Gandalfs PF Game RG




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  1. #1
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    Magsman (Lvl 14)

    GandalfMithrandir's Avatar

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    ° Ignore GandalfMithrandir

    Gandalfs PF Game RG

    This is the RG for my PF game
    http://www.enworld.org/forum/5364494-post139.html XP list and level splits

 

  • #2
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    Cutpurse (Lvl 5)



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  • #3
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    Guide (Lvl 11)

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    ° Ignore Starman
    I still need to finish up my equipment, but then I'm good to go.

    Code:
    Name: Finarfean the Fantastic
    Class/Level: Rogue (Rake) 1
    Race: Half-elf
    Size: Medium
    Gender: Male
    Alignment: Chaotic Good
    
    Str: 10 +0      Level: 1        XP: 0
    Dex: 18 +4      BAB: +0         HP: 9 (1d8+1)
    Con: 12 +1      CMB/D: +0/+14   Dmg Red: n/a
    Int: 13 +1      Speed: 30'      Spell Res: n/a
    Wis: 10 +0      Init: +4        Spell Save: n/a
    Cha: 16 +3      ACP: +0         Spell Fail: n/a
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor: 16           10    +2    +0    +4    +0    +0    +0    16
    Touch: 14              Flatfooted: 12
    
                             Base   Mod  Misc  Total
    Fort:                      0    +1    +0    +1
    Ref:                       2    +4    +0    +6
    Will:                      0    +0    +0    +0
    
    Weapon                  Attack   Damage     Critical
    MW Short Sword            +5     1d6+0      19-20/x2
    Dagger                    +4     1d4+0      19-20/x2
    
    Languages: Common, Elf
    
    Race Abilities:
    Adaptability, Elf-blood, Elven Immunities, Keen Senses, 
    Low-light Vision, Multitalented (Rogue, Fighter)
    
    Class Abilities: 
    Bravado's Blade, Sneak Attack +1d6 
    
    Traits: 
    Charming, Rich Parents
    
    Feats: 
    Skill Focus (Bluff), Weapon Finesse
    
    Skills:
                            Ranks   Abil    Class   Misc   Total
    Acrobatics                 1      4       3              8
    Bluff                      1      3       3      3      10
    Diplomacy                  1      3       3              7
    Escape Artist              1      4       3              8
    Intimidate                 1      3       3              7
    Perception                 1      0       3      2       6
    Perform (Oratory)          1      3       3              7
    Sleight of Hand            1      4       3              8
    Stealth                    1      4       3              8
    
    Equipment:               Cost     Weight
    MW Short Sword           310 gp    2 lb
    Dagger x3                  2 gp    1 lb (ea)
    Leather Armor             10 gp   15 lb
    
    Total Weight:XXlb      Money: XXgp --sp --cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                33   66   100   200   500
    
    Age: 22
    Height: 5'11"
    Weight: 175 lb
    Eyes: Blue
    Hair: Blonde
    
    Appearance: 
    Finarfean (or Fin to his friends) is a tall, slender half-elf. He has long, blonde hair that flows down to his shoulder blades and is always carefully combed and always shines. His eyes are a sparkly blue. His mouth is usually just on the edge of a mischievous grin. Fin dresses in only the finest clothing which is typically brightly colored. He wears plenty of jewelry too, rings, bracelets, necklaces, and so on. 
    
    Background:
    Fin grew up as a bastard son of a minor noble family. Being a bastard wasn't a problem so much as was his laziness and general dislike of doing what he was told he must do by the head of the family. Finally it was decided that it would probably be best if Fin was given some gold and told to go make his own way in the world. He wasn't exactly kicked out of the family, but it was made clear that unless he decided to "grow up" then it was best he didn't come back. Fin didn't have much of a problem with this. Now he travels in search of easy money and places to spend it.
    Last edited by Starman; Wednesday, 16th May, 2012 at 06:00 AM.
    What would Kirk do?

  • #4
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    Grandfather of Assassins (Lvl 19)

    Scott DeWar's Avatar

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    ° Ignore Scott DeWar
    Code:
    str   10   00   -1   Human wizard 1-Transmutationist
    dex   13   +1   3   hd 1d6+1 hp 7/7
    con   13   +1   3   bab +0 cmb +0 cmd 11
    int   18   +4   10   fort   +
    wis   14   +2   5   ref   +
    cha   14   +2   5   will   +
    
    human bonus: +2 Int
    Xmuter bonus: +1 str
    
    defense-no armor (shield spell)
    offense
    weapon   att   dam   crit   range   type
    
    traits
    
    Theoretical Magician
    
    
    Spoiler:
    You've studied more magic than what you can actually perform. Benefit: You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.
    Rich Parents
    Spoiler:
    You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances. Benefit: Your starting cash increases to 900 gp.
    features Race: Human Racial Traits +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Alignment: Any. Hit Die: d6. Class Skills The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Skill Ranks per Level: 2 + Int modifier. Class Features The following are the class features of the wizard. Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. 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. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. 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 (see Table: Ability Modifiers and Bonus Spells). 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. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a ľ4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Cantrips: Wizards can prepare a number of cantrips, or 0- level spells, each day, as noted on Table: Wizard under ôSpells per Day.ö 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 (see below). Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. specilist: Transmutation School Transmuters use magic to change the world around them. Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II. feats skills Spells per level spells memorized
    spellbook
    level 0 Abjuration Resistance Subject gains +1 on saving throws. CRB Conjuration Acid Splash Orb deals 1d3 acid damage. CRB Drench A sudden downpour soaks a target creature or object. Blog Divination Detect Magic Detects all spells and magic items within 60 ft. CRB Detect Poison Detects poison in one creature or small object. CRB Read Magic Read scrolls and spellbooks. CRB Enchantment Daze A single humanoid creature with 4 HD or less loses its next action. CRB Evocation Breeze Create a light wind that blows against target from direction of your choice. Blog Dancing Lights Creates torches or other lights. CRB Flare Dazzles one creature (ľ1 on attack rolls). CRB Light Object shines like a torch. CRB Penumbra Protects creature or object touched from bright light. Blog Ray of Frost Ray deals 1d3 cold damage. CRB Scoop Create a scoop of force to pick up or carry liquids. Blog Spark Ignites flammable objects. APG Illusion Ghost Sound Figment sounds. CRB Haunted Fey Aspect You surround yourself with disturbing illusions. UC Necromancy Bleed Cause a stabilized creature to resume dying. CRB Disrupt Undead Deals 1d6 damage to one undead. CRB Touch of Fatigue Touch attack fatigues target. CRB Transmutation Jolt Deal 1d3 electrical damage with a ranged touch attack. Blog Mage Hand 5-pound telekinesis. CRB Mending Makes minor repairs on an object. CRB Message Whisper conversation at distance. CRB Open/Close Opens or closes small or light things. CRB Root Reinforces a subjects defense against being moved or tripped. Blog Universal Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible). CRB Prestidigitation Performs minor tricks. level 1 burning disarm burning hands Identify Magic Missile shield sleep unseen servant
    background
    sickly as a child, he sought to entertain himself with reading in libraries learned much from stories of old was entranced by a traveling wizard. exchanges between showed a exceptional intellegence wizard received permission from parents to instruct in the school of the arcane
    Last edited by Scott DeWar; Thursday, 17th May, 2012 at 09:13 PM.
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  • #5
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    Waghalter (Lvl 7)

    industrygothica's Avatar

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    The obligatory placeholder...
    Games I DM:
    [d&d 3.5] Those Left Behind: [OOC1] [OOC2] [Character Records] [Chapter 1] [Chapter 2] [Chapter 3]
    [d&d 4e] The Witchlights: [OOC] [Character Records] [Game]

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