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<blockquote data-quote="Gurdjieff" data-source="post: 232595" data-attributes="member: 2264"><p><strong>Valiance Bluesky - Final Character</strong></p><p></p><p><_____ INFORMATION _____></p><p></p><p>Name: Valiance Bluesky</p><p>Class: Barbarian6 Fighter4 Tempest10</p><p>Race: Half Celestial Human (No wings)</p><p>Stats: str28[34] dex20 con25[30] int18 wis20 cha18 </p><p>Allignment: Chaotic Good</p><p>Deity: Obad-Hai</p><p>Age: 26</p><p>Height: 5'9"</p><p>Weight: 175 lb</p><p>Sex: Male</p><p>Initiative: +5 (5dex)</p><p>BAB: +20/+15/+10/+5</p><p>Melee: +32/+27/+22/+17</p><p>Ranged: +25/+20/+15/+10</p><p>AC: 20 [39 (RAGE 37) Flatfooted: 30 Touch: 31]</p><p>HP: 16d12+4d10+140 [340 / 340 (RAGE 368)]</p><p>Saves: Fort: 23 [+31 (33 Rage)]</p><p>Ref: 11 [+16]</p><p>Will: 11 [+16 (20 Rage)]</p><p>XP: 210.000+1.999 [11.5k]</p><p></p><p></p><p><_______ Skills, Feats & SQ _________></p><p></p><p>FEATS</p><p></p><p>(Slots)</p><p>Exotic Weapon Proficiency (Lightsaber)</p><p>Improved Critical (Lightsaber)</p><p>Weapon Focus (Lightsaber)</p><p>Weapon Specialisation (Lightsaber)</p><p>Ambidexterity</p><p>Dodge</p><p>Two Weapon Fighting</p><p>Mobility</p><p>Spring Attack</p><p>Leadership</p><p>Twin Style</p><p>(Gained by classes)</p><p>Improved Two Weapon Fighting</p><p>Greater Two Weapon Fighting</p><p>Supreme Two Weapon Fighting</p><p>Absolute Ambidexterity</p><p>Offhand Parry +6</p><p></p><p></p><p>SKILLS</p><p></p><p>Jump (str) +35</p><p>Listen (wis) +27</p><p>Climb (str) +35</p><p>Intimidate (cha) +27</p><p>Wilderness Lore (wis) +20</p><p>Swim (str) +34</p><p>Spot (wis) +17</p><p>Handle Animal (cha) +12</p><p>Intuit Direction (wis) +13</p><p></p><p></p><p>SQ</p><p></p><p>Fast Movement</p><p>Rage 2/day</p><p>Uncanny Dodge (Dex to AC)</p><p>Uncanny Dodge (Cannot be Flanked)</p><p></p><p></p><p><_____ POSSESSIONS _____> </p><p></p><p>Manual of Great Health +4 (110000)</p><p>Manual of Unusual Strenght +4 (110000)</p><p>Manual of Fast Reflexes +1 (27500)</p><p>Tome of High Wisdom +1 (27500)</p><p></p><p>Keen Holy Lightsaber +5, CG only (90020)</p><p>Keen Holy Lightsaber +5, CG only (90020)</p><p>Studded Leather (of Haste (10r/Day) Heavy Fort +4 CG Only (70120)</p><p></p><p>Belt of Giant Strenght (36000)</p><p>Amulet of Bodily Health (36000)</p><p>Gloves of Resistance +5 (25000)</p><p>Ring Protection +5 of Sustenance (55000)</p><p>Ring of Luck (AC) +5 (62500)</p><p>Winged Boots (12000)</p><p>Goggles of Blindsight 1/Day (32000) (lvl 5 druid spell, caster lvl 16)</p><p>Phylactery of Faith (1000)</p><p></p><p>140 gp left</p><p></p><p></p><p><_____ ATTACKS & DAMAGE _____></p><p></p><p>Keen Holy Lightsaber +5</p><p></p><p>BAB: +20/+15/+10/+5</p><p>Melee: +32/+27/+22/+17</p><p>Attack: +38/+33/+28/+23 </p><p>RageAt: +40/+35/+30/+25 </p><p>Good:</p><p>Damage: 2d6+17 (+Holy) </p><p>RageDm: 2d6+19 (") </p><p>Off:</p><p>Damage: 2d6+12 (") </p><p>RageDm: 2d6+13 (")</p><p></p><p></p><p>__________________________________________________</p><p>__________________</p><p></p><p>COHORT</p><p></p><p>Str 8 -1</p><p>Dex 14 +2</p><p>Con 12 +1</p><p>Int 14 +2 </p><p>Wis 12 +1 </p><p>Cha 25 +7</p><p></p><p>Lvl 8 Bard / 10 Loremaster</p><p>HP 68/68 (7d6+10d4+17)</p><p></p><p>AC: 13</p><p>BAB +10/+5</p><p>Fort+10</p><p>Ref +16</p><p>Will +18 </p><p>XP: 153.000 [9k for next]</p><p></p><p>FEATS:</p><p>Skill Focus (Knowledge [Music])</p><p>Silent Spell</p><p>Still Spell</p><p>Enlarge Spell</p><p>Extend Spell</p><p>Empower Spell</p><p>Craft Wonderous Item</p><p>Jack of all Trades</p><p>Subsonics</p><p></p><p>SQ:</p><p>Bardic Music (7/day): Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit. </p><p>The Bardic Music effects are: </p><p>* Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability. </p><p>* Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability. </p><p>* Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a –4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect. </p><p>While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability. </p><p>* Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability. </p><p>* Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability. </p><p>* Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.) </p><p>The target gains the following boosts:</p><p>* +2 Hit Dice (d10s that grant temporary hit points).</p><p>* +2 competence bonus on attacks.</p><p>* +1 competence bonus on Fortitude saves. </p><p>Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability. </p><p></p><p>Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. </p><p>Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Player’s Handbook for more information on bardic knowledge.</p><p>Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined.</p><p>True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability.</p><p></p><p>Secrets:</p><p>Secrets of Inner Strenght</p><p>The lore of True Stamina</p><p>Secret Knowledge</p><p>Dodge Trick</p><p>Applicable Knowledge</p><p></p><p>SKILLS: </p><p>Perform (cha) +48 (+50 Instrument) Types: Vocals, Guitar, Drums, Trumpet, Storytelling, Comedy, Ballad, Piano, 12 more...</p><p>Use Magic Device (cha) +28</p><p>Knowledge (Arcana) (int) +23</p><p>Knowledge (Music) (int) +25</p><p>Decipher Script (int) +23</p><p>Concentration (con) +21</p><p></p><p>POSSESSIONS:</p><p>Gloves of Performance +20 Perform (8000)</p><p>Headband of Appearance +6 Charisma (36000)</p><p>Ring of Resistance +5 (25000)</p><p>Tome of Leadership and Influence +1 (27500)</p><p>Masterwork Electrical Guitar (100)</p><p>Masterwork Microphone (100)</p><p>Boots of Speed (8000)</p><p></p><p>Gold: 3.300</p><p></p><p>SPELLS:</p><p></p><p>KNOWN/DAY:</p><p>0 Lvl: 6/4 - Detect Magic, Read Magic, Mage Hand, Dancing Lights, Mending, Light</p><p>1 Lvl: 5/4 - Detect Secret Doors, Identify, Feather Fall, Ventriloquism, Charm Person</p><p>2 Lvl: 5/4 - Tongues, Locate Object, Detect Thoughts, See Invisibility, Cure Moderate Wounds</p><p>3 Lvl: 5/4 - Dispel Magic, Clairaudience/Clairvoyance, Greater Magic Weapon, Cure Serious Wounds</p><p>4 Lvl: 4/4 - Cure Critical Wounds, Dimension Door, Dismissal, Break Enchantment</p><p>5 Lvl: 4/3 - Greater Dispelling, Healing Circle, Mind Fog, Persistent Image</p><p>6 Lvl: 3/2 - Mass Suggestion, Plane Shift, Greater Scrying</p></blockquote><p></p>
[QUOTE="Gurdjieff, post: 232595, member: 2264"] [b]Valiance Bluesky - Final Character[/b] <_____ INFORMATION _____> Name: Valiance Bluesky Class: Barbarian6 Fighter4 Tempest10 Race: Half Celestial Human (No wings) Stats: str28[34] dex20 con25[30] int18 wis20 cha18 Allignment: Chaotic Good Deity: Obad-Hai Age: 26 Height: 5'9" Weight: 175 lb Sex: Male Initiative: +5 (5dex) BAB: +20/+15/+10/+5 Melee: +32/+27/+22/+17 Ranged: +25/+20/+15/+10 AC: 20 [39 (RAGE 37) Flatfooted: 30 Touch: 31] HP: 16d12+4d10+140 [340 / 340 (RAGE 368)] Saves: Fort: 23 [+31 (33 Rage)] Ref: 11 [+16] Will: 11 [+16 (20 Rage)] XP: 210.000+1.999 [11.5k] <_______ Skills, Feats & SQ _________> FEATS (Slots) Exotic Weapon Proficiency (Lightsaber) Improved Critical (Lightsaber) Weapon Focus (Lightsaber) Weapon Specialisation (Lightsaber) Ambidexterity Dodge Two Weapon Fighting Mobility Spring Attack Leadership Twin Style (Gained by classes) Improved Two Weapon Fighting Greater Two Weapon Fighting Supreme Two Weapon Fighting Absolute Ambidexterity Offhand Parry +6 SKILLS Jump (str) +35 Listen (wis) +27 Climb (str) +35 Intimidate (cha) +27 Wilderness Lore (wis) +20 Swim (str) +34 Spot (wis) +17 Handle Animal (cha) +12 Intuit Direction (wis) +13 SQ Fast Movement Rage 2/day Uncanny Dodge (Dex to AC) Uncanny Dodge (Cannot be Flanked) <_____ POSSESSIONS _____> Manual of Great Health +4 (110000) Manual of Unusual Strenght +4 (110000) Manual of Fast Reflexes +1 (27500) Tome of High Wisdom +1 (27500) Keen Holy Lightsaber +5, CG only (90020) Keen Holy Lightsaber +5, CG only (90020) Studded Leather (of Haste (10r/Day) Heavy Fort +4 CG Only (70120) Belt of Giant Strenght (36000) Amulet of Bodily Health (36000) Gloves of Resistance +5 (25000) Ring Protection +5 of Sustenance (55000) Ring of Luck (AC) +5 (62500) Winged Boots (12000) Goggles of Blindsight 1/Day (32000) (lvl 5 druid spell, caster lvl 16) Phylactery of Faith (1000) 140 gp left <_____ ATTACKS & DAMAGE _____> Keen Holy Lightsaber +5 BAB: +20/+15/+10/+5 Melee: +32/+27/+22/+17 Attack: +38/+33/+28/+23 RageAt: +40/+35/+30/+25 Good: Damage: 2d6+17 (+Holy) RageDm: 2d6+19 (") Off: Damage: 2d6+12 (") RageDm: 2d6+13 (") __________________________________________________ __________________ COHORT Str 8 -1 Dex 14 +2 Con 12 +1 Int 14 +2 Wis 12 +1 Cha 25 +7 Lvl 8 Bard / 10 Loremaster HP 68/68 (7d6+10d4+17) AC: 13 BAB +10/+5 Fort+10 Ref +16 Will +18 XP: 153.000 [9k for next] FEATS: Skill Focus (Knowledge [Music]) Silent Spell Still Spell Enlarge Spell Extend Spell Empower Spell Craft Wonderous Item Jack of all Trades Subsonics SQ: Bardic Music (7/day): Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit. The Bardic Music effects are: * Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability. * Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability. * Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a –4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect. While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability. * Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability. * Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability. * Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.) The target gains the following boosts: * +2 Hit Dice (d10s that grant temporary hit points). * +2 competence bonus on attacks. * +1 competence bonus on Fortitude saves. Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability. Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Player’s Handbook for more information on bardic knowledge. Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined. True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability. Secrets: Secrets of Inner Strenght The lore of True Stamina Secret Knowledge Dodge Trick Applicable Knowledge SKILLS: Perform (cha) +48 (+50 Instrument) Types: Vocals, Guitar, Drums, Trumpet, Storytelling, Comedy, Ballad, Piano, 12 more... Use Magic Device (cha) +28 Knowledge (Arcana) (int) +23 Knowledge (Music) (int) +25 Decipher Script (int) +23 Concentration (con) +21 POSSESSIONS: Gloves of Performance +20 Perform (8000) Headband of Appearance +6 Charisma (36000) Ring of Resistance +5 (25000) Tome of Leadership and Influence +1 (27500) Masterwork Electrical Guitar (100) Masterwork Microphone (100) Boots of Speed (8000) Gold: 3.300 SPELLS: KNOWN/DAY: 0 Lvl: 6/4 - Detect Magic, Read Magic, Mage Hand, Dancing Lights, Mending, Light 1 Lvl: 5/4 - Detect Secret Doors, Identify, Feather Fall, Ventriloquism, Charm Person 2 Lvl: 5/4 - Tongues, Locate Object, Detect Thoughts, See Invisibility, Cure Moderate Wounds 3 Lvl: 5/4 - Dispel Magic, Clairaudience/Clairvoyance, Greater Magic Weapon, Cure Serious Wounds 4 Lvl: 4/4 - Cure Critical Wounds, Dimension Door, Dismissal, Break Enchantment 5 Lvl: 4/3 - Greater Dispelling, Healing Circle, Mind Fog, Persistent Image 6 Lvl: 3/2 - Mass Suggestion, Plane Shift, Greater Scrying [/QUOTE]
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