[B]Leigh Phelan[/B]
[B]Class:[/B] Cleric
[B]Race:[/B] Human
[B]Region of Origin:[/b]
[B]Size:[/B] M
[B]Gender:[/B] Female
[B]Alignment:[/B] LG
[B]Deity:[/B] Pelor ([B]Domains:[/B] Good, Sun)
[B]Str:[/B] 14 +2 (06p.) [B]Level:[/B] 1 [B]XP[/B]: 0
[B]Dex:[/B] 10 -- (02p.) [B]BAB:[/B] +0 [B]HP:[/B] 10 (1d8+2)
[B]Con:[/B] 14 +2 (06p.) [B]Grapple:[/B] +2 [B]Craft Points:[/B] n/a
[B]Int:[/B] 10 -- (02p.) [B]Speed:[/B] 20' [B]Stat Increases:[/b]
[B]Wis:[/B] 17 +3 (10p.) [B]Init:[/B] +0 [B]Spell Save:[/B]
[B]Cha:[/B] 14 +2 (06p.) [B]ACP:[/B] -6 [B]Spell Fail:[/B] 50% (Arcane)
[B] Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +4 +2 +0 +0 +0 +0 16
[B]Touch:[/B] 10 [B]Flatfooted:[/B] 16
[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None
[B] Total Base Mod Misc[/B]
[B]Fort:[/B] +4 +2 +2 +0
[B]Ref:[/B] +0 +0 +0 +0
[B]Will:[/B] +5 +2 +3 +0
[B]Notes:[/B]
[B]Weapon Attack Damage Critical Range[/B]
Morningstar +2 1d8+2 20/x2 ------
Dagger +2 1d4+2 19-20/x2 10 ft
Light Crossbow +0 1d8+0 19-20/x2 80 ft
[B]Notes:[/B]
[B]Languages:[/B] Common
[B]Abilities:[/B] Turn Undead (9x/day), Divine Spells, Spontaneous Cure Spells, Domain Powers & Spells
[B]Feats: [/B]
1st - [B]Extra Turning[/B]
1st - (bonus) [B]Empowered Turning [/B]
[B]Spells prepared[/B] (Save DC 13 + spell level):
[B]Domains:[/B] Good, Sun
[b]Domain Powers:[/b] Good: cast good spells at +1 caster level. Sun: Once per day,
you can perform a greater turning against undead
in place of a regular turning. The greater turning is like a normal turning
except that the undead creatures that would be turned are destroyed instead.
[B]Spells Prepared:[/B]
0th - (3) Light, Detect Magic, Resistance
1st - (3+1) Bless, Hide from Undead, Shield of Faith, Endure Elements (D)
[B]Skill Points:[/B] 12 [B]Max Ranks:[/B] 4/2
[B]Skills Total Ranks Mod Misc[/B]
Concentration 6 4 +2 --
Know (Religion) 4 4 +0 --
Know (Arcana) 1 1 +0 --
Know (Planes) 1 1 +0 --
Heal 5 2 +3 --
Diplomacy 2 0 +2 --
Ride 0 0 -- --
[B]Notes:[/B]
[B]Equipment: Cost Weight[/B]
Morningstar 8gp 6lb
Scale Mail 50gp 30lb
Heavy Steel Shield 20gp 15lb
Dagger 2gp 1lb
Light Crossbow 35gp 4lb
20 bolts 2gp 2lb
Backpack 2gp 2lb
Explorer's Outfit 10gp 8lb
Belt Pouch 2gp 2lb
Silver Holy Symbol 25gp 1lb
Bedroll 5sp 5lb
Winter Blanket 5sp 3lb
Healer's Kit 50gp 1lb
[B]Total Weight:[/B]80lb [B]Money:[/B] 13.5gp
[B] Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 58 117 175 350 875
[B]Age:[/B] 24
[B]Height:[/B] 5'8"
[b]Weight:[/b] 125 lbs
[B]Eyes:[/B] Green
[B]Hair:[/B] Blonde
[B]Skin:[/B] Tan
[B]Name:[/B] Jarrod Nackle
[B]Class:[/B] Bard
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Baervan (Gnome god of Woodlands, Adventure, Mischief)
[B]Str:[/B] 14 +2 (6p.) [B]Level:[/B] 1 [B]XP:[/B] 0 / 1000
[B]Dex:[/B] 14 +2 (6p.) [B]BAB:[/B] +0 [B]HP:[/B] 6 (1d6+0)
[B]Con:[/B] 10 +0 (2p.) [B]Grapple:[/B] +2 [B]Dmg Red:[/B] 0
[B]Int:[/B] 16 +3 (10p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] 0
[B]Wis:[/B] 10 +0 (2p.) [B]Init:[/B] +6 [B]Spell Save:[/B] +0
[B]Cha:[/B] 14 +2 (6p.) [B]ACP:[/B] -X [B]Spell Fail:[/B] 0%
[B][U]Base Armor Shld Dex Size Nat Misc Total[/U][/B]
[B]Armor:[/B] 10 +4 +0 +2 +0 +0 +0 16
[B]Touch:[/B] 12 [B]Flatfooted:[/B] 14
[B][U]Base Mod Misc Total[/U][/B]
[B]Fort:[/B] 0 +0 +0
[B]Ref:[/B] 2 +2 +4
[B]Will:[/B] 2 +0 +2
[B][U]Weapon Attack Damage Critical[/U][/B]
Greatsword +2 2d6+3 19-20x2
[B][U]Armor Bonus Max Dex Penalty Spell Failure Speed (30)[/U][/B]
Chain Shirt +4 4 -2 20% 30'
[B]Languages:[/B] Common, Elven, Gnomish, Dwarven
[B]Bardic Knowledge:[/B]
[U]DC Type of Knowledge[/U]
10 Common, known by at least a substantial minority of the local
population.
20 Uncommon but available, known by only a few people, legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most
who once knew it, possibly known only by those who don’t
understand the significance of the knowledge.
[B]Bardic Music:[/B] Per Day: 1 Number Remaining: 1
[B]Countersong (Su):[/B]
Creatures within 30' affected by sonic or language-dependant
magical attack may use the bard's Perform check result inplace of its
saving throw if, after the saving throw is rolled, the Perform check
result proves to be higher. If a creature within range of the countersong
is already under the effect of a noninstantaneous sonic or
language-dependent magical attack, it gains another saving throw against
the effect each round it hears the countersong, but it must use the
bard’s Perform check result for the save. Countersong has no effect
against effects that don’t allow saves. The bard may keep up the
countersong for 10 rounds.
[B]Fascinate (Sp):[/B]
Each creature to be fascinated must be within 90 feet, able to
see and hear the bard, and able to pay attention to him. The bard must
also be able to see the creature. The distraction of a nearby combat or
other dangers prevents the ability from working. For every three levels
a bard attains beyond 1st, he can target one additional creature with a
single use of this ability.
To use the ability, a bard makes a Perform check. His check
result is the DC for each affected creature’s Will save against the
effect. If a creature’s saving throw succeeds, the bard cannot attempt
to fascinate that creature again for 24 hours. If its saving throw fails,
the creature sits quietly and listens to the song, taking no other
actions, for as long as the bard continues to play and concentrate (up
to a maximum of 1 round per bard level). While fascinated, a target takes
a -4 penalty on skill checks made as reactions, such as Listen and Spot
checks. Any potential threat requires the bard to make another Perform
check and allows the creature a new saving throw against a DC equal to
the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a
spell, or aiming a ranged weapon at the target, automatically breaks the
effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
[B]Inspire Courage (Su):[/B]
A bard with 3 or more ranks in a Perform skill can use song or poetics to
inspire courage in his allies (including himself), bolstering them against
fear and improving their combat abilities. To be affected, an ally must
be able to hear the bard sing. The effect lasts for as long as the ally
hears the bard sing and for 5 rounds thereafter. An affected ally receives
a +1 morale bonus on saving throws against charm and fear effects and a +1
morale bonus on attack and weapon damage rolls. At 8th level, and every
six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at
14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Martial Weapon Proficiency: Greatsword
Improved Initiative: +4 Initiative
[SIZE=-1]
[B]Skill Points:[/B] 40 [B]Max Ranks:[/B] 4/2
[B][U]Skills Ranks Mod Misc Total[/U][/B]
[B]Appraise 0 +3 (Int) +3[/B]
[B]Balance 0 +2 (Dex) +2[/B]
[B]Bluff 4 +2 (Cha) +6[/B]
[B]Climb 0 +2 (Str) +2[/B]
[B]Concentration 0 +0 (Con) +0[/B]
[B]Craft 0 +3 (Int) +3[/B]
[B]Decipher Script 0 +3 (Int) N/A[/B]
[B]Diplomacy 4 +2 (Cha) +6[/B]
Disable Device 0 +2 (Dex) N/A
[B]Disguise 0 +2 (Cha) +2[/B]
[B]Escape Artist 0 +2 (Dex) +2[/B]
Forgery 0 +3 (Int) +3
[B]Gather Information 4 +2 (Cha) +6[/B]
Handle Animal 0 +2 (Cha) N/A
Heal 0 +0 (Wis) +0
[B]Hide 0 +2 (Dex) +2[/B]
Intimidate 0 +2 (Cha) +2
[B]Jump 0 +2 (Str) +2[/B]
[B]Knowledge (History) 4 +3 (Int) +7[/B]
[B]Knowledge (Nature) 4 +3 (Int) +7[/B]
[B]Knowledge (Nob & Royalty) 4 +3 (Int) +7[/B]
[B]Knowledge (The Planes) 4 +3 (Int) +7[/B]
[B]Listen 0 +0 (Wis) +0[/B]
[B]Move Silently 0 +2 (Dex) +2[/B]
Open Lock 0 +2 (Dex) N/A
[B]Perform (Singing) 4 +2 (Cha) +6[/B]
[B]Profession 0 +0 (Wis) N/A[/B]
Ride 0 +2 (Dex) +2
Search 0 +3 (Int) +3
[B]Sense Motive 4 +0 (Wis) +4[/B]
[B]Sleight of Hand 0 +2 (Dex) N/A[/B]
[B]Speak Language 0 N/A N/A[/B]
[B]Spellcraft 0 +3 (Int) N/A[/B]
Spot 0 +0 (Wis) +0
Survival 0 +0 (Wis) +0
[B]Swim 0 +2 (Str) +2[/B]
[B]Tumble 4 +2 (Dex) +6[/B]
[B]Use Magic Device 0 +2 (Cha) N/A[/B]
Use Rope 0 +2 (Dex) +2
[I]Bardic Knowledge[/I] 1 +3 (Int) +4
[/SIZE]
[B]Equipment: Cost Weight[/B]
greatsword 50 gp 8 lb
chain shirt 100 gp 25 lb
backpack 2 gp 2 lb
blanket, winter 5 sp 3 lb
candle (5) 5 cp
fish hook 1 sp
flask (2) 6 cp 3 lb
flint and steel 1 gp
soap (1 pound) 5 sp 1 lb
torch (5) 5 cp 5 lb
whetstone 2 cp 1 lb
waterskin (2) 2 gp 8 lb
chalk (10) 1 sp
case, scroll 1 gp 0.5 lb
parchment (10) 2 gp
[B]Total Weight:[/B]56.5 lb [B]Money:[/B] 0 gp 6 sp 2 cp
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 58 116 175 350 875
[b]0-lvl Spells Per Day:[/b] 3 Remaining: 3
[b]Spell DC:[/b] 2 + Spell Level
[b]Spells Known:[/b]
[i]0-lvl:[/i]
[B][/COLOR][COLOR=Cyan][SIZE=+1]Prestidigitation[/SIZE][/COLOR][COLOR=DarkOrange][/B]
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for
practice. Once cast, a prestidigitation spell enables you to perform
simple magical effects for 1 hour. The effects are minor and have severe
limitations. A prestidigitation can slowly lift 1 pound of material. It
can color, clean, or soil items in a 1-foot cube each round. It can chill,
warm, or flavor 1 pound of nonliving material. It cannot deal damage or
affect the concentration of spellcasters. Prestidigitation can create
small objects, but they look crude and artificial. The materials created
by a prestidigitation spell are extremely fragile, and they cannot be used
as tools, weapons, or spell components. Finally, a prestidigitation lacks
the power to duplicate any other spell effects. Any actual change to an
object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
[B][/COLOR][COLOR=Cyan][SIZE=+1]Light[/SIZE][/COLOR][COLOR=DarkOrange][/B]
Evocation (Light)
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light
in a 20-foot radius (and dim light for an additional 20 feet) from the
point you touch. The effect is immobile, but it can be cast on a movable
object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a
darkness spell (one with the darkness descriptor) of an equal or lower
level.
Arcane Material Component
A firefly or a piece of phosphorescent moss.
[B][/COLOR][COLOR=Cyan][SIZE=+1]Ghost Sound[/SIZE][/COLOR][COLOR=DarkOrange][/B]
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes,
approaches, or remains at a fixed place. You choose what type of sound
ghost sound creates when casting it and cannot thereafter change the
sound’s basic character.
The volume of sound created depends on your level. You can produce as
much noise as four normal humans per caster level (maximum twenty humans).
Thus, talking, singing, shouting, walking, marching, or running sounds can
be created. The noise a ghost sound spell produces can be virtually any
type of sound within the volume limit. A horde of rats running and
squeaking is about the same volume as eight humans running and shouting.
A roaring lion is equal to the noise from sixteen humans, while a roaring
dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component
A bit of wool or a small lump of wax.
[B][/COLOR][COLOR=Cyan][SIZE=+1]Mage Hand[/SIZE][/COLOR][COLOR=DarkOrange][/B]
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will
from a distance. As a move action, you can propel the object as far as 15
feet in any direction, though the spell ends if the distance between you
and the object ever exceeds the spell’s range.
[B]Age:[/B] 19
[B]Height:[/B] 6'0"
[B]Weight:[/B] 150 lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown (Shoulder-Length, Straight)
[B]Skin:[/B] Tanned
[B]Appearance:[/B] Jarrod wears typical adventuring clothing and a light
green cloak. Strapped to his back is a very large, shiny sword which he
keeps oiled and sharpened at all times. He's kind of skinny, and gaunt,
but with sinewy muscles. He can usually be seen writing in one of his
books, or reading them. At times he can seem distracted by a tune or a
story or just a wild fantasy roaming through his head.
[B]Background:[/B]
Jarrod was taken in by Gerbo Nackle because he saw a certain spirit in
Jarrod’s eyes. Gerbo saw the spark. He taught and trained Jarrod in
the ways of the bard. The wizened gnome tried to pass down all his
stories and knowledge to his protégé. He did, however, encourage Jarrod
to be free, and follow his own path.
Gerbo was very surprised when his son decided to learn the difficult great
sword. But he helped him as best he could. Jarrod instantly began to
take an interest in the lore; history, nature, stories of nobility, and
the cosmology.
Synapses: All in all, Jarrod Nackle is a bit of a book worm. He is
constantly pouring through his books, some written by Gerbo himself. He
is, however, very decent when it comes to a fight. He’s very quick, and
he carries a very big sword. This dichotomy is one of the things that
makes Jarrod a unique soul, and therefore, makes Gerbo very proud of his
adopted son. Jarrod longs for new adventure, of course, and yearns to
record his own stories to share with his little father.
[B]Name:[/B] Kaylin Berrynippin
[B]Class:[/B] rogue
[B]Race:[/B] Halfling
[B]Size:[/B] Sm.
[B]Gender:[/B] F
[B]Alignment:[/B] NG
[B]Deity:[/B] XXXX
[B]Str:[/B] 10 +0 (4p.) [B]Level:[/B] 1 [B]XP:[/B] 0/1000
[B]Dex:[/B] 16 +3 (6p.) [B]BAB:[/B] +0 [B]HP:[/B] 6 (1D6+0)
[B]Con:[/B] 10 +0 (2p.) [B]Grapple:[/B] -1
[B]Int:[/B] 16 +3 (10p.) [B]Speed:[/B] 20'
[B]Wis:[/B] 12 +1 (4p.) [B]Init:[/B] +3
[B]Cha:[/B] 14 +2 (6p.)
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +2 +0 +3 +1 +X +X 16
[B]Touch:[/B] 14 [B]Flatfooted:[/B] 13
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 0 +0 +1 +1
[B]Ref:[/B] 2 +3 +1 +6
[B]Will:[/B] 0 +1 +1 +2
* +2 vs. fear
[B]Weapon Attack Damage Critical[/B]
Lt. x-bow +4 1d6+0 19-20x2
range 80ft.
Dagger +1/+5 1d3+0 19-20x2
range 10ft.
*+1 atk.&dmg. w/in 30ft., +1D6 sneak attack dmg.
[B]Languages:[/B] Common, Halfling, Dwarven, Gnome, Elven
[B]Abilities:[/B] Sneak attack +1D6, trapfinding
[B]Feats:[/B] point blank shot,
[B]Skill Points:[/B] 44 [B]Max Ranks:[/B] 4/2
[B]Skills Ranks Mod Misc Total[/B]
Appraise 0 +3 +3
Balance 0 +3 +3
Bluff 2 +2 +4
Climb 2 +0 +2 +4
Craft(locksmithing) 1 +3 +4
Craft(trapmaking) 1 +3 +4
Decipher Script 1 +3 +4
Diplomacy 0 +2 +2
Disable Device 4 +3 +2 +9
Disguise 0 +2 +2
Escape Artist 1 +3 +4
Forgery 0 +3 +3
Gather Info. 0 +2 +2
Hide 4 +3 +4 +11
Intimidate 0 +2 +2
Jump 0 +0 +2 +2
Knowledge Local 2 +3 +5
Listen 4 +1 +2 +7
Move Silently 4 +3 +2 +9
Open Lock 4 +3 +2 +9
Search 4 +3 +7
sense Motive 0 +1 +1
Sleight of Hand 2 +3 +5
Spot 4 +1 +5
swim 0 0 - 0
Tumble 4 +3 +7
Use Magic Device 0 +2
use Rope 0 +3 +3 (+2 w/silk rope)
[B]Equipment: Cost Weight[/B]
lt.x-bow 35gp 2lb
20 bolts 2gp 1lb
Leather 10gp 7 1/2lb
Backpack 2gp 1/2lb
MW Thieve's Tools 100gp 2lb
Artisan's Tools* 5gp 5lb
Waterskin 1gp 1lb
Sack, empty 1sp -
Case 1gp 1/2lb
Traveler's Clothes - -
Hooded Lanter 7gp 2lb
Oil x 2 2sp 2lb
Flint and steel 1gp -
Parchment x 2 4sp -
Chalk 1cp -
Trail Rations x 3 15sp 1 1/2lb
brush and soap 5sp 1lb
[B]Total Weight:[/B]22lb [B]Money:[/B] 32gp 7sp 9cp
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 24 3/4 49 1/2 75 XXX XXX
[B]Age:[/B] 18
[B]Height:[/B] 2'10"
[B]Weight:[/B] 30lb
[B]Eyes:[/B] blue
[B]Hair:[/B] silky black
[B]Skin:[/B] light tan
[B]Appearance:[/B] Normal height for a halfling; tone,but no muscles. She keeps her hair clean and brushed all the time, it wasn't any fun letting Quinton brush it. She has striking blue eyes, quite unusual for a halfling, and a light tan. She has no scars, but has a mysterious tattoo on her face that she doesn't remember ever getting.
[B]Background:[/B]
Kaylin was raised by Quinton Berrynippin. She grew up with much laughter. Her and Quinton continuously played tricks on each other, always trying to out do the last. Each time it made her think a bit more, but the outcome was well worth it. They have always enjoyed each others company.
Quinton also taught Kaylin how to be a real 'locksmith', as well. She has also added her own special touch to some of the locks that she has been working on. She's not as good as Quinton yet, but she is well on her way to being an excellent 'locksmith'.
Kaylin also seems to have picked up Quinton's special way of getting into more trouble than out of, though he taught her to use even her good looks in a sticky situation.
Kaylin really likes all of Quinton's friends (the others that resqued her too). Gerbo's tales are always enrapturing and they never, ever get old. Sandra is a little gruff, but makes the finest armor and weapons she could imagine. She's an excellent fighter, better than most of the men. The Phelnar's have always been very kind to Kaylin. Megan takes her to church anytime that she wants to go. And Thairvol is a walking history book. If you ever need an answer to a question he's the one to ask.
The other kids that were rescued with her have always been kind and Kaylin has enjoyed being friends with them and living in this town.
Kaylin is very kind and easy to get along with. She prefers to see the good in everyone, before labeling them as unfriendly. She always tries to do what she feels is right, unless there is no other way around it, then she'll do what needs to be done.
Though Kaylin loves this town, she has been itching to get out and see some of the world. She would like to get out and learn new skills, plus improve the ones that she has. As well as meet new people, especially some handsome halfling men. She's ready for the adventures that Quinton, and especially Gerbo, tell her about.
[B]Name: [/B] Vanta Galanode
[B]Class:[/B] Conjurer1
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] Boccob
[B]Str:[/B] 8 -1 (0p.) [B]Level:[/B] 1 [B]XP:[/B] 0
[B]Dex:[/B] 12 +1 (4p.) [B]BAB:[/B] +0 [B]HP:[/B] 6 (1d4+2)
[B]Con:[/B] 14 +2 (6p.) [B]Grapple:[/B] -1 [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 16 +3 (10p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] -
[B]Wis:[/B] 14 +2 (6p.) [B]Init:[/B] +1 [B]Spell Save:[/B] +3
[B]Cha:[/B] 14 +2 (6p.) [B]ACP:[/B] - [B]Spell Fail:[/B] -%
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +0 +0 +1 +0 +0 +0 11
[B]Touch:[/B] 11 [B]Flatfooted:[/B] 10
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 0 2 +0 +2
[B]Ref:[/B] 0 1 +0 +1
[B]Will:[/B] 2 2 +0 +4
[B]Weapon Attack Damage Critical[/B]
Quarterstaff -1 1d6-1 20x2
Dagger(Melee) -1 1d4-1 19-20x2
Dagger(Thrown) +1 1d4-1 19-20x2
Alchemist's Fire +1 1d6 20x2 Creatures within 5' take one damage, on following round creature struck takes additional 1d6 damage
[B]Languages:[/B] Common, Elven, Gnome, Goblin
[B]Abilities:[/B] Summon spells only take a standard action to cast
[B]Feats:[/B] Spell Focus(Conjuration), Augment Summoning, Scribe Scroll
[B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 4/2
[B]Skills Ranks Mod Misc Total[/B]
Bluff 2 +2 +0 +4
Concentration 4 +2 +0 +6
Spellcraft 4 +3 +0 +7
Knowledge(Arcana) 4 +3 +0 +7
Knowledge(Planes) 4 +3 +0 +7
Knowledge(History) 4 +3 +0 +7
[B]Equipment: Cost Weight[/B]
Dagger 2gp 1lb
Quarterstaff - 4lb
Backpack 2gp 2lb
Bedroll 5sp 5lb
Belt Pouch(2) 2gp 1lb
Waterskin 1gp 4lb
Spell component pouch 5gp 2lb
Alchemist's Fire(2) 40gp 2lb
Spellbook - 4lb
[B]Total Weight:[/B]25lb [B]Money:[/B] 67gp 5sp 0cp
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] <26 27-53 54-80 160 400
[b]Wizard Spells Per Day: 3+1/2+1[/b]
[b]Wizard Spell DC:[/b] 13 + Spell Level +1 for conjuration spells
[b]Wizard Spells Known:[/b]
[i]0-lvl:[/i] All except Evocation and Enchantment
[i]1-lvl:[/i] Lesser Acid Orb, Mage armor, Shield, Summon Monster 1, Silent Image, Ray of Enfeeblement
[i]2-lvl:[/i]
[i]3-lvl:[/i]
[i]4-lvl:[/i]
[i]5-lvl:[/i]
[i]6-lvl:[/i]
[i]7-lvl:[/i]
[i]8-lvl:[/i]
[i]9-lvl:[/i]
[B]Age:[/B] 25
[B]Height:[/B] 6'0"
[B]Weight:[/B] 170lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Black
[B]Skin:[/B] Pale
[B]Appearance:[/B] His tall frame is covered in normal comfortable clothes. A cheerful smile attracts your attention and is different than the cool blue eyes, dark hair, and pale skin that he has.
[B]Background:[/B] XXXX
[B]Name:[/B] Kasis Rayg
[B]Class:[/B] Cleric
[B]Race:[/B] Oerdian
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LN
[B]Deity:[/B] Church of the One True Path of Pholtus
[B]Str:[/B] 13 +1 (05p.) [B]Level:[/B] 1 [B]XP:[/B] 0
[B]Dex:[/B] 10 +0 (00p.) [B]BAB:[/B] +0 [B]HP:[/B] 7 (1d8-1)
[B]Con:[/B] 09 -1 (01p.) [B]Grapple:[/B] +0 [B]Dmg Red:[/B] 0/DM
[B]Int:[/B] 15 +2 (08p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] XX
[B]Wis:[/B] 15 +2 (08p.) [B]Init:[/B] +0 [B]Spell Save:[/B] +X
[B]Cha:[/B] 15 +2 (08p.) [B]ACP:[/B] -3 [B]Spell Fail:[/B] 15%
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Bezainted Leather:[/B] 10 +4 +2 +0 +0 +0 +0 [B][U]16[/B][/U]
[B]Heavy Wooden Shield + Kasaku Helmet[/B]
[B]Touch:[/B] 10 [B]Flatfooted:[/B] 16
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 2 -1 +1
[B]Ref:[/B] 0 +0 +0
[B]Will:[/B] 2 +2 +4
[B]Weapon Attack Damage Critical[/B]
Quarterstaff d20+1 1d6 ×2 B /
[b]Spear[/b] d20+1 1d8 ×3 P / 20 ft. range
Lt. Xbow d20+1 1d8 19-20/x2 P / 80 ft range
[B]Languages:[/B] Common, Celestial, Infernal
[B]Abilities:[/B] Turn Undead (6/day) DC:d20+3 / Cast Pholtus gifted spells
[B]Feats:[/B] Oeridian: [u]Spellcasting Prodigy[/u] / 1C: [u]Combat Casting[/u] /
[B]Skill Points:[/B] 20 [B]Max Ranks:[/B] X/X
[B]Skills Ranks Mod Misc Total[/B]
[B]Class Skills[/B]
Concentraction {con} 2 -1 +4 +5
Craft {int} 0 +2 +2
Diplomacy {cha} 1 +2 +3
Heal {wis} 1 +2 +3
Knowledge <Arcana> {int} 1 +2 +3
Knowledge [History] {int} 2 +2 +4
Knowledge [Religion] {int} 2 +2 +4
Knowledge [The Planes] {int} 1 +2 +3
Profession {wis} 0 +2 +2
Spellcraft {int} 2 +2 +4
[B]Cross-Class Skills[/B]
Forgery {int} 1 +2 +3
Gather Information {cha} 1 +2 +3
Knowledge [Geography] {int} 0 +2 +2
Knowledge [Local] {int} 1 +2 +1
Listen {wis} 0 +2 +2
Search {int} 0 +2 +2
Sense Motive {wis} 1 +2 +3
Spot {wis} 0 +2 +0
[B]Equipment: Cost Weight[/B]
Belt Pouch 1gp .5lb
Ear Plugs 3sp 00lb
Backpack 2gp 02lb
Shovel 2gp 08lb
Common Hacksaw 5gp 01lb
Armor Maintaince Kit 1gp 01lb
Travelers Outfit (worn) 5gp 05lb
Peasants Outfit 1sp 02lb
Bed Roll 1sp 05lb
Mess Kit 6sp 01lb
Tankard 2cp 00lb
Rations (10) 5gp 10lb
Soap 1lb 5sp 01lb
Twine (50')x2 2sp 00lb
[B]Total Weight:[/B]38lb [B]Money:[/B] 00gp 1sp 8cp
Gear: 26lbs + Wpn: 12lbs
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 50 51-100 101-150 XXX XXX
[b]Clerical Domains:[/b]
[b][u]SUN[/u] Domain & Abilities:[/b]Once per day, you can perform a greater turning
against undead in place of a regular turning. The greater turning is like
a normal turning except that the undead creatures that would be turned are
destroyed instead.
1: Endure Elements: Exist comfortably in hot or cold environments (PHB pg.)
[b][u]Divine Magician[/u]:[/b] Necromancy: Each time you gain the ability to
cast a new level of cleric spells, you can add a single wizard spell of the
same level from one of those schools to your cleric spell list.
1: BackBiter (SpC 22, see below)
[b]Spells Per Day:[/b]
[b]Spell DC:[/b] 10 + 3 + Spell Level
[b]Spells Known:[/b]
[i]0-lvl:[/i][b]3[/b]
Create Water / Guidance / Light
[i]1-lvl:[/i][b]1+1d+1w[/b]
CLW / Backbiter (d) / Bless (wis)
[i]2-lvl:[/i]
[i]3-lvl:[/i]
[i]4-lvl:[/i]
[i]5-lvl:[/i]
[i]6-lvl:[/i]
[i]7-lvl:[/i]
[i]8-lvl:[/i]
[i]9-lvl:[/i]
[B]Age:[/B] 24 [B]Height:[/B] 6'02" [B]Weight:[/B] 202lb
[B]Eyes:[/B] Brown [B]Hair:[/B] Brown [B]Skin:[/B] Light
[B]Appearance:[/B] Medium Build
Wearing:
Adventures Outfit over Bezainted Leather, carrying a heavy wooden shield,
and a spear, with a Kasaku helmet (round). Carry's a backpack with bedroll
attached. Light Crossbow and Staff are also carried with the backpack.
[B]Background:[/B] Kasis grew up with the knowledge that Sol, the sun itself,
was what kept the people of Oerth alive and well. He followed its path each
and every morning as he awoke, clear in his conviction that one day he would
serve the sun.
----
BACKBITER
Necromancy
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon
Duration: 1 round/level or until
discharged
Saving Throw: Will negates; see text
Spell Resistance: Yes (object)
The weapon you indicate during the spell’s casting briefly shimmers with a black
aura that disappears in an eyeblink. You cast this spell on any melee weapon. The
next time that weapon is used to make a melee attack, its shaft twists around so
that the weapon strikes the wielder instead. The weapon hits automatically, and no
attack roll is made. The wielder gets no warning or knowledge of the spell’s effect
on his weapon, and although he makes the attack, the self-dealt damage can’t be
consciously reduced (though damage reduction applies) or changed to nonlethal
damage. Once the weapon attacks its wielder (whether successfully or not), the
spell is discharged.
Magic weapons targeted by this spell receive a Will save. An item in a creature’s
possession uses its own Will save bonus or its wielder’s bonus,whichever is higher.
Focus: A dagger.