Final Fantasy J


First Post
Human Swordsman (Fighter 4, Swashbuckler 3, Iaijutsu Master 1, Exotic Weapon Master 1, Dervish 1)

Ability Scores:

Strength: 20 (Starting 16, +2 level, + 2 item.)
Dexterity: 16 (Starting 14, + 2 item.)
Consitution: 16 (Starting 14, +2 item)
Intelligence: 20 (Prime. +2 item.)
Wisdom: 10
Charisma: 10

HP: 90 (

Initiative: +7
Move: 40ft

Fortitude: 14 (9 Base + 2 resistance +3 Stat.)
Reflex: 12 (6 Base + 2 Resistance + 3 Stat + 1 Grace.)
Will: 6 (+4 Base + 2 Resistance.)

Base Attack Bonus: +10
Melee Attack Bonus: +15
Melee Routine: Bokken - +17/+12 (1d8+15)

Skills: Total = Ranks + Mod.

Listen: 10 = 10 + 0
Heal: 9 = 9 + 0
Iaijutsu Focus: 9 = 9 + 0
Perform(Dance) : 16 = 13 + 3
Knowledge(Fighting styles): 12 = 7 + 5
Sense Motive: 13 = 13 + 0
Tumble: 15 = 12 + 3
Handle Animal: 8 = 8 + 0
Balance: 13 = 10 + 0
Swim: 7 = 2 + 5
Climb: 8 = 3 + 5
Craft(Weaponmaking): 9 = 4 + 5

Feats & Progression

1 Swashbuckler (Weapon Focus, Weapon Finesse, Dodge)
2 Swashbuckler (Grace +1)
3 Swashbuckler (Insightful Strike, Mobility)
4 Fighter (Improved initiative.)
5 Fighter (Combat Expertise)
6 Fighter (Exotic Weapon Proficiency)
7 Fighter (Expertise +)
8 Iaijutsu Master (Weapon Finess(Katana), Canny Defence)
9 Exotic Weapon Master (Uncanny blow)
10 Dervish (Dervish Dance 1/day, AC Bonus +1, Movement Mastery.)

Class abilities

Grace - Competence bonus to Reflex saves if not wearing medium or heavier armor.
Insightful Strike - Intelligence as a bonus to melee damage rolls with a finess weapon
Weapon Finesse(Katana) - Treat the Katana as a viable target for weapon finesse.
Canny Defence - Add intelligece modifier as a bonus to in no armor.
Uncanny Blow - Add 2x Strength modifier to damage rolls with an exotic 1h weapon.
Dervish dance - Can move up to movement speed and attack in one round. Must move between attacks. +1 to hit and damage/2 levels.
AC bonus - Adds to AC dependant on level.
Movement Mastery - Can take 10 on Perform(dance), tumble and Jump.


Bokken (Masterwork. Nonmagical 1d8 damage. Counts as Katana.)
Katana. (Primary)
Vest (Armor)
Gloves of Dexterity +2 (4000gp)
Bracers of Strength +2 (4000gp)
Shirt of Health +2 (4000 gp)
Headband of Intellect (4000gp)
Cloak of resistance +2 (4000gp)
Amulet of Natural Armor +1 (2000gp)
Ring of Protection +1 (2000gp)
Boots of Striding and Springing (5500gp)
Mantle of Second Chances (6000gp) [1/day, reroll failed save.]
500 GP left over.

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Fangor the Fierce

First Post
Sly - The Wicked One

Sly is not the typical Dino; he's got skill and an attitude to go with it. He's 600 lbs of pure wickedness, when it comes down to it. The less unfortunate ones merely get a glimpse of him, as they go on their own routine of roaming the jungles. The animals never had a chance...

Sly moves slowly, his tail poised to grant him the smallest balance needed for this hunt. The boar was large, and it would put up a fight if given the chance to do so. But Sly had other ideas. Namely, lunch. He spotted the boar in the dense canopy, and now was within the scent of roasted pork. Unluckily, though, he ate the last apple, so there would be nothing to shove in the squealing pigs' mouth to shut it up. Oh well, the price of lunch.

Lumbering down, Sly darted forth, easily covering the 100 feet from his prey with surprising agility. Just before the snapping twigs alerted the prey, Sly jumped into the air, high and fast. The boar turned, expecting to see something, yet only saw the quivering twig. Then Sly's talons dug deep into the boar from above, as the 600 pounds of prowess landed on the meal, digging deep into the throat.

The fight was over when the boar entered the hunting grounds. Sly merely continued to eat his meal, oblivious to the goings on of the world around him. That damned day when his whole life changed...

How was he supposed to know that there were others intent on making this boar their meal as well?

[sblock=Sly]Deinonychus (Dinosaur)
Dragon Shaman 8
Alignment: CN

Strength: 26 (+8) (+8 Racial, +8 Prime)
Dexterity: 18 (+4) (+4 Racial, +3 Start, +1 Stat)
Constitution: 18 (+4) (+8 Racial)
Intelligence: 12 (+1) (-2 Racial, +4 Start)
Wisdom: 12 (+1) (+2 Racial)
Charisma: 18 (+4) (+7 Start, +1 Stat)

Size/Type: Medium Animal
Hit Dice: (97hp) 8d10+32 [roll=Sly]#1576354[/roll]
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 20 (+4 Dex, +6 Racial/Class), touch 14, flat-footed 16
Base Attack: +6/+1
Grapple: +16
Space/Reach: 5 ft./5 ft.[/sblock][sblock=Attacks]
Attack: Talons +14 melee (2d6+8)
Full Attack: Talons +14/+9 melee (2d6+8)
2 foreclaws +9 melee (1d3+4)
bite +9 melee (2d4+4)

Special Attacks:
Pounce (Ex): If a deinonychus charges, it can make a full attack.[/sblock][sblock=Special Racial and Class Features]
Racial Special Qualities:
+8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
Low-light vision
Natural Armor +5
Speak Common & Draconic

Class Abilities:
Draconic Aura +2
6 Auras, 30' Aura:
Acid Energy Shield 4
Power Melee dmg +2
Acid Resistance 10
Senses Listen/Spot/Initiative +2
Vigor Fast Healing +2
Presence Bluff/Diplomacy/Intimidate +2

Totem Dragon: Black Dragon
Skill Focus: Move Silently, Hide
Draconic Adaptation: Water Breathing
Breath Weapon: Line of Acid (30’ line, *5d6dmg, 1d4 rounds, DC18: 10+1/2DrSh level+Con Mod)
Draconic Resolve: Immune to sleep and Paralysis and Frightful Presence of Dragons
Touch of Vitality: Heal wounds with Standard Action of 64hp
2xDrSh Lvl xCha Mod per day
Natural Armor Increase +1[/sblock][sblock=Saves, Skills, and Feats]
Fort +12 (6 base, +4 ability, +2 Vest)
Ref +8 (2 base, +4 ability, +2 Vest)
Will +9 (6 base, +1 ability, +2 Vest)

Skills: 33 Points
(12 at 1st, 3/lvl for 7 levels)Max13/6.5(*=Cross Class)

Climb +10 (+8 Ability, +2 Item)
Craft +1 (+1 Ability)
Hide +33 (13 Ranks, +8 Racial, +4 Ability, +3 Class, +5 Item)
Intimidate +4 (+4 Ability)
*Jump +30 (+8 Racial, +12 Speed, +8 Ability, +2 Item)
Knowledge +1 (+1 Ability)
*Listen +9 (+8 Racial, +1 Ability)
Move Silently +25 (13 Ranks, +4 Ability, +3 Class, +5 Item)
Search +1 (+1 Ability)
*Spot +14 (*3.5 Ranks, +8 Racial, +1 Ability, +2 Item)
*Survival +9 (+8 Racial, +1 Ability)
Swim +10 (+8 Ability, +2 Item)

Power Attack (up to BAB penalty to add dmg to attacks)
Leap Attack (Double dmg from Power Attack with Jump)
Improved Natural Attack (Talon damage increases one step, to 2d6) [/sblock][sblock=Items and Weight]
Weight Carried: Light Load, 4lbs
Light Load: Up to 306
Medium Load: Up to 613
Heavy Load: Up to 920

Items: (40gp left)
Head: Scout’s Headband (+2 to Spot, 3charges/day 1-Darkvision60min/2-See Invisibility10min/3-TrueSeeing1min)
Face: ---------
Neck: Wyrmfang Amulet (Overcome DR/Magic) 1lb
Shoulders: Cloak of Stone (+5 to Hide/Move Silently, 1/day Meld into Stone) 2lbs
Torso: Vest of Resistance +2 (+2 to all saves) 1lb
Body: ---------
Wrists/Arms: Armbands of Might (+2 to Strength Checks and Strength based skill checks, +2dmg if using Power Attack at least -2)
Hands: Rending Gauntlets (3/day +2d6dmg if attack and hit with 2 or more attacks)
Finger: Stormfire Ring (Faerie Fire for 5rnds, +1d6 elec dmg, 5/day)
Finger: Ring of Counterspells (Counter Stored Spell - Ray of Enfeeblement)
Waist: Dragon Spirit Cincture (Breath weapon increases 1die)
Feet: Anklet of Translocation (Move 10’ 2/day)
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First Post
Class: Warmage 10
Race: Human
Alignment: Neutral
Size: Medium
Gender: Female
Age: 18
Height: 5'3"
Eyes: Gray
Hair: Black

Str 11
Dex 14
Con 18
Int 14
Wis 11
Cha 14

HP: 63
AC: 14
Speed: 30'
Touch: 12
Flat-footed: 10
Init +2
BAB: +5
Grapple: +5

Fort +6
Ref +5
Will +9

Skills: 61
Knowledge (arcana) 10+2
Spot 11
Listen 10
Concentration 10+3
Decipher Script 10+2
Knowledge (history) 10+2

Maximize Spell
Extend Spell
Improved Initiative
Spell Focus

Acid Splash
Ray of Frost
1-level spells
Shocking Grasp
Hail of Stone
Orb of Electricity, Lesser
Orb of Fire, Lesser
Orb of Cold, Lesser
Ice Knife
Flaming Sphere
Ice Storm
Lightning Bolt
Ring of Blades
Fire Shield
Evard's Black Tentacles
Blast of Flame
Orb of Fire
Orb of Cold
Orb of Electricity
Fire Shield, Mass
Cone of Cold
Flame Strike
Prismatic Ray

Heward's Handy Haversack 2,000 gp
2 potions of CMW 600 gp
Headband of Intellect +2 4,000 gp
Cloak of Charisma +4 16,000 gp
Boots of Speed 12,000 gp
Salve of Slipperiness 1,000 gp
Mace (rod of lesser absorption)
Robe (SR 18)

Money: 5 gp

Languages: Common, Elven, Celestial

Background: Ara's mother was a maid in a big city. She had an affair with Ara's father and got pregnant. After she had Ara she realized her lover was evil and ran away somewhere he wouldn't find her and raised Ara there. When Ara was in her teens she went to a academy for mages and came out at the top of her class. She doesn't know anything about her father because her mother won't talk about him.
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First Post
Name: Deezy Klatta
Race: Human
Class/Level: Artificer 5 / Effigy Master 5
Gender: Female
Base AC: 13 (10 + 3 dex)
Base HP: 51
Base saves: Fort +5, Ref +6, Will +9 (+1 to all if Espie is within 5')
Base Attacks: Melee +5, Ranged +8
Exp: 49340/55000

[sblock=Description]Deezy is, at first glance, a mess. Wild sandy blonde/brown hair pulled into a maze of tails and braids that frame a perpetually sunny, smiling, cherubic and sun darkened face...though the hair is often pinned down under a leather cap that has flaps down the sides that cover her ears, and a pair of goggles that perch high on her forehead when not in use. Her clothes are simple...a thin white sleeveless shirt and pair of shorts that go down to her somewhat knobby knees, but are quite loose fitting and covered in pockets. It's what goes OVER the clothes. First, a loose top of black mesh. Over that are belts. Belts over her shoulders, around her midriff, around her legs, crisscrossing her chest. On the belts are...things. Strange doohickies made of brass and bronze, sporting tiny tubes and nozzles and other, less recognizable protuberances. Little vials of oddly colored liquids. Tiny rolls of parchment and paper. Mysterious, and ominous somehow, orbs of blown glass with sparks of light deep inside. Somewhere in the chaos there's a little teddy bear affixed to her. With her spritely cuteness and overall sense of disorganization, Deezy is hard to take seriously...until the explosions start.[/sblock]

[sblock=Stats]Strength (STR) 10
Dexterity (DEX) 16
Constitution (CON) 14
Intelligence (INT) 22 (+2 from levelups, +2 from item))
Wisdom (WIS) 10
Charisma (CHA) 14

Alignment: Chaotic Good
AC: 13
Hit Points: 51
Movement: 30'

Init: +3
Base Attack Bonus: +5
Melee Attack: +5
Ranged Attack: +8
Fort: +5
Reflex: +6
Will: +9[/sblock]

[sblock=Abilities, Feats, Skills]Race Abilities: Human
Bonus feat
Bonus skills

Class Abilities:
Artificer Knowledge (Detect Magic on DC15 Int+Art lvl check)
Artisan bonus (+2 UMD checks if you have the creation feat)
Bonus Feats
Craft Reserve 20/40/60/80/100
Disable traps (as Trapfinding)
Item Creation
- Scribe Scroll
- Brew Potion
- Craft Wondrous Item
- Craft Homonculus
- Craft Magic Arms/Armor
Retain Essence
Craft Effigy
Improve Effigy (100gpxHD, 1 day to add +2 saves, attacks, damage to effigy)
Effigy Link (Sense status of effigy and Scry on effigy, gain +1 saves/CL checks when effigy is within 5', takes 1 hour)

Skills: 97
Concentration +6 (4 ranks + 2 Con)
Craft: Metalwork +15 (10 ranks +5 Int)
Craft: Alchemy +15 (10 ranks +5 Int)
Disable Device +18 (13 ranks +5 Int)
Knowledge: Arcana +10 (5 ranks +5 Int)
Knowledge: Engineering +10 (5 ranks +5 Int)
Open Lock +13 (11 ranks +2 Dex)
Search +16 (11 ranks +5 Int)
Spellcraft +10 (5 ranks + 5 Int)
Survival +5 (5 ccranks + 0 Wis)
Use Magic Device +15 (13 ranks +2 Cha)

1 - Point Blank Shot
1 - Precise Shot
3 - Craft Construct
4 - Bonus feat: Ext Artisan: Craft Construct - reduces gp cost 25%
6 - Attune Magic Weapon
9 - Legendary Artisan: Craft Construct - reduces exp cost 25%

Languages - Common, Gnome, Dwarf, Giant[/sblock]

[sblock=Spells]Infusions: (Artificer CL 9, Base DC 14)
1 - 5/5, 2 - 4/4, 3 - 4/4, 4 - 3/3

Infusion List
1 - Ablative Armor, Armor Enhancement Lesser (10gp), Energy Alteration (1rnd, 50gp), Enhancement Alteration (1rnd), Identify, Indisputable Possession, Inflict Light Damage (1std), Light, Magic Stone, Magic Vestment, Magic Weapon, Metamagic Scroll, Pending Potion, Repair Light Damage (1std), Resistance Item (1rnd, +3), Shield of Faith, Skill Enhancement, Spell Storing Item, Weapon Augmentation Personal

2 - Align Weapon, Armor Enhancement (50gp), Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Eagle's Splendor, Elemental Prod, Fox's Cunning, Heat Metal, Inflict Moderate Damage (1std), Lucky Blade, Owl's Wisdom, Reinforce Construct (1std), Repair Moderate Damage, Suppress Dragonmark, Toughen Construct (1std), Weapon Augmentation Lesser (20gp)

3 - Adamantine Weapon, Armor Enhancement Greater (100gp), Blast Rod, Construct Energy Ward (1 rnd), Inflict Serious Damage (1std), Lucky Cape, Magic Weapon Greater, Metamagic Item (1rnd), Power Surge (1std, 5xspl lvl xp), Repair Serious Damage, Spell Snare, Stone Construct, Suppress Requirement

4 - Censure Elemental, Concurrent Infusion, Construct Energy Ward Greater (1rnd), Globe of Invulnerability lesser, Inflict Critical Damage, Item Alteration (1rnd), Iron Construct (1rnd), Minor Creation, Repair Critical Damage, Rusting Grasp, Shield of Faith legions, Weapon Augmentation (100gp)[/sblock]

[sblock=Equipment and Lewt]Money - 0gp

Weapons - Mecha Crossbow

Armour - Techmagic bracer that can form into shields, or block attacks perhaps...

Gear -

Magic -
Thinking Cap, 1lb, 7750
Recovered from a ruin in the Eastern Desert, this leather cap has a complicated network of crystalline 'wires' and 'nodes' sandwiched between layers of light, flexible tanned hide, and flaps that come down to cover the ears. Deezy found it in a remarkably well preserved state and while she has no idea how it works, she managed to reactivate it by accident. It has proven invaluable in her later discoveries.
- +2 Enhancement to Int, 4000
- +5 competence to Use Magic Device, 2500+50%=3750

Rod of Viscid Globs, 2000
Adapted from a device she found in a ruin. The device itself seems to be malfunctioning, and constantly creates a foul, thick, and extremely sticky liquid. Deezy figured out that it doesn't stick to glass though, and had a glassblower make a special holding bulb connected to a thin tube with three smaller bulbs, each with its own valve. She then created a padded brass sheath to protect it. When she opens a valve, the accumulated pressure within the bulb with the device in it propels the goop in a gob from one of the smaller bulbs. It builds up enough liquid pressure for three such bursts before requiring a cooldown period of about a day. She's still toying with names, but since it eternally shoots gobs of stuff that stops people, she's considering "Everlasting Gobstopper" quite seriously.
- Fires tanglefoot bag equivalents out to 100' 3/day.

Artificer's Monocle, 750 (self made with 3rd level craft reserve)
Deezy's first attempt to create a working device, and a qualified success. She based it on the monocle she found in one of the ruins, but 'tuned' the mystic lens to a different wavelenth, allowing it to see magical flows within devices. With practice, she became able to decipher what those flows meant, giving her information about what mystically empowered objects can do.
- When used with Artificer Knowledge class ability, can determine magic item properties.

Corsair's Eyepatch, 3000
Liberated from a ruin and laboriously repaired, this single lens in a brass housing fits over one eye and can, when activated, give a glimpse of mana currents in the area; revealing unseen forces and objects. There are two modes, a low power one that gives only a general sense of location, but lasts longer, or a high power mode that only lasts a few seconds, but essentially makes the invisible visible. The device focuses power from ambient magic, and can store enough to activate thrice in a day.
- See Invis 1 round per activation, or BlindFight 1min per activation

Rocket Boots, 1lb, 2250 (self made using craft reserve from level 4 and level 5)
Though the Analysis Monocle is arguably more practical, the Rocket Boots are inarguably Deezy's favorite of her own inventions, with the possible exception of Billy. heavy leather boots of tight fit that are equipped with a maze of copper and brass tubes that snake around them and terminate in a nozzle that points down along the back of the ankle towards the ground. They draw on the power of spiritual flame, and can do so indefinitely, creating a high pressure jet of flame out of each nozzle. Sadly, even both boots together do not generate enough thrust to actually lift her...but they slow her falls and assist when she jumps. She continues to tinker with the devices, trying to improve their output without causing a catastrophic explosion.
- +5 competence to Jump, 2500
- Feather Fall, 2000+50%=3000

Tome of Worldly Memory, 1500
Discovered by Deezy at the same ruin she obtained the Thinking Cap at, this is a pair of crystal rods, between which is strung a single sheet of parchment. With the aid of the Cap, Deezy managed to figure out how to use it...and it is one of the reasons she is so well educated. It is an ancient library, somehow stored in the crystal rods, and causing words to appear on the parchment as asked. With a few moments to call up the information desired, the Tome can provide helpful information on just about any topic, though it is by no means a definitive or complete guide.
- 1 std action to get +5 comp bonus on Knowledge skill, 1 min to get bonus if untrained.

These items were purchased by Deezy while traveling and represent 'ordinary' magic items.
Wyrmfang Amulet, 1350 (given to Billy)
Rod of Frost, 1lb, 1400
Vest of Resistance +1, 1000[/sblock]

[sblock=Background]Deezy was, and still is by most accounts, a member of a semi-nomadic tribe of people eking out an existence in the great Eastern Desert. Though known as being a reclusive and isolationist culture, interacting with other people primarily to engage in shrewd bargaining, Deezy was always something of a standout. Curious and brilliant, she found little stimulation in the oral histories of the clan, choosing instead to sneak off to the old forbidden ruins preserved from an age now gone by the desert dryness and sands. Despite more than once getting in trouble for this, especially since her mother was a great shaman of the tribe and thus high expectations were on Deezy, she persisted...there were stories coded in those ancient stones. Secrets buried in the grit-encrusted devices sometimes still left behind. She became experienced at finding and bypassing the various nasty traps left by the ancients to protect their secrets...and sometimes left by the zealous among her own people. While she couldn't quite work out how the ancients made things work...she did something perhaps just as amazing. Using the tricks of mechanics and engineering she gleaned from countless nights prying apart remnant devices, and the spiritual magic learned from her mother and acolytes, Deezy managed to create machines powered by magic.

There was a great controversy in the tribe at this. Some thought that this was a worthy pursuit, and that they should all go to the ruins and learn more of it. Perhaps, they said, this was how the glories of the past could be reborn! Others insisted it was sacrilege and a path to hubris and madness that had led to the destruction of paradise and their own eternity of duty to guard and protect the ruins and relics left behind. Still others considered it foolishness...a trick to make toys that had no value for survival in the wastelands and therefore unworthy of time or effort. Amidst all this, Deezy came to the decision to leave. Not just to spare her people the convulsions of such divisiveness, but also for her own purposes. In her time trading with the great cities in the west, she had come across mention of other kinds of magical technology...great winged ships and devices that harnessed the raw power of magic to do incredible, even unthinkable things. She spent the greater part of a month to create a massive bodyguard and imbue it with purpose and movement...then set forth to learn of the world, of magic and machine, of the past, and of herself.[/sblock]

Minions: Effigies and Homonculi
[sblock=BILLY]A monstrous tower of riveted bronze armor plates over a brass and copper superstructure of struts, hissing tubes and junctures, and clacking, grinding clockwork gears, Billy stands about nine feet tall and about half that wide at his shoulders. His massive chest slopes down to a peculiarly narrow waist, then flares out again into a pair of squat, heavily built legs. His arms are actually even more heavily built, long and thick and tipped with three-fingered hands with retracting scythelike claws and opposable thumbs. Billy's 'head' is squat and low, making him seem disconcertingly decapitated. Technically, she refers to him as 'Billy two-point-oh," and implies that Billy three is already designed, just waiting for her to take the time, effort and expense needed to construct.
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +7/+19
Attack: Bite +16 melee (2d6+10)
Full Attack: Bite +16 melee (2d6+10); 2 claws +11 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rend 2d6+14
Special Qualities: Darkvision 60 ft., low-light vision, DR 5/adamantine, construct traits
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 27, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Cost: 13,500 + 600exp[/sblock]

[sblock=ESPIE]Desc: A small round orb about the size of a fist, with a single lens in front and a pair of incredibly articulated brass wings that can fold or unfold, and flap with blurring speed, letting it fly much as a hummingbird does.
Effigy BAT
Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 15 (+2 size, +1 Dex +2 natural), touch 13, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Slam +1 (1d2)
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Construct Traits, Darkvision 60', low-light vision, DR 1/adamantine, Effigy Link
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 5, Dex 13, Con -, Int -, Wis 11, Cha 1
Skills: Hide +8,
Feats: -
Cost: 1225 + 60[/sblock]
Last edited:


First Post
[B]Name:[/B] Toral
[B]Class:[/B] Transmuter3/Cleric3/Mystic Theurge4 [b]Starting Level[/b]: 10
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG

[B]Str:[/B] 10 +0 (00p.)	[B]Level:[/B] 10 [B]XP[/B]: 50000/55000
[B]Dex:[/B] 14 +3 (04p.)	[B]BAB:[/B] +5		[B]HP:[/B] 62 
[B]Con:[/B] 14 +2 (04p.)	[B]Grapple:[/B] +5	
[B]Int:[/B] 22 +6 (00p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b]2 - Wis
[B]Wis:[/B] 22 +6 (06p.)	[B]Init:[/B] +6	[B]Spell Save:[/B]+6 
[B]Cha:[/B] 10 +0 (00p.)	[B]ACP:[/B] -X		[B]Spell Fail:[/B] 

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+X	+2	+2	+0	+X	+X	14
[B]Touch:[/B]	125	[B]Flatfooted:[/B] 10

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+10	+5	+2	+3(Greater Resistance)
[B]Ref:[/B]	+8	+3	+2	+3(Greater Resistance)
[B]Will:[/B]	+17	+10	+4	+3(Greater Resistance)

[B]Weapon			Attack	Damage	Critical	Range[/B]
XXXXXXXX		+X	XdX+X	XX-XX/xX	------

[B]Languages:[/B] Common, Draconic, Ignan, Sylvan, Moogle 


Enhance Attribute (Ex)

Transmuter Specialist - Give up Necromancy & Enchantment

Once per day, plus one additional time per five class levels, a transmuter using this variant can add a +2 enhancement bonus to any one of his ability scores. This bonus lasts for a number of minutes equal to the transmuter's class level. Using this ability is a swift action. 
A transmuter using this variant permanently gives up the ability to obtain a familiar. 
From SRD

Time Domain - Gains Improved Init. as a bonus feat
Sun Domain - Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. 

[B]Feats: [/B] 
Combat Casting  
Shielded Casting - As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat. 
Fiery Burst (CM43) - As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highestlevel fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
Somatic Weaponry (CM47) - When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell,rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item ofproper size.
Extra Domain Spell (Fire Shield) 
Scribe Scroll [free to wizard] 

[B]Spells prepared - Wizard[/B] (Save DC 16 + spell level): 0 - 4, Detect Magic (x3), Prestigidation; 1st - 7+1, Magic Missile (x3), Grease(x2), Expeditiuous Retreat*, Orb of Fire, Lesser**(x2) ; 2nd - 4+1, Scorch (SpC181)**(x2), Earthen Grasp (SpC76)*, Glitterdust(x2), Belker's Claws (SpC26); 3rd - 3+1, Fireball**, Gaseous Form*, Blink*, Greater Mage Armour; 4th - 2+1, Trollshape* (PHB2 127), Blast of Flame(SpC31)**(x2)
[B]Spellbook/Spells Known:[/B]
	0 - All, except Necormancy & Enchantment
	1st - Magic Missile, Grease, Mount, Mage Armour, Orb of Fire, Lesser**, Expeditiuous Retreat*;
	2nd - Scorch (SpC181)**, Earthen Grasp (SpC76)*, Glitterdust, Belker's Claws (SpC26)
	3rd - Fireball**, Gaseous Form*, Greater Mage Armour, Dragonskin(SpC 73)*
	4th - Trollshape* (PHB2 127), Blast of Flame(SpC31)**

* = Transmutation SPell
** = Fire Spell (+1 Caster Level)

[B]Spells prepared - Cleric[/B] (Save DC 16 + spell level): 0 - 6,Detect Magic (x3), Mending, Light (x2) ; 1st - 6+2, Protection from Evil(x2), Sanctuary, Divine Favour, Entropic Shield, Vigor, Lesser(x2) True Strike (D); 2nd - 4+2, Bull's Strength(x2), Resist Energy, Shatter, Silence, Heat Metal (D); 3rd - 3+1, Dispel Magic, Magic Circle Against Evil, Prayer, Energy Vulnerability, Haste(D) ; 4th - 2+1, Resitance, Greater(Cast Beginning of Day), Shield of Faith (Mass) Fire Shield (D)(x2)
[B]Domains:[/B]Time, Sun

                           Skill     Ability             Misc. 
Skill Name 	          Modifier   Modifier   Ranks    Modifier   

Concentration		  15 =  	+2 	+13   
Diplomacy 		  13 =  	+0	 +13    
Heal 			  10 =  	+4	 +6    
Knowledge (arcana) 	  17 =		+4	 +13  
Knowledge (geography) 	  6 = 		+4 	 +2  
Knowledge (history)	  6 = 		+4 	 +2  
Knowledge (nature)        6 = 		+4 	 +4   
Knowledge (planes)        6 = 		+4 	 +1  
Listen 			  7 =	 	+4	 +3  
Search 			  4 =		+4   
Sense Motive 		  4 =		+4   
Spellcraft 		 19 =		+4 	+13 	+2 [Knowledge, arcane]  
Spot 			  7 =  		+4	 +3  
Tumble 			  8 =  		+2	 +6 


[B]Equipment:			Cost		Weight[/B]
Headband of Intellect (+4)	16,000gp	1lb
Periapt of Wisdom(+4)		16,000gp	1lb
+1 Mithril Light Steel Shield	2,009gp		3lb

[B]Total Weight:[/B]5lb	[B]Money:[/B] 1,991gp Xsp Xcp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	33	66	100	200	500





[Sblock=HP rolls]
HP - Wizard (1d4=1, 1d4=4)
Reroll 1 HP - Wizard (1d4=1, 1d4=4)
HP - Cleric (1d8=7, 1d8=3, 1d8=8)
Mystic Theurge
HP - Mystic (1d4=4, 1d4=3, 1d4=2, 1d4=1)
Reroll 1: HP - Mystic (1d4=3)


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