Casey
Casey
Details
Class | Race: | Alignment: | Deity: |
Warlock | Human | CG | None |
Level: | Size: | Age: | Gender: |
7 | medium | 19 | Female |
Height: | Weight: | Eyes: | Hair: |
5'5"" | 120lbs | hazel | blonde (but varies) |
Abilities
|
|
Battle Scores
|
Saving Throws
|
Weapons
Weapon | Bonus | Damage | Critical | Range | Weight | Size | Type | Special |
Eldritch Blast | +8 | 4d6 | x2 | 60 ft. (250 ft. w/ eldritch spear) | N/A | N/A | magic (+7 to beat SR) | Ranged touch attack. Frightful Blast applies, any creature struck must make a DC 17 Will save or be Shaken. +1 to-hit and damage within 30 ft due to Point Blank Shot. |
Quarterstaff | +6 | 1d6+1 | x2 | N/A | 4 lbs | Medium | Bludgeoning | Can be used as two-handed weapon or double weapon. |
Armor
Armor | Type | Bonus | Penalty | Max Dex | % Failure | Speed | Weight | Special |
+1 Mithril Breastplate | Light | +6 | -1 | +5 | 15% | 30ft |
Feats & Special Abilities
Feat / Ability | Description/Notes |
LDarkvision 100 ft | Granted by the campaign. |
Weapon and Armor Proficiency | Warlocks are proficient with all simple weapons and with light armor, but not with shields. They suffer spell failure chance when using armor hevier than light. |
Damage Reduction | DR 2/cold iron |
Detect Magic | At will as per the spell. |
Deceive Item | Able to Take 10 on Use Magic Device checks, even though this is normally prohibited. |
Languages | Common, Draconic, Sylvan, Abyssal, Undercommon |
Point Blank Shot (Human Bonus feat) | +1 to hit and damage on ranged attacks within 30 ft. of target. |
Precise Shot (1st level feat.) | No penalty for firing into melee. |
Obtain Familiar (3rd level feat) | Able to obtain Familiar as if warlock levels counted as wizard levels. |
Extra Invocation (6th level feat) | Extra least invocation. |
Skills
Skill Name | Ability | Skill Mod | = | Ability Mod | + | Ranks | + | Other |
Bluff | Cha | 22 | 3 | 10 | 9 (fami.; beguil. inf. | |||
Concentration | Con | 12 | 2 | 10 | ||||
Diplomacy | Cha | 13 | 3 | 0 | 10 (4 syn.; 6 beguil. inf.) | |||
Disguise | Cha | 25 | 3 | 10 | 12(2 sy; 10 magic) | |||
Intimidate | Cha | 21 | 3 | 10 | 10 (2 syn.; 6 beguil. inf.) | |||
Knowledge (arcana) | Int | 9 | 4 | 5 | ||||
Knowledge (the Planes) | Int | 6 | 4 | 2 | ||||
Sense Motive | Wis | 8 | 0 | 8 | ||||
Spellcraft | Int | 11 | 4 | 5 | 2 (syn) | |||
Use Magic Device | Cha | 13[1]/15 | 3 | 10 | 2 (syn., scrolls only) |
[1]Can take 10 even though normally not allowed.
Power List
Name | Level | Ready? | Count | Cast Time | Range | Save | Description/Effect |
Biofeedback | 1 | yes | n/a | standard | personal | n/a | http://www.d20srd.org/srd/psionic/powers/biofeedback.htm |
Expansion | 1 | yes | n/a | standard | personal | n/a | http://www.d20srd.org/srd/psionic/powers/expansion.htm |
Force Screen | 1 | yes | n/a | standard | personal | n/a | http://www.d20srd.org/srd/psionic/powers/forceScreen.htm |
Animal Affinity | 2 | yes | n/a | standard | personal | n/a | http://www.d20srd.org/srd/psionic/powers/animalAffinity.htm |
Body Adjustment | 2 | yes | n/a | 1 round | personal | n/a | http://www.d20srd.org/srd/psionic/powers/bodyAdjustment.htm |
Gear
Gear | Location | Weight | Description/Special |
Gloves of dexterity +2 | worn | These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2 . Both gloves must be worn for the magic to be effective. (already incorporated) | |
Amulet of natural armour +1 | worn | This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of +1. | |
Handy haversack | over shoulder | A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. | |
Alchemists fire x 5 | haversack | You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. | |
Boots of landing | worn | These boots allow the wearer to recover instantly from a fall and can absorb some damage from falling once per day. The wearer lands on her feet no matter how far she falls, and takes 2 fewer dice of damage from the fall than normal. | |
Large Masterwork spiked chain | haversack | a spare weapon he keeps in his haversack just in case. |
Money
Item | Location | Value | Weight | Description/Special |
money | haversack | 50gp | 4 platinum, 8 gold, 18 silver, 20 copper |
Experience
No Experience Assigned. |
Description
No Description Assigned. |
Personality
No Personality Assigned. |
Background
No Background Assigned. |