Editing Ander

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  His prospects of any sort of military position having been quashed, he took up the study of
 
  His prospects of any sort of military position having been quashed, he took up the study of
 
  magic to try and redeem the family name. He is ambitious, but cautious.
 
  magic to try and redeem the family name. He is ambitious, but cautious.
      Being slight of stature, Ander nonetheless sometimes acts like he is much larger and more
 
imposing than he actually is. He is highly curious, particularly with regards to magic of all
 
sorts. He is slow to anger and quick to forgive, generally holding an optimistic outlook
 
regarding the nature of people in general. He cares less about freedoms and laws, but always
 
tries to do the right thing whenever possible.
 
 
 
     * Description  
 
     * Description  
 
       Ander speaks Elven, Common, Orc and Draconic.
 
       Ander speaks Elven, Common, Orc and Draconic.
  
Characteristics
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[edit] Characteristics
  
 
     * Race '''Elf'''
 
     * Race '''Elf'''
 
     * Class '''Wizard'''
 
     * Class '''Wizard'''
 
     * Level '''1'''
 
     * Level '''1'''
     * EXP '''270'''
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     * EXP '''0'''
 
     * XP required for next level '''1000'''
 
     * XP required for next level '''1000'''
 
     * Alignment '''NG'''
 
     * Alignment '''NG'''
  
The Goods
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[edit] The Goods
  
 
     * STR '''9'''
 
     * STR '''9'''
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     * CHA '''8'''
 
     * CHA '''8'''
  
Combat Stats
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[edit] Combat Stats
  
 
     * AC '''12 Flat Footed / 15 Otherwise'''
 
     * AC '''12 Flat Footed / 15 Otherwise'''
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           o Will '''+3'''  
 
           o Will '''+3'''  
  
Race and Class Abilities
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[edit] Race and Class Abilities
  
 
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
 
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
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A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.
 
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.
  
Skills
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[edit] Skills
  
 
     * Concentration (1 rank + 0 modifier)= +1
 
     * Concentration (1 rank + 0 modifier)= +1
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     * Listen (1 rank + 1 modifier + 2 racial)= +4  
 
     * Listen (1 rank + 1 modifier + 2 racial)= +4  
  
Feats
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[edit] Feats
  
 
     * 1st Level Feat: Armor Proficiency (Light Armor)
 
     * 1st Level Feat: Armor Proficiency (Light Armor)
 
     * Class Bonus Feat: Scribe Scroll  
 
     * Class Bonus Feat: Scribe Scroll  
  
Spells Known
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[edit] Spells Known
  
 
     * 0th level (Save DC) 12 (all)
 
     * 0th level (Save DC) 12 (all)
     * 1st level (Save DC) 13 (Color Spray, Magic Weapon, Sleep, Identify, Charm Person)
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     * 1st level (Save DC) 13 (Color Spray, Magic Weapon, Sleep, Identify, Charm Person, Read Magic)
  
Gear and Treasure
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[edit] Gear and Treasure
  
 
     * Encumbrance 44.1 lbs (medium load, 20ft move)
 
     * Encumbrance 44.1 lbs (medium load, 20ft move)
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     o Spell Component Pouch
 
     o Spell Component Pouch
 
     o Belt Pouch (coin purse with 7 sp)
 
     o Belt Pouch (coin purse with 7 sp)
     o 2 Quivers of 20 arrows (now 38 total)
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     o 2 Quivers of 20 arrows
 
     o Spellbook
 
     o Spellbook
 
     o Vial of Black Ink
 
     o Vial of Black Ink
 
     o Inkpen
 
     o Inkpen
     o Folded empty sack (now given to Sentinel).
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     o Folded empty sack
 
     o Leather Armor
 
     o Leather Armor
 
     o Longsword
 
     o Longsword
 
     o Shortbow
 
     o Shortbow
    o Bread and cheese
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     * Coins 0 GP 0 EP 7 SP 0 CP
     * Coins 0 GP 0 EP 0 SP 0 CP
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     * Treasure
     * Treasure: Odd Book
 

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