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Hand

Hytogg's page

193 posts. Alias of scranford.


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Full Name

Hytogg

Race

Human

Classes/Levels

Wizard (Illusionist) 2 / Cleric2

Gender

Male

Size

Medium

Alignment

Neutral good

Deity

Nethys

About Hytogg

Character Sheet

Spoiler:

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
Male Toad
NN Diminutive Magical Beast
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 15, flat-footed 15. . (+1 Dex, +4 size, +1 natural)
hp 9 (1d10-2)
Fort +1, Ref +3, Will +8
--------------------
OFFENSE
--------------------
Spd 5 ft.
Space 1 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +2; CMB -1; CMD 4 (8 vs. Trip)
Feats Skill Focus: Perception
Skills Appraise +0, Climb +1, Diplomacy +1, Fly +7, Perception +5, Sense Motive +6, Spellcraft +2, Stealth +21, Swim +1
Languages
SQ Improved Evasion (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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--------------------

Morty

Spoiler:

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)

--------------------
SPECIAL ABILITIES
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Loot

Spoiler:

1998 gp

Conditions

Spoiler:

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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