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[PATHFINDER] Paranormal Protection Agency (OOC)
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<blockquote data-quote="OnlytheStrong" data-source="post: 5045984" data-attributes="member: 54781"><p>[code]Name: Poshment</p><p>Nickname: Posh</p><p>Player: OnlytheStrong</p><p></p><p>Race: Gnome</p><p>Class: Wizard 8</p><p>Level: 8</p><p>XPs: 55,000 / 75,000</p><p></p><p>Patron God: </p><p>Alignment: Neutral</p><p>=================================== </p><p>Str: 8 (-2 racial)</p><p>Dex: 16</p><p>Con: 18</p><p>Int: 22 (+2 level, +2 Headband of Vast Int.)</p><p>Wis: 14 (+2 racial)</p><p>Cha: 12 (+2 racial)</p><p>=================================== </p><p>HP: 80 (8d6 + 32)</p><p>AC: 17 (+3 dex mod + 1 size +3 bracers)</p><p>Init: +3</p><p>Speed: 20 feet</p><p>BAB: +4</p><p>Mel: +3 (-1 str mod)</p><p>Rng: +7 (+3 dex mod)</p><p>Fort: +6 (2 class + 4 mod)</p><p>Refl: +5 (2 class + 3 mod)</p><p>Will: +8 (6 class + 2 mod) </p><p>=================================== </p><p>Special Abilities </p><p></p><p></p><p> Race: Gnome</p><p> - +2 Wisdom, +2 Charisma, -2 Strength</p><p> - Low Light Vision</p><p> - Small</p><p> - Defensive Training: +4 dodge bonus to AC against monster of the</p><p>Giant Subtype</p><p> - Slow Speed: base speed of 20ft</p><p> - Gnome Magic: +1 to the DC of any saving throws vs. illusion </p><p>spells that they cast. Gnomes with a Cha of 11 or higher also </p><p>gain the following spell-like abilities: 1/day- dancing lights, ghost </p><p>sound, prestidigitation, and speak with animals. The DC for these</p><p> spells is equal to 10 + spell level + Cha mod</p><p> - Hatred: racial hatred (+1 to attack rolls) vs. reptilian and goblinoid </p><p>subtypes</p><p> - Illusion Resistance: +2 saving throw bonus against illusion </p><p>spells or effects</p><p> - Keen Senses: +2 to perception</p><p> - Weapon Familiarity: Any weapon with "gnome" in the name </p><p>is treated as a martial weapon.</p><p> - Languages: begin with Common, Gnome, and Sylvan. </p><p></p><p></p><p> Class: Wizard</p><p> - Bonded Creature- [sblock=Hawk] </p><p>Hawk Familiar 8</p><p>Tiny Animal</p><p>Init +3</p><p>Senses: Low-light Vision, Perception +14</p><p></p><p>Defense: </p><p>AC 19, Touch 15, Flat-footed 12 (+3 dex, +2 size, +4 Familiar bonus)</p><p>HP: 40</p><p>Fort: +6, Ref +5, Will +8 </p><p></p><p>Offense:</p><p>Speed 10ft, fly 60ft (average)</p><p>Melee 2 talons +7 (1d4-2) Space 2 1/2 ft; Reach 0ft.</p><p></p><p>Statistics:</p><p>Str 6</p><p>Dex 17</p><p>Con 11</p><p>Int 9</p><p>Wis 14</p><p>Cha 7</p><p></p><p>Base Attack +0; CMB +1; CMD 9</p><p>Feats: Weapon Finesse</p><p>Skills: Fly +11; Perception +18; Racial Mod +8 Perception </p><p></p><p>Special:</p><p>Alertness (if familiar is within arm's reach, the master gains the Alertness feat)</p><p>Improved Evasion</p><p>Share Spells</p><p>Empathic Link</p><p>Deliver Touch Spells</p><p>Speak With Master</p><p>Speak with animals of it's kind</p><p></p><p>[/sblock] </p><p> - - Special Ability: Master gains +3 bonus on sight-based and opposed Perception checks in bright light</p><p></p><p></p><p> - Arcane School – Illusion. Opposition schools Divination</p><p>and Transmutation. Spells prepared from these schools must</p><p>use two spell slots of that level. In addition, a specialist takes</p><p>a –4 penalty on any skill checks made when crafting a magic</p><p>item that has a spell from one of these schools as a prerequisite.</p><p>Each arcane school gives the wizard a number of school powers.</p><p>In addition, specialist wizards receive an additional spell slot of</p><p>each spell level he can cast, from 1st on up. Each day, a wizard</p><p>can prepare a spell from his specialty school in that slot. This</p><p>spell must be in the wizard's spellbook. A wizard can select a</p><p>spell modified by a metamagic feat to prepare in his school slot,</p><p>but it uses up a higher-level spell slot.</p><p> - Abjuration School – Extended Illusion: Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration. At 20th level, you canmake one illusion spell with a duration of "concentration" permanent. </p><p> - Abjuration School – Blinding Ray: As a standard action you can fire a shimmering ray at any foe within 30ft as a ranged touch attack. The ray causes creatures to be blinded for one round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You may use this ability a number of times per day equal to 3 + int mod.</p><p> - Illusion School - Invisibility Field: At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds to not need to be consecutive. This otherwise function as greater invisibility.</p><p> - Cantrips – The wizard can prepare 4 0th-level spells per day,</p><p>which are not expended upon casting. A wizard can prepare a</p><p>cantrip from an opposition school, but it uses up two of his</p><p>available slots.</p><p> - Spellbooks - A wizard must study their spellbook each day to</p><p>prepare their spells. They cannot prepare any spell not recorded</p><p>in their spellbook, except for read magic, which all wizards can</p><p>prepare from memory.</p><p>=================================== </p><p>Feats: </p><p>Class: Scribe Scroll</p><p>1 Combat Casting</p><p>3 Arcane Armor Training</p><p>5 Craft Wand</p><p>7 Eschew Materials</p><p>=================================== </p><p>Languages: </p><p>Common</p><p>Gnome</p><p>Sylvan</p><p>Abyssal</p><p>Draconic</p><p>Goblin</p><p>Terran</p><p>Giant</p><p>Infernal</p><p>Celestial</p><p>Orc </p><p>=================================== </p><p>Skills </p><p>Trained or Untrained: +X (Rank + Stat Mod + Class Skill + Other)</p><p>Knowledge </p><p> (Arcana) +17 (8 + 6 + )</p><p> (History) +17 (8 + 6 + )</p><p>Linguistics +15 (8 + 6 + )</p><p>Spellcraft +17 (8 + 6 + )</p><p>Stealth + 7 (0 + 3 + 4)</p><p>===================================</p><p>Spells</p><p>Wizard Caster Level 8, base DC 16 + spell level</p><p>Spells Per Day: 0th – 4; 1st – 4; 2nd – 3; 3rd – 3; 4th - 2</p><p> Spells Prepared</p><p> </p><p></p><p> Spells Known</p><p> 0 – Daze, Ghost Sound, Dancing Lights, Light </p><p> 1 – Color Spray, Identify, Ventriloquism, Sleep, Burning Hands, </p><p> Magic Missile, Floating Disk, Shield, Mage Armor </p><p> 2 – Hypnotic Pattern, Invisibility, Misdirection, Darkness, </p><p> Flaming Sphere, Scorching Ray, Web, Glitterdust</p><p> 3 – Major Image, Displacement, Deep Slumber, Fireball, </p><p> Lightning Bolt, Tiny Hut </p><p> 4 - Phantasmal Killer, Rainbow Pattern </p><p></p><p>=================================== </p><p>Magic Items:</p><p>Headband of Vast Intelligence +4 (16,000g), </p><p>Robe of Blending (8,400g), Deck of Illusions (8,100g)</p><p>Bracers of Armor +3 (9,000g), Handy Haversack (2000g)</p><p></p><p>Standard Equipment: </p><p>Spellbook (15gp), Spell Component Pouch (5gp),</p><p> Bedroll (1sp), Winter Blanket (5sp), Hooded </p><p>Lantern (7gp), 100 Tindertwig (100gp), Fishing Tackle (20gp)</p><p></p><p></p><p></p><p>----------------------------------- </p><p>Money </p><p>GP: 4,403pg remaining </p><p></p><p>----------------------------------- </p><p>Load </p><p>Light: 0-27 lbs.</p><p>Medium: 28-53 lbs.</p><p>Heavy: 54-80 lbs.</p><p>Current: 35.5 lbs.</p><p>===================================</p><p>Description (include Age, gender, height, weight, physical description): </p><p></p><p>Age: 69</p><p>Height: 3'5"</p><p>Weight: 40lbs</p><p>Hair: Black</p><p>Eyes: Green</p><p>Skin: Light</p><p></p><p>===================================</p><p>History:</p><p></p><p></p><p> [/code]</p></blockquote><p></p>
[QUOTE="OnlytheStrong, post: 5045984, member: 54781"] [code]Name: Poshment Nickname: Posh Player: OnlytheStrong Race: Gnome Class: Wizard 8 Level: 8 XPs: 55,000 / 75,000 Patron God: Alignment: Neutral =================================== Str: 8 (-2 racial) Dex: 16 Con: 18 Int: 22 (+2 level, +2 Headband of Vast Int.) Wis: 14 (+2 racial) Cha: 12 (+2 racial) =================================== HP: 80 (8d6 + 32) AC: 17 (+3 dex mod + 1 size +3 bracers) Init: +3 Speed: 20 feet BAB: +4 Mel: +3 (-1 str mod) Rng: +7 (+3 dex mod) Fort: +6 (2 class + 4 mod) Refl: +5 (2 class + 3 mod) Will: +8 (6 class + 2 mod) =================================== Special Abilities Race: Gnome - +2 Wisdom, +2 Charisma, -2 Strength - Low Light Vision - Small - Defensive Training: +4 dodge bonus to AC against monster of the Giant Subtype - Slow Speed: base speed of 20ft - Gnome Magic: +1 to the DC of any saving throws vs. illusion spells that they cast. Gnomes with a Cha of 11 or higher also gain the following spell-like abilities: 1/day- dancing lights, ghost sound, prestidigitation, and speak with animals. The DC for these spells is equal to 10 + spell level + Cha mod - Hatred: racial hatred (+1 to attack rolls) vs. reptilian and goblinoid subtypes - Illusion Resistance: +2 saving throw bonus against illusion spells or effects - Keen Senses: +2 to perception - Weapon Familiarity: Any weapon with "gnome" in the name is treated as a martial weapon. - Languages: begin with Common, Gnome, and Sylvan. Class: Wizard - Bonded Creature- [sblock=Hawk] Hawk Familiar 8 Tiny Animal Init +3 Senses: Low-light Vision, Perception +14 Defense: AC 19, Touch 15, Flat-footed 12 (+3 dex, +2 size, +4 Familiar bonus) HP: 40 Fort: +6, Ref +5, Will +8 Offense: Speed 10ft, fly 60ft (average) Melee 2 talons +7 (1d4-2) Space 2 1/2 ft; Reach 0ft. Statistics: Str 6 Dex 17 Con 11 Int 9 Wis 14 Cha 7 Base Attack +0; CMB +1; CMD 9 Feats: Weapon Finesse Skills: Fly +11; Perception +18; Racial Mod +8 Perception Special: Alertness (if familiar is within arm's reach, the master gains the Alertness feat) Improved Evasion Share Spells Empathic Link Deliver Touch Spells Speak With Master Speak with animals of it's kind [/sblock] - - Special Ability: Master gains +3 bonus on sight-based and opposed Perception checks in bright light - Arcane School – Illusion. Opposition schools Divination and Transmutation. Spells prepared from these schools must use two spell slots of that level. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of these schools as a prerequisite. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. - Abjuration School – Extended Illusion: Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration. At 20th level, you canmake one illusion spell with a duration of "concentration" permanent. - Abjuration School – Blinding Ray: As a standard action you can fire a shimmering ray at any foe within 30ft as a ranged touch attack. The ray causes creatures to be blinded for one round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You may use this ability a number of times per day equal to 3 + int mod. - Illusion School - Invisibility Field: At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds to not need to be consecutive. This otherwise function as greater invisibility. - Cantrips – The wizard can prepare 4 0th-level spells per day, which are not expended upon casting. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots. - Spellbooks - A wizard must study their spellbook each day to prepare their spells. They cannot prepare any spell not recorded in their spellbook, except for read magic, which all wizards can prepare from memory. =================================== Feats: Class: Scribe Scroll 1 Combat Casting 3 Arcane Armor Training 5 Craft Wand 7 Eschew Materials =================================== Languages: Common Gnome Sylvan Abyssal Draconic Goblin Terran Giant Infernal Celestial Orc =================================== Skills Trained or Untrained: +X (Rank + Stat Mod + Class Skill + Other) Knowledge (Arcana) +17 (8 + 6 + ) (History) +17 (8 + 6 + ) Linguistics +15 (8 + 6 + ) Spellcraft +17 (8 + 6 + ) Stealth + 7 (0 + 3 + 4) =================================== Spells Wizard Caster Level 8, base DC 16 + spell level Spells Per Day: 0th – 4; 1st – 4; 2nd – 3; 3rd – 3; 4th - 2 Spells Prepared Spells Known 0 – Daze, Ghost Sound, Dancing Lights, Light 1 – Color Spray, Identify, Ventriloquism, Sleep, Burning Hands, Magic Missile, Floating Disk, Shield, Mage Armor 2 – Hypnotic Pattern, Invisibility, Misdirection, Darkness, Flaming Sphere, Scorching Ray, Web, Glitterdust 3 – Major Image, Displacement, Deep Slumber, Fireball, Lightning Bolt, Tiny Hut 4 - Phantasmal Killer, Rainbow Pattern =================================== Magic Items: Headband of Vast Intelligence +4 (16,000g), Robe of Blending (8,400g), Deck of Illusions (8,100g) Bracers of Armor +3 (9,000g), Handy Haversack (2000g) Standard Equipment: Spellbook (15gp), Spell Component Pouch (5gp), Bedroll (1sp), Winter Blanket (5sp), Hooded Lantern (7gp), 100 Tindertwig (100gp), Fishing Tackle (20gp) ----------------------------------- Money GP: 4,403pg remaining ----------------------------------- Load Light: 0-27 lbs. Medium: 28-53 lbs. Heavy: 54-80 lbs. Current: 35.5 lbs. =================================== Description (include Age, gender, height, weight, physical description): Age: 69 Height: 3'5" Weight: 40lbs Hair: Black Eyes: Green Skin: Light =================================== History: [/code] [/QUOTE]
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