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Tuesday, 20th May, 2008, 02:11 PM #1
The Great Druid (Lvl 17)
Renau1g's Red Hand of Doom - Group 2
As a follow up to the recruiting thread:
So, I've decided to go ahead with running the game. It's only the Red Hand of Doom module, that way we can get right into it. I'll be expecting 1 post/day on weekdays, weekends are flexible, if you can great, if not, no worries. I'll be running 1 combat round/day at the latest, if you haven't posted I'll NPC you or maybe you're character is overwhelmed by what's going on around him and spends a turn in full defence.
# of PCs: 4-5
Stats: 34-point buy
HP: Max at 1st, 3/4 after (Make up difference next level for odd dice, i.e. 7.5hp for d10, 7 2nd level, 8 3rd level)
Game World: Generic, but using FR deities (http://realmshelps.dandello.net/dieties/human.shtml, if you're not familiar with them)
LA: I'll allow a LA of +1 for races or a template
Core - PHB/PHB2, DMG, MM
Completes - Adventurer, Arcane, Divine, Mage & Warrior
Eberron - Campaign Setting, Races of Eberron, Player's Guide
FR - Campaign Setting, Races of Faerun, Player's Guide
Heroes of Horror, Libris Mortis
Magic Item Compendium, Spell Compendium
Psionics - from the SRD only (I'll be treating Psionics as magic for SR, etc.)
Tome of Battle
Anything else needs approval.
Applications will have the following:
Edit: Also, I'll be giving each player one of the +2/+2 feats from the srd (i.e. stealthy) as long as they have some skill points in it. Starting gold will be standard, 13,000gp no more than 1/2 on an item (expection is a +2 weapon).
Edit 2: Up to 2 flaws will be allowed from UA, Traits are also allowed.
WalkingDad - Death-forged Necromancer
Jerrand Redband - Human Cleric
Voadam - Tiefling Soulknife
stonegod - Changeling beguiler
Arabesu - Shifter Wilder
The group will be adventuring together before the adventure starts, if anyone needs to modify to accomodate this, please do so.
I'll get an IC thread up as soon as everyone's posted characters and I look them over.
Tuesday, 20th May, 2008, 02:42 PM #2
Acolyte (Lvl 2)
Draxton Cleric of Helm lvl 6Code:
Name: Draxton Bowith Class: Cleric Race: Human Size: Medium Gender: Male Alignment: Lawful Good Deity: Helm Str: 14 +2 (06p.) Level: 6 XP: 16,260 Dex: 10 +0 (02p.) BAB: +4 HP: 53 (6d8+12+3) Con: 12 +1(04p.) Grapple: +6 Dmg Red: --- Int: 14 +2 (06p.) Speed: 20' Spell Res: --- Wis: 15 +2 (08p.) Init: +0 Spell Save: 12+ sp lvl Cha: 16 +3 (08p.)* ACP: -6 Spell Fail: --- * raised at 4th level Base Armor Shld Dex Size Nat Misc Total Armor: 10 +8 +2 +1 21 Touch: 12 Flatfooted: 21 Base Mod Misc Total Fort: 5 +1 +6 Ref: 2 +0 +3 Will: 5 +2 +7 Weapon Attack Damage Critical +1 (ghost touch) Mace, heavy +7 d8+3 x2 Dagger(melee) +6 d4+2 19-20x2 Dagger(thrown) +4 d4+2 19-20x2 Languages: Common, Celestial, and Dwarven Abilities: +4 skill points at lvl 1, +1 skill point per lvl, bonus feat at 1st lvl, highest class lvl is favored class, arua(good) turn undead (10/day, range 60', +5 to turn, 2d6+9 damage) feat of strength: 1/day +6 to str for 1 round, reroll failed save if rolled a 1 reroll stands Spells: 5- 0lvl, 4+1- 1st lvl, 4+1- 2nd lvl, 2+1- 3rd lvl Domains: Pride and Strength Usual spells prepared: 0lvl- cure minor woundsx2, detect magic, read magic, mending 1stlvl- bless, divine favor, cure light wounds(x2), enlarge person(d) 2nd lvl- restoration, lesser, bull's strength(d), spiritual weapon, cure mod. wounds(x2) 3rd lvl- dispel magic, heroism(d), meld into stone Feats: Toughness (L1), Improved Turning (bonus-human), Combat Casting(L3), Extra Turning (L6), Negotiator (DM-bonus) Skill Points: 45 Max Ranks: 9/4.5 Skills Ranks Mod Misc ACP Total - Know(religion) 7 +2 +9 - Know(history) 5 +2 +7 - Know(planes) 5 +2 +7 - Concentration 5 +1 +4 +10 - Spellcraft 5 +2 +7 - Heal 9 +2 +11 - Diplomacy 9 +3 +2 +14 - Sense Motive 0 +2 +2 +4 Equipment: Cost Weight - Traveler's Outfit free 0lb - Full Plate (mw) 1,650gp 50lb - Shield, heavy steel (mw) 170gp 15lb - Ring of Protection +1 2,000gp --- - +1 ghost touch, Heavy Mace 8,312gp 8lb - Dagger 2gp 1lb - Holy Symbol, silver 25gp 1lb - Scrolls cure light wounds(4)w/ case 201gp 1.5lb - Bedroll 1sp 5lb - Spell Component Pouch 5gp 2lb - Backpack 2gp 2lb - rations,trail(4days) 20sp 4lb - waterskin 1gp 4lb - flint and steel 1gp ---- - torches(3) 3cp 3lb - whetstone 2cp 1lb - mirror, small steel 10gp .5lb - sack 1sp .5lb - potion cure serious wounds(3d8+5) 750gp .25lb Total Weight: 98.75 (medium load) Money: 42gp, 7sp, 5cp Lgt Med Hvy Lift Push/Drag Max Weight: 58 116 175 350 875 Age: 25 Height: 5'-11" Weight: 195b Eyes: hazel Hair: brown with beard and moustache Skin: lightly tanned
moustaches which he is quite proud of(much like a dwarf). He has a
small scar on his left cheek from a long ago fight that his beard
covers a little.
Personality: Draxton is open and honest and will give anyone the benefit of the
doubt he tries not to judge to harshly by ones apperance and race. It's
one of the reasons he no longer lives with the dwarves.
Background: Draxton was part of a group from Helms priesthood that ventured into
the remote kingdom of the dwarves to help bring Helm's blessing to some
new construction. Drax fell in love with the dwarven way of live and stayed
on sometime after the other priests had left. He was helpful in many was to
the dwarven people but being a human finally called to him the wandering and
call to adventure. So he has forged new friendships and comrades in arms with whom
he is now with.
Modus Operandi: Power up melee fighters and play medic after combats.
He will stay away from a fight and use spiritual weapon
and meld into stone.
Last edited by Jerrand Redband; Friday, 13th June, 2008 at 10:36 PM. Reason: added free feat oops
Tuesday, 20th May, 2008, 03:45 PM #3
Guide (Lvl 11)
Sir Conrad Cyr Work in progress
Name: Sir Conrad Cyr
Race: Tiefling (humanoid subtype planetouched)
Class: Soulknife 6
Alignment: Lawful Evil
Religion: Triad/Diabolist devoted to the Archdevil Fierna
F +5, R +9, W +5
hp 10+7+8+7+8+7+18+8 = 73
AC 23 (+6 armor, +3 shield, +4 dex) touch 14, FF 19
Attack +9 melee +1 psychokinetic mindblade 1d8+4+1d4 19-20 slashing magic (+1d8 Psychic strike, +2d6 psionic weapon)
Attack +10 ranged +1 psychokinetic mindblade 1d8+4+1d4 19-20 slashing magic r 30' (+1d8 Psychic strike, +2d6 psionic weapon)
Darkvision 60' cold, electricity, fire resistance 5, darkness 1/day
Feats: Alertness (B), Psionic Body(P), Psionic Meditation(P), Psionic Weapon(P), Speed of Thought(B, P), Weapon Focus mindblade(B), Wild Talent(B),
Bluff +0 ranks +0 cha +2 tiefling = +2
Concentration 9 ranks +3 con = +12
Hide +4 dex +2 tiefling -1 armor = +5
Listen 9 ranks +0 wis +2 alertness = +11
Move silently +9 ranks +4 dex -1 armor = +12
Spot 9 ranks +0 wis +2 alertness = +11
Tumble 9 ranks +4 dex = +13
Languages: Common, Infernal
Equipment 13,000 total
Mithral breastplate+1 5,200 20lbs.
Heavy darkwood shield+1 1,257 5 lbs.
Handy Haversack 2,000 5 lbs.
Wand of lesser vigor x2 1,500
Ring of sustenance 2,500
Lesser vigor potions x10 500 gp
Sundry gear, rope, flint and steel, etc. ~20 gp
Lean and swarthy, sir Conrad has what may be referred to as cruelly dark good looks. Sir Conrad appears a true knight in his gleaming mithril plate armor with heraldry of the Order of the Seelenritter. His brown eyes occasionally flash a fiery red when he is feeling passionate and he can sport a glowing violet spike of psychic energy from his fist at will.
Sir Conrad is completely devoted to his work of punishing the wicked and putting minions of evil to the sword. He feels very aristocratic and noble, giving him an air of superiority and an impression that he feels he knows more than others. He cheerfully works with good companions in his pursuit of evils, but he is harsh and pitiless, often willing to do what others are not for their shared cause. He knows many of his allies do not like him or his methods, but he smiles and continues doing his bloody work with them. He pushes some boundaries but mostly is a secure ally for those who work with him, the ironic and smiling devil you know and all that.
Sir Conrad is a wandering knight errant of the Order of the Seelenritter, the soul knights. These mystic warriors dedicated to the Triad perfect body, mind, and soul to champion the cause of justice and combat supernatural evil. In truth Sir Conrad is an agent of the Lady Fierna, Archdevil Lord of the Fourth, patroness of pain, pleasure, and fire. He joined the Order to hunt down foes and rivals of the Lady's as well as those of her own who had lost her favor. Sir Conrad's grandfather, Sir Vanden Hagel, was a paladin knight within the order but was lost in a quest to hell fighting the Lady of flames. Sir Conrad's mother, a half-fiend was spawned by the Lady after that quest, and Sir Conrad bears some blessings of the Lady, his grandmother, within his blood. When he came of age Sir Conrad journeyed to the Order wearing his grandfather's armor and petitioned by right of the blood of his grandfather to apply and apprentice himself to become a Seelenritter knight. Divinations confirmed his noble ancestry as well as his claims that his blood was tainted and that he would detect as evil. His fiendish aspects are known by the order and disqualified him from becoming a paladin, but so long as he abides by certain strictures and serves the order, he need not fear them and has a measure of political protection against the huntings of good clerics and paladins who detect the evil "of the taint of his blood". In fact he has gone on missions for the Order to infiltrate evil cults then strike them down from within. His successes have been numerous and though he is often under suspicion from his order, he has been granted the status of knight errant to pursue evils at his discretion. This has placed him in a position to openly hunt down evils just as Grandma planned.
Sir Conrad is a melee combatant, ready to go in fast and take on powerful foes face to face. Inflicting and taking grievous wounds in his fight against evil is not something he shrinks from, he considers it his duty and calling.
When not on campaign Sir Conrad spends a lot of time becoming debauched before journeying out in the field again. Not coincidentally, many cultists of Fierna work in brothels.
Last edited by Voadam; Tuesday, 2nd September, 2008 at 09:36 PM.
Tuesday, 20th May, 2008, 09:16 PM #4
Superhero (Lvl 15)
Warforged Dread Necromancer
Level up to level 6
Last edited by Walking Dad; Monday, 8th June, 2009 at 09:50 AM. Reason: gain xp, level up!
Tuesday, 20th May, 2008, 11:33 PM #5
Enchanter (Lvl 12)
- Join Date
- Sep 2005
- Starkville, MS
- Read 0 Reviews
ø Block stonegod
Male (?) changeling beguiler 6
N Medium humanoid
Init +3; Senses Listen +0, Spot +10
Languages Common, Elven, Draconic, Dwarf, Giant, Goblin, Orc
AC 19, touch 13, flat-footed 16; +6 armor, +3 Dex; Combat Expertise
hp 34 (6 HD)
Fort +3, Ref +5, Will +5; +2 vs. sleep and charm
Speed 30 ft.
Melee +1 rapier +7 (1d6-1/18-20) or
Base Atk +3; Grp +2
Atk Options Combat Expertise, Weapon Finesse, cloaked casting (+1 DC)
Special Actions Improved Feint, minor shape change, surprise casting (swift)
Combat Possessions anklet of translocation, eternal wand of unseen servant, healing belt
Beguiler Spells Known (CL 6, +4 ranged touch, +6 melee touch, DC 14+lvl):
- 3rd (4/d)—arcane sight, clairaudience/clairvoyance, crown of veils, deep slumber, dispel magic, displacement, glibness, halt, haste, hesitate, hold person, inevitable defeat, invisibility sphere, legion of sentinels, major image, nondetection, slow, suggestion, vertigo field, zone of silence
- 2nd (6/d)—blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
- 1st (7/d)—charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm, ventriloquism
- 0 (6/d)—dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
Abilities Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 12
SQ armored mage (light), trapfinding
Feats Combat Expertise, Improved Feint, Quick Change, Silent Spell (B), Stealthy (B), Weapon Finesse
Skills Balance +5, Bluff +13, Concentration +10, Disable Device +11, Disguise +8, Diplomacy +5, Gather Information +3, Hide +14, Intimidate +5, Jump +1, Knowledge (arcana) +5, Knowledge (local) +5, Move Silently +12, Open Locks +7, Search +13, Sense Motive +7, Speak Language (Elven, Dwarf), Spellcraft +8, Spot +9, Tumble +8
Possessions Combat possessions plus +1 rapier; mithral shirt +2, arcane thieves' tools, bedroll, 2 belt pouches, everfull mug, everlasting rations, jewelry (100 gp), shiftweave outfit (courtier, noble, peasant, scholar, traveler outfits), spell component pouch, 2 sunrods; cart and 2 horses; 1613gp 11sp; 22.5 lbs; Light Load
Armored Mage (Ex) Sohen does not suffer arcane failure casting spells in light armor.
Cloaked Casting (Ex) The DC's of Sohen's spells increase by 1 if the target would be denied its Dex bonus.
Minor Shape Change As a move action, Sohen can change its appearance. This is like a disguise self spell except the duration is permanent, clothing does not change, and the change is permanent.
Surprise Casting (Ex) Sohen may feint in combat as a swift action. The target is denied their Dex bonus to Sohen's next melee attack or spell.
Considering his constant state of disguise, no one really knows. Sohen generally does not reveal that he is about 24 years old.
Sohen is quiet and introspective when himself, which is rarely. When others, his personality varies with the persona. Sohen seeks the secrets of others for his own purposes: They make excellent currency. The changeling has an unending hatred of hobgoblins and seeks to harm them (usually non-physically and indirectly, but will respond to violence) as opportunities present themselves.
Sohen belonged to a group of changelings that were integrated into a human city. They were members of the underclass, but were not known for what they were. Things were rough, but such was their life.
Sohen began to learn the "family" trade of thievery and deception at an early age, showing a penchant for magical deception. He was an up-and-comer when a group of well organized hobgoblin thugs began decimating Sohen's "family". Sohen, as far as he knows, was the last, barely escaping with his life.
The changeling spent the next years getting his vengence. The hob's families, friends, business associates---but never the hobs themselves---suffered from calamity after calamity. Blackmail. Extortion. Imprisonment for crimes witnesses swore they committed. Some died mysteriously. Soon, the will and support structure of the hob gang was shattered, and the hobs vanished. No one knows who did this, but there were always rumors of a single mastermind behind it all. One they never found.
Sohen now travels incognito, finding others that find his skills useful, each time a different persona. And if hobs were involved, all the better...
Sohen prefers infiltration, intelligence gathering, and blending in to direct violence. If he has to reveal himself, it is the last thing he want his target to see. In combat, he uses misdirection and his spells to control the battlefield, confusing and redirecting his foes as needed. A popular tactic is assuming the visage of the one of the enemy to sow confusion.
Last edited by stonegod; Saturday, 25th April, 2009 at 11:54 PM. Reason: XP and stuff
Wednesday, 21st May, 2008, 03:00 PM #6
Novice (Lvl 1)
inserted. Good to go.
Name: Yorgan Stoutskull, aka Yorgan the bold, Yorgan of Hintershire, Yorgan of the Black Cork Guild.
Race: Beasthide shifter
Class: Wilder (using RofEb shifter wilder level subs)
Alignment: CN (with wide swings between acts of vile darkness, balanced by sincere magnanimity).
Religion: Selune. Although kept fairly secret.
Appearance: Tall and slender with copper skin, and brightly yellow serpentine eyes. Yorgan wears his long black hair tied tightly into a club at the nape of the neck. Tidy and fastidious, he dresses in the finest garments he can afford. He favors creamy white shirts and coal black overcoats and pants, with warmly yellow seed pearls sewn into the seams. He has an affinity for cold iron and darkwood in his personal items that seems to give these accouterments a fine richness of appearance.
Personality: He tends to stand somewhat straighter and taller than most shifters, with an uncharacteristically bold and strong force of personality. Yorgan sees most people as means to personal wealth and power. Mistreated as a child, he displays a vengeful spirit toward those who would wrong children of any race. On occasion he has volunteered his time and resources in their aid and has been known to donate large sums of silver to orphanages and charities. He cares little for societal rules, but from time to time feels great pity and guilt regarding those whom he slays with the powers of his mind. Thus he expresses his remorse by helping those in need, especially children. Yorgan would probably make a good leader, but has not yet found a troupe within which he feels sufficiently comfortable to reveal his special gifts, and thus take charge.
Background: An orphan, Yorgan was raised by the Church of the Lord of the Flames, Kossuth. It is presumed that his parents were slain by the church, but they could not bring themselves to abandon the young shifter and fostered him with an eye toward bringing him over to their side. This might have worked if cruel zealots within the church, racially intollerant of shifters, hadn't abused and mistreated him. As a result, he ran away from his foster family and set off on his own.
Working as a waiter and cook in a fine restaurant just outside of Farvale, in the heart of the of Yeomanry wine country, he discovered he had a well developed nose and a knack for serving and making wines. Plagued by fierce headaches, he was forced to miss work with disturbing frequency, thus assuring that he would only ever become a second rate sommelier.
Once, while cleaning up, he was accosted by toughs behind his place of employment. Searching out with his mind he released the tension growing within his temples as a violent thrust of psychic energy. Shocked and disturbed, he witnessed in horror as the young cutpurses' heads exploded! Disgusted and wary that he would be somehow imprisoned and inquisited for the deaths of the thieves, he fled his rather boring life to pursue a life of travel and adventure, eventually settling in Silverymoon. He closely guards the secret of his psychic power for fear that they will bring too much attention to past wickedness.
Modus Operandi: Uses Thicken Skin and Dangersense to prepare himself outside of combat and improve his chances of survival. Thanks to powerstones of empathic transfer, he can share some of the burden of healing his comrades. When threatened in public, he typically will fire his crossbow or point a wand and manifest Energy Push, which most people interpret as some form of evocation or orb spell cast from the wand. However, when out of the public eye and strongly threatened, he either lashes out with a devastating Mind Thrust or conjures forth a creature of ectoplasm to defend him and smite his enemies (expanded knowledge: Astral Construct). In addition, he often uses his skill at Use Magic Device (taken cross class) to emulate the tactics of other spellcasters and to allay suspicions of his true psychic nature. A cunning liar, he also has gifts for spying and social interactions.
Last edited by Arabesu; Monday, 16th June, 2008 at 06:59 PM. Reason: done!
Friday, 23rd May, 2008, 05:22 PM #7
Guide (Lvl 11)
Last edited by Voadam; Friday, 23rd May, 2008 at 05:24 PM. Reason: oops, wrong thread.
Friday, 13th June, 2008, 10:40 PM #8
Acolyte (Lvl 2)
Thanks Walking Dad, I wouldn't change a thing about you except your signature. LOL
Last edited by Jerrand Redband; Saturday, 14th June, 2008 at 12:19 AM.
Wednesday, 20th August, 2008, 11:09 PM #9
Gallant (Lvl 3)
Name: Father Byden Blaithe
Class: Archivist 6
Appearence: A tall gaunt grey haired man wearing a stern expression as he gazes miopically at a scroll or tomb. Father Blaithe's eyes are lined and bloodshot ensuring that he appears even older than his years, though despite his apparent frailty his movements are vigorous. His robes are generally ink stained and somewhat unkempt in stark contrast to his neatly trimmed goatee and short cropped hair. He looks like a strict headmaster and tends to make those who speak with him for any length of time feel vaguely guilty.
Personality: Father Blaithe cares very deeply about knowledge, the problem is that he cares about knowledge almost exclusively and will go to almost any end to get at it. A strategist he believes in planning and researching his foes and coming at them with as much information as possible. He takes extensive notes and is almost constantly buried in a book either reading or writing. Detatched is probably a good word for the Father who believes that emotions are unecessary and generally counter productive.
Background: Having seen his father a village adept humbled by a Wizard as a boy Byden resolved to prove that divine power was superior to arcane. Disdainful of his father's ways the young Byden left and sought out a monestary of Mysta where he found a few kindred spirits in the librarians. Now his purposes have become blurred in his own mind and he primarily seeks to compile the ultimate collection of spells with which he believes he can humble any Wizard.
Since leaving the monestary he has dealt with thieves, demon cults, and even the drow in his pursuit of lost and forbidden knowledge, all the while adding piece by piece to his Prayer books and consolidating his power.
Modus Operandi: A careful planner Blaithe generally begins combat by taking some defensive measure; he then relies upon summoning or the use of spells such as spiritual weapon and spirit jaws to deal consistent damage whilst either utilizing produce flame or snake's swiftness to remain effective while conserving his magics.
All the while he will advise his comrades, attempting - though often failing - not to seem condescending. Surprisingly with many rarer creatures this knowledge often helps find the elusive chinks in their armor.
All the while he keeps an eye on his comrades health ready with a healing spell and a reprimand.
Saves: 7/3/8 (+ 2 vs Enchantment for Still Mind)
AC: 17 (4 Armor, 2 Shield, 1 Dex), Touch 11, Flat-footed 16
Str 7, Dex 12, Con 14, Int 18, Wis 16, Cha 10 (middle aged, -1 physical stats + 1 mental stats)
Scribe Scroll (Archivist 1st)
Spontaneous Healer (Flaw Noncombatant) Complete Divine Page 84
Spontaneous Summoner (Flaw Murky Eyed) Complete Divine Page 85
Augmented Healing (1st) Complete Divine Page 79
Draconic Archivist (Human Bonus) Heroes of Horror Page 122
Spell Focus Conjuration (3rd)
Augment Summoning (6th)
Total Skill points = 75
Concentration 11 (9 ranks, 2 Con)
Diplomacy 13 (9 ranks, 2 Negotiator, 2 synergy K. Nobility)
Decipher Script 7 (1 rank, 4 Int, 2 Lore Mastery)
Heal 7 (4 ranks, 3 Wis)
Knowledge Arcana 17 (9 ranks, 4 Int, 2 synergy Spellcraft, 2 Lore Mastery)
Knowledge Dungeoneering 13 (9 ranks, 4 Int)
Knowledge Nature 5 (1 ranks, 4 Int)
Knowledge Nobility 9 (5 ranks, 4 Int)
Knowledge Religion 13 (9 ranks, 4 Int)
Knowledge the Planes 13 (9 ranks, 4 Int)
Sense Motive 5 (3 Wis, 2 Negotiator)
Spellcraft 14 (8 ranks, 4 Int, 2 synergy K. Arcana)
2 Points spent on Collector of Stories Skill Trick from Complete Scoundrel
Languages: Common, Draconic, Abyssal, Infernal, Terran
Divine Scrolls Purchased... Most of the none Clerical spells are from Domains or the Druid list, one is from an adept, one from a paladin and one from a ranger. The only really difficult spell to acquire would have required a 14th level ranger.
1st: Alarm, Charm Person, Cloud Burst, Expeditious Retreat, Identify, Produce Flame, Mage Armor, True Strike, Spider Climb, Lesser Restoration, Disguise Self, Longstrider, Snake's Swiftness (SC 193), Summon Nature's Ally I
Cost = 350gp
2nd: Mirror Image, Barkskin, Invisibility, Summon Nature's Ally II, Snakes Swiftness Mass (SC 193), Scorching ray
Cost = 900gp
3rd: Fly, Phantom Steed, Lightening Bolt, Haste, Summon Nature's Ally III, Spirit Jaws (SC 202), Blacklight (SC 30)
Cost = 2625gp
4th: Dominate person, Summon Nature's Ally IV, Enervation, Flamestrike, Dimension Door
Cost = 3500gp
Cost = 1125gp
Heavy Wooden Shield
Prayer Book x 3
Spell Component Pouch x 2
3600gp Scribing Supplies used to Scribe...
1st: Alarm, Charm Person, Cloudburst, Expeditious Retreat, Mage Armor, Snake's Swiftness, Produce Flame, Summon Nature's Ally I, Longstrider
Cost = 900gp
2nd: Mirror Image, Barkskin, Invisibility, Snake's Swiftness Mass, Summon Nature's Ally II, Scorching Ray
Cost = 1200gp
3rd: Lightening Bolt, Summon Nature's Ally III, Fly, Haste, Spirit Jaws
Cost = 1500gp
4th: Enervation, Summon Natures Ally IV
Cost = 800gp
Cleric Spells Known:
1st: Cure Light Wounds, Shield of Faith, Ebon Eyes (SC 77), Resurgence(SC 174), Vigor Lesser(SC 229), Comprehend Languages, Protection from Evil, Sanctuary, Bless
2nd: Cure Moderate Wounds, Resist Energy, Spiritual Weapon, Close Wounds(SC 48), Divine Insight (SC 70)
3rd: Cure Serious Wounds, Resist Energy Mass (SC 174), Summon Undead III (SC 215)
3rd: Summon Undead III , Fly, Spirit Jaws, Open Slot
2nd: Close Wounds x 2, Mirror Image, Resist Energy, Divine Insight
1st: Produce Flame x 2, Expeditious Retreat, Vigor Lesser x 2
0th: Amanuensis, Detect Magic x 2, Light
Archivist Class Abilities:
Dark Knowledge Tactics and Puissance (5/Day)
600xp - Assassin Vine & Shambling Mound
Last edited by Halford; Tuesday, 30th September, 2008 at 10:08 PM. Reason: Added Languages
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