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Istoria: Generic Humanocentric Game - [Was Elements of Magic]
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<blockquote data-quote="GlassEye" data-source="post: 2945638" data-attributes="member: 40413"><p>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.</p><p></p><p></p><p>Ok. I think this the final version of my character...</p><p>[sblock=Korigar White-eye]</p><p>[code]</p><p>Name: Korigar White-eye</p><p>Class: Expert 1 </p><p>Race: Human</p><p>Size: Medium</p><p>Gender: Male</p><p>Alignment: N</p><p></p><p>Str: 11 +0 (3p.) Level: 1 XP: 0 / 1000</p><p>Dex: 10 +0 (2p.) BAB: +3/4 HP: 8 (1d8+0)</p><p>Con: 10 +0 (2p.) Grapple: +0 Dmg Red: -/-</p><p>Int: 14 +2 (6p.) Speed: 30' Magic Points: 2</p><p>Wis: 14 +2 (6p.) Init: +0 Magic Tradition: Spiritual</p><p>Cha: 14 +2 (6p.) ACP: -1 Spellcaster Level: 1/2</p><p></p><p> Base Armor Shld Dex Size Nat Misc Total</p><p>Armor: 10 +3 +0 +0 +0 +0 +0 13</p><p>Touch: 10 Flatfooted: 13</p><p></p><p> Base Mod Misc Total</p><p>Fort*: 2 +0 +0 +2</p><p>Ref: 0 +0 +0 +0</p><p>Will*: 2 +2 +0 +4</p><p></p><p>Weapon Attack Damage Critical</p><p>Spear +0 1d8 x3</p><p>Throwing Axe +0 1d6 x2</p><p></p><p>Languages: See below</p><p></p><p>Abilities:</p><p>Expert Class Abilities</p><p>- Weapon Groups: Basic, Axes, Spears</p><p>- Armor Proficiency: Light, Shields (except Tower)</p><p></p><p>Feats:</p><p>Magic Talent</p><p>Endurance</p><p></p><p>Skill Points: 22 Max Ranks: 2/1</p><p>Skills Ranks Mod Misc Total</p><p>Acrobatics (Dex)</p><p>Athletics (Str)* 1 +0 +0 +1</p><p>Concentration (Con)*</p><p>Craft: woodcarving (Int)* 1 +2 +0 +3</p><p>Disable Device (Int/Dex)</p><p>Dispel Magic</p><p>Divination (Wis)* 1 +2 +0 +3</p><p>Examine (Int)</p><p>Gather Information (Cha)* 1 +2 +0 +3</p><p>Handle Animal (Cha/Dex)</p><p>Heal (Wis)* 2 +2 +0 +4</p><p>Knowledge: nature (Int)* 1 +2 +0 +3</p><p>Linguistics (Int)</p><p>Negotiation (Cha)* 2 +2 +0 +4</p><p>Notice (Wis)* 2 +2 +0 +4</p><p>Perform: oratory (Cha)* 2 +2 +0 +4</p><p>Profession: fortune-teller* 1 +2 +0 +3</p><p>Scry</p><p>Sense Motive (Wis)* 2 +2 +0 +4</p><p>Sleight of Hand (Dex)</p><p>Sneak (Dex)* 1 +0 +0 +1</p><p>Spellcraft (Cha)* 1 +2 +0 +3</p><p>Survival (Wis)* 2 +2 +0 +4</p><p>Use Magic Device (Cha)</p><p>Use Rope (Dex)</p><p></p><p>Speak Language*</p><p>- Arunden (native) 3</p><p>- Low Tongue 2</p><p>Read Language</p><p>- Arunden 1</p><p></p><p>Equipment: Cost Weight</p><p>Spear 2 6</p><p>Throwing Axe 8 2</p><p>Studded Leather armor 25 20</p><p>Traveler's outfit - 5</p><p>-belt pouch 1 .5</p><p></p><p>Backpack 2 2</p><p>-Waterskin(1) 1 4</p><p>-Rations(2) 1 2</p><p>-Artisan's tools (woodcarving) 5 5</p><p>Total Weight: 46.5 lb Money: -45 gp</p><p></p><p> Lgt Med Hvy Lift Push</p><p>Max Weight: 38 76 115 230 575</p><p></p><p>[/code]</p><p>[/sblock]</p><p>[sblock=Spellcasting]</p><p>Spellcasting:</p><p>Tradition: Clan of the Bear/Charisma</p><p>Caster level: 1/2</p><p>Magic Points: 2</p><p></p><p>Spell Lists: Abjure Metal, Heal Life, Infuse Fire</p><p></p><p>Signature Spells: (3)</p><p>-Bear’s Breath</p><p>-Intimidating Spirit</p><p>-Blade Charm of Aerndis the Hag</p><p></p><p><strong>Bear's Breath</strong></p><p>Heal Life 0 / Gen 0</p><p>Total MP: 0</p><p>Range: Touch</p><p>Duration: One round</p><p>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.</p><p></p><p><strong>Blade Charm of Aerndis the Hag</strong></p><p>Abjure Metal 0 / Gen 0</p><p>Total MP: 0</p><p>Range: Touch</p><p>Duration: One minute</p><p>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.</p><p></p><p><strong>Intimidating Spirit</strong></p><p>Infuse Fire 0 / Gen 0</p><p>Total MP: 0</p><p>Range: Touch</p><p>Duration: One minute</p><p>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.</p><p></p><p>[/sblock]</p><p>[sblock=Appearance/History]</p><p>In progress...</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GlassEye, post: 2945638, member: 40413"] 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 [/code] [/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 [b]Bear's Breath[/b] 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. [b]Blade Charm of Aerndis the Hag[/b] 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. [b]Intimidating Spirit[/b] 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] [/QUOTE]
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Istoria: Generic Humanocentric Game - [Was Elements of Magic]
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