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[LPF] Into the Wilds Part 1
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<blockquote data-quote="Sezarious" data-source="post: 6875013" data-attributes="member: 6792106"><p>[ATTACH]76210[/ATTACH]</p><p><strong><span style="color: #800080">"Uh-oh..."</span></strong> Regar mutters under his breath. He raises his hands and casts one of his spell-like abilities, acid dart at whicher goblin is not targeted or affected by Keplis spell. He does this and then moves along the bridge as quickly as possible.</p><p></p><p>[ooc]Acid dart: 30ft ranged touch attack - 1d6 8/day. I think I've used it 4 times so far since getting here.</p><p>[roll0][roll1]</p><p>[/ooc]</p><p></p><p></p><p> [sblock=Regar Ministats]</p><p>Regar Lilothian - Level 1 Elven Wizard (Conjurer)</p><p>Alignment: NG</p><p>Languages: Common (Venzan), Elven, Gnoll, Goblin, Orc, Sylvan, Draconic (Class), Terran (Linguistics), Deltan (Free (Campaign related))</p><p>HP: 7 = [1d6 + CON (0) + FC (1)] (Wizard 1)</p><p>AC: 14 = [10 + DEX (4) + Armor (0) + Shield (0) + Natural (0) + Size (0) + Misc (0)]</p><p>Touch: 14</p><p>Flatfooted: 10</p><p>INIT: +8 = [DEX (4) + Misc (+4 Familiar)]</p><p>CMB: -1 = [BAB (0) + STR (-1) + Misc (0)]</p><p>CMD: 13 = [10 + BAB (0) + STR (-1) + DEX (4) + Misc (0)]</p><p>Fortitude: +0 = [Wizard 1 (0) + CON (0) + Misc (0)]</p><p>Reflex: +4 = [Wizard 1 (0) + DEX (4) + Misc (0)]</p><p>Will: +0 = [Wizard 1 (2) + WIS (-2) + Misc (0)]</p><p>Speed: 30'</p><p></p><p></p><p>• Acid Splash +4 (1d3+1 (Acid Flask as focus))</p><p>Attack: +4 = [BAB (0) + Ability (4), 25ft Crit: 20/x2, Special: Acid damage</p><p>• Acid Dart +4 (1d6)</p><p>Attack: +4 = [BAB (0) + Ability (4), 30ft Crit: 20/x2, Special: Acid damage</p><p>• Quarterstaff -1 (1d6-1)</p><p>Attack: -1 = [BAB (0) + Ability (-1), Crit 20/x2, Bludgeoning</p><p></p><p></p><p>Weapon Proficiencies: Longbow, longsword, rapier, short bow, club, dagger, heavy crossbow, light crossbow, and quarterstaff</p><p></p><p></p><p>[sblock=Familiar: Greensting scorpion (Spike)]</p><p></p><p></p><p>Greensting Scorpion CR 1/4</p><p>XP 100</p><p>N Tiny vermin </p><p>Init +3; Senses darkvision 60 ft.; Perception +4</p><p>Defense</p><p>AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)</p><p>hp 4 (1d8)</p><p>Fort +2, Ref +3, Will +0</p><p>Immune mind-affecting effects</p><p>Offense</p><p>Speed 30 ft.</p><p>Melee sting +5 (1d2–4 plus poison)</p><p>Space 2-1/2 ft.; Reach 0 ft.</p><p>Special Attacks poison</p><p>Statistics</p><p>Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2</p><p>Base Atk +0; CMB +1; CMD 7 (19 vs. trip)</p><p>Feats Weapon Finesse[SUP]B[/SUP]</p><p>Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth</p><p>Ecology</p><p>Environment warm or temperate deserts, forests, plains, or underground</p><p>Organization solitary or colony (3–6)</p><p>Treasure none</p><p>Special Abilities</p><p>Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.</p><p>Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Class and Racial Features, Feats and Traits]</p><p>Low-Light Vision: Can see twice as far in dim-light conditions</p><p>Elven Immunities</p><p>Elven Magic</p><p></p><p></p><p>Arcane school: Conjuration - Summoner's charm - Whenever you cast a conjuration (Summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (Minimum 1)</p><p>Acid dart: Standard action - any foe within 30ft ranged touch attack - 1d6 8/day</p><p></p><p></p><p>Spell focus: Conjuration (Class feature): +1 to Conjuration spell DC</p><p>Spell Specialization:Summon monster I (1st Level): Treat the spell as if cast 2 levels higher (Effectively gives 2 extra rounds to the duration of the spell)</p><p>Alertness (Familiar): +2 to sense motive and perception with your familiar on you</p><p></p><p></p><p>Capable (Skill): Become proficient in 1 skill and get +1 (Escape Artist)</p><p>Two world magic (Magic):Learn one extra cantrip from any list</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Skills]</p><p>Escape Artist 9</p><p>Knowledge (Arcana) 9</p><p>Knowledge (Nature) 9</p><p>Knowledge (Planes) 9</p><p>Knowledge (Religion) 9 </p><p>Linguistics 9</p><p>Spellcraft 9</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Spells]</p><p>Spells Known:</p><p>0 Level: All wizard cantrips plus purify food/drink, minus restricted schools</p><p>1st Level: Colour spray, Feather fall, Grease, Mage armor, Mount, Obscuring mist, Protection from evil, Summon monster I </p><p>Learnt from scrolls: -Summon Minor Monster, break, burning hands</p><p></p><p></p><p>Spells Prepared (Ready):</p><p>0 Level: Read Magic, Detect magic, Acid splash </p><p>1st Level: Summon Monster I (Favored school), Mage Armor, Summon Monster I</p><p></p><p></p><p>Spells Expended:</p><p>1st level: Feather Fall.</p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Sezarious, post: 6875013, member: 6792106"] [ATTACH=CONFIG]76210._xfImport[/ATTACH] [B][COLOR=#800080]"Uh-oh..."[/COLOR][/B] Regar mutters under his breath. He raises his hands and casts one of his spell-like abilities, acid dart at whicher goblin is not targeted or affected by Keplis spell. He does this and then moves along the bridge as quickly as possible. [ooc]Acid dart: 30ft ranged touch attack - 1d6 8/day. I think I've used it 4 times so far since getting here. [roll0][roll1] [/ooc] [sblock=Regar Ministats] Regar Lilothian - Level 1 Elven Wizard (Conjurer) Alignment: NG Languages: Common (Venzan), Elven, Gnoll, Goblin, Orc, Sylvan, Draconic (Class), Terran (Linguistics), Deltan (Free (Campaign related)) HP: 7 = [1d6 + CON (0) + FC (1)] (Wizard 1) AC: 14 = [10 + DEX (4) + Armor (0) + Shield (0) + Natural (0) + Size (0) + Misc (0)] Touch: 14 Flatfooted: 10 INIT: +8 = [DEX (4) + Misc (+4 Familiar)] CMB: -1 = [BAB (0) + STR (-1) + Misc (0)] CMD: 13 = [10 + BAB (0) + STR (-1) + DEX (4) + Misc (0)] Fortitude: +0 = [Wizard 1 (0) + CON (0) + Misc (0)] Reflex: +4 = [Wizard 1 (0) + DEX (4) + Misc (0)] Will: +0 = [Wizard 1 (2) + WIS (-2) + Misc (0)] Speed: 30' • Acid Splash +4 (1d3+1 (Acid Flask as focus)) Attack: +4 = [BAB (0) + Ability (4), 25ft Crit: 20/x2, Special: Acid damage • Acid Dart +4 (1d6) Attack: +4 = [BAB (0) + Ability (4), 30ft Crit: 20/x2, Special: Acid damage • Quarterstaff -1 (1d6-1) Attack: -1 = [BAB (0) + Ability (-1), Crit 20/x2, Bludgeoning Weapon Proficiencies: Longbow, longsword, rapier, short bow, club, dagger, heavy crossbow, light crossbow, and quarterstaff [sblock=Familiar: Greensting scorpion (Spike)] Greensting Scorpion CR 1/4 XP 100 N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4 Defense AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size) hp 4 (1d8) Fort +2, Ref +3, Will +0 Immune mind-affecting effects Offense Speed 30 ft. Melee sting +5 (1d2–4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Special Attacks poison Statistics Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 7 (19 vs. trip) Feats Weapon Finesse[SUP]B[/SUP] Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Ecology Environment warm or temperate deserts, forests, plains, or underground Organization solitary or colony (3–6) Treasure none Special Abilities Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures. [/sblock] [sblock=Class and Racial Features, Feats and Traits] Low-Light Vision: Can see twice as far in dim-light conditions Elven Immunities Elven Magic Arcane school: Conjuration - Summoner's charm - Whenever you cast a conjuration (Summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (Minimum 1) Acid dart: Standard action - any foe within 30ft ranged touch attack - 1d6 8/day Spell focus: Conjuration (Class feature): +1 to Conjuration spell DC Spell Specialization:Summon monster I (1st Level): Treat the spell as if cast 2 levels higher (Effectively gives 2 extra rounds to the duration of the spell) Alertness (Familiar): +2 to sense motive and perception with your familiar on you Capable (Skill): Become proficient in 1 skill and get +1 (Escape Artist) Two world magic (Magic):Learn one extra cantrip from any list [/sblock] [sblock=Skills] Escape Artist 9 Knowledge (Arcana) 9 Knowledge (Nature) 9 Knowledge (Planes) 9 Knowledge (Religion) 9 Linguistics 9 Spellcraft 9 [/sblock] [sblock=Spells] Spells Known: 0 Level: All wizard cantrips plus purify food/drink, minus restricted schools 1st Level: Colour spray, Feather fall, Grease, Mage armor, Mount, Obscuring mist, Protection from evil, Summon monster I Learnt from scrolls: -Summon Minor Monster, break, burning hands Spells Prepared (Ready): 0 Level: Read Magic, Detect magic, Acid splash 1st Level: Summon Monster I (Favored school), Mage Armor, Summon Monster I Spells Expended: 1st level: Feather Fall. [/sblock] [/sblock] [/QUOTE]
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