Leif's Whirtlestaff's Wizards' Academy, Reprise [Pfdr] [RG] - Page 2





+ Log in or register to post
Page 2 of 2 FirstFirst 12
Results 11 to 18 of 18
  1. #11
    Community Supporter COPPER SUBSCRIBER
    Lama (Lvl 13)

    Leif's Avatar

    Join Date
    Jan 2007
    Location
    Jonesboro, AR, USA
    Posts
    22,015
    Reviews
    Read 0 Reviews
    Blog Entries
    6
    OSRICI Defended The Walls!Gygax Memorial Fund

    ø Ignore Leif
    So I can have a copy that I can see....

    Mánunuksó (Manny) Maliit, Brownie(LA 2), Sorcerer1, Wizard(Transmuter)1,
    HP 12+1=13 HD d6/d4+1hp(racial),???
    AC 19/FF 14/T 19
    Init = +5???

    S5
    D15
    C13
    I20
    W15
    C20

    Saves???
    R+8
    F+8
    W+9
    Last edited by Leif; Friday, 10th April, 2009 at 03:28 PM. Reason: Manny switched a level from Rogue to Sorcerer

 

  • #12
    Member SILVER DEFENDER
    Waghalter (Lvl 7)

    Lou's Avatar

    Join Date
    Apr 2007
    Location
    cypress tx usa
    Posts
    2,187
    Reviews
    Read 0 Reviews
    I Defended The Walls!I Defended The Walls!The Perturbed Dragon

    ø Ignore Lou
    Lou's Xavier

    Name: Xavier Zalev
    Class: Enchanter 3 / Master Specialist 1 (CM70)Starting Level: 4
    Current Level = 4
    XP= 6000
    Race: Human
    Region of Origin: Whirtlestaff's Academy
    Size: Medium
    Gender: Male
    Alignment:CG

    Str: 09 -1
    Dex: 14 +2
    Con: 14 +2
    Int: 18 +4
    Wis: 12 +1
    Cha: 10 +0

    HP = 24/24
    BAB = +1
    Grapple = +0
    Init = +2
    Speed = 30'
    ACP = 0
    Stat Increases = 1 (Int)
    Spell Save = +4
    Spell Failure = 0


    ______Base_Armor_Shld_Dex_Size_Nat_Misc_Total
    AC:___10___+0____+2__+2__+0__+0__+0__14
    T: 14
    FF: 12

    Spell Res: None
    Dmg Red: None

    Total Base Mod Misc
    Fort: +3 +1 +2 +0
    Ref: +3 +1 +2 +0
    Will: +6 +5 +1 +0 (+3 against Enchantments)
    Notes:

    Weapon Attack Damage Critical Range
    Dagger +0 1d4-1 19-20/x2
    Light Crossbow +3 1d8 19-20/x2 80ft.

    Notes:

    Languages: Common, Draconic, Sylvan, Elven

    Abilities:


    Feats

    Spell Focus (Enchantment) (1st)
    Fey Heritage (Human Bonus) (CM 43) (You gain a +3 bonus on Will saving throws against enchantment effects.)
    Scribe Scroll [free to wizard]
    Collegiate Wizard (Campaign Bonus)
    Unsettling Enchantment (3rd) (CM 48) (Benefit: Any foe required to save against an enchantment
    spell you cast takes a -2 penalty on attack rolls and to AC for 1 round, regardless of the result of the save. This is a mindaffecting effect.)
    Skill Focus (Spellcraft) (Bonus - MS 1)

    Collegiate Wizard
    Complete Arcane, pg. 181
    Prereq: Wizard 1st, Int 13, 1st level only
    Benefits:
    * +2 bonus on Know (arcana) checks
    * As a 1st level Wizard, you gain 6 1st level spells (instead of 3)
    * At each level after 1st, you gain 4 new spells (instead of 2)


    skills

    Skill Ability Misc.
    Skill Name Modifier Modifier Ranks Modifier
    Appraise +8 +4 1 3 [Raven Familiar]
    Concentration +9 +2 7
    Decipher Script +5 +4 1
    Knowledge (Arcana) +13 +4 7 2 [Collegiate Wizard]
    Knowledge (Architecture) +6 +4 2
    Knowledge (Dungeoneering) +7 +4 3
    Knowledge (Geography) +7 +4 3
    Knowledge (History) +6 +4 3
    Knowledge (Local) +6 +4 2
    Knowledge (Nature) +9 +4 5
    Knowledge (Nobility) +6 +4 2
    Knowledge (Religion) +5 +4 1
    Knowledge (Planes) +7 +4 3
    Spellcraft +16 +4 7 2 [Knowledge, arcane] +3 (Skill Focus)


    Notes:

    Equipment: Cost Weight
    Spellbook 15gp 1lb
    Spell Component Pouch 5gp 1lb
    Ring of Protection (+1) 2,000gp -
    Pearl of Power (1st) 1,000gp
    +1 Mithril Buckler 2,015gp 2.5lbs
    Dagger 2gp 1lb
    Crossbow, light 35gp 4lb
    Bolts(30) 3gp 3lb
    Potion of CLW (x3) 150gp -
    Scroll of Featherfall 25gp -
    Scroll of Ray of Enfeeblement 25gp -
    Scroll of Hold Portal 25gp -
    Scroll of Expeditious Retreat 25gp -
    Scroll of Hail of Stone 25gp -
    Scroll of Mage Armor
    Scroll of False Life
    Scroll of Shield

    Total Weight:12.5lbs Money: 45gp Xsp Xcp

    Lgt Med Hvy Lift Push
    Max Weight: 30 60 90 180 450

    Description: Xavier is a little wisp of a fellow (only 5'6" tall) with an unruly shock of sandy blonde hair. His hair just barely covers the slightly pointed ends of his ears that hint that he has some degree of blood flowing in his veins that is not entirely human. His other features are, likewise, quite angular and sharp. His eyes are a vibrant green. His build may be somewhat light, but his presentation is still resolute and determined.

    Spells

    Spells

    Spells/day:
    0 - 4 + 1 (Ench)
    1st - (3+1[Int]) + 1 (Ench)
    2nd -(2+1[Int]) + 1 (Ench)


    Spells Known:

    0 - All, except Evocation & Illusion
    1st - Mage Armour, Charm Person*, Whelm* (PHB2 128), Backbiter (SpC 23), Mount, Ray of Enfeeblement, Ray of Clumsiness (SpC 166), Shield, Magic Missile, Grease, Hail of Stone (SpC 108), Hold Portal, Lesser Orb of Electricity (SpC 151), Sleep*
    2nd - False Life, Ray of Stupidity* (SpC 168), Protection from Arrows, Tasha's Hideous Laughter*, Melf's Acid Arrow, Ice Knife (SpC 119), Glitterdust, Web

    * are Enchantment spells

    Typical Spells Memorized:

    0 - Arcane Mark, Daze*, Detect Magic, Read Magic, Mage Hand
    1st - Mage Armour, Grease, Ray of Clumsiness, Charm Person*, Lesser Orb of Electricity
    2nd - False Life, Ice Knife, Ray of Stupidity*, Tasha's Hideous Laughter*

    Save DC's*:

    0 - 14
    1 - 15
    2 - 16

    *If Enchantment +1 to DC of saving throw (Spell Focus)

    Last edited by Lou; Tuesday, 10th March, 2009 at 11:52 PM. Reason: closed out and returned to renau1g

  • #13
    Member SILVER DEFENDER
    Waghalter (Lvl 7)

    Lou's Avatar

    Join Date
    Apr 2007
    Location
    cypress tx usa
    Posts
    2,187
    Reviews
    Read 0 Reviews
    I Defended The Walls!I Defended The Walls!The Perturbed Dragon

    ø Ignore Lou

    Francheska Walova -- Evoker 3 / Master Specialist 3

    Francheska Walova (converted to Homebrew Pathfinder)

    chaotic good female fire elf CL6
    Evoker 3 / Master Specialist 3

    forbidden schools: Illusion and Necromancy (need 2 spells slots to cast these spells)
    (working towards Argent Savant--needs 3 more levels of wizard to get to Spellcraft 9 in Pathfinder)


    Fire Elves


    Fire elves are identical with standard elves, except for some differences in racial traits.

    Racial Traits

    Fire elves have the general traits of fire races

    and all elf racial traits

    • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
    • Elf base land speed is 30 feet.
    • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
    • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
    , with additions and exceptions as noted below.


      • +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma: Fire elves are quick of action and thought, but share the standard race's frailty.

    invisiblecastle.com/stats/view/19940/ 32 point buy

    -1 / STR 8 (0 pts)
    +3 / DEX 16 (6 pts +2 race)
    +1 / CON 12 (6 pts -2 race)
    +4 / INT 19 (10 pts +2 race +1 L4)
    +1 / WIS 12 (4pts)
    +1 / CHA 12 (6 pts -2 race)

    HD: 6d6+6 (max all the time)
    Hit Points: 42
    AC: 14 (10 +3 DEX +1 Nat Armor) 13 Touch / 11 Flat
    Initiative: +3
    BAB: +3, Melee +2, Range +6
    CM Bonus +2, CM Defense 15/12Fl
    Speed: 30 (base 30, no armor)
    Saving Throws: Fort +4 (+2 level +1 Trait +1 CON), Ref +5 (+2 level +3 DEX), Will +6 (+5 level +1 WIS)

    Concentration checks: +18 (+6 CL + 4 INT +6 personal ability +2 trait)

    Equipment:

    Money:
    731 gp

    Equipment:
    Travellers outfit 1gp 5lb
    Pack 2gp 2lb
    bedroll 1sp 5lb
    wateskin 1gp
    Spellbook 15gp 1lb
    Spell Component Pouch 5gp 1lb
    Daggerx2 4gp 2lb (one dagger has Continual Light on it from Manny)
    Longbow 75gp 3lb
    Arrows(20) 1gp 3lb
    Potion of CLW (x3) 150gp -

    At Whirtlestaff's:
    3 scholars outfits 15gp

    Magic Items: List of Possible Items
    Amulet of Natural Armor +1 (2000 gp)
    Pearl of Power L1 (1000 gp)
    +1 long sword (2000 gp)



    Languages

    Common
    Elven
    Draconic
    Goblin
    Orc
    Sylvan



    Traits

    Magical Trait: Focused Mind: +2 on Concentration Checks
    Race Trait: Forlorn (Elf): +1 FORT saves



    FEATS:

    W1: Immediate Magic (in lieu of Summon Familiar): Counterfire (E): When visible enemy w/in 60' targets you w/ ranged attack or spell, with an immediate action send a glowing arrow of force. Requires ranged touch attack to hit for 1d6 / three wizard levels. Attacks resolve simultaneously.
    W1: Scribe Scroll
    BONUS: COLLEGIATE WIZARD (10 L1 spells to start; +4 spells/level; +2 Know(arcana))
    L1: Precocious Apprentice(extra L2 spell slot; +2 spellcraft)
    L3: Spell Focus (Evocation) (+1 ST required on all Evocation spells cast)
    MSL1: Skill Focus (Spellcraft) (+3 Spellcraft)
    MSL2: Expanded Spellbook (add one evocation to your spellbook)
    L5 BONUS: Fiery Burst (reserve feat CM p.43) at-will 5' burst fireball, range 30' d6 per fire spell level still in memory; +1 CL for all fire spells. REF/half no SR
    L5: Spell Penetration (+2 on caster checks)
    MSL3: Greater Spell Focus (Evocation)(additional +1 ST required on all Evocation spells cast)

    coming:



    SKILLS:
    SKILLS: 33 available at 6th level
    0 / Acrobatics
    8 / Appraise (Int) 1 +3 +4 INT
    1 / Bluff
    -4 / Climb
    13 / Craft (alchemy)(Int) 6 +3 +4 INT
    1 / Diplomacy
    - / Disable Device
    1 / Disguise
    0 / Escape Artist
    0 / Fly
    - / Handle Animal
    1 /Heal
    1 / Intimidate
    13 / Linguistics (Int) 6 +3 +4 INT
    15 / Know (arcana) 6 +3 +4 INT +2 Collegiate Wizard
    8 / Know (history) 1 +3 +4 INT
    10 / Know (the planes) 3 +3 +4 INT
    10 / Know (local-??) 3 +3 +4 INT
    3 / Perception
    Profession (Wis)
    0 / Ride
    1 / Sense Motive
    - / Sleight of Hand
    18 / Spellcraft (Int) 6 +3 +4 INT +2 Precocious Apprentice +3 Skill Focus (spellcraft)
    0 / Stealth
    1 / Survival
    -4/ Swim
    2 / Use Magic Device 1 +1 Cha


    Spells and Spellbook

    Spells per Day
    0: 4: Detect Magic; Light; Read Magic; Mending
    1: 4 +1 + 1 (E): Forcewave (E); Identify; Kaupaer's Skittish Nerves (E); Magic Missile (E); Magic Missile (E); Shield
    2: 4 +1 +1 + 1 (E): Aganazzar's Scorcher (fire E); Fireburst (fire E); Flaming Sphere (Evoc fire) ; Scorching Ray (fire E); Scorching Ray (fire E); See Invisibility; Whirling Blade
    3: 3 + 1 + 1 (E): Greater Mage Armor; Scintillating Sphere (E); Fireball (fire E); Fireball (Fire E); Elemental Aura (E, fire, elec, etc)

    (4: 0 +1 +1 (evocation))

    Spellbook

    Spellbook:
    Level 0:
    Abjur
    Resistance: Subject gains +1 on saving throws.
    Conj
    Acid Splash: Orb deals 1d3 acid damage.
    Div
    Detect Poison: Detects poison in one creature or small object.
    Detect Magic: Detects spells and magic items within 60 ft.
    Read Magic: Read scrolls and spellbooks.
    Ench
    Daze: Humanoid creature of 4 HD or less loses next action.
    Evoc
    Dancing Lights: Creates torches or other lights.
    Flare: Dazzles one creature (-1 on attack rolls).
    Light: Object shines like a torch.
    Ray of Frost: Ray deals 1d3 cold damage.
    Trans Mage Hand: 5-pound telekinesis.
    Mending: Makes minor repairs on an object.
    Message: Whispered conversation at distance.
    Open/Close: Opens or closes small or light things.
    Univ
    Arcane Mark: Inscribes a personal rune (visible or invisible).
    Prestidigitation: Performs minor tricks.


    Level 1:
    Burning Hands (Evoc; Fire) 15 ft cone, 1d4/lvl (max 5d4) REF half, SR applies
    Charm Person
    Erase
    Feather Fall
    Forcewave (Evoc; MoF p95) 1 target takes 1d4+1 plus STR 18 med charging bull rush; on FORT save, takes only 1 dam; SR applies, medium range
    Identify
    Kaupaer's Skittish Nerves (Trans; MoF p103) 1 min/lvl, +5 init to target
    Magic Missile (Evoc force) 100 ft + 10 ft/lvl; up to 5, no 2 >15 ft apart; 1d4+1 (3 missiles at 5th level, 4 at 7th, 5 at 9th MAX)
    Magic Weapon
    Mage Armor (conj force) +4 AC 1 hr/lvl
    Master's Touch (CAdv p. 154) prof with touched weapon 1min/lvl
    Lesser Orb of Fire
    Protection from Evil
    Scholar's Touch
    Shelgarn's Persistent Blade (Evoc; MoF p117) dagger of force atks with 1/2 INT bonus; flanks if possible; std action to change target 40 ft mvl AC 14 HP 1
    Shield (Abjuration force) +4 shield AC, 1 min/lvl negates magic missiles
    Floating Disk (evocation force) close range, 3 ft diameter disk, 1 hr/lvl; holds 100 lbs/lvl or 2 gallons
    True Strike
    Unseen Servant

    Level 2:
    Aganazzar's Scorcher (Evoc; FR p.66) 5 ft wide path of fire to end of close range (25 ft+5/ 2 lvls) takes 1d8 / 2 lvls, max 5d8
    Arcane Lock
    Fireburst (Evoc; CArc p. 107) 5 ft burst fire damage of 1d8/lvl, max 5d8 (Ref/half; SR) (does not effect casters hex/square--effects surrounding hexes/squares)
    Flaming Sphere (Evoc fire) 100 ft + 10 ft/lvl, 1 rd/lvl, can move 30 ft per round, 3d6 (in Pathfinder) fire SR applies REF/half
    Force Ladder (Evoc force; MoF p.95) invis movable ladder 2 ft wide, 60 ft long, 100 lbs/lvl support; lasts 1 min/lvl
    Knock (Trans) med range, removes up to 2 means of preventing egress, lasts 10 min but door does not automatically close on its own.
    Protection from Arrows(Abj) DR 10/magic against ranged attacks
    Rope Trick
    Scorching Ray (Evoc, fire) close range, 2 rays @ 7th, ranged touch, 4d6 fire (max 30 ft apart) no ST SR applies
    See Invisibility
    Whirling Blade (Trans; CArc p. 129) slashing weapon atks all foes in 60 ft line, use INT bonus for atk/dam, roll single atk for each foe; weapon returns to hand


    Level 3:
    Dispel Magic (Abj)
    Elemental Aura (Evoc, fire, etc) 1 rd/lvl 2d6 damage per round if adjacent + effect based on fire/cold/acid/electricity (new spell L6)
    Fireball (Evoc fire) long range-20 ft rad burst fire damage 1d6/lvl, max 10d6 (REF half, SR applies)
    Greater Mage Armor (+6 to AC; force)
    Scintillating Sphere (MoF p. 115; MoF errata) 20 ft radius burst electrical damage of 1d6/lvl, max 10d6 (does not affect caster's hex--4 hexes outward)
    Stars of Arvandor (Evoc; BoED p. 108); 1 star/level (max 10)--launch 1/rd free action or 3/rd std action as 1d8 force missle ranged touch (no save, SR applies); 1/2 damage is non-lethal if non-evil target
    Steeldance (Evoc; MoF p. 123, also SC) two daggers become flying long swords--both atk - 1 rd/lvl Medium range @+10 1d8 19-20/x2.
    Twilight Knife (Evoc force) dagger of force, 1 rd/lvl, tries to flank BAB+Int/Cha 1d4, if flanks, sneak attack as rogue +1d6/4 lvls (new spell L6)
    Versatile Weapon (Trans) 1 weapon or 50 projectiles, 1 min/lvl, bypasses DR of one type: bludgeoning, cold iron, piercing, silver, or slashing. (new spell L6)




    History

    The fire elves are a group of elves that have lived near a volcano for many generations. The fire elementals took a liking to the elven group and interacted with them, leaving the elemental mixture in all humanoids just slightly out of balance towards fire. Fire elves are more physically sensual than other elves, tending more often to be artists and performers. Some fire elves have bigger teeth, but Francheska has flame-red hair and ash gray skin, like others of her kin.

    Most elves have a different take on history, not tracking individuals as much as events. But since elves live longer than humans, Francheska Walova was able to determine that her mother's sister-in-law's grandfather or therabouts fathered a child with a human some dozen or so human generations ago. After some extensive digging through human archives, Fran thinks that the wizard Xavier is a decendant of that half-elf. (she could be wrong...) Fran originally studied at an elven school of magic, but she is a bit of a wild child, even for a fire elf, and did not get along with her elven teachers. After a professor from Whirtlestaff gave a demonstration on force conjuration at her school, her teachers recommended that she transfer there and out of their hair. Since Xavier is there, she is ready for the change.

    5' 1" tall, 96 lbs
    long flaming red hair, wears light green and earth tones

    XP

    10000 starting level 5
    450 cloaker bonus
    350 owlbears
    575 white fist orcs

    12869 xp reset

    15045 6th level (convert to Pathfinder)
    15545 after spiders

    +425 for Xorn

    Last edited by Lou; Saturday, 10th December, 2011 at 05:22 AM. Reason: added xp for spiders

  • #14
    Code:
    Name: Xavier Zalev (v2.0)
    Class: Illusionist 3 / Master Specialist 2 (CM70)Starting Level: 4
    Race: Human
    Region of Origin: Whirtlestaff's Academy
    Size: Medium
    Gender: Male
    Alignment:CG
    
    Str: 09 -1 	Level: 4	XP: 11,094
    Dex: 14 +2 	BAB: +2		HP: 29/29
    Con: 14 +2 	Grapple: +1	
    Int: 18 +4 	Speed: 30'	Stat Increases:1 (INT)
    Wis: 12 +1 	Init: +2		Spell Save: +4
    Cha: 10 +0 	ACP: -0		Spell Fail: 0
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+0	+2	+2	+0	+0	+0	12
    Touch:	12	Flatfooted: 10
    
    Spell Res: None
    Dmg Red: 2/cold iron
    
    	Total	Base	Mod	Misc
    Fort:	+3	+1	+2	+0
    Ref:	+3	+1	+2	+0
    Will:	+7	+6	+1	+0 (+3 against Enchantments)
    Notes:
    
    Weapon			Attack	Damage	Critical	Range
    Dagger			+1	1d4-1	19-20/x2	
    Light Crossbow          +4      1d8    19-20/x2           80ft.
    
    Notes:
    
    Languages: Common, Draconic, Sylvan, Elven
    
    Abilities: 
    
    
    Feats:  
    Spell Focus (Illusion)  (1st) 
    Fey Heritage (Human Bonus) (CM 43) (You gain a +3 bonus on Will saving throws against enchantment effects.)
    Scribe Scroll [free to wizard] 
    Collegiate Wizard (Campaign Bonus)
    Fey Skin  (3rd) (CM 43) (Benefit: Gain DR/Cold Iron = to 1+# of fey heritage feats (1))
    Skill Focus (Spellcraft) (Bonus - MS 1)
    Expanded Spellbook (Class Feature MS2 - gain 1 enchantment spell to add to spellbook)
    Heighten Spell (Bonus Feat 5th)
    
    
    Collegiate Wizard 
    Complete Arcane, pg. 181
    Prereq: Wizard 1st, Int 13, 1st level only
    Benefits: 
    * +2 bonus on Know (arcana) checks
    * As a 1st level Wizard, you gain 6 1st level spells (instead of 3)
    * At each level after 1st, you gain 4 new spells (instead of 2)
    
    
    [B]Code:
                               Skill     Ability             Misc. 
    Skill Name 	          Modifier   Modifier   Ranks    Modifier
    Appraise		     +8	       +4        1       3 [Raven Familiar]    
    Concentration                +10        +2        8 
    Decipher Script              +5        +4        1    
    Knowledge (Arcana)           +14	+4	 8       2 [Collegiate Wizard]
    Knowledge (Architecture)     +6 	+4	  2
    Knowledge (Dungeoneering)    +7 	+4	  3
    Knowledge (Geography)        +7 	+4	  3
    Knowledge (History)          +6 	+4	  3
    Knowledge (Local)            +6 	+4	  2
    Knowledge (Nature)           +9 	+4	  5
    Knowledge (Nobility)         +6 	+4	  2
    Knowledge (Religion)         +7 	+4	  4
    Knowledge (Planes)           +7 	+4	  3
    Spellcraft		     +17	+4	  8       2 [Knowledge, arcane] +3 (Skill Focus)
    
    
    Notes:
    
    Equipment:				Cost	Weight
    Spellbook				15gp	1lb	
    Spell Component Pouch			 5gp    1lb
    Ring of Protection (+1)               2,000gp   -
    Pearl of Power (1st)                  1,000gp
    +1 Githcraft Buckler                    1,615gp   2.5lbs
    Dagger                                   2gp    1lb
    Crossbow, light                         35gp    4lb
    Bolts(30)                                3gp    3lb
    Potion of CLW (x3)                     150gp    -
    Scroll of Featherfall                   25gp    -
    Scroll of Ray of Enfeeblement           25gp    -
    Scroll of Hold Portal                   25gp    -
    Scroll of Expeditious Retreat           25gp    -
    Scroll of Hail of Stone                 25gp    -
    Scroll of Mage Armor
    Scroll of False Life
    Scroll of Shield
    
    
    Total Weight:12.5lbs	Money: 445gp Xsp Xcp
    
    		Lgt	Med	Hvy	Lift	Push
    Max Weight:	30	60	90	180	450
    Spells

    Spells

    Spells/day:
    0 - 4 + 1 (Illusion)
    1st - 3 + 1 (Illusion) + 1(High Int)
    2nd - 2 + 1 (Illusion) + 1(High Int)
    3rd - 1 + 1 (Illusion) + 1(High Int)

    Spells Known:

    0 - All, except Evocation & Enchantment
    1st - Mage Armour, Disguise Self*, Net of Shadows* (SpC 147), Backbiter (SpC 23), Mount, Ray of Enfeeblement, Ray of Clumsiness (SpC 166), Shield, Magic Missile, Grease, Hail of Stone (SpC 108), Hold Portal, Lesser Orb of Electricity (SpC 151)
    2nd - False Life, PHANTASMAL ASSAILANTS* (SpC 154), Protection from Arrows, Mirror Image*, Melf's Acid Arrow, Ice Knife (SpC 119), Glitterdust, Web, Arcane Lock, Knock, Rope Trick
    3rd - Shadow Binding*(SpC 182), Blink, Bands of Steel (SpC), Acid Breath (SpC), Invisibilty Sphere*, Fireball

    * are Illusion spells

    Typical Spells Memorized:

    0 - Arcane Mark, Ghost Sound*, Detect Magic, Read Magic, Mage Hand
    1st - Mage Armour, Grease, Ray of Clumsiness, Net of Shadows*, Magic Missile
    2nd - False Life, Ice Knife, PHANTASMAL ASSAILANTS*, Mirror Image*
    3rd - Shadow Binding*, Acid Breath, Invisibilty Sphere*

    Save DC's*:

    0 - 14
    1 - 15
    2 - 16
    3 - 17


    *If Illusion +1 to DC of saving throw (Spell Focus)

    Familiar

    Familiar:
    Mike - Raven
    Size/Type: Tiny Animal
    Hp: 5
    Initiative: +2
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +0/-13
    Attack: Claws +4 melee (1d2-5)
    Space/Reach: 2½ ft./0 ft.
    Special Qualities: low-light vision, Speak Common (Su)
    Saves: Fort +2, Ref +4, Will +7
    Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6
    Skills: Listen +5, Spot +7
    Feats: Alertness, Weapon Finesse

    Abilities: Alertness, improved evasion, share spells, empathic link, deliver touch spells


    Appearance/Personality/Background


    Appearance / Personality:
    Standing a paltry 5'6" Xavier has always had self confidence issues, which is why his parents sent him to Whirtlestaff's. He focused in the school of Illusion because if others were going to laugh at his height he could control their minds. Slightly bitter at his physical shortcoming, Xavier is nonetheless a very avid reader and devours old texts with enthusiasm. He has sharp angular features, making him appear almost hawkish and his attempts to grow a small beard haven't done anything to soften his face. Xavier favours the colour purple, as he feels it's the colour of royalty and prestige, and he'll most often be found in his purple robe.

    Background: Born to a military family, Xavier was the third son of a retired general. He was also the runt of the litter, being much smaller and physically strong than his brothers. Growing up Xavier was bullyed and despite his small size could take a punch with the best of them. His father was always cold to Xavier, in stark contrast to his brothers, whom the father always smiled upon. Xavier was sent to Whirtlestaff's on his 12th birthday, his parents had told him it was for his own development, as even then, Xavier always had his nose in a book, but the look in his father's eyes told Xavier the truth. His father was glad to be rid of him and Xavier decided then that he would prove his father wrond, that physical strength was no match for a strong mind. Now at 22, a decade later, Xavier has found himself advancing well in his studies and has no desire ever to return home.

    Last edited by renau1g; Thursday, 14th May, 2009 at 05:06 PM.

  • #15
    Na Bith Mo Riocht Tá! COPPER SUBSCRIBER
    Lama (Lvl 13)

    Mowgli's Avatar

    Join Date
    Mar 2005
    Location
    Jonesboro, AR
    Posts
    12,215
    Reviews
    Read 0 Reviews

    ø Ignore Mowgli
    I decided to take advantage of the offer to change up characters, and made some changes to Manny. Most significant is that I switched his Rogue level for a Sorcerer level.

    This of course resulted in a cascade of other changes. New version has now replaced the old in the original post (#3, I think).

    Leif
    Thanks for the XP - I guess you made the circuit and were able to start over at the beginning!

    The new improved Manny is definitely the cutest on the block now (switched his DEX and CHA scores to make him a better sorcerer). He's also the scariest - check out his Intimidate bonus! A scary as hell 15" bundle of joy!
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
    OOC IC

  • #16
    Registered User
    Grandfather of Assassins (Lvl 19)

    Scott DeWar's Avatar

    Join Date
    Feb 2007
    Location
    Miscatonic U. professor of supernatural studies-Emeritus [Nolensville, Tenn.]
    Posts
    19,549
    Reviews
    Read 0 Reviews
    OSRICEN PublishingPathfinderCircvs MaximvsGygax Memorial FundThe Perturbed Dragon

    ø Ignore Scott DeWar
    this is a swag list:

    1) ooc thread 2, post 418

    2) ooc 2 post 419

    3) ic thread 2 post 493

    no. 1
    Not really, we passed out a few potions for the short term but that's about it. Here's what I found while combing through the posts:

    Starting XP: 8,000 / Starting Money: 5,400 gp

    'Loot'
    Ogres: 6,000 cp, 100 sp, and 100 gp
    Hobgoblin Keep:
    • Magical Falcion (? gp), Ghost Touch Short Sword (? gp)
    • Potions of Cure Moderate Wounds (CL3), Bull's Strength (CL3), Cure Light Wounds (CL3)
    • scroll of bulls strength and a letter confirming an allience with orc of the underdark and Potion of cure moderate wounds from goblin Sorceress
    • 625 pp, 8,272 gp, 8,900 sp
    • Ioun Stone: Charisma +2 (8,000 gp)
    • Wand: Lesser Globe of Invulnerability (CL7, 7 Charges, 2,940 gp)
    • Gold Scepter (450 gp), Gold Necklace (650gp)
    • Chain shirt, 2 Heavy wooden shields, Halfspear, Splint mail
    • 300 gp payment
    Current Experience: 11,494 xp


    no. 2

    The cube had 13cp, 2sp, 14gp, and a garnet (150gp).

    Uela, the Goblin sorceress under the keep had 45pp.

    The 'Secret Treasure Room' in the caves under the keep had the treasure belonging to the ghost, Vordek, which is 6,750sp, 532gp, and a gold bracelet (250gp).


    no. 3

    Investigating to see what Tylara's spell detected beneath the rotting shield, the wizard's discover 435 gp, a garnet ring worth 250 gp, and 3 magical arrows. (I'll go ahead and tell you that they are +3 arrows, too!) There is also an iron scroll case. Looking inside the case, you find a note written in common that says:


    On the back side of the note is a rough map that seems to show a portion of the Underdark in this area. There is an arrow pointing to one place on the map that says "L.K. 3 'keys' " Another arrow points to a different place with a note that says, "Orcs." Another arrow points to something labeled "Lake." And a last arrow points to a different place with a note that says, "Pillars? Good resting place."

    OOC: The map is too big and involved for me to reproduce it for you just now, and maybe I won't ever do so. Just refer to this as L.K.'s map when you use it, and I'll be able to get you where you want to go, I hope.
    Last edited by Scott DeWar; Friday, 24th April, 2009 at 03:05 PM.
    Check out Living Pathfinder! 76 83 92 102 109 115 members and counting!!

  • #17
    Registered User
    Grandfather of Assassins (Lvl 19)

    Scott DeWar's Avatar

    Join Date
    Feb 2007
    Location
    Miscatonic U. professor of supernatural studies-Emeritus [Nolensville, Tenn.]
    Posts
    19,549
    Reviews
    Read 0 Reviews
    OSRICEN PublishingPathfinderCircvs MaximvsGygax Memorial FundThe Perturbed Dragon

    ø Ignore Scott DeWar

    pathfinder Cappizzio

    special note: master work dagger has continual flame cast on it by manny
    plans:
    ghost touch armor: cost = +3 bonus (+15,000gp)
    Ghost touch rapier: cost = +1 bonus (+6,000 gp)

    Capizzio Del Collines, Esquire

    level up and pathfinder change info:

    Wizard 4-water elementalist

    bonded item: Rapier+1 (gift given by adoptive parents.)

    water elementalist

    Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.

    Cold Blast (Su): As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Wave (Su): At 8th level, you can create a wave of water that starts at your location and moves 30 feet per round away from you in a direction of your choosing. Creatures struck by the wave might be knocked down and pushed away. Make a caster level check against the CMD of each creature struck. If you succeed, the creature is knocked prone. If your check exceeds the CMD of the creature by 5 or more, it is carried with the wave during the wave’s movement this round. You receive a +5 bonus on this check if the creature shares its space with the wave at the start of your turn (when the wave moves). Creatures carried in this way can move out of the wave on their turn if they succeed on a Strength check (DC = 10 + 1/2 your caster level + your Intelligence modifier), but they cannot breathe while sharing space with the wave. The wave is up to 20 feet high and up to 5 feet long for each wizard level you possess. Nonmagical fires hit by the wave are automatically extinguished. Magical fire effects are unaffected. You can use this ability for a number of rounds per day equal to 1/2 your wizard level.




    *****************************************


    possible future feats
    Craft Wondrous Item or
    precocious spell caster or
    Winter's Blast-Create cold cone ld4 damage/spell level, +1 CL on cold spells


    Spoiler:

    Benefit: As long as you have a cold spell of 2nd level or
    higher available to cast, you can create a 15-foot cone-shaped
    burst of cold. This cone deals ld4 points of cold damage per
    level of the highest-level cold spell you have available to cast.
    A successful Reflex save halves the damage.
    As a secondary benefit, you gain a +1 competence bonus
    to your caster level when casting cold spells.


    ************************************************** *****************

    Personal Information
    Code:
    Name:    Cappizzio Del Collines, Archeologist, 
                           Collegiate wizard
    Class:   Rogue 2 / Wizard (elementalist-water) 4
    Race:    Human
    Size:    Medium
    Gender:  Male
    Algn:    Neutral Good
    Deity: 
    
    languages: common, Drow, Underdark, Draconic, Elvin, gnome, dwarvin 
    lightly encumbered, 30 mvmt
    
    
    Str:  12 +1  Level:  6 XP: 16,058
    Dex:  16 +3  BAB:   +3 HP: 35/46 
    Con:  12 +1  CMB:  +4 CMD: 17
    Int:  18 +4  Speed: 30'    
    Wis:  12 +1  Init:  +7 (dex: +3, feat +4)     
    Cha:  10 +0  caster level check (d 20 ) +10
    
    +2 Int(human)
    lv 4 abil adj: +1 to dex
    lv 8 abil adj: XXXX
    Combat
    Code:
    Armor:+1 mithral chain shirt  adj +4 ACP +0 
    spell fail 0% max dex  +6; magic: +1
    Armor class: 18
    Touch:   14  
    Flatfooted: 15 
    
    Saves
    
              Base   Mod  Misc  Total
    Fort:     +1     +1    +0     +2 wizard +1
    Ref:      +4     +3    +0     +7 Wizard +1; Rogue +3
    Will:     +4     +1    +0     +5 Wizard +4
    
    
    
    Weapons:        Att   Dmg     Crit       Rng   Type  
    Crossbow, lite  +6    1d8    19-20/X2     80'    P
    Club            +6    1d6+1    X2         10’    B
    Dagger          +6    1d4+1  19-20/X2     --     S/P
    Dagger, Thrown  +6    1d4+1  19-20/X2     10'    S/P
    Rapier, +1      +7    1d6+2 18-20/x2     --     p (bonded item)
    
    bab: rogue +1; wizard +2; 
    wpn finesse +3
    x
    concentration check = d 20 + caster level + int bonus
    Code:
                                   Concentration
    Situation                      Check DC
    Cast defensively               15 + double spell level
    
    Injured while casting          10 + damage dealt + spell level
    
    Continuous damage 
    while casting                  10 + 1/2 damage dealt + spell level
    
    Affected by a non-
    damaging spell while casting   DC of the spell + spell level
    
    Grappled or pinned
    while casting                  10 + grappler's CMB + spell level
    
    Vigorous motion while casting  10 + spell level
    
    Violent motion while casting   15 + spell level
    
    Extremely violent motion 
    while casting                  20 + spell level
    
    Wind with rain or sleet while
    casting                        5 + spell level
    
    Wind with hail and debris 
    while casting                  10 + spell level
    
    Weather caused by spell          see spell
    
    Entangled while casting        15 + spell level
    Feats, traits and Skills
    Code:
    Languages: 
    Common, Undercommon, brownie, magecraft (estonian), drow, elvin
    
    Traits:
    Gifted Adept-(Magic) [magic missile]
    Benefit: Pick one spell when you choose this trait. Whenever you cast that
     spell, its effects manifest at +1 caster level.
    
    teacher's pet (Profession [Archeologist])
    Benefit: You gain a +2 trait bonus to one Knowledge skill of your choosing
     and consider it a class skill.
    
    Feats:
    Trap finding (rogue lv 1 class feature)
    sneak attack +1d6 (rogue lv 1 class feature)
    evasion (rogue lv 2 class feature)
    Rogue Talent-Finesse Rogue: gain Weapon Finesse as a bonus feat.
    Scribe scrolll (wizard lv 1 class feature)
    Collegiate wizard (dm's generosity) gain 4 spells/ lv
    above first
    Sudden Silent spell (dm's generosity) 1/day cast
    spell without using verbal comp.
    
    Human feat Nimble fingers +2 on
    disable device/open locks skill checks
    Char lv 1 feat Improved Initiative
    Char lv 3 feat Practiced spell caster
    char lv 5 feat Arcane armor training  -10% to spell fail chance
    
    wizard level 5 feat  XXXX
    char lv 7 feat  XXXX
    
    Skill Points: 
     2*8 (rogue)+4*2(wizard)+6*4(int)+6*1(race)+6*1(fav cls)=
     16+8+24+6+6=60(+8)
    Gained 8 special ranks from reading 150 books about
    underdark in undercommen and drow langs
    
    Skills:               Ranks  +3? Mod  Misc Total
    Acrobatics              +4   +3   +3   ---   +10
    Appraise                +6   +3   +4   ---   +13
    Bluff                   +3   +3   +0   ---   +6
    Climb                   +4   +3   +1   ---   +8
    Craft: leatherwork      +1   +3   +4   ---   +8
    Disable divice          +6   +3   +3   +3    +15 [+3 trap finding/removal]
    Escape artist           +1   +3   +3   ---   +7
    Fly                    ---   +3   +3   ---   +9
    Heal                    +1   +0   +1   ---   +2
    Know Arcana             +4   +3   +4   +2    +13 (feat +2)
    Know arch/engn          +3   +3   +4   ---   +10
    Know Dungeoneering      +3   +3   +4   ---   +10
    Know Geography          +2   +3   +4   ---   +9
    Know History            +1   +3   +4   ---   +8
    Know Local              +2   +3   +4   ---   +9
    Know Nobility/Royalty   +1   +3   +4   ---   +8
    Know Religeon           +1   +3   +4   ---   +8
    Know The Planes         +1   +3   +4   ---   +8
    Knowledge:
    Underdark               +6   +3   +4   ---   +12
    Linguistics             +2   +3   +x   ---   +x Drow, Undercommon
    Perception              +6   +3   +1   [+3]  +10 [+13 trap finding]
    Profession: 
    Archeologist            +2   +3   +1   +2    +6 (trait +2)
    Ride                    +1   +0   +3   ---   +4
    Sense Motive            +1   +3   +1   ---   +5
    Sleight of Hand         +1   +3   +3   ---   +7
    Spellcraft              +6   +3   +4   ---   +13
    Stealth                 +3   +3   +3   ---   +9
    Survival                +1   +0   +1   ---   +1
    Swim                    +1   +3    +1   +3   +8   water supremacy +3
    hold breath: 48 rounds before check needed
    
    Skill modifiers:
    Knowledge, Arcana: +2 (Collegiate wizard)
    disable device: +2 (nimble fingers), +2 (mwk picks)
    open locks: +2 (nimble fingers) +2 (mwk picks)
    Profession: Archeologist +2 (teacher's pet trait)
    x
    x
    Equipment
    Code:
    Equipment:                   Cost          Weight    
    Mitheral chain shirt +1    2,100.00          10.0 (W)
    Dagger                         2.00           1.0 (left boot)
    Daggers, silvered X 2         44.00           2.0 (H2) (belt sheath)
    Dagger, mwk                  302.00           1.0 ( right boot)
    Xbow bolts, lite X 12          1.70           1.70 (quiver)
    Xbow bolts, lite, mw x 19    140.00           2.0 (H3)
    Rapier, +1                  2320.00           2.0 (waist)
    Heward's Haversack          2000.00           5.0 (back)
    Rogue's tools, mwk           100.00           1.0 (secreted about his person)
    Backpack                       2.00           2.0 (H2)   
    Bedroll                        0.10           5.0 (H2)
    Case, map/scroll               1.00           0.5 (H3)
    parchment X6
    Pen X 3
    Waterskin                      1.00           4.0 (H2)
    Flint/steel                    1.00           --- (H3)
    Ink X2                         8.00           --- (H3)
    Quill X2                       0.20           --- (H3)
    Oil X2                         0.20           2.0 (H2)
    Paper X40                     16.00           --- (H3)  
    Belt Pouch X2                  2.00           1.0 (belt)
    Rations, Trail X9              4.50           9.0  (H2)  -1
    Rope, Silk, 100 feet          20.00           10.0 (H2)  
    Sunrods X10                   10.00           10.0 (belt pouch x 1) (H3x9)
    Spell Comp Pouch               5.00            2.0 (belt)
    Spellbook                      ---             3.0 (H3)
    Explorer's Outfit              ---             ---  (wearing)
    Tinder twig, 20               20.00            --- (belt pouch)
    nice chest with  200pp                      7.0 (H2)
             
    Total Weight:    61.45 lb
    
    potions/scrolls:   1587.5 gp
    Money: 57 gp 
    
                 Lgt  Med  Hvy Lift Push
    Max Weight:  33   66   100  200  500
    x
    x

    Scrolls and Potions
    Code:
    Scroll: Persistent Blade          (25 gp) 
    Scroll: Light                   (12.5 gp) 
    Scroll: Mage Armor                (25 gp) 
    Scroll: Grease                    (25 gp) 
    Scroll: Instant Locksmith cl 1    (25 gp) !
    Scroll: Instant Locksmith cl 1    (25 gp) !
    Scroll: Instant Locksmith cl 1    (25 gp) !
    Scroll: Instant Locksmith cl 1    (25 gp)!
    Scroll: Instant Locksmith cl 1    (25 gp) !
    Scroll: Detect Secret doors cl 5 (125 gp) 
    Scroll: spontaneous search cl 1,  (25 gp) !
    Scroll: spontaneous search cl 1,  (25 gp) !
    Scroll: comp lang cl 5,           (125 gp) !
    Scroll: Identify cl 1,     (1 pearl + 25 gp) !
    
    
    • Wand: Lesser Globe of Invulnerability (CL7, 7 Charges, 2,940 gp)
    *potion:cure moderate wounds (cl3)
    *potion: cure moderate wounds (cl5 2 doses
    !: denotes a scroll of his own scribing
    Physical Description
    Code:
    Age: 18 Height: 5'9"  Weight: 181 lb     
    Eyes: Black Hair: curly black, medium length     
    Skin: olive (Mediterranean)
    
    Appearance 
    
    Personality: 
    Despite being the son of two of the faculty members, Capizzio tends to be a 
    bit of a trickster…perhaps because of who his parents are, that is why he is 
    that way…never the less, he can be all business when the need arises. His 
    father’s adventuresome tendencies are seen as a definite restlessness
    
    Background 
    Hello. my name is Capizzio Del Collines, adopted son of the professor Del 
    Collines, historian, purveyors and seeker of antiquities and rarities for the 
    wizard’s academy. My adoptive mother has a teaching  position in the arcane 
    studies of the academy as well. They know I am a bit of a wild sort at heart, 
    but they still keep tabs on me ... somehow.
    
    I started as a street urchin, stealing just to stay alive. One day I saw this 
    couple walking arm in arm and I wished for a mom and dad. Every day I 
    would see them walking the market and I would follow them to the undercity 
    tunnels where they were doing work. I would  see there was food about so I 
    would hang out and swipe the occasional bit of food. One day a new tunnel 
    was found but the opening was very small. Someone saw me  and asked if I 
    wanted to make some quick coin.
    What a question!
    
    I was able to slip inside and what I found was a dust filled chamber. I also 
    found a lever on my side so I pulled it and the opening that was only big 
    enough for me opened the rest of the way. The good professors  watched 
    as the door opened to see a brightly smiling ME and a big nasty 
    something else running up to catch me and make me the main course for 
    lunch. The woman snatched me up,the man pointed and shouted some words 
    and the woman did too. From their hands bursts of  light shot out and I found 
    that to be cool. I copied what they said but all I got was a spurt of light 
    at my finger tip and a scorched finger.
    
    The creature was stopped by their missiles of magic and the woman just 
    stared at me in amazement. They invited me to stay with them in gratitude, 
    where they would teach me how to do the spell they did. The natural talent 
    that I showed led them to adopting me and then  enrolling me in the academy. 
    WOW! Life is good!
    
    Since then I have been on the occasional trip to ruins, but I have made many 
    friends here at the academy!

    Spell book: (names in Italics are in spell compendium)

    pages used: 47


    Code:
    Level 0
    
    Spoiler:
    Acid splash-x Electric jolt- Mending-x Caltrops- Guiding shot- prestidigitation-x Dancing lights-x Launch bolt- Ray of frost-x Detect magic-x Launch Item- Silent portal- Detect poison-x Light-x Stick Disrupt undead-x Mage Hand-x Wings of the sea
    level 1 :
    Spoiler:
    Accelerated Movement- Deep Breath- Fist of Stone- Animate Rope-x Det. Secret Doors-x Grease-x Burning Hands-x Disguise Self-x Ice Dagger- Comprehend Lang-x Ectoplasmic armor- Identify-x Corrosive Grasp- Endure Elements-x Instant Locksmith- Critical strike- Feather Fall-x Instant search- low light vision- persistent Blade- Unseen Servant-x Mage Armor-x Scholar's touch+- True strike-x Magic Missile!-x Shocking Grasp-x Magic Weapon-x Sniper’s Shot- Mount-x Touch of the Sea**- Night Shield- Spontaneous Search != (cast at +1 lvl-trait) +=(races of destiny pg 167)
    level two
    Spoiler:
    cat's grace-x Ray of Ice**- Combust- Resist Energy- x bull's str-x Rope Trick- x Invisibility-x Spectral Hand-x Levitate- x Wraithstrike- Melf’s Acid Arrow-x
    level three
    Spoiler:
    Shadow binding
    Casts spells at level 6 (practiced spell caster)

    Code:
    Spell Summery:
    level :     0   1   2   3   4   5   6   7   8   9
    base:       4   3   2  
    int mod:    0   1   1   1  1
    ispec bonus:    1   1   1   1  1
    total:      5   5   4   x  x
    SPELLS MEMORIZED:
    ** denotes water spell

    0 level:

    Disrupt undead
    dancing lights
    detect magic
    Guiding shot
    **Ray of frost

    Level one:

    [s] corrosive grasp
    [s] Magic missle (cast at +1 lvl-trait)
    Magic missle (cast at +1 lvl-trait)
    Magic missle (cast at +1 lvl-trait)
    ** Touch of the Sea

    Level two:

    Wraithstrike
    Cat's grace
    [s]Melf's acid arrow
    [s]Ray of Ice**

    Scott DeWar, drinker of Dewar’s scotch.

    collegiate wizard

    Collegiate Wizard

    You have undergone extensive training in a formal school for wizards.

    Prerequisites: Int 13, wizard level 1

    Benefit: You begin play with knowledge of six 1st-level spells, plus 1
    per point of Intelligence bonus. Each time you gain a wizard level, you
    may add four spells to your spellbook. You gain a +2 bonus on all
    Knowledge (arcana) checks.

    Normal: 1st-level wizards begin play with knowledge of three 1st-level
    spells, and add two spells per level to their spellbook.

    Special: You can take this feat only as a 1st-level character




    Spoiler:

    spell: SCHOLAR’S TOUCH
    Divination
    Level: Bard 1, cleric 1, sorcerer/wizard 1
    Components: V, S, M, F
    Casting Time: 1 standard action
    Range: Personal
    Target: One book/round
    Duration: Concentration, up to 1 round/level
    With this spell you can touch a book or scroll and absorb the knowledge
    contained within as if you had just read it. This is equivalent to a solid
    reading but not deep study—the character does not gain perfect recall
    of the information, just whatever he would have gotten from reading it
    completely once. If you can’t read the language of the source, the spell has
    no effect. This spell cannot be used to prepare spells or to cast magical
    scrolls, nor does it have any effect when reading a magical book (such
    as a tome of understanding).
    Material Component: A scrap of parchment and a pinch of tinder.
    Focus: A thin crystal disc.

    water and fire elementalist spells


    (Restricted: fire)
    Elementalist Wizard Spells
    0-Level Elementalist Wizard Spells

    Fire
    Spark: Ignites flammable objects.

    Water
    Ray of Frost: Ray deals 1d3 cold damage.

    1st-Level Elementalist Wizard Spells

    Fire
    Burning Hands: 1d4/level fire damage (max 5d4).
    Dancing Lantern: Animates a lantern that follows you.

    Water
    Hydraulic Push: Sudden and powerful wave of water bull rushes an enemy.
    Obscuring Mist: Fog surrounds you.
    Touch of the Sea: Swim speed becomes 30 ft.

    2nd-Level Elementalist Wizard Spells

    All
    Elemental Speech: Enables you to speak to elementals and some creatures.
    Elemental Touch: Gain energy damage touch attack.
    Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
    Summon Monster II: Summons elemental creature.

    Fire
    Burning Gaze: 1d6 fire damage to target by looking at it.
    Fire Breath: Exhale a cone of flame at will.
    Flaming Sphere: Ball of fire deals 3d6 fire damage.
    Pyrotechnics: Turns fire into light or thick smoke.
    Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

    Water
    Accelerate Poison: Hastens targeted poison's onset.
    Fog Cloud: Fog obscures vision.
    Slipstream: Wave boosts creature's speed.

    3rd-Level Elementalist Wizard Spells

    All
    Draconic Reservoir: Subject can absorb energy damage and enhance melee attacks with it.
    Elemental Aura: Creates an aura of energy around you.
    Protection From Energy: Absorbs 12 points/level of damage from one kind of energy.

    Fire
    Campfire Wall: Creates a shelter around a campfire.
    Fireball: 1d6 fire damage per level, 20-ft. radius.
    Flame Arrow: Arrows deal +1d6 fire damage.

    Water

    Aqueous Orb: Creates rolling sphere of water.
    Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
    Sleet Storm: Hampers vision and movement.
    Water Breathing: Subjects can breathe underwater.

    4th-Level Elementalist Wizard Spells

    All
    Detonate: 1d8/level energy damage to nearby creatures.
    Dragon's Breath: Gives you a dragon's breath weapon.
    Elemental Body I: Turns you into a Small elemental.
    Summon Monster IV: Summons elemental creature to fight for you.

    Fire
    Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
    Fire TrapM: Opened object deals 1d4 damage +1/level.
    Firefall: Fire bursts upward, dealing 2d6 fire damage.
    Wall of Fire: 2d4 fire damage to 10 ft. and 1d4 to 20 ft. Passing through wall deals 2d6 damage +1/level.

    Water
    Ice Storm: Hail deals 5d6 damage in area 40 ft. across.
    Solid Fog: Blocks vision and slows movement.
    Wall of Ice: Ice plane creates wall or hemisphere creates dome.

    5th-Level Elementalist Wizard Spells

    All
    Elemental Body II: You become a Medium elemental.
    Planar Adaptation: Resist harmful effects of a plane.
    Planar Binding, Lesser: Traps elemental creature of 6 HD or less until it performs a task.
    Summon Monster V: Summons elemental creature to fight for you.

    Fire
    Fire Snake: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
    Geyser: Creates a geyser of boiling water.

    Water
    Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage.
    Cone of Cold: 1d6/level cold damage.
    Geyser: Creates a geyser of boiling water.

    6th-Level Elementalist Wizard Spells

    All
    Elemental Body III: Turns you into a Large elemental.
    Planar Binding: As lesser planar binding, but up to 12 HD.
    Summon Monster VI: Summons elemental creature to fight for you.

    Fire
    Contagious Flame: Rays do 4d6 fire damage, then move on to new targets.
    Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.

    Water
    Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
    Freezing Sphere: Freezes water or deals cold damage.

    7th-Level Elementalist Wizard Spells

    All
    Elemental Body IV: Turns you into a Huge elemental.
    Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
    Summon Monster VII: Summons elemental creature to fight for you.

    Fire
    Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
    Firebrand: Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack.

    Water
    Control Weather: Changes weather in local area.
    Vortex: Creates a whirlpool in water.

    8th-Level Elementalist Wizard Spells

    All
    Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
    Summon Monster VIII: Summons elemental creature to fight for you.

    Fire
    Incendiary Cloud: Deals 6d6 fire damage/round.
    Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.

    Water

    Horrid Wilting: Deals 1d6/level damage within 30 ft.
    Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
    Seamantle: Sheathes you in protective water.

    9th-Level Elementalist Wizard Spells

    All
    Gate M: Connects two planes for travel or summoning.


    Fire
    Fiery Body: You gain various fire-related powers.
    Meteor Swarm: Four meteors each deal 6d6 fire damage.

    Water
    Tsunami: Wave damages and sweeps up all in its path.
    World Wave: Earth moves you across distances.


    water elemnetalist abilities

    Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.

    Cold Blast (Su): As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6 points of cold damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and staggers them for 1 round. A successful Reflex save negates the staggered effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Wave (Su): At 8th level, you can create a wave of water that starts at your location and moves 30 feet per round away from you in a direction of your choosing. Creatures struck by the wave might be knocked down and pushed away. Make a caster level check against the CMD of each creature struck. If you succeed, the creature is knocked prone. If your check exceeds the CMD of the creature by 5 or more, it is carried with the wave during the wave’s movement this round. You receive a +5 bonus on this check if the creature shares its space with the wave at the start of your turn (when the wave moves). Creatures carried in this way can move out of the wave on their turn if they succeed on a Strength check (DC = 10 + 1/2 your caster level + your Intelligence modifier), but they cannot breathe while sharing space with the wave. The wave is up to 20 feet high and up to 5 feet long for each wizard level you possess. Nonmagical fires hit by the wave are automatically extinguished. Magical fire effects are unaffected. You can use this ability for a number of rounds per day equal to 1/2 your wizard level.

    Last edited by Scott DeWar; Monday, 30th June, 2014 at 09:16 PM.
    Check out Living Pathfinder! 76 83 92 102 109 115 members and counting!!

  • #18
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    Location
    hagerstown md
    Posts
    12,363
    Reviews
    Read 0 Reviews

    ø Ignore HolyMan
    Simeon Longknife

    Game Info

    Race: Half-Orc
    Class: Ranger (Skirmisher/Guide)
    Level: 6
    Experience: 16,708
    Alignment: Chaotic Neutral
    Languages: Common, Orc, Draconic
    Deity: ???

    Abilities

    STR: 17 +3 (07 pts) (+2 racial bonus)
    DEX: 14 +2 (03 pts) (+1 @ LvL 4)
    CON: 15 +2 (07 pts)
    INT: 12 +1 (02 pts)
    WIS: 13 +1 (03 pts)
    CHA: 08 -1 (-2 pts)

    Combat

    HP: 72 = [6d10=60] + 12 (CON)
    AC: 22 = 10 + 5 (armor) + 4 (shield w/feat) + 2 (DEX) + 1 (Natural)
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 20 = 10 + 5 (armor) + 4 (shield w/feat) + 1 (Natural
    INIT: +2 = +2 (DEX)
    BAB: +6/+1 = +6/+1 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight)
    CMB: +9 = +3 (STR) + 6 (BAB)
    CMD: 21 = 10 + 3 (STR) + 2 (DEX) + 6 (BAB)
    Fort: +7 = +5 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight) + 2 (CON)
    Refl: +7 = +5 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight) + 2 (DEX)
    Will: +3 = +2 (Ranger) + 0 (Wizard) + 0 (Eldritch Knight) + 1 (WIS)
    Speed: 30'
    Damage Reduction: none
    Spell Resistance: none
    Spell Failure: 15%

    Weapon Stats

    Standard Attack:
    MW Scimitar(melee): +10 = +6 (BAB) + 3 (STR) + 1 (MW)/DMG: 1d6+1(S), CRIT 18-20x2
    +1 spiked mithral heavy shield of bashing: +12 = +6 (BAB) + 3 (STR) + 3 (feat)/DMG: 2d6+4(P), x2
    MW Comp. longbow [STR +3]: +9 = +6 (BAB) + 2 (DEX) + 1 (Magic)/DMG: 1d8+4(P), x3 - Range 110'

    FULL ATTACK:
    +8/+3/+12(scimitar,scimitar,shield bash)

    Racial Traits

    Abilities: +2 any Ability Score (STR)
    Size: Medium
    Speed: 30' Base speed
    Darkvision: 60' (base only, upped it via feat)
    Favored Class: Wizard
    Intimidating:
    Cavewight: Some Half-orcs live far from the surface, seeking solace in winding cave complexes. Half-orcs with this racial trait gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating racial trait.
    Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
    Orc Ferocity:
    Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces the orc ferocity racial trait.
    Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
    Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

    Class Features

    Favored Enemy
    Ranger's Focus(Ex) (modifier +4, 2 times per day): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

    At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

    This ability replaces favored enemy.

    Track(Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

    Wild Empathy(Ex) (1d20+5): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

    Combat Style(Ex): At 2nd level, a ranger must select one of six combat styles to pursue: archery, two-weapon combat, crossbow, mounted combat, natural weapon, two-handed weapon, or weapon and shield. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

    Chosen: Weapon and Shield

    If the Ranger selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting. At 6th level, he adds Saving Shield* and Shield Master to the list. At 10th level, he adds Bashing Finish* and Greater Shield Focus to the list.

    * These feats are from the Advanced Player's Guide and are added to the feat section of this site.

    Favored Terrain(Ex) - Underground: At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

    At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

    If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

    Hunter's Bond
    Terrain Bond(Ex): At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.

    This ability replaces hunter’s bond.

    Spells
    Hunter's Tricks: At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once. This ability replaces the Ranger’s spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

    Tricks Known - (Uses per day = 4)

    Surprise Shift(Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

    Feats & Traits

    Prof. with all simple and martial weapons (ranger)
    Armor Prof. (light and medium) (ranger)
    Shield Prof. (ranger)
    Deep Sight (LvL 1)
    Shield Focus (combat style LvL 2)
    Endurance (ranger bonus LvL 3)
    Diehard (LvL 3)
    Improved Shield Bash (LvL 5)
    Shield Master (combat style LvL 6)

    Traits:
    Dangerously Curious: Gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill.

    Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

    Skills

    Skill Ranks: 42 = [6 (class) + 1 (INT)] x 6 (LvL) + 0 (Favored Class)
    Max Ranks: 6 ACP: -0

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                    Stat  Rank   CS  Misc  ACP
    +2 =  Acrobatics          +2    +0    +0   +0   -0   DEX
    +1 =  Appraise            +1    +0    +0   +0        INT
    -1 =  Bluff               -1    +0    +0   +0        CHA
    +8 =()Climb               +3    +2    +3   +0   -0   STR
    +1 =()Craft:_____         +1    +0    +0   +0        INT
    -1 =  Diplomacy           -1    +0    +0   +0        CHA
    na =  Disable Device^     +2    +0    +0   +0   -0   DEX
    -1 =  Disguise            -1    +0    +0   +0        CHA
    +2 =  Escape Artist       +2    +0    +0   +0   -0   DEX
    +2 =  Fly                 +2    +0    +0   +0   -0   DEX
    na =()Handle Animal^      -1    +0    +0   +0        CHA
    +10=()Heal                +1    +6    +3   +0        WIS
    +3 =()Intimidate          -1    +1    +3   +0        CHA
    na =  Know:Arcana^        +1    +0    +0   +0        INT
    +10=()Know:Dungeoneering^ +1    +6    +3   +1**      INT
    na =  Know:Engineering^   +1    +0    +0   +0        INT
    +5 =()Know:Geography^     +1    +1    +3   +0        INT
    na =  Know:History^       +1    +0    +0   +0        INT
    +2 =  Know:Local^         +1    +0    +0   +0        INT
    +5 =()Know:Nature^        +1    +1    +3   +0        INT
    na =  Know:Nobility^      +1    +0    +0   +0        INT
    na =  Know:Planes^        +1    +0    +0   +0        INT
    na =  Know:Religion^      +1    +0    +0   +0        INT
    +2 =  Linguistics         +1    +0    +0   +0        INT
    +12=()Perception          +1    +6    +3   +2        WIS
    -1 =  Perform:_____       -1    +0    +0   +0        CHA
    na =()Profession^:_____   +1    +0    +0   +0        WIS
    +2 =()Ride                +2    +0    +0   +0   -0   DEX
    +1 =  Sense Motive        +1    +0    +0   +0        WIS
    na =  Sleight of Hand^    +2    +0    +0   +0   -0   DEX
    na =()Spellcraft^         +1    +0    +0   +0        INT
    +11=()Stealth             +2    +6    +3   +0   -0   DEX
    +10=()Survival            +1    +6    +3   +3*(+1**) WIS
    +7 =()Swim                +3    +1    +3   +0   -0   STR
    +9 =()Use Magic Device^   -1    +6    +3   +1        CHA
    * added when following tracks only
    ** +1 trait bonus added when underground

    Equipment

    Code:
    Equipment                                     Cost   Weight
    +1 mithral shirt                             2,100gp  10lb
    +1 spiked mithral heavy shield of bashing    5,020gp  15lb
    mw scimitar                                    315gp   4lb
    mw composite longbow [STR +3]                  700gp   3lb
    +1 arrows(20)                                1,101gp   3lb
    wand of cure moderate wounds(20 charges)     1,800gp   ---
    wand of shocking grasp(LvL3)(34 charges)     1,530gp   ---
    amulet of natural armor +1                   2,000gp   ---
    potions:
    -cure serious wounds(3d8+5)                    750gp   ---
    -protection from arrows                        300gp   ---
    ioun torch                                      75gp   ---                            
    traveler's outfit                               00gp   ---
    mw backpack                                     50gp   4lb
    rope (hemp 50')                                  1gp  10lb
    bedroll                                         .1gp   5lb
    scroll case                                      1gp  .5lb
    - scroll: summon monster I                      25gp   ---
    flint and steel                                  1gp   ---
    ink(1 vial)                                      8gp   ---
    inkpen                                          .1gp   ---
    belt pouch                                       1gp  .5lb
    rations(10 days)                                 5gp  10lb
    sack                                            .1gp  .5lb
    torches(2)                                     .02gp   2lb
    waterskin                                        1gp   4lb
    whetstone                                      .02gp   1lb
    spellbook                                       15gp   3lb
    - value of spells                              145gp   ---
    Treasure: 35gp, 6sp, 6cp Gems:1(20gp)
    Total weight carried: 75.5/light load

    Carrying Capacity:
    Code:
                Normal    MW Backpack
    Light      000-086    000-100
    Medium     087-173    101-200
    Heavy      174-260    201-300

    Spellbook

    Cantrips: All (plus spark from APG)
    1st level: true strike, magic weapon, protection from evil, jump

    Details

    Size: Medium
    Gender: Male
    Age: 24
    Height: 6'2''
    Weight: 195
    Hair Color: black mohawk
    Eye Color: black
    Skin Color: greyish green
    Apperance: TBD
    Deamenaor: Patient, calm, slow to anger, quick to action, fearsome when provoked Child like when it comes to magical "toys"
    The above is before he learns that magical ability can be taught. Then he will be jovial, full of questions and energetic and eager to learn.

    Background

    Notes for background:

    Simeon is a half-orc but it hardly shows in his appearance. As recorded by replacing orc ferocity with toothy (from APG). He looks more orcy than most orcs as well. Born and raised underground Simeon will replace the orc racial trait Intimidate with Cavewight. He grew up in the wilds of the caverns along the underdark. (I should take the Deep Sight feat as well).

    Has a low will save - perhaps he has been effected by spells in the past like sleep, hold person, or others and he deemed it powerful magic he wish he had.

    Simeon is left handed (although he doesn't know this yet). When a young orcling in training he constantly wanted to put his axe in his left hand. And every time an orc instructor would tell him he is "doing it wrong" and have him put it back in his right hand.

    After many failed mock combats his axe was takin' away and he was given a sword (longknife) and shield. He was told due to his poor combat ability he would need the shield to survive. Simeon instantly took to the shield (in his left hand). He adapted to using it to block well (i.e. shield focus) and to counter attacking with it. It dealt more damage than his feeble "longknife" attacks (and should as it is considered his primary hand). And more and more he would bash someone with it over attacking with his scimitar even if it did open up his defenses (later he gets improved shield bash - finally learning to block and attack as one).

    Thinking of adding he got the mithral shirt and shield off a dead dwarf maybe found him dying? Not sure or a skeleton of an old dead dwarf.

    Amulet of natural armor is a leather cord through a hole in a rock that Simeon found. He is just lucky like that.

    Adventure Log
    None yet
    Attached Thumbnails Attached Thumbnails Simeon.jpg  
    Last edited by HolyMan; Wednesday, 14th September, 2011 at 04:58 AM. Reason: XP
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

  • + Log in or register to post
    Page 2 of 2 FirstFirst 12

    Similar Threads

    1. Replies: 1426
      Last Post: Sunday, 10th August, 2014, 03:45 PM
    2. Replies: 518
      Last Post: Monday, 30th June, 2014, 03:58 AM
    3. Whirtlestaff's Wizards' Academy Reprise, IC03
      By Leif in forum Playing the Game
      Replies: 1003
      Last Post: Tuesday, 26th April, 2011, 03:56 PM
    4. Whirtlestaff's Wizards' Academy Revisited, OOC01
      By Leif in forum Talking the Talk
      Replies: 1001
      Last Post: Monday, 23rd February, 2009, 04:24 AM
    5. Whirtlestaff's Wizards' Academy Revisited, IC01
      By Leif in forum Playing the Game
      Replies: 995
      Last Post: Wednesday, 21st January, 2009, 05:26 PM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •