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Angimander, the Monstrous Hunter ("Man" or "Mander" for short)
 
Angimander, the Monstrous Hunter ("Man" or "Mander" for short)
  
Half-Orc Barbarian 4/ Ranger 4
+
Half-Orc Barbarian 3/ Ranger 3
 
   
 
   
 
NG (worships Lathander)
 
NG (worships Lathander)
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Male Age:17 Eyes: orange  Hair: black  Skin: deep tan
 
Male Age:17 Eyes: orange  Hair: black  Skin: deep tan
 
   
 
   
Str:    18 +4
+
Str:    17 +3
 
Dex:    16  +3
 
Dex:    16  +3
 
Con:    14  +2
 
Con:    14  +2
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Cha:    6  -2
 
Cha:    6  -2
 
   
 
   
HP: 83
+
HP: 67
 
AC: 17 (+4 armor, +3 Dex) +1 Dodge    +2 with shield drawn
 
AC: 17 (+4 armor, +3 Dex) +1 Dodge    +2 with shield drawn
 
Touch:13
 
Touch:13
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Saving Throws
 
Saving Throws
Fort:  +11
+
Fort:  +9
 
Ref:    +6
 
Ref:    +6
 
Will    +5
 
Will    +5
 
   
 
   
BAB: +8/+3
+
BAB: +6/+1
 
   
 
   
 
Attacks:
 
Attacks:
Masterwork Greatsword    +13/+8 melee    2d6+6 slashing      19-20/x2
+
Masterwork Greatsword    +10/+5 melee    2d6+4 slashing      19-20/x2
  
Warhammer    +12/+7 melee    1d8+4 bludgeoning      x3
+
Warhammer    +9/+4 melee    1d8+3 bludgeoning      x3
  
Paired Masterwork Handaxes    +12/+7, +12 melee  1d6+4/1d6+4 slashing  x3
+
Paired Masterwork Handaxes    +9/+4, +9 melee  1d6+3/1d6+3 slashing  x3
  
Masterwork Mighty Composite Longbow (+3 Str)    +12/+7 ranged  1d8+3 piercing      x3      100ft
+
Masterwork Mighty Composite Longbow (+3 Str)    +10/+5 ranged  1d8+3 piercing      x3      100ft
 
60 arrows
 
60 arrows
  
Silver Dagger        +12/+7 melee (or+11 ranged)    1d4+4 piercing        19-20      10ft   
+
Silver Dagger        +9/+4 melee (or+9 ranged)    1d4+3 piercing        19-20      10ft   
  
  
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Skills 5/lv Bbn, 7/lv Rgr    Skill Mod    Ranks        Ability          Misc.
 
Skills 5/lv Bbn, 7/lv Rgr    Skill Mod    Ranks        Ability          Misc.
Climb  (Str)                      +8         4            +4           (+2 with climbing kit)
+
Climb  (Str)                      +7         4            +3           (+2 with climbing kit)
 
Concentration (Con)                +2        0            +2
 
Concentration (Con)                +2        0            +2
Handle Animal (Cha)                +5         7             -2
+
Handle Animal (Cha)                +4         6             -2
 
Heal (Wis)                        +2        0            +2
 
Heal (Wis)                        +2        0            +2
Hide (Dex)                        +12       7             +3            (+2 Stealthy)
+
Hide (Dex)                        +10       4             +3            (+2 Stealthy)
 
Intimidate (Cha)                  +2        4            -2
 
Intimidate (Cha)                  +2        4            -2
Jump (Str)                        +8         4            +4
+
Jump (Str)                        +7         4            +3
 
Knowledge (dungeoneering) (Int)    +4        3            +1
 
Knowledge (dungeoneering) (Int)    +4        3            +1
Knowledge (nature) (Int)          +6         3            +1            (+2 synergy from Survival)
+
Knowledge (nature) (Int)          +4         3            +1            (+2 synergy from Survival)
Listen (Wis)                      +7         5             +2
+
Listen (Wis)                      +5         3             +2
Move Silently (Dex)                +12       7             +3            (+2 Stealthy)
+
Move Silently (Dex)                +10       5             +3            (+2 Stealthy)
Ride (Dex)                        +9         2            +3            (+2 synergy Handle Animal)
+
Ride (Dex)                        +7         2            +3            (+2 synergy Handle Animal)
 
Search (Int)                      +3        2            +1
 
Search (Int)                      +3        2            +1
Spot (Wis)                        +7         5             +2
+
Spot (Wis)                        +5         3             +2
Survival (Wis)                    +11        9             +2
+
Survival (Wis)                    +8        6             +2
Swim (Str)                        +5         1            +4
+
Swim (Str)                        +4         1            +3
 
Use Rope (Dex)                    +3        0            +3
 
Use Rope (Dex)                    +3        0            +3
  
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Track (Ranger bonus)
 
Track (Ranger bonus)
 
Dodge
 
Dodge
 
Spells (Ranger, CL:2 DC 12+SL)
 
1st (1/day) Entangle
 
  
 
Traits:
 
Traits:
 
Orc Blood
 
Orc Blood
 
Darkvision 60'
 
Darkvision 60'
Rage 2/day- Gain +4 Str/Con, +2 Will saves, -2 AC for (3+ [new]Con mod rounds)
+
Rage 1/day- Gain +4 Str/Con, +2 Will saves, -2 AC for (3+ [new]Con mod rounds)
 
Fast Movement- +10 Speed
 
Fast Movement- +10 Speed
 
Uncanny Dodge- retain Dex bonus to AC even when caught flat-footed
 
Uncanny Dodge- retain Dex bonus to AC even when caught flat-footed
 
Favored Enemy (Aberrations)- Gains +1 to damage, Bluff, Listen, Sense Motive, Spot, Survival checks
 
Favored Enemy (Aberrations)- Gains +1 to damage, Bluff, Listen, Sense Motive, Spot, Survival checks
 
Fighting Style- Gains benefit of Two-Weapon Fighting and Ambidexterity feats when wearing light or no armor
 
Fighting Style- Gains benefit of Two-Weapon Fighting and Ambidexterity feats when wearing light or no armor
Spells
 
  
 
Armor:
 
Armor:
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====Nigel Helmsley====
 
====Nigel Helmsley====
Male Human Bard 8, Loremaster 1
+
Male Human Bard 6
 
NG
 
NG
 
Player: Mitch
 
Player: Mitch
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Appearance: A thin human in his mid-20’s. He has grey eyes, and neatly-trimmed brown hair. He is clean-shaven, with permanently ink-stained fingers. Around town, he wears a simple scholar’s outfit. When abroad, he prefers a finely-made chain shirt complemented by a sturdy traveler’s ensemble, with a rapier at his hip.
 
Appearance: A thin human in his mid-20’s. He has grey eyes, and neatly-trimmed brown hair. He is clean-shaven, with permanently ink-stained fingers. Around town, he wears a simple scholar’s outfit. When abroad, he prefers a finely-made chain shirt complemented by a sturdy traveler’s ensemble, with a rapier at his hip.
 
“Smashing!”
 
  
  
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Con 12
 
Con 12
 
Int 18
 
Int 18
Wis 12
+
Wis 11
 
Cha 16  
 
Cha 16  
  
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Bards are proficient with light armor, medium armor, and shields.
 
Bards are proficient with light armor, medium armor, and shields.
  
Languages: Common, Elven, Dwarven, Draconic, Furfolk Common, Orc, Celestial, Infernal, Undercommon
+
Languages: Common, Elven, Dwarven, Draconic, Furfolk Common, Orc, Celestial, Infernal  
  
BAB: +6/+1
+
BAB: +4
 
Fort: +4
 
Fort: +4
Ref: +9
+
Ref: +8
Will: +10
+
Will: +6
  
HP: 58/58
+
HP: 42/42
 
Initiative: +2
 
Initiative: +2
AC: 18
+
AC: 17
Rapier: +8/+3 1d6+1, 18-20x2, magic
+
Rapier: +5, 1d6, 18-20x2
Light crossbow: +9, 1d8, 19-20x2
+
Light crossbow: +7, 1d8, 19-20x2
Dagger: +6/+1 1d4, 19-20x2
+
Dagger: +5, 1d4, 19-20x2
  
 
Skills: 36 @ 1st, 9/level
 
Skills: 36 @ 1st, 9/level
  
Decipher Script 5:9
+
Decipher Script 2:6
 
Gather Information 4:9
 
Gather Information 4:9
Diplomacy 10:13
+
Diplomacy 7:10
Knowledge (Arcana) 5:9
+
Knowledge (Arcana) 3:7
Knowledge (Bardic) 12:14
+
Knowledge (Bardic) 10:12
Knowledge (Geography) 10:14
+
Knowledge (Geography) 9:13
Knowledge (History) 10:16
+
Knowledge (History) 9:15
Knowledge (Local) 8:12
+
Knowledge (Local) 7:11
 
Knowledge (Nobility) 3:7
 
Knowledge (Nobility) 3:7
Knowledge (Planes) 4:8
+
Knowledge (Planes) 2:6
Knowledge (Religion) 4:8
+
Knowledge (Religion) 1:5
Move Silently 8:10
+
Move Silently 6:8
Perform (Oratory) 10:13
+
Perform (Oratory) 9:12
Profession (Librarian) 3:4
+
Profession (Librarian) 3:3
Search 7:11
+
Search 5:9
Sense Motive 8:9
+
Survival 0:0 (2 to avoid getting lost/natural hazards, 2 to find/follow tracks)
Survival 0:1 (3 to avoid getting lost/natural hazards, 3 to find/follow tracks)
+
Speak Language 3
Speak Language 4
+
Spellcraft 5:9
Spellcraft 8:12
+
Use Magic Device 3:6 (8 for scrolls)  
Use Magic Device 5:8 (10 for scrolls)  
 
  
 
Feats
 
Feats
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Scribe Scroll  
 
Scribe Scroll  
 
Extend Spell: Duration x2, +1 level
 
Extend Spell: Duration x2, +1 level
Still Spell: no somatic, +1 level  
+
Still Spell: no somatic, +1 level
** applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.
 
  
  
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Spells/Day
 
Spells/Day
0: 3  
+
0: 3
1: 4  
+
1: 4
2: 4
+
2: 3
3: 3
 
 
 
Neutralize Poison x1
 
  
 
Spells Known  
 
Spells Known  
0:  
+
0:
D*Detect Magic: std, VS, 60’ cone, 7 min, 3 rds to read auras, Arcana DC 15+spell level = school  ((Alardan))
+
Detect Magic: std, VS, 60’ cone, 6 min, 3 rds to read auras, Arcana DC 15+spell level = school  ((Alardan))
Read Magic: std, VSF, self, 70 min, 1 pg/min, glyph: DC 13 Spellcraft, symbol: DC 19
+
Read Magic: std, VSF, 60 min, 1 pg/min, glyph: DC 13 Spellcraft, symbol: DC 19
 
Mage Hand: std, VS, close, 5 lbs, 15’ as move action, concentration
 
Mage Hand: std, VS, close, 5 lbs, 15’ as move action, concentration
 
Prestidigitation: std, VS, 10’, 1 hr, lift 1 lb, clean/soil/color 1’ cube/rd, chill/warm/flavor 1 lb material, small crude objects,  
 
Prestidigitation: std, VS, 10’, 1 hr, lift 1 lb, clean/soil/color 1’ cube/rd, chill/warm/flavor 1 lb material, small crude objects,  
Light: std, VM, touch, 70 min, 20’r normal light
+
Light: std, VM, touch, 60 min, 20’r normal light
 
Mending: 10 min, VS, 10’, 1 object <= 5 lbs
 
Mending: 10 min, VS, 10’, 1 object <= 5 lbs
  
1: Cure Light Wounds: std, touch, 1d8+5, harm undead (Will save 1/2)
+
1:  
D*Identify: 1 hr, VSM (100 gp pearl), touch, 1 object, basic function; activation; charges left  
+
Cure Light Wounds: std, touch, 1d8+5, harm undead (Will save 1/2)
Silent Image: std, VSF, long, 12 10’ cubes, concentration, Will save to disbelieve, can move within area
+
Identify: 8 hrs, VSM (100 gp), touch, 6 objects, basic function; activation; charges left  
Unseen Servant: std, VSM, close, 8 hrs, lift 20 lbs / drag 100 lbs, speed 15’, 6 hp (Bartleby)
+
Silent Image: std, VSF, long, 10 10’ cubes, concentration, Will save to disbelieve, can move within area
 +
Unseen Servant: std, VSM, close, 6 hrs, lift 20 lbs / drag 100 lbs, speed 15’, 6 hp (Bartleby)
  
 
2:  
 
2:  
Cure Moderate Wounds: std, touch, 2d8+8, harm undead (Will save 1/2)
+
Locate Object: std, VSF, 640’r, 6 min, specific item needs mental image, must have seen unique item (not via divination)
D*Locate Object: std, VSF, 720’r, 8 min, specific item needs mental image, must have seen unique item (not via divination)
+
D*Detect Thoughts: std, VSF, 60’ cone, conc (6 min), change area ea rd, blockable
D*Detect Thoughts: std, VSF, 60’ cone, conc (8 min), change area ea rd, blockable
 
 
  Rd 1: presence/absence of thoughts  
 
  Rd 1: presence/absence of thoughts  
 
  Rd 2: # of thinking minds, Int scores
 
  Rd 2: # of thinking minds, Int scores
 
  Rd 3: surface thoughts, Will negates
 
  Rd 3: surface thoughts, Will negates
D*Tongues: touch, 80 min, speak/understand any language  
+
Tongues: touch, 60 min, speak/understand any language  
 
 
3:
 
D*Clairvoyance/Clairaudience: 10 min, VSF, 720’r, 8 min, familiar location, can’t move, see 10’r in natural darkness
 
Dispel Magic: std, VS, 180’, Targeted or Area or Counterspell
 
D*See Invisibility: std, VSM, 80 min, see invisible/ethereal
 
 
 
  
  
 
Equipment: 5400
 
Equipment: 5400
+2 Chain Shirt. 1250
+
+1 Chain Shirt. 1250
+1 Rapier. 320
+
Masterwork Rapier. 320
 
Masterwork light crossbow 35
 
Masterwork light crossbow 35
 
20 bolts. 2
 
20 bolts. 2
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Cure Light Wounds potion. 50  
 
Cure Light Wounds potion. 50  
 
Wagon fund. 300
 
Wagon fund. 300
10 gp  
+
15 gp  
  
scroll of Sending  
+
2 scrolls of Sending  
  
Katrin’s rhyme from Lady Silverymoon (Unicorn?)
 
  
Some armor on a rack: modified briganadine. Square plates of metal about four inches on a side, stitched into pockets on the inside surface of garments made of some thin, tough leather. You can't tell without opening a pocket, what metal is being used. It feels very light though.
+
Bardic Music: 6/day  
A pair of delicate-looking longswords in stiff leather scabbards, with ivory hilts that have a symbol cared into them. It looks like the same symbol Mayrvreen was wearing on that headband.
+
Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls.  Inspire courage is a supernatural, mind-affecting ability.  
 
 
Half a dozen or so small locked chests. Another chest, open, contains several blank books and underneath those some filled journals or record books. You don't recognize the script.
 
 
 
Small hidden notebook.
 
 
 
You find a stock of supplies in the huts; food, tools, extra weapons.
 
You find healing supplies too: mundane things such as bandages and some potion bottles. Half a dozen of those are labeled as cure poison, nearly a full dozen as heal wounds.
 
 
 
Sneaky-priest had a couple of potions of Cure Poison, one of Heal Moderate Wounds, and two daggers,, with Enchanted Weapon cast on them. . Aside from that a ring and an amulet, both with masking magic on them. You can't tell from inspection what their enchantment does.
 
 
 
15 pearls worth 100 gp each
 
 
 
Kukri
 
Sacrificial knife
 
Boots of Speed
 
 
 
dozen potions of Neutralize Poison
 
four potions of Heal Moderate wounds
 
 
 
 
 
Bardic Music: 7/day  
 
Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +2 morale bonus to attack and weapon damage rolls.  Inspire courage is a supernatural, mind-affecting ability.  
 
 
Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.  
 
Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.  
 
Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
 
Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
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Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
 
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
 
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
 
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration (1 hr/lvl). If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
+
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
 
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
 
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
  
 
====Katrin of the Willow====
 
====Katrin of the Willow====
Female Half-Elf CG 9th Level Wizard Diviner Specialist
+
Female Half-Elf CG 6th Level Wizard Diviner Specialist
 
Faith: Complicated, but never gave up looking for unicorns...
 
Faith: Complicated, but never gave up looking for unicorns...
 
Age: 25yo Speed: 30 Feet Size: M Ht: 5'2" Wt: 87lb Eyes: Green Hair: Black Skin: Pale
 
Age: 25yo Speed: 30 Feet Size: M Ht: 5'2" Wt: 87lb Eyes: Green Hair: Black Skin: Pale
  
STR: 10 (+0) DEX: 15 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 13 (+1) CHA: 10 (+0)
+
STR: 10 (+0) DEX: 15 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 12 (+1) CHA: 10 (+0)
  
Saves:Fortitude:+5 (Base of +3/Con Bonus +3) Reflex:+4 (Base of +3/Dex Bonus +2) Willpower:+7 (Base of +6/Wis Bonus +1)
+
Saves:Fortitude:+5 (Base of +2/Con Bonus +3) Reflex:+4 (Base of +2/Dex Bonus +2) Willpower:+6 (Base of +5/Wis Bonus +1)
  
Base Attack: +4 Melee Bonus: +0 (STR) Missile Bonus: +2 (DEX) AC: 12 (Base +2 Dex Bonus) Initiative: +2 (DEX Bonus) HP/Level: 1d4+3 (CON Bonus) Total: 53 HP
+
Base Attack: +3 Melee Bonus: +0 (STR) Missile Bonus: +2 (DEX) AC: 12 (Base +2 Dex Bonus) Initiative: +2 (DEX Bonus) HP/Level: 1d4+3 (CON Bonus) Total: 38 HP
  
 
Half Elf Notes: Immune to Sleep, +2 to Saves vs Enchantment, Low Light Vision, Elven Blood, +1 to Listen, Search and Spot Checks.
 
Half Elf Notes: Immune to Sleep, +2 to Saves vs Enchantment, Low Light Vision, Elven Blood, +1 to Listen, Search and Spot Checks.
  
Feats: Summon Familiar (Free Wizard Feat, 1st, Includes Midnight, Black Tomcat Familiar! Free Alertness & +2 to Move Silently Checks! +4 NatAC, Int:9!), Scribe Scrolls (Free Wizard Feat, 1st), Point Blank Shot (General, 1st), Brew Potions (Wizard Feat bought with General Feat Slot, 3rd), Craft Wands (Bonus Wizard Feat, 5th) and *Arcane Disciple: Healing (General, 6th, from Complete Divine, Pg 79).
+
Feats: Summon Familiar (Free Wizard Feat, 1st, Includes Midnight, Black Tomcat Familiar! Free Alertness & +2 to Move Silently Checks!), Scribe Scrolls (Free Wizard Feat, 1st), Point Blank Shot (General, 1st), Brew Potions (Wizard Feat bought with General Feat Slot, 3rd), Craft Wands (Bonus Wizard Feat, 5th) and *Arcane Disciple: Healing (General, 6th, from Complete Divine, Pg 79).
  
Skills: Total Skill points at 8th Level: 72 Max Class Skill Ranks: 12 Max Cross Class Skill Ranks: 6
+
Skills: Total Skill points at 6th Level: 54 Max Class Skill Ranks: 9 Max Cross Class Skill Ranks: 4.5
Alchemy (Int/10/N)
+
Alchemy (Int/5/N)
 
Concentration (Con/5/N)
 
Concentration (Con/5/N)
 
Handle Animal (Cha/2/Y)
 
Handle Animal (Cha/2/Y)
Heal (Wis/6/Y)
+
Heal (Wis/2/Y)
 
Knowledge: Arcana (Int/5/N)
 
Knowledge: Arcana (Int/5/N)
 
Knowledge: Nature (Int/3/N)
 
Knowledge: Nature (Int/3/N)
 
Knowledge: Religion (Int/4/N)
 
Knowledge: Religion (Int/4/N)
 
Profession: Herbalist (Wis/5/N)
 
Profession: Herbalist (Wis/5/N)
Scrying (Int/5/N)
 
 
Spellcraft (Int/5/N)
 
Spellcraft (Int/5/N)
 
Tumble (Dex/5/Y)
 
Tumble (Dex/5/Y)
Line 381: Line 340:
  
 
Spell Save (Base DC):14 (10+Int Bonus of 4, add Spell's Level as well after 0th)  
 
Spell Save (Base DC):14 (10+Int Bonus of 4, add Spell's Level as well after 0th)  
Not Permitted to learn Necromancy School spells due to Diviner School Specialization.
+
Not Permitted to learn Necromancy School spells.
  
The Arcane Disciple Feat* allows Katrin to learn Healing Dominion Spells as Arcane Caster, but she must use her Wis of 13 rather than her Int of 18 to determine her Healing spell casting ability.   
+
*May Learn Healing Dominion Spells as Arcane Caster, but loses 1 Level worth of Wizard Spells (1x3rd Level Spell for a 6th Level Wizard) and must use Wis rather than Int to determine casting ability.   
  
Arcane Spells/Level/Day: 8x0th, 8x1st, 8x2nd, 7x3rd, 6x4th, 5x5th...
+
Arcane Spells/Level/Day: 8x0th, 7x1st, 6x2nd, 5x3rd...
  
 
Spellbook:0th: Resistance, Ray Of Frost, Detect Poison, Daze, Dancing Lights, Flare, Light, Ghost Sound, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Presidigitation, Read Magic and Bookmaker's Odds.
 
Spellbook:0th: Resistance, Ray Of Frost, Detect Poison, Daze, Dancing Lights, Flare, Light, Ghost Sound, Mage Hand, Mending, Open/Close, Arcane Mark, Detect Magic, Presidigitation, Read Magic and Bookmaker's Odds.
Line 393: Line 352:
 
2nd: See Invisibility, Cat's Grace and Cure Moderate Wounds*.
 
2nd: See Invisibility, Cat's Grace and Cure Moderate Wounds*.
  
3rd: Clairvoyance/Clairaudience, Fly, Lightning Bolt and Cure Serious Wounds*.
+
3rd: Clairvoyance/Clairaudience and Fly
 
 
4th: Detect Scrying, Improved Invisibility and Scrying.
 
 
 
5th: Animal Growth, Rary's Telepathic Bond.
 
  
 
Memorized Spells:  
 
Memorized Spells:  
Oth: 2xDet.Mag 1xRead.Mag. 1xBook.Odds 2xDet.Poi 1xResist 1xRay.O.Frost  
+
Oth: 2xDet.Mag (1 cast) 1xRead.Mag. 1xBook.Odds 2xDet.Poi 1xResist 1xRay.O.Frost
  
1st: 1xProt.F.Evil (Cast) 1xMagic.Wpn 1xFeatherfall 2xSleep 1xMag.Arm 1xShock.Grasp (Cast) 1xC.Lt.Wound
+
1st: 2xProt.F.Evil 1xMagic.Wpn 1xFeatherfall 1xSleep (Cast) 1xMag.Missile 1xMag.Arm 1xShock.Grasp
  
2nd: 1xSee.Invis 2xCat.Grace (1 cast) 1xComp.Lang (Lower Spell in higher slot) 2xMag.Missile 1xSum.Monster.I(Lower Spell in higher slot) 1xC.Md.Wound
+
2nd: 1xSee.Invis 3xCat.Grace (1 cast) 1xComp.Lang (Lower Spell in higher slot) 1xShock.Grasp (Lower Spell in higher slot)
  
3rd: 1xClairaudience 1xClairvoyance 2xFly (1 cast) 2xLight.Bolt (2 cast) 1xC.Ser.Wound (Cast)
+
3rd: 1xClairaudience 2xClairvoyance 2xFly  
  
4th: 2xDet.Scry 2xImp.Invisibility (1 cast) 2xScry 1xLight.Bolt (Lower Spell in higher slot) 
 
 
5th: 2xAnimal.Grow (1 cast) 3xRary.TP.Bond (1 cast)
 
 
 
Equipment:  
 
Equipment:  
 
Quarterstaff (Free, 4lb)
 
Quarterstaff (Free, 4lb)
Line 436: Line 387:
 
Green Peasant Linen Shirt w/Willow Catkin & Leaf braid trim (1GP, 1/2lb)
 
Green Peasant Linen Shirt w/Willow Catkin & Leaf braid trim (1GP, 1/2lb)
 
Broadbrim Moss Green Doeskin Adventuring Hat w/2 Black Plumes (H2OProof, Plumes are also writing quills, 4GP, 1lb)
 
Broadbrim Moss Green Doeskin Adventuring Hat w/2 Black Plumes (H2OProof, Plumes are also writing quills, 4GP, 1lb)
6 Doses of Antidote (300GP, 0lb*, 5 used)
+
6 Doses of Antidote (300GP, 0lb*, 2 used)
 
2 Potions of Cure Light Wounds (100GP, 0lb*)
 
2 Potions of Cure Light Wounds (100GP, 0lb*)
 
1 Week Iron Rations/Dried Fish & Beef Jerky for Midnight (5GP,10lb)  
 
1 Week Iron Rations/Dried Fish & Beef Jerky for Midnight (5GP,10lb)  
Line 471: Line 422:
  
 
She believes in unicorns, and one Unicorn in particular, that being Lady Lurue Silverymoon, The Laughter In The Forest...
 
She believes in unicorns, and one Unicorn in particular, that being Lady Lurue Silverymoon, The Laughter In The Forest...
 
THIS IS A TEST EDIT ON A NON-ACTIVE PC SHEET
 
 
'''Elerran Caramir'''
 
 
Neutral Good Moon Elf Swashbuckler 3/Barbarian 3
 
 
Ability Scores Str 14 (+2), Dex 18 (+4) 20 (+5) with ring. Con 12 (+1) Int 14 (+2), Wis 12 (+1), Cha 12 (+1)
 
BAB/Grapple: +8/+10, AC 21 (touch 16, flat-footed 21) or 22 (touch 16, flat-footed 22) when using a longsword
 
hp 78
 
Speed 40'
 
Initiative +5
 
 
Languages Known: Common, Dwarven, Elven, Sylvan
 
 
Melee: +16/+11 with +2 longsword (1d8+6/19-20, x2) or +14/+9 with masterwork dagger (1d4+4/19-20/x2)
 
Ranged: 14/+9 masterwork (mighty +1) composite shortbow (1d6+1/20/x3)
 
 
Saves: Fort +10, Ref +8, Will +5 (or +7 vs enchantments)
 
 
Feats: Graceful Edge (longsword), Iron Will, Weapon Finesse, Weapon Focus (longsword)
 
 
Skills: Balance +9, Bluff +7, Climb +4, Diplomacy +9, Escape Artist +5, Jump +14, Listen +12, Ride +9, Search +4, Sense Motive +12, Spot +5, Swim +4, Tumble +17
 
 
Skill modifiers include racial and synergy bonuses.
 
 
Class Abilities: Fast Movement, Grace (+1), Insightful Strike, Uncanny
 
Dodge (Dex bonus to AC), Whirling Frenzy 2/day
 
 
Interesting/Combat Gear: Healing belt, +1 longsword, masterwork dagger, masterwork mighty composite (+1 Strength) shortbow, +1 mithral chain shirt, ring of protection +1, travel cloak (Magic of Faerun), +2 longsword, ring of +2 Dexterity.
 
 
Mundane gear: Starting kit (Backpack with waterskin, one day’s trail
 
rations, bedroll, flint and steel, hooded lantern and 3 pints of oil,
 
quiver with 20 arrows), winter blanket (0.5 gp and 3 pounds), soap (1 gp and two pounds), whetstone (0.02 gp and 1 pound), small steel mirror (10 gp and 0.5 pound), mess kit (0.6 gp and 1 pound), belt pouch (1 gp, 0.5 lb), traveler's outfit (free/no weight when worn), sunrods (2 gp, 1 pounds)
 
 
Total weight of items: 48 pounds.
 
 
Horse and horse gear:
 
Light warhorse (150 gp) with
 
Bit and Bridle: 2 gp, 1 pound
 
Feed (3 days): 0.15 gp, 30 pounds
 
Riding Saddle 10 gp, 25 pounds
 
Saddlebags: 4 gp, 8 pounds
 
Horse blanket: 1 gp, 12 lbs
 
 
Money remaining: 115.73 gp
 
Note: Skills not updated for ring, only combat stats.
 
 
===[[Brahnamin%27s_Characters_-_The_Gates_Have_Opened|Fletcher Ben]]===
 
  
 
==Links==
 
==Links==

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