Prof. Emeritus-Supernatural Events/Countermeasure
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this is a test
Name: Vinccenzo d'Lucio Wizard [level 5]-Rogue [level 1]-swiftblade  xp 15 000 [+10% to xp gained from level 6 on from item familiar] Goal: 21 000 xp associated with the wizard guild of transmutation specialist: Transmutation; counter schools: Necromancy and conjuration just attained Wizard 5, so all level 3 spells will be Haste str 14 +2 dex 17 +3 con 14 +2 int 17 +3 wis 18 +4 cha 14 +2 level 4 stat increase: Int lang: 2 local + draconic bab +2; str +2; wpn +1 AC base dex magic misc total chain shirt, +4 +3 +1 18 mithral [max dex +6; acp -0; spell fail 10%; 10 lbs]
Saves: Base attrb misc Total Fort +1 +2 x +3 ref +3 +3 x +6 will +4 +4 x +8 Notes
Weapon Attack Damage Critical Knotes rapier, +1 +6 1d6 +3 18-20/*2 [P] BAB +3;Str +2; Magic +1 Dagger +5 1d4 +2 19-20/*2 [S,P] BAB +3;Str +2 Lt X bow +6 1d8 19-20/*2 [P] BAB +3;Dex +3;
heirloom item: rapier, +1 free[2320 gpv] spell book, 100 pages free + starting gold 13 000 gp spell book costs 10,350 gp 2*dagger 4 gp light crossbow 35 gp *10 bolts 1 gp chain shirt 100 gp *mithral +1,000 gp *+1 ench +1,000 gp total 12,490 gp
Skill Mod Ranks Misc Total *Appraise (int) 3 1 x +4 [+6] [+2 with rings] *Balance (dex) 3 5 2 +10 Tumble *Bluff (cha) 2 1 x +3 *Climb (str) 2 5 2 +9 Use rope *Concentration (con) 2 6 7 +15 Feat, Feat *Craft (int) 3 1 x +4 jewelry [rings] *Decipher (int) 3 1 x +6 *Diplomacy (cha) 2 1 2 +5 Sense Motive *Disable Device (int) 3 1 x +4 *Disguise (cha) 2 1 x +3 *Escape Artist (dex) 3 1 2 +6 Use rope, involving ropes *Forgery (int) 3 1 x +4 *Gather Info (cha) 2 1 x +3 Handle Animal (wis) 4 0 x 0 Heal (wis) 4 0 x x *Hide (dex) 3 4 x +7 *Intimidate (cha) 2 0 x x *Jump (Str) 2 5 7 +14 ring, tumble *Arcana (int) 3 6 x +9 *Architecture 3 1 x +4 *Dungeoneering 3 0 x x *Geography 3 0 x x *History(int) 3 0 x + *Local (int) 3 1 x +4 *Nature (int) 3 0 x x *Nobility 3 0 x x *Planes(int) 3 1 x +4 *Religion (int) 3 0 x +4 *Listen (wis) 4 5 x +9 *Move Silently (dex) 3 5 x +8 *Open Lock (dex) 3 5 x +8 *Perform (cha) 2 1 x +3 Acrobat *Profession (wis) 4 0 x xr Ride (dex) 3 0 x x *Search (int) 3 5 x +8 *Sense Motive (wis) 4 5 x +9 *Sleight of Hand (dex) 3 1 x +4 Speak Language (int) 3 1 x x *Spellcraft (int) 3 6 2 +11 Knowledge: Arcana [+2: trans to learn] *Spot (wis) 4 5 x +9 Survival (wis) 4 0 x x *Swim (str) 2 1 x +3 *Tumble (dex) 3 5 5 +13 Feat, jump *UMD (cha) 2 1 (2) +3 (+5) Spellcraft (scrolls only) *Use rope (dex) 3 5 x +8
Level Can 1st 2nd 3rd 4th Base 4 3 2 1 int 0 1 1 1 spec 1 1 1 1 total 5 5 4 3 Save dc: 13 14 15 16 17 all 3rd level spells cast at level 5 MUST be Haste
Cantrips: Dancing Lights: Creates torches or other lights. Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects spells and magic items within 60 ft. Light: Object shines like a torch. Prestidigitation: Performs minor tricks. Ray of Frost: Ray deals 1d3 cold damage. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Silent Portal: Negates sound from door or window. Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round. Trans Amanuensis: Copy non-magical text. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. --- Stick: Glues an object weighing 5 pounds or less to another object Level 1 Ectoplasmic Armor --- Color Spray Critical Strike Identify Magic Missile Nightshield Shocking Grasp Ice dagger --- Trans Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check. Cutting Hand: Ebon Eyes: Subject can see through magical darkness. Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round. Jump: Subject gets bonus on Jump checks Low-Light Vision: See twice as far as a human in poor illumination. Mage Hand, Greater: As mage hand, but medium range and up to 40 lb. Shieldbearer: Shield floats near subject to offer protection. level 2 Balancing Lorecall --- Blur Burning Sword Chain of Eyes Combust --- Discern Shapechanger Electric Loop Ethereal Chamber Flaming Sphere Mirror Image Resist Energy See Invisibility Sting Ray Trans Alter Self: Assume form of a similar creature Bear's endurance: Subject gains +4 to Con for 1 min./level Bull's strength: Subject gains +4 to Str for 1 min./level Cat's grace: Subject gains +4 to Dex for 1 min./level Fox's Cunning: Subject gains +4 to Int for 1 min./level Owl's wisdom: Subject gains +4 to Wis for 1 min./level Knock: Opens locked or magically sealed door Levitate: Subject moves up and down at your direction. Wraithstrike: melee touch att for 1 round. level 3 Haste [t]: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves Dispel Magic Tongues Hold Person Wind Wall Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed. level 4
spell book costs: [Scroll Cost]+[Writing Cost] level 1: [50*9]+[100*9] =450+900=1350 level 2: [150*18]+[200*18] =2700+3600=6300 level 3: [375*4]+[300*4] =1500+1200=2700 10,350 gp spent
1ST-LEVEL WIZARD SPELLS Abjur Alarm: Wards an area for 2 hours/level. Dispel Ward: As dispel magic, but affects only wards. Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks. Endure Elements: Exist comfortably in hot or cold environments. Hold Portal: Holds door shut. Ironguts: Subject gains +5 bonus on saving throws against poison. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out -elementals and outsiders. Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an -aligned Outer Plane. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Div Appraising Touch: Gain +10 bonus on Appraise checks. Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks -of opportunity. Comprehend Languages: You understand all spoken and written languages. Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Undead: Reveals undead within 60 ft. Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks -for 1 round. Insightful Feint: Gain +10 on your next Bluff check to feint in combat. Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action. Instant Search: Make Search check at +2 as free action. Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level. Spontaneous Search: Instantly Search area as if having taken 10. Targeting Ray: You and allies are +1 to hit/3 levels against subject. True Strike: +20 on your next attack roll. Ench Charm Person: Makes one person your friend. Distract Assailant: One creature is flat-footed for 1 round. Hypnotism: Fascinates 2d4 HD of creatures. Incite: Subjects can’t ready actions or delay. Inhibit: Subject delays until next round. Shock and Awe: Flat-footed creatures get –10 on initiative. Sleep: Puts 4 HD of creatures into magical slumber. Evoc Blood Wind: Subject uses natural weapons at range. Burning Hands: 1d4/level fire damage (max 5d4). Guiding Light: +2 on ranged attacks against creatures in illuminated area. Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage. Luminous Gaze: Your eyes emit light, dazzle creatures. Persistent Blade: Blade of force attacks subject, automatically flanks. Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject. Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness. Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Thunderhead: Small lightning bolts deal 1 damage/round. Illus Disguise Self: Changes your appearance. Net of Shadows: Ordinary shadows that provide concealment to all in the area. Nystul’s Magic Aura: Alters object’s magic aura. Serene Visage: Gain insight bonus on Bluff checks equal to half your level. Silent Image: Creates minor illusion of your design. Ventriloquism: Throws voice for 1 min./level Trans Animate Rope: Makes a rope move at your command. Babau Slime: Secrete a body-covering acid that damages attacking foes. Breath Flare: Your breath weapon dazzles subjects. Cheat: Caster rerolls when determining the success of a game of chance. Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage. Enlarge Person: Humanoid creature doubles in size. Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Fist of Stone: Gain +6 Str and natural slam attack. Horrible Taste: Touched creature or object nauseates biting or swallowing foes. Magic Weapon: Weapon gains +1 bonus. Nerveskitter: Subject gains +5 bonus on initiative checks. Portal Beacon: You grant others knowledge of a magic portal’s location. Raging Flame: Fires burn twice as hot, half as long. Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels. Reduce Person: Humanoid creature halves in size. Remove Scent: Hides touched creature’s scent. Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct. Scatterspray: Group of small objects flies apart in a burst. Slide: Move subject 5 feet. Slow Burn: Fires burn twice as long. Spell Flower: Hold the charge on one touch spell per forelimb. Weapon Shift: Touched weapon changes form. Wings of the Sea: +30 ft. to subject’s swim speed. 2ND-LEVEL WIZARD SPELLS Abjur Aiming at the Target: +10 bonus on Concentration checks for previously cast spell. Alarm, Greater F: As alarm, and it works on coexistent planes. Arcane Lock M: Magically locks a portal or chest. Dissonant Chant: Concentration checks more difficult within area of spell. Distracting Ray: Ray forces spellcaster to make Concentration check. Earth Lock M: Constricts tunnel, preventing access. Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level. Obscure Object: Masks object against scrying. Portal Alarm: You are alerted when a creature passes through a warded portal. Protection from Arrows: Subject immune to most ranged attacks. Scintillating Scales: Your natural armor bonus turns into a deflection bonus. Div Detect Thoughts: Allows “listening” to surface thoughts. Marked Object: You gain bonus to track a specific being. Locate Object: Senses direction toward object (specific or type). Ench Daze Monster: Living creature of 6 HD or less loses next action. Entice Gift: Subject gives caster what it’s holding. Mechanus Mind: Reformat subject’s mind to be coldly calculating. Mindless Rage: Subject compelled to attack you physically for 1 round/level. Ray of Stupidity: Victim takes 1d4+1 Intelligence damage. Rebuke: Subject is dazed 1 round, then shaken. Tasha’s Hideous Laughter: Subject loses actions for 1 round/level. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Evoc Fireburst: Creatures within 10 feet take 1d8/level fire damage. Flame Dagger: Beam of fire deals 1d4 damage +1/level. Force Ladder F: Creates an immobile ladder of force. Frost Breath: Icy breath deals 1d4 damage/2 levels. Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 -damage, 2d6 against undead and evil outsiders. Rainbow Beam F: Ray dazzles and deals 1d12 damage/3 levels of random type. Ray of Ice: Ray deals 1d6 cold damage/2 levels. Scorch: Jet of flame deals 1d8/2 levels (max 5d8). Slapping Hand: Hand makes creature provoke attacks of opportunity. Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst. Veil of Shadow: Darkness grants you concealment. Continual Flame M: Makes a permanent, heatless torch. Darkness: 20-ft. radius of supernatural shadow. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Gust of Wind: Blows away or knocks down smaller creatures. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Shatter: Sonic vibration damages objects or crystalline creatures Illus Bladeweave: Your melee attack dazes your opponent. Cloak Pool: Hide a color pool on the Astral Plane from view. Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level. Delusions of Grandeur: Subject thinks it is better than it is. Discolor Pool: Change the color of a color pool on the Astral Plane. Disguise Undead: Change appearance of one corporeal undead. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Invisibility: Subject is invisible for 1 min./level or until it attacks. Leomund’s Trap M: Makes item seem trapped. Magic Mouth M: Speaks once when triggered. Minor Image: As silent image, plus some sound. Misdirection: Misleads divinations for one creature or object. Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage. Phantom Foe M: Subject is always flanked by one creature. Reflective Disguise: Viewers see you as their own species and gender. Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks. Shadow Radiance: Area filled with intense light that grows brighter. Shadow Spray: Deals 4 points of Str damage and dazes. Wall of Gloom: Shadow barrier obscures vision. Trans Augment Familiar: Your familiar becomes more powerful. Balor Nimbus: Your flaming body damages foes in grapple. Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels. Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels. Bristle: Armor spikes attack with wearer. Darkvision: See 60 ft. in total darkness. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Earthbind: Subject creature can’t fly. Earthen Grasp: Arm made of earth and soil grapples foes. Extend Tentacles: +5 ft. to reach of tentacle attack. Fearsome Grapple: You grow tentacles that help you grapple. Fins to Feet: Transforms tails and fins into legs and feet. Fly, Swift: Gain fly speed of 60 ft. for 1 round. Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs. Ghost Touch Armor: Armor works normally against incorporeal attacks. Heroics: Fighter gains one fighter bonus feat. Hurl: Thrown weapon returns to thrower. Infernal Wound: Weapon deals persistent, bleeding wounds. Ironthunder Horn: Intense vibrations trip those in area. Lively Step: You and allies gain +10 increase to speed. Mountain Stance: Subject becomes hard to move. Quick Potion: Creates a potion that must be used within 1 hour/level. Pyrotechnics: Turns fire into blinding light or choking smoke. Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20. Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct. Rope Trick: As many as eight creatures hide in extradimensional space. Scale Weakening: Subject’s natural armor weakens. Slide, Greater: Move subject 20 feet. Snake’s Swiftness: Subject immediately makes one attack. Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit. Speak to Allies: Subjects can converse at distance without moving lips. Spider Climb: Grants ability to walk on walls and ceilings. Stone Bones: Corporeal undead gains +3 natural armor bonus. Surefooted Stride: You can move over rubble as easily as you can over open ground. Swim: Subject gains swim speed, +8 bonus on Swim checks. Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line. Whispering Wind: Sends a short message 1 mile/level. Wings of Air: Subject’s flight maneuverability improves by one step. 3RD-LEVEL WIZARD SPELL Abjur Anticipate Teleportation F: Predict and delay the arrival of creatures teleporting into range by 1 round. Antidragon Aura M: Allies gain bonus to AC and saves against dragons. Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits. Earthen Grace: Subject takes only nonlethal damage from stone and earth. Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8). Explosive Runes: Deals 6d6 damage when read. Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Non-detection M: Hides subject from divination, scrying. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source. Sign of Sealing M: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened. Div Analyze Portal: Find a nearby portal and discover its properties. Arcane Sight: Magical auras become visible to you. Circle Dance: Indicates direction to known individual. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level. Unluck: Subject remakes all rolls, uses worse result for 1 round/level. Ench Deep Slumber: Puts 10 HD of creatures to sleep. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Mesmerizing Glare: Your gaze fascinates creatures. Miser’s Envy: Subject jealously covets nearby object. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC. Ray of Dizziness: Subject can take only move or standard actions. Suggestion: Compels subject to follow stated course of action. Suppress Breath Weapon: Subject can’t use its breath weapon. Evoc Blacklight: Create an area of total darkness. Blade of Pain and Fear: Creates blade of gnashing teeth. Capricious Zephyr: Gale-force winds push creatures. Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets. Daylight: 60-ft. radius of bright light. Fireball: 1d6 damage per level, 20-ft. radius. Flashburst: Flash of light dazzles and blinds creatures in area. Glowing Orb F: Creates permanent magical light; you control brightness. Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area. Leomund’s Tiny Hut: Creates shelter for ten creatures. Lightning Bolt: Electricity deals 1d6/level damage. Hailstones: Frigid globes deal 5d6 cold damage. Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders. Manyjaws: One set of jaws/level attacks enemies for 1d6 damage. Rainbow Blast F: Line deals 1d6 damage of each energy type. Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4). Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level. Shatterfloor: Deals 1d4 sonic/level plus damages floor surface. Sonorous Hum: Removes need to concentrate to maintain next spell cast. Sound Lance: Sonic energy deals 1d8/level damage. Wall of Light: Creates wall of light, can dazzle creatures. Illus Claws of Darkness: Claws deal 1d8 cold damage and have reach. Cone of Dimness: Subjects believe they are engulfed in magical darkness. Displacement: Attacks miss subject 50%. Illusory Script M: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft. invisible. Major Image: As silent image, plus sound, smell and thermal effects. Shadow Binding: Ribbon like shadows entangle creatures in 10-ft.-radius burst. Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval. Spectral Weapon: Use quasi-real weapon to make touch attacks. Suspended Silence M: Object becomes programmed to create an area of silence at your command. Trans Air Breathing: Subjects can breathe air freely. Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly. Bite of the Wererat: You gain the Dexterity and attacks of a wererat. Blink: You randomly vanish and reappear for 1 round/level. Deeper Darkvision: Subject can see 90 ft. in magical darkness. Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds. Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures. Diamondsteel M: Metal armor provides damage reduction. Dragonskin: You gain a bonus to natural armor plus energy resistance 10. False Gravity: Travel on a solid surface as if that surface had its own gravity. Flame Arrow: Arrows deal +1d6 fire damage. Fly: Subject flies at speed of 60 ft. Gaseous Form: Subject becomes insubstantial and can fly slowly. Giant’s Wrath: Pebbles you throw become boulders. Girallon’s Blessing: Subject gains one additional pair of arms. Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee. Keen Edge: Doubles normal weapon’s threat range. Magic Weapon, Greater: +1/four levels (max +5). Primal Form: You change into elemental, gain some abilities. Repair Serious Damage: Repairs 3d8 damage +1/ level (max +15) to any construct. Rust Ray: Metal objects take 2d6 damage +1/2 levels. Secret Page: Changes one page to hide its real content. Shadow Phase: Subject becomes partially incorporeal. Shrink Item: Object shrinks to one-sixteenth size. Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls. Snake’s Swiftness, Mass: Allies each immediately make one attack. Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15). Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks. Steeldance: Blades hover around you and attack foes. Stony Grasp: Arm made of soil and rock grapples foes. Tremor-sense: Grants tremor-sense to a range of 30 feet. Water Breathing: Subjects can breathe underwater. Weapon of Energy: Weapon deals extra energy damage. Weapon of Impact: As keen edge, but aids bludgeoning weapons. 4TH-LEVEL WIZARD SPELLS Abjur Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check. Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures. Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it. Ray Deflection: Ray attacks are reflected away. Ray of Deanimation: Ray deals 1d6 damage/level to constructs. Resistance, Greater: Subject gains +3 on saving throws. Resist Energy, Mass: Creatures ignore damage from specified energy type. Wall of Chaos/Evil/Good/LawM: Wall blocks creatures of opposite alignment. Div Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance. Know Vulnerabilities: Determine subject’s vulnerabilities and resistances. Treasure Scent: You detect valuable metals and gems. Ench Battle Hymn: Allies can reroll one Will save/ round. Rebuke, Greater: Subject cowers for 1d4 rounds. Evoc Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread. Defenestrating SphereF: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage. Dragon Breath: You choose a dragon type and mimic its breath weapon. Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy. Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage. Floating Disk, Greater: As floating disk, but you can ride it. Force Chest: 2-ft-cube chest made of force. Force Claw: Claw of force guards an area, making opportunity attacks. Force Missiles: Unerring missiles of force strike for 2d6 damage and explode in a burst. Forcewave: Bull rushes all creatures within 10 ft. Stone Sphere: 3-ft.-diameter stone sphere rolls over your enemies. Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save. Thunderlance: Lance of force deals 3d6 damage and might dispel force effects. Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area. Wingbind: A net of force entangles the subject, causing it to fall from the sky. Illus Sensory Deprivation: All of subject’s senses are blocked. Shadow Well: Subject enters gloomy pocket plane and emerges frightened. Trans Attune Form: Grant creature temporary protection against overtly damaging planar traits. Backlash: Subject takes damage if it uses spells against another creature. Bite of the Werewolf: You gain the Strength and attacks of a werewolf. Blinding Breath: Your breath weapon blinds subjects. Corporeal Instability: Transform a creature into an amorphous mass. Darkvision, Mass: As darkvision, but affects one/ level subjects. Displacer Form: You change into displacer beast, gain some abilities. Entangling Staff: Quarterstaff can grapple and constrict foes. Fire Stride: Teleport from one fire to another. Flame Whips: Your forelimbs deal 6d6 fire damage. Flight of the Dragon: You grow dragon wings. Iron Bones: Corporeal undead gains +6 natural armor bonus. Metal Melt: Melts metal object without heat. Perinarch: Gain greater control over Limbo’s morphic essence. Raise from the Deep: Creature or sunken ship made buoyant. Repair Critical Damage: Repairs 4d8 damage +1/ level (max +20) to any construct. Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits. Scramble Portal: You randomize the destination of a magic portal. Sharptooth: One of your natural weapons deals damage as if you were one size larger. Spell Enhancer: Lets you cast another spell in the same round at +2 caster level. Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion. Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.
No worries. Gaming with you and the other Crow God guys has been tons of fun, so I keep a spot for you in this game, if you want it.Well, I've Always enjoyed your games, KF, so I am seriously thinking about joining. I'll have to read the summary first, though.
Nope.Big Tim and Quinn already know each other, right?
Quinn is Scott's Crow God PC.Dude, it's been since 2017 since I played Big Tim, lol. I have no idea. But if it makes party integration easier, I am all for it.
This game is on the other side of Kulan, no where near Harqual let alone the Strandlands. Of course, Big Tim started his adventuring career on another world, altogether, so anything is possible in the long run.Very well then. Since I inherited Quinn from Voda Vosa, I did not know.
oh, yeah. Duh. Neeed mooooore coffeeeeeNope.
Quinn is Scott's Crow God PC.
This game is on the other side of Kulan, no where near Harqual let alone the Strandlands. Of course, Big Tim started his adventuring career on another world, altogether, so anything is possible in the long run.
Skill Mod Ranks Misc Total Appraise (int) 2 0 0 2 Balance (dex) 2 0 0 2 *Bluff (cha) 3 5 2+6+4 16 feat + beguiling influence + fey Climb (str) 1 0 -6 -5 *Concentration (con) 3 5 0 8 *Craft (int) 2 0 0 2 *Descipher (int) 2 1 0 3 *Diplomacy (cha) 3 5 2+2+2+6+4 20 feat + bluff + sense motive + beguiling influence + fey *Disguise (cha) 3 1 2 6 feat + bluff (+2 when observed only) Escape Artist (dex) 2 0 0 0 Forgery (int) 2 0 0 0 Gather Information (cha) 3 0 2 8 feat Handle Animal (wis) 3 0 0 3 *Heal (wis) 3 5 2 10 healing belt Hide (dex) 2 0 0 2 *Intimidate (cha) 3 9 2+2+6 22 feat + bluff + beguiling influence *Jump (Str) 1 0 -6 -5 *Arcana (int) 2 5 6 13 Draconic knowledge Architecture 2 0 6 8 with 5 ranks +2 to Search Dungeoneering 2 0 6 8 Geography 2 0 6 8 *History(int) 2 5 6 13 gives +2 to bardic lore *Local (int) 2 3 6 11 *Nature (int) 2 1 6 9 Nobility 2 0 6 8 *Planes(int) 2 5 6 11 gives +2 to survival on other planes *Religion (int) 2 5 6 11 gives +2 to turning check Listen (wis) 2 0 -4 2 fey penalty Move Silently (dex) 2 0 0 2 Open Lock (dex) 2 0 0 2 Perform (cha) 3 0 0 3 *Profession (wis) 3 0 0 3 Ride (dex) 2 0 0 2 Search (int) 2 0 0 2 *Sense Motive (wis) 3 5 0 5 needs +5 for diplomacy Sleight of Hand (dex) 2 0 2 4 bluff *Speak Language (int) 2 0 0 2 *Spellcraft (int) 2 5 2+6 9 +2 arcana; draconin knowledge Spot (wis) 2 0 -4 -2 fey penalty Survival (wis) 3 0 0 3 Swim (str) 1 0 -6 -5 Tumble (dex) 2 0 -6 -4 *UMD (cha) 3 9 2 14 feat; +2 scrolls Use rope (dex) 2 0 0 2 Never Outnumbered 2 may demoralize everyone within 10' Collector of Stories 2 knowledge skill done at +5 ToDo: Healing Hands Social Recovery needs Bluff +8 Total: 78 Cloister Clr 1st = 4 x (6 + 2 int +1 human +1 nymphs kiss) = 40 Cloister Clr 2nd + 3rd = 2 x 10 = 20 Warlock 2 = 2 x (2 + 2 int + 1 human +1 nymphs kiss)= 12 Eldritch Disciple = 2 + 2 int + 1 human +1 nymphs kiss = 6
Equipment Cost Weight Location Ectoplasmic Armor 6000 2 - Darkwood buckler 215 5 shield Energy prot. crystal 500 - shield Silver Dagger 22 1 weapon Crystal of return 300 - weapon Anklet of translocation 1400 - boots Lorebinder headband 1600 - head Vest of resistance +1 1000 1 torso Healing belt 750 1 belt Eldritch Admixture 2500 (free) - hands Potion of healing 50 0,1 belt Anti-toxin 50 - belt Holy water x2 50 2 belt Tanglefoot bag 50 4 belt Money pouch 1 0,5 belt Wand of Grease 750 - belt Backpack 2 2 back Ink + Pen 8,1 - backpack Scrollcase x2 2 2 backpack Paper x25 10 - backpack Signet ring 5 - finger Waterskin 1 4 backpack Silkrope 50 5 backpack Disguise kit 50 8 backpack Healers kit 50 1 backpack Cleric vestments 5 5 backpack Bedroll 0,1 backpack Silver holy symbol 25 1 neck Total: 12326,2 33,6 (combat: 16,6 - no backpack) Remaing: 78,8 gp Carrying capacity: Light: 43 lb. or less Medium: 44-86 lb. Heavy: 87-130 lb. ToDo: Wand of divine insight Wand of Healing Lorecall Wand of lesser spell immunity Wand of consecrate Efficient Quiver