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S1: Tomb of Horrors - RG

kinem

Adventurer
9th level, Pathfinder
standard races (Bestiary races may be allowed)
20 point buy
hp = max 1st level then average-rounded-up for each additional level (so d10 = 6, etc.)
50k gp
2 traits
sources: Any Paizo in the online SRD.
Non-Paizo sources that are in the SRD may be allowed on a case by case basis.

----------------------------------------------------------------

House Rules:

A wizard can choose at 1st level not to form an arcane bond or get a familiar, and would get a wizard bonus feat instead.

A wizard can learn witch spells but treats them as one spell level higher.

A witch can choose at 1st level not to have a familiar and would get a bonus feat instead, which must be a metamagic feat, item creation feat, or hex-related (or otherwise witch-related) feat. Such a witch prepares and learns spells using a spellbook in the manner of a wizard.

A witch can learn wizard spells but treats them as one spell level higher.

A paladin's (or anti-paladin's) smite damage applies only up to once per round, though missed attacks don't count against this limit.

New feat:

Mojo Skin:
Whenever you get magical tattoos as "slotless" versions of standard slotted magic items, it only costs as much as the standard items. (Normally it costs twice as much as the standard items.)

Modified feat:
The spell level adjustment for Persistent Spell is +3.
 
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basic Information
Code:
abil   cost  score  adjt
Str    00     10     ---
Dex    03     15     +2
Con    02     12     +1
Int    05     18     +4
Wis    05     14     +2
Cha    05     14     +2

+4 Int (human +2, lv 4 +1, lv 8 +1)
Transmuter bonus: Dex +2

Chaotic Good Human male wizard (transmuter) 9 
Name: Bernidect Arturo du metsade
30 years old  5'9" 180 Lb.

Hp: 6+1+4*8+8=47

A/C:     Touch:     Flat footed:     [dex: +2]

[B][U]Saves: base abil misc total[/U][/B]
[B]Fort[/B]    + 3  +1   +  + 4
[B]Ref[/B]     + 3  +1   +  + 4
[B]Will[/B]    + 6  +2   +  +8

+2 trait bonus on saves against madness and confusion effects.

[B][U]traits:[/U][/B]

1:[I]Magical lineage[/I]
Benefit: Pick one spell when you choose this trait. When you apply 
metamagic feats to this spell, treat its actual level as 1 lower for 
determining the spell’s final adjusted level.

2:[I]Broken Mind[/I]
Benefit: You gain a +2 trait bonus on saves against madness and 
confusion effects.

[B][U]Feats:[/U][/B]
[sblock=possibles]
Empower Spell (Metamagic)
Enlarge Spell (Metamagic)
Extend Spell (Metamagic)
Focused Spell (Metamagic)
Heighten Spell (Metamagic)
Persistent Spell (Metamagic)
Quicken Spell (Metamagic)
Selective Spell (Metamagic)
[/sblock]


Race:Silent Spell (Metamagic)
cl1: spell focus
cl3: Brew Potion (Item Creation)
cl5: Craft Wondrous Item (Item Creation)
w5: Spell Specialization
cl7: Still spell (Metamagic)
cl9Greater Spell Specialization

[sblock=Feat descriptions]
[B]Spell Focus[/B]

Choose a school of magic. Any spells you cast of that school are 
more difficult to resist.

[I]Benefit:[/I] Add +1 to the Difficulty Class for all saving throws 
against spells from the school of magic you select.

[I]Special:[/I] You can gain this feat multiple times. Its effects do not 
stack. Each time you take the feat, it applies to a new school of magic.

[B]Greater Spell Focus[/B]

Choose a school of magic to which you have already applied the Spell 
Focus feat. Any spells you cast of this school are very hard to resist.

[I]Prerequisite:[/I] Spell Focus.

[I]Benefit:[/I] Add +1 to the Difficulty Class for all saving throws against 
spells from the school of magic you select. This bonus stacks with the
bonus from Spell Focus.

[I]Special[/I]: You can gain this feat multiple times. Its effects do not stack. 
Each time you take the feat, it applies to a new school to which you 
already have applied the Spell Focus feat.

[B]Spell Specialization[/B]

Select one spell. You cast that spell with greater than normal power.

[I]Prerequisites:[/I] Int 13, Spell Focus.

[I]Benefit[/I]: Select one spell of a school for which you have taken the 
Spell Focus feat. Treat your caster level as being two higher for all 
level-variable effects of the spell.

Every time you gain an even level in the spellcasting class you chose your 
spell from, you can choose a new spell to replace the spell selected with this 
feat, and that spell becomes your specialized spell.

[B]Special:[/B] You can gain this feat multiple times. Its effects do not stack. 
Each time you take the feat, it applies to a different spell.

[B]Greater Spell Specialization[/B]

You can sacrifice a prepared spell in order to spontaneously cast your 
specialized spell.

[I]Prerequisites:[/I] Int 13, Spell Focus, Spell Specialization, able to
   prepare 5th-level spells.

[I]Benefit:[/I] By sacrificing a prepared spell of the same or higher level than
 your specialized spell, you may spontaneously cast your specialized spell. 
The specialized spell is treated as its normal level, regardless of the spell 
slot used to cast it. You may add a metamagic feat to the spell by increasing
 the spell slot and casting time, just like a cleric spontaneously casting a 
cure or inflict spell with a metamagic feat.

[/sblock]

Features:
Race: Human
    [U]+2 to One Ability Score:[/U] Human characters get a +2 bonus to
    one ability score of their choice at creation to represent their 
    varied nature.
    [U]Medium:[/U] Humans are Medium creatures and have no bonuses 
    or penalties due to their size.
    [U]Normal Speed:[/U] Humans have a base speed of 30 feet.
    [U]Bonus Feat:[/U] Humans select one extra feat at 1st level.
    [U]Skilled:[/U] Humans gain an additional skill rank at first level
    and one additional rank whenever they gain a level.
    [U]Languages:[/U] Humans begin play speaking Common. Humans 
    with high Intelligence scores can choose any languages they want 
    (except secret languages, such as Druidic).

[B]Favored class Alt[/B].
Add one spell from the wizard spell list to the wizard’s spellbook. 
This spell must be at least one level below the highest spell level he 
can cast. 


[U][B]skill points:[/B][/U]
2*9 (class) + 4*9 (abil) + 1*9 (race)  = 63 skill points

Skills                    Rank  CS   Ability  ACP  Misc Total Info
Acrobatics               0     0       2     -0   +
Appraise c               4     3       4          +   +
Bluff                    0     0       2          +
Climb                    1     0       0     -0   +
Craft c(papermaking)     1  3   4       4          +
Diplomacy                0     0       2          +
Disable Device           0     0       2     -0   +
Disguise                 0     0       2          +
Escape Artist            0     0       2     -0   +
Fly  c                    1     3       2     -0   +
Handle Animal            0     0       2          +
Heal                     1     0       2          +
Intimidate                  0     -     2       0          +0 
Knowledge c(Arcana)         9     3       4          +
Knowledge c(Dngnrng)        9     3       4           +
Knowledge c(Engnrng)        4     3       4          +
Knowledge c(Geography)      4     3       4          +
Knowledge c(History)        1     3       4          +
Knowledge c(Local)          1     3       4          +
Knowledge c(Nature)          1     3       4          +
Knowledge c(Nobility)         1     3       4          +
Knowledge c(Planes)          5     3       4          +
Knowledge c(Religion)        1     3       4          +
Linguistics c                3     0       0          +
Perception                   9     3       2          +
Perform     (       )           0    0     0       2          +
Profession c(       )        0     3      2          +
Ride                         1     0       2     -0   +
Sense Motive                 1     0       2          +
Sleight of Hand              1     0       2     -0   +
Spellcraft  c               4     3       4          +
Stealth                      1     0       2     -0   +
Survival                     1     0       2          +
Swim                        1     3       0     -0   +
Use Magic Device              1     0       2          +


Items: (50,000 gp) (*) denotes items md himself;

[B][U]Items:                    cost     weight[/U][/B]
Non magic adamentine dagger       3 001 gp 
Handy haversack                   1 000.0 gp     Slot: back *
Cloak of Resistance +3            4 500.0 gp     Slot: shoulders *
headband of Mental +2             5 000.0 gp     Slot: headband *
  Prowess-(wisdom/Int) skills: +9 in spellcraft
necklace adaptation               9 000.0 gp     Slot: neck 
Amulet of natural armor +2        8 000.0 gp     Slot: neck
pearl of power 1st lvl              500.0 gp *
pearl of power 2nd lvl            2 000.0 gp *



potion haste   *                      375.0 gp     
bulls strength    *                    225.0 gp
   000
cats grace       *                     225.0 gp
   000
bear's endurance     *                  225.0 gp
   000
owl's wisdom       *                    225.0 gp
   000
eagle's splendor   *                225.0 gp
   000
fox's cunning   *                   225.0 gp
   000


bonded object: wand-diamond spray           5650 *
Charges: 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000

[url=http://www.d20pfsrd.com/magic/all-spells/d/diamond-spray] spell info [/url]

spell book cost:
(595)+(5130)+(

24+25+54
[sblock=spell book 0 level]
:Cantrips: [all at first level] DC 14 Pages used: 24

ABJ
Resistance: Subject gains +1 on saving throws. CRB

CONJ
Acid Splash: Orb deals 1d3 acid damage. CRB
Drench: A sudden downpour soaks a target creature or object. Blog

DIV
Detect Magic: Detects all spells and magic items within 60 ft. CRB
Detect Poison: Detects poison in one creature or small object. CRB
Read Magic: Read scrolls and spellbooks. CRB

EVO
Breeze: Create a light wind that blows against target from direction of your choice. Blog
Dancing Lights: Creates torches or other lights. CRB
Flare: Dazzles one creature (–1 on attack rolls). CRB
Light: Object shines like a torch. CRB
Penumbra: Protects creature or object touched from bright light. Blog
Ray of Frost: Ray deals 1d3 cold damage. CRB
Scoop: Create a scoop of force to pick up or carry liquids. Blog
Spark: Ignites flammable objects. APG

ILL
Ghost Sound: Figment sounds. CRB
Haunted Fey Aspect: You surround yourself with disturbing illusions. UC

TRANS
Jolt: Deal 1d3 electrical damage with a ranged touch attack. Blog
Mage Hand: 5-pound telekinesis. CRB
Mending: Makes minor repairs on an object. CRB
Message: Whisper conversation at distance. CRB
Open/Close: Opens or closes small or light things. CRB
Root: Reinforces a subjects defense against being moved or tripped. Blog

Universal
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). CRB
Prestidigitation: Performs minor tricks.
[/sblock]

[sblock=spell book 1st level] DC 15 Pages used: 25
:level 1 : [scroll cost: 25 ;write cost 10 ] spell craft DC: 16


ABJ
+Endure Elements: Exist comfortably in hot or cold regions. CRB
Prot. from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment. CRB
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity. UC

Conjuration
Air Bubble: Creates a small pocket of air around your head or an object. UC
Corrosive Touch: Touch attack deals 1d4 acid/level. UM
Grease: Makes 10-ft. square or one object slippery. CRB
+Mount: Summons riding horse for 2 hours/level. CRB
Unseen Servant: Invisible force obeys your commands. CRB

Divination
Comprehend Languages: You understand all spoken and written languages. CRB
Detect Secret Doors: Reveals hidden doors within 60 ft. CRB
+Identify: Gives +10 bonus to identify magic items. CRB
True Strike: +20 on your next attack roll. CRB

Evocation
Burning Hands: 1d4/level fire damage (max 5d4). CRB
+Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). CRB
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). CRB

Illusion
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. CRB
Disguise Self: Changes your appearance. CRB

Transmutation
Crafter's Fortune: Subject gains +5 on next Craft check. APG
Enlarge: Person Humanoid creature doubles in size. CRB
+Expeditious Retreat: Your base speed increases by 30 ft. CRB
+Feather Fall: Objects or creatures fall slowly. CRB
Jump: Subject gets bonus on Acrobatics checks. CRB
+Mirror Strike: You may strike multiple opponents with a single attack. UC
+Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. APG
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. UC
[/sblock

[sblock=levl 2 spells]
:Level 2: [scroll cost:150 ;write cost 40 ] spell craft DC: 16
2+2+1+1
33-6=27
(27*190)=5130

Abjuration
Arcane Lock: M Magically locks a portal or chest. CRB
Protection from Arrows: Subject gains DR 10/magic against ranged attacks. CRB
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type. CRB
Warding Weapon F The weapon you use for the focus of this spell defends you,
allowing you to cast spells without provoking attacks of opportunity. UC

Conjuration
Acid Arrow: ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. CRB
Cushioning Bands: Force bands protect against crushing. UM
Returning Weapon: Grants a weapon the returning special weapon quality. UC
Summon Monster II: Summons extraplanar creature to fight for you. CRB
Summon Swarm: Summons swarm of bats, rats, or spiders. CRB
Web Shelter: Create a comfortable shelter made of webbing. UM

Divination
Elemental Speech: Enables you to speak to elementals and some creatures. APG
See Invisibility: Reveals invisible creatures or objects. CRB

Evocation
Burning Gaze: Inflict 1d6 fire damage to creature by looking at it. APG
Continual Flame: M Makes a permanent, heatless light. CRB
Darkness: 20-ft. radius of supernatural shadow. CRB
Pilfering Hand: You may seize an object or manipulate it from afar. UC
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). CRB
Shatter: Sonic energy damages objects or crystalline creatures. CRB
Spontaneous Immolation: Target takes 3d6 points of fire damage and catches on fire. UC

Illusion
Blur: Attacks miss subject 20% of the time. CRB
Mirror Image: Creates decoy duplicates of you. CRB

Transmutation
Badger's Ferocity: Weapons are keen while you concentrate. UM
Bear's Endurance: Subject gains +4 to Con for 1 min./level. CRB
Bull's Strength: Subject gains +4 to Str for 1 min./level. CRB
Cat's Grace: Subject gains +4 to Dex for 1 min./level. CRB
Darkvision: See 60 ft. in total darkness. CRB
Disfiguring Touch: Target becomes disfigured. UM
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level. CRB
Fox's Cunning: Subject gains +4 to Int for 1 min./level. CRB
Glide: You take no falling damage, move 60 ft./round while falling. APG
Kinetic Reverberation: Channels the force of an enemy’s attack back into its weapon. UC
Knock: Opens locked or magically sealed door. CRB
Make Whole: Repairs an object. CRB
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. CRB
Spider Climb: Grants ability to walk on walls and ceilings. CRB

[/sblock]

[sblock=level 3 spells]
:Level 3: [scroll cost: 375 ;write cost 90 ] spell craft DC: 16
2+2+1+1


[/sblock]

[sblock=level 4 spells]
:Level 4: [scroll cost: 700 ;write cost 160 ] spell craft DC: 16
2+2+1

:Level 5: [scroll cost: 1125 ;write cost 250 ] spell craft DC: 16
2
[/sblock]



[sblock=possible spell choices]




3rd-Level Sorcerer/Wizard Spells from Paizo
Spell Name M/F Description Source
Abjuration
Cloak of Winds
Creates a screen of wind around you. APG
Dispel Magic
Cancels one magical spell or effect. CRB
Explosive Runes
Deals 6d6 damage when read. CRB
Magic Circle against Chaos/Evil/Good/Law
As protection spells, but 10-ft. radius and 10 min./level. CRB
Nondetection M Hides subject from divination, scrying. CRB
Protection from Arrows, Communal
As protection from arrows, but you may divide the duration among creatures touched. UC
Protection from Energy
Absorbs 12 points/level of damage from one kind of energy. CRB
Resist Energy, Communal
As resist energy, but you may divide the duration among creatures touched. UC

Conjuration
Ablative Barrier F Surrounds the target with layers of force. UC
Aqueous Orb
Creates rolling sphere of water. APG
Ash Storm
Hamper vision and movement. UM
Mad Monkeys
Summon a swarm of mischievous monkeys. UM
Pellet Blast M Creates an explosion of conjured metal pellets. UC
Phantom Driver
Conjures a phantom to drive vehicles. UC
Phantom Steed
Magic horse appears for 1 hour/level. CRB
Rain of Frogs
Summon a swarm of poisonous frogs. UM
Returning weapon. Communal
As returning weapon, but you may divide the duration among weapons touched. UC
Sepia Snake Sigil M Creates text symbol that immobilizes reader. CRB
Sleet Storm
Hampers vision and movement. CRB
Spiked Pit
As create pit, but filled with spikes. APG
Stinking Cloud
Nauseating vapors, 1 round/level. CRB
Summon Monster III
Summons extraplanar creature to fight for you. CRB

Divination
Arcane Sight
Magical auras become visible to you. CRB
Blood Biography
Learn about a creature with its blood. APG
Clairaudience/Clairvoyance
Hear or see at a distance for 1 min./level. CRB
Harrowing F You use a Harrow deck to tell a fortune for yourself or someone else. ISWG
Locate Weakness
You roll damage twice when you roll damage for a critical hit and take the best damage. UC
Seek Thoughts
Detects thinking creatures’ thoughts. APG
Share Language, Communal
As share language, but you may divide the duration among creatures touched. UC
Spherescry F Remotely view through spheres that have consumed some portion of the caster's body. Spherescry cannot be discovered by normal methods of magical detection. CTR
Tongues
Speak and understand any language. CRB
Unravel Destiny
A target suffers penalties to checks depending on how many hero points it has, and takes damage if it uses them. APG


Evocation
Battering Blast
You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. DoG
BlackLight
You create an area of darkness impenetrable even to darkvision, but you can see normally within it. CS
Campfire Wall
Creates a shelter around a campfire. APG
Chain of Perdition
Creates a floating chain of force. UC
Channel the Gift
Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell. GaM
Daylight
60-ft. radius of bright light. CRB
Diamond Spray
A cone of tiny, sparkling slivers as hard and sharp as filed diamonds springs from your outstretched fingers at tremendous speed. AP:LoF
Distracting Cacophony
Noise makes it difficult to cast. UM
Draconic Reservoir
Subject can absorb energy damage and enhance melee attacks with it. APG
Elemental Aura
Creates an aura of energy around you. APG
Fireball
1d6 damage per level, 20-ft. radius. CRB
Force Punch
Target takes force damage and is pushed away. UM
Heatstroke
As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. StLC
Hydraulic Torrent
Creates torrent of water that bull rushes any creature in its path. APG
Lightning Bolt
Electricity deals 1d6/level damage. CRB
Pain Strike
Inflicts 1d6 nonlethal damage 1 round/level. APG
Sheet Lightning

RG
Tiny Hut
Creates shelter for 10 creatures. CRB
Twilight Knife
Floating knife attacks with you. APG
Wind Wall
Deflects arrows, smaller creatures, and gases. CRB

Illusion
Dazzling Blade, Mass
RG
Displacement
Attacks miss subject 50% of the time. CRB
Illusory Poison
Coat a weapon with phantasmal poison. GnoG
Illusory Script M Only select creatures can read text. CRB
Invisibility Sphere
Makes everyone within 10 ft. invisible. CRB
Loathsome Veil
Nauseate and/or sicken weak creatures. UM
Major Image
As silent image, plus sound, smell and thermal effects. CRB
Vision of Hell
Illusory hellscape makes creatures shaken. UM


Transmutation
Anthropomorphic Animal
Animal becomes bipedal. UM
Ape Walk
Target gains climb 30 and +8 racial bonus on Climb skill checks. StLC
Beast Shape I
You take the form and some of the powers of a Small or Medium animal. CRB
Blink
You randomly vanish and reappear for 1 round per level. CRB
Burrow
Target gains a burrow speed of 15. UM
Countless Eyes
Extra eyes give all-around vision. UM
Darkvision, Communal
As darkvision, but you may divide the duration among creatures touched. UC
Devolution
Target eidolon temporarily loses 1 evolution +1/five levels. APG
Enter Image
Transfers your consciousness to an object bearing your likeness. APG
Eruptive Pustules
Acid boils burst when you are attacked. UM
Excruciating Deformation
Target takes Dex and Con damage. UM
Flame Arrow
Arrows deal +1d6 fire damage. CRB
Flash Fire
Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon’s bearer and those around him. UC
Fly
Subject flies at speed of 60 ft. CRB
Gaseous Form
Subject becomes insubstantial and can fly slowly. CRB
Haste
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. CRB
Hostile Levitation
Levitates the targeted creature up off the ground. UC
Keen Edge
Doubles normal weapon's threat range. CRB
Magic Weapon, Greater
Weapon gains +1 bonus/four levels (max +5). CRB
Monstrous Physique I
Take the form and some of the powers of a Small or Medium monstrous humanoid. UM
Pup Shape
Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time. UC
Resinous Skin
You gain DR 5/piercing and +4 to CMD against disarm attempts. UC
Secret Page
Changes one page to hide its real content. CRB
Shifting Sand
Creates difficult terrain and erases tracks, can carry along some creatures and objects. APG
Shrink Item
Object shrinks to one-sixteenth size. CRB
Slow
One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. CRB
Spider Climb, Communal
As spider climb, but you may divide the duration among creatures touched. UC
Strangling Hair
Your hair animates and grapples. UM
Touch Injection
You can deliver an infusion, elixir, poison, or potion as a touch attack. UC
Undead Anatomy I
Take the form and some of the powers of a Small or Medium undead. UM
Versatile Weapon
Weapon bypasses some DR. APG
Water Breathing
Subjects can breathe underwater. CRB


4th-Level Sorcerer/Wizard Spells from Paizo
Spell Name M/F Description Source
Abjuration
Curse of Magic Negation M Target gains the negated spellblight. UM
Dimensional Anchor
Bars extradimensional movement. CRB
Fire Trap M Opened object deals 1d4 damage + 1/level. CRB
Globe of Invulnerability, Lesser
Stops 1st- through 3rd-level spell effects. CRB
Nondetection, Communal M As nondetection, but you may divide the duration among creatures touched. UC
Protection from Energy, Communal
As protection from energy, but you may divide the duration among creatures touched. UC
Remove Curse
Frees object or person from curse. CRB
Stoneskin M Grants DR 10/adamantine. CRB
True Form
Removes polymorph effects. APG

Conjuration
Acid Pit F Creates a pit with a layer of acid on the bottom. APG
Black Tentacles
Tentacles grapple all creatures within a 20-ft. spread. CRB
Dimension Door
Teleports you a short distance. CRB
Fleshworm Infestation
Worms deal hp and Dex damage. UM
Ghost Wolf F Conjure a Large, quasi-real, wolf-like creature made of black smoke that radiates fear and functions as phantom steed, and which can make attacks. OoG
Infernal Healing, Greater
Touch a creature with devils blood, giving it fast healing 4. ISWG
Minor Creation
Creates one cloth or wood object. CRB
Phantom Chariot
Conjures a quasi-real heavy chariot pulled by four horses. UC
Phantom Steed, Communal
As phantom steed, but you may divide the duration among creatures touched. UC
Secure Shelter
Creates sturdy cottage. CRB
Solid Fog
Blocks vision and slows movement. CRB
Summon Accuser
Summons a single accuser devil from Hell to do your bidding. RG
Summon Monster IV
Summons extraplanar creature to fight for you. CRB
Touch of Slime
Touch infests a target with green slime. UM
Divination
Arcane Eye
Invisible floating eye moves 30 ft./round. CRB
Detect Scrying
Alerts you to magical eavesdropping. CRB
Locate Creature
Indicates direction to familiar creature. CRB
Named Bullet
Imbues ammunition with accuracy against a specific creature type. UC
Scrying F Spies on subject from a distance. CRB
Share Senses
See/hear/smell what your familiar is. APG
Symbol of Revelation M Triggered symbol reveals illusions. UM
Tongues, Communal
As tongues, but you may divide the duration among creatures touched. UC



Evocation
Agonize
Pain encourages an outsider to obey you. UM
Ball Lightning
Flying balls of lightning deal 3d6 electricity damage each. APG
Detonate M Inflicts 1d8/level energy damage to all creatures within 15 ft. APG
Dragon's Breath
Gives you a dragon's breath weapon. APG
Fire Shield
Creatures attacking you take fire damage; you're protected from heat or cold. CRB
Hurricane Blast
Creates a severe blast of wind. AP:LoF
Ice Storm
Hail deals 5d6 damage in cylinder 40 ft. across. CRB
Resilient Sphere
Force globe protects but traps one subject. CRB
River of Wind
A stream of wind causes nonlethal damage and can knock down or push creatures. APG
Shout
Deafens all within cone and deals 5d6 sonic damage. CRB
Telekinetic Charge
Launches an ally through the air. UC
Vitriolic Mist
As fire shield, except acid damage. UM
Volcanic Storm
Hot rocks deal 5d6 damage. UM
Wall of Fire
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level. CRB
Wall of Ice
Ice plane creates wall or hemisphere creates dome. CRB
Illusion
Hallucinatory Terrain
Makes one type of terrain appear like another (field as forest, or the like). CRB
Illusory Wall
Wall, floor, or ceiling looks real, but anything can pass through. CRB
Invisibility, Greater
As invisibility, but subject can attack and stay invisible. CRB
Phantasmal Killer
Fearsome illusion kills subject or deals 3d6 damage. CRB
Rainbow Pattern
Lights fascinate 24 HD of creatures. CRB
Shadow Conjuration
Mimics conjuration below 4th level, but only 20% real. CRB
Shadow Step
Teleport from one shadow to another. UM
Shocking Image
As mirror image, but the duplicates emit electrical damage when destroyed. UC
Simulacrum, Lesser M Creates a double of a weak creature. UM
Wandering Star Motes
Outlines subject and produces light as a sunrod. APG

Transmutation
Age Resistance, Lesser
Ignore penalties from middle age. UM
Animal Aspect, Greater
As animal aspect, but you gain two animal qualities. UC
Beast Shape II
You take the form and some of the powers of a Tiny or Large animal. CRB
Calcific Touch
Touch attack slows target, 1d4 Dex damage. APG
Darkvision, Greater
See 120 ft. in total darkness. UM
Elemental Body I
Turns you into a Small elemental. CRB
Enlarge Person, Mass
1 humanoid creature/level doubles in size. CRB
Firefall
Causes fire to burst up, dealing 2d6 fire damage. APG
Magic Siege Engine, Greater
Siege engine gains +1 on targeting and damage rolls for every four caster levels. UC
Mnemonic Enhancer F Wizard Only. Prepare extra spells or retain one just cast. CRB
Monstrous Physique II
Take the form and some of the powers of a Tiny or Large monstrous humanoid. UM
Obsidian Flow
Converts the surface of the ground into molten glass. UC
Reduce Person, Mass
As reduce person, but affects 1 humanoid creature/level. CRB
Ride the Waves
Target can breathe water and swim. UM
Stone Shape
Sculpts stone into any shape. CRB
Symbol of Slowing M Triggered rune slows creatures. UM
Vermin Shape I
Take the form and some of the powers of a Small or Medium vermin. UM


5th-Level Sorcerer/Wizard Spells from Paizo
Spell Name M/F Description Source

Abjuration
Dismissal
Forces a creature to return to its native plane. CRB
Life Bubble
Protects creature from sustained environmental effects. APG
Unbreakable Construct M Increase construct hardness or DR. UM
Wreath of Blades F Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity. UC

Conjuration
Acidic Spray M 1d6/level acid damage plus 1 round of acid. UM
Cloudkill
Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage. CRB
Corrosive Consumption
Acidic patch damages an opponent. UM
Mage's Faithful Hound
Phantom dog can guard a location and attack intruders. CRB
Major Creation
As minor creation, plus stone and metal. CRB
Summon Monster V
Summons extraplanar creature to fight for you. CRB
Teleport
Instantly transports you as far as 100 miles per level. CRB
Wall of Stone
Creates a stone wall that can be shaped. CRB

Divination
Contact Other Plane
Lets you ask question of extraplanar entity. CRB
Prying Eyes
1d4 + 1/level floating eyes scout for you. CRB

Evocation
Cone of Cold
1d6/level cold damage. CRB
Fire Snake
Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. APG
Icy Prison
Thick ice holds and damages the target. UM
Interposing Hand
Hand provides cover against 1 opponent. CRB
Lightning Arc
Targets in a line take 1d6 electricity/level. UM
Sending
Delivers short message anywhere, instantly. CRB
Wall of Force
Wall is immune to damage. CRB

Illusion
Nightmare
Sends vision dealing 1d10 damage, fatigue. CRB
Persistent Image
As major image, but with no concentration required. CRB
Shadow Evocation
Mimics evocation below 5th level, but only 20% real. CRB
Symbol of Striking M As symbol of death, but fills a 5-foot square. UC

Transmutation
Beast Shape III:
You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. CRB
Elemental Body II:
Turns you into a Medium elemental. CRB
Fabricate: M Transforms raw materials into finished items. CRB
Monstrous Physique III:
Take the form and some of the powers of a Diminutive or Huge monstrous humanoid. UM
Overland Flight:
You fly at a speed of 40 ft. and can hustle over long distances. CRB
Passwall:
Creates passage through wood or stone wall. CRB
Telekinesis:
Moves object, attacks creature, or hurls object or creature. CRB
Transmute Mud to Rock:
Transforms two 10-ft. cubes per level. CRB
Transmute Rock to Mud:
Transforms two 10-ft. cubes per level. CRB
Treasure Stitching: M Objects on cloth become embroidered. APG

Universal 1
Permanency: M Makes certain spells permanent. CRB
[/sblock]

[sblock=abrief history]
The past is the past-the past is gone. What ever happened before THE OCCURRENCE has been removed from his memory. Only Since he has been wandering. ever few months he picks up and travels to a new city. Some call it wander lust, But secretly it is because he is trying to find himself.

He did a terrible thing-and it left him mad. He went somewhere and saw some creature-and it has scarred his mind. He continues to this day wandering to see if he can find out who he is and what he did.

The truth of the matter is that he was researching transmogrification of creatures and he was led to examine a dimension of elder beings-a place of aberrations that were so horrific, his mind had been damaged by the sheer sight of the creatures of chaos.

[/sblock]
 
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Gorash Graybeard

Male Dwarf Cleric 9
Lawful Good

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 22 (+6)
Charisma 8 (-1)

Hit Points: 75
Domains: Earth and Healing
Energy: Positive [Healing / Damages Undead]
Speed: 20 feet
Armor Class: 23 = 10 + 2 [dexterity] + 8 [Armor] + 3 [Shield]
Touch AC: 12
Flat-footed: 21

Initiative modifier: +2 = + 2 [dexterity]
Fortitude save: +13/+17 = 6 [base] + 2 [constitution] + 2 [great fortitude] + 3 [Cloak] + 4 [vs. poison]
Reflex save: +8 = 3 [base] + 2 [dexterity] +3 [Cloak]
Will save: +17/+19= 6 [base] + 6 [wisdom] + 2 [iron will] + 3 [Cloak]+ 2 [vs. spells / spell-like abilities]
Attack (handheld): +10/ +5 = 6 [base] + 4 [strength]
Attack (missile): +8/ +3 = 6 [base] + 2 [dexterity]
CMB: + 10 = 6 [base] + 4 [strength]
CMD: + 22 = 10 + 6 [base] + 4 [strength] + 2 [dexterity]

Magical Warhammer +11/+6 melee (1d8+5, crit 20/x3)

[sblock=Feats]
Feats:
Great Fortitude: +2 on fortitude saves
Iron Will: +2 on will saves
Maximize Spell
Improved Great Fortitude: Re-roll a fortitude save once a day
Improved Iron Will: Re-roll a will save once a day
[/sblock]
[sblock=skills]
Skill Name (Key Ability) Skill Mod. = Ability Mod. + Ranks + Misc. Mod.
**********************************************************
Appraise Int 8 = + 1 + 2 + 3 [class skill] + 2 [Dwarf]
Climb Str* -2 = + 4 + 0 - 6 [ACP]
Heal Wis 17 = + 6 + 8 + 3 [class skill]
Knowledge (arcana) Int 5 = + 1 + 1 + 3 [class skill]
Knowledge (religion) Int 9 = + 1 + 5 + 3 [class skill]
Perception Wis 6 = + 6 + 0 + 2 [Stonework]
Profession (Stone Work / Mason) Wis 14 = + 4 + 5 + 3 [class skill]
Sense Motive Wis 12 = + 6 + 3 + 3 [class skill]
Stealth Dex* -4 = + 2 + 0 - 6 [ACP]
Spellcraft Int 7 = + 1 + 3 + 3 [class skill]
Survival Wis 6 = + 6
Swim Str** -2 = + 4 + 0 - 6 [ACP]
[/sblock]
[sblock=Spells]
Zero-level Cleric spells: 4 can be selected per day, unlimited casting
Spook Animal, Simple Bed, Guidance, Resistance.
First-level Cleric spells: 6 (4 + 2) per day + 1 from a domain:
Divine Favor X 2, Entropic Shield, Remove Sickness, Obscuring Mist, Protection from Evil, (cure light wounds)
Second-level Cleric spells: 6 (4 + 2) per day + 1 from a domain:
Calm Emotions, 2 Hold Person, 2 Lesser Restoration, Zone of Truth, (soften earth and stone)
Third-level Cleric spells: 4 (3 + 1) per day + 1 from a domain:
Dispel Magic, Water Walk, Prayer, Stone Shape, (cure serious wounds)
Fourth-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
Neutralize Poison, Restoration, Control Water, (cure critical wounds)
Fifth-level Cleric spells: 2 (1 + 1) per day + 1 from a domain:
Symbol of Sleep, Raise Dead, (wall of stone)
Sixth-level Cleric spells: 0 (0 + 1) per day + 1 from a domain:
None
[/sblock]
[sblock=PF, Class and Race traits]
Pathfinder
Clearheaded (Dwarf Racial Trait) - +1 on opposed checks vs. Bluff and Disguise. +1 on saving throws against illusion effects.
Iron Liver - +2 on Fortitude saves vs. poison and drugs. +4 on Fortitude saves vs. the effects of alcohol.

Dwarf

• + 2 constitution, +2 wisdom, -2 charisma (already included)
• Can move 20 feet even if in heavy armor
• Darkvision (see 60 feet in pitch-dark)
• Stonecunning ( + 2 on perception checks regarding stonework; automatic check if passing in ten feet)
• All dwarves are proficient with battleaxes, heavy picks, and warhammers.
• + 4 to avoid being bullrushed / tripped while standing on ground
• + 2 racial bonus on saves vs. poison
• + 2 racial bonus on saves vs. spells / spell-like abilities
• + 1 racial bonus to hit orcs and goblinoids
• + 4 dodge bonus on AC against giants
• + 2 racial bonus on appraise checks if stone/metal

Cleric
• Alignment Aura
• Spontaneous casting -- trade prepared spells for curative spells
• Channels positive energy (2x/day)
• High wisdom gains bonus spells daily
• Earth clergy can squirt acid, and at 6th level resist acid damage
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.
• Healing clergy can touch the dying to restore them, and at 6th level all cure spells are enhanced by half as if empowered.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
• Concentration check: d20 + cleric level + wisdom modifier vs. DC = d20+15
[/sblock]
[sblock=Equipment]
Headband of inspired wisdom +4 (16000)
Belt of Giant strength +2 (4000)
Gloves of Dexterity +2 (4000)
Wand of CMW (4500) - 50 charges
Ring of Feather falling (2200)
Cloak of Resistance +3 (9000)
Breast Plate +2 (4550) [AC+8, Max dex. +3, ACP -4]
Heavy Steel Shield +1 (1320) [AC+3, ACP -2]
War Hammer +1 (2312)
Scrolls: [Scroll case]
0 lvl. spells: 4 Detect Magic + 2 Read Magic (75)
1 lvl. spells: 3 Remove Sickness + 2 Remove Fear + 2 Divine favor + 1 Bless (200)
2 lvl. spells: 4 Find traps + 2 Remove Paralysis + 3 Restoration, Lesser + 1 Consecrate + 2 Augury (1800)

Backpack (2)
Bedroll
Waterskin (1)
Holy Symbol
Personal mug

Wealth: 40gp
[/sblock]
 
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Ungroth the Bloody

Male Half-Orc Rogue 9
Chaotic Neutral

STR: 14
DEX: 18
CON: 14
INT: 14
WIS: 10
CHA: 10

Hit Points: 68
Speed: 30 Feet.
Armor Class: 18 = 10 (Base) +4 (Dex) +3 (Armor) +1 (Feat)
Touch: 14
Flat Footed: 15

Initiative Modifier: +10 = +4 (Dex) +2 (Trait) +4 (Feat).
Fortitude Save: +8 = +3 (Base) +2 (Con) +3 (Cloak).
Reflex Save: +13 = +6 (Base) +4 (Dex) +3 (Cloak).
Will Save: +6: +3 (Base) +3 (Cloak).
CMB: +8 = 6 (Base) +2 (STR).
CMD: 22 = 10 + 6 (Base) +2 (STR) +4 (DEX).
Light Load up to 58 lbs. Weight currently at 26 lbs.

Attacks:
[Main Hand] Shortsword +1: +12/+7 = 6 (Base) +4 (Dex) +1 (weapon) +1 (Weapon Focus).
[Main Hand] Damage: 1D6+3 Critical: 19-20 x2 Sneak: +5D6.
[Off Hand] Shortsword +1: +12/+7 = 6 (Base) +4 (Dex) +1 (weapon) +1 (Weapon Focus).
[Off Hand] Damage: 1d6+3 Critical: 19-20 x2 Sneak: +5D6.

[sblock=PF, Class, and Racial Traits]

Pathfinder Traits:
Adopted: Was raised in a Dwarven foster family. Gained Racial Trait: Stonecunning.
Reactionary: +2 to Initiative.

Class Traits:
Sneak Attack: +5D6
Trapfinding:
Evasion: No damage on successful Reflex saves for half damage.
Rogue Talent: Weapon Focus: Shortsword.
Trap Sense +3: +3 to Reflex saves to avoid traps and +3 to AC against attacks from traps.
Rogue Talent: Finesse Rogue: Grants the Weapon Finesse Combat Feat.
Uncanny Dodge: Rogue can no longer be caught Flat-Footed, nor does he lose his DEX modifier to AC against Invisible attackers.
Rogue Talent: Canny Observation: +4 bonus to Perception Skill Checks.
Improved Uncanny Dodge: Rogue can no longer be flanked, except by Rogues at least 4 levels higher than himself.
Rogue Talent: Guileful Polyglot: Gain 2 additional Languages known. Gain 4 if Linguistics has been trained.

Racial Traits:
+2 to one Ability Score: +2 DEX.
Medium Sized: No bonuses or penalties due to size.
Normal Speed: 30 feet.
Darkvision: 60 feet.
Intimidating: +2 racial bonus to intimidate skill checks.
Orc Blood: Half-Orcs count as both Humans and Orcs for any effect related to race.
Orc Ferocity: Replaced.
Bestial: The orc blood of some Half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces the orc ferocity racial trait.
Weapon Familiarity: Half-Orcs are proficient with Greataxes and Falchions and treat any weapon with the word "Orc" in it as a martial weapon.
Stonecunning:+2 to Perception checks to notice unusual stonework such as traps and secret doors in stone floors and walls. Recieve a check if passing within 10 feet, regardless of wether or not character is actively searching for them.

Languages Known (Read and Written)
:
Base Languages: Half-Orcs begin play speaking Common and Orc.
Bonus languages from Intelligence: Gnoll, Goblin.
Bonus languages from Linguistics: Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan, Terran, Undercommon.
Bonus languages from Guileful Polyglot: Abyssal, Aklo, Celestial, Infernal.
[/sblock]

[sblock=Feats]
Lvl 1: Feat = Two Weapon Fighting: Reduces dual wielding penalties to attack roll.
Lvl 3: Feat = Double Slice: Add STR bonus to damage with Off Hand Weapons.
Lvl 5: Feat = Improved Initiative: +4 to Initiative roll.
Lvl 7: Feat = Two Weapon Defense: +1 Shield bonus to AC.
Lvl 9: Feat = Improved Two Weapon Fighting: Extra Off Hand Attack.
[/sblock]

[sblock=Skills]
Trained:
Acrobatics (DEX): +16
Appraise (INT) +14
Climb (STR): +14
Disable Device (DEX): +16
Escape Artist (DEX): +16
Intimidate (CHA): +14
Knowledge Dungeoneering (INT): +14
Linguistics (INT): +14
Perception (WIS): +18 (+20 Stonework)
Sleight of Hand (DEX): +16
Stealth (DEX): +16

Untrained:
Bluff (CHA): +0
Craft (INT): +2
Diplomacy (CHA): +0
Disguise (CHA): +0
Fly (DEX): +4
Heal (WIS): +0
Perform (CHA): +0
Ride (DEX): +4
Sense Motive (WIS): +0
Survival (WIS): +0
Swim (STR): +2
[/sblock]

[sblock=Equipment]
+1 Shortsword: 2310 (10+300+2000) 2 lbs.
+1 Shortsword: 2310 (10+300+2000) 2 lbs.
+1 Leather armor of Spell Resistance (13): 9160 (10+150+9000) 15 lbs
Handy Haversack: 2000 5 lbs.
Ring of Sustenance: 2500 0 lbs.
Rope of Climbing: 3000 3 lbs.
Boots of Speed: 12000 1 lbs.
Cloak of Resistance +3: 9000 1 lbs.
Periaph of Health: 7400 0 lbs.
Potion of Cure Light Wounds x5: 250 (50+50+50+50+50)

Bedroll.

Wealth: 69gp, 9sp.
[/sblock]
 
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Gunden Halftoe
________________________________________
Male Halfling Sorcerer 9
Chaotic Good

Strength 8 (-1)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 20 (+4)

Hit Points:
Bloodline :Draconic (silver)
Speed:30 feet
Armor Class: 22 = 10 + 4 [dexterity] + 3 [Armor] + 1 [deflection] +3 Natural +1 size
Touch AC: 18
Flat-footed: 18

Initiative modifier: +8 = + 4 [dexterity] +4 improved init
Fortitude save: +8 = 3 [base] + 1 [constitution] + 3 [Cloak] + 1 [Racial]
Reflex save: +12 = 3 [base] + 4 [dexterity] +3 [Cloak] + 1 [Racial] +1 other
Will save: +13= 6 [base] + 1 [wisdom] + 3 [Cloak] + 1 [Racial] +2 Iron will
Attack (handheld): +4 = 4 [base] - 1 [strength] +1 size
Attack (missile): +9/ = 4 [base] + 4 [dexterity] +1 size
CMB: + 2 = 4 [base] -1 [strength] -1 size
CMD: + 16 = 10 + 4 [base] + -1 [strength] + 4 [dexterity] -1 size

Weapons:
Claws: 1d4 (magic)
Dagger 1d3

Feats
1st Iron Will
3rd combat casting
5th extra arcana
7th extra arcana
Bloodline feat: improved initiative
9th extra arcana

Class Features
Claws 1d4
Dragon resistance +10 cold, +2 Natural armor
Breath weapon 9d6
Bonus spells : mage armor, resist energy, fly, fear
Bloodline feat: improved initiative

Race features
• +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
• Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
• Slow Speed: Halflings have a base speed of 20 feet.
• Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
• Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
• Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
• Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
• Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
• Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Spells
0 8 known

1st 5 known 8/day
Mage Armor
Obscuring mist
Comprehend languages
Magic missile
Expeditious retreat
grease

2nd 5 known 7/day
Resist energy
Invisibility
See invisible
Detect thoughts
Command undead
Flaming sphere

3rd 4 known 7/day
Fly
Dispel magic
Summon monster 3
Diamond spray
Phantom steed

4th 3 known 5/day
Summon monster 4
Ice storm
Fear
Ball lightning


Equipment
ring of protection +1 1.00 2000

ring of sustenance 1.00 2500

armors of bracers +3 1.00 9000

cloak of protection 1.00 9000

amulet of na +1 1.00 2000

handy haversack 1.00 2000

belt of dexterity 1.00 4000

boots of striding 1.00 5500

amulet of charisma 1.00 4000

scorching ray 1.00 4500

darkvision 1.00 4500

bedroll 1.00 0.5

explorers outfit 2.00 10

courtiers outfits 2.00 30

fine wine 2.00 10

wine glass 1.00 5

deck of cards 1.00 1

potion clw 3.00 50

potion cmw 2.00 300


[sblock=skills\]

SKILL NAME KEY ABILITY SKILL MOD RANK CALC MODS

Acrobatics Dex* +6 = 0 + 6

Appraise Int +7 = 4 + 3

Bluff Cha +13 = 5 + 8

Climb Str* +1 = 0 + 1

Craft (untrained) Int 0 = 0 + 0

Diplomacy Cha +5 = 0 + 5

Disguise Cha +5 = 0 + 5

Escape Artist Dex* +4 = 0 + 4

Fly Dex* +6 = 0 + 6

Heal Wis +1 = 0 + 1

Intimidate Cha +5 = 0 + 5

Perception Wis +3 = 0 + 3

Perform (untrained) Cha +5 = 0 + 5

Ride Dex* +4 = 0 + 4

Sense Motive Wis +1 = 0 + 1

Stealth Dex* +8 = 0 + 8

Survival Wis +1 = 0 + 1

Swim Str* -1 = 0 + -1

Track Wis +1 = 0 + 1

= +

Disable Device Dex* NA = 0 + 4

Handle Animal Cha NA = 0 + 5

Knowledge (arcana) Int NA = 0 + 0

Knowledge (dungeoneering) Int NA = 0 + 0

Knowledge (engineering) Int NA = 0 + 0

Knowledge (geography) Int NA = 0 + 0

Knowledge (history) Int NA = 0 + 0

Knowledge (local) Int NA = 0 + 0

Knowledge (nature) Int NA = 0 + 0

Knowledge (nobility) Int NA = 0 + 0

Knowledge (planes) Int NA = 0 + 0

Knowledge (religion) Int NA = 0 + 0

Knowledge (spirits) Int NA = 0 + 0

Linguistics Int NA = 0 + 0

Profession (untrained) Wis NA = 0 + 1

Sleight of Hand Dex* NA = 0 + 4

Spellcraft Int NA = 0 + 0

Use Magic Device Cha +18 = 9 + 9
[/sblock]\
 
Last edited:

Into the Woods

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