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Whirtlestaffs Wizards Academy, Rogues Gallery

Leif said:
"If he HAPPENS to not be wearing it??" From your description it sounds like he will not be wearing it very often. Is that wrong?

Hmmm, I can have a character sheet that AUTOMATICALLY will put down incorrect information for the way my character usually will be..... gee, I think I'll pass on that one. After it "automatically populates" with the information that's not correct the majority of the time, can't you go back and "de-populate" it and make it right?

I could, if I desired to do so, which I do not. I like him the way he is, and with the way he feels about the armor that his MOM and DAD gave him he may just start wearing it ALL THE TIME! Just so he can get some more work in and get used to it faster! In fact, the response Pandak made to the mysterious voice barely won out over turning straight back into his room to put it back on and to get his axe.

The sheet is just right the way it is - it is MY record, after all!

(Gees, make a generous offer and get a sarcastic response! That'll teach me to try to share the results of all my hard work!)
 

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Fine. I'm sure you're sheet is wonderful. However, THIS is MY D&D CAMPAIGN! Here's the way this is going to work: I have just sent you an email that explains the very generous terms that I am willing to offer. Take it or leave it.
 

Leave it. You are correct - it is your game, and I don't want to screw it up for you.

I had a specific character concept in mind, and the arms/armor were a part of it. Unfortunately, at this point I've pretty much fallen in love with the character, and rather than make another and be continually frustrated that I didn't get to play this one, or frustrate you because Pandak doesn't fit with your world or what you envision a wizard being, I'll bow out.

I couldn't figure out a way to write Pandak out without knowing what's going on right now - I didn't want to take liberties with the story line. So I'll leave that detail up to you.

A few thoughts:

The terms you offered don't seem that generous to me.

The books you've decided to allow (primarily the PHB and the DMG - Core Rule Books) provide rules for just such player desires. I was willing to take the 20% spell failure, along with the non-proficiency penalties for axes and armor until he could multi-class (Paragon next level, per our discussions) as a cool characterization. I even strongly resisted moving his stats around to give him a better strength at the cost of having average wisdom or below average charisma (both necessary attributes for an 'emissary' of the dwarves to the outside world that we discussed). I actually like the idea of playing a character with disadvantages, and in this case was looking forward to playing one who's disadvantages came from positive personality traits (hard working, etc.) rather than angst at being cast out/orphaned/alone in the world.

However, I'm not willing to blow two feats (or even one feat - see below) so I can do something the PHB allows me to do anyway, when the penalties I chose to take fit with my character concept. And even more especially when Chain Shirt is LIGHT armor - why in the world would I want to take an extra feat allowing me to wear medium armor when the armor I wear is light?

The Still Spell feat would have allowed me to reserve a few spells at least that I could cast without the penalty (no somatic components).

I would have had no problem with you rolling the spell failure chance, as long as you would be doing the same for everyone. I regularly make skill rolls for the characters in my game because it keeps the players from deducing facts simply by knowing their skill check failed. But in this case it sort of felt like you were afraid I'd cheat on the roll, which would have been somewhat insulting, or that you were reserving the right to make my spells fizzle if you so desired, which would have been somewhat petty.
 
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Mowgli said:
Leave it. You are correct - it is your game, and I don't want to screw it up for you.
I had a specific character concept in mind, and the arms/armor were a part of it. Unfortunately, at this point I've pretty much fallen in love with the character, and rather than make another and be continually frustrated that I didn't get to play this one, or frustrate you because Pandak doesn't fit with your world or what you envision a wizard being, I'll bow out.
I couldn't figure out a way to write Pandak out without knowing what's going on right now - I didn't want to take liberties with the story line. So I'll leave that detail up to you.
A few thoughts:
The terms you offered don't seem that generous to me.
The books you've decided to allow (primarily the PHB and the DMG - Core Rule Books) provide rules for just such player desires. I was willing to take the 20% spell failure, along with the non-proficiency penalties for axes and armor until he could multi-class (Paragon next level, per our discussions) as a cool characterization. I even strongly resisted moving his stats around to give him a better strength at the cost of having average wisdom or below average charisma (both necessary attributes for an 'emissary' of the dwarves to the outside world that we discussed). I actually like the idea of playing a character with disadvantages, and in this case was looking forward to playing one who's disadvantages came from positive personality traits (hard working, etc.) rather than angst at being cast out/orphaned/alone in the world.
However, I'm not willing to blow two feats (or even one feat - see below) so I can do something the PHB allows me to do anyway, when the penalties I chose to take fit with my character concept. And even more especially when Chain Shirt is LIGHT armor - why in the world would I want to take an extra feat allowing me to wear medium armor when the armor I wear is light?
The Still Spell feat would have allowed me to reserve a few spells at least that I could cast without the penalty (no somatic components).
I would have had no problem with you rolling the spell failure chance, as long as you would be doing the same for everyone. I regularly make skill rolls for the characters in my game because it keeps the players from deducing facts simply by knowing their skill check failed. But in this case it sort of felt like you were afraid I'd cheat on the roll, which would have been somewhat insulting, or that you were reserving the right to make my spells fizzle if you so desired, which would have been somewhat petty.
Well, for someone who is giving up you certainly had a lot to say on your way out! I obviously wouldn't have made you take the feat for medium armor for precisely the reason that the chain shirt is light armor. My email was sent before I checked that in the ph. I resent your accusations of "pettiness." Of course the same rules apply for all characters. (And, in that regard, I am going to be imposing some penalites upon our glorious Tylara because the Gray Elf race is TOTALLY imbalanced, imho!) Your parting insults and accusations are not well-taken, and are, in themselves, a cheap shot because of your unwillingness to consider my response. But, I see that you have once again found a way to portray yourself as the poor martyr, which is your S.O.P. Bravo!! Take a bow, Mowgli!! I nominate you for an Academy Award!

Good-bye!
 

Mikkanna Raschika

Completing gear and adding Collegiate Wizard stuff this evening...

[sblock=Mikkanna Raschika]Neutral Good, Female, Gnome
Focused Diviner 3
Experience: 3,750/6000
[sblock=Mechanics]
Attributes (rolls)
Str: 12/+1 (14-2race)
Dex: 16/+3 (16)
Con: 18/+4 (16+2race)
Int: 18/+4 (18)
Wis: 17/+3 (17)
Cha: 12/+1 (12)


HP: 3d4+12con = 20hp (HP base roll)
AC: 14 (+1size, +3dex), Touch 14, Flatfooted 11
Init: +3 (+3dex)
BaB/Grapple: +1/-3
speed: 20' (base 20', no armor, light load)
Saves: +5 Fort[1](+4con), +4 Refx[1](+3dex), +6 Will[3](+3wis)
Languages: Common, Gnomish, Elvish, Dwarvish, Halfling, Draconic
Combat Stats
Attack: BaB +1, Size +1, Str +1, Dex +3
Damage: Strength +0
Conditional:

+3 melee, Quarterstaff (small), 1d4+1, 20/x2 (standard)
+5 ranged, Heavy Crossbow (small), 1d8, 20/x2, piercing, 130'ri (full)

[sblock=Skills/Feats]Skills - [Wizard 36pts.]
+04 Climb [0](+1str, +3familiarBonus)
+07 Concentration [4](+3con)
+05 Craft (sewing) [1](+4int)
+10 Decipher Script [6](+4int)
+09 Disable Device [3](+4int, +2MWTools)
+10 Knowledge (arcana) [6](+4int)
+05 Knowledge (architecture & engineering) [1](+4int)
+07 Listen [0](+3wis, +2familiarAlertness, +2racial)
+04 Profession (librarian) [1](+3wis)
+07 Search [3](+4int)
+09 Spellcraft [5](+4int)
+05 Spot [0](+3wis, +2familiarAlertness)

Feats
• Scribe Scroll (wizard 1 bonus feat)
• Alertness (when familiar is within 5' only - bonus feat)
• Spell Focus (divination) (lvl 1)
• Eschew Materials (lvl 3)
• Brew Potion (campaign bonus feat - lvl 3)
• Collegiate Wizard (campaign bonus feat - lvl 3)
[/sblock][sblock=Race/Class]
Gnome Traits
• +2 Constitution, -2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
• +2 racial bonus on saving throws against illusions.
• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
• +1 racial bonus on attack rolls against kobolds and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Listen checks.
• +2 racial bonus on Craft (alchemy) checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
• Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

Wizard (diviner) [lvl 3]
• 3d4 HD, BaB+1, Fort+0, Ref+0, Will+3
• Proficient with club, dagger, heavy crossbow, light crossbow, and quarterstaff.
• Skills (2 + Int modifier/lvl; x4 at 1st level): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
• Scribe Scroll (bonus feat)
• ACF: Focused Specialist (CM pg 34) - Choose an additional prohibited school and lose 1 spell slot from each level to gain 2 additional slots of each level for your chosen specialty school spells
• Prohibited: Illusion and Necromancy
• Summon Familiar
• Arcane Caster: Lvl:(slots per day)
•• 0th: (3+3[Divination]); ???, ???, ???, ???D, ??????D, ??????D
•• 1st: (1+3[Divination]+1[int]); ???, ??????Int, ???D, ???D, ???D
•• 2nd: (0+3[Divination]+1[int]); ??????Int, ???D, ???D, ???D
• Arcane Caster: Lvl:Known
•• 0th: (All) (Preferred: Amanuensis, Mend, Repair Minor Damage, Stick)
•• 1st: Instant Locksmith (div), Instant Search (div), Spontaneous Search (div), Targetting Ray (div), Mage Armor, Dispel Ward, Benign Transposition, Masters Touch (div), Arrow Mind (div)
•• 2nd: Chain of Eyes (div), See Invisibility (div)
[/sblock]
[/sblock]

[sblock=Personal Information]
Background
Mikkanna's father, the head librarian of the academy, loves his daughter dearly and has doted on her ever since she was born. Mikkanna was a quiet and observant toddler and was allowed into the library even as a babe. The library was more of a home than her actual home and she had the main aisles and highly researched areas memorized before she was six. She loved the sweeping arched ceilings of the library halls and even from an early age enjoyed reading the texts on construction and architecture. Spending a great deal of time in her studies and poring over old tomes taught her much about language and she learned how to read draconic before she was taught it's spoken form.

Fascinated with engineering as well as architecture she turned to strange device experimentation in her early teens. Spending a portion of her time playing with odd devices almost cost her a finger or three over the years. It did in fact cost a number of outfits over the years and on one occassion it destroyed a wall in a dissastrous force effect she'd been attaching to a device. The smithy has since refused to help her with the manufacture of her strange gizmos completely, likely a very good thing, and since then she has tended to experiment with less dangerous pursuits working on smaller devices.

Despite her focus on odd devices, math and structures her mother insisted she pick up some other useful skills to help out with. Mikkanna tried a few different trades and found, to her great surprise, that sewing and tailoring is quite enjoyable for her. She's not highly skilled at it but spending her spare time on it, what little she manages to find, is something she enjoys.

Mikkanna, fascinated with the sciences, has focused on learning and in particular has an interest in divination magics. With no interest in illusion or death at all she's chosen to avoid both and her parents, despite not understanding her decision to ignore her races' illusion oriented heritage, support her in her studies. Not a day goes by in which her mother doesn't at least mention it a few times, "Why a diviner of all things dear?" often being heard.

Personality
Mikkanna is fascinated with the "hard sciences" and has a special fondness for architecture and engineering, loves divination magic, and spends an inordinate amount of time searching through the library archives for the next "great" undiscovered text. She's shy around strangers but her curiousity more often than not wins out pushing her to speak up and involve herself with them anyways. She is fond of animals and children.

She is extremely organized always knows where everything is. Her spellbook is incredibly well organized and precise as are the diagrams and schematics she creates. Her favorite color is green and she loves to collect shoes! The only thing she enjoys more than shoes and playing with her familiar is books; everything about them. She is always looking for a new book to bring back to the library, an interesting story or legend often being scribed into a few pages almost immediately as well. She smiles easily if a little shyly and tends to blurt out what she thinks without really considering it's effects.

Description
Mikkanna is a petite gnome with unkempt auburn hair that falls to mid-back. As often as not it is unbound and even when it is it seemingly has a knack to escape and drape itself across at least one side of her face. Her button nose holds up a custom crafted pair of mechanical mithral spectacles with multiple stacking finely polished lenses which look quite strange. When not in use the lenses rotate to the sides out of the way and her brilliant green eyes can be seen clearly gazing at the world around her with an almost palpable inquisitive air about them.

Her narrow face is framed by her hair and her angular face ending in a slightly rounded chin is contrased by her forest green multi-pocketed embroidered tunic. The tunic fits her snugly and she usually wears it over a loose fitting white long sleeved brocade shirt. These shirts have cotton ties at elbow and wrist that her mother adds to keep the garment from flopping about when she's thumbing through a tome or sketching out a new device to pester the crafters with.[/sblock]
[sblock=Gear 220gp starting; 750xp expendable]
• <item> (<worn or carried>, <location>, <cost>gp/<weight> lbs.)
• Scholars Clothing (worn, --gp/-- lbs.)
• Spell Component Pouch (worn, waist, ??gp/?? lbs.)
• Engineering Glasses (worn, face, 20gp/-- lbs.)
• Metalshod Quarterstaff (small, carried, hands, ??/ ?? lbs.)
• Heavy Crossbow (small, back, ??gp/?? lbs.)
• Bolt Case w/ 20 bolts (back, ??gp/?? lbs.)

Total Carried Weight: ?? wt.
Carrying Capacity: ???/???/???

[sblock=s]
[/sblock][/sblock]

[sblock=Class Progression]Skills Advancement
[1][2][3][4][5][6][7][8][9] -- Class Level --
---------------------------------------------
[4][0][0][1][0][1][1][3][1] Concentration
[0][1][0][0][0][1][0][1][0] Craft (sewing)
[4][1][1][1][1][1][1][1][1] Decipher Script
[2][0][1][0][1][0][0][0][0] Disable Device (cc)
[4][1][1][1][1][1][1][1][1] Knowledge (arcana)
[0][1][0][3][0][2][2][1][1] Knowledge (architecture & engineering)
[0][1][0][0][0][0][0][0][0] Profession (librarian)
[2][0][1][0][1][0][0][0][0] Search (cc)
[4][1][0][0][0][0][0][0][0] Spellcraft

Feats
1st - Scribe Scroll (bonus wizard feat)
1st - Spell Focus (divination)
3rd - Craft Wondrous Item
3rd - Brew Potion (bonus campaign feat)
4th - Skill Focus (spellcraft) (bonus master specialist feat lvl 1)
6th - Extend Spell
6th - Greater Spell Focus (divination) (bonus master specialist feat lvl 3)
9th - ???

Master Specialist [lvl 3; 4, 5, 6] [CMage pg 71]
• Requirements: Know (arcana) 5, Spellcraft 5, Spell Focus (school of specialization), 2nd level arcane, specialist wizard

Geometer [lvl 5; 7, 8, 9, 10, 21] [CArc pg 39]
• Requirements: Decipher Script 9, Disable Device 4, Know (arcana) 9, Search 4, Scribe Scroll, 3rd level arcane spells
• 1st: 1d4 HD, BaB+0, Fort +0, Ref +0, Will +2, glyph of warding added to spellbook as a 3rd level arcane spell, Draw Spellglyph, +1 Wizard Caster level
• 2nd: 1d4 HD, BaB+1, Fort +0, Ref +0 Will +1, Book of Geometry, +1 Wizard Caster level
• 3rd: 1d4 HD, BaB+0, Fort +1, Ref +1, Will +0, Sigilsight, +1 Wizard Caster level
• 4th: 1d4 HD, BaB+1, Fort +1, Ref +1, Will +1, Pass Sigil, +1 Wizard Caster level
• 5th: 1d4 HD, BaB+0, Fort +1, Ref +1, Will +0, Powerful Spellglyph, greater glyph of warding, +1 Wizard Caster level
• Skills (2 + Int modifier/lvl; x4 at 1st level): Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search, and Spellcraft (Int).
• Spellglyph (Su): An arcane diagram that is scribed, typically on parchment as a normal scroll would be, which substitutes for a specific spell's verbal and material components. Preparing a spellglyph takes

Loremaster [lvl 10; 11-20] [DMG pg 191]
• Requirements: Know (any) 10, Know (any other) 10, Skill focus (know (any)), 3 metamagic or item creation feats, 7 divination spells with at least 1 3rd level
[/sblock]
[/sblock]
 

Code:
[color=orange]
[b][u]Personal Information[/b][/u]

level upgrade in progress

[B]Name:[/B]    Capizzio Del Collines, Archeologist
[B]Class:[/B]   Wizard (generalist) 4
[B]Race:[/B]    Human
[B]Size:[/B]    Medium
[B]Gender:[/B]  Male
[B]Algn:[/B]    Neutral Good
[B]Deity:[/B] 

[B]Str:[/B]  10 +0  [B]Level:[/B]  4 [B]XP:[/B] 6862
[B]Dex:[/B]  17 +3  [B]BAB:[/B]   +2 [B]HP: 14 [/B]4+1,3+1,4+1 (d4 +1)
[B]Con:[/B]  13 +1  [B]Grap:[/B]  +1 [B]Dmg Red:[/B] -
[B]Int:[/B]  18 +4  [B]Speed:[/B] 30'    
[B]Wis:[/B]  16 +3  [B]Init:[/B]  +3 (dex: +3)        
[B]Cha:[/B]  14 +2
 
[b][u]Combat[/b][/u]

        [B]Base   Dex  Nat  Misc  Total[/B]
[B]Armor:[/B]   10    +3    +0    +0  =  [b]13[/b]

[B]Touch:[/B]   13  [B]Flatfooted:[/B] 10 [B] ACP:[/B]  0

         [B]Base  Mod Misc Total[/B]
[B]Fort:[/B]    +1    +1   +0     [B]+2[/B]
[B]Ref:[/B]     +1    +3   +0     [B]+4[/B]
[B]Will:[/B]    +4    +3   +0     [B]+7[/B]

[B]Weapons:      Att   Dmg      Crit     Rng  Type  [/b]
Crossbow, lite  +5    1d8    18-20/X2     80'    P
Club            +2    1d6+1    X2         10’    B
Dagger          +2    1d4+1  19-20/X2           S/P
Dagger, Thrown  +5    1d4    19-20/X2     10'   S/P

Feats and Skills
[B]Languages:[/B] Common,

[B]Feats:[/B]
[u][I]Scribe scroll[/I]l[/u] (wizard class feature)
[u][I]Collegiate Mage[/I][/u] (replaces summ fam, wiz class feat)
[u][I]Skill Focus[/I]: Knowledge, Arcana [/u] (human)
[u][I]Skill Focus[/I]: Spell Craft [/u] (cl 1)
[u][I]Skill Focus[/I]: Knowledge, History [/u] (cl 3)
[u][I]Brew potion[/I][/u] (wl 3 bonus feat)

[B]Skill Points:[/B] [u]{24, 6, 6, 7 }[/u]  [B]Max Ranks:[/B] [u]lv+3 (6)[/u]

[B]Skills:          Ranks Mod  Misc  Total[/B]
[u]Concentration[/u]         +7   +1   --    +7
[u]Knowledge:
  (Arcana)[/u]           +6    +3   +5   +13  
[u]Knowledge:
  (arch/engn)[/u]        +2    +3   --    +4  
[u]Knowledge:
  (Dungeoneering)[/u]    +2    +3   --    +6
[u]Knowledge:
  (Geography)[/u]        +2    +3   --    +6
[u]Knowledge:
  (History)[/u]          +4    +3   +3    +9  
[u]Knowledge:
  (Local)[/u]            +1    +3   --    +4
 [u]Knowledge:
  (Nature)[/u]           +2    +3   --    +4
[u]Knowledge:
  (Nobility/Royalty)[/u] +1    +3   --    +4
[u]Knowledge:
  (Religeon)[/u]         +1    +3   --    +4
[u]Knowledge:
  (The Planes)[/u]       +1    +3   --    +4
[u]Profession: 
 (Archeologist)[/u]      +3    +3   --    +5
[u]Spell Craft [/u]         +7    +3   +3   +12
[u]use magic device[/u]     +2    +2   +2    +6
[u]deciper script[/u]       +2    +3   --    +5
Appraise             --    +3   --    +3
Balance              --    +3   --    +3
Bluff                --    +2   --    +2
Climb                --    +0   --    +0

Skill modifiers:
Knowledge, Arcana: +2 Collegiate Mage, +3 Skill Focus
Knowledge History +3 feat: Skill Focus
Spellcraft +3 feat: Skill Focus
use magic device : syn. from spell craft +2

Equipment
[B]Equipment:           Cost   Weight  person/mule  [/B]
Dagger X3              6.00     3.0     3.0/0.0
Xbow bolts, lite X20   2.0      2.0     1.0/1.0
Club                   --       3.0     3.0/0.0 
Backpack               2.0      2.0     2.0/0.0
Bedroll                0.1      5.0     0.0/5.0
Case, map/scroll       1.0      0.5     0.5/0.0
Crowbar                2.0      5.0     0.0/5.0
Waterskin              1.0      4.0     4.0/0.0
Flint/steel            1.0      --      0.0/0.0
Ink X2                 8.0      --      0.0/0.0
Quill X2               0.2      --      0.0/0.0
Lanturn, Bullseye     12.0      3.0     3.0/0.0
Oil X2                 0.2      2.0     1.0/1.0
Paper X40             16.0      --      0.0/0.0
Belt Pouch X2          2.0      1.0     1.0/0.0
Rations, Trail X7      3.5      7.0     3.0/4.0
Rope, Silk, 50 feet   20.0      5.0     5.0/0.0
Sunrods X4             8.0      4.0     2.0/2.0
Spell Comp Pouch       5.0      2.0     2.0/0.0
Spellbook, spare      15.0      3.0     0.0/3.0
Spellbook, 1st         --        --     3.0/0.0
Explorer's Outfit X2  10.0      8.0     0.0/8.0
Mule                   8.0       --     n/a
Pack Saddle            5.0     15.0     0.0/15.0
Arceologist's tools   50.0      8.0     0.0/8.0
  
Total Eqpt value:	177.8 gp	     
[B]Total Weight:[/B]    85.5 lb  [b]Carrying:[/b] 33.0 [b] Mule:/b]  44.0        
[B]Money:[/B]  5022.20 gp

                Lgt   Med   Hvy  Lift  Push
[b]Max Weight:[/b]    33    66   100   200   500
[sblock=scrolls and potions]
Scrolls and Potions
(Items made by him are designated with *)
(Items made at the cost of the acadamy are designated with %)
*%Potion: Bull's Strength X 1 (12 xp, 0 gp) cl 3
*%Potion: Spider Climb X 1 (12 xp, 0 gp) cl 3
*%Potion: Resist Energy, fire X 1 (12 xp, 0 gp) cl 3
*%Potion: Resist Energy, Acid X 1 (12 xp, 0 gp) cl 3
*%Potion: Resist Energy. elect X 1 (12 xp, 0 gp) cl 3
*Scroll: Light X 2 (6 xp, 75 gp) cl 3
*Scroll: Low Light Vision X 2 (6 xp, 75 gp) cl 3
*Scroll: Mage Armor X 2 ( 6 xp,75 gp) cl 3
*Scroll: Bull's Str. X 1 (6 xp, 75 gp) cl 3
*%Scroll: Bull's Str. X 2 (12 xp, 0 gp) cl 3
*Scroll: Cat's Grace X 1 (6 xp, 75 gp) cl 3
*%Scroll: Cat's Grace X 2 (12 xp, 0 gp) cl 3
*Scroll: Resist Energy, cold X 1 (6 xp, 75 gp) cl 3
*%Scroll: Resist Energy, fire X 1 (6 xp, 0 gp) cl 3
*%Scroll: Resist Energy, acid X 1 (6 xp, 0 gp) cl 3
*%Scroll: Resist Energy, electricity X 1 (6 xp, 0 gp) cl 3
[/sblock]
[sblock=personal information]
Physical Description
Age: 18 Height: 5'9" Weight: 181 lb
Eyes: Black Hair: curly black, medium length Skin: olive (Mediterranean)

Appearance

Personality:
Despite being the son of two of the faculty members, Capizzio tends to be a bit of a trickster…perhaps because of who his parents are, that is why he is that way…never the less, he can be all business when the need arises. His attentiveness to his mother’s classes shows his love of the pure theory, but his father’s adventuristic tendencies are seen by a definate restlessness

Background tentative
Hello. my name is Capizzio Del Collines, son of the professor del Collines, historian and seeker of antiquities for the wizard’s academy. My mother has a teaching position in the arcane studies of the academy as well.. they know I am a bit of a wild sort at heart, but they still keep tabs on me.
[/sblock]


Spell book: (names in Italics are in spell compendium)
Level 0 :
Code:
Acid splash    [i]Amanuensis[/i]      [i]Caltrops[/i]                
[i]Detect poison[/i]  Detect magic     Disrupt undead              
Electric jolt  [i]Launch bolt[/i]      Launch Item               
Light          Mage Hand        Mending 
Message        Open/close       Prestidigitation              
Ray of Frost   [I]Repair minor dam[/i] Resistance      
[i]Stick[/i]          [i]Silent portal[/i]    [i]Sonic snap[/i]
level 1 :
Code:
[I]Accelerated Movement[/I]   Animate Rope     Burning Hands           
Comp Lang              [I]Corrosive Grasp[/I]  Endure Elements       
[I]Expedit Retreat, Swift[/I] Feather Fall     Grease                                      
[I]Guided Shot[/I]            Identify        [I]low light vision[/I]
[I]Mage Hand, Greater[/I]     Mage Armor      Magic Missile                          
Magic Weapon           Mount             [I]Night Shield[/I]    
Shield                 Shocking Grasp   [I]Slowburn[/I]                        
Summon Monster I       True Shot        True Strike
Unseen Servant
level 2 :
Code:
Alter Self        Arcane Lock          Bull’s Strength     
Cat’s Grace       [I]Continual Flame [/I]     [I]Create magic tatoo [/I]     
[I]Ice Knife [/I]        Knock                Melf’s Acid Arrow     
Mirror Image      Resist Energy        Rope Trick     
Scorching Ray     Spider Climb         [I]Summon Swarm [/I]


Spell Summery:
level : 0 1 2 3 4 5 6 7 8 9
base: 4 3 2
int mod: 0 1 1 1 1
total: 4 4 3

SPELLS MEMORIZED:
Cantrips:
Silent portal, Stick, Disrupt undead X2
Level one:
Unseen Servant, Magic Missile, Magic Missile, Mage Armor
Level Two
Spider Climb, Melf’s Acid Arrow, Melf’s Acid Arrow


[/color]
XP History: start at 3750
-60 xp (potions)
-78 xp (scrolls)
+6250

status: approved


Scott DeWar, drinker of Dewar’s scotch.
 
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[SBLOCK=Kerlan Rayne]
Kerlan Rayne
Description:
Gender: Male, Race: Human
Sizecategory: Medium, 5'10" tall, 140 lbs, 19 yrs old
Brown hair; Brown eyes; deeply tanned skin
Alignment: Neutral Good
Class: Wizard 4
XP: 6,663 / 10,000

Speaks Common, Sylvanoptera, Elven, and Draconic.

Statistics
Str 12 (+1 Mod) = 12
Dex 17 (+3 Mod) = 17
Con 17 (+3 Mod) = 17
Int 20 (+5 Mod) = 17 (+1 Lvl 4, +2 Enhancement)
Wis 14 (+2 Mod) = 14
Cha 13 (+1 Mod) = 13


Hit Points: 27= 4 + 4 + 4 + 3 + (4*3 CON)
AC 13 (10 Base, +3 DEX)
• Touch 13 (10 Base, +3 DEX)
• Flat 10 (10 Base)
• Both 10 (10 Base)
Init +3 (+3 DEX)
BAB +2; Grap +3 (+1 STR, +2 BAB)
Speed: 30' (base 30')
Carrying Capacity: 43/86/130
Weight Carried: xxx lbs

AC Modifiers:
+2 when Fighting Defensively (-4 to all attacks)
+2 vs Ranged when Kneeling (-2 vs Melee)
+4 vs Ranged when Prone (-4 vs Melee)

Saves:
Fort +4 (+1 base, +3 CON)
Refl +4 (+1 base, +3 DEX)
Will +6 (+4 base, +2 WIS)


Attacks:
+3 Melee, Dagger, 1d4+1, 19-20/x2
• To Hit: (+2 BAB, +1 STR)
• To Dmg: (+1 STR)
+5 Ranged, Light Crosbow, 1d8, 20/x3, 80'r
• To Hit: (+2 BAB, +3 DEX)
+5 Ranged, Sling, 1d6+1, 20/x2, 30'r
• To Hit: (+2 BAB, +3 DEX)
• To Dmg: (+1 STR)

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

Skills: (43 points Wiz)
+8 Concentration = (5 Ranks) (+3 CON)
+10 Spellcraft = (5 Ranks) (+5 INT)
+16 Knowledge (Arcana) = (6 Ranks) (+5 INT, +2 Feat, +3 Feat)
+6 Knowledge (The Planes) = (1 Ranks) (+5 INT)
+6 Knowledge (Religion) = (1 Ranks) (+5 INT)
+6 Knowledge (Nature) = (1 Ranks) (+5 INT)
+6 Knowledge (Dungeoneering) = (1 Ranks) (+5 INT)
+6 Knowledge (Engineering) = (1 Ranks) (+5 INT)
+6 Knowledge (Geography) = (1 Ranks) (+5 INT)
+6 Knowledge (History) = (1 Ranks) (+5 INT)
+6 Craft (Alchemy) = (1 Ranks) (+5 INT)
+12 Decipher Script = (7 Ranks) (+5 INT)
+2 Survival = (0 Ranks) (+2 WIS)

+7 Disable Device = (2cc Ranks) (+5 INT)
+7 Search = (2cc Ranks) (+5 INT)
+4 Escape Artist = (1cc Ranks) (+3 DEX)
+3 Tumble = (1cc Ranks) (+3 DEX)
+3 Balance = (0 Ranks) (+3 DEX)
+2 Listen = (0 Ranks) (+2 WIS)
+2 Spot = (0 Ranks) (+2 WIS)
+3 Move Silently = (0 Ranks) (+3 DEX)
+3 Hide = (0 Ranks) (+3 DEX)
+1 Climb = (0 Ranks) (+1 STR)
+1 Jump = (0 Ranks) (+1 STR)

Feats:
Human - Skill Focus Knowledge (Arcana)
Level 1 - Arcane Mastery
Wizard 1 - [Scribe Scroll, Collegiate Wizard]
Level 3 - Craft Wondrous Item
Wizard 3 - [Brew Potion]

Human Racial Traits:
• Bonus Feat
• Extra Skill Points

Wizard Class Abilities:
• Proficient with proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.
• Bonus Feats: Scribe Scroll, Collegiate Wizard, Brew Potion.
• Cast Spells.

School Memorized Spells [4 0th, 3+1 1st, 2+1 2nd]
0th (DC 13): Prestidigitation, Amanuensis, Read Magic, Light
1st (DC 14): Comprehend Languages, Grease, Shield, Disguise Self
2nd (DC 15): Knock, Alter Self, Fog Cloud

Battle Memorized Spells [4 0th, 3+1 1st, 2+1 2nd]
0th (DC 13): Acid Splash, Launch Bolt, Launch Bolt, Launch Bolt
1st (DC 14): Color Spray, Ice Dagger, Shield, Wall of Smoke
2nd (DC 15): Ray of Stupidity, Glitterdust, Cloud of Bewilderment

Spellbook: [13 1st, 4 2nd]
  • 0th: Acid Splash, Resistance, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Disrupt Undead, Touch of Fatigue, Ghost Sound, COPIED: Amanuensis (SC), Caltrops (SC), Electric Jolt (SC), Launch Bolt (SC), Launch Item (SC), Repair Minor Damage (SC), Silent Portal (SC), Sonic Snap (SC), Stick (SC)
  • 1st: Lesser Orb of Electricity, Master’s Touch, Ice Dagger, Persistent Blade, Ray of Clumsiness, Shield, Grease, Mage Armor, Comprehend Languages, True Strike, Shocking Grasp, Color Spray, Ray of Enfeeblement, Wall of Smoke, COPIED: Accelerated Movement, Alarm, Animate Rope, Arrow Mind (SC), Benign Transposition, Burning Hands, Charm Person, Corrosive Grasp, Dawn Burst (CM), Disguise Self, Dispel Ward (SC), Endure Elements, Enlarge Person, Expeditious Retreat, Familiar Pocket (SC), Feather Fall, Fist of Stone, Tenser's Floating Disk, Guided Shot (GS), Hold Portal, Hypnotism, Identify, Instant Locksmith (SC), Instant Search (SC), Kelgore’s Fire Bolt (PH2), Low Light Vision-Swift, Magic Missile, Magic Weapon, Mage Hand-Greater (SC), Mount, Nightshield, Orb of Acid-Lesser (SC), Orb of Cold-Lesser (SC), Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Reduce Person, Silent Image, Sleep, Slowburn (SC), Spirit Worm (SC), Spontaneous Search, Summon Component (CM), Summon Monster 1, Summon Undead I (SC), Targeting Ray (SC), Unseen Servant, Ventriloquism
  • 2nd: Arcane Turmoil (CM), Cloud of Bewilderment (SC), Cloud of Knives (PHBII), Create Magic Tattoo (SC), Earthen Grasp (SC), Rope Trick, Continual Flame, Ray of Stupidity, COPIED: Acid Arrow, Alter Self, Arcane Lock, Baleful Transposition, Bull’s Strength, Cat’s Grace, Command Undead, Death Armor (SC), Fog Cloud, Fox's Cunning, Glitterdust, Ice Knife, Incendiary Slime, Killgores Grave Mist, Knock, Protection from Arrows, Resist Energy, Scorching Ray, See Invisible, Spider Climb, Summon Monster II, Summon Swarm, Web, Whelming Blast (PH2)
[SBLOCK=Copied Spellbooks]Tylara's Spellbook:
0th- Caltrops, Electric Jolt, Sonic Snap, Amanuensis, Launch Bolt, Launch Item, Repair Minor Damage, Stick
1st- Mount*, Identify, Summon Monster 1*, Unseen Servant*, Magic Missile, Burning Hands, Magic Weapon, Summon Component (CM)*, Arrow Mind (SC), Orb of Cold, Lesser (SC)
2nd-Ice Knife* (SC), Summon Swarm*, Acid Arrow*, Spider Climb

Capizzio's Spellbook:
Level 0 : Silent Portal, Detect Poison, Disrupt Undead
Level 1 : Corrosive Grasp, Endure Elements, Night Shield, Guided Shot, Accelerated Movement, Animate Rope, Swift Expeditious Retreat, Feather Fall, Low Light Vision, Greater Mage Hand, Slowburn
Level 2 : Bull’s Strength, Cat’s Grace, Knock, Arcane Lock, Resist Energy

Alexandra's Spellbook:
1st - Fist of Stone, Protection from Evil, Alarm, Silent Image
2nd - Baleful Transposition, Scorching Ray, Alter Self, Glitterdust

Durgeon's Spell Book
1 Floating Disk
2 Protection from Arrows, Summon Monster II, Web, See Invisible, Fox's Cunning, Fog Cloud

Dalomock's Spellbook
Lvl 1: Sleep, Reduce Person, Ventriloquism, Disguise Self, Hypnotism

Gregory's Spellbook
First Level: Lesser Orb of Acid, Benign Transportation, Hold Portal, Protection from Chaos, Protection form Law, Protection from Good, Charm Person, Grease, Dawn Burst, Enlarge Person, Spirit Worm, Summon Undead I
Second Level: Command Undead, Killgores Grave Mist (PHBII), Incendiary Slime (CM), Death Armor[/SBLOCK]
Equipment: [360 gp, 18 sp, 3 cp]
Explorer's Outfit (Worn, 0 lbs)
Component Pouch (Worn, 2 lbs) 5 gp
Wooden Holy Symbols (Boccob, Ehlonna) 2 gp
Riding Dog (Dusk) 150 gp
Hawk Familiar (Dawn) 100 gp
Backpack (2 lbs) 2 gp, Contains 16 lbs
• Candles [10] 1 sp
• Oil (1-pint flask] (1 lb) 1 sp
• Fishhooks [x10] 1 gp
• Flask [empty] (1½ lbs) 3 cp
• Parchment [10 sheets] 2 gp
• Rations [2 days] ( 1 lb) 5 sp
• Rope, silk [50 ft.] (5 lbs) 10 gp
• Sack [empty] (½ lb) 1 sp
• Waterskin (4 lbs) 1 gp
• Spellbook (3 lbs) 15 gp
Belt Pouch [x2] (½ lb) 1 gp
• Scroll Case (½ lb) 1 gp
• Chalk [10 pieces] 1 sp
• Flint and steel, 1 gp
• Ink [1 oz. vial] 8 gp
• Inkpen, 1 sp
• Mirror, small steel (½ lb) 10 gp
• Signal whistle, 8 sp
• Eternal Flame Torch (1 lb) 50 gp
• Vial, ink or potion (1/10 lb) 1 gp

Magic Items [4,820 gp, 260 xp] (* = Self Crafted)
Headband of Intellect* +2, [2k gp, 160 xp]
Artificer's Monocle*, [750 gp, 60 xp] (Detect Magic -> Identify)
Arcanist's Gloves*, [250 gp, 20 xp] (2/day +2 CL for 1st lvl spell)
Talisman of the Disk*, [250 gp, 20 xp] (Create Tenser's floating disk, lasts 3 hrs)
Healing Belt, 750 gp (3 Charges/Day, Heals: 1 - 2d8, 2 - 3d8, 3 - 4d8)
Cure Light Wounds Eternal Wand, 820 gp (2/day Cure Light Wounds, 1d8+1)

Weapons: [65 gp]
Dagger (Waist, 1lb) 2 gp
Dagger [Silver] (Pouch, 1 lb) 22 gp
Dagger [Cold Iron] (Pouch, 1 lb) 4 gp
Light Crossbow (4 lbs) 35 gp
20 bolts (Back, 2 lbs) 2 gp
Sling (Pouch, 0 lbs) 0 gp
Quarterstaff (Hand, 4 lbs) 0 gp

Scrolls: [*=Self Crafted] [0 gp, 29 xp]
1st: Ice Dagger (CL3*) [3 xp]
- Comprehend Languages (CL1*) [1 xp]
- Color Spray (CL1*) [1 xp]
2nd: Ray of Stupidity (CL3*, DC 15) [6 xp]
- Knock (CL3*, DC 15) [6 xp]
- Web (CL3*, DC 15) [6 xp]
- Fog Cloud (CL3*, DC 15) [6 xp]

Potions: [0 gp, 30 xp]
1st: Mage Armor (CL3*) [6 xp]
- Cure Light Wounds (CL3) [Traded Protection from Evil]
2nd: Alter Self (CL3*) [12 xp]
- See Invisibility (x1, CL3*) [12 xp]
- Cure Moderate Wounds [Traded See Invisibility]

Wands:
Possessions at Home:
Peasant's Outfit (2 lbs) 1 sp
Scholar’s Outfit (6 lbs) 5 gp

[SBLOCK=Riding Dog (Dusk)]Riding dog, Size M; HD 2; hp 13; Init +2; Spd 40 ft; AC 16, touch 12, FF 14; BAB +1; Atk: +3 melee (1d6+3, Bite); SQ Scent; SV Fort +5, Ref +5, Will +1; AL N; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Balance +2, Climb +2, Escape Artist +2, Hide +2, Jump +8, Listen +5, Move Silently +2, Spot +5, Swim +3, Survival +1.
Trip (Ex): A Riding Dog that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Riding dog.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.
Skills: *Riding dogs receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.

Pack Saddle (Worn, 7½ lbs) 5 gp
• Bedroll (5 lbs.) 1 sp
• Blanket, winter (3 lbs.) 5 sp
• Caltrops (2 lbs.) 1 gp
• Candles [10] 1 sp
• Canvas [2 sq. yds.] (2 lbs.) 2 sp
• Chalk [10 pieces] 1 sp
• Crowbar (5 lbs.) 2 gp
• Flask [empty] (1½ lbs.) 3 cp
• Grappling Hook (4 lbs.) 1 gp
• Oil [1-pint flask] (1 lbs.) 1 sp
• Rations [2 days] (1 lb.) 5 sp
• Silk Rope [50 ft.] (5 lbs.) 10 gp
• Sack [empty] (½ lb.) 1 sp
• Shovel (8 lbs.) 2 gp
• Tent (20 lbs.) 10 gp
• Torch (3 lbs.) 3 cp
• Waterskin (4 lbs.) 1 gp
Total Weight Carried: 74½ lbs, Equipment Value: 32 gp 17 sp 6 cp[/SBLOCK]
[SBLOCK=Hawk Familiar(Dawn)]Hawk Familiar: CR -; Tiny magical beast; HD 1; hp 10; Init +3 (Dex); Spd 10 ft., fly 60 ft. (average); AC 19; Atk +5 melee (1d4-2, claws); Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SQ Grant Alertness, improved evasion, share spells, empathic link, Deliver touch spells; AL any; SV Fort +2, Ref +5, Will +5; Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6. Skills and Feats: Listen +6, Spot +16 (or master’s skills); Weapon Finesse (claw). [/SBLOCK]
Total Money Used: 5402 gp 36 sp 9 cp
Total Money Left: 244 gp 3 sp 1 cp
Total XP Spent: 337 xp
[SBLOCK=Used Items] - Protection from Evil (CL3*) [6 xp] - Traded for Cure Light Wounds
- See Invisibility (x1, CL3*) [12 xp] - Traded for Cure Moderate Wounds
- Wall of Smoke scribed into Spellbook [125 gp]
[/SBLOCK]

Appearance / Personality:

Kerlan Rayne looks like a typical farmer's son. He wears plain, rugged clothes that are usually brown, like his deeply tanned skin. He is about average height and appears to be a naive young man, but he's not. He's friendly and helpful but generaly knows when to keep his mouth shut. He loves the exploration of magic, as long as it doesn't cross dangerous lines or puts people in harm's way. He's very optimistic and generally cheerful. He tends to seek out magic that can be practical and flexible.

Background:

Kerlan Rayne was born to a long line of farmers; the middle child of seven children. He grew up in a nice little village in a valley and his family generally did well enough to be comfortable there. When he was young, he became interested in magic. The little he was able to see in his life fascinated him. A Wizard named Savin taking an extended stay at their local inn noticed Kerlan and decided to let him browse through some of his old school books on the basics of magic. Kerlan took to it like a duck to water (as his mom used to say). He saw things he never imagined and quickly understood them. Savin saw the promise in him and became his mentor, returning every once in a while to encourage him on and eventually sponsor him at the closest College of Wizards. He knows that he is very lucky to be here and does not take it for granted.

Rolls:
All Rolls
Statistics
HP for 2nd/3rd Level
HP reroll for 2nd Level
HP: 4th Level (1d4+3=6)
Blank Link[/SBLOCK]
 
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Apologies

Technically, this belongs in the OOC thread, but as the offence occurred here . . .

My apologies to you, Leif, as well as to the others in this game, for making public statements about your policies that perhaps should have been voiced privately via e-mail. My comments truly were about your policies, and not about you as a person.

I sincerely hope that the game goes well for everyone - y'all have fun!
 


Yes I was going to use the same name. I got my handle from an old Wizard character I played. If you think it might be confusing, I can change it. No problem.
 

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