Forked Thread: renau1g's - Red Hand of Doom - Beta

renau1g

First Post
Forked from: renau1g's - Red Hand of Doom - Beta OOC

There has been some player attrition in my Red Hand of Doom game and I'm looking for a couple new players. Reveille has already submitted a character concept and I'm looking (ideally) for one more to take on either a cleric or druid role to provide divine support for the party.

Current Cast:
WalkingDad - Death-forged Necromancer
Voadam - Tiefling Soulknife
stonegod - Changeling beguiler

As a follow up to the recruiting thread:
http://www.enworld.org/forums/showthread.php?p=4218032#post4218032

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.

Level: 6th

# 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

Books Available:
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:
[sblock=format]
Name:
Gender:
Race:
Age:
Class:
Alignment:
Religion:

Appearance

Personality

Background

Modus Operandi

[/sblock]

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 (exception is a +2 weapon).

Edit 2: Up to 2 flaws will be allowed from UA, Traits are also allowed.
 
Last edited:

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Angel Tarragon

Dawn Dragon
[sblock=My Application]Name: Jaga Kelgora
Gender: Male
Race: Hobgoblin
Age: 18
Class: Fighter 1 / Martial Rogue 4
Alignment: Chaotic Good
Religion: Torm

HP: 36 / 6+7+4+5+4(+5+5)
Saves: +4/+10/+1
AC: 20 (6 Armor, 4 Dex), Traps 21, Flat-footed 16, Touch 14

Str 16, Dex 18, Con 12, Int 16, Wis 10, Cha 9
(+2 Dex, +2 Con Racial, +1 to Wis @ 4th Level)

Appearance: Jaga is a towering brute of a man and always seems to have a look of non-interest on his face. Jagas’ red eyes and black hair only adds to his brutish looks, hiding his natural mental talent. Jaga wears a chain shirt that he won in the course of many battles and allows him to retain his natural agility. Jagas’ hair appears unkempt, but he does maintain his wild looks. Jaga prefers to keep his hair in dreadlocks. Overall Jaga looks like nothing more than a brutish warrior, and he prefers that people think of him as such as to underestimate his mental facilities and quickness to react.

Personality: Jaga has an inquisitive nature and is constantly plucking at his kithara whenever he gets the chance without regard to whomever he may be annoying with it. Jaga is a bit hot tempered, but it only shows if he is seriously ticked off. Jaga likes to evaluate a situation before acting but doesn’t hesitate to defend himself should he be pressed into it. Jaga likes to be the center of attention, but only when it suits him, otherwise he just likes to be left alone to contemplate whatever is on his mind.

Background: Jaga was just baby when a band of adventurers wiped out the elders in his enclave where he was born into. Jaga and the other children in his enclave were rounded up and were taken into the nearest village. The hobgoblin children were given homes, but most of them were spiteful of their situation and ran off at the earliest opportunity. Since Jaga was just a baby he was given unto a couple that showered attention on him and nurtured all of his natural talents as he grew older. Due to his racial heritage, he was constantly tormented and teased, which eventually took its toll as he became more and more reclusive.

Jaga eventually took to the local innkeeper, Kolara. Kolara taught him many things. Among them, he learned the how to properly run an inn. He was always was at Kolara’s side, even when she wasn’t tending to business matters. Although she had twenty years on him, they eventually fell in love. However their romantic interludes were discovered and the locals rustled both of them and they burned Kolara in a pyre and attempted to do the same to Jaga. Jaga got loose of his bonds and fought his way free of the murderous crowd. He ran and ran until he just couldn’t anymore. Jaga holds himself partly responsible for Kolara’s death and for a long time was vengeful and spiteful of those that took her life, but he eventually turned to prayer and in a temple dedicated to Torm, he found redemption through forgiveness. His heart turned from revenge to love and found that he wanted to do nothing more than to prevent atrocities from happening to those that deserved better.

Jaga has been adventuring for quite a while, and has made a small name for himself as a freedom fighter. When he gets too old to adventure or suffers grievous wounds which make him retire from the adventurer’s life, Jaga would like nothing more than to build an inn with his own two hands and run it in loving memory of Kolara.

Feats
Lightning Reflexes (1st Level)
Power Attack (1st level Martial Rogue)
Improved Toughness (1st Level Fighter)
Weapon Focus: Greatsword (3rd Level)
Weapon Focus: Warhammer (3rd level Martial Rogue)
Stealthy (Bonus feat)

Armor
Chain Shirt +2 / 4250 gp / 25 lbs.
Crystal of Aquatic Action (MIC, pg. 25) / 250 gp

Weapons
Greatsword +1 / 2350 gp / 8 lbs.
Warhammer +1 / 2312 gp / 5 lbs.

Magic Items
Elixir of Sneaking x2 (DMG, pg. 255) / 500 gp
Hand of the Mage (DMG, pg. 258) / 900 gp
Ring of Sustenance (DMG, pg. 233) / 2000 gp
Skill Shard x2 (MIC, Pg. 185) / 100 gp

Equipment
Backpack / 2 gp
Antitoxin x2 / 100 gp
Flask of Acid x10 / 100 gp
Masterwork Thieves Tools / 100 gp
Glamerweave Entertainer's Outfit (ECS, pg. 122) / 109 gp
Travelers Outfit / 1 gp
Bedroll / 1 sp
Lock, Amazing / 150 gp
Belt Pouch / 1 gp
Sack x2 / 2 sp
50' Silk Rope / 10 gp
Magnifying Glass / 100 gp
Masterwork Instrument, Kithara / 100 gp
Whetstone x5 / 1 sp
Masterwork Potion Belt (FRCS, pg. 96) / 60 gp[/sblock][sblock=My Character]
Code:
Name:           Jaga Kelgora                    Age:            18
Class/Level:    Fighter 1 / Martial Rogue 4     Gender:         Male
Race:           Hobgoblin                       Height:         7' 2"
Alignment:      Chaotic Good                    Weight:         260 lbs.
Deity:          Torm                            Speed:          30 feet.
Hair:           Black                           Eyes:           Red
Size:           Medium                          Skin:           Dark Brown

Ability		Score	Mod	AC Total     20   Flat    Attack   Initiative
Strength	 16	+03	Base         10   Foot    Bonus     Modifier
Dexterity	 18	+04	Natural      xx    16      +4          +4
Constitution	 12	+01	Size         xx           
Intelligence	 16	+03	Deflection   xx   Touch   Grapple
Wisdom		 10	+00	Dexterity    +4    14     Total   +07
Charisma	 09	-01	Armor        +6           BAB     +04
                                Shield	     xx   Traps   STR     +03
Hit Points	Current  Total	Magic        xx    21     Size    xxx
Race + Class	  036     036   Misc. Mod.   xx           Misc.   xxx

Saving Throws                        Non-Standard Attacks
	        Fort   Ref    Will              Unarmed   Flurry
Total           +04    +10    +01    Hit Bonus    +07      xxxx
Base Save       +03    +04    +01    Damage       1D3      xxxx
Ability         +01    +04    n/a    Critical     020      xxxx
Feat            xxx    +02    xxx    Range        xxx      xxxx
Magic           xxx    xxx    xxx    Type          B       xxxx
Conditional     xxx    +01*   xxx    Notes   Non-Lethal

*+11 only agianst Traps

	       Attack
Attack	       Bonus    Damage   Critical   Range   Type   Notes
Greatsword      +9      2d6+5    19-20/x2    --      PP    
Warhammer       +9      1d8+5       X3       --      BB    

                    Key     Skill    Ability            Misc.    Magic
Skills		  Ability  Modifier  Modifier  Ranks  Modifier  Modifier Notes
Appraise            INT      +03       +03      xx      xxx       xxx         
Balance		    DEX      +10       +04      06      xxx       xxx      1  
Bluff               CHA      -01       -01      xx      xxx       xxx         
Climb		    STR      +10       +03      07      xxx       xxx      1  
Concentration       CON      +01       +01      xx      xxx       xxx         
Decipher Script     INT      +11       +03      08      xxx       xxx         
Diplomacy           CHA      -01       -01      xx      xxx       xxx         
Disable Device	    INT      +13       +03      08      +02       xxx         
Disguise            CHA      -01       -01      xx      xxx       xxx      1  
Escape Artist	    DEX      +10       +04      06      xxx       xxx      1  
Forgery             INT      +03       +03      xx      xxx       xxx         
Gather Information  CHA      -01       -01      xx      xxx       xxx         
Heal                WIS      +00       +00      xx      xxx       xxx         
Hide                DEX      +06       +04      Xx      +02       xxx      1  
Intimidate          CHA      -01       -01      Xx      xxx       xxx         
Jump		    STR      +07       +03      04      xxx       xxx      1  
Knowledge           INT      ---       ---      --      ---       ---         
 - Local             -       +11       +03      08      xxx       xxx         
Listen              WIS      +00       n/a      xx      xxx       xxx         
Move Silently       DEX      +18       +04      08      +06       xxx      1  
Open Lock           DEX      +14       +04      08      +02       xxx         
Perform             CHA      ---       ---      --      ---       ---         
 - Sing              -       +07       -01      08      xxx       xxx         
 - String            -       +02       -01      01      +02                   
Profession          WIS      ---       ---      --      ---       ---         
 - Innkeeper         -       +08       +00      08      xxx       xxx          
Ride                DEX      +04       +04      xx      xxx       xxx          
Search              INT      +03       +03      xx      xxx       xxx          
Sense Motive        WIS      +00       +00      xx      xxx       xxx          
Sleight Of Hand     DEX      xxx       +04      xx      xxx       xxx      1  
Spot                WIS      +00       +00      xx      xxx       xxx          
Survival            WIS      +00       +00      xx      xxx       xxx          
Swim                STR      +05       +03      02      xxx       xxx     2,3 
Tumble              DEX      xxx       +04      xx      xxx       xxx      1  
Use Magic Device    CHA      -01       -01      00      xxx       xxx          
Use Rope            DEX      +04       +04      xx      xxx       xxx              

1. Armor Check Penalty (-1)
2. Double Armor Check Penalty (-2)
3. Crystal of Aquatic Action allows Jaga to ignore his AC Penalty for this skill
-----------------------------------------------------------------------------         
Languages (Read/Write, Speak)
Common, Goblin, Elven, Dwarven, Sylvan
                                                
Feats
Improved Toughness
Lightning Reflexes
Power Attack
Stealthy
Weapon Focus (Greatsword)
Weapon Focus (Warhammer)

Racial Traits
Darkvision out to 60'
+4 Racial Bonus to Move Silently

Class Abilities

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow,rapier, sap,
shortbow, and short sword. Rogues are proficient with light armor, but not with
shields.

A fighter is proficient with all simple and martial weapons and with all armor
(heavy, medium, and light) and shields (including tower shields).

Bonus Feats
The martial rogue does not gain the sneak attack ability, instead he gains fighter
bonus feats in its place. Whenever the character would gain a bonus to their sneak
attack damage they instead gain a bonus combat-oriented feat. At first level the
martial gins his regular 1st level feat that all 1st level characters are entitled 
to and one combat-oriented feat. If the character is human, he gets his human bonus 
featas well.

The martial rogue gains a comabt oriented feat at 3rd level and every three levels
thereafter (6th, 9th, 12th, 15th, 14th and 18th). These bonus feats must be drawn 
from the feats noted as fighter bonus feats. The rogue must still meet all 
prerequisites for a bonus feat, including ability score and base attack bonus 
minimums. These bonus feats are in addition to the feat that a character of any 
class gets from advancing levels.

Trapfinding
Only rogues can use the Search skill to locate traps when the task has a DC higher
than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well
hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create
it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps.
A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a
trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with 
great agility. If she makes a successful Reflex saving throw against an attack 
that normally deals half damage on a successful save, she instead takes no damage. 
Evasion can be used only if the rogue is wearing light armor or no armor. A 
helpless rogue does notgain the benefit of evasion.

Trap Sense +1 (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps,
giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to 
AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 
6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to 
+5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from  multiple classes 
stack.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is
caught flat-footed or struck by an invisible attacker. However, she still loses her
Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a
different class she automatically gains improved uncanny dodge instead.

Mage Hand (Sp) [Hand of the Mage, CL 2nd]
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No

You point your finger at an object and can lift it and move it at will from a 
distance. As a move action, you can propel the object as far as 15 feet in any 
direction, though the spell ends if the distance between you and the object ever 
exceeds the spell’s range.


Equipment	                                  Cost       Weight
Armor                                     
• Chain Shirt +2                                 4250 gp      25 lbs.
• Crystal of Aquatic Action (MIC, pg. 25)         250 gp    ---- lbs.
                                                     
Weapons                                              
• Greatsword +1                                  2350 gp     008 lbs.
• Warhammer  +1                                  2312 gp     005 lbs.
                                                     
Elixir of Sneaking (DMG, pg. 255)                 500 gp    ---- lbs.  
 x2: +10 to Move Silently for 1 hour                    
                                                 
Hand of the Mage (DMG, pg. 258)                   900 gp       2 lbs. 
• Uase mage hand at will                       
                                               
Ring of Sustenance (DMG, pg. 233)                2000 gp    ---- lbs.  
• No need to eat, only needs 2 hours of sleep   

Skill Shard x2 (MIC, Pg. 185)                     100 gp    ---- lbs.
• +2 bonus to one skill check for 10 minutes
  then disintegrates

Backpack					    2 gp       2 lbs.
Antitoxin x2                                      100 gp    ---- lbs.
Flask of Acid x10                                 100 gp       2 lbs.
Masterwork Thieves Tools                          100 gp       1 lbs.
Glamerweave Entertainer's Outfit (ECS, pg. 122)   109 gp       6 lbs.
• +1 bonus on Diplomacy checks                    ------    ---------
Travelers Outfit                                    1 gp       5 lbs.
Bedroll                                             1 sp       5 lbs.
Lock, Amazing                                     150 gp       1 lbs.
Belt Pouch                                          1 gp      .5 lbs.
Sack x2                                             2 sp       1 lbs.
50' Silk Rope                                      10 gp       5 lbs.
Magnifying Glass                                  100 gp     ??? lbs. 
Masterwork Instrument, Kithara                    100 gp       3 lbs.
Whetstone x5                                        1 sp       5 lbs.
Masterwork Potion Belt (FRCS, pg. 96)              60 gp       1 lbs.
• Stores 10 potions, free action retrieval        ------    --------- 
                              
Encumbrance                                                 75.5 lbs.

Light:      0076 lbs.
Medium:     0153 lbs.
Heavy:      0230 lbs.
Lift:       0460 lbs.
Push/Drag:  1150 lbs.

Platinum:   xxxxx 
Gold:           4
Silver:         6
Copper:     xxxxx
[/sblock]
 

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renau1g

First Post
Velsharoon is Scavenger's deity (WD's character), which is from the Forgotten Realms deities (I've always liked them more):

Velsharoon (pronounced VEL-shah-roon [1]), the Archmage of Necromancy, is a vain, selfish, petty, but very canny deity consumed with vengeance, obsessed with experimenting on living and dead beings, and unconcerned with the fates of lesser creatures. In many ways he continues to act like the mortal he recently was, albeit with far greater power at his disposal than before.

http://forgottenrealms.wikia.com/wiki/Velsharoon
 

Halford

First Post
Hmm, would it be acceptable to reflavor Ruby Knight to Velsharoon?

I actually managed to miss that you were looking for a divine type and just picked something I thought would fit well with the party. However, upon reflection I don't think a Druid would fit well with the party and I don't really want to run a straight cleric.
 

renau1g

First Post
It can be re-flavoured to the Red Knight of Thay (similar to the PrC from the FRCS), but with Velsharoon as the deity. Scavenger was created by a Red Wizard, perhaps you could either be hired/approached by him, or as a member of the Red Wizards yourself?

Oh yeah, I'm really not a fan of the spiked chain (it's too easily abused), but as long as you're ok with me not allowing Improved Trip as an option, I'm ok with you having it.

Additionally, if you wouldn't mind putting the page number for the MIC items that'd help me out.
 

Halford

First Post
Ah good old Spiked Chain, I'll happily drop it and use a glaive I was thinking about it anyway and I was not planning on Improved Trip too much rolling! But having seen Reveille's concept change I think I'd like to change mine up to if thats okay. Noticing Heroes of Horror is on the list I am thinking about an Archivist who could take care of Healing and fill in a few of the Wizardy gaps for the Dread Necromancer.

I would spend the majority of my starting gold on divine scrolls to put into my prayer book and the scribing costs. But would end up with spells like Invisibility, Fly, and Lightening Bolt....

Lets see....

[sblock= Father Byden Blaithe, Archivist 6]
Name: Father Byden Blaithe
Gender: Male
Race: Human
Age: 39
Class: Archivist 6
Alignment: LN
Religion: Mysta

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.

HP: 40

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)

Feats:
Scribe Scroll (Archivist 1st)
Negotiator (Freeby)
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)

Skills:
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 9 (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

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
5th: Teleport
Cost = 1125gp

Equipment:
Chainshirt
Heavy Wooden Shield
Backpack
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)

Spells Prepared:

3rd: Summon Undead III , Fly, Spirit Jaws x 2
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)
Lore Mastery
Still Mind
[/sblock]
 
Last edited:

renau1g

First Post
Looks good Halford, can you please list where the feats & spells (non-core) came from (with page #'s), for my referencing.

Thanks!
 



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