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Factotum 4 duskblade 3 Chameleon 8.

Posted by DeveloperFor group 0
Developer
GM, 55 posts
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Sat 23 Jul 2022
at 12:55
  • msg #1

Factotum 4 duskblade 3 Chameleon 8

QUICK RECONNOITER
You can learn a lot of information from just a quick scan
of an area or object.
Prerequisite: Listen 5 ranks, Spot 5 ranks.
Benefit: You can make one Spot check and one Listen
check each round as a free action.
 You also gain a +2 bonus on initiative checks.
Normal: Using Spot or Listen in a reactive fashion is
a free action, but actively trying to make a Spot check or
Listen check requires a move action.


Jack Springhill


Basic Info
Race: Silverbrow HumanHeight: 6'0Skin: pale
Gender: MaleWeight: 188Hand: Right
Alignment: TNHair:  silverAge:24
Deity:  Tamara  Eyes: grey Hp: 89
Classes: Factotum 4 Duskblade 3 Chameleon 8 Xp:105,000

Abilities            Temporary  Advances
Ability  ValueModValueModLevel    Ability
STR14  +02        Level  4+1 str
DEX14  +02        Level  8+1 wis
CON12  +01        Level 12+1 wis
INT20  +0524   +7   Level 16+1 ???
WIS20  +05        Level 20+1 ???
CHA16  +03                  


   Total
HP:89
  • Subdual Damage: 0
  • Status effects:
 

           TotalDexINT/magic
Initiative:+14 +02+7/+5

ARMOR CLASS
            Total     BaseSizeArmorShieldDexDodgeDefNaturalMiscluckinsight 
Full AC      2210  +?  +10+?    +2+?  +?+?    +?????
Touch        1710  +?  +10+?    +2+?  +?+?    +?????
Flat-Footed2010  +?  +10+?    +2+?  +?+?    +?????
Conditional Modifiers:
    [Cunning defense, spend inspiration to boost AC +8 for one round]
[Shield spell, gives +4 to AC when cast: Ring +20 3/day]


SAVES          

Total    

Base
Ability
Mod

Magic

Misc

Insight
Fortitude(Con)  +14+6    +01         +3    +?+04
Reflex    (Dex)  +11+6    +02         +3    +? +??
Will      (Wis)  +22+6    +05         +3    +? +08
Conditional Modifiers:
    [Current Chameleon focus adopted (listed last)][Cunning insight; +7 to  one save]
 

COMBAT
Base Attack Bonus: 12
       
Total    

BAB
Str
Mod
Dex
Mod

Misc
 
Melee:  +14+12  +2      +?      +? 
Finesse+0+12   +?      +?      +? 
Ranged:+14+12  +?      +2      +? 


Attacks      
Weapon      AttackDamage/TypeCriticalRangeSpecial 
^ Guisarme+18/+122d4+5/S    *3         -reach/trip 
Weapon      AttackDamage/TypeCriticalRangeSpecial 
^ spikegauntlet+16/+111d4+3    *3          -EVT-6d6 
Weapon      AttackDamage/TypeCriticalRangeSpecial 
^ MWcomp+1l.bow+17/+121d8+3/P   *2    120 - ? 

ARMOR & SHIELD

Defense                        
AC
Bonus
Max
Dex
Check
Penalty

Speed

Special
armor:+5 mitheral breastplate 10     +5           -1      ?    30light
Shield:   Shield (spell)       4     +?                 ?       ?-

RACIAL ABILITIES
    [Disguise Aptitude: +2 racial bonus on Disguise is a class skill
Dragonblood Subtype: Silverbrow humans are of the dragonblood subtype (see page 4).
Feather Fall (Sp): A silverbrow human can use feather fall 3/ per day
1 extra feat at 1st level]

CLASS ABILITIES
    [Factotum: trapfinding; brains over brawn
Inspiration points 4/4 currently 6/6 (floating feat)
cunning insight- attack/damage/save roll,1IP= +5
cunning knowledge -skill check, 1IP=+4 bonus
cunning defense - 1 IP= +5 bonus AC 1/rd
cunning strike - 1 IP= 1d6; 2,3,4
Arcane dilettante (2 spells)

Duskblade
Arcane attunment
Armored mage
Arcane Channeling


Chameleon: Aptitude focus (2/day) Double Aptitude**; Rapid refocus

*Arcane focus: +4 know arcane/spellcraft +4Will
4-0th 4-1st 4-2nd   4-3rd   3-4th   1-5th
bonus (24) 2-1st; 2-2nd; 2-3rd; 1-4th; 1-5th; 1-6th; 1-7th

Combat focus:All martial weapons    +4/+4 attack/damage    +4 Fort saves

*Divine focus: +4 know religion +4 Fort/Will
4-0th 4-1st 4-2nd   4-3rd   3-4th   1-5th
bonus (20) 2-1st; 1-2nd; 1-3rd; 1-4th; 1-5th

Stealth focus:(trapfinding) Uncanny Dodge +4 Reflex  +4(DD, hide, MS, OP, Search)

Wild focus: Wild empathy: woodland stride +4 climb/handle animal/jump/know nature/survive.  +4 Fort

Bonus feat (renew each day) **selected feat
**Font of inspiration
Uncanny Forethought...(spell mastery spells)reserve # spell slots =INT mod standard action
----, ..use..slots to cast a spell that you selected for the Spell Mastery feat.
Item creation: Scribe scroll, brew potion; Scribe scroll; craft wonderous item, forge ring
Exotic Weapon Proficiency;
Open minded
darklands stalker
Extend Spell
Combat Panche

Mimic Class Feature: Twice per day  2/2
--Evasion (Ex):immediate action,avoid damage from certain attacks with a successful
   Reflex save. After you have rolled a successful Reflex save, but before you have
   taken damage. This ability lasts for 1 minute.

--Rage (Ex): You can fly into a screaming blood frenzy. See the barbarian class feature, page 25 of the Player's Handbook, except that the
duration (1 rd+1 per point (rage CON modifier)

--Smite (Ex): CHA bonus (if any) to attack and deal 1 extra point/per class level.

--Sneak Attack (Ex): Deal +1d6/three class levels..flanking..or..denied DEX  bonus
  Rogue level =class level to apply improved uncanny dodge.

--Turn/Rebuke Undead (Su):Turn/rebuke undead creatures (your choice) by channeling the power of your faith through a holy symbol. Cleric level = class level.


Ability Boon (EX): When your aptitude focus, you also gain a +4 competence bonus to an ability score of your choice.]

FEATS
    [Able learner1, knowledge devotion1, font of inspiration3, combat casting b; power attack; imperious  command; Spell Mastery (7);Versatile Spellcaster]

FLAWS, TRAITS & DRAWBACKS

Skill Tricks (2 skill points each)
    [Collector of stories; Never outnumbered;clarity of vision ]


SKILLS
(class skill Max Rank = Level+3
cross class skill Max rank = (level+3)/2
“c” denotes a class skill, Total “--” Trained only

Class?

Skill
Key
Ability

Total
Ability
Mod

Ranks

Synergy

Misc

Armor

Competence
 Appraise            Int+12+7050000NA0
 Auto-hypnosis      Int+14+7050200NA 0
 Balance            Dex+11+7050000-1 0
 Bluff              Int+15+7080000NA 0
 Climb              Str+08+7020000-1 0
 Concentration      Con+08+1070000NA 0
 Craft:
 - type?            Int+00+7000000NA 0
 - type?            Int+00+7000000NA 0
 - type?            Int+00+7000000NA 0
 Decipher Script    Int+09+7020000NA 0
 Diplomacy          Cha+11+3040400NA 0
 Disable Device      Dex+16+7100000-1 0
 Disguise            Cha+10+3050200NA 0
 Escape artist      Dex+08+7020000-1 0
 Forgery            Int+09+7020000NA 0
 Gather Information  Cha+09+3040200NA 0
 Handle Animal      Cha+05+3020000NA 0
 Heal                Wis+07+5020000NA 0
 Hide                Dex+21+7100005-1 0
 Intimidate          Cha+13+3080200NA 0
 Jump                Str+08+7020000-1 0
 Knowledge: Collector of stories, cunning knowledge--devotion feat
 - Arcana            Int+12+7050000NA 2
 - Dungeoneering    Int+12+7050000NA 2
 - Engineering      Int+09+7020000NA 2
 - Geography        Int+09+7020000NA 2
 - History          Int+09+7020000NA 2
 - Local            Int+12+7050000NA 2
 - Nature            Int+12+7050000NA 2
 - Nobility          Int+12+7050000NA 2
 - Planes            Int+12+7050000NA 2
 - Psionics          Int+11+7040000NA 2
 - Religion          Int+12+7050000NA 2
 Language:
 - Type              Int+00+7000000NA 0
 - Type              Int+00+7000000NA 0
 - Type              Int+00+7000000NA 0
 Listen              Wis+11+5040002NA 0
 Move Silently      Dex+21+7100005-1 0
 Open Lock          Dex+17+7100000NA 0
 Perform:
 - Act              Cha+11+3080000NA 0
 - Comedy            Cha+00+3000000NA 0
 - Dance            Cha+00+3000000NA 0
 - Keyboard instr.  Cha+00+3000000NA 0
 - Oratory          Cha+00+3000000NA 0
 - Percussion instr.Cha+00+3000000NA 0
 - Sing              Cha+00+3000000NA 0
 - String instr.    Cha+00+3000000NA 0
 - Wind instr.      Cha+00+3000000NA 0
 Profession
 - Type              Wis+00+5000000NA 0
 - Type              Wis+00+5000000NA 0
 - Type              Wis+00+5000000NA 0
 Psicraft            Int+09+7000200NA 0
 Ride                Dex+09+7030000-1 0
 Search              Int+21+7140000NA 0
 Sense Motive        Wis+10+5050000NA 0
 Sleight of Hand    Dex+10+7020200-1 0
 Spellcraft          Int+11+7020200NA 0
 Spot                Wis+17+5120002NA 0
 Survival            Wis+08+5030000NA 0
 Swim                Str+08+7020000-1 0
 Tumble              Dex+10+7040000-1 0
 Use Magic Device    Cha+08+3050000NA 0
 Use Psionc Device  Cha+08+3050000NA 0
 Use Rope            Dex+10+7030000NA 0
Notes:Brains over Brawn (Ex):..gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Languages: Common; Draconic; celestial; infernal; giant; elven; undercommon;

Arcane Attunment: 10/day
    [dancing lights, detect magic, flare, ghost sound, and read magic]


Duskblade SPELLS
spell Levelspell Save DC   
0317  
1418  




Duskblade spell Lists
  • 0th Level: Acid splash, disrupt undead, ray of frost, touch of fatigue
  • 1st Level: Jump; obscuring mist; swift expeditious retreat; true strike

Arcane SPELLS
spell Levelspell Save DC   
0417  
1618  
2619  
3621  
4422  
5223  

Arcane spells prepared
  • 0th Level: caltrops; blockade; silent portal (*2)
  • 1st Level: haste (*2), grease,; shocking grasp* 5d6 (3)
  • 2nd Level: glitterdust (*2); dimension door; wraith strike; fog cloud; invisibility
  • 3rd Level: corpse candle; greater dispel magic; stinking cloud; vampiric touch 4d6+tempHP *(2); wall of stone
  • 4th Level: Celerity; Solid fog; shadow form; wall of sand
  • 5th Level: **Storm touch 9d6 (1/level) 1rd stun vs fort save (*2)
  • 6th Level: none 
  • 7th Level: none 
  • 8th Level: none 
  • 9th Level: none

Divine SPELLS
spell Levelspell Save DC   
0415  
1516  
2517  
3518  
4419  
5220  

Divine spells prepared
  • 0th Level: guidance; sacred flame; word of radiance ;create water
  • 1st Level: entangle; fairie fire; protection from evil (*2): healing word 
  • 2nd Level: locate object, prayer of healing; heat metal; kelpstrand (*2) (aka webshooters);
  • 3rd Level: Bestow curse*; protection from energy; contagion*; sleet storm (*2)
  • 4th Level: death ward, heart of earth; aura of life; flame strike
  • 5th Level: greater restoration; revivify
  • 6th Level: none 
  • 7th Level: none 
  • 8th Level: none 
  • 9th Level: none


Arcane dilletante (2 spells/1st level)
    1) shield 2) shield]

COINS
(100 CP = 10 SP = 1 GP = 1/10 PP)
CPSPGP    PP
          
OTHER VALUABLES
  • Gems: none
  • Jewelry: none
  • Misc.:

GEAR    
Value    <Item>                NumberWeightLocation / Notes
                                       
         Total Value >                 Total Weight

+4 guisarme of twirling 34K
Arcane thieves tools 1,400 gold
body slots
head - Lore gem 7.5K (+2 know /30-"spellbook")
face - GOGGLES OF THE EBON HUNTER 18(K)darkvision 30 feet & +1/+1 ranged.
shoulder -
cloak - cloak of stone (+5 hide/ms meldintostone 2/day) 8K
neck/throat -  Scent blinder 8K
body - +5 mitheral breastplate   27K
torso vest of resistance (+3) 8K
arm -  Bracers of the entangling blast (2K)
hand - +2 Spiked dragonshard gauntlet of warning 16K
ring 1 - ring of the darkhidden (2K) invisible to darkvision
ring 2 - Ring of avoidance 10K   3/day- +20 deflection bonus to AC
waist -  Desperation chain (15K)
feet -  Boots of side stepping 6K

Tome of Worldly memory 1,500 gold
spool of endless rope 1,400 gold
Survival pouch 3,300 gold
TALISMAN OF UNDYING FORTITUDE 8K

MW composite (+1) longbow 500 gold
Arrows MW cold iron 200   (10 arrows cost 140 gold)
Quiver of Eholonna 1,800 gold

MW spell component pouch

Ioun Stone Dark Blue rhomboid (10K) alertness (+2listenSpot)

Eternal wands:
0th 460 gold
1st 820 gold
2nd 4,420 gold
3rd level 10,900 gold


Wands: 750 gold each
50/50 Vigor, lesser
50/50 benign transposition
50/50 restoration, lesser
50/50 protection from evil
50/50 true casting
50/50 true strike




ENCUMBRANCE          

Weight Carried    
Max
Dex

Penalty

Speed

Run
[????]Light Load                         -      -        ??'    x5
[????]Medium Load                       +3      -3      ??'    x4
[????]Heavy Load                         +1      -6      ??'    x3
[????]Lift over head                     = Heavy Load
[????]Lift off ground                   = Heavy Load x2
[????]Push / Drag                       = Heavy Load x5


Arcane spellbook (backup to the lore gem only has 30 spells)
Orisons/cantrip section
0th Level: caltrops; blockade; silent portal;
Trapsmith section:
1st—arcane sight, cat’s grace, clairaudience/clairvoyance,
   dispel magic, fox’s cunning, gaseous form, haste, knock, protection
   from energy.
2nd—arcane eye, dimension door, lesser globe of invulnerability,
   Otiluke’s resilient sphere, stoneskin, stone shape.
3rd—Bigby’s interposing hand, break enchantment, fabricate,
   greater dispel magic, wall of stone.

1st Level: wall of smoke, grease, darklight ; shocking grasp*; web;
2nd Level: glitterdust; wraith strike; fog cloud; invisibility; pyrotechnics;
3rd Level: corpse candle; stinking cloud; vampiric touch*;
4th Level: Celerity; Solid fog; ; wall of sand
5th Level: cloudkill; Storm touch*; teleport; Friend to Foe; Evacuation Rune; Disintegrate (DB)

Other divine spells I like:  swap out later
oth level: cure minor wounds
1st level: Omen of Peril; Spiderhand
2nd level: Lore of the Gods; primal hunter;
3rd level: Daylight; wingblast**
4th level: Primal senses**; sheltered vitality; Nature's Wrath
5th level: Baleful Polymorph; Break enchantment; Revivify
**Dragon magic

Future Arcane spells:
5: Flight of the Dragon; Touch of Adamantine
6: Freezing Fog, Tunnel Swallow, True Seeing, Antimagic Field
7: Stun Ray, Choking Cobwebs (CS), Summon Monster VII, Brilliant Aura, Reverse Gravity
8: Maze, Plane Shift (Greater), Deadly Lahar (CS - huge cone slow effect), Chain Dispel

Spell Mastery feat: Without spellbook and lore gem...
1st level-Gaseous form; haste
2nd level-dimension door
3rd level- greater dispel magic; Wall of stone
4th level- Shadow form (assassin spell)
5th level- Storm Touch


Survival pouch 5/day
• Trail rations for one Medium creature
for one day.
• Two gallons of water stored in a waterskin. The waterskin disappears if it is
emptied completely.
• A tent and two bedrolls sized for
Medium creatures.
• A 50-foot coil of hempen rope.
• A shovel.
• A campfire (about 2 feet square). The fire
can be left to burn, or it can be pulled
apart to produce eight lit torches. Each
removed torch lasts for 1 hour and
reduces the remaining burning time
of the campfi re by 1 hour. If the fire
is extinguished, the unburnt portion
vanishes.
• A composite shortbow (+1 Str bonus)
and a quiver of 20 arrows. The bow
disappears 1 round after the last arrow
has been drawn from the quiver.
• A mule with bit, bridle, saddle, and saddlebags (treat as a summoned creature,
except that it will not fight for you).




Silver brow human......
Description

Silver dragons relish humanoid form and enjoy many of the same daily pleasures as humans. Long ago, communities of humans welcomed disguised silver dragons into their villages, not knowing the truth about their new neighbors. In these communities, which were often secluded and small, half-dragon children became common as the dragon visitors married their human friends. The silver progenitors went to great lengths to hide their children from the rest of the world, citing "curses" or "deformaties" as an excuse for their physical differences. Despite the occasional discovery, they managed to hide their half-breed offspring long enough to teach them to take humanoid form magically. These children in turn became members of the the community, and thus followed generation after generation with the mixed blood of humans and silver dragons.
Over time, the overtly draconic physical characteristics faded, leaving human-looking children with silver dragon bloodlines. Eventually, the dragons themselves departed these communities, leaving behind a strong draconic heritage—a silver streak or highlights in the hair—they came to be known as silverbrow humans.
Combat

Racial Traits

Disguise Aptitude: Silverbrow humans have a +2 racial bonus on Disguise checks, and Disguise is always considered a class skill. Their ancestors' need to guard their identities against those who feared or hated them has become second nature to silverbrow humans.
Dragonblood Subtype: Silverbrow humans are of the dragonblood subtype (see page 4).
Feather Fall (Sp): A silverbrow human can use feather fall once per day, plus one additional time per day for every 5 Hit Dice he has.
1 extra feat at 1st level, because silverbrow humans are quick to master specialized tasks and varied in their talents.


Factotum

(Dungeonscape variant, p. 14)
It is foolhardy to explore a dungeon alone. Those who attempt to do so quickly find that they lack the skills needed to get the job done. Sometimes, this can happen in larger parties as well. Enter the factotum, a new standard class, capable of mimicking the abilities of others and ?lling in when the need is greatest.
After a lifetime of work, few can claim even a fraction of the versatility that the factotum displays every day. Skilled in nearly every art, factotums draw upon their lore to master almost any trade or ability for a brief period of time before other pursuits draw their attention. Whereas bards use their general knowledge to aid others, factotums focus their abilities solely upon themselves. Constantly on the hunt for new abilities and tricks, factotums eventually ?nd the right tool to overcome practically any problem.
As a factotum, you are a jack of all trades. For short periods of time, you can stand in for almost any other member of the party. Your intellect, training, and experiences allow you to bolster your efforts in almost any situation. But your magical abilities are at best limited. You can master potent spells, but your lack of formal training makes it dif?cult for you to use them more than once each day. Furthermore, your understanding of magic is broad rather than deep.
Hit die
d8
Starting gold
6d4x10
Skill points
6 + Int
Class Features
Weapon and Armor Proficiency: A factotum is pro?cient with all simple and martial weapons, and with light armor and shields (except tower shields). Because he uses spells as if they were spell-like abilities, a factotum can wear armor without incurring the normal arcane spell failure chance. A multiclass factotum still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of ?elds to ?nd the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of ?ghting. But while a factotum learns many paths, he masters none of them. Rather than train in a given ?eld, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table 1?1).
Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modi?er. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others? turns?provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.
Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
Trap?nding (Ex): You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).
Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1?1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Dif?culty Class for a saving throw against your spell is 10 + the spell level + your Int modi?er.
Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.
You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.
If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modi?ed spell?s level.
Brains over Brawn (Ex): At 3rd level, you gain your Intelligence bonus as a modi?er on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Cunning Defense (Ex): You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this bene?t even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.
Cunning Strike (Ex): With a quick study of a vulnerable opponent?s defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target that has uncanny dodge, use your factotum level as your rogue level.

Class skills

Level BAB Fort Ref Will Spell Level Inspiration Points Special
1st +0 +0 +2 +0 ? 2 Inspiration, cunning insight, cunning knowledge, trapfinding
2nd +1 +0 +3 +0 0 3 Arcane dilettante (1 spell)
3rd +2 +1 +3 +1 1 3 Brains over brawn, cunning defense
4th +3 +1 +4 +1 1 3 Arcane dilettante (2 spells), cunning strike


Duskblade

(Player's Handbook II variant, p. 19)
If you find you can't choose between being an arcane spellcaster who zaps your enemies with powerful spells and a nimble, powerful front-line melee character who lays them low with a sword, the duskblade is the perfect class for you.
Hit die
d8
Skill points
2 + Int
Class Features
Weapon and Armor Pro?ciency: Duskblades are pro?cient with all martial weapons, as well as all armors and shields (except tower shields).
Spells: You cast arcane spells, which are drawn from the duskblade spell list on page 98. You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Dif?culty Class for a saving throw against your spell is 10 + the spell level + your Int modi?er.
You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1?3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1?1: Ability Modi?ers and Bonus Spells, page 8 of the Player?s Handbook).
Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell?s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, ?are, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modi?er. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster?s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade?s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, you learn to use medium armor with no chance of arcane spell failure.
At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.


Advancement

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th
1st +1 +2 +0 +2 Arcane attunement, armored mage (light) 3 2 ? ? ? ?
2nd +2 +3 +0 +3 Combat Casting 4 3 ? ? ? ?
3rd +3 +3 +1 +3 Arcane channeling 5 4 ? ? ? ?
4th +4 +4 +1 +4 Armored mage (medium) 6 5 ? ? ? ?
5th +5 +4 +1 +4 Quick cast 1/day 6 5 2 ? ?

Chameleon

(Races of Destiny variant, p. 111)
Chameleons are dilettantes in every class and masters of none.
Requirements
Race: Human or Doppleganger
Skills: Bluff 8 ranks , Disguise 8 ranks , Sense Motive 4 ranks Spellcraft 4 ranks
Feats: Able Learner

Hit die
d8
Skill points
4 + Int
Class Features
Weapon and Armor Proficiency: You gain proficiency with all simple weapons and with all forms of armor, including shields (but not tower shields).
Aptitude Focus (Ex): Once per day, you can select one of five areas upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. An aptitude focus ability is usable once per day at 1st level, twice per day at 5th level, and three times per day at 10th level. At 5th level, you can change your aptitude focus one time per day, and at 10th level you can change your aptitude focus two times per day. If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).
Arcane Focus: You gain the ability to prepare and cast arcane spells, which may be chosen from the spell list of any arcane spellcasting class. You prepare and cast these spells just as a wizard does, including the use of a spellbook (chameleons often use stolen or borrowed spellbooks; see page 178 of the Player's Handbook for details). Your spells per day are noted on Table 5—2: The Chameleon. You gain bonus spells for a high Intelligence score, just as a wizard does. When Table 5—2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your caster level is equal to twice your class level. You also gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves; at 5th level, the bonuses improve to +4.
Combat Focus: You gain proficiency with all martial weapons. You also gain a +2 competence bonus on attack rolls and weapon damage rolls and a +2 bonus on Fortitude saves. At 5th level, the bonuses improve to +4.
Divine Focus: You gain the ability to prepare and cast divine spells, which may be chosen from the spell list of any divine spellcasting class. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells. You can only prepare new divine spells at sunrise. Your spells per day are noted on Table 5—2: The Chameleon. You gain bonus spells for a high Wisdom score, just as a cleric does. When Table 5—2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your caster level is equal to twice your class level. You also gain a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves; at 5th level, the bonuses improve to +4.
Stealth Focus: You gain trapfinding (see page 50 of the Player's Handbook), uncanny dodge (see page 26 of the Player's Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. At 5th level, the bonuses improve to +4.
Wild Focus: You gain wild empathy (see page 35 of the Player's Handbook; treat your druid level as equal to your class level), woodland stride (see page 36 of the Player's Handbook), a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. At 5th level, the bonuses improve to +4.

Wizardry
This special ring comes in four types (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
CL 11th (Wizardry I), 14th (Wizardry II), 17th (Wizardry III), or 20th (Wizardry IV); Prerequisites: Forge Ring, limited wish (Wizardry I - Wizardry IV); Market Price: 20,000 gp (Wizardry 1), 40,000 gp (Wizardry II), 70,000 gp (Wizardry III), or 100,000 gp (Wizardry IV).


Advancement

Spells per Day
Level BAB Fort Ref Will Special 0 1 2 3 4 5 6
1st +0 +0 +0 +0 Aptitude focus 1/day (+2) 4 2 0 — — — —

Level 1 obviously factotum for the skill points
Able learner feat.....
Bonus feat?

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Name     :Jack Springhill
Gender   :Male
Race     :Silverbrow human
Age      :21
Alignment:CG
Deity    :Pelor
Class(es): Factotum 4/Duskblade 5 /chameleon 1

Physical Description:
A young man whose hair has started to turn silver very early in life

Personality:

-What is one way to provoke your character?
   Do evil acts with impunity

-What is the most important possession that your character owns?
A very special pelorian holy symbol.that belonged to his father ...A sun disk of Pelor (complete champion pg.134)
It opens but is a puzzle lock and jack doesn’t know what’s inside

-What is your character's greatest passion?
Pursuing knowledge

-What is a secret about your character?
The location of his village and the other silver dragon descended humans

Background:

-What was early life like for your character?
The small mountain village where he was raised is interested in ensuring every citizen is educated and the pursuit of learning is valued and encouraged.


-When was your character at their saddest? (What is their saddest memory?)
The day that the village no longer had an actual dragon living nearby to act as patron/protector to the village and the offspring.

-Who does your character love?
His community and family

-What adventure did your character go on to get them from level 1 to level 2?
He left the village to attempt to halt The burning Plague.


-What adventure did your character go on to get them from level 5 to level 6?
Jack went undercover into the notorious prison known as the Otyugh Hole in order to gather information about a conspiracy

-What adventure did your character complete prior to heading to Veilwood in search of the next adventure?
He just finished initiation into the order of the chameleons
This message was last edited by the GM at 02:10, Wed 15 Mar 2023.
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