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Gandalf's evil game RG
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<blockquote data-quote="Walking Dad" data-source="post: 5345147" data-attributes="member: 59043"><p><u><strong><span style="color: Lime">Darsuul</span></strong></u></p><p></p><p>In a fetid swamp, Darsuul rules an evil saurian tribe with his diseased claw. Luring them with power and his strong presence, Darsuul's ambitions have risen to a new level...</p><p></p><p>[sblock=Crunch]</p><p>Saurian Sorcerer (Pestilence Bloodline) 10, NE</p><p></p><p>STR: 10</p><p>DEX: (16) 14 5</p><p>CON: (18) 16 5 (racial +2)</p><p>INT: 10 2 (racial -2)</p><p>WIS: 13 3</p><p>CHA: (24) 20 10 (racial +2) (+2 Level Advancement)</p><p></p><p>Base Attack Bonus +5</p><p>Basic Melee Attack +5</p><p>Basic Ranged Attack +8</p><p></p><p> HP: 102 = [6 + 9x4 (36) + 10xCON (40) + Feat (10) + FC (10) (Sorcerer)]</p><p> AC: 22 = [10 + DEX (03) + Armor (00) + Shield (02) + Natural (05) + Size (00) + Misc (02)]</p><p> AC Touch: 15 = [10 + DEX (03) + Size (00) + Misc (02)]</p><p> AC Flatfooted: 19 = [10 + Armor (00) + Shield (02) + Natural (05) + Size (00) + Misc (02)]</p><p> INIT: +9 = [DEX (03) + Trait (2) + Feat (4)]</p><p></p><p> Fortitude Save +10 = 3 [base] +4 [Con] +3 [Cloak]</p><p>Reflex Save +9 = 3 [base] +3 [Dex] +3 [Cloak] </p><p>Will Save +11 = 7 [base] +1 [Wis] +3 [Cloak] </p><p>CMB +5 = 5 [BAB] +0 [Str] +0 [size] </p><p>CMD +25 = 10 [BaB/Feat] +0 [Str] +3 [Dex] +0 [size] + 2 [Deflection] + 10</p><p>Concentartion +9 = 7 [Cha] +2 [Trait] (+4 [Combat Casting])</p><p></p><p>1) Improved initiative</p><p>1) Eschew Materials (Sorcerer)</p><p>3) Extend Spell</p><p>5) Combat Casting</p><p>7) Defensive Combat Training</p><p>7) Toughness (Bloodline Feat)</p><p>9) Leadership</p><p>(11 - Arcane Blast)</p><p></p><p></p><p>Spells Known:</p><p>0 (9) - detect magic, read magic, message, prestidigitation, dancing light, acid splash, ghost sound, mage hand, detect poison</p><p>1 (5) - charm animals - magic missile, mage armor, mount, color spray, shield</p><p>2 (4) - summon swarm - resist energy, glitterdust, flaming sphere, invisibility</p><p>3 (3) - contagion - stinking cloud, slow, dispel magic</p><p>4 (2) - repel vermin - Black tentacles, dimension door</p><p>5 (1) - Overland Flight</p><p></p><p>Traits:</p><p>Reactionary: +2 Initiative</p><p>Desperate Focus: +2 Concentration</p><p></p><p>Possible Items (62,000):</p><p>Handy Haversack 2,000</p><p>Headband of Alluring Charisma +4 16,000</p><p>Cloak of resistance +3 9,000</p><p>Amulet of nat. Armor +2 8,000</p><p>Ring of Protection +2 8,000</p><p>Belt of Pysical Might (Dex & Con) +2 10,000</p><p>Mithral Buckler +1 (light fortification) 4,000 +</p><p></p><p>57,000</p><p>Metamagic Rod (Extoplasmic, lesser) 3,000</p><p>Wand (Protection from good) 750</p><p></p><p></p><p>[sblock=Pestilence Bloodline]</p><p>Class Skill: Heal</p><p></p><p>Bonus Spells: charm animal (3rd), summon swarm (5th), contagion (7th), repel vermin (9th), insect plague (11th), eyebite (13th), creeping doom (15th), horrid wilting (17th), power word kill (19th).</p><p></p><p>Bonus Feats: Brew Potion, Diehard, Endurance, Great Fortitude, Self Sufficient, Skill Focus (Knowledge [nature]), Silent Spell, Toughness</p><p></p><p>Bloodline Arcana: Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-affecting spells affect them.</p><p></p><p>Bloodline Powers</p><p></p><p>Plague’s Caress (Sp): At 1st level, you can make a melee touch attack as a standard action that causes a living creature’s flesh to break out into rancid-smelling pustules and sores for a number of rounds equal to 1/2 your sorcerer level (minimum 1 round). These sores cause the victim to become sickened for the duration of the effect; this is a disease effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.</p><p></p><p>Accustomed to Awfulness (Ex): At 3rd level, you become immune to the sickened condition and gain a +4 bonus on all saving throws against effects that cause nausea or disease.</p><p>At 9th level, you become immune to the nauseated condition and to the debilitating effects of disease (but you can still be a carrier of diseases).</p><p></p><p>Shroud of Vermin (Su): At 9th level, swarms no longer see you as prey. You can walk among swarms without fear of being harmed by them at all, and by taking a standard action to mentally command a swarm in which you stand, you can direct that swarm’s attacks and movements as long as you have more Hit Dice than the swarm. Even when you aren’t standing amid a swarm, your body crawls with vermin, and their chitinous bodies increase your natural armor bonus by +1.</p><p>At 11th level, this bonus increases to +2, and at 17th level it increases to +3.</p><p></p><p>[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5345147, member: 59043"] [U][B][COLOR=Lime]Darsuul[/COLOR][/B][/U] In a fetid swamp, Darsuul rules an evil saurian tribe with his diseased claw. Luring them with power and his strong presence, Darsuul's ambitions have risen to a new level... [sblock=Crunch] Saurian Sorcerer (Pestilence Bloodline) 10, NE STR: 10 DEX: (16) 14 5 CON: (18) 16 5 (racial +2) INT: 10 2 (racial -2) WIS: 13 3 CHA: (24) 20 10 (racial +2) (+2 Level Advancement) Base Attack Bonus +5 Basic Melee Attack +5 Basic Ranged Attack +8 HP: 102 = [6 + 9x4 (36) + 10xCON (40) + Feat (10) + FC (10) (Sorcerer)] AC: 22 = [10 + DEX (03) + Armor (00) + Shield (02) + Natural (05) + Size (00) + Misc (02)] AC Touch: 15 = [10 + DEX (03) + Size (00) + Misc (02)] AC Flatfooted: 19 = [10 + Armor (00) + Shield (02) + Natural (05) + Size (00) + Misc (02)] INIT: +9 = [DEX (03) + Trait (2) + Feat (4)] Fortitude Save +10 = 3 [base] +4 [Con] +3 [Cloak] Reflex Save +9 = 3 [base] +3 [Dex] +3 [Cloak] Will Save +11 = 7 [base] +1 [Wis] +3 [Cloak] CMB +5 = 5 [BAB] +0 [Str] +0 [size] CMD +25 = 10 [BaB/Feat] +0 [Str] +3 [Dex] +0 [size] + 2 [Deflection] + 10 Concentartion +9 = 7 [Cha] +2 [Trait] (+4 [Combat Casting]) 1) Improved initiative 1) Eschew Materials (Sorcerer) 3) Extend Spell 5) Combat Casting 7) Defensive Combat Training 7) Toughness (Bloodline Feat) 9) Leadership (11 - Arcane Blast) Spells Known: 0 (9) - detect magic, read magic, message, prestidigitation, dancing light, acid splash, ghost sound, mage hand, detect poison 1 (5) - charm animals - magic missile, mage armor, mount, color spray, shield 2 (4) - summon swarm - resist energy, glitterdust, flaming sphere, invisibility 3 (3) - contagion - stinking cloud, slow, dispel magic 4 (2) - repel vermin - Black tentacles, dimension door 5 (1) - Overland Flight Traits: Reactionary: +2 Initiative Desperate Focus: +2 Concentration Possible Items (62,000): Handy Haversack 2,000 Headband of Alluring Charisma +4 16,000 Cloak of resistance +3 9,000 Amulet of nat. Armor +2 8,000 Ring of Protection +2 8,000 Belt of Pysical Might (Dex & Con) +2 10,000 Mithral Buckler +1 (light fortification) 4,000 + 57,000 Metamagic Rod (Extoplasmic, lesser) 3,000 Wand (Protection from good) 750 [sblock=Pestilence Bloodline] Class Skill: Heal Bonus Spells: charm animal (3rd), summon swarm (5th), contagion (7th), repel vermin (9th), insect plague (11th), eyebite (13th), creeping doom (15th), horrid wilting (17th), power word kill (19th). Bonus Feats: Brew Potion, Diehard, Endurance, Great Fortitude, Self Sufficient, Skill Focus (Knowledge [nature]), Silent Spell, Toughness Bloodline Arcana: Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-affecting spells affect them. Bloodline Powers Plague’s Caress (Sp): At 1st level, you can make a melee touch attack as a standard action that causes a living creature’s flesh to break out into rancid-smelling pustules and sores for a number of rounds equal to 1/2 your sorcerer level (minimum 1 round). These sores cause the victim to become sickened for the duration of the effect; this is a disease effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Accustomed to Awfulness (Ex): At 3rd level, you become immune to the sickened condition and gain a +4 bonus on all saving throws against effects that cause nausea or disease. At 9th level, you become immune to the nauseated condition and to the debilitating effects of disease (but you can still be a carrier of diseases). Shroud of Vermin (Su): At 9th level, swarms no longer see you as prey. You can walk among swarms without fear of being harmed by them at all, and by taking a standard action to mentally command a swarm in which you stand, you can direct that swarm’s attacks and movements as long as you have more Hit Dice than the swarm. Even when you aren’t standing amid a swarm, your body crawls with vermin, and their chitinous bodies increase your natural armor bonus by +1. At 11th level, this bonus increases to +2, and at 17th level it increases to +3. [/sblock][/sblock] [/QUOTE]
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