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Four Lands - Gallery of Heros
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<blockquote data-quote="Lou" data-source="post: 4024405" data-attributes="member: 51567"><p><strong>Proposed Colony character</strong></p><p></p><p><strong>Karl Arisoc</strong></p><p>Lawful Neutral Human Gestalt Rogue 11 / Wizard 11 (Diviner Specialist/ necromancy prohibited)</p><p>HP 89 (min 86--53+36) <a href="http://invisiblecastle.com/roller/view/1476184/" target="_blank">HP min 70% try 1 roll #2</a> </p><p>+3 Dwarvencraft Keen Rapier +17/+12 d6+3 (15-20/x2+6d6 unless immune to critical hits)</p><p>---(ghost-touch and does +1d6 and scores critical hits against undead)</p><p>Saves: F+9(+4+3+2)/R+13(+8+5)/W+8(+8+0)</p><p>AC 28 (+5 Dex)(+6 Mage Armor, Greater)(+5 Spiderskin)(+2 force shield)</p><p></p><p>11 Str +0</p><p>20 Dex +5 (17+1+1+1)</p><p>16 Con +3</p><p>17 Int +3 (Languages: Confederation, Trade Language, Southern Illum, Southern Gaullic)</p><p>11 Wis +0</p><p>11 Cha +0</p><p></p><p>Karl Arisoc has cast <em>Tongues </em> on himself using <em>Permanency</em>, so he can speak and understand the language of any intelligent creature. (cost 1500 XP).</p><p></p><p>Karl is preparing to do the same with <em>See Invisibility</em> (1000XP) and <em>Arcane Sight</em> (1500XP).</p><p></p><p>When first seen on that lonely road, Karl Arisoc, 30 years old, 6' 1", 160 lbs, was dressed as a well-to-do merchant with a pair of daggers showing the family crest and several rings, but no visible armor or other weapons. When the band of thieves attacked, Karl seemed to suddenly transform into a lightly armored, rapier-armed fighting machine. The first two thieves died quickly from rapier strikes from the deft flicks of Karl's wrists. As the next three charged from the left, ice from his hand froze them. The incantations of their leader, a sorcerer, ended with a lightning bolt jumping at Karl, but the bolt seemed to circle Karl and deflect back, leaving the sorcerer blackened and weak. Karl quickly closed with the sorcerer and ended his life. The remaining thieves fled, leaving enough booty to make the inconvenience of being "robbed" strangely worth the effort.</p><p></p><p>The Arisoc family has always been known for their jewelry-making and their attention to presentability (which uses arcane magic). The family crest is crossed swords piercing interlinked rings, representing the marriage long ago that united two warring families. A strange symbol of the old religion sits between the blades, but most viewers think it is just frilly scrollwork to fill the space. Most details of the wizarding family (Ari-something Family)-sorcerer family (something-soc Family) feud that was ended by the marriages of the twelve are now forgotten, but loyalty to family runs extremely high for the Arisoc clan. Family lore says that at a time when the feud had caused the deaths of many on both sides, 6 cousins on each side chose to marry and take a blended name so as to so bind the families together that the fighting would have to end.</p><p></p><p>The Arisoc family migrated from the northlands generations ago and settled in the Valley. When the great purge occurred, they fled to the border region between Kell and the Grand Dutchy of __ in the Confederated States. The Arisoc family has learned to hide well in the wizard-hating land of Kell, due to the sorcerer blood running through the family from the intermarriages long ago. Wizarding is a tightly controlled family secrets now with all members of the family being able to cast at least one cantrip, Presentability, cast by the motion from signing the Arisoc name in a stylized way taught to all children in the family. In some it is through wizardry, and in others it is through sorcerery. This cantrip is a modified version of Prestidigitation that cleans up the caster and others in his party to make them presentable to guests, customers, etc. The Arisoc family is well-known for always being presentable.</p><p></p><p>This branch of the Arisoc family has for four generations now specialized in rings, both fine jewelry and magical. Karl is a middle child of 8 children of Lewellen and Marc Arisoc. Marc’s grandfather Yorgi mastered the art of making Rings of Spellbook Storing for the Arisoc family members, allow them to hide their spellbooks yet keep them at hand. The Ring is enchanted so that if the wearer is under enchantment or extreme duress, the spellbook cannot be summoned, for the rings act as a Mind Shield. Summoning spellsbooks from the ring requires a clear mind and free will. The rings also cast Light at will, at 1st level, and that is the ring’s stated purpose.</p><p></p><p>The Arisoc family are jewelry merchants. Karl Arisoc has for several years been a captain in the family guard, protecting shipments and clients from all sorts of thieves. Karl is especially known for defeating undead used to waylay caravans travelling through areas of dark magic. Using his rings and his rapier, Karl has travelled to most of the lands in the known world. It has been 6 months since Karl returned home from several years of travelling and has now finally learned to make magic rings.</p><p></p><p>The messenger arrived at the Arisoc homested right at dawn, having been riding hard all night. The presence of a member of the Arisoc family was demanded at an urgent, secret meeting.</p><p></p><p>[sblock=5 Magic Items: ]</p><p>+3 Dwarvencraft Keen Rapier (+3 to hit & damage; 15-20/x2) engraved with Arisoc family crest on pommel, with attached</p><p>Greater Truedeath Crystal (ghosttouch, crit/sneak attacks+extra 1d6 damage to undead)(21570 gp & 1693 xp / both made & rapier marked by Pandak Kaswitikan)</p><p>Ring of Force Shield & Arming (stores armor and arms/force shield--weightless shield/+2 to AC)(8000 gp / 640 xp / made by Karl himself)</p><p>Ring of Light & Spellbook Storing/Mind Shield (create 30' light at will/stores spellbooks/shields wearer's mind from divination)(6625 gp & 530 xp / made by Karl himself)</p><p>Ring of Spell Battle (aware of all spells cast w/in 60', know spell? spellcraft DC15+lvl, redirect one known spell per day)(6980 gp & 480 XP / made by Karl himself with help for Spell Turning)</p><p>[/sblock]</p><p></p><p>[sblock=Feats: ]</p><p>1st-Weapon Finesse (use Dex for to hit for light weapons & rapier); Combat Reflexes (Karl gets up to 5 AoO per rd); Alertness (from familiar)</p><p>3rd-Telling Blow (add sneak attack damage to critical hits)</p><p>5th-Eschew Materials</p><p>6th-Sneak Attack of Opportunity (1st AoO per round is a sneak attack)</p><p>9th-Precise Strike (per round, each SA die of damage can be exchanged for a +1 to hit)</p><p>10th-reserved until 12th (Karl has been travelling and could not learn)</p><p>12th-Forge Ring (10th); Extra Rings (wear 4 rings)</p><p></p><p>Rogue Special Ability: Opportunist (once per round, can make an AoO on a foe hit in melee by another)</p><p>[/sblock]</p><p></p><p>[sblock=Skills: ]</p><p>Skills: (8+1+3)*4+(8+1+3)*11=180</p><p>13/Appraise (Int) 10+3 (+2 jewelry)[Magnifying glass +2 appraise][Merchant’s scale +2 appraise]</p><p>12/Balance (Dex) 5+5 +2 (tumble)</p><p>5/Bluff (Cha) 5+0</p><p>0/Climb (Str) 0+0</p><p>18/Concentration (Con) 15+3</p><p>18/Craft Jewelry (Int) 15+3</p><p>4/Decipher Script (Int) 1+3</p><p>16/Diplomacy (Cha) 10+0+2 (bluff)+2kn(n&r)+2 (sense motive)</p><p>13/Disable Device (Int) 10+3</p><p>0/Disguise (Cha) 0+0</p><p>5/Escape Artist (Dex) 0+5</p><p>8/Forgery (Int) 5+3</p><p>5/Gather Information (Cha) 5+0</p><p>10/Hide (Dex) 5+5</p><p>2/Intimidate (Cha) 0+0+2(bluff)</p><p>0/Jump (Str) 0+0</p><p>12/Knowledge (arcana) (Int) 9+3</p><p>8/Knowledge (history) (Int) 5+3</p><p>8/Knowledge (geography) (Int) 5+3</p><p>8/Knowledge (nobility and royalty) 5+3</p><p>7/Listen (Wis) 5+0+2(familiar Alertness feat)</p><p>10/Move Silently (Dex) 5+5</p><p>15/Open Lock (Dex) 10+5</p><p>0/Perform (Cha)</p><p>0/Profession (Wis)</p><p>8/Search (Int) 5+3</p><p>10/Sense Motive (Wis) 10+0</p><p>12/Sleight of Hand (Dex) 5+5+2(bluff)</p><p>20/Spellcraft (Int) 15+3+2 Kn(arcana)</p><p>7/Spot (Wis) 5+0+2(familiar Alertness feat)</p><p>0/Swim (Str) 0+0</p><p>10/Tumble (Dex) 5+5</p><p>5/Use Magic Device (Cha) 5+0</p><p>5/Use Rope (Dex) 0+5</p><p>[/sblock]</p><p></p><p>[sblock=Spell List: ]</p><p>0:Cantrips: (10 known)(memorize 4 per day)</p><p>Acid Splash</p><p>Arcane Mark (Univ)</p><p>MDiv-Detect Magic (Div)</p><p>M-Detect Poison (Div)</p><p>Fleeting Fame</p><p>Mage Hand</p><p>Message</p><p>Read Magic (Div)</p><p>Prestidigitation (Univ)</p><p>M/M/M-Presentability (Univ)</p><p></p><p>1st (10 known)(memorize 4+1 per day)</p><p>M/MDiv-Appraising Touch (Div)</p><p>Comprehend Languages (Div)</p><p>Critical Strike (Div)</p><p>M-Indentify (Div)</p><p>M-Know Protection (Div)</p><p>Magecraft (Div)</p><p>Master’s Touch (Div)</p><p>Shocking Grasp</p><p>M-Spontaneous Search (Div)</p><p>M-Sniper’s Shot (Div)(next ranged atk can be a sneak atk at any range)</p><p></p><p>2nd (10 known)(memorize 4+1 per day)</p><p>Cat’s Grace</p><p>Detect Thoughts</p><p>Eagle’s Splendor</p><p>M-Familiar Pocket (Univ)</p><p>M-Insidious Insight (Div)</p><p>Locate Object (Div)</p><p>Marked Man (Div)</p><p>M-Mirror Image</p><p>M-Phantom Foe (F:10gp pewter figure)</p><p>M/MDiv-See Invisibility (Div)</p><p></p><p>3rd (10 known)(memorize 4+1 per day)</p><p>MDiv-Arcane Sight (Div)</p><p>Dispel Magic</p><p>Haste</p><p>Lightning Bolt</p><p>M-Mage Armor, Greater (F:25gp tiny platinum shield)</p><p>M-Reverse Arrow</p><p>M/M-Spiderskin</p><p>Steeldance (F:2 daggers)</p><p>Tongues (Div)</p><p>Weapon of Impact</p><p></p><p>4th (7 known)(memorize 3 per day)</p><p>Detect Scrying (Div)</p><p>Fortify Familiar (Univ)</p><p>M/MDiv-Greater Invisibility (Div)</p><p>M-Leomund's Secure Shelter</p><p>M-Orb of Electricity</p><p>Scrying (Div)</p><p>Stoneskin (M:250gp diamond)</p><p></p><p>5th (7 known)(memorize 3 per day)</p><p>M-Arc of Lightning</p><p>Cone of Cold</p><p>M-Firebrand</p><p>Major Creation</p><p>Permanancy (Univ)(X)</p><p>MDiv-Prying Eyes (Div)</p><p>M-Vitriolic Sphere</p><p></p><p>6th (4 known)(memorize 2 per day)</p><p>MDiv-Analyze Dweomer (Div) (Focus 1500gp)</p><p>True Seeing (Div) (M:250gp ointment)</p><p>M-Heroism, Greater</p><p>M-Starmantle (M:20gp pixie dust)</p><p>[/sblock]</p><p></p><p>[sblock=Familiar-Bryce]</p><p>Race: Rat</p><p>Size/Type: Tiny Animal</p><p>Hit Dice: 12 (44 hp)</p><p>Initiative: +2</p><p>Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.</p><p>Armor Class: 20 (+2 size, +2 Dex, +6 nat), touch 14, flat-footed 18</p><p>Base Attack/Grapple: +9/+4 /-12</p><p>Attack: Bite +13 melee (1d3-4)</p><p>Full Attack: Bite +13/+8 melee (1d3-4)</p><p>Space/Reach: 2½ ft./0 ft.</p><p>Special Attacks: none</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +4, Ref +10, Will +9</p><p>Abilities: Str 2, Dex 15, Con 10, Int 11, Wis 12, Cha 2</p><p>Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10</p><p>Feats: Stealthy, Weapon Finesse (bonus), Alertness (for master), Improved Evasion</p><p>Special Abilities: Share Spells, Empathic Link, Deliver Touch Spells, Speak with master, Speak with animals of its kind, Spell Resitance (DC17)</p><p></p><p>Skills</p><p>Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. </p><p></p><p>[/sblock]</p><p></p><p>[sblock=equipment--not finished]</p><p>MW Studded Leather Armor (175sp)(20lbs) AB 3 Max Dex 5 ACF 15%</p><p>MW light mace (305sp)</p><p>MW light crossbow (sp)</p><p>2 MW daggers with the family crest (sp)</p><p>2 daggers</p><p>magnifying glass (sp)</p><p>merchant's scale (sp)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Lou, post: 4024405, member: 51567"] [b]Proposed Colony character[/b] [B]Karl Arisoc[/B] Lawful Neutral Human Gestalt Rogue 11 / Wizard 11 (Diviner Specialist/ necromancy prohibited) HP 89 (min 86--53+36) [url=http://invisiblecastle.com/roller/view/1476184/]HP min 70% try 1 roll #2[/url] +3 Dwarvencraft Keen Rapier +17/+12 d6+3 (15-20/x2+6d6 unless immune to critical hits) ---(ghost-touch and does +1d6 and scores critical hits against undead) Saves: F+9(+4+3+2)/R+13(+8+5)/W+8(+8+0) AC 28 (+5 Dex)(+6 Mage Armor, Greater)(+5 Spiderskin)(+2 force shield) 11 Str +0 20 Dex +5 (17+1+1+1) 16 Con +3 17 Int +3 (Languages: Confederation, Trade Language, Southern Illum, Southern Gaullic) 11 Wis +0 11 Cha +0 Karl Arisoc has cast [I]Tongues [/I] on himself using [I]Permanency[/I], so he can speak and understand the language of any intelligent creature. (cost 1500 XP). Karl is preparing to do the same with [I]See Invisibility[/I] (1000XP) and [I]Arcane Sight[/I] (1500XP). When first seen on that lonely road, Karl Arisoc, 30 years old, 6' 1", 160 lbs, was dressed as a well-to-do merchant with a pair of daggers showing the family crest and several rings, but no visible armor or other weapons. When the band of thieves attacked, Karl seemed to suddenly transform into a lightly armored, rapier-armed fighting machine. The first two thieves died quickly from rapier strikes from the deft flicks of Karl's wrists. As the next three charged from the left, ice from his hand froze them. The incantations of their leader, a sorcerer, ended with a lightning bolt jumping at Karl, but the bolt seemed to circle Karl and deflect back, leaving the sorcerer blackened and weak. Karl quickly closed with the sorcerer and ended his life. The remaining thieves fled, leaving enough booty to make the inconvenience of being "robbed" strangely worth the effort. The Arisoc family has always been known for their jewelry-making and their attention to presentability (which uses arcane magic). The family crest is crossed swords piercing interlinked rings, representing the marriage long ago that united two warring families. A strange symbol of the old religion sits between the blades, but most viewers think it is just frilly scrollwork to fill the space. Most details of the wizarding family (Ari-something Family)-sorcerer family (something-soc Family) feud that was ended by the marriages of the twelve are now forgotten, but loyalty to family runs extremely high for the Arisoc clan. Family lore says that at a time when the feud had caused the deaths of many on both sides, 6 cousins on each side chose to marry and take a blended name so as to so bind the families together that the fighting would have to end. The Arisoc family migrated from the northlands generations ago and settled in the Valley. When the great purge occurred, they fled to the border region between Kell and the Grand Dutchy of __ in the Confederated States. The Arisoc family has learned to hide well in the wizard-hating land of Kell, due to the sorcerer blood running through the family from the intermarriages long ago. Wizarding is a tightly controlled family secrets now with all members of the family being able to cast at least one cantrip, Presentability, cast by the motion from signing the Arisoc name in a stylized way taught to all children in the family. In some it is through wizardry, and in others it is through sorcerery. This cantrip is a modified version of Prestidigitation that cleans up the caster and others in his party to make them presentable to guests, customers, etc. The Arisoc family is well-known for always being presentable. This branch of the Arisoc family has for four generations now specialized in rings, both fine jewelry and magical. Karl is a middle child of 8 children of Lewellen and Marc Arisoc. Marc’s grandfather Yorgi mastered the art of making Rings of Spellbook Storing for the Arisoc family members, allow them to hide their spellbooks yet keep them at hand. The Ring is enchanted so that if the wearer is under enchantment or extreme duress, the spellbook cannot be summoned, for the rings act as a Mind Shield. Summoning spellsbooks from the ring requires a clear mind and free will. The rings also cast Light at will, at 1st level, and that is the ring’s stated purpose. The Arisoc family are jewelry merchants. Karl Arisoc has for several years been a captain in the family guard, protecting shipments and clients from all sorts of thieves. Karl is especially known for defeating undead used to waylay caravans travelling through areas of dark magic. Using his rings and his rapier, Karl has travelled to most of the lands in the known world. It has been 6 months since Karl returned home from several years of travelling and has now finally learned to make magic rings. The messenger arrived at the Arisoc homested right at dawn, having been riding hard all night. The presence of a member of the Arisoc family was demanded at an urgent, secret meeting. [sblock=5 Magic Items: ] +3 Dwarvencraft Keen Rapier (+3 to hit & damage; 15-20/x2) engraved with Arisoc family crest on pommel, with attached Greater Truedeath Crystal (ghosttouch, crit/sneak attacks+extra 1d6 damage to undead)(21570 gp & 1693 xp / both made & rapier marked by Pandak Kaswitikan) Ring of Force Shield & Arming (stores armor and arms/force shield--weightless shield/+2 to AC)(8000 gp / 640 xp / made by Karl himself) Ring of Light & Spellbook Storing/Mind Shield (create 30' light at will/stores spellbooks/shields wearer's mind from divination)(6625 gp & 530 xp / made by Karl himself) Ring of Spell Battle (aware of all spells cast w/in 60', know spell? spellcraft DC15+lvl, redirect one known spell per day)(6980 gp & 480 XP / made by Karl himself with help for Spell Turning) [/sblock] [sblock=Feats: ] 1st-Weapon Finesse (use Dex for to hit for light weapons & rapier); Combat Reflexes (Karl gets up to 5 AoO per rd); Alertness (from familiar) 3rd-Telling Blow (add sneak attack damage to critical hits) 5th-Eschew Materials 6th-Sneak Attack of Opportunity (1st AoO per round is a sneak attack) 9th-Precise Strike (per round, each SA die of damage can be exchanged for a +1 to hit) 10th-reserved until 12th (Karl has been travelling and could not learn) 12th-Forge Ring (10th); Extra Rings (wear 4 rings) Rogue Special Ability: Opportunist (once per round, can make an AoO on a foe hit in melee by another) [/sblock] [sblock=Skills: ] Skills: (8+1+3)*4+(8+1+3)*11=180 13/Appraise (Int) 10+3 (+2 jewelry)[Magnifying glass +2 appraise][Merchant’s scale +2 appraise] 12/Balance (Dex) 5+5 +2 (tumble) 5/Bluff (Cha) 5+0 0/Climb (Str) 0+0 18/Concentration (Con) 15+3 18/Craft Jewelry (Int) 15+3 4/Decipher Script (Int) 1+3 16/Diplomacy (Cha) 10+0+2 (bluff)+2kn(n&r)+2 (sense motive) 13/Disable Device (Int) 10+3 0/Disguise (Cha) 0+0 5/Escape Artist (Dex) 0+5 8/Forgery (Int) 5+3 5/Gather Information (Cha) 5+0 10/Hide (Dex) 5+5 2/Intimidate (Cha) 0+0+2(bluff) 0/Jump (Str) 0+0 12/Knowledge (arcana) (Int) 9+3 8/Knowledge (history) (Int) 5+3 8/Knowledge (geography) (Int) 5+3 8/Knowledge (nobility and royalty) 5+3 7/Listen (Wis) 5+0+2(familiar Alertness feat) 10/Move Silently (Dex) 5+5 15/Open Lock (Dex) 10+5 0/Perform (Cha) 0/Profession (Wis) 8/Search (Int) 5+3 10/Sense Motive (Wis) 10+0 12/Sleight of Hand (Dex) 5+5+2(bluff) 20/Spellcraft (Int) 15+3+2 Kn(arcana) 7/Spot (Wis) 5+0+2(familiar Alertness feat) 0/Swim (Str) 0+0 10/Tumble (Dex) 5+5 5/Use Magic Device (Cha) 5+0 5/Use Rope (Dex) 0+5 [/sblock] [sblock=Spell List: ] 0:Cantrips: (10 known)(memorize 4 per day) Acid Splash Arcane Mark (Univ) MDiv-Detect Magic (Div) M-Detect Poison (Div) Fleeting Fame Mage Hand Message Read Magic (Div) Prestidigitation (Univ) M/M/M-Presentability (Univ) 1st (10 known)(memorize 4+1 per day) M/MDiv-Appraising Touch (Div) Comprehend Languages (Div) Critical Strike (Div) M-Indentify (Div) M-Know Protection (Div) Magecraft (Div) Master’s Touch (Div) Shocking Grasp M-Spontaneous Search (Div) M-Sniper’s Shot (Div)(next ranged atk can be a sneak atk at any range) 2nd (10 known)(memorize 4+1 per day) Cat’s Grace Detect Thoughts Eagle’s Splendor M-Familiar Pocket (Univ) M-Insidious Insight (Div) Locate Object (Div) Marked Man (Div) M-Mirror Image M-Phantom Foe (F:10gp pewter figure) M/MDiv-See Invisibility (Div) 3rd (10 known)(memorize 4+1 per day) MDiv-Arcane Sight (Div) Dispel Magic Haste Lightning Bolt M-Mage Armor, Greater (F:25gp tiny platinum shield) M-Reverse Arrow M/M-Spiderskin Steeldance (F:2 daggers) Tongues (Div) Weapon of Impact 4th (7 known)(memorize 3 per day) Detect Scrying (Div) Fortify Familiar (Univ) M/MDiv-Greater Invisibility (Div) M-Leomund's Secure Shelter M-Orb of Electricity Scrying (Div) Stoneskin (M:250gp diamond) 5th (7 known)(memorize 3 per day) M-Arc of Lightning Cone of Cold M-Firebrand Major Creation Permanancy (Univ)(X) MDiv-Prying Eyes (Div) M-Vitriolic Sphere 6th (4 known)(memorize 2 per day) MDiv-Analyze Dweomer (Div) (Focus 1500gp) True Seeing (Div) (M:250gp ointment) M-Heroism, Greater M-Starmantle (M:20gp pixie dust) [/sblock] [sblock=Familiar-Bryce] Race: Rat Size/Type: Tiny Animal Hit Dice: 12 (44 hp) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 20 (+2 size, +2 Dex, +6 nat), touch 14, flat-footed 18 Base Attack/Grapple: +9/+4 /-12 Attack: Bite +13 melee (1d3-4) Full Attack: Bite +13/+8 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: none Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +10, Will +9 Abilities: Str 2, Dex 15, Con 10, Int 11, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10 Feats: Stealthy, Weapon Finesse (bonus), Alertness (for master), Improved Evasion Special Abilities: Share Spells, Empathic Link, Deliver Touch Spells, Speak with master, Speak with animals of its kind, Spell Resitance (DC17) Skills Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/sblock] [sblock=equipment--not finished] MW Studded Leather Armor (175sp)(20lbs) AB 3 Max Dex 5 ACF 15% MW light mace (305sp) MW light crossbow (sp) 2 MW daggers with the family crest (sp) 2 daggers magnifying glass (sp) merchant's scale (sp) [/sblock] [/QUOTE]
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