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[ooc] gng - nameless [4/4]
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<blockquote data-quote="khavren" data-source="post: 2173841" data-attributes="member: 29629"><p>A more complete sheet:</p><p> </p><p>A traveling salesman type who makes potions and brews, some that actually work, some that rely on sugar, alchol and a fast line of patter.</p><p> </p><p>Name Fenix</p><p>Race Human Gender Male Level 2</p><p>Concept: Wandering alchemist/snake oil salesman</p><p> </p><p>Height: 5'7"</p><p>Weight: 173 lbs</p><p>Eyes: Blue</p><p>Hair: Brown</p><p>Age: 26</p><p>Initiative: +2 [+2Dex, +0 Feat]</p><p>Speed: 30 ft.</p><p>Defense: +x [+x BDB, +x Size, +x Shield]</p><p>Soak: +x [+x Con, +x Size, +x Armour, +x Natural Armour]</p><p>BAB: +1</p><p>* melee +2 Hvy Mace (1d8+1, x2)</p><p>* melee +2 Dagger (1d4+1, 19-20 x2)</p><p>* ranged +3 sling (1d4+0, x2, 50 ft.)</p><p>* ranged +3 Lt x-bow (1d8+0, 19-20 x2, 80ft.)</p><p>Full Attack: xxx</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: xxx</p><p>Special Qualities: xxx</p><p>Saves: Fortitude 2/+1, Reflex 1/+2, Will 3/-2.</p><p>Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 7, Cha 16</p><p>Skills: xxx x/+x [+x Ability, +x Feat, +x Racial]</p><p>appraise +4------------[+2 Int, +0 feat, +0 racial]</p><p>Bluff 7-----------------[+2 Int, +0 feat, +0 racial]</p><p>Concentration +2------[+1 con, +0 feat, +0 racial]</p><p>Craft (alchemy) +7-----[+2 Int, +0 feat, +0 racial]</p><p>Diplomacy +8----------[+3 Chr, +0 feat, +0 racial]</p><p>disguise +4------------[+3 Chr, +0 feat, +0 racial]</p><p>escape artist +3-------[+2 Dex, +0 feat, +0 racial]</p><p>gather information +4--[+3 Chr, +0 feat, +0 racial]</p><p>handle animal +4-------[+3 Chr, +0 feat, +0 racial]</p><p>hide +3----------------[+2 Dex, +0 feat, +0 racial]</p><p>intimidate +6-----------[+3 Chr, +0 feat, +0 racial]</p><p>move silent +3---------[+2 Dex, +0 feat, +0 racial]</p><p>open lock +3-----------[+2 Dex, +0 feat, +0 racial]</p><p>perform (oratary) +8---[+3 Chr, +0 feat, +0 racial]</p><p>Ride +3----------------[+2 Dex, +0 feat, +0 racial]</p><p>Search +3-------------[+2 Int, +0 feat, +0 racial]</p><p>Sense motive +3-------[-2 Wis, +0 feat, +0 racial]</p><p>Sleight of Hand +7-----[+2 Dex, +0 feat, +0 racial]</p><p>spellcraft +5-----------[+2 Int, +0 feat, +0 racial]</p><p>spot -1----------------[-2 Wis, +0 feat, +0 racial]</p><p>tumble +3-------------[+2 Dex, +0 feat, +0 racial]</p><p>surivival -1------------[-2 Wis, +0 feat, +0 racial]</p><p> </p><p>Feats: Brew Potion</p><p>Languages: Common</p><p>Equipment:</p><p>* Worn/Carried:xxx (x lb.), xxx (x lb.).</p><p>* In Backpack: xxx (x lb.), xxx (x lb.).</p><p>* In Pouch: xxx (x lb.), xxx (x lb.).</p><p>* On Mount: xxx (x lb.), xxx (x lb.).</p><p>Appearance: Fenix is an average looking human, 5' 7", he is neither very tall nor short and at 150 pounds not too thin or heavy. His brown hair and eyes do nothing else to establish him, but he has a smooth rolling deep voice, and a gleaming white smile which he uses to great effect when selling his wares. </p><p> </p><p>Personality: Full write up coming</p><p>Backstory: Full write up coming</p><p> </p><p>Spells:!</p><p> </p><p>I should be able to cast 6 0th level spells and 5 1st level spells</p><p>I know 5 0th and 2 1st</p><p> </p><p>My selection is:</p><p>0th:</p><p>Mage Hand</p><p>Detect Magic</p><p>Read Magic</p><p>Mending</p><p>Prestidigitation</p><p> </p><p>1st</p><p>Summon Monster 1</p><p>Magic Missle</p><p> </p><p>Here is my basic gear outlay, let me know if I need to change anything.</p><p>[sblock]</p><p>Barrel 2gp 30lb</p><p>Basket (2) 8sp 2lb</p><p>Bedroll 1sp 5lb</p><p>Blanket 5sp 3lb</p><p>bucket 5sp 2lb</p><p>candle (4) 4cp</p><p>Chalk 1cp</p><p>Chest 2gp 25lb</p><p>Fishhook (2) 2sp</p><p>Flint & steel 1gp</p><p>Clay jug 3cp 9lb</p><p>lamp (2) 2sp 2lb</p><p>lock (ave) 40gp 1lb</p><p>Clay mug 2cp 1lb</p><p>oil flask (4) 4sp 4lb</p><p>Iron Pot 5sp 10lb</p><p>Belt Pouch (1) 1gp .5lb</p><p>Rations (2) 10sp 2lb</p><p>Hemp rope (100) 2gp 20lb</p><p>Sack (2) 2sp 2lb</p><p>Sealing Wax 1gp 1lb</p><p>Sewing needle 5sp</p><p>Soap 5sp 1lb</p><p>Spade 2gp 8lb</p><p>tent 10gp 20lb</p><p>vial (20) 20gp 2lb</p><p>Waterskin 1gp 4lb</p><p>Whetstone 2cp 1lb</p><p>Alchemists Lab 500gp 40lb</p><p>Spell component 5gp 2lb</p><p>Custom Wagon 135gp 400lb</p><p>Mule (4) 32gp</p><p>Feed (12) 60cp 60lb</p><p>Artisans Outfit 1gp 4lb</p><p>Entertainers out 3gp 4lb</p><p>Scholars outfi 5gp 6lb</p><p>Travelers outfit 1gp 5lb</p><p>Acid Flask 4gp 1lb</p><p>Alchemist Fire 7gp 1lb</p><p>Antitoxin vial 17gp</p><p>Tanglefoot bag 17gp 4lb</p><p>Tindertwig (24) 8gp</p><p>Heavy Mace 12gp 8lb</p><p>Dagger 2gp 1lb</p><p>light crossbow 35gp 4lb</p><p>10 bolts 1gp 1lb</p><p>Sling</p><p>Bullets (20) 3sp 10lb</p><p> </p><p>877 gp 57 sp 72 cp</p><p>706lbs total</p><p> </p><p>Extra special potions:</p><p>Fenix's fine extra special youth restorative (men) Garantueed to put more hair on your head and more juice in your johnson! (5)</p><p>Fenix's felicitating female fancy facial masq (women) Smooth it on every night and watch the wrinkles fade away! That tingling senasation means it's working! Can also be used to dye hair and clothing! (7)</p><p>Fenix's filtered functional fix em up good fast acting frappe! Too busy to go to the clerics, need a quick and simple fix for a quick and simple problem, or just plain having a bad day? Try a dose of the Fast Acting Fix em up! Makes all your trouble seem so far away, it's like they belong to yesterday! (10)</p><p>[/sblock]</p><p> </p><p>And I'll have 4 gp, 12 sp and 22 cp left in my pocket.</p><p> </p><p> </p><p>Currently carrying:</p><p> </p><p>bedroll 5lb</p><p>blanket 3lb</p><p>chalk</p><p>fishhook</p><p>flint&steel</p><p>Belt pouch .5lb</p><p>rations (2) 2lb</p><p>Sack 1lb</p><p>waterskin 4lb</p><p>spell pouch 2lb</p><p>Alchemist fire 1lb</p><p>antitoxen</p><p>tanglefoot 4lb</p><p>tindertwig (4)</p><p>Hvy Mace 8lb</p><p>Dagger 1lb</p><p>Light xbow 4lb</p><p>10 bolts 1lb</p><p>sling</p><p>10 bullets 5lb</p><p> </p><p>41.5 lbs</p><p> </p><p>Monsters to be Summoned:</p><p> </p><p>CELESTIAL CREATURE</p><p> </p><p>[sblock]</p><p>Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.</p><p> </p><p>Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature.</p><p> </p><p>Alignment: Always good (any).</p><p>[/sblock]</p><p> </p><p> </p><p>BADGER</p><p>[sblock]</p><p>Small Animal</p><p> </p><p>Hit Dice:</p><p>1d8+2 (6 hp)</p><p> </p><p>Initiative:</p><p>+3</p><p> </p><p>Speed:</p><p>30 ft. (6 squares), burrow 10 ft.</p><p> </p><p>Armor Class:</p><p>15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12</p><p> </p><p>Base Attack/Grapple:</p><p>+0/–5</p><p> </p><p>Attack:</p><p>Claw +4 melee (1d2–1)</p><p> </p><p>Full Attack:</p><p>2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1)</p><p> </p><p>Space/Reach:</p><p>5 ft./5 ft.</p><p> </p><p>Special Attacks:</p><p>Rage</p><p>Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.</p><p> </p><p>Special Qualities:</p><p>Low-light vision</p><p>Scent</p><p>Darkvision out to 60 feet </p><p>Resistance to Acid, Cold, Electricity 5</p><p>Spell Resistance 6</p><p> </p><p>Saves:</p><p>Fort +4, Ref +5, Will +1</p><p> </p><p>Abilities:</p><p>Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6</p><p> </p><p>Skills:</p><p>Escape Artist +7, Listen +3, Spot +3</p><p> </p><p>Feats:</p><p>TrackB, Weapon Finesse</p><p> </p><p>Environment:</p><p>Temperate forests</p><p> </p><p>The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.</p><p> </p><p>Combat</p><p> </p><p>Badgers attack with their sharp claws and teeth.</p><p> </p><p>Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.</p><p> </p><p>Skills: A badger has a +4 racial bonus on Escape Artist checks.</p><p>[/sblock]</p><p> </p><p>DOG</p><p>[sblock]</p><p>Small Animal</p><p> </p><p>Hit Dice:</p><p>1d8+2 (6 hp)</p><p> </p><p>Initiative:</p><p>+3</p><p> </p><p>Speed:</p><p>40 ft. (8 squares)</p><p> </p><p>Armor Class:</p><p>15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12</p><p> </p><p>Base Attack/Grapple:</p><p>+0/–3</p><p> </p><p>Attack:</p><p>Bite +2 melee (1d4+1)</p><p> </p><p>Full Attack:</p><p>Bite +2 melee (1d4+1)</p><p> </p><p>Space/Reach:</p><p>5 ft./5 ft.</p><p> </p><p>Special Attacks:</p><p>Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.</p><p> </p><p>Special Qualities:</p><p>Low-light vision</p><p>scent</p><p>darkvision out to 60 feet</p><p>Resistance to Acid, Cold, Electricity 5</p><p>Spell Resistance 6</p><p> </p><p>Saves:</p><p>Fort +4, Ref +5, Will +1</p><p> </p><p>Abilities:</p><p>Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6</p><p> </p><p>Skills:</p><p>Jump +7, Listen +5, Spot +5, Survival +1*</p><p> </p><p>Feats:</p><p>Alertness, TrackB</p><p> </p><p>Environment:</p><p>Temperate plains</p><p> </p><p>Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.</p><p>[/sblock]</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>HAWK</p><p>[sblock]</p><p>Tiny Animal</p><p> </p><p>Hit Dice:</p><p>1d8 (4 hp)</p><p> </p><p>Initiative:</p><p>+3</p><p> </p><p>Speed:</p><p>10 ft. (2 squares), fly 60 ft. (average)</p><p> </p><p>Armor Class:</p><p>17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14</p><p> </p><p>Base Attack/Grapple:</p><p>+0/–10</p><p> </p><p>Attack:</p><p>Talons +5 melee (1d4–2)</p><p> </p><p>Full Attack:</p><p>Talons +5 melee (1d4–2)</p><p> </p><p>Space/Reach:</p><p>2-1/2 ft./0 ft.</p><p> </p><p>Special Attacks:</p><p>Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.</p><p> </p><p>Special Qualities:</p><p>Low-light vision</p><p>Darkvision out to 60 feet</p><p>Resistance to Acid, Cold, Electricity 5</p><p>Spell Resistance 6</p><p> </p><p>Saves:</p><p>Fort +2, Ref +5, Will +2</p><p> </p><p>Abilities:</p><p>Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6</p><p> </p><p>Skills:</p><p>Listen +2, Spot +14</p><p> </p><p>Feats:</p><p>Weapon Finesse</p><p> </p><p>Environment:</p><p>Temperate forests</p><p> </p><p>These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.</p><p> </p><p>Combat</p><p> </p><p>Hawks combine both talons into a single attack.</p><p> </p><p>Skills: Hawks have a +8 racial bonus on Spot checks.</p><p>[/sblock]</p><p> </p><p>OWL</p><p>[sblock]</p><p>Tiny Animal</p><p> </p><p>Hit Dice:</p><p>1d8 (4 hp)</p><p> </p><p>Initiative:</p><p>+3</p><p> </p><p>Speed:</p><p>10 ft. (2 squares), fly 40 ft. (average)</p><p> </p><p>Armor Class:</p><p>17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14</p><p> </p><p>Base Attack/Grapple:</p><p>+0/–11</p><p> </p><p>Attack:</p><p>Talons +5 melee (1d4–3)</p><p> </p><p>Full Attack:</p><p>Talons +5 melee (1d4–3)</p><p> </p><p>Space/Reach:</p><p>2-1/2 ft./0 ft.</p><p> </p><p>Special Attacks:</p><p>Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.</p><p> </p><p>Special Qualities:</p><p>Low-light vision</p><p>Darkvision out to 60 feet</p><p>Resistance to Acid, Cold, Electricity 5</p><p>Spell Resistance 6</p><p> </p><p>Saves:</p><p>Fort +2, Ref +5, Will +2</p><p> </p><p>Abilities:</p><p>Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4</p><p> </p><p>Skills:</p><p>Listen +14, Move Silently +17, Spot +6*</p><p> </p><p>Feats:</p><p>Weapon Finesse</p><p> </p><p>Environment:</p><p>Temperate forests</p><p> </p><p> </p><p>The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.</p><p> </p><p>Combat</p><p> </p><p>Owls swoop quietly down onto prey, attacking with their powerful talons.</p><p> </p><p>Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.</p><p>[/sblock]</p><p> </p><p> </p><p>GIANT FIRE BEETLE</p><p>[sblock]</p><p>Small Vermin</p><p> </p><p>Hit Dice:</p><p>1d8 (4 hp)</p><p> </p><p>Initiative:</p><p>+0</p><p> </p><p>Speed:</p><p>30 ft. (6 squares)</p><p> </p><p>Armor Class:</p><p>16 (+1 size, +5 natural), touch 11, flat-footed 16</p><p> </p><p>Base Attack/Grapple:</p><p>+0/–4</p><p> </p><p>Attack:</p><p>Bite +1 melee (2d4)</p><p> </p><p>Full Attack:</p><p>Bite +1 melee (2d4)</p><p> </p><p>Space/Reach:</p><p>5 ft./5 ft.</p><p> </p><p>Special Attacks:</p><p>Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.</p><p> </p><p>Special Qualities:</p><p>Darkvision 60 ft</p><p>Vermin traits</p><p>Resistance to Acid, Cold, Electricity 5</p><p>Spell Resistance 6</p><p> </p><p>Saves:</p><p>Fort +2, Ref +0, Will +0</p><p> </p><p>Abilities:</p><p>Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7</p><p> </p><p> </p><p>These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.</p><p>[/sblock]</p><p> </p><p> </p><p> </p><p>These are all the creatures I think I'm likely to summon given the terrain, I put in sblocks to neaten it up for easier reference. If possible, I'm always going to be summoning celestial versions, not fiendish; that's why I included just the celestial template</p><p> </p><p> </p><p>-- Build Notes --</p><p>Level 1 [12 CP build]</p><p>bab: 1 [2]</p><p>base saves: + 2 Will +1 Fort +1 reflex [3]</p><p>skill points: 4 + 1 Hum +2 Int + 4 [2] = 11*4 = 44</p><p>feats: light ap [auto], simple wp [auto], entry: Brew Potion [human].</p><p>entry class: Cast spells as 1st level Sorcerer [5]</p><p> </p><p>Level 2 [8 CP build]</p><p>bab: 0.75 [1]</p><p>bases saves: +1 Will + 1 Fort [1]</p><p>skills points: 4 [auto] + 2 Int + 1 Human + 4 [2] = 7</p><p>feats: progression class: Sorcerer spellcasting [4]</p></blockquote><p></p>
[QUOTE="khavren, post: 2173841, member: 29629"] A more complete sheet: A traveling salesman type who makes potions and brews, some that actually work, some that rely on sugar, alchol and a fast line of patter. Name Fenix Race Human Gender Male Level 2 Concept: Wandering alchemist/snake oil salesman Height: 5'7" Weight: 173 lbs Eyes: Blue Hair: Brown Age: 26 Initiative: +2 [+2Dex, +0 Feat] Speed: 30 ft. Defense: +x [+x BDB, +x Size, +x Shield] Soak: +x [+x Con, +x Size, +x Armour, +x Natural Armour] BAB: +1 * melee +2 Hvy Mace (1d8+1, x2) * melee +2 Dagger (1d4+1, 19-20 x2) * ranged +3 sling (1d4+0, x2, 50 ft.) * ranged +3 Lt x-bow (1d8+0, 19-20 x2, 80ft.) Full Attack: xxx Space/Reach: 5 ft./5 ft. Special Attacks: xxx Special Qualities: xxx Saves: Fortitude 2/+1, Reflex 1/+2, Will 3/-2. Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 7, Cha 16 Skills: xxx x/+x [+x Ability, +x Feat, +x Racial] appraise +4------------[+2 Int, +0 feat, +0 racial] Bluff 7-----------------[+2 Int, +0 feat, +0 racial] Concentration +2------[+1 con, +0 feat, +0 racial] Craft (alchemy) +7-----[+2 Int, +0 feat, +0 racial] Diplomacy +8----------[+3 Chr, +0 feat, +0 racial] disguise +4------------[+3 Chr, +0 feat, +0 racial] escape artist +3-------[+2 Dex, +0 feat, +0 racial] gather information +4--[+3 Chr, +0 feat, +0 racial] handle animal +4-------[+3 Chr, +0 feat, +0 racial] hide +3----------------[+2 Dex, +0 feat, +0 racial] intimidate +6-----------[+3 Chr, +0 feat, +0 racial] move silent +3---------[+2 Dex, +0 feat, +0 racial] open lock +3-----------[+2 Dex, +0 feat, +0 racial] perform (oratary) +8---[+3 Chr, +0 feat, +0 racial] Ride +3----------------[+2 Dex, +0 feat, +0 racial] Search +3-------------[+2 Int, +0 feat, +0 racial] Sense motive +3-------[-2 Wis, +0 feat, +0 racial] Sleight of Hand +7-----[+2 Dex, +0 feat, +0 racial] spellcraft +5-----------[+2 Int, +0 feat, +0 racial] spot -1----------------[-2 Wis, +0 feat, +0 racial] tumble +3-------------[+2 Dex, +0 feat, +0 racial] surivival -1------------[-2 Wis, +0 feat, +0 racial] Feats: Brew Potion Languages: Common Equipment: * Worn/Carried:xxx (x lb.), xxx (x lb.). * In Backpack: xxx (x lb.), xxx (x lb.). * In Pouch: xxx (x lb.), xxx (x lb.). * On Mount: xxx (x lb.), xxx (x lb.). Appearance: Fenix is an average looking human, 5' 7", he is neither very tall nor short and at 150 pounds not too thin or heavy. His brown hair and eyes do nothing else to establish him, but he has a smooth rolling deep voice, and a gleaming white smile which he uses to great effect when selling his wares. Personality: Full write up coming Backstory: Full write up coming Spells:! I should be able to cast 6 0th level spells and 5 1st level spells I know 5 0th and 2 1st My selection is: 0th: Mage Hand Detect Magic Read Magic Mending Prestidigitation 1st Summon Monster 1 Magic Missle Here is my basic gear outlay, let me know if I need to change anything. [sblock] Barrel 2gp 30lb Basket (2) 8sp 2lb Bedroll 1sp 5lb Blanket 5sp 3lb bucket 5sp 2lb candle (4) 4cp Chalk 1cp Chest 2gp 25lb Fishhook (2) 2sp Flint & steel 1gp Clay jug 3cp 9lb lamp (2) 2sp 2lb lock (ave) 40gp 1lb Clay mug 2cp 1lb oil flask (4) 4sp 4lb Iron Pot 5sp 10lb Belt Pouch (1) 1gp .5lb Rations (2) 10sp 2lb Hemp rope (100) 2gp 20lb Sack (2) 2sp 2lb Sealing Wax 1gp 1lb Sewing needle 5sp Soap 5sp 1lb Spade 2gp 8lb tent 10gp 20lb vial (20) 20gp 2lb Waterskin 1gp 4lb Whetstone 2cp 1lb Alchemists Lab 500gp 40lb Spell component 5gp 2lb Custom Wagon 135gp 400lb Mule (4) 32gp Feed (12) 60cp 60lb Artisans Outfit 1gp 4lb Entertainers out 3gp 4lb Scholars outfi 5gp 6lb Travelers outfit 1gp 5lb Acid Flask 4gp 1lb Alchemist Fire 7gp 1lb Antitoxin vial 17gp Tanglefoot bag 17gp 4lb Tindertwig (24) 8gp Heavy Mace 12gp 8lb Dagger 2gp 1lb light crossbow 35gp 4lb 10 bolts 1gp 1lb Sling Bullets (20) 3sp 10lb 877 gp 57 sp 72 cp 706lbs total Extra special potions: Fenix's fine extra special youth restorative (men) Garantueed to put more hair on your head and more juice in your johnson! (5) Fenix's felicitating female fancy facial masq (women) Smooth it on every night and watch the wrinkles fade away! That tingling senasation means it's working! Can also be used to dye hair and clothing! (7) Fenix's filtered functional fix em up good fast acting frappe! Too busy to go to the clerics, need a quick and simple fix for a quick and simple problem, or just plain having a bad day? Try a dose of the Fast Acting Fix em up! Makes all your trouble seem so far away, it's like they belong to yesterday! (10) [/sblock] And I'll have 4 gp, 12 sp and 22 cp left in my pocket. Currently carrying: bedroll 5lb blanket 3lb chalk fishhook flint&steel Belt pouch .5lb rations (2) 2lb Sack 1lb waterskin 4lb spell pouch 2lb Alchemist fire 1lb antitoxen tanglefoot 4lb tindertwig (4) Hvy Mace 8lb Dagger 1lb Light xbow 4lb 10 bolts 1lb sling 10 bullets 5lb 41.5 lbs Monsters to be Summoned: CELESTIAL CREATURE [sblock] Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts. Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature. Alignment: Always good (any). [/sblock] BADGER [sblock] Small Animal Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/–5 Attack: Claw +4 melee (1d2–1) Full Attack: 2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1) Space/Reach: 5 ft./5 ft. Special Attacks: Rage Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Special Qualities: Low-light vision Scent Darkvision out to 60 feet Resistance to Acid, Cold, Electricity 5 Spell Resistance 6 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Skills: Escape Artist +7, Listen +3, Spot +3 Feats: TrackB, Weapon Finesse Environment: Temperate forests The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds. Combat Badgers attack with their sharp claws and teeth. Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily. Skills: A badger has a +4 racial bonus on Escape Artist checks. [/sblock] DOG [sblock] Small Animal Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/–3 Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Special Qualities: Low-light vision scent darkvision out to 60 feet Resistance to Acid, Cold, Electricity 5 Spell Resistance 6 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +7, Listen +5, Spot +5, Survival +1* Feats: Alertness, TrackB Environment: Temperate plains Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent. [/sblock] HAWK [sblock] Tiny Animal Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 60 ft. (average) Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/–10 Attack: Talons +5 melee (1d4–2) Full Attack: Talons +5 melee (1d4–2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Special Qualities: Low-light vision Darkvision out to 60 feet Resistance to Acid, Cold, Electricity 5 Spell Resistance 6 Saves: Fort +2, Ref +5, Will +2 Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6 Skills: Listen +2, Spot +14 Feats: Weapon Finesse Environment: Temperate forests These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less. Combat Hawks combine both talons into a single attack. Skills: Hawks have a +8 racial bonus on Spot checks. [/sblock] OWL [sblock] Tiny Animal Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/–11 Attack: Talons +5 melee (1d4–3) Full Attack: Talons +5 melee (1d4–3) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Special Qualities: Low-light vision Darkvision out to 60 feet Resistance to Acid, Cold, Electricity 5 Spell Resistance 6 Saves: Fort +2, Ref +5, Will +2 Abilities: Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4 Skills: Listen +14, Move Silently +17, Spot +6* Feats: Weapon Finesse Environment: Temperate forests The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack. Combat Owls swoop quietly down onto prey, attacking with their powerful talons. Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination. [/sblock] GIANT FIRE BEETLE [sblock] Small Vermin Hit Dice: 1d8 (4 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16 Base Attack/Grapple: +0/–4 Attack: Bite +1 melee (2d4) Full Attack: Bite +1 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Special Qualities: Darkvision 60 ft Vermin traits Resistance to Acid, Cold, Electricity 5 Spell Resistance 6 Saves: Fort +2, Ref +0, Will +0 Abilities: Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7 These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long. [/sblock] These are all the creatures I think I'm likely to summon given the terrain, I put in sblocks to neaten it up for easier reference. If possible, I'm always going to be summoning celestial versions, not fiendish; that's why I included just the celestial template -- Build Notes -- Level 1 [12 CP build] bab: 1 [2] base saves: + 2 Will +1 Fort +1 reflex [3] skill points: 4 + 1 Hum +2 Int + 4 [2] = 11*4 = 44 feats: light ap [auto], simple wp [auto], entry: Brew Potion [human]. entry class: Cast spells as 1st level Sorcerer [5] Level 2 [8 CP build] bab: 0.75 [1] bases saves: +1 Will + 1 Fort [1] skills points: 4 [auto] + 2 Int + 1 Human + 4 [2] = 7 feats: progression class: Sorcerer spellcasting [4] [/QUOTE]
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