HM's WotBS RG - Pathfinder converted
+ Log in or register to post
Page 1 of 2 12 LastLast
Results 1 to 10 of 12
  1. #1
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    hagerstown md
    Read 0 Reviews

    ø Block HolyMan

    ø Friend+

    HM's WotBS RG - Pathfinder converted

    Ok group of players ready to save the world. Please quote this post and fill in the blanks

    I need to work on deities and such so far from the adventure it looks like they aren't described in detail so the adventure could be put into any world system.

    Characters Name

    Game Info

    Level: 1
    Experience: 0
    Languages: Common




    HP: 00 = [1d?? + 0] + 0 (favored class bonus)
    AC: 00 = 10 + 0 (armor) + 0 (shield) + 0 (DEX),
    AC Touch: 00 = 10 + 0 (DEX)
    AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield)
    INIT: +0 = +0 (DEX)
    BAB: +0 = +0 (list class)
    CMB: +0 = +0 (STR) + 0 (BAB)
    CMD: 00 = 10 + 0 (STR) + 0 (DEX) + 0 (BAB)
    Fort: +0 = +0 (base) + 0 (stat)
    Reflex: +0 = +0 (base) + 0 (stat)
    Will: +0 = +0 (base) + 0 (stat)
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2

    Racial Traits


    Class Features





    Skill Ranks:
    Max Ranks: 1 ACP:


    Equipment                    Cost  Weight
    Treasure: gp, sp, cp Gems:
    Total weight carried:
    Maximum weight possible:


    Hair Color:
    Eye Color:
    Skin Color:


    Adventure Log
    None yet

    Level Ups
    N/A only first level

    Last edited by HolyMan; Friday, 19th August, 2011 at 07:00 AM.

  2. #2
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    hagerstown md
    Read 0 Reviews

    ø Block HolyMan

    ø Friend+
    House Rules:

    Combat Posting: I have seen where DM's have stated that they will wait a few days for a post before saying a character is delaying. It looks like a good way to keep combat flowing, so I will implement it in most of my games.

    Since this is a medium speed game, I will say everyone has 4 days after I post up a recap to get their actions posted. It should be enough time and if you think you can't for an upcoming round go ahead and post some upcoming alternate actions I could use. If you post nothing then you will be delaying till you re-post.
    Last edited by HolyMan; Saturday, 1st January, 2011 at 04:33 PM.

  3. #3
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

    HolyMan's Avatar

    Join Date
    Jun 2009
    hagerstown md
    Read 0 Reviews

    ø Block HolyMan

    ø Friend+



    Game Info

    Race: Human
    Class: Fighter/Cleric
    Level: 1/3
    Alignment: Chaotic Good
    Languages: Common
    Deity: Zinnastine


    STR: 16
    DEX: 8
    CON: 12
    INT: 10
    WIS: 14
    CHA: 13


    HP: 28 = [3d8 + 1d10 = 22] + 4 [CON] + 2 [favored class bonus]
    AC: 15 = 10 + 6 (armor) + 0 (shield) - 1 (DEX),
    AC Touch: 9 = 10 - 1 (DEX)
    AC Flatfooted: 16 = 10 + 6 (armor) + 0 (shield)
    INIT: -1 = -1 (DEX)
    BAB: +3 = + 1 [fighter] + 2 [cleric]
    CMB: +6 = +3 (STR) + 3 (BAB)
    CMD: 15 = 10 + 3 (STR) - 1 (DEX) + 3 (BAB)
    Fort: +6 = +5 (base) + 1 (CON)
    Reflex: +0 = +1 (base) - 1 (DEX)
    Will: +5 = +3 (base) + 2 (WIS)
    Speed: 20'
    Damage Reduction: none
    Spell Resistance: none

    Weapon Stats

    Battleaxe(melee): +7 = +3 (BAB) + 3 (STR) + 1 (item)/ DMG = 1d8+4(S), CRITx3
    Dagger(melee): +6 = +3 (BAB) + 3 (STR)/ DMG = 1d4+3(P/S) CRIT 19-20x2
    Dagger(thrown): +2 = +3 (BAB) - 1 (DEX)/DMG = 1d4+3(P/S) CRIT19-20x2
    Light crossbow: +2 = +3 (BAB) - 1 (DEX)/DMG = 1d8(P) CRIT 19-20x2

    Racial Traits

    +2 to any stat (STR)
    Medium Size
    30' movement
    Bonus 1st level feat
    +1 Skill rank each level
    Favored Class: Cleric

    Class Features

    Prof with all simple weapons
    Prof with all martial weapons
    Prof with all armors and all shields (except tower)
    Fighter bonus Feats
    Aura: (good)
    Spells: divine - prepared
    Channel Energy(positive): 2d6+3 6/day
    -Resolve (subdomain-Strength)
    --Strength Surge: 5/day
    -Oceans (subdomain-Water)
    --Surge: 5/day
    Spontaneous Casting-(cure spells)
    Alignment Spells: May not cast lawful or evil spells.
    Additional Bonus Language Options: Abyssal, Celestial, and Infernal


    Skill Focus (swim) - human
    Elemental Channel Energy (fire) - 1st lvl
    Channel Smite - fighter bonus (1st lvl)
    Extra Channel - 3rd lvl

    Courageous: +2 save vs fear
    Militia Veteran: (Survival) +1 trait bonus and is considered a class skill


    Skill Ranks: 10 = +6 [cleric] + 2 [fighter] + 4 [human] + 1 [favored class bonus]
    Max Ranks: 4 ACP: -4

    Swim +6 = 2 [ranks] + 2 [STR] + 3 [class skill] + 3 [feat] - 4 [ACP]
    Knowledge(religion) +4 = 1 [ranks] + 0 [INT] + 3 [class skill]
    Knowledge(planes) +4 = 1 [ranks] + 0 [INT] + 3 [class skill]
    Survival +8 = 2 [ranks] + 2 [WIS] + 3 [class skill] + 1 [trait]
    Sense Motive +8 = 3 [ranks] + 2 [WIS] + 3 [class skill]
    Spellcraft +5 = 2 [ranks] + 0 [INT] + 3 [class skill]
    Ride +0 = 2 [ranks] - 1 [DEX] + 3 [class skill] - 4 [ACP]


    Equipment Cost Weight
    Item                            Cost  Weight
    traveler's outfit                ---   0lb
    Masterwork battleaxe           310gp   6lb
    light crossbow                  35gp   4lb
    breastplate                    200gp  30lb
    dagger                           2gp   1lb
    20 crossbow bolts                2gp   2lb
    backpack                         2gp   2lb
    copious variety of 
    beverages in backpack           ??gp   6lb
    silversheen(1 dose)            250gp   0lb
    waterskin                        1gp   4lb
    Rantell's scroll case            1gp  .5lb
    - Rantell's letter              ??gp   0lb
    - scrolls: CLW x2               50gp   0lb
    - note of purchase            -500gp   0lb
    potion:keen edge               750gp   0lb
    potion: CLW 1d8+1               50gp   0lb
    spell component pouch            5gp   2lb
    blanket winter                   5sp   3lb
    lantern hooded                   7gp   2lb
    flasks of oil(4)                 4sp   4lb
    tent(medium)                    10gp  20lb
    torches(2)                       2cp   2lb            
    large padded hip pouch
    -potions:stand the heat(19/28) 800gp   4lb
    Treasure: 20pp, 100gp (+50gp for Stand the Heat spell), 0sp, 0cp
    Gems: none

    Total weight carried: 92lbs Medium load
    Maximum weight possible: 66lbs(light), 133lbs(medium), 200lbs(heavy)


    Size: Medium
    Gender: Female
    Age: 22
    Height: 5'10"
    Weight: 145lbs
    Hair Color: white
    Eye Color: blue
    Skin Color: tanned


    As tall and strong as the typical warrior, Torrent is a distinctive looking woman with tanned skin and short white hair. Under a dark winter coat she wears a breastplate decorated with blue wave-like etchings, and a holy symbol to a sea god is tied to her wrist with a leather cord. A new scar from the battle at the Poison Apple Pub crosses Torrent's face from her right brow down across her nose to the top left corner of her mouth. It is like a thin pink line after being healed.

    Deamenaor: Smooth and forceful like an ocean wave.

    A former student at Lyceum, Torrent was part of a relief party sent to Gate Pass during the Ragesian occupation. Her party was to take the direct route through the Fire Forest, but it proved impassable and they had to detour around. This left them "late for the party" as some would say, but they still signed on to the resistance to be there the next time Gate Pass needed defended.

    Level Ups

    LEVEL 2: Fighter
    - +7 HP
    - +1 BAB
    - +2 to Fort saves
    - bonus fighter feat
    - added 2 ranks to Swim, 1 rank to Survival

    LEVEL 3: Cleric
    - +8 HP
    - +1 BAB
    - +1 to FORT and WILL saves
    - +1 0lvl and 1st lvl spell
    - add 2 ranks to sense motive, add 2 ranks to Spellcraft
    - feat: Extra Channel
    - favored class bonus - +1 skill point

    LEVEL 4: Cleric
    - +2 HP
    - +1 stat increase [STR]
    - +1 BAB
    - +1 Reflex save
    - Channel energy +1d6
    - +1 2nd lvl spell and add 2nd lvl domain spell
    - add 2 ranks to Ride, add 1 rank to Survival
    - favored class bonus - +1 HP


    Game Info

    Race: Human
    Class: Sorcerer
    Level: 1
    Alignment: Chaotic Good
    Languages: Common and Elf
    Deity: Quimorel


    STR: 8
    DEX: 15
    CON: 13
    INT: 12
    WIS: 10
    CHA: 14


    HP: 8 = [1d6 = 6] + 1 [CON] + 1 [favored class bonus]
    AC: 12 = 10 + 2 (DEX),
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 10 = 10 + 0 (no modifier)
    INIT: +4 = +2 (DEX) + 2 (trait)
    BAB: +0 = + 0 [sorcerer]
    CMB: -1 = -1 (STR) + 0 (BAB)
    CMD: 11 = 10 - 1 (STR) + 2 (DEX) + 0 (BAB)
    Fort: +1 = +0 (base) + 1 (CON)
    Reflex: +2 = +0 (base) + 2 (DEX)
    Will: +5 = +2 (base) + 0 (WIS) + 3 (feat)
    Speed: 30'
    Damage Reduction: none
    Spell Resistance: none

    Weapon Stats

    Staff: +0 = +0 (BAB) - 1 (STR) + 1 (item)/ DMG = 1d6-1(B), CRITx2

    Racial Traits

    +2 to any stat (CHA)
    Medium Size
    30' movement
    Bonus 1st level feat
    +1 Skill rank each level
    Favored Class: Sorcerer

    Class Features

    Prof with all simple weapons
    Spells - arcane: spontaneous
    Bloodline: Arcana - Whenever Cyrstin applies a metamagic feat to a spell that increases the slot used by at least one level, increase the DC by +1
    Additional Class skill: Knowledge(planes)
    Bloodline Power: Arcane Bond(Su) - gain arcane bond item (black staff) as a wizard equal to your sorcerer level.
    Bonus Feat - Eschew Materials


    Eschew Materials (class bonus)
    Iron Will (human)
    Expanded Arcana(lvl 1)

    Focused Mind


    Skill Ranks: 4 = + 2 [sorcerer] + 1 [INT] + 1 [human] + 0 [favored class bonus]
    Max Ranks: 1 ACP: 0

    Profession(farming) +3 = 1 [ranks] + 2 [WIS]
    Survival +7 = 1 [ranks] + 2 [WIS] + 3 [class skill] + 1 [trait]
    Use Magic Device +6 = 1 [ranks] + 2 [CHA] + 3 [class skill]
    Knowledge(planes) +5 = 1 [ranks] + 1 [INT] + 3 [class skill]


    Spells per day:
    1st lvl: 4

    Spells Known:
    0 lvl - Detect Magic, Detect Poison, Read Magic, Flare
    1st lvl - Detect Secret Doors, True Strike, Protection from Evil


    Item                            Cost  Weight
    traveler's outfit                ---   0lb
    Black Staff(mw)                  ---   4lb
    waterskins(4)                    4gp  16lb
    rations(3 days)                1.5gp   3lb
    potion: CLW 1d8+1               50gp   0lb
    winter blanket                   5sp   3lb
    Treasure: 73gp 8sp 0cp
    Gems: none

    Total weight carried: 26lbs
    Maximum weight possible:26lbs(light), 53lbs(medium), 80lbs(heavy)


    Size: Medium
    Gender: Female
    Age: 16
    Height: 5'7"
    Weight: 129lbs
    Hair Color: black
    Eye Color: blue
    Skin Color: white

    Slender and docile, wavy dark hair frames this young woman’s haunted face, dominated by wide blue eyes that seem to see beyond the material world. She cradles a thin black staff close to her, like it is precious to her.

    Deamenaor: Shy and quiet, always looking at you with those big blue puppy dog eyes.

    unknown as of yet

    Level Ups

    None yet
    Attached Files Attached Files   
    Last edited by HolyMan; Thursday, 30th June, 2011 at 10:39 AM.

  4. #4
    Aaron Human Inquisitor
    Game Info
    Race: Human
    Class: Inquisitor
    Level: 4
    Experience: 0
    Alignment: Lawful Good
    Languages: Common
    Deity: Gracenys
    Str: 14 (+2)
    Dex: 16 (+3)
    Con: 16 (+3)
    Int:  8 (-1)
    Wis: 18 (+4) (+2 Racial, +1 Lvl 4)
    Cha: 11 (+0)
    HP: 38 = [4d8 + 12] + 4 (FC)
    AC: 17 = 10 + 4 (armor) + 0 (shield) + 3 (DEX),
    AT: 13 = 10 + 3 (DEX)
    AF: 14 = 10 + 4 (armor) + 0 (shield)
    INIT: +7 = +3 (DEX) +4 (WIS) Cunning Initiative
    BAB: +3 = +3 (INQ)
    CMB: +5 = +2 (STR) + 3 (BAB)
    CMD: 18 = 10 + 2 (STR) + 3 (DEX) + 3 (BAB)
    FOR: +7 = +4 (base) + 3 (stat)
    REF: +4 = +1 (base) + 3 (stat)
    WIL: +8 = +4 (base) + 4 (stat)
    Speed: 30'
    Damage Reduction: 0
    Spell Resistance: 0
    Weapon Stats
    Melee +5
    Ranged +6
    Bastard Sword: +7 = +3(BAB) +2(STR) +2(MW/TRT)/ DMG = 1d10+3(S), CRIT 19-20x2
    Silver Light Mace: +5 = +3(BAB) +2(STR) +0(MISC)/ DMG = 1d6+1(B), CRIT 20x2
    Spiked Gauntlet: +5 = +3(BAB) +2(STR) +0(MISC)/ DMG = 1d4+2(P), CRIT 20x2
    Dagger (Melee): +5 = +3(BAB) +2(DEX) +0(MISC)/ DMG = 1d4+2(P), CRIT 19-20x2
    Dagger : +6 = +3(BAB) +3(DEX) +0(MISC)/ DMG = 1d4+2(P), CRIT 19-20x2, 10'
    MW Composite Longbow +1STR: +7 = +3(BAB) +3(DEX) +1(MW)/ DMG = 1d8+1(P), CRIT 20x3, 110'
    Racial Traits
    +2 to any stat (WIS), Medium Size, 30' movement, Bonus 1st level feat, +1 Skill rank each level
    Inquisitor Features
    Class Proficiencies
    Simple Weapons plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of their deity(Bastard Sword). Light Armor, medium armor, and shields (except tower shields).

    Spells Known
    Orisons- (Acid Splash, Detect Magic, Detect Poison, Read Magic, Guidance, Stabilize)
    1st LVL - (Cure Light Wounds, Shield of Faith, Wrath, Expeditious Retreat)
    2nd LVL - (Castigate , Invisibility)

    Spells per Day "_" equals unused slot, "X" equals used spell slot
    1st LVL - (_)(_)(_)(_)
    2nd LVL - (_)(_)

    Domain - Fervor

    Fire of Belief (Sp) 7/day: You can unleash a gout of holy or unholy flame that sears one nongood target within 30 feet as a ranged touch attack. The target takes 1d6 points of fire damage plus half your inquisitor level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Fervent Action (Ex): At 8th level, once per day as a swift action, you can make a single melee attack at your highest attack bonus, move up to your speed, or cast a prepared inquisitor spell (of a spell level up to one lower than the highest level spell you can cast) as per Quickened Spell.

    Judgment- 2/day, Swift Action to start and switch in combat, lasts until end of combat (Can not be frightened, panicked, paralyzed, stunned, or unconscious, or prevented from combat)
    +1 Sacred Bonus to Damage Rolls, +1 for every three inquisitor levels
    Fast Healing 1, increases by 1 point for every three inquisitor levels
    +1 Sacred Bonus to Attack Rolls, increases by +1 for every five inquisitor levels, bonus is doubled on all attack rolls made to confirm critical hits at 10th level
    +1 Sacred Bonus to Concentration Checks/Caster Level Checks vs SR, increases by +1 for every three inquisitor levels
    +1 Sacred Bonus to AC, increases by +1 for every five inquisitor levels, bonus is doubled against attack rolls made to confirm critical hits against the inquisitor at 10th level
    +1 Sacred Bonus to Saving Throws, increases by +1 for every five inquisitor levels, bonus is doubled against curses, diseases, and poisons at 10th level
    Damage Reduction 1/Magic, increases by 1 for every five levels, DR changes from Magic to Evil at 10th level
    2 Points Energy Resistance, increases by 2 for every three inquisitor levels (Cold, Fire, Acid, Electricity, or Sonic)
    Weapons count as Magic vs DR, count as one alignment type vs DR at 6th level, count as adamantine as well at 10th level
    Monster Lore
    Add WIS modifier to Knowledge skill check to identify abilities and weaknesses of creatures

    Stern Gaze
    +1/2 Inquisitor Level (Min +1) Morale Bonus to Intimidate and Sense Motive

    Cunning Initiative
    Add WIS modifier to Initiative

    Detect Alignment
    At Will, Detect Chaos/Good/Evil/Law

    1/2 Class Level to Survival to Spot/Identify Tracks

    Solo Tactics
    Allies treated as if they possess same teamwork feats as the inquisitor, only Inquisitor gains bonus unless ally has same teamwork feat.

    Changing Teamwork Feat
    As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

    240gp Starting Gold
    Noble Warrior in training.
    +1 Competence bonus to Sense Motive and Intimidate
    Bonus Feat = Alertness (+2 Sense Motive/Perception)
    160gp Extra Gold
    Alertness (+2 Sense Motive/Perception) (Occupation)
    Combat Reflexes - Additional AoO's for Dex Modifier (4 AoO's/round) (1st Level)
    Bodyguard - If adjacent ally attacked, use AoO vs foe for Aid Another for +2AC to Ally (Human Bonus)
    In Harm's Way - While using Aid Another to improve ally's AC, can immediately intercept successful attack with full effects (3rd Level)
    Precise Strike - Deal +1d6 precision damage on melee attacks if flanking with ally (Teamwork Feat)
    Heirloom Weapon - Bastard Sword - MW and +1 Trait bonus on Attack Rolls
    Armor Expert - Armor Check Penalty reduced by 1
    Skill Ranks: 24
    Max Ranks: 4
    ACP: 0
    Skills               Total  Ranks  Ablty  Class  Occu  Misc
    Heal                   +4     +0     +4      +0    +0    +0 
    Intimidate            +10     +4     +0      +3    +1    +2 (Stern Gaze)
    Knowledge (Arcana)   +6/+10   +4     -1      +3    +0    +0    
    Knowledge (Religion) +6/+10   +4     -1      +3    +0    +0    
    Perception            +13     +4     +4      +3    +0    +2 (Feat)
    Sense Motive          +16     +4     +4      +3    +1    +4 (Feat/SternGaze)
    Survival            +11/+13   +4     +4      +3    +0    +0

    Equipment                    Cost(gp)      Weight (lbs)
    Explorers Outfit (Free)         0              0
    Wooden Holy Symbol              1              0
    MW Chain Shirt                100             25
    MW Cold Iron Bastard Sword     70              6
    Spiked Gauntlet                 5              1
    Dagger                          2              1
    Silver Light Mace              15              4
    Signal Whistle                  .8             0
    Signet Ring                     5              0
    Spell Component Pouch           5              2
    Ioun Torch                     75              0
    Scroll Case                     1              .5
    Cure Light Wounds x3           25              0
    MW Backpack                    50              4
    Flint & Steel                   1              0
    Waterskin                       1              4
    Weapon Cordx5                   .5             0
    Whetstone                       .02            2
    Silk Rope                      10              5
    Portrait Book                  10              3
    Ink                             8              0
    Inkpen                          .1             0
    Paper x5                        2              0
    5 Days Rations (5lbs)
    Belt Pouch                      1              .5
    Chalk x5 (colored)              .05            0 
    Flask of Oil (1 lb)
    Potion CMW 2d8+5

    MW Composite Longbow +1STR (3lbs)
    20 Arrows (3lbs)
    Red Armbands x3
    Dream Shroud

    Aura faint divination; CL 3rd
    Slot belt or shoulders; Price 3,000gp; Weight --

    This silk sheet displays faded images of old myths of the city of Gate Pass. When worn as a belt sash or a cloak, this item functions as a phylactery of faithfulness, with the extra ability to cast align weapon once per day if the wearer whispers. "Please don't let my death be in vain," during which the shroud briefly is vivid and beautiful as when it was first created. It cannot align a weapon to evil.

    Treasure: 11gp, 5sp, 3cp Gems:

    Total weight carried: 66
    Maximum weight possible:
    Light Load Max = 58 lbs / 66 lbs
    Medium Load Max= 116 lbs / 133 lbs
    Heavy Load Max = 175 lbs / 200 lbs
    Lift off Ground = 350 lbs
    Overhead = 175 lbs
    Drag = 875 lbs
    Size: Medium
    Gender: Male
    Age: 18
    Height: 5'10"
    Weight: 176lbs
    Hair Color: Brown
    Eye Color: Green
    Skin Color: Fair
    Appearance: A cloaked figure approaches; the brown hood covering the face with shadows. You spy the sleeves of a chain shirt from underneath a stitched blue tunic that unwittingly bears the symbol of a cross in the center from the stitch pattern. Thick gloves, marked with studded steel spikes at the knuckles warn you of the ability for this man to handle himself at all times. Carrying a very unique and easily identifiable bastard sword, the cold iron weapon warns of its intent at defeating evil. Carrying a pack along his back, and a silver morningstar at his side, he walks with purpose, as he removes the hood, revealing a young man, perhaps in his late teens, staring at you and sizing you up. It is then that you see the wooden holy symbol of Gracenys, and know that Aaron, the newly appointed Inquisitor is standing before you...
    Deamenaor: TBD
    Having had grown up in a decent family, Aaron's lineage goes back to generations of faithful followers of Gracenys. Aaron admires his father, as he seems to be a valuable asset to the church, often performing odd jobs for the church leaders at times, but never one to reveal what exactly the jobs were. Always curious, Arron asked, but was never answered with a straight answer.

    His youth was filled with excitement, as his family had status with the nearby royalty that enabled their son Aaron to become a squire. He would often learn of the noble warrior ways, intent on finishing his training and making a name for himself as well as doing his family proud. This afforded him the continued interaction with the Hammerstar Clan, who's Dwarven members often had ties to royal proceedings and noble families, as they were usually called in for diplomatic solutions to issues with the land holders. Often times, the diplomat was a dwarven man, yet was not afraid to lend a helping hand as well. His daughter, Marda, often accompanied him, and Aaron often times saw her around. She was kind, gentle, and always wanting to help.

    He remembers the day that he had chosen to sway from the path of squire to one more in line with his father's. The attack was swift, the poison gas everywhere. Taking the chance, Aaron had ran into the gas, with breath held, attempting to save anyone he could. Surprised to find Marda unconscious and passed out, he feared he was too late. Aaron bent down and at the age of only 14 was able to drag the heavy dwarf out of the gas and to safety. Mind you, this was a feat on its own, as the distance was well over 100 yards, yet Aaron somehow managed to keep his wits and breath held.

    When he could drag the dwarf no more, Aaron collapsed, kneeling on the steps nearby. Realizing that the stairs were to the local church of Gracenys, the church leaders went to work quickly to save their beloved Marda, who was a follower and cleric of the church as well as something more, considering the haste and talk that they flew into. As Marda was saved, so was Aaron, as they welcomed him into the church, teaching him the secrets that his father held from him for good reason. For the next few years, Aaron gave up his life as a squire, yet learned a new trade. He was adept at his teachings, and was often commended for being in the saving grace of Gracenys for his heroic act. Marda too had become a beacon of faith, teaching the young Aaron about the true power of faith, as she sought somewhere to keep her mind focused, as the loss of her father scored a deep wound in the dwarf.

    They became very close friends, and learned from each other more often than not. Aaron was the benefactor, as Marda was able to teach him some magic as well, while they both kept each other on their best guard for battle. What Marda could not deal with in the gift of diplomacy, Aaron dealt with in his own fashion. It was this gift of ferreting out defilers of their faith that granted him his greatest gift; that of his father's sword and his father's trust. Aarons father told him of the dealings he had with the enemies of the church, more often than not also came in the forms other than humanoid. Demons, servants of evil, necromancers and other vile creatures filled his mind as his father imparted just exactly what his assistance to the church entailed.

    Then his father brought out the sword, which at first looked ragged and scored with cracks and dents. Upon a closer look, the weapon was a darker color than most, and had a dull glint to it. The scores and markings were actually cryptic engravings of which Aaron had no idea of their origin. Told that the sword had been passed down to those that proved themselves as able to fend off and root out evil, it was then handed to him, with the purpose of continuing the mission that his father now gave to Aaron.

    Now, armed with his heirloom weapon, the knowledge about the secrets of the church, as well as the powers of Gracenys to empower him, he continues his trek to seek out evil and destroy it. Hearing of a new emerging threat, Aaron was beckoned by Marda to a meeting at midnight, New Years Eve, at the aptly named Poison Apple Pub. If ever there was a sign from Gracenys on their involvement, the two survivors of the poison attack years ago set forth, intent on getting to the root of this threat...
    Adventure Log
    Day3 - Last night at Haden's House
    The last few days have tested my faith. The meeting did not go as planned, as the place was bombarded and attacked. We made it out, together, and our journey had begun. The information we had acquired and were to deliver had us en route across to the Burning Forest.

    Then I met her. She was beautiful, but there was something else about her. Something that seems to have me drawn to protect her. She has warned us of the evil that sticks to our heels. The enemy is tough, and we are tested at every corner. Fantalass seems to have a unique gift in magical items. There does not seem to be a limit to his knowledge. He has come in handy. Shade, ever so gruff, has shown her mettle in battle. I would not like to have her on my bad side, but still, if it was your will, then so be it.

    Marda has stayed the course, channeling your healing powers to us all when we needed it. We almost lost her to that large oaf, but Torrent stepped in, even with the danger present. I owe Torrent for that, and hope to repay that debt. As for Barrik, he was the one that took this job for his own accord and selfish reason. Or so I thought at first. He gained the information, yet continues to help us out. His companion, the other-worldly wolf-like creature, has me confounded. I have not seen anything like it, and it continues to evolve.

    Cyrstin's father even gave him a suit of armor, for he saw something in him that nobody else did. Barrik reminds me of someone I knew. Someone from the training grounds. Rough, keeping to himself, easily keeping others at arms length. Yet, when the time came, when the cards were laid on the table, it was he who rose to the challenge. Perhaps this is Barrik's challenge. The time when he would make his choice in life to a path offered to him.

    We are all on this path, somehow, together and in each others debt. Tomorrow, we head through the forest. Tonight, we rest and mourn for Cyrstin's loss. Tonight, I pray to you Gracenys, to help guide us on this path.
    Level Ups
    Level 2 Increase
    +8HP +1FC
    +1 BAB
    +1 Fort & Will saves
    Cunning Initiative (Add WIS modifier to Initiative)
    Detect Alignment (At Will, Detect Chaos/Good/Evil/Law)
    Track (1/2 Class Level to Survival to Spot/Identify Tracks)
    +6 Skill Points (+1 to each skill with current rank in it)
    Learn 1 Orison - Guidance
    Learn 1 First Level Spell - Wrath
    Additional First Level Spell Use Per Day
    Level 3 Increase
    1d8+3+1FC = 6
    +1 BAB
    +1 Reflex saves
    Solo Tactics (Allies treated as if they possess same teamwork feats as the inquisitor, only Inquisitor gains bonus)
    Teamwork Feat = Precise Strike (Deal +1d6 precision damage on melee attacks if flanking with ally)
    Changing Teamwork Feat
    As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

    +6 Skill Points (+1 to each skill with current rank in it)
    Learn 1 Orison - Stabilize
    Learn 1 First Level Spell - Expeditious Retreat
    Additional First Level Spell Use Per Day
    New Feat - In Harm's Way
    Level 4 Increase
    1d8+3CON+1FC HP
    +1 to Wisdom
    +1 BAB
    +1 Fort and Will saves
    +6 Skill Points (+1 to each skill with current rank in it)
    Learn 2 Second Level Spells - Castigate / Invisibility
    2 Second Level Spell Uses Per Day
    Extra use of Judgment class feature Per Day

    Inquisitor Class (OGC)

    HP Rolls
    Last edited by Fangor the Fierce; Friday, 12th August, 2011 at 08:10 PM. Reason: Domain Updated

  5. #5
    Waghalter (Lvl 7)

    Join Date
    Jan 2007
    Reno, NV
    Read 0 Reviews

    ø Block Vertexx69

    ø Friend+
    Shade the Rebellious Rogue

    Lvl 2 HD (1d8=8)

    Lvl 3 HD (1d8=8)
    Last edited by Vertexx69; Friday, 18th February, 2011 at 06:25 PM.

  6. #6
    Thaumaturgist (Lvl 9)

    Join Date
    Aug 2007
    Southern California, US
    Read 0 Reviews

    ø Block Dragonwriter

    ø Friend+

    And the eidolon:

    Barrik Mav’kar, Half-Orc Summoner

    Game Info

    Race: Half-Orc
    Class: Summoner (Occupation: Arcane Student)
    Level: 4
    Experience: 6,000
    Alignment: Lawful Good
    Languages: Common, Orc, Draconic, Giant, Goblin
    Deity: None


    STR: 14
    DEX: 15
    CON: 17
    INT: 17
    WIS: 10
    CHA: 14 (11 +2 racial +1 level)


    HP: 33 = [1d8 + 3] + 1 (favored class bonus) +4+3+1 (level 2) +2+3+1 (level 3) +3+3+1 (level 4)
    AC: 16 = 10 + 4 (armor) + 0 (shield) + 2 (DEX),
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 14 = 10 + 4 (armor) + 0 (shield)
    INIT: +2 = +2 (DEX)
    BAB: +3 = +3 (Summoner)
    CMB: +5 = +2 (STR) + 3 (BAB)
    CMD: 17 = 10 + 2 (STR) + 2 (DEX) + 3 (BAB)
    Fort: +4 = +1 (base) + 3 (stat)
    Reflex: +3 = +1 (base) + 2 (stat)
    Will: +4 = +4 (base) + 0 (stat)
    Speed: 20 feet (30 feet base - 10 Medium load)
    Damage Reduction: 0
    Spell Resistance: 0

    Weapon Stats

    Falchion (melee): +5 = +3 (BAB) + 2 (STR)/DMG = 2d4+3(S), CRIT 18-20x2
    Light Crossbow (ranged): +5 = +3 (BAB) + 2 (DEX)/DMG = 1d8(P), CRIT 19-20x2, 80 ft. range increment (max range 800 ft.)

    Racial Traits

    Darkvision 60’
    Intimidating: +2 Intimidate
    Orc Blood: Race is both Human and Orc
    Orc Ferocity: Fight disabled for 1 more round when brought under 0 HP
    Weapon Familiarity: Greataxe and Falchion; Orc weapons are martial

    Class Features

    Spellcasting and Cantrips
    Life Link: If Eidolon is about to be destroyed, sacrifice HP to keep it around.
    Summon Monster II, 4/day: As spell, summoned creatures remain for 1 min/level. If Eidolon or another Summon Monster is active, new summon replaces it.
    Bond Senses: Can perceive as Eidolon for 1 round/level each day.
    Shield Ally: If Eidolon is within reach, Barrik gains +2 Shield Bonus to AC and +2 Circumstance bonus on saving throws.

    Feats and Traits

    Focused Mind: +2 on Concentration checks
    Dirty Fighter: +1 damage when flanking

    Spell Focus (Conjuration) (bonus, Occupation)
    Eschew Materials (1st)
    Augment Summoning (3rd)


    Skill Ranks: 20
    Max Ranks: 4 ACP: -0
    Handle Animal +8 =4 (ranks) +1 (CHA) +3 (class skill)
    Knowledge (the planes) +9 =2 (ranks) +3 (INT) +3 (class skill) +1 (Occupation)
    Knowledge (arcane) +9 =3 (ranks) +3 (INT) +3 (class skill)
    Knowledge (religion) +9 =3 (ranks) +3 (INT) +3 (class skill)
    Ride +8 =4 (ranks) +2 (DEX) +3 (class skill) -0 (ACP)
    Spellcraft +7 =1 (ranks) +3 (INT) +3 (class skill)
    Use Magic Device +9 =4 (ranks) +1 (CHA) +3 (class skill) +1 (Occupation)


    Equipment                    Cost  Weight
     Falchion                     75g     8
     +1 Studded Leather         1175g    20
     Light Crossbow               35g     4
     Backpack                      2g     2
     Bedroll                       1s     5
     Flint and steel               1g
     Brooch of Shielding (101)  1500g
    Weapon Cord                    1s
    Trail rations (8)              5g     5
    50 cbow bolts                  5g     5
    Chain Shirt                   25g    20
    Potion of CMW                150g
    Potion of Shield of Faith     50g
    Traveler’s Outfit
    Starting Gold: 120 (Sum) + 120 (AS Occupation)
    Treasure: 38 gp, 10 sp, cp Gems:
    Total weight carried: 74 lbs
    Maximum weight possible: 175 lbs


    Cantrips: Acid Splash, Detect Magic, Mending, Read Magic, Message, Mage Hand

    Level 1 (4/day): Enlarge Person, Shield, Lesser Rejuvenate Eidolon, Unfetter
    Level 2 (2/day): Bull's Strength, Lesser Evolution Surge


    Size: Medium
    Gender: Male
    Age: 19
    Height: 6’6”
    Weight: 290 lbs.
    Hair Color: black
    Eye Color: yellow
    Skin Color: gray-green
    Appearance: Barrik Mav’kar looks like typical half-orc. He is big (6’6” and 250 lbs.), muscular, has a gritty voice, has a set of jutting tusks, his skin is a green-gray color and his eyes are a putrid yellow, while ropy black hair reaches down to the small of his back. But by no means is Barrik your typical half-orc. Despite his voice being as harsh-sounding as it is, he is very well-spoken and well-educated. All those muscles, for once, don’t infringe on his higher thinking.
    He tends to wear a set of hardened and reinforced brown leather, the metal studs poking through in a hypnotic pattern, for protection. He moves easily while wearing the armor, as easily as he swings the falchion attached to his hip.

    Demeanor: Barrik is rather focused, his mind never straying from tasks. This can come off as anti-social, particularly when taken with his race. However, Barrik doesn’t mind others, and often enjoys the company of those who do not judge him by his racial composition. Unfortunately, he is sometimes arrogant, due to his greater intelligence.


    While Barrik may look like a typical half-orc, his upbringing was anything but typical. His mother (a pretty human woman named Vanessa) was, as most mothers to half-orcs are, raped by one of the bestial humanoids. She was a middle-class merchant’s daughter, accompanying her father and his trade goods to an outlying town, when the orc raiders hit and took her. Her father, a human named Liam, hired a team of adventurers to rescue her, and they did, but not before several of the orcs had taken her for their own. In fact, a few had fought over her and killed each other… But greater damage had already been done.

    Most people would have thought nothing of leaving the orc-spawn child on the steps of a temple, or out in a field… But Liam had a strict code of ethics and had instilled a similar code in his young daughter. Liam, a long-time widower, would help his daughter raise the child and they would keep it. Soon enough, Vanessa gave birth… But to twins, one male, one female.

    The half-orc twins were rather sheltered for the first several years of their life, their mother and grandfather taking great care of them (and instilling a similar moral code). Barrik’s twin sister (Hariah) took after their mother in appearance, seemingly inheriting few of the orc-blood traits. Barrik was not quite so lucky, though he didn’t pay much attention to the differences of appearance as a child.

    In time, they were allowed to leave the house on their own. Previously, they had gone with Liam or Vanessa on short errands and had still been sheltered from abuse and cruelty. On their own, they had to face it. Hariah didn’t deal with much, when Barrik was away. Her tusks were minute and she had gotten striking good looks from her mother. But when Barrik joined her, and their sibling nature revealed, it was obvious she was half-orc as well.

    They had to deal with teasing from other children, shopkeepers not letting them in to see wares and similar things… But if one of them made Hariah cry, woe be to them. Barrik would be on it quickly, smacking the kid for his cruelty or giving a tongue-lashing to the shopkeeper. But one day was the worst… Hariah had gotten separated from Barrik by a large crowd of people in the market. A group of the older boys saw her without her protector and decided to have some “fun” with the (now) young woman. Barrik raced around the market, as fact as he could, trying to find his sister when her scream rent the air. With a shout of rage, Barrik shoved his way through the crowd, to see one of the older boys disappeared down an alley. Hariah’s scream rang out again…

    The half-orc rushed into the alley to see the boys holding his sister to the wall, she sporting what would become several bruises, while another boy was working on undoing his trousers. Barrik roared in anger and charged the group of four. He bashed one over the head immediately, knocking the boy out in a single hit. Another he caught in the gut before the boys let go of the girl and all jumped into the fray, pummeling Barrik. He fought hard, but couldn’t stand up to the group. They beat him well into unconsciousness, forgetting all about Hariah, until the city watch showed up. The boys were taken into custody and Barrik and Hariah returned to their home.

    Over the several weeks of recovery for Barrik, he studied. His grandfather was reasonably well-to-do and was capable of purchasing several books on magic, pleased his grandson was interested in such a grand pursuit. Barrik was most interested in a book on summoning, intent on never being outnumbered again…

    Over the next few years, Barrik attended a school of magic, while Hariah stayed at home. He missed his twin sister, but would not give up his studies. Eventually, he made contact with a wolf-like Outsider that became his Eidolon. He returned home, content with his newfound ally and his ability to summon other creatures to his side for aid. He would be able to protect his sister.

    Except when he returned home, his sister was gone. Not only that, his whole family was gone! They left a note in the house about taking trade into the Ragesian Empire, and possibly finding a husband for Hariah. The note also said they had written him, but he never responded. Barrik had never seen that letter… He set out for Gate Pass, to go through and find his family.

    Adventure Log
    None yet

    Level Ups

    Level 2:
    +7 HP (4+3). +1 for Favored Class
    BAB +1, Will Save +1 (total base +3)
    Gain Bond Senses class feature.
    +1 Handle Animal, +1 Knowledge (arcana), +1 Knowledge (religion), +1 Ride, +1 Use Magic Device.
    Eidolon gains 1 Evolution point, spent on Scent ability, in addition to other benefits of increased HD.
    Gain 1 more 0-level spell known (Message), 1 more 1st-level spell known (Lesser Rejuvenate Eidolon), and 1 more 1st-level spell/day.

    Level 3:
    +5 HP (2+3). +1 for Favored Class
    BAB +1 (total +2), Fort and Ref save +1 (total base +1 each)
    Summon Monster I class feature becomes Summon Monster II.
    +1 Handle Animal, +1 Knowledge (Arcana), +1 Knowledge (religion), +1 Ride, +1 Use Magic Device.
    Eidolon gains 1 Evolution point, spent on Reach (bite). Also rearranges, trading Pounce and Scent for Resist Fire and Improved Natural Armor. Also gains benefits of more HD, including Mobility feat.
    Gain 1 more 0-level spell known (Mage Hand), 1 more 1st-level spell known (Unfetter), and 1 more 1st-level spell/day.

    Level 4:
    +1 Ability Score (Charisma)
    +6 HP (3+3). +1 for Favored Class
    +1 BAB (total 3), +1 Will Save (total 4).
    +1 Handle Animal, +1 Knowledge (Planes), +1 Knowledge (religion), +1 Ride, +1 Use Magic Device.
    Learn 2 2nd-level spells, gain 1 2nd-level spell slot/day (plus bonus spells). (Bull’s Strength, Lesser Evolution Surge)
    Gain Shield Ally class feature.
    Gain 2 Evolution Points. Drop Reach to recover 1 Evolution Point. Take Head and Bite evolutions.


    Outsider (Quadruped Base Form)
    Init +2; Senses: Darkvision; Scent; Perception +4
    AC 19 AC (T) 13 AC (FF) 16 (+2 DEX, +6 Natural, +1 Dodge)
    HP 24 (3d10+3 CON)
    Fort +4, Ref +5, Will +1
    Resist Fire 5
    Speed 40 ft.
    Attacks: Melee 2 Bites +5 for 1d6+3 damage and Trip +5
    Space 5 ft.; Reach 5 ft.
    Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11
    BAB +3; CMB +5; CMD 17 (21 vs. Trip)
    Feats: Dodge, Mobility
    Skills: Perception +6 (3 rank, 0 Wis, class), Stealth +8 (3 rank, 2 Dex, class), Acrobatics +8 (3 rank, 2 Dex, class), Survival +6 (3 rank, 0 Wis, class)
    Darkvision 60 ft.
    Link: Summoner and eidolon can communicate freely over any distance. Summoner and eidolon share magic item slots.
    Share Spells: Summoner may cast spells with target of “You” on eidolon. Summoner can cast spells on eidolon that do not normally affect Outsiders.
    EVOLUTIONS (7 Points)
    Free Evolutions: Bite, Limbs (legs) (2)
    1-Points: Resist Fire, Improved Natural Armor, Extra Bite (second head)
    2-Points: Trip (primary bite), Extra Head

    Weapon Cord.
    Summoner Class (OGC).
    Last edited by Dragonwriter; Wednesday, 3rd August, 2011 at 08:56 PM.

  7. #7
    Fantalass, the Creator

    Game Info

    Race: Elf
    Class: Wizard (Conjurer)
    Level: 4
    Experience: ?
    Alignment: LN
    Languages: Elf, Common, Draconic, Celestial, Sylvan, Abyssal, Infernal, Auran, Orc


    STR: 10
    DEX: 14
    CON: 08
    INT: 16
    WIS: 12
    CHA: 12


    HP: 17 = [1d6 - 1 + 1d6-1=4 +1d6-1=4 +1d6-1=5
    AC: 12 = 10 + 2 (DEX),
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 10 = 10
    INIT: +2 = +2 (DEX) + 2 (Trait)
    BAB: +2 = +2 (wizard)
    CMB: +2 = +0 (STR) + 1 (BAB)
    CMD: 14 = 10 + 0 (STR) + 2 (DEX) + 2 (BAB)
    Fort: +1 = +1 (base) - 1 (CON) +1 (Trait)
    Reflex: +3 = +1 (base) + 2 (DEX)
    Will: +5 = +4 (base) + 1 (WIS)
    Speed: 30 ft
    Damage Reduction: -
    Spell Resistance: -

    Weapon Stats

    Longsword (broken) (melee): +0 = +2 (BAB) + 0 (STR) -2 (broken)/ DMG = 1d8-2(S), CRIT 20x2


    Arcane Student.
    Choosing Linguistics and Use Magic Device as class skills and Spell Focus (conjuration) as bonus feat.

    Racial Traits

    +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
    Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Elves have a base speed of 30 feet.
    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
    Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
    Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
    Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
    Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    Favorite class option:
    Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

    Class Features

    Arcane Bond: Familiar (Cat)
    Arcane School: Conjuration
    Scribe Scroll


    Forlorn: +1 to Fort save.
    Reactionary: +2 to initiative


    Occupation: Spell Focus (Conjuration)
    1 Point Blank Shot
    3 Extend Spell


    Skill Points: 20 = 4x (+2 class +3 int)
    Max Ranks: 4 ACP: 0

    Acrobatics           +1 = +0 ranks +1 dex
    Appraise             +3 = +0 ranks +3 int
    Bluff                +1 = +0 ranks +1 cha
    Climb                +0 = +0 ranks +0 str
    Craft (alchemy)      +7 = +1 ranks +3 INT +3 class
    Diplomacy            +1 = +0 ranks +1 cha
    Disguise             +1 = +0 ranks +1 cha
    Heal                 +1 = +0 ranks +1 wis
    Intimidate           +1 = +0 ranks +1 cha
    Knowledge (arcane)   +8 = +2 ranks +3 int +3 class
    Knowledge (history)  +7 = +1 ranks +3 int +3 class
    Knowledge (planes)   +8 = +2 ranks +3 int +3 class
    Knowledge (religion) +7 = +1 ranks +3 int +3 class
    Linguistics          +7 = +1 ranks +3 int +3 class
    Perception           +9 = +4 ranks +1 wis +2 race +2 alertness
    Ride                 +1 = +0 ranks +1 dex
    Sense Motive         +3 = +0 ranks +1 wis +2 alertness
    Spellcraft           +10 = +4 ranks +3 int +3 class (+ 2 identify)
    Stealth              +4 = +0 ranks +1 dex +3 familiar
    Survival             +1 = +0 ranks +1 wis
    Swim                 +0 = +0 ranks +0 str
    Use Magic Device     +7 = +3 ranks +1 cha +3 class


    Spells in Book:
    0 - all but enchantment, necromancy and read magic.
    1 (6) - Color Spray, Enlarge Person, Feather Fall, Grease, Mage Armor, Magic Missle, Mount, Stand the heat, Stumble Gap
    2 - Glitterdust, Pyrotechnics, Stone Call, resist Energy


    Equipment                    Cost  Weight
    120 gp

    Longsword 15gp 4lbs
    Empty backpack 2gp 2lbs
    Bedroll 0.1gp 5lbs
    Mirror, small steel 10gp 0.5lbs
    Waterskin 1gp 4lbs
    5 sunrods 10gp 5lbs
    spell component pouch 5gp 2lbs
    Spellbook 15gp 3lbs
    2 CLW potion 50gp -lbs


    Treasure: 10gp, 20sp, cp Gems:
    Total weight carried:
    Maximum weight possible: 33lbs light load

    composite longbow with no str requ with ? arrows
    wand of magic missle (20 charges)
    wand of hold portal (10 charges)
    scroll of mage armor (CL 1)
    Cold-weather outfits x1 7lbs each (ditched before the forest of fire)
    Scriber's kit (77.5gp) 2lb
    Spell component pouches x1 2lbs each
    tindertwigs x2 ---
    blanket winter x1 3lb each (ditched before the forest of fire)
    food stuffs x2 1lb each (depleted as we moved)
    waterskins x1 4lb each
    compass .5lb
    also carries two secret scroll cases and their contents

    captured spell book

    Captured Spellbook
    - Arcane Mark               - Mending
    - Dancing Lights            - Message
    - Detect Magic              - Open/Close
    - Detect Poison             - Prestidigitation
    - Flare                     - Ray of Frost
    - Ghost Sound               - Read Magic
    - Light                     - Resistance
    - Mage Hand                 - Spark
    1st level:
    - Burning Hands             - Magic Missle
    - Comprehend Languages      - Protection from Evil
    - Endure Elements           - Shield
    - Erase                     - Spider Climb
    - Jump                      - Vanish
    2nd level:
    - Alter Self                - Invisibility
    - Detect Thoughts           - Scorching Ray
    - Gabal’s Superior Missile  - Whispering Wind
    3rd level:
    - Elemental Aura            - Fly  
    - Fireball                  - Secert Page


    Size: Medium
    Gender: Male
    Age: relative young for an elf. How lond do they live in the setting?
    Height: average
    Weight: under average
    Hair Color: Pale blond
    Eye Color: Pale green
    Skin Color: Pale, nearly white
    Deamenaor: Arrogant, showing off, argumentative and a bit of a craven.


    - You were told by your instuctor to go meet Torrent and that she will be leaving the city for Seaquen. You should accompany her and when you reach the town go to the mage school (Lyceum) and give this sealed scroll case to a dwarven instructor there - Dougan Rambausen - After that you should help the school and the resistance however you can to stop the invasion of Gate Pass and the "Scourge".

    - You are also givin another sealed scroll case and told it is for you but you shouldn't open it till you are about a day out of the city and on your way to Seaquen. This case is a little heavier than normal.

    Adventure Log
    None yet

    Level Ups

    1st level favored bonus to more spell-like abilities.

    2nd level favored bonus to more spell-like abilities.
    Rolled 4 HP, -1 for Con = 3l
    Learned Magic Missle and Stumble Gap

    3rd level level favored bonus to more spell-like abilities.
    1d6-1= 4 HP
    Learned stone call, resist energy
    new feat: extend spell

    4th level level favored bonus to more spell-like abilities.
    1d6-1=5 HP
    Learned Glitterdust, Pyrotechnics
    ability increase: Dex to 14

    (level 5: Augment summoning, level 7: Imp Familiar)

    (Need a better way to list skills and equipment. the coding makes me crazy (epically the spaces).
    Last edited by Walking Dad; Sunday, 31st July, 2011 at 10:52 AM.

  8. #8
    Waghalter (Lvl 7)

    Songdragon's Avatar

    Join Date
    Aug 2004
    BC, Canada
    Read 0 Reviews

    ø Block Songdragon

    ø Friend+
    Marda's Text Character Sheet

    Basic Information
    Race : dwarf
    Class : cleric (Aura: Lawful - Faint) / Fighter
    Level : 3/1
    Alignment : Lawful Good
    Languages : Common, Dwarven, Elven, Orcish
    Deity : Gracenyes

    Ability Scores
    Strength 16 +3
    Dexterity 13 +1
    Constitution 10 +0 +2 racial
    Intelligence 15 +2
    Wisdom 15 +2 +2 racial +1 4th level
    Charisma 14 +2 -2 racial

    Hit Points 27 = 3d8+1d10 (8+8+8+3)

    Armor Class 21 = 10 +7 (armor) +3 (shield) +1 (dex) (+4 dodge vs giant)
    Armor Class (Touch) 11 = 10 +1 (dex) (+4 dodge vs giant)
    Armor Class (Flatfooted) 20 = 10 +7 (armor) +3 (shield)

    Initiative +1 = +1 (dex)

    Base Attack Bonus +3 = +1 fighter +2 cleric
    Combat Maneuver Bonus +6 = +3 bab +3 (str)
    Combat Maneuver Defense 17 = 10 +3 bab +3 (str) +1 (dex) (+4 bs bull rush or trip while on ground)

    Fortitude +5 = +5 (base) +0 (con)
    Reflex +2 = +1 (base) +1 (dex)
    Will +5 = +3 (base) +2 (wis)

    Speed 20 ft
    Damage Reduction n/a
    Spell Resistance +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    +2 trait bonus on all saving throws against charm and compulsion effects.

    Dwarven Waraxe (melee) +7 = +3 bab +3 str +1 weapon focus (1d10+3, 20/x3)

    Heavy Mace (melee) +6 = +3 bab +3 str (1d8+3, 20/x2)

    Light Crossbow (ranged) +4 = +3 bab +1 dex (1d8, 19-20/x2)
    (80ft range)

    Racial Traits:
    • +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
    • Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    • Darkvision: Dwarves can see in the dark up to 60 feet.
    • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
    • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
    • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
    • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    • Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
    • Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

    Class Features
    • Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
    • Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Lawful: Faint)
    • Spells 3 0-level (DC 12)/ 2+1 1st-level (DC 13)
    • Channel Energy (Su): 2d6+3 (d+cha+half level) (DC 14) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (5 times/day)
    • Domains:

    • Nobility-Martyr: Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power 5 times per day. Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself.
    Domain Spells: 1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

    • Glory-Heroism: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
    Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 5 times per day.
    Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism.
    Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

    • Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
    • Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

    0-level (4 per day) (DC 12):
    Create Water, Detect Magic, Stabilize
    1st level (3 per day + 1 domain) (DC 13):
    Bless(x2), Command, Divine Favor(d)
    2nd level (2 per day +1 domain) (DC 14)
    Grace, Bull's Strength, Bless Weapon (d)

    Persuasive (Occupation) +2 to diplomacy and intimidate
    Selective Channeling (1st level)
    Shield Focus (Bonus Feat Fighter 1)
    Weapon Focus (Dwarven Waraxe) (3rd level)

    Diplomat: The diplomat is a noble that specializes in negotiation. (160g to start)
    Alignment: Any
    Skills: Perception becomes a class skill
    Bonus Feat: Persuasive

    Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
    Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

    Skill Points: 19 = +15 (+4 +1 favored class (cleric)) x 3 +4 fighter
    Max Ranks: 3 ACP: -6
    Acrobatics           -5 = +0 ranks +1 dex -6 acp
    Appraise             +2 = +0 ranks +2 int (+2 for gems/metal)
    Bluff                +2 = +0 ranks +2 cha
    Climb                -3 = +0 ranks +3 str -6 acp
    Diplomacy            +12 = +4 ranks +2 cha +3 class +2 feat +1 trait
    Disguise             +2 = +0 ranks +2 cha
    Heal                 +2 = +0 ranks +2 wis
    Intimidate           +9 = +2 ranks +2 cha +3 class +2 feat
    Knowledge (arcana)   +7 = +2 ranks +2 int +3 class
    Knowledge (history)  +6 = +1 ranks +2 int +3 class
    Knowledge (nobility) +6 = +1 ranks +2 int +3 class
    Knowledge (religion) +7 = +2 ranks +2 int +3 class
    Perception           +9 = +4 ranks +2 wis +3 class
    Ride                 -5 = +0 ranks +1 dex -6 acp
    Sense Motive         +6 = +1 ranks +2 wis +3 class
    Spellcraft           +2	= +0 ranks +2 int
    Stealth              -5	= +0 ranks +1 dex -6 acp
    Survival             +7 = +2 ranks +2 wis +3 class
    Swim                 -3 = +0 ranks +3 str -6 acp
    Size: medium
    Gender: female
    Age: 48
    Height: ft 3' 10"
    Weight: lbs 141
    Hair Color: dark auburn
    Eye Color: brown
    Skin Color: light earth
    Demeanor: Gentle, but forthright. Sure of herself.


    Marda Hammerstar was born to a life of nobility. The Hammerstar clan’s holdings within the Citystate of Gate Pass was her home. Her parents, Mavak and Meana, we loving parents but they were often away dealing with matters of the Council of Gate Pass and other diplomatic ventures for both the city and clan. While away Marda was in the care of her Aunt Keva, as cleric of Gracenyes and Uncle Kurn who was in charge of the Holding’s landholders.

    Marda grew up with a strong religious upbringing from her Aunt but always seemed to be at her Uncle’s side when he saw to the land holders under the protection of the Hammerstars. She saw how her Uncle Kern was as often, if not more, getting his own hands dirty with work as he would be with dealing with disputes and financial matters. The man did seem to enjoy his time with the land holders, helping with anything from helping repair damage farm implements to find lost livestock. He always told Marda that leading by example and treating others with respect was the key to any true leader.

    At an early age Marda’s Aunt discovered that Marda had an unusual birthmark on her left arm. The birthmark resembled the holy symbol of Gracenyes. She was taken to the Temple and many divinations and auguries were performed. It was discovered that Marda was an important part not only in Gracenyes’ graces, but that of the fate of the future events that would effect perhaps the world.

    At the age of eight years old, the Ragesian Empire attacked and took Gate Pass. The Hammerstar’s held out against the Emperor and his men aiding the resistance in both in sheltering those in need and launching attacks from their fortified hold. Even young Marda helped out as she could. She wore a small suit of armor and had a weapon at her side in case of danger.

    It was some two years before the Ragesian troops were pushed out of Gate Pass and life returned to a less martial living. As a young dwarf Marda came to know many of the Land Holders and the Allies of the Hammerstars. Like her parents she was able to charm many of them not only with her uncommonly good dwarven looks but that of her charismatic style. She too remembered and carried her Uncle’s teachings and did as he would do. She would help Land Holders that might require a helping hand to even those within Gate Pass as well. She made many within her family proud.

    Some years before adulthood while with her Aunt and a small caravan of Land Holders and friends of the Hammerstars, a young woman on her way to Temple for her birthing, went into labour early. While many of the men folk did not know what to do Keva took charge with Marda at her side. The pair delivered the babe who was named Aaron. Marda wrapped the small human child and handed him to her waiting mother. It was during that encounter Marda felt some connection to the young child that she could not explain but decided she would stay close.

    Over the years she not only helped look after young Aaron, but as he grew older, became good friends with the boy. The two like many other children, would find much trouble together. It was on Marda’s fortieth birthday, a large celebration was held. All of the Hammerstars were in attendance along with many of the Land Holders, friends, and allies. After an entire day of celebrations, Marda went into the priesthood of Gracenyes, becoming an acolyte.

    Marda excelled at becoming a cleric and her charismatic nature took her far. Within a few years she was able to represent the clergy in minor dealings. The priesthood nurtured her diplomatic talents well, but made sure she learned the many other aspects of the life as a chosen of Gracenyes.

    It was four years ago, Marda was attending a significant diplomatic function as part of the church’s delegation. Her parents were also there representing the Hammerstar’s. A great night of celebration and feasting turned wrong, when the function was attacked but an awful and deadly poisonous gas was released. It killed many, including Marda’s father. The poison would have taken Marda too, but by chance Aaron, her childhood friend came upon the attack and managed to drag his dwarven friend to the safety of a Temple of Gracenyes. Marda survived, but not without scars, both physical in the form of breathing problems when exerting herself, and mental, the death of a beloved parent.

    Aaron visited often and his friendship helped her through the many weeks that followed. In return, Marda was able to show Aaron the way through Gracenyes. The young human found his faith and a new direction in life. The pair’s renew friendship has continued to this day, each teaching the other not only about one another but about themselves as well.


    Equipment Carried
    (starting funds 400g = 240g cleric + 160g occupation (diplomat))
    					Weight (lbs) 	Cost (in gold)
    banded mail (masterwork)	worn 			35 	200
    heavy wooden shield	worn, left arm 		10 	7
    heavy mace  		sheathed, left side 	8 	12
    (battle scepter of Gracenyes)
    dwarven waraxe 		baldric, back 		8 	30
    warhammer +1            strapped to pack        5
    MW short sword          left side               2
    light crossbow 		slug over back 		4 	35
    10 bolts 		quiver, at right hip 	1 	1
    backpack 		worn 			2 	2
    belt, pouch 		worn 			0.5 	1
    scroll case 		backpack 		0.5 	1
    silver holy symbol 	worn 			1 	25
    waterskin 		backpack 		4 	1
    bedroll 		backpack 		5 	0.1
    flint and steel 	backpack 		-- 	1
    rations (4 days) 	backpack 		4 	2
    silk rope (50ft) 	inside of backpack 	5 	10
    rope, hemp(50') x1             10lb each 
    explorer's outfit 	worn 			-- 	--
    food (not sure how much)
    2 antitoxin
    holy symbol
    2 weapon blanch, silver
    2 weapon blanch, cold iron
    scroll of cure light wounds (2) scroll case   --   50gp
    Potion of Cure Light Wounds
    Potion of Water Breathing
    Treasure: 21gp, 9 sp, 0 cp Gems: n/a

    Equipment at the Tower
    Healer's kit                   1lb
    tindertwigs x10                ---
    smokestick x4                  .5lb each
    holy water x4 *                 1lb each
    anti-toxin x2 *                 ---                     
    blanket winter x1 *             3lb each
    candles x10                    ---
    flint and steel x2             ---
    hammer                         2lb
    oil (1-pint flask) x1          1lb each
    piton x6                       .5lb each
    iron pot                       4lb
    skillet                        1lb
    rope, hemp(50') x1             10lb each            
    sacks x2                       .5lb each
    sewing needles x4              ---
    twine(50')                     .5lb
    portable lab                  20 lbs
    Weight 72.5 lbs 
    Gear for sale
    Masterwork Battle Axe            6   310 gp
    Masterwork Battle Axe            6   310 gp
    Masterwork Silver Great Axe     12  500 gp
    Masterwork Small Heavy Crossbow  4   350 gp
    Masterwork Small Heavy Crossbow  4   350 gp
    Platinum Chain                               1   ???
    2 masterwork shortswords         4   630 gp (marda takes one for personal use)
    2 masterwork longswords          8   630 gp
    45 lbs
    Total weight carried: 177.5 lbs (93 (personal gear) + 52.5 (gear for trip) + 32 (weapons for sale) )
    Maximum weight possible: 76 light, 153 medium, 230 heavy

    Level Ups
    Fighter 1st Level
    Hit Points 1d10=8 (used my wife's computer, the dice like it over there better)
    +1 BAB
    +2 Fort
    Armor (all)
    Weapons (all martial)
    Skill Points (4) +1 diplomacy, +1 intimidate, +1 knowledge (arcana), +1 perception
    Bonus Feat (fighter) Shield Focus

    Cleric (level 2)
    Hit Points 1d8=8
    +1 BAB
    +1 Fort
    +1 Will
    Skill Points (5) +1 diplomacy, +1 knowledge (arcana), +1 knowledge (religion), +1 perception +1 survival
    Feat: Weapon Focus (Dwarven Waraxe)

    Cleric (level 3)
    Hit Points 1d8=3
    +1 Wis
    +1 BAB
    +1 Ref
    +1d6 channeling
    level 2 spells
    Skill Points (5) +1 diplomacy, +1 intimidate, +1 knowledge (history), +1 perception, +1 survival
    Last edited by Songdragon; Tuesday, 30th August, 2011 at 02:11 AM. Reason: Level 4

  9. #9
    Magsman (Lvl 14)

    Join Date
    Aug 2008
    Read 0 Reviews

    ø Block jbear

    ø Friend+

    Spirit, the Cursed One

    Spirit, The Cursed Oned

    Game Info

    Race: Elven
    Class: Rogue/ [Fire] Wizard (Favoured Class: Rogue)
    Level: 3/1
    Alignment: Chaotic Good
    Languages: Common, Draconic, Elven, Sylvan, Celestial
    Deity: Goddess of Luck/Dreams


    HP: 29 = [3d8 + 3] + [1d6+1] + 3 (favored class bonus)
    AC: 15 = 10 + 2 (armor) + 0 (shield) + 3 (DEX)
    AC Touch: 13 = 10 + 3 (DEX)
    AC Flatfooted: 12 = 10 + 2 (armor) + 0 (shield)
    INIT: +3 = +3 (DEX)
    BAB: +2 = +2 (Rogue 3/Wizard 1)
    CMB: +2 = +0 (STR) + 2 (BAB)
    CMD: 15 = 10 + 0 (STR) + 3 (DEX) + 2 (BAB)
    Fort: +2 = +0 (base) + 1 (stat) +1 (Trait)
    Reflex: +7 = +4 (base) + 3 (stat)
    Will: +3 = +2 (base) +1 (stat)
    Speed: 30 ft
    Damage Reduction: None
    Energy Resistance: fire 5
    Spell Resistance: None
    Spell Failure: 10%

    Weapon Stats

    Elven Curveblade (melee): +7 = +2 (BAB) + 3 (DEX) +1 (Trait) +1 (MW) / DMG = 1d10+0(P), CRIT 18-20x2
    Long Bow (ranged 100ft): +5 = +2 (BAB) + 3 (DEX)/ DMG = 1d8+0(P), CRIT x3
    Long Bow using +1 Arrows: +6 = +2 (BAB) + 3 (DEX) +1 (enhancement)/ DMG = 1d8+1(P): +1 (enhancement), CRIT x3
    Fire Jet: auto hit 20' line / DMG 1d6+0(fire) Special: Reflex save for half dmg = DC 13 (failure means target catches fire) Uses per Day: 6

    Racial Traits

    Elven Crunch Traits

    +2 Dexterity, +2 Intelligence, –2 Constitution
    Normal Speed: 30 feet.
    Low-Light Vision

    Elven Immunities: Immune to magic sleep effects; +2 racial saving throw bonus vs enchantment spells and effects.

    Silent Hunter: Elves with this racial trait reduce the penalty for using Stealth while moving by 5
    Can make Stealth checks while running at a –20 penalty (Includes the racial trait penalty reduction).

    Keen Senses: +2 racial bonus on Perception skill checks.

    Weapon Familiarity: Proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

    Languages: Common and Elven. High Intelligence: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    Class Features

    Weapon and Armor Proficiency

    Rogue: All simple weapons, plus hand crossbow, rapier, sap, shortbow, and short sword.
    Armour: Light armor, but not shields.

    Rogue Class Features

    Sneak Attack: +2d6

    Deal +2d6 extra damage if target is denied a Dex bonus to AC (whether target has Dex bonus or not), or when flanking target.
    This extra damage is not multiplied on a Crit.
    Ranged attacks can count as sneak attacks only if the target is within 30 ft

    Nonlethal damage weapons: sap, whip, or an unarmed strike: can make a sneak attack that deals nonlethal damage instead of lethal damage. Can't use lethal dmg weapon to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

    A rogue cannot sneak attack while striking a creature with concealment.

    Trapfinding: +1

    Add 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
    A rogue can use Disable Device to disarm magic traps.

    Evasion (Ex)

    2nd lvl: If successful Reflex saving throwmade vs attack that normally deals half damage on a successful save; instead take no damage.
    Evasion can be used only if wearing light or no armor.
    Do not gain the benefit of evasion if helpless.

    Rogue Talents

    At 2nd level, gain one rogue talent. Gain additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

    Lvl 2 Talent: Finesse Rogue: Gain Weapon Finesse as a bonus feat.

    Trap Sense +1

    At 3rd level, a rogue gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

    Increase to +2 when the rogue reaches 6th level, to +3 at 9th level, to +4 at 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

    Wizard Class Features

    Wizard Spells

    A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

    To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level.
    Spell DC 13 + spell lvl

    The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.


    Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.

    Spells cast per day

    3 0 lvl Cantrips
    3 1st lvl spells [1 + 1 INT Bonus + 1 Fire school spell]

    A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score.

    A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

    Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

    Spells Memorised

    Lvl 0
    1 Resistence
    2 Detect Magic
    3 Daze

    Lvl 1
    1: Gravity Bow
    Bonus: Mage Armour
    Fire: Burning Hands


    Spells Known in SpellBook

    Lvl 1: 6 Spells known
    Endure Elements
    Protection from Evil
    Mage Armour
    Detect Secret Doors
    Burning Hands
    Gravity Bow

    A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

    A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

    Elemental Arcane Schools

    Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the four elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (Air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

    Fire School (Opposite: Water)

    Fire Supremacy (Su): Resist 5 Fire; Fire shield: 1 DMG

    You gain resistance 5 to fire.
    In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.

    Fire Jet (Su); 6/day; 20ft line; 1d6 dmg; Ref save DC 13: 1/2 dmg

    Standard action; Send forth a 20-foot line of fire. Anyone in line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier.

    Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame.

    You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Bonus Languages

    A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

    Bonus Feats

    At 1st level, a wizard gains Scribe Scroll as a bonus feat.

    At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

    Wizard's Familiar

    A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

    A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

    Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

    If a familiar is lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

    Spirit's Monkey Familiar: Will

    Monkey (Familiar)
    Ape, Monkey CR 1/4
    XP 100
    N Tiny animal
    Init +2; Senses low-light vision; Perception +5


    AC 16, touch 16, flat-footed 14 (+2 Dex, +2 size, +2 Natural)
    hp 14 (4HD)
    Fort +2, Ref +6, Will +3


    Speed 30 ft., climb 30 ft.
    Melee bite +5 melee (1d3–4)
    Space 2-1/2 ft.; Reach 0 ft.


    Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
    Base Atk +2; CMB +2; CMD 8


    Feats Weapon Finesse
    Skills Acrobatics +10, Climb +10, Perception +5;
    Racial Modifiers +8 Acrobatics

    Familiar Changes

    Use the basic statistics for a creature of the familiar's kind, but with the following changes.

    Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

    Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

    Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

    Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

    Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

    Familiar Ability Descriptions

    All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

    Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. [+2 Perception and Sense Motive]

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

    Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

    Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

    Arcane Spells and Armor: 10% Spell Failure

    Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

    If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.


    Traits 1: Heirloom Weapon: Elven Curveblade

    You carry a weapon that has been passed down from generation to generation in your family.

    Benefit: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.

    Trait 2: Resilient

    +1 trait bonus to Fortitude Saving Throw

    Profession: Bandit


    Alignment: Non-lawful
    Skills: Choose 3 of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill:
    Appraise, Bluff, Climb, Disguise, Escape Artist, Intimidate, Perception, Ride, Stealth, Sense Motive
    Bonus Feat: Choose either Blind-Fight or Persuasive.
    Starting Money: 2d4x10

    Skills Chosen: Climb, Stealth, Perception
    Bonus Feat: Blind-Fight


    Weapon Finesse (Combat)

    You are trained in using your agility in melee combat, as opposed to brute strength.

    Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

    Special: Natural weapons are considered light weapons.

    Point-Blank Shot (Combat)

    You are especially accurate when making ranged attacks against close targets.

    Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

    Precise Shot (Combat)

    You are adept at firing ranged attacks into melee.

    Prerequisite: Point-Blank Shot.

    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

    Blind-Fight (Combat)

    You are skilled at attacking opponents that you cannot clearly perceive.

    Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

    An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

    You do not need to make Acrobatics skill checks to move at full speed while blinded.

    Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

    Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

    Scribe Scroll (Item Creation)

    You can create magic scrolls.

    Prerequisite: Caster level 1st.

    Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

    See magic item creation rules for more information.


    Max Ranks: 4 ACP:

    Skill Points: 33 = [Base (08) + INT (03)/Level; FC (00)] (Rogue)
    05 = [Base (02) + INT (03)/Level; FC (00)] (Wizard)
    38 = Total

    Skills                    Total  Rank  CS Stat ACP Misc
    Acrobatics                  12    3    3   +3   0  +3 (Monkey Familiar)
    Appraise                    07    1    3   +3      +0
    Bluff                       05    3    3   -1      +0
    Climb                       07    3    3    0   0  +1 (competence: Bandit)
    Craft ( )                   03    0    0   +3      +0
    Diplomacy                   -1    0    0   -1      +0
    Disable Device              12    4    3   +3   0  +2 (MW Thieves Tools)
    Disguise                    04    2    3   -1      +0
    Escape Artist               07    1    3   +3   0  +0
    Fly                         03    0    0   +3   0  +0
    Handle Animal               na    0    0   -1      +0
    Heal                        01    0    0   +1      +0
    Intimidate                  -1    0    0   -1      +0
    Knowledge (Arcana)          07    1    3   +3      +0
    Knowledge (Dngnrng)         na    0    0   +3      +0
    Knowledge (Engnrng)         na    0    0   +3      +0
    Knowledge (Geography)       na    0    0   +3      +0
    Knowledge (History)         na    0    0   +3      +0
    Knowledge (Local)           07    1    3   +3      +0 
    Knowledge (Nature)          07    1    3   +3      +0
    Knowledge (Nobility)        na    0    0   +3      +0
    Knowledge (Planes)          07    1   +3   +3      +0
    Knowledge (Religion)        na    0    0   +3      +0
    Linguistics                 07     1    +3   +3      +0
    Perception                  11    4    3   +1      +3(+2 racial, +1 competence: Bandit)
    Perception(locate trap)     12    0    0    0      +1(Trapfinding)
    Perform ( )                 -1    0    0   -1      +0
    Profession ( )              na    0    0   +1      +0
    Ride                        03    0    0   +3   0  +0
    Sense Motive                05    1    3   +1      +0
    Sleight of Hand             09    3    3   +3   0  +0
    Spellcraft                  08    2    3   +3      +0
    Stealth                     11    4    3   +3   0  +1* (competence: Bandit)
    Survival                    03    2    0   +1      +0
    Swim                        00    0    0    0   0  +0
    Use Magic Device            na    0    0   -1      +0
    *reduce movement penalty applied to stealth by 5


    Equipment                     Cost      Weight
    Elven Curveblade              80.0gp     7lb
    Long Bow                      75.0gp     3lb
    (50) Arrows +1             2,300.0gp     6lb
    Leather Armour                10.0gp    15lb
    Masterwork Backpack           50.0gp     4lb
    Trail Rations (5 days)         2.5gp     5lb
    Rations, Wandermeal (23)        0.23gp      0lb
    Spell Component Pouch          5.0gp     2lb
    Masterwork Thieves Tools     100.0gp     2lb
    Traveller's Outfit             free      0lb
    Spellbook                      free      3lb
    Muleback Cords             1,000.0gp  0.25lb
    Waterproof Bag              0.5gp    1/2lb
    Bedroll                          0.1gp     5lb
    Blanket, Common             0.2gp     1lb
    Candles (10)                   0.1gp      0lb
    Case, Scroll                     1.0gp     1/2lb
    Pocketed Scarf                8.0gp      0lb
    Ear Plugs                         0.003gp    0lb
    Flask                             0.003gp     1lb
    Ink (2 oz)                       16.0gp      0lb
    Ink Pen                           0.1gp       0lb
    Paper, sheet (5)                 2.0gp      0lb
    Rope, Silk (50ft)                 10gp       5lb
    Sack (2)                           0.2gp      1lb
    Sewing Needle                    0.5gp      0lb
    Soap                                 0.01gp     0lb
    Sunrod (2)                          4.0gp       0lb
    Waterskin (full)                    1.0gp      4lb
    Potion, Heal Light Wounds     50.0gp      1lb
    Treasure: 3gp 9sp 9cp

    Total Weight Carried: 67lb
    Carrying Capacity:
    Light: 0-133lbs
    Medium: 134-266lbs
    Heavy: 267-400lbs


    Size: Medium
    Gender: Male
    Age: 114
    Height: 5ft
    Weight: 85lb
    Hair Color: Black
    Eye Color: Light Silvery Blue
    Skin Color: Olive but can turn a molten black with a tinge of orange when it comes into contact with fire.


    Spirit has a crooked nose, and walks with a slight limp, souvenirs of his childhood. His face, arms and hands are marked with scarlet birthmarks. His clothes, and hair are unkempt, old and worn but remarkably clean, as he looks after his appearance as best he can, whenever he can.

    His tough life has wiped the look of innocence from his gaze. He often stares distantly as if he was in another world. He can often be caught talking seemingly to himself, however he is in fact talking to the mischievous spirits that haunt him.


    The Cursed One is fascinated by bladed weapons. He is also obsessed with Spirits and finding a way to communicate with the spirit of the only person he has loved or been loved by, Rayne. In some way he believes part of her lives on in her pet monkey Will, who has become Spirit's familiar, and his only friend in the world. He has followed the whisperings of the spirits that have haunted his mind since birth in search of his lost roots. He is obsessively supersticious, always on the watch for signs, omens and portents in the simplest event. He is detached, almost other worldly sometimes. His virtues are compassion, thankfulness and perseverance. His vices are prejudice and foolishness.


    The Cursed One never received a name when he was born. His mother died hours after his birth due to a fatal hemorrhage. The midwife attending her said that she didn't speak a word during those too short hours, after she saw the horrible scarlet birth marks that disfigured his face, hands and arms, she also refused to hold him. It was the same day that Farmer Frank's milk soured mysteriously and a wild dog massacred Polly Baker's best egg laying hens. It was the same day that Roy Smith was kicked while shoeing a horse and Aaron Butcher discovered all of his meat was riddled with strange luminescent worms. A terrible wind howled through the village that same day destroying the Orchard's prize cherry trees and tearing the chapel bell tower down upon the statue of Margot Volffenstein, the town's proud founder. And that same fateful night the star appeared in the sky above the village.

    The villagers of Volfftain of course blamed these ill fated events upon the child, saying that surely it was a demon sent to meddle and harass them, a punishment brought upon them for allowing an elf to live amongst them in the first place. Everyone knew she was fleeing her past, and whatever she had run from, it couldn't be good. Lord knows, if she even knew who the father was. After a town meeting it was decided that the child was a burden that noone in the town was prepared to suffer a moment longer. The child was sold for 12 silver pieces to a travelling knife salesman who left the town early the next day with two pints of sour milk donated by Farmer Frank and a masterwork elven curve blade found in the child's house that had interested the knife salesman when he went inside to collect the child. That next evening the star fell from the sky, obliterating Volfftain from the map and killing every townsperson within 3 miles of the impact site.

    The knife salesman, seeing the flash caused by the tremendous impact from his hilly vantage point, saw a great business opportunity and returned to the charred remains of the village to aquire as much metal from the fallen star as he could safely stack on his knife wagon. The unnamed child's cries of hunger grew strangely quiet as Jack Knife stacked the metal up next to his improvised crib, comforted by the eerie whisperings that entered his head.

    Jack the Knife grew ill and died months later after selling the metal for a tidy fortune in [Major Town]. The child was found wailing in the back of Jack's knife wagon out on the outskirts of town near the gypsy tents. He was sold for 30 gold pieces to the local assassin's guild. The magnificent curved blade found next to the child was given with him. Strangely enough keeping the blade close to the child seemed to comfort and quieten him.

    As soon as he learnt to talk he was sent to the streets to beg. His training in the art of death began at the age of 6. While not a complete incompetent, he was not gifted. This lead to many severe and cruel beatings at the hands of his masters, frustrated by his inability to progress. He never made friends. The other children he trained with were scared of him, his strange eyes, his chilling presence that made the hair on their arms stand on end. They'd never heard him speak to anyone, but he was constantly whispering in a hushed tone to himself. The beatings finally ended after the boy received a particularly severe beating from one the the strictest and most feared masters, Ren Twofingers. Quite suddenly the boy turned to face his master, his eyes glowing with an intense radiant fire and screamed -Stop! All the boys who were witness to the event said that Twofingers left the room shaking, without saying a word. The next morning Twofingers was found dead in his bed, his heart had stopped. The child's blade was also found in the room, apparantly confiscated from the boy as a punishment for his incompetence and lack of ruthlessness. Every person who had witnessed the confrontation grew chronically ill and died within a week. The blade was returned to the boy, or rather, he was allowed to retrieve it from the room himself. Nobody else showed any desire to even want to touch it.

    The Cursed One, or so he was called when he was sold shortly after to the local thieve's guild for 50gp, was 13 when he began to learn the art of thievery, an art he showed great promise at. So much so he quickly became his master's favoured student and, despite his strangeness, won the heart of a beautiful young halfling girl 4 years his senior, Rayne Quiksilver. He fell deeply in love with her and was happy for the first time in his life. She even gave him his second name, Spirit. Rayne, having talent with the true Art, initiated Spirit into the arcane secrets so he could better understand the spirits that tormented him.

    His success both thieving, and in love, not to mention his talent to understand the Art, stirred the envy of one of the older boys, Merrik Gryffis, a vengeful and spiteful wee halfling rogue who also fancied Rayne. He conspired with his peers to set the Cursed One up so he would botch an important job and lose face. They primed the building Spirit was to burgle, an important city businessman's three storied mansion to catch ablaze. The job had to be white glove, subtle and without raising any attention. Setting fire to the place would bring Spirit shame and recrimination from the Masters.

    The incident went awry, and Rayne, who had unexpectedly accompanied Spirit on the job was accidently killed as the building collapsed in the fire caused by Merrick. As Spirit knelt weeping in her blood, holding her limp hand, seemingly impervious to the rising flames ablaze around him, Rayne's pet monkey, Will, climbed onto his shoulder and began shrieking. Will refused to climb down, even when Spirit was finally forced to flee the scene when he finally noticed the heat and his head began to pin from the thick smoke. As he stumbled, face blackend from the fire, he thought about how death seemed to follow him, whereever he went. Indeed, he was the Cursed One. A curse upon any who came too close to him. He stumbled through the streets, the loot he had been assigned to aquire in a sack over one shoulder, Will, clinging tightly to the other.

    As he arrived back at the guild, the front door was open and unguarded, something unheard of. Even from the street Spirit could hear the great commotion from inside. Merrik, shocked and fearful of being found to blame, had taken the initiative, returning to the Guild to blame the Cursed One for the fire and Rayne's tragic death. The Cursed One fled into the night for fear of his life. As he left the city, the spirits whispered to him that the fire had been no accident, that he was not responsible, that the only person responsable was Merrick, a detail that Spirit has not forgotten to this day. As he travelled aimlesslyhe became obsessed with his magical studies. They made him feel closer to Rayne. pored adoringly, tirelessly over the spell book she had given him to write his first spell, what she had called 'the most useful thing a Finder could ever know', which was a spell that created a floating disc to pile loot upon. She never referred to herself as a thief, too many bad connotations. And so, as Spirit, a lost Finder, with nowhere to go, wandered aimlessly from place to place, deep in mourning, Will grew dangerously ill. This saved Spirit from his own illness of spirit. Spirit tended Will with the greatest care and attention for weeks until finally Will recovered the will to live. His eyes however had turned from brown to green, the same colour eyes as Rayne. Comforted by Will's presence, and feeling somehow that Rayne was close to him, living on in someway as a part of Will, he bagen to listen to the spirits once again. He couldn't talk to Rayne, or communicate in any way. But he could hear spirits, so maybe he could learn.

    The spirits whispered that they knew where his father was, in a forest ablaze with fire. Inside he would find the answers to the questions that pained him. So he followed their whisperings, that lead him to the edge forest ablaze with fire. In there, they whispered, your father, your people, your answers however painful, are in there.

    Spirit was discovered he was strangely resistent to the burns caused by fire, but not the heat that dehydrated his body. He would not survive long if he were to enter. Nor would Will, who often raced away from his arms to find something shiney or hidden that escaped normal vision. And the flames would certainly catch the pages of his precious spellbook. Entering was enevitable, but he would have to find a way to do so, without putting the things he cared for at risk.

    Since then he has lived on the edge of the forest, occaisionally entering for short periods of time. He has learnt a spell that makes him more resistent o the side effects of the heat, but as yet hasn't found a solution to protect either Will from the flames or his spellbook.

    The Cursed One has been a long time without contact of other living creatures and as his sadness fades and his lonliness grows he has begun to yearn friendship and companionship once more. He longs to be given a name once more.

    Adventure Log
    None yet

    Level Ups

    Lvl 2: gain a level in Rogue Class; now level two: HP: 1d8 +3; Rolled 4+2 = +6hp

    Gain +1 Bonus to Trapfinding
    Gain Evasion
    Gain Rogue Talent: Finesse Rogue

    Lvl 3: Gain a level in Wizard Class: HP: 1d6 +1; rolled 3+1 = +4hp

    Gained Cantrips
    Gained level 1 Wizards Spells: Known 6
    Gained Wizards Familiar: Monkey
    Gained Scribe Scroll feat
    Gained Arcane Elemental School: Fire
    Gained Flame Jet
    Gained Fire Supremacy

    Lvl 4: Gain a level in Rogue Class; now level 3: HP = 1d8+2; 7+2 = +9 hp
    +1 BAB (+2), +1 Reflexes (+3), +1 Dexterity
    Skill Points: 8+3 = 11 (+1 Bluff, +1 Climb, +1 Disable Device, +1 Kn: Planes, +1 Linguistics, +1 Perception, +1 Sleight of Hand, +1 Spellcraft, +1 Stealth, +2 Survival)
    Sneak Attack Increases: 2d6 dmg
    Trap Sense: +1


    @HolyMan : Here is my character ready for your approval. Let me know what you think. I had no idea how much gold he starts with at level 3, so let me know if equipment is wrong.

    Let me know what you think or whether I've messed anything up

    Cheers J

    Edit: Argh! Added +3 to HP modifier again, following the error I made last time. I'll add this correctly on the sheet though. Sorry.
    Attached Files Attached Files  
    Last edited by jbear; Tuesday, 26th July, 2011 at 11:14 PM. Reason: Organising

  10. #10
    Magsman (Lvl 14)

    Join Date
    Aug 2008
    Read 0 Reviews

    ø Block jbear

    ø Friend+
    @HolyMan :

    The character above has been edited. Same concept, just not as well backed by crunch to relflect the haunting spirits, but I can just RP that, making the Cursed One wierd, talking to himself, interpret bad rolls as spirit mischief etc.

    I went with Fire Wizard for the fire resistence, to remain a potentially useful 'guide' through the forest ... or at least not a burden if I follow them. I chose a monkey familiar as that seemed feasible to have had one as a young street urchin.

    I have some questions:

    Are lvl 1 hp rolled or MAX?
    3rd lvl hd should be a 1d6 now I've changed, should I reroll hp? All or just 3rd level? Above dice modifiers should now only read +2 in any case.
    What should my starting wealth be at lvl 3, so i can work out my equipment properly?
    Can I swap Scribe Scroll for Spell Focus as per LPF rules?
    Also, with regard to starting age, I don't really want to be so old, even though I'm an elf. I've swapped elven for draconic (wizard feature) and not chosen elven as he hasn't been raised by elves, and knows little or nothing of his heritage. I'd prefer that he have a human rogue or wizard starting age as he has only lived a fairly short life span and not spent 100 years on the edge of the fire forest (otherwise he'd know it too well by now). Does it really affect anything that he be 40 and not 120? In elf terms he's a child, which makes sense that his wisdom be so low.

    EDIT: Im thinking that lvl1 8 +2 HP lvl 2 (rolled a 4) 4 + 2 HP and below (wizard) 3 + 1 HP gives me 20 HP. Is that right?
    Last edited by jbear; Sunday, 15th May, 2011 at 11:51 PM.

+ Log in or register to post
Page 1 of 2 12 LastLast

Quick Reply Quick Reply

Similar Threads

  1. Pathfinder modules converted
    By hero4hire in forum Pathfinder & Starfinder RPG Discussion, Rules, Houserules, & Homebrews
    Replies: 7
    Last Post: Tuesday, 1st December, 2009, 03:25 AM
  2. Pathfinder XP in Converted 3.5 Adventures
    By Atavar in forum Older D&D Editions (4E, 3.x, 2E, 1E, OD&D), D&D Variants, and OSR Gaming
    Replies: 2
    Last Post: Wednesday, 28th October, 2009, 05:00 PM
  3. Pathfinder Converted Monsters
    By CleverNickName in forum Pathfinder & Starfinder RPG Discussion, Rules, Houserules, & Homebrews
    Replies: 95
    Last Post: Friday, 2nd October, 2009, 02:05 AM
  4. Has Anyone Converted CR XP to Flat XP for 3.x? i.e. Making Pathfinder and AD&D xp =
    By joethelawyer in forum Roleplaying Games General Discussion
    Replies: 13
    Last Post: Tuesday, 21st April, 2009, 01:28 AM
  5. Has anyone converted Pathfinder Adventure Path to 4e?
    By Jazz in forum Roleplaying Games General Discussion
    Replies: 16
    Last Post: Tuesday, 11th November, 2008, 02:31 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