WarlockLord
First Post
Post characters below.
[B]STR[/B] 14 ( 6 pts) 16 +3
[B]DEX[/B] 14 ( 6 pts) 16 +3
[B]CON[/B] 14 ( 6 pts) 16 +3
[B]INT[/B] 18 (10 pts) 20 +5
[B]WIS[/B] 12 ( 4 pts) 12 +1
[B]CHR[/B] 8 ( 0 pts) 08 -1
Adjsutments: +1 Int at lv 4; +1 Int at lev 8
magic enhancements: +2 each to Str, Con, Dex and Int
Hd: 10d4+30 Hp: 58
BAB: +5 Init: +7
[B][U]SAVE BASE ABIL MISC TOTAL[/U][/B]
[B]FORT[/B] +3 +3 +3 +9
[B]REF[/B] +3 +3 +3 +9
[B]WILL[/B] +7 +1 +3 +11
Proofs:
hp: [url=http://invisiblecastle.com/roller/view/2452477/] 9d4=24 [/url]
[b]Defense[/b]
[B]Item Bonus Type[/B]
Amulet +2 Natral
self +3 dex
A/C: xx Touch: xx FF: xx
Attack:
Melee +8
Ranged +8
Grapple +8
Skills and feats
[B]Class Features[/B]
[B]Race Features[/B]
[B]Feats[/B]
[B][U]HUMAN:[/U][/B] Improved Inititive
[B][U]CL 1:[/U][/B] Improved Unarmed strike
[B][U]CL 3:[/U][/B] Craft Wonderous Item
[B][U]WIZARD 5:[/U][/B] Sudden silent
[B][U]CL 6:[/U][/B] Improved Grapple
[B][U]CL 9:[/U][/B] 2 weapon fighting
[B][U]WIZARD 10:[/U][/B] Energy substituion (CA)
[B][U]Skills Ranks abil misc total notes[/U][/B]
Conc 12 +3 +15
Craft Armor 10 +5 +15 (1)
Craft Wpns 7 +5 +12 (2)
Decr Script 1 +5 +6
Knowledge:
Arcana 10 +5 +14 (3)
Arch/Eng 5 +5 +10 (4)
Dungeon 5 +5 +10 (5)
Geog 3 +5 +8 (6)
History 3 +5 +8
Local 5 +5 +10 (7)
Nature 8 +5 +17 (8)
Nob/Royal 5 +5 +10 (9)
Religon 3 +5 +8
Planes 3 +5 +8 (10)
Spellcraft 12 +5 +2 +19 (11)
Spot (cc) 8 +1 +9 (12)
Search (cc) 5 +3 +8 (13)
(1)[size=2]syn: +2 appr armor[/size]
(2)[size=2]syn: +2 appr wpns[/size]
(3)[size=2]Syn: +2 Spellcraft checks[/size]
(4)[size=2]Syn: search (secret doors) and such[/size]
(5)[size=2]Syn: survival (underground)[/size]
(6)[size=2]Syn: survival to avoid hazrds/not get lost[/size]
(7)[size=2]Syn: Gather info[/size]
(8)[size=2]Syn: survival (above ground-natral)[/size]
(9)[size=2]Syn: Diplomacy[/size]
(10)[size=2]Syn: survival( extra-planer)[/size]
(11)[size=2]Syn: Use magic device (scrolls)[/size]
(12)[size=2]Syn: survival (tracking)[/size]
(13)[size=2]Syn: survival (tracking)[/size]
Equipment:
[B][u]Item Cost: Weight:[/u][/B]
Infinite Scrollcase 2800.00 3.0 (MIC 162)
Bacobb's blessed book 12500.00 (DMG 249)
Boots striding and springing 5500.00 (DMG 250)
Amulet of natral armor +2 8000.00 (DMG 246)
Belt of hidden pouches 5000.00 1.0 (MIC 74)
Everlasting rations 350.00 1.0 (MIC 160)
Heward's Handy Haversack 2000.00 (DMG 259)
Pearl of Power 4000.00 (DMG 263)
Shirt of Phisical prowess 8000.00 +2 str/con (MIC 234)
bracers of nimble body and mind 8000.00 +2 Dex/Int (MIC 234)
Cloak of resistance +3 9000.00 (DMG 253)
Spells: orsn 1st 2nd 3rd 4th 5th
[B]Base[/B] 4 4 4 3 2 1
[B][u]bonus[/u][/B] 0 +2 +1 +1 +1 +1
[B][U]item[/B] +1 X[/u]
[B]Total[/B] 4 6 5+1 4 3 2
[spell book 491 pages used]
work in progress
Wizard Spells
[b]0-Level Sorcerer/Wizard Spells (Cantrips) 14 pages[/b]
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Caltrops: Creates caltrops in 5-ft.-by-5-ft. square,
+ 5-ft. square/2 levels beyond 1st (max 5).
Detect Poison: Detects poison in one creature
or small object.
Detect Magic: Detects spells and magic items
within 60 ft.
Read Magic: Read scrolls and spellbooks.
Dancing Lights: Creates torches or other lights.
Light: Object shines like a torch.
Amanuensis: Copy nonmagical text.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Stick: Glues an object weighing 5 pounds or less to
another object.
Arcane Mark: Inscribes a personal rune (visible
or invisible).
Prestidigitation: Performs minor tricks.
[b]1st-Level Sorcerer/Wizard Spells 29 pages[/b]
Endure Elements: Exist comfortably in hot or cold
environments.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves,
counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Corrosive Grasp: 1 touch/level deals 1d8 acid Damage
Grease: Makes 10-ft. square or one object slippery.
Hail of StoneM: Stones deal 1d4 points of damage/level
to creatures in the area (max 5d4).
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Orb of Acid, Lesser: Ranged touch attack deals 1d8
acid damage + 1d8/2 levels beyond 1st (max 5d8).
Unseen Servant: Invisible force obeys your commands.
Comprehend Languages: You understand all spoken
and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Identify: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Guiding Light: +2 on ranged attacks against creatures in
illuminated area.
Ice Dagger: Grenade like weapon deals subject 1d4/level
cold damage, plus area damage
Magic Missile: 1d4 +1 damage; +1 missile per two
levels above 1st (max 5).
Ray of Flame: Ray deals 1d6/2 levels fire damage,
ignites subject
Chill Touch: One touch/level deals 1d6 damage and possibly
1 Str damage.
Spirit Worm: Subject takes 1 point Con damage every
round for 1 round/level
Accelerated Movement: Balance, Climb, or Move Silently
at norm speed with no penalty on skill check
Animate RopeS: Makes a rope move at your command.
Cutting Hand: Your hand gains a +2 enhancement bonus
and deals 1d6 damage
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Low-Light Vision: See twice as far as a human in
poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb
Reduce Person: Humanoid creature halves in size.
[b]2nd-Level Sorcerer/Wizard Spells 82 pages[/b]
Arcane LockM: Magically locks a portal or chest.
Resist Energy: Ignores first 10 (or more) points of
damage/attack from specified energy type.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round
+1 round/three levels.
Ice Knife: Magical shard of ice deals 2d8 cold damage
plus 2 Dex damage, or deals 1d8 cold damage in
10-ft.-radius burst.
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object
(specific or type).
See Invisibility: Reveals invisible creatures or objects.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and
Cha damage.
Battering Ram: Deals 1d6 damage plus bull rush.
Continual FlameM: Makes a permanent, heatless torch.
Fire burst: Creatures within 10 feet take 1d8/lv fire dam
Force LadderF: Creates an immobile ladder of force.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Veil of Shadow: Darkness grants you concealment
Dark Way: Creates temporary unbreakable bridge supporting
up to 200 lb./level
Invisibility: Subject is invisible for 1 min./level or until
it attacks.
Mirror Image: Creates decoy duplicates of you (1d4
+1 per three levels, max 8).
Phantasmal Assailants: Nightmare creatures strike subject for
8 Wis damage, 8 Dex damage
Blindness/Deafness: Makes subject blinded or deafened.
BonefiddleF: Spectral fiddle bow deals 3d6 damage/round
Ghoul Glyph: Glyph wards area, paralyzes victims
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to
deliver touch attacks.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level
Belker Claws: Touch attack deals 2d12 damage and lingers
+1 round/3 levels
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Ghost Touch Armor: Armor works normally against
incorporeal attacks
Infernal Wound: Weapon deals persistent, bleeding wounds
Knock: Opens locked or magically sealed door.
Lively Step: You and allies gain +10 increase to speed
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Razor fangs: Your bite or claw attack threatens a critical
hit on a 19 or 20
Rope Trick: As many as eight creatures hide in
extra-dimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Surefooted Stride: You can move over rubble as easily as
you can over open ground
Swim: Subject gains swim speed, +8 bonus on Swim checks
Wraithstrike: Your melee attacks strike as touch attacks
for 1 round
[b]3rd-Level Sorcerer/Wizard Spells 108 pages[/b]
Dispel Magic: Cancels magical spells and effects.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of
damage from one kind of energy
Sign of SealingM: Magical sigil protects door or chest,
deals 1d4/level damage (max 10d4) if opened
Acid Breath: Cone of acid deals 1d6 dam/level (max 10d6).
Mage Armor, Greater: Gives subject +6 armor bonus.
Phantom SteedS: Magic horse appears for 1 hour/level.
Regal Procession: As mount, but you summon several mounts
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for
1 min./level.
Tongues: Speak any language.
Hold Person: Paralyzes one humanoid for 1 round/level.
Mesmerizing Glare: Your gaze fascinates creatures
Chain Missile: Multiple missiles deal 1d4+1 damage each,
then strike secondary targets
Fireball: 1d6 damage per level, 20-ft. radius.
Glowing OrbF: Creates permanent magical light; you
control brightness
Hailstones: Frigid globes deal 5d6 cold damage
Scintillating Sphere: 20-ft.-radius burst deals 1d6
electricity/lvl
Wind Wall: Deflects arrows, smaller creatures, and gases.
Claws of Darkness: Claws deal 1d8 cold damage and
have reach
Displacement: Attacks miss subject 50% of the time.
Disrupt Undead, Greater: As disrupt undead, but 1d8 dam/level
Gentle Repose: Preserves one corpse.
Air Breathing: Subjects can breathe air freely
Beast Shape I: You take the form of a Small or Medium animal.
Deeper Darkvision: Subject can see 90 ft. in magical dark
DiamondsteelM: Metal armor provides damage reduction
Dolorous Blow: Weapon’s threat range is doubled and
threats are automatically confirmed
Dragonskin: You gain a bonus to natural armor plus
energy resistance 10
Flame Arrow: Arrows deal +1d6 fire damage.
Haste: One creature/level moves faster, +1 on attack rolls,
AC, and Reflex saves
Magic Weapon, Greater: +1/four levels (max +5).
Secret PageS: Changes one page to hide its real content.
Slow: One subject/level takes only one action/round,
–1 to AC, Reflex saves, and attack rolls.
Steeldance: Blades hover around you and attack foes
[/sblock]
[B]STR[/B] 16 +3 Hd: 8+(2d8)+(6d4)+(1d8)+10
[B]DEX[/B] 14 +2 Hp: 46
[B]CON[/B] 12 +1 BAB: +5 Grapple: +8
[B]INT[/B] 14 +2 AC: 20 Touch: 18 FF: 17
[B]WIS[/B] 16 +3 Inititive:+2
[B]CHR[/B] 18 +4
Level Adjsutments: Lv 4: +1 Cha; Lv 8 +1 Cha
Magic Enhancements: +2 each to Str, Dex, Wis and Cha
[B] Saves: [/B]
[B][U]SAVE BASE ABIL TOTAL[/U][/B]
[B]FORT[/B] +5 +1 +6 (M: +3; S: +2; E +0)
[B]REF[/B] +7 +2 +9 (M: +3; S: +2; E +2)
[B]WILL[/B] +10 +3 +13 (M: +3; S: +5; E +2)
Special: +2 Vs Enchantment school
Proofs:
hp: [url=http://invisiblecastle.com/roller/view/2474837/]3d8=14, 6d4=14[/url]
[b]Defense[/b]
[B]Source amount type[/B]
Amulet +2 Natural
Self +2 Dex
Ring +2 Deflection
Class +3 Wisdom
Class +1 Dodge
A/C: 20 Touch: 18 FF: 17
[B]Offense[/B]
Attack:
Melee +8
Ranged +7
Grapple +8
Unarmed: +8 Att 2d6+3 Dam crit: 20/*2
Skills and feats
[B]Class Features[/B]
Monk:
Stunning fist
Improved Unarmed strike
Combat Reflexes
Evasion
Fast Movement
Still Mind
Scorcerer:
Summon Familiar
Spells (arcane)
Enlightened Fist:
Ki- Strike(Magic)
[B]Race Features[/B]
[B]Feats[/B]
[B][U]HUMAN:[/U][/B] Practised Spell Caster
[B][U]CL 1:[/U][/B] Combat Casting
[B][U]CL 3:[/U][/B] Improved Grapple
[B][U]CL 6:[/U][/B] Superior Unarmed Strike (BO9S pg 33)
[B][U]CL 9:[/U][/B]
[B][U]Skills Ranks abil misc total notes[/U][/B]
Balence 6 +2 8
Climb 5 +3 8
Conc 8 +1 9
Escape Artist 5 +2 7
Hide 6 +2 8
Jump 6 +3 9
Knowledge:
Arcana 5 +2 +7 (3)
Religon 1 +2 3
Listen 6 +2 8
Move Silent 6 +2 8
Sense Motive 5 +3 8
Spot 6 +3 9
Swim 1 +3 4
Tumble 10 +2 7
Spellcraft 12 +5 +2 +19 (11)
(3)[size=2]Syn: +2 Spellcraft checks[/size]
(11)[size=2]Syn: Use magic device (scrolls)[/size]
Equipment:
[B][u]Item Cost: Weight:[/u][/B]
Cape of Fey's blessing 8000.00
natral armor +2 (DMG 246)
Belt, Monk's 13,000 1.0 Lb
(DMG )
Everlasting rations 350.00 2.0 lb
(MIC 160)
Heward's Handy Haversack 2000.00 5.0 Lb
(DMG 259)
Bracers of Phisical prowess 8000.00
+2 str/dex (MIC 234)
Mask of Wise Leadership 8000.00 1.0 Lb
wrestler's mask gives +2 to Wis and cha (MIC 234)
Ring of Deflecting Blows 8000.00 ---
+2 Deflection to AC (MIC 234)
Magic Bedroll 500.00 6.0 Lb
100 ft Silk Rope 20.00 10.0 Lb
Scroll Tube 1.0 0.5 Lb
Pen X 10 1 ---
Ink X5 40.0 ---
Scroll Tube 1.0 0.5 Lb
paper X 50 20 ---
Flint and steel 1.0 ---
Oil flask X 4 0.4 4.0 Lb
Water Skin X2 2.0 8.0 Lb
Acid, Flask X 2 20.0 2.0 lb
Alchemist's Fire X 2 40.0 2.0 Lb
EverBurning Torch 110.0 1.0 Lb
Sun Rod X 10 20.0 10.0 Lb
Scroll tube 1.0 0.5 Lb
Tinder Twig X 50 50.0 ---
Climber's Kit 40.0 5.0 Lb
Spell Comp pouch X2 10.0 2.0 Lb
Spells: orsn 1st 2nd 3rd 4th 5th
[B]Base[/B] 6 6 5 1 -- --
[B][u]bonus[/u][/B] 0 +1 +1 +1 +1
[B]Total[/B] 6 7 6 2 -- --