Too true. But I meant more that I thought of a way that a somewhat honor-bound northern warrior would use it without feeling that he did something wrong. 'Cept I won't be able to use it until my pc reaches at least caster level one.
Ok. I think this the final version of my character...
[sblock=Korigar White-eye]
Code:
Name: Korigar White-eye
Class: Expert 1
Race: Human
Size: Medium
Gender: Male
Alignment: N
Str: 11 +0 (3p.) Level: 1 XP: 0 / 1000
Dex: 10 +0 (2p.) BAB: +3/4 HP: 8 (1d8+0)
Con: 10 +0 (2p.) Grapple: +0 Dmg Red: -/-
Int: 14 +2 (6p.) Speed: 30' Magic Points: 2
Wis: 14 +2 (6p.) Init: +0 Magic Tradition: Spiritual
Cha: 14 +2 (6p.) ACP: -1 Spellcaster Level: 1/2
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +0 +0 +0 +0 +0 13
Touch: 10 Flatfooted: 13
Base Mod Misc Total
Fort*: 2 +0 +0 +2
Ref: 0 +0 +0 +0
Will*: 2 +2 +0 +4
Weapon Attack Damage Critical
Spear +0 1d8 x3
Throwing Axe +0 1d6 x2
Languages: See below
Abilities:
Expert Class Abilities
- Weapon Groups: Basic, Axes, Spears
- Armor Proficiency: Light, Shields (except Tower)
Feats:
Magic Talent
Endurance
Skill Points: 22 Max Ranks: 2/1
Skills Ranks Mod Misc Total
Acrobatics (Dex)
Athletics (Str)* 1 +0 +0 +1
Concentration (Con)*
Craft: woodcarving (Int)* 1 +2 +0 +3
Disable Device (Int/Dex)
Dispel Magic
Divination (Wis)* 1 +2 +0 +3
Examine (Int)
Gather Information (Cha)* 1 +2 +0 +3
Handle Animal (Cha/Dex)
Heal (Wis)* 2 +2 +0 +4
Knowledge: nature (Int)* 1 +2 +0 +3
Linguistics (Int)
Negotiation (Cha)* 2 +2 +0 +4
Notice (Wis)* 2 +2 +0 +4
Perform: oratory (Cha)* 2 +2 +0 +4
Profession: fortune-teller* 1 +2 +0 +3
Scry
Sense Motive (Wis)* 2 +2 +0 +4
Sleight of Hand (Dex)
Sneak (Dex)* 1 +0 +0 +1
Spellcraft (Cha)* 1 +2 +0 +3
Survival (Wis)* 2 +2 +0 +4
Use Magic Device (Cha)
Use Rope (Dex)
Speak Language*
- Arunden (native) 3
- Low Tongue 2
Read Language
- Arunden 1
Equipment: Cost Weight
Spear 2 6
Throwing Axe 8 2
Studded Leather armor 25 20
Traveler's outfit - 5
-belt pouch 1 .5
Backpack 2 2
-Waterskin(1) 1 4
-Rations(2) 1 2
-Artisan's tools (woodcarving) 5 5
Total Weight: 46.5 lb Money: -45 gp
Lgt Med Hvy Lift Push
Max Weight: 38 76 115 230 575
[/sblock]
[sblock=Spellcasting]
Spellcasting:
Tradition: Clan of the Bear/Charisma
Caster level: 1/2
Magic Points: 2
Spell Lists: Abjure Metal, Heal Life, Infuse Fire
Signature Spells: (3)
-Bear’s Breath
-Intimidating Spirit
-Blade Charm of Aerndis the Hag
Bear's Breath
Heal Life 0 / Gen 0
Total MP: 0
Range: Touch
Duration: One round
Invoking the aid of the Great Bear before aiding the wounded fills the healer with the tiniest portion of the Bear's spirit. This bit of spirit breathed out while tending to an injury transfers some of the bear spirit's health to the wounded and heals 1d6 points of damage. Costs: 0 MP Heal cantrip.
Blade Charm of Aerndis the Hag
Abjure Metal 0 / Gen 0
Total MP: 0
Range: Touch
Duration: One minute
Despite this invocation's name, calling upon the ancestors will cause metal weapons of any sort to turn aside when the caster (or touched target) is attacked. This provides a +2 deflection bonus to AC against attacks made with metal weapons. Costs: 0 MP Abjure cantrip.
Intimidating Spirit
Infuse Fire 0 / Gen 0
Total MP: 0
Range: Touch
Duration: One minute
This invocation bestows a small portion of an ancestral warrior's fierceness to the caster giving a +3 bonus to Negotiation when used to demoralize an opponent. Costs: 0 MP Infuse cantrip.
[/sblock]
[sblock=Appearance/History]
In progress...
[/sblock]