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Old 3rd February 2009, 04:48 PM   #2 (permalink)
Scott DeWar
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Join Date: Feb 2007
Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,832
Scott DeWar Hobgoblin Soldier (Lvl 3)
_*reserved seating for ----John Tannerson*_


Possible character plans:

Item Familiar feat Unearthed arcana pg 170 lv 3

prc elemental savant, comp arcane pp 32 32

comp arcane, feats: energy substitution, sudden quicken and sudden still

Code:
Personal Information
Name: John Tannerson
Class: Wizard, conjurer, focused 
(complete mage pp 34, 35)
Race: Human
Size: Medium
Gender: male
Alignment: Chaotic Good
Deity: Kord (?), Pelor(?)

Str: 10 +0(2p.)   Level: 1       XP: 25
Dex: 14 +2(6p.)   BAB: +0        HP: 4
Con: 10 +0(2p.)   Grapple: +0    Dmg Red: -
Int: 17 +3(13p.)  Speed: 30'     Spell Res: -
Wis: 11 +0(3p.)   Init: +2 (dex: +2)        
Cha: 14 +2(6p.) 
restricted schools:
Necromancy, enchantment, Illusion

Combat
             Base  Armor Dex Total
Armor:none   10     +0   +2   12 (+4 w/ mage Armour)

Touch: 12
Flatfooted: 10
ACP: - zero
 

              Base  Mod   Misc Total
Fort:          +0    +0    +0    +0
Ref:           +0    +2    +0    +2
Will:          +2    +0    +0    +2

Weapons:    Att     Dam      Critical    Type   Range
Dagger         +0     1d4    19-20/X2     S/P   10 ft
Dagger, thrown +2     1d4    19-20/X2     S/P   10 ft
Club           +0     1d6        X 2       B    10 ft
Club, thrown   +2     1d6        X 2       B    10 ft
lite x bow     +2     1d8    19-20/x 2     P    80 ft


Feats and Skills
Languages: Common, dwarven, goblin

Feats: 

 scribe scroll (item create phb p 99)  (class feature)
 summon familiar  (class feature)
 spell focus: conj (general, phb p.100)   
| (Human Bonus) +1 to dc of conj spells
 augment summoning (general phb p89) (character lv 1) 
| +4 to str and con for summoned creatures for duration of spell
xx (Character level 3)

+2 to spellcraft check learning conjuration spells (specialist feature)
+1 conjuration spell/level (specialist feature)
-1 spell/ level (focused specialist specialist feature)
+2 conjuration spells / level (focused specialist feature)
+1 restricted school (focused specialist feature)


Weapon and Armor Proficiency
club, dagger, 1/4 staff, xbow lite& heavy
no armor


Skill Points: (2+3) X 4 (Wizard lv 1) +4 (Human)
24@ lv 1
2+3+1 (int +3, human bonus +1)=+6 
skill points/level  after 1st; total at level 1: 24
Max Ranks (class/crossclass): 4/2


Skills:               Ranks  Mod  Misc  Total
Craft: leatherwork In      +2    +3    --    +5
Craft: map making In       +2    +3    --    +5
Concentration Cn           +3    +0    --    +3
Know Arcana In             +3    +3    --    +6
Know arch/engn In          +2    +3    --    +5
Know Dungeoneering In      +2    +3    --    +5
Know Geography In          +1    +3    --    +4
Know History In            +1    +3    --    +4
Know Local In              +1    +3    --    +4
Know Nobility/Royalty In   +1    +3    --    +4
Know Religeon In           +1    +3    --    +4
Know The Planes In         +1    +3    --    +4
Spell Craft  In            +4    +3    --    +7


starting gold: 120 gp
Equipment:             Cost       Weight  
Explorer's Outfit      0.0 gp     0.0 lb
Dagger X 1             2.0 gP     1.0 lb
back pack              2.0 gp     2.0 lb
flint and steel        1.0 gp     ----	     
belt pouch x2          2.0 gp     1.0 lb    
trail rations X7       3.5 gp     7.0 lb 
silk rope x 50 ft     10.0 gp  	   5.0 lb 
waterskin	        1.0 gp     4.0 lb
cure light potion X 1 50.0 gp     ----
Spell comp pouch       5.0 gp     2.0 lb
spell book            00.0 gp     3.0 lb
case, map/scroll       1.0 gp     0.5 lb
smoke stick           20.0 gp     0.5 lb
sunrod X 5            10.0 gp     5.0 lb

<*> denotes items left in room locked in the wardrobe
108.5 gp spent
	     
Total Weight:  31.0 lb      lightly encumbered 
 
 
Money:  11 gp  4 sp    9 cp  

              Lgt   Med   Hvy  Lift  Push
Max Weight:   33    66   100   200   500
general description

John is starting his career at the age of 25 as he started the skills of wizardry later then usual and the fack that he studied so intently in the school of conjuration.

he is a good 6' 2" tall and 232 lbs makes him quite imposing, however the curly medium brown hair leaves more then a few broken hearts among the courtesans in the courts of the Duke's keep, where he studied.


history

Being from a family of leather worker/tanners meant hard work, long days and tiresome repetition ... not to mention the stench of the tannin tanks and the rough hands from the fuller's soaps.

John was a bit of a daydreamer and it seems his daydreams could get him in trouble. It was one sunny day, John was 8 summers old, and he was sitting under an apple tree, munching on an apple. He saw an older gent walking along side a younger one; when from nowhere a hideous creature appeared. The young man made some hand gestures, light energy shooting as several darts out from his hands. the elder took a couple of steps back and spoke a few syllables.

The darts fizzled when they hit the creature, which then grabbed the younger and rent him in two and the elder caused a creature bathed in light to appear. Commanding this creature to attack the hideous one, the elder gent took a couple of steps back and spoke longer phrases, John repeating them loud as he could, and the following happened:

Still yet another creature of light appeared on the flank of the big ugly and a bumblebee bathed in light appeared in front of John. *Bamph!* there it was. awaiting command. our daydreamer commanded it to attack the big ugly and when it did, the thing laughed so hard at the thought of it being attacked by a bumble bee that it left it self open to two hits to the vitals, dispatching it immediately.

The elder gentleman gathered ther remains of his friend and sighed. The bumble bee buzzed and lighted on the shoulder of the elder gent and that is when he turned to our young hero. "Boy, who might you be, as i am most thankful for your saving my life."

John stammered out his name and that he was son to the leather worker, the half eaten apple fell to the ground, but leather still firmly clutched in his other arm. "you had best be running along then boy."said the old man with a wink. what happened to the old man and his fallen friend, john knew not, for there was dust and fire in his foot steps as he arrived breathless at the shop.

his parents knew him for his stories so the typical greeting upon arrival was,"what tales of conquest do you have today, son?" today was typical for them, but not for him."Da, ma. Hi. nuthin today." he hurried about his tasks and then wandered to his room, sleeping until dinner. they forgot about it until they noticed that after two days of this seemed greatly out of place. his father was just getting ready to inquire when the sound of two horses outside of the shop brought him t business.

A man dressed in the noble livery of the local duke stepped in carrieing a package and a scroll tube. he looks to the father and asks,"I see that this is indeed a leather shop, but i must ask, are you John's father?"

he replied in the affirmative,"yes, John, the elder. Has my boy done something..."his question is stopped by a disarming smile and a raised hand."

"Allow me to read this and all questins will be answered in due time." he reads a notice of invatition from the duke at the request of the lord's magician. the invitation is for the father, mother of the boy john, son of the tanner, and the boy john. said child is to be attired in the clothing provided. at this time the pachage is presented. John the elder takes and opens it and sees thatit is the attire of a wizard's apprintice in the livery of the lord an dhis magician...sived for one john, the sone of the tanner.

All the while of this ohn was fiddling in a corner until the sight of the robes, that is when a very audible *gulp* could be herad.

"do you accept this invitation for three days hence?" asks the messanger.

"john the elder looks to john the younger," no tales, just ruth this time." then back to the messenger,"yes. we accept"

the messenger departs and as he does the mother, eva goes to the door stunned and watches the messenger and another on a horse leave. it was the younger gentleman from the day of the attack.

in the next hour ofr so there was a story told, just that this time, it was the whold truth to his parents. the tanner spent the next two days preparing he and his wife for the meeting.

to make a long story short, john was inducted into the court of the royal magician afteer acocmadations. that is how he became what he is today.
************************************************** ******
"How do i know this?" asks the deva at the end of the story, I am his guardian spirit. I manifested as a bumblebee back then, but now i am full in spirit. with that he stands to full height, wings spread wide and raising his sword like a torch he bursts upon wings and wth a mighty *BAAMPH!! * he disappears.





spell book

Level 0 (cantrips) dc 13 (14 for conj spells)

Resistance (abj): Subject gains +1 on saving throws.

Acid Splash (conj): Orb deals 1d3 acid damage.
Caltrops (conj): Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

Detect Poison (div): Detects poison in one creature or small object.
Detect Magic (div): Detects spells and magic items within 60 ft.
Read Magic (div): Read scrolls and spellbooks

Dancing Lights (evo): Creates torches or other lights.
Electric Jolt (evo): Ranged touch attack deals 1d3 electricity damage.
Flare (evo): Dazzles one creature (–1 on attack rolls).
Light (evo): Object shines like a torch.
Ray of Frost (evo): Ray deals 1d3 cold damage.
Sonic Snap (evo): Subject takes 1 point of sonic damage and is deafened 1 round

Amanuensis (trns): Copy nonmagical text.
Launch Bolt (trns): Launches a crossbow bolt up to 80 ft.
Launch Item (trns): Hurls Fine item up to Medium range.
Mage Hand (trns): 5-pound telekinesis.
Mending (trns): Makes minor repairs on an object.
Message (trns): Whispered conversation at distance.
Open/Close (trns): Opens or closes small or light things
Repair Minor Damage (trns): Repairs 1 point of damage to any construct
Stick (trns): Glues an object weighing 5 pounds or less to another object.

Prestidigitation (unv): Performs minor tricks.

level 1 dc 14 (15 for conj spells)

Conj
Mage Armor: Gives subject +4 armor bonus.
*Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity dam +1d8/2 levels beyond 1st (max 5d8).
alt name: di Capinelli's conjuration of misshapen malfeasance
Summon Monster I: Calls extra-planar creature to fight
alt anme: di Capinelli's simple summons of magnificent monsters
range: 25+5/2LV

Div
Identify: Determines properties of magic item.

Evoc
Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5)

Trans
*Low-Light Vision: See twice as far as a human in poor illumination.



poss spell choices lv 1

(*) denotes spell compendium

Abjuration
Alarm: Wards an area for 2 hours/level.
*Dispel Ward: As dispel magic, but affects only wards.
*Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
*Ironguts: Subject gains +5 bonus on saving throws against poison.
*Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
*Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Conjuration
*Benign Transposition: Two willing subjects switch places
*Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
*Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks
*Corrosive Grasp: 1 touch/level deals 1d8 acid damage
*Deep Breath: Your lungs are filled with air.
Grease: Makes 10-ft. square or one object slippery.
*Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
*Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
*Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
*Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
*Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
Unseen Servant: Invisible force obeys your commands.
*Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.

Divination
*Appraising Touch: Gain +10 bonus on Appraise checks
*Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Comprehend Languages: You understand all spoken and written languages.
*Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
*Golem Strike: You can sneak attack constructs for 1 round.
*Guided Shot: You ignore distance, cover, concealment penalties with ranged attacks for 1 round
*Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
*Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
*Instant Search: Make Search check at +2 as free action.
*Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level
*Sniper’s Shot: No range limit on next ranged sneak attack.
*Spontaneous Search: Instantly Search area as if having taken 10.
*Targeting Ray: You and allies are +1 to hit/3 levels against subject.
True Strike: +20 on your next attack roll.

Evocation
*Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
*Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
*Ice Dagger: Grenade like weapon deals subject 1d4/level cold damage, plus area damage
*Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage
*Luminous Gaze: Your eyes emit light, dazzle creatures
*Persistent Blade: Blade of force attacks subject, automatically flanks.
*Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject
Shocking Grasp: Touch delivers 1d6/level electricity dam (max 5d6).
*Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
*Thunderhead: Small lightning bolts deal 1 damage/round

Transmutation
*Accelerated Movement: Balance, Climb, or Move Silently at norm speed with no penalty on skill check
Animate RopeS: Makes a rope move at your command.
*Babau Slime: Secrete a body-covering acid that damages attacking foes
*Breath Flare: Your breath weapon dazzles subjects.
*Cheat: Caster re-rolls when determining the success of a game of chance.
*Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage
*Ebon Eyes: Subject can see through magical darkness
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
*Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round
Feather Fall: Objects or creatures fall slowly.
*Fist of Stone: Gain +6 Str and natural slam attack.
*Horrible Taste: Touched creature or object nauseates biting or swallowing foes
Jump: Subject gets bonus on Acrobatics checks.
*Mage Hand, Greater: As mage hand, but medium range and up to 40 lb
Magic Weapon: Weapon gains +1 bonus.
*Nerveskitter: Subject gains +5 bonus on initiative checks.
*Portal Beacon: You grant others knowledge of a magic portal’s location.
*Raging Flame: Fires burn twice as hot, half as long.
*Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels
Reduce Person: Humanoid creature halves in size.
*Remove Scent: Hides touched creature’s scent.
*Repair Light Damage: Repairs 1d8 dam +1/lv (max +5) to any construct.
*Scatter spray: Group of small objects flies apart in a burst.
*Shield bearer: Shield floats near subject to offer protection.
*Slide: Move subject 5 feet.
*Slow Burn: Fires burn twice as long.
*Spell Flower: Hold the charge on one touch spell / forelimb.
*Weapon Shift: Touched weapon changes form.
*Wings of the Sea: +30 ft. to subject’s swim speed

Universal
*Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.




Code:
Spell Summery:
level :       0       1      2     3     4     5     6     7     8     9
base:         3       1      x
int mod:      0       1      1     1
spec mod      +1 conj +1 conj +1 conj 
foc spec      +2 conj +2 conj +2 conj
foc spec pen. -1      -1     -1      -1
total:        2+3(c)   1+3(c)   x   x 

SPELLS MEMORIZED:

dc 13 (14 for conj spells)
0 level:
Light (evo)
Det. Poisen (div)
Acid Splash (conj)
Acid Splash (conj)
Caltrops (conj)

Level one:
*Low-Light Vision (trans)
Mage Armor (conj)
Summon Monster I (conj)
*Orb of Electricity, Lesser (conj)

spending history


3gp, 5 sp to innkeep for 7 days retainer on a room.



srd badger


Benny the badger:

BADGER (Small Animal) {augmented summons}

Hit Dice: 1d8+2{3} (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–5{-3}
Attack: Claw +4{6} melee (1d2–1{+1})
Full Attack: 2 claws +4{6} melee (1d2–1{+1}) and bite –1{+1} melee (1d3–1{+1})
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +4{+5}, Ref +5, Will +1
Abilities: Str 8{12}, Dex 17, Con 15{17}, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: TrackB, Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or cete (3–5)
Challenge Rating: 1/2
Advancement: 2 HD (Small)
Level Adjustment: —
The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Combat
Badgers attack with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape Artist checks.



CELESTIAL TEMPLATE

Celestial Creature
Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.

Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature.

Creating A Celestial Creature
"Celestial" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to hereafter as the base creature).

A celestial creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Celestial creatures encountered on the Material Plane have the extraplanar subtype.

Special Attacks
A celestial creature retains all the special attacks of the base creature and also gains the following attack.

Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Special Qualities
A celestial creature retains all the special qualities of the base creature and also gains the following qualities.

Darkvision out to 60 feet.
Damage reduction (see the table below).
Resistance to acid, cold, and electricity (see the table below).
Spell resistance equal to HD + 5 (maximum 25).
Hit Resistance to Damage
Dice energies Reduction

1-3 5 —
4-7 5 5/magic
8-11 10 5/magic
12 + 10 10/magic

If the base creature already has one or more of these special qualities, use the better value.

If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Abilities
Same as the base creature, but Intelligence is at least 3.

Environment
Any good-aligned plane.

Challenge Rating
HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.

Alignment
Always good (any).

Level Adjustment
Same as the base creature +2.

The Hypertext d20 SRDTM is owned and created by Jans Carton.

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.



hawk, base creature

Hawk
Size/Type: Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Talons +5 melee (1d4-2)
Full Attack: Talons +5 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 1/3
Advancement: —
Level Adjustment: —
These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.

Combat
Hawks combine both talons into a single attack.

Skills
Hawks have a +8 racial bonus on Spot checks.
__________________
my character sheets:


dice roller

LEW
Pendrake Utherman sinister spire

LEW
Karl Rutherford

Other games:

Scotley's tomb of horrors:
Harrison Bentz

Industry Gothica's Those Left Behind:
Caerwyn Thingol

Leif's Wirtlestaff's Wizard Acadamy
Capizzio del Collines, esquire

Arkhandus' A hard time in Harrowdale:
EV brewerson

Ytterman's Saga of the Dragon Cult:
John Tannerson

Mowgli's Ledgend of fate (PFRPG)
Harnrey's stat block

Renalg's
Vernon

Malvoisin's council of thieves (PFRPG)
Marcus DuBois

JT Alexander: The four lands (3.5):
intellengence Service
Arie (monk2/ cleric 3)

JT Alexander: the four lands: The Divine Avengers
still yet to be named

Last edited by Scott DeWar; 29th September 2009 at 01:20 PM..
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