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Gandalf's evil game group 2 OOC/closed
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<blockquote data-quote="Scott DeWar" data-source="post: 5627970" data-attributes="member: 49929"><p>reserved for x</p><p></p><p><a href="http://www.wizards.com/default.asp?x=dnd/prc/20070327&pf=true" target="_blank">swiftblade prc</a></p><p></p><p>feats required: Dodge, Mobility</p><p>skills required: Spellcraft 3 ranks.</p><p></p><p>w5/f2/sb prc 1</p><p>[code]</p><p>25 pt buy</p><p></p><p>[B]Str[/B] 17 +3 [B]Level[/B] : 8 [B]XP[/B]: 34,000 / 50,000</p><p>[B]Dex [/B] 14 +2 [B]BAB[/B]: +5 [B]CMB[/B]: +8 [B]CMD[/B]: 20</p><p>[B]Con[/B] 14 +2 [B]AC:[/B] 22 [B]FF:[/B] 16 [B]Touch[/B]: 18 </p><p>[B]Int[/B] 18 +4 [B]ACP[/B]: -0 [B]Spell fail[/B] 0%</p><p>[B]Wis[/B] 14 +2 [B]Special[/B]: armor is ghost touched</p><p>[B]Cha[/B] 12 +1</p><p></p><p>human: +2 to str</p><p>level 4 +1 to Int</p><p>level 8 +1 to int</p><p>Belt +2 to str</p><p>xmuter: +2 to con</p><p></p><p>[B]Saves[/B]</p><p>[B][U]Save Base Abil Misc Total[/U][/B]</p><p>[B]Fort [/B] +4 +2 +1 = +7</p><p>[B]Rflx [/B] +1 +2 +2 = +5</p><p>[B]Will [/B] +6 +2 +1 = +9 *+1 vs fear</p><p>[U]Info[/U]</p><p>fort +1+3+0 (wizard/fighter/Prc)</p><p>ref +1+0+0 (wizard/fighter/Prc); +1 (PRC)</p><p>will +4+0+2 (wizard/fighter/Prc)</p><p>all: cloak +1</p><p></p><p>[B]Armor class[/B]</p><p>armor</p><p>Chain shirt, Mithral +1: +4 armor +6 max dex -0 ACP 10% ASF *ghost touched*</p><p>Dark wood shield, HVY +1 +2 armor -0 ACP 0% ASF</p><p></p><p>ACP -0</p><p>Spell fail: 0%</p><p></p><p>Dodge +1, dex +2, swift surge +1</p><p>[B]Mobility[/B] +4 AC against attacks of opportunity from movement</p><p>Feat: -10% to arcane spell failure</p><p></p><p>[B]Weapons[/B]</p><p>long sword +</p><p>Long bow +</p><p>Dagger +</p><p>Dagger thrown +</p><p>club +</p><p>Club thrown +</p><p></p><p>[B]Race Traits[/B]</p><p>[I]Favored Class [wizard][/I] +1 hp or +1 skill Pt.</p><p>[I]+2 to One Ability Score:[/I] +2 to strength</p><p>[I]Medium:[/I] Humans are Medium creatures w/ no bonuses or penalties </p><p>[I]Normal Speed:[/I] Humans have a base speed of 30 feet.</p><p>[I]Bonus Feat:[/I] Humans select one extra feat at 1st level.</p><p>[I]Skilled[/I]: +1 skill rank / level</p><p></p><p>[B]Class Traits[/B]</p><p>fighter:</p><p>[I]proficient[/I] with all simple and martial weapons </p><p> with all armor (heavy, light, and medium) and shields</p><p>[I]bonus feats:[/I] 1st level, and at every even level</p><p>2nd level, a fighter gains a [I]+1 bonus on Will saves against fear[/I]</p><p>[I]Armor Training (Ex):[/I] Starting at 3rd level</p><p></p><p>wizard</p><p>[I]Scribe Scroll:[/I]</p><p>[I]Physical Enhancement (Su):[/I] You gain a +1/ 5 lvls enhancement bonus to one </p><p> physical ability score</p><p></p><p>[B][U]Enhancement School[/U][/B]</p><p>[U]Associated School: Transmutation.[/U]</p><p>[I]Replacement Powers: The following school powers</p><p>replace the telekinetic fist and change shape powers of</p><p>the transmutation school.[/I]</p><p>[B]Augment (Sp):[/B] As a standard action, you can touch a</p><p> creature and grant it either a +2 enhancement bonus to a</p><p> single ability score of your choice or a +1 bonus to natural</p><p> armor that stacks with any natural armor the creature</p><p> might possess. At 10th level, the enhancement bonus to</p><p> one ability score increases to +4. The natural armor bonus</p><p> increases by +1 for every five wizard levels you possess,</p><p> to a maximum of +5 at 20th level. This augmentation</p><p> lasts a number of rounds equal to 1/2 your wizard level</p><p> (minimum 1 round). You can use this ability a number of</p><p> times per day equal to 3 + your Intelligence modifier.</p><p> +2 to nat ac or+2 to any ability score</p><p> duration: 4 rounds per use, 6use per day 00000 0</p><p></p><p>[B]Perfection of Self (Su):[/B] At 8th level, as a swift action</p><p> you can grant yourself an enhancement bonus to a single</p><p> ability score equal to 1/2 your wizard level (maximum +10)</p><p> for one round. You may use this ability for a number of</p><p> times per day equal to your wizard level.</p><p> +4 to any score, 5 uses per day 00000</p><p></p><p>swiftblade</p><p>Swift Surge (Ex): Your body is augmented with the residual energy of </p><p> previous haste castings. You gain a +1 bonus on attack rolls and a +1 </p><p> dodge bonus to AC and Reflex saves.</p><p>Spring Attack: Beginning at 1st level, you gain Spring Attack</p><p></p><p>Trait traits</p><p>Anatomist</p><p></p><p>You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.</p><p></p><p>Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.</p><p></p><p>[B][U]Feats (w1, w2, f1, w3, f2, w4, w5, sb1)[/U][/B]</p><p>[B]Spell Focus: [transmutation](Human)[/B] +1 to Transmutation dc</p><p>[B]Greater spell focus: [transmutation] (level 1)[/B] +1 to transmutation spells</p><p>[B]Weapon focus: Longsword(Fighter 1)[/B] +1 to att w/ chosen weapon</p><p>[B]Tenacious Transmutation (Level 3)[/B] +2 to transmutation dc</p><p>[B]Dodge(fighter 2)[/B] +1 dodge bonus to AC</p><p>[B]Mobility(level 5)[/B] +4 AC against attacks of opportunity from movement</p><p>[B]Arcane Armor training (Wizard 5)[/B] -10% to Arcane spell failure</p><p>[B]Craft potions (level 7)[/B]</p><p>[B]Spring Attack (swiftblade 1)[/B] Move before and after melee attack</p><p></p><p></p><p>[B][U]Skills[/U] ranks +3? abil misc total info[/B]</p><p>[B]Acrobatics (Dex)[/B] 4 +3</p><p>[B]Appraise (Int)[/B] 2 +3</p><p>[B]Climb (Str) [/B] 2 +3</p><p>[B]Craft (Int), weaponsmith[/B] 2 +3</p><p>[B]Fly (Dex)[/B] 3 +3</p><p>[B]Handle Animal (Cha)[/B] 3 +3</p><p>[B]Intimidate (Cha) [/B] * 1 +3</p><p>[B]Knowledge (arcana)[/B] 5 +3</p><p>[B]Knowledge (dungeoneering) [/B] 1 +3</p><p>[B]Knowledge (engineering)[/B] 1 +3</p><p>[B]Knowledge (geography) [/B] 1 +3</p><p>[B]Knowledge (history) [/B] 1 +3</p><p>[B]Knowledge (local) [/B] 1 +3</p><p>[B]Knowledge (nature) [/B] 1 +3</p><p>[B]Knowledge (nobility) [/B] 2 +3</p><p>[B]Knowledge (planes)[/B] 1 +3</p><p>[B]Knowledge (religion)[/B] * 1 +3</p><p>[B]Linguistics (Int)[/B] 2 +3</p><p>[B]Profession (Wis), solder[/B] 2 +3</p><p>[B]Perception (Wis)[/B] 4 +3</p><p>[B]Ride (Dex), [/B] 4 +3</p><p>[B]Spellcraft (Int)[/B] 8 +3</p><p>[B]Survival (Wis), [/B] * 1 +3</p><p>[B]Swim (Str).[/B] 2 +3</p><p></p><p>skill points: 2*7(fighter or wizard)+4*1(Prc)+8*1(race)+</p><p>5*1(fav class)+3*8(int)=55 skill ranks</p><p></p><p></p><p>[U]SPELLS [/U]</p><p>[B][U]Level 0 1 2 3 4[/U][/B]</p><p>[B]Base[/B] 4 3 2 1</p><p>[B]Int[/B] 0 1 1 1</p><p>[U][B]Spec[/B] 1 1 1 1[/U]</p><p>[B]TOTAL[/B] 5 5 4 3</p><p></p><p>spells memorized ( '#' denotes transmuter spell)</p><p></p><p>[U][I]Cantrips[/I][/U]</p><p>Prestidigitation</p><p>Message #</p><p>Bleed</p><p>Resistance</p><p>X</p><p></p><p>[U][I]Level 1[/I][/U]</p><p>Endure Elements #</p><p>Expeditious Retreat #</p><p>true strike</p><p>Magic missile</p><p>Magic missile</p><p></p><p>[U][I]Level 2[/I][/U]</p><p>cat's grace #</p><p>bull's strength #</p><p>Acid arrow</p><p>scorching ray</p><p></p><p>[U][I]Level 3[/I][/U]</p><p>Haste #</p><p>Fly #</p><p>keen edge #</p><p></p><p>special: transmuter</p><p>restricted : enchantment and Illusion (req slot +1 lvl to use)</p><p></p><p>+1 chain shirt, Mithral 5250.00 gp 10.0 lb ghost touch</p><p>+1 shield, Dark-wood 1257.00 gp 5.0 lb</p><p>+2 Longsword 8315.00 gp x.x lb</p><p>Long Bow[comp], mighty +2 300.00 gp 3.0 lb</p><p>Efficient Quiver 1800.00 gp 2.0 lb</p><p> arrows, 20 1.00 gp 3.0 lb</p><p>dagger X 2 4.00 gp 2.0 lb</p><p>Club X 3 ------ 9.0 lb</p><p>sunrod X 4 4.00 gp 4.0 lb</p><p>Handy haversack 2000.00 gp 5.0 lb</p><p>Ring of sustenance 2500.00 gp ----- </p><p>Cloak of resistance 1000.00 gp 1.0 lb</p><p>Belt of giant strength +1 4000.00 gp 1.0 lb</p><p>Bedroll 0.10 gp 5.0 lb</p><p>Scroll case 1.00 gp 0.5 lb</p><p>Ink bottle 8.00 gp ----</p><p>Ink pen 0.10 gp ----</p><p>Paper x 10 4.00 gp ----</p><p>Rope, silk (50 ft.) 5.00 gp 10.0 lb</p><p>Alchemist's fire (flask) x 2 40.00 gp 2.0lb</p><p>Traveler's outfit ----- ----</p><p>Spell component pouch 5.00 gp 2.0 lbs.</p><p>Spellbook, wizard's (book 1) ----- 3.0 lbs.</p><p>Spellbook, wizard's (book 2) 15.00 gp 3.0 lbs.</p><p></p><p>33,000 gp</p><p></p><p> 27, 509.2 gp items</p><p> 337.5 gp potions</p><p> 1, 412.5 gp scrolls</p><p>[U] 3, 740.0 gp spellbooks[/U]</p><p> 32, 999.2 total spent</p><p></p><p>potions (*=brewed himself) 337.5 gp total</p><p>* Bull's str at cl 3 75.00 gp</p><p>* Cat's grace at cl 3 75.00 gp</p><p>* haste at cl 5 93.75 gp</p><p>* haste at cl 5 93.75 gp</p><p></p><p></p><p>scrolls (*=Penned himself)</p><p></p><p>* Unseen Servant 12.5</p><p>* Comprehend Languages 12.5</p><p>* Identify 112.5</p><p>* Bear's Endurance 75</p><p>* Bull's Strength 75</p><p>* Cat's Grace 75</p><p>* Darkvision 75</p><p>* Fox's Cunning 75</p><p>* Owl's Wisdom 75</p><p>* Spider Climb 75</p><p>* Tongues 187.5</p><p>* Haste 187.5</p><p>* Keen Edge 187.5</p><p>* Water Breathing 187.5</p><p></p><p></p><p>[/code]</p><p></p><p>Scroll costs</p><p>0: 12.5</p><p>1: 25</p><p>2: 150</p><p>3: 375</p><p>4:700</p><p></p><p>potion costs</p><p>0: 25</p><p>1: 50</p><p>2: 300</p><p>3: 750</p><p></p><p>[sblock=spell book] Pages: 16+60+48+48+24= 196</p><p>0:5 * 16 spells = 80 gp</p><p>1:10 * 30 spells = 300 gp</p><p>2:40 * 24 spells = 960 gp</p><p>3:90 * 16 spells = 1440 gp</p><p>4: 160 * 6 spells = 960gp </p><p></p><p><span style="font-size: 18px"><strong>Cantrips</strong></span></p><p>Abjuration</p><p></p><p>Resistance: Subject gains +1 on saving throws.</p><p></p><p>Conjuration</p><p></p><p>Acid Splash: Orb deals 1d3 acid damage.</p><p></p><p>Divination</p><p></p><p>Detect Magic: Detects all spells and magic items within 60 ft.</p><p>Detect Poison: Detects poison in one creature or small object.</p><p></p><p>Evocation</p><p></p><p>Spark: Ignites flammable objects.</p><p>Dancing Lights: Creates torches or other lights.</p><p>Light: Object shines like a torch.</p><p>Ray of Frost: Ray deals 1d3 cold damage.</p><p></p><p>Necromancy</p><p></p><p>Bleed: Cause a stabilized creature to resume dying.</p><p>Disrupt Undead: Deals 1d6 damage to one undead.</p><p></p><p>Transmutation</p><p></p><p>Mage Hand: 5-pound telekinesis.</p><p>Mending: Makes minor repairs on an object.</p><p>Message: Whisper conversation at distance.</p><p>Open/Close: Opens or closes small or light things.</p><p></p><p>Universal</p><p></p><p>Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).</p><p>Prestidigitation: Performs minor tricks.</p><p></p><p><span style="font-size: 18px"><strong>1st-Level Sorcerer/Wizard Spells</strong></span></p><p></p><p>Abjuration</p><p></p><p>Alarm: Wards an area for 2 hours/level.</p><p>Endure Elements: Exist comfortably in hot or cold regions.</p><p>Hold Portal: Holds door shut.</p><p>Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.</p><p>Shield: Invisible disc gives +4 to AC, blocks magic missiles.</p><p></p><p>Conjuration</p><p></p><p>Grease: Makes 10-ft. square or one object slippery.</p><p>Mage Armor: Gives subject +4 armor bonus.</p><p>Mount: Summons riding horse for 2 hours/level.</p><p>Obscuring Mist: Fog surrounds you.</p><p>Summon Monster I: Summons extraplanar creature to fight for you.</p><p>Unseen Servant: Invisible force obeys your commands.</p><p></p><p>Divination</p><p></p><p>Comprehend Languages: You understand all spoken and written languages.</p><p>Detect Secret Doors: Reveals hidden doors within 60 ft.</p><p>Detect Undead: Reveals undead within 60 ft.</p><p>Identify: Gives +10 bonus to identify magic items.</p><p>True Strike: +20 on your next attack roll.</p><p></p><p>Evocation</p><p></p><p>Burning Hands: 1d4/level fire damage (max 5d4).</p><p>Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.</p><p>Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).</p><p>Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).</p><p></p><p>Necromancy</p><p></p><p>Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.</p><p>Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.</p><p>Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.</p><p></p><p>Transmutation</p><p></p><p>Animate Rope: Makes a rope move at your command.</p><p>Ant Haul: Triples carrying capacity of a creature.</p><p>Enlarge Person: Humanoid creature doubles in size.</p><p>Erase: Mundane or magical writing vanishes.</p><p>Expeditious Retreat: Your base speed increases by 30 ft.</p><p>Feather Fall: Objects or creatures fall slowly.</p><p>Jump: Subject gets bonus on Acrobatics checks.</p><p>Magic Weapon: Weapon gains +1 bonus.</p><p>Reduce Person: Humanoid creature halves in size.</p><p>Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.</p><p>Touch of the Sea: Swim speed becomes 30 ft.</p><p></p><p><span style="font-size: 18px"><strong>2nd-Level Sorcerer/Wizard Spells</strong></span></p><p></p><p>Abjuration</p><p></p><p>Arcane Lock <span style="font-size: 9px">M</span>: Magically locks a portal or chest.</p><p>Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.</p><p></p><p>Conjuration</p><p></p><p>Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.</p><p>Glitterdust: Blinds creatures, outlines invisible creatures.</p><p>Stone Call: 2d6 damage to all creatures in area.</p><p>Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.</p><p></p><p>Divination</p><p></p><p>Evocation</p><p></p><p>Continual Flame <span style="font-size: 9px">M</span>: Makes a permanent, heatless light.</p><p>Darkness: 20-ft. radius of supernatural shadow.</p><p>Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.</p><p>Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).</p><p></p><p>Necromancy</p><p></p><p>Blindness/Deafness: Makes subject blinded or deafened.</p><p>False Life: Gain 1d10 temporary hp + 1/level (max +10).</p><p>Scare: Frightens creatures of less than 6 HD.</p><p>Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.</p><p></p><p>Transmutation</p><p></p><p>Alter Self: Assume form of a Small or Medium humanoid.</p><p>Bear's Endurance: Subject gains +4 to Con for 1 min./level.</p><p>Bull's Strength: Subject gains +4 to Str for 1 min./level.</p><p>Cat's Grace: Subject gains +4 to Dex for 1 min./level.</p><p>Darkvision: See 60 ft. in total darkness.</p><p>Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.</p><p>Elemental Touch: Gain energy damage touch attack.</p><p>Fox's Cunning: Subject gains +4 to Int for 1 min./level.</p><p>Glide: You take no falling damage, move 60 ft./round while falling.</p><p>Knock: Opens locked or magically sealed door.</p><p>Levitate: Subject moves up and down at your direction.</p><p>Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p>Rope Trick: As many as eight creatures hide in extradimensional space.</p><p>Spider Climb: Grants ability to walk on walls and ceilings.</p><p></p><p><span style="font-size: 18px"><strong>3rd-Level Sorcerer/Wizard Spells</strong></span></p><p></p><p>Abjuration</p><p></p><p>Dispel Magic: Cancels one magical spell or effect.</p><p>Nondetection <span style="font-size: 9px">M</span>: Hides subject from divination, scrying.</p><p>Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.</p><p></p><p>Conjuration</p><p></p><p>Phantom Steed: Magic horse appears for 1 hour/level.</p><p></p><p>Divination</p><p></p><p>Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.</p><p>Tongues: Speak and understand any language.</p><p></p><p>Evocation</p><p></p><p>Fireball: 1d6 damage per level, 20-ft. radius.</p><p>Lightning Bolt: Electricity deals 1d6/level damage.</p><p>Tiny Hut: Creates shelter for 10 creatures.</p><p>Twilight Knife: Floating knife attacks with you.</p><p></p><p>Necromancy</p><p></p><p>Transmutation</p><p></p><p>Beast Shape I: You take the form and some of the powers of a Small or Medium animal.</p><p>Elemental Aura: Creates an aura of energy around you.</p><p>Flame Arrow: Arrows deal +1d6 fire damage.</p><p>Fly: Subject flies at speed of 60 ft.</p><p>Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.</p><p>Keen Edge: Doubles normal weapon's threat range.</p><p>Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).</p><p>Water Breathing: Subjects can breathe underwater.</p><p></p><p><span style="font-size: 18px"><strong>4th-Level Sorcerer/Wizard Spells</strong></span> </p><p></p><p>Stoneskin <span style="font-size: 9px">M</span>: Grants DR 10/adamantine.</p><p></p><p>Conjuration</p><p></p><p>Black Tentacles: Tentacles grapple all creatures within a 20- ft. spread.</p><p>Secure Shelter: Creates sturdy cottage.</p><p></p><p>Necromancy</p><p></p><p>Enervation: Subject gains 1d4 negative levels.</p><p></p><p>Transmutation</p><p></p><p>Calcific Touch: Touch attack slows target, 1d4 Dex damage.</p><p>Shadow Projection: Temporarily become a shadow.</p><p></p><p>[/sblock]</p><p>[sblock=spell lists]</p><p>Sorcerer/wizard Spells</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5627970, member: 49929"] reserved for x [url=http://www.wizards.com/default.asp?x=dnd/prc/20070327&pf=true]swiftblade prc[/url] feats required: Dodge, Mobility skills required: Spellcraft 3 ranks. w5/f2/sb prc 1 [code] 25 pt buy [B]Str[/B] 17 +3 [B]Level[/B] : 8 [B]XP[/B]: 34,000 / 50,000 [B]Dex [/B] 14 +2 [B]BAB[/B]: +5 [B]CMB[/B]: +8 [B]CMD[/B]: 20 [B]Con[/B] 14 +2 [B]AC:[/B] 22 [B]FF:[/B] 16 [B]Touch[/B]: 18 [B]Int[/B] 18 +4 [B]ACP[/B]: -0 [B]Spell fail[/B] 0% [B]Wis[/B] 14 +2 [B]Special[/B]: armor is ghost touched [B]Cha[/B] 12 +1 human: +2 to str level 4 +1 to Int level 8 +1 to int Belt +2 to str xmuter: +2 to con [B]Saves[/B] [B][U]Save Base Abil Misc Total[/U][/B] [B]Fort [/B] +4 +2 +1 = +7 [B]Rflx [/B] +1 +2 +2 = +5 [B]Will [/B] +6 +2 +1 = +9 *+1 vs fear [U]Info[/U] fort +1+3+0 (wizard/fighter/Prc) ref +1+0+0 (wizard/fighter/Prc); +1 (PRC) will +4+0+2 (wizard/fighter/Prc) all: cloak +1 [B]Armor class[/B] armor Chain shirt, Mithral +1: +4 armor +6 max dex -0 ACP 10% ASF *ghost touched* Dark wood shield, HVY +1 +2 armor -0 ACP 0% ASF ACP -0 Spell fail: 0% Dodge +1, dex +2, swift surge +1 [B]Mobility[/B] +4 AC against attacks of opportunity from movement Feat: -10% to arcane spell failure [B]Weapons[/B] long sword + Long bow + Dagger + Dagger thrown + club + Club thrown + [B]Race Traits[/B] [I]Favored Class [wizard][/I] +1 hp or +1 skill Pt. [I]+2 to One Ability Score:[/I] +2 to strength [I]Medium:[/I] Humans are Medium creatures w/ no bonuses or penalties [I]Normal Speed:[/I] Humans have a base speed of 30 feet. [I]Bonus Feat:[/I] Humans select one extra feat at 1st level. [I]Skilled[/I]: +1 skill rank / level [B]Class Traits[/B] fighter: [I]proficient[/I] with all simple and martial weapons with all armor (heavy, light, and medium) and shields [I]bonus feats:[/I] 1st level, and at every even level 2nd level, a fighter gains a [I]+1 bonus on Will saves against fear[/I] [I]Armor Training (Ex):[/I] Starting at 3rd level wizard [I]Scribe Scroll:[/I] [I]Physical Enhancement (Su):[/I] You gain a +1/ 5 lvls enhancement bonus to one physical ability score [B][U]Enhancement School[/U][/B] [U]Associated School: Transmutation.[/U] [I]Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school.[/I] [B]Augment (Sp):[/B] As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. +2 to nat ac or+2 to any ability score duration: 4 rounds per use, 6use per day 00000 0 [B]Perfection of Self (Su):[/B] At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level. +4 to any score, 5 uses per day 00000 swiftblade Swift Surge (Ex): Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Spring Attack: Beginning at 1st level, you gain Spring Attack Trait traits Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits. [B][U]Feats (w1, w2, f1, w3, f2, w4, w5, sb1)[/U][/B] [B]Spell Focus: [transmutation](Human)[/B] +1 to Transmutation dc [B]Greater spell focus: [transmutation] (level 1)[/B] +1 to transmutation spells [B]Weapon focus: Longsword(Fighter 1)[/B] +1 to att w/ chosen weapon [B]Tenacious Transmutation (Level 3)[/B] +2 to transmutation dc [B]Dodge(fighter 2)[/B] +1 dodge bonus to AC [B]Mobility(level 5)[/B] +4 AC against attacks of opportunity from movement [B]Arcane Armor training (Wizard 5)[/B] -10% to Arcane spell failure [B]Craft potions (level 7)[/B] [B]Spring Attack (swiftblade 1)[/B] Move before and after melee attack [B][U]Skills[/U] ranks +3? abil misc total info[/B] [B]Acrobatics (Dex)[/B] 4 +3 [B]Appraise (Int)[/B] 2 +3 [B]Climb (Str) [/B] 2 +3 [B]Craft (Int), weaponsmith[/B] 2 +3 [B]Fly (Dex)[/B] 3 +3 [B]Handle Animal (Cha)[/B] 3 +3 [B]Intimidate (Cha) [/B] * 1 +3 [B]Knowledge (arcana)[/B] 5 +3 [B]Knowledge (dungeoneering) [/B] 1 +3 [B]Knowledge (engineering)[/B] 1 +3 [B]Knowledge (geography) [/B] 1 +3 [B]Knowledge (history) [/B] 1 +3 [B]Knowledge (local) [/B] 1 +3 [B]Knowledge (nature) [/B] 1 +3 [B]Knowledge (nobility) [/B] 2 +3 [B]Knowledge (planes)[/B] 1 +3 [B]Knowledge (religion)[/B] * 1 +3 [B]Linguistics (Int)[/B] 2 +3 [B]Profession (Wis), solder[/B] 2 +3 [B]Perception (Wis)[/B] 4 +3 [B]Ride (Dex), [/B] 4 +3 [B]Spellcraft (Int)[/B] 8 +3 [B]Survival (Wis), [/B] * 1 +3 [B]Swim (Str).[/B] 2 +3 skill points: 2*7(fighter or wizard)+4*1(Prc)+8*1(race)+ 5*1(fav class)+3*8(int)=55 skill ranks [U]SPELLS [/U] [B][U]Level 0 1 2 3 4[/U][/B] [B]Base[/B] 4 3 2 1 [B]Int[/B] 0 1 1 1 [U][B]Spec[/B] 1 1 1 1[/U] [B]TOTAL[/B] 5 5 4 3 spells memorized ( '#' denotes transmuter spell) [U][I]Cantrips[/I][/U] Prestidigitation Message # Bleed Resistance X [U][I]Level 1[/I][/U] Endure Elements # Expeditious Retreat # true strike Magic missile Magic missile [U][I]Level 2[/I][/U] cat's grace # bull's strength # Acid arrow scorching ray [U][I]Level 3[/I][/U] Haste # Fly # keen edge # special: transmuter restricted : enchantment and Illusion (req slot +1 lvl to use) +1 chain shirt, Mithral 5250.00 gp 10.0 lb ghost touch +1 shield, Dark-wood 1257.00 gp 5.0 lb +2 Longsword 8315.00 gp x.x lb Long Bow[comp], mighty +2 300.00 gp 3.0 lb Efficient Quiver 1800.00 gp 2.0 lb arrows, 20 1.00 gp 3.0 lb dagger X 2 4.00 gp 2.0 lb Club X 3 ------ 9.0 lb sunrod X 4 4.00 gp 4.0 lb Handy haversack 2000.00 gp 5.0 lb Ring of sustenance 2500.00 gp ----- Cloak of resistance 1000.00 gp 1.0 lb Belt of giant strength +1 4000.00 gp 1.0 lb Bedroll 0.10 gp 5.0 lb Scroll case 1.00 gp 0.5 lb Ink bottle 8.00 gp ---- Ink pen 0.10 gp ---- Paper x 10 4.00 gp ---- Rope, silk (50 ft.) 5.00 gp 10.0 lb Alchemist's fire (flask) x 2 40.00 gp 2.0lb Traveler's outfit ----- ---- Spell component pouch 5.00 gp 2.0 lbs. Spellbook, wizard's (book 1) ----- 3.0 lbs. Spellbook, wizard's (book 2) 15.00 gp 3.0 lbs. 33,000 gp 27, 509.2 gp items 337.5 gp potions 1, 412.5 gp scrolls [U] 3, 740.0 gp spellbooks[/U] 32, 999.2 total spent potions (*=brewed himself) 337.5 gp total * Bull's str at cl 3 75.00 gp * Cat's grace at cl 3 75.00 gp * haste at cl 5 93.75 gp * haste at cl 5 93.75 gp scrolls (*=Penned himself) * Unseen Servant 12.5 * Comprehend Languages 12.5 * Identify 112.5 * Bear's Endurance 75 * Bull's Strength 75 * Cat's Grace 75 * Darkvision 75 * Fox's Cunning 75 * Owl's Wisdom 75 * Spider Climb 75 * Tongues 187.5 * Haste 187.5 * Keen Edge 187.5 * Water Breathing 187.5 [/code] Scroll costs 0: 12.5 1: 25 2: 150 3: 375 4:700 potion costs 0: 25 1: 50 2: 300 3: 750 [sblock=spell book] Pages: 16+60+48+48+24= 196 0:5 * 16 spells = 80 gp 1:10 * 30 spells = 300 gp 2:40 * 24 spells = 960 gp 3:90 * 16 spells = 1440 gp 4: 160 * 6 spells = 960gp [size=5][B]Cantrips[/B][/size] Abjuration Resistance: Subject gains +1 on saving throws. Conjuration Acid Splash: Orb deals 1d3 acid damage. Divination Detect Magic: Detects all spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object. Evocation Spark: Ignites flammable objects. Dancing Lights: Creates torches or other lights. Light: Object shines like a torch. Ray of Frost: Ray deals 1d3 cold damage. Necromancy Bleed: Cause a stabilized creature to resume dying. Disrupt Undead: Deals 1d6 damage to one undead. Transmutation Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whisper conversation at distance. Open/Close: Opens or closes small or light things. Universal Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). Prestidigitation: Performs minor tricks. [size=5][B]1st-Level Sorcerer/Wizard Spells[/B][/size] Abjuration Alarm: Wards an area for 2 hours/level. Endure Elements: Exist comfortably in hot or cold regions. Hold Portal: Holds door shut. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Conjuration Grease: Makes 10-ft. square or one object slippery. Mage Armor: Gives subject +4 armor bonus. Mount: Summons riding horse for 2 hours/level. Obscuring Mist: Fog surrounds you. Summon Monster I: Summons extraplanar creature to fight for you. Unseen Servant: Invisible force obeys your commands. Divination Comprehend Languages: You understand all spoken and written languages. Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Undead: Reveals undead within 60 ft. Identify: Gives +10 bonus to identify magic items. True Strike: +20 on your next attack roll. Evocation Burning Hands: 1d4/level fire damage (max 5d4). Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Necromancy Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels. Transmutation Animate Rope: Makes a rope move at your command. Ant Haul: Triples carrying capacity of a creature. Enlarge Person: Humanoid creature doubles in size. Erase: Mundane or magical writing vanishes. Expeditious Retreat: Your base speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Jump: Subject gets bonus on Acrobatics checks. Magic Weapon: Weapon gains +1 bonus. Reduce Person: Humanoid creature halves in size. Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. Touch of the Sea: Swim speed becomes 30 ft. [size=5][B]2nd-Level Sorcerer/Wizard Spells[/B][/size] Abjuration Arcane Lock [size=1]M[/size]: Magically locks a portal or chest. Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type. Conjuration Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. Glitterdust: Blinds creatures, outlines invisible creatures. Stone Call: 2d6 damage to all creatures in area. Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. Divination Evocation Continual Flame [size=1]M[/size]: Makes a permanent, heatless light. Darkness: 20-ft. radius of supernatural shadow. Flaming Sphere: Rolling ball of fire deals 3d6 fire damage. Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). Necromancy Blindness/Deafness: Makes subject blinded or deafened. False Life: Gain 1d10 temporary hp + 1/level (max +10). Scare: Frightens creatures of less than 6 HD. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. Transmutation Alter Self: Assume form of a Small or Medium humanoid. Bear's Endurance: Subject gains +4 to Con for 1 min./level. Bull's Strength: Subject gains +4 to Str for 1 min./level. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Darkvision: See 60 ft. in total darkness. Eagle's Splendor: Subject gains +4 to Cha for 1 min./level. Elemental Touch: Gain energy damage touch attack. Fox's Cunning: Subject gains +4 to Int for 1 min./level. Glide: You take no falling damage, move 60 ft./round while falling. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. Rope Trick: As many as eight creatures hide in extradimensional space. Spider Climb: Grants ability to walk on walls and ceilings. [size=5][B]3rd-Level Sorcerer/Wizard Spells[/B][/size] Abjuration Dispel Magic: Cancels one magical spell or effect. Nondetection [size=1]M[/size]: Hides subject from divination, scrying. Protection from Energy: Absorbs 12 points/level of damage from one kind of energy. Conjuration Phantom Steed: Magic horse appears for 1 hour/level. Divination Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Tongues: Speak and understand any language. Evocation Fireball: 1d6 damage per level, 20-ft. radius. Lightning Bolt: Electricity deals 1d6/level damage. Tiny Hut: Creates shelter for 10 creatures. Twilight Knife: Floating knife attacks with you. Necromancy Transmutation Beast Shape I: You take the form and some of the powers of a Small or Medium animal. Elemental Aura: Creates an aura of energy around you. Flame Arrow: Arrows deal +1d6 fire damage. Fly: Subject flies at speed of 60 ft. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Keen Edge: Doubles normal weapon's threat range. Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5). Water Breathing: Subjects can breathe underwater. [size=5][B]4th-Level Sorcerer/Wizard Spells[/B][/size] Stoneskin [size=1]M[/size]: Grants DR 10/adamantine. Conjuration Black Tentacles: Tentacles grapple all creatures within a 20- ft. spread. Secure Shelter: Creates sturdy cottage. Necromancy Enervation: Subject gains 1d4 negative levels. Transmutation Calcific Touch: Touch attack slows target, 1d4 Dex damage. Shadow Projection: Temporarily become a shadow. [/sblock] [sblock=spell lists] Sorcerer/wizard Spells [/sblock] [/QUOTE]
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