EN World The Play by Post Player's Signature Thread

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
work book

Code:
Remember when you ran away and I got on my knees 
and begged you not to leave because I'd go berzerk?
Well, you left me anyhow and the days got worse 
and worse and now you see I've gone completely out of my mind.


And They're coming to take me away Ha Ha
They're coming to take me away ho ho he he ha ha

to the funny farm where life is beautiful all the time, 
and I'll be happy to see those nice young men in their clean white coats
and they're coming to take me away ha ha


You thought  it was joke and so you laughed, 
you laughed when I had said that losing  you 
would make me flip my lid, right? 
You know you laughed, I heard you  laugh, you laughed, 
you laughed and laughed and then you left, 
but now  you know I'm utterly mad.

And they're coming to take me away Ha Ha
They're coming to take me away ho ho he he ha ha

To the happy home with trees and flowers and chirping birds and basket  
weavers who sit and smile and twiddle their thumbs and toes
They're coming to take me away ha ha...
I cooked  your food, I cleaned your house, and this is how you paid me back for  
all my kind unselfish loving deeds. Huh? Well you just wait they'll find  
you yet, and when they do they'll put you in the ASPCA you mangy mutt.

And They're coming to take me away Ha Ha
They're coming to take me away ho ho he he ha ha
To the funny farm where life is beautiful all the time and I'll be happy to see 
those nice men in their clean white coats

They're coming to take me away Ha Ha
To the happy home with trees and flowers and chirping birds and basket  weavers 
who sit and smile and twiddle thier thumbs and toes

They're coming to take me away Ha Ha Ha
Your home  the one the bank foreclosed, You cried to me Monogamy is the 
way we both  must live or you'll feel hurt. But, I see, I see there's someone 
new,  your anxious poly-pure-bred coat was even gone at our place while I paid  
the rent, thanks!

And They're coming to take me away Ha Ha
They're coming to take me away ho ho he he ha ha
To the loony bin with all you can eat perscription drugs like thorizine, and
 lithium, and electric shock and insulin
They're coming to take me away Ha Ha
[LEFT][COLOR=#000000]
Read more:  [URL="http://www.metrolyrics.com/theyre-coming-to-take-me-away-lyrics-lard.html#ixzz2lVTCcr1Y"]Lard - They're Coming To Take Me Away Lyrics | MetroLyrics[/URL] [/COLOR]
[/LEFT]

http://mashupforge.com/map/rel/#x=-22.87744046&y=-66.18164063&z=4

Special information

Code:
[URL="http://www.d20srd.org/srd/spells/acidSplash.htm"][COLOR=#666666] [B]Acid Splash[/B] [/COLOR][/URL]
Conjuration Level: Sor/Wiz 0

[URL="http://www.d20srd.org/srd/spells/detectMagic.htm"][COLOR=#666666] [B]Detect Magic[/B] [/COLOR][/URL]
Divination Level: Sor/Wiz 0 

[URL="http://www.d20srd.org/srd/spells/detectPoison.htm"][COLOR=#666666] [B]Detect Poison[/B] [/COLOR][/URL]
Divination Level: Sor/Wiz 0

[URL="http://www.d20srd.org/srd/spells/disruptUndead.htm"][COLOR=#666666] [B]Disrupt Undead[/B] [/COLOR][/URL]
Necromancy Level: Sor/Wiz 0

[URL="http://www.d20srd.org/srd/spells/light.htm"][COLOR=#666666] [B]Light[/B] [/COLOR][/URL]
Evocation [Light] Level: Sor/Wiz 0
[B][U]Arcane Material Component: A firefly or a piece of phosphorescent moss.[/U][/B]

[URL="http://www.d20srd.org/srd/spells/mending.htm"][COLOR=#666666] [B]Mending[/B] [/COLOR][/URL]
Transmutation Level: Sor/Wiz 0.

[URL="http://www.d20srd.org/srd/spells/prestidigitation.htm"][COLOR=#666666] [B]Prestidigitation[/B] [/COLOR][/URL]
Universal Level: Sor/Wiz 0

[B]* Electric Jolt[/B]
School: Evocation [Electricity]
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description
You release a small stroke of electrical energy. You must succeed on a 
ranged touch attack with the ray to strike a target. The spell deals 1d3 
points of electricity damage.

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[URL="http://www.d20srd.org/srd/spells/expeditiousRetreat.htm"][COLOR=#666666] [B]Expeditious Retreat[/B][/COLOR][/URL]
Transmutation Level: sorcerer/wizard 1

[URL="http://www.d20srd.org/srd/spells/featherFall.htm"][COLOR=#666666] [B]Feather Fall[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 1

[B* ]Low Light Vision[/B]
School: Transmutation
Level: Assassin 1, druid 1, ranger 1,
sorcerer/wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description:
The subject creature gains low-light vision. 
[B][U][I]Arcane Material Component: A small candle.[/I][/U][/B]

[URL="http://www.d20srd.org/srd/spells/magicMissile.htm"][COLOR=#666666] [B]Magic Missile[/B] [/COLOR][/URL]
Evocation [force] Level: sorcerer/wizard 1

[B]* Orb of Acid, Lesser[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
An orb of acid about 2 inches across shoots from your palm at its target, 
dealing 1d8 points of acid damage. You must succeed on a ranged touch 
attack to hit your target. For every two caster levels beyond 1st, your 
orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 
5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

[B]* Persistent Blade[/B]
School: Evocation [Force]
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One dagger made of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Description:
You bring into being a tiny blade of force. The blade flies at a speed of 
40 feet (perfect) and attacks any target within its range, as you desire, 
starting in the round when you cast the spell. The blade attacks on your 
turn once each round, striking with an attack bonus equal to your base 
attack bonus + 1/2 your Cha modifier or Int modifier (for sorcerers and 
wizards, respectively) and deals 1d4 points of damage, with a critical 
threat range of 19–20. If an ally also attacks the creature, the blade 
moves on your turn to flank the target. As a force effect, it can strike 
ethereal and incorporeal creatures. The blade cannot be attacked. Each 
round after the first, you can use a standard action to switch the blade 
to a new target; otherwise, it continues to attack the same target. If an 
attacked creature has spell resistance, the resistance is checked the first 
time the persistent blade strikes. If the blade is successfully resisted, the 
spell is dispelled. If not, the blade has its normal full effect on that 
creature for the duration of the spell. [B][U]Focus: A silvered dagger[/U][/B]

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[URL="http://www.d20srd.org/srd/spells/acidArrow.htm"][COLOR=#666666] [B](Melf’s) Acid Arrow[/B] [/COLOR][/URL]
Conjuration (Creation) [Acid] Level: Sor/Wiz 2
[U][B]Material Component:[/B] Powdered rhubarb leaf and an adder’s stomach.
[B]Focus:[/B] A dart.[/U]

[B]* Body of the Sun[/B]
School: Transmutation [Fire]
Level: Druid 2, sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard action Range: 5 ft.
Area: 5-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Description
Fire extends 5 feet in all directions from your body, illuminating the area 
and dealing 1d4 points of fire damage per two caster levels (maximum 
5d4). Adjacent creatures take fire damage each round on your turn.

[URL="http://www.d20srd.org/srd/spells/darkvision.htm"][COLOR=#666666] [B]Darkvision[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 2
[B][U](either a pinch of dried carrot or an agate)[/U][/B]

[URL="http://www.d20srd.org/srd/spells/resistEnergy.htm"][COLOR=#666666] [B]Resist Energy[/B] [/COLOR][/URL]
Abjuration Level: sorcerer/wizard 2

[URL="http://www.d20srd.org/srd/spells/spiderClimb.htm"][COLOR=#666666] [B]Spider Climb[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 2

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[B]* Acid Breath[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description
 You breathe forth a cone of acidic droplets. The cone deals 1d6 points of 
acid damage per caster level (maximum 10d6). [B]Material Component: A 
handful of fire ants (alive or dead).[/B] Focus: A glass sculpture of a 
humanoid (worth 50 gp).

[B]* Disrupt Undead, Greater[/B]
School: Necromancy
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description
You must succeed on a ranged touch attack with the ray to strike a target. 
This spell functions like disrupt undead, except that this ray deals 1d8 
points of damage per caster level to any undead, to a maximum of 10d8. 
If the damage is sufficient to destroy the first target, then you can redirect 
the ray to another undead target within 15 feet of the first target. If you 
make a successful ranged touch attack on the second target, that target 
takes half of the damage rolled for the first target.

[B]Mage Armor, greater[/B]
Mage Armor, Greater
School: Conjuration (Creation) [Force]
Level: Sorcerer/wizard 3
Components: V, S
Description:
This spell functions like mage armor, except that it requires no material 
component and its tangible field of force provides a +6 armor bonus to 
Armor Class.

[URL="http://www.d20srd.org/srd/spells/mageArmor.htm"][COLOR=#666666] mage armor [/COLOR][/URL]

[URL="http://www.d20srd.org/srd/spells/haste.htm"][COLOR=#666666] [B]Haste[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 3
(a shaving of licorice root)

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[B]* Force Missiles[/B]
School: Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
You create powerful missiles of magical force, each of which darts from your 
fingertips and unerringly strikes its target, dealing 2d6 points of damage. 
The missile then explodes in a burst of force that deals half this amount of 
damage to any creatures adjacent to the primary target. The missile strikes
unerringly, even if the target is in melee or has anything less than total 
cover or concealment. A caster cannot single out specific parts of a creature.
The spell can target and damage unattended objects. You gain one missile 
for every four caster levels. You can make more than one missile strike a 
single target, if desired. However, you must designate targets before 
rolling for spell resistance or damage.

[B]* Orb of Acid[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No
Description:
An orb of acid about 3 inches across shoots from your palm at its target, 
dealing 1d6 points of acid damage per caster level (maximum 15d6). You 
must succeed on a ranged touch attack to hit your target. A creature 
struck by the orb takes damage and becomes sickened by the acid’s 
noxious fumes for 1 round. A successful Fortitude save negates the 
sickened effect but does not reduce the damage.

[URL="http://www.d20srd.org/srd/spells/stoneShape.htm"][COLOR=#666666] [B]Stoneshape[/B] [/COLOR][/URL]
Transmutation [earth] Level: sorcerer/wizard 4
[B][U][I](soft clay)[/I][/U][/B]

[URL="http://www.d20srd.org/srd/spells/stoneskin.htm"][COLOR=#666666] [B]Stoneskin[/B] [/COLOR][/URL]
Abjuration Level: sorcerer/wizard 4
[B](granite and diamond dust worth 250 gp)[/B]

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[URL="http://www.d20srd.org/srd/spells/fabricate.htm"][COLOR=#666666] [B]Fabricate[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 5
[B][U][I](the original material, which costs the same amount as the raw materials 
required to craft the item to be created)[/I][/U][/B]

[B]* Planar Tolerance[/B]
Level: sorcerer/wizard 5
Duration: 1 hour/level
Description:
This spell functions like avoid planar effects, except as noted above.

[B]* Avoid Planer Effects[/B]
Abjuration Level: sorcerer/wizard 3
Components: V
Casting Time: 1 immediate action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst 
centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Description
You gain a temporary respite from the natural effects of a specific plane. 
These effects include extremes in temperature, lack of air, poisonous 
fumes, emanations of positive or negative energy, or other attributes of 
the plane itself (DMG 150). Avoid planar effects provides protection from 
the 3d10 points of fire damage that characters normally take when on a 
plane with the fire-dominant trait. Avoid planar effects allows a character 
to breathe water on a water dominant plane and ignore the threat of 
suffocation on an earth-dominant plane. A character protected by avoid 
planar effects can’t be blinded by the energy of a major positive-dominant
plane and automatically stops gaining temporary hit points when they 
equal the character’s full normal hit point total. Negative-dominant planes 
don’t deal damage or bestow negative levels to characters protected by 
avoid planar effects. In addition, some effects specific to a plane are negated 
by avoid planar effects. In the D&D cosmology, avoid planar effects negates 
the deafening effect of Pandemonium and the cold damage on the Cania 
layer of the Nine Hells. The DM can add additional protections for a cosmology 
he creates. If the campaign has an Elemental Plane of Cold, for example, 
avoid planar  effects protects against the base cold damage dealt to everyone 
on the plane. The effects of gravity traits, alignment traits, and magic traits 
aren’t negated by avoid planar effects, nor is the special entrapping trait of
certain planes (such as Elysium and Hades). The spell does not provide 
protection against creatures, native or otherwise, nor does it protect against 
spells, special abilities, or extreme and non-natural formations within the 
plane. This spell allows you to survive on the Elemental Plane of Earth, for 
instance, but it won’t protect you if you walk into a pool of magma on that 
same plane.

[B]* Reciprocal Gyre[/B]
School: Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will half, then Fortitude negates; see text
Spell Resistance: No
Description:
The subject takes 1d12 points of damage per functioning spell or spell-like 
ability currently affecting it (maximum 25d12). In addition, any creature so  
affected that fails its Will save must then succeed on a Fortitude save or be 
dazed for 1d6 rounds. Only spells specifically targeted on the creature in 
question can be used to create the backlash of a reciprocal gyre, so spells 
that affect an area can’t be used to deal reciprocal damage to creatures 
within their area. Likewise, persistent or continuous effects from magic 
items can’t be used to deal reciprocal damage, but targeted spell effects 
can be. [B]Material Component: A tiny closed loop of copper wire.[/B]

[B]* Vitriolic Sphere[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No
Description
Affected creatures take 6d6 points of acid damage. Creatures that succeed 
on their Reflex saving throws take half of this damage. Creatures that fail 
their Reflex saves take full damage, and also take 6d6 points of acid damage
in each of the following 2 rounds.[B] Material Component: A tiny glass vial 
filled with aqua regia (Nitric Acid)[/B]

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[B]* Acid Storm[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (20-ft. radius, 20 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Description
Acid rain deals 1d6 points of acid damage per caster level (maximum 15d6) 
to each creature in the area.[B] Material Component: A flask of acid (10 gp). [/B]

[B]* Elemental Body III[/B]
School transmutation (polymorph); 
Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
Description
This spell functions as elemental body I, except that it also allows you to 
assume the form of a Large air, earth, fire, or water elemental. The abilities 
you gain depend upon the type of elemental you change into. You are also 
immune to critical hits and sneak attacks while in elemental form.

[U]Air elemental:[/U] As elemental body I except that you gain a +2 
enhancement bonus to your Strength, +4 enhancement bonus to your 
Dexterity, and a +4 natural armor bonus.

[U]Earth elemental: [/U]As elemental body I except that you gain a +6 
enhancement bonus to your Strength, a –2 penalty on your Dexterity, a 
+2 enhancement bonus to your Constitution, and a +6 natural armor bonus.

[U]Fire elemental[/U]: As elemental body I except that you gain a +4 
enhancement bonus to your Dexterity, a +2 enhancement bonus to your 
Constitution, and a +4 natural armor bonus.

[U]Water elemental:[/U] As elemental body I except that you gain a +2 
enhancement bonus to your Strength, a –2 penalty on your Dexterity, a 
+6 enhancement bonus to your Constitution, and a +6 natural armor bonus.

[URL="http://www.d20srd.org/srd/spells/heroismGreater.htm"][COLOR=#666666] [B]Heroism, Greater[/B] [/COLOR][/URL]
Eenchantment (compulsion) [mind-affecting] Level:sorcerer/wizard 6

[URL="http://www.d20srd.org/srd/spells/heroism.htm"][COLOR=#666666] [B]Heroism[/B] [/COLOR][/URL]
Enchantment (compulsion) [mind-affecting] Level: sorcerer/wizard 3

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[URL="http://www.d20srd.org/srd/spells/banishment.htm"][COLOR=#666666] [B]Banishment[/B] [/COLOR][/URL]
Abjuration Level: Sor/Wiz 7
[B][U][I]Arcane Focus: Any item that is distasteful to the subject 
(optional, see above).[/I][/U][/B]

[URL="http://www.d20srd.org/srd/spells/limitedWish.htm"][COLOR=#666666] [B]Limited Wish[/B] [/COLOR][/URL]
Universal Level:sorcerer/wizard 7
[B](diamond worth 1,500 gp + special)[/B]

[URL="http://www.d20srd.org/srd/spells/magesSword.htm"][COLOR=#666666] [B]Mage’s Sword[/B] [/COLOR][/URL]
Evocation [Force] Level: Sor/Wiz 7
[B]Focus: A miniature platinum sword with a grip and pommel of copper and 
zinc. It costs 250 gp to construct.[/B]

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[B]* Form of the Dragon III[/B]
School transmutation (polymorph); 
Level sorcerer/wizard 8
Description:
This spell functions as form of the [U]dragon I[/U] except that it also allows 
you to assume the form of a Huge chromatic or metallic dragon. You gain the 
following abilities: a +10 enhancement bonus to Strength, a +8 enhancement 
bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), 
blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, 
frightful presence (DC equal to the DC for this spell), and immunity to one 
element (of the same type form of the dragon I grants resistance to). You 
also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one 
tail slap attack (2d6). You can use the breath weapon as often as you like, but 
you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points 
of damage and allow a Reflex save for half damage. Line breath weapons 
increase to 100-foot lines and cones increase to 50-foot cones.

[B]* Form of the Dragon I[/B]
School transmutation (polymorph); 
Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M[B] (a scale of the dragon type you plan to assume)[/B]
Range personal
Target you
Duration 1 min/level (D)
Save see below; 
Spell Resistance:  no
Description
When you cast this spell you assume the form of a Medium chromatic
or metallic dragon. You gain the following abilities: a +4 enhancement
bonus to Strength, a +2 enhancement bonus to Constitution, a +4
natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath
weapon, and resistance to one element. You also gain one bite (1d8),
two claws (1d6), and two wing attacks (1d4). Your breath weapon and
resistance depend on the type of dragon that you transform into. You
can only use the breath weapon once per casting of this spell. All breath
weapons deal 6d8 points of damage and allow a Reflex save for half
damage. In addition, some of the dragon types grant additional abilities
as noted below.

Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet

Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20
feet

Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet

Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold

White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet,
vulnerability to fire

Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet,
vulnerability to cold

Bronze dragon: 60-foot line of electricity, resist electricity 20, swim
60 feet

Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always
active)

Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet

Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire

[URL="http://www.d20srd.org/srd/spells/polarRay.htm"][COLOR=#666666] [B]Polar Ray[/B] [/COLOR][/URL]
Evocation [cold] Level: sorcerer/wizard 8
[B] (a white ceramic cone or prism)[/B]

[URL="http://www.d20srd.org/srd/spells/sunburst.htm"][COLOR=#666666] [B]Sunburst[/B] [/COLOR][/URL]
Evocation [light]Level: sorcerer/wizard 8
[B](sunstone and fire source)[/B]

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[B]* Absorption[/B]
School: Abjuration
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 minutes/level
Description
 Spells and spell-like effects that target you are absorbed, their energy stored to 
power spells of your own. Absorption absorbs only ranged spells that have you 
as a target. Touch spells, effect spells, and area spells that affect you cannot be 
absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly 
by the DM). The level of each spell you absorb is subtracted from the total. If a 
spell is only partially absorbed (because its level exceeds the number of levels 
remaining to be absorbed), divide the number of spell levels left unabsorbed by the 
original spell level. For spells that deal damage, use the result to determine what 
fraction of the damage you take. For spells that create effects, use the result as a 
percentage chance to be affected. For example, you have three spell levels of 
absorption remaining and are struck by dominate person cast as a 5th- level spell. 
Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you 
will be affected normally. If affected, any saving throw the spell allows you still applies. 
Likewise, if you’re struck by disintegrate cast as a 6th-level spell with four levels of 
absorption remaining, two levels of the spell remain, and you take only 33% (1/3) of the 
damage you would normally take from the spell. You can use captured spell energy to
cast any spell you know or have prepared, but spells so cast don’t disappear from your 
list of prepared spells or count against the number of spells you can normally cast per 
day (so you so must keep a running total of spell levels absorbed and used). The levels 
of spell energy you have stored must be equal to or greater than the level of the spell 
you want to cast, and you must have at hand (and expend) any material components
required for the spell.

[URL="http://www.d20srd.org/srd/spells/shapechange.htm"][COLOR=#666666] [B]Shapechange[/B] [/COLOR][/URL]
Transmutation (polymorph) Level: wizard/sorcerer 9
Focus [B] (jade circlet worth 1,500 gp)[/B]

Game day:

budget = 1200 xp for average, 1600 for challenging, 2400 for hard

[sblock=cr 1]
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/bogwiggle
http://www.d20pfsrd.com/bestiary/monster-listings/vermin/cockroach/cockroach-giant-hissing
http://www.d20pfsrd.com/bestiary/monster-listings/fey/mockingfey
http://www.d20pfsrd.com/bestiary/monster-listings/undead/phantom-armor/phantom-armor-hollow-helm
http://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede/centipede-hissing
http://www.d20pfsrd.com/bestiary/monster-listings/vermin/cockroach/cockroach-giant-hissing
http://www.d20pfsrd.com/bestiary/monster-listings/animals/dog/corgi-dire
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/devil-doll
http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/nightcaller
http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/nilbog
http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orcs/orog
http://www.d20pfsrd.com/bestiary/monster-listings/undead/shadow/shadow-rat/rat-shadow-dire

[/sblock]

[sblock=cr 2]
http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/bugbear
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/soulbound-doll
http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/gnoll/gnoll-flind-TOHC
http://www.d20pfsrd.com/bestiary/monster-listings/undead/phantom-armor/phantom-armor-guardian
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/rakshasa/rakshasa-raktavarna

[/sblock]

[sblock=cr 3]
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/grick
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-wax
http://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede/centipede-giant-whiptail
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/chon-chon-swarm
http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/chupacabra
[/sblock]

[sblock=encounter 1]

encounter 1: shadowy figure
Bugbear cr 2 XP 600 CE Medium humanoid (goblinoid) 7 feet in height and weighs 400 pounds.
Init +1; Senses darkvision 60 ft., scent; Perception +8

Defense

AC 18, touch 11, flat-footed 17 (+3 armor, +1 Dex, +3 natural, +1 shield)
hp 27 (3d8+3)
Fort +2, Ref +4, Will +1

Offense


Speed 30 ft.
Melee morningstar +5 (1d8+3)
Ranged Crossbow, light +3 (1d8)

Statistics

Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9
Base Atk +2; CMB +5; CMD 16
Feats Intimidating Prowess, Skill Focus (Perception)
Skills Intimidate +7, Perception +8, Stealth +10; Racial Modifiers +4 Intimidate, +4 Stealth
SQ stalker
Languages Common, Goblin
Possessions: Light crossbow, 20 bolts; Morning star; studded leather armour; light wood shield; Pouch with 10 X 50 gp onyx
500+35+8+25+3+2=573/800 gp
[/sblock]
++++++++++++++++++++++++++++++
[sblock=encounter 2]
Encounter 2: Werehouse guards 1600 xp
Orog cr 1 # appear: 4 XP 400
LE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +5

Defense

AC 18, touch 10, flat-footed 18 (+8 armor)
hp 23 (3d8+9 plus 3)
Fort +5, Ref +1, Will +0

Offense


Speed 20 ft. (30 ft. base)
Melee mwk greataxe +6 (1d12+4)
Ranged lt x bow +1 (1d8)

Statistics


Str 16, Dex 10, Con 14, Int 10, Wis 8, Cha 8
Base Atk +2; CMB +5; CMD 15
Feats Skill Focus (Perception), Toughness
Skills Perception +5
Languages Common, orc
SQ orc/ogre blood
Possessions: Banded, mwk greataxe, Light crossbow, 20 bolts; Pouch with 10 sp
[250+320+35+2+1] * 4 = 2412/2300 gp

Tactics: all 4 will engage while bugbear [if alive, if not there will be another] will sneak to secret door
shoot with x bow, drop and engage with ax
[/sblock]
++++++++++++++++++++++++++++++
[sblock=encounter 3]
Encounter 3: secret store room guards 1800 xp 3r 5 encounter
Orog, advanced cr 2 # appear: 3 XP 600 ea
LE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +7

Defense

AC 20, touch 14, flat-footed 20(+8 armor, +2 natural, +2 dex )
hp 42 (3d8+15 plus 3)
Fort +7, Ref +3, Will +2

Offense


Speed 20 ft. (30 ft. base)
Melee mwk greataxe +9 (1d12+6)
Ranged Lite x bow +2 (1d8)

Statistics

Str 20, Dex 12, Con 16, Int 12, Wis 10, Cha 10
Base Atk +2; CMB +7; CMD 19
Feats Skill Focus (Perception), Toughness
Skills Perception +7
Languages Common, orc
SQ orc/ogre blood
Possessions: half-plate, mwk greataxe, Light crossbow, 20 bolts; Pouch with 10 sp
[600+320+35+2+1] * 3 = 2874/2300 gp

Tactics: Stand guard with loaded crossbow, if intruder shows then shoot with crossbow, drop crossbow and engage with great ax

[/sblock]
++++++++++++++++++++++++++++++++++++++++++++
[sblock=encounter 4]
encounter 4 - hard encounter
advanced bugbear [lt] (dire rat trainer) with 8 dire rats
Bugbear cr 3 XP 800 CE Medium humanoid (goblinoid) 7 feet in height and weighs 400 pounds.
Init +3; Senses darkvision 60 ft., scent; Perception +10

Defense

AC 22, touch 15, flat-footed 19 (+4 armor, +3 Dex, +5 natural)
hp 30 (3d8+6)
Fort +4, Ref +6, Will +3

Offense


Speed 30 ft.
Melee morningstar +7 (1d8+5)
Mighty composite longbow +5 (1d8+3)

Statistics

Str 20, Dex 17, Con 17, Int 14, Wis 14, Cha 13
Base Atk +2; CMB +7; CMD 20
Feats skill focus (Animal handling), Skill Focus (Perception)
Skills Intimidate +9, Perception +10, Stealth +12, Animal handling +8
Racial Modifiers +4 Intimidate, +4 Stealth
SQ stalker
Languages Common, Goblin
Possessions:mwk mighty longbow, composite +3, 20 arrows; +1 Morning star; chain shirt;
700+2308+100 = 3108/3000 gp

Dire Rats, battle trained [advanced] cr 1 200xp qty:8
N Small animal
Init +5; Senses low-light vision, scent; Perception +6

Defense

AC 18, touch 18, flat-footed 13 (+5 Dex, +2 natural, +1 size)
hp 11 (1d8+3)
Fort +5, Ref +7, Will +3

offense

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +3 (1d4+2 plus disease)
Special Attacks disease


Statistics

Str 14, Dex 21, Con 17, Int 2, Wis 17, Cha 8
Base Atk +0; CMB +1; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception)
Skills Climb +13, Perception +6, Stealth +13, Swim +13;
Racial Modifiers
uses Dex to modify Climb and Swim

held on quick release leash
tactics: release rats, draw bow and shoot

what the witch doc says: https://www.youtube.com/watch?v=TYgOlqinH7A

boss?graveknight, minions: advanced element infused skeletons
[/sblock]

Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump.
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!

—The Goblin Song
Code:
alt:
127 ⌂     128 Ç     129 ü     130 é     131 â     132 ä     133 à     134 å
135 ç     136 ê     137 ë     138 è     139 ï     140 î     141 ì     142 Ä
143 Å     144 É     145 æ     146 Æ     147 ô     148 ö     149 ò     150 û
151 ù     152 ù     153 ÿ     154 Ö     155 Ü     156 ¢     157 £     158 ¥
159 ₧     160 ƒ     161 á     162 í     163 ó     164 ú     165 ñ     166 Ñ 
167 ª     168 º     169 ¿     170 ⌐     171 ½     172 ¼     173 ¡     174 «
175 »     176 ░     177 ▒     178 ▓     179 │     180 ┤     181 ╡     182 ╢
183 ╖     184 ╕     185 ╣     186 ║     187 ╗     188 ╝     189 ╜     190 ╛
191 ┐     192 └     193 ┴     194 ┬     195 ├     196 ─     197 ┼     198 ╞     
199 ╟     200 ╚     201 ╔     202 ╩     203 ╦     204 ╠     205 ═     206 ╬     
207 ╧     208 ╨     209 ╤     210 ╥     211 ╙     212 ╘     213 ╒     214 ╓     
215 ╫     216 ╪     217 ┘     218 ┌     219 █     220 ▄     221 ▌     222 ▐     
223 ▀     224 α     225 ß     226 Γ     227 π     228 Σ     229 σ     230 µ      
231 τ     232 Φ     233 Θ     234 Ω     235 δ     236 ∞     237 φ     238 ε     
239 ∩     240 ≡     241 ±     242 ≥     243 ≤     244 ⌠     245 ⌡     246 ÷      
247 ≈     248 °     249 ∙     250 ·     251 √     252 ⁿ     253 ²     254 ■
255, 256 NIL   
257☺      258 ☻     259 ♥     260 ♦     261 ♣     262 ♠     263 •     264 ◘
265 ○     266 ◙     267 ♂     268 ♀     269 ♪     270 ♫     271 ☼     272 ►
273 ◄     274 ↕     275 ‼     276 ¶     277 §     278 ▬     279 ↨     280 ↑
281 ↓     282 →     283 ←     284 ∟     285 ↔     286 ▲     287 ▼     289 !
290 "     291 #     292 $     293 %     294 &     295 '     296 (     297 )     
298 *     299 +     300 ,     301 -     302 .     303 /     304 0     305 1
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414 ₧  412 £
RG: http://www.enworld.org/forum/showthread.php?333315-One-by-land-two-by-sea-Pathfinder-RPG-RG

ooc: http://www.enworld.org/forum/showth...thfinder-RPG-OOC/page12&p=6267265#post6267265

IC: http://www.enworld.org/forum/showth...brew-One-by-land-two-by-sea-Pathfinder-RPG-IC

Lets try this again!


Code:
[URL="http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/akata"]Akata[/URL]
[URL="http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/android"]Android[/URL]
[URL="http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object"]Animated object[/URL]  
dire ape
[URL="http://www.d20pfsrd.com/bestiary/monster-listings/plants/archer-bush-tohc"]archer bush[/URL]
[URL="http://www.d20pfsrd.com/bestiary/monster-listings/plants/assassin-vine"]assassin-vine
[/URL]

It was an evil black rock that rose from the sea
more rock then Island
like a rotted thumb nail
one must die before they can rise
then the waterfall flowed with blood where there should be water.


Code:
yoga streche positions

1. Camel Pose
Muscles highlighted: Rectus Abdominus and External Obliques. This  stretch is best reserved for people who have good flexibility already.  Sit on your heels and place your hands behind you as you push your hips  up and forward. Avoiding putting too much pressure on your lumbar spine.  If you have neck problems do not drop your head back. 2. Wide Forward Fold
Muscles highlighted: Adductors. This is a great exercise to open the  hips, and stretch the adductors and hamstrings. Start this stretch with  your knees bent, and spine straight. As your muscles begin to release  you can slowly straighten your legs, round out your back and reach for  your feet. Lightly pull on the bottom of the balls of your feet to  release the calf muscles as well. If you can not reach your feet you can  use a belt or towel. You can also perform this stretch lying on your  back with your feet going up the wall.

3. Frog Pose
Muscles Highlighted: Adductors. This is a deep groin stretch that can  place pressure on your knees so it’s helpful to be on a soft surface.  Start by resting on your hands and knees and slowly bring your knees  wider until you feel a good stretch in your groin muscles. You will feel  slight variations in the stretch as you actively push your hips back  and forward. 4. Wide Side Lunge Pose
Muscles Highlighted: Adductors. Start with both feet forward in a wide  stance with your legs as straight as possible. Slowly walk your hands to  your right foot while bending your right knee and rotating your left  toes up to the ceiling, sitting into your right hip. Keep your right  foot flat on the ground.

5. Butterfly Stretch
Muscles Highlighted: Adductors. Start in a seated position and bring the  soles of your feet together and sit tall through your sit bones.  Progress this stretch by placing pressure on your knees with your hands.  The closer your feet are to your body the more you will stretch your  groin muscles. Bring your feet farther from your hips and slowly round  your upper body to release your back muscles. 6. Forearm Extensor Stretch
Muscles Highlighted: Forearm Extensor. Start by packing your shoulder  down and back, then externally rotate the shoulder for the optimal  position to stretch the forearm muscle. Once in this position apply  pressure to your opposing hand to begin the stretch. You can progress  this stretch by touching the tips of your fingers together in a tea cup  shape.

7. Lateral Side Flexion of the Neck
Muscles Highlighted: Sternocleidomastoid “SCM”. Try to keep your neck as  long as possible while slowly dropping your ear to your shoulder,  making sure you are not collapsing your cervical spine. You can progress  this stretch by being seated on a chair and grabbing the bottom of the  seat. This will help you create consistent tension down the arm and neck  which will allow you to target the upper traps. 8. Neck Rotation Stretch
Muscles Highlighted: Sternocleidomastoid “SCM”. Start by slowly rotating  your neck, while keeping your chin slightly elevated to isolate the  SCM. If you would like to get a deeper stretch apply pressure with the  opposite hand from the direction that you are rotating.

9. Neck Extension Stretch
Muscles Highlighted: Sternocleidomastoid “SCM”. Start by placing your  hands on your hips, while keeping your spine long start to tilt your  head back, making sure you are not collapsing your cervical spine. 10. Lateral Side Flexion of the Neck with Hand Assistance
Muscles Highlighted: Sternocleidomastoid “SCM” and Upper Trapezius. Try  to keep your neck as long as possible while slowly dropping your ear to  your shoulder, making sure you are not collapsing your cervical spine.  You can progress this stretch by being seated on a chair while grabbing  the bottom of the seat. This will help you create consistent tension  down the arm and neck which will allow you to target the upper traps.

11. Half Kneeling Quad / Hip Flexor Stretch
Muscles Highlighted: Psoas and Quadracep. Start in a half-kneeling  position. As you slowly bring your right hip forward you should begin to  feel a stretch in the front of your hip. Grab your back foot and  squeeze your back glute to increase the stretch on your Hip Flexors. 12. Forearm Extensor Stretch
Muscles Highlighted: Forearm Extensor. Start by packing your shoulder  down and back, then externally rotate the shoulder for the optimal  position to stretch the forearm muscle. Once in this position apply  pressure to your opposing hand to begin the stretch. You can progress  this stretch by touching the tips of your fingers together in a tea cup  shape.

13. Lateral Shoulder Stretch
Muscles Highlighted: Side Deltoid. Bring your arm across your body and  lightly apply pressure to your arm to increase the stretch on your  shoulder. 14. Standing Assisted Neck Flexion Stretch
Muscles Highlighted:Trapezius Muscle. Start by standing with you feet  together. Keeping your spine long, slowly sit your hips back and round  your upper back, tucking your chin to your chest at the same time.

15. Lat Stretch with Spinal Traction
Muscles Highlighted: Latissimus Dorsi. Start by taking a firm grip on  bar, then slowly lift your feet off the ground. You should feel a  stretch in your lats and chest. If you take your feet completely off the  ground you will feel traction in your your lumbar spine. Avoid this  stretch if you have recently injured your shoulder, and/or have  impingement of the shoulder. 16. Lat Stretch at the Wall
Muscles Highlighted: Latissimus Dorsi. Start by placing both hands on  the corner of a wall or post. While keeping your spine long, slowly push  your hips out to the side. Avoid this stretch if you have lower back  problems.

17. Child’s Pose
Muscles Highlighted: Latissimus Dorsi. Start on your hands and knees  then slowly bring your hips back until your forehead is on the floor.  You can bring your knees wider to get a better stretch in your hips.  Arch your upper back and externally rotate your shoulders to stretch  your lats and chest muscles. 18. Standing Calf Stretch
Muscles Highlighted: Soleus and Gastrocnemius. You can perform this  stretch on a rack or on the edge of a stair step. Lightly rotate your  ankles internally and externally to actively stretch the calf muscles.

19. Front Split
Muscles Highlighted: Psoas and Hamstring. This is an advanced stretch,  proceed with caution if you have any hip problems. Start in a kneeling  lunge position, it can also be helpful to have the support of a chair as  your hip flexors and hamstrings release. 20. Seated Forward Fold / Seated Toe Touch
Muscles Highlighted: Hamstrings and Calfs. Start by sitting into your  sit bones and bend the knees if needed. As your flexibility improves  your legs will naturally straighten. If you have back problems keep the  spine as straight as possible. You can also perform this stretch lying  on your back with your feet up a wall.

21. Single Leg Forward Bend
Muscles Highlighted: Hamstrings. Start this position with one foot in  front of the other. Bring your hands to your hips and while keeping the  back straight, begin to bend from the hips. 22. Deep Squat
Muscles Highlighted: Glutes. This movement has a global effect on all  areas of your body. If you have bad knees, or cannot keep your heels on  the ground, practice your squat before proceeding. Start by standing  with your feet shoulder width apart then slowly lower yourself into the  deep squat. Once in position bring your arms inside your legs and  lightly apply pressure to the inside of your knees, sitting into the  hips and heels. You can also practice this position lying on your back  with your feet against a wall.

23. Seated Half King Pigeon Pose
Muscles Highlighted: Glutes. Start in a seated position slowly pull your  leg to your chest and externally rotate your hip while keeping your  spine straight. You should feel this stretch in your glute. 24. Standing Calf Stretch at the Wall
Muscles Highlighted: Soleus and Gastrocnemius. Start out in a lunge  position with your back foot slightly turned out. Slowly bring your back  heel to the ground to stretch your calf muscles.

25. Lateral Flexion at the Wall
Muscles Highlighted: External Obliques. While keeping your spine long  slowly push your hips out the the side. Avoid this stretch if you have  lower back problems. 26. Supine Twist
Muscles Highlighted: Glutes and External Obliques. This is a great  stretch for those trying to manage Sciatic Pain. Start by lying flat on  your back then bring one leg across your body, slowly rotating your gaze  and upper body in the opposite direction. The key to this stretch is  using your breath to open up your rib cage and sacroiliac joint and hip  area without placing too much pressure on the lower back. If you find  this stretch to be too difficult you can stack both of your knees on top  of each other. Once in this position you will feel more of a stretch on  the upper spine when the knees are higher, and more of a stretch on the  lumbar spine when the knees are lower.

27. Lateral Flexion with a Dowel
Muscles Highlighted: External Obliques and Latissimus Dorsi. With your  spine long, slowly push your hips out to the side while keeping your  shoulders externally rotated. Avoid this stretch if you have lower back  problems. 28. Triangle Pose
Muscles Highlighted: External Obliques. Start with a wide stance with  your front foot straight ahead, and your back foot at 90 degrees. Place  your hand on your front leg or floor as you sit back into your front hip  with a straight back. As you rotate away from your front leg keep your  gaze on the hand that is in the air.
29. Chest Stretch at the Wall
Muscles Highlighted: Pectorals. Start by facing the wall with your thumb  up. Slowly rotate away from the wall to stretch your chest muscle. You  should feel this stretch in the belly of the muscle. If you feel it in  the shoulder joint you are stretching too far. 30. Assisted Chest Stretch
Muscles Highlighted: Chest and Latissimus Dorsi. Start by lying on the  floor with your palms facing up. As you partner sits into a deep squat  you should feel a stretch in your chest and lats. You will also get some  traction in your spine from the stretch. Avoid this stretch if you have  impingement of the shoulder.

31. Seated Half Pigeon Variation
Muscles Highlighted: Anterior Tibialis. Start by sitting with your feet  in front of you. Bring one hand behind you as you externally rotate your  hip and bring one foot above your knee. To increase the stretch on your  hip slowly lean forward, initiating the movement by hinging at the  hips. 32. Supine Shoulder External Rotation Stretch
Muscles Highlighted: Subscapularis. Start by lying flat on your back,  bring your arm straight out to the side with your elbow at a 90 degree  angle. Slowly bring the back of your hand to the floor. If you hand is  far away from floor it means your rotator cuff and other muscles that  control internal rotation are tight.

33. Down Dog Variation at the Wall
Muscles Highlighted: Pectorals and Latissimus Dorsi. Position yourself  far enough from a wall or rack so that when you touch the wall your body  becomes parallel to the ground. Move into this position by hinging at  the hips and keeping your spine straight. Once in position, push your  chest forward creating a slight arch in your upper back, stretching your  lats and chest muscles. If you have tight hamstrings try bending at the  knees. 

34. Assisted Chest Stretch Variation
Muscles Highlighted: Pectorals. Start by lying face down on the floor  with your palms facing down. As your partner pulls back on your hands  you will feel a deep stretch in your chest muscles. Avoid this stretch  if you have impingement of the shoulder.










Code:
Ranger Wizard 3/2 [fav. class: Ranger]
neutral neutral
32 POINTS
[B]STR[/B]  16  +3  8 PTS  
[B]DEX[/B]  14  +2  6 PTS  
[B]CON[/B]  12  +1  4 PTS  
[B]INT[/B]  15  +2  8 PTS  
[B]WIS[/B]  12  +1  4 PTS  
[B]CHR[/B]  10  +0  2 PTS  
level 4 advance: str +1

[B]Hit points[/B] 3d8+2d4+3 [fc] 8+19+5+3=[COLOR=#00ff00][B]35/35[/B][/COLOR]

[B]Initiative[/B]  +2
[B]AC[/B]  17 = 4 [armour]+2 [dex]+1 [magic]
[B]Touch[/B] 13
[B]Flatfoot[/B] 15
[B]BAB[/B]  +4 [B]Grapple[/B] +7  [B]Rng touch[/B] +6 
[B]Concentration[/B] +4; [B]spot[/B] +4; [B]listen[/B] +4; [B]search[/B] +5

[B][U]Save  base  abil  misc  total  notes[/U][/B]
[B]Fort  [/B] +3    +1    ---   +4
[B]Ref[/B]    +3    +2    ---   +5
[B]Will  [/B] +4    +1    ---   +5
*Ranger: [Fort +3; Ref +3; Will +1]
*Wizad: [Fort: +0; Ref +0; Will +3]

[B]Defense[/B][U]

[B]Armor             base mag  ACP spell  wt   type  notes[/B][/U]
[SIZE=3]Mithral chain shirt[/SIZE]  +4   +1   0    10%  12.5  lite  max dex bonus: +6

[B]Combat[/B]
[B][U]Weapon      Att  Dam    crit    wt   type  notes[/U][/B]
L.bow, comp +7  1d8+3     x2    3 lb  P    range 110 ft
l. sword    +7  1d8+3 19-20/x2  4 lb  S 
Dagger      +2  1d4+1 19-20/x2  1 lb  p/s  range 10 ft
Dagger 
   thrown   +4  1d4+1 19-20/x2  1 lb  p/s  range 10 ft
Club        +2  1d6+1     x2    3 lb  B 
Club 
   Thrown   +4  1d6+1     x2   

[I][U][B]Race/Class[/B][/U][/I]
[B]Human traits[/B] 
Medium: As Medium creatures, humans have no special bonuses or 
    penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each 
    additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret 
    languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. 
When determining whether a multiclass human  takes an experience point 
    penalty, his or her highest-level class does  not count.

[B]Ranger traits[/B]
[U]fav enemy: [/U]Undead [seen too many in his "archaeological endeavors"]
[U]Tracking[/U]: Gain as bonus feat
[U]Wild Empathy[/U]: diplomacy to change attitude of an animal.
[U]Combat style[/U]: gain [I]rapid shot [/I]as bonus feat; gain [I]Endurance[/I] as bonus feat

[B]Wizard traits[/B] (
Spells, Cantrips, Bonus feats, scribe scroll

[B]Age[/B]: 17; [B]Height[/B]: 6' 1" [185 cm]; [B]Weight[/B]: 195 lbs [88.6 Kg]


[B]Feats[/B]
[COLOR=red][Human][COLOR=red] [URL="http://www.d20srd.org/srd/feats.htm#selfSufficient"]self sefficient[/URL] [/COLOR][+2 heal and surv][/COLOR]
[COLOR=black][WZ 1][COLOR=red] [URL="http://www.d20srd.org/srd/feats.htm#scribeScroll"]Scribe scroll[/URL] [/COLOR][create scrolls][/COLOR]
[COLOR=red][CL 1][COLOR=red] [URL="http://www.d20srd.org/srd/feats.htm#pointBlankShot"]Point blank shot[/URL] [[/COLOR]+1 to hit and dam within 30 feet][/COLOR]
[COLOR=black][RN 1][COLOR=red] [URL="http://www.d20srd.org/srd/feats.htm#track"]Tracking[/URL] [/COLOR][use survival to track][/COLOR]
[COLOR=red][RN 2][COLOR=red] [URL="http://www.d20srd.org/srd/feats.htm#manyshot"]Many-shot[/URL] [/COLOR][shoot two arrows at max attack][/COLOR]
[COLOR=black][CL 3][COLOR=red] [URL="http://www.d20srd.org/srd/feats.htm#preciseShot"]Precise shot[/URL][/COLOR] [shoot into melee w/out penalty][/COLOR]
[COLOR=red][RN 3] [COLOR=red][URL="http://www.d20srd.org/srd/feats.htm#endurance"]Endurance[/URL] [/COLOR][+4to swim, +4 con check for running,forced march, 
                 hold breath,other checks][/COLOR]
[HR][/HR]
[CL 6] 
Possibles: 
meta magic[silent spell, still spell;combat casting]
general [spell focus, skill focus: surv;alertness; stealthy]
combat [weapon focus: bow]
[color=black]
[B]Skills[/B]
[[2(CLASS)+3(int)]*3]= 15 skill points
[[[6 + 2] *4] + [6 + 2] *2] [rngr] + [[2+2]*2] [wzrd] + [4+4] [race] 
    = 32+16+8+8= 64 sp

[B][U]Skills           Rank  Abil ACP  Misc Total  Notes[/U]
Acrobatics        0     2    0     --   +2
Appraise *        3     3    --    --   +6
Bluff             0     1    --    --   +1
Climb*            2     3    0     +2   +8 [climbers kit]
Concent*          3     1    --    --   +4
Craft* (Alcm) *   1     3    --    --   +4
Decifr scrpt*     3     3    --    --   +6
Diplomacy         0     1    --    --   +1
Disable Device    0     2    0     --   +2
Disguise          0     1    --    --   +1
Escape Artist     0     2    0     --   +2
Fly               0     ?    0     --   +
Handle Animal*    1     1    --    --   +2
Heal*             2     1    --    2    +5  feat  
Hide*             3     2    0     --   +5
Intimidate        0     1    --    --   +1
Jump*             3     3    0     --   +6
 Knowledge:  *
     (Arcana)     3     3    --    --   +6
     (Dngnrng)    3     3    --    --   +6
     (Engnrng)    3     3    --    --   +6
     (Geography)  3     3    --    --   +6
     (History)    1     3    --    --   +4
     (Local)      3     3    --    --   +6
     (Nature)     3     3    --    --   +6
     (Nobility)   1     3    --    --   +4
     (Planes)     1     3    --    --   +4
     (Religion)   2     3    --    --   +5
Listen *          3     1     0    --   +4
Move Silent*      3     2     0    --   +5
 Perform          0     1     0    --   +1
Profession *      0     1     --   --   +1 
Ride*             1     2     0    1    +4
Search *          3     2     0    0    +5
Sense Motive      0     1     0    --   +1  
Sleight of Hand   0     2     --   --   +2    
Spellcraft *      4     3     --   2    +9
Spot*             3     1     0    0    +4
Stealth           0     2     0    --   +2  
Survival*         3     1     0    3    +7     feat, class   
Swim*             1     3     0    --   +4  
Use Mag Dev       0     1    --    --   +1 
Use Rope          0     2     0    0    +2[/B]

[U][B]Equioment              cost     weight   Knotes[/B][/U]
LongBow, comp +1       2700 gp   3 lb
Arrows                    3 gp   1 lb
Long Sword               15 gp   3 lb
Dagger                    2 gp   1 lb
Club                   ---  gp   3 lb **
Mithral chain shirt +1 2100 gp  12.5 lb
explorer's outfit                  wearing
**handy haver sck      2000 gp   5 lb
rope, silk 100 ft        20 gp  10 lb **
waterflask                1 gp   4 lb ** 
climber's kit            80 gp   5 lb **
spell comp pouch x 2     10 gp   4 lb **/2.0 lb
sun rods x 10            20 gp  10 lb **
bulls eye lamp           12 gp   3 lb **
oil x 3                  0.3 gp  3 lb **
[U]   Arrows                 3 gp   1 lb **[/U]
Total                  6966.3 gp 65.5 lb Encumberenced weight:   27.5
scroll & scribe   2000 gp

cash:  33.7 gp


budget 9000 GOLD

[B]Background[/B]: Claims to be an archaeologist, but really isn't much more then
a mercenary and fortune hunter. Seen enough of the undead to have grown 
into a hatred. Also has some dealings with shapeshifters to have a great 
mistrust, not so much as to prevent him from using their tactics.

spell book
Spells with an * indicates it is from Spell Compendium and requires approval for that source as yet.

below is an online copy of the spell compendium PDF
https://www.google.com/url?sa=t&rct...VfQZ6PulNfZ2ALkdQ&sig2=o_afbhYgmq2ViTO-c8gvNg

[sblock=level 0; 24 pages]
Acid Splash (PH p196) – Orb deals 1d3 damage.
Arcane Mark (PH201 p201)– Inscribes a personal rune (visible or invisible)
Dancing Lights (PH p216)– Creates torches or other lights.
Daze (PH p217)– Humanoid creature of 4HD or less loses next action.
Detect Poison (PH p219) – Detects poison in one creature or small object.
Detect Magic (PH p219)– Detects spells and magic items within 60’.
Disrupt Undead (PH p223)– Deals 1d6 damage to one undead
Electric Jolt (SpC p78)– Ranged touch attack deals 1d3 electricity damage.
Flare (PH p232)– Dazzles one creature (–1 on attack rolls).
Ghost Sound (PH p235)– Figment sounds

Launch Bolt (SpC p131)– Launches a crossbow bolt as if from a light crossbow up to 100’ + 10’ per level
Light (PH p248)– Object shines like a torch.
Mage Hand (PH p249)– 5 pound telekinesis.
Mending (PH p253)– Makes minor repairs on an object.
Message (PH p253)– Whispered conversation at distance.
Open/Close (PH p258)– Opens or closes small or light things.
Prestidigitation (PH p264)– Performs minor tricks.
Ray of Frost (PH p269– Ray deals 1d3 Cold damage.
Read Magic
(PH p269)– Reads scrolls and spellbooks.
Repair Minor Damage (SpC p173)– Repairs 1 point of damage to any Construct
Resistance (PH p272) – Subject gains +1 resistance bonus on all saving throws.
Silent Portal (SpC p190)– Negates sound from door or window.
Stick (SpC p206)– Glues an object weighting 5 pound or less to a larger object
Touch of Fatigue (PH p294)– Touch attack fatigues target

[/sblock]

[sblock=level 1]

Accelerated Movement (SpC p7) – Swift. Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Animate Rope (PH p199)– Makes a rope move at your command
Arrow Mind (SpC p15) – Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity.

Comprehend Languages (PH p212)– You understand all spoken and written languages.
Detect Secret Doors
(PH p220)– Reveals hidden doors within 60’.

Expeditious Retreat (PH p228)– Your land speed increases by 30’.
Feather Fall (PH p229)– Objects or creatures fall slowly.
Grease (PH p237)– Makes 10’ square or 1 object slippery.
*Guided Shot
(SpC p108)– Swift. You ignore distance penalties with your ranged attacks for 1 round.

Identify (PH p243)– Determines properties of a magic item.
Jump
(PH p246)– Subject gains bonus on Jump checks.

Low-Light Vision (SpC p134)– See twice as far as a Human in poor illumination.
Magecraft
(Eb p113)– +5 Competence bonus on one Craft check.

Magic Missile (PH p251)– 1d4+1 force damage; +1 missile per two levels above 1st(max 5 missiles)
Mount (PH p256)– Summons riding horse for 2 hours per level.
Mage Armor (PH p249)– Gives subject +4 armor bonus.
Orb of Acid, Lesser (SpC p151)– Ranged touch attack deals 1d8 Acid damage + 1d8 per two levels beyond 1st
(max 5d8).
Orb of Fire, Lesser (SpC p151)– Ranged touch attack deals 1d8 Fire damage + 1d8 per two levels beyond 1st(max 5d8).

Repair Light Damage
(Eb p114)Restores 1d8 + 1/lvl (max +5) points of damage to a Construct.
Shield (PH p278)– Invisible disc gives +4 Shield bonus to AC and blocks Magic Missiles
Shocking Grasp (PH p279)– Touch delivers 1d6 per level (max 5d6) of electricity damage.
True Strike (PH p296)– Add +20 insight bonus to your next attack roll.
Unseen Servant (PH p297)– Invisible force obeys your commands.

[/sblock]
[sblock=level 2]

[/sblock]
Code:
SPELLS - Wizard
DC 13 + level

[B][U]level :     0   1   2   3   4   5   6   7   8   9[/U][/B]
[B]base:       4   2   0  [/B]
[B][U]int mod:    0   1   1   1[/U][/B]
[B]total:      4   3   x   x

memorized:
Level 0
[/B]Light; Det. Magic; Arcane Mark; Acid Splash[B]

Level 1
[/B]True Strike; Grease[B]

Level 2

[/B]

 
Last edited:

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Well, I guess my sig overflowith with characters.
It's David!
David's addendum

Scott DeWar's hiomebrew: hangin out at Dave's place
dice roller
other dice roller
D20 PFRPG OGL SRD
Piazo' online SRD
D20 SRD
d20 mod

Complete Pathfinder spell list

Google: Translater






Living Pathfinder World:

social group lpf intro wiki
Character creation
discussion thread

Wizard LPFPFRPGPBP NG Human wizard 12

Heinrich Schreibersen

Fighter, freehand LPF level 8

Vincenzo del Vecchio da via della Rosa D'Avorio II son of merchant guilds man, family Del Vecchio da via della Rosa D'Avorio

other thoughts:

France 2013



town generated on mythweavers:
Town Generator for D&D - Myth-Weavers




xxxLeif's Wirtlestaff's Wizard Acadamy
Capizzio del Collines, esquire (as 3.5)
Cappi as pathfinder
Leif's Whirtlestaff's Wizards' Academy, Reprise [Pfdr] [RG]
OOC
IC




Ytterman's Saga of the Dragon Cult:
John Tannerson
OOC 1
ooc 2
IC
John as pathfinder



Johann Klaus the damned:
rg Leif's Questing Knights - L10 Pathfinder RPG - RG [Game Full]
ooc PF1E - Leif's Questing Knights - L10 Pfdr Rpg [OOC 01] [Full]
ic




Scotley's Kingmaker game
RG: BRANDOLLEON
IC THREAD



MLiebrock/Scotley's wrath of the righteous
Sir Sheldon
ooc
ic




leif and scotley's Constables [Rogue's Gallery] Constables of the 14th Ward Wikispaces




Airwalker's rise of the runelords
PF1E - [RG] airwalkrr's Rise of the Runelords Reborn!





mleibrock's council of thieve's
Monk 1/Scorcerer 1 Human Zenarcher/Djinn bloodline
Council of Thieves Rogues Gallery




Knightfall's Aire of the crow god
Fighter 7, Human
[v.3.5] Rogues Gallery: Aerie of the Crow God PbP Campaign!



Knightfall's bards gate game
wiz 5/fighter 1/eldrich knight 1

Rogues Gallery: Bard's Gate PbP Campaign (Game Abandoned)

:
  1. Sit on the edge of your bed. Make sure only your bedside light is on, your phone is silenced, and your alarm is set for the morning.
  2. Now relax your facial muscles. First tighten them up in a wincing motion, and then slowly let your muscles naturally loosen. And let your tongue fall any which way in your mouth.
  3. Once your face feels like deflated putty, let gravity pull your shoulders naturally toward the ground. Let your arms dangle too, one side at a time.
  4. While doing this, breathe in and out, listening to the sound of your breath. With each breath, let your chest relax further and then let gravity relax your thighs and lower legs.
  5. Once your body feels like nothing more than a loosely formed lump of clay, try to clear your mind for 10 seconds. If thoughts come naturally, let them pass–just keep your body loose and limp. After a few more seconds you mind should feel clearer.
  6. Now picture one of the following two scenarios: you lying in a canoe in a calm lake with clear blue skies above you; or you in a velvet hammock, gently swaying in a pitch-black room. If you happen to be a person who isn’t great at visualization, you can instead chant the mantra, “Don’t think, don’t think, don’t think” for 10 seconds instead.














[sblock=inactive games]
Inactive games:


Tailspinner's way of the wicked
fire wizard 2
http://www.enworld.org/forum/showthread.php?350646-(A-Game-of-Trust-2)-Way-of-the-Wicked-RG&p=6455147&viewfull=1#post6455147

Glasseye's DCC classic - The meat grinder funnel
RG thread ooc IC thread

Friadok's homebrew

Ernesto de Palo Torres ooc ic
STRAAD'S RttToEE
cleric: Miltiades ooc ic
Crazy Monkey's babalon 5 game rg:
[Rogues Gallery] The Fifth City

retry:
Markus Martenes Stiles XIII

XXX Jemal's Quest character thread-homebrew [3.5/pfrpg ish]
Gerard Hampton OOC
Mowgli's Legend of fate (PFRPG)
Harnrey's stat block OOC ooc 2
IC Character sheet

opening post ooc thread info

J A's the prince's own redoux

rg and solo thread
LEW: Pendrake Utherman Karl Rutherford
Doghead's Pathfinder E6 game
Jan Maatson OOC
[sblock=airwalker's shipwrecked campain] WORK IN PROGRESS DWARVIN PARAGON 3, RANGER 1 cost to ship by sailing ship: 2 cp/ mile [non chartered] [sblock=vital statistics] STR 16 +3 10 PTS DEX 14 +2 6 PTS CON 16 +3 4 PTS +2 [RACE] +2 [PARAGON] INT 12 +1 4 PTS WIS 13 +1 4 PTS [+1 lv 4] CHA 10 +0 4 PTS -2 [race] AGE 59 5d6+40=59 WEIGHT 186 lbs 2d6=8 *7+130 HEIGHT 4'4" 2d4+45=52 INIT +1; SPOT +5; SEARCH +4; LISTEN +4; DARKVISION 60 FEET Languages: Common, Dwarven, Goblin MOVE 20 FEET FAVORED ENEMY HUMANOID [GOBLINOID] HIT POINTS 52 [4D10+12] AC 12 [16 vs Giant type] TOUCH 12 [16 vs Giant type] FLATFOOT 10 BAB +4 GRAPPLE +7 [SEE ALSO STABILITY] FORT +8 [+5 [BASE] +3 [CON]] +2 VS POISON FORT +5 [+3 [BASE] +2 [DEX]] WILL +2 [+1 [BASE] +1 WIS]] +2 VS SPELLS, SPELL LIKE EFF. [/sblock] PREFERED WEAPON: MELEE Dwarvin war axe +7 [1d10+3] RANGED Crossbow, light +6 [1d8]
Code:
 NO WEAPONS AT THIS TIME
*+1 VS ORCS, GOBLINOIDS [RACE] *+2 GOBLINOIDS [FAV. ENEMY] FEATS
Code:
 [B][URL="http://www.d20srd.org/srd/feats.htm#powerAttack"][COLOR=#808080]Power attack[/COLOR][/URL][/B]:  with minus on BAB, gain equal plus on damage [char lev 1] Mror Stalwart: gives a +1 feat bonus to attack with axes and hammers when the attack is                  made before a move. [char lev 3]
SKILLS [[6 +1 [int]] X 4] +[ [2+1]*3]= 28+9=37
Code:
 [U][B]SKILL                       RANKS  ABIL MISC TOTAL KNOATS[/B][/U] [COLOR=#808080]Appraise[/COLOR] (Int)                1     1    --    2   +2 for stone or metel [URL="http://www.d20srd.org/srd/skills/climb.htm"][COLOR=#808080]Climb[/COLOR][/URL] (Str)                   2     3    --    5  [URL="http://www.d20srd.org/srd/skills/concentration.htm"][COLOR=#808080]Concentration[/COLOR][/URL] (Con)          --     3    --    3  [URL="http://www.d20srd.org/srd/skills/craft.htm"][COLOR=#808080]Craft[/COLOR][/URL](Int) [SIZE=2]Wpnsmthing[/SIZE]         3     1    --    4   [SIZE=2]+2 [race], +1/lv [para] for stone or metel [/SIZE] [URL="http://www.d20srd.org/srd/skills/handleAnimal.htm"][COLOR=#808080]Handle Animal[/COLOR][/URL](Cha)           --     1    --    1  [URL="http://www.d20srd.org/srd/skills/heal.htm"][COLOR=#808080]Heal[/COLOR][/URL](Wis)                     1     1    --    2 [URL="http://www.d20srd.org/srd/skills/hide.htm"][COLOR=#808080]Hide[/COLOR][/URL] (Dex)                    4     2    --    6 [COLOR=#808080]Intimidate[/COLOR] (Cha)             --     1    --    1 [URL="http://www.d20srd.org/srd/skills/jump.htm"][COLOR=#808080]Jump[/COLOR][/URL] (Str)                    1     3    --    4 [URL="http://www.d20srd.org/srd/skills/knowledge.htm"][COLOR=#808080]Know[/COLOR][/URL][COLOR=#808080] (dungeoneering)[/COLOR] (Int)    1     1    --    2  [URL="http://www.d20srd.org/srd/skills/knowledge.htm"][COLOR=#808080]Know[/COLOR][/URL][COLOR=#808080] (geography)[/COLOR] (Int)        1     1    --    2 [URL="http://www.d20srd.org/srd/skills/knowledge.htm"][COLOR=#808080]Know[/COLOR][/URL][COLOR=#808080] (nature)[/COLOR] (Int)           1     1    --    2 [URL="http://www.d20srd.org/srd/skills/listen.htm"][COLOR=#808080]Listen[/COLOR][/URL] (Wis)                  3     1    --    4   +2 dealing w/ goblinoids [URL="http://www.d20srd.org/srd/skills/moveSilently.htm"][COLOR=#808080]Move Silently[/COLOR][/URL](Dex)            3     2    --    5  [URL="http://www.d20srd.org/srd/skills/profession.htm"][COLOR=#808080]Profession[/COLOR][/URL](Wis)              --     1    --    1  [URL="http://www.d20srd.org/srd/skills/ride.htm"][COLOR=#808080]Ride[/COLOR][/URL] (Dex)                    1     2    --    1  [URL="http://www.d20srd.org/srd/skills/search.htm"][COLOR=#808080]Search[/COLOR][/URL] (Int)                  3     1    **    4 see [SIZE=1][U][I][B][U][I][B]STONECUNNING  AND I[/B][/I][/U]MPROVED STONECUNNING[/B][/I][/U][/SIZE] [COLOR=#808080]Sense Motive [/COLOR](Wis)            1     1    --    2   +2 dealing w/ goblinoids [URL="http://www.d20srd.org/srd/skills/spot.htm"][COLOR=#808080]Spot[/COLOR][/URL] (Wis)                    5     1    --    5   +2 dealing w/ goblinoids [URL="http://www.d20srd.org/srd/skills/survival.htm"][COLOR=#808080]Survival[/COLOR][/URL](Wis)                 5     1    --    6   +2 dealing w/ goblinoids [URL="http://www.d20srd.org/srd/skills/swim.htm"][COLOR=#808080]Swim[/COLOR][/URL] (Str)                    1     3    --    4  [URL="http://www.d20srd.org/srd/skills/useRope.htm"][COLOR=#808080]Use Rope[/COLOR][/URL](Dex)                 1     2    --    3  special notes:
EQUIPMENT
Code:
 PEASANT'S OUTFIT
[SBLOCK=BACKGROUND (WIP)] Samon Hael Dern Ja' Korkea herransa Kaani, roughly translates to Samon country walker, born of high lord's clan - of the olde sprag tongue - he started in the weapon master's tutelage for repair, maintenance and crafting of proper weapons of war, moved on to the Kings border guard and given a writ of travel to wander the roads and lands of the dwarvin kingdom. Neighboring to that kingdom were elves and humans, but there were always goblinoids lurking about. One such nuesense would be the hobgoblins of the Darguun Empire. It was this very populace that were attempting to test the defenses of the dwarves. Samon tracked these creatures about, even crossing into the human territory. Our dwarvin hero was tracking some hobgoblins who kidnapped a merchant's daughter. Samon entered the goblinoid camp to rescue the girl and killed a guard. Meanwhile another hobgoblin, the leader, killed the girl. He was over quickly whelmed by several other hobgoblins, but not without inflicting massive losses upon them. TRIAL BY LAW The leader was crafty in seeking his revenge, turning him over to the local noble, SINCE THEY WERE IN THE HUMAN'S LAND, who wanted to be politik. The father of the girl wanted justice, The lord wanted to keep peace with humans, dwarves and hobgoblins, so he sold Samon into slavery, and his belongings, and gave most of the money to the father. The dwarves were not happy, but accepted that he was not executed.; The merchant was not happy for he knew the hobgoblins were the real villians; the hobgoblins were not happy because they wanted Samon to be executed.This was as close to acceptable to all except Samon who was out voiced by the lying hobgoblins. TRAIL BY FIRE - trip to Naerrin through stormreach Samon Hael Dern's exile to slavery was secretly accomplished through a long line of back street deals, under the table pay offs and business dealings that straddled the line of black market smuggling. He was eventually slipped aboard a crate after being tied up and gagged, then stuffed in a crate. once out in the open sea, he was taken out of the crate, but kept in a lower hold, with the rats. Finding some discarded brass fittings in a corner, he slowly cut himself free., then raided the food stores he found in the same hold. While plotting his escape, the seas started getting stormy, eventually getting rough enough that she was getting damaged. Right above him was the main beam, which was cracking in the rough seas, so he knew there was trouble to come. with nothing below to take with him, he waited for the right moment. That moment came when a fellow passenger, one of obvious Elvin blood, but mixed with another of which he is not able to identify, opened the hatch and helped Samon out telling him which way land was sighted. The only words he found to say was "Samon Hael Dern is in your debt". It took a lot of bravery as he has not been able to bathe in a spring brook since he attacked the hobgoblins some months back and he smelled every bit of very prison, hold and muck pile he has been hidden in. That was the last seen of him. With nothing but a sack cloth garment and a rope belt, he dove in the water, swimming as hard as he could in the direction told to him. He woke to a late morning sun on a white sand beach at last bathed in nature's cleansing caress . .. .. .. .. ..

BREAK
[/SBLOCK] [sblock=racial info]
  • +2 Constitution, -2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as arogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treatdwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus onability checks made to resist being bull rushed or trippedwhen standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throwsagainst poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus onattack rollsagainst orcs andgoblinoids.
  • +4dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class:Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
[/sblock] [SBLOCK=CLASS INFO] Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given onTable: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooseshumanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Track

A ranger gains Trackas a bonus feat. Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. [/SBLOCK] DWARF PARAGON LEVELS
Code:
       [B]  BASE              ATT    FORT     REF      WILL [U]LEVEL   BONUS  SAVE     SAVE     SAVE    SPECIAL KNOTES [/U]FIRST    +1      +2      +0      +0      Craft expertise, improved stonecunning    SECOND   +2      +3      +0      +0      Improved darkvision (+30 ft.), save bonus    THIRD    +3      +3      +1      +1      Ability boost (Con +2)  SKILL POINTS: 2+INT HIT DIE: D10 [/B]
[SBLOCK] Craft Expertise (Ex)

A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone or metal items. Improved Stonecunning (Ex)

At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground. Improved Darkvision (Ex)

At 2nd level, a dwarf paragon's darkvision range increases by 30 feet Ability Boost (Ex)

At 3rd level, a dwarf paragon's Constitution score increases by 2 points. [/SBLOCK] [/sblock] Rhun's temple of elemental evil color= 00FFF0 Johann Klaus the Damned ooc ic
*****************
Airwalker's Ebberon Ebberon setting pdf: Nadia Stratanoffski, the Witch ooc ic thread Ebberon in 10minutes Ebberon wiki

****************

Leif's "Pomarj" Greyhawk Beta Game [AD&D 1E] SIMON: Half-Elf Ranger 1 ooc ic

***************

xxxH.M.'s temple of elemental Evil: 1st ed A D&D Veerdunn Glootneir

****************

JA's devine avengers Honorary Captain Tsadichi Moru



Scotley's tomb of horrors:
Harrison Bentz

JT Alexander:
The four lands (3.5): Kinem's game (Tomb of horrors) Bernidect Arturo
MithralDragon's Paranormal Protection Agency Gerard Hampton OOC

JT Alexander: the four lands: The Divine Avengers still yet to be named

Warlock lord's Wrath of Baron Von Kittykiller quirky qumpain rg: El Gato Loco
Industry Gothica's Those Left Behind: Caerwyn Thingol

gandalph's game xmuter

crazymonkey's game: barton slyfoot: scout 1 Renaldo D'Argaussi

S@squ@tch's Against the Giants - Team Gold (3.5) rg thread rg thread II IC thread
Fire in the dust PFRPGPBP game: Hedron Long arrow NG Human Ranger 20
Mark chance's what adventure awaits Berm McKaffee-PFRPGPBP
IVV's first ed game Austin Haarlson
J.T. Alexander's the four lands XXXX jade = 00FF70 XXXX OKIGAWA stat block OKIGAWA-character sheet
intellengence Service Arie(monk2/cleric 3) sorcerer 6/rogue 2/fighter 2/PRC: Eldrich Knight 2
Renaldo http://www.enworld.org/forum/4794147-post5.html [/sblock]
 
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GandalfMithrandir

First Post
My little XP project here credit goes to everyone in this thread



Julius in http://www.enworld.org/forum/talking-talk/274538-pfrpg.html
IC
My Chacarcter

Sir Richard in DT's Canterbury tales

OOC
IC
My Character

Ragnoth in CMs Silverdale

OOC
IC
RG

M&Ls 3.5 epic Deicide
OOC
IC
RG

Oog in Lugharts Cruel Skies [PF]

OOC
IC
RG


Also In Living Pathfinder:

Elros, Half-Elf Woodsman
tavern thread



DMing Pathfinder Homebrew Game

OOC
RG
IC



DMing Savage Tide

OOC
IC
RG

DMing http://www.enworld.org/forum/talkin...nture-path-recruitment-closed-pathfinder.html

OOC
IC
RG



Dead Games/Finished Games

Ardon in http://www.enworld.org/forum/talking-talk/264016-pathfinder-ooc-darksun-game.html- Dead

OOC
IC
RG
 
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Dragonwriter

First Post
Dresden Files RPG: Logan Harcourt in ThirdWizard's Burned Circle

Completed:
(Joined after start of game)
Jex Riggen, Human Shadowcaster in Kinem's X5: To The Temple of Death

Defunct
Kaznak Valignat Garkuun, Dwarf Dragonfire Adept in Arkhandus's The First

Miriakon Velesennia, Wild Elf Warlock in Theroc's The Torian Arena

Sharazek Meltollez, Spellscale Binder in GandalfMithrandir's The Savage Tide

Herriman Shadowatcher, Halfling Rogue/Incarnate/Umbral Disciple in Myth and Legend's Valley of the Dead

Jareth Kyras, Human Duskblade in HolyMan's Off to War

Chardarran Ajjurakil, Human Sorcerer/Pact-Bound Adept in S@squ@tch's Against the Giants - Team Gold

Barrik Mav'Kar, Half-Orc Summoner in HolyMan's War of the Burning Sky - PF Converted
 
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perrinmiller

Adventurer
Just a romp through the park.

Characters
[sblock=Mack Granger]
MackGranger-1.jpg
Dawn of Defiance: Mack Granger
[/sblock]
[sblock=Kara Acoma]
Dept7-Kara-1.jpg
Department 7: Kara Acoma
[/sblock]

DM Games
The Sunless Citadel OOC Thread
 
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