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<blockquote data-quote="Scott DeWar" data-source="post: 5148035" data-attributes="member: 49929"><p>In the blue corner, from parts unknown, Its El Gato LOCO!!!!</p><p></p><p></p><p>El Gato Loco, enlightened fist and protector of <u><strong>los gatos</strong></u>.</p><p></p><p>Male Human Lawful Neutral monk 3/scorcerer 6/enlightened fist 1</p><p></p><p><span style="font-size: 26px"> <strong>work in progress</strong> </span></p><p></p><p>member of the ASPCA (Arcane Spell Casters for the Prevention of the Cruelty to Animals) and WWWF (World Wrestleling Wizards and scorcerers Federation)</p><p></p><p>[code]</p><p>[B]STR[/B]  16 +3   Hd: 8+(2d8)+(6d4)+(1d8)+10</p><p>[B]DEX[/B]  14 +2   Hp: 46</p><p>[B]CON[/B]  12 +1   BAB: +5  Grapple: +8</p><p>[B]INT[/B]  14 +2   AC: 20  Touch: 18  FF: 17</p><p>[B]WIS[/B]  16 +3   Inititive:+2</p><p>[B]CHR[/B]  18 +4</p><p>Level Adjsutments: Lv 4: +1 Cha; Lv 8 +1 Cha</p><p>Magic Enhancements: +2 each to Str, Dex, Wis and Cha</p><p></p><p> [B] Saves: [/B]  </p><p>[B][U]SAVE   BASE  ABIL TOTAL[/U][/B]</p><p>[B]FORT[/B]    +5    +1     +6 (M: +3; S: +2; E +0)</p><p>[B]REF[/B]     +7    +2     +9 (M: +3; S: +2; E +2)</p><p>[B]WILL[/B]   +10    +3     +13 (M: +3; S: +5; E +2)</p><p>Special: +2 Vs Enchantment school</p><p></p><p>Proofs: </p><p>hp: [url=http://invisiblecastle.com/roller/view/2474837/]3d8=14, 6d4=14[/url] </p><p></p><p>[b]Defense[/b]</p><p>[B]Source amount type[/B]</p><p>Amulet  +2    Natural</p><p>Self    +2    Dex</p><p>Ring    +2 Deflection</p><p>Class   +3 Wisdom</p><p>Class   +1 Dodge</p><p></p><p>A/C: 20  Touch: 18  FF:  17</p><p></p><p>[B]Offense[/B]</p><p>Attack:</p><p>Melee +8</p><p>Ranged +7 </p><p>Grapple +8</p><p></p><p>Unarmed: +8 Att  2d6+3 Dam crit: 20/*2</p><p></p><p>Skills and feats</p><p></p><p>[B]Class Features[/B]</p><p>Monk:</p><p>Stunning fist</p><p>Improved Unarmed strike</p><p>Combat Reflexes</p><p>Evasion</p><p>Fast Movement</p><p>Still Mind</p><p></p><p>Scorcerer:</p><p>Summon Familiar</p><p>Spells (arcane)</p><p></p><p>Enlightened Fist:</p><p>Ki- Strike(Magic)</p><p>[B]Race Features[/B]</p><p></p><p>[B]Feats[/B]</p><p>[B][U]HUMAN:[/U][/B] Practised Spell Caster</p><p>[B][U]CL 1:[/U][/B] Combat Casting</p><p>[B][U]CL 3:[/U][/B] Improved Grapple</p><p>[B][U]CL 6:[/U][/B] Superior Unarmed Strike (BO9S pg 33)</p><p>[B][U]CL 9:[/U][/B] </p><p></p><p></p><p>[B][U]Skills     Ranks abil misc total  notes[/U][/B]</p><p>Balence       6     +2          8</p><p>Climb         5     +3          8</p><p>Conc          8   +1         9</p><p>Escape Artist 5     +2          7</p><p>Hide          6     +2          8</p><p>Jump          6     +3          9</p><p>Knowledge:</p><p>Arcana        5   +2         +7  (3)</p><p>Religon       1   +2         3  </p><p>Listen        6     +2          8</p><p>Move Silent   6     +2          8</p><p>Sense Motive  5     +3          8</p><p>Spot          6     +3          9</p><p>Swim          1     +3          4</p><p>Tumble        10     +2          7</p><p>Spellcraft    12   +5  +2  +19  (11)</p><p></p><p></p><p>(3)[size=2]Syn: +2 Spellcraft checks[/size]</p><p>(11)[size=2]Syn: Use magic device (scrolls)[/size]</p><p></p><p></p><p></p><p>Equipment:</p><p>[B][u]Item                            Cost:    Weight:[/u][/B]</p><p>Cape of Fey's blessing        8000.00      </p><p>natral armor +2 (DMG 246)</p><p>Belt, Monk's                 13,000     1.0 Lb</p><p>(DMG )</p><p>Everlasting rations             350.00      2.0 lb</p><p>(MIC 160)</p><p>Heward's Handy Haversack        2000.00         5.0 Lb</p><p>(DMG 259)</p><p>Bracers of Phisical prowess      8000.00      </p><p>+2 str/dex (MIC 234)</p><p>Mask of Wise Leadership      8000.00      1.0 Lb</p><p>wrestler's mask gives +2 to Wis and cha (MIC 234)</p><p>Ring of Deflecting Blows    8000.00     ---</p><p>+2 Deflection to AC (MIC 234)</p><p>Magic Bedroll          500.00     6.0 Lb</p><p>100 ft Silk Rope          20.00     10.0 Lb</p><p>Scroll Tube               1.0     0.5 Lb</p><p>   Pen X 10               1     ---</p><p>   Ink X5               40.0     ---</p><p>Scroll Tube               1.0     0.5 Lb</p><p>   paper X 50               20      ---</p><p>Flint and steel               1.0     ---</p><p>Oil flask X 4               0.4     4.0 Lb</p><p>Water Skin X2     2.0     8.0 Lb</p><p>Acid, Flask X 2     20.0     2.0 lb</p><p>Alchemist's Fire X 2     40.0     2.0 Lb</p><p>EverBurning Torch     110.0     1.0 Lb</p><p>Sun Rod X 10     20.0     10.0 Lb</p><p>Scroll tube      1.0     0.5 Lb</p><p>   Tinder Twig X 50     50.0     ---</p><p>Climber's Kit     40.0     5.0 Lb</p><p>Spell Comp pouch X2     10.0     2.0 Lb</p><p></p><p>Spells: orsn 1st 2nd 3rd 4th 5th</p><p>[B]Base[/B]     6    6   5   1   --   --</p><p>[B][u]bonus[/u][/B]    0   +1  +1  +1  +1</p><p></p><p>[B]Total[/B]    6    7   6   2  --  --</p><p></p><p>[/code]</p><p></p><p>[sblock= class feature info]</p><p><strong>Flurry of Blows: </strong>A monk must use a full attack action to strike with a flurry of blows.When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.</p><p>In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. </p><p>When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.</p><p></p><p><strong>Improved Unarmed Strike:</strong> At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.</p><p>Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.</p><p>A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.</p><p>A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks.</p><p></p><p><strong>Bonus Feat:</strong> At 1st level, a monk may select either Improved Grapple or <strong><u><em> Stunning Fist</em></u></strong> as a bonus feat. At 2nd level, she may select either <strong><u><em>Combat Reflexes</em></u></strong> or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.</p><p><strong>Evasion (Ex):</strong> At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.</p><p></p><p><strong>Fast Movement (Ex):</strong> At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.</p><p></p><p><strong>Still Mind (Ex):</strong> A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.</p><p></p><p><strong>Ki Strike (Su):</strong> At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.</p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Item Information]</p><p>shirt of hidden pockets: has 10 hidden pockets each can hold </p><p>     5 lb or 1/2 ft ^3 no one side cna be alrger then 6 inches</p><p>     total cap: 30 pockes and 150 lb</p><p>Everlasting rations: Creates food for 1 med creature at the start of each sunrise</p><p></p><p>Belt, Monk’s: This simple rope belt, when wrapped around a character’s waist, confers </p><p>great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as </p><p>a monk of five levels higher. If donned by a character with the Stunning Fist feat, the </p><p>belt lets her make one additional stunning attack per day.</p><p></p><p></p><p>[/sblock]</p><p></p><p> [sblock=Spells]</p><p></p><p><strong>0-Level Sorcerer/Wizard Spells (Cantrips)  </strong></p><p></p><p>Acid Splash:</p><p>Detect Poison: Detects poison in one creature </p><p>    or small object.</p><p>Detect Magic: Detects spells and magic items </p><p>    within 60 ft.</p><p>Dancing Lights: Creates torches or other lights.</p><p>Mage Hand: 5-pound telekinesis.</p><p>Mending: Makes minor repairs on an object.</p><p>Prestidigitation: Performs minor tricks.</p><p> </p><p><strong>1st-Level Sorcerer/Wizard Spells </strong></p><p></p><p>Mage Armor: Gives subject +4 armor bonus.</p><p>Blood Wind: Subject uses natural weapons at range.</p><p>Magic Missile: 1d4 +1 damage; +1 missile per two </p><p>    levels above 1st (max 5).</p><p>Low-Light Vision: See twice as far as a human in </p><p>    poor illumination.</p><p></p><p><strong>2nd-Level Sorcerer/Wizard Spells 82 pages</strong></p><p></p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Cat’s Grace: Subject gains +4 to Dex for 1 min./level.</p><p></p><p><strong>3rd-Level Sorcerer/Wizard Spells</strong></p><p></p><p>Magic Weapon, Greater: +1/four levels (max +5).</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5148035, member: 49929"] In the blue corner, from parts unknown, Its El Gato LOCO!!!! El Gato Loco, enlightened fist and protector of [u][b]los gatos[/b][/u][b][/b]. Male Human Lawful Neutral monk 3/scorcerer 6/enlightened fist 1 [size=8] [B]work in progress[/B] [/size] member of the ASPCA (Arcane Spell Casters for the Prevention of the Cruelty to Animals) and WWWF (World Wrestleling Wizards and scorcerers Federation) [code] [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 -- -- [/code] [sblock= class feature info] [B]Flurry of Blows: [/B]A monk must use a full attack action to strike with a flurry of blows.When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus. [b]Improved Unarmed Strike:[/b] At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. [b]Bonus Feat:[/b] At 1st level, a monk may select either Improved Grapple or [b][u][i] Stunning Fist[/i][/u][/b] as a bonus feat. At 2nd level, she may select either [b][u][i]Combat Reflexes[/i][/u][/b][u][i][/i][/u][i][/i] or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them. [b]Evasion (Ex):[/b] At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. [b]Fast Movement (Ex):[/b] At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. [b]Still Mind (Ex):[/b] A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. [b]Ki Strike (Su):[/b] At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. [/sblock] [sblock=Item Information] shirt of hidden pockets: has 10 hidden pockets each can hold 5 lb or 1/2 ft ^3 no one side cna be alrger then 6 inches total cap: 30 pockes and 150 lb Everlasting rations: Creates food for 1 med creature at the start of each sunrise Belt, Monk’s: This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. [/sblock] [sblock=Spells] [b]0-Level Sorcerer/Wizard Spells (Cantrips) [/b] Acid Splash: Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects spells and magic items within 60 ft. Dancing Lights: Creates torches or other lights. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Prestidigitation: Performs minor tricks. [b]1st-Level Sorcerer/Wizard Spells [/b] Mage Armor: Gives subject +4 armor bonus. Blood Wind: Subject uses natural weapons at range. Magic Missile: 1d4 +1 damage; +1 missile per two levels above 1st (max 5). Low-Light Vision: See twice as far as a human in poor illumination. [b]2nd-Level Sorcerer/Wizard Spells 82 pages[/b] Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. [b]3rd-Level Sorcerer/Wizard Spells[/b] Magic Weapon, Greater: +1/four levels (max +5). [/sblock] [/QUOTE]
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