_*reserved seating for ----John Tannerson*_
[sblock=Possible character plans]
prc elemental savant, comp arcane pp 32 33 - work in progress pick up at level 6
comp arcane, feats: sudden quicken, energy admixture
[/sblock]
[sblock=focused conjurer ]
FOCUSED SPECIALIST
Every wizard who calls himself a specialist takes pride in wielding his preferred form of magic. Those who are exceptionally pure of purpose take this specialization to an entirely new level, disdaining breadth of skill in favor of even greater focus.
Class: Wizard.
Level: 1st.
Special Requirement: You must be a specialist wizard.
Replaces: You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher level wizard spells, you lose one spell slot from each new level of spells you can cast. You must also choose another prohibited school of magic, which can't be divination.
Benefit: You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard. This benefit doesn't apply to spells gained from classes other than wizard.
[/sblock]
[sblock]
Code:
Personal Information
[B]Name:[/B] John Tannerson
[B]Class:[/B] Wizard 5, conjurer, focused (complete mage pp 34, 35)
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Kord (?), Pelor(?)
[B]Str:[/B] 10 +0(2p.) [B]Level:[/B] 5 [B]XP: 10,000+[/B]
[B]Dex:[/B] 14 +2(6p.) [B]BAB:[/B] +2 [B]HP:[/B] 19/19
[B]Con:[/B] 10 +0(2p.) [B]Grapple:[/B] +2 [B]Dmg Red:[/B] -
[B]Int:[/B] 18 +4(13p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] -
[B]Wis:[/B] 11 +0(3p.) [B]Init:[/B] +2 (dex: +2)
[B]Cha:[/B] 14 +2(6p.)
restricted schools:
Necromancy, enchantment, Illusion
level 4: +1 to Int
Combat
[B] Base Armor Dex Mag Total[/B]
[B]Armor:none[/B] 10 +0 +2 +3 15
ring of protection +3 [deflection bonus]
[B]Touch:[/B] 15; [B]Flatfooted:[/B] 13
mage armor
AC 22; touch 19; FF 17
mage armor gtr
AC 24; touch 21; FF 19
[B]ACP:[/B] - zero
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] +1 +0 +0 [B][U]+1[/U][/B]
[B]Ref:[/B] +1 +2 +0 [B][U]+3[/U][/B]
[B]Will:[/B] +4 +0 +0 [B][U]+4[/U][/B]
[B]Weapons: Att Dam Critical Type Range[/B]
Dagger +2 1d4 19-20/X2 S/P 10 ft
Dagger, thrown +4 1d4 19-20/X2 S/P 10 ft
Club +2 1d6 X 2 B 10 ft
Club, thrown +4 1d6 X 2 B 10 ft
lite x bow +4 1d8 19-20/x 2 P 80 ft [spell - launch bolt]
Iron staff of gramps:
powers
+1 Enchantment
cast [COLOR=darkgray] [URL="http://www.d20srd.org/srd/spells/scorchingRay.htm"]scorching ray[/URL] [/COLOR] X times/day
ranged touch att [+4] dam 4d6 range 25+5/2lvles
times used this day: 1
Wand of magic missiles lv 5; 3 missiles; 50 charges
Feats and Skills
[B]Languages:[/B] Common, drakonik, dwarven, goblin
[B]Feats & Features:[/B]
[U] scribe scroll (item create phb p 99) [/U] (class feature)
[U] summon familiar [/U] (class feature)
[B][U] spell focus: conj (general, phb p.100) [/U] [/B]
** [B](Human Bonus)[/B] +1 to dc of conj spells
[B][U] augment summoning (general phb p89)[/U] (character lv 1)[/B]
** +4 to str and con for [I]summoned[/I] creatures for duration of spell
[B][U]Sudden silent[/U][/B] [metamagic] level 3
** no verbal componant needed, adds +1 to level of spell
[such as Magic missile becomes level 2]
[B][U]Energy Substitution [acid]:[/U][/B] (Meta magic) Wizard 5 changes spell energy
**to that of what the feat was chosen for, in this case acid, and it has no
**spell level adjustment
+2 to spellcraft check learning conjuration spells (specialist feature)
+1 conjuration spell/level (specialist feature)
-1 spell/ level (focused specialist specialist feature)
+2 conjuration spells / level (focused specialist feature)
+1 restricted school (focused specialist feature)
Weapon and Armor Proficiency: club, dagger, 1/4 staff,
xbow lite & heavy; no armor
[B]Skill Points:[/B]
skill points: 32+8+8+8+8=64
[B]Max Ranks (class/cross-class):[/B] 8/4
[B]Skills: Ranks Mod Misc Total[/B]
[U]Craft: leatherwork[/U] In +2 +4 -- [U][B]+6[/B][/U]
[U]Craft: map making[/U] In +2 +4 -- [U][B]+6[/B][/U]
[U]Concentration[/U] Cn +8 +0 -- [U][B]+8[/B][/U]
[U]Know Arcana[/U] In +8 +4 -- [U][B]+12[/B][/U]
[U]Know arch/engn[/U] In +3 +4 -- [U][B]+7[/B][/U]
[U]Know Dungeoneering[/U] IN +4 +4 -- [U][B]+8[/B][/U]
[U]Know Geography[/U] IN +3 +4 -- [U][B]+7[/B][/U]
[U]Know History[/U] IN +2 +4 -- [U][B]+6[/B][/U]
[U]Know Local[/U] IN +1 +4 -- [U][B]+5[/B][/U]
[U]Know Nobility/Royalty[/U] IN +1 +4 -- [U][B]+5[/B][/U]
[U]Know Religeon[/U] IN +6 +4 -- [U][B]+10[/B][/U]
[U]Know The Planes[/U] IN +8 +4 -- [U][B]+12[/B][/U]
[U]Spell Craft [/U] IN +8 +4 -- [U][B]+12[/B][/U]
[U]Spot [/U] WS +8 +0 -- [U][B]+8[/B][/U]
[B]Equipment: Cost Weight [/B]
Explorer's Outfit 0.0 gp 0.0 lb
Dagger X 1 2.0 gP 1.0 lb
bolts, lite 2.0 gp 2.0 lb -5
back pack 2.0 gp 2.0 lb
flint and steel 1.0 gp ----
belt pouch x2 2.0 gp 1.0 lb
trail rations X6 3.0 gp 6.0 lb
silk rope x 50 ft 10.0 gp 5.0 lb
waterskin 1.0 gp 4.0 lb
cure light potion X 1 50.0 gp ----
Spell comp pouch 5.0 gp 2.0 lb
spell book 00.0 gp 3.0 lb
case, map/scroll 1.0 gp 0.5 lb
smoke stick 20.0 gp 0.5 lb
sunrod X 4 10.0 gp 5.0 lb
Ring of protection +3
Wand of MM lv 5 charges 50
[B]Total Weight:[/B] 30.0 lb [COLOR=seagreen]lightly encumbered [/COLOR]
[B]Money:[/B] 9 gp 4 sp 9 cp
Lgt Med Hvy Lift Push
[B]Max Weight:[/B] 33 66 100 200 500
[/sblock]
[sblock=general description]
John is starting his career at the age of 25 as he started the skills of wizardry later then usual and the fack that he studied so intently in the school of conjuration.
he is a good 6' 2" tall and 232 lbs makes him quite imposing, however the curly medium brown hair leaves more then a few broken hearts among the courtesans in the courts of the Duke's keep, where he studied.
[/sblock]
[sblock=history]
Being from a family of leather worker/tanners meant hard work, long days and tiresome repetition ... not to mention the stench of the tannin tanks and the rough hands from the fuller's soaps.
John was a bit of a daydreamer and it seems his daydreams could get him in trouble. It was one sunny day, John was 8 summers old, and he was sitting under an apple tree, munching on an apple. He saw an older gent walking along side a younger one; when from nowhere a hideous creature appeared. The young man made some hand gestures, light energy shooting as several darts out from his hands. the elder took a couple of steps back and spoke a few syllables.
The darts fizzled when they hit the creature, which then grabbed the younger and rent him in two and the elder caused a creature bathed in light to appear. Commanding this creature to attack the hideous one, the elder gent took a couple of steps back and spoke longer phrases, John repeating them loud as he could, and the following happened:
Still yet another creature of light appeared on the flank of the big ugly and a bumblebee bathed in light appeared in front of John. *Bamph!* there it was. awaiting command. our daydreamer commanded it to attack the big ugly and when it did, the thing laughed so hard at the thought of it being attacked by a bumble bee that it left it self open to two hits to the vitals, dispatching it immediately.
The elder gentleman gathered ther remains of his friend and sighed. The bumble bee buzzed and lighted on the shoulder of the elder gent and that is when he turned to our young hero. "Boy, who might you be, as i am most thankful for your saving my life."
John stammered out his name and that he was son to the leather worker, the half eaten apple fell to the ground, but leather still firmly clutched in his other arm. "you had best be running along then boy."said the old man with a wink. what happened to the old man and his fallen friend, john knew not, for there was dust and fire in his foot steps as he arrived breathless at the shop.
his parents knew him for his stories so the typical greeting upon arrival was,"what tales of conquest do you have today, son?" today was typical for them, but not for him."Da, ma. Hi. nuthin today." he hurried about his tasks and then wandered to his room, sleeping until dinner. they forgot about it until they noticed that after two days of this seemed greatly out of place. his father was just getting ready to inquire when the sound of two horses outside of the shop brought him to business.
A man dressed in the noble livery of the local duke stepped in carrying a package and a scroll tube. he looks to the father and asks,"I see that this is indeed a leather shop, but I must ask, are you John's father?"
he replied in the affirmative,"yes, John, the elder. Has my boy done something..."his question is stopped by a disarming smile and a raised hand."
"Allow me to read this and all questions will be answered in due time." he reads a notice of invitation from the duke at the request of the lord's magician. the invitation is for the father, mother of the boy john, son of the tanner, and the boy john. said child is to be attired in the clothing provided. at this time the package is presented. John the elder takes and opens it and sees that it is the attire of a wizard's apprentice in the livery of the Lord's Magician...sized for one John, the son of the tanner.
All the while of this John was fiddling in a corner until the sight of the robes, that is when a very audible *gulp* could be heard.
"do you accept this invitation for three days hence?" asks the messenger.
John the elder looks to John the younger," no tales, just truth this time." then back to the messenger,"yes. we accept"
the messenger departs and as he does the mother, Eva, goes to the door stunned and watches the messenger and another on a horse leave. It was the younger gentleman from the day of the attack.
In the next hour or so there was a story told, just that this time, it was the whole truth to his parents. The tanner spent the next two days preparing he and his wife for the meeting.
to make a long story short, John was inducted into the court of the royal magician after accommodation. that is how he became what he is today.
********************************************************
"How do i know this?" asks the deva at the end of the story, I am his guardian spirit. I manifested as a bumblebee back then, but now i am full in spirit. with that he stands to full height, wings spread wide and raising his sword like a torch he bursts upon wings and with a mighty
*BAAMPH!! * he disappears.
[/sblock]
spell compendium pdf on line
http://forum.nwnights.ru/uploads/rulebooks/Spell_Compendium.pdf
[sblock=spell book]
Level 0 (cantrips) dc 13 (14 for conj spells)
Resistance (abj): Subject gains +1 on saving throws.
Acid Splash (conj): Orb deals 1d3 acid damage.
Caltrops (conj): Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Detect Poison (div): Detects poison in one creature or small object.
Detect Magic (div): Detects spells and magic items within 60 ft.
Read Magic (div): Read scrolls and spellbooks
Dancing Lights (evo): Creates torches or other lights.
Electric Jolt (evo): Ranged touch attack deals 1d3 electricity damage.
Flare (evo): Dazzles one creature (–1 on attack rolls).
Light (evo): Object shines like a torch.
Ray of Frost (evo): Ray deals 1d3 cold damage.
Sonic Snap (evo): Subject takes 1 point of sonic damage and is deafened 1 round
Amanuensis (trns): Copy nonmagical text.
Launch Bolt (trns): Launches a crossbow bolt up to 80 ft.
Launch Item (trns): Hurls Fine item up to Medium range.
Mage Hand (trns): 5-pound telekinesis.
Mending (trns): Makes minor repairs on an object.
Message (trns): Whispered conversation at distance.
Open/Close (trns): Opens or closes small or light things
Repair Minor Damage (trns): Repairs 1 point of damage to any construct
Stick (trns): Glues an object weighing 5 pounds or less to another object.
Prestidigitation (unv): Performs minor tricks.
level 1 dc 14 (15 for conj spells)
Abju
Shield: invisible disk gives +4 shield bonus + absorb Mag Missile; 1 min / lvl
Conj
*
Deep Breath: no need to breath for 1 round per level
Mage Armor: Gives subject +4 armor bonus; 1 hr/lv
*Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8)
*Orb of Electricity, Lesser: Ranged touch attack: 1d8 electricity dam +1d8/2 levels beyond 1st (max 5d8).
*Orb of fire, Lssr: Ranged touch attack deals 1d8 Fire damage + 1d8/2 levels beyond 1st (max 5d8)
Summon Monster I: Calls extra-planar creature to fight range: 25+5/2 LV; 1 rnd/ lv
Div
Comprehend Languages understand all spoken and written languages
Identify: Determines properties of magic item.
Evoc
Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5)
*Ray of fire [SpC 167]: 1d8 fir dam / 2 caster levels + target catches fire
Trans
*Low-Light Vision: See twice as far as a human in poor illumination.
level 2 dc 15 (16 for conj spells)
Conj
cloud of knives [phb 2]: 1 knife / lv does 1d6+1/3 lvls; att at cl + int bonus (+8)
Melf's Acid Arrow: 2d4 acid damage w/ successful touch attack; dur 1 rd+1rd/2 lvs
Glitter dust: reveals and blinds invisible targets; 1 rd/ lv
Ice Knife[SpC 119]: shard of ice summoned and range touch attack to hit
Summon Monst II:summon 1 cat II or 1-3 cat I monsters; 1 rnd/ lvl
Web: stick webs captures targets; 10 mins/ level
Evocation
Flaming sphere: you dirict roll of sphere for 2d6 dam; 1 rd/ lv
Trans
Cat’s Grace : Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.; 1 hr/lv
Fox's Cunning: +4 Int; 1 min/lv
Level 3 dc 16 (17 for conj spells)
Conj
Acid Breath
Bands of steel
*Mage armor greatr [SpC 136]: gives armor bonus of +6; 1 hr/ lv
Regal procession
Servant horde
Summon Monster III : summon 1 cat 3 [dire badger], 1-3 cat 2 or 1d4+1 cat 1 creatures; 1rd/lv
evok
lightning bolt : 1d6/lv electrical damage
[/sblock]
[sblock=possible future spell choices: ]
Fire burst [evok]: Creatures within 10 feet take 1d8/lv fire dam
see invis
summon swarm
unseen servant
endure elements
expeditious retreat
Avoid planer effects
clairaud/clairvoy
Haste
Primal form
[/sblock]
Code:
Spell Summery:
[B][U]level : 0 1 2 3 4 5 6 7 8 9[/U][/B]
[B]base: 4 3 2 1[/B]
[B]int mod: 0 1 1 1[/B]
[B]spec mod +1 con +1 con +1 con[/B][B] +1 con[/B]
[B]foc spec +2 con +2 con +2 con[/B][B] +2 con[/B]
[B][U]penenalty -1 -1 -1 -1 -1[/U][/B]
[B]total: 3+3(c) 3+3(c) 2+3(c) 1+3 (c)
[/B]
-1/lv: focused specialist
SPELLS MEMORIZED:
[sblock]
dc 13 (14 for conj spells)
0 level:
Detect Magic
Light (evo)
prestidigitation
caltrops (conj)
Acid Splash (conj)
Acid Splash (conj)
Level one:
Orb of electricity, Lesser (conj)
Magic missle (evo)
Magic missle (evo)
Mage Armor (conj)
*Orb of Acid, Lesser (conj)
*summon monster 1 (conj) see feat augment summoning.
Level two:
Cat's grace (trans)
Melf's Acid arrow(conj)
Melf's Acid arrow(conj)
*summon monster II (conj)
cloud of knives [phb 2] [conj]
Level 3:
Acid breath [conj]
*summon monster III [conj]
*summon monster III [conj
lightning bolt [evo]
[/sblock]
[/sblock]
[sblock=badger, dire, celestial, augmented]
Badger, Dire medium magical beast [good outsider] CR 2
HD 3d8+21 Hit Points
Initiative +3 Speed 30 ft, burrow 10 ft
AC16; Touch 13; Flat foot 13
BAB/grapple +2/+6
Attack claw +6 melee (1d4+4)
full att claw/claw/bite melee: +6/+6/+1 (1d4+4/1d4+4/1d6+3)
space/reach 5 ft/5 ft
special attacks: Rage, smite evil
Special abilities low light vision, Dark vision, scent
restances: 5 vs acid, cold, electricity; spell resistance 8
Saves fort +9. ref +6, will +4
Abilities Str 18, Dex, 17, Con 23, Int 3, Wis 12, Cha 10
Skills Listen +6, spot +6
feats Alertness, toughness, Track
[/sblock]
[SBLOCK=CELESTIAL TEMPLATE]
Celestial Creature
Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.
Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestial, more powerful creatures that are created when a celestial mates with a non-celestial creature.
Creating A Celestial Creature
"Celestial" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to hereafter as the base creature).
A celestial creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Celestial creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks
A celestial creature retains all the special attacks of the base creature and also gains the following attack.
Smite Evil (Su)
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities
A celestial creature retains all the special qualities of the base creature and also gains the following qualities.
Darkvision out to 60 feet.
Damage reduction (see the table below).
Resistance to acid, cold, and electricity (see the table below).
Spell resistance equal to HD + 5 (maximum 25).
Hit Resistance to Damage
Dice energies Reduction
1-3 5 —
4-7 5 5/magic
8-11 10 5/magic
12 + 10 10/magic
If the base creature already has one or more of these special qualities, use the better value.
If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities
Same as the base creature, but Intelligence is at least 3.
Environment
Any good-aligned plane.
Challenge Rating
HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment
Always good (any).
Level Adjustment
Same as the base creature +2.
[/SBLOCK]