[OOC] Constables of the 14th Ward


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Here is a preliminary sheet. I am still working on the background, spells, and some other details. I used a UA variant to trade my Wizard Scribe Scroll feat for Improved Initiative and I used a couple of skill tricks from Complete Scoundrel. Let me know you have a problem with these or anything else.

[SBLOCK=Tauvelak]
Tauvelak Dusksprocket aka Tau (as in Tower)
Description:
Gender: Male, Race: Illuman
Sizecategory: Medium, 5'10" tall, 156 lbs, 30 yrs old
Red hair; Blue eyes; pale skin
Alignment: Neutral Good
Class: Focused Conjuration Specialist Wizard 3 / Archivist 3
XP: 17,740 / 21,000

Speaks Common, Illuman, Elven, Dwarven, and Draconic.

Statistics
Str 08 (-1 Mod) = 08 ( 0 pts) ()
Dex 14 (+2 Mod) = 14 ( 6 pts) ()
Con 14 (+2 Mod) = 14 ( 6 pts) ()
Int 20 (+5 Mod) = 18 (16 pts) (+1 Lvl, +1 Enhancement)
Wis 10 (+0 Mod) = 10 ( 2 pts) ()
Cha 10 (+0 Mod) = 10 ( 2 pts) ()


Hit Points: 32 = 6 + (2d6) + (3d4) + (6*2 CON)
AC 14 (10 Base, +2 DEX, +2 Shield)
• Touch 12 (10 Base, +2 DEX)
• Flat 12 (10 Base, +2 Shield)
• Both 10 (10 Base)
Init +8 (+2 DEX, +2 Sigil, +4 Feat)
BAB +3; Grap +2 (-1 STR, +3 BAB)
Speed: 30' (base 30')
Carrying Capacity: 26/53/80
Weight Carried: xxx lbs

AC Modifiers:
+2 when Fighting Defensively (-4 to all attacks)
+4 with Full Defence (No Attacks)
+2 vs Ranged when Kneeling (-2 AC vs Melee)
+4 vs Ranged when Prone (-4 AC vs Melee)

Saves: (+2 vs Shadow spells)
Fort +4 (+2 base, +2 CON)
Refl +4 (+2 base, +2 DEX)
Will +6 (+6 base, +0 WIS)


Attacks:
+2 Melee, Mwk Truncheon, 1d4, 20/x2
• To Hit: (+3 BAB, -1 STR)
+2 Melee, Dagger, 1d4-1, 19-20/x2
• To Hit: (+3 BAB, -1 STR)
+6 Ranged, Mwk Light Crosbow, 1d8, 20/x2, 80'r
• To Hit: (+3 BAB, +2 DEX, +1 Enhancement)
+5 Ranged, Sling, 1d6-1, 20/x2, 30'r
• To Hit: (+3 BAB, +2 DEX)

Combat Modifiers: Attack & Damage
+? to Melee/Ranged (Condition)

Skills: (36 Archivist, 18 points Wiz)
+12 Concentration = (6 Arc, 3 Wiz) (+2 CON, +1 Shield)
+16 Spellcraft = (6 Arc, 3 Wiz) (+5 INT, +2 Synergy, +2 Scrolls)
+15 Knowledge (Arcana) = (6 Arc, 2 Wiz) (+5 INT, +2 Class)
+6 Knowledge (The Planes) = (1 Arc) (+5 INT)
+6 Knowledge (Religion) = (1 Arc) (+5 INT)
+6 Knowledge (Nature) = (1 Arc) (+5 INT)
+6 Knowledge (Dungeoneering) = (1 Arc) (+5 INT)
+6 Knowledge (Engineering) = (1 Arc) (+5 INT)
+6 Knowledge (Geography) = (1 Arc) (+5 INT)
+6 Knowledge (History) = (1 Arc) (+5 INT)
+6 Craft (Alchemy) = (1 Wiz) (+5 INT)
+12 Decipher Script = (5 Wiz) (+5 INT, +2 Class)
+6 Heal = (6 Arc) (+0 Wis)
+0 Survival = (0 Ranks) (+0 WIS)
+5 Search = (0 Ranks) (+5 INT)
+4 Balance = (0 Ranks) (+2 DEX, +2 Sigil)
+4 Escape Artist = (0 Ranks) (+2 DEX, +2 Sigil)
+4 Tumble = (0 Ranks) (+2 DEX, +2 Sigil)
+4 Listen = (2cc Arc, 2cc Wiz) (+0 WIS)
+4 Spot = (2cc Arc, 2cc Wiz) (+0 WIS)
+4 Move Silently = (0 Ranks) (+2 DEX, +2 Sigil)
+4 Hide = (0 Ranks) (+2 DEX, +2 Sigil)
-1 Climb = (0 Ranks) (-1 STR)
+4 Jump = (0 Ranks) (+2 DEX, +2 Sigil)
Collector of Stories skill trick (2 Arc Skill Points) +5 Knowledge to ID Monsters
Healing Hands skill trick (2 Arc Skill Points) Heal 1d6 when stabilizing someone

Feats:
Level 1 - Empower Spell
Archivist 1 - [Scribe Scroll]
Level 3 - Craft Wondrous Item
Wizard 1 - [Improved Initiative]
Level 6 -

Illuman Racial Traits:
• Krau Sigil: +2 to all Caster Levels.
• Uur Sigil: +2 to all DEX checks and skills.
• Uurkrau Word: Bonus Archivist spells based in DEX.
• Speak Language is always a class skill.

Archivist Class Abilities:
• Proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword.
• Bonus Feat: [Scribe Scroll].
• Spellcasting: 4 0th, 3 1st, 2 2nd
• Dark Knowledge

Wizard Class Abilities:
• Proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
• Martial variant (UA) - Bonus Feat: Improved Initiative.
• Focused Specialist variant (CM): -1 spell/level, +2 Conjuration spells/level.
• Banned Schools: Illusion, Enchantment, Necromancy.
• Abrupt Jaunt Alternative Class Feature (PHB2): Lose Familiar, Teleport 10' as Immediate INT/Day.

Memorized Wizard Spells [3+3 0th, 1+1+3 1st, 0+1+3 2nd] (Caster Level: 5)
0th (DC 15): Launch Bolt, Launch Bolt, Launch Bolt, (Caltrops), (Caltrops), (Caltrops)
1st (DC 16): Shield, Fist of Stone, (Lesser Orb of Acid), (Kelgore's Fire Bolt), (Kelgore's Fire Bolt)
2nd (DC 17): Cloud of Bewilderment, (Web), (Web), (Web)

Memorized Archivist Spells [4 0th, 3+1 1st, 2+1 2nd] (Caster Level: 5)
0th (DC 15): x, x, x, x
1st (DC 16): x, x, x, (x)
2nd (DC 17): x, x, (x)

Spellbook: [14 1st, 4 2nd] [* = Conjuration Spells]
  • 0th: Acid Splash*, Amanuensis (SC), Arcane Mark, Caltrops* (SC), Detect Magic, Flare, Launch Bolt (SC), Launch Item (SC), Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage (SC), Resistance
  • 1st: Burning Hands, Feather Fall, Fist of Stone (SC), Grease*, Kelgore’s Fire Bolt* (PH2), Lesser Orb of Acid* (SC), Shield, Wall of Smoke*
  • 2nd:Alter Self, Cloud of Bewilderment* (SC), Glitterdust*, Web*

Prayerbook: [14 1st, 4 2nd] [* = Conjuration Spells]
  • 0th: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
  • 1st: Shield of Faith, Comprehend Languages, Protection from Evil, Magic Stone, Hide from Undead, Sanctuary, Magic Weapon
    Resurgence, Scholar's Touch
  • 2nd: Cure Moderate Wounds, Spiritual Weapon


Equipment: [99 gp, 67 sp, 16 cp]
Explorer's Outfit (Worn, 0 lbs)
Component Pouch (Worn, 2 lbs) 5 gp
Wooden Holy Symbols (Boccob, Aulasha) 2 gp
Haversack (5 lbs)
• Peasant's Outfit (2 lbs) 1 sp
• Scholar’s Outfit (6 lbs) 5 gp
• Bedroll (5 lbs.) 1 sp
• Blanket, winter (3 lbs.) 5 sp
• Canvas [2 sq. yds.] (2 lbs.) 2 sp
• Crowbar (5 lbs.) 2 gp
• Grappling Hook (4 lbs.) 1 gp
• Shovel (8 lbs.) 2 gp
• Block and Tackle (5 lbs) 5 gp
• Bucket [x2] (4 lbs) 10 sp
• Manacles (2 lbs) 15 gp
• Tent (20 lbs.) 10 gp
• Candles [10] 1 sp
• Oil (1-pint flask) [x5] (5 lb) 5 sp
• Fishhooks [x10] 1 gp
• Sewing Needles [x5] 25 sp
• Flask [empty, x2] (3 lbs) 6 cp
• Parchment [10 sheets] 2 gp
• Rations [2 days] ( 1 lb) 5 sp
• Rope, silk [50 ft.] (5 lbs) 10 gp
• Sack [empty, x2] (1 lb) 2 sp
• Torches [x10] (10 lbs) 10 cp
• Waterskin (4 lbs) 1 gp
• Spellbook (3 lbs) 15 gp
• Prayerbook (3 lbs) 15 gp
Belt Pouch [x2] (1 lb) 2 gp
• Scroll Case (½ lb) 1 gp
• Chalk [10 pieces] 1 sp
• Flint and steel, 1 gp
• Ink [1 oz. vial] 8 gp
• Inkpen, 1 sp
• Mirror, small steel (½ lb) 10 gp
• Signal whistle, 8 sp
• Vial, ink or potion (1/10 lb) 1 gp

Magic Items [2,805 gp] (* = Self Crafted)
Heward's Handy Haversack (Worn, 5 lbs) [2,000 gp]
Githcraft Darkwood Buckler +1 (Worn, 2½ lbs) [1,805 gp]
Armband of Elusive Action* [400 gp, 32 xp] 1/day avoid provoking an AoO
Artificier's Monocle* [750 gp, 60 xp] Identify using Detect Magic
Headband of Magic
• Headband of Intellect +1* [500 gp, 40 xp]
• Burning Veil [1,000 gp] 3/day +1d6 dmg to Fire spell
Adventurer's Belt
• Caustic Veil* [1,000 gp, 80 xp] 3/day +2d6 dmg to Acid spell
• Healing Belt* [750 gp, 60 xp]
Magician's Gloves
• Gloves of the Starry Sky [1,100 gp] Light at will, 3/day Magic Missile
• Arcanist's Gloves* [325 gp, 30 xp] 2/day +2 CL to 1st lvl spell

Weapons: [65 gp]
Masterwork Truncheon (Held, 1 lb) FREE
Dagger (Waist, 1lb) 2 gp
Dagger [Silver] (Pouch, 1 lb) 22 gp
Dagger [Cold Iron] (Pouch, 1 lb) 4 gp
Masterwork Light Crossbow (4 lbs) 335 gp
20 bolts (Back, 2 lbs) 2 gp
Sling (Pouch, 0 lbs) 0 gp
Quarterstaff (Hand, 4 lbs) 0 gp

Scrolls: [*=Self Crafted] [25 gp, 0 xp]
1st: Magic Weapon (CL1) [25 gp]
2nd:

Potions: [0 gp]
Wands:

Possessions at Home:
Scholar’s Outfit (6 lbs) [5 gp]
Monthly Wages [50 gp/month]
Upper Middle Class Monthly Expenses [50 gp/month]
Life Insurance Policy [1,000 gp]
Insurance Fee [5 gp/month] 1 year prepaid [60 gp]

Total Money Used: 3,374 gp 68 sp 16 cp
Total Money Left: 2019 gp 0 sp 4 cp
Total XP Spent: 0 xp
[SBLOCK=Used Items]
[/SBLOCK]

Appearance / Personality:


Background:


Rolls:
All Rolls
Blank Link[/SBLOCK]
 

Ok, Kerlan, looks pretty good. I'm not immediately familiar with the UA variant that trades Scribe Scroll for Improved Initiative, so I'll have to read up on that as soon as I finish this post.

What I do know is that NOT ONLY do wizards normally get Scribe Scroll as a 1st level bonus feat, they ALSO get Summon Familiar as another 1st level bonus feat. You have no familiar listed, nor do you have that bonus feat listed. If you want to swap out the Summon Familiar feat for another feat, well, we might consider that...
Ooops, never mind. See next post.
 
Last edited:

Read about the Conjurer Variant. Yep, that answered the Summon Familiar question as well. So then, evidently, you're using the Rapid Summoning variant? You'll want to note that on your character sheet somewhere, please. And I'd suggest that you consider also using the Enhanced Summoning variant as well. Personally, I don't think that the Spontaneous Summoning variant is worth the cost of losing the additional daily spells for being a specialist wizard. Apparently you agree with me about that. ;)
 
Last edited:

As I read that conjurer variant, it does not TRADE Summon Familiar for anything, and those variant conjurers do not automatically get Improved Initiative. But they do lose the Summon Familiar Ability to make Summon Monster a standard action instead of a full-round action. Is this not what it says? So why did you lose the Scribe Scroll ability?
 

Also, Kerlan, you've not only given up Summon Familiar in exchange for the Summoner variant, you've also traded Summon Familiar for Abrupt Jaunt. You can't have your cake and eat it, too. Presumably, you would rather have the Summoner variant, and then you no longer have the Summon Familiar ability to trade for Abrupt Jaunt. So, the way it looks to me, you can either remove the Abrupt Jaunt ability from your sheet, or else you will need to give up some other equivalent ability in order to gain it.

Looking at your magic item list, it looks to me like you have used your Craft Wondrous Item feat to combine your Gloves of the Starry Sky with your Arcanist's Gloves to make what you've called "Magician's Gloves" that have the powers of both. This is very nicely done! Bravo! Excellent use of your feat here.
 
Last edited:

You have this all wrong. I used the variant here. All I did was trade my Wizard bonus feat list for the fighter bonus feat list. That's how I traded Scribe Scroll for Improved Initiative.
I traded Scribe Scroll because I already got that feat for free from Archivist and I couldn't find anything else to do with it. If you are willing to be more flexible about it, I would love to trade it for the Craft Wonderous Item feat instead. One craft feat for another craft feat. I would qualify for it by that time.
I could also trade Summon Familiar for something else too. Maybe a metamagic feat or Improved Initiative or Collegiate Wizard. Abrupt Jaunt was the best I could find.
Looking at your magic item list, it looks to me like you have used your Craft Wondrous Item feat to combine your Gloves of the Starry Sky with your Arcanist's Gloves to make what you've called "Magician's Gloves" that have the powers of both. This is very nicely done! Bravo! Excellent use of your feat here.
Thanks. The MIC is so full of neat cheap items, you practically have to combine them.
 


Okay KR, a brief once over looks good. I'll examine the variants in depth and Leif and I will discuss some options for you, but it may take me a day or two.
 

So with all this talk of new players and characters...

Just in a hypothetical sense, are there changing options for those of us who are still here, and still alive? Especially with another spellslinger coming aboard, I might have some interest in a more physically able character. I'm also kind of curious about whether Raul will be back intact, and whoever might be replacing Jonas...
 

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