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Characters and NPCs in my siblings game (EoM[R])
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<blockquote data-quote="John Q. Mayhem" data-source="post: 2001181" data-attributes="member: 13525"><p>Orrin Karlsson, Exalten 5/mageknight 1 (my DMPC)</p><p>Hit Dice:5d6+1d8+12 (35)</p><p>Initiative: +4</p><p>Speed: 30 ft.</p><p>Armor Class: 23 (+4 Dex, +3 class, +4 armor, +2 shield) touch 17, flat-footed 16</p><p>Base Attack/Grapple: +4/+4</p><p>Attack: MW sword-rapier +10 melee (1d6/18-20); or MW dagger +10 thrown (1d4+1)</p><p>Full Attack: MW sword-rapier +10 melee (1d6/18-20) and MW short sword +5 melee (1d6-1/19-20); or MW dagger +10 thrown (1d4+1)</p><p>Space/Reach: 5 ft/5 ft</p><p>Special Attacks: Spells (CL 4 1/2)</p><p>Special Qualities: Feat of Heroism, Inspire, Magnificent Defense, human qualities</p><p>Saves: Fort +5, Ref +8, Will +4</p><p>Abilities: Str 11, Dex 18, Con 14, Int 13, Wis 9, Cha 16</p><p>Skills: Perform (harp, singing, epics) 7+1, Bluff 7+3, Diplomacy 4+3+2+2+2, Sleight of Hand 7+4, Knowledge (nobility and royalty) 5+1, Perceive 7-1, Spellcraft 7+1, Sense Motive 7-1, Divination 2-1</p><p>Feats: Mighty Hurl, Two-Weapon Fighting, Quick Draw, Weapon Finesse, Combat Expertise, Weapon Focus (dagger), Armored Casting, Weapon Focus (rapier)</p><p>Environment: Any land</p><p>Organization: Any</p><p>Challenge Rating: 6</p><p>Treasure: MW sword-rapier, MW short sword, MW dagger (in sleeve, perceive DC 26), 2 mundane daggers, shortbow (no arrows), <em>harp +3</em>, <em>sack of extradimensionality</em>, <em>bracers of saving throws +1</em>, 4 <em>potions of healing dose</em> 70 gp, 1200 sp</p><p>Alignment: Chaotic 4/Good 1</p><p>Advancement: By character class</p><p>Level Adjustment: +0</p><p>Power Rituals Known: Meditation of the Adaptive Mind, Reveal the Lost</p><p></p><p></p><p><strong>Feat of Heroism (Ex)</strong>: Once per day, the Exalten can add a bonus equal to her class level to a single skill check, ability check, or saving throw.</p><p><strong>Inspire (Ex)</strong>: With a few encouraging words and a bit of glorious charisma, the Exalten can inspire another person. As a standard action, the Exalten can exalt any one person other than herself that can see and understand her. The inspired ally gains a +2 morale bonus to saving throws, attack rolls, and damage rolls for a number of rounds equal to the Exalten’s Charisma modifier (minimum 1). Alternately, the Exalten can inspire everyone within earshot who is friendly or helpful, granting them only the +2 morale bonus to saving throws. The Exalten can use this ability once per day per class level.</p><p><strong>Magnificent Defence (Su)</strong>: An Exalten is highly confident in her own dramatic fighting style, and is bolstered by her own prowess. This confidence allows her to calmly face combat and defend herself with elegance and panache. After reaching 3rd level, while wearing no armor, the Exalten applies her Charisma modifier, if positive, to her armor class.</p><p></p><p>CL: 4 1/2</p><p>MP: 30</p><p></p><p>Spell Lists Known (14): Charm Animal, Charm Humanoid, Charm Undead, Create Light, Create Sound, Heal Life, Illusion Crystal, Illusion Ice, Illusion Life, Illusion Light, Illusion Shadow, Illusion Sound, Infuse Force, Infuse Fire.</p><p></p><p>Signature Spells (5): </p><p><em>Invisibility</em> (3 MP, 1 minute)</p><p><em>Orrin’s singing blade</em> (6 MP, weapon is +2/+2, +2d6 sound damage for 10 minutes)</p><p><em>Orrin’s caress of stillness</em> (3 MP, target is dazed for 10 rounds, Will DC 14 negates)</p><p><em>Orrin’s healing chord</em> (3 MP, cure 3d6 within 30 ft.)</p><p><em>Orrin's lesser singing blade</em> (3 MP, weapon is +1/+1, +1d6 sound damage for 10 minutes)</p></blockquote><p></p>
[QUOTE="John Q. Mayhem, post: 2001181, member: 13525"] Orrin Karlsson, Exalten 5/mageknight 1 (my DMPC) Hit Dice:5d6+1d8+12 (35) Initiative: +4 Speed: 30 ft. Armor Class: 23 (+4 Dex, +3 class, +4 armor, +2 shield) touch 17, flat-footed 16 Base Attack/Grapple: +4/+4 Attack: MW sword-rapier +10 melee (1d6/18-20); or MW dagger +10 thrown (1d4+1) Full Attack: MW sword-rapier +10 melee (1d6/18-20) and MW short sword +5 melee (1d6-1/19-20); or MW dagger +10 thrown (1d4+1) Space/Reach: 5 ft/5 ft Special Attacks: Spells (CL 4 1/2) Special Qualities: Feat of Heroism, Inspire, Magnificent Defense, human qualities Saves: Fort +5, Ref +8, Will +4 Abilities: Str 11, Dex 18, Con 14, Int 13, Wis 9, Cha 16 Skills: Perform (harp, singing, epics) 7+1, Bluff 7+3, Diplomacy 4+3+2+2+2, Sleight of Hand 7+4, Knowledge (nobility and royalty) 5+1, Perceive 7-1, Spellcraft 7+1, Sense Motive 7-1, Divination 2-1 Feats: Mighty Hurl, Two-Weapon Fighting, Quick Draw, Weapon Finesse, Combat Expertise, Weapon Focus (dagger), Armored Casting, Weapon Focus (rapier) Environment: Any land Organization: Any Challenge Rating: 6 Treasure: MW sword-rapier, MW short sword, MW dagger (in sleeve, perceive DC 26), 2 mundane daggers, shortbow (no arrows), [i]harp +3[/i], [i]sack of extradimensionality[/i], [i]bracers of saving throws +1[/i], 4 [i]potions of healing dose[/i] 70 gp, 1200 sp Alignment: Chaotic 4/Good 1 Advancement: By character class Level Adjustment: +0 Power Rituals Known: Meditation of the Adaptive Mind, Reveal the Lost [b]Feat of Heroism (Ex)[/b]: Once per day, the Exalten can add a bonus equal to her class level to a single skill check, ability check, or saving throw. [b]Inspire (Ex)[/b]: With a few encouraging words and a bit of glorious charisma, the Exalten can inspire another person. As a standard action, the Exalten can exalt any one person other than herself that can see and understand her. The inspired ally gains a +2 morale bonus to saving throws, attack rolls, and damage rolls for a number of rounds equal to the Exalten’s Charisma modifier (minimum 1). Alternately, the Exalten can inspire everyone within earshot who is friendly or helpful, granting them only the +2 morale bonus to saving throws. The Exalten can use this ability once per day per class level. [b]Magnificent Defence (Su)[/b]: An Exalten is highly confident in her own dramatic fighting style, and is bolstered by her own prowess. This confidence allows her to calmly face combat and defend herself with elegance and panache. After reaching 3rd level, while wearing no armor, the Exalten applies her Charisma modifier, if positive, to her armor class. CL: 4 1/2 MP: 30 Spell Lists Known (14): Charm Animal, Charm Humanoid, Charm Undead, Create Light, Create Sound, Heal Life, Illusion Crystal, Illusion Ice, Illusion Life, Illusion Light, Illusion Shadow, Illusion Sound, Infuse Force, Infuse Fire. Signature Spells (5): [i]Invisibility[/i] (3 MP, 1 minute) [i]Orrin’s singing blade[/i] (6 MP, weapon is +2/+2, +2d6 sound damage for 10 minutes) [i]Orrin’s caress of stillness[/i] (3 MP, target is dazed for 10 rounds, Will DC 14 negates) [i]Orrin’s healing chord[/i] (3 MP, cure 3d6 within 30 ft.) [i]Orrin's lesser singing blade[/i] (3 MP, weapon is +1/+1, +1d6 sound damage for 10 minutes) [/QUOTE]
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