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Posted: Sun Oct 11, 2009 3:15 pm
Tythir Lightshield – Wizard – L1 – True Neutral Name: Tythir Lightshield Race: Half-Elf Align: True Neutral Class: Wizard Level: L1 Deity: none
Str: 8 Dex: 16 Con: 14 Int: 17 Wis: 10 Cha: 11
HP: 5 AC: 13, 13 touch, 10 flat-footed Init: +7
Fort save: +2 Ref save: +3 Will save: +2
Base Attack Bonus: +0 Melee attack: -1 Ranged attack: +3
Melee Weapon: Dagger 1d4 damage, 19-20 x2 critical, 10-ft. range increment, piercing/slashing, +2 to Sleight of Hand checks to conceal it Ranged Weapon: Dagger (thrown) 1d4 damage, 19-20 x2 critical, 10-ft. range increment, piercing/slashing, +2 to Sleight of Hand checks to conceal it Inventory: Artisan’s Tools (carpentry) (1), Backpack (1), Bell (1), Blanket (1), Candles (10), Chalk (10), Dagger (1), Ink (1 oz.), Inkpen (1), Parchment (5 sheets), Rations (4 days), Scholar’s Outfit (1), Soap (1 lb.), Spell Component Pouch (1), Spellbook (21/100 pages used) (1), Waterskin (2); 20 gp, 7 sp Armor: none
Skills: Concentration (4 ranks), Craft (carpentry) (4 ranks), Decipher Script (4 ranks), Knowledge (arcane) (4 ranks), Spellcraft (4 ranks) Feats: Improved Initiative, Scribe Scroll
Spells: 3 L0 spells + 1 L0 abjuration spell/day Acid Splash (conj/creation/acid): flat 1d3 acid damage, ranged touch attack; 1 standard action cast; single target at 25 ft + 5 ft./2 levels Arcane Mark (univ): visible or invisible mark on object; 1 standard action cast, permanently lasts; target = 1 sq. ft. surface Dancing Lights (evoc/light): create 4 torch/lantern lights, 4 balls of light, or 1 human-shaped light and make it move 100 ft./round; 1 standard action cast, 1 minute last; range = 100 ft. + 10 ft/level Detect Magic (div): Round 1 = is/was there magic there, Round 2 = how many auras + strength of strongest aura, Round 3 = strength + location of each aura + DC15 spellcraft to determine school; 1 standard action cast, 1 min./level (concentration) last; range = 60 ft., effect = cone Detect Poison (div): tells me if there’s any poison there, allows DC20 Wis check and/or DC20 Craft (alchemy) check to determine type; 1 standard action cast; target = 1 creature, object, or 5-ft. cube within 25 ft. + 5 ft./2 levels Flare (evoc/light): creates burst of light, dazzles nearby creatures for one minute unless sightless or already dazzled (fort negates); 1 standard action cast; range = 25 ft. + 5 ft./2 levels, effect = burst Ghost Sound (illusion/figment): creates any sound with max volume of four humans talking/level (max 20) (will disbelief), enhances Silent Image; 1 standard action cast, 1 round/level last; range = 25 ft. + 5 ft./2 levels; component = bit of wool or lump of wax Light (evoc/light): 20 ft. bright light/40 ft. dim light emanating from touched object, counters/dispels darkness spell of equal or lower level; 1 standard action cast, 10 min/level last; range = touch; component = firefly or phosphorescent moss Mage Hand (trans): point at object and move it 15 ft.; 1 standard action cast, concentration last; range = 25 ft. + 5 ft./2 levels, target = 1 non-magical unattended object no more than 5 lb. Mending (trans): repairs/welds breaks and tears, but not warps or magic objects/constructs; 1 standard action cast; range = 10 ft., target = 1 lb. object Message (trans/language): point at recipient(s) and whisper a message, message travels around corners, delivers message and receives reply; 1 standard action cast, 10 min./level last; range = 100 ft. + 10 ft./level, target = 1 creature/level; focus = copper wire Open/Close (trans): opens anything not already locked or barred; 1 standard action cast; range = 25 ft. + 5 ft./2 levels, target = portal or 30 lb. object Prestidigitation (univ): performs small tricks; 1 standard action cast, 1 hour last; range = 10 ft. Ray of Frost (evoc/cold): point at creature and deal 1d3 cold damage, ranged touch attack; 1 standard action cast; range = 25 ft. + 5 ft./2 levels, effect = ray Read Magic (div): permanently decipher (to self) magical inscriptions, occasionally triggers magic, DC 13 spellcraft identifies glyphs of warding, DC 16 spellcraft identifies greater glyphs of warding, DC 10 + spell level spellcraft identifies symbols; 1 standard action cast, 10 min./level last; self only; focus = clear crystal or mineral prism Resistance (abj): flat +1 bonus to saving rolls; 1 standard action cast, 1 minute last; target = touch; component = miniature cloak
1 + 3 L1 spells + 1 L1 abjuration spell/day Endure Elements (abj): ignore fortitude saves caused by -50 to 140 degree temperatures; 1standard action cast, 24 hours last; target = touch Expeditious Retreat (trans): increases run speed by 30 ft.; 1 standard action cast, 1 min./level last; self only Obscuring Mist (conj/creation): blocks all sight, grants partial concealment within 5 feet and total concealment between 5 and 20 feet, dispelled by wind and fire; 1 standard action cast, 1 min./level last; 20 ft. radius effect from self Shield (abj/force): invisible shield in front negates magic missiles, grants +4 to AC including incorporeal touch attacks; 1 standard action cast, 1 min./level last; self only Tenser’s Floating Disc (evoc/force): disc carries 100 lb./level or 2 gallons/level, follows 5 ft. behind caster (unless otherwise directed) and stays within 3 ft. of ground; 1 standard action cast, 1 hour/level last; range = 25 ft. + 5 ft./2 levels, effect = 3 ft. diameter disc of force; component = drop of mercury
Special Abilities: Summon Familiar: obtains a familiar, loses 200 XP/level if it dies (fortitude half); 24 hour ritual, cost = 100g
Background: Tythir grew up in a small, secluded forest commune. As a child, he was rather shy and played by himself most of the time. The other children bullied him from time to time, so he never saw socialization as a positive value. Instead, his world was introspective, and he used most of his time to reflect upon the world that he saw from the outside. Having developed a strong sense of morals but no social skills, adolescence was a difficult time for him. He couldn’t seem to fit in or find a place for himself, so he lagged even further behind his peers. He watched them grow up and explore their inner abilities, but he himself only found limited success in magic and crafting. He felt too normal—anything but special. He found himself torn between his elf blood, which wanted to try everything to see if there was anything he might like to do, and his human ancestry that provided a need to excel and specialize. Clearly, he thought, his home land would not suffice. So, he left the sylvan community in search of his calling. For him, everything took a back seat to this quest—even, to a degree, his morality. He ended up on a busy human settlement that was still in its early construction. He helped the laborers as best he could, but he lacked the upper body strength to assist in the actual building process. He did learn a little about carpentry, though, and his rudimentary magic training did assist the locals. The people there got him to open up a little, and he established his own home close to the center of the city. Still, the world outside the forest was new and frightening, and Tythir remained solitary, spending most of his time whittling or studying magic. As the city grew, shady people moved in, making the streets a little less safe. Tythir grew paranoid, and he developed a habit of casting defensive spells when his nerves got the best of him. Through this, he discovered a natural affinity for abjuration magic, and he devoted more time to its study. He even developed something of a name for himself in his city district. Today, he is still quite cautious, withdrawn, shy, and indecisive. Yet part of him longs to leave his comfortable surroundings behind and strike out to discover his destiny.
Special: Immune to magical sleep, +2 vs. Enchantment Low-light vision: see in color twice as far as humans in poor illumination +2 to Diplomacy and Gather Information +1 to Listen, Search, and Spot Elven Blood: considered elven for spells and effects that target elves Specialty school: Abjuration (1 extra abjuration spell/spell level/day, +2 to Spellcraft checks to learn Abjuration spells); Prohibited schools: Enchantment, Necromancy (cannot learn these spells whatsoever) Alertness: +2 to Spot and Listen when familiar is within arm’s reach Share Spells: self-targeting spells can affect either just the familiar or both familiar and master Empathic Link: familiar and master can sense each other’s emotions up to a mile away, any room that one has visited the other treats as if it had visited Raven Familiar: +3 to Appraise checks
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Posted: Sun Oct 11, 2009 3:16 pm
Ebonwing – Familiar – L1 – True Neutral Name: Ebonwing Race: Raven Align: True Neutral Class: Familiar Level: 1 Deity: none
Str: 1 Dex: 15 Con: 10 Int: 6 Wis: 14 Cha: 6
HP: 2 AC: 15 (2 size, 2 DEX, 1 natural), 14 touch, 13 flat-footed Init: +2
Fort save: +2 Ref save: +4 Will save: +4
Base Attack Bonus: +0 Melee attack: +4 Ranged attack: +0 Melee Weapon: Claws (1d2-5) Ranged Weapon: none Inventory: none Armor: none Skills: 4 ranks Concentration, 3 ranks Listen, 5 ranks Spot Feats: Weapon Finesse Spells: none Special Abilities: none Background: none Special: Low-light vision Empathic Link: familiar and master can sense each other’s emotions up to a mile away, any room that one has visited the other treats as if it had visited Improved Evasion: if attack allows reflex save for half, familiar takes no damage on success and half on failure
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