Gandalfs PF Game RG


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Starman

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

Code:
[B]Name:[/B] Finarfean the Fantastic
[B]Class/Level:[/B] Rogue (Rake) 1
[B]Race:[/B] Half-elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good

[B]Str:[/B] 10 +0      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 18 +4      [B]BAB:[/B] +0         [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1      [B]CMB/D:[/B] +0/+14   [B]Dmg Red:[/B] n/a
[B]Int:[/B] 13 +1      [B]Speed:[/B] 30'      [B]Spell Res:[/B] n/a
[B]Wis:[/B] 10 +0      [B]Init:[/B] +4        [B]Spell Save:[/B] n/a
[B]Cha:[/B] 16 +3      [B]ACP:[/B] +0         [B]Spell Fail:[/B] n/a

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B] 16           10    +2    +0    +4    +0    +0    +0    16
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1    +0    +1
[B]Ref:[/B]                       2    +4    +0    +6
[B]Will:[/B]                      0    +0    +0    +0

[B]Weapon                  Attack   Damage     Critical[/B]
MW Short Sword            +5     1d6+0      19-20/x2
Dagger                    +4     1d4+0      19-20/x2

[B]Languages:[/B] Common, Elf

[B]Race Abilities:[/B]
Adaptability, Elf-blood, Elven Immunities, Keen Senses, 
Low-light Vision, Multitalented (Rogue, Fighter)

[B]Class Abilities:[/B] 
Bravado's Blade, Sneak Attack +1d6 

[B]Traits:[/B] 
Charming, Rich Parents

[B]Feats:[/B] 
Skill Focus (Bluff), Weapon Finesse

[B]Skills:[/B]
                        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

[B]Equipment:               Cost     Weight[/B]
MW Short Sword           310 gp    2 lb
Dagger x3                  2 gp    1 lb (ea)
Leather Armor             10 gp   15 lb

[B]Total Weight:[/B]XXlb      [B]Money:[/B] XXgp --sp --cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33   66   100   200   500

[B]Age:[/B] 22
[B]Height:[/B] 5'11"
[B]Weight:[/B] 175 lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blonde

[B]Appearance:[/B] 
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. 

[B]Background:[/B]
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.
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
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

[sblock]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.[/sblock]

Rich Parents

[sblock]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.[/sblock]


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 –4 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
“Spells per 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 (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

[sblock=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 (–1 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
[/sblock]

[sblock= 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
[/sblock]
 
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