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About HytoggCharacter Sheet
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HYTOGG CR 3 Male Human (Chelaxian) Cleric 2 Wizard 2 NG Medium Humanoid (Human) Init +2; Senses Perception +5 -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 10. . (+2 Dex) hp 19 (2d8+2d6) Fort +4, Ref +3, Will +10 Resist Resistant Touch (6/day) -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +1 (1d4-1/19-20/x2) and . . Quarterstaff +1 (1d6-1/20/x2) Ranged Crossbow, Light +4 (1d8/19-20/x2) Spell-Like Abilities Resistant Touch (6/day) Cleric Spells Known (CL 2, 1 melee touch, 4 ranged touch): 1 (3/day) Forbid Action (DC 14), Comprehend Languages (DC 14), Bless, Sanctuary (DC 14) 0 (at will) Purify Food and Drink (DC 13), Detect Poison, Enhanced Diplomacy, Spark (DC 13) Wizard Spells Known (CL 4, 1 melee touch, 4 ranged touch): 1 (3/day) Magic Missile, Mage Armor (DC 14), Color Spray (DC 15), Color Spray (DC 15) 0 (at will) Acid Splash, Ghost Sound (DC 14), Detect Magic, Prestidigitation (DC 13) -------------------- STATISTICS -------------------- Str 8, Dex 14, Con 10, Int 16, Wis 17, Cha 12 Base Atk +2; CMB +1; CMD 13 Feats Eclectic, Extra Channel, Scribe Scroll, Spell Focus: Illusion, Wizard Weapon Proficiencies Traits Magical Knack: Wizard, Missing Child (Sibling) Skills Appraise +8, Craft (Alchemy) +10, Diplomacy +8, Knowledge (Arcana) +10, Knowledge (History) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +5, Sense Motive +12, Spellcraft +10 Languages Common, Draconic, Infernal, Shoanti SQ +3 to Hit Points, Aura (Ex), Blinding Ray (6/day) (Sp), Channel Positive Energy 1d6 (6/day) (DC 12) (Su), Cleric Domain: Magic, Cleric Domain: Protection, Empathic Link with Familiar (Su), Extended Illusions (+1r) (Su), Hand of the Acolyte (6/day) (6/day) (Su), Illusion, Necromancy, Share Spells with Familiar, Spontaneous Casting, Transmutation Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger, Quarterstaff; Other Gear Backpack (1 @ 3 lbs), Holy symbol, wooden: Nethys, Pouch, belt (20 @ 2 lbs), Spell component pouch, Spellbook, wizard's (blank), Wand of Magic Missile, Scroll of blur, Potion of invisibility -------------------- SPECIAL ABILITIES -------------------- +3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round. Channel Positive Energy 1d6 (6/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Cleric Domain: Magic Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic. Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Extended Illusions (+1r) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20). Hand of the Acolyte (6/day) (6/day) (Su) Throw the melee weapon you are holding 6/day. Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes. Magical Knack: Wizard +2 CL for a specific class, to a max of your HD. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Resistant Touch (6/day) (Sp) You gain +1 to all saving throws, and may donate this by touch for 1 minute. Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Spell Focus: Illusion Spells from one school of magic have +1 to their save DC. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Transmutation You must spend 2 slots to cast spells from the Transmutation school. -------------------- MORTY CR 1/8
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-------------------- Morty
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MORTY CR 1/8 Male Toad Diminutive Magical Beast Init +1; Senses Low-Light Vision, Scent; Perception +9 -------------------- DEFENSE -------------------- AC 16, touch 15, flat-footed 15. . (+1 Dex, +4 size, +1 natural) hp 4 (1d10-2) Fort +0, Ref +3, Will +4 -------------------- OFFENSE -------------------- Spd 5 ft. Melee Unarmed Strike +0 (--5) Space 1 ft.; Reach 0 ft. -------------------- STATISTICS -------------------- Str 1, Dex 12, Con 6, Int 10, Wis 15, Cha 4 Base Atk +5; CMB -2; CMD 3 (7 vs. Trip) Feats Skill Focus: Perception Skills Appraise +1, Climb +1, Fly +7, Perception +9, Sense Motive +3, Spellcraft +1, Stealth +21, Swim +1 Languages SQ Improved Evasion (Ex) --------------------
Loot
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1998 gp Conditions
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HP:19 GP:9 EXP:0 Hero Points: 1 Other conditions: Spells Cast: Blinding Ray: (6) 0/6 Used d20 Rolls for DM use (Misc Rolls (1d20=6, 1d20=15, 1d20=8, 1d20=16, 1d20=16, 1d20=7, 1d20=8, 1d20=6, 1d20=5, 1d20=3, 1d20=4, 1d20=19)) |
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