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Caves of Chaos (1st group - PF) - Recruitment(closed sorry)
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<blockquote data-quote="HolyMan" data-source="post: 5942817" data-attributes="member: 84167"><p>Here's what I have so far. When you have things decided let me know. I will repost this in the IC/RG so you can quote it.</p><p></p><p>[sblock=Belthasar]</p><p>[sblock=Game Info]</p><p>Race: Elf</p><p>Class: Magus[Bladebound]</p><p>Level: 1</p><p>Alignment: <strong><span style="color: Red">???</span></strong></p><p>Languages: Common, Elven +4 more</p><p>Deity: <span style="color: Red"><strong>???</strong></span>[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 14 [05pts]</p><p>DEX: 16 [05pts] +2 racial</p><p>CON: 12 [05pts] -2 racial</p><p>INT: 18 [10pts] +2 racial</p><p>WIS: 08 [+2pts]</p><p>CHA: 12 [02pts][/sblock]</p><p>[sblock=Combat]</p><p>HP: 12 = [1d8=8] + 1 (CON) + 3 (Toughness0</p><p>AC: 17 = 10 + 4 (armor) + 3 (DEX)</p><p>AC Touch: 13 = 10 + 3 (DEX)</p><p>AC Flatfooted: 14 = 10 + 4 (armor)</p><p>INIT: +3 = +3 (DEX)</p><p>BAB: +0 = +0 (Magus)</p><p>CMB: +2 = +2 (STR) + 0 (BAB)</p><p>CMD: 15 = 10 + 2 (STR) + 3 (DEX) + 0 (BAB)</p><p>Fort: +3 = +2 (Magus) + 1 (CON)</p><p>Reflex: +3 = +0 (Magus) + 3 (DEX)</p><p>Will: +1 = +2 (Magus) - 1 (WILL)</p><p>Speed: 30'</p><p>Damage Reduction: None</p><p>Spell Resistance: None</p><p>Spell Failure: 0%[/sblock]</p><p>[sblock=Weapon Stats]</p><p>MW Longsword(melee): +3 = +0 (BAB) + 2 (STR) + 1 (item)/ DMG = 1d8+2(S), 19-20x2</p><p>Dagger(melee): +2 = +0 (BAB) + 2 (STR)/ DMG = 1d4+2(SorP), 19-20x2</p><p>Dagger(range): +3 = +0 (BAB) + 3 (DEX)/ DMG = 1d4+2(P), 19-20x2[/sblock]</p><p>[sblock=Racial Traits]</p><p>+2 Dexterity, +2 Intelligence, –2 Constitution</p><p>Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.</p><p>Normal Speed: Elves have a base speed of 30 feet.</p><p>Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).</p><p>Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.</p><p></p><p><span style="color: Red"><strong>Left out the others in case you wish to swap for alternate racial abilities.</strong></span>[/sblock]</p><p>[sblock=Class Features]</p><p><strong>Weapon and Armor Proficiency:</strong> A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.</p><p></p><p><strong>Spells:</strong> A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.</p><p></p><p>To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.</p><p></p><p>A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.</p><p></p><p>A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.</p><p></p><p><strong>Cantrips:</strong> A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.</p><p></p><p><strong>Spellbooks:</strong> A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.</p><p></p><p>A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.</p><p></p><p><strong>Arcane Pool</strong> <em>(Su)</em>: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.</p><p></p><p>At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.</p><p></p><p>At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.</p><p></p><p>Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.</p><p></p><p>A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.</p><p></p><p><strong>Spell Combat</strong> <em>(Ex)</em>: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.[/sblock]</p><p>[sblock=Feats & Traits]</p><p>1st lvl- Toughness- +3 to HP and +1 to HP on every level beyond 3rd.</p><p></p><p><strong>Traits:</strong></p><p>a) Desperate Focus: +2 concentration checks</p><p>b) Eyes of the Wild: +2 perception checks in wilderness[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 07 = [02(Magus) + 04 (INT)] x 01 (LvL) + 1 (Favored Class)</p><p>Max Ranks: 01</p><p>ACP: -3 (medium load)</p><p></p><p>Skills:</p><p>() = class skill</p><p>^ = trained only</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>+00 = Acrobatics +03 +00 +0 +00 -3 DEX</p><p>+04 = Appraise +04 +00 +0 +00 INT</p><p>+01 = Bluff +01 +00 +0 +00 CHA</p><p>+07 = Climb() +04 +01 +3 +02 -3 STR</p><p>+08 = Craft():weapon +04 +01 +3 +00 INT</p><p>+01 = Diplomacy +01 +00 +0 +00 CHA</p><p>+01 = Disguise +01 +00 +0 +00 CHA</p><p>+00 = Escape Artist +03 +00 +0 +00 -3 DEX</p><p>+00 = Fly() +03 +00 +0 +00 -3 DEX</p><p>+na = Handle Animal^ +01 +00 +0 +00 CHA</p><p>-01 = Heal -01 +00 +0 +00 WIS</p><p>+01 = Intimidate() +01 +00 +0 +00 CHA</p><p>+08 = Know:Arcana()^ +04 +01 +3 +00 INT</p><p>+08 = Know:Dungeoneering()^ +04 +01 +3 +00 INT</p><p>+na = Know:Planes()^ +04 +00 +0 +00 INT</p><p>+01 = Perception -01 +00 +0 +02 WIS</p><p>+01 = Perform:_____ +01 +00 +0 +00 CHA</p><p>+na = Profession()^:_____ -01 +00 +0 +00 WIS</p><p>+00 = Ride() +03 +00 +0 +00 -3 DEX</p><p>-01 = Sense Motive -01 +00 +0 +00 WIS</p><p>+08 = Spellcraft()^ +04 +01 +3 +00 INT</p><p>+00 = Stealth +03 +00 +0 +00 -3 DEX</p><p>-01 = Survival -01 +00 +0 +00 WIS</p><p>+03 = Swim() +02 +01 +3 +00 -3 STR</p><p>+05 = Use Magic Device()^ +01 +01 +3 +00 CHA</p><p></p><p>..[/code][/sblock]</p><p>[sblock=Spellcasting]</p><p>Arcane(INT); prepared </p><p>DC = 14 + spell level</p><p>Concentration: +7</p><p></p><p><strong>Spellbook</strong></p><p>Cantrips: all</p><p>Level 1: color spray, enlarge person, jump, magic missile, mount, shield, shocking grasp</p><p></p><p><strong>Spells Prepared:</strong></p><p>Cantrips: TBD (3 spells)</p><p>1st LvL: TBD (2 spells) [/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Item COST WEIGHT</p><p>mw longsword 315gp 4lb</p><p>chain shirt 100gp 25lb</p><p>backpack 2gp 2lb</p><p>bedroll .2gp 5lb</p><p>blanket .2gp 1lb</p><p>spellbook free 3lb</p><p>explorer's outfit free 0lb</p><p>flint & steel 1gp 0lb</p><p>5 days trail rations 2.5gp 5lb</p><p>grappling hook 1gp 4lb</p><p>inkpen&ink 8.1gp 0lb</p><p>climber's kit 80gp 5lb</p><p>10 sheets parchment 2gp 0lb</p><p>spell component pouch 5gp 2lb </p><p>scroll case 1gp .5lb</p><p>ioun torch 75gp 0lb</p><p>2 water skins 2gp 8lb</p><p>2 daggers 4gp 2lb</p><p></p><p> Total Weight 66.5lb[/code]</p><p></p><p>Treasure; none</p><p>Gems: none</p><p></p><p><strong>Carrying Capacity:</strong> </p><p>light- 0-58 lbs</p><p>medium- 59-116 lbs</p><p>heavy- 117-175 lbs[/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: </p><p>Height: </p><p>Weight: </p><p>Hair Color:</p><p>Eye Color:</p><p>Skin Color:</p><p>Appearance:</p><p>Demeanor:[/sblock]</p><p>[sblock=Background]... [/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level 2</p><p>Class:</p><p>BAB: +0 to +0</p><p>Fort: +0 to +0</p><p>Ref: +0 to +0</p><p>Will: +0 to +0</p><p>Feat:</p><p>Class Features:</p><p>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</p><p>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</p><p>Skills:</p><p>Favored Class Bonus:[/sblock] [/sblock]</p><p></p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5942817, member: 84167"] Here's what I have so far. When you have things decided let me know. I will repost this in the IC/RG so you can quote it. [sblock=Belthasar] [sblock=Game Info] Race: Elf Class: Magus[Bladebound] Level: 1 Alignment: [B][COLOR=Red]???[/COLOR][/B] Languages: Common, Elven +4 more Deity: [COLOR=Red][B]???[/B][/COLOR][/sblock] [sblock=Abilities] STR: 14 [05pts] DEX: 16 [05pts] +2 racial CON: 12 [05pts] -2 racial INT: 18 [10pts] +2 racial WIS: 08 [+2pts] CHA: 12 [02pts][/sblock] [sblock=Combat] HP: 12 = [1d8=8] + 1 (CON) + 3 (Toughness0 AC: 17 = 10 + 4 (armor) + 3 (DEX) AC Touch: 13 = 10 + 3 (DEX) AC Flatfooted: 14 = 10 + 4 (armor) INIT: +3 = +3 (DEX) BAB: +0 = +0 (Magus) CMB: +2 = +2 (STR) + 0 (BAB) CMD: 15 = 10 + 2 (STR) + 3 (DEX) + 0 (BAB) Fort: +3 = +2 (Magus) + 1 (CON) Reflex: +3 = +0 (Magus) + 3 (DEX) Will: +1 = +2 (Magus) - 1 (WILL) Speed: 30' Damage Reduction: None Spell Resistance: None Spell Failure: 0%[/sblock] [sblock=Weapon Stats] MW Longsword(melee): +3 = +0 (BAB) + 2 (STR) + 1 (item)/ DMG = 1d8+2(S), 19-20x2 Dagger(melee): +2 = +0 (BAB) + 2 (STR)/ DMG = 1d4+2(SorP), 19-20x2 Dagger(range): +3 = +0 (BAB) + 3 (DEX)/ DMG = 1d4+2(P), 19-20x2[/sblock] [sblock=Racial Traits] +2 Dexterity, +2 Intelligence, –2 Constitution Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision). Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. [COLOR=Red][B]Left out the others in case you wish to swap for alternate racial abilities.[/B][/COLOR][/sblock] [sblock=Class Features] [B]Weapon and Armor Proficiency:[/B] A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. [B]Spells:[/B] A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score. A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. [B]Cantrips:[/B] A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. [B]Spellbooks:[/B] A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own. A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. [B]Arcane Pool[/B] [I](Su)[/I]: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. [B]Spell Combat[/B] [I](Ex)[/I]: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.[/sblock] [sblock=Feats & Traits] 1st lvl- Toughness- +3 to HP and +1 to HP on every level beyond 3rd. [B]Traits:[/B] a) Desperate Focus: +2 concentration checks b) Eyes of the Wild: +2 perception checks in wilderness[/sblock] [sblock=Skills] Skill Ranks: 07 = [02(Magus) + 04 (INT)] x 01 (LvL) + 1 (Favored Class) Max Ranks: 01 ACP: -3 (medium load) Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP +00 = Acrobatics +03 +00 +0 +00 -3 DEX +04 = Appraise +04 +00 +0 +00 INT +01 = Bluff +01 +00 +0 +00 CHA +07 = Climb() +04 +01 +3 +02 -3 STR +08 = Craft():weapon +04 +01 +3 +00 INT +01 = Diplomacy +01 +00 +0 +00 CHA +01 = Disguise +01 +00 +0 +00 CHA +00 = Escape Artist +03 +00 +0 +00 -3 DEX +00 = Fly() +03 +00 +0 +00 -3 DEX +na = Handle Animal^ +01 +00 +0 +00 CHA -01 = Heal -01 +00 +0 +00 WIS +01 = Intimidate() +01 +00 +0 +00 CHA +08 = Know:Arcana()^ +04 +01 +3 +00 INT +08 = Know:Dungeoneering()^ +04 +01 +3 +00 INT +na = Know:Planes()^ +04 +00 +0 +00 INT +01 = Perception -01 +00 +0 +02 WIS +01 = Perform:_____ +01 +00 +0 +00 CHA +na = Profession()^:_____ -01 +00 +0 +00 WIS +00 = Ride() +03 +00 +0 +00 -3 DEX -01 = Sense Motive -01 +00 +0 +00 WIS +08 = Spellcraft()^ +04 +01 +3 +00 INT +00 = Stealth +03 +00 +0 +00 -3 DEX -01 = Survival -01 +00 +0 +00 WIS +03 = Swim() +02 +01 +3 +00 -3 STR +05 = Use Magic Device()^ +01 +01 +3 +00 CHA ..[/code][/sblock] [sblock=Spellcasting] Arcane(INT); prepared DC = 14 + spell level Concentration: +7 [B]Spellbook[/B] Cantrips: all Level 1: color spray, enlarge person, jump, magic missile, mount, shield, shocking grasp [B]Spells Prepared:[/B] Cantrips: TBD (3 spells) 1st LvL: TBD (2 spells) [/sblock] [sblock=Equipment] [code] Item COST WEIGHT mw longsword 315gp 4lb chain shirt 100gp 25lb backpack 2gp 2lb bedroll .2gp 5lb blanket .2gp 1lb spellbook free 3lb explorer's outfit free 0lb flint & steel 1gp 0lb 5 days trail rations 2.5gp 5lb grappling hook 1gp 4lb inkpen&ink 8.1gp 0lb climber's kit 80gp 5lb 10 sheets parchment 2gp 0lb spell component pouch 5gp 2lb scroll case 1gp .5lb ioun torch 75gp 0lb 2 water skins 2gp 8lb 2 daggers 4gp 2lb Total Weight 66.5lb[/code] Treasure; none Gems: none [B]Carrying Capacity:[/B] light- 0-58 lbs medium- 59-116 lbs heavy- 117-175 lbs[/sblock] [sblock=Details] Size: Medium Gender: Male Age: Height: Weight: Hair Color: Eye Color: Skin Color: Appearance: Demeanor:[/sblock] [sblock=Background]... [/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level 2 Class: BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus:[/sblock] [/sblock] HM [/QUOTE]
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Caves of Chaos (1st group - PF) - Recruitment(closed sorry)
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