Rise of the Empire Heroes


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LiquidAtom

First Post
Hobgoblin WiP

Here is the start of my Hobgoblin Ranger/Fighter. If you guys have any suggestions let me know. NarlethDrider, if you spot anything wrong, or something you don't like let me know.

Charek Norek
Hobgoblin, Male
Ranger 2 / Fighter 2
Alignment: Neutral Good
Region of Origin: Darguun
Current Experience:
Next Level:

Strength 18 (+4)
Dexterity 18 (+4)
Constitution 17 (+3)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 14 (+2)

Hit Points: 52
Action Points: 10 (this level)
Action Die: 1d6
Fortitude save: +10 = 6 [base] +4 [con]
Reflex save: +7 = 3 [base] +4 [dex]
Will save: +1 = 0 [base] +1 [wis]

Spot: +3
Languages: Common, Goblin, Infernal
Initiative modifier: +4 = +4 [dexterity]
Speed: 30 feet

BAB: +4
Grapple check: +8
Armor Class: 17 = 10 +3 [studded] +4 [dexterity]
Touch AC: 14, Flat-footed: 13

Melee Attack Bonus: +8 , 4 [base] +4 [strength]
Two WeaponFighting: Atk +4 (1d8+4)/Atk +4 (1d8+4)
Longsword: Atk +9 (1d8+4)
Ranged Attack Bonus: +8 , 4 [base] +4 [dexterity]
Composite Longbow (+4 Str): Atk +8 (1d8+4)

Class Feats
Basic Weapon Proficiency [fighter]
Heavy Blades Weapon Proficiency [fighter]
Light Blades Weapon Proficiency [fighter]
Spears and Lances Weapon Proficiency [fighter]
Bows Weapon Proficiency [fighter]
Light Armor Proficiency [fighter]
Medium Armor Proficiency [fighter]
Heavy Armor Proficiency [fighter]
Shield Proficiency [fighter]
Tower Shield Proficiency [fighter]
Track [ranger]
Two-Weapon Fighting [ranger two-weapon track]
Wild empathy (roll level + charisma bonus) [ranger]

Chosen Feats:
Heroic Spirit
Combat Reflexes
Power Attack
Weapon Focus [Longsword]

Weapons and Armor:
Dagger [1d4+4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Short Spear [1d6+4, crit x2, range inc 20 ft., 3 lb, one-handed, piercing]
Longsword [1d8+4, crit 19-20/x2l 4 lb, one-handed, slashing]
Composite Longbow [1d8+4, crit x3, range incr. 100 ft., 3 lb, piercing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]


Skills:
+1 Appraise [0] Int +1
+6 Balance [2] Dex* +4
+4 Bluff [2] Cha +2
+4 Climb [0] Str*+4
+6 Concentration [2] Con +4
+1 Craft_1 [0] Int +1
+1 Craft_2 [0] Int +1
+1 Craft_3 [0] Int +1
+2 Diplomacy [0] Cha +2
+2 Disguise [0] Cha +2
+4 Escape Artist [0] Dex*+4
+1 Forgery [0] Int +1
+4 Gather Information [2] Cha +2
+3 Handle Animal [1] Cha +2
+1 Heal [0] Wis +1
+8 Hide [4] Dex*+4
+5 Intimidate [3] Cha +2
+5 Jump [1] Str*+4
+3 Listen [2] Wis +1
+12 Move Silently [4] Dex*+4 (+4 racial,hobgoblin)
+2 Perform_1 [0] Cha +2
+2 Perform_2 [0] Cha +2
+2 Perform_3 [0] Cha +2
+2 Perform_4 [0] Cha +2
+2 Perform_5 [0] Cha +2
+5 Ride [1] Dex +4
+3 Search [2] Int +1
+2 Sense Motive [1] Wis +1
+3 Spot [2] Wis +1
+5 Survival [4] Wis +1
+4 Swim [0] Str**+4
+6 Tumble [2] Dex*+4
+4 Use Rope [0] Dex +4
* = check penalty for wearing armor


Equipment:

36 lb Weapons / Armor / Shield (from above)
3 lb Arrows (quiver of 20) x1
2 lb Backpack
5 lb Bedroll
3 lb Blanket, winter x1
2 lb Flasks x1
4 lb Grappling hook
1 lb Oil flasks x1
1 lb Pouch x1
4 lb Rations (1 day) x4
10 lb Rope (50', hempen) x1
2 lb Torches x2
4 lb Waterskins x1
1 lb Whetstone
---- Flint and steel
----------------------
78 lb Total

Encumberance:
Light load: 116 lb. or less
Medium load: 117-233 lb.
Heavy load: 234-350 lb
Lift over head: 350 lb.
Lift off ground: 700 lb.
Push or drag: 1750 lb


Hobgoblin
* +2 dexterity / +2 constitution (already included)
* +4 on move silently (already included)
* Darkvision (see 60 feet in pitch-dark)
* Level adjustment +1

Fighter
* Bonus Feats (already included)

Ranger
* Favored enemies
* Track as bonus feat (already included)
* Combat Style
* Wild empathy (roll level + charisma bonus)
Favored Enemies:
* Outsiders (evil) +2 Bluff, Listen, Sense Motive, Spot, and Survival checks and Damge rolls

General:
Size: Medium
Height: 6' 3"
Weight: 225 lb
Skin: Brown
Eyes: Pale Blue
Hair: Black; Straight; Beardless

Description:
 
Last edited:

DEFCON 1

Legend
Supporter
Code:
[B]Name:[/B] [COLOR=Silver][B]NIKKITIKKIT[/B][/COLOR]
[B]Class:[/B] Cleric
[B]Race:[/B] Spiderling
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] Traggitraggot 

[B]Str:[/B] 14 +2      [B]Level:[/B] 4        [B]XP:[/B] 6001
[B]Dex:[/B] 20 +5      [B]BAB:[/B] +3         [B]HP:[/B] 40 (4d8+8)
[B]Con:[/B] 15 +2      [B]Grapple:[/B] +4     [B]Save DC:[/B] 15 + spell level
[B]Int:[/B] 12 +1      [B]Speed:[/B] 30'      
[B]Wis:[/B] 20 +5      [B]Init:[/B] +9        
[B]Cha:[/B] 08 -1      [B]ACP:[/B]  0    

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +1    +5    +1    +2    +0    22
[B]Touch:[/B] 16
[B]Flatfooted:[/B] 16

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +2          +6
[B]Ref:[/B]                       1    +5          +6
[B]Will:[/B]                      4    +5          +9

[B]Weapon                  Attack   Damage     Critical[/B]
Javelin (melee)           +7     1d4+2      20x2
Javelin (ranged)         +10     1d4+2      20x2

[B]Languages:[/B] Undercommon, Common

[B]Abilities:[/B]
+1 size bonus to attack & AC
+4 size bonus to Hide
+1 racial bonus to attack against flatfooted creatures
+2 racial bonus to Listen, Hide, Jump, Move Silent, Spot
+8 racial bonus to Climb
+2 natural armor bonus to AC
+4 stability bonus to bullrush & trip defense
Immune to spells that target Humanoids
Darkvision to 60'
Turn Undead
Aura of Chaos
Domains of Chaos & Trickery
  Bluff, Disguise & Hide are Class Skills
  Chaos spells are cast at +1 caster level 

[B]Feats:[/B]
Improved Initiative (1st)
Weapon Focus - Javelin (3rd)

[B]Skill Points:[/B] 18       [B]Max Ranks:[/B] 7/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb*                     0    +2     +8   +10
Concentration              6    +2          +8
Heal                       3    +5          +8
Hide                       3    +5     +6   +14
Jump*                      0    +2     +2   +4
Listen*                    1    +5     +2   +8
Move Silently*             1    +5     +2   +8
Spot*                      1    +5     +2   +8
(* denotes cross-class skill)

[B]Equipment:                  Cost  Weight[/B]
Javelin (5)                  5gp   10lb
Studded Leather (MW)       175gp   20lb
Light Steel Shield (MW)    156gp    6lb
Backpack                     2gp    2lb
Bedroll                      1sp    5lb
Sunrod (3)                   2gp    1lb
Waterskin                    1gp    4lb
Vial (Ink)                   1gp    -
Parchment (2)                2sp    -
Scrollcase (2)               2gp    1lb
Holy Symbol                 25gp    1lb
Spell Component Pouch        5gp    2lb

Spells (5, 4+1, 3+1)  Save 15 + spell level
0th - Detect Magic x2, Light, Read Magic, Resistance
1st - Bane, Cause Fear, Command, Divine Favor, Doom , *Protection from Law
2nd - Darkness, Lesser Restoration, Silence, *Invisibility

[B]Total Weight:[/B]52lb      [B]Money:[/B] XXgp XXsp XXcp

[B]Age:[/B] 55
[B]Height:[/B] 3'02"
[B]Weight:[/B] 165lb
[B]Eyes:[/B] black
[B]Hair:[/B] black and brown mottled
[B]Skin:[/B] hairy
Appearance:

Nikkitikkit is a short and squat spiderling, quite a bit smaller than your typical spiderling. His body and eight legs are covered in a very thick and dark fur, which allows him to blend in more easily with his surroundings. The black and brown spots across his body assist in this by creating a camoflauging effect. His eyes are narrow and always seems to be in a bad mood, even if his attitude says otherwise. He wears very little... only small bits of cloth to keep him decent (as decent as the world requires him to be), but he does have a quiver slung across his back wherein he hold numerous sharp javelins. The small metal medallion to his spiderling god hangs prominently around his neck.

Background:

Most spiderlings worship their spiderling god Traggitraggot, but very few take their worship to the next level. Nikkitikkit discovered early on in his life that because of his size, the concept of "survival of the fittest" would result in him NOT surviving very long unless he did something to protect himself. He accomplished this by throwing himself at the mercy of Traggitraggot, asking him for protection from the others who might want to advance their standing by killing him off. The god looked down upon Nikkitikkit and smiled at the thought of receiving another thrall, and blessed Nikkitikkit with divine power. The young spiderling was infused with Traggitraggot's essence and he was enlightened. He has since devote his life to the teaching of their god... and all the roguish powers that result out of it. Nikkitikkit now walks amongst all creatures, bellowing the standing and grace of Traggitraggot to all who might listen.
 
Last edited:

ravos20

First Post
Eqastra

Code:
[/b]
 
[b][u]Eqastra[/u][/b]
[i]Neutral Evil Poison Dusk Lizardfolk - Spellthief 4[/i]
 
[b]Age:[/b] 20
[b]Gender:[/b] male
[b]Height:[/b] 3’ 7
[b]Weight:[/b] 55lbs.
[b]Eyes:[/b] orange and black
[b]Hair:[/b] N/A
[b]Skin:[/b] Sage green with ochre yellow underbelly
 
[b]STR:[/b] 10 [+0]0 points)
[b]DEX:[/b] 18 [+4](16 points, +2 racial)
[b]CON:[/b] 17 [+3](14 points, +2 racial +1 lvl)
[b]INT:[/b] 16 [+3 ]16 points)
[b]WIS:[/b] 10 [+0](10 points)
[b]CHA:[/b] 18 [+4](20 points, -2 racial)
 
[b]Hit Dice:[/b] 4d6 + 12 
[b]HP:[/b] 36
[b]Armor Class:[/b] 22 (10 base + 4 dex+1 size+3 natural +4 armor) 
[b]Initiative:[/b] +4
[b]BAB:[/b] +3
- [b]Melee:[/b] +8
- [b]Ranged:[/b] +8
- [b]Action Points:[/b] 7
[b]Speed:[/b] 30 ft. 
 
[b]FORT:[/b] +4 (1Base + 3Con)
[b]REFL:[/b] + 5 (1Base + 4 Dex)
[b]WILL:[/b] +4 (4 Base + 0 Wis)
 
[b][u]Abilities:[/b][/u] 
[size=1]- Natural Claws and bite (1d3 and 1d3 )
[i]- Small Size[/i]
[i]- chameleon skin[/i]
[i]- hold breath[/i]
[i]- lowlight vision[/i]
[i]- Trapfinding[/i]
[i]- Sneak Attack +1d6[/i]
 
[i]- spell grace +1[/i]
[i]- steal spell (2nd level spells)[/i]
[i]- steal energy resistance[/i]
[i]- steal spell effect[/i]
[i]- Exotic Weapon Proficiency: Barbed dagger[/i][/size]
[size=3]-[/size][i][size=1]Detect magic[/i]
 
[i]- Poison use[/i][/size]
[b][u][size=3]Feats:[/size][/b][/u][size=1]
Flaw
- [i]Murky Eyed (-2 ranged attacks)[/i]
 
[i]-Weapon Finesse[/i]
1st Level
[/size][i][size=1]- Dodge (+1 dodge bonus to a chosen target)[/i][/size][size=1]
3rd Level
- [i]Action boost (roll d8's instead of d6's when using aciton points to add to a d20 roll)[/i][/size]
 
[b][u][size=3]Skills:[/size][/b][/u][size=3] 64 skill points
[/size][size=1]Hide +19 (7 ranks, +4 Dex, +4 Size, +4 for chameleon skin)
Move Silently +11 (7 ranks, +4 Dex)
Search +10 (7 ranks, +3 Int)
Disable Device +10 (7 ranks +3 int)
Use Magic Device +11 (7 ranks, +4 Cha) 
Concentration +5 (2 ranks, +3 Con)
Spellcraft +10 (7 ranks, +3 Int) 
Tumble +10 (6 ranks, +4 Dex)
Escape Artist +10 (6 ranks, +4 Dex)
Sleight of Hand +11 (7 ranks, +4 Dex)[/size]
[size=1]Balanance 4 (+4 racial)
 
[/size][size=1]Jump +4 (+4 racial)
 
Swim +4 (+4 racial)[/size]
[b][u][size=3]Languages:[/size][/b][/u][size=1]
- [i]Common, Draconic, Halfling, Sylvan[/i][/size]
 
[b][u][size=3]Spellthief Spells:[/size][/b][/u][size=3] CL 4, DC 14+spell level
 
[/size][b][size=1]1st level –Critical Strike, Golem Bane [/b](1/day)[/size]
 
[b][u][size=3]Equipment:[/size][/b][/u][size=1]
[b]Melee weapons[/b]
+1 Barbed Dagger (2335gp 1d4+1 damage 19/20 x2 critical 1lb +2 damage on sneak attacks)
 
+9 to hit
 
[b]Ranged weapons[/b]
none
 
[b]Armor and Shield[/b]
 
[b]+1 Studded leather [/b](1175gp 4AC no ACP no ASP) 20lbs
 
 
[b]Miscellaneous Magic Items[/b]
-Heward’s Handy Haversack (2000gp, 5lb)
 
[b]Mundane equipment[/b]
-Winter Blanket (3sp, .75lb)
-Scroll Case (1gp, .5lb)
-Flint and Steel (1gp, -lb)
-Trail Rations -8 days (4gp, 2lb)
-Waterskins -2 (2gp, 2lb)
Weight Carried: 16lbs (20lb in haversack)
Remain money: -123gp[/size]
 
[url="http://elfwood.lysator.liu.se/art/g/f/gfay/sylph.jpg.html"][b][u][color=#0000ff][size=3]Description[/size][/b][/u][/color][/url]
[size=3]This fearsom looking creature stands little taller than a dwarf. His dark green scales seem to swirl with shadows if looked upon too closely. He has orange eyes with black vertical slits and hold no warmth. His scales look oily and slick, and his arms end in dagger like claws. He wears a simple belt with a sheath, and a backpack. Nothing else adorns his wirey body.
 
[b][u]Personality[/b][/size][/u]
[size=3]Eqastra grew up at a very young age for lizardfolk. His town was raided by a party of adventurers and he managed to escape into the swamp with a few of his kindred. While in the swamp he learned to siphon magic off of the various flora and fawna of the swamp and use them to protect and care for his people. He continues to exibit this rare skill and takes great pride in his adaptive instincts and abilities and uses them to profit for himself and his teammates. Eqastra is likely to party with members who show a sharp cunning, but are also strong enough to defend themselves when necassary.. Woe be the warmblood who crosses him.
[/size]
[size=3]
[/size]


hope he meets approval ;o)





 
Last edited:

Captain Tagon

First Post
Code:
Name: Jasek Blacktusk
Class: Scout
Race: Bugbear
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Sovereign Host (Primarily Dol Arrah and Dol Dorn)

Str: 18 +4      Level: 4        XP: 6001
Dex: 20 +5      BAB: +3         HP: 44 (4d8+12)
Con: 16 +3      Speed: 40'      
Int: 14 +2      Init: +10       
Wis: 14 +2      Action Points: 7
Cha: 10 0      

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +0    +5    +0    +3    +0    22
Touch: 18
Flatfooted: 17

                         Base   Mod  Misc  Total
Fort:                      1    +3    +1    +5
Ref:                       4    +5          +9
Will:                      1    +2          +3

Weapon                  Attack   Damage     Critical
Longspear                 +7     1d8+6        x3
Morningstar               +7     1d8+4        x2
Sickle                    +7     1d6+4        x2
Shortsword                +7     1d6+4      19-20/x2
Composite Shortbow(+4 Str)+8     1d6+4        x3     70ft.

Languages: Common, Goblin, Giant, Orc

Abilities:
Darkvision out to 60 feet.
+3 natural armor bonus.
+4 racial bonus on Stealth checks.  
Skirmish (+1d6 damage and +1 AC whenever moves more than 10’)
Trapfinding
Battle Fortitude (+1 to Fort saves and Initiative)
Uncanny Dodge
Fast Movement +10
Trackless Step
LA: +1

Feats:
Improved Initiative (1st)
Death Blow (3rd)
Brachiation (Scout Bonus Feat)

Skill Points: 70       Max Ranks: 7/3
Skills                   Ranks  Mod  Misc  Total
Balance                    7    +5          +13
Climb                      7    +4          +12
Hide                       7    +5          +13
Jump                       7    +4          +12
Knowledge(geography)       4    +2          +6
Knowledge(nature)          3    +2          +5
Listen                     4    +2          +6
Move Silently              3    +5    +4    +13
Search                     4    +2          +9
Spot                       7    +2          +9
Survival                   7    +2          +9
Tumble                     7    +5          +13


Equipment:                  Cost  Weight
Longspear                    5gp   9lb
Morningstar                  8gp   6lb
Sickle                       6gp   2lb
Shortsword                   10gp  2lb
Composite Shortbow (+4 Str)  375gp 2lb
60 arrows(20 quiver/40 in sack)3gp   9lb
Heward’s Handy Haversack   2,000gp 5lb
Mithral Shirt              1,100gp 10lb
Bedroll (in Haversack)       1sp   5lb
Caltrops                     1gp   2lb
50’ silk rope (in Haversack) 10gp  5lb
Rations, 6 days (in sack)    3gp   6lb
2lb Soap (in sack)           1gp   2lb
Shovel (in sack)             2gp   8lb
Waterskin                    1gp   4lb
Spyglass                   1,000gp 1lb




Total Weight: 46lb (32lb in Sack)     Money: 877gp 9sp 

                           Lgt      Med         Hvy      Lift   Push
Max Weight:               100lbs 101-200lbs  201-300lbs 300lbs 1,500lbs

Age: 23
Height: 6’3"
Weight: 216lb
Eyes: grey
Hair: light brown
Skin: tan colored



Background and appearance coming soon.
 
Last edited:

LogicsFate

First Post
Haeron

Code:
 Minotaur 
Fighter 4
 
Str 23/+6 18 points + 4 race + 1 level
dex12/+1 14 - 2
Con18/+4 18
Int10/- 12 - 2
Wis12/+1 12
Cha10/0 12 -2
 
 
Hp 56
Ac 20
Speed 20
Init +1
BAB 4
 
+1 Spiked Chain +12 2d4+11 20/x2
10ft Piercing
 
Mw Flail, Heavy +11 1d10+8 19-20/x2
Bludgeoning
 
+1 Full Plate +20 max dex +1 check penalty -5
 
Skills
+9 Intimidate 7 ranks+2 race
+2 Know(dungeoneering) 2.5 ranks
+2 Survival 1 rank+1wis
+3 Use Rope 1 wis +2 race
 
Feats
(Chain, Spiked) EWP, WF, WS
Power Attack
Scent
Cleave
 
Possessions
(as above plus small bags of currency)
 
Haeron stand at 6'6'' tall with broad shoulders
Rust red fur
Black eyes
No peircings
Long braided mane
Can be usually seen in full plate mail whick is of course form fitting,
with a single helmet piece not unlike an animals barding.
 

Gez

First Post
Warforged Healer Work In Preview

"Vitalis", Warforged Healer

Code:
         Rac.
    Pts. Mod. Lvl.  Total
Str   8              8 (-1)
Dex  14             14 (+2)
Con  12   +2        14 (+2)
Int  16             16 (+3)
Wis  18   -2   +1   17 (+3)
Cha  18   -2        16 (+3)

Hit Dice: 4d8+8 (40 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 warforged armor), touch 12, flat-footed 13.
BAB/Grapple: +2/+1
Attack: +4 Whip (1d3-1 nonlethal, reach 15 ft.) or +4 Slam (1d4-1 bludgeoning)
Special Attacks: --
Special Abilities: Warforged traits, healer class abilities.[sblock]
Warforged Traits
No loss of hit point for strenuous actions when disabled. Can be raised and resurrected. Do not need to eat, drink, sleep, or breathe. Does not heal damage naturally. Hit point damage cured by spells from the Healing subschool and by supernatural abilities are halved.
Immunities (Ex): Vitalis is immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickness, and energy drain.
Vulnerabilities (Ex): Vitalis is not immune to mind-affecting effects, critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromantic effects. Vitalis can be affected by spells affecting constructs, and by spells affecting living creatures. Vitalis suffers from rusting grasp and a rust monster's touch attack (Reflex half, DC 17 for the rust monster and 14+casting ability score for the spell).
Plating: Vitalis is effectively wearing armor for spells like chill metal, heat metal and repel metal or stone, and his repelled by repel wood. This armor provides it with a +2 armor bonus and the light fortification (Ex) ability (25% chance of ignoring critical hits or sneak attacks and suffering only normal damage instead).
Natural Weapon: Vitalis can slam with its fists for 1d4 points of damage.
Healer Class Abilities
Healing Hands (Ex): Whenever Vitalis casts a spell that cures hit point damage, it adds its Charisma modifier (+3) to the amount of damage healed. This bonus only applies to spell of the healing subschool that it casts as a healer.
Skill Focus (Ex): As a class ability, Vitalis gained Skill Focus: Heal as a bonus feat.
Cleanse (Su): Once per day each, Vitalis can remove paralysis and remove disease as spell-like ability.
[/sblock]
Saves: Fortitude +4+2=6; Reflex +1+2=3; Will +4+3=7.
Ability Scores: Strength 8 (-1); Dexterity 14 (+2); Constitution 14 (+2); Intelligence 16 (+3); Wisdom 17 (+3); Charisma 16 (+3)
Skills:
  • Concentration (Con) 7+2=9
  • Diplomacy (Cha) 5+3+2=10
  • Handle Animal (Cha) 5+3=8
  • Heal (Wis) 7+3+3=13
  • Knowledge: Nature (Int) 4+3+2=9
  • Knowledge: Religion (Int) 4+3=7
  • Sense Motive (Wis) 5+3=8
  • Spellcraft (Int) 7+3=10
  • Survival (Wis) 5+3=8 (+2 aboveground)
Feats:
  • Augment Healing (Conjuration (Healing) spells cure 2 additional hit points per spell level.)
  • Exotic Weapon Proficiency: Whip (Is proficient with the whip.)
  • Skill Focus: Heal (+3 bonus on Heal checks.)
  • Weapon Finesse (Can use Dex bonus instead of Str penalty for attack rolls with light weapons and whips.)
Alignment: Lawful Good
Spells:
  • Orisons (5/day)[sblock]
    • Create water[sblock]
      Conjuration (Creation) [Water]
      Components: V, S
      Casting Time: 1 standard action
      Range: Close (25 ft. + 5 ft./2 levels)
      Effect: Up to 2 gallons of water/level
      Duration: Instantaneous
      Saving Throw: None
      Spell Resistance: No

      This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
      Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.[/sblock]
    • Cure minor wounds ○○ (touch, +5 hp)[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Will half (harmless); see text
      Spell Resistance: Yes (harmless); see text

      When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage +3 points (Healing Hand class ability) +1 point (Augment Healing).
      Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/sblock]
    • Deathwatch[sblock]
      Necromancy
      Components: V, S
      Casting Time: 1 standard action
      Range: 30 ft.
      Area: Cone-shaped emanation
      Duration: 10 min./level
      Saving Throw: None
      Spell Resistance: No

      You can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).
      Deathwatch sees through any spell or ability that allows creatures to feign death.[/sblock]
    • Detect magic ○[sblock]
      Divination
      Components: V, S
      Casting Time: 1 standard action
      Range: 60 ft.
      Area: Cone-shaped emanation
      Duration: Concentration, up to 1 min./level (D)
      Saving Throw: None
      Spell Resistance: No

      You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
      1st Round: Presence or absence of magical auras.
      2nd Round: Number of different magical auras and the power of the most potent aura.
      3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
      Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
      Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
      Faint aura for a spell level of 3 or lower, or a magic item with a caster level of 5 or lower. A faint aura lingers for 1d6 rounds. Moderate aura for a spell level between 4 and 6, and a magic item with a caster level between 6 and 11. A moderate aura lingers for 1d6 minutes. Strong aura for a spell level 7 and 9, and a magic item with a caster level between 12 and 20. A strong aura lingers for 1d6x10 minutes. Overwhelming aura for spell level 10, epic spells, deity-level spells, artifacts, and epic magic items (caster level 21 and above). An overwhelming aura lingers for 1d6 days.
      Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
      Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
      Detect magic can be made permanent with a permanency spell.[/sblock]
    • Detect poison[sblock]
      Divination
      Components: V, S
      Casting Time: 1 standard action
      Range: Close (25 ft. + 5 ft./2 levels)
      Target or Area: One creature, one object, or a 5-ft. cube
      Duration: Instantaneous
      Saving Throw: None
      Spell Resistance: No

      You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
      The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.[/sblock]
    • Light[sblock]
      Evocation [Light]
      Components: V, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Object touched
      Duration: 10 min./level (D)
      Saving Throw: None
      Spell Resistance: No

      This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
      A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.[/sblock]
    • Mending ○[sblock]
      Transmutation
      Components: V, S
      Casting Time: 1 standard action
      Range: 10 ft.
      Target: One object of up to 1 lb.
      Duration: Instantaneous
      Saving Throw: Will negates (harmless, object)
      Spell Resistance: Yes (harmless, object)

      Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

      Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).[/sblock]
    • Purify food and drink ○[sblock]
      Transmutation
      Components: V, S
      Casting Time: 1 standard action
      Range: 10 ft.
      Target: 1 cu. ft./level of contaminated food and water
      Duration: Instantaneous
      Saving Throw: Will negates (object)
      Spell Resistance: Yes (object)

      This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
      Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. In the metric system, it's so much simple there wouldn't be a need for such a note, as one liter of water weighs precisely 1 kg and occupies 1 cubic decimeter (1 cubic meter of water is 1000 liters, for a weight of 1 tonne.) Nyah! :p[/sblock]
    • Read magic[sblock]
      Divination
      Components: V, S, F
      Casting Time: 1 standard action
      Range: Personal
      Target: You
      Duration: 10 min./level

      By means of read magic, you can decipher magical inscriptions on objects —- books, scrolls, weapons, and the like -— that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
      Read magic can be made permanent with a permanency spell.
      Focus: A clear crystal or mineral prism.[/sblock]
    [/sblock]
  • First Level (4+1/day)[sblock]
    • Bless water[sblock]
      Transmutation [Good]
      Components: V, S, M
      Casting Time: 1 minute
      Range: Touch
      Target: Flask of water touched
      Duration: Instantaneous
      Saving Throw: Will negates (object)
      Spell Resistance: Yes (object)

      This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
      Material Component: 5 pounds of powdered silver (worth 25 gp).[/sblock]
    • Cure light wounds ○○ (touch, 1d8+9 hp)[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Will half (harmless); see text
      Spell Resistance: Yes (harmless); see text

      When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5), +3 points (Healing Hands class ability), +2 points (Augment Healing feat).
      Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/sblock]
    • Goodberry ○[sblock]
      Transmutation
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Targets: 2d4 fresh berries touched
      Duration: One day/level
      Saving Throw: None
      Spell Resistance: Yes

      Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid or healer of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.[/sblock]
    • Protection from evil ○[sblock]
      Abjuration [Good]
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: 1 min./level (D)
      Saving Throw: Will negates (harmless)
      Spell Resistance: No; see text

      This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
      1. The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
      2. The barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
      3. The spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
      [/sblock]
    • Remove fear[sblock]
      Abjuration
      Components: V, S
      Casting Time: 1 standard action
      Range: Close (25 ft. + 5 ft./2 levels)
      Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
      Duration: 10 minutes; see text
      Saving Throw: Will negates (harmless)
      Spell Resistance: Yes (harmless)

      You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
      Remove fear counters and dispels cause fear.[/sblock]
    • Remove paralysis [sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Close (25 ft. + 5 ft./2 levels)
      Targets: Up to four creatures, no two of which can be more than 30 ft. apart
      Duration: Instantaneous
      Saving Throw: Will negates (harmless)
      Spell Resistance: Yes (harmless)

      You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
      The spell does not restore ability scores reduced by penalties, damage, or drain.[/sblock]
    • Sanctuary ○[sblock]
      Abjuration
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: 1 round/level
      Saving Throw: Will negates
      Spell Resistance: No

      Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.[/sblock]
    • Speak with animals[sblock]
      Divination
      Components: V, S
      Casting Time: 1 standard action
      Range: Personal
      Target: You Duration: 1 min./level

      You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.[/sblock]
    [/sblock]
  • Second Level (4+1/day)[sblock]
    • Calm emotions ○[sblock]
      Enchantment (Compulsion) [Mind-Affecting]
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Medium (100 ft. + 10 ft./level)
      Area: Creatures in a 20-ft.-radius spread
      Duration: Concentration, up to 1 round/level (D)
      Saving Throw: Will negates
      Spell Resistance: Yes

      This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
      This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.[/sblock]
    • Cure moderate wounds ○○ (touch 2d8+11 hp)[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Will half (harmless); see text
      Spell Resistance: Yes (harmless); see text

      When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10), +3 points (Healing Hands class ability), +4 points (Augment Healing feat).
      Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/sblock]
    • Delay poison ○[sblock]
      Conjuration (Healing)
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: 1 hour/level
      Saving Throw: Fortitude negates (harmless)
      Spell Resistance: Yes (harmless)

      The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.[/sblock]
    • Gentle repose[sblock]
      Necromancy
      Components: V, S, DF
      Casting Time: 1 standard action
      Range: Touch
      Target: Corpse touched
      Duration: One day/level
      Saving Throw: Will negates (object)
      Spell Resistance: Yes (object)

      You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.
      The spell also works on severed body parts and the like.[/sblock]
    • Remove blindness/deafness[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Fortitude negates (harmless)
      Spell Resistance: Yes (harmless)

      Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
      Remove blindness/deafness counters and dispels blindness/deafness.[/sblock]
    • Remove disease[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 1 standard action
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Fortitude negates (harmless)
      Spell Resistance: Yes (harmless)

      Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
      Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.[/sblock]
    • Lesser restoration ○[sblock]
      Conjuration (Healing)
      Components: V, S
      Casting Time: 3 rounds
      Range: Touch
      Target: Creature touched
      Duration: Instantaneous
      Saving Throw: Will negates (harmless)
      Spell Resistance: Yes (harmless)

      Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.[/sblock]
    [/sblock]
○: Prepared uses of the spell (deleted as they are cast).
Spell-Like Abilities: Remove disease ○, remove paralysis ○.
○: Remaining uses of the SLA (deleted as they are cast).
Equipment: (Worth 5400 gp)
[sblock]
  • Holy silver symbol. 25 gp
  • Heward's Handy Haversack. 2000 gp
  • Whip. 1 gp
  • Eternal Wand of Repair Light Damage (2/day, 1d8+1). 820 gp
  • Pearl of Power, 1st-Level Spell. 1000 gp
  • Tanglefoot bags, x4. 200 gp
  • Healer's Kit ○○○○○ ○○○○○. 50 gp
  • Bullseye lantern. 12 gp
  • Oil flask, x10. 1 gp
  • Flint & Steel. 1 gp
  • Hourglass. 25 gp
  • Everburning torch. 110 gp
  • Signal whistle. 0.8 gp
  • Sewing needle. 0.5 gp
  • Canvas, 2 sq. yd. (for making bandages). 0.2 gp
  • 200 ft. silk rope. 40 gp
  • Soap 1 lb. 0.5
  • Spare Change:
    • 10 platinum dragons.
    • 10 gold galifars.
    • 20 silver sovereigns.
    • 100 copper crowns.
Everything is kept in the handy haversack, except for the holy symbol (worn as a necklace, as is so often the case), and the eternal wand. Retrieving anything from the handy haversack being a free action, it's the best placement possible.
1000 gp were spent to enchant Vitalis' plating as +1 armor.[/sblock]
 
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G

Guest 11456

Guest
Kreek
Blackscale Lizardfolk, Male
Monk 4
Alignment: Lawful Neutral
Region of Origin: Droaam

STR 25 (+7)
DEX 18 (+4)
CON 18 (+4)
INT 6 (-2)
WIS 18 (+4)
CHA 4 (-3)

Hit Points: 72
Action Points: 7
Action Die: 1d8
Fortitude save: +8 = 4 [base] +4 [CON]
Reflex save: +8 = 4 [base] +4 [DEX]
Will save: +8 = 4 [base] +4 [WIS]

Languages: Common, Draconic
Initiative modifier: +8 = +4 [DEX] +4 [feat]
Speed: 50 feet

BAB: +3
Grapple check: +18 = +3 [base] +7 [STR] +4 [size] +4 [feat]
Armor Class: 24 = 10 +4 [DEX] +4 [WIS] -1 [size] +7 [natural]
Touch AC: 17, Flat-footed: 20

Melee Attack Bonus: +9, 3 [base] +7 [STR] -1 [size]
Unarmed Strike: Atk +9 (2d6+7)
Flurry of Blows: Atk +7/+7 (2d6+7)
Ranged Attack Bonus: +6, 3 [base] +4 [DEX] -1 [size]
Xen'drik Boomerang: Atk +7 (1d8+8)
Shuriken: Atk +7 (1d3+7)

Feats:
Improved Grapple (Monk bonus 1st level)
Action Boost (1st level)
EWP Xen'drik Boomerang (Bonus 1st level)
Combat Reflexes (Monk bonus 2nd level)
Improved Initiative (3rd level)

Weapons:
MW Large Byeshk Xen'drik Boomerang [1d8+8, x2, 20', 6#, B]
MW Large Shuriken [1d3+7, x2, 10', 1#, P]

Skills:
+15 Balance [7] DEX +4 (+4 racial)
+7 Climb [0] STR +7
+0 Hide [0] DEX +4 (-4 size)
+11 Jump [0] STR +7 (+4 racial)
+11 Swim [0] STR +7 (+4 racial)
+11 Tumble [7] DEX +4

Equipment:
2 Boomerangs (3680gp, 12#)
100 Shurikens (800gp, 100#)
20 Large Tail Rations (40gp, 80#)
Large Backpack (8gp, 8#)
Total (4528gp, 200#)

Encumbrance:
Light load: 533 lb. or less
Medium load: 534-1066 lb.
Heavy load: 1067-1600 lb
Lift over head: 1600 lb.
Lift off ground: 3200 lb.
Push or drag: 8000 lb

Hobgoblin
* +6 STR, +4 CON, -4 INT, -4 CHA
* Extra Hit Dice
* 40 feet land speed
* +4 on Balance, Jump, and Swim
* Darkvision (see 60 feet in pitch-dark)
* Proficient with simple weapons and shields
* +7 natural armor bonus
* Natural Weapons: 2 claws (1d6) and bite (1d6)
* Hold breath (4 x CON rounds) [72 rounds]

Monk
* Bonus feat (Improved Grapple)
* Flurry of blows
* Unarmed strike (2d6)
* Bonus feat (Combat Reflexes)
* Evasion
* Still mind
* Ki strike (magic)
* Slow fall 20 ft

General:
Size: Large
Height: 10'-1"
Weight: 803#
Skin: Black
Eyes: Pale Yellow
Hair: None

Appearance, Personality & Background: Coming soon...
 
Last edited by a moderator:

spasemunki

First Post
Magruut
Goblin
Rogue 1/Wizard 3

Str 8 (-1)
Dex 18 (+4)
Con 14 (+2)
Int 19 (+4)
Wis 14 (+2)
Cha 12 (+1)


Skills:
Max 7/3
Appraise (+2 ranks, +4 int, +3 familiar)
Bluff (+4 ranks, +1 cha)
Craft(Alchemy) (+3 ranks, +4 int)
Concentration (+5 ranks, +2 con)
Decipher Script (+4 ranks, +4 int)
Disable Device (+4 ranks, +4 int)
Knowledge(Arcana) (+3 ranks, +4 int)
Knowledge(History) (+2 ranks, +4 int)
Knowledge(Dungeoneering)(+2 ranks, +4 int)
Listen (+1 ranks, +2 Wis, +2 awareness)
Open Locks (+4 ranks, +4 dex)
Ride (+0 ranks, +4 race, +4 dex)
Sleight of Hand (+4 ranks, +4 dex)
Search (+4 ranks, +2 wis)
Spot (+1 ranks, +2 Wis, +2 awareness)
Spellcraft (+7 ranks, +4 int)
Stealth (+4 ranks, +4 dex, +4 race and size)
Tumble (+4 ranks, +4 dex)
Use Magic Device (+4 ranks, +1 cha)



Languages: Common, Goblin, Giant, Gnoll, Orc, Draconic

Feats: Alertness (+2 listen and spot), Scribe Scroll, Brew Potions, Combat Casting (+4 Concentration checks to cast on defensive)

Saves:
Fortitude: +3(base +1, +2 con)
Reflex: +7(base +3, +4 dex)
Will: +5(base +3, +2 wis)

Special Abilities: Darkvision (60 ft.)

Class Abilities: Sneak Attack +1d6, Trapfinding, Summon Familiar

Melee Attack: +1 (base +1, size +1, str -1)
Ranged Attack: +6 (base +1, size +1, dex +4)
Armor Class: 17(10 +1 size, +4 dex, +1 bracers, +1 ring)
Hit Points: 26

Base Speed: 30 ft.

Weapons: dagger (1d3 -1 P/19-20/x2, +1 melee, +6 ranged, Range: 10 ft., +2 sleight of hand, .5 lb), quarterstaff (1d4-1/1d4-1 B/20/x2, +1 melee, 2 lb), light crossbow (1d6 P/19-20/x2, +6 ranged, Range: 80 ft., 2 lb.), short sword (1d4-1 P/19-20/x2, +1 melee, 1 lb)

Protection: Bracers of Armor +1, ring of protection +1

Gear:
Backpack (.5 lb): Glyphbook (2 lb, +4 Decipher Script for Xen'drik inscriptions), 3 days trail rations (.75 lb), bedroll (1.25 lb), waterskin (1 lb), inkpen, ink vial, 5 candles (-)
belt pouch (1/8 lb): flint and steel (-), thieves tools (1 lb), spellbook (4 lb),
scroll case (1/2 lb): Scroll:knock (CL 3), Scroll:Locate Object (CL 3), Scroll:Detect Magic (CL 1), Scroll:Spider Climb (CL 3), 5 sheets parchment
spell component pouch (2 lb): 2 vials of anti-toxin (-), oil of magic weapon (CL 2)
Case w/10 bolts (.5 lb)
explorer's outfit (worn): wand of magic missle (1st, 50 charges, tucked in belt), purse: 23.75 gp
Spellbook (36/100 filled):
Thin wood cover, linen pages, leather slipcase (hardness 4, 4 hp)
0:Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hands, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: Mage Armor, Magic Missle, Identify, Magic Weapon, Reduce Person, Hold Portal, Burning Hands
2: Knock, Spider Climb, Melf's Acid Arrow, Scare, Invisibility
Spells/day: 4/3/2
Caster Level Check Bonus: +3
Saving Throw DC: 14 + spell level

Rhalec (Raven familiar): HD 4(hp 13), AC: 16, ff. 12, base attack +1, speed 10 ft.m fly 40 ft. (average), attack: claws +5 melee 1d2-5,
Saves: Fort +3, Ref +5, Will +5,
Skills: Spot +5, Listen +3, Sneak +6, Search +6, Languages: Common
Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6,
Special Qualities: Grants Alertness, Improved Evasion (no damage on succesful half-damage Reflex save), Share Spells, Empathic Link, Deliver touch spells,

Appearance: Standing slightly over 3 feet tall with dusky red-orange skin, Magruut is a typical if slightly scrawny goblin. Most of his head is bare, but his lank black hair has been allowed to grow long in the back, plaited into a single braid that reaches to the down to his mid-back. He wears dark, rugged clothes covered by a hooded black cloak. He wears several pouches slung from his belt, as well as a short sword. He carries a staff, which his raven familiar often perches on when not sitting on his shoulder.
 

Argent Silvermage

First Post
Magira

Name: Magira

Class: Sorcerer 4
Race: Spiderling
Alignment: Chaotic Good
Deity:
Age: young
Gender: female
Height: 2’8”
Weight: 28
Eyes: Green
Hair: Grey
Skin: ?

Ability Scores: Str: 10/Dex: 18/Con: 16/Int: 14/Wis: 12/Cha: 19
HP: 28
AC: 17 (+4 Dex, +1 Size, +2 Natural)
Init: +4 (+4 dex)
BAB: +2
Saves: Fort: +4/Ref: +5/Will: +5

Attacks:


Racial Abilities:
SPIDERLING
+2 Dexterity, -2 Constitution, +2 Wisdom: Spiderlings
are agile and alert.
- Small: Spiderlings gain a +1 size bonus on attack rolls and Armor
Class, and they receive a +4 size bonus on Hide checks. They must
use smaller weapons then normal drow use and their lifting and
carrying capacities are three-quarters those of Medium-size
creatures. In addition, they suffer a -4 size penalty on grapple,
bull rush, and trip checks and attempts to resist such attacks.
- Spiderling base speed is 30 feet, with a climb speed of 20 feet. As
natural climbers, spiderlings have a +8 racial bonus on Climb checks
and can always take 10, even if distracted or threatened when
climbing.
- +1 racial attack bonus against flat-footed opponents. Spiderlings
are masters of ambush tactics.
- Multiple Legs: Spiderlings gain a +4 stability bonus to defend
against bull rush and trip attacks.
-• Monstrous Humanoid: Spiderlings are immune to spells that
particularly target humanoids (such as charm person and hold person).
- Spiderlings do not sleep or dream. Instead they meditate in a deep
trance for 4 hours a day. A spiderling resting in this fashion gains
the
same benefits a human does by sleeping for 8 hours.
-+2 natural armor bonus
- Darkvision (Ex): Spiderlings can see in nonmagical darkness up to a
range of 60 feet.
- +2 racial bonus on Listen, Hide, Jump, Move Silently, and Spot
checks.
- Halfling Blood (Ex): Spiderlings are considered to be halflings for the purposes of racially specific abilities and effects.
- Automatic Languages: Undercommon. Bonus Languages: Abyssal,
Common, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
- Favored Class: Rogue


Class Abilities:
Cast Spells
Familiar

Spells Per Day:
Zero 6, First 7, Second 4

Spells Known:
Zero (6): Detect poison, Detect Magic, Ray of Frost, Prestidigitation, Light, & Acid Splash
First (3): Mage armor, Magic Missile, & Shield
Second (1): Scorching Ray.

Feats:
Bonus exotic: Bolos

Skills: (Ability + Ranks + Misc.)
Hide +10 (+ 4 Dex, +4 Size, +2 Racial)
Move Silently +8 (+4 Dex, +2 Racial)
Listen +3 (+ 1Wis, +2 Racial)
Search +3 (+1 Wis)
Spot +4 (+ 2 Int, +2 Racial)
Knowledge Arcana +9 (+2 Int, +7 ranks)
Spellcraft +9 (+2 Int, +7 ranks)
Concentration +10 (+ 3 Con, +7 ranks)
Craft Alchemy +9 (+2 Int, +7 ranks)

Languages:
Common, Undercommon, Goblin, Orc.

Gear: (Total weight: w)
coming soon.
Heward’s haversack

Physical Description:
Magira looks like your typical Spiderling. Half wolf spider/ half halfling. Her short head hair matches the ash grey of her spider body. Her eyes are blue with red pupils. She wears a tunic over her chest that is black velvet with silver strands woven into it. She has a modified back pack that she wears on her thorax that is enchanyed to hold much more than a pack should hold and a scroll case slung across her back.

Personality:
She’s sweet and kind with a very scary bad side. Never cross her. EVER. She holds grudges, very powerful grudges.
 

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