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11:34, 26th April 2024 (GMT+0)

Open Sheets.

Posted by Narrator VFor group 0
Narrator V
GM, 1509 posts
I am the rules judge
& apparently the sole GM
Tue 11 Oct 2022
at 02:11
  • msg #1

Open Sheets

If you would please just post once, and edit the post, as sheet comes together, that would be great!

I don't have preferred sheet. I do, however, have a strong preference that you don't include empty space in the sheet that isn't needed.
Maynitra
player, 299 posts
Mistress of Denial
Tue 11 Oct 2022
at 03:44
  • msg #2

Open Sheets

Attribute Rolls:
20:06, Today: Maynitra rolled 16,17,16 using 3d6+6,3d6+6,3d6+6, dropping the lowest dice only ((5,5,2,3,6,5,6,3,4)).

Hit Points by HD (roll or 0.5*HD + 1): 21 + 4 + 37 + 32 + 4 (1st HD) + 84 (Con bonus) = 182
  d4s: 3,3,3,3,3,3,3
  d6s: 4
  d8s: 6,5,6,5,5,5,5
 d10s: 6,8,6,6,6
22:27, Today: Maynitra rolled 13,3,26,24 using 7d4,1d6,7d8,5d10 ((2,1,1,2,3,2,2; 3; 6,1,6,2,5,1,5;  2,8,4,5,5)).


Abbreviated Sheet (Annotations and play notes removed to fit within character limits)
----------------------------------------------------------------------------------------------------------
Name    : Ryne'Maynitra Myrae   | Race          :  Drow         | Height        : 5'2"
Player  :                       | Gender        :  Female       | Weight        : 100 lbs
Update  :                       | Age           :  172          | Eyes          : Red
Align   : Lawful Neutral        | Size          :  Medium       | Hair          : Silver
Deity   : Wee Jas               | Speed         :  30'          | Hand          : Left

Conditional:
 * +10' enhancement to land speed (Heart of Fire)
 * Swim speed 30' (Heart of Water)
 * +10' enhancement to fly speed (Heart of Air)
----------------------------------------------------------------------------------------------------------
Points                          |Temporary                      | Class/Level
      Ability   Score   Mod     | Score         Mod             |     SEE BELOW
[02]    STR      10      +0     |                +0             |
[08]    DEX      22      +6     |                +0             |
[08]    CON      18      +4     |                +0             |
[11]    INT      30     +10     |  36           +13             |
[06]    WIS      14      +2     |                +0             |
[05]    CHA      16      +3     |                +0             | XP in levels: 221k    | XP over: 11,000
----------------------------------------------------------------------------------------------------------
           Total      Current      Subdual         |         Total   Dex    Misc        | BAB: +15/+10/+5
HP    :     182         212                        | Init : +      =  4  +              |  +15 +1 Epic

Conditional:
 * 30 temporary hit points
----------------------------------------------------------------------------------------------------------
NOTES
   Perception:
      * Spot +6, Listen +6, Sense Motive +16
      * Superior vision: 2x human in regular light, 4x human in low light, suffer half of normal distance
               penalties on Spot checks (Dragonsight)
      * Darkvision 120' (natural), 210' (Dragonsight)
      * Mindsight 100': like blindsense, but includes type and Int score (natural)
      * Blindsense 105' (Dragonsight)
      * Elven Autosearch (Search +19 vs concealed/secret doors)
      * Automatically knows location of all Divination(scrying) sensors w/in 40'; also, if equal or beat
                scrier on opposed caster level check -> get their visual image and direction/distance
      * Automatically aware of all spellcasting that occurs within 60', even if not visible (Ryne'Hounina)
                Spellcraft check vs DC15+spell level to identify the spell
                1x/day if identified, automatically counterspell OR change the target to another one w/in 60'
      * Any Greater Dispel Magic targeted against her is automatically countered 1x (Ryne'Hounina)
      * 1x/day (immediate) counter a spellcaster w/in 100' no spellcraft check needed (Ryne'Hounina)
                as greater dispel magic but no spell used
      * Light Blindness (natural)
      * Immunity to blindness/dazzling (Goggles of the Golden Sun)


   Knowledge:
      * Lore: 3d6+23

   Miscellaneous
      * Can hold breath for 12 hours before making Con checks (Periapt of the Sullen Sea)
      * Can breathe underwater (Heart of Water)
      * Does not need to eat or drink; only sleeps 2 hours per day (Ryne'Hounina)
----------------------------------------------------------------------------------------------------------
BASE ATTACK: +15/+10/+5     GRAPPLE:   +15        EPIC BONUS: +1

WEAPON                     TAB         DAM     CRIT/MOD    RI/MAX   CATEGORY   TYPE     PROPERTIES
 Dagger, Melee         +16/+11/+ 6     1d4       15/x2     melee     Light      SP
 Dagger, Ranged        +22/+17/+12     1d4                 10'/50'
   +3                      +3          +3
   vs bane choice          +2        +2+2d6
 +1 Adamantine Dagger      +1          +1                                               bypasses hardness <20

 +1 Hand-crossbow etc  +23/+18/+13    1d4+1      15/x2    60'/600'   Ranged      P
    Bolts available:
       normal
       adamantine                                                                      bypasses hardness <20
       cold iron
       alchemical silver               -1
    vs constructs          +2        +2+2d6

 Shuriken              +22/+17/+12     1d2      16/x2      10'/50'   Thrown      P
   +5                      +5          +5

 +1 Rapier             +17/+12/+ 7    1d6+1     14/x2     melee      1-Hand      P      finesse applicable



CONDITIONAL:
 * Smite Good (x1/day): melee, +3 to hit, +21 damage to good creature
 * Arcane Chaneling: cast a spell + melee attack (no AoO); successful hit resolves spell against target
 * Moment of Prescience (x1) -- potential +21 insight to hit for a single attack
----------------------------------------------------------------------------------------------------------
         Total         Armor  Shield    Dex   Size    Natural  Deflect   Wis   Insight   Misc
AC    :    37    10  +   8               6     0         1        5
  touch: 21  flat-footed: 31    flat-footed touch: 15     incorporeal touch: 38

DR: 5/Good

Conditional:
* Dodge
* Armor of Law: armor (or shield) bonus increased by 7 (Sanctified Level + 3)
* Moment of Prescience (x1) -- potential +21 insight to AC vs one attack
* Ectoplasmic Armor: +17 armor bonus vs incorporeal touch attacks
* +8 bonus to checks to resist bull rush, overrun, trip attacks
* Immunity to extra damage from Sneak Attacks/Critical Hits (Heart of Fire, Earth, Water, Air)
----------------------------------------------------------------------------------------------------------
SAVES                                          Ability
              Ability  Bonus      Base   Epic    Mod   Resist   Misc    Luck
Fort  :         Con     +23    =  10.17   +0     +4      +6      +2      +1
Ref   :         Dex     +23    =  10.00   +0     +6      +6              +1
Will  :         Wis     +21    =  12.00   +0     +2      +6              +1

Spell Resistance: 32 (11 + class levels)

Conditional:
* Immunity to sleep spells/effects
* +2 racial bonus vs Enchantment spells/effects
* +2 racial bonus to Will vs. spells/SLA
* +2 bonus to saves vs. poison
* Fire Immunity (Energy Immunity)
* Fire Resistance 5 (natural), 10 (Energy Absorption), 20 (Heart of Fire)
* Acid Resistance 5 (natural), 10 (Energy Absorption)
* Cold Resistance 5 (natural), 10 (Energy Absorption)
* Electricity Resistance 10 (Energy Absorption)
* Sonic Resistance 10 (Energy Absorption)
* Moderate School Esoterica -- no effect on save vs. half/partial spells for SL rounds after casting Abj.
* Death's Cloak (x1/day) -- immunity to poison, paralysis, stun, disease, death effects for 1 minute
* Mind Blank
* Moment of Prescience (x1) -- potential +21 insight bonus for a single save
* Can hold breath for 12 hours before making Con checks (Periapt of the Sullen Sea)
----------------------------------------------------------------------------------------------------------
RACE/CLASS ABILITIES & FEATS                                                            SOURCE (Level)
  RACIAL ABILITIES
    Darkvision 120'                                                                     Drow (1)
    Immunity to Sleep Spells/Effects                                                    Drow (1)
    Fire Resistance 5 (Ex)                                                              Devil BL (8)
    Acid Resistance 5 (Ex)                                                              Devil BL (12)
    Cold Resistance 5 (Ex)                                                              Devil BL (16)
    +2 bonus to saves vs. poison (Ex)                                                   Devil BL (10)
    +2 racial bonus vs Enchantments                                                     Drow (1)
    +2 racial bonus to Will saves vs spells/SLAs                                        Drow (1)
    Spell Resistance (11 + class levels)                                                Drow (1)
    +2 bonus to Bluff checks                                                            Devil BL (1)
    +2 bonus to Diplomacy checks                                                        Devil BL (7)
    +6 Devil Affinity (Bluff, Diplomacy, Gather Information, Intimidate, and Perform)   Devil BL (7, 11, 17)
    +2 racial bonus to Listen, Search, and Spot checks                                  Drow (1)
    +2 bonus to Search checks                                                           Devil BL (13)
    Elven Autosearch                                                                    Drow (1)
    Smite Good (Su, 1x/day, +CHA to hit, +(char level) to damage vs good creature)      Devil BL (6)
    Damage Reduction 5/Good                                                             Devil BL (20)
    Natural Armor +1                                                                    Devil BL (18)
    Light Blindness                                                                     Drow (1)
    Racial Spell-like Abilities (caster level = class levels)
       dancing lights (1x/day)                                                          Drow (1)
       darkness (2x/day)                                                                Drow (1), Devil BL (4)
       faerie fire (1x/day)                                                             Drow (1)

  FEATS
    WP(Rapier, Shortsword, Hand Crossbow)                                               Drow (1)
    WP(Club, Dagger, Quarterstaff, Light Crossbow, Heavy Crossbow)                      Wizard (1)
    Collegiate Wizard (Complete Arcane pg181)                                           Feat (1)
    Dodge [Fighter]                                                                     Wizard (1)
    Spell Focus: Abjuration                                                             Devil BL (2)
    Alertness                                                                           Feat (3)
    Skill Focus:Spellcraft                                                              Master Specialist (1)
    WP(Simple, Martial)                                                                 Duskblade (1)
    AP(All armors, shields except tower shields)                                        Duskblade (1)
    Item Familiar                                                                       Feat (6)
       Ryne'Hounina (ring)
    Combat Casting                                                                      Duskblade (2)
    Greater Spell Focus: Abjuration                                                     Master Specialist (3)
    Quicken Spell [Metamagic +4]                                                        Feat (9)
    Chain Spell [Metamagic +3] (Complete Arcane pg76)                                   Feat (12)
    Knowledge Devotion
    Elven Spell Lore: Orb of Fire (Player's Handbook II pg78)                           Devil BL (14)
    Mindsight (Lords of Madness pg126)                                                  Feat (15)
    Metamagic School Focus: Abjuration (Complete Mage pg45)                             Feat (18)
    Spell Stowaway: Time Stop                                                           Feat (21)
    Leadership                                                                          Bonus (21)
    Landlord  (Stronghold Builder's Guidebook pg10)                                     Bonus (21)

  CLASS ABILITIES
   Specialist: Abjuration (Focused Specialist)                                          Wizard (1)
       Alternate Class Feature (Complete Mage pg34)
       Prohibited Schools: Enchantment, Evocation, Necromancy
   Combat Wizard                                                                        Wizard (1)
       Alternate Class Feature (Unearthed Arcana)
       Lose scribe scroll, wizard bonus Feat list
       Gain fighter bonus feat at 1st level and every 5th wizard level
   Familiar                                                                             Wizard (1)
          Ryne'Minyrr (rat)
   Wizard Spells                                                                        Wizard (1)

   Minor School Esoterica (Complete Mage pg70)                                          Master Specialist (4)
   Moderate School Esoterica (Complete Mage pg71)                                       Master Specialist (7)
   Major School Esoterica (Complete Mage pg71)                                          Master Specialist (10)
   Warding (Sp, Complete Arcane pg44)                                                   Initiate 7fold Veil (1)
   Veil (Complete Arcane pg46)                                                          Initiate 7fold Veil (1)
   Unimpeachable Abjuration (Ex, Complete Arcane pg46)                                  Initiate 7fold Veil (1)
   Unanswerable Strike (Ex, Complete Arcane pg46)                                       Initiate 7fold Veil (2)
   Reactive Warding (Sp, Complete Arcane pg46)                                          Initiate 7fold Veil (4)
   Kaleidoscopic Doom (Sp, Complete Arcane pg44)                                        Initiate 7fold Veil (7)

   Duskblade Spells                                                                     Duskblade (1)
   Arcane Attunement                                                                    Duskblade (1)
   Armored Mage: Light                                                                  Duskblade (1)
   Arcane Channeling                                                                    Duskblade (3)

   Abjurant Armor (Su, Complete Mage pg50)                                              Abjurant Champion (1)
   Extended Abjuration (Su, Complete Mage pg50)                                         Abjurant Champion (1)
   Swift Abjuration (Su, Complete Mage pg50)                                            Abjurant Champion (2)
   Arcane Boost (Su, Complete Mage pg50)                                                Abjurant Champion (4)
   Martial Arcanist (Ex, Complete Mage pg50)                                            Abjurant Champion (5)

   Aura (Ex, Lawful)                                                                    Cloistered Cleric (1)
   Lore                                                                                 Cloistered Cleric (1)
   Cleric Spells                                                                        Cloistered Cleric (1)
   Domains                                                                              Cloistered Cleric (1)
       Charm (Spell Compendium pg271)
       Inquisition (Spell Compendium pg275)
       (Knowledge) -> given up in exchange for the Knowledge Devotion Feat
   Spontaneous Domain Casting                                                           Cloistered Cleric (1)
       Alternate Class Feature (Players Handbook II pg37)
       Lose ability to spontaneously convert prepared spells into cure/inflict spells
       Gain ability to spontaneously convert prepared spells into domain spells (Charm);
            also gain ability to prepare inflict spells in domain slots
   Rebuke Undead (Su)                                                                   Cloistered Cleric (1)

   Telepathy (Su)                                                                       Mindbender (1)
   Skill Boost (Ex)                                                                     Mindbender (2)
   Push the Weak Mind (Sp)                                                              Mindbender (2)

   Sanctified Ability                                                                   Sanctified One (1,3)
      Armor of Law (Su), Death's Cloak (Su)

   Holy Texts (Ex)                                                                      Paragnostic Apostle (1)
   Knowledge Is Power (Ex)                                                              Paragnostic Apostle (1)
      Penetrating Insight
   Lore (Ex)                                                                            Paragnostic Apostle (1)
----------------------------------------------------------------------------------------------------------
LANGUAGES
  Common, Elven, Undercommon, Draconic, Drow Sign Language, Infernal, Goblin
----------------------------------------------------------------------------------------------------------
SKILLS (^# -- # skill ranks invested in Ryne'Hounina)
 * Moment of Prescience (x1) -- potential +21 to a skill check

CC                       Relevant Ability   Total   Ranks   Ability  Racial  Synergy Magic   Feat    Misc
      Appraise                  Int     =    +13    |= 0    |+13      |+0     |+0     |+0     |+0     |+0
      Balance                   Dex     =    + 6    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+0
4pts  Bluff                     Cha     =    +16    |= 9    |+ 3      |+0     |+0     |+0     |+0     |+2+2 comp
                 vs Devils                                                                             +6
      Climb                     Str     =    +00    |= 0    |+ 0      |+0     |+0     |+0     |+0     |+0
      Concentration             Con     =    +28    |=24^6  |+ 4      |+0     |+0     |+0     |+0     |+0
                 cast defensively/grappled/pinned                                              +4
      Craft                     Int     =    +13    |= 0    |+13      |+0     |+0     |+0     |+0     |+0
      Decipher Script           Int     =    +18    |= 5    |+13      |+0     |+0     |+0     |+0     |+0
      Diplomacy                 Cha     =    +23    |= 9    |+ 6      |+0     |+4     |+0     |+0     |+2+2 comp
                 vs Devils                                                                             +6
      Disable Device            Int     =    +XX    |= 0    |+13      |+0     |+0     |+0     |+0     |+0
      Disguise                  Cha     =    + 3    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
                 act in character                                              +2
      Escape Artist             Dex     =    +11    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+0
                                                                                       +5 enhance (Heart of Water)
      Forgery                   Int     =    +13    |= 0    |+13      |+0     |+0     |+0     |+0     |+0
      Gather Information        Cha     =    + 5    |= 0    |+ 3      |+0     |+2     |+0     |+0     |+0
                 vs Devils                                                                             +6
      Handle Animal             Cha     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
      Heal                      Wis     =    + 2    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
      Hide                      Dex     =    + 6    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+0
      Intimidate                Cha     =    +16    |= 9    |+ 3      |+0     |+2     |+0     |+0     |+2 comp
                 vs Devils                                                                             +6
      Jump                      Str     =    +14    |= 0    |+ 0      |+0     |+0     |+0     |+0     |+0
                                                                                       +10 (Heart of Air)
                                                                       +4 (Heart of Fire speed increase)
      Knowledge: Arcana         Int     =    +39    |=24^6  |+13      |+0     |+0     |+0     |+2     |+0
      Knowledge: Architecture   Int     =    +18    |= 5    |+13      |+0     |+0     |+0     |+0     |+0
      Knowledge: Dungeoneering  Int     =    +23    |=10    |+13      |+0     |+0     |+0     |+0     |+0
      Knowledge: Geography      Int     =    +XX    |= 0    |+13      |+0     |+0     |+0     |+0     |+0
      Knowledge: History        Int     =    +18    |= 5    |+13      |+0     |+0     |+0     |+0     |+0
      Knowledge: Local          Int     =    +18    |= 5    |+13      |+0     |+0     |+0     |+0     |+0
      Knowledge: Nature         Int     =    +23    |=10    |+13      |+0     |+0     |+0     |+0     |+0
      Knowledge: Nobility       Int     =    +XX    |= 0    |+13      |+0     |+0     |+0     |+0     |+0
      Knowledge: Religion       Int     =    +25    |=12^3  |+13      |+0     |+0     |+0     |+0     |+0
      Knowledge: Planes         Int     =    +23    |=10    |+13      |+0     |+0     |+0     |+0     |+0
      Listen                    Wis     =    + 6    |= 0    |+ 2      |+2     |+0     |+0     |+2     |+0
      Move Silently             Dex     =    + 6    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+0
      Open Lock                 Dex     =    +XX    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+0
      Perform                   Cha     =    + 3    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
                 vs Devils                                                                                +6
      Profession:               Wis     =    +XX    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
      Ride                      Dex     =    +11    |= 5    |+ 6      |+0     |+0     |+0     |+0     |+0
      Search                    Int     =    +17    |= 0    |+13      |+2     |+0     |+0     |+0     |+2
                 vs. secret doors/compartments                                 +2
      Sense Motive              Wis     =    +16    |=12^3  |+ 2      |+0     |+0     |+0     |+0     |+2 comp
      Sleight of Hand           Dex     =    +XX    |= 0    |+ 6      |+0     |+2     |+0     |+0     |+0
      Speak Language:                                  0
      Spellcraft                Int     =    +50    |=24^6  |+13      |+0     |+2     |+8     |+3     |+0
                 to learn Abjurations                                                                    +2
      Spot                      Wis     =    + 6    |= 0    |+ 2      |+2     |+0     |+0     |+2     |+0
      Survival                  Wis     =    + 2    |= 0    |+ 2      |+0     |+0     |+0     |+0     |+0
                 vs underground or aboveground or on other planes              +2
                 vs getting lost/avoiding hazards                              +2
      Swim                      Str     =    +13    |= 5    |+ 0      |+0     |+0     |+0     |+0     |+0
                                                                       +8 (Heart of Water)
      Tumble                    Dex     =    +XX    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+0
      Use Magic Device          Cha     =    +XX    |= 0    |+ 3      |+0     |+0     |+0     |+0     |+0
                 vs scrolls                                                    +4
      Use Rope                  Dex     =    + 6    |= 0    |+ 6      |+0     |+0     |+0     |+0     |+0


TRICKS
      Collector of Stories [Mental]
          Benefit: When you attempt a trained Knowledge check to identify a creature or to learn its
          special powers or vulnerabilities, you gain a +5 competence bonus on the check.
----------------------------------------------------------------------------------------------------------
     General:
        vs Spell Resistance: +1 feat +2 enhancement
        +4 CL vs attempts to dispel/counter
        +2 CL for teleportation spells
        3x recall arcane spell as swift action up to 9th level
        Expend arcane spell as swift action to heal 5*spell level hit points
     Abjurations: (marked with *)
        +2CL, +2 save DC
        dispel checks: +4+2+1 bonus, +5 competence bonus, +4 bonus to dispel/counter other abjurations
            (spells that call for dispel checks are marked with ')
        +10 to DC vs enemy dispel attempts
        Shield/armor bonuses increased by 8 (marked with ^)
        Auto-Extended (all)
        Auto-Quickened (up to 4th level)

WIZARD SPELLS (Int)
  General CL: 21
  PROHIBITED: Enchantment, Evocation, Necromancy:
  Invested spell slots marked with !

LEVEL            0       1       2       3       4       5       6       7       8       9
Base:            3       3       3       3       3       3       3       3       3       3!
Bonus:           -       4       3       3       3       3       2       3!      2       2
Abjurations:     3       3       3       3       3       3       3       3       3       3
Resist DC:      23      24      25      26      27      28      29      30      31      32
 Abjuration DC: 25      26      27      28      29      30      31      32      33      34

SPELLBOOK
0th: Acid Splash, Amanuensis (Spell Compendium pg9), Arcane Mark, Caltrops (SpC42), Detect Poison, Detect Magic,
     Ghost Sound, Launch Bolt (Spell Compendium pg130), Launch Item (Spell Compendium pg130), Mage Hand,
     Mending, Message, Open/Close, Prestidigitation, Read Magic, Repair Minor Damage (Spell Compendium pg173),
     Resistance*, Silent Portal (Spell Compendium pg190), Stick (Spell Compendium pg206)
1st: Comprehend Languages, Deep Breath (Spell Compendium pg61), Ectoplastic Armor*^ (Spell Compendium pg77)
     Endure Elements*, Feather Fall, Hold Portal, Identify, Mage Armor, Protection From Evil*, Shield*',
     Silent Image, True Casting (Complete Mage pg121), Unseen Servant
2nd: Arcane Turmoil*' (Complete Mage pg96), Attentive Alarm* (Complete Mage pg96), Glitterdust,
     Heart of Air (Complete Mage pg106), Invisibility, Locate Object, Protection from Arrows*, Resist Energy*,
     Rope Trick, See Invisibility, Web
3rd: Improved Arcane Lock* (Stronghold Builder's Guidebook pg51), Arcane Sight,
     Avoid Planar Effects* (Spell Compendium pg19), Disobedience* (Complete Scoundrel pg97), Dispel Magic*',
     Enhance Familiar (Spell Compendium pg82), Explosive Runes*, Fortify Familiar (Spell Compendium pg98), Fly,
     Heart of Water (Complete Mage pg107), Phantom Steed, Repelling Shield*^ (Complete Mage pg115),
     Reverse Arrows* (Spell Compendium pg175), Spellcaster's Bane (Complete Mage pg117), Water Breathing
4th: Arcane Eye, Assay Spell Resistance (Spell Compendium pg17), Black Tentacles, Detect Scrying,
     Dimensional Anchor*, Dimension Door, Dispelling Screen*' (Spell Compendium pg67),
     Lesser Globe of Invulnerability*, Heart of Earth (Complete Mage pg106), Greater Invisibility,
     Orb of Fire (Spell Compendium pg151), Orb of Force (Spell Compendium pg151), Remove Curse*,
     Voice of the Dragon (Spell Compendium pg232)
5th: Baleful Polymorph, Break Enchantment*, Dragonsight (Spell Compendium pg73),
     Dualward* (Spell Compendium pg74), Heart of Fire (Complete Mage pg107), Major Creation, Permanency,
     Persistant Image, Phantasmal Thief (Spell Compendium pg155), Refusal* (Spell Compendium pg171),
     Summon Monster V, Telekinesis, Wall of Stone
6th: Greater Anticipate Teleportation* (Spell Compendium pg13), Antimagic Field*, Greater Dispel Magic*',
     Imbue Familiar w/Spell Ability (Spell Compendium pg120), Freezing Fog (Spell Compendium pg99),
     Guards and Wards*, Permanent Image, Superior Resistance*, Shadow Evocation
7th: Banishment*, Greater Dispelling Screen*' (Spell Compendium pg67), Energy Absorption* (Complete Mage pg103),
     Energy Immunity* (Spell Compendium pg80), Ethereal Jaunt, Planar Bubble* (Spell Compendium pg158),
     Plane Shift, Reverse Gravity, Sequester*, Spell Turning*, Greater Teleport
8th: Discern Location, Dimensional Lock*, Superior Invisibility (Spell Compendium pg125), Maze,
     Mind Blank*, Moment of Prescience, Polymorph Any Object, Prismatic Wall*, Greater Shadow Evocation
9th: Greater Dimension Jumper (Complete Mage pg102), Efflulgent Epuration*, Freedom*, Genesis, Gate,
     Imprisonment*, Maw of Chaos* (Spell Compendium pg140), Prismatic Sphere*,
     Reaving Dispel*' (Spell Compendium pg169), Shades, Time Stop, Wish


DUSKBLADE SPELLS (Int)
  General CL: 15

LEVEL            0       1       2       3
Base:            6       8       8       6
Bonus:           -       -       -       -
Resist DC:      23      24      25      26
 Abjuration DC: 25      26      27      28

KNOWN:
Arcane Attunement (Sp) -- 16x/day total: Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
0th: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st: Bigby's Tripping Hand (Player's Handbook II pg103), Cause Fear,
     Kelgore's Fire Bolt (Player's Handbook II pg116), Resist Energy*, Rouse (Player's Handbook II pg123)
2nd: Acid Arrow, Deflect*^ (Player's Handbook II pg109), Dimension Hop (Player's Handbook II pg110),
     See Invisibility
3rd: Keen Edge, Greater Magic Weapon, Regroup (Player's Handbook II pg122-3), Vampiric Touch


CLERIC SPELLS (Wis)
  General CL: 4

LEVEL            0       1
Base:            3      1+1
Bonus:           -       1
Resist DC:      12      13
 Abjuration DC: 14      15

    Domains
       Charm (Spell Compendium pg271) -- spontaneous domain casting
           1 Charm Person
       Inquisition (Spell Compendium pg275)
           1 Detect Chaos
----------------------------------------------------------------------------------------------------------
ONGOING SPELL EFFECTS AND PRECAST SPELLS

Maynitra -- ^ spell shared below
 * Mind Blank^ (48 hours)
 * Moment of Prescience (21 hours)
 * Energy Immunity: Fire^ (48 hours)
 * Energy Absorption^ (46 hours)
 * Greater Anticipate Teleportation (48 hours)
 * Superior Resistance^ (48 hours)
 * Dragonsight^ (21 hours)
 * Detect Scrying (24 hours)
 * Heart of Fire (21 hours)
 * Heart of Earth (21 hours)
 * Heart of Water (21 hours)
 * Heart of Air (21 hours)
 * Endure Elements (War Wizard Cloak)
 * Ectoplasmic Armor^ (46 hours)
 * Unseen Servant (21 hours)

Ryne'Minyrr (Maynitra's ferret familiar) -- ^ spell shared from above
 * Mind Blank^ (48 hours)
 * Moment of Prescience (21 hours)
 * Energy Immunity: Fire^ (48 hours)
 * Energy Absorption^ (46 hours)
 * Imbue Familiar with Spell Ability (21 hours) up to 7
     - Break Enchantment
 * Superior Resistance^ (48 hours)
 * Dragonsight^ (21 hours)
 * Enhance Familiar (21 hours)
 * Fortifiy Familiar (21 hours)
 * Endure Elements (48 hours)
 * Ectoplasmic Armor^ (46 hours)

Other
 * Magic Aura (21 days) -- on a rotating basis on each of her magical items to obscure their aura

Used for daily casting:
    Wizard          Duskblade        Cleric
  1st: 2 + 2         1st: 0        1st: 0 + 0
  2nd: 1 + 0         2nd: 0
  3rd: 3 + 0         3rd: 0
  4th: 2 + 0
  5th: 2 + 0
  6th: 0 + 1
  7th: 0 + 2
  8th: 2 + 1
  9th: 0 + 0
----------------------------------------------------------------------------------------------------------
PURCHASES (975,000gp + 25,000 -> mundane/consumables)
Tome of Clear Thought +5 (Int)                                                                    137,500
Manual of Bodily Health +4 (Con)                                                                  110,000
Manual of Quickness in Action +4 (Dex)                                                            110,000

Ryne'Hounina
   Ring of Greater Counterspells (Magic Item Compendium pg124)                                     16,000
   Ring of Spell Battle (Magic Item Compendium pg127)                                              18,000
   Ring of Enduring Arcana (Complete Mage p126)                                                     9,000
   Ring of Sustenance                                                                               3,750
   Ring of Protection +5                                                                           50,000

Headband of Intellect +6                                                                           36,000
Gauntlet of Infinite Blades (Magic Item Compendium p101)                                            6,500
Goggles of the Golden Sun (Magic Item Compendium p205)                                              4,000
Periapt of the Sullen Sea (Magic Item Compendium p205)                                              6,000
Vest of the Archmagi (Magic Item Compendium p145)                                                 200,000
Robe of Stars                                                                                      58,000
   Plus Robe of Useful Items                                                                       10,500
Belt of Many Pockets (Complete Arcane p147)                                                        11,000
War Wizard Cloak (Magic Item Compendium p145)                                                      16,000
Bracers of Arcane Freedom (Magic Item Compendium p80)                                               2,300
Winged Boots                                                                                       16,000
   Plus Boots of Big Stepping (Magic Item Compendium p76)                                           9,000
Maynitra's Traveling Library (5 Boccob's Blessed Books)                                            62,500
Heward's Handy Haversack                                                                            2,000
Personal Oasis (Magic Item Compendium p168)                                                         4,600
+1 Quick-Loading (Magic Item Compendium p41) Hand Crossbow of Distance, Construct Bane             32,400
+1 Rapier                                                                                           2,320
Contributions toward Stronghold Building                                                           33,664
Portable Wealth (Coins, Gems, etc)                                                                  2,664


CONSUMABLES and MUNDANE ITEMS
Upkeep -- Good: 100gp/month (Prepaid 12 months)                                                     1,200
Expensive Components                                                                               10,000
Reasonable Mundane Equipment                                                                        3,040
20 Shuriken                                                                                             4
50 normal bolts                                                                                         5
30 adamantine bolts                                                                                 1,803
10 cold iron bolts                                                                                      2
10 alchemical silver bolts                                                                             21
Scroll of Summon Monster V (scribed)                                                                1,125
Scroll of Major Creation (scribed)                                                                  1,125
Scroll of Detect Scrying (scribed)                                                                    700
Scroll of Remove Curse (scribed)                                                                      700
Scroll of Dimension Door (scribed)                                                                    700
Scroll of Dimensional Anchor (scribed)                                                                700
Scroll of Black Tentacles (scribed)                                                                   700
Scroll of Arcane Sight (scribed)                                                                      375
Scroll of Dispel Magic (scribed)                                                                      375
Scroll of Explosive Runes (scribed)                                                                   375
Scroll of Fly (scribed)                                                                               375
Scroll of Phantom Steed (scribed)                                                                     375
Scroll of Reverse Arrows (scribed)                                                                    375
Scroll of Water Breathing (scribed)                                                                   375
Scroll of Invisibility (scribed)                                                                      150
Scroll of Locate Object (scribed)                                                                     150
Scroll of Resist Energy (scribed)                                                                     150
2 Potions of CLW                                                                                      100

----------------------------------------------------------------------------------------------------------
EQUIPMENT & STUFF
  * Rainment of the Four Collection Benefit: Resistance 5 to cold, electricity; stacks w/natural

WORN
    Location                                                                                   Weight (lb)
Head        : Headband of Intellect +6 (CL8)                                                       ----
                +6 enh. to Int
Face/Eyes   : Goggles of the Golden Sun (CL5, MIC205)                                              ----
                Rainment of the Four Set
                Immunity to blindness/dazzling effects
                3x/day, mental (standard), expend SL3+ for fireball (at your CL), R14 half
Neck        : Periapt of the Sullen Sea (CL7, MIC205)                                              ----
                Rainment of the Four Set
                Hold breath for 12 hours before making Con checks
                2x/day, mental (standard), expend SL4+ for freedom of movement (at your CL)
Chest/Shirt : Vest of the Archmagi (CL20, MIC145)                                                  2.00
                +8 armor to AC, +5 resist to saves, +2 enh to CL vs. SR,
                3x/day, command (swift), recall arcane spell to 9th as pearl of power
                at will, mental (swift), expend arcane spell/slot, heal self = 5x SL
Body/Armor  : Robe of Stars and Earth (CL15)                                                       1.00
                +1 luck to all saves, shuriken proficiency
                at will: travel to Astral plane (physically) with carried/worn stuff
                6x (total) use stars on chest as +5 shuriken (disappear after use)
                Also, patches that can be detached to become items:
                   2x Dagger
                   2x Bullseye Lantern (filled and lit)
                   2x Mirror (2' x 4' steel)
                   2x Pole (10' length)
                   2x Hemp Rope (50' length)
                   2x Sack
                   1x Bag of 100gp
                   3x Ladder, Wooden (24' length)
                   2x Mule (with saddle bags)
                   4x Minor Scrolls:
                      Arcane: erase
                      Arcane: animate rope
                      Arcane: shocking grasp, scorching ray, detect thoughts
                      Divine: death knell, summon monster III
Waist/Belt  : Belt of Many Pockets (CL9, CAr147)                                                   1.00
                64 hidden extradimensional pockets hidden on inside
                each pocket holds 1cu/10lbs of stuff (1 min air for non-familiars)
                any pocket can hold familiar (doesn't need air, food, water inside)
                Anything stored in pockets effectively weightless while worn (1/10 otherwise)
                specific item retrival is move (no AoO)
                pockets left to right: 1-8; pockets outer to inner: A-G
Back/Cloak  : War Wizard Cloak (CL9, MIC147)                                                       1.00
                endure elements, auto feather fall on self
                1x/day each, command (standard):
                      dimension door, mage armor, protection from arrows, sending
Arms/Bracers: Bracers of Arcane Freedom (CL7,MIC80)                                                0.50
                2x/day, command (swift), apply still spell feat to spell cast before end of turn
Hands/Gloves: Gauntlet of Infinite Blades (CL12, MIC101)                                           1.0
                Swift action to summon a normal dagger for 3 rounds, plus 5 charges toward:
                    1 charge : dagger is +3 dagger
                    3 charges: dagger is +3 dagger of seeking
                    5 charges: dagger is +3 bane dagger of seeking (choose bane on activation)
Feet/Boots  : Winged Boots of Big Stepping (CL7, MIC76)                                            2.0
                +2CL to teleportation spells, plus fly (standard) 60'(g) for 5 minutes 3x/day, plus
                teleport (standard) up to 60' without error 3x/day
Left Ring   :
Right Ring  : Ryne'Hounina (Maynitra's item familiar, CL21)                                        ----

CARRIED
                                                                         Location              Weight (lb)
Heward's Handy Haversack (CL9)                                            Worn                     5.00
    3 extradimensional spaces -- center holds 8cu/80lbs; side pouches hold 2cu/20lbs each
    anything stored in spaces effetively weightless
    specific item retreival is move (no AoO)

Spell Component Pouch                                                     Worn (belt)              2.00

Appropriate Spell Foci and Expensive Components (10,000gp)                BoMP                    [misc]

Boccob's Blessed Library (CL7)                                            BoMP                    [5.00]
    bundled set of Boccob's Blessed Books
    Each one is 12"x8"x1" with silk dustcases; fit together in a leather bundle case
    Book/School: Abjuration+Universal, Conjuration, Divination, Illusion, Transmutation

+1 Quick-Loading (MIC41) Hand Crossbow of Distance (CL9), Construct Bane  BoMP                    [2.00]
    40 regular bolts, 30 adamantine bolts, 10 cold iron, 10 alchemical silver

+1 Rapier                                                                 BoMP                    [2.00]

+1 Adamantine Dagger                                                      BoMP                    [1.00]

20 Shuriken                                                               BoMP                    [2.00]

Personal Oasis (CL5; MIC168)                                              BoMP                    [3.00]
    10'x10' woven blanket (picture of oasis w/desert trees and water)
    1x/day, command (standard), creates 5'x10' tent, campfire, dates, cool water
       equivalent of Leomund's tiny hut, sustains 1 person/day (10 hours)

Reasonable Mundane Equipment (3,000gp)
    Spare clothing, spare spell component pouch, rope, etc                HHH                     [misc]

Portable Wealth: Cash, gems, etc (949gp)                                  BOMP and HHH            [misc]

LOAD:  LIGHT: 33lbs  MEDIUM (-3): 66lbs  HEAVY/MAX (-6): 100lbs  LIFT (X2): 200lbs  PUSH/DRAG (X5): 500lbs
----------------------------------------------------------------------------------------------------------
COMPANIONS
   Ryne'Hounina (Maynitra's item familiar)
     TN adamantine ring (fine construct)
     Int16  Wis12  Cha12    Ego: 12

     base item  : Ring of Greater Counterspells (Magic Item Compendium pg124): Contains Greater Dispel Magic
        improved: Ring of Spell Battle (Magic Item Compendium pg127)
        improved: Ring of Enduring Arcana (Complete Mage p126)
        improved: Ring of Sustenance
        improved: Ring of Protection +5
                     This ring offers continual magical protection in the form of a deflection bonus.

     Invested Life Energy: 10% bonus on xp gains (not in use?)
     Invested Skill Ranks: 21 skill ranks (marked ^ above), gain +7 skill bonus; loss/destroy = lose these
     Invested Spell Slot: 9th level slot invested (marked ^ above), gain bonus 7th slot; loss/destroy = lose both
     Sapience: Hounina has absorbed some of Maynitra's personality
        Communication: Telepathy with master 120'
                       Speaks, reads, and understands common, elven, celestial, abyssal
        Senses: See/Hear 60' radius, Darkvision 60', Blindsense 30'
     Special Abilities (3):
        Increased Sapience (x2): increased ability scores and communication skills.
        Improved Senses: Darkvision 60'
        Greater Senses: Blindsense 30'

   Ryne'Minyrr (Maynitra's rat familiar)
      TN rat (tiny Magical Beast)
      Str2 Dex15 Con10 Int7 Wis12 Cha2       Init+2         Move: 15', climb 15', swim 15'
      HP: 91 (21HD)
          +2d8 temporary hit points for 1 hour (Fortify Familiar)
      AC: 14 (size +2, NA+2, Dex+2) t14 ff12 fft10
          +2 dodge bonus (Enhance Familiar)
          +2 enhancement to NA (Fortify Familiar)
          25% to avoid extra damage from SA/Crits (Fortify Familiar)
          +17 armor bonus vs incorporeal touch attacks
      Fort +10  Refl +12  Will +13
          +6 resistance to all saves (Superior Resistance)
          +2 competence to all saves (Enhance Familiar)
          Improved Evasion, Mind Blank, Acid/Cold/Electricity/Fire/Sonic Resistance 10, Fire Immunity
      BAB:+16    Grapple:+4
      Attack: Bite +20 melee 1d3-4 SPB (20/x2)
          +2 competence bonus to hit and damage (Enhance Familiar)
      Feats:
          Stealthy, Weapon Finesse (b)
      Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10, (Master's skill ranks on other skills)
       (+4 racial to Hide, Move Silently; +8 racial to Balance, Climb, Swim; +8 size to Hide
        Uses Dex for Climb and Swim)
      Special:
          Scent, Low-light vision, Share Spells w/in 5', "You" spells can be cast on Minyrr,
          Deliver touch spells, Empathic Link
          2x human in regular light, 4x human in low light, suffer half distance penalties on Spot checks,
               Darkvision 210', Blindsense 105' (Dragonsight)
          Moment of Prescience (x1): potential +21 insight to an attack roll, opposed ability check,
               skill check, saving throw; or to AC vs a single attack.
          Imbued Spells: see Maynitra's prepared spell list
----------------------------------------------------------------------------------------------------------
NOTES

Leveling Order:
  1. Wizard 1/Drow LA                                            : 24sp
  2. Wizard 2/Drow LA                                            : 6sp
  3. Wizard 3/Bloodline                                          : Cha+1 (14), 6sp
  4. Master Specialist 1/Duskblade 1                             : Int+1 (20), 7sp
  5. Master Specialist 2/Bloodline                               : 7sp
  6. Master Specialist 3/Duskblade 2                             : 7sp
  7. Master Specialist 4/Duskblade 3                             : 7sp
  8. Master Specialist 5/Abjurant Champion 1                     : Int+1 (21), 7sp
  9. Master Specialist 6/Abjurant Champion 2                     : Con+1 (14), 7sp
 10. Initiate of the Sevenfold Veil 1/Abjurant Champion 3        : 7sp
 11. Initiate of the Sevenfold Veil 2/Bloodline                  : 7sp
 12. Initiate of the Sevenfold Veil 3/Abjurant Champion 4        : Int+1 (22), 8sp
 13. Initiate of the Sevenfold Veil 4/Abjurant Champion 5        : 8sp
 14. Initiate of the Sevenfold Veil 5/Cloistered Cleric 1        : 12sp
 15. Initiate of the Sevenfold Veil 6/Mindbender 1               : Int+1 (23), 8sp
 16. Initiate of the Sevenfold Veil 7/Sanctified One 1 (Wee Jas) : Int+1 (24), 9sp
 17. Master Specialist 7/Paragnostic Apostle 1                   : 11sp
 18. Master Specialist 8/Sanctified One 2 (Wee Jas)              : 9sp
 19. Master Specialist 9/Sanctified One 3 (Wee Jas)              : 9sp
 20. Master Specialist 10/Sanctified One 4 (Wee Jas)             : Int+1 (25), 9sp
 21. Master Specialist 11/Mindbender 2                           : 9sp

----------------------------------------------------------------------------------------------------------
This message was last edited by the player at 04:09, Sat 30 Sept 2023.
phorcys
player, 13 posts
Tue 11 Oct 2022
at 03:52
  • msg #3

Open Sheets

Placeholder - Sheet will go here.
Ghanek Brightwave
player, 25 posts
Ancient Mariner
Future Harbormaster
Tue 11 Oct 2022
at 05:43
  • msg #4

Open Sheets


Name     Ghanek Brightwave
Gender  male  Alignment  LN  Race  Aventi  Level  21
Classes  Scout8/Rogue2/Shadowdancer10/Epic Shadowdancer 1// Cleric11 (of Istishia)/Loremaster9/Epic Loremaster1  [Gestalt]
Abilities =         Str 12  Dex 21  Con 12  Int 25  Wis 19  Cha 18
Ability Adjustment  Str +1  Dex +5  Con +1  Int +7  Wis +4  Cha +4
Includes the following Ability Increases    Level               4    8    12   16    20
                                            Increased ability   Int  Int  Int  Dex   Str
  • Tome of Clear Thought gives +5 increase in Intelligence
  • Manual of Quickness of Action gives +5 increase in Dexterity
  • Tome of Understanding gives +3 increase in Wisdom
  • Tome of Leadership and Influence gives +4 increase in Charisma


BAB               16  [base]
Fortitude Save    14  [base]         +1 [constitution]     =  15
Reflex Save       18  [base]         +5 [dexterity]        =  23
Will Save         16  [base]         +4 [wisdom]           =  20
Land Speed =      30  [Aventi Base]  +10 [Scout 3]         =  40
Swim Speed =      30  [Aventi Base]  +20 [Rapid Swimming]  =  50
Hitpoints    = (d8+1 [con]) *21 : 21d8+21:                 =  163

DEFENCE
AC=  10  +  3 (Sharkskin)  +5 (Dex)  +3  (Ring of Protection)  =  21
Touch                                                          =  18
Flat Footed                                                    =  16
Leadership Score  21  [Character Level]  +4 [Charisma]         =  25

OFFENCE
Attack                                       to hit  damage  Critical  Range  Type
+5 Keen Dagger                               d20+26  1d6+1   17-20 *2  10'    P or S
thrown                                       d20+26  1d6+1   17-20 *2  10'    P
Aquatic +4 dagger of throwing and returning  d20+25  1d6+1   19-20 *2  20'    P or S
thrown                                       d20+25  1d6+1   19-20 *2  20'    P

SPELLS
Save DC =  10  + spell level  +  Wisdom Bonus  =  14 + Spell Level
Spells per day
Level  Number
0      6
1      6+ 1 domain spell
2      6+ 1 domain spell
3      6+ 1 domain spell
4      6+ 1 domain spell
5      5+ 1 domain spell
6      4+ 1 domain spell
7      4+ 1 domain spell
8      4+ 1 domain spell
9      4+ 1 domain spell
Default  spells chosen:
0      Create Water,             Detect Magic        Detect Poison          Light
       Purify Food and Drink     Read Magic
1      Command,                  Cure Light Wounds,  Detect Chaos           Detect Undead
       Remove Fear               Shield of Faith
Domain spell  =                  Obscuring Mist (Water domain)
2      Bears Endurance           Bulls Strength      Cure Moderate Wounds   Darkness
       Eagles Splendour          Owls Wisdom
Domain Spell =                   Fog Cloud (Water Domain)
3      Cure Serious Wounds       Daylight                Dispel Magic           Water Walk
       Remove Curse              Remove Disease
Domain Spell =                   Call Lightning (Storm Domain)
4      Cure Critical Wounds      Discern Lies         Magic Weapon, Greater
       Neutralise Poison         Planar Ally, Lesser  Summon Monster IV
Domain Spell =                   Control Water (Water Domain)
5      Break Enchantment         Disrupting Weapon    Hallow                 Raise Dead
       Righteous Might
Domain Spell =                   Ice Storm (Either Domain)
6      Animate Objects           Heal                 Planar Ally
       Undeath to Death
Domain Spell =                   Cone of Cold (Water Domain)
7      Cure Serious Wounds Mass  Dictum               Regeneration           Resurrection
Domain Spell =                   Control Weather (Storm Domain)
8      Discern Location          Shield of Law        Planar Ally, Greater
       Spell Immunity, Greater
Domain Spell =                   Whirlwind (Storm Domain)
9      Heal, Mass                Miracle              Summon Monster IX
       True Resurrection
Domain Spell =                   Storm of Vengeance (Storm Domain)

Skill                        Ability  CC?  Tr.Only?  Total  =  Ranks  Modifier  Misc.
Appraisal                    Int      No   No        8      =  1+     7+        0*
Balance                      Dex      No   No        13     =  6+     5+        2*
Bluff                        Cha      No   No        28     =  24+    4+        0*
Climb                        Str      No   No        7      =  6+     1+        0
Concentration                Con      No   No        2      =  1+     1+        0
Craft (Woodwork)             Int      No   No        12     =  5+     7+        0
Craft Other                  Int      No   No        7      =  0+     7+        0
Diplomacy                    Cha      No   No        16     =  10+    4+        6*
Disable Device               Int      No   Yes       8      =  1+     7+        0
Disguise                     Cha      No   No        28     =  24+    4+        0*
Escape Artist                Dex      No   No        6      =  1+     5+        0*
Forgery                      Int      No   No        8      =  1+     7+        0
Gather Information           Cha      No   No.       7      =  1+     4+        2*
Heal                         Wis      No   No        5      =  1+     4+        0
Hide                         Dex      No   No        15     =  10+    5+        0*
Intimidate                   Cha      No   No        7      =  1+     4+        2*
Jump                         Str      No   No        16     =  5+     1+        10*
Knowledge (Arcana)           Int      No   Yes       12     =  5+     7+        0
Knowledge (Arch & Eng)       Int      No   Yes       11     =  4+     7+        0
Knowledge (Dungeoneering)    Int      No   Yes       12     =  5+     7+        0
Knowledge (Geography)        Int      No   Yes       12     =  5+     7+        0
Knowledge (History)          Int      No   Yes       12     =  5+     7+        0
Knowledge (Local)            Int      No   Yes       15     =  5+     7+        3*
Knowledge (Nature)           Int      No   Yes       14     =  5+     7+        2*
Knowledge (Nobility)         Int      No   Yes       12     =  5+     7+        0*
Knowledge (Religion)         Int      No   Yes       12     =  5+     7+        0*
Knowledge (The Planes)       Int      No   Yes       8      =  1+     7+        0
Listen                       Wis      No   No        7      =  1+     4+        2*
Move Silently                Dex      No   No        23     =  18+    5+        0
Open Lock                    Dex      No   Yes       6      =  1+     5+        0
Perform (Dance)              Cha      No   No        8      =  4+     4+        0
Perform (Other)              Cha      No   No        4      =  0+     4+        0
Profession (Sailor)          Wis      No   Yes       14     =  10+    4+        0
Profession (Siege Engineer)  Wis      No   Yes       14     =  10+    4+        0
Ride                         Dex      No   No        6      =  1+     5+        0
Search                       Int      No   No        8      =  1+     7+        0
Sense Motive                 Wis      No   No        9      =  5+     4+        0
Sleight of Hand              Dex      No   Yes       8      =  1+     5+        2*
Speak Language               N/A      No   Yes       5      =  5+     0+        0
Spellcraft                   Int      No   Yes       14     =  5+     7+        2*
Spot                         Wis      No   No        16     =  10+    4+        2*
Survival                     Wis      No   No        9      =  5+     4+        0*
Swim                         Str      No   No        33     =  24+    1+        8*
Tumble                       Dex      No   Yes       25     =  18+    5+        2*
Use Magic Device             Cha      No   Yes       9      =  5      4         0*
Use Rope                     Dex      No   Yes       12     =  5+     5+        2*

*  5 ranks in tumble gives a +2 bonus to Balance or Jump checks
*  5 ranks in Craft (Woodwork) gives a +2 bonus on Appraisal Checks for wooden items
*  5 ranks in Bluff, Knowledge (nobility&royalty), or Sense Motive gives a +2 bonus on Diplomacy checks.
*  5 ranks in Bluff gives a +2 bonus to Disguise checks to act in character
*  5 ranks in Use Rope gives a +2 bonus on Escape Artist checks when escaping from rope bonds
*  A successful bluff check can be used to make a diversion before attempting a hide check
*  5 ranks in Bluff gives a +2 bonus to Intimidate checks
*  Speeds above 30ft give a +4 bonus for every ten feet that it is over 30 to Jump checks
*  5 ranks in Knowledge (Religion) gives a +2 bonus on checks to turn the Undead
*  Alertness Feat gives +2 bonus on Listen and Spot checks
*  5 ranks in Bluff give +2 bonus to Sleight of Hand checks
*  5 ranks in Knowledge (Arcana) gives a +2 bonus on Spellcraft checks
*  5 ranks in Knowledge (local) gives a +2 bonus on Gather Information checks
*  5 ranks in Knowledge (Nobility and Royalty) gives a +2 bonus on Diplomacy checks
*  5 ranks in Survival, gives +2 bonus on Knowledge (nature) checks.
*  5 ranks in Knowledge (dungeoneering) gives a +2 bonus on Survival checks made while underground.
*  5 ranks in Knowledge (nature) gives a +2 bonus on Survival checks in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains).
*  5 ranks in Knowledge (Geography) gives a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
*  Aventi can swim at their swim seed without making checks,  When they need checks, they get a +8 bonus
*  5 ranks in Jump gives a +2 bonus to Tumble checks
*  5 ranks in Use Rope, gives a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.
*  5 ranks in Use Rope, gives a +2 bonus on Escape Artist checks when escaping from rope bonds.
*  5 or more ranks in Escape Artist, gives a +2 bonus on checks made to bind someone.
*  Skill Focus (Knowledge[Local]) gives +3 bonus to checks on that skill

FEATS
Level 1 Feat:             Combat Reflexes
Benefit - You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal - A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special - The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Level 3 Feat:             Skill Focus (Knowledge[Local])
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.
Level 4 Scout Bonus Feat:  Dodge
Level 6 Feat:              Brew Potion
Level 8 Scout Bonus Feat:  Mobility
Level 9 Feat:              Scribe Scroll
Level 12 Feat:             Craft Wand
Level 15 Feat:             Weapon Finesse
Loremaster 3 Feat:         Rapid Swimming
Level 18 Bonus Feat:       Leadership
Note: 
  • Ghanek's base Leadership score is 25
  • but this increases to 27 when attracting followers (+2 because he has a stronghold)
  • This decreases to 23 when attracting a cohort (-2 because he has a familiar)
  • Leadership will increase as he gains levels even though he has maximum folowers until he gets epic leadership
  • Leadership score may also be affected by his reputation.

Level 18 Feat:             Alertness          +2 bonus on all Listen checks and Spot checks.
Level 21 Bonus Feat:       Landlord
Level 21 Feat:             Polyglot
Prerequisites:  Int 25, Speak Language (five languages).
Benefit:        You can speak all languages. If you are literate, you can also read and write all languages (not including magical script).

EQUIPMENT & WEALTH
Wealth remaining = 661gp (+25k change for mundane stuff)
Mundane Items
Masterwork Sharkskin Armour  Cost    235gp  Weight  15lb

Ships
Caravel: Sun on the Waves   Cost 70,000 gp
Colossal vehicle; Seaworthiness +4; Shiphandling +2; Speed wind × 30 ft. (average); Overall AC –3;
Hull sections 24 (sink 6 sections); Section hp 80 (hardness 5); Section AC 3;
Rigging Sections 3; Rigging hp 80 (hardness 0), AC 1;
Ram 4d6;
Mounts 2 light and 1 heavy;
Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.);
Complement 30; Watch 7;
Cargo 120 tons (Speed wind × 15 ft. if 60 tons or more);
Has Everfull sails on each mast, total cost is an extra 60,000gp (included above)
BargeIvost Trading Factors  Cost 56,000gp
NOTE:  equipped with 20 pairs of Oars of Speed @ 2,500/pair : Total Cost = 50,000 gp incuded in cost of the ship.
Colossal vehicle; Seaworthiness +0; Shiphandling –6; Speed oars 5 ft. (poor) or drawn; Overall AC –3;
Hull sections 80 (sink 20 sections); Section hp 50 (hardness 5);Section AC 3;
Ram 6d6; Mounts 2 light and 2 heavy;
Space 100 ft. by 40 ft.; Height 10 ft. (draft 10 ft.);
Complement 120; Watch 5 plus 40 rowers;
Cargo 50 tons
Apparatus of the Crab  Cost 90,000gp  Weight  500lbs
This item appears to be a large, sealed iron barrel, but it has a secret catch (Search DC 20 to locate) that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled) levers: The device has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (-1 size, +11 natural); Atk +12 melee (2d8, 2 pincers).
Lever (1d10) Lever Function
1 Extend/retract legs and tail
2 Uncover/cover forward porthole
3 Uncover/cover side portholes
4 Extend/retract pincers and feelers
5 Snap pincers
6 Move forward/backward
7 Turn left/right
8 Open "eyes" with continual flame inside/close "eyes"
9 Rise/sink in water
10 Open/close hatch
Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep.
It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.
Strong evocation and transmutation; CL 19th; Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in the Knowledge (architecture and engineering) skill; Price 90,000 gp; Weight 500 lb.

Magic Items
Tome of Clear Thought (+5)(read)             137,500 gp
Manual of Quickness of Action (+5)(read)     137,500 gp
Tome of Understanding (+3)(read)              82,500 gp
Tome of Leadership and Influence (+4)(read)  110,000 gp
Boots of the winterlands                       2,500 gp
Gloves of Storing                             20,000 gp
ring of sustenance                             2,500 gp
+3 ring of protection                         18,000 gp
+4 Aquatic Dagger of throwing and returning   98,302 gp (left glove)
+5 keen dagger                                72,302 gp (right glove)

COHORT'S EQUIPMENT
Total cost - 77,000gp  Included on Cohort's Sheet

AVENTI RACIAL TRAITS
• Medium: As Medium creatures, aventi have no special bonuses or penalties due to their size.
• Aquatic: Aventi are aquatic humanoids, and have the aquatic and human subtypes.
• Amphibious (Ex): Aventi can breathe water or air equally well, without limitation.
• Aventi base land speed is 30 feet. Aventi base swim speed is 30 feet. Aventi have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. Aventi can use the run action while swimming, provided they swim in a straight line.
• Water Spell Power (Ex):  Spellcasting aventi have enchanced ability with water magic. An Aventi’s effective caster level is +1 for spells with the water descriptor.
• Human Blood: For all effects related to race, an aventi is considered a human. Aventi are just as vulnerable to special effects that affect humans as humans are, and they can use magic items that are only usable by humans.
• Automatic Languages: Common. Bonus Languages: Aquan, Elven, Sahuagin.
• Favored Class: Any.

CLASS FEATURES
SCOUT
Scout 1       Skirmish (Ex)
  • A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet.
  • The skirmish ability cannot be used while mounted.
  • The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 5d6 at 17th level and +1d6 extra at 21st level and every four levels thereafter).
  • The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage.
  • The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
  • If she gains the skirmish ability from another class, the bonuses stack.

                Trapfinding
A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. (See Rogue below)
Scout 2         Battle Fortitude
At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Scout 2         Uncanny Dodge
Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.
Scout 3         Armour Class
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, +5 at 19th level and +1 for every four levels past that).
                Fast Movement (Ex)
Starting at 3rd level, this scout gains a +10 foot enhancement bonus to his base land speed. At 11th level, this bonus increases to +20 feet. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
                Trackless Step (Ex)
Beginning at 3rd level, a scout cannot be tracked in natural surroundings.
Scout 4         Bonus Feats
At 4th level and every 4 levels thereafter, a scout gains a bonus feat, which must be selected from the following list:
Acrobatic, Agile, Alertness, Athletic, Blind-fight, Brachiation, Combat Expertise, Danger Sense, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the prerequisites for the feat.
Scout 5         Spell Reflection (Su)
  • Special Requirement: Knowledge (arcana) 1 rank.
  • This replaces evasion. (If you would later gain improved evasion as a special ability, you gain evasion instead.)
  • Benefit: You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
  • For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard. This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
  • If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).
  • You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).

Scout 6         Flawless Stride (Ex)
Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Scout 8        Camouflage (Ex):
Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain ie can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

CLERIC
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.  Ghanek is a Lawful Neutral Cleric of a Neutral god.
Spells
  • A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance.
  • To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
  • Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains.  Ghanek's domains are Water and Storm.
  • Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
    Deity, Domains, and Domain Spells
  • A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.  Ghanek's Deity, Istishia is a Neutral god, being neither good nor evil and neither choatic nor lawful. Ghanek is Lawful Neutral since he considers himself bound by the the Twelve Virtues of the Aventi: honor, loyalty, bravery, piety, civility, strength, perseverance, dedication, humility, obligation, respect, and peacefulness even though he had to leave his tribe when he became a cleric of Ishtishia rather than Aventus.
  • Of course, these are ideals to which individual Aventi strive, but the assumption of these virtues as being the norm colors everyday aventi life.
  • Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
  • With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
  • Ghanek's domains are Water and Storm.

Granted Power - WATER
Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spells - WATER
Obscuring Mist (level 1)  Fog Cloud (level 2)       Water Breathing (Level 3),
Control Water (Level 4)   Ice Storm (Level 5)       Cone of Cold (level 6)
Acid Fog (Level 7)        Horrid Wilting (Level 8)  Elemental Swarm (Level 9) (Water only)
Granted Power - STORM
You gain resistance to electricity 5
Spells - STORM
  1. Entropic Shield: Ranged attacks against you have 20% miss chance.
  2. Gust of Wind: Blows away or knocks down smaller creatures.
  3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  4. Sleet Storm: Hampers vision and movement.
  5. Ice Storm: Hail deals 5d6 damage in cylinder 40 feet across.
  6. Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  7. Control Weather: Does what it says on the tin.
  8. Whirlwind: Cyclone deals damage and can pick up creatures.
  9. Storm of Vengeance: Storm rains acid, lightning and hail.

Spontaneous Casting
  • A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
  • An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
  • A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.
  • As a Lawful Neutral Cleric of a Neutral god, Ghanek has chosen to cast cure spells and to turn undead.

Chaotic, Evil, Good, and Lawful Spells
A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.  Thus Ghanek can cast good, evil and law spells but not chaos spells.
Turn or Rebuke Undead (Su)
  • Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
  • Ghanek channels positive energy to turn the undead
  • A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
ROGUE
Rogue 1          Sneak Attack
  • If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
  • The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
  • Ranged attacks can count as sneak attacks only if the target is within 30 feet.
  • With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
  • A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

                 Trapfinding
  • Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
  • Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
  • Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
  • A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Rogue 2          Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

SHADOWDANCER
Shadowdancer 1   Hide in Plain Sight (Su)
A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Shadowdancer 2   Evasion (Ex)
At 2nd level and higher, a shadowdancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shadowdancer is wearing light armor or no armor. A helpless shadowdancer does not gain the benefit of evasion.
                 Darkvision (Su)
At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.
                 Uncanny Dodge (Ex)
  • Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
  • If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Shadowdancer 3   Shadow Illusion (Su)
When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.
                 Summon Shadow (Su)
  • At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer.
  • Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
  • If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadowdancer 4   Shadow Jump (Su)
At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Shadowdancer 5   Defensive Roll (Ex)
Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.
                 Improved Uncanny Dodge (Ex)
  • At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).
  • If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Shadowdancer 7   Slippery Mind (Ex)
At 7th level, if a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.
Shadowdancer 10  Improved Evasion (Ex)
This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.

LOREMASTER
Spells per Day/Spells Known
When a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Secret
At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table below. Her loremaster level plus Intelligence modifier determines the secrets from which she can choose. She can’t choose the same secret twice.
Ghanek has taken the following secrets:
  • Loremaster 1  Instant Mastery - he instantly gained four ranks in Knowledge (Architecture and Engineering)
  • Loremaster 3  Applicable Knowledge - he gained the feat Rapid Swimming
  • Loremaster 5  Secret Health - he gained three hit points
  • Loremaster 7  Dodge Trick - he gained an additional +1 Dodge bonus to armour class
  • Loremaster 9  Newfound Arcana - he gained a first level spell.

Lore
At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Bonus Languages
A loremaster can choose any new language at 4th and 8th level.
Greater Lore (Ex)
At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.
True Lore (Ex)
At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.


This message was last edited by the player at 12:56, Thu 18 May 2023.
Hathra Bonecrown
player, 29 posts
Ultimate Magus Lich
Overlord of Undead
Tue 11 Oct 2022
at 07:42
  • msg #5

Open Sheets

----------------------------------------------------------------------------
Name  : Hathra Bonecrown    | Race  : Illumian          | Height: 6'2"
Player: Kazzaroth           | Gender: Male              | Weight: 30lbs (all bones)
Update: 3.7.2023            | Age   : 200               | Eyes  : Red
Align : Lawful Evil         | Size  : Medium            | Hair  : None (skull)
Deity : Wee Jas             | Speed : 40'ft             | Hand  : Left
----------------------------------------------------------------------------
       Ability    |   Temporary   | Class                 Level
     Score   Mod  |  Score   Mod  | Cleric                3
STR    12     +1  |    16    +3   | Wizard                3
DEX    14     +2  |    18    +4   | True Necromancer      14
CON    --     +x  |    --         |-------------------------
INT    28     +9  |    34   +12   | Dread Necromancer     20
WIS    28     +9  |    34   +12   |-------------------------
CHA    28     +9  |    34   +12   |Epic True Necromancer  1
                  |               |Epic Dread Necromancer 1
                  |               |ECL:21                Char Level:21
                  |               |XP :                  Next      :
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Notes;
-Level attributes; +2 Int, +3 Cha
-Aging Penalties (-6 physical, +3 mental included, used a clone to restore youthful stats before becoming a lich)
-mental attributes +2 being a lich (happened in 20th level)
-Used Tomes of Leadership&Influence, Tome of Understanding, and Tome of Clear Thought to add +5 to all mental
stats (Int happened around 15th level). Wisdom was raised after a spell-stitched template was applied.
-Undead Mastery applies when dread necromancers 'creates' themselves into lich.
-When Hathra became a lich, he performed a ritual and his death on an altar dedicated to Wee Jas
(thus gaining +2 per HD additional HP)
-As Hathra is under constant supernatural desecrate aura effect, he gains benefits from aura constantly
-Corpse Crafter feat chain also applies to Hathra himself, as he created himself as a lich
-Hathra qualities to Corpse Crafter feat chain via having Undead Mastery class feature
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        Total   Current   Subdual |         Total   Dex   Misc
HP    :  234      234             | Init  :  +8   =  4  +  4 (re-roll and take best from two)
----------------------------------------------------------------------------
          Total        Armr  Shld   Dex   Nat   Defl         Misc
Buffed  :   47  =  10 + 15  +  7  +  4  +  5  +  7   +     +
AC      :   27  =  10 +  8  +     +  4  +  5
Touch   :   14  =  10 + xxx + xxx +  4  +
FlatFoot:   23  =  10 +  8  +     + xxx +  5

Concealment: 50% (usually when buffed)
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           Key                    Ability
         Ability   Bonus     Base   Mod  Magic  Misc
Fort  :    Con      +14    =   6  +  0  +  5  +  3
Ref   :    Dex      +18    =   6  +  4  +  5  +  3
Will  :    Wis      +32    =  12  +  12 +  5  +  3

Notes; +1 Profane bonus is from the desecrate aura, +2 vs shadow description spells,
+2 bonus from spell-stitched
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        Total   Base   Str   Misc |         Total   Base   Dex   Misc
Melee :  +15  =  11  +  3  +  1   | Range :  +16  =  11  +  4  +  1
---------------------------------------------------------------------------

Weapon: Lich Charnel Touch           Weight: x lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +15 | 2d8+10 | 20/x2    | melee | Magic | Melee touch, negative energy

Weapon: Ruby Sword of Wee Jas        Weight: x lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +18 | 1d8+6  | 19-20/x2 | melee | Sla   | +3 enchant, crystal
                           +1d6 fire
                           +1d10 fire on crit

Armor: Vest of the Archlich     Weight: 2 lbs
 AC  MaxDex Pen. SplFail Speed  Special
 +8 |  --  | -x |  xx%  | 30ft | Variety magical properties

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RACE/CLASS ABILITIES & FEATS

Illumian Traits
  • Type/Size: Humanoid Medium
  • Luminous Sigils (Su): The sigils that orbit an illumian's head glow softly, providing
    illumination equal to that of a candle. Illumians can make their sigils disappear by
    concentrating for a moment (a standard action), but they don't receive the sigils' benefits and
    can't use any special abilities granted by illumian words (see below) while they're doused.
    Restoring the sigils to visibility is a free action.

    Luminous sigils (including power sigils; see below) are insubstantial and disappear into any
    matter they touch. An illumian's sigils remain present and in effect even when the illumian
    takes another form, unless she would lose her supernatural abilities as a result of the form
    change. An illumian wizard who casts a polymorph spell on herself retains her sigils, but an
    illumian who becomes a zombie loses them.
  • Glyphic Resonance (Ex): Illumians are the physical embodiment of a magical language, so they
    interact strangely with symbol-based spells. This group includes all spells whose names contain
    the word glyph, rune, sigil, or symbol (such spells in the Player's Handbook include explosive
    runes, glyph of warding, greater glyph of warding, sepia snake sigil, and the various symbol
    spells). When an illumian encounters such magic, one of two things happens: Either the
    illumian's resonance overpowers the spell, or the foreign magic corrupts the mystical language
    that defines the illumian. Illumians have a -4 racial penalty on saving throws against these
    effects if their level is less than the caster level of the spell. If an illumian's level equals
    or exceeds the spell's caster level, she is immune to the effect.
  • Power Sigils (Su): In addition to the array of dimly glowing luminous sigils that orbits her
    head, a 1st-level illumian has a single brightly glowing power sigil that grants her certain
    bonuses (see below). A power sigil can be discerned from other sigils surrounding an illumian
    with a DC 10 Spot check, and identified with a DC 15 Knowledge (arcana) check.

    On attaining 2nd level in any class, an illumian gains a second different power sigil, and the
    bonus granted by each power sigil increases to +2. Depending on the combination of power sigils
    she chooses, an illumian gains one or more extra special abilities (see Illumian Words, below).
    The benefit of each power sigil is given below, along with the Common translation of each
    sigil's Illumian name.
    -Hoon ("life"): +1 bonus on Wisdom checks, Constitution checks, and Wisdom- or Constitution-based skill checks.
    -Naen ("mind"): +1 bonus on Intelligence checks and Intelligence-based skill checks.
  • Illumian Words (Su): Each combination of two power sigils' names makes an Illumian word of
    great power, and thus grants extra abilities to a character who possesses those two power
    sigils. The benefit of each word of power is described below.
    Naenhoon: Twice per day, the illumian can spend one or more turn or rebuke undead
    attempts as a swift action to add a metamagic effect to a spell she is casting, with no effect
    on the spell's casting time or effective level. She must have the metamagic feat whose effect
    she wants to apply. The illumian must expend a number of turn or rebuke undead attempts equal to
    the normal level adjustment of the metamagic feat (for example, it costs two turn or rebuke
    attempts to apply an Empower Spell effect). If she chooses to apply the Heighten Spell effect,
    it costs her one turn attempt per level that she heightens the spell, up to a maximum of 9th
    level.
  • Final Utterance (Ex): When an illumian dies, her body releases the stored Illumian language
    within it. For 1 round per Hit Die of the illumian, anyone within earshot hears ulularing
    Illumian syllables - usually gibberish, but occasionally a prophetic phrase or a final curse on
    the illumian's enemies. The illumian's body need not remain intact for the final utterance to
    occur. Even if an illumian succumbs to a disintegrate spell, her disembodied voice still utters
    strange gibberish for several rounds.
  • +2 racial bonus on saves against spells with the shadow descriptor: The illumians' magical
    heritage is tied to the Plane of Shadow.
  • Superior Literacy: Illumians are always literate, regardless of their character class. Speak
    Language is always a class skill for illumians, regardless of class.
  • Automatic Languages: Common and Illumian. Bonus Languages: Any except for secret languages
    (such as Druidic). Illumians love languages and travel far and wide to learn new languages from
    other races.
  • Favored Class: Any. When determining whether a multiclass illumian takes an experience point
    penalty, her highest-level class does not count. Illumians hold versatility in high esteem, and
    most members of the race are multiclass characters. Furthermore, illumian paladins and monks can
    leave those classes and return to them without penalty.


Spell-Stitched Lich Template
  • HD: Present and Future turned d12
  • Size/Type: Size unchanged, type changes; Undead
  • Natural Armor: +5
  • Gain touch attack; 1d8+5 negative energy vs living (10+1/2 HD+Cha mod will save for half)
  • Fear Aura(Su): 60'ft, 5 HD less roll Will Save or affected as if by a Fear spell.
  • Paralyzing Touch(Su): Those targeted by melee touch attack roll for Fort save or become
    permanently paralyzed.
  • Spell-Alike Abilities:
    4/day; Floating Disk, Magic Missile, Wings of Cover, Ghoul Glyph
    2/day; Ebon Ray of Doom, Dimension Step, Wings of Flurry, Heart Ripper, Raise Dead, Teleport
    1/day; Animate Dread Warrior
  • Spell Resistance 15+Cha mod
  • Turn Resistance(Ex): +6
  • +2 bonus to all saves
  • DR(Ex): 15/Bludgeoning & Magic
  • Immunities(Ex): Liches have immunity to cold, electricity, polymorph (though they can use
    polymorph effects on themselves), and mind-affecting attacks
  • Abilities: +2 to all mental attributes
  • Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and
    Spot checks
  • The Lich’s Phylactery


Cloistered Cleric
-Spellcasting (Divine, Wis Based, Cleric list)
-Additional spells added to list; 0—message; 1st—erase, identify, unseen servant; 2nd—fox’s cunning;
3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying;
6th—analyze dweomer; 7th—sequester; 9th—vision
-Lore+12
-Domains: Deathbound, Death, and Knowledge
-Rebuke Undead 12/day

Specialist Wizard
-Spellcasting (Arcane, Int Based, Wizard/Sorc list)
-School Specialization: Necromancy
-Banned Schools; Enchantment and Evocation
-Immediate Magic 7/day; Cursed Glance (DC 23): When a visible enemy within 60 feet targets you with an attack or
spell,  you can respond with a curse. If the enemy fails a Will save, he takes a -2 penalty to AC and on saving
throws.
-Scribe Scroll (bonus feat)

True Necromancer
-Spellcasting (dual progression in arcane&divine, +12 both)
-Rebuke Undead (stacks with clerics)
-Spell-Alike; Create Undead 2/day (need to provide materials)
-Necromantic Prowess+4
-Zone of Desecration; Supernatural Desecrate
-Major Desecration; Extends Desecrate effect from Zone to +150'ft
-Spell-Alike; Create Greater Undead 2/day (need to provide materials)
-Spell-Alike; Horrid Wilting 1/day
-Spell-Alike; Energy Drain 1/day
-Spell-Alike; Wail of the Banshee 1/day

Dread Necromancer
-Spellcasting (Arcane, Cha Based, Dread Necromancer list)
-Martial Weapon Proficiency; Longsword
-Charnel Touch; 1d8+5
-Rebuke Undead (gains bonus from True Necromancer;
-Lich Body; no longer relevant once becoming a lich
-Negative Energy Burst 4/day, 21d4 per blast in 5'ft radius, Will save DC 32
-Advanced Learning (5); Kelgore's Grave Mist, Delay Death, Haunt Shift, Consumptive Field (Greater), Necrotic Curse
-Mental Bastion; no longer relevant once becoming a lich
-Fear Aura; 5'ft radius at-will free action, Will save DC 32
-Scabrous Touch 4/day, Contagion, Fort Save DC 32
-Summon FamiliarReplaced by Skeletal Minion feature from specialist wizard UA
-Undead Mastery
-Negative Energy Resistance; no longer relevant once becoming a lich
-Light Fortification; no longer relevant once becoming a lich
-Enervating Touch; 2 negative levels, able inflict dread necromancer lvl amount, Fort save DC 32
-Craft Wondrous Items (bonus feat)
-Lich Transformation (gain lich template and phylactery for free)

Epic True Necromancer
-Continues progress in casting levels
-Continues to raise rebuke undead level
-Necromantic Prowess increases +1 per 4 levels
-Major Desecration continues to grow
-All spell-alike abilities gain one additional use per day at every 5 levels
-Bonus epic feat at every fourth level in the PrC

Epic Dread Necromancer
-Continues progress in casting levels
-Continues raising all class-level-based benefits (Charnel Touch, Rebuke Undead, Negative Energy Burst etc)
-Daily uses of Scabrous Touch and daily negative levels for Enervating Touch continue to grow
-Area radius of Fear Aura and Negative Energy Burst grow +10'ft at every 5 levels
-Bonus epic feat at every fourth level

Undead Necromancy Details:
-Turning: turn check 1d6+14, turn damage 2d6+37, can affect between 24-32 HD rebuking or
command 14 HD or less undead, max to 280 HD amount)
-Creation: Can create 3xCL HD amount undead at once per casting and control
directly 224 HD worth of undead (most undead controlled via chained Command Undead spell)

FEATS:
1st: Spell Focus: Necromancy
1st(bonus): Scribe Scrolls
3rd: Greater Spell Focus: Necromancy
6th: Fell Energy Spell
(bonus): Undead Leadership
9th: Nimble Bones
(bonus): Landlord
12th: Destruction Retribution
15th: Chain Spell
18th: Voice of the Mage
19th(bonus): Craft Wondrous Items
21st EPIC: Undead Mastery
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                          Max Ranks (3 + Level):24     CC Max Ranks (/2):12
Skill points 294
                           Key    Skill Ability                    Misc
CC Skill                 Ability   Mod    Mod     Ranks    Synergy  Mod
   Appraise                Int    +24  =  +12      10cc     +0       +2
   Balance                 Dex    +4   =  +4        0       +0       +0
   Bluff                   Cha    +22  =  +12       5cc     +0       +0
   Climb                   Str    +3   =  +3        0       +0       +0
   Concentration           Con    +24  =  +0       24       +0       +2
   Craft:
   Alchemy                 Int    +22  =  +12       8       +0       +2
   Caligraphy              Int    +22  =  +12       8       +0       +2
   Trapmaking              Int    +30  =  +12      16       +0       +2
   Decipher Script         Int    +30  =  +12      16       +0       +2
   Diplomacy               Cha    +26  =  +12      10       +4       +0
   Disable Device          Dex    +?   =  +4        0       +0       +0
   Disguise                Cha    +15  =  +12       2       +0       +1
   Escape Artist           Dex    +4   =  +4        1cc     +0       +10
   Forgery                 Int    +14  =  +12       0       +0       +2
   Gather Information      Cha    +12  =  +12       0       +0       +0
   Handle Animal           Cha    +?   =  +12       0       +0       +0
   Heal                    Wis    +25  =  +12      11       +0       +2
   Hide                    Dex    +30  =  +4        8       +0       +18
   Intimidate              Cha    +38  =  +12      23       +2       +1
   Jump                    Str    +3   =  +3        0       +0       +0
   Knowledge:
   Arcana                  Int    +38  =  +12      24       +0       +2
   Architecture&Engineer   Int    +20  =  +12       6       +0       +2
   Religion                Int    +38  =  +12      24       +0       +2
   Planes                  Int    +20  =  +12       6       +0       +2
   History                 Int    +20  =  +12       6       +0       +2
   Listen                  Wis    +24  =  +12       0       +0       +12
   Move Silently           Dex    +22  =  +4        0       +0       +18
   Open Lock               Dex    +?   =  +4        0       +0       +0
   Perform: Oratory        Cha    +15  =  +12       2cc     +0       +1
   Profession
   Teacher                 Wis    +32  =  +12      10       +0       +2
   Miner                   Wis    +38  =  +12      24       +0       +2
   Ride                    Dex    +4   =  +4        0       +0       +0
   Search                  Int    +30  =  +12       8       +0       +10
   Sense Motive            Wis    +20  =  +12       6       +0       +2
   Sleight of Hand         Dex    +8   =  +4        2cc     +2       +0
   Speak Language                                   4
   Spellcraft              Int    +38  =  +12      24       +0       +2
   Spot                    Wis    +24  =  +12       0       +0       +12
   Survival                Wis    +14  =  +12       0       +0       +2
   Swim                    Str    +3   =  +3        0       +0       +0
   Tumble                  Dex    +?   =  +4        0       +0       +0
   Use Magic Device        Dex    +14  =  +12       2cc     +0       +0
   Use Rope                Dex    +4   =  +4        0       +0       +0

x  Speak Language:
      Common, Illumian, Draconic, Celestial, Infernal, Abyssal, Undercommon,
      Elven, Dwarven, Giant, Sylvan, Ignan, Terra, Sylvan, Aqua
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SPELLBOOK:
0: All besides Enchantment and Evocation
1: 1st Level: Scholar's Touch, Endure Elements, True Strike, Magic Aura,
   Ventriloquism, Animate Rope, Orb of Acid (lesser) True Casting, Combat Readiness,
   Ray of Enfeeblement, Mage Armor, Protection From Chaos/Good, Identify,
   Grease, Peacebond, Summon Monster I, Detect Secret Doors, Disguise Self,
   Color Spray, Master's Touch, Instant Search, Blade of Blood, Feather Fall,
   Silent Image
2: Create Magic Tattoo, Dragoneye Rune, Magic Mouth, Insight of Good Fortune,
   Vision of Entropy, Arcane Lock, See Invisibility, Summon Monster II,
   Glitterdust, Phantom Trap, Attentive Alarm, Earthbind, Listening Lorecall,
   Dimension Hop
3: Haste, Slow, Shrink Item, Repelling Shield, Battlemagic Perception, Detect Metal&Minerals,
   Arcane Sight, Magic Circle Against Good/Chaos, Explosive Runes, Enduring Scrutiny,
   Flame Arrow, Incorporeal Enhancement, Sepia Snake Sigil, Invisibility Sphere
4: Solid Fog, Resist Energy (mass), Unseen Servant (mass), Scrying, Dimensional Anchor, Nightmare Terrain,
   Otiluke's Suppressing Field, Leomund's Spacious Carriage, Explosive Runefield, Mirror Image (greater),
   Voice of the Dragon, Summon Monster IV, Doom Scarabs, Invisibility (greater)
5: Permanency, Mage's Private Sanctum, Dimension Jumper, Wall of Stone, Shadow Guardians,
   Dismissal, Overland Flight, Telekinesis, Refusal, Dream
6: Undeath to Death, Guards and Wards, Disintegrate, Chasing Perfection, Revive Undead,
   Sign of Sealing (greater), Tactical Teleportation, Globe of Invulnerability, Mislead, Veil
7: Scrying (greater), Teleport (greater), Teleport Object, Banishment, Limited Wish, Antimagic Ray,
   Phase Door, Control Weather, Seed of Undeath (greater)
8: Dimensional Lock, Chain Dispel, Polymorph Any Object, Mind Blank, Planar Binding (greater),
   Plane Shift (greater), Trap the Soul, Prying Eyes (greater), Shadow Evocation (greater)
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WIZARD
SPELLS KNOWN/PREPARED:
0:
1:
2:
3:
4:
5:
6:
7:
8:
--------------------------------------------------------------------------
CLERIC
SPELLS KNOWN/PREPARED:
0:
1:
2:
3:
4:
5:
6:
7:
8:
--------------------------------------------------------------------------
DREAD NECROMANCER
SPELLS KNOWN/PREPARED:
1: Bane, Bestow Wound, Cause Fear, Chill Touch, Detect Magic, Detect Undead, Doom,
   Hide from Undead, Inflict Light Wounds, Summon Undead I, Undetectable Alignment
2: Blindness/Deafness, Command Undead, Darkness, Death Knell, False Life, Gentle Repose,
   Ghoul Touch, Inflict Moderate Wounds, Scare, Spectral Hand, Summon Swarm, Summon Undead II,
   Kelgore's Grave Mist
3: Crushing Despair, Death Ward, Inflict Serious Wounds, Halt Undead, Ray of Exhaustion,
   Speak with Dead, Summon Undead III, Vampiric Touch, Delay Death
4: Animate Dead, Bestow Curse, Black Tentacles, Contagion, Dispel Magic, Fear, Giant Vermin,
   Inflict Critical Wounds, Poison, Phantasmal Killer, Summon Undead IV
5: Blight, Cloudkill, Dispel Magic (Greater), Fire in the Blood, Inflict Light Wounds (Mass),
   Insect Plague, Magic Jar, Nightmare, Oath of Blood, Planar Binding (Lesser), Slay Living,
   Summon Undead V, Undeath to Death, Unhallow, Waves of Fatigue, Haunt Shift
6: Acid Fog, Circle of Death, Create Undead, Eyebite, Geas/Quest, Harm, Inflict Moderate Wounds (Mass),
   Planar Binding, Waves of Exhaustion
7: Control Undead, Destruction, Finger of Death, Harm (Greater), Inflict Serious Wounds (Mass),
   Song of Discord, Vile Death, Consumptive Field (greater), Necrotic Curse
8: Create Greater Undead, Horrid Wilting, Inflict Critical Wounds (Mass), Symbol of Death:
9: Energy Drain, Harm (Mass) Imprison Soul, Plague of Undead, Wail of the Banshee:
--------------------------------------------------------------------------
WIZARD
SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10)
0: 4/ DC 22
1: 7/ DC 23
2: 6/ DC 24
3: 6/ DC 25
4: 6/ DC 26
5: 6/ DC 27
6: 4/ DC 28
7: 4/ DC 29
8: 3/ DC 30
--------------------------------------------------------------------------
CLERIC
SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10)
0: 5+1/ DC 22
1: 8+1/ DC 23
2: 7+1/ DC 24
3: 7+1/ DC 25
4: 6+1/ DC 26
5: 6+1/ DC 27
6: 4+1/ DC 28
7: 4+1/ DC 29
8: 3+1/ DC 30
---------------------------------------------------------------------------
DREAD NECROMANCER
SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10)
1: 9/ DC 23
2: 8/ DC 24
3: 8/ DC 25
4: 8/ DC 26
5: 8/ DC 27
6: 7/ DC 28
7: 7/ DC 29
8: 7/ DC 30
9: 7/ DC 31

----------------------------------------------------------------------------
MONEY: 1,450gp, 25,000/-60gp (mundane/consumables, paid last 60gp from main funds)
----------------------------------------------------------------------------
GEAR (Weight):



TOTAL WEIGHT:
----------------------------------------------------------------------------
LOAD:  Light   Medium (-3) Heavy/Max (-6)  Lift (x 2)  Push/Drag (x 5)
          lb         lb           lb             lb            lb
----------------------------------------------------------------------------
MAGIC ITEMS

Head: Headband of Superiority (+6 all mental stats), 108,000gp (self-made, XP cost paid in gold)

Throat: Warrior Mage Scarab, 5,250+2,100gp (self-made, XP cost paid in gold)
(combines the following;
Heartseeking Amulet, 6,000gp
Spellsink Scarab, 2,000gp
Golembane Scarab, 2,500gp
The most expensive item cost doubled, rest added in)

Torso: Vest of the Archlich, 251,250gp (self-made, XP cost paid in gold)
(Vest of Archmagi w/Improved Shadow, Silent Moves, Slick)
Gloves: Gloves of Object Reading, 3,000gp

Ring1: Ring of the Forcewalls w/Spellguards (3 bronze), 15,650gp
Ring2: Ring of Spell-Battle w/Anticipation&Enduring Arcana, 30,000gp

Belt: Hidden Pouches, 5,000gp

Main Hand: Ruby Sword of Wee Jas, 133,150gp
(Combines the following;
Illuminating Everbright Ruby(mundane crystal) +3 Flaming Burst Longsword, 44,415gp
Rod of Undead Mastery 10,000gp
Scepter of the Underworld 9,000gp
Counted as Holy Symbol, 100gp
The most expensive item cost doubled, rest added in)

Tools:
Blessed Book of Wee Jas (made from black dragon scales, golden metal foil, levitating), 15,200gp
Tome of Worldly Memory, 1,500gp
Weapon Augmenting Crystal; Crystal of Adamant Weaponry (Greater), 3,400gp
Scrying Shard, 1,350gp
Infinite Scrollcase (strapped to waist), 2,800gp

Consumables (all self-made scrolls):
2xChained Spiritual Calvary (CL 20, hits 100 people), 5,600gp
2xChained Searing Ray (CL 20), 4,200gp
2xFell Energy Chained Incorporeal Enchantment (CL 20), 5,600gp
Chained Flaming Arrow (CL 20), 2,1000gp
4xChained Shield of Faith (CL 20), 1,400gp
2xChained Blade of Blood (CL 20), 700gp
2xChained Resurgence (CL 20), 700
2xChained Combat Readiness (CL 20), 700gp
Chained Insight of Good Fortune (CL 20), 560gp
Chained Mage Armor (CL 20), 350gp
Chained Ray of Enfeeblement (CL 20), 350gp

Buying Spellbook Access (50gp x level):
1st: 15 x = 750gp
2th: 10 x = 1,000gp
3th: 11 x = 1,650gp
4th: 10 x = 2,000gp
5th: 6  x = 1,500gp
6th: 6  x = 1,800gp
7th: 5  x = 1,750gp
8th: 5  x = 2,000gp
Total Sum: 10,000gp

Spell Components/Foci:
-10,000gp spent on misc components

Used:
Stasis Clone, 4,825gp
8,500gp for carving tools/materials+XP cost difference and 11,000 XP (spellstitched template)
Leadership&Influence, 137,500gp
Tome of Understanding, 137,500gp
Tome of Clear Thought, 137,500gp

Magic Locations:
Sepulchers of Wee Jas, 7,000gp (pg156, Complete Champion, at Magical Maze)
Athenaeum of BoccobWee Jas, 2,000gp (pg151, Complete Champion, at Magic University)
----------------------------------------------------------------------------
BUSINESSES/STRONGHOLDS

Magic University, 32,000gp (city)
Mining+Smeltry, 16,000gp (city)
(both above businesses include three permanent CL 21 teleportation circles,
costing 82,290gp when permanency scrolls XP cost was paid in gold and self-made,
paid from stronghold funds)
Magical Maze beneath Wee Jas church, 710,550gp (stronghold funds)
----------------------------------------------------------------------------
SKELETAL MINION

Medium Undead
Hit Dice: 21d12 (234 hp)
Initiative: +15
Speed: 40 ft. (8 squares)
Armor Class: 32 (+7 Dex, +12 natural, +3 heavy steel shield)
Base Attack/Grapple: +10/+17
Attack: Dwarven Waraxe +24 melee (1d10+8/20x3) or claw +17 melee (1d4+7)
Full Attack: Dwarven Waraxe +24 melee (1d10+8/20x3) or 2 claws +17 melee (1d4+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Destructive Retribution (11d6, save DC 15 half, upon reaching 0 HP)
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits,
Undead Mastery (applied to stats), Nimble Bones (applied to stats)
Saves: Fort +7, Ref +14, Will +12
Abilities: Str 24, Dex 24, Con Ø, Int Ø, Wis 10, Cha 1
Feats: Improved Initiative
Gear: Skillful +1 Adamantine Dwarven Waraxe, 21,030gp, +1 Heavy Steel Shield, 1,175gp,
Ring of Spellguards (paid already)
----------------------------------------------------------------------------

This message was last edited by the player at 11:06, Tue 04 July 2023.
Narya
player, 4 posts
Sat 15 Oct 2022
at 18:00
  • msg #6

Open Sheets

Narya (3d6 UA rules)
Librarian of Ivost, Spymaster of the Crucible

Side A: Beguiler 20 / Mindbender 1
Side B: Archivist 11 / Lore Master 10

Narya is a skill monkey whose knowledge boosts the party and who has powerful and versatile spells. She is also a capable shapeshifter.


Sheet
XP 21 level + 500 xp
N Medium humanoid (grey elf)
Init +7, Senses low-light vision, darkvision 60’, arcane sight, see invisibility, trapfinding, ring of spell-battle 60'
Secret doors check 5'
Spot +32, Listen +32, Search +33 (+2 secrets), Gather Information +35, Telepathy 100’

Active Spells: Arcane Sight*, Comprehend Languages*, Darkvision*, Endure Elements, Greater Magic Weapon, Greater Magic Fang*, Longstrider, Magic Vestment, Mind Blank, Primal Instinct, Primal Hunter, Primal Senses, Primal Speed, Read Magic*, See Invisibility*, Shapechange, Superior Resistance, Telepathic Bond (Hathra, Ghanek, Zaivari)*
* = Permanency. 

Defense
AC 29, touch 19, flat-footed 25 (+10 armor, +5 defending weapon, +3 dex, +1 dodge, +0 natural, +0 size)
Hp 178   [90+20d6]
Fort 23, Ref 18, Will 21

Conditional:  +4 vs. spells/effects from school of enchantment
Ring of Spell-Battle
Improved Uncanny Dodge (if primal spells remain active)
Retains +5 armor versus incorporeal foes
Immune: death spells, magical death effects, energy drain, any negative energy effects {armor}, Mind blank

Offense
Speed 40', Fly 40' (perfect)
Melee shortsword +11/+6 (1d6+0) (15-18/x2) (assumes defending in use)
Melee unarmed strike +16/+11 (1d6+5) (16-18/x2)
Ranged attack +13/+8 (any)
Space 5'; reach 5'
Special Attacks:  Spells (DC 22+level)


Statistics
Str 10, Dex 16, Con 12 (18), Int 28 (34), Wis 14, Cha 20 (26)
Base Atk +11; Grapple +11   (+1 is from epic)

Feats Improved Unarmed Strike, Education, Academic Priest, Scribe Scroll, Silent Spell, Still Spell, Skill Focus (History), Eschew Materials, Quicken Spell, Combat Expertise, Improved Feint, Group Fake-Out, Leadership, Landlord, Knowledge Devotion, Rapid Metamagic

Epic Feats 1 unused (saving for Epic Ignore Material Components at next level)

Skills Appraise +13, Balance +4, Bluff +29, Craft (Painting) +17, Climb +6, Concentration +27, Decipher Script +25, Diplomacy +30, Disable Device +33, Disguise +16 (+2 act in character), Escape Artist +4, Forgery +14, Gather Information +35, Heal +3, Hide +4, Intimidate +11, Jump +6, Knowledge { Local +37, Arcana +43, Architecture +37, Dungeoneering +37, History +46, Nature +39, Nobility +37, Planes +39, Psionic +19, Religion +39 }, Listen +32, Move Silently +29, Open Locks +5, Profession: Gardener +8, Perform: Drums +17, Search +33 (+2 secrets), Sense Motive +23, Sleight of Hand +6, Spellcraft +39, Spot +32, Swim +6, Survival +18 (+2 various), Tumble +4, UMD +10 (+4 scrolls)

Lore/Bardic Knowledge:  +25

Languages Common, Elvish, Auran, Terran, Ignan, Aquan, Celestial, Fiendish, Abyssal, Dwarven, Undercommmon, Gnomish, Halfing, Goblin, Draconic, Read Lips, Comprehend Languages and Telepathy

Special Abilities:  Dark Knowledge (6/day, tactics, puissance, foe, dread secret), Lore Mastery x2, Still Mind, Trapfinding, Armored Mage, Cloaked Casting (+2 DC, beat SR), Surprise Casting (Swift), Advanced Learning x5, Secret x 5 (feat, dodge, will, ref, fort), Lore, Greater Lore, True Lore, Bonus Language x2, Telepathy (100')

Proficiencies:  simple weapons, longsword, rapier, short sword, hand crossbow, longbow, shortbow, light armor, medium armor

Equipment
Ring of Elemental Adaptation, Ring of Spell-Battle (MIC), Headband of Intellect +6, Vest of Charisma +6, Handy Haversack, Mirror of Mental Prowess, Bead of Karma x3, Luckstone, Scrolls of Uncertain Providence, Nycoptic Manuscripts, Tunic of Steady Spellcasting, Extend Rod (Greater) x 2 (6/day) Short Sword +1 {Defending (+5)}, Mithril Breastplate +1 {Soul Fire/4, Ghost Ward/1 (+5)}, Restful Crystal (Armor), Blessed Book x 1, Belt of Constitution  +6, Sextant of the Plane, Talisman of the Sphere, Jade Circlet x 2, Quarterstaff {Spellstaff/True Resurrection}, Shard of the Sun, Phoenix Cloak, Diamond Dust (Restoration) x 10, Symbol of Fear Materials x 2, True Seeing Material Components x 20, Programmed Amnesia components x5, {15,880} gp

Consumed - Tome of Clear Thought+5, Book of CHA +5, money for spells

Beguiler Spells
0 1 2 3 4 5 6 7 8 9 Level
--------------------------
6 6 6 6 6 6 6 6 6 5 Base
0 3 3 3 3 2 2 2 2 1 Bonus
--------------------------
6 9 9 9 9 8 8 8 8 6 Max
0 0 0 0 0 0 0 0 1 0 Used

Spells known: All Beguiler + magic aura (1), illusory script (3), mirage arcana (5), programmed image (6), programmed amnesia (9)

Archivist Spells
0 1 2 3 4 5 6 7 8 9 Level
--------------------------
4 5 5 5 5 5 5 5 5 5 Base
0 3 3 3 3 2 2 2 2 1 Bonus
--------------------------
4 8 8 8 8 7 7 7 7 6 Max

1 - Lay of the Land x1, Longstrider (*), Endure Elements (*), Bless x2, Speak with Animals, Detect Alignment, Shield of Faith; 2 - Calm Emotions, Make Whole, Status, Restoration (Lesser), Demoncall, Align Weapon, Primal Hunter (*), Hold Animal; 3 - Auspicious Odds (UA), Magic Vestment (*), Speak with Dead, Magic Circle, Magic Fang (Greater)(*), Primal Instinct (*); 4 - Good Hope, Greater Magic Weapon x2 (*), Modify Memory x2, Planar Tolerance x1, Dismissal; 5 - Find the Path x2, Baleful Polymorph x2, Prying Eyes x 1, Surge of Fortune, Quickened Shield of Faith; 6 - Wind Walk, Heal, Primal Speed (*), Banishment, Probe Thoughts, Superior Resistance (*), Energy Immunity; 7 - Fortunate Fate, Master Earth, Mass Death Ward, Greater Plane Shift, Greater Teleport, Forcecage; 8 - Quickened Divine Power x 2, Polymorph Any Object x2, Mass Heal, Bigby’s Clenched Fist; 9 - Quickened Mass Auspicious Odds (UA), Shapechange x3 (*), Gate, Summon Monster IX

*generally cast

Common Shapechange Forms


Spoiler text: (Highlight or hover over the text to view)

Narya takes many forms.  Over time, this section will grow.


Planetar
Can be in this form while appearing the same via change shape.
If using change shape to medium, +1 AC, +1 attack, +4 hide, unarmed dmg 1d6

Large Outsider (Angel, Good)
Init +8, move 40', fly 100' (good), fly 40' (perfect)
AC 48 (52 vs evil), touch 19 (23 evil), flat-footed 43 (+10 armor, +5 defending weapon, +4 dex, +1 dodge, +19 natural, +4 deflection vs evil, -1 size)
Fort 25 (29 v poison), Ref 19, Will 21
Melee shortsword +17/12 (1d6+7) (15-18/x2) (assumes -5 defending)
Unarmed strike +23/17 (1d8+12) (16-18/x2)
Adjust:  skills:  any str skill +7 bonus, dex skill +1, con skill +1, hide -4
Change shape, DR 10/evil, immune acid, cold, petrification
regeneration 10/evil, resist electricity 10, fire 10
SR 30+, tongues, +14 STR, +3 DEX, +2 CON for skills/saves, +4 save vs poison
Protective aura 20', attacks are good-aligned

Erinyes
Medium Outsider (Devil, Evil, Lawful)
Init +9, move 40', fly 60' (good), 40' (perfect)
AC 39, touch 21, flat-footed 23 (+10 armor, +5 defending weapon, +5 dex, +1 dodge, +8 natural)
Fort 24, Ref 20, Will 21
Melee shortsword +16/11 (1d6+5) (15-18/x2) (assumes -5 defending)
Unarmed strike +21/16 (1d6+10) (16-18/x2)
DR 5/good, immunity fire and poison, resist acid 10, cold 10
See in darkness, SR 32, true seeing, entangle
Bonus feat - mobility
Skill bonuses - str skills +5, dex skills +2, con skills +1
Weapons are evil-aligned and lawful-aligned

Other forms will vary.



This message was last edited by the player at 00:34, Wed 30 Aug 2023.
Brookdale Moongazer
player, 8 posts
Sat 15 Oct 2022
at 18:13
  • msg #7

Open Sheets

Work In Process.

High elf -2 Con +2 Int

StatStartCost+5 LevelOozeeSpells Total
STR14+6    14
DEX14+6    14
CON12+6    12
INT16+6+2 (8th level) 18
WIS16+10+2 (8th level) 18
CHA14+6+1-5  10



Outline:-
Path One:- Druid 12th / Ooze Master 10th (https://dnd.arkalseif.info/cla...ozemaster/index.html)
Path Two:- Wizard 7rd / Rouge 3th / Arcane Arcane Trickster 10th.

Note:- GM agreed I can have an Oozemaster. (1st 5th 9th 13th )

LevelFirst setSecond setSpells (D) / (W)AttackSaves
1stDruid 1st *Wizard *    (-/1/-)1 / 1+0 
2ndDruid 2ndRouge  *    (1/1/-)2 / 1+1 
3rdDruid 3rdWizard      (1/2/-)3 / 2+2 
4thDruid 4thRouge       (2/2/-)4 / 2+3 
5thDruid 5th *Rouge       (3/2/-)5 / 2+4 
6thDruid 6thWizard *    (3/3/-)6 / 3+5 
7thOoze 1st *Wizard      (2/4/-)6 / 4+6 
8thOoze 2stWizard *    (3/5/-)? / 5+7 
9thOoze 3stTrickster * (3/5/1)? / 6+8 
10thOoze 4thTrickster   (3/5/2)? / 7+9 
11thDruid 7thTrickster * (3/5/3)? / 8+10 
12thOoze 5th *Trickster   (3/5/4)? / 9+11 
13thDruid 8thTrickster * (3/5/5)? / 10+12 
14thDruid 9th *Trickster   (3/5/6)? / 6+9 
14thDruid 10th *Trickster   (3/5/6)? / 6+9 


Druid Abilities:-
Animal companion, nature sense, wild empath, Woodland stride, Trackless step, Resist nature’s lure
Venom immunity,

Wild shape (4 / day Tiny and plant).

Ozee Master abilities

1st +0 +2 +0 +0 Minor oozy touch 1 —
2nd +1 +3 +0 +0 Charisma penalty —1, oozy glob 1 /day, slithery face +1 level of existing class
3rd +2 +3 +3 +1 Minor oozy touch 2 —
4th +3 +4 +1 +1 Charisma penalty —2, oozy glob 2/day, malleability +1 level of existing class
5th +3 +4 +1 +1 Major oozy touch 1 —
6th +4 +5 +2 +2 Charisma penalty —3, oozy glob 3/day, indiscernible anatomy +1 level of existing class
7th +5 +5 +2 +2 Major oozy touch 2 —
8th +6 +6 +2 +2 Charisma penalty —4, oozy glob 4/day, slime wave +1 level of existing class
9th +6 +6 +3 +3 Major oozy touch 3 —
10th +7 +7 +3 +3 Charisma penalty —5, oozy glob 5/day, one with the ooze +1 level of existing class

Black pudding 2d6 + oozemaster level points of acid damage to flesh, metal, wood, or stone
Gelatinous cube Fort save (DC 15) or paralyzed for a number of rounds equal to 1d6 + oozemaster level

Brown mold 1d6 + oozemaster level points of cold subdual damage to flesh
Phosphorescent fungus Touched area emits a soft violet glow as a light spell until the fungus is wiped off
Rouge - arcane trickster abilities

One with the Ooze: At 10th level, the oozemaster is as slimy as the creatures he favors.
His type changes to ooze tor determining what effects and items can affect him.
He gains the Blindsight feat (hearing-based version, see Chapter 2) and
becomes immune to flanking, poison, sleep, paralysis, stunning, and all mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).
In addition, he is immune to polymorph other, but he retains any shapechanging ability he previously possessed.
This message was last edited by the player at 23:05, Sun 09 July 2023.
Cyril Theodoric
player, 27 posts
Sun 16 Oct 2022
at 20:54
  • msg #8

Open Sheets

Placeholder

Current plan

Cleric/Archivist/Loremaster/Dweomerkeeper//Wizard/Wizard of the Arcane Order/Loremaster/Archmage

... or something like that, though it looks like the dual caster progression is going opposite my own vote, so I may need to reconsider the particulars of the build a bit.  I'm still thinking about how to wrap Malvonvoker and Thaumaturge into this as the build.  My first pass at it wasn't as satisfying as I wanted.
Vythisk
player, 38 posts
Tue 28 Mar 2023
at 01:26
  • msg #9

Open Sheets

Base Stats: 5 + 8 + 6 + 16(-2) + 3(-2) + 6 = 40
Have not  yet done level ability bonuses so all numbers are the base without any ability modifiers - except skill points

BASE       RACE       LEVEL
STR 13      +8
DEX 15      +0
CON 14      +6
INT 18      +8
WIS 11      +4
CHA 14      +6

Name  : Vyth Steelhammer    | Race  : Steel Dragon            | Height: 4'5" (4')
Player:                     | Gender: Male                    | Weight: 210 lbs. (300 lbs.)
Update:                     | Age   : 95                      | Eyes  : Grey / Grey
Align : LN                  | Size  : Medium                  | Hair  : Red / None
Deity : Astilabor           | Speed : 20 / 70/fly220pr/swim40 | Hand  : Left / Left
----------------------------------------------------------------------------
       Ability    |   Temporary                               | Class                 Level
     Score   Mod  |  Score   Mod                              | Steel Dragon            17
STR    21         |   25     +7                               | LA                       4
DEX    20         |   20     +5                               |
CON    24         |   28     +9                               | Artificer               21
INT    36         |   42    +16                               |
WIS    18         |   18     +4                               |XP  :                  Char Level: 21
CHA    20         |   24     +7                               |Need:                  ECL       :
----------------------------------------------------------------------------
        Total   Current   Subdual |         Total   Dex   Misc
HP    :           341             | Init  : +9    =  5  +  4
----------------------------------------------------------------------------
        Total         Armour   Shield   Dex   Size   Natural   Defl   Misc
AC    :  35   =     +        +        +  5  +      +   15    +  5   +
AC    :  43   =     +   5    +        +  5  +      +   15    +  5   + 3
----------------------------------------------------------------------------
        Total   Base   Str   Size |         Total   Base   Dex   Size
Melee :  27   =  20  +  7  +      | Range :  25  =  20  +  5  +
---------------------------------------------------------------------------
SAVES      Key                    Ability
         Ability   Bonus     Base        Mod   Magic   Misc
Fort  :    Con      25     =  11.83    +  9  +   5   +
Ref   :    Dex      21     =  11.83    +  5  +   5   +
Will  :    Wis      21     =  12.5     +  4  +   5   +
----------------------------------------------------------------------------
RACE/CLASS ABILITIES & FEATS                                GAINED
Artificer Class Abilities:

Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int
modifier to detect whether a specific item has a magical aura. The artificer must hold and examine the object for 1 minute. A successful
check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An artificer
cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the
artificer can learn no more about that object.

Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the
artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points
are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a
portion of the cost from his craft reserve and a portion from his own XP.

Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite
item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.

Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a
nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell
used to create the trap. An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the
spell used to create the trap. An artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out
how it works, and bypass it (with his party) without disarming it.

Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the
item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to
create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher.
To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.
The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until
the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has
still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that
day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell
effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or
the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for
fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But
the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.
An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the
skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level
prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.
An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the
Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.
Magic items created by an artificer are considered neither arcane nor divine.

Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell
requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs
(though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a
cost of 2,000 gp and 160 XP. If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in
the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.
An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never
grows larger than Small.

Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another
magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging.
After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if
the artificer does not use them before gaining his next level. For example, an artificer wants to retain the essence of a wand of summon
monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 – 50)
per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.

Metamagic Spell Trigger (Su): At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item
(generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends
additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.
For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3
charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.
An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.

Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item
(generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device
check is equal to 20 + (3 X the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating
 a 7th-level effect, has a DC of 20 + (3 X 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.

Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would
normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Dragon Racial Abilities:
Breath Weapon (Su): Has two breath weapons. A line of acid and a cone of poisonous gas. Every creature within the area of the poison gas must
succeed on a Fortitude save or take 1 point of Constitution damage per age category of the dragon. It must then succeed on a second save at the
same DC 1 minute later or take the same amount of damage. The dragon can create an area small than its maximum, if it so chooses. Line of acid
does 5d6. Save DC is: 10 + 1/2 HD + Con Mod

Frightful Presence (Ex): The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a
radius of 150 ft. (30ft × age category) are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that
succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a
failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the
frightful presence of other dragons.

Enthrall (Sp): 1/day DC: 10 + Cha Mod + 2

Damage Reduction: 5/magic

Immunities (Ex): Acid, sleep and paralysis effects.

Poison Resistance (Ex): +10 Fortitude save vs poison effects.

Alternate Form (Su): Can assume any animal or humanoid form of Medium size or smaller as a standard action five times per day. Functions as a
polymorph cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form
of an animal or humanoid. The dragon can remain in its animal or humanoid form until it choose to assume a new one or return to its natural form.
5/day.

Minor/Moderate Arcane Shield (Su): +10 SR bonus on spells of 4th level or lower.

Spell Resistance (Ex): 24 / 34 for Spells 4th level and lower.

Blindsense (Ex): Blindsense out to 60 ft.

Keen Senses (Ex): Can see 4x as well as a human in shadowy illumination, and 2x as well in normal light. Darkvision 120ft.

Wyrm of War Archtype: Loses access to Cleric and Domain spells for Sorcerer Casting Levels. Is proficient with all simple and martial weapons, and
all amor including shields. Receives a bonus feat for every 4 HD and can select any fighter bonus feat or any combat related feat tied to draconic
abilities. Must meet prerequisites.

Feats:
Artificer Feats: Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Magic Arms and Armor, Craft Wand, Craft Rod, Craft Staff, Forge Ring
Artificer Bonus Feats: Extraordinar Artisan, Legendary Artisan, Extra Rings, Craft Construct, Extend Spell
Wyrm of War Feats: Multiattack, Hover, Power Attack, Fly By Attack, Improved Initiative
Base Feats: Eschew Materials, Improved Speed, Knowledge Devotion, Attune Magic Weapon, Draconic Knowledge, Etch Schema, Persistent Spell, Multiattack

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LANGUAGES
Draconic, Common, Dwarven, Undercommon, Elven, Giant,
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SKILLS                    Max Ranks (3 + Level):     CC Max Ranks (/2):

                           Key    Skill Ability                    Misc
   TRAINED               Ability   Mod    Mod     Ranks    Synergy  Mod
U  Appraise                Int     28  =  +16      +10      +2      +0
U  Balance                 Dex      1  =  +4        +0      +0      -3
U  Bluff                   Cha     27  =  +7       +20      +0      +0
   Climb                   Str      6  =  +9        +0      +0      -3
   Concentration           Con     12  =  +7        +5
   Craft: Alchemy          Int     26  =  +16      +10      +0      +0
   Craft: Armorsmithing    Int     26  =  +16      +10      +0      +0
   Craft: Weaponmaking     Int     26  =  +16      +10      +0      +0
   Craft: Carpentry        Int     21  =  +16       +5      +0      +0
   Craft: Gemcutting       Int     21  =  +16       +5      +0      +0
   Craft: Blacksmithing    Int     21  =  +16       +5      +0      +0
   Craft: Glassmaking      Int     21  =  +16       +5      +0      +0
   Craft: Stonemasonry     Int     21  =  +16       +5      +0      +0
   Craft: Sculpting        Int     21  =  +16       +5      +0      +0
   Craft: All Others       Int     16  =  +16       +0      +0      +0
   Concentration           Con     14  =  +9        +5      +0      +0
   Decipher Script         Int      -  =  +0         0      +0      +0
   Diplomacy               Cha     21  =  +7       +14      +0      +0
   Disable Device          Int     21  =  +16       +5      +0      +0
   Disguise                Cha      7  =  +7        +0      +0
   Escape Artist           Dex      7  =  +5        +5      +0      -3
   Forgery                 Int     16  =  +16       +0      +0      +0
   Gather Information      Cha      7  =  +7        +0      +0      +0
   Handle Animal           Cha      -  =  +7        +0      +0      +0
   Heal                    Wis      4  =  +4         0      +0      +0
   Hide                    Dex      1  =  +4         0      +0      -3
   Intimidate              Cha      17 =  +7       +10      +0      +0
   Jump                    Str       4 =  +7        +0      +0      -3
   Knowledge: Arcana       Int      40 =  +16      +24      +0      +0
   Knowledge: Arch/Eng     Int      31 =  +16      +15      +0      +0
   Knowledge: Planes       Int      31 =  +16      +15      +0      +0
   Knowledge: Dungeon      Int      26 =  +16      +10      +0      +0
   Knowledge: Geography    Int      21 =  +16       +5      +0      +0
   Knowledge: History      Int      21 =  +16       +5      +0      +0
   Knowledge: Local        Int      21 =  +16       +5      +0      +0
   Knowledge: Nature       Int      26 =  +16      +10      +0      +0
   Knowledge: Religion     Int      26 =  +16      +10      +0      +0
   Listen                  Wis      19 =  +4       +15      +0      +0
   Move Silently           Dex       1 =  +4        +0      +0      -3
   Open Lock               Dex      -  =  +4        +0      +0      +0
   Perform                 Cha       7 =  +7        +0      +0      +0
   Profession: Smith       Wis      14 =  +4       +10      +0      +0
   Ride                    Dex       4 =  +4        +0      +0      +0
   Search                  Int      31 =  +16      +15      +0      +0
   Sense Motive            Wis      25 =  +4       +21      +0      +0
   Sleight of Hand         Dex       - =  +4        +0      +0      -3
   Speak Language:                                  0
   Spellcraft              Int      36 =  +16      +20      +0      +0
   Spot                    Wis      14 =  +4       +10      +0      +0
   Survival                Wis       4 =  +4        +0      +0
   Swim                    Str       1 =  +7        +0      +0      -6
   Tumble                  Dex       - =  +4        +0      +0      -3
   Use Magic Device        Cha      31 =  +7       +24      +0      +0
   Use Rope                Dex       4 =  +4        +0       +0


(Above is an example of skill layout CC denotes Cross Class skills.)
----------------------------------------------------------------------------
WEAPON          TAB             DAM     CRIT     RNG   WGHT  SIZE  TYPE  PROPERTIES
Warhammer +3   31/26/21/16     1d8+11   x3       -    5lb    M      B       -
Bite             29            1d8+9    x2                        P/S/B
  2 Claws        27            1d6+5    x2                         P/S
  2 Wings        27            1d4+5    x2                          B


                                                  TOTAL WEIGHT:     5  LB
----------------------------------------------------------------------------
                            ARMOUR CHECK    MAX  SPELL
ARMOUR              TYPE    BONUS  PENALTY  DEX  FAIL  SPEED  WGHT  PROPERTIES
Adam Breastplate+3   M        5     -3       3   25%    15     30     2/- DR


                                                  TOTAL WEIGHT:     30  LB
----------------------------------------------------------------------------

SORCERER                  Total        Ability Mod    Misc
SPELL SAVE: Spell Level +  17    = 10 +      7       +


ARTIFICER                  Total        Ability Mod    Misc
SPELL SAVE: Spell Level +   26   = 10 +      16      +
----------------------------------------------------------------------------
(Below is an example of spell layout, mix, match and add as required.)


SORCERER SPELLS (LEVEL)

LEVEL     0  1  2  3  4  5  6  7  8  9
Known:    8  5  4  3  2  -  -  -  -  -
Per Day:  0  0  0  0  0  0  0  0  0  0


SORCERER SPELLS

LEVEL 0 (DC: 17)
Arcane Mark, Prestidigitation, Disrupt Undead, Open, Ghoust Sound, Detect Magic, Read Magic, Mage Hand

LEVEL 1 (DC: 18)
Alarm, True Strike, Shield, Magic Missile, Protection from Chaos

LEVEL 2 (DC: 19)
Invisibility, Arcane Lock, Locate Objects, Web

LEVEL 3 (DC: 20)
Explosive Runes, Avoid Planar Effects, Stinking Cloud

LEVEL 4 (DC: 21)
Solid Fog, Shadow Conjuration

ARTIFICER INFUSIONS (LEVEL)

LEVEL     1  2  3  4  5  6
Known:    -  -  -  -  -  -
Per Day:  8  8  8  8  7  7


INFUSIONS

LEVEL 1 (DC: 27)

LEVEL 2 (DC: 28)

LEVEL 3 (DC: 29)

LEVEL 4 (DC: 30)

LEVEL 5 (DC: 31)

LEVEL 6 (DC: 32)


----------------------------------------------------------------------------
COIN:    PP:    GP:     SP:     CP:
GEMS:

                                                  TOTAL WEIGHT:        LB
----------------------------------------------------------------------------
GEAR                                                            WEIGHT LB



                                                  TOTAL WEIGHT:        LB
----------------------------------------------------------------------------
LOAD:  LIGHT   MEDIUM (-3) HEAVY/MAX (-6)  LIFT (X 2)  PUSH/DRAG (X 5)
           LB      LB           /    LB        LB           LB
----------------------------------------------------------------------------
MAGIC ITEMS
Headband of Intellect +6                 (36,000)           (36,000)
Portable Hole                            (20,000)           (56,000)
Amulet of Mighty Fists +2                (24,000)           (80,000)
    Amulet of Health +4                  (24,000)          (104,000)
Ring of Arming                            (5,000)          (109,000)
    Ring of Protection +5                (75,000)          (184,000)
    Ring of Spellbattle                  (18,000)          (202,000)
Ring of Evasion                          (25,000)          (227,000)
    Ring of Freedom of Movement          (60,000)          (287,000)
Ring of Sustenance                        (2,500)          (289,500)
    Ring of Waterbreathing                (9,000)          (298,500)
Tome of Clear Thought +5                (137,500)          (436,000)
Manual of Quickness & Action +5         (137,500)          (573,500)
Manual of Bodily Health +4              (110,000)          (683,500)
Adamantine Breastplate +3                (19,000)          (702,500)
Warhammer +3                             (21,000)          (723,500)
Cloak of Resistance +5                   (25,000)          (748,500)
Belt of Many Pockets                     (11,000)          (759,500)
Great True Death Crystal                 (10,000)          (769,500)
Minor Schema of Unseen Crafter x2         (4,800)          (774,300)
Eternal Wand of Strength of the True Form   (400)          (774,700)
Bracers of Giant Strength +4             (16,000)          (790,700)
Tome of Understanding +3                 (82,500)          (873,200)
Gemstone of Heavy Fortification          (30,000)          (903,200)
Wand Bracelet                            (12,000)          (915,200)
Dedicated Wight 5 HD                     (10,100)          (925,300)
----------------------------------------------------------------------------
DESCRIPTION



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PERSONALITY

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BACKGROUND



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This message was last edited by the player at 02:15, Thu 29 June 2023.
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