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 Кан де Лаки

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Ырулы

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Кан де Лаки Empty
СообщениеТема: Кан де Лаки   Кан де Лаки EmptyПт 11 Мар 2016, 14:32

ECL 7
Раса: Человек
Класс: Beguiler1/Wizard4/UM2
Мировоззрение: Хаотичный добрый
Сила: 10 [+0]
Ловкость: 14 [+2]
Выносливость: 14 [+2]
Интеллект: 21 [+5]
Мудрость: 8 [-1]
Обаяние: 10 [+0]

Внешность
В кепочке и легкомысленно-светлой одежде, со странной рассенной улыбкой на лице. Лет двадцати-двадцати пяти на вид, у него такой тип лица и конституция, что до старости будет казаться мальчиком.

внешность

Характер
Несерьезен, непоседлив и невнимателен. Впрочем, на удивление легко справляется со сложными арканными формулами.
Иногда неоправданно жаден, иногда непонятно расточителен.
Легко относится к своей и чужой жизни - ведь это всего лишь один из этапов развития души, и чем больше опыта она получит, тем лучше. А какой опыт получишь, работая в кузне, или в таверне?
История
Он никогда не распространяется о месте своего рождения, о том как вырос и дошел до жизни такой. Однако часто любит выбалтывать различные истории про своих знакомых. Противоречивые, но есть в них один общий главный герой, который так похож на рассказчика.

Навыки

ECL 7
Human Beguiler 1/ Wizard (focused conjurer) 4/ Ultimate Magus 2

STR 10,
DEX 14,
CON 14,
INT 18, +1[HD] +2 [enh]
WIS 8,
CHA 10.

HD 1d6+7d4+14
HP 6+7*4+14=48
INIT +6 ; Spd 30
BAB +3
Grapple +3

Beguiler CL 1+1(um)+4(practiced)+1(spell power)=7
Wizard CL 4(wiz)+2(um)+1(spell power)=7

------- DEFENCE ------
Saves:

+3 Fort 2(con)+0(beg)+1(wiz)
+3 Ref 2(dex)+0(beg)+1(wiz)
+8 Will -1(wis)+2(beg)+4(wiz)+3(um)

AC
full 10+4(armor)+2(dex) = 16
touch 16
flat footed 14

------- OFFENCE ------

Atk +3 base melee, +5 base ranged;

+5 ranged touch, 1d8 electro damage

-------- SKILLS --------

Class Skills (6 +4 Int ×4 at 1st level)+ (2 + 4)x4 + 6/ 40+6*4+8 +8

+4 Bluff, 4(rank)
+12 Concentration, 2(rank)+2(con)+6(rank)+1(um) +1(um)
+8 Decipher Script, 0+4(int)+4(rank)
+4 Diplomacy, 4(rank)
+10 Disable Device, 4(rank)+4(int)+2(tools)
+2 Gather Information, 2(rank)
+6 Hide, 4(rank)+2(dex)
+11 Knowledge (arcana), +6(rank)+4(int) +1(um)
+6 Knowledge (Dungeoneering) +1(um)+4(int) +1(um)
+6 Knowledge (Nature) +1(um)+4(int) +1(um)
+6 Knowledge (Religion) +1(um)+4(int) +1(um)
+6 Knowledge (The Planes) +1(um)+4(int) +1(um)
+6 Move Silently, 4(rank)+2(dex)
+8 Open Lock, 4(rank)+2(dex)+2(tools)
+8 Search, 4(rank)+4(int)
+14/+16 Spellcraft, 0+4(int)+8(rank)+1(um) (+2 to scrolls) +1(um)
+6 Tumble, 4(rank)+2(dex)
+6/+8 Use Magic Device 5(rank) (+2 to scrolls) +1(um)

Skilltrick (on 6th level) - Collector of Stories: +5 competence on any trained Knowledge check to identify creatures and their properties

Languages: Common, Elven, Draconic, Aquan, Celestial

feats:
1[hd] - Practised Spellcaster (Beguiler) = +4 to CL Beguiler
1[human] Extend Spell = spell lasts twice, slot 1 level higher
2[Wiz-Fighter] Improved Initiative = +4 to Init
3[hd] - Cloudy Conjuration [CM, 40] = Conjurations accompanied by a cloud of sickening smoke, 5-ft radius in my sqare, adjacent or in/adjacent to target. For 1 round. Any living creature inside - sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.).
6[hd] - Quicken Spell = cast spell as free action, 4 levels higher

---- class features ----
Beguiler
Armored mage,
trapfinding

Wizard
Focused Specialist = more spells, but 3 prohib. schools: ench, illusion, evoc. And -1 spell/day level other scools +3/day-level from conjiration
- i/o familiar - [PHB II, 69] Abrupt Jaunt (conjuration): You teleport up to 10 feet. You can’t bring along any other creatures. You gain a spell-like ability that reflects your chosen school of magic. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half your wizard level (minimum 1st), and the caster level is your wizard level. The save DC (if any) is equal to 10 + 1/2 your wizard level +your Int modifier. This is an extraordinary ability.

Ultimate Magus
Arcane spell power +1
+1 to Wizard spellcasting class
Expanded Spell Knowledge (Ex): add 1-st level wizard spell to Beguiler spellist - Nerveskitter


------- Spells-------

Beguiler Spells (5/3+2 per day)
0-Level Beguiler Spells
Div
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Illu
Ghost Sound: Figment sounds.
Tran
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.

1st-Level Beguiler Spells
Abjur
Undetectable Alignment: Conceals alignment for 24 hours.
Conj
Mage Armor: Gives subject +4 armor bonus / for 6 hours
Obscuring Mist: Fog surrounds you.
Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Ench
Charm Person: Will DC 16 = Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Rouse: Awakens creatures in area.
Sleep: Puts 4 HD of creatures into magical slumber.
Whelm: Will DC 16 = Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).
Illu
Color Spray: Will DC 16 = Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Disguise Self: Changes your appearance.
Silent Image: Creates minor illusion of your design.
Tran
Expeditious Retreat: Your speed* increases by 30 ft.
From Expanded spell knowledge - Nerveskitter = +5 to init

rouse =With a loud snap of your fingers, you cause any sleeping creatures in the spell’s area to awaken.
whelm = You launch a magical assault that wears at the target’s mind, dealing 1d6 points of nonlethal damage if it fails its saving throw. For every two caster levels beyond 1st, you deal an extra 1d6 points of nonlethal damage to the subject, to a maximum of 5d6 at 9th level.

Spellbook (all/9/5/2):
0- lounch bolt, detect magic
1-
Nerveskitter [SC, 146], = +5 to init
Ray of Enfeeblement = 1d6+1 Str / 5 min
Grease, Ref DC 16 => prone
Benign Transposition, [SC, 27] = Two willing subjects switch places
Ray of Clumsiness [SpC 166]= 1d6+1 Dex / 5 min
Lesser Orb of acid (4d8 acid), Range:Close (25 ft. + 5 ft./2 levels)
Shield, = +4 shield bonus to AC for 5 min
Enlarge Person, = Enlarge to 5 min, The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
Identify

2-
Glitterdust, = Will DC 17 or blinds, 10-ft radius spread no invisible
Web, = Ref DC 17, Webs in a 20-ft.-radius spread
Detect Thoughts, Will DC 17 or can read Thoughts
See Invisibility, = 50 min

3-
Stinking Cloud (conj) - range medium, Fort DC 18, Cloud spreads in 20-ft. radius, 20 ft. high, fail save => nauseated (unable to attack, cast spells, concentrate on spells, or do anything else requiring attention, only move action) and 1d4+1 rounds after leaving cloud.
Haste (trans) = Range Close (25 ft. + 5 ft./2 levels), 1 round/level. One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Icelance (conj) - Range: Medium, ranged touch, add +4 to attack => 6d6 dmg (1/2 cold, 1/2 piercing). Fort DC 18 or stunned 1d4 rounds
Dimension Step (conj) - Close. Short teleport for 1/3 cl creatures


Beguiler Spells (6/6)

Spells Prepared (3+3 / 4+3 / 2+3 / 2+3)
0- mage hand, light, prestidigitation + Caltrops x3
1- Ray of Clumsiness, Shield, Ray of Enfeeblement + Grease х2, Lesser Orb of acid, Benign Transposition
2- See Invisibility, Detect Thoughts + Web , Glitterdust x2
3- Haste, Icelance, Dimension Step + Stinking Cloud x2


thieves tools, Longspoon mwk 150gp (можно ковырять с 5 футов)

Metamagic Rod of Extend - 3000 гп = 3/day free extend up to 3d level spell - на деньги Динь-Динь!
Metamagic Rod of Sculpt, Lesser = 5400 gp = 3/day free Sculpt up to 3d level spell

Arcanist's gloves = 2/day +2 to caster level of next 1st-level arcane spell cast before end of turn 500
Vanisher cloak = 3 charges/day, you and allies become briefly invisible 2,500
Healing belt = +2 on Heal; 3 charges, heal damage with a touch 750
Headband of Intellect +2 = +2 to Int / 4000 gp
Torc of displacement [MIC, 143] = 3-2 charges/day, gain concealment (20/30/50%) for 1 round / 2,000 gp
Heward`s Handy Haversack (2,000 gp) /5 lb = 2*20 lb + 80 lb inside
Silver dagger, mwk 322 gp
50-gp clear quartz gemstone - for arcane focus
Pearl of Power I - 1000 gp - can restore one 1st level spell

Остаток 300 гп


Последний раз редактировалось: Ырулы (Сб 19 Мар 2016, 09:05), всего редактировалось 6 раз(а) (Обоснование : правка)
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Кан де Лаки Empty
СообщениеТема: Re: Кан де Лаки   Кан де Лаки EmptyПт 18 Мар 2016, 16:37

Внешность:
Динь-Динь

Din-din:  
Pixie Wlk3; CR 7;
Small Fey; AL CG
Str 4 (-3),
Dex 25 (+7),
Con 16 (+3),
Int 20 (+5),
Wis 12 (+1),
Cha 20 (+5);

HD 3d6+9; hp 15;

Init +7; Spd 20 ft/x4;Fly 60 ft.(good);

SV
+5 Fort +4+1(vest),
+9 Ref +8+1(vest),
+5 Will +4+1(vest);

AC 24 (+5 armor, +6 dex, +1 size, +1 natural +1 ring), touch 18, flat-footed 18; + DODGE
Damage Reduction 11/cold iron
Spell Resistance 18

Base Atk/Grapple +2/-5;

Full Atk +10 Eldrich blast  (2d6+1d6;20/x2) + from gloves (optonal)

Skills:
+17 Bluff¹ +11 +6(Influence),
+9 Concentration¹ +9,
+11 Diplomacy +5+6(Influence)
+19 Intimidate¹ +13 +6(Influence)
+9 Knowledge (arcana) +9,
+7 Sense Motive¹ +7,
+11 Spellcraft +11,
+8 Tumble +8,
+11 Use Magic Device +11;

Feats: Dodge(PH 93)²,
Extra Invocation(CAr 79),
Extra Invocation x2;


Invocations:
See the Unseen: Gain see invisibilityas the spell and darkvision (60 ft)
Extra Invocation: Baleful Utterance - shatter по слову. If a creature is holding or wearing the target of the spell and the target is destroyed, the
creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your terrible word.
Shatter:
Extra Invocation: Beguiling Influence - +6 bonus on Bluff, Diplomacy, and Intimidate

SA&SQ Damage Reduction(Ex); Eldritch Blast(Sp); Detect Magic(Sp); Damage Reduction(Su)

"Racial Abilities:
× Strength-4, Dexterity+8, Intelligence+6, Wisdom+4, Charisma+6
× Base land speed of 20 feet.
× +1 Natural Armor bonus.
× Bonus Feat: Dodge, Weapon Finesse
× Damage Reduction 10/cold iron
× Spell-like abilities (1/day unless otherwise specified): Lesser Confusion (DC 10), Dancing Lights, Detect Chaos, Detect Good, Detect
Evil, Detect Law, Detect Thoughts (DC 11), Dispel Magic, Entangle (DC 10), Permanent Image (DC 15)
× Spell Resistance 18
× +2 racial bonus on Listen, Search and Spot checks.
× Greater Invisibility(Su): You remain invisible even when you attack.
This ability is constant, but you can suppress or resume it as a free action.
× Favored Class: Sorcerer

Class Abilities:
× Eldritch Blast(Sp): Ray deals 2d6 damage.
× Detect Magic(Sp): At will; as the spell.
× Damage Reduction(Su): You gain damage reduction 1/cold iron.

Инвентарь на 19 тыщ:
Chasuble of fell power (MIC 85, 8000 гп) +1d6 к элдрич бластам
GLOVES OF Dextirity and ELDRITCH ADMIXTURE (MIC 105, 4000 + 2500*1.5 гп) 3/day imbue eldritch blasts with specific energy type (выбор в момент активации)
1 заряд +2д6
2 заряда +3д6
3 заряда +4д6
Vest of Resistance +1 (1000 гп) +1 к сейвам
Ring of protection +1 (2000 gp) +1 to AC
Healing belt (750 gp)
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Ырулы


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Кан де Лаки Empty
СообщениеТема: Re: Кан де Лаки   Кан де Лаки EmptyСб 19 Мар 2016, 08:51

Кан шел по коричневой дороге, и на перекрестке зеленой дорогой встретил прекрасную феечку. Ее звали Динь-Динь. Он знал, все феи добрые, красивые и уклюжие. И если их вежливо попросить, то они помогают. А если им понравится, то они могу остаться с тобой навсегда.
Кан шел к Андаулу, в окрестностях которого, как он узнал из объявления, возникли неприятности с невидимками. Какие-то негодяи щипали коров, курей и других домашних животных. От этого снижались надои, страдало яично-птичное хозяйство, а бургомистр Андаула жить не мог без свежего яичка всмятку по утрам.
Благодаря Динь-Динь хитрый маг разоблачил племя кобольдов. Организовал переговоры властей с ними и переманил ящериц на светлую сторону силы. За свои деяния, Де Лаки и Динь-Динь получили грамоту и рекомендации. А впоследствии совершили еще немало добрых дел. По совокупности, им была назначена премия от короля. Положив деньги в банк, маг и фея проводили время в столице, развлекаясь.
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Ырулы


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Кан де Лаки Empty
СообщениеТема: Re: Кан де Лаки   Кан де Лаки EmptyПт 14 Окт 2016, 15:32

Проект для Воргена:


Саша-Кусаша
Longtooth Shifter Whirling Frenzy Barbarian 2 / Totemist 2 / Warblade 3
Chaotic Good
Strength 16 (+3)
Dexterity 16 (+3)
Constitution 17 (+3)
Intelligence 8 (-1)
Wisdom 10 (+0)
Charisma 8 (-1)

Size: Medium
Height: 4' 10"
Weight: 125 lb
Skin: Brown
Eyes: Green
Hair: Dark Brown Curly; Light Beard

HD: 2d12+2d8+3d12+7*3
Total Hit Points: 70
Speed: 40 feet [barbarian]

Armor Class: 17 = 10 +4 [chain shirt] +3 [dexterity]
Touch AC: 13
Flat-footed: 17 [uncanny dodge]

BAB 2+1+3 = 6
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +12 = 9 [base] +3 [constitution]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +1 = 1 [base]

Languages: Common

2 Когтя: +11/+11 = 6 [BAB] +3 [strength] + 2 [essential] / 1d6+3+2
В прыжке 4 атаки когтями +11 / 1d6+3+2 каждая
(кусать): +9 = 6 [BAB] +3 [strength] / 1д6+1 + 1 Con damage
Grapple check: +9/+4 = 6 [BAB] +3 [strength]

Топор
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Feats:
1 HD - Longtooth Elite: Wounds dealt by your bite attacks bleed copiously. Each time a living creature takes damage from your bite attack, it also takes 1 point of Constitution damage
1 HD (flaw) Two-Weapon Fighting
3 HD Expanded Soulmeld Capacity x1 (Landshark Boots)
6 HD: Improved Natural Attack (клавсы)


Skills 5*3 barb + 3*2 totemist + 3*3 wrbl:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int -1 = -1
Balance Dex* 12 = +3 +5 +2 [tumble] +2 [shifter]
Bluff Cha -1 = -1
Climb Str* 5 = +3 +2 [shifter]
Concentration Con 13 = +3 +10
Craft_1 Int -1 = -1
Craft_2 Int -1 = -1
Craft_3 Int -1 = -1
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 3 = +3
Forgery Int -1 = -1
Gather Information Cha -1 = -1
Heal Wis 0 = +0
Hide Dex* 3 = +3
Intimidate Cha -1 = -1
Jump Str* 16 = +3 +5 +2 [tumble] +2 [shifter] +4 [speed 40]
Listen Wis 0 = +0
Move Silently Dex* 3 = +3
Perform_1 Cha -1 = -1
Perform_2 Cha -1 = -1
Perform_3 Cha -1 = -1
Perform_4 Cha -1 = -1
Perform_5 Cha -1 = -1
Ride Dex 3 = +3
Search Int -1 = -1
Sense Motive Wis 0 = +0
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** 3 = +3
Tumble Dex* 15 = +3 +10 +2 [jump]
Use Rope Dex 3 = +3
* = check penalty for wearing armor


Shifter:
• +2 dexterity, -2 intelligence, -2 charisma (already included)
• Shifting 2/day; Longtooth (Su): While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels she has) with a successful bite attack. She cannot attack more than once per round with her bite, even if her base attack bonus is high enough to give her multiple attacks. She can use her bite as a secondary attack (taking a –5 penalty on her attack roll) while wielding a weapon.
• Low-light vision
• +2 on balance, climb, and jump

Barbarian:
• whirling frenzy 1/day: +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action
• Fast Movement (already included)
• Uncanny Dodge (level 2)

Warblade:
weapon aptitude
improved uncanny dodge
Maneuvers
Known – 5 - MoPM, Sudden Leap,
Readied – 3
Stances Known – 1 - Punishing Stance


Totemist:
• New class per Incarnum magic system.
• Level 1: Wild empathy (+4 on checks to influence the magical beast(s) you are imitating), illiteracy
• Level 2: Totem chakra bind (+1 capacity)
• Soulmelds 3
• 2 Essentia


Totemist: 3 soulmelds and 1 chakra binds.
Arms Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6 Brow Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6
Crown Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6 Feet Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6
Hands Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6 Heart Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6
Shoulder Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6 Soul Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6
Throat Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6 Waist Chakra: Closed
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6
Totem Chakra: Landshark Boots: gain natural weapon 2 claws, 1d6 damage, if 5-ft. jump in move action can attack with 4 claws as a standard action but can't use any other weapons
Cаша-Кусаша's Equipment:
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Ырулы


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Кан де Лаки Empty
СообщениеТема: Re: Кан де Лаки   Кан де Лаки EmptyПт 25 Ноя 2016, 13:52

ECL 8
Human Beguiler 1/ Wizard (focused conjurer) 4/ Ultimate Magus 3

Сила: 10 [+0]
Ловкость: 14 [+2]
Выносливость: 14 [+2]
Интеллект: 22 [+5] (18, +2[HD] +2 [enh])
Мудрость: 8 [-1]
Обаяние: 10 [+0]

HD 1d6+8d4+16
HP 6+7*4+14=48 +1д4+2
INIT +6 ; Spd 30
BAB +3
Grapple +3

Beguiler 3, CL 1+3(um)+4(practiced)+1(spell power)=8
Wizard 6, CL 5(wiz)+2(um)+1(spell power)=8

------- DEFENCE ------
Saves:

+4 Fort 2(con)+0(beg)+1(wiz)+1(um)
+4 Ref 2(dex)+0(beg)+1(wiz) +1(um)
+8 Will -1(wis)+2(beg)+4(wiz)+3(um)

AC
full 10+4(armor)+2(dex) = 16
touch 16
flat footed 14

------- OFFENCE ------

Atk +3 base melee, +5 base ranged;

+5 ranged touch, 1d8 electro damage

-------- SKILLS --------

Class Skills (6 +4 Int ×4 at 1st level)+ (2 + 4)x4 + 6/ 40+6*4+8 +8 +8

+4 Bluff, 4(rank)
+12 Concentration, 2(rank)+2(con)+6(rank)+1(um) +1(um)
+8 Decipher Script, 0+4(int)+4(rank)
+4 Diplomacy, 4(rank)
+10 Disable Device, 4(rank)+4(int)+2(tools)
+2 Gather Information, 2(rank)
+6 Hide, 4(rank)+2(dex)
+11 Knowledge (arcana), +6(rank)+4(int) +1(um)
+6 Knowledge (Dungeoneering) +1(um)+4(int) +1(um)
+6 Knowledge (Nature) +1(um)+4(int) +1(um)
+6 Knowledge (Religion) +1(um)+4(int) +1(um)
+6 Knowledge (The Planes) +1(um)+4(int) +1(um)
+6 Move Silently, 4(rank)+2(dex)
+8 Open Lock, 4(rank)+2(dex)+2(tools)
+8 Search, 4(rank)+4(int)
+14/+16 Spellcraft, 0+4(int)+8(rank)+1(um) (+2 to scrolls) +1(um)
+6 Tumble, 4(rank)+2(dex)
+6/+8 Use Magic Device 5(rank) (+2 to scrolls) +1(um)

Skilltrick (on 6th level) - Collector of Stories: +5 competence on any trained Knowledge check to identify creatures and their properties

Languages: Common, Elven, Draconic, Aquan, Celestial

feats:
1[hd] - Practised Spellcaster (Beguiler) = +4 to CL Beguiler
1[human] Extend Spell = spell lasts twice, slot 1 level higher
2[Wiz-Fighter] Improved Initiative = +4 to Init
3[hd] - Cloudy Conjuration [CM, 40] = Conjurations accompanied by a cloud of sickening smoke, 5-ft radius in my sqare, adjacent or in/adjacent to target. For 1 round. Any living creature inside - sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.).
6[hd] - Quicken Spell = cast spell as free action, 4 levels higher

---- class features ----
Beguiler
Armored mage,
trapfinding

Wizard
Focused Specialist = more spells, but 3 prohib. schools: ench, illusion, evoc. And -1 spell/day level other scools +3/day-level from conjiration
- i/o familiar - [PHB II, 69] Abrupt Jaunt (conjuration): You teleport up to 10 feet. You can’t bring along any other creatures. You gain a spell-like ability that reflects your chosen school of magic. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half your wizard level (minimum 1st), and the caster level is your wizard level. The save DC (if any) is equal to 10 + 1/2 your wizard level +your Int modifier. This is an extraordinary ability.

Ultimate Magus
Arcane spell power +1
+1 to Wizard spellcasting class
Expanded Spell Knowledge (Ex): add 1-st level wizard spell to Beguiler spellist – Nerveskitter
Augmented Casting (Su): 4/day sacrifice a spell or spell slot to apply metamagic feat (now 1-st level only)

------- Spells-------

Beguiler Spells (6/4+2 per day)
0-Level Beguiler Spells
Div
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Illu
Ghost Sound: Figment sounds.
Tran
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.

1st-Level Beguiler Spells
Abjur
Undetectable Alignment: Conceals alignment for 24 hours.
Conj
Mage Armor: Gives subject +4 armor bonus / for 6 hours
Obscuring Mist: Fog surrounds you.
Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Ench
Charm Person: Will DC 16 = Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Rouse: Awakens creatures in area.
Sleep: Puts 4 HD of creatures into magical slumber.
Whelm: Will DC 16 = Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6, current 4d6).
Illu
Color Spray: Will DC 16 = Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Disguise Self: Changes your appearance.
Silent Image: Creates minor illusion of your design.
Tran
Expeditious Retreat: Your speed* increases by 30 ft.
From Expanded spell knowledge
Nerveskitter = +5 to init

rouse =With a loud snap of your fingers, you cause any sleeping creatures in the spell’s area to awaken.
whelm = You launch a magical assault that wears at the target’s mind, dealing 1d6 points of nonlethal damage if it fails its saving throw. For every two caster levels beyond 1st, you deal an extra 1d6 points of nonlethal damage to the subject, to a maximum of 5d6 at 9th level.

Spellbook (all/9/5/2):
0- lounch bolt, detect magic
1-
Nerveskitter [SC, 146], = +5 to init
Ray of Enfeeblement = 1d6+1 Str / 5 min
Grease, Ref DC 16 => prone
Benign Transposition, [SC, 27] = Two willing subjects switch places
Ray of Clumsiness [SpC 166]= 1d6+1 Dex / 5 min
Orb of acid (2d8 acid),
Shield, = +4 shield bonus to AC for 5 min
Enlarge Person, = Enlarge to 5 min, The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
Peacebound (City, 67) = range close, one weapon, 10 min/level = will (object) => weapon impossible to draw
+1?

2-
Glitterdust, = Will DC 17 or blinds, 10-ft radius spread no invisible
Web, = Ref DC 17, Webs in a 20-ft.-radius spread
Detect Thoughts, Will DC 17 or can read Thoughts
See Invisibility, = 50 min
Bull's Strench (via scroll) = +4 to Str for 5 min

3-
Stinking Cloud (conj) - range medium, Fort DC 18, Cloud spreads in 20-ft. radius, 20 ft. high, fail save => nauseated (unable to attack, cast spells, concentrate on spells, or do anything else requiring attention, only move action) and 1d4+1 rounds after leaving cloud.
Haste (trans) = Range Close (25 ft. + 5 ft./2 levels), 1 round/level. One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Dimension Step
+1 spell
+2 spells

Инвентарь

Beguiler Spells (6/7)

Spells Prepared (3+3 / 4+3 / 2+3 / 2+3)
0- mage hand, light, prestidigitation + Caltrops x3
1- Nerveskitter, Shield, Ray of Enfeeblement + Grease х2, Orb of acid, Benign Transposition
2- See Invisibility, Detect Thoughts + Web , Glitterdust x2
3- Haste + Stinking Cloud x3 + 1?

Abrupt Jaunt's rest: 5/5
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