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Barak, Human Sorcerer 5/Mage of the Arcane Order 3
Medium Humanoid, Lawful Neutral,
28, 6 feet, 200 lb., male, brown eyes, tanned skin, black hair.
STR: 14 (+2) (6 pts)
DEX: 14 (+2) (6 pts)
CON: 14 (+2) (6 pts)
INT: 10 (+0) (6 pts)
WIS: 10 (+0) (2 pts)
CHA: 22 (+6) (16 pts, +2 level, +2 enh)
Hit Points: 49 / 49
Hit Dice: 8d4+24 (49 hp)
Speed: 20ft
Initiative: +2 (+2 DEX)
AC: 16 (+2 DEX, +4 Class; touch 16, flat-footed 14)
BAB/Grapple: +4/+6
Fort: +5 (+2 Base, +2 CON, +1 Trait)
Ref: +3 (+2 Base, +2 DEX, -1 Trait)
Will: +7 (+7 Base, +0 WIS)
Attacks:
- Adamantine Greatsword +7 melee (2d6+3, 19-20/x2)
- Masterwork Darkwood Heavy Repeating Crossbow +7 ranged, 120' (1d10, 19-20/x2)
Special Attacks:
Special Abilities:
Skills: (33 points, max ranks 11/5.5cc)
- Spellcraft +13 (11 Ranks, +0 Int, +2 Synergy)
- Knowledge (arcana) +11 (11 Ranks, +0 Int)
- Concentration +13 (11 Ranks, +2 Con)
Feats:
- Weapon Group (heavy blades) (Familiar)
- Empower Spell (1st level)
- Magical Talent (1st level)
- Cooperative Spell (human)
- Bladeproof Skin (flaw)
- Energy Substitution (electricity) (3rd level)
- Mobile Spellcasting (6th level)
- Born of the Three Thunders (MotAO 2)
Flaws & Traits:
- Hardy (+1 to Fort saves, -1 to Refl saves)
- Slow (+1 to HP’s per level, -10 ft. base land speed)
- Inattentive (-4 penalty to Spot & Listen checks)
Weapon Groups:
- Basic Weapons
- Crossbows
- Heavy Blades
Languages:
Equipment:
- Masterwork Darkwood Heavy Repeating Crossbow (820gp, 6lbs.)
- Alchemical Silver Bolt Clips, 2 (22gp, 2lb)
- Cold Iron Bolt Clips, 2 (4gp, 2lb)’
- Bolt Clips, 10 (10gp, 10lb)
- Adamantine Greatsword (3050gp, 8lbs.)
- Cloak of Charisma +2 (16000gp, 2lbs.)
- Gold Signet Ring (50gp)
- Alchemists Fire, 5 (100gp, 5lb)
- Guild Initiation Fee (750gp)
- One Year Prepaid Guild Dues (360gp)
- House in Capital City (5000gp)
- Courtier’s Outfits, 4 (120gp)
- Explorer’s Outfits, 4 (40gp)
- Cold Weather Outfit (8gp)
- Noble’s Outfit (75gp)
Money – 591gp, sp, cp
Total weight carried -- 35lbs.
Light- 58lbs., medium - 116lbs., heavy - 175lbs., lift - 350lbs., push - 875lbs.
Spells:
Class: (6/8/8/6/4; spell save DC 6 + spell level)
- 0th- Caltrops*, Launch Item*, Read Magic, Detect Magic, Prestidigitation, Message, Mending
- 1st- Shock and Awe*, Wall of Smoke*, Grease, Benign Transposition*, Shield, Magic Missile, Mount
- 2nd- Glitterdust, Web, Scorching Ray, Alter Self, Burning Sword*
- 3rd- Greater Magic Weapon, Clairaudience/Clairvoyance, Fly, Fireball
- 4th- Evard’s Black Tentacles, Greater Invisibility
*Spell Compendium
XP: 30,000 / 36,000
Appearance:
Tall, broad and well-mannered. Barak is always impeccably dressed, yet never ostentatious nor foppish in his attire, a gentlemen. Slung across his back, in a gilded leather scabbard, is a broad-hilted two-hander. When prepared for battle, he also carries a heavy crossbow repeater made of dark purple wood.
Personality:
Barak is kind, open to others opinions and generally amiable. From most peoples perspective this stems from his willingness to listen, what few seem to make out is that Barak is hard of hearing. So, while he will listen, he rarely considers it important enough to ask them to repeat themselves. Why inconvenience people in that manner. On the battlefield, Barak is resilient, tactically minded and sure of his ability to command his own abilities and those placed under his charge.
Background:
Notes:
Spells from Spell Compendium
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Benign Transposition
Conjuration (Transportation)
Level: Sorcerer/Wizard 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures maximum loads) go with them, but other creatures carried do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
Burning Sword
Evocation [Fire]
Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: None
The flames from this spell shed azure light out to 30 feet. These flames do not harm the weapon or its wielder, but for the duration of the spell, it delivers fire damage in addition to its normal damage.
The enchanted weapon deals an extra 1d6 points of fire damage on a successful hit. Also, on a critical hit, the weapon deals additional fire damage based on the weapon’s critical multiplier (as per a flaming burst weapon).
Caltrops
Conjuration (Creation)
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None
A caltrops spell covers one five-foot-by-five-foot square with caltrops. Every time a creatures moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.
A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
The DM judges the effectiveness of caltrops against unusual opponents out the size range given above. A giant centipede, for example, can scramble among the caltrops, with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.
For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.
Launch Item
Transmutation
Level: Sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: touch
Target: One Fine item in your possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range (100 ft. + 10 ft./level).
This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell, to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range.
Shock and Awe
Enchantment [Mind-Affecting]
Level: Assassin 1, bard 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
This spell distracts its targets, prevent them from reacting with the deftness they might otherwise possess. Only effective when cast in the surprise round of combat and against flat-footed creatures, this spell causes those it affects to take a -10 penalty on their next initiative check. Targets that cannot be caught flat-footed (such as a rogue with uncanny dodge) cannot be affected by this spell.
Wall of Smoke
Conjuration (Creation)
Level: Druid 1, Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No.
This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a
wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round.
A moderate wind (11+ mph), such as from a
gust of wind spell, destroys the wall in 1 round.
This spell does not function underwater.
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