Jack Springhill
Jack Springhill
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[*Magic spell, gives +6 to AC when cast]
Knowledge devotion variable bonus to attack/damage***
Dragonblood Subtype: Silverbrow humans are of the dragonblood subtype (see page 4).
Feather Fall (Sp): A silverbrow human can use feather fall 2/ per day
1 extra feat at 1st level]
Inspiration points 3/3
cunning insight- attack/damage/save roll,1IP= +6
cunning knowledge -skill check, 1IP=+3 bonus
cunning defense - 1 IP= +6 bonus AC 1/rd
Arcane dilettante (1 spells)
Duskblade
Arcane attunment
Armored mage
Arcane Channeling
The Smoking Eye Template
-- +1 to all saving throws. Occipitus is subtly watching out for you.
-- +1 to all attack rolls.
-- +1 caster level for all spells and spell-like abilities.
-- Evil spells affect you as if you were evil, not good. Thus, an Unholy Blight won't hurt you.
-- Lie in State: If you die, after 1 minute your body disappears and reappears dead but intact in the Skull's eye socket in Occipitus.
-- Appearance: Your right eye is replaced with a magical flame that gives no heat and does not burn the surrounding flesh. When your eye is open, it gives illumination as a candle. Your vision is unaffected -- you can see through the eye normally. The eye also gives off wisps of bitter smoke, which will make you easier to track by scent.
[Able learner(1),Practiced spellcaster, combat casting(b); quick reconnoiter; planar touchstone ]
Chameleon *Currently active: Divine
Loot: (arrows modified to)
Stonebiter arrows +1 (adamantite, 30, 6gp per for 180gp total, 90 if sold ) This projectile, which glows with a faint blue light (as many magic items do when in proximity to the Shadow), are ridged using mithril on adamantite
....... They can be fired like grappling hooks
Oil of mending 10/10 (the peat collected acts as this, per same post
Snakeskin boots +1, knee-high. These boots are immune to change from without, and spin with a perfidy similar to Rorschach's mask from Watchmen, green and blue patterns swirling together and are thus known as Springy Earth Boots. You get the impression someone left them here when trvaelling by bone strider, which creates a tear in the magical fiber, changing the nature of magical combat. The shops set up in Highwall sell these and so you suspect those making the Tithe are attempting to hide from the gods by travelling through crowded spaces. But now again it's just the bulwark of the luminescent stone from which you were able to dip the Highwall arrows.
(Reference ?)
Standard gear 3K worth
Standard Adventurers Kit (15 gp)
Backpack 2 gp
Belt pouch 1 gp
Bedroll 1 sp
Flint and steel 1 gp
Silk rope (50 ft.) 10 gp
Sunrods (2) 4 gp
Trail rations (10 days) 5 gp
Waterskin 1 gp
Holy symbol 1 gp
Spell component pouch 5 gp
Spellbook 15 gp
MW Thieves tools 100 gp
MW composite (+2) longbow 500 gold
Arrows MW cold iron 200 (10 arrows cost 140 gold)
Arrows MW blunt 200
Mitheral Shirt 1,100 gold
-camoflage 300 gold
-muffled 300 gold
Antitoxin (X4)
Antivenom (X4)
Holy water(X4)
Universal Solvent Price: 50 GP Weight: --(DMG)
Sprayer Price: 15 GP Weight: 4# (Arms & Equipment Guide p. 25)
-Spray a 10' long cloud of oil, holy water, an inhaled poison area effect, --essentially a 5' x 10' line
Torch Bug Paste(x4) 100 GP Wt:0(Complete Scoundrel p. 120)
-Thrown splash weapon, non-magical faerie fire effect, which pinpoints invisible -creatures and completely negates concealment.
Candle, Insectbane (x10, 1 SP ea.) Price:1 GP Weight:0(Arms&EquipmentGuide p. 21)
Auran Mask 60 gold (Complete Mage p. 134)
--Provides a +5 circumstance bonus against inhaled toxins (which stacks with -----Antitoxin), but this is easily overshadowed by 10 minutes of water breathing
Expandable Pole 5 GP Wt 1# (Song & Silence p. 53)
Fast Torch (x3, 15 gold) 1.5# (Complete Mage p. 134)light fire as s swift action.
2 Sundark Goggles 20 GP Wt:0 (Races of the Dragon p. 123) Never take the Daylight -Adaptation feat ever again.
MW set of back up spiked gauntlets
(3) Clubs 1d6 ×2 10 ft. 3 lb.Bludgeoning
MW cold iron Morningstar
Magical gear 10K worth---
+1 guisarme of twirling 4K
body slots
head -
face - .
shoulder -
cloak - cloak
neck/throat - chronocharm of the horizon walker 500 gold
body - mitheral shirt (muffled, camoflaged)
torso
arm -
hand - +Spiked dragonshard warning gauntlet 4K
ring 1 - ring
ring 2 - Ring
waist -
feet - +1 boots "of walking"
Ioun Stone, Dull Grey (burned out)(DMG 3.0)
A burned-out ioun stone (25 GP) no longer confers any magical effects, but it does still float around. will be getting continual flame/light cast on it other PC's
Wands: 750 gold each none
Trapsmith scrolls (for my spellbook)
1st level- cat's grace, clairaudience/clairvoyance, fox's cunning, gaseous form, haste, knock, protection from energy.
2nd level -dimension door, lesser globe of invulnerability, Otiluke's resilient sphere, stoneskin, stone shape.
3rd level -break enchantment, fabricate, greater dispel magic, wall of stone.
Ipecac: Price: 50 GP Weight: --(Expedition to Castle Ravenloft p. 209)
If you ever get swallowed by a creature, empty this into its stomach. The creature is forced to regurgitate you, and is nauseated for 1d4 rounds, no save. It can also be used to induce vomiting after ingesting a poison, giving a +5 untyped bonus to the secondary effect. Each vial contains 10 doses.
Craft (Alchemy) DC: 25
Spiked gauntlet (warning and bloodstone)
WARNING
Price: +1 bonus
Property: Weapon
Caster Level: 7th
Aura: Moderate; (DC 18) transmutation
Activation: Four glass eyes circle this weapon, each watching a different direction. A warning weapon grants you a +5 insight
bonus on initiative checks as long as itis held.
Prerequisites: Craft Magic Arms and Armor, cats grace.
Cost to Create: Varies.
BLOODSTONE
Price: +1 bonus
Property: Melee weapon
Caster Level: 10th
Aura: Moderate; (DC 20) necromancy
Activation: Free (command)
The blade of this weapon bears red crystals carefully inlaid in intricate designs.
A bloodstone weapon can store and cast a vampiric touch spell against a creature
it strikes, just as if it were a spell storing weapon (DMG 225). Any such spell cast
from a bloodstone weapon is automatically empowered (as if by the Empower Spell feat).
A bloodstone weapon can store no more than one such spell at any time, and it cannot
store a spell other than vampiric touch.
Prerequisites: Craft Magic Arms and Armor, Empower Spell, vampiric touch.
Cost to Create: Varies.
+1 Guisarme of Whirling
WHIRLING
Price: +1 bonus
Property: Slashing melee weapon
Caster Level: 11th
Aura: Moderate; (DC 20) transmutation
Activation: Full-round (mental)
The hilt of this weapon is twisted into a corkscrew design, and its blade is dramatically
curved.
Three times per day, you can use this weapon to make a whirling attack that has a chance of striking all
nearby opponents. Instead of making your regular attacks, you instead make one melee attack at your full
attack bonus against each opponent within reach of the weapon.
This property otherwise functions like the Whirlwind Attack feat.
Travel Cloak
Price: 1200 GP
Weight: 1#
(Magic of Faerun p. 166)
Provides trail rations 3/day, a flask that produces up to 2 gallons of cool water or sugared hot tea per day, endure elements against cold, and can be transformed into a one-person tent 1/day.
Skill tricks
COLLECTOR OF STORIES [MENTAL]
You've heard so many tales of legendary monsters that you remember all sorts of gory details.
Prerequisite: Knowledge (any) 5 ranks.
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.
ECSTATIC FERVOR [MENTAL]
You can ignore pain when casting spells in combat.
Prerequisite: Concentration 8 ranks.
Benefit: If you take damage while casting or maintaining a spell, you apply only half the damage to the DC of the subsequent Concentration check required to continue the action. For continuous damage, you apply only one-quarter the total damage to the DC for 1 round.
SWIFT CONCENTRATION [MENTAL]
You can maintain your mental focus while attending to another task.
Prerequisite: Concentration 12 ranks.
Benefit: You can maintain concentration on a spell or similar effect as a swift action.
Feats:
Quick Reconnoiter
(Complete Adventurer, p. 112) [General]
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.
PLANAR TOUCHSTONE [GENERAL]
Forge a link between you and power-rich planar locations, referred to as planar touchstones (see Planar Touchstones, page 153).
Prerequisite: Portable object of at least 250 gp value native to any designated planar touchstone site, Knowledge (the planes) 8 ranks.
Benefit: Choose any site designated as a planar touchstone for which you also possess an object native to that location, as noted in this feat’s prerequisite. When this feat is first taken, forging a link between yourself and a chosen planar touchstone takes 24 hours of uninterrupted concentration. To forge a link, you must spend 10 experience points and expend the object described in this feat’s prerequisite. Once the link is forged, you gain the base ability described for that touchstone. If you physically visit the planar location once you’ve forged a link, you also gain a higher-order ability with a limited number of uses, as described for that planar touchstone. You may repeatedly visit the planar touchstone, each time recharging your usages of the higher-order ability. Usages of a higher-order ability do not stack, so visiting your planar touchstone prior to using up any of your higher-order usages confers no additional benefit.
Once you’ve established a link with one planar touchstone site by taking this feat, you may also freely visit other planar touchstones. When you do so and fulfill the higher-order ability’s recharge condition for the alternate site, you immediately gain the base ability of the new planar touchstone site and lose the base ability of the previous site. You also lose any remaining uses of the higher-order ability of your previously selected site (if any), and instead gain the specified number of higher-order ability uses appropriate to the new site.
In this way, you can “unplug” from one site and “plug in” to a new planar touchstone site as often as you desire. Thus, after expending the raw materials and experience points for making your first connection, making subsequent connections with different sites is as easy as fulfilling the higher-order recharge condition.
Special: You can take this feat more than once. Each time, you gain the base ability to retain one more planar touchstone location in addition to your previous ability. You also gain the capacity to retain uses of one more planar touchstone’s higher-order ability. Thus, you could retain the base abilities for both the Breaching Obelisk and Echolost (planar touchstone locations described in Chapter 7), as well as both sites’ higher-order uses, simultaneously.
If you then visit a third planar touchstone and fulfill its recharge condition, unless you have taken this feat three times, you must choose which of your two previous touchstone site abilities to lose when you gain the abilities of the third touchstone site.
*Catalogues of Enlightenment
Base Ability: Choose a cleric domain; you gain the granted power of that domain.
FATE DOMAIN
Granted Powers: You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you have another class that gives you uncanny dodge, your cleric levels add to that class’s level for determining when you gain the improved uncanny dodge class feature.
Next level: Chameleon 2
D8 +1BAB
4+int skill points
+1 ability score increase TBD
Spells per day increase +1 1-1st, +1 1-2nd
Bonus Feat (Ex): At 2nd level, you gain a bonus feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites.