environment: Any evil-aligned plane

Organization: Solitary

Challenge Rating: 11

Advancement: 25-48 HD (Colossal)

Level Adjustment: —

Poison (Ex)
A monstrous centipede has a poisonous bite. The details vary by the centipede’s size, as shown on the
table. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills
Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide
checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

Fiendish Monstrous Centipede
Smite Good Damage
Size      Damage
Medium      1
Large       3
Huge        6
Gargantuan 12
Colossal   24

A huge, gargantuan, or colossal fiendish monstrous centipede's natural weapons are treated as magic
weapons for the purpose of overcoming damage reduction.

Smite Good (Su)
Once per day a fiendish monstrous centipede can make a normal melee attack to deal extra damage
against a good foe.

Monstrous Scorpion, Huge [1d4+1/casting]
Size/Type: Huge Magical Beast

Hit Dice: 10d8+30 (75 hp)

Initiative: +0

Speed: 50 ft. (10 squares)

Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20

Base Attack/Grapple: +7/+21

Attack: Claw +11 melee (1d8+6)

Full Attack: 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)

Space/Reach: 15 ft./10 ft.

Special Attacks: Constrict 2d6+10, improved grab, poison, Smite Good

Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Resistance to cold and
fire 10, DR 10/magic
Saves: Fort +10, Ref +3, Will +3

Abilities: Str 23, Dex 10, Con 16, Int Ø, Wis 10, Cha 2

Skills: Climb +10, Hide -4, Spot +4

Feats: —

Environment: Warm deserts

Organization: Solitary or colony (2-5)

Challenge Rating: 7

Treasure: 1/10 coins; 50% goods; 50% items

Advancement: 11-19 HD (Huge)

Level Adjustment: —

Smite Good (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total
(maximum of +20) against a good foe.

Constrict (Ex)
A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex)
To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use
either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex)
A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The
save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Skills
A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Monstrous Scorpion Poison
Size       Fort DC  Damage
Tiny        12   1    Con
Small       12   1d2  Con
Medium      13   1d3  Con
Large       14   1d4  Con
Huge        18   1d6  Con
Gargantuan  23   1d8  Con
Colossal    33   1d10 Con
___________________________________________________________________________
RELATIONS

All characters hee are Gestalt.

Shadiospasaer [Blade of Darkness]-Umbragen elf-Older Brother- Ninja 20-Fighter 5-Assassin 19-Rogue 4
Friendly

Shadiospasaer sees Kyr as an ally and sometimes calls on him for assistance. Kyr's father thinks that
he is dead. Shadiospasaer is a Ghost of the Serpentine Table with House Phiarlan.

Ru-Changeling-Rogue 26-Spymaster 12-Fighter 6-Loremaster 8-Friendly

Ru and Kyr have crossed paths on many occassion where Kyr has had dealings with the Cabinet of Faces.
Ru goes by the facade of a human sage by the name of Peterson. Ru sits on the Council of Faces. Kyr
seeks Ru put whenever a matter needs research.

Maesossiaeraesarbol [Seer of the Eternal Night]-Twin sister-Psion {Clairsentience} 24-Shadowcaster 20-
Master of Shadow 4-Very Friendly

Maesossiaeraesarbol and Kyr see each other as equals. Maesossiaeraesarbol functions as the shaman of
the tribe. The Rite of the Shadow, a ritual that bonds the Plane of Shadow to an individual, is carried
out by Maesossiaeraesarbol. This rite sometimes kills the individual. Maesossiaeraesarbol dreads the day
that Kyr will have to undergo the rite, which is coming soon.

Caedaesossipasaer [Keeper of the Darkness]-Father-Shadowcaster 20-Ranger 22-Child 2-Very friendly-Vampire 8

Caedaesossipasaer is a very proud father. He leads the Tribe of the Unseen [SordiossiIalael]. The tribe's
notoriety stems from the breeding a Shadow Scorpions as mounts.

Bloodsong Clan

The Tribe of the Unseen are known allies of the Bloodsong Clan. A clan of Large ogres that live the
region of Xendrik. There leader is a female Ogre Mage named Surukaan [Barbarian 19-Battle Sorcerer 19].
This is fundamental because never before has the clan been led by a female. Surukaan sees Kyr as a fun
play thing and most serious matters are dealt with in a playfully competitive manner. Surukaan has a
very aggressive attitude but never makes good of the threats when directed at Kyr. The Tribe of the
Unseen maintain relations with the Bloodsong by supplying them with mounts in the form of Shadow
Scorpions.
__________________________________________________________________________
FUTURE CLASS PROGRESSION

25)Sorcerer-Nocturmancer
26)Sorcerer-Nocturmancer
27)Sorcerer-Nocturmancer
28)Sorcerer-Nocturmancer
29)Sorcerer-Nocturmancer
30)Sorcerer-Nocturmancer
31)Sorcerer-Vampire Bloodline
32)Sorcerer-Vampire Bloodline
33)Sorcerer-Vampire Bloodline
34)Sorcerer-Vampire Bloodline
35)Sorcerer-Vampire Bloodline
36)Sorcerer-Vampire Bloodline
40)Sorcerer-Vampire Bloodline
41)Sorcerer-Vampire Bloodline
42)Sorcerer-Vampire Bloodline
43)Sorcerer-Vampire Bloodline
44)Sorcerer-Vampire Bloodline
45)Sorcerer-Vampire Bloodline
46)Sorcerer-Vampire Bloodline
47)Sorcerer-Vampire Bloodline
48)Sorcerer-Vampire Bloodline
49)Sorcerer-Vampire Bloodline
50)Sorcerer-Vampire Bloodline
51)Sorcerer-Vampire Bloodline
52)Sorcerer-Vampire Bloodline
53)Sorcerer-Vampire Bloodline
_____________________________________________________________________________
This message was last edited by the player at 19:27, Wed 21 Mar 2007.
DM Kindred
GM, 198 posts
Sun 8 Oct 2006
at 17:43
  • msg #40

Re: Feanor Eldarin

Character Statistics: Liriel Baenre
 In every society, no matter how structured, there are individuals who don't fit
 established patterns. Liriel Baenre is one of these in drow society. In this
second part Liriel's profile, we present her character statistics, along with
some magic items she uses that were originally in Daughter of the Drow that are
updated adapted for use in your D&D game

Liriel Baenre: Female drow Wiz 11/Clr 3/Ftr 1; CR 17; Medium-size humanoid
(elf); HD 11d4+11 plus 3d8+3 plus 1d10+1; hp 70; Init +7; Spd 40 ft.; AC 19,
touch 13, flat-footed 16; Atk +10/+5 melee (1d6+2/19-20, adamantine short
sword), or +12/+7 (1+1/x3, throwing spider), or +11/+6 ranged (1d4+1, bolas); SA
 spell-like abilities, turn undead 6/day; SQ darkvision 120 ft., drow traits, SR
 26; AL NG; SV Fort +9, Ref +9, Will +12; Str 12, Dex 16, Con 13, Int 20, Wis
14, Cha 16.

Skills and Feats: Bluff +4, Climb +2, Concentration +14, Craft (rune) +8,
Diplomacy +7, Heal +5, Hide +12, Intimidate +4, Intuit Direction +4, Knowledge
(arcana) +16, Knowledge (local) +6, Knowledge (religion) +8, Knowledge (the
planes) +6, Listen +6, Move Silently +14, Perform (dance) +4, Profession
(fisherman) +3, Profession (sailor) +3, Scry +8, Search +12, Sense Motive +6,
Spellcraft +16, Spot +6, Swim +6; Daylight Adaptation, Exotic Weapon Proficiency
 (bolas), Exotic Weapon Proficiency (throwing spiders), Improved Initiative,
Inscribe Rune, Lightning Reflexes, Quicken Spell, Scribe Scroll, Silent Spell,
Spell Penetration, Spellcasting Prodigy (wizard)

Spell-Like Abilities: 1/day -- dancing lights, darkness, faerie fire. Caster
level 15th; save DC 13 + spell level.

Drow Traits: Liriel is immune to magic sleep spells and effects. She has a +2
racial bonus on saves against enchantment spells or effects and a +2 racial
bonus on Will saves against spells or spell-like abilities. She is entitled to a
 Search check when within 5 feet of a secret or concealed door as though
actively looking for it. Liriel also has a +2 racial bonus on Listen, Spot, and
Search checks (already figured into the statistics given above). *Domain spell.
Deity: formerly Lolth; currently Eilistraee. Domains: formerly Chaos and
Darkness. Note: Liriel is an ex-cleric of Lolth and has not yet gained levels of
 cleric with her new deity. As a result, she has lost access to all spells and
class features, and she cannot gain levels as a cleric of Lolth until she atones
 (see the atonement spell description in the Player's Handbook).

Wizard Spells per Day (4/6/6/5/4/3/2; save DC 16 + spell level; 20% chance of
arcane spell failure).

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison,
disrupt undead, flare, ghost sound, light, mage hand, mending, open/close,
prestidigitation, ray of frost, read magic, resistance; 1st -- change self,
magic missile, ray of enfeeblement, shield, shocking grasp; 2nd -- alter self,
cat's grace, invisibility, see invisibility, web; 3rd -- dispel magic, fly,
lightning bolt, nondetection, protection from elements; 4th -- detect scrying,
dimension door, scrying, stoneskin; 5th -- passwall, seeming; 6th -- true
seeing.


Languages: Common, Drow, Elven, Goblin, Giant, Draconic.

Possessions: Adamantine chain shirt (+2 enhancement bonus), adamantine short
sword, small bolas, drow boots of elvenkind, greater piwafwi, throwing spiders,
ring of water breathing, The Book of Portals (described below).

Liriel's NPC stats were converted to D&D rules by a committee of talented lore
masters.* This describes Liriel as she was at the end of the novel Tangled Webs.

New Magic Items

The following magic items have been adapted for the D&D rules.

The Book of Portals: Described in the series as a spellbook given to Liriel by
her father, The Book of Portals is much more than that. Within this minor
artifact's pages are the spells gate, gateway, teleport, and teleport without
error, as well as notes on magical means of travel in general. (The book
provides knowledge equivalent to the Create Portal feat while held or, if the
user is attuned to the book, while within 120 feet of the book; Create Portal is
 found in the Forgotten Realms Campaign Setting). Also, many pages within are
"keyed" to specific areas, allowing the user to open portals to those places.
The user can add portal destinations to the book (up to 10 of them total;
destinations added can later be replaced with new ones), provided he or she has
been there before or has had someone place a familiar item there to provide a
focus, an act which requires a Spellcraft check (DC 20) to add a new "keyed"
location to the book in this manner. If in the possession of someone for more
than a month, the book becomes attuned to that person, so that the owner can use
 the portal opening ability even if not being read from directly, so long as the
 owner is within 120 feet. Additionally, the need to make a Spellcraft check to
prepare one of the spells listed above (DC 15+ spell's level) due to the fact
that this book counts as a "borrowed" spellbook is waived once the user is
attuned to the book.


The Book of Portals can open a keyed portal up to three times a day, and the
opening that is created can be enlarged up to double the usual maximum (40-foot
diameter) with a successful Spellcraft check (DC 25). Portals leading to keyed
locations remain open up to 10 minutes or until the caster deliberately closes
the portal. There's no chance of a mishap if used within the Underdark, provided
 the destination is within 250 miles of the user's current location. If the
distance is greater than 250 miles, a Spellcraft check (DC 25) is required to
successfully open or create the portal.

Caster Level: 17th; Weight: 1 lb.

Liriel's Ring of Water Breathing:Liriel's ring of water breathing is a smooth,
yellowed band of sea ivory that possesses engravings of fish on the inside of
the band. It allows the wearer to continually utilize the effects of the spell
water breathing, though it affects only the wearer.


Caster Level: 12th; Prerequisites: Forge Ring, water breathing; Market Price: 15,000 gp.

Throwing Spiders: In some drow cities, specially-made throwing stars have become
 popular. Known as "throwing spiders," they're similar to shuriken in size and
form, and like shuriken, three can be thrown in a single attack. Unlike
shuriken, they cling to and bite (or burrow into) any target they hit, though
the movements they make are very subtle indeed. Once a throwing spider hits, it
sticks to the target and attacks as a tiny animated object (see Monster Manual
for statistics). A throwing spider has hardness 10 and a grapple bonus of -9. It
 cannot move until after it is thrown, in which case it moves only to attack the
 target to which it is attacked. Its enhancement bonus of +1 applies to the
attack and damage rolls it makes as an animated object.

Once attached, a throwing spider attacks its target once each round until removed, destroyed, or commanded to cease by its thrower. A throwing spider that
 misses its target or that is removed or ordered to stop attacking becomes inert
 until it is thrown again. Calling off a throwing spider is a free action, and
the thrower must be within 50 feet of the spider to do so.

Caster Level: 11th; Prerequisites: Craft Arms and Armor, animate objects; Market
Price: 2,961; Cost to Create: 1,301 gp + 80 XP.

* Many thanks to Chris "Selvarin" Perry, Disaster Master Marc Nieper-Wißkirchen,
 Timo Tyrmi, Greg "Realmlord" Price, Zanan Telenna, Heather Crothall, and all
those who participated in the online discussion.
This message was last edited by the GM at 19:59, Sun 08 Oct 2006.
Zoul
GM, 103 posts
Sat 21 Oct 2006
at 03:22
  • msg #41

Re: Feanor Eldarin

Name            :                          Gender:            HD         :
Player (RPoL ID):                          Height:
Race            :                          Weight:            MAX HP     : 00/00
Class           :                          Age   :
Level           :                          Hair  :            SUBDUAL DMG: 00
Align           :                          Eyes  :
Deity           :                          Hand  :            XP         :
Size            :                          Speed :            NEXT LVL   :

ABILITY Base Racial Ability Magic Final Bonus Bonus Item Ability STR : 11 -- +1 -- 00/+0 DEX : 16 -- +2 -- 00/+0 CON : 12 -- -- -- 00/+0 INT : 18 -- -- -- 00/+0 WIS : 14 -- -- -- 00/+0 CHA : 16 -- -- -- 00/+0
COMBAT STATISTIC BASE ATTACK BONUS AC Total : -- MELEE RANGED AC when Flat-Footed: -- Total: -- Total: -- AC vs Touch Attack : -- Base : +5 Base : +5 Base : 10 STR : -- DEX : -- Armor : -- () Misc : -- Misc : -- Shield : -- () Dexterity : -- Size : -- () Deflection : -- () INITIATIVE ACTION POINTS Magical Armor bonus: -- () Total: -- Total: -- DEX : -- Base : -- Misc : -- Misc : -- _______________________________________________________________________________ SAVING THROWS Total Base Ability Misc Magic Fort : +0 = 3 + 0 + 0 + 0 Refl : +0 = 3 + 0 + 0 + 0 Will : +0 = 9 + 0 + 0 + 0 _______________________________________________________________________________ RACIAL BONUSES/TRAITS
TRAITS/FLAWS _______________________________________________________________________________ FEATS F)Arcane Mastery F)Collegiate Wizard 1)Able Learner 1)Arcane manipulation 3) 6)Leadership 9) 12) _______________________________________________________________________________ CLASS ABILITIES 1)Scribe Scroll, Familiar 2)- 3)- 4)- 5)Craft Wondorous Items _______________________________________________________________________________ PRESTIGE CLASS ABILITIES 1)Membership, Improved Spell Aquisition 2)Spell Pool 1 3)Craft Wand 4)Draconic 5)Improved Couterspell 6)<i>Spellpool 2</i 7)Focused Dispell _______________________________________________________________________________ LANGUAGES _______________________________________________________________________________ SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them. Skill Point Total = (24-4-4-4-4-4-4)+24(-4-4-4-4-4-4)+(56-7-7-7-7-7-7-7-7) Class Skill Final Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +? = 0 +? +0 | Appraise (INT) Yes +10 = 6 +4 +0 | !Balance (DEX) Yes +? = 0 +? +0 | Bluff (CHA) Yes +10 = 9 +1 +0 | !Climb (STR) Yes +16 = 15 +1 +0 | Concentration (CON) Yes +8 = 4 +4 +0 | *Craft:Alchemy (INT) Yes +12 = 8 +4 +0 | *Craft:Painting (INT) Yes +? = 0 +? +0 | Decipher Script (INT) No +? = 0 +? +0 | Diplomacy (CHA) Yes +? = 0 +? +0 | Disable Device (INT) No +? = 0 +? +0 | Disguise (CHA) Yes +? = 0 +? +0 | !Escape Artist (DEX) Yes +? = 0 +? +0 | Forgery (INT) Yes +? = 0 +? +0 | Gather Information (CHA) Yes +? = 0 +? +0 | Handle Animal (CHA) No +? = 0 +? +0 | Heal (WIS) Yes +14 = 10 +4 +0 | !Hide (DEX) Yes +? = 0 +? +0 | Intimidate (CHA) Yes +? = 0 +? +0 | !Jump (STR) Yes +21 = 15 +4 +2 | *Knowledge:Arcana (INT) No +? = 0 +? +0 | Listen (WIS) Yes +14 = 10 +4 +0 | !Move Silently (DEX) Yes +? = 0 +? +0 | Open Lock (DEX) No +? = 0 +? +0 | *Perform: (CHA) Yes +? = 7 +2 +0 | *Profession:Tattoo Artist (WIS) No +? = 0 +? +0 | Ride (DEX) Yes +? = 0 +? +0 | Search (INT) Yes +? = 0 +? +0 | Sense Motive (WIS) Yes +? = 0 +? +0 | !Sleight of Hand (DEX) No +19 = 15 +4 +0 | Spellcraft (INT) No +? = 0 +? +0 | Spot (WIS) Yes +? = 0 +? +0 | Survial (WIS) Yes +? = 0 +? +0 | !Swim (STR) Yes +9 = 5 +4 +0 | !Tumble (DEX) No +? = 0 +? +0 | Use Magic Device (CHA) No +? = 0 +? +0 | Use Rope (DEX) Yes ! = Armor Check Penalty applies * = Requires specialization _______________________________________________________________________________ WEAPON NAME : NAME : NAME : ATT : ATT : ATT : DMG : DMG : DMG : CRIT : CRIT : CRIT : RNG : RNG : RNG : WGHT : WGHT : WGHT : SIZE : SIZE : SIZE : TYPE : TYPE : TYPE : COST : COST : COST : _______________________________________________________________________________ ARMOR SHIELD NAME : NAME : TYPE : TYPE : AC BONUS : AC BONUS : MAX DEX : CHECK PENALTY : CHECK PENALTY : SPELL FAILURE : SPELL FAILULE : WGHT : SPEED : PROPERTIES : WGHT : COST : PROPERTIES : COST : _______________________________________________________________________________ SPELLS Base Ability Lvl DC Spell/Day Bonus Spell Per Day Known 0 ? ? + ? = ? All 1 ? ? + ? = ? 10+4 2 ? ? + ? = ? 4+4 3 ? ? + ? = ? 4+4 4 ? ? + ? = ? 5+5 5 ? ? + ? = ? 5+5 6 ? ? + ? = ? 5+5 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ All ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Accelarated movement: Balance, climb or move silently check at normal speed with no penalty. (SC pg 262) Buzzing Bee: Bee gives sugject -10 penalty on Move Silently and hinders Concentration checks. Cutting hand: Your hand gains a +2 enhancement bonus and deals 1D6 (SC pg 262) Ebon Eyes: Subject can see through magical darkness. (SC pg 262) Expeditious Retreat: Your speed increases by 30 ft. Identify M: Determines properties of magic item. Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar. (SC pg 262) Feather Fall: Objects or creatures fall slowly Mage Armor: Gives subject +4 armor bonus Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Mount: Summons riding horse for 2 hours/level. Persistent Blade: Blade of force attacks subject, automatically flanks (SC pg 262) Shield: Invisible disc gives +4 to AC, blocks magic missiles. Unseen Servant: Invisible force obeys your commands. Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through. (SC pg 262) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Baleful Transposition: Two subjects switch places. (SC pg 262) Burning Sword: Weapons gains flaming burst special ability. (SC pg 262) Chain of eyes: See through other creatures eyes. (SC pg 263) Darkness: 20-ft. radius of supernatural shadow. Protection from Arrows: Subject immune to most ranged attacks Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Shatter: Sonic vibration damages objects or crystalline creatures Web: Fills 20-ft.-radius spread with sticky spiderwebs. _____________________ ______________________ Spell Lvl 3 Dispel Magic: Cancels magical spells and effects. Fireball: 1d6 damage per level, 20-ft. radius. Fly: Subject flies at speed of 60 ft. Gaseous Form: Subject becomes insubstantial and can fly slowly. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Lightning Bolt: Electricity deals 1d6/level damage Magic Weapon, Greater: +1/four levels (max +5). Stelldance: Blades hover around you and attack foes. (SC pg 263) Summon Monster III: Calls extraplanar creature to fight for you. _____________________ _______________________ Spell Lvl 4 Analyze Portal: Find nearby portal and discover its properties. Arcane Eye: Invisible floating eye moves 30 ft./round. Black Tentacles: Tentacles grapple all within 15 ft. spread. Dimension Door: Teleports you short distance. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Stoneskin M: Ignore 10 points of damage per attack Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. _____________________ ________________________ Spell Lvl 5 Baleful Polymorph: Transforms subject into harmless animal. Dismissal: Forces a creature to return to native plane. Fabricate: Transforms raw materials into finished items Permanency X: Makes certain spells permanent. Summon Monster V: Calls extraplanar creature to fight for you. Teleport: Instantly transports you as far as 100 miles/level. Wall of Stone: Creates a stone wall that can be shaped. Wall of Force: Wall is immune to damage. _____________________ ________________________ Spell Lvl 6 Antimagic Field: Negates magic within 10 ft. Dispel Magic, Greater: As dispel magic, but +20 on check. Fiendform: Assume form and abilities of fiendish creature, demon or devil. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects. Repulsion: Creatures can’t approach you. Probe Thoughts: Read subject's memories, one question/round. Summon Monster VI: Calls extraplanar creature to fight for you ___________________________________________________________ MONEY PP : GP :88,000 SP : CP : GEMS: _______________________________________________________________________________ EQUIPMENT _______________________________________________________________________________ MAGIC ITEMS _______________________________________________________________________________ ANIMAL COMPANION/FAMILIAR Name: AC: Hit Points: Abilities Granted: Attack(s): Damage: Other information: _______________________________________________________________________________ APPEARANCE _______________________________________________________________________________ HISTORY / BACKGROUND _______________________________________________________________________________ MOTIVATION & GOALS
Kyr
player, 26 posts
Sat 25 Nov 2006
at 03:05
  • msg #42

Warforged Ninja-Fighter.

Name            :Katan               Gender:M           HD         :26d12+52
                                     Height:12'10
Race            :Warforged           Weight:5400 lbs.   MAX HP     : 232/232
Class           :Fg-Nj-Sd            Age   :150
Level           :26-20-6             Hair  :onyx        SUBDUAL DMG: 242
Align           :NG                  Eyes  :Obsidian
Deity           :Living Forge        Hand  :R           XP         :
Size            :L                   Speed :30ft.       NEXT LVL   :

*Fg-Fighter, Nj-Ninja, Sd-Shadowdancer
_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  13      +2      --      +4      19/+4
DEX  :  14      -2      +4      +11     27/+8
CON  :  13      +2      --      --      15/+2
INT  :  13      --      --      --      13/+1
WIS  :  15      -2      +2      +17     32/+11
CHA  :  13      -2      --      --      11/+0
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : 47        MELEE                  RANGED
AC when Flat-Footed: 47        Total: +26/+21/+16/+11 Total: +30/+25/+20/+15
AC vs Touch Attack : 37        Base : +23/+18/+13/+8  Base : +23/+18/+13/+8
Base               : 10        STR  :  +4             DEX  :  +8
Armor              : +8 (BoA)  Misc :  -1             Misc :  -1
Shield             : -- ()
Dexterity          : +8
Size               : -1 (L)
Deflection         : +5 ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  19      Total: --
Training           : +15                DEX  :  +8      Base : --
Natural            : +2                 Misc :  +11     Misc : --

Sudden Strike Damage: +9d6
Devastating Critical Save: Fort DC (27)
Darkvision 60 ft.

*L-Large, BoA-Bracers of Armor
_______________________________________________________________________________
SAVING THROWS: General
      Total  Base  Ability  Misc  Magic
Fort  : +17 = 15  +    2    +  0  +  0
Refl  : +23 = 15  +    8    +  0  +  0
Will  : +20 =  9  +    11   +  0  +  0

SAVING THROWS: Fear
      Total  Base  Ability  Misc  Magic
Fort  : +20 = 15  +    2    +  3  +  0
Refl  : +26 = 15  +    8    +  3  +  0
Will  : +23 =  9  +    11   +  3  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
WARFORGED
+2 Con
–2 Wis
–2 Cha
• Large size
• 30’ movement
• Light Fortification – 25% chance of Critical Hit or Sneak Attack bonus damage being negated.
• Natural weapons provide a 1d4 Slam attack.
Darkvison 60 ft.
_______________________________________________________________________________
FEATS
1)Dodge
3)Combat Expertise
6)Improved Disarm
9)Mobility
12)Spring Attack
15)Improved Unarmed Strike
18)Combat Reflexes
21)Deflect Arrows
24)Infinite Deflection
_______________________________________________________________________________
CLASS ABILITIES
NINJA
1)Ki Power, Sudden Strike +1d6, trapfinding
2)Ghost Step (invisible)
3)Sudden Strike +2d6, Poison Use
4)Great Leap
5)Sudden Strike +3d6
6)Acrobatics +2, Ki Dodge
7)Sudden Strike +4d6, Speed Climb
8)Ghost Strike
9)Sudden Strike +5d6, Improved Poison Use
10)Ghost Step (ethereal)
11)Sudden Strike +6d6
12)Acrobatics +4, Evasion
13)Sudden Strike +7d6
14)Ghost Mind
15)Sudden Strike +8d6
16)Ghost Sight
17)Sudden Strike +9d6
18)--
19)Acrobatics +4, Greater Ki Dodge
20)Ghost Walk

FIGHTER
1)Battle Hardened
2)Bonus Warforged Feat: Unarmoured Body
3)--
4)Bonus Feat: Power Attack
5)--
6)Bonus Feat: Cleave
7)--
8)Bonus Feat: Great Cleave
9)--
10)Bonus Feat: Improved Critical (Scorpiion Chain)
11)--
12)Bonus Feat: Weapon Focus (Scorpiion Chain)
13)--
14)Bonus Feat: Improved Initiative
15)--
16)Bonus Feat: Greater Weapon Focus (Scorpiion Chain)
17)--
18)Bonus Feat: Weapon Specialization (Scorpiion Chain)
19)--
20)Bonus Feat: Greater Weapon Specialization (Scorpiion Chain)
21)--
22)Bonus Feat: Overwhelming Critical (Scorpiion Chain)
23)--
24)Bonus Feat: Devastating Critical (Scorpiion Chain)
25)--
26)Bonus Feat: Superior Initiative
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES
SHADOWDANCER
1)Hide in plain sight
2)Evasion, darkvision, uncanny dodge
3)Shadow illusion, summon shadow
4)Shadow jump 20 ft.
5)Defensive roll, improved uncanny dodge
6)Shadow jump 40 ft., summon shadow
_______________________________________________________________________________
LANGUAGES
Common
Elven
Drow Sign
Mabran
_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total = [(6 + INT mod {+1}) x 29] = 203

C C  Final                                            Related
  C   Mod = Rnk Abl  Msc  |  Skills:                    Ability  Untrained?
  X   +1  =  0  +1   +0   |  Appraise                   (INT)      Yes
X     +24 =  16 +8   +0   |  !Balance                   (DEX)      Yes
X     +0  =  0  +0   +0   |  Bluff                      (CHA)      Yes
X     +37 =  29 +4   +4   |  !Climb                     (STR)      Yes
X     +2  =  0  +2   +0   |  Concentration              (CON)      Yes
X     +1  =  0  +1   +0   |  *Craft                     (INT)      Yes
X     +0  =  0  +?   +0   |  Decipher Script            (INT)      No
X     +0  =  0  +0   +0   |  Diplomacy                  (CHA)      Yes
X     +0  =  0  +?   +0   |  Disable Device             (INT)      No
X     +0  =  0  +0   +0   |  Disguise                   (CHA)      Yes
X     +8  =  0  +8   +0   |  !Escape Artist             (DEX)      Yes
  X   +1  =  0  +1   +0   |  Forgery                    (INT)      Yes
X     +0  =  0  +0   +0   |  Gather Information         (CHA)      Yes
X     +0  =  0  +?   +0   |  Handle Animal              (CHA)      No
  X   +11 =  0  +11  +0   |  Heal                       (WIS)      Yes
X     +67 =  29 +8   +30  |  !Hide                      (DEX)      Yes
X     +0  =  0  +0   +0   |  Intimidate                 (CHA)      Yes
X     +34 =  21 +4   +9   |  !Jump                      (STR)      Yes
  X   +0  =  0  +?   +0   |  *Knowledge:                (INT)      No
  X   +0  =  0  +?   +0   |  *Knowledge:                (INT)      No
  X   +0  =  0  +?   +0   |  *Knowledge                 (INT)      No
X     +30 =  19 +11  +0   |  Listen                     (WIS)      Yes
X     +72 =  29 +8   +35  |  !Move Silently             (DEX)      Yes
X     +0  =  0  +?   +0   |  Open Lock                  (DEX)      No
X     +5  =  5  +0   +0   |  *Perform:Dance             (CHA)      Yes
X     +30 =  29 +1   +0   |  Profession:Mercenary       (INT)      No
  X   +0  =  0  +?   +0   |  Psicraft                   (INT)      No
X     +8  =  0  +8   +0   |  Ride                       (DEX)      Yes
X     +1  =  0  +1   +0   |  Search                     (INT)      Yes
X     +11 =  0  +11  +0   |  Sense Motive               (WIS)      Yes
  X   +8  =  0  +8   +0   |  Sleight of Hand            (DEX)      Yes
  X   +0  =  0  +?   +0   |  Speak Language             (INT)      No
  X   +0  =  0  +?   +0   |  Spellcraft                 (INT)      No
X     +30 =  19 +11  +0   |  Spot                       (WIS)      Yes
  X   +11 =  0  +11  +0   |  Survival                   (WIS)      Yes
X     +4  =  0  +4   +0   |  !Swim                      (STR)      Yes
X     +41 =  29 +8   +4   |  Tumble                     (DEX)      Yes
  X   +0  =  0  +?   +0   |  Use Magic Device           (CHA)      No
X     +8  =  0  +8   +0   |  Use Rope                   (DEX)      Yes


! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :+5 Blade of the Dragon-Demon War [Scorpiion Chain]
ATT  :+33/+28/+23/+18
ATT  :+35/+30/+25/+20 [Undead]
ATT  :+35/+30/+25/+20 [Aberration]
ATT  :+35/+30/+25/+20 [Evil Outsiders]
ATT  :+35/+30/+25/+20 [Dragon]
DMG  :2d8+13
DMG  :2d8+13+2d6 [Undead]
DMG  :2d8+13+2d6 [Aberration]
DMG  :2d8+13+2d6 [Evil Outsiders]
DMG  :2d8+13+2d6 [Dragon]
CRIT :17-20/x2
RNG  :--
WGHT :6 lbs.
SIZE :L
TYPE :S
COST :50,035
_______________________________________________________________________________
WEAPON ABILITIES [Total: +5]
Undead Bane [+1]
Dragon Bane [+1]
Aberration Bane [+1]
Evil Outsiders Bane [+1]
Shadowstrike [+1]
_______________________________________________________________________________
ARMOR                                  SHIELD
N/A                                    N/A
_______________________________________________________________________________
MONEY
PP  :
GP  :3640
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT

Carried:                          Weight: (lbs)    Cost

                                                   PP   GP   SP    CP   XP

Mantle of Epic Stealth                 1              242000
Periapt of Epic Wisdom +12            --             1440000
Bracers of Armour +8                   1               64000
Boots of Elvenkind                     1                2500
Amulet of the Planes                  --              120000
Gloves of Dexterity +6                --               36000
Belt of Giant Strength +4              1               16000
Ring of Regeneration                  --               90000
Ring of Protection +5                 --               50000
                                  -------------
                                       4             2058000
                                  -------------

Stored:                            Weight: (lbs)    Cost
                                                    PP   GP   SP    CP   XP
Manual of Quickness of Action            5             137500
Tome of Understanding                    5             137500
                                  -------------
                                        10             275000
                                  -------------
________________________________________________________________________________
CARRYING CAPACITY

Light load         Medium load      Heavy load
    50                  100             150
Lift over head   Lift off ground   Drag or push
    150                 300             750
_______________________________________________________________________________
MAGIC ITEMS [Total: 2,429,500]
Mantle of Epic Stealth [242,000]
Periapt of Epic Wisdom +12 [1,440,000]
Bracers of Armour +8 [64,000]
Boots of Elvenkind [2,500]
Amulet of the Planes [120,000]
Gloves of Dexterity +6 [36,000]
Manual of Quickness of Action +5 [137,500]
Tome of Understanding +5 [137,500]
Ring of Regeneration [90,000]
Ring of Protection +5 [50,000]
Belt of Giant Strength +4 [16,000]

_______________________________________________________________________________
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 5d12 (38 hp)
Initiative: +2
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +4 melee (1d6 Str)
Full Attack: Incorporeal touch +4 melee (1d6 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits, cannot be turned, rebuked or commanded by a third party. Can communicate with Katan.
Saves: Fort +1, Ref +3, Will +4
Abilities: Str Ø, Dex 14, Con Ø, Int 6, Wis 12, Cha 13
Skills: Hide +8*, Listen +7, Search +4, Spot +7
Feats: Alertness, Dodge
Environment: Any
Organization: Solitary, gang (2-5), or swarm (6-11)
Treasure: None
Alignment: Neutral Good
Advancement: 4-9 HD (Medium)
Level Adjustment: —
_______________________________________________________________________________
CLASS PRGRESSION BY LEVEL
1)Fighter-Ninja
2)Fighter-Ninja
3)Fighter-Ninja
4)Fighter-Ninja
5)Fighter-Ninja
6)Fighter-Ninja
7)Fighter-Ninja
8)Fighter-Ninja
9)Fighter-Ninja
10)Fighter-Ninja
11)Fighter-Ninja
12)Fighter-Ninja
13)Fighter-Ninja
14)Fighter-Ninja
15)Fighter-Ninja
16)Fighter-Ninja
17)Fighter-Ninja
18)Fighter-Ninja
19)Fighter-Ninja
20)Fighter-Ninja
21)Fighter-Shadowdancer
22)Fighter-Shadowdancer
23)Fighter-Shadowdancer
24)Fighter-Shadowdancer
25)Fighter-Shadowdancer
26)Fighter-Shadowdancer
_______________________________________________________________________________
This message was last edited by the player at 03:17, Sun 17 Dec 2006.
Katan
player, 51 posts
+6,19/15/16
104/104,+9/+10/+5
Sat 23 Dec 2006
at 02:44
  • msg #43

Re: Warforged Ninja-Fighter.


Casri

Male Changeling Rogue 26
Lawful Neutral
Representing Zasz


Strength 14 (+2)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 17 (+3)
Wisdom 17 (+3)
Charisma 20 (+5)
 Size: Medium
Height: 5' 7"
Weight: 175 lb
Skin: Blue
Eyes: Silver
Hair: None




Total Hit Points: 142

Speed: 30 feet

Armor Class: 17 = 10 +5 [darkleaf breastplate] +2 [dexterity]

Touch AC: 12
Flat-footed: 17 [uncanny dodge]
Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +11 = 6 [base] +3 [epic] +2 [constitution]
Reflex save: +17 = 12 [base] +3 [epic] +2 [dexterity]
Will save: +14 = 6 [base] +3 [epic] +3 [wisdom] +2 [iron will]
Attack (handheld): +20/+15/+10 = 15 [base] +3 [epic] +2 [strength]
Attack (unarmed): +20/+15/+10 = 15 [base] +3 [epic] +2 [strength]
Attack (missile): +20/+15/+10 = 15 [base] +3 [epic] +2 [dexterity]
Grapple check: +20/+15/+10 = 15 [base] +3 [epic] +2 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
 58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.



Region of Origin: Xendrik

Languages: Aarakocra Abyssal Aquan Auran Celestial Common Dark_Elf_Silent Draconic Dwarven Elven Giant Gith Gnoll Gnome Goblin Halfling Ignan Infernal Maenad Orc Pterran Slaad Sylvan Terran Thri-Kreen Xeph Argon Daan Daelkyr Irial Kythric Mabran Quori Riedran Risian Syranian


Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Darkleaf breastplate [light; +5 AC; max dex +4; check penalty -2; 30 lb.]


Feats:

Education
Investigate
Research
Master Linguist
Mutable Body
Persona Immersion
Quick Change
Racial Emulation
Deceitful
Improved Initiative
Iron Will
Negotiator
Persuasive
Quick Draw

Traits:


Action Points: 15 (this level)
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 24 =  +3 +21
Balance Dex* 2 =  +2
Bluff Cha 38 =  +5 +29 +2 [persuasive] +2 [changeling]
Climb Str* 2 =  +2
Concentration Con 2 =  +2
Craft_1 Int 3 =  +3
Craft_2 Int 3 =  +3
Craft_3 Int 3 =  +3
Diplomacy Cha 42 =  +5 +29 +2 [bluff] +2 [negotiator] +2 [Knowledge, nobility] +2 [sense motive]
Disguise Cha 26 =  +5 +19 +2 [deceitful]
Escape Artist Dex* 2 =  +2
Forgery Int 5 =  +3  +2 [deceitful]
Gather Information Cha 36 =  +5 +29 +2 [know local]
Heal Wis 3 =  +3
Hide Dex* 17 =  +2 +15
Intimidate Cha 40 =  +5 +29 +2 [bluff] +2 [persuasive] +2 [changeling]
Jump Str* 2 =  +2
Knowledge (local) Int 32 =  +3 +29
Knowledge (nobility) Int 32 =  +3 +29
Listen Wis 16 =  +3 +13
Move Silently Dex* 2 =  +2
Perform_1 Cha 5 =  +5
Perform_2 Cha 5 =  +5
Perform_3 Cha 5 =  +5
Perform_4 Cha 5 =  +5
Perform_5 Cha 5 =  +5
Ride Dex 2 =  +2
Search Int 14 =  +3 +11
Sense Motive Wis 36 =  +3 +29 +2 [negotiator] +2 [changeling]
Spot Wis 13 =  +3 +10
Survival Wis 3 =  +3
Swim Str** 2 =  +2
Use Rope Dex 2 =  +2


* = check penalty for wearing armor

This character also has 13 ranks in Speak Languages.
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Search >=5 ranks gives +2 on survival checks while tracking.


Changeling


Eberron character race.

+2 on saves vs. sleep and charm

+2 on bluff, intimidate, sense motive

Natural linguist

Minor Change Shape


Rogue

Sneak Attack +13d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level 8)

Special Abilities (choices begin at 10th level)


 Class HP rolled
Level 1: Rogue 6
Level 2: Rogue 2
Level 3: Rogue 4
Level 4: Rogue 5 +1 to charisma
Level 5: Rogue 6
Level 6: Rogue 6
Level 7: Rogue 6
Level 8: Rogue 6 +1 to charisma
Level 9: Rogue 1
Level 10: Rogue 1
Level 11: Rogue 5
Level 12: Rogue 2 +1 to intelligence
Level 13: Rogue 3
Level 14: Rogue 4
Level 15: Rogue 1
Level 16: Rogue 1 +1 to intelligence
Level 17: Rogue 5
Level 18: Rogue 1
Level 19: Rogue 5
Level 20: Rogue 2 +1 to wisdom
Level 21: Rogue 3
Level 22: Rogue 1
Level 23: Rogue 5
Level 24: Rogue 2 +1 to charisma
Level 25: Rogue 4
Level 26: Rogue 3




Casri's Equipment:


34 lb
3 lb
2 lb
5 lb
5 lb
4 lb



20 lb
12 lb
1 lb
1 lb
8 lb
_____
95 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x3
Backpack
Bedroll
Crowbar
Grappling hook
Ink vial
Ink pen
Signet ring
Tent
Waterskins x3
Whetstone
Thieves' tools
Tools (miscellaneous) x4

Total





More about Casri:

[/Pre]
This message was last edited by the GM at 19:25, Wed 21 Mar 2007.
Katan
player, 53 posts
+6,19/15/16
104/104,+9/+10/+5
Sun 24 Dec 2006
at 01:11
  • msg #44

Re: Warforged Ninja-Fighter.

Killra

Male Half-Dragon Elf Rogue 13 / Citadel Assasin 13
Lawful Neutral
Representing Zasz


Strength 28 (+9)
Dexterity 24 (+7)
Constitution 15 (+2)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 15 (+2)
 Size: Medium
Height: 4' 11"
Weight: 155 lb
Skin: Black
Eyes: Silver
Hair: Gold; Wavy; Beardless




Total Hit Points: 201

Speed: 30 feet

Armor Class: 23 = 10 +2 [chitin armor] +7 [dexterity] +4 [half-dragon]

Touch AC: 17
Flat-footed: 23 [uncanny dodge]
Initiative modifier: +7 = +7 [dexterity]
Fortitude save: +8 = 6 [base] +3 [epic] +2 [constitution] -3 [meager fortitude]
Reflex save: +23 = 13 [base] +3 [epic] +7 [dexterity]
Will save: +11 = 6 [base] +3 [epic] +2 [wisdom]
Attack (handheld): +30/+25/+20/+15 = 18 [base] +3 [epic] +9 [strength]
Attack (unarmed): +30/+25/+20/+15 = 18 [base] +3 [epic] +9 [strength]
   Weapon Finesse: +28/+23/+18/+13 = 18 [base] +3 [epic] +7 [dexterity]
Attack (missile): +28/+23/+18/+13 = 18 [base] +3 [epic] +7 [dexterity]
Grapple check: +30/+25/+20/+15 = 18 [base] +3 [epic] +9 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
 400 lb. or less
401-800 lb.
801-1200 lb.
1200 lb.
2400 lb.
6000 lb.



Region of Origin: Aerenal

Dragonmarked House: Phiarlan [Mark of Shadow

Languages: Common Draconic Elven Orc


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Chitin armor [light; +2 AC; max dex +7; check penalty -1; 10 lb.]


Feats:

Blind-fight
Improved Critical x1 Weapon(s):
Quick Draw
Skill Focus (Hide)
Deadly Precision
Rapid Metabolism
Skill Focus (Move Silently)
Meager Fortitude [flaw]
Stealthy
Two-Weapon Fighting
Two-Weapon Defense
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Weapon Finesse
Weapon Focus x1 Weapon(s):

Traits:


Action Points: 15 (this level)
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 2 =  +2
Balance Dex* 7 =  +7
Bluff Cha 19 =  +2 +17
Climb Str* 31 =  +9 +22
Concentration Con 2 =  +2
Craft_1 Int 2 =  +2
Craft_2 Int 2 =  +2
Craft_3 Int 2 =  +2
Diplomacy Cha 6 =  +2  +2 [bluff] +2 [sense motive]
Disable Device Int 11 =  +2 +9
Disguise Cha 2 =  +2
Escape Artist Dex* 7 =  +7
Forgery Int 2 =  +2
Gather Information Cha 4 =  +2  +2 [know local]
Heal Wis 2 =  +2
Hide Dex* 41 =  +7 +29 +3 [skill focus] +2 [stealthy]
Intimidate Cha 4 =  +2  +2 [bluff]
Jump Str* 9 =  +9
Knowledge (local) Int 31 =  +2 +29
Listen Wis 33 =  +2 +29 +2 [elf]
Move Silently Dex* 41 =  +7 +29 +2 [stealthy] +3 [skill focus]
Perform_1 Cha 2 =  +2
Perform_2 Cha 2 =  +2
Perform_3 Cha 2 =  +2
Perform_4 Cha 2 =  +2
Perform_5 Cha 2 =  +2
Ride Dex 13 =  +7 +6
Search Int 4 =  +2  +2 [elf]
Sense Motive Wis 31 =  +2 +29
Spot Wis 33 =  +2 +29 +2 [elf]
Survival Wis 2 =  +2
Swim Str** 9 =  +9
Use Rope Dex 25 =  +7 +18


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Use Rope >=5 ranks gives +2 on climb checks involving ropes.
Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.


Elf


+2 dexterity / -2 constitution (already included)

Immune to magical sleep

+2 racial bonus to saves vs. enchantments

Low-light vision

Proficient with longsword, rapier, longbow && shortbow

+2 racial bonus on listen, search, and spot checks

Notice secret doors

Half-Dragon

+8 strength, +2 intelligence, +2 constitution, +2 charisma (already included)

Darkvision (see 60 feet in pitch-dark)

Breath attack once per day

Fire: Red, Brass, Gold
Acid: Black, Copper
Cold: White, Silver
Electricity: Blue, Bronze
Gas: Green

Damage Immunity

Fire: Red, Brass, Gold
Acid: Black, Copper, Green
Cold: White, Silver
Electricity: Blue, Bronze

+4 natural armor bonus (already included)

Wings

Hit dice increases one dice type to maximum of d12

Level adjustment +3

Rogue

Sneak Attack +7d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level 8)

Special Abilities (choices begin at 10th level)


 Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 8
Level 3: Rogue 7
Level 4: Rogue 8 +1 to dexterity
Level 5: Rogue 8
Level 6: Rogue 5
Level 7: Rogue 5
Level 8: Citadel Assasin 4 +1 to dexterity
Level 9: Citadel Assasin 7
Level 10: Citadel Assasin 8
Level 11: Citadel Assasin 2
Level 12: Citadel Assasin 4 +1 to dexterity
Level 13: Citadel Assasin 2
Level 14: Citadel Assasin 3
Level 15: Citadel Assasin 7
Level 16: Citadel Assasin 7 +1 to strength
Level 17: Citadel Assasin 7
Level 18: Citadel Assasin 7
Level 19: Citadel Assasin 3
Level 20: Citadel Assasin 7 +1 to strength
Level 21: Citadel Assasin 8
Level 22: Citadel Assasin 3
Level 23: Citadel Assasin 3
Level 24: Citadel Assasin 6 +1 to dexterity
Level 25: Citadel Assasin 7
Level 26: Citadel Assasin 5




Killra's Equipment:


21 lb
3 lb
2 lb
5 lb
5 lb
4 lb
40 lb

1 lb
20 lb
1 lb
10 lb
_____
112 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x3
Backpack
Bedroll
Crowbar
Grappling hook
Rope (50', silk) x8
Signet ring
Spyglass
Tent
Thieves' tools
Tools (miscellaneous) x5

Total





More about Killra:

Katan
player, 59 posts
+6,19/15/16
104/104,+9/+10/+5
Tue 26 Dec 2006
at 02:52
  • msg #45

Shifter

Name            :Drungar The Bear          Gender:M           HD         :
                                           Height:5'4
Race            :Shifter                   Weight:140 lbs.    MAX HP     : 00/00
Class           :Druid-Psion [Egoist]      Age   :28
Level           :                          Hair  :Fine Black  SUBDUAL DMG: 00
Align           :                          Eyes  :Black
Deity           :                          Hand  :R           XP         :
Size            :L                         Speed :30ft.       NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  16      --      --      --      00/+0
DEX  :  15      +2      --      --      00/+0
CON  :  16      --      --      --      00/+0
INT  :  14      -2      --      --      00/+0
WIS  :  16      --      --      --      00/+0
CHA  :  14      -2      --      --      00/+0
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : --                MELEE            RANGED
AC when Flat-Footed: --                Total:  --        Total:  --
AC vs Touch Attack : --                Base :  --        Base :  --
Base               : 10                STR  :  --        DEX  :  --
Armor              : -- ()             Misc :  --        Misc :  --
Shield             : -- ()
Dexterity          : --
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  --      Total: --
                                        DEX  :  --      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +0  =  0  +    0    +  0  +  0
Refl  : +0  =  0  +    0    +  0  +  0
Will  : +0  =  0  +    0    +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
SHIFTER
+2 Dex
–2 Int
–2 Cha
Ranger
• Humanoid (shapechanger)
• Medium size
• 30’ movement
• Low-Light Vision
• +2 Racial bonus on Balance, Climb, and
Jump checks.
• Shifting (Su) – As a Free Action, the Shifter becomes
animal-like for (3 + Constitution modifier + 1 per
Shifter feat) rounds. Usable 1 + (Shifter feats/2)
times per day.

Shifter Trait
Dreamsight - +2 Wisdom & Speak with Animals
and +2 on Handle Animal & Wild Empathy
always
_______________________________________________________________________________
FEATS
1)
3)
6)
9)
12)
15)
18)
21)
24)

_______________________________________________________________________________
CLASS ABILITIES
DRUID


PSION

_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total =

Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +?  =  0  +?  +0   |  Appraise                   (INT)      Yes
      +?  =  0  +?  +0   |  !Balance                   (DEX)      Yes
      +?  =  0  +?  +0   |  Bluff                      (CHA)      Yes
      +?  =  0  +?  +0   |  !Climb                     (STR)      Yes
      +?  =  0  +?  +0   |  Concentration              (CON)      Yes
      +?  =  0  +?  +0   |  *Craft:                    (INT)      Yes
      +?  =  0  +?  +0   |  Decipher Script            (INT)      No
      +?  =  0  +?  +0   |  Diplomacy                  (CHA)      Yes
      +?  =  0  +?  +0   |  Disable Device             (INT)      No
      +?  =  0  +?  +0   |  Disguise                   (CHA)      Yes
      +?  =  0  +?  +0   |  !Escape Artist             (DEX)      Yes
      +?  =  0  +?  +0   |  Forgery                    (INT)      Yes
      +?  =  0  +?  +0   |  Gather Information         (CHA)      Yes
      +?  =  0  +?  +0   |  Handle Animal              (CHA)      No
      +?  =  0  +?  +0   |  Heal                       (WIS)      Yes
      +?  =  0  +?  +0   |  !Hide                      (DEX)      Yes
      +?  =  0  +?  +0   |  Intimidate                 (CHA)      Yes
      +?  =  0  +?  +0   |  !Jump                      (STR)      Yes
      +?  =  0  +?  +0   |  *Knowledge:                (INT)      No
      +?  =  0  +?  +0   |  Listen                     (WIS)      Yes
      +?  =  0  +?  +0   |  !Move Silently             (DEX)      Yes
      +?  =  0  +?  +0   |  Open Lock                  (DEX)      No
      +?  =  0  +?  +0   |  *Perform:                  (CHA)      Yes
      +?  =  0  +?  +0   |  *Profession:               (WIS)      No
      +?  =  0  +?  +0   |  Ride                       (DEX)      Yes
      +?  =  0  +?  +0   |  Search                     (INT)      Yes
      +?  =  0  +?  +0   |  Sense Motive               (WIS)      Yes
      +?  =  0  +?  +0   |  !Sleight of Hand           (DEX)      No
      +?  =  0  +?  +0   |  Spellcraft                 (INT)      No
      +?  =  0  +?  +0   |  Spot                       (WIS)      Yes
      +?  =  0  +?  +0   |  Survial                    (WIS)      Yes
      +?  =  0  +?  +0   |  !Swim                      (STR)      Yes
      +?  =  0  +?  +0   |  !Tumble                    (DEX)      No
      +?  =  0  +?  +0   |  Use Magic Device           (CHA)      No
      +?  =  0  +?  +0   |  Use Rope                   (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :                    NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
SIZE :                    SIZE :                    SIZE :
TYPE :                    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :
_______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day      Known
0      ?        ?      +    ?    =        ?            ?
1      ?        ?      +    ?    =        ?            ?
2      ?        ?      +    ?    =        ?            ?
3      ?        ?      +    ?    =        ?            ?
4      ?        ?      +    ?    =        ?            ?
5      ?        ?      +    ?    =        ?            ?


Domain:

Granted Power:

Lvl 1:
Lvl 2:
Lvl 3:
LvL 4:
Lvl 5:
Lvl 6:
Lvl 7:

Domain:

Granted Power:

Lvl 1:
Lvl 2:
Lvl 3:
Lvl 4:
Lvl 5:
Lvl 6:
Lvl 7:

Forbidden School: If applicable


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________           ______________________
                     Spell Lvl 3

_____________________           _______________________
                     Spell Lvl 4

_____________________           ________________________
                     Spell Lvl 5

______________________________________________________________________________
PSIONIC POWERS

Discipline: Egoist
Power Points/day:
Maximum Level of Power:

______________________________________________________________________________
MONEY
PP  :
GP  :
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT


_______________________________________________________________________________
MAGIC ITEMS


_______________________________________________________________________________
ANIMAL COMPANION/FAMILIAR

Name:

AC:

Hit Points:

Abilities Granted:

Attack(s):

Damage:

Other information:


_______________________________________________________________________________
LEVEL PROGRESSION
1)Shifter-Druid
2)Druid
3)Druid
4)Druid
5)Druid
6)Druid-Weretouched Master
7)Druid-Weretouched Master
8)Druid-Weretouched Master
9)Druid-Weretouched Master
10)Druid-Weretouched Master
11)
12)
13)
14)
15)
16)
17)
18)
19)
20)
21)
22)
23)
24)
25)
26)

*Add Moonspeaker, Reachrunner and Eldeen Ranger
_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND





_______________________________________________________________________________
MOTIVATION & GOALS

DM Kindred
GM, 239 posts
Fri 26 Jan 2007
at 01:16
  • msg #46

Re: Shifter

Re-work into a level 3 Shalanzai Mageknife


PC Name:Kanatash                        Gender:Male          HD:
RoA Player Name:                        Height:
Race:Shalanzai                          Weight:              HP:   /
Class:Soulknife                         Age:                 Current/Normal
Level:3                                 Hair:
Align:CN                                Eyes:                XP:
Deity:                                  Speed:               Needed for
Size:                                                        Next Level:
Current DM:
Current Region:
Home Region:                            Day Units:

SHEET UPDATED:

ABILITIES Final Base Racial Magic Misc Ability / Mod Bonus Item Score STR: 15 +1 -- -- 16 / +3 DEX: 16 -- +2 -- 18 / +4 CON: 14 -- -- -- 14 / +2 INT: 14 -- -- -- 14 / +2 WIS: 13 -- -- -- 13 / +1 CHA: 12 -- -- -- 12 / +1 +1 Ability Increase every 4th level is added to Base number.
COMBAT STATISTICS ARMOR CLASS BASE ATTACK BONUS AC Total : -- MELEE RANGED AC when Flat-Footed -- Total: + Total: +9 AC vs Touch Attack -- Base: +3 Base: +3 Base: 10 STR: +3 DEX: +4 Armor: +5 Misc: -- Misc: -- Shield: -- Dexterity: +4 INITIATIVE Size: -- Total: -- Magic: -- DEX: +4 Misc.: -1 Misc.: --
SAVING THROWS Total Base Ability Misc Magic Fortitude : +3 = 1 + 2 + 0 + 0 Reflex : +10 = 7 + 4 - 1 + 0 Will : +9 = 7 + 1 + 1 + 0
+11 racial bonus on saving throws against mind-affecting spells and effects, and possession: The kalashtar's dual spirits help them resist spells that target their minds.



RACIAL TRAITS
Kalashtar Racial Traits

Medium: As Medium creatures, kalashtar have no special bonuses or penalties due to their size.

Kalashtar base land speed is 30 feet.

+2 racial bonus on saving throws against mind-affecting spells and effects, and possession: The kalashtar's dual spirits help them resist spells that target their minds.

+2 racial bonus on Bluff, Diplomacy, and Intimidate checks: The kalashtar are masters of social interaction, influencing others through their commanding presence and subtle psychic powers.

+2 racial bonus on Disguise checks made to impersonate a human: Kalashtar have a close physical resemblance to humans.

Immunity to the dream and nightmare spells, as well as any other effect that relies on the character dreaming: The kalashtar do not dream.

Naturally Psionic: Kalashtar gain 1 extra power point per character level, regardless of whether they choose a psionic class.

Psi-like Abilities: Mindlink (1/day). This ability is like the power manifested by a wilder of 1/2 the kalashtar's Hit Dice (minimum 1st level).

If you are not using the Expanded Psionics Handbook in your game, use this description of the mindlink power:

You forge a telepathic bond with another creature within 30 feet, which must have an Intelligence score of 3 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from spell resistance. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another), but only lasts for 1 round per character level. This is a mind-affecting spell-like ability.

Automatic Languages: Common and Quor. Bonus Languages: Draconic and Riedran.

Favored Class: Psion. A multiclass kalashtar's psion class does not count when determining whether he takes an experience point penalty for multiclassing.


FEATS Indicate for level, class, race, etc. F)Combat Expertese F)Spiritual Force 1)Soulblade Warrior 3)Shield of Thought 6)Kalashtar Thoughtshifter
TRAITS/FLAWS From Unearthed Arcana -- Optional T)Detached F)Shaky F)Vulnerable
CLASS ABILITIES Indicate current abilities only 1)Mind blade, Aling Mind blade, Weapon Focus (Mind Blade) 2)Throwing Mind Blade 3)Purifying Strike 4)+1 Mind Blade 5)Free Draw, Shape Mind Blade (Bastard Sword)
PRESTIGE CLASS ABILITIES 1)Call to Mind, Spiritual Lineage (Aggressive), Mind Blade Improvement (+1 Mind Blade) 2)Augmented Mindlink, Defensive Insight
LANGUAGES Common Regional: Qour Bonus:Draconic
SKILLS Fill in skills you have ranks in AND skills that can be used untrained. Mod is the final score, Rnk Skill Point Total: is the number of ranks attained in the skill, Abl Max Class ranks: is the related Ability Modifier, and Msc is for any Max Cross-Class ranks: miscellaneous bonus from feats, race, synergy, etc. 24+6+6+6+6+6+6=66-40=26-4 Related Mod = Rnk Abl Msc | Skills: Ability Untrained? + = 0 +? +0 | Appraise (INT) Yes +9 = 8 +1 +0 | Autohypnosis (WIS) Yes + = 0 +? +0! | Balance (DEX) Yes + = 0 +? +0 | Bluff (CHA) Yes +10 = 7 +3 +0! | Climb (STR) Yes +10 = 8 +2 +0 | Concentration (CON) Yes + = 0 +? +0 | *Craft: (INT) Yes + = 0 +? +0 | Decipher Script (INT) No + = 0 +? +0 | Diplomacy (CHA) Yes + = 0 +? +0 | Disable Device (INT) No + = 0 +? +0 | Disguise (CHA) Yes + = 0 +? +0! | Escape Artist (DEX) Yes + = 0 +? +0 | Forgery (INT) Yes + = 0 +? +0 | Gather Information (CHA) Yes + = 0 +? +0 | Handle Animal (CHA) No + = 0 +? +0 | Heal (WIS) Yes +8 = 4 +4 +0! | Hide (DEX) Yes + = 0 +? +0 | Intimidate (CHA) Yes +8 = 5 +3 +0! | Jump (STR) Yes +10 = 8 +2 +0 | *Knowledge:Psionics (INT) No +9 = 8 +1 +0 | Listen (WIS) Yes +8 = 4 +4 +0! | Move Silently (DEX) Yes + = 0 +? +0 | Open Lock (DEX) No + = 0 +? +0 | *Perform: (CHA) Yes + = 0 +? +0 | *Profession: (WIS) No + = 0 +? +0 | Ride (DEX) Yes + = 0 +? +0 | Search (INT) Yes + = 0 +? +0 | Sense Motive (WIS) Yes + = 0 +? +0! | Sleight of Hand (DEX) No + = 0 +? +0 | Spellcraft (INT) No +9 = 8 +1 +0 | Spot (WIS) Yes + = 0 +? +0 | Survival (WIS) Yes + = 0 +? +0! | Swim (STR) Yes +10 = 6 +4 +0! | Tumble (DEX) No + = 0 +? +0 | Use Magic Device (CHA) No + = 0 +? +0 | Use Rope (DEX) Yes ! = Armor Check Penalty applies (double for Swim) * = Requires specialization
WEAPONS ATT is your final attack modifier when using the weapon. Monks should also list bare-handed attacks here. NAME :Mind Blade NAME : NAME : ATT :+9 ATT : ATT : DMG :1D10 DMG : DMG : CRIT :19-20/*2 CRIT : CRIT : RNG :30 ft RNG : RNG : WGHT :-- WGHT : WGHT : TYPE : TYPE : TYPE : SIZE : SIZE : SIZE : COST :-- COST : COST : GRAPPLE BONUS: BAB -- + STR -- + SIZE -- =
PROTECTION ARMOR SHIELD NAME :+1 Ectoplasmic Chain Shirt NAME : TYPE : Light TYPE : AC BONUS : +5 AC BONUS : MAX DEX : 4 CHECK PENALTY : CHECK PENALTY : -1 SPELL FAILURE : SPELL FAILURE : 20% WGHT : SPEED: 30 ft PROPERTIES: WGHT : 25 lb COST:
PROPERTIES:As a standard action, ectoplasmic armor converts itself, its wearer, and all the wearer’s equipment into ectoplasmic form for up to 5 minutes once per day, as the power of the same name. In this semisolid state, the wearer gains damage reduction 10/psionics
COST:12,050 GP


EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                     #   Cost   Weight   Location   Notes

[9 blank lines suppressed]

Total weight carried:
Light Load:            Medium Load:               Heavy Load:
Lift over head:        Lift off ground:           Push or Drag:


MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

Gloves of Dexterity: These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, cat’s grace; Price 4,000 gp (+2),




TREASURE                                                      List where carried

PP:
GP:
SP:
CP:

MISC.:

GEMS:



HISTORY / BACKGROUND

 - Exceptional hearing honed by years of sitting at night listening to the sounds of the forest.
 - He is of the Jh'aelian (Shay-lan) tribe. Eons ago The Jhaelian was one of the families of warriors so adept at battle magic that they could literally form weapons of eldritch energy with a mere though. That accomplishment was the one they were proud, even though it paled in comparison to what they could do. Yet, eons later, the tribe of Jhaelian still manifest those deadlt weapons. This ability is merely a shadow of the ancients but it is tsill with them and still forminable.




MOTIVATIONS & GOALS
 - vengane
 - Self preservationist
 - Paraniod
 - the extinction of the Goblionoid races.



PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
 - I would like .



PERSONALITY / QUIRKS / MANNERISMS
 - Paranoid; trusts no one, with possible exception of other Shalanzai.
 - Always ready for combat; Shalanzai live under the knowledge that the Darkness  of the Void could strike at any moment and they above all knew what that means.
 - Detached; he is always seems to be "spaced out" because he is always pondering the "mysteries of the blade".
 - Prone to violence; he knows no other way.
 - Deceptively calm; He always seems cool and collected, he rarely displays any emotion, even in the heat of battle or lust.
 - Disciplined.


 - Exceptional hearing honed by years of sitting at night listening to the sounds of the forest.
 - He is of the Jh'aelian (Shay-lan) tribe. Eons ago The Jhaelian was one of the families of warriors so adept at battle magic that they could literally form weapons of eldritch energy with a mere though. That accomplishment was the one they were proud, even though it paled in comparison to what they could do. Yet, eons later, the tribe of Jhaelian still manifest those deadlt weapons. This ability is merely a shadow of the ancients but it is tsill with them and still forminable.
Myky
player, 40 posts
Sun 11 Mar 2007
at 02:21
  • msg #47

Re: Shifter

PC Name: Myzeri Myzzrym                 Gender: Male         HD: D6
Player Name:Mykz                        Height:
Race : Drow                             Weight:              HP:   /
Class: Shadowcaster                     Age   : 132          Current/Normal
Level: 10                               Hair  : White
Align: CE                               Eyes  : red          XP:
Deity: Lloth                            Speed : 30 ft        Needed for
Size:  Med                                                   Next Level:
Current DM:
Current Region:
Home Region:                            Day Units:

SHEET UPDATED:
--------------------------------------------------------------------------------
ABILITIES
                                   Final
    Base  Racial  Magic  Misc  Ability / Mod
          Bonus   Item             Score

STR: 12     --     --     --      00 / +0
DEX: 14     +2     --     --      00 / +0
CON: 13     -2     --     --      00 / +0
INT: 17     +2     --     +1      00 / +0
WIS: 11     --     --     --      00 / +0
CHA: 17     +2     --     +1      00 / +0

+1 Ability Increase every 4th level is added to Base number.
--------------------------------------------------------------------------------
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total :            --                    MELEE         RANGED
AC when Flat-Footed   --                    Total: --     Total: --
AC vs Touch Attack    --                    Base:  +5     Base:  +5
Base:                 10                    STR:   --     DEX:   --
Armor:                --                    Misc:  --     Misc:  --
Shield:               --
Dexterity:            --                        INITIATIVE
Size:                 --                        Total:  --
Magic:                --                        DEX:    --
Misc.:                --                        Misc.:  --
--------------------------------------------------------------------------------
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +0  =   7  +    0    +   0   +   0
Reflex     : +0  =   3  +    0    +   0   +   0
Will       : +0  =   7  +    0    +   0   +   0
--------------------------------------------------------------------------------
RACIAL TRAITS
Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.
— +2 Intelligence, +2 Charisma.
—Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
—Spell resistance equal to 11 + class levels.
— +2 racial bonus on Will saves against spells and spell-like abilities.
—Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire, Levitate, Getect Good and Dectect Magic. Caster level equals the drow’s class levels.
—Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf ’s weapon proficiency.
—Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and bonus languages.
—Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
—Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf ’s favored class.
—Level adjustment +2.

--------------------------------------------------------------------------------
FEATS                                      Indicate for level, class, race, etc.
1)Highborn Drow
3)Shadow Cast
6)
9)

--------------------------------------------------------------------------------
TRAITS                                         From Unearthed Arcana -- Optional


--------------------------------------------------------------------------------
CLASS ABILITIES                                  Indicate current abilities only
1) Fundamentals of Shadow, Apprentice Mysteries.
2) Bonus Feat: Shadowcaster
3) Umbral Sight (+30ft Darkvision)
4) Bonus Fundamental:
5) Sustaining Shadow (Eat 1 meal/Week)
6) -
7) Apprentice Mysteries (Spell Like), Initiate Mysteries.
8) Bonus Fundamental:
9) -
10)Sustaining Shadow (Sleep 1 Hour/day)

--------------------------------------------------------------------------------
PRESTIGE CLASS ABILITIES


--------------------------------------------------------------------------------
LANGUAGES

Common
Regional:
Bonus:
--------------------------------------------------------------------------------
SKILLS                       Fill in skills you have ranks in AND skills that
                             can be used untrained.  Mod is the final score, Rnk
Skill Point Total:           is the number of ranks attained in the skill, Abl
Max Class ranks:             is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks:       miscellaneous bonus from feats, race, synergy, etc.

                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +?  =  0  +?  +0   |  Appraise                    (INT)       Yes
      +?  =  0  +?  +0!  |  Balance                     (DEX)       Yes
      +?  =  0  +?  +0   |  Bluff                       (CHA)       Yes
      +?  =  0  +?  +0!  |  Climb                       (STR)       Yes
      +?  = 13  +?  +0   |  Concentration               (CON)       Yes
      +?  =  0  +?  +0   |  *Craft:                     (INT)       Yes
      +?  =  0  +?  +0   |  Decipher Script             (INT)       No
      +?  =  0  +?  +0   |  Diplomacy                   (CHA)       Yes
      +?  =  0  +?  +0   |  Disable Device              (INT)       No
      +?  =  0  +?  +0   |  Disguise                    (CHA)       Yes
      +?  =  0  +?  +0!  |  Escape Artist               (DEX)       Yes
      +?  =  0  +?  +0   |  Forgery                     (INT)       Yes
      +?  =  0  +?  +0   |  Gather Information          (CHA)       Yes
      +?  =  0  +?  +0   |  Handle Animal               (CHA)       No
      +?  =  0  +?  +0   |  Heal                        (WIS)       Yes
      +?  = 13  +?  +0!  |  Hide                        (DEX)       Yes
      +?  =  0  +?  +0   |  Intimidate                  (CHA)       Yes
      +?  =  0  +?  +0!  |  Jump                        (STR)       Yes
      +?  = 13  +?  +0   |  *Knowledge:Arcana           (INT)       No
      +?  = 13  +?  +0   |  *Knowledge:The Planes       (INT)       No
      +?  =  0  +?  +0   |  Listen                      (WIS)       Yes
      +?  = 13  +?  +0!  |  Move Silently               (DEX)       Yes
      +?  =  0  +?  +0   |  Open Lock                   (DEX)       No
      +?  =  0  +?  +0   |  *Perform:                   (CHA)       Yes
      +?  =  0  +?  +0   |  *Profession:                (WIS)       No
      +?  =  0  +?  +0   |  Ride                        (DEX)       Yes
      +?  =  0  +?  +0   |  Search                      (INT)       Yes
      +?  =  0  +?  +0   |  Sense Motive                (WIS)       Yes
      +?  =  0  +?  +0!  |  Sleight of Hand             (DEX)       No
      +?  = 13  +?  +0   |  Spellcraft                  (INT)       No
      +?  = 13  +?  +0   |  Spot                        (WIS)       Yes
      +?  =  0  +?  +0   |  Survival                    (WIS)       Yes
      +?  =  0  +?  +0!  |  Swim                        (STR)       Yes
      +?  =  0  +?  +0!  |  Tumble                      (DEX)       No
      +?  =  0  +?  +0   |  Use Magic Device            (CHA)       No
      +?  =  0  +?  +0   |  Use Rope                    (DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization
--------------------------------------------------------------------------------
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME :                    NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
TYPE :                    TYPE :                    TYPE :
SIZE :                    SIZE :                    SIZE :
COST :                    COST :                    COST :

GRAPPLE BONUS: BAB -- + STR -- + SIZE -- =
--------------------------------------------------------------------------------
PROTECTION

ARMOR                                   SHIELD
NAME :                                  NAME :
TYPE :                                  TYPE :
AC BONUS :                              AC BONUS :
MAX DEX  :                              CHECK PENALTY :
CHECK PENALTY :                         SPELL FAILURE :
SPELL FAILURE :                         WGHT :
SPEED:                                  PROPERTIES:
WGHT :                                  COST:
PROPERTIES:
COST:
--------------------------------------------------------------------------------
EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                     #   Cost   Weight   Location   Notes

[9 blank lines suppressed]

Total weight carried:
Light Load:            Medium Load:               Heavy Load:
Lift over head:        Lift off ground:           Push or Drag:
--------------------------------------------------------------------------------
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

 - Ring of Nullification; Nullifies one attack (specified by user) per day. 3,200 GP.
 - Shroud of Night; +2 deflection Bonus, Dancing Shadows, Shadow Skin once per day. 1 lb, 10, 160gp
 - Collar of Umbral
--------------------------------------------------------------------------------
TREASURE                                                      List where carried

PP:
GP:49,000
SP:
CP:

MISC.:

GEMS:
--------------------------------------------------------------------------------
SPELLS                                   If this is not a spell-casting PC feel
                                         free to cut this section out.  If this
                                         PC casts both arcane and devine spells,
                                         cut and paste tables as needed.

              Base       Ability  Misc.
Lvl    DC   Spell/Day     Bonus   Bonus     Spell Per Day      # Known
0      15       ?      +    0   +   ?    =        ?                ?
1      16       2      +    ?   +   ?    =        2                ?
2      17       2      +    ?   +   ?    =        2                ?
3      18       2      +    ?   +   ?    =        2                ?
4      19       1      +    ?   +   ?    =        1                ?
5      20       1      +    ?   +   ?    =        1                ?

Misc. bonus is for such things are domain spells, specialist spells, etc.

Wizard School Specilization: In applicable
Forbidden School(s): If applicable

Mark prepaired spells with a *

If a spell comes from any source other then the Player's Guide, note which book
it comes from using the following code:  FR = Forgotten Realms Campiagn Setting,
T&B = Tome and Blood, MF = Magic of Faerun, FP = Faiths and Pantheons, UD =
Underdark, etc.

Paths and Mysteries
Ebon Whispers
Voice of Shadow (@1) --> Congress of Shadows (@3) --> Flicker (@6)
Eyes of Darkness
Bend Perspective (@2) --> Piercing Sight (@4) --> Killing Shadows (@5)
Cloak of Shadows
Steel Shadows (@7) --> Sight Eclipsed (@8) --> Sharp Shadows (@9)
Body and Soul
Bolster (@10)

--------------------------------------------------------------------------------
ANIMAL COMPANION                 Cut and paste in cases of more than one animal.

NAME:
TYPE: (Familiar/Animal Companion/Mount/etc.)
SPECIES:
AC:
HP:
ATTACKS:
DAMAGE:
SPECIAL:
ABILITIES GRANTED TO PC:
--------------------------------------------------------------------------------
HISTORY / BACKGROUND







--------------------------------------------------------------------------------
MOTIVATIONS & GOALS






--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER

Things the DM can incorporate into adventures and rumors.
--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS

DMs can reference this section when your PC temporarily needs to be NPCed due to
sickness, vacations, acts of god.  This way the DM won't inadvertantly have your
PC do something he/she would not normally do.
Psilocke
player, 2 posts
Mon 19 Mar 2007
at 03:02
  • msg #48

Re: Shifter

----------------------Paragon City Registration------------------------
Name  : John Butler             Gender:Male            Identity:
Alt ID:                         Age   :28              Group   :
Player: Mykz                    Height:5'10            Motive  :
Game  : City of Heroes          Weight:170 lbs         Affil   :
PwrLvl: 10                      Hair  :Black           Base    :
PwrPts: 150-34                  Eyes  :Brown           HeroPts :
-----------------------------------------------------------------------
     ABILITY ENHANCED ABILITY   |         TOTAL   BASE  ABILITY   POWER
      SCORE   SCORE     MOD     |         SAVE    SAVE    MOD     SAVE
STR: 10     :  10    :  0       | TOUGH:   12  :   12  :   0   :   0
DEX: 10     :  13    :  +1      | FORT :    4  :   4   :   0   :   0
CON: 10     :  10    :  0       | REFL :    6  :   5   :   1   :   0
INT: 10     :  30    :  +10     | WILL :    8  :   3   :   5   :   0
WIS: 10     :  20    :  +5      |
CHA: 10     :  10    :  0       |
-----------------------------------------------------------------------
         TOTAL  BONUS   SIZE  SHIELD      FLAT-FOOTED
DEFENSE:   0       8      0      0              0

                 DEX   POWER  FEAT
        TOTAL    MOD    MOD   MOD
INIT   :  0       1      0     0

ATTACK : +8
DAMAGE : +0
-----------------------------------------------------------------------
BRUISED :          STAGGERED:         UNCONSCIOUS:
INJURED :          DISABLED :         DYING      :
FATIGUED:          EXHAUSTED:         UNCONSCIOUS:
-----------------------------------------------------------------------
SKILLS

NAME                TOTAL    RANKS   MOD   ABILITY    ACTION     TAKE 10/20
Computers            18        8     10      Int         -            10
 - Craft
(Chemical)           18        8     10      Int         -            10
(Electonics)         18        8     10      Int         -            10
(Mechanical)         18        8     10      Int         -            10
Disable Device       18        8     10      Int        Full          10
Investigate          14        4     10      Int        Full          10
 - Knowledge
(Earth Sciences)     18        8     10      Int      Free/Full       20
(Life Sciences)      18        8     10      Int      Free/Full       20
(PhysicalSciences)   18        8     10      Int      Free/Full       20
(Technology)         18        8     10      Int      Free/Full       20
Notice               10        5      5      Wis      Free/Full       20
Sense motive         13        8      5      Wis      Reaction        10
-----------------------------------------------------------------------
LANGUAGES:
-----------------------------------------------------------------------
FEATS

Fortune Feats:
      Beginner's Luck: Spend one hero point= +5 ranks ina skill.
      Luck: One extra hero point.

General Feats:
      Eidetic memory: Perfect Recall of everything he's experienced.
      Master Plan: Gain bonus when he's had a chance to make a plan.

Skill feats:
      Improvised Tools: No penalty for not having tools for a skill.
      Inventor: use Knowledge and Craft to create Temporary Devices.
      Skill mastery:(Take 10/Computers, Craft[Electronics, Mechanical],
      Disable device.)


-----------------------------------------------------------------------
EQUIPMENT/GEAR


  LIGHT      MEDIUM      HEAVY      MAXIMUM     PUSH OR
  LOAD        LOAD       LOAD        LOAD        DRAG


-----------------------------------------------------------------------
POWERS/DEVICES
NAME                            RANK      ACTION    RANGE    DURATION

Example:
Super-Strength                   2       Reaction  Personal  Continuous


WEAKNESSES/DRAWBACKS/COMPLICATIONS


-----------------------------------------------------------------------
TRADEOFFS



-----------------------------------------------------------------------
POWER POINT ALLOCATION



-----------------------------------------------------------------------
HEADQUARTERS (if applicable)




-----------------------------------------------------------------------
HISTORY



-----------------------------------------------------------------------
SKILL/ POWER INFO


This message was last edited by the player at 19:28, Wed 21 Mar 2007.
Zoul
GM, 110 posts
Thu 31 May 2007
at 02:26
  • msg #49

Re: Shifter

Name  : Bail                    Gender:Male            Identity:Secret
Alt ID: John Butler             Age   :22              Group   :
Player: Mykz                    Height:5'10"           Motive  :
Game  : MnM test play           Weight:175 lbs         Affil   :Self, Law, Country
PwrLvl: 10                      Hair  :Black           Base    :
PwrPts: 150                     Eyes  :Brown           HeroPts :
-----------------------------------------------------------------------
     ABILITY ENHANCED ABILITY   |         TOTAL   BASE  ABILITY   POWER
      SCORE   SCORE     MOD     |         SAVE    SAVE    MOD     SAVE
STR: 10     :  10    :  0       | TOUGH:    3  :   0   :   3   :   0
DEX: 10     :  18    :  4       | FORT :    8  :   5   :   3   :   0
CON: 10     :  16    :  3       | REFL :    9  :   5   :   4   :   0
INT: 10     :  14    :  2       | WILL :   12  :  10   :   2   :   0
WIS: 10     :  14    :  2       |
CHA: 10     :  10    :  0       |
-----------------------------------------------------------------------
         TOTAL   BONUS   SIZE  SHIELD      FLAT-FOOTED
DEFENSE:  20      10      0      0              0

                 DEX   POWER  FEAT
        TOTAL    MOD    MOD   MOD
INIT   :  4       4      0     0

ATTACK : +5
DAMAGE : +0
-----------------------------------------------------------------------
BRUISED :          STAGGERED:         UNCONSCIOUS:
INJURED :          DISABLED :         DYING      :
FATIGUED:          EXHAUSTED:         UNCONSCIOUS:
-----------------------------------------------------------------------
SKILLS

NAME                  TOTAL    RANKS   MOD   ABILITY    ACTION     TAKE 10/20
CONCENTRATE            12       10     +2      Wis      React       -
INVESTIGATE            10        8     +2      Int      Full        10
NOTICE                 10        8     +2      Wis      Free/Full   10
Profession (CSI)       10        8     +2      Wis       -          20
STEALTH                10        6     +4      Dex      Move        10


-----------------------------------------------------------------------
LANGUAGES:
-----------------------------------------------------------------------
FEATS
Combat Feats:
- Evasion: Suffer less damage on successful Reflex save.
- Grappling Finesse: Use Dex for grapple & retain dodge bonus during Grapple.
- Improved Grab: Free grapple check on successful melee attack.
- Improved Grapple: Make grapple checks with one hand.
- Improved Pin: -4 on grappling checks against you to escape.
- Ucanny Dodge: Retain dodge bonus while flatfooted.

General Feats:

Skill Feats:
- Hide in Plain Sight: I don't need cover or concealment to hide.
- Skill Mastery: Take 10 (Concentrate, Investigate, Notice, Stealth)


-----------------------------------------------------------------------
EQUIPMENT/GEAR


  LIGHT      MEDIUM      HEAVY      MAXIMUM     PUSH OR
  LOAD        LOAD       LOAD        LOAD        DRAG


-----------------------------------------------------------------------
POWERS/DEVICES

NAME                            RANK      ACTION    RANGE    DURATION
Blast                            5       Standard  Ranged    Instant
Teleport                        10         Move   Personal   Instant
Regeneration:
- Recovery Rate:                 6       Reaction Personal   Permanent
- Resurection:                   9       Reaction Personal   Permanent
Super Senes
- Danger Sense                   1       Free     Personal   Permanent
- Darkvision                     2       Free     Personal   Permanent
- Direction Sense                1       Free     Personal   Permanent
- Distance Sense                 1       Free     Personal   Permanent
- Infravision                    1       Free     Personal   Permanent
- x-Ray vision                   4       Free     Personal   Permanent

WEAKNESSES/DRAWBACKS/COMPLICATIONS
Noticeable: When Bail teleports he creates a loud report like a gunshot and flash of light about 100 watts bright. He cannot benefit from a surprise round as a result of teleportation.

-----------------------------------------------------------------------
TRADEOFFS



-----------------------------------------------------------------------
POWER POINT ALLOCATION (150)
Abilities:-22
Combat   :-30
Drawbacks:
Feats    :-8
Powers   :-60
Saves    :-20
Skills   :-10
-----------------------------------------------------------------------
HEADQUARTERS (if applicable)




-----------------------------------------------------------------------
HISTORY



-----------------------------------------------------------------------
SKILL/ POWER INFO

Teleport 10; 30pp (Teleporation 10, Extras; Accurate Feats; Change Direction, change velocity, Easy, Progression 6 [mass*50], Turnabout Drawback; Noticeable)
At Rank 10, you can Teleport 1000 feet as a move action (pg 105)

At Rank 10, you can Teleport from Earth to the moon (approximately) as a full action using the Extended Range Table (pg 69), and Easy allows you to retain your dodge bonus when you do.

Regeneration 15; 15pp (Recovery rate: 6, Resurection: 9)
Each rank in 'Recovery' speeds up the 'tick' for when you can roll to recover from being injured while resting. The tricky thing is that it depends on the type of damage that you're trying to heal. Each 'tick' you make a Constitution check at DC 10 (shown on pg 165) to reduce one 'box' of damage. Regeneration also lets you heal without needing to rest.

With Rank Six, you make a recovery check on the following 'ticks' per damage type:

Bruised/Unconscious: Once per round with no rest. No check required. (Maxes out at 3 ranks of Recovery)

Injured/Staggered: Once per round with no rest. (Maxes out at 6 ranks of Recovery)

Disabled: Once per round while resting (Maxes out at 8 ranks of Recovery)

Enhanced Senses; 10pp: (Danger Sense 1, Darkvision 2, Direction Sense 1, Distance Sense 1, Infravision 1 and x-Ray vision 4)

Blast 5; 10pp (Baleful Teleport Effect; You psychoportively disperse minuscule portions of the subject, dealing 5 damage.)
Abdos
Sun 10 Jun 2007
at 02:06
  • msg #50

Abdos

----------------------Paragon City Registration------------------------
Name  :Abdos                    Gender:M              Identity:
Alt ID:                         Age   :25             Group   :
Player: Mojo                    Height:5'6            Motive  :
Game  : City of Heroes          Weight:152lbs.        Affil   :
PwrLvl: 10                      Hair  :Black          Base    :
PwrPts: 150                     Eyes  :Brown          HeroPts :6
-----------------------------------------------------------------------
     ABILITY ENHANCED ABILITY   |         TOTAL   BASE  ABILITY   POWER
      SCORE   SCORE     MOD     |         SAVE    SAVE    MOD     SAVE
STR: 10     :  10    :  0       | TOUGH:   16  :   5   :   1   :  10
DEX: 10     :  18    :  4       | FORT :    2  :   1   :   1   :   0
CON: 10     :  13    :  1       | REFL :    6  :   2   :   4   :   0
INT: 10     :  10    :  1       | WILL :    1  :   1   :   0   :   0
WIS: 10     :  10    :  0       |
CHA: 10     :  10    :  0       |
-----------------------------------------------------------------------
         TOTAL   BONUS   SIZE  SHIELD  DODGE    FLAT-FOOTED
DEFENSE:  20       0      0      0      10         20

                 DEX   POWER  FEAT
        TOTAL    MOD    MOD   MOD
INIT   : +44      4     40     0

ATTACK : +0
DAMAGE : +0
-----------------------------------------------------------------------
BRUISED :          STAGGERED:         UNCONSCIOUS:
INJURED :          DISABLED :         DYING      :
FATIGUED:          EXHAUSTED:         UNCONSCIOUS:
-----------------------------------------------------------------------
SKILLS

NAME                       TOTAL    RANKS   MOD   ABILITY    ACTION           TAKE 10/20

-----------------------------------------------------------------------
LANGUAGES:
-----------------------------------------------------------------------
FEATS
General Feats:
- Ambidexterity: Eliminate off-hand penalties, even with tentacles.
- Instant Up: Abdos is able to stand up as a free action.

Combat Feats[Rank](Bonus):
- Improved Grapple: Make grapple checks with only 1 appendage.
- Grappling Finesse: Use DEX for grapple checks and retain dodge bonus while grappling.
- Attack Specialization(Tentacles)[5](+10): +10 bonus to strike with tentacles.
- Improved Pin: -4 penalty on grappling checks against you to escape.
- Uncanny Dodge[6]: Retain your dodge bonus while flatfooted.
- Evasion: Suffer less damage from attacks allowing a reflex save.

Fortune Feat:
- Ultimate Effort(Grappling): Spend a hero point for a 20 result on the die with a particular task.
- Luck[5]: Gain 5 additional starting hero points.

Skill Feat:
- Hide in Plain Sight: You don't need cover or concealment to hide.
-----------------------------------------------------------------------
EQUIPMENT/GEAR

  LIGHT      MEDIUM      HEAVY      MAXIMUM     PUSH OR
  LOAD        LOAD       LOAD        LOAD        DRAG

   33 lb.     66 lb.     100 lb.     200 lb.     500 lb.
-----------------------------------------------------------------------
POWERS/DEVICES

NAME                                  RANK      ACTION     RANGE      DURATION

Life Control(Permanent)                 9        FullRound Touch      Instant(L)
-Drain                                           Standard  Touch      Instant
Additional Limbs(Affects incorporeal)   4        Reaction  Personal   Permanent
Immunity                                6        Reaction  Personal   Permanent
-Aging                                  1
-Own Powers                             1
-No need to breathe                     2
-Critcal Hits                           2
Regeneration                            9        Reaction  Personal   Permanent
-Recovery Rate                          8
-Resurection                            1
Protection                             10        Reaction  Personal   Permanent
-Impervious
Super Speed                            10        FullRound Personal   Sustained
-Rapid Attack
Concealment                            10        Free      Personal   Permanent




WEAKNESSES/DRAWBACKS/COMPLICATIONS
Full Power: Abos cannot modulate his super speed or life control abilities.
Noticeable: Abdos becomes visible when draining power points from his victims.
Tiring: At the ending of using his super speed ability, Abdos becomes fatigued.
-----------------------------------------------------------------------
TRADEOFFS



-----------------------------------------------------------------------
POWER POINT ALLOCATION (150)
Abilities:-11
Combat:-0
Feats:-20
Powers:-110
Saves:-7
skills:-0

-----------------------------------------------------------------------
HEADQUARTERS (if applicable)




-----------------------------------------------------------------------
HISTORY



-----------------------------------------------------------------------
SKILL/ POWER INFO

Life Control 9; 46pp (Extras: Linked[Drain];Flaws: Permanent,
Action(full-round); Drawbacks: Full Power, Noticeable;
Power Feats: Incurable)

Abdos can drain 9 power point from his targets thru his touch,
becoming visible for the round that the attack is made in. The
damage done thru this is incurable and has to healed normally.
Abdos cannot is unable to regulate this ability, he cannot turn
the abilty off and has to use it at maximum power.


Additional Limbs(tentacles)4; 9pp (Extras: Affects Incorporeal;
Power Feat: Extended Reach x 2 [15 ft.])

Abdos has 10 15 ft. long squid-like tentacles growing out of his
shoulder blades. The tentacles appear ethereal but are solid to
the touch. Using the rapid attack from super speed allows him to
grapple up to 12 opponents within a 50 ft radius if he can reach
them as a full round action.


Immunity 6; 6pp (Aging 1;Own powers 1; Critical Hits 2; No need
to breathe 2)

Abdos does not age, has no need to breathe, is immune to his own
abilities and crtical hits.


Regeneration 9; 9pp (Recovery Rate 8; Resurrection 1)

Recovery rate 8 ranks you make a recovery check on the following
per damage type:

Bruised/Unconscious: Once per round with no rest. No check required.
(Maxes out at 3 ranks of Recovery)

Injured/Staggered: Once per round with no rest. No check required.
(Maxes out at 6 ranks of Recovery)

Disabled: Once per round with no rest. No check required. (Maxes
out at 8 ranks of Recovery)

Resurrection 1 rank allows Abdos to rise from the dead a week later.
[DC: 10]


Protection 10; 10pp (Extras: Impervious)

Any damage below 10, Abdos automatically succeeds on the toughness
save. The feat Pentrating damage overcomes this ability automatically.
If a toughness save has to be made, Abdos can add ranks in this power
to his toughness save.


Super Speed 10; 20pp (Extas: Rapid Fire; Drawbacks: Full power;
Flaw: Actionx2 [full round action])

Abdos runs at 1000 MPH (progression 10). Abdos needs 6 seconds
(full round action) to activate ability. Once Abdos has used the
ability, he receives a -2 penalty to STR and DEX with a -1 to attack
and defense. Because he is moving so fast, Abdos recieves +40 to
initiative.


Concealment 10; 10pp (Flaws: Permanent)

Abdos is undetectable by everything except the tactile sense.
This message was last edited by the GM at 13:35, Sun 10 June 2007.
Kyr
player, 43 posts
Thu 20 Sep 2007
at 20:04
  • msg #51

Re: Abdos

Its a work in progress.....
Name            :Sha'Rock            Gender:M           HD         :
Title           :Young Cub           Height:
Race            :Shifter             Weight:            MAX HP     : 00/00
Class           :Brb                 Age   :
Level           :9                   Hair  :Gold        SUBDUAL DMG: 00
Align           :CN                  Eyes  :Blk
Deity           :Bear Totem          Hand  :R           XP         :
Size            :M                   Speed :30ft.       NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  16      --      --      --      16/+3
DEX  :  14      +2      --      --      16/+3
CON  :  12      --      --      --      12/+1
INT  :  12      -2      --      --      10/+0
WIS  :  12      --      --      --      12/+1
CHA  :  10      -2      +2      --      10/+0

ABILITY: SHIFTING
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  16      --      --      --      16/+3
DEX  :  14      +2      --      --      16/+3
CON  :  12      +2      --      --      14/+2
INT  :  12      -2      --      --      10/+0
WIS  :  12      --      --      --      12/+1
CHA  :  10      -2      +2      --      10/+0
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : --                MELEE            RANGED
AC when Flat-Footed: --                Total:  --        Total:  --
AC vs Touch Attack : --                Base :  +9/+4     Base :  +9/+4
Base               : 10                STR  :  +2        DEX  :  +2
Armor              : -- ()             Misc :  --        Misc :  --
Shield             : -- ()
Dexterity          : +2
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  --      Total: --
Natural            : +2 (Shifting)      DEX  :  --      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +7  =  6  +    1    +  0  +  0
Refl  : +6  =  3  +    3    +  0  +  0
Will  : +4  =  3  +    1    +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
SHIFTER
+2 Dex
–2 Int
–2 Cha
• Humanoid (shapechanger)
• Medium size
• 30’ movement
• Low-Light Vision
• +2 Racial bonus on Balance, Climb, and
Jump checks.
• Shifting (Su) – As a Free Action, the Shifter becomes
animal-like for (3 + Constitution modifier + 1 per
Shifter feat) rounds. Usable 1 + (Shifter feats/2)
times per day. Choose one Shifter trait:
- Beasthide - +2 Constitution & +2 Natural Armor
- Razorclaws - +2 Strength & two Claw attacks that
do 1d4 + 1 per 4 levels.
_______________________________________________________________________________
FEATS
1)Shifter: Razorclaw
3)Power Attack
6)Shifter: Beasthide
9)Shifter: Razorclaw Elite
_______________________________________________________________________________
CLASS ABILITIES
BARBARIAN
1)Fast movement, illiteracy, rage 1/day
2)Uncanny dodge
3)Trap sense +1
4)Rage 2/day
5)Improved uncanny dodge
6)Trap sense +2
7)Damage reduction 1/—
8)Rage 3/day
9)Trap sense +3
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total = (4 + Int [+0]) × 12 = 48

Class
Skill
C C  Final                                            Related
  C   Mod = Rnk Abl  Msc  |  Skills:                    Ability  Untrained?
  X   +0  =  0  +?   +0   |  Appraise                   (INT)      Yes
  X   +0  =  0  +?   +0   |  !Balance                   (DEX)      Yes
  X   +0  =  0  +?   +0   |  Bluff                      (CHA)      Yes
X     +0  =  1  +?   +0   |  !Climb                     (STR)      Yes
  X   +0  =  0  +?   +0   |  Concentration              (CON)      Yes
X     +0  =  0  +?   +0   |  *Craft                     (INT)      Yes
  X   +0  =  0  +?   +0   |  Decipher Script            (INT)      No
  X   +0  =  0  +?   +0   |  Diplomacy                  (CHA)      Yes
  X   +0  =  0  +?   +0   |  Disable Device             (INT)      No
  X   +0  =  0  +?   +0   |  Disguise                   (CHA)      Yes
  X   +0  =  0  +?   +0   |  !Escape Artist             (DEX)      Yes
  X   +0  =  0  +?   +0   |  Forgery                    (INT)      Yes
  X   +0  =  0  +?   +0   |  Gather Information         (CHA)      Yes
  X   +0  =  0  +?   +0   |  Heal                       (WIS)      Yes
X     +0  =  1  +?   +0   |  Handle Animal              (CHA)      Yes
  X   +0  =  0  +?   +0   |  !Hide                      (DEX)      Yes
X     +0  =  12 +?   +0   |  Intimidate                 (CHA)      Yes
X     +0  =  0  +?   +0   |  !Jump                      (STR)      Yes
  X   +0  =  5  +?   +0   |  *Knowledge: Nature                 (INT)      No
X     +0  =  0  +0   +0   |  Listen                     (WIS)      Yes
  X   +0  =  0  +?   +0   |  !Move Silently             (DEX)      Yes
  X   +0  =  0  +?   +0   |  Open Lock                  (DEX)      No
  X   +0  =  0  +?   +0   |  *Perform:                  (CHA)      Yes
  X   +0  =  0  +?   +0   |  Profession                 (INT)      No
  X   +0  =  0  +?   +0   |  Psicraft                   (INT)      No
X     +0  =  9  +?   +0   |  Ride                       (DEX)      Yes
  X   +0  =  0  +?   +0   |  Search                     (INT)      Yes
  X   +0  =  0  +?   +0   |  Sense Motive               (WIS)      Yes
  X   +0  =  0  +?   +0   |  Speak Language             (INT)      No
  X   +0  =  0  +?   +0   |  Spellcraft                 (INT)      No
  X   +0  =  0  +?   +0   |  Spot                       (WIS)      Yes
X     +0  =  12 +?   +0   |  Survival                   (WIS)      Yes
X     +0  =  3  +?   +0   |  !Swim                      (STR)      Yes
  X   +0  =  0  +?   +0   |  Tumble                     (DEX)      Yes
  X   +0  =  0  +?   +0   |  Use Magic Device           (CHA)      No
  X   +0  =  0  +?   +0   |  Use Rope                   (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :                    NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
SIZE :                    SIZE :                    SIZE :
TYPE :                    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :Hide                     NAME          :
TYPE          :M                        TYPE          :
AC BONUS      :3                        AC BONUS      :
MAX DEX       :4                        CHECK PENALTY :
CHECK PENALTY :-3                       SPELL FAILURE :
SPELL FAILULE :20%                      WGHT          :
SPEED         :20ft.                    PROPERTIES    :
WGHT          :25ft.                    COST          :
PROPERTIES    :n/a
COST          :15gp
_______________________________________________________________________________
EQUIPMENT

Carried:                                   Weight: (lbs)      Cost
                                                               PP   GP   SP   CP   XP


                                          -------------

                                          -------------

Stored:                                    Weight: (lbs)      Cost
                                                               PP   GP   SP   CP   XP
N/A
________________________________________________________________________________
Carring Capacity:

Light load         Medium load      Heavy load
    0                  0                0
Lift over head   Lift off ground   Drag or push
     0                0               0


_______________________________________________________________________________
MAGIC ITEMS


_______________________________________________________________________________
LEVEL PROGRESSION
1)Barbarian
2)Barbarian
3)Barbarian
4)Barbarian
5)Barbarian
6)Barbarian
7)Barbarian
8)Barbarian
9)Barbarian
_________________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND





_______________________________________________________________________________
MOTIVATION & GOALS
Zion
player, 3 posts
Thu 20 Sep 2007
at 21:40
  • msg #52

Re: Abdos

Take two flaws and shift your shifter feats to them. Try to leave your level 6 and 9 slots free for tactical feats.

I think there is a Shifter Racial Substitution for barbarians. Check it out, I could be wrong though because I cant be certain and that usually means it dont go so.

You're character is fine otherwise. You might want to buy some kick ass equipment and I have just the thing for you. Bracers of Killing I call them but they are real and go by another name. I think I have a ninja on here that has them, I'll go check.

You will also be riding a Dire Lion into battle so take a few ranks in ride even though you dont have to since Zion will be the lion. You will only need them to stay in saddle in case I do something crazy like wild shape into something else while you are mounted.
Zion
player, 5 posts
Fri 21 Sep 2007
at 16:14
  • msg #53

Re: Abdos

Ragewild Fighting is the Tactical feat I mentioned, its from races of Eberron.
Zion
player, 6 posts
Fri 21 Sep 2007
at 19:17
  • msg #54

Re: Abdos

Zoul
GM, 119 posts
Wed 30 Jan 2008
at 20:24
  • msg #55

Re: Abdos

Name  :                          Gender:            HD:
Player:                          Height:
Race  :Human                     Weight:            VP: 00/00
Class :                          Age   :            HP: 00/00
Level :                          Hair  :            SUBDUAL DMG: 00
Align :--                        Eyes  :
Deity :--                        Hand  :               XP:
Size  :Med                       Speed :           NEXT LVL:
Current DM:
Current Region:                                     Day Units:
________________________________________________________________________
ABILITY
        Base  Racial  Ability            Magic    Final
        Roll   Bonus   Bonus   Bonus    Item    Ability
PB   :  --      --      --      --        --      15/+0
PE   :  --      --      --      --        --      14/+0
PP   :  --      --      --      --        --      30/+0
PS   :  --      --      --      --        --      23/+0
IQ   :  --      --      --      --        --      14/+0
MA   :  --      --      --      --        --      23/+0
ME   :  --      --      --      --        --      21/+0
SPD  :  --      --      --      --        --      20/+0

________________________________________________________________________
COMBAT STATISTIC
Parry                13
Dodge                13
Roll/fall/punch      +7
Strike               +8
Perception           +4
Damage               +8

________________________________________________________________________
SAVING THROWS
      Total   Base  Ability  Misc  Magic
H.F.  : +0  =  0  +    0    +  0  +  0

________________________________________________________________________
OCC SKILLS

Radio: Basic                                               55%
Read Sensory Equipment                                     45%
Navigation                                                 55%
Weapon Systems                                             50%
Pilot: Jet                                                 40%
Pilot: Robot & Power Armor (Basic)                         56%
Pilot: Valkyrie VF Series                                  60%
Pilot: Robot Combat & Flying: VF Valkyrie Series (Elite)   70%
Pilot: Robot Combat & Flying: YF-21 Valkyrie     (Elite)   70% (90% using BDI)
WP Automatic Pistol
WP Automatic Rifle
WP Heavy Weapons (Mecha Weapons)
H.T.H. Triad

________________________________________________________________________
OCC RELATED
Pilot: Space Shuttle                                       55%
Pilot: Jet Packs                                           57%
Pilot: The Phalanx MK IV                                   40%
Astronomy                                                  35%
Astrophysics                                               35%
Computer Operations                                        40%
________________________________________________________________________
SECONDARY
Boxing
Acrobatics
Athletics
Gymnastics
Wrestling


________________________________________________________________________
PSIONICS
I.S.P. 35
Clairvoyance 58%
Sixth Sense
________________________________________________________________________
YF-21 using BCS/BDI
Actions: 10 (+1 2/5/7 & 10)
Initiative          +02 (+5 when using active stealth)
Strike              +12 (+13 when using active stealth)
Parry               +17
Dodge in Soldier    +18
Dodge in Gerwalk    +20
Dodge in Jet mode   +22
Leap Dodge          +12
Roll/fall/punch      +7
Perception           +4

Armaments per hardpoint
Nuclear (X-Heavy)     : 1   (1D6*100)
MRHM                  : 1   (5D4*10)
Multi Warhead (Heavy) : 3   (5D6*10)

Mini Missiles (48 in total, fires in volleys of four)
High Explosives       : 1D4*10  1 mile range; 500 mph (804 kmph); 3 ft blast radius

Automated Attack Bits :
3D6*10
Fires three times pr melee

Defenses
Pinpoint Barrier      : 100 MDC (Regen 50 MD per round) +17 Parry
This message was last edited by the GM at 20:31, Wed 30 Jan 2008.
Zoul
GM, 132 posts
Wed 16 Jul 2008
at 22:37
  • msg #56

Re: Abdos

Myzeri
Alingment and Type: CN Medium Shifter; Humanoid (Shapechanger)
Init +5; Senses eg Low Light vision ; Listen +03, Spot +03
Aura
Languages


AC 15, touch 15, flat-footed 10
hp 8 (D8 HD); DR --/type
Immune
Resist --; SR --
Fort +02, Ref +05, Will +05


Speed 30 ft. (06 squares), fly -- ft. (manuevarability)
MeleeType +-- and Type +--; or
RangeType +05
Space -- ft.; Reach -- ft.
Base Atk +00; Grp +--
Atk Options
Special Actions
Spell-Like Abilities (CL --th):


Abilities Str 11, Dex 20, Con 10, Int 10, Wis 17, Cha 11
Base stats: Str 11, Dex 18, Con 10, Int 12-2, Wis 17, Cha 13-2
SQ: Low light vision, +2 racial bonus on Balance, Climb, and Jump checks.
Feats
Warden Initiate (General), Spontaneous Healer (General)
Skills
Possessions:


Shifting: Dreamsight; +2 Wisdom and Speak With Animals and +2 on Handle Animal & Wild Empathy always.
Animal companion:
nature sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
wild empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person.
This message was last edited by the GM at 22:55, Wed 16 July 2008.
Zoul
GM, 137 posts
Mon 25 Aug 2008
at 07:40
  • msg #57

Re: Abdos

Step One: Concept: Child Prodigy, Caste: Twilight, Nature. Note Caste's Anima Powers.
Step Two: 8/6/4 attributes
Step Three: Note caste abilities. Select 5 additional favored abilities. 25 ability dots, 10 of which must be favored.
Step Four: 7 backgrounds, 10 charms (at least 5 from Favored), 5 virtues
Step Five: Essence (2), Willpower (2 highest virtues), Personal Essence Pool (3Essence + Willpower), Peripheral Essence Pool (7 Essence +Willpower +Sum of Virtues). HL: -0, -1, -1, -2, -2, -4, Incap.
Freebies: 15


112


Attributes
Physical: 8
 - Strenght :4
 - Dexterity:4
 - Stamina  :3
Social: 6
 - Charisma    :3
 - Manipulation:4
 - Appearance  :2
Mental: 4
 - Perception  :3
 - Intelligence:2
 - Wits        :2

CASTE
Twilight Caste
Caste Abilities: Crafts, Investigation, Lore, Medicine, and Occult.
Anima Powers: Protective shields; After soak is rolled, if the Twilight will take damage, may spend 5 motes to roll Essence; each success reduces damage by one health
level.

ABILITIES
 - Crafts
 - Investigation
 - Lore
 - Medicine
 - Occult
Favored
 -
 -
 -
 -
 -
Other
 -
 -
 -
 -
 -

BACKGROUND
Artifact: 3
Manse: 3
Resources: 1
Zoul
GM, 138 posts
Mon 25 Aug 2008
at 21:52
  • msg #58

Re: Abdos

Compulsory

Character name:Zoul
Caste:Twilight
Character History (Long and detailed):

Optional/Stuff to get you thinking

Character concept: Child Prodigy
Character Personality: Aloof
Character motivations/What drives your character: Gain knowledge/power
Three things your character likes: Research, archaelogy, adventure.
Three things your character hates: Violence, ignorance and greed.
Three people closest to you: Storm, Blade, Seraph.
Three people you hate: Father, Dragon Blooded, Nobility.
Three significant events that have impacted your life and how:
Quirks:
Goals for the present: Attain knowledge of the First Age.
Goals for the future: Restoring Solars to power.
What you see your character becoming: The greatest Sorcerer of all time.

A lovely questions list from Radiant Sky who got it from somewhere

1. How do you feel about your Exaltation? Awesome, it all made sense; I always knew I was destined for greatness.
2. Do you feel you are worthy of Exaltation? FUCK YEAHHH!!!
3. Do you ever miss your mortal existance, and what do you miss about it? No... no I can't say that I do.
4. How will your Exaltation affect your family or community? Father disowned me and then sent the Wyld hunt to get me.
5. How do you feel about mortals as a whole now? I am their protector. They look to me for guidnace.
6. How do you feel about the Fair Folk and the Wyld? Mixed feelings but mostly curiousity.
7. How do you feel about the undead and Shadowlands? hate it.
8. How do you feel about the Realm? love it
9. How do you feel about the Silver Pact? The what?
10. What are your immediate goals? Learn more spells.
11. What are your long term goals? Become all powerful.
12. What do you most enjoy doing? Research.
13. What would be your ideal lover? A strong confident woman with a wit to match my own.
14. What or who is your worst enemy? father
15. How did you lose your virginity? Ummm
16. What would you die for? The people and my fellow solars.
17. What, in your opinion, is the greatest threat to Creation? Deathlords.
18. Who do you care the most about? Blade
19. What is your darkest fear? That I am not strong enough to do what most be done.
20. What do you think about the First Age? IT WAS FUCKING AWESOME!!!
21. How do you wish to be remembered in the next Age? As a great hero.


Just some things to get ideas flowing. Remember, the more details about your character you provide me with, the better a game I can make with you.
Elite Command
GM, 55 posts
Fri 19 Sep 2008
at 19:41
  • msg #59

Re: Abdos

Page 86 Exalted

Name:                             Player:Myky
Caste: Dawn                       Age   :21
Concept: The Consumate Archer
Totem Animal: Hawk
Motivation: Honor
Tell:
Intimacies:

Due to changes to Social Combat, intimacies should be listed according to the following example:
Compassion - Love my wife 3, Hate my enemy 1
Conviction - Immaculate Philosophy 2
Temperance - Vegetarian 2
Valor - Not look stupid 4

Attributes (*favoured/caste)
 Strength  3        Charisma     2      Perception   3
 Dexterity 5        Manipulation 3      Intelligence 3
 Stamina   3        Appearance   2      Wits         3

Abilities (*favoured)
 Dawn              Zenith             Twilight
 Archery      5    Integrity           Craft
 Martial Arts 3    Performance         Investigation
 Melee        2    Presence            Lore
 Thrown       1    Resistance* 2       Medicine      3
 War               Survival            Occult

 Night             Eclipse             Specialities
 Athletics* 5      Bureaucracy
 Awareness         Linguistics
 Dodge      5      Ride*       2
 Larceny           Sail
 Stealth           Socialize

Languages Known
(Native)

Merits

Flaws

(You may take out the Merits/Flaws section if you have none.)

Charms
 - First Archery Excellency - Essence Overwhelming
 - There is no Wind
 - Accuracy Without Distance
 - Phantom Arrow Technique
 - Inexhaustible Bolts of Solar Fire.
 - Summoning the Loyal Bow
 - Body Mending Meditation
 - Shadow over Water
 - Seven Shadow Evasion
 - Fists of Iron Technique

Knacks

(Fill in name and effect. Cost if there is any.)

Backgrounds -4-4
 - Artifact : 3 + 2 (5)
 - Manse    : 3
 - Resources: 1 + 3 (4)


(For Heart's Blood, a statement of avaliable shapes is required.)

Fighting Stats
Weapon                  Speed Accuracy Damage Defense  Rate  Range

(Again, just fill it in, try and get the formatting right. However, don't give
me the additions and what not. Give me the value you would have. Like Acc 10.
Defense should be used to state the parry DV if you use that particular weapon.)

Armour      Soak(L/B)  Mobility Penalty Fatigue
None             0/0       -0           0

Soak
0B | 0L | 0A

(This here is your total soak including your stamina.)

Hardness: 0L/0B

Deadly Beastman Transformation:

Should you purchase this knack, include the effects (including what wyld
mutations you purchase) here.

Fighting Stats in DBT
Weapon                  Speed Accuracy Damage Defense  Rate  Range

Soak
0B | 0L | 0A

Join Battle: 0
Dodge DV: 0
Dodge MDV: 0

Willpower: 0/0

Virtues
Compassion 1      Temperance 3
[][][][][]        [][][][][]
Conviction 3      Valor 2
[][][][][]        [][][][][]

Each [] represents a virtue channel. I've placed the default here at 5, but
please change it so that the number of [] is equal to your virtue.

Limit Break: 0/10
Virtue Flaw: (Name and effects, skip flavour text)
Partial Control:

Essence: 2
Personal     9  | 9
Peripheral   22 | 22
Committed       0

Health Levels:
(/=Bashing. X=Lethal. *=Aggravated)
-0 ()
-1 ()()
-2 ()()
-4 ()
Incapacitated ()
Dying Levels ()

Experience

Total Experience: 0
Spent Experience: 0
Current Experience: 0

Expenditure: (Here is where you put how much xp you spent to raise what.)

I HAVE USED 8 OF MY 15 FREE POINTS
This message was last edited by the GM at 15:46, Sun 21 Sept 2008.
Zoul
GM, 155 posts
Fri 14 Nov 2008
at 13:23
  • msg #60

Re: Abdos

-------------------------------------------------------------------------------

LAST UPDATE:
[Pre]
Name            :Maiki D'Orien              Gender:Male        HD         :D8
Player (RPoL ID):mykz                      Height:6'
Race            :Human                     Weight:180 lbs     MAX HP     : ??
Class           :Duskblade                 Age   :22
Level           :1                         Hair  :Black       SUBDUAL DMG: 00
Align           :CN                        Eyes  :Brown
Deity           :                          Hand  :Right       XP         :
Size            :Med                       Speed :30 ft       NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  --      --      --      --      00/+0
DEX  :  --      --      --      --      00/+0
CON  :  --      --      --      --      00/+0
INT  :  16      --      --      --      00/+0
WIS  :  --      --      --      --      00/+0
CHA  :  --      --      --      --      00/+0
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : --                MELEE            RANGED
AC when Flat-Footed: --                Total:  --        Total:  --
AC vs Touch Attack : --                Base :  +1        Base :  +1
Base               : 10                STR  :  --        DEX  :  --
Armor              : -- ()             Misc :  --        Misc :  --
Shield             : -- ()
Dexterity          : --
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  --      Total: --
                                        DEX  :  --      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +0  =  2  +    0    +  0  +  0
Refl  : +0  =  0  +    0    +  0  +  0
Will  : +0  =  2  +    0    +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
 - Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 - Human base land speed is 30 feet.
 - 1 extra feat at 1st level.
 - 4 extra skill points at 1st level and 1 extra skill point at each additional level.
 - Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
 - Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

_______________________________________________________________________________
TRAITS & FLAWS

_______________________________________________________________________________
FEATS
1) Least Mark of Passage (Dimension Leap 1/day)
1) Orien Battle Stride (+4 on checks vs Bull Rush, overrun and trip attempts; take 5-foot step when foe misses)

_______________________________________________________________________________
CLASS ABILITIES
1) Arcane Attunement, Amored Mage (Light)
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES
 - Common
 - Elven
 - Draconic
_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total =

Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                   (INT)      Yes
      +   =  0  +?  +0   |  !Balance                   (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                      (CHA)      Yes
      +2  =  2  +?  +0   |  !Climb                     (STR)      Yes
      +4  =  4  +?  +0   |  Concentration              (CON)      Yes
      +   =  0  +?  +0   |  *Craft:                    (INT)      Yes
      +2  =  2  +?  +0   |  Decipher Script            (INT)      No
      +   =  0  +?  +0   |  Diplomacy                  (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device             (INT)      No
      +   =  0  +?  +0   |  Disguise                   (CHA)      Yes
      +   =  0  +?  +0   |  !Escape Artist             (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                    (INT)      Yes
      +   =  0  +?  +0   |  Gather Information         (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal              (CHA)      No
      +   =  0  +?  +0   |  Heal                       (WIS)      Yes
      +   =  0  +?  +0   |  !Hide                      (DEX)      Yes
      +   =  0  +?  +0   |  Intimidate                 (CHA)      Yes
      +   =  0  +?  +0   |  !Jump                      (STR)      Yes
      +2  =  2  +?  +0   |  *Knowledge:(Local)         (INT)      No
      +2  =  2  +?  +0   |  *Knowledge:(Arcana)        (INT)      No
      +   =  0  +?  +0   |  Listen                     (WIS)      Yes
      +   =  0  +?  +0   |  !Move Silently             (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                  (DEX)      No
      +   =  0  +?  +0   |  *Perform:                  (CHA)      Yes
      +   =  0  +?  +0   |  *Profession:               (WIS)      No
      +2  =  2  +?  +0   |  Ride                       (DEX)      Yes
      +   =  0  +?  +0   |  Search                     (INT)      Yes
      +2  =  2  +?  +0   |  Sense Motive               (WIS)      Yes
      +   =  0  +?  +0   |  !Sleight of Hand           (DEX)      No
      +2  =  2  +?  +0   |  Spellcraft                 (INT)      No
 **   +1  =  1  +?  +0   |  Spot                       (WIS)      Yes
      +   =  0  +?  +0   |  Survial                    (WIS)      Yes
      +   =  0  +?  +0   |  !Swim                      (STR)      Yes
      +   =  0  +?  +0   |  !Tumble                    (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device           (CHA)      No
      +   =  0  +?  +0   |  Use Rope                   (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
**= Cross Class Skill
_______________________________________________________________________________
WEAPON
NAME :Shortspear          NAME :Morningstar         NAME :Dagger
ATT  :                    ATT  :                    ATT  :
DMG  :1D6                 DMG  :1D8                 DMG  :1D4
CRIT :*2                  CRIT :*2                  CRIT :19-20*2
RNG  :20 ft               RNG  :--                  RNG  :10 ft
WGHT :3 lbs               WGHT :6 lbs               WGHT :1 lb
SIZE :Med                 SIZE :M                   SIZE :M
TYPE :P                   TYPE :B                   TYPE :S/P
COST :1 gp                COST :8 gp                COST :2 gp
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :Studded Leather         NAME          :Shield, Heavy Steel
TYPE          :Light                   TYPE          :
AC BONUS      :+3                      AC BONUS      :+2
MAX DEX       :+5                      CHECK PENALTY :-2
CHECK PENALTY :-1                      SPELL FAILURE :15%
SPELL FAILULE :15%                     WGHT          :15 lbs
SPEED         :30ft                    PROPERTIES    :Shield Spikes
WGHT          :20 lb                   COST          :70 gp
PROPERTIES    :
COST          :25 gp
_______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day      Known
0      ?        ?      +    ?    =        3            ?
1      ?        ?      +    ?    =        2            ?
2      ?        ?      +    ?    =        ?            ?
3      ?        ?      +    ?    =        ?            ?
4      ?        ?      +    ?    =        ?            ?
5      ?        ?      +    ?    =        ?            ?


 - Dancing Lights
 - Detect Lights
 - Detect magic
 - Flare
 - Ghost Sound
 - Read Magic

 - Touch of Fatigue
 - Acid Splash
 - Disrupt Undead


 - Swift Expeditious retreat
 - True Strike

___________________________________________________________
MONEY
PP  :
GP  :
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT
 - Spell Component Pouch
 - Standard Adventurer's Kit
_______________________________________________________________________________
MAGIC ITEMS


_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND
Maiki spent his early days on the streets of Passage, running loose with a gaggle of unwanted children. Life was hard, but no harder than most in truth. He was spared a life of crime and the harsh reality of a starving belly by generosity of House Orien. Maiki started running errands for the house at a very early age. He would carry notes or messages for the shop keepers, clerks, blacksmiths, Artificers, Mage wrights; just about anybody who sent him on an errand, giving him only a copper or a crust of bread for his troubles.

Moving from the life of a scrounger to Dragonmarked Heir was easy for Maiki. One day he simply manifested the Lesser Mark of Passage. He was formally adopted into the house soon after and thus started on the road towards fulfilling his destiny. His youth spent running errands paid of as he was assimilated into the Couriers guild and set to work immediately; on the job training they called it. He was sent all over khorvaire as a part of his education as a scion of the house and a fledgling member of Couriers Guild. This suited him as he saw much of the world outside the walls of Passage over the ensuing years of service.  He also displayed a keen mind and a talent for sorcery as well as a tough as nails attitude and a quick temper. He studies both sword and spell in his early years in the house and was selected to study both under a Warforged tutor.

He is currently doing his own version of on the job training; as an adventurer he plans to hone his skills and one day join the ranks of the Special Couriers within the guild. He even has aspirations of becoming a Blade of Orien, to protect the House that owes so much. He is completely loyal to his house and plans to use this opportunity to further House Orien concerns in the area, in addition to his “training”.




_______________________________________________________________________________
MOTIVATION & GOALS
 - Drifter
 - Challenger: 'I must fight him. Only by striving against those superior to myself can I achieve greatness."
 - Calm: "yes I see the dragon, whats the big deal?"
Zoul
GM, 156 posts
Mon 17 Nov 2008
at 23:21
  • msg #61

Re: Abdos

LAST UPDATE:
Name            :                          Gender:            HD         :
Player (RPoL ID):                          Height:
Race            :                          Weight:            MAX HP     : 00/00
Class           :                          Age   :
Level           :                          Hair  :            SUBDUAL DMG: 00
Align           :                          Eyes  :
Deity           :                          Hand  :            XP         :
Size            :                          Speed :            NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  18      --      --      --      18/+4
DEX  :  16      --      --      --      16/+3
CON  :  12      --      +1      --      13/+1
INT  :  16      --      --      --      16/+3
WIS  :  18      --      --      --      18/+4
CHA  :  14      --      --      --      14/+2
*62 point buy
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : --                MELEE            RANGED
AC when Flat-Footed: --                Total:  --        Total:  --
AC vs Touch Attack : --                Base :  +5        Base :  +5
Base               : 10                STR  :  +4        DEX  :  +3
Armor              : -- ()             Misc :  --        Misc :  -2
Shield             : -- ()
Dexterity          : +3
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  --      Total: --
                                        DEX  :  +3      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +0  =  5  +    0    +  0  +  0
Refl  : +0  =  5  +    0    +  0  +  0
Will  : +0  =  5  +    0    +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS

Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.

Human base land speed is 30 feet.

1 extra feat at 1st level.

4 extra skill points at 1st level and 1 extra skill point at each additional level.

Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


Shaky
You are relatively poor at ranged combat.

Effect
You take a -2 penalty on all ranged attack rolls.

Murky-Eyed
Your vision is obscured.

Effect
In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails

_______________________________________________________________________________
TEAMWORK BENEFITS
MASSED CHARGE
The team can make a special charge attack. All team members move on the same initiative count, and each must charge and attack the same target. Each team member gains a bonus on his attack roll after the charge equal to the number of teammates participating.
_______________________________________________________________________________
FEATS
1)Mounted Combat
1)Saddleback
F)Ride By Attack
F)Weapon Focus (Heavy Blades)
3)Two Weapon fighting
6)Whirling Steel Strike (Heavy Blades)

_______________________________________________________________________________
CLASS ABILITIES: MONK
Basic weapons, Weapon Group (Monk Weapons)
1)Stunning Fist, flurry of blows unarmed strike
2)Deflect Arrows, evasion
3)Still mind
4)Ki strike (magic), slow fall 20 ft.
5)Purity of body
6)improved Disarm, slow fall 30 ft.
_______________________________________________________________________________
CLASS ABILITIES: Psychic Warrior
Basic weapons, Weapon Group (Axes), Weapon Group (Claw Weapons), Weapon Group (Crossbows), Weapon Group (Shields).
1)Shield Specialization: Heavy Shield
2)Shield Ward
3)-
4)-
_______________________________________________________________________________
CLASS ABILITIES: Fighter
Basic weapons, Weapon Group (Exotic Weapons), Weapon Group (Heavy Blades), Weapon Group (Light Blades), Weapon Group (Spears and Lances).
1)Oversize Two Weapon fighting
2)Spirited Charge
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total = 56
Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                   (INT)      Yes
      +5  =  1  +4  +0   |  Autohypnosis*              (WIS)      Yes
      +8  =  5  +3  +0   |  !Balance                   (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                      (CHA)      Yes
      +   =  0  +?  +0   |  !Climb                     (STR)      Yes
      +6  =  5  +1  +0   |  Concentration              (CON)      Yes
      +   =  0  +?  +0   |  *Craft:                    (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script            (INT)      No
      +   =  0  +?  +0   |  Diplomacy                  (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device             (INT)      No
      +   =  0  +?  +0   |  Disguise                   (CHA)      Yes
      +8  =  5  +3  +0   |  !Escape Artist             (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                    (INT)      Yes
      +   =  0  +?  +0   |  Gather Information         (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal              (CHA)      No
      +   =  0  +?  +0   |  Heal                       (WIS)      Yes
      +8  =  5  +3  +0   |  !Hide                      (DEX)      Yes
      +   =  0  +?  +0   |  Intimidate                 (CHA)      Yes
      +   =  0  +?  +0   |  !Jump                      (STR)      Yes
      +8  =  5  +3  +0   |  *Knowledge:History         (INT)      No
      +8  =  5  +3  +0   |  *Knowledge:Local           (INT)      No
      +9  =  5  +4  +0   |  Listen                     (WIS)      Yes
      +8  =  5  +3  +0   |  !Move Silently             (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                  (DEX)      No
      +   =  0  +?  +0   |  *Perform:                  (CHA)      Yes
      +   =  0  +?  +0   |  *Profession:               (WIS)      No
      +8  =  5  +3  +0   |  Ride                       (DEX)      Yes
      +   =  0  +?  +0   |  Search                     (INT)      Yes
      +   =  0  +?  +0   |  Sense Motive               (WIS)      Yes
      +   =  0  +?  +0   |  !Sleight of Hand           (DEX)      No
      +   =  0  +?  +0   |  Spellcraft                 (INT)      No
      +9  =  5  +4  +0   |  Spot                       (WIS)      Yes
      +   =  0  +?  +0   |  Survial                    (WIS)      Yes
      +   =  0  +?  +0   |  !Swim                      (STR)      Yes
      +8  =  5  +3  +0   |  !Tumble                    (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device           (CHA)      No
      +   =  0  +?  +0   |  Use Rope                   (DEX)      Yes
! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :                    NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
SIZE :                    SIZE :                    SIZE :
TYPE :                    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :
_______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day      Known
0      ?        ?      +    ?    =        ?            ?
1      ?        ?      +    ?    =        ?            ?
2      ?        ?      +    ?    =        ?            ?
3      ?        ?      +    ?    =        ?            ?
4      ?        ?      +    ?    =        ?            ?
5      ?        ?      +    ?    =        ?            ?


Power Points: 13

 - Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws.
 - Precognition, Offensive A: Gain +1 insight bonus on your attack rolls.
 - Prescience, Offensive A: Gain +2 insight bonus on your damage rolls.
 - Body Adjustment A: Heal 1d12 damage.

___________________________________________________________
MONEY
PP  :
GP  :
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT


_______________________________________________________________________________
MAGIC ITEMS


_______________________________________________________________________________
ANIMAL COMPANION/FAMILIAR

Warhorse, Border Guard

Large Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +3
Speed: 90 ft. (18 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d4+4)
Full Attack: 2 hooves +6 melee (1d4+4)
Space/Reach: 10 ft./5 ft.
Special Qualities: Combative mount, low-light vision, scent
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 18, Dex 16, Con 18, Int 2, Wis 16, Cha 10
Skills: Jump +26, Listen +6, Spot +5
Feats: Endurance, Run
Environment: Mountains
Organization: Domesticated
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-9 HD (Large)
Level Adjustment: --

Most Border Guard use riding horses, albeit trained for battle. However, a line of true Border Guard warhorses exists. Such mounts are never sold, not even to the Illuminati themselves: A warrior who seeks a Border Guard warhorse must prove his worth to the Captain of the Horse and the horse itself. Border Guard warhorses are fiercely loyal, and most will die before they will accept a rider of another race; however, in a few cases the Horse Watchers have helped those who have performed great services for the Border Guard to form a bond with one of these steeds.

A Tae'narian druid can take a Border Guard warhorse as an animal companion at 4th level, following the standard rules for advanced animal companions. A Border Guard warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she makes a successful Ride check.

Combative Mount (Ex): The rider of a Border Guard warhorse gets a +2 circumstance bonus on Ride checks. The warhorse is proficient with light, medium, and heavy armor, although the Border Guard rarely use heavy barding.

Carrying Capacity: A light load for a Border Guard warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load 601-900 pounds. A Valenar warhorse can drag 4,500 pounds.


_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND





_______________________________________________________________________________
MOTIVATION & GOALS
This message was last edited by the GM at 01:54, Thu 20 Nov 2008.
Zoul
GM, 173 posts
Tue 27 Jan 2009
at 02:19
  • msg #62

Gimble lvl 4 Bard

--------------------------------------------------------------------------
LAST UPDATE:

Name            :Gimble Thistledown        Gender:Male        HD         :D6
Player (RPoL ID):Mykz                      Height:3'6"
Race            :Gnome                     Weight:46 lb       MAX HP     :19/19
Class           :Bard                      Age   :56
Level           :4                         Hair  :Blond       SUBDUAL DMG:
Align           :CN                        Eyes  :Light Blue
Deity           :                          Hand  :Right       XP         :6100
Size            :Small                     Speed :20 ft       NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  14      -2      --      --      12/+1
DEX  :  12      --      --      --      12/+1
CON  :  10      +2      --      --      12/+1
INT  :  14      --      --      --      14/+2
WIS  :  12      --      --      --      12/+1
CHA  :  16      --      +1      --      17/+3

_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : --                MELEE            RANGED
AC when Flat-Footed: --                Total:  +5        Total:  +5
AC vs Touch Attack : --                Base :  +3        Base :  +3
Base               : 10                STR  :  +1        DEX  :  +1
Armor              : -- ()             Misc :  +1        Misc :  +1
Shield             : -- ()
Dexterity          : +1
Size               : +1 ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  +1      Total: --
                                        DEX  :  +1      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
          Total  Base  Ability  Misc  Magic
Fort     : +2  =  1  +    1    +  0  +  0
Refl     : +5  =  4  +    1    +  0  +  0
Will     : +5  =  4  +    1    +  0  +  0
Illusions: +7  =  4  +    1    +  2  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
+2 Constitution, -2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 13.
Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.
_______________________________________________________________________________
FEATS
1)Extra Music
3)Lingering Song

_______________________________________________________________________________
CLASS ABILITIES
1)Bardic music, bardic knowledge,countersong, fascinate,inspire courage +1
2) --
3)Inspire competence
4) --

_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES
Common
Gnome
Draconic
_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total = 56

Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                   (INT)      Yes
      +   =  0  +?  +0   |  !Balance                   (DEX)      Yes
      +8  =  5  +3  +0   |  Bluff                      (CHA)      Yes
      +   =  0  +0  +0   |  !Climb                     (STR)      Yes
      +5  =  4  +1  +0   |  Concentration              (CON)      Yes
      +   =  0  +?  +0   |  *Craft:                    (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script            (INT)      No
      +8  =  5  +3  +0   |  Diplomacy                  (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device             (INT)      No
      +8  =  5  +3  +0   |  Disguise                   (CHA)      Yes
      +   =  0  +?  +0   |  !Escape Artist             (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                    (INT)      Yes
      +7  =  4  +3  +0   |  Gather Information         (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal              (CHA)      No
      +   =  0  +?  +0   |  Heal                       (WIS)      Yes
      +10 =  5  +1  +4   |  !Hide                      (DEX)      Yes
      +   =  0  +?  +0   |  Intimidate                 (CHA)      Yes
      +   =  0  +?  +0   |  !Jump                      (STR)      Yes
      +7  =  5  +2  +0   |  *Knowledge:Arcane          (INT)      No
      +5  =  2  +1  +2   |  Listen                     (WIS)      Yes
      +6  =  5  +1  +0   |  !Move Silently             (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                  (DEX)      No
      +10 =  7  +3  +0   |  *Perform: Sing             (CHA)      Yes
      +   =  0  +?  +0   |  *Profession:               (WIS)      No
      +   =  0  +?  +0   |  Ride                       (DEX)      Yes
      +   =  0  +?  +0   |  Search                     (INT)      Yes
      +   =  0  +?  +0   |  Sense Motive               (WIS)      Yes
      +   =  0  +?  +0   |  !Sleight of Hand           (DEX)      No
      +6  =  4  +2  +0   |  Spellcraft                 (INT)      No
      +   =  0  +?  +0   |  Spot                       (WIS)      Yes
      +   =  0  +?  +0   |  Survial                    (WIS)      Yes
      +   =  0  +?  +0   |  !Swim                      (STR)      Yes
      +6  =  5  +1  +0   |  !Tumble                    (DEX)      No
      +   =  0  +0  +0   |  Use Magic Device           (CHA)      No
      +   =  0  +?  +0   |  Use Rope                   (DEX)      Yes
! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :                    NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
SIZE :                    SIZE :                    SIZE :
TYPE :                    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :B
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :
_______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day   Known
0      13       3      +    -    =        3            6
1      14       2      +    1    =        3            3
2      15       0      +    1    =        1            2*

Forbidden School: If applicable


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    * Detect Magic: Detects spells and magic items within 60 ft.
    * Light: Object shines like a torch.
    * Mage Hand: 5-pound telekinesis.
    * Mending: Makes minor repairs on an object.
    * Message: Whispered conversation at distance.
    * Read Magic: Read scrolls and spellbooks.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    * Charm Person: Makes one person your friend.
    * Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    * Summon Monster I: Calls extraplanar creature to fight for you.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    * Alter Self: Assume form of a similar creature.
    * Detect Thoughts: Allows “listening” to surface thoughts.
_____________________           ______________________
                     Spell Lvl 3

_____________________           _______________________
                     Spell Lvl 4

_____________________           ________________________
                     Spell Lvl 5

___________________________________________________________
MONEY
PP  :
GP  :5400
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT


_______________________________________________________________________________
MAGIC ITEMS


_______________________________________________________________________________
ANIMAL COMPANION/FAMILIAR

Name:

AC:

Hit Points:

Abilities Granted:

Attack(s):

Damage:

Other information:


_______________________________________________________________________________
APPEARANCE


_______________________________________________________________________________
HISTORY / BACKGROUND
Home? What's that? I've spent my entire life on the road, moving from village to town and town to city. I sing for mu supper and I'm damn good at it! Sometimes I take the odd jobs nobody else wants




_______________________________________________________________________________
MOTIVATION & GOALS
Zoul
GM, 176 posts
Thu 5 Feb 2009
at 17:19
  • msg #63

Re: Gimble lvl 4 Bard

Name:Tafarai
Race:Nazzadi
Profession:Mech Pilot
Defining Virtue:Courageous
Defining Flaw:Cruel

Actions:2
Movement:11mph (27/6 ypt)
Reflex:6.7
Orgone:10
Vitality:10
Drama Points:10

Agility	  :9
Intellect :5
Perception:7
Presence  :6
Strength  :5
Tenacity  :5

Skills:				Specializations:
Armed Fighting	Adept	
Athletics	Novice 		
Dodge		Adept		Mecha 		Focused
Fighting	Adept	
Marksmanship	Adept		Mecha 		Focused
Pilot		Adept	
Sedution	Novice	
Support Weapons	Novice	
Survival	Novice	
Streetwise	Novice	


Assets:
Authority	(3)

Drawbacks:
Duty 		(3)
Code		(1)
 - A friend of my friend is my friend and enemy is my foe.
 - I will never turn my back on friend in need.
Background/History
Tafarai wa born in Cuba on monday, met Jodi on a tuesady, married her on wednesday, joined the Army on thursday... it's friday now ha ha

Appearance
Typical Nazzadi male with serveral white tattoos and white dreadlocks.
Vash
GM, 29 posts
Fri 6 Feb 2009
at 19:06
  • msg #64

Re: Gimble lvl 4 Bard

Ok. I don't know much about the arcologies or the local life in the Nazzadi nation, so...as we find that out, add it in. I've sent you the supps, and I must say that I am IN LOVE with this character creation process. It is so compact, yet covers so much. I'll keep up with your posts. Damn, still stuck in business mode, as I am now in conversation with you on messenger. GAAAAH! Damn businessspeak!

Did you flesh this character out fully with all the cheats and stuff?

You know that 'typical Nazzadi male' stuff isn't going to fly. Go back over the seven questions that they say you should ask yourself, and dive into the character. I might just use him for a series of oneshots, for test and play, so I want a fully realised character mykes. You know me.

Mecha Pilots tend to specialize in one type of mecha. Some are trained for intelligence gathering, others for stealth. The three most common types of application are multi-purpose (general), urban combat, and support.
Those who pilot the multi-purpose battle mecha see the most action of any troop with the exception of Engels. The urban combat specialists tend to be more skilled in close quarters combat techniques and support specialists
are those who’s job it is to fire heavy ordnance in support of other mecha.

Which are you?
This message was last edited by the GM at 19:41, Fri 06 Feb 2009.
Zoul
GM, 186 posts
Mon 23 Mar 2009
at 16:09
  • msg #65

Re: Gimble lvl 4 Bard

________________________________________________________________________________
Name  :Sh' Unqualë               Gender:Male        HD         :2D6+1-1/3D10+1-1
Player:DC                        Height:5'9         MAX HP     :24/24
Class :Warmage/Fighter           Age   :25          XP         :6125
Level :2/3                       Hair  :Black       NEXT LVL   :
Align :CN                        Eyes  :Green       Day Units  :
Deity :Corellion                 Hand  :Right
Size  :Medium                    Speed :30 ft.
Current DM:Windwalker
Current Region:Icewind Dales

SHEET UPDATED :

________________________________________________________________________________
ABILITIES
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score

STR : 10     --     --     --      10 / +0
DEX : 14     +2     --     --      16 / +3
CON : 14     -2     --     --      12 / +1
INT : 16     --     --     --      16 / +3
WIS : 10     --     --     --      10 / +0
CHA : 15     --     --     +1      16 / +3

+1 Ability Increase every 4th level is added to Base number.

________________________________________________________________________________
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total :            18                    MELEE         RANGED
AC when Flat-Footed   15                    Total: +2     Total: +7
AC vs Touch Attack    13                    Base:  +4     Base:  +4
Base:                 10                    STR:   --     DEX:   +3
Armor:                +5                    Misc:  -2     Misc:  --
Shield:               --
Dexterity:            +3                    INITIATIVE
Size:                 --                    Total:  +3
Magic:                --                    DEX:    +3
Misc.:                --                    Misc.:  --

________________________________________________________________________________
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +5  =   4  +    1    +   0   +   0
Reflex     : +4  =   1  +    3    +   0   +   0
Will       : +3  =   3  +    0    +   0   +   0
________________________________________________________________________________
RACIAL TRAITS
+2 Dexterity, –2 Constitution.

Medium: As Medium creatures, elves have no special bonuses or penalties due to
their size.

Elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against
enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of poor illumination. She retains
the ability to distinguish color and detail under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the
longsword, rapier, longbow (including composite longbow), and shortbow
(including composite shortbow) as bonus feats.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes
within 5 feet of a secret or concealed door is entitled to a Search check to
notice it as if she were actively looking for it.

Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome,
Goblin, Orc, and Sylvan.

Favored Class: Wizard. A multiclass elf ’s wizard class does not count when
determining whether she takes an experience point penalty for multiclassing.
________________________________________________________________________________
FEATS                                      Indicate for level, class, race, etc.
F) Dodge
F) Mobility
1) Rapid Shot
3) Practiced Spellcaster: Warmage

________________________________________________________________________________
TRAITS                                         From Unearthed Arcana -- Optional
 - Farsighted
________________________________________________________________________________
FLAWS                                         From Unearthed Arcana -- Optional
 - Noncombatant
 - Frail
________________________________________________________________________________
CLASS ABILITIES: wARMAGE                         Indicate current abilities only
1) Armore mage (Light), Warmage Edge: +3 to Spell Damage.
2) -

________________________________________________________________________________
CLASS ABILITIES: FIGHTER                         Indicate current abilities only
1)Weapon Focus: Longbow
2)Point Blank Shot
3)-

________________________________________________________________________________
PRESTIGE CLASS ABILITIES

________________________________________________________________________________
LANGUAGES
Common
Regional:Elven
Bonus:Gnome
Bonus:Orc
Bonus:Sylvan

________________________________________________________________________________
SKILLS                       Fill in skills you have ranks in AND skills that
                             can be used untrained.  Mod is the final score, Rnk
Skill Point Total:           is the number of ranks attained in the skill, Abl
Max Class ranks:             is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks:       miscellaneous bonus from feats, race, synergy, etc.

                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                    (INT)       Yes
      +   =  0  +?  +0!  |  Balance                     (DEX)       Yes
      +   =  0  +?  +0   |  Bluff                       (CHA)       Yes
      +   =  0  +?  +0!  |  Climb                       (STR)       Yes
      +8  =  7  +1  +0   |  Concentration               (CON)       Yes
      +   =  0  +?  +0   |  *Craft:                     (INT)       Yes
      +   =  0  +?  +0   |  Decipher Script             (INT)       No
      +   =  0  +?  +0   |  Diplomacy                   (CHA)       Yes
      +   =  0  +?  +0   |  Disable Device              (INT)       No
      +   =  0  +?  +0   |  Disguise                    (CHA)       Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)       Yes
      +   =  0  +?  +0   |  Forgery                     (INT)       Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)       Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)       No
      +   =  0  +?  +0   |  Heal                        (WIS)       Yes
      +   =  0  +?  +0!  |  Hide                        (DEX)       Yes
      +10 =  7  +3  +0   |  Intimidate                  (CHA)       Yes
      +   =  0  +?  +0!  |  Jump                        (STR)       Yes
      +10 =  7  +3  +0   |  *Knowledge:Arcana           (INT)       No
      +10 =  7  +3  +0   |  *Knowledge:History          (INT)       No
      +2  =  0  +?  +2   |  Listen                      (WIS)       Yes
      +   =  0  +?  +0!  |  Move Silently               (DEX)       Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)       No
      +   =  0  +?  +0   |  *Perform:                   (CHA)       Yes
      +   =  0  +?  +0   |  *Profession:                (WIS)       No
      +   =  0  +?  +0   |  Ride                        (DEX)       Yes
      +2  =  0  +?  +2   |  Search                      (INT)       Yes
      +   =  0  +?  +0   |  Sense Motive                (WIS)       Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)       No
      +10 =  7  +3  +0   |  Spellcraft                  (INT)       No
      +3  =  0  +?  +3   |  Spot                        (WIS)       Yes
      +   =  0  +?  +0   |  Survial                     (WIS)       Yes
      +   =  0  +?  +0!  |  Swim                        (STR)       Yes
      +   =  0  +?  +0!  |  Tumble                      (DEX)       No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)       No
      +   =  0  +?  +0   |  Use Rope                    (DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

________________________________________________________________________________
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME :Longbow
ATT  :+7
DMG  :1D8
CRIT :20/*3
RNG  :100 ft
WGHT :3 lb.
TYPE :Piercing
SIZE :Med
COST :75 gp

NAME :Longsword (MWK)
ATT  :+3
DMG  :1D8
CRIT :19-20/*2
RNG  :100 ft
WGHT :4 lb.
TYPE :Slashing
SIZE :Med
COST :15 gp

GRAPPLE BONUS: BAB +3 + STR -- + SIZE -- = +3

________________________________________________________________________________
PROTECTION

ARMOR                                   SHIELD
NAME : Mithral Shirt +1                 NAME :Shield Gauntlet
TYPE : Light                            TYPE :Light
AC BONUS : +5                           AC BONUS :+2
MAX DEX  : +6                           CHECK PENALTY :-2
CHECK PENALTY : 0                       SPELL FAILURE :35%
SPELL FAILURE : 10%                     WGHT :3 lbs
SPEED: 30 ft.                           PROPERTIES:
WGHT : 10 lb.                           COST:35 gp
PROPERTIES: +1 Enhancement
COST:1,100

________________________________________________________________________________
EQUIPMENT          Indicate in notes which item(s) are bonus regional equipment.
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                  #   Cost   Weight   Location   Notes
Underclothes                      (--)
Travellers Outfit                 (5lbs)
Backpack                          (2lbs)
Bedroll                           (1lb)
Blanket                           (1lb)
Mirror,Small steel                (1/2lb)
Waterskin                         (4lbs)
Vial, Black Ink                   (--)
Inkpen                            (--)
Candles(10)                       (--)
Case, Scroll/Map                  (1/2lb)
Parchment (5)                     (--)
Drow Brooch                       (--)
Spell component pouch    5 gp     (2lb)
Efficient Quiver      1800 gp     (2lb)    Back    See magic items. Currently
holding 60 arrows
Hand of the Mage       900 gp     (2lb)    Neck    See magic items
Potion Belt             60 gp     (1lb))   Waist   Draw potion as free action,
holds 10

Total weight carried: 30.5 Lbs
Light Load:33 lb. or less Medium Load:34-66 lb.      Heavy Load:67-100 lb.
Lift over head:           Lift off ground:           Push or Drag:
________________________________________________________________________________
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

 - Efficient Quiver: This appears to be a typical arrow container
capable of holding about twenty arrows. It has three distinct portions, each
with a nondimensional space allowing it to store far more than would normally
be possible. The first and smallest one can contain up to sixty objects of the
same general size and shape as an arrow. The second slightly longer compartment
holds up to eighteen objects of the same general size and shape as a javelin.
The third and longest portion of the case contains as many as six objects of
the same general size and shape as a bow (spears, staffs, or the like). Once
the owner has filled it, the quiver can produce any item she wishes, as if from
a regular quiver or scabbard. The efficient quiver weighs the same no matter
what’s placed inside it.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 1,800
gp;Weight 2 lb.

 - Hand of the Mage: This mummified elf hand hangs by a golden chain
around a character’s neck (taking up space as a magic necklace would). It
allows the wearer to utilize the spell mage hand at will.
Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand; Price 900
gp;Weight 2 lb.

 - Ring of Counterspells: This ring might seem to be a ring of spell
storing upon first examination. However, while it allows a single spell of 1st
through 6th level to be cast into it, that spell cannot be cast out of the ring
again. Instead, should that spell ever be cast upon the wearer, the spell is
immediately countered, as a counterspell action, requiring no action (or even
knowledge) on the wearer’s part. Once so used, the spell cast within the ring
is gone. A new spell (or the same one as before) may be placed in it again.

Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000
gp. (ROA B-Day Gift for 2006)

Potions:
- Cure light wounds (6 potions) 300 gp
- Sanctuary         (4 potions) 200 gp

________________________________________________________________________________
TREASURE               List where carried
PP:00                     Money Pouch
GP:23                     Money Pouch
SP:21                     Money Pouch
CP:21                     Money Pouch

MISC:
GEMS:

________________________________________________________________________________
SPELLS                                   If this is not a spell-casting PC feel
                                         free to cut this section out.  If this
                                         PC casts both arcane and devine spells,
                                         cut and paste tables as needed.

                Base     Ability  Misc.
Lvl    DC    Spell/Day    Bonus   Bonus     Spell Per Day      # Known
0      13       6      +    0   +  ?     =        6                All
1      14       4      +    1   +  ?     =        5                All

Misc. bonus is for such things are domain spells, specialist spells, etc.

Mark prepaired spells with a *

If a spell comes from any source other then the Player's Guide, note which book
it comes from using the following code:  FR = Forgotten Realms Campiagn Setting,
T&B = Tome and Blood, MF = Magic of Faerun, FP = Faiths and Pantheons, UD =
Underdark, etc.

0-Level Warmage Spells (Cantrips)
Acid Splash   : Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light         : Object shines like a torch.
Ray of Frost  : Ray deals 1d3 cold damage.

1st-Level Warmage Spells
Accuracy*           : Doubles weapon's range increment.
Burning Hands       : 1d4/level fire damage (max 5d4).
Chill Touch         : One touch/level deals 1d6 damage and possibly 1 Str
damage.
Fist of Stone*      : Gain +6 Str and natural slam attack.
Hail of Stone[M]*   : Rain of stone deals 1d4/level damage (max 5d4).
Kelgore's Fire Bolt : 1D6 fire damage/level (max 5D6) partially ignore SR.
Magic Missile       : 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage +
1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Sound Lesser*: Ranged touch attack deals 1d6 sonic damage + 1d6/two
levels beyond 1st (max 5d6).
Shocking Grasp      : Touch delivers 1d6/level electricity damage (max 5d6).
True Strike         : +20 on your next attack roll.


________________________________________________________________________________
HISTORY / BACKGROUND

I was born 130 years ago in the forests of Cormanthor. I began my training as a
Wizard with my Grandmother; perfecting spellcraft and following other scholarly
pursuits. My Grandmother taught me well but she was a demanding task master. I
lived in her home and could not see my parents and friends for years on end. I
learned well and I made her proud.

I returned home one day to discover that Drow had sacked my village. They had
killed everyone. The village was in ruins and littered with mutilated corpses
only two days dead. They left clues; bolts from their insidious Hand-bows, a
brooch bearing a house emblem, little things that told me their story. It was
difficult to find but I found it; the tracks of these demons who wore the skins
of Elves. That was how I set out on my fools’ quest to exact my revenge. I
returned to my Grandmother and gave her the bitter news. I begged her, pleaded
with her to teach me the spells I need to avenge our loved ones. She sadly
explained to me that it would take decades to learn what I needed to know. I
was furious, my blood boiled in my veins, I could not bear to think that these
demons still drew breath while I wasted precious time, for all I know they
could be out perpetuating vile deeds at that very moment.

“My Grandmother was sympathetic to plight and told me there was another way.
Warmages, she said drilled constantly with spells that are too high in level to
be cast by the student. This instills the knowledge of the spells in their sub
conscious, thus allowing them to draw on the spell when they have enough
experience to use it. They're training is rigorous and efficient as their
instructors teach them all they need to know in as little time as possible
before sending them into battle. But where a Wizard can unleash a wide variety
of magic, you will only manifest spells meant for destruction and war.”

So I left her and went to Thay to join a college there. It was more of a boot
camp than a college. They taught me arcane secrets few other casters knew, like
how cast spells while armored, as most Warriors were. One thing they did not
properly prepare me to do was melee fighting. In every conflict I had ever
encountered, other men did the fighting while I supported them with spells
designed to immolate my enemies and more. So lacking was my knowledge of
combat, that I developed a severe dislike for fighting. I cannot wield a dagger
or sword with any degree of skill. Instead I focused all my efforts on arcane
pursuits and tactics. My spells do more damage than most other arcane casters,
even some Warmage and I can move easily through the battle field to go where I
am needed most.

I left the college five years later and have begun my crusade. This was a feud
between me and the Drow Clan. It arose from the slaying of my family and it
will be perpetuated by my retaliatory acts of revenge. It is a blood feud; it
is my vendetta.

________________________________________________________________________________
MOTIVATIONS & GOALS

 - Destroy all Drow... that is all.

________________________________________________________________________________
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER

 - I would love for Hawk to encounter Drow.
 - It would be better if they were affiliated with the drow who decimated his
village.

_______________________________________________________________________________
PERSONALITY / QUIRKS / MANNERISMS

DMs can reference this section when your PC temporarily needs to be NPCed due
to sickness, vacations, acts of god.  This way the DM won't inadvertantly have
your PC do something he/she would not normally do.

 - Very charming elf who is over protective of others.
 - Prone to violence
 - Hates Drow more than the average Elf. Will go out of his way to make their
life miserable and has no problem murdering Drow in cold blood.
Zoul
GM, 189 posts
Thu 12 Nov 2009
at 02:51
  • msg #66

Nike Dryden - Arcane Mechanik 3

-------------------------------------------------------------------------------

LAST UPDATE:
Name            :Nike Dryden               Gender:Male        HD         :D6+1
Player (RPoL ID):Mykz                      Height:5'11"
Race            :Human (Thurian)           Weight:170 lbs     MAX HP     :16/16
Class           :Arcane Mechanik           Age   :23
Level           :3                         Hair  :Black       SUBDUAL DMG: 00
Align           :LN                        Eyes  :Blue
Deity           :Cyriss                    Hand  :Right       XP         :5200
Size            :Med                       Speed :30 ft       NEXT LVL   :


ABILITY Base Racial Ability Magic Final Bonus Bonus Item Ability STR : 12 -- -- -- 12/+1 DEX : 16 -- -- -- 16/+3 CON : 12 -- -- -- 12/+1 INT : 18 +2 +1 -- 21/+5 WIS : 12 -- -- -- 12/+1 CHA : 08 -- -- -- 08/-1
COMBAT STATISTIC BASE ATTACK BONUS AC Total : 18 MELEE RANGED AC when Flat-Footed: 15 Total: +1 Total: +5 AC vs Touch Attack : 13 Base : +2 Base : +2 Base : 10 STR : +1 DEX : +3 Armor : +5 () Misc : -2 Misc : -- Shield : -- () Dexterity : +3 Size : -- () Deflection : -- () INITIATIVE ACTION POINTS Magical Armor bonus: -- () Total: +2 Total: 01 DEX : +2 Base : 01 Misc : -- Misc : --
SAVING THROWS Total Base Ability Misc Magic Fort : +2 = 1 + 1 + 0 + 0 Refl : +3 = 1 + 2 + 0 + 0 Will : +4 = 3 + 1 + 0 + 0
RACIAL BONUSES/TRAITS
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of
 their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their
 size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional
 rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence
 scores can choose any languages they want (except secret languages, such as
Druidic)



TRAITS/FLAWS From Unearthed Arcana -- Optional T)Absent Minded: Benefit You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained). Drawback You take a -1 penalty on Spot checks and Listen checks. F)Noncombatant: You take a -2 penalty on all melee attack rolls. F)Vulnerable: You take a -1 penalty to Armor Class.
FEATS F)Scribe Scroll F)Extraordinary Artisan B)Exotic Weapon Proficiency (Small Arms) 1)Exceptional Artisan 3)Craft Cerebral Matrix
CLASS ABILITIES 1)Etch Rune Plate, Fabrication (10%) 2)Charge Accumulator 3)Craft Wondrous Item, Mechanika Familiarity
PRESTIGE CLASS ABILITIES
LANGUAGES Caspian Cygnoran Khadoran Khurzic Llaelese Ordic Ordic (written)
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them. Skill Point Total = [(6+5+1)*4=48] + [6+6] + [6+6] Class Skill Final Related Mod = Rnk Abl Msc | Skills: Ability Untrained? +10 = 5 +5 + | Appraise (INT) Yes -1 = +1 -1 | !Climb (STR) Yes +7 = 6 +1 + | Concentration (CON) Yes +10 = 5 +5 + | *Craft:Alchemy (INT) Yes +10 = 5 +5 + | *Craft:Clockwork (INT) Yes +12 = 5 +5 +2 | *Craft:Gunsmithing (INT) Yes +10 = 5 +5 + | *Craft:Mechanika (INT) Yes +10 = 5 +5 + | *Craft:Steamengine (INT) Yes +12 = 5 +5 +2 | *Craft:Small Arms (INT) Yes +6 = 5 +1 + | 'Jack Handling (WIS) Yes -1 = +1 -2 | !Jump (STR) Yes +11 = 5 +5 +1 | *Knowledge:Arcana (INT) No +11 = 5 +5 +1 | *Knowledge:Mechanika (INT) No +11 = 5 +5 +1 | *Knowledge:Tactics (INT) No +3 = +3 + | !Move Silently (DEX) Yes +7 = 6 +1 + | *Profession:Mechanik (WIS) No +10 = 5 +5 + | Spellcraft (INT) No ! = Armor Check Penalty applies * = Requires specialization
WEAPON NAME :Pistol, Military NAME :Rifle, Pinlock NAME :Bayonet ATT :+5 ATT :+5 ATT :+1 DMG :2D6 DMG :2d4 DMG :1D6 CRIT :19-20/*3 CRIT :*2 CRIT :*3 RNG :80ft RNG :140ft RNG :-- WGHT :5lb WGHT :12lb WGHT :2lb SIZE :Med SIZE :Med SIZE :Med TYPE :Piercing TYPE :Piercing TYPE : Piercing COST :300gp COST :500gp COST :8gp
ARMOR SHIELD NAME :Chain shirt NAME :Greatcoat, reinforced TYPE :Light TYPE :Extras AC BONUS :+4 AC BONUS :+1 MAX DEX :+4 CHECK PENALTY :0 CHECK PENALTY :-2 SPELL FAILURE :- SPELL FAILULE :20% WGHT :7lb SPEED :30 ft PROPERTIES :(DR3/Bludgeoning or Slashing) WGHT :25lb COST :35 PROPERTIES : COST :1000 gp
SPELLS Base Ability Lvl DC Spell/Day Bonus Spell Per Day Known 0 15 4 + = 4 8 1 15 2 + 2 = 4 7 2 17 0 + 1 = 1 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Daze: Humanoid creature of 4 HD or less loses next action. - Detect Magic: Detects spells and magic items within 60 ft. - Light: Object shines like a torch. - Mage Hand: 5-pound telekinesis. - Mending: Makes minor repairs on an object. - Message: Whispered conversation at distance. - Prestidigitation: Performs minor tricks. - Read Magic: Read scrolls and spellbooks. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. - Feather Fall: Objects or creatures fall slowly. - Shield: Invisible disc gives +4 to AC, blocks magic missiles. - Mage Armor: Gives subject +4 armor bonus. - Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). - Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). - Unseen Servant: Invisible force obeys your commands. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Detect Thoughts: Allows “listening” to surface thoughts.
MONEY PP : GP :2700-300-500-8 SP : CP : GEMS:
EQUIPMENT - Backpack (empty) 2 gp 2 lb.1 - Bedroll 1 sp 5 lb.1 - Blanket, winter 5 sp 3 lb.1 - Bandoleer, Ammunition 5CP/1lb - Boots, Mechaniks' 3GP/2lb - Field Glass 20gp/1lb - Flintstriker 6gp - Goggles 4gp/1lb - Gunner's Kit 100gp/15lb - Holster 4gp/.5lb - Mechanik's wrench 20gp/5lb - Pouch, ammunition 2gp/.5lb - Rope, silk (50 ft.) 10 gp 5 lb. - Spell component pouch 5 gp 2 lb - Spyglass. collapsing 35gp/1lb
MAGIC/MECHANIK ITEMS
ANIMAL COMPANION/FAMILIAR Name: AC: Hit Points: Abilities Granted: Attack(s): Damage: Other information:




APPEARANCE
He is 5'11" tall and weighs 167 lbs



HISTORY / BACKGROUND
Nike Dryden's early life was modest, humble and utterly unremarkable. His story begins when he became the apprentice of a Sir Alexie Rovissi. Sir Rovissi took note of young Nike when the boy began questioning him about his prosthetic arm. Unlike other boys his age, he did not seem interested in how he lost his arm but asked intelligent questions about the things operation and design. He quickly noted that the boy had a quick wit and a sharp mind; he seemed to grasp complex concepts after hearing them explained once, often interrupting with questions that quickly cleared up any point he did not immediately understand. The boy had expressed an interest in learning how to create such items as his father had lost a leg and he wanted to make something similar to Sir Rovissi's Mechanikal Arm so that his father wouldn't have to hobble around all day on a peg leg.

On a whim, Sir Rovissi spoke to the Inkeeper about the conversation he had with his son. Innkeeper Dryden was beaming with pride at the praises being showered on his boy for he knew his son was special, a genius and as such, was destined for a great things. If he only knew.

Nearly two decades later, Nike was a well respected Arcane Mechanik residing in Corvis. Sir Rovissi had retired to his estates years before but they still kept in touch, often exchanging letters and making the occasional visit. They often discussed ideas, designs and concepts for Meechanikal devices, each depending on the others advice to make improvements and modifications on their individual projects.

He recently returned from active duty in the military. He was joined up for intellectual reasons. Their were things he could learn during military service that he could not learn otherwise. Not to mention the multitudinous benefits serving his country would provide. Among other things; learned a lot about the use, maintenance and manufacturing of firearms, Steamsjacks and other Mechanikal devices. He also studied Alchemy and learned how to create a host of Acids,  Antitoxins, Curatives and general alchemical recipes. His time in the military was well worth the sacrifices he made and he is ultimately better off for it.

He is his own man for the time being and is currently looking for work, although he makes do repairing clockwork and mechanikal devices for small change. Corvis is rife with opportunity and its only  a matter of time for a windfall to land in a the lap of a  man as smart as him.



MOTIVATIONS & GOALS

Knowledge: Nike is obsessed with concept Knowledge is power. Power is mechanikal might and gold. He will do anything to acquire knowledge.



PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
 - Nike would like to invent a new and innovative power source that is smaller than an Accumulator, yet it will be capable of holding more power.



PERSONALITY / QUIRKS / MANNERISMS
- Nike is well educated and likes to show it off. He uses big words because he can, and often looks down on those who are less educated... which is just about everybody.

- Nike likes to think things through and is often preoccupied with his own thoughts. In any given situation, he formulates a plan of plan before taking action; whether it be designing a schematic for a meckanikal device or formulating a strategy to ensure victory in battle.

- Nike never gives up. Even in a hopeless situation, he will always try to find a way out. He believes that if you are a smart enough, you can do anything. As a result he is driven to see things through to completion (he takes 20 as often as possible) as he is determined to keep trying until he succeeds. This trait also manifests itself in his quest for knowledge, he will never stop trying to learn new things and is committed to learning something new everyday no matter how trivial it may be.

- Nike likes to think things through and is often preoccupied with his own thoughts. In any given situation, he formulates a plan of plan of action before doing anything; whether it be the designing a schematic for a meckanikal device or formulating a strategy to ensure victory in battle.

- Nike never gives up. Even in a hopeless situation, he will try always try to find a way out. He believes that if you are a smart enough, you can do anything. As a result he is driven to see things through to completion (he takes 20 as often as possible) as he is determined to keep trying until he succeeds. This trait also manifests itself in his quest for knowledge, he will never stop trying to learn new things and is committed to learning something new everyday no matter how trivial it may be.
This message was last edited by the GM at 16:52, Sat 14 Nov 2009.
Zoul
GM, 191 posts
Tue 8 Dec 2009
at 21:14
  • msg #67

Re: Nike Dryden - Arcane Mechanik 3

LAST UPDATE:
Name            :Cereskip "Skip" D'Orien   Gender:Male        HD         :11D8+22
Race            :Human                     Height:6'
Class           :Rogue/Cleric              Weight:180 lbs     MAX HP     :92/92
Prestige Class:Drgmrk. Heir/Blade of Orien Age   :28
Level           :11 (Gestalt)              Hair  :Black       SUBDUAL DMG:00
Align           :CN                        Eyes  :Brown
Deity           :Olladra	           Hand  :Right       XP         :
Size            :Med                       Speed :30 ft       NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  10      --      +2      --      12/+1
DEX  :  16      --      --      --      16/+0
CON  :  12      --      --      --      12/+0
INT  :  18      --      --      --      18/+0
WIS  :  18      --      --      --      18/+0
CHA  :  12      --      --      --      12/+0
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : --                MELEE            RANGED
AC when Flat-Footed: --                Total:  14        Total:  16
AC vs Touch Attack : --                Base :  +13       Base :  +13
Base               : 10                DEX  :  +3        DEX  :  +3
Armor              : -- ()             Misc :  -2        Misc :  --
Shield             : -- ()
Dexterity          : --
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: +2 ()              Total:  --      Total: --
                                        DEX  :  +3      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +0  =  11 +    2   +  0  +  0
Refl  : +0  =  7  +    3   +  0  +  0
Will  : +0  =  10 +    4   +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
Medium: As Medium creatures, humans have no special bonuses or penalties due to

their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such

as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience

point penalty, his or her highest-level class does not count.
House Status – you receive your Class level ass a bonus
on all Charisma-related check when dealing with
member of House Orien.


FLAWS
 - Murky-Eyed
Your vision is obscured.
Effect
In combat, every time you attack an opponent that has concealment, roll your miss

chance twice. If either or both results indicate that you miss, your attack fails.

 - Noncombatant
You are relatively inept at melee combat.
Effect
You take a -2 penalty on all melee attack rolls.

_______________________________________________________________________________
FEATS
F)Weapon Finesse
F)Weapon Focus (Light Crossbow)
B)Least Dragonmark (Dimension Leap)
1)Orien Battle Stride
1)Favored in House
3)Quicken Dragonmark
6)Leadership
9)Crossbow Sniper
12)

_______________________________________________________________________________
CLASS ABILITIES
1)Turn or rebuke undead
2)-
3)-
4)-

_______________________________________________________________________________
CLASS ABILITIES: Rogue
1)Sneak attack +1d6, trapfinding
2)Evasion
3)Sneak attack +2d6, trap sense +1
4)Uncanny dodge
5)Sneak attack +3d6

_______________________________________________________________________________
PRESTIGE CLASS ABILITIES: Dranmarked Heir
1)Lesser Dragonmark (Dimension Door), House Status

_______________________________________________________________________________
PRESTIGE CLASS ABILITIES: Blade of Orien
1)Heir's mark, Improved Dimension leap
2)Swift Leap
3)Korran's Strenght
4)Orien's Grasp
5)Olladra's Twist
6)Dimension Push
7)Orien's Wrath
8)Shadow Shift
9)Orien's Cloak
10)Orien's Fury
_______________________________________________________________________________
LANGUAGES
Common,
Draconic, Dwarven, Elven, Goblin

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks

in them.

Skill Point Total =(8+4+1)*4

Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +   =  0  +3  +0   |  !Balance                   (DEX)      Yes
      +   =  0  +1  +0   |  !Climb                     (STR)      Yes
      +   =  0  +1  +0   |  Concentration              (CON)      Yes
      +   =  0  +4  +0   |  Decipher Script            (INT)      No
      +   =  0  +1  +0   |  Diplomacy                  (CHA)      Yes
      +   =  0  +4  +0   |  Disable Device             (INT)      No
      +   =  0  +1  +0   |  Gather Information         (CHA)      Yes
      +   =  0  +3  +0   |  !Hide                      (DEX)      Yes
      +   =  0  +1  +0   |  !Jump                      (STR)      Yes
      +   =  0  +4  +0   |  *Knowledge:Religion        (INT)      No
      +   =  0  +4  +0   |  *Knowledge:History         (INT)      No
      +   =  0  +4  +0   |  Listen                     (WIS)      Yes
      +   =  0  +3  +0   |  !Move Silently             (DEX)      Yes
      +   =  0  +3  +0   |  Open Lock                  (DEX)      No
      +   =  0  +4  +0   |  Search                     (INT)      Yes
      +   =  0  +4  +0   |  Spellcraft                 (INT)      No
      +   =  0  +4  +0   |  Spot                       (WIS)      Yes
      +   =  0  +4  +0   |  Survial                    (WIS)      Yes
      +   =  0  +3  +0   |  !Tumble                    (DEX)      No


! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :+1 Keen Rapier      NAME :+1 Returning Dagger  NAME :+1 Human Bane L.Crossbow
ATT  :                    ATT  :                     ATT  :+14
DMG  :1D6                 DMG  :1D4                  DMG  :1D8
CRIT :18-20/*2            CRIT :19-20*2              CRIT :19-20*2
RNG  :--                  RNG  :10 ft                RNG  :80 ft
WGHT :2 lb.               WGHT : 1 lb.               WGHT :4 lb.
SIZE :Med                 SIZE :MEd                  SIZE :Med
TYPE :Piecing             TYPE :Piercing or Slashing TYPE :Piercing
COST :8370gp               COST :8352gp               COST :8400 gp
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :Chain Shirt (Mithral)+2 NAME          :
TYPE          :Light                   TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :+6                      CHECK PENALTY :
CHECK PENALTY :--                      SPELL FAILURE :
SPELL FAILULE :10%                     WGHT          :
SPEED         :30 ft                   PROPERTIES    :
WGHT          :10 lb.                  COST          :
PROPERTIES    :Shadow, Silent Moves
COST          :12600 gp
_______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus   Spell Per Day
0      14       6     +         =        5
1      15      4+1    +    1    =       5+1
2      16      4+1    +    1    =       5+1
3      17      3+1    +    1    =       4+1
4      18      3+1    +    1    =       4+1
5      19      2+1    +    0    =       2+1

Domain:Healing
Granted Power: You cast healing spells at +1 caster level
Lvl 1:Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Lvl 2:Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Lvl 3:Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Lvl 4:Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Lvl 5:Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many

creatures.

Domain:Luck
Granted Power:You gain the power of good fortune, which is usable once per day. This

extraordinary ability allows you to reroll one roll that you have just made before

the game master declares whether the roll results in success or failure. You must

take the result of the reroll, even if it’s worse than the original roll.
Lvl 1:Entropic Shield: Ranged attacks against you have 20% miss chance.
Lvl 2:Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
Lvl 3:Protection from Energy: Absorb 12 points/level of damage from one kind of

energy.
Lvl 4:Freedom of Movement: Subject moves normally despite impediments.
Lvl 5:Break Enchantment: Frees subjects from enchantments, alterations, curses, and

petrification.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Create Water        : Creates 2 gallons/level of pure water.
Cure Minor Wounds   : Cures 1 point of damage.
Detect Magic        : Detects spells and magic items within 60 ft.
Detect Poison       : Detects poison in one creature or object.
Guidance            : +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light               : Object shines like a torch.
Mending             : Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic          : Read scrolls and spellbooks.
Resistance          : Subject gains +1 on saving throws.
Virtue              : Subject gains 1 temporary hp.

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Bane                      : Enemies take -1 on attack rolls and saves against fear.
Bless                     : Allies gain +1 on attack rolls and saves against fear.
Bless Water (M)           : Makes holy water.
Cause Fear                : One creature of 5 HD or less flees for 1d4 rounds.
Command                   : One subject obeys selected command for 1 round.
Comprehend Languages      : You understand all spoken and written languages.
Cure Light Wounds         : Cures 1d8 damage +1/level (max +5).
Curse Water(M)            : Makes unholy water.
Deathwatch                : Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected

alignment.
Detect Undead             : Reveals undead within 60 ft.
Divine Favor              : You gain +1 per three levels on attack and damage rolls.
Doom                      : One subject takes -2 on attack rolls, saves, and checks.
Endure Elements           : Exist comfortably in hot or cold environments.
Entropic Shield           : Ranged attacks against you have 20% miss chance.
Hide from Undead          : Undead can’t perceive one subject/level.
Inflict Light Wounds      : Touch deals 1d8 damage +1/level (max +5).
Magic Stone               : Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon              : Weapon gains +1 bonus.
Obscuring Mist            : Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge

out elementals and outsiders.
Remove Fear               : Suppresses fear or gives +4 on saves against fear for

one subject + one per four levels.
Sanctuary                 : Opponents can’t attack you, and you can’t attack.
Shield of Faith           : Aura grants +2 or higher deflection bonus.
Summon Monster I          : Calls extraplanar creature to fight for you.


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Aid                : +1 on attack rolls and saves against fear, 1d8 temporary hp

+1/level (max +10).
Align Weapon       : Weapon becomes good, evil, lawful, or chaotic.
Augury (M)(F)      : Learns whether an action will be good or bad.
Bear’s Endurance   : Subject gains +4 to Con for 1 min./level.
Bull’s Strength    : Subject gains +4 to Str for 1 min./level.
Calm Emotions      : Calms creatures, negating emotion effects.
Consecrate (M)     : Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness           : 20-ft. radius of supernatural shadow.
Death Knell        : Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and

+1 level.
Delay Poison       : Stops poison from harming subject for 1 hour/level.
Desecrate (M)      : Fills area with negative energy, making undead stronger.
Eagle’s Splendor   : Subject gains +4 to Cha for 1 min./level.
Enthrall           : Captivates all within 100 ft. + 10 ft./level.
Find Traps         : Notice traps as a rogue does.
Gentle Repose      : Preserves one corpse.
Hold Person        : Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole         : Repairs an object.
Owl’s Wisdom       : Subject gains +4 to Wis for 1 min./level.
Remove Paralysis   : Frees one or more creatures from paralysis or slow effect.
Resist Energy      : Ignores 10 (or more) points of damage/attack from specified

energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter            : Sonic vibration damages objects or crystalline creatures.
Shield Other (F)   : You take half of subject’s damage.
Silence            : Negates sound in 20-ft. radius.
Sound Burst        : Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon   : Magic weapon attacks on its own.
Status             : Monitors condition, position of allies.
Summon Monster II  : Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth      : Subjects within range cannot lie.

_____________________           ______________________
                     Spell Lvl 3
Animate Dead (M)         : Creates undead skeletons and zombies.
Bestow Curse             : -6 to an ability score; -4 on attack rolls, saves, and

checks; or 50% chance of losing each action.
Blindness/Deafness       : Makes subject blinded or deafened.
Contagion                : Infects subject with chosen disease.
Continual Flame (M)      : Makes a permanent, heatless torch.
Create Food and Water    : Feeds three humans (or one horse)/level.
Cure Serious Wounds      : Cures 3d8 damage +1/level (max +15).
Daylight                 : 60-ft. radius of bright light.
Deeper Darkness          : Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic             : Cancels spells and magical effects.
Glyph of Warding (M)     : Inscription harms those who pass it.
Helping Hand             : Ghostly hand leads subject to you.
Inflict Serious Wounds   : Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge       : Dispels invisibility within 5 ft./level.
Locate Object            : Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius

and 10 min./level.
Magic Vestment           : Armor or shield gains +1 enhancement per four levels.
Meld into Stone          : You and your gear merge with stone.
Obscure Object           : Masks object against scrying.
Prayer                   : Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy   : Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse             : Frees object or person from curse.
Remove Disease           : Cures all diseases affecting subject.
Searing Light            : Ray deals 1d8/two levels damage, more against undead.
Speak with Dead          : Corpse answers one question/two levels.
Stone Shape              : Sculpts stone into any shape.
Summon Monster III       : Calls extraplanar creature to fight for you.
Water Breathing          : Subjects can breathe underwater.
Water Walk               : Subject treads on water as if solid.
Wind Wall                : Deflects arrows, smaller creatures, and gases.

_____________________           _______________________
                     Spell Lvl 4
Air Walk                : Subject treads on air as if solid (climb at 45-degree

angle).
Control Water           : Raises or lowers bodies of water.
Cure Critical Wounds    : Cures 4d8 damage +1/level (max +20).
Death Ward              : Grants immunity to death spells and negative energy

effects.
Dimensional Anchor      : Bars extradimensional movement.
Discern Lies            : Reveals deliberate falsehoods.
Dismissal               : Forces a creature to return to native plane.
Divination (M)          : Provides useful advice for specific proposed actions.
Divine Power            : You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement     : Subject moves normally despite impediments.
Giant Vermin            : Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds : Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater   : +1 bonus/four levels (max +5).
Neutralize Poison       : Immunizes subject against poison, detoxifies venom in or

on subject.
Planar Ally, Lesser X   : Exchange services with a 6 HD extraplanar creature.
Poison                  : Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin            : Insects, spiders, and other vermin stay 10 ft. away.
Restoration (M)         : Restores level and ability score drains.
Sending                 : Delivers short message anywhere, instantly.
Spell Immunity          : Subject is immune to one spell per four levels.
Summon Monster IV       : Calls extraplanar creature to fight for you.
Tongues                 : Speak any language.

_____________________           ________________________
                     Spell Lvl 5
Atonement (F)(X)          : Removes burden of misdeeds from subject.
Break Enchantment         : Frees subjects from enchantments, alterations, curses,

and petrification.
Command, Greater          : As command, but affects one subject/level.
Commune(X)                : Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass   : Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon         : Melee weapon destroys undead.
Flame Strike              : Smite foes with divine fire (1d6/level damage).
Hallow (M)                : Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague             : Locust swarms attack creatures.
Mark of Justice           : Designates action that will trigger curse on subject.
Plane Shift (F)           : As many as eight subjects travel to another plane.
Raise Dead (M)            : Restores life to subject who died as long as one

day/level ago.
Righteous Might           : Your size increases, and you gain combat bonuses.
Scrying (F)               : Spies on subject from a distance.
Slay Living               : Touch attack kills subject.
Spell Resistance          : Subject gains SR 12 + level.
Summon Monster V          : Calls extraplanar creature to fight for you.
Symbol of Pain (M)        : Triggered rune wracks nearby creatures with pain.
Symbol of Sleep(M)        : Triggered rune puts nearby creatures into catatonic

slumber.
True Seeing (M)           : Lets you see all things as they really are.
Unhallow (M)              : Designates location as unholy.
Wall of Stone             : Creates a stone wall that can be shaped.
_____________________           ________________________
                     Spell Lvl 6

Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level

spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
_____________________           ________________________
                     Spell Lvl 7
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

_______________________________________________________________________________
LEVEL PROGRESSION
1)Rogue/Cleric
2)Rogue/Cleric
3)Rogue/Cleric
4)Rogue/Cleric
5)Rogue/Dragonmarked Heir
6)Cleric/Blade of Orien
7)Cleric/Blade of Orien
8)Cleric/Blade of Orien
9)Cleric/Blade of Orien
10)Cleric/Blade of Orien
11)Cleric/Blade of Orien
12)Rogue/Blade of Orien
13)Cleric/Blade of Orien
14)Cleric/Blade of Orien
15)Cleric/Blade of Orien



___________________________________________________________
MONEY
PP  :
GP  :88,000 -69382
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT
 - Small Siberys Shard Attuned the Mark of Passage worth 50gp,

_______________________________________________________________________________
MAGIC ITEMS

 - Boots of Striding and Springing
These boots increase the wearer’s base land speed by 10 feet. In addition to this

striding ability (considered an enhancement bonus), these boots allow the wearer to

make great leaps. She can jump with a +5 competence bonus on Jump checks.
Faint transmutation; CL 3rd; Craft Wondrous Item, longstrider, creator must have 5

ranks in the Jump skill; Price 5,500 gp; Weight 1 lb.

 - Amulet of Natural Armor
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body

and flesh, giving him an enhancement bonus to his natural armor bonus of +2.
Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level

must be at least three times the amulet’s bonus; 8,000 gp (+2)

 - Broom of Flying
This broom is able to fly through the air as if affected by an overland flight spell

(average maneuverability) for up to 9 hours per day (split up as its owner desires).

The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at

a speed at 30 feet. In addition, the broom can travel alone to any destination named

by the owner as long as she has a good idea of the location and layout of that

destination. It comes to its owner from as far away as 300 yards when she speaks the

command word. The broom of flying has a speed of 40 feet when it has no rider.
Moderate transmutation; CL 9th; Craft Wondrous Item, overland flight, permanency;

Price 17,000 gp; Weight 3 lb

 - Bag of Holding
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of

holding opens into a nondimensional space: Its inside is larger than its outside

dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This

weight, and the limits in weight and volume of the bag’s contents, depend on the

bag’s type, as shown on the table below.

Bag                  :Type IV
Bag Weight           :60 lb.
Contents Weight Limit:1,500 lb.
Contents Volume Limit:250 cu. ft.
Market Price         : 10,000 gp

If the bag is overloaded, or if sharp objects pierce it (from inside or outside),

the bag ruptures and is ruined. All contents are lost forever. If a bag of holding

is turned inside out, its contents spill out, unharmed, but the bag must be put

right before it can be used again. If living creatures are placed within the bag,

they can survive for up to 10 minutes, after which time they suffocate. Retrieving a

specific item from a bag of holding is a move action—unless the bag contains more

than an ordinary backpack would hold, in which case retrieving a specific item is a

full-round action.

If a bag of holding is placed within a portable hole a rift to the Astral Plane is

torn in the space: Bag and hole alike are sucked into the void and forever lost. If

a portable hole is placed within a bag of holding, it opens a gate to the Astral

Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there,

destroying the portable hole and bag of holding in the process.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest.

 - (Ring) Sustenance
This ring continually provides its wearer with life-sustaining nourishment. The ring

also refreshes the body and mind, so that its wearer needs only sleep 2 hours per

day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week

before it begins to work. If it is removed, the owner must wear it for another week

to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.

 - Glove of Storing
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.
Faint transmutation; CL 6th; Craft Wondrous Item, shrink item; Price 10,000 gp (one glove).


_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND



_______________________________________________________________________________
MOTIVATION & GOALS
This message was last edited by the GM at 16:28, Thu 10 Dec 2009.
Zoul
GM, 200 posts
Wed 20 Jan 2010
at 03:06
  • msg #68

Nike Dryden - Arcane Mechanik 2

Name  :Nike Dryden           Race  :                    Height:
Player:                      Gender:                    Weight:
Align :                      Age   :                    Eyes  :
Deity :                      Size  : Medium             Hair  :
Patron:                      Speed : 30                 Skin  :
                                                        Handedness:
--------------------------------------------------------------------------------
CLASS                                               EXPERIENCE
1st Class:Arcane MEchanik    Levels    :2           Current EXP :1001
2nd Class:                   Levels    :            Next Lvl EXP:1999
3rd Class:                   Levels    :
4th Class:                   Levels    :
                             Char Level:            Leadership Score:
Action Points:               ECL       :            Commander Rating:
--------------------------------------------------------------------------------
ABILITIES
                                              Final
                Racial  Level  Magic  Misc   Ability / Modifier
     Base (pts) Bonus   Bonus  Item   Bonus   Score
STR : 10  (02)    --      --     --     --      10   / +0
DEX : 10  (02)    --      --     --     --      10   / +0
CON : 10  (02)    --      --     --     --      10   / +0
INT : 10  (02)    --      --     --     --      10   / +0
WIS : 10  (02)    --      --     --     --      10   / +0
CHA : 10  (02)    --      --     --     --      10   / +0

Conditional Modifiers: None

--------------------------------------------------------------------------------
HIT POINTS                              INITIATIVE
        Maximun  Current  Subdual               Total   Dex   Misc
HP    :   6                             Init  :       =     +

Conditional Modifiers: None
--------------------------------------------------------------------------------
DAMAGE RESISTANCE                       SPELL RESISTANCE

--------------------------------------------------------------------------------
ARMOR CLASS
             Total         Armor   Shield   Dex   Size   Natural   Defl   Misc
Standard AC:       =  10 +       +        +     +      +         +      +

             Total         Armor   Shield   Size   Natural   Defl   Misc
Flat-Footed:       =  10 +       +        +      +         +      +

             Total         Dex   Size   Defl   Misc
Touch      :       =  10 +     +      +      +

Conditional Modifiers: None

--------------------------------------------------------------------------------
BASE ATTACK BONUS
        Total   Base   Str   Size   Misc   Conditional Modifiers
Melee  :      =      +     +      +

        Total   Base   Dex   Size   Misc   Conditional Modifiers
Ranged :      =      +     +      +

        Total   Base   STR   Size   Misc   Conditional Modifiers
Grapple:      =      +     +      +

--------------------------------------------------------------------------------
SAVING THROWS
           Key                    Ability
         Ability   Bonus     Base   Mod   Magic   Misc
Fort  :    Con             =      +     +       +
Ref   :    Dex             =      +     +       +
Will  :    Wis             =      +     +       +

Conditional Modifiers: None

--------------------------------------------------------------------------------
RACIAL TRAITS


--------------------------------------------------------------------------------
CLASS ABILITIES                                                    Level Gained


--------------------------------------------------------------------------------
FEATS                                                              Level Gained


--------------------------------------------------------------------------------
LANGUAGES


--------------------------------------------------------------------------------
SKILLS                    Max Ranks (3 + Level):     CC Max Ranks (ECL/2):

                           Key    Skill Ability                    Misc
CLASS? TRAINED               Ability   Mod    Mod     Ranks    Synergy  Mod
X      Decipher Script         Int         =  +0        0       +0      +0
X      Disable Device          Int         =  +0        0       +0      +0
X      Handle Animal           Cha         =  +0        0       +0      +0
X      'Jack Handling          Wis         =  +0        0       +0      +0
       Knowledge:              Int         =  +0        0       +0      +0
       Knowledge:              Int         =  +0        0       +0      +0
X      Knowledge:              Int         =  +0        0       +0      +0
X      Knowledge:              Int         =  +0        0       +0      +0
X      Open Lock               Dex         =  +0        0       +0      +0
X      Profession:             Wis         =  +0        0       +0      +0
X      Sleight of Hand         Dex         =  +0        0       +0      +0
X      Speak Language                                   0
       Spellcraft              Int         =  +0        0       +0      +0
X      Tumble                  Dex*        =  +0        0       +0      +0
X      Use Magic Device        Cha         =  +0        0       +0      +0


                           Key    Skill Ability                    Misc
CLASS? UNTRAINED             Ability   Mod    Mod     Ranks    Synergy  Mod
X      Appraise                Int         =  +0        0       +0      +0
X      Balance                 Dex*        =  +0        0       +0      +0
       Bluff                   Cha         =  +0        0       +0      +0
       Climb                   Str*        =  +0        0       +0      +0
       Concentration           Con         =  +0        0       +0      +0
       Craft: Small Arms       Int         =  +0        0       +0      +0
       Craft: Alchemy          Int         =  +0        0       +0      +0
       Craft: Gunsmithing      Int         =  +0        0       +0      +0
X      Diplomacy               Cha         =  +0        0       +0      +0
X      Disguise                Cha         =  +0        0       +0      +0
X      Escape Artist           Dex*        =  +0        0       +0      +0
X      Forgery                 Int         =  +0        0       +0      +0
X      Gather Information      Cha         =  +0        0       +0      +0
X      Heal                    Wis         =  +0        0       +0      +0
X      Hide                    Dex*        =  +0        0       +0      +0
       Intimidate              Cha         =  +0        0       +0      +0
       Jump                    Str*        =  +0        0       +0      +0
       Listen                  Wis         =  +0        0       +0      +0
X      Move Silently           Dex*        =  +0        0       +0      +0
X      Perform                 Cha         =  +0        0       +0      +0
X      Ride                    Dex         =  +0        0       +0      +0
X      Search                  Int         =  +0        0       +0      +0
X      Sense Motive            Wis         =  +0        0       +0      +0
       Spot                    Wis         =  +0        0       +0      +0
X      Survival                Wis         =  +0        0       +0      +0
       Swim                    Str**       =  +0        0       +0      +0
X      Use Rope                Dex         =  +0        0       +0      +0

X - Cross Class            * - Armor Check Penalty (** = x2)
--------------------------------------------------------------------------------
WEAPONS
WEAPON          TAB   DAM   CRIT     RNG   WGHT  SIZE  TYPE  COST  NOTES
Cutlass        12/7  1D8+1 19-20/X2   -     4    Med   S     -     MW





                          TOTAL COST:        GP   TOTAL WEIGHT:   15.5 LB
--------------------------------------------------------------------------------
ARMOR
                   ARMOR   CHECK   MAX  SPELL
ARMOR       TYPE   BONUS  PENALTY  DEX  FAIL%  SPEED  WGHT  COST  NOTES
Chain Shirt Light   +4      -1     +4   20%    Full   25          MW
Greatcoat   --      +1      --     --   --     Full   5


                          TOTAL COST:        GP   TOTAL WEIGHT:     30 LB
--------------------------------------------------------------------------------
PROTECTIVE ITEMS
ITEM        TYPE   BONUS   WGHT  COST  NOTES

                          TOTAL COST:        GP   TOTAL WEIGHT:        LB
--------------------------------------------------------------------------------
MAGIC ITEMS WORN
LOCATION                        ITEM                  COST   WGHT  NOTES
HEAD (Headband/Hat/Hemlet)     :
EYES (Lenses/Goggles)          :
NECK (Amulet/Brooch/Periapt)   :
SHOULDERS (Cloak/Cape/Mantle)  :
WAIST (Belt/Girdle)            :
HANDS (Gloves/Gauntlets)       :
ARMS/WRISTS (Bracers/Bracelets):
BODY (Robe/Suit of Armor)      :
TORSO (Vest/Vestment/Shirt)    :
FEET (Boots/Shoes/Slippers)    :
RING #1                        :
RING #2                        :

OTHER ITEMS:

                          TOTAL COST:        GP   TOTAL WEIGHT:        LB
--------------------------------------------------------------------------------
GEAR                                    LOCATION   COST    WGHT   NOTES
Explorer's Outfit                         Worn      --      --
Holsters (2)                              Worn      --     .5(1)
Bandolier                                 Worn      --       1
Ammo Pouches (3)                          Worn      --      1(3)
Belt Pouch                                Worn              .5
Goggles                                   Worn               1
Pocket Watch                              Worn               1
Collapsing Spyglass                       Worn               1



                          TOTAL COST:        GP   TOTAL WEIGHT:    8.5 LB
                                                 COMBAT WEIGHT:    8.5 LB
--------------------------------------------------------------------------------
COINS
CYGNARAN COINS     CURRENCY ON PERSON        CURRENCY IN BACKPACK:
Farthing     (1cp):                         :
Halfshield   (5cp):                         :
Shield       (1sp):                         :
Groat       (25cp):                         :
Halfcrown    (5sp):                         :
Crown        (1gp):                         :
Swan         (2gp):                         :
Tower        (1pp):                         :

ORDIC COINS        CURRENCY ON PERSON        CURRENCY IN BACKPACK:
Blackpenny   (1cp):                         :
Half-galleon (5cp):                         :
Galleon      (1sp):                         :
Silverweight (2sp):                         :
Royal        (1gp):                         :

Total Coin Value : 11.1   Total Coin Value : 159.08
Total Coin Weight: .6     Total Coin Weight: 3.34

BANKING
BANK                  LOCATION                 AMOUNT

GEMS/JEWELRY
Gem:                      Value:
Gem:                      Value:
Gem:                      Value:
Jewelry:                  Value:
Jewelry:                  Value:
Jewelry:                  Value:

                         TOTAL VALUE:        GP   TOTAL WEIGHT:        LB
--------------------------------------------------------------------------------
LOAD | LIGHT | MEDIUM (-3) | HEAVY/MAX (-6) | LIFT (X 2) | PUSH/DRAG (X 5)
     |  50 LB|  51-100 LB  |  101-150 LB    |  300  LB   |  750 LB
CMBT |       |  54         |                |            |
TRVL |       |  54         |                |            |
--------------------------------------------------------------------------------
SPELLCRAFT

CLASS:                    Total        Ability Mod    Misc
SPELL SAVE: Spell Level +  10   = 10 +      0       +

SPELLS (LEVEL)
LEVEL     0  1  2  3  4  5  6  7  8  9
Known:    6  4  4  3  -  -  -  -  -  -
Per Day:  5  5  4  2  0  0  0  0  0  0

SPELLS KNOWN

LEVEL 0 (DC: 14)

LEVEL 1 (DC: 15)

LEVEL 2 (DC: 16)

LEVEL 3 (DC: 17)

--------------------------------------------------------------------------------
LEVEL PROGRESSION
Level: Class - HP - Skills/Ability Points
1            -    -
2            -    -
3            -    -
4            -    -
5            -    -
6            -    -
7            -    -
--------------------------------------------------------------------------------
HISTORY / BACKGROUND
-
-
-
--------------------------------------------------------------------------------
MOTIVATIONS & GOALS
-
-
-
--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
-
-
-
--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS
-
-
-
--------------------------------------------------------------------------------
Zoul
GM, 204 posts
Thu 18 Nov 2010
at 14:46
  • msg #69

Wolfe Pendrake - Ranger/Cleric 1/3

-------------------------------------------------------------------------------

LAST UPDATE:
Name            :Wolfek Pendrake           Gender:Male        HD         :D8+1
Player (RPoL ID):Mykz                      Height:6'
Race            :Caspian/Sulese            Weight:176 lbs     MAX HP     :27/27
Class           :Ranger/Cleric             Age   :26
Level           :1/3                       Hair  :Black       SUBDUAL DMG:00
Align           :NG                        Eyes  :Pale Blue
Deity           :Morrow                    Hand  :Right       XP         :
Size            :medium                    Speed :30 ft       NEXT LVL   :5

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  14      --      --      --      14/+2
DEX  :  12      -2      --      --      10/+0
CON  :  12      --      --      --      12/+1
INT  :  12      --      --      --      12/+1
WIS  :  16      +2      +1      --      19/+4
CHA  :  12      +2      --      --      14/+2
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : 20                MELEE            RANGED
AC when Flat-Footed: 20                Total:  +5        Total:  +3
AC vs Touch Attack : 10                Base :  +3        Base :  +3
Base               : 10                STR  :  +2        DEX  :  --
Armor              : +8 ()             Misc :  --        Misc :  --
Shield             : +2 ()
Dexterity          : --
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  --      Total: --
                                        DEX  :  --      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +6  =  5  +    1    +  0  +  0
Refl  : +3  =  3  +    0    +  0  +  0
Will  : +7  =  3  +    4    +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
_______________________________________________________________________________
FEATS
B)EWP (Small Arms)
1)Combat Loading
3)Combating Casting
_______________________________________________________________________________
CLASS ABILITIES: Scout (IK Ranger)
1)Favored Enemy: Human, Track, Wild Empathy

_______________________________________________________________________________
CLASS ABILITIES: Cleric
1)Turn Undead
2)-
3)-
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES
Cygnaran, Caspian
_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total = [6+1+1]*4+3+3+3

Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                   (INT)      Yes
      +   =  0  +?  +0   |  !Balance                   (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                      (CHA)      Yes
      +6  =  4  +2  +0   |  !Climb                     (STR)      Yes
      +5  =  5  +1  +0   |  Concentration              (CON)      Yes
      +5  =  4  +1  +0   |  *Craft:Small Arms          (INT)      Yes
      +5  =  4  +1  +0   |  *Creature Lore             (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script            (INT)      No
      +   =  0  +?  +0   |  Diplomacy                  (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device             (INT)      No
      +   =  0  +?  +0   |  Disguise                   (CHA)      Yes
      +   =  0  +?  +0   |  !Escape Artist             (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                    (INT)      Yes
      +   =  0  +?  +0   |  Gather Information         (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal              (CHA)      No
      +8  =  4  +4  +0   |  Heal                       (WIS)      Yes
      +   =  0  +0  +0   |  !Hide                      (DEX)      Yes
      +   =  0  +?  +0   |  Intimidate                 (CHA)      Yes
      +   =  0  +?  +0   |  !Jump                      (STR)      Yes
      +5  =  4  +1  +0   |  *Knowledge: Nature         (INT)      No
      +3  =  2  +1  +0   |  *Knowledge: Religion       (INT)      No
      +   =  0  +?  +0   |  Listen                     (WIS)      Yes
      +4  =  4  +0  +0   |  !Move Silently             (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                  (DEX)      No
      +   =  0  +?  +0   |  *Perform:                  (CHA)      Yes
      +   =  0  +?  +0   |  *Profession:               (WIS)      No
      +2  =  2  +0  +0   |  Ride                       (DEX)      Yes
      +   =  0  +?  +0   |  Search                     (INT)      Yes
      +   =  0  +?  +0   |  Sense Motive               (WIS)      Yes
      +   =  0  +?  +0   |  !Sleight of Hand           (DEX)      No
      +4  =  3  +1  +0   |  Spellcraft                 (INT)      No
      +6  =  2  +4  +0   |  Spot                       (WIS)      Yes
      +8  =  4  +4  +0   |  Survial                    (WIS)      Yes
      +   =  0  +?  +0   |  !Swim                      (STR)      Yes
      +   =  0  +?  +0   |  !Tumble                    (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device           (CHA)      No
      +   =  0  +?  +0   |  Use Rope                   (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :Mace, Heavy (W)     NAME :Sword, Short (W)     NAME :Dagger(W)
ATT  :+5                  ATT  :+5                  ATT  :+5
DMG  :1D8+1               DMG  :1D6+2               DMG  :1D4+1
CRIT :*2                  CRIT :*2                  CRIT :19-20*2
RNG  :--                  RNG  :--                  RNG  :--
WGHT :8lb                 WGHT :4lb                 WGHT :2lb
SIZE :Med                 SIZE :Med                 SIZE :Med
TYPE :Bludgeoning         TYPE :Slash & pierce      TYPE :Piercing
COST :12gp                COST :5gp                 COST :2gp

NAME :Rifle, Military(MWK)NAME :Crossbow, Light (H) NAME :Bayonet (H)
ATT  :+5                  ATT  :+3                  ATT  :+5
DMG  :2D8                 DMG  :1D8                 DMG  :1D6
CRIT :19-20/*3            CRIT :19-20/*2            CRIT :*3
RNG  :200ft               RNG  :80 ft               RNG  :--
WGHT :15lb                WGHT :4lb                 WGHT :2lb
SIZE :Med                 SIZE :Med                 SIZE :Med
TYPE :Piercing            TYPE :Piercing            TYPE :Piercing
COST :1445 gp             COST :35gp                COST :8gp
NOTE :See below		  NOTE :HAS BAYONET         NOTE :ATTACHED TO CROSSBOW

_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :Full Plate (MWK)	       NAME          :Heavy Steel (MWK)**
TYPE          :heavy                   TYPE          :Large Shield
AC BONUS      :+8                      AC BONUS      :+2
MAX DEX       :1                       CHECK PENALTY :-1
CHECK PENALTY :-5                      SPELL FAILURE :15%
SPELL FAILULE :35Z%                    WGHT          :15 lb
SPEED         :20 ft                   PROPERTIES    :Embellished (The radiance)
WGHT          :50 lbs                  COST          :220 gp
PROPERTIES    :Masterwork
COST          :1700 gp
NOTE          :Embellished; armor is ornate.
_______________________________________________________________________________
SPELLS
                Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day    Known
0      14       4     +    -    =        4            All
1      15      2+1    +    1    =       3+1           All
2      16      1+1    +    1    =       2+1           All
Domain:Strenght
Granted Power:You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Lvl 1:Enlarge Person: Humanoid creature doubles in size.
Lvl 2:Bull’s Strength: Subject gains +4 to Str for 1 min./level.


Domain:Travel
Granted Power:For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.

Lvl 1: Longstrider: Increases your speed.
Lvl 2: Locate Object: Senses direction toward object (specific or type).
Commonly Prepared Spells:

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 - Detect Magic
 - Guidance
 - Light
 - Virtue

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 - Bless
 - Shield of Faith
 - Obscuring Mist

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 - Spiritual Weapon
 - Zone of Truth

___________________________________________________________
MONEY
PP  :
GP  :5400-5137-232+4+4-5=
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT
 - Backpack (**)	          2 gp (2 lb empty) (W)
 - Bedroll	                  1 sp	5 lb H
 - Blanket, winter	          5 sp	3 lb H
 - Field Glass                   20 gp  1 lb H
 - Flintstriker                   6 gp       **
 - Rope, silk (50 ft.)	         10 gp	5 lb H
 - Inflatable Raft Pack          55 gp 11 lb H
 - Cleric’s vestments             5 gp  6 lb **
 - Holy Symbol, Silver		 25 gp 	1 lb W
 - Gunner's Kit			100 gp 25 lb H
 - Enkheiridion          100 gp  5 lb **
 - Monsternomicon               100 gp  5 lb **
 - Spell Component Pouch 	  5 gp  2 lb.
 - Rifle, Military	       1445 gp see below H
    - Masterwork: +1 to strike
    - Accuracy Customization: +1 to strike, stacks with masterwork
    - Embellishment; The Radiance, the holy symbol of Morrow is filigreed unto          the stock in gold.
    - Lightweight Customization Weighs 5 lbs
    - Scope: -1 (instead of -2) penalty on attacks per range increment.

AMMUNITION
- Bandolier, Ammunition:	 5 sp  1 lb **
 * Incendiary ROunds: 5 Shots	80 gp
 * Basic Rounds: 10 shots      100 gp

- Quiver, Bolts (3)	
 - Blunt Head Bolt: 40		 1 gp  4 lbs H
 - Explosive Bolt: 5		25 gp .5 lb  H
 - Flaming Bolt: 20		10 gp  2 lbs H
 - Regular Bolts: 20             1 gp  2 lbs H


Carrying Capacity
Str: 14
Light Load: 58 lb. or less
Medium Load:59-116 lb.
Heavy Load: 117-175 lb.
_______________________________________________________________________________
MAGIC ITEMS
 -
 -
_______________________________________________________________________________
ANIMAL COMPANION/FAMILIAR (Mundane Steed)
Name:Faithful
Type:WarHorse, Heavy
AC:14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Hit Points:4d8+12 (30 hp)
Abilities Granted:Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Attack(s):2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 2
Cost: 200 gp

NOTES:
Carrying Capacity
Str: 18
Light Load : 200 lb. or less
Medium Load: 201-400 lb.
Heavy Load : 401-600 lb.


Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.

 - Saddle, Military
A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle). Cost: 20 gp 30 Lb.

 - Saddle bags: Cost 4 gp 8 lb.
 - Saddle Holster: Can hold his Military Rifle and two shots Cost 10 gp  3 lb.
_______________________________________________________________________________
APPEARANCE
Wolfe stands six feet and has the average muscular build of a warrior. He is usually clad in Full Plate Armor and wears the stark white tabard emblazoned with The Radiance of Morrow over his armor at all times. His shiled has a white background with The Radiance embossed in Gold on its face. When not in armor, he is dressed in his priestly vestments.

He generally always has his Heavy Mace hanging from his left hip and his short sword is strapped to his back, hilt over his right shoulder. He generally has his shield in hand (he likes to show it off) and dagger is sheathed at his right hip.

All his other gear is usally carried by Faithful, his warhorse.

_______________________________________________________________________________
HISTORY / BACKGROUND
Wolfe's true life began 5 years ago on the bloody battlefield where he died. Up until then, Wolfe had been an average man living a mediocre life. He joined up with the Cygnaran military for all the wrong reasons and got his rude awakening when he first saw the reality off war; that is to say the beastly nature of man’s unlimited potential to commit atrocities and acts of sheer wickedness & cruelty.

He served his country well and was often sent on reconnaissance missions to gather intelligence of the enemy numbers and movements along with other members of his squad. It was on one such mission, where an enemy force was moving to out-flank his unit; he raced back to advise his commanding officers that the men where marching into a trap. But the enemy managed to cut down his team and got him with a bullet in the back just as he made back to his men. He managed to croak out the urgency of his need to see the CO, but died before he did. Knowing that hundred of lives depended on his report as well as the safety and well being of country depending on the war effort, it was decided that h should be brought back with the aid of Divine magic.

Sufficed to say that he gave his report but he was so thankful to Morrow that he resigned from the army and joined the church. That was his true calling and he took to it with gusto. He is not a powerful cleric in terms of his ability but what he but he makes up for raw power with wisdom and a generous spirit. He is often somber and rarely laughs but smiles often, especially when extolling the virtues of Morrow. He is fearless in battle for he knows he has his god’s divine favor and guidance. After all; not everyone is allowed resurrected, in fact hardly anyone returns from Urcaen with Morrows blessings. How then could he not be destined for greatness in the service of his god?

Shortly after joining the church, he was admitted to the Justices, a branch of the church who enforces church law and investigates wrong doings. This seemed like a good fit for Wolfe and he has been intheir service ever since.




What really happened; Wolfe didn’t die, he was at -9 HP when a Battle chaplain healed his dumbass. He didn’t received Morows blessing in the way he perceives but that doesn’t change much since its his belief in Morrow that drives him.

_______________________________________________________________________________
MOTIVATION & GOALS
 - To ascend and join Morrows Scions.
 - To save many souls in Morrow's name through evangelism.
 - To live up to the Tenets of his Church.
This message was last edited by the GM at 18:11, Fri 19 Nov 2010.
Zoul
GM, 205 posts
Thu 13 Jan 2011
at 21:36
  • msg #70

Jedi Class (Sith Player) Level 7

Name            :Darth Zoul                Gender:Male        HD         :D10
Player (RPoL ID):                          Height:
Race            :Human (Sith)              Weight:            MAX HP     : 00/00
Class           :jedi (Sith Teachings)     Age   :18
Level           :7                         Hair  :Bald        SUBDUAL DMG: 00
Dark Side Score :                          Eyes  :Dark Brown
Destiny:        :                          Hand  :Right       XP         :
Size            :Medium                    Speed :6 Squares   NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Wishs    Magic    Final
        Roll   Bonus   Bonus   Bonus    Item    Ability
STR  :  11      --      --      --        --      --/+0
DEX  :  14      --      --      --        --      --/+0
CON  :  12      --      --      --        --      --/+0
INT  :  14      --      --      --        --      --/+0
WIS  :  17      --      +1      --        --      --/+0
CHA  :  15      --      --      --        --      --/+0

_______________________________________________________________________________
COMBAT STATISTIC
Base Attack Bonus: +7
Force Points	 : 8
Initiative	 :
Dark Side Score  : +0
Perception	 : +
Damage Bonus(CL/2):+0
Damage Threshhold: +
Destiny Points   : +1

_______________________________________________________________________________
Defenses
            Total = 10 + Level/ + Class + Ability Mod + Misc
                         Armor
Fort              = 10 +       +    1   +         Con +
Reflexes          = 10 +       +    1   +         Dex +
Will              = 10 +       +    1   +         Wis +
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
Medium Size
Bonus Trained Skill
Bonus Feat

_______________________________________________________________________________
FEATS
1)Skill Focus (use The Force)
1)Force Training
3)Force Training
6)Force Training

_______________________________________________________________________________
FORCE POWERS
Kinetic Combat 		- Old Republic
Force Grip
Mind Trick
Move Object
Surge
Draw Closer 		- jedi Academy
Force Lightning
Memory Walk 		- jedi Academy
Unhindered Charge 	- jedi Academy
Pushing Slash 		- jedi Academy
Hawk-Bat Swoop		- jedi Academy
Disarming Slash		- jedi Academy
Force Track 		- jedi Academy
_______________________________________________________________________________
CLASS ABILITIES
1)Force Sensitivity, WP (lightsaber), WP (Simple Weapons) Talent[Lightsaber]; Deflect
2)Melee Defense
3)Talent[Control]; Force Focus
4)Running Attack
5)Talent[Lightsaber]; Lightsaber Throw
6)Powerful Charge
7)Build Lightsaber, Talent[Gaurdian]: Force Intuition
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES
_______________________________________________________________________________
LANGUAGES
Galatic Basic

_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in

them.

Skills
              Total = 1/2CL + Ability Mod + Trained + Focus + Misc
Acrobatics       10 =   3   +    2    Dex +    5    +       +
Climb               =   0   +         Str +         +       +
Deception           =   0   +         Cha +         +       +
Endurance           =   0   +         Con +         +       +
Gather Info         =   0   +         Cha +         +       +
Initiative          =   0   +         Dex +         +       +
Jump                =   0   +         Str +         +       +
Know: Gal. Lore  10 =   3   +    2    Int +    5    +       +
Mechanics           =   0   +         Int +         +       +
Perception       12 =   3   +    4    Wis +    5    +       +
Persuasion          =   0   +         Cha +         +       +
Pilot            10 =   3   +    2    Dex +    5    +       +
Ride                =   0   +         Dex +         +       +
Stealth             =   0   +         Dex +         +       +
Survival            =   0   +         Wis +         +       +
Swim                =   0   +         Str +         +       +
Treat Injury        =   0   +         Wis +         +       +
Use Computer        =   0   +         Int +         +       +
Use The Force    16 =   3   +    3    Cha +    5    +  5    +

_______________________________________________________________________________
WEAPON
NAME :Lightsaber	  NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
SIZE :                    SIZE :                    SIZE :
TYPE :                    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :
_______________________________________________________________________________
Stuff

_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND





_______________________________________________________________________________
MOTIVATION & GOALS


This message was last edited by the GM at 19:01, Fri 14 Jan 2011.
Zoul
GM, 206 posts
Wed 27 Apr 2011
at 23:41
  • msg #71

Re: Jedi Class (Sith Player) Level 7

Character:
Name:
House: Knight  Age:    Gender:
Appearance:
Height:  Weight:    Eye Color:    Hair Color: Greyish
Description:
Place info here
Combat: Intrigue:
Combat Defense: Intrigue Defense:

Agility + Athletics + Awareness + Defensive Bonus – Armor Penalty Awareness + Cunning + Status
Health: Composer:
12      9
Endurance x3 Will x3
Damage: __ Injuries: __ Wounds: __

Rating Ability Specialty
3 Agility  Quickness 1b
3 Animal Handling  Ride 1b
3 Athletics  Climb 1b
3 Awareness
2 Cunning
2 Deception
4 Endurance
3 Fighting  Spear 1b
2 Healing
2 Language
2 Knowledge
5 Marksmanship  Bow 2b
2 Persuasion
2 Status
2 Stealth
4 Survival  unt 2b
2 Thievery
2 Warfare
3 Will
Qualities:
Deadly Shot
Spear Fighter I
Great Hunter

Drawback:
Destiny Points: 1
Experience Points: 0
Inventory:
Weapon: Attack: Test Dice: Weapon Damage:
  X
Armor: Armor Rating: Armor Penalty:
This message was last edited by the GM at 00:17, Thu 28 Apr 2011.
Andredi Mizzrym
GM, 29 posts
faerunian Drow
Super Killa
Thu 28 Apr 2011
at 00:11
  • msg #72

Re: Jedi Class (Sith Player) Level 7

neva bothered to apply for that game never like the set up
Andredi Mizzrym
GM, 30 posts
faerunian Drow
Super Killa
Thu 28 Apr 2011
at 00:12
  • msg #73

Re: Jedi Class (Sith Player) Level 7

Zoul
GM, 207 posts
Thu 28 Apr 2011
at 08:17
  • msg #74

Re: Jedi Class (Sith Player) Level 7

cool
Zoul
GM, 208 posts
Fri 29 Apr 2011
at 00:19
  • msg #75

Re: Jedi Class (Sith Player) Level 7

Yo scottz, did you get into that game?
Andredi Mizzrym
GM, 31 posts
faerunian Drow
Super Killa
Fri 29 Apr 2011
at 00:43
  • msg #76

Re: Jedi Class (Sith Player) Level 7

Yeh Im in the second House. I saw ure name sent you a pm
Zoul
GM, 209 posts
Fri 29 Apr 2011
at 04:10
  • msg #77

Re: Jedi Class (Sith Player) Level 7

Cool, Ill be in the third house but so far Im the only one in it so no game time for me. Suckage!

Wanna see my CS? :-)


Name:Killian  Woods
Nickname/Alias: Boar Slayer
Gender:Male
Physical Description: Killian is 6' and weighs 170 lbs. Unlike most men his age, Killian has no facial hair. He isn’t clean shaven; it’s just that he hasn’t started to sprout any. He also wears a raggedy black hooded cloak at all times and wears natural the colors of brown and green when he goes out into the forest. His buck skin boots rise to his calves.

He is lithe and graceful and moves through any natural terrain the confidence and ease of one who spends most of his time outdoors. Hanging from his neck is a polished fragment of a boars tusk attached to a leather thong; a gift from his grandmother. He is always wearing a pair doeskin gloves, with a matching sheath for a knife hanging at his hip; also a gifts from his grandmother.


Height:6' Weight:170lbs Eye Color: Blue   Hair Color: Black
Age:20
Role:Expert
Background:You achieved a significant deed, maybe saving the life of your lord, killed a giant boar, etc.

Goal:Skill Mastery

Motivation:Excellence

Virtue:Devoted

Vice:Wrathful


Rating Ability Specialty
3 Agility  Quickness 1b
3 Animal Handling  Train 1b
3 Athletics  Climb 1b
3 Awareness
2 Cunning
2 Deception
4 Endurance
3 Fighting  Spear 1b
2 Healing
2 Language
2 Knowledge
5 Marksmanship  Bow 2b
2 Persuasion
2 Status
2 Stealth
4 Survival  Hunt 2b
2 Thievery
2 Warfare
3 Will
Qualities:
Deadly Shot
Animal Cohort: Wolf
Great Hunter

Drawback:Naive
Destiny Points: 2
Experience Points: 0
Coin: (leave blank)
Equipment:
- (leave blank)
- (leave blank)
- (leave blank)

Intrigue Defense:7
Composure:9
Combat Defense:9
Health:12
Armor Rating: (leave blank)
Weapon Damage: (leave blank)
:
Zoul
GM, 211 posts
Sat 7 May 2011
at 19:22
  • msg #78

SIFRP Killian Woods

Good Day rmburns,

I'm hoping you still have a spot in your game; it looks good from the little I’ve seen. So I went ahead and generated a character.

Please note; I have never played this particular RPG however I acquired the books a while back when I read the novels. The recent HBO series h as rekindled my interest and here I am.

Please see the basic sheet below, its enough for the RJT I think, please let me know if it is deficient:



I, Michael, hereby state that I am above the age of 18 years, and am legally able to view Adult-rated material in my state of residence.

My Date of Birth: 8/12/80


Name:Killian  Woods
Nickname/Alias: Boar Slayer
Gender:Male
Physical Description: Killian is 6' and weighs 170 lbs. Unlike most men his age, Killian has no facial hair. He isn’t clean shaven; it’s just that he hasn’t started to sprout any. He tebds to wear  a raggedy black hooded cloak at all times and loves to wear the natural colors of the woods, such as browns and greens, especially when he goes out into the forest. His buck skin boots rise to his calves. Hanging from his neck is a polished fragment of a boars tusk attached to a leather thong; a gift from his grandmother. He is always wearing a pair doeskin gloves, with a matching sheath for a knife hanging at his hip; also a gifts from his grandmother.

He is lithe and graceful and moves through any natural terrain the confidence and ease of one who spends most of his time outdoors. He tends to look down and slump  his shoulders in an urban setting.


Height:6' Weight:170lbs Eye Color: Blue   Hair Color: Black
Age:20
Role:Expert
Background:You achieved a significant deed, maybe saving the life of your lord, killed a giant boar, etc.

Goal:Skill Mastery

Motivation:Excellence

Virtue:Devoted

Vice:Wrathful

Rating Ability Specialty
3 Agility  		Quickness 1b
3 Animal Handling  	Train 1b
3 Athletics  		Climb 1b
3 Awareness
2 Cunning
2 Deception
4 Endurance
3 Fighting  		Spear 1b
2 Healing
2 Language
2 Knowledge
5 Marksmanship          Bow 2b
2 Persuasion
2 Status
2 Stealth
4 Survival  		Hunt 2b
2 Thievery
2 Warfare
3 Will
Qualities:
Deadly Shot
Animal Cohort: Wolf
Great Hunter

Drawback:Naive
Destiny Points: 2
Experience Points: 0
Coin: (leave blank)
Equipment:
- (leave blank)
- (leave blank)
- (leave blank)

Intrigue Defense:7
Composure:9
Combat Defense:9
Health:12
Armor Rating: (leave blank)
Weapon Damage: (leave blank)
:




Killian grew up a log cabin on the forested slopes on the mountains north of the Vale of Arryn, with his parents, their siblings and their sibling’s children and his aged grandmother. It was a hard life, which got harder in the winter. They hunted and logged the forests for a living, often serving as guides for those with the coin to pay for such services.
Killian was taught to track, hunt and forage in the wild. He knew how to tell which way was north and how to find water. Learned the bow and the spear and a spattering of other weapons and was accounted the best bowman in his family by the age of fourteen.
It was also a hard time; his father and eldest brother had been savaged by a boar before he caught up to them. He had killed it with one shot through the eye, but it had been too little, too late. That had been his only living sibling, two others having died in infancy during a hard winter. That same year his mother passed away from a sickness characterized by a hacking cough, his grandmother said it was broken heart that made her weak.
Once when he was away on a hunt, he came back to find his home razed to the ground, his family slaughtered, the other bodies were those of the Burned Men. Only his cousins, the ones who had been on the hunt with him, were left. All he had to remember them by were the clothes on his back, made by his gran. He wears them still, most are in good repair but his black cloak is worn and raggedy and patched many times with cloth of different colors though they remain true to greens, browns that make the shades of the forests.
He took the notice of Lord Aedryck II when with skill with the bow while he served him as a hired guide through the mountains. He offered Killian a place in his service as huntsman and tracker and promised him a warm bed and three meals a day as a part of the package. Killian readily agreed for he had been living off the land for years, sleeping in the open and surviving on what he could forage and hunt so the offer was very enticing.
Its been two years now and beloved Lords death was a bitter draught next to his newfound prosperous, if humble situation. He respected the Lord greatly and loved his family well. He is respects his son as well and admires his ability with a blade. He is determined to make sure that Lord Aesc’s realm is safe a secure, knowing first hand what lawlessness can bring.
This message was last edited by the GM at 19:47, Sat 07 May 2011.
Zoul
GM, 212 posts
Sat 7 May 2011
at 20:19
  • msg #79

Re: SIFRP Killian Woods

Ok here's my backstory, finally and I updated my character sheet too.


I grew up in an old log cabin on the forested slopes of the mountains north of the Vale of Arryn, with my parents, their siblings and their sibling’s children and my old Gran who was my mothers mother or her grandmother, I never cared enough to be sure back then. It was a hard life, which got harder in the winters.

We hunted and logged the forests for a living, trading the furs and lumber for what we needed. We often served as guides for those with the coin to pay for such services as well, to help bring in coin which was saved for the harder times.

My father and uncles taught me to track, hunt and forage in the wild. I knew how to tell which way was north and how to find water at young age. I practiced with bow and spear fr hours each day of my boyhood and learned a spattering of other weapons as well. I was accounted the best bowman in my family by the age of fourteen.

That was also a hard time; my father and eldest brother were savaged by a huge wild boar during a routine hunt for the dinner table. We found the track and went for it, it seemed to be a small group of them. The tracks split up as they ranged for food and so did we a we ranged for them.

I heard the beast crashing through the trees at a distance and sprinted towards it, excited that our quarry was near but a moment later I heard a squeal of anger and paid, followed immediately by a louder snap and then screams of men. Before I caught up to them, it had gored my pa and was upon my brother. It towered over him as he lay bloody on ground, one held up to ward it off, the other held his gut inside th gaping wound across his midsection. My fathers boar spear was buried in its chest, its haft broken. My bother had managed to shot it twice and the arrow bristled in it chest.

I took that all in a the split second it took me to draw, knock and loose and watched as the arrow flew straight through it's beady right eye. But that had been too little, too late. My brother died of his wounds within minutes and there was nothing I could do, the bandages and poultice we had just weren't enough.

He had been my only living sibling, two others having died in infancy during a hard winter. That same year my mother passed away from a sickness characterized by a hacking cough, my grandmother said it was broken heart that made her weak.

Once when I was away on a hunt, I returned to find my home razed to the ground, my entire family slaughtered. There were other bodies as well; those of the Burned Men, the ones my family killed before the end. Only my cousins, the two who had been on the hunt with me, were left. Now all I have to remember them by are the clothes on my back, made by old Gran as gifts. I wear them still, most are in good repair but my black cloak is worn and raggedy and patched many times with cloth of different colors though they remain true to greens, browns that make the shades of the forests.

We were wild with rage and immediately set about tracking the men, but they were days gone and soon the trail was lost. So we split up, each going own own way, vowing to find the killers and bring them to justice. It was a hard mission, one that is still ongoing but back then when it was fresh, I ranged the forests and mountains searching for those bastards. I have many stories about that time in my life and my Sorrow here can vouch for the truth of them all.

I rescued the wolf pup years ago and nursed it back to health, then took care off it until it was old enough to fend for itself. But the wolf never left my side and now we are inseparable; although I do kennel Sorrow when at the castle.

Wolves seemed to make townsfolk nervous.

Speaking of the castle, I took the notice of Lord Aedryck II due to my skill with the bow and Sorrow's loyalty while I served him as a hired guide through the mountains passes. He offered me a place in his service as huntsman and tracker and promised me a warm bed and three meals a day as a part of the package.

I readily agreed for I had been living off the land for years at that point and no closer to finding the ones who murdered my family. I had been sleeping in the open and surviving on what I could forage and hunt so the offer was very enticing, especially when I knew winter was coming... one day.

Its been a few years now and our beloved Lord's death was a bitter tonic next to my newfound prosperous, if humble situation. I respected my Lord greatly and loved his family well. I respect his son as well and I admire his ability with a blade. I am determined to make sure that Lord Aesc’s realm is safe a secure, knowing first hand what lawlessness can bring and I wish to honor the memory off his father and his house with that legacy.

This message was last edited by the GM at 23:26, Sun 08 May 2011.
Andredi Mizzrym
GM, 32 posts
faerunian Drow
Super Killa
Wed 11 May 2011
at 22:47
  • msg #80

Scarlet, Human rogue/fighter level 3

PC Name : Scarlet                       Gender : Female     HD : 2d6+1d10+6
Player Name : Hotshot                   Height : 5'4
Race : Human                            Weight : 120        HP : 26/26
Class : Rogue/Fighter                   Age : 19            Current/Normal
Level : 2/1                             Hair : Red
Align : NE                              Eyes : Green         XP : 3000
Deity:                                  Speed : 30ft         Needed for
Size : Medium                                                Next Level : 6000
SHEET UPDATED :

--------------------------------------------------------------------------------
ABILITIES
                                  Final
     Base  Racial  Magic  Misc  Ability / Modifier
            Bonus   Item          Score

STR : 12     --     --     --      12 / +1
DEX : 16     --     --     --      16 / +3
CON : 14     --     --     --      14 / +2
INT : 12     --     --     --      12 / +1
WIS : 10     --     --     --      10 / +0
CHA : 14     --     --     --      14 / +2

+1 Ability Increase every 4th level is added to Base number.

--------------------------------------------------------------------------------
COMBAT STATISTICS

ARMOR CLASS                               BASE ATTACK BONUS
AC Total : 18                               MELEE         RANGED
AC when Flat-Footed 15                      Total: 3      Total: 5
AC vs Touch Attack  13                      Base: 2       Base: 2
Base: 10                                    STR:  1       DEX: 3
Armor: 04                                   Misc:         Misc:
Shield: 01
Dexterity: 03                                   INITIATIVE
Size:                                           Total: 3
Magic:                                          DEX: 3
Misc.:                                          Misc.:

--------------------------------------------------------------------------------
SAVING THROWS

           Total    Base  Ability    Misc   Magic
Fortitude  : +4  =   2  +    2    +   0   +   0
Reflex     : +6  =   3  +    3    +   0   +   0
Will       : +0  =   0  +    0    +   0   +   0

--------------------------------------------------------------------------------
RACIAL TRAITS
Base land speed 30 ft
Bonus feat at first level
extra skills

--------------------------------------------------------------------------------
LANGUAGES SPOKEN

Common, Feline
--------------------------------------------------------------------------------
FEATS                                      Indicate for level, class, race, etc.

Dodge
Mobility
Weapon Finesse
Agile athlete
ou rely on your agility to perform athletic feats, rather than brute strength
Prerequisites: Climb 1 rank, Jump 1 rank.
Benefit: When making a Climb or Jump check, you use your Dexterity modifier for the check.
Normal: Without this feat, you use your Strength modifier for Climb and Jump checks.

--------------------------------------------------------------------------------
CLASS ABILITIES                                  Indicate current abilities only
Proficient in all armor and shields
Proficient with all simple and martial weapons and hand crossbow
Evasion
Sneak Attack
Trap finding

--------------------------------------------------------------------------------
PRESTIGE CLASS ABILITIES





--------------------------------------------------------------------------------
SKILLS

                                                        Related
      Mod = Rnk Abl Msc  |  Skills:                     Ability  Untrained?
      +1  =  0  +1  +0   |  Appraise                    (INT)       Yes
      +9  =  4  +3  +2!  |  Balance                     (DEX)       Yes
      +6  =  4  +2  +0   |  Bluff                       (CHA)       Yes
      +9  =  6  +3  +0!  |  Climb                       (STR)       Yes
      +2  =  0  +2  +0   |  Concentration               (CON)       Yes
      +1  =  0  +1  +0   |  *Craft:                     (INT)       Yes
      +0  =  0  +0  +0   |  Decipher Script             (INT)       No
      +2  =  0  +2  +0   |  Diplomacy                   (CHA)       Yes
      +7  =  6  +1  +0   |  Disable Device              (INT)       No
      +2  =  0  +2  +0   |  Disguise                    (CHA)       Yes
      +3  =  0  +3  +0!  |  Escape Artist               (DEX)       Yes
      +1  =  0  +1  +0   |  Forgery                     (INT)       Yes
      +6  =  4  +2  +0   |  Gather Information          (CHA)       Yes
      +0  =  0  +0  +0   |  Handle Animal               (CHA)       No
      +0  =  0  +0  +0   |  Heal                        (WIS)       Yes
      +8  =  5  +3  +0!  |  Hide                        (DEX)       Yes
      +6  =  4  +2  +0   |  Intimidate                  (CHA)       Yes
      +11 =  6  +3  +2!  |  Jump                        (STR)       Yes
      +0  =  0  +0  +0   |  *Knowledge:                 (INT)       No
      +0  =  0  +0  +0   |  *Knowledge:                 (INT)       No
      +0  =  0  +0  +0   |  Listen                      (WIS)       Yes
      +8  =  5  +3  +0!  |  Move Silently               (DEX)       Yes
      +9  =  6  +3  +0   |  Open Lock                   (DEX)       No
      +0  =  0  +0  +0   |  *Perform:                   (CHA)       Yes
      +0  =  0  +0  +0   |  *Profession:                (WIS)       No
      +3  =  0  +3  +0   |  Ride                        (DEX)       Yes
      +7  =  6  +1  +0   |  Search                      (INT)       Yes
      +0  =  0  +0  +0   |  Sense Motive                (WIS)       Yes
      +0  =  0  +0  +0!  |  Sleight of Hand             (DEX)       No
      +0  =  0  +0  +0   |  Spellcraft                  (INT)       No
      +0  =  0  +0  +0   |  Speak Language              (none)      No
      +0  =  0  +0  +0   |  Spot                        (WIS)       Yes
      +0  =  0  +0  +0   |  Survival                    (WIS)       Yes
      +1  =  0  +1  +0!  |  Swim                        (STR)       Yes
      +11 =  3  +6  +2!  |  Tumble                      (DEX)       No
      +0  =  0  +0  +0   |  Use Magic Device            (CHA)       No
      +0  =  0  +0  +0   |  Use Rope                    (DEX)       Yes

! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

--------------------------------------------------------------------------------
WEAPONS                 ATT is your final attack modifier when using the weapon.
                        Monks should also list bare-handed attacks here.

NAME : Masterwork Rapier
ATT  : 6(Base 2 Dex 3 MW 1)
DMG  : 1d6+1
CRIT : 18-20x2
RNG  : Melee
WGHT : 2lbs
TYPE : Piercing
SIZE : Medium
COST : 320

NAME : Dagger
ATT  : 5(Base 2 Dex 3)
DMG  : 1d4+1
CRIT : 19-20x2
RNG  : Melee
WGHT : 1Lb
TYPE : P
SIZE : Medium
COST : 2gp

NAME : Composite shortbow
ATT  : 5(Base 2 Dex 3)
DMG  : 1d6
CRIT : 20x3
RNG  : 70ft
WGHT : 2lbs
TYPE : p
SIZE : M
COST : 75gp


GRAPPLE BONUS: BAB   + STR   + SIZE    = 3

--------------------------------------------------------------------------------
PROTECTION

ARMOR                                   SHIELD
NAME : Mithral Chain shirt              NAME : Masterwork Buckler
TYPE : Light                            TYPE : Light
AC BONUS : 4                            AC BONUS : 1
MAX DEX  : 6                            CHECK PENALTY : 0
CHECK PENALTY : 00                      SPELL FAILURE :
SPELL FAILURE :                         WGHT : 5lbs
SPEED: 30ft                             PROPERTIES: Masterwork
WGHT : 10                               COST: 165
PROPERTIES: Mithral
COST: 1100

--------------------------------------------------------------------------------
EQUIPMENT
                   Don't forget to add weapon, armor, magic items, and treasure
                   weights to total weight carried.

Item                     #   Cost   Weight   Location   Notes
Masterwork Thieves Tools 1   100gp           Belt pouch
Backpack                 1     2gp     2
Good Lock                1    80gp           Door to house
Candles                  10    1sp           5 in house
Torches                  5     5cp     5     2 in Backpack rest in house
Belt Pouch               1     1gp






Total weight carried: 22lbs
Light Load: 43         Medium Load: 44-86         Heavy Load: 87-130
Lift over head: 130    Lift off ground: 260       Push or Drag: 750

--------------------------------------------------------------------------------
MAGIC ITEMS      List items weights, costs, location, number of charges (if any)

Healing Belt 3 charges/day

--------------------------------------------------------------------------------
TREASURE                                                      List where carried

PP:
GP: 104 (4 in belt pouch) 100 under loose floorboard in house
SP: 6 Belt pouch
CP: 25 Belt pouch

MISC.:

GEMS:

--------------------------------------------------------------------------------
HISTORY / BACKGROUND
Scarlet (if that is her real name for even she does not know), was born in a brothel
in the depths of the slums. Her m,other was a whore who plied her trade in one of
the seedier establishments. She was a servant in the brothel until her 13th year.
One night after closing she was cleaning up when the drunken owner of the brothel
forced himself on her. As he was on top of her forcing her down and tugging at her
clothing she managed to draw a dagger and stab him in his throat. With blood covering
her, she fled into the night.

She managed to escape pursuit and lived on the streets first taking up petty thievery,
cutting purses and general larceny. She suffered for the first couple years as a young
girl alone. She was robbed beaten and raped multiple times until she was strong enough
to defend herself. Her experiences have left her Cynical and cold hearted. She has no
idea of fair play and will kill without hesitation. As far as she sees it there was no
fairness for her.

3 years ago she met Dirk. He was a passably good thief. He was the one who gave her the
name Scarlet because of her bright red hair. He taught her how to fight, how to find
the gaps in armour as well as where and how to strike for maximum damage. They lived
together for those three years becoming lovers. He was killed by a crossbow bolt during
a robbery gone sour. As he bled out in her arms begging her not to leave him she heard the
footsteps of the guards approaching. She slit his throat and left him in a pool of his own
blood. There was no way she was going to be captured by the guards but she wouldn't leave him
to them either. Unfortunately, no matter how much she tells herself she saved him torture or
worse, she still feels guilty. That was 2 weeks ago....


Goals:
To stay alive and be strong enough to protect herself.
---
Zoul
GM, 213 posts
Thu 12 May 2011
at 13:54
  • msg #81

Re: Scarlet, Human rogue/fighter level 3

The Rain seemed dampen Killian’s mood over the last two days.
Andredi Mizzrym
GM, 33 posts
faerunian Drow
Super Killa
Mon 16 May 2011
at 03:29
  • msg #82

Re: Scarlet, Human rogue/fighter level 3

Name: Ser Gabriel Rowanshield
Nickname(s)/Alias(es): The True
Gender: Male
Physical Description: Ser Gabriel is Tall and Muscular. He has dark shoulder length hair and Brown eyes. He has a thin scar on the left side of his face running down beside his eye from his eyebrow to jawline. The rest of his body shows even more scarring than would be seen on the body of a knight and most of the wounds do not seem to have come from combat.

Age: 25
Role: Fighter
Background:

Ser Gabriel's house and lands come to him from his Father Ser Martyn Rowanshield a hedge knight who won lands for defending his Lord in a battle. His shield was broken in two and he picked up a branch of a rowan tree and stood over his lord defending him until help came. For his bravery he was granted lands and title. His son, Ser Gabriel, started his knightly training at the age of 7 as most boys did. He was fostered by knight of modest means Ser Denver at the age of ten. At 13 he became a squire for Ser Denver's son Aydan. When he was 16, he was falsely accused of raping a village girl while travelling alone to meet up with Ser Denver and his son. He had gotten into a scuffle with a stable boy who he caught mistreating his mount at an inn. The stable boy claimed Gabriel had raped his sister and got the girl to cooperate through threats. Gabriel was tortured and refused to confess to the crime. The local lord threatened to geld him and offered him reprieve if he would take the black. Gabriel refused.

When the sentence was to be carried out, Gabriel asked the lord if he could speak. When the lord consented Gabriel looked the girl in her eyes and said, "You know I did not rape you. I will let them take my manhood before I will speak false words condemning me to a life of servitude on the wall. I would take the black gladly if I was guilty of crime, but I will not have my name sullied bu admitting to rape." He nodded at the the lord to indicate that he was ready for his sentence to be carried out. At the lat minute, the girl admitted that her brother put her up to it and had threatened to kill her. Gabriel was given men to hunt the man down and bring him back for the lord's justice. The man's tongue was cut out and he was turned out of the lord's lands.

At 17 he won his spurs fighting bandits alongside his father. His father didn't survive due to wounds received in battle that festered. In that battle a powerful blow to the face from an split his helm and cut his face. Luckily, the helm took most of the blow and he was left with just a scar. He was knighted by Ser Denver afterwards as his father Martyn would have wanted and given the nickname "The True" because of his reputation for honesty. With his father dead he then returned home to take up stewardship of the land he owned.


Goal: Justice

Motivation: Duty

Virtue: Courageous

Vice: Wrathfull

ABILITIES
04 - Agility
03 - Animal Handling
04 - Athletics
03 - Awareness
03 - Cunning
01 - Deception
04 - Endurance
06 - Fighting
02 - Healing
02 - Knowledge
03 - Language
03 - Marksmanship
03 - Persuasion
03 - Status
02 - Stealth
02 - Survival
01 - Thievery
03 - Warfare
03 - Will

Destiny Points: 1
Benefits:
-Sponsor
-Annointed
-Armour Mastery

Flaws:
-

Drawbacks:
-Honour Bound

Coin: (leave blank)
Equipment:
- (leave blank)
- (leave blank)
- (leave blank)

Intrigue Defense: 9
Composure: 9
Combat Defense: 11
Health: 12
Armor Rating: (leave blank)
Weapon Damage: (leave blank)
Zoul
GM, 214 posts
Mon 16 May 2011
at 13:13
  • msg #83

Re: Scarlet, Human rogue/fighter level 3

Nice!
Zoul
GM, 233 posts
Sun 30 Dec 2012
at 06:41
  • msg #84

Dead Reign

Character Name:
Callsign/Nickname:
Rank:
Race: (Human)
OCC: Survivor
MOS: Police Officer (59%)
Level: 1
Experience: 0

Callsign/Nickname:
Sex: M
Age: 23
Height:
Weight:
Physical Build/Description:
Disposition:
Alingment: Scroupulous
Prejudices & Paranoia:
Background/History:

Attributes
IQ: 10       Bonus:
ME: 15       Bonus:
MA: 11       Bonus:
PS: 11       Bonus:
PP: 11       Bonus:
PE: 12       Bonus:
PB: 6        Bonus:
Speed: 12
 Running (SPD*20):
               Swimming (PS*5):
HP:
SDC:
PPE: (3D6 in case you don’t know)

Special Aptitude:

Perception:

Natural Abilities

Common Skills
Skill Name - 00% +  (+0% per level of experience)
Skill Name - 00% +  (+0% per level of experience)

OCC Skills
Automobile - 00% + 12 (+0% per level of experience)
Body Buidling
Combat Driving
Hand to Hand Expert
Law +25%
Miliatry Etiquette +10%
Radio:Basic +15%
Running
Streetwise +20%
Wp Blunt
WP Handguns
Skill Name - 00% +  (+0% per level of experience)

MOS Skills
Skill Name - 00% +  (+0% per level of experience)

Elective Skills 7 skills
Detect Ambush +10%
First Aid +15%
Recognize Weapon Quality +10%
Roadwise+5%
Boxing
Climb
Kickboxing
Skill Name - 00% +  (+0% per level of experience)

Secondary Skills
Skill Name - 00% +  (+0% per level of experience)

Weapon Proficiencies


H2H Combat:
Attacks:
Initiative:
Strike:
Parry:
Dodge:
Roll with Impact:+1
Pull punch:+2
Crit: Natural 20

 Hand to Hand Techniques Known:
    Punch (1D4 damage),
    Kick attack (1D6 damage)

Base Saving Throws
Disease: 14 (+0)
Lethal Poison: 14 (+0)
Non-Lethal Poison: 16 (+0)
Harmful Drugs: 15 (+0)
Insanity: 12 (+0)
Psionics: 15 (+0)

Mecha Elite Combat Training:
Type:
Attacks:
Initiative:
Strike HtH:
Ranged Strike:
Parry:
Dodge, ground:
Dodge, flying:
Roll:
Disarm:
Punch:
Stomp Attack:
Kick:
Jump Kick:
Body Block/Ram:
Crit: Nat 20


Personal Possessions (these are things you don't take out on missions)
Zoul
GM, 234 posts
Sun 27 Jan 2013
at 01:52
  • msg #85

Re: Dead Reign

Pm:
[Private to Creator:
Name  : Myky                     Gender: Male       HD:D10+1
Player: Darkchylde               Height: 5'10"
Race  : Human                    Weight: 180 lbs    VP: 36/36
Class : Armsman/Battledancer     Age   : 18         WP: 12/12
Level : 5/1                      Hair  : Black      SUBDUAL DMG: 00
Align : N/A                      Eyes  : Brown
Deity :                          Hand  : Right      XP:15000
Size  : Med                      Speed : 30 ft      NEXT LVL:?
Current DM:
Current Region: The mines.
________________________________________________________________________
ABILITY
        Base  Racial  Ability  Wishs    Magic    Final
        Roll   Bonus   Bonus   Bonus    Item    Ability
STR  :  16      --      +1      --        --      17/+3
DEX  :  16      --      --      --        --      16/+3
CON  :  12      --      --      --        --      12/+1
INT  :  12      --      --      --        --      12/+1
WIS  :  12      --      --      --        --      12/+1
CHA  :  10      --      --      --        --      10/+0
________________________________________________________________________
COMBAT STATISTIC                        BASE ATTACK BONUS
AC Total:            20                 MELEE             RANGED
AC when Flat-Footed  12                 Total:  +9        Total:  +7
AC vs Touch Attack   18                 Base:   +6        Base:   +6
Base:                10                 STR:    +3        DEX:    +3
Class:               +5 ()              Misc:   --        Misc:   -2
Armor:               +2 ()
Shield:              -- ()
Dexterity:           +3
Size:                -- ()
Deflection:          -- ()              INITIATIVE        REPUTATION
Magical Armor bonus: -- ()              Total:  +3        Total: 01
Natural Armor:       -- ()              DEX:    +3        Base:  01
Dodge bonus:         -- ()              Misc:   --        Misc:  --
________________________________________________________________________
SAVING THROWS
      Total   Base  Ability  Misc  Magic
Fort  : +2  =  1  +    1    +  0  +  0
Refl  : +9  =  6  +    3    +  0  +  0
Will  : +2  =  1  +    1    +  0  +  0
________________________________________________________________________
RACIAL BONUS
________________________________________________________________________
FLAWS
 - FRAIL
   You are thin and weak of frame.
   Effect: Subtract 1 from the number of hit points you gain at each level.  This flaw can reduce the number of hit points       you gain to 0 (but not below).
   Special: You must have a Constitution of 4 or higher to take this flaw.

 - SHAKY
   You are relatively poor at ranged combat.
   Effect: You take a -2 penalty on all ranged attack rolls.

________________________________________________________________________
FEATS
Flaw: Improved Unarmed Strike
Flaw: Deflect Arrows
1)Mounted Combat(Human bonus), Weapon Focus: Exotic Heavy Blades
3)Ride By Attack
6)Rain Forms
9)
12)
15)
18)
21)
24)
________________________________________________________________________
CLASS ABILITIES: ARMSMAN
1) Armor Proficiency (Light, Medium, Heavy), Shield Proficiency, Weapon Group (Basic Weapons, Exotic Heavy Blades, Heavy Blades, Bows), Trample
2) Moon Forms
4) Weapon Specialisation: Exotic Heavy Blades

________________________________________________________________________
CLASS ABILITIES: BATTLEDANCER
1)Armor Proficiency (Light), Shield Proficiency, Weapon Group (Basic Weapons,Spears and Lances, Axes) Skirmish (+1D6), Battle Flurry.
________________________________________________________________________
PRESTIGE CLASS ABILITIES
________________________________________________________________________
ABILITY BONUS
4) +1 Str
8)
12)
16)
20)
24)
________________________________________________________________________
LANGUAGES: Common, Old Tongue


________________________________________________________________________
SKILLS

Skill Point Total =

Class
Skill                                                    Related
      Mod = Rnk Abl Msc  |  Skills:                      Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                    (INT)      Yes
      +6  =  3  +3  +0!  |  Balance                     (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                       (CHA)      Yes
      +8  =  5  +3  +0!  |  Climb                       (STR)      Yes
      +   =  0  +?  +0   |  Concentration               (CON)      Yes
      +   =  0  +0  +0   |  *Craft:                     (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script             (INT)      No
      +   =  0  +?  +0   |  Diplomacy                   (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device              (INT)      No
      +   =  0  +?  +0   |  Disguise                    (CHA)      Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                     (INT)      Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)      No
      +   =  0  +?  +0   |  Heal                        (WIS)      Yes
      +   =  0  +?  +0!  |  Hide                        (DEX)      Yes
      +5  =  5  +?  +0   |  Intimidate                  (CHA)      Yes
      +6  =  3  +3  +0!  |  Jump                        (STR)      Yes
      +   =  0  +?  +0   |  *Knowledge:                 (INT)      No
      +   =  0  +?  +0   |  Listen                      (WIS)      Yes
      +   =  0  +?  +0!  |  Move Silently               (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)      No
      +   =  0  +?  +0   |  *Perform:                   (CHA)      Yes
      +   =  0  +?  +0   |  *Profession:                (WIS)      No
      +10 =  7  +3  +0   |  Ride                        (DEX)      Yes
      +   =  0  +?  +0   |  Search                      (INT)      Yes
      +5  =  4  +1  +0   |  Sense Motive                (WIS)      Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)      No
      +   =  0  +?  +0   |  Spellcraft                  (INT)      No
      +   =  0  +?  +0   |  Spot                        (WIS)      Yes
      +   =  0  +?  +0   |  Survial                     (WIS)      Yes
      +   =  0  +?  +0!  |  Swim                        (STR)      Yes
      +6  =  3  +3  +0!  |  Tumble                      (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)      No
      +   =  0  +?  +0   |  Use Rope                    (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
________________________________________________________________________
WEAPON
NAME : +2 Masterpiece Bastard Sword (MW) NAME : Dagger             NAME :
ATT  : +12                               ATT  : +9/+7              ATT  :
DMG  : 1D10+7                            DMG  : 1D4                DMG  :
CRIT : 19-20/*2                          CRIT : 19-20/*2           CRIT :
RNG  : --                                RNG  : --/10 ft           RNG  :
WGHT : 6 lb                              WGHT : 1 lb.              WGHT :
SIZE : Med                               SIZE : Med                SIZE :
TYPE : Slashing                          TYPE : Piercing/slashing  TYPE :
COST : Priceless                         COST : 2 mk               COST :
________________________________________________________________________
ARMOUR                                  SHIELD
NAME          : Leather                 NAME :
TYPE          : Light                   TYPE :
AC BONUS      : +2                      AC BONUS :
MAX DEX       : 6                       CHECK PENALTY :
CHECK PENALTY : 0                       SPELL FAILURE :
SPELL FAILULE : 10%                     WGHT :
SPEED         : 30 ft                   PROPERTIES:
WGHT          : 15 lb                   COST:
PROPERTIES    : None
COST          : 10 mk

________________________________________________________________________
MONEY
Wealth: 7
________________________________________________________________________
EQUIPMENT
Military Saddle         20 mk 30 lb
Horse, light            75 mk
Bedroll                 1  mk 5 lb.
Backpack (empty)        2  mk 2 lb.
Waterskin               1  mk 4 lb.
Rations trail (per day) 2  mk 1 lb.(4 days)

________________________________________________________________________
Rahien Sorie: Dawn Runner
Horse, Light
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 melee (1d4+1*)
Full Attack: 2 hooves -2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6-30)
Challenge Rating: 1
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.
________________________________________________________________________
HISTORY
Myky was the third son born to a minor noble house in Tarabon. He was always a frail and sickly child, so his mother cuddle him until he was well into to teens. That is not to say he was raised a sissy. Far from it; the Captain of his fathers caravan guards taught him to defend himself at early age using only his fists at the behest off his mother. She wanted him to know how to defend himself since he was so frail. Not only against bullies and the like, but also against his older brothers who would pick on him because they were jealous that his mother seemed to love him more.

The Captain taught young Myky a great many things; he taught him http://www.speedtest.net/results.php how to ride, how to use a sword and bows and how to fight effectively from horse back. When Myky displayed great aptitude with the sword, the Captain decided to teach him how to wield a Bastard Sword like a master. Master's of the Bastard Sword are able to wield the blade in one hand while other men needed both hands to wield it effectively. One day Myky told him that he needed nothing but a sword to win a battle. He said this because he was frustrated with his lack of ability with a bow. The Captain ask him what he would do if his enemy wielded a bow and was hundred paces away. He stated that the enemy he could feather Myky with arrows before he even got close. Myky sulkily agreed that he needed to know how to use the bow after all, but he stated, bitterly, that the enemy would win anyway because he would feather Myky long before he could hit him. The Captain conceded that point and so the he searched for a solution to the problem. It was months later that he saw a man snatch arrows out of the air with his bare hands at a traveling show. He spoke the man after the show and arranged for him to teach Myky the basics. After that Myky never worried about ranged combat again; even though he couldn't snatch arrows from the air, he could still knock out of the air.

Once a great merchant family whose holdings included farms, tanneries and various other luxury item manufacturers, the family has fallen on hard times that threaten to destroy its commerce. With the family fortune in jeopardy and him being the third son, Myky realized that he would have to make his own fortune, forge his own destiny. So he took the money he had and used it to purchase a horse and equipment. He then set out to do just that. He left Tanchico behind and went to Almora. Not wanting to be so Pm:
[Private to Creator:
Name  : Myky                     Gender: Male       HD:D10+1
Player: Darkchylde               Height: 5'10"
Race  : Human                    Weight: 180 lbs    VP: 36/36
Class : Armsman/Battledancer     Age   : 18         WP: 12/12
Level : 5/1                      Hair  : Black      SUBDUAL DMG: 00
Align : N/A                      Eyes  : Brown
Deity :                          Hand  : Right      XP:15000
Size  : Med                      Speed : 30 ft      NEXT LVL:?
Current DM:
Current Region: The mines.
________________________________________________________________________
ABILITY
        Base  Racial  Ability  Wishs    Magic    Final
        Roll   Bonus   Bonus   Bonus    Item    Ability
STR  :  16      --      +1      --        --      17/+3
DEX  :  16      --      --      --        --      16/+3
CON  :  12      --      --      --        --      12/+1
INT  :  12      --      --      --        --      12/+1
WIS  :  12      --      --      --        --      12/+1
CHA  :  10      --      --      --        --      10/+0
________________________________________________________________________
COMBAT STATISTIC                        BASE ATTACK BONUS
AC Total:            20                 MELEE             RANGED
AC when Flat-Footed  12                 Total:  +9        Total:  +7
AC vs Touch Attack   18                 Base:   +6        Base:   +6
Base:                10                 STR:    +3        DEX:    +3
Class:               +5 ()              Misc:   --        Misc:   -2
Armor:               +2 ()
Shield:              -- ()
Dexterity:           +3
Size:                -- ()
Deflection:          -- ()              INITIATIVE        REPUTATION
Magical Armor bonus: -- ()              Total:  +3        Total: 01
Natural Armor:       -- ()              DEX:    +3        Base:  01
Dodge bonus:         -- ()              Misc:   --        Misc:  --
________________________________________________________________________
SAVING THROWS
      Total   Base  Ability  Misc  Magic
Fort  : +2  =  1  +    1    +  0  +  0
Refl  : +9  =  6  +    3    +  0  +  0
Will  : +2  =  1  +    1    +  0  +  0
________________________________________________________________________
RACIAL BONUS
________________________________________________________________________
FLAWS
 - FRAIL
   You are thin and weak of frame.
   Effect: Subtract 1 from the number of hit points you gain at each level.  This flaw can reduce the number of hit points       you gain to 0 (but not below).
   Special: You must have a Constitution of 4 or higher to take this flaw.

 - SHAKY
   You are relatively poor at ranged combat.
   Effect: You take a -2 penalty on all ranged attack rolls.

________________________________________________________________________
FEATS
Flaw: Improved Unarmed Strike
Flaw: Deflect Arrows
1)Mounted Combat(Human bonus), Weapon Focus: Exotic Heavy Blades
3)Ride By Attack
6)Rain Forms
9)
12)
15)
18)
21)
24)
________________________________________________________________________
CLASS ABILITIES: ARMSMAN
1) Armor Proficiency (Light, Medium, Heavy), Shield Proficiency, Weapon Group (Basic Weapons, Exotic Heavy Blades, Heavy Blades, Bows), Trample
2) Moon Forms
4) Weapon Specialisation: Exotic Heavy Blades

________________________________________________________________________
CLASS ABILITIES: BATTLEDANCER
1)Armor Proficiency (Light), Shield Proficiency, Weapon Group (Basic Weapons,Spears and Lances, Axes) Skirmish (+1D6), Battle Flurry.
________________________________________________________________________
PRESTIGE CLASS ABILITIES
________________________________________________________________________
ABILITY BONUS
4) +1 Str
8)
12)
16)
20)
24)
________________________________________________________________________
LANGUAGES: Common, Old Tongue


________________________________________________________________________
SKILLS

Skill Point Total =

Class
Skill                                                    Related
      Mod = Rnk Abl Msc  |  Skills:                      Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                    (INT)      Yes
      +6  =  3  +3  +0!  |  Balance                     (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                       (CHA)      Yes
      +8  =  5  +3  +0!  |  Climb                       (STR)      Yes
      +   =  0  +?  +0   |  Concentration               (CON)      Yes
      +   =  0  +0  +0   |  *Craft:                     (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script             (INT)      No
      +   =  0  +?  +0   |  Diplomacy                   (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device              (INT)      No
      +   =  0  +?  +0   |  Disguise                    (CHA)      Yes
      +   =  0  +?  +0!  |  Escape Artist               (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                     (INT)      Yes
      +   =  0  +?  +0   |  Gather Information          (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal               (CHA)      No
      +   =  0  +?  +0   |  Heal                        (WIS)      Yes
      +   =  0  +?  +0!  |  Hide                        (DEX)      Yes
      +5  =  5  +?  +0   |  Intimidate                  (CHA)      Yes
      +6  =  3  +3  +0!  |  Jump                        (STR)      Yes
      +   =  0  +?  +0   |  *Knowledge:                 (INT)      No
      +   =  0  +?  +0   |  Listen                      (WIS)      Yes
      +   =  0  +?  +0!  |  Move Silently               (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                   (DEX)      No
      +   =  0  +?  +0   |  *Perform:                   (CHA)      Yes
      +   =  0  +?  +0   |  *Profession:                (WIS)      No
      +10 =  7  +3  +0   |  Ride                        (DEX)      Yes
      +   =  0  +?  +0   |  Search                      (INT)      Yes
      +5  =  4  +1  +0   |  Sense Motive                (WIS)      Yes
      +   =  0  +?  +0!  |  Sleight of Hand             (DEX)      No
      +   =  0  +?  +0   |  Spellcraft                  (INT)      No
      +   =  0  +?  +0   |  Spot                        (WIS)      Yes
      +   =  0  +?  +0   |  Survial                     (WIS)      Yes
      +   =  0  +?  +0!  |  Swim                        (STR)      Yes
      +6  =  3  +3  +0!  |  Tumble                      (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device            (CHA)      No
      +   =  0  +?  +0   |  Use Rope                    (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
________________________________________________________________________
WEAPON
NAME : +2 Masterpiece Bastard Sword (MW) NAME : Dagger             NAME :
ATT  : +12                               ATT  : +9/+7              ATT  :
DMG  : 1D10+7                            DMG  : 1D4                DMG  :
CRIT : 19-20/*2                          CRIT : 19-20/*2           CRIT :
RNG  : --                                RNG  : --/10 ft           RNG  :
WGHT : 6 lb                              WGHT : 1 lb.              WGHT :
SIZE : Med                               SIZE : Med                SIZE :
TYPE : Slashing                          TYPE : Piercing/slashing  TYPE :
COST : Priceless                         COST : 2 mk               COST :
________________________________________________________________________
ARMOUR                                  SHIELD
NAME          : Leather                 NAME :
TYPE          : Light                   TYPE :
AC BONUS      : +2                      AC BONUS :
MAX DEX       : 6                       CHECK PENALTY :
CHECK PENALTY : 0                       SPELL FAILURE :
SPELL FAILULE : 10%                     WGHT :
SPEED         : 30 ft                   PROPERTIES:
WGHT          : 15 lb                   COST:
PROPERTIES    : None
COST          : 10 mk

________________________________________________________________________
MONEY
Wealth: 7
________________________________________________________________________
EQUIPMENT
Military Saddle         20 mk 30 lb
Horse, light            75 mk
Bedroll                 1  mk 5 lb.
Backpack (empty)        2  mk 2 lb.
Waterskin               1  mk 4 lb.
Rations trail (per day) 2  mk 1 lb.(4 days)

________________________________________________________________________
Rahien Sorie: Dawn Runner
Horse, Light
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 melee (1d4+1*)
Full Attack: 2 hooves -2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6-30)
Challenge Rating: 1
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.
________________________________________________________________________
HISTORY
Myky was the third son born to a minor noble house in Tarabon. He was always a frail and sickly child, so his mother cuddle him until he was well into to teens. That is not to say he was raised a sissy. Far from it; the Captain of his fathers caravan guards taught him to defend himself at early age using only his fists at the behest off his mother. She wanted him to know how to defend himself since he was so frail. Not only against bullies and the like, but also against his older brothers who would pick on him because they were jealous that his mother seemed to love him more.

The Captain taught young Myky a great many things; he taught him http://www.speedtest.net/results.php how to ride, how to use a sword and bows and how to fight effectively from horse back. When Myky displayed great aptitude with the sword, the Captain decided to teach him how to wield a Bastard Sword like a master. Master's of the Bastard Sword are able to wield the blade in one hand while other men needed both hands to wield it effectively. One day Myky told him that he needed nothing but a sword to win a battle. He said this because he was frustrated with his lack of ability with a bow. The Captain ask him what he would do if his enemy wielded a bow and was hundred paces away. He stated that the enemy he could feather Myky with arrows before he even got close. Myky sulkily agreed that he needed to know how to use the bow after all, but he stated, bitterly, that the enemy would win anyway because he would feather Myky long before he could hit him. The Captain conceded that point and so the he searched for a solution to the problem. It was months later that he saw a man snatch arrows out of the air with his bare hands at a traveling show. He spoke the man after the show and arranged for him to teach Myky the basics. After that Myky never worried about ranged combat again; even though he couldn't snatch arrows from the air, he could still knock out of the air.

Once a great merchant family whose holdings included farms, tanneries and various other luxury item manufacturers, the family has fallen on hard times that threaten to destroy its commerce. With the family fortune in jeopardy and him being the third son, Myky realized that he would have to make his own fortune, forge his own destiny. So he took the money he had and used it to purchase a horse and equipment. He then set out to do just that. He left Tanchico behind and went to Almora. Not wanting to be so close to Tanchico and his families influence he left there soon after.

A few days later he found himself in Abdenglade. It is the first small town he has been to and it is so... different from Tanchico, the city he grew up in. He is currently staying at the Ten Stags Inn and is determined to find employment as his gold is running out.
________________________________________________________________________
Description:
Myky is 5'10" and weighs 180 lbs. His face is covered with a transparent veil. Unlike most men his age, Myky has no facial hair. He isn’t clean shaven; it’s just that he hasn’t started to sprout any. He also wears a black cylindrical cap at all times and baggy white pants. Under his embroidered coat he wears a boiled leather vest, which gives him a slightly comical look as his upper body seems to be disproportionately bigger than it should be. close to Tanchico and his families influence he left there soon after.

A few days later he found himself in Abdenglade. It is the first small town he has been to and it is so... different from Tanchico, the city he grew up in. He is currently staying at the Ten Stags Inn and is determined to find employment as his gold is running out.
________________________________________________________________________
Description:
Myky is 5'10" and weighs 180 lbs. His face is covered with a transparent veil. Unlike most men his age, Myky has no facial hair. He isn’t clean shaven; it’s just that he hasn’t started to sprout any. He also wears a black cylindrical cap at all times and baggy white pants. Under his embroidered coat he wears a boiled leather vest, which gives him a slightly comical look as his upper body seems to be disproportionately bigger than it should be.
Zoul
GM, 240 posts
Mon 1 Sep 2014
at 20:55
  • msg #86

Az

Name            :Azazel                    Gender:            HD         :D8
Player (RPoL ID):                          Height:6ft
Race            :Tiefling                  Weight:200lbs      MAX HP     :08/00
Class           :Warlock                   Age   :21
Level           :1                         Hair  :            SUBDUAL DMG:00
Align           :CN                        Eyes  :
Deity           :                          Hand  :            XP         :
Size            :Med                       Speed :30ft        NEXT LVL   :

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  --      --      --      --      00/+0
DEX  :  --      --      --      --      00/+0
CON  :  --      --      --      --      00/+0
INT  :  --      +1      --      --      00/+0
WIS  :  --      --      --      --      00/+0
CHA  :  --      +2      --      --      00/+0
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : --                MELEE            RANGED
AC when Flat-Footed: --                Total:  --        Total:  --
AC vs Touch Attack : --                Base :  +2        Base :  +2
Base               : 10                STR  :  --        DEX  :  --
Armor              : -- ()             Misc :  --        Misc :  --
Shield             : -- ()
Dexterity          : --
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  --      Total: --
                                        DEX  :  --      Base : --
                                        Misc :  --      Misc : --
_______________________________________________________________________________
SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +0  =  0  +    0    +  0  +  0
Refl  : +0  =  0  +    0    +  0  +  0
Will  : +0  =  0  +    0    +  0  +  0
_______________________________________________________________________________
RACIAL BONUSES/TRAITS
 - Darkvision: Thanks to your infernal heritage, youhave superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t discern color in darkness,
only shades o f gray.
 - Hellish Resistance: You have resistance to fire damage.
 - Infernal Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level,
you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you
reach 5th level, you can also cast the darkness spell once per day. Charisma is
your spellcasting ability for these spells.

_______________________________________________________________________________
FEATS


_______________________________________________________________________________
CLASS ABILITIES
1) Otherworldly Patron, Pact Magic
2)
_______________________________________________________________________________
PRESTIGE CLASS ABILITIES

_______________________________________________________________________________
LANGUAGES
Azazel can speak, read, and write Common
and Infernal.
_______________________________________________________________________________
SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total =

Class
Skill
CC   Final                                            Related
  C   Mod = Trn Abl  Msc  |  Skills:                    Ability  Untrained?
  X   +0  =  2  +?   +0   |  Arcana                     (INT)      Yes
  X   +0  =  2  +?   +0   |  Deception			(INT)      No
  X   +0  =  2  +?   +0   |  History                    (INT)      No
  X   +0  =  2  +?   +0   |  Persuasion                 (CHA)      Yes


! = Armor Check Penalty applies
* = Requires specialization
_______________________________________________________________________________
WEAPON
NAME :                    NAME :                    NAME :
ATT  :                    ATT  :                    ATT  :
DMG  :                    DMG  :                    DMG  :
CRIT :                    CRIT :                    CRIT :
RNG  :                    RNG  :                    RNG  :
WGHT :                    WGHT :                    WGHT :
SIZE :                    SIZE :                    SIZE :
TYPE :                    TYPE :                    TYPE :
COST :                    COST :                    COST :
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :                        NAME          :
TYPE          :                        TYPE          :
AC BONUS      :                        AC BONUS      :
MAX DEX       :                        CHECK PENALTY :
CHECK PENALTY :                        SPELL FAILURE :
SPELL FAILULE :                        WGHT          :
SPEED         :                        PROPERTIES    :
WGHT          :                        COST          :
PROPERTIES    :
COST          :
_______________________________________________________________________________
SPELLS
               Base      Ability
Lvl    DC    Spell/Day    Bonus      Spell Per Day   Known
0    8+2+cha    ?      +    ?    =      At Will        2
1    8+2+cha    ?      +    ?    =        2            2
2      ?        ?      +    ?    =        ?            ?
3      ?        ?      +    ?    =        ?            ?
4      ?        ?      +    ?    =        ?            ?
5      ?        ?      +    ?    =        ?            ?


Forbidden School: If applicable


¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 0¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 - Eldritch Blast
 - Chill Touch

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 - Hex
 - Witch Bolt

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯Spell Lvl 2¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_____________________           ______________________
                     Spell Lvl 3

_____________________           _______________________
                     Spell Lvl 4

_____________________           ________________________
                     Spell Lvl 5

___________________________________________________________
MONEY
PP  :
GP  :70+25
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT
Leather armor, any simple w eapon, and two daggers
A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp (included above)


Carried:                                   Weight: (lbs)      Cost
                                                               PP   GP   SP   CP   XP


                                          -------------

                                          -------------

Stored:                                    Weight: (lbs)      Cost
                                                               PP   GP   SP   CP   XP
N/A
________________________________________________________________________________
Carring Capacity:

Light load         Medium load      Heavy load
    0                  0                0
Lift over head   Lift off ground   Drag or push
     0                0               0


_______________________________________________________________________________
MAGIC ITEMS


_______________________________________________________________________________
LEVEL PROGRESSION
1)WARLOCK
2)
3)
4)
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)
15)
16)
17)
18)
19)
20)
21)
22)
23)
24)
25)
26)
_________________________________________________________________________________
ANIMAL COMPANION/FAMILIAR

Name:

AC:

Hit Points:

Abilities Granted:

Attack(s):

Damage:

Other information:


_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
BACKGROUND / HISTORY
Noble: Position of Priviledge
 - If you do me an injury, I will crush you, ruin your name, and salt your fields.
 - Independent: I must prove that I can handle myself without the coddling of my family. (Chaotic)
 - The common folk must see me as a hero of the people.
 - By my words and actions, I often bring shame to my family.
There is little of note about Azazel’s youth, before the pact. He was the eldest son of a noble house whose holding included many different types of industry and also had a lucrative trade in silks. They were power hungry and ruthless in all things and so they prospered at the expense of others. This was not lost on Az who was raised to take over the reins when his father passed on.

The young Tiefling started having vivid nightmares about the same time he hit puberty. Many a night he would lie in a cold sweat, twisting in his sheets as he slept, muttering denials in strangled whispers, often screaming himself awake, only to succumb to the same fate the next time he slept. And so he suffered as there was nothing he could do to prevent them and although he spent many sleepless nights staring at his ceiling, he would eventually succumb to exhaustion and the nightmares would be waiting. The next day he could not recall much detail save for twisted hellish landscapes, cruel deranged laughter and a dread so profound he often wept on awakening. Something was coming for him, something cruel and evil and old beyond memory.

Years passed, and still he suffered the same fate. He had become better at handling the trauma, he still had that sense of dread and still cringed at the fleeting memories and what he dreamt but as time passed and no threat materialized, he chalked it up to his infernal heritage, for surely he was cursed. He led a relatively normal adolescence until his eighteenth birthday. At midnight as the hour struck and the bells in the city began their toll, the Dread came on in force hitting him like a physical blow and he dropped to his knees and screamed in terror. A vision came upon him then like a waking dream and he saw clearly what his mind had shielded him from.

He stood in a blasted landscape, a land of contradictory extremes, as regions cold as Cania, volcanoes like Phlegethos, a lake of ice, a flaming forest, sheer cliffs, firewinds, and a citadel even larger than mountains he had seen and he knew where he stood for he had heard many tales about this plane and it’s like. He stood in Nessus, the ninth and deepest layer of hell! Stark terror, panic and the incomprehensible need dig a hole in which to hide coursed through his body as a voice spoke in the Infernal Tongue.

He was summarily informed that he had been chosen for greatness for he was a descendant of Asmodeus and it was time for him to embrace his birthright. What happened next was horrific and painful and so traumatic that it left Az unconscious for nearly week. When he awoke he knew things, he had occult knowledge and a vague sense of purpose that was bestowed upon him by Asmodeus for he had a destiny and he was expected to follow it to glory of his race and the lords of hell.

His father was ecstatic and his family was proud of the son who had received such an honor. They immediately started making plans as to what would be needed to assist Az in his endeavor, never mind that not he knew exactly what would be expected on him in the future.

Azazel was never what one would call a good person, nor was he a coward but he knew that no matter what he could not be a tool for such evil, even if it meant his destruction and the utter ruination of his family. So he resolved to find a way to free himself of this curse. And so he packed up what meager possessions he had and left the city of his birth in search of answers and ultimately salvation.



_______________________________________________________________________________
MOTIVATION & GOALS
This message was last edited by the GM at 18:06, Tue 02 Sept 2014.
Zoul
GM, 241 posts
Sun 25 Jan 2015
at 19:32
  • msg #87

Re: Az

Name

1st-Level Wood Elf Cleric

Medium Female Humanoid

Armor Class 15 (Leather Armor + Shield)

Hit Points 9 (1d8)

Speed 35 ft.

Sense Darkvision 60 ft.

Str 08 (-1) Dex 16 (+3) Con 13 (+1)

Int 12 (+1) Wis 16 (+3) Cha 10 (+0)

Alignment Chaotic Good

Languages Common, Elven, Dwarven, Draconic



TRAITS

Background: Sage

  Feature: Researcher

  Specialty: Scribe

Proficiency (+2)

  Tools: None

  Saving Throws: Wisdom, Charisma



SKILLS

Perception (+5), Insight (+5), Religion (+3), Arcana (+3), History (+3)



ACTIONS

Melee Attack -- Short Sword: +5 to hit (reach 5 ft.; 1 creature)

Hit: 1d6+3 piercing damage



Ranged Cantrip -- Sacred Flame: Dexterity Saving Throw DC 13 (range 60 ft.; 1 creature)

Failed Save: 1d8 radiant damage



SPELLS

Cantrips Known: Guidance, Sacred Flame, Thaumaturgy

Spells Prepared: Command, Detect Magic, Guiding Bolt, Healing Word

Domain Spells: Bless, Cure Wounds

Spell Slots: 1st Level 2/2



EQUIPMENT

Short Sword, Leather Armor, Shield, Holy Symbol, Dagger, Priest's Pack, Bottle of Black Ink, Letter from Thamior, Set of Common Clothes, Belt Pouch containing 10 GP



PERSONAL CHARACTERISTICS

Traits: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others; There's nothing I like more than a good mystery.

Ideal: What is beautiful points us beyond itself toward what is true. (Good)

Bond: I've been searching my whole life for the answer to a certain question.

Flaw: I am easily distracted by the promise of information.



BACKSTORY

Vadania Galanodel has spent most of her life as a priestess of Corellon Latharien, the greatest of the elven gods. While many of Corellon's clergy went beyond elven lands in his service, Vadania was content to spend her days as a scribe in Myth Drannor, researching in the great libraries dedicated to the faith. One day, however, she came across several writings that dated back to the Time of Troubles, when the gods walked upon the Forgotten Realms. These writings raised several questions about the nature of the Gods, and so she talked about what she had found with Thamior Amakiir, a senior member of the faith. Thamior set out from Myth Drannor soon after. For decades, Vadania recieved the occasional letter from him. His final letter talked about a discovery he had made in relation to the texts that Vadania had discovered, and he promised to write again soon. Afterwards, no more letters came. Vadania waited a year before deciding that another letter would likely not be coming. The only way to discover what had happened to Thamior, and what those texts she had unearther actually meant, was to travel across the world herself. So Vadania took up sword, sheild, and a symbol of Corellon, before venturing forth.
Zoul
GM, 242 posts
Tue 27 Jan 2015
at 17:06
  • msg #88

Re: Az

Tyntagel Storm-Blessed
1st-Level High Elf Bard
Medium male Humanoid
Armor Class
15 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Darkvision 60ft
Str 12 (+1)  Dex 16 (+3)  Con 14 (+2)
Int 16 (+3)  Wis 10 (+0)  Cha 17 (+3)

Alignment Chaotic Good
Languages Common, Draconic, Elvish,

Trait
Background Sage [Wizard's Apprentice]

   Specialty: Researcher
   Personality Traits: There’s nothing I like more than a good mystery.
   Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself.
   Bond: I've been searching my whole life for the answer to a certain question.
   Flaw: I am easily distracted by the promise of information.
   Cantrip (At-Will): Ray of Frost

Proficiency (+2)
  Weapons: Simple weapons, hand crossbows, rapiers, longsword, shortsword, shortbow, and longbow.
  Armor: Light armor
  Tools: Musical Instruments (lute, flute, horn)
  Saving Throws: Dexterity +5, Charisma +5
  Skills: Arcana +5, History +5, Investigation +5, Acrobatics +5, Performance +5

Class
Spellcasting (Save DC 13, +5 to hit with spell attacks)
  Cantrip (at-will) -  Message, vicious mockery
  1st Level (2/day) - Comprehend Language, Detect Magic, Cure Wounds, Thunderwave
Bardic Inspiration (D6)


Actions
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+3 piercing damage
Ranged Attack—Hand Crossbow: +5 to hit (range 30/120 ft; one creature).
Hit:  1d6+3 piercing damage
Spell Attack—Vicious Mockery DC 13 Wisdom saving throw (range 60 ft; one creature).
Hit:  1d4 psychic damage and disadvantage on the next attack roll it makes before the end of its next turn.
Spell Attack - Ray of Frost +5 to hit (range 60 ft; one creature).
Hit: 1D8 cold damage,and its speed is reduced by 10 feet until the start of your next turn.


Equipment: Studded leather armor, rapier, hand crossbow, component pouch, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, musical instrument (Buzuq), bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp


History
Tyntagel (Tin-Tahg-El), apprentice to Galindrael the Stormfather was a precocious young Elf who always seemed more interetsted in song and rhyme than his studies. Og sure he was voracious reader, who seemed to devour scrolls like a Dwarf in a feast hall but he was more interested in history, Folklore than anything else. He was a middling spellcaster who seemed to grasp the concepts and theories well eenough but placed little time is developing his skills. What spells he did learn seemed to come to him naturally. Indeed Galindrael ever despaired of making a decent practioner out of him.

For decades thing continued this was until at last Galindrael departed to pursue some academic interest or the other, leaving Tyntagel to his own devices. He was not sure when he would return but as time was of little consequence to the long lived, Tyn did not dwell on such mundane details. Years passed with the occassional message being exchanged between the two.

Then a few weeks ago, Tyn recieved a sending from his master, his voice was swtranged and tinged with something Tyn had never heard from him before... fear. He was under duress and did not know who threatened him, he had only questions, qutestions for whose answers he searched so diligently. But someone did not like teh questions that were being asked and for this they sought to silence Galindrael forever. The sending ended without Tyntagel ever knowing if his master's fate, though he feared the worse.

Tyntagel left the next day, he had no idea where he was going, no idea what the road would bring but he would have answers. Answers to his masters questions and his own...
This message was last edited by the GM at 19:00, Tue 27 Jan 2015.
Zoul
GM, 243 posts
Mon 16 Feb 2015
at 00:57
  • msg #89

Re: Az

Keruel Vrammyrr
3rd-Level Drow Elf Warlock
Medium male Humanoid
Armor Class: 13 (cloth)/ 16 (Mage Armor)
Hit Points: 24 (3d8+6)
Speed 30 ft.
Sense Darkvision 120ft

Str 12 (+1)  Dex 16 (+3)  Con 14 (+2)
Int 13 (+1)  Wis 10 (+0)  Cha 18 (+4)

Alignment Neutral Evil
Languages Common, Infernal, Elvish,

Trait
Background: Criminal (Spy) [Enforcer]
Specialty: Criminal Contact
Personality Traits: I always have a plan for when things go wrong.
Ideal: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Bond: I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaw: When faced with a choice between money and my friends, I usually choose the money.
Racial Traits:
Drow Magic:
Cantrip (At-Will): Dancing lights
Spell (1/Day): Faerie fire
Drow Weapon Training. You have proficiency with Rapiers, Shortswords, and Hand crossbows.
Fey Ancestry
Sunlight Sensitivity
Trance

Proficiency (+2)
Weapons: Simple weapons, hand crossbows, rapiers.
Armor: Light armor
Tools: One type of gaming set (Dice), thieves’ tool
Saving Throws: Wisdom +2, Charisma +6
Skills: Arcana +4, Investigation +4, Deception+6, Stealth +5 Perception +2.

Class
Otherworldly Patron (the Fiend,), Pact Magic
Spellcasting (Save DC 14, +6 to hit with spell attacks)
Cantrip (at-will) -  Eldritch blast and Chill touch.
2nd Level (2/day) - Hellish Rebuke, Hex, Invisibility and Spider Climb.
Dark One’s Blessing: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Warlock level (7 Temp HP).
Eldritch Invocations: Agonizing Blast, Armor of Shadows
Pact Boon (Pact of the Chain: Imp Familiar)

Actions
Melee Attack — Rapier: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+3 piercing damage
Ranged Attack — Hand Crossbow: +5 to hit (range 30/120 ft; one creature).
Hit:  1d6+3 piercing damage
Spell Attack— chill touch +6 to hit (range 120 ft; one creature).
Hit:  1d8 necrotic damage and it can’t regain hit points until the start o f your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Spell Attack - Eldritch Blast +6 to hit (range 120 ft; one creature).
Hit: 1D10 force damage or 1D10+4 force damage (Agonizing Blast).

Equipment: rapier, hand crossbow, arcane focus (wand), component pouch, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp.


History
“No one owns a secret. Indeed, among my people, we say that secrets own their keepers.”

Keruel was once a student of Sorcere, the infamous Wizards College of the Underdark located in the beautiful and benighted Menzoberranzan, and a house guard for his Matron mother. It was quickly apparent that he had little aptitude for Wizardry and so he became a source of embarrassment for his family. His early life in the Underdark was hard, as he suffered scorn and humiliation at every turn.

But that all changed about a century ago, when cruel was contacted by an unnamed lord of the Yugoloths. He promised Keruel unimaginable power if he were to make a pact. There was one condition and if Keruel accepted, he would never be sneered at or ridiculed again. Keruel agreed and in the following weeks, his family was systematically wiped out.  It was neatly done, Keruel never knew to whom he spewed his family’s plans and secrets and no one knows that he was the mole who sold them out.

Of course he escaped with his life and as far as he knows, he is the only Vrammyrr left on this plane. He got his reward and soon commanded magic more easily than any Wizard, but with no allies and no idea of what to do next. None survive alone in the wilds of the Underdark for long, and but the members of Bregan D'aerthe found him. He had heard the tales of these drow mercenaries, of course- the much-derided and dishonorable castaways of other destroyed houses. He had expected them to show contempt for the weakness of his house and his own helplessness. Instead, they offered to induct you into their company-giving you a chance to restore the honor, the allies, and the home that had been taken from you. For decades, you have served as part of Bregan D'aerthe. As a part of the force sent to the surface to manipulate events in Luskan, you have watched that city's steady decline from den of piracy to cesspool of evil.

He felt the tremors in the earth and saw the plume of black smoke to the south that marked Neverwinter's fall. During this time, Bregan D'aerthe continued to add to its coffers with missions for hire, but the opportunities for wealth grew slimmer as the danger in the North spread.

Then came the important mission. A team of highly skilled Drow was dispatched to appropriate a Tome of incredible power.  They were successful of course but during the operation it occurred to Keruel that if this Tome were to fall into the wrong hands, more than just a family would be a stake, the entire world could be destroyed. So for once he did the right thing and co-opted one his brethren to double cross the rest of the team and Bregan D'aerthe. They took the book and hid it somewhere safe and secure before venturing out into the surface world to escape from their one time brotherhood.

Keruel has learned that it doesn't pay to be without allies- even in the relative safety of the surface world. Few surface-dwellers have any compunctions about the death of a lone drow, particularly in the lawless North. Like Jarlaxle and the legendary Drizzt, he needs to travel with others if he is to be successful in his goals.
This message was last edited by the GM at 17:22, Mon 16 Feb 2015.
Skip d'Orien
player, 2 posts
Mon 14 Jan 2019
at 00:15
  • msg #90

Skip Version 2

Never did get to play version 1, anyway see the shit below:

-------------------------------------------------------------------------------

LAST UPDATE:
Name            :Cereskip "Skip" D'Orien     Gender:Male     HD        :1D8+1
Race            :Human                       Height:6'       MAX HP    :62
Class           :Favored Soul/Balde of Orien Weight:180 lbs  Age       :28
Prestige Class  :
Level           :9/1                         Hair  :Black    SUBDUAL DMG:00
Align           :CG                          Eyes  :Brown
Deity           :Silver Flame                Hand  :Right    XP         :48930+3200
Size            :Med                         Speed :30 ft    NEXT LVL   :55000

_______________________________________________________________________________
ABILITY
        Base  Racial  Ability  Magic    Final
              Bonus    Bonus   Item    Ability
STR  :  12      --      --      --      00/+1
DEX  :  14      --      --      --      00/+2
CON  :  12      --      --      --      00/+1
INT  :  12      --      --      --      00/+1
WIS  :  12      --      --      --      00/+1
CHA  :  18      --      --      --      00/+4
_______________________________________________________________________________
COMBAT STATISTIC                           BASE ATTACK BONUS
AC Total           : 16/18             MELEE             RANGED
AC when Flat-Footed: 14/16             Total:  +8/3      Total:  +9/4
AC vs Touch Attack : 12                Base :  +7/2      Base :  +7/2
Base               : 10                STR  :  +1        DEX  :  +2
Armor              : +4 ()             Misc :  --        Misc :  --
Shield             : +2 ()
Dexterity          : +2
Size               : -- ()
Deflection         : -- ()              INITIATIVE      ACTION POINTS
Magical Armor bonus: -- ()              Total:  +2      Total: --
                                        DEX  :  +2      Base : --
                                        Misc :  --      Misc : --
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SAVING THROWS
      Total  Base  Ability  Misc  Magic
Fort  : +7  =  6  +    1    +  0  +  0
Refl  : +10 =  8  +    2    +  0  +  0
Will  : +7  =  6  +    1    +  0  +  0
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RACIAL BONUSES/TRAITS
 - Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
 - Human base land speed is 30 feet.
 - 1 extra feat at 1st level.
 - 4 extra skill points at 1st level and 1 extra skill point at each additional level.
 - Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
 - Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

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FEATS
R)Least Dragonmark (Dimension Leap: Teleport 5ft/lvl as an action, twice per day)
1)Augment Healing (+2 Damage Healed)
3)Point Blank Shot (+1 bonus on ranged attack and damage within 30 ft.)
6)Rapid Shot (You can get one extra attack per round with a ranged weapon. The extra one and the normal ones takes a -2 penalty.
9)Lesser Dragonmark  (Dimension Door)
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CLASS ABILITIES
1) Simple Weapons & Longbows, Medium Armor and Spellcasting
2) -
3) Deity’s weapon Focus (Longbow)
4) -
5) Energy resistance 10 (Fire)
6) -
7) -
8) -
9) -
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PRESTIGE CLASS ABILITIES
1) Heir's mark, Improved Dimension Leap

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LANGUAGES
Common, Elvish, Orcish
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SKILLS Fill in all skills that can be used untrained, even if you do not have ranks in them.

Skill Point Total =

Class
Skill
      Final                                            Related
      Mod = Rnk Abl Msc  |  Skills:                    Ability  Untrained?
      +   =  0  +?  +0   |  Appraise                   (INT)      Yes
      +   =  0  +?  +0   |  !Balance                   (DEX)      Yes
      +   =  0  +?  +0   |  Bluff                      (CHA)      Yes
      +   =  0  +?  +0   |  !Climb                     (STR)      Yes
      +11 =  10 +1  +0   |  Concentration              (CON)      Yes
      +   =  0  +?  +0   |  *Craft:                    (INT)      Yes
      +   =  0  +?  +0   |  Decipher Script            (INT)      No
      +   =  0  +?  +0   |  Diplomacy                  (CHA)      Yes
      +   =  0  +?  +0   |  Disable Device             (INT)      No
      +   =  0  +?  +0   |  Disguise                   (CHA)      Yes
      +   =  0  +?  +0   |  !Escape Artist             (DEX)      Yes
      +   =  0  +?  +0   |  Forgery                    (INT)      Yes
      +   =  0  +?  +0   |  Gather Information         (CHA)      Yes
      +   =  0  +?  +0   |  Handle Animal              (CHA)      No
      +10 =  9  +1  +0   |  Heal                       (WIS)      Yes
      +   =  0  +?  +0   |  !Hide                      (DEX)      Yes
      +   =  0  +?  +0   |  Intimidate                 (CHA)      Yes
      +   =  0  +?  +0   |  !Jump                      (STR)      Yes
      +10 =  9  +1  +0   |  *Knowledge:Arcana          (INT)      No
      +5  =  4  +1  +0   |  *Knowledge:Religion        (INT)      No
      +5  =  4  +1  +0   |  *Knowledge:Planes          (INT)      No
      +   =  0  +?  +0   |  Listen                     (WIS)      Yes
      +   =  0  +?  +0   |  !Move Silently             (DEX)      Yes
      +   =  0  +?  +0   |  Open Lock                  (DEX)      No
      +   =  0  +?  +0   |  *Perform:                  (CHA)      Yes
      +5  =  0  +4  +1   |  *Profession: Healer        (WIS)      No
      +   =  0  +?  +0   |  Ride                       (DEX)      Yes
      +   =  0  +?  +0   |  Search                     (INT)      Yes
      +   =  0  +?  +0   |  Sense Motive               (WIS)      Yes
      +   =  0  +?  +0   |  !Sleight of Hand           (DEX)      No
      +11 =  10 +1  +0   |  Spellcraft                 (INT)      No
      +5  =  4  +1  +0   |  Spot                       (WIS)      Yes
      +   =  0  +?  +0   |  Survial                    (WIS)      Yes
      +   =  0  +?  +0   |  !Swim                      (STR)      Yes
      +6  =  4  +2  +0   |  !Tumble                    (DEX)      No
      +   =  0  +?  +0   |  Use Magic Device           (CHA)      No
      +   =  0  +?  +0   |  Use Rope                   (DEX)      Yes

! = Armor Check Penalty applies
* = Requires specialization
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WEAPON
NAME :Longbow, composite  NAME :Morning Star        NAME :Dagger
ATT  :+10/5 or +11/6      ATT  :+8/3                ATT  :+9/4
DMG  :1D8(+1D6)+1/+2      DMG  :1D8+1               DMG  :1D4
CRIT :*3                  CRIT :*2                  CRIT :19-20/*2
RNG  :110ft               RNG  :                    RNG  :10ft
WGHT :3lbs                WGHT :6lbs                WGHT :1Lbs
SIZE :                    SIZE :                    SIZE :
TYPE :Piercing            TYPE :Bludgeoning/piercingTYPE :Piercing or slashing
COST :75gp                COST :8gp                 COST :2gp
AMMO :20
NOTE: +1 Flaming (+1D6), (+1 Str bonus to Damage), the user usually needs to utter a command word (a standard action).
_______________________________________________________________________________
ARMOR                                  SHIELD
NAME          :Elven Chain Shirt       NAME          :Heavy Steel Shield
TYPE          :Light	               TYPE          :
AC BONUS      :+4                      AC BONUS      :+2
MAX DEX       :+4                      CHECK PENALTY :-2
CHECK PENALTY :-2                      SPELL FAILURE :15%
SPELL FAILULE :20%                     WGHT          :15lbs
SPEED         :30ft                    PROPERTIES    :
WGHT          :20lbs                   COST          :20gp
PROPERTIES    :
COST          :100gp
_______________________________________________________________________________
SPELLS
                Base     Ability  Misc.
Lvl    DC    Spell/Day    Bonus   Bonus     Spell Per Day      # Known  	Used
0      14       6      +    0   +  ?     =        6               8               0 ()
1      15       6      +    1   +  ?     =        7               6               1 (Bl,)
2      16       6      +    1   +  ?     =        7               5		  0 ()
3      17       6      +    1   +  ?     =        7               4		  0 ()
4      18       4      +    1   +  ?     =        5               3		  0 ()


Favored Soul Spells

0-Level Favored Soul Spells (Cantrips)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds:  Cures 1 (+2) point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Resistance:  Subject gains +1 on saving throws
Read Magic: Read scrolls and spellbooks.

1st-Level Favored Soul Spells
Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5 [+2]).
Hide from Undead: Undead can’t perceive one subject/level.
Obscuring Mist: Fog surrounds you.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster 1: Calls extraplanar creature to fight for you.

2nd-Level Favored Soul Spells
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10 [+2]).
Magic Weapon, Legion’s: Allies’ weapons gain +1 enhancement bonus. (Melee or ranged weapons held by allied creatures in a 20-ft.-radius burst)
Make Whole:  Repairs an object.
Spiritual Weapon: Magic weapon attacks on its own. (Att:+9, Dmg:1D8+2, Duration: 1 round/level (D))
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

3rd-Level Favored Soul Spells
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15 [+2]).
Dispel Magic: Cancels spells and magical effects.
Remove Disease: Cures all diseases affecting subject.
Remove Curse: Frees object or person from curse.

4th-Level Favored Soul Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Dismissal: Forces a creature to return to native plane.

___________________________________________________________
MONEY
PP  :80
GP  :194
SP  :
CP  :
GEMS:
_______________________________________________________________________________
EQUIPMENT
Backpack with waterskin (3), one day’s trail rations,
bedroll, sack, and flint and steel.
2 Quiver with 50 Arrows. -6-
Wooden holy symbol (Silver Flame).
Hooded Lantern, 5 pints of oil.
Signet Ring
Caltrops
Crowbar
Flint and Steel
Grappling Hook
Hammer
Lantern, Bullseye
Manacles
Oil
Ram, Portable
Rope, Silk 100ft x 2
Spyglass
Torch

_______________________________________________________________________________
MAGIC ITEMS
Efficient Quiver
Goggles of Night
Ring of Feather Fall
Ioun Stone (Clear Spindle Sustains creature without food or water)
1 Cure Serous Wounds Potion (this functions like cure light wounds, except that it cures 3d8 points of damage +8)
Dragon Crotch Canvas Slippers - Bought in Turtle Town, mundane novelty item!
Amulet of  : Makes my Dimension Leap jump back one round in time.
_______________________________________________________________________________
ANIMAL COMPANION/FAMILIAR
"Argent"
Celestial Dog
Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 40 ft. (8 Squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, scent, Darkvision, Resistance to acid 5, cold 5, and electricity 5, Spell resistance 6
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB
Environment: Any good-aligned plane.
Organization: Solitary or pack (5–12)
Challenge Rating: 1/3
Treasure: None
Alignment: Always good (any).
Advancement: --
Level Adjustment: +2


_______________________________________________________________________________
APPEARANCE

_______________________________________________________________________________
HISTORY / BACKGROUND
Cereskip was the third son born to a minor noble house in Cyre. He was always a frail and sickly child; so his mother cuddled him until he was well into his teens. That is not to say he was raised a sissy. Far from it; the Captain of his father’s caravan guards taught him to defend himself at early age at the behest off his mother. She wanted him to know how to defend himself since he was so weak. Not only against bullies and the like, but also against his older brothers who would pick on him because they were jealous that his mother seemed to love him more.

The Captain taught young Skip a great many things; he taught him how to ride, how to use a mace and crossbows and how to fight effectively from horse back. When Skip displayed great aptitude with Martial Arts, he signed Skip on with Battle Cleric of Silver Flame who taught him to wield a Longbow with deadly precision and skill. It was during this time that Skip developed a deep connection to Silver Flame and grew close to the church. He was so devout that his family feared that he had become a fanatic who had lost touch with reality as he often spoke out loud to "Argent", his imaginary friend who Skip described as a silver dog.

Once a great member of the D'Orien House, whose holdings included farms, tanneries and various other luxury item manufacturers, the family has fallen on hard times that threaten to destroy its commerce. With the family fortune in jeopardy and him being the third son, Skip realized that he would have to make his own fortune, forge his own destiny. So he took what gold he had and used it to purchase a horse and equipment. He then set out to do just that. He left home behind and went to find adventure...

Report to House O'rien outpost.

Ope
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MOTIVATION & GOALS

Improved Dimension Leap: Dimension leap is the signature ability of the blade of Orien, and you can use it an additional number of times per day equal to one plus one-half your class level (minimum 1). When using dimension leap, you can move in 5-foot increments instead of being limited to 10-foot increments.
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This message was last edited by the player at 00:55, Sun 19 Sept 2021.
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