Imron Gauthfallow

Rankev "Power" Davis's page

363 posts. Alias of Atlas2112.


Full Name

Rankev "Power" Davis

Race

Human Evoker 1| HP 8/8 | 1st: 1/3 2nd: 0/0 Focus: 1/1 |

Classes/Levels

FM: 5/7 | AC 12/12/10 | F+1, R +2, W+2 | Perc:+5 | Initiative +4

Age

20

Alignment

LN

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Rankev "Power" Davis

-------------------------------------------------------

---===Statistics===---:

-------------------------------=DEFENSE=-------------------------------
AC: 12 (+2 dex), Touch: 12, Flat-Footed: 10 (+0 armor, +2 dex,+0 Magic)
HP: 8+6+6 {d6,+1Con, +1 FavCls}/level
Fort: +1, {+0Base,+0Con, +0 cloak}
Reflex: +2, {+0Base,+2Dex, +0 cloak}
Will: +2,{+2Base,+0Wis, +0 cloak}
CMD 12 {+misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +0; {+ 2 +-1 + -1 + misc}
Base Atk: +1;
Melee:+0{+0Base,-1Str}
Ranged:+2{+0Base,+2Dex}

-------------------------------=STATISTICS=----------------

-------------------------=Traits=----------------------

Metamagic Master (Magic Missile): When you use the chosen spell(Magic Missile) with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Benefits: Even without knowing it, the Rule of Threes governs your life-- you get a +1 bonus to Perception (to always be watchful in bizarre circumstances), a +1 bonus to saves vs. planar effects and the spell-like abilities of outsiders, and the ability to add +3 once per day to any one roll (except attacks or damage). This third you can apply after rolling to change the result- for the powers that rule the Planes are merciful to the uninitiated.
Faction Membership: If you later join any Faction, replace this trait with that Faction's Namer trait.

{Feat}Seeker: Ever the watchful sort, his intellect was kicked into high gear when he was kicked out of his normal plane. Our intrepid hero quickly learned that he must let nothing miss his gaze, or else be forever lost in the City of Doors.
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

{Feat} Bullied: +2 on Init

----------------=Race Traits=-------------------

Normal Speed
+1 skill pt per level

--------------=Feats=-----------------
Human: Gain two Traits

1st: Toppling spell (Spell with the [force] descriptor knocks targets prone.)
Benefit: If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.

A toppling spell only affects spells with the force descriptor.
Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's actual level.)

3rd: Craft Wondrous Item

-------------=Skills=- (2[base]+4[Int]+1[Race](=7)/lvl|)---------

Knowledge (Planes) (Int)____+8{+1rank,+4Int}Y

Acrobatics*(Dex)____+0{+0rank,+0Dex}
Appraise(Int)____+4{+0rank,+4Int}Y
Bluff(Cha)____+0{+0rank,+Cha}
Climb*(Str)____+0{+1rank,-1Str}
Craft (Int)____+4{+0rank,+4Int}Y
Diplomacy(Cha)____+0{+0rank,0Cha}
Disable Device____+0{+0rank,+0Dex}
Disguise (Cha)____+{+rank,+Cha}
Escape Artist*(Dex)____+2{+0rank,+2Dex}
Fly*(Dex)____+2{+0rank,+2Dex}Y
Handle Animal (Cha)____+0{+0rank,+0Cha}
Heal(Wis)____+0{+0rank,+0Wis}
Intimidate(Cha)____+0{+0rank,+0Cha}
Knowledge (Arcana)(Int)____+8{+1rank,+4Int}Y
Knowledge (Dungeoneering)(Int)____+8{+1rank,+4Int}Y

Knowledge (Geography)(Int)____+8{+1rank,+4Int}Y
Knowledge (History)(Int)____+8{+1rank,+4Int}Y
Knowledge (Local)(Int)____+8{+1rank,+4Int}Y
Knowledge (Nature)(Int)____+4{+0rank,+4Int}Y
Knowledge (Nobility)(Int)____+4{+0rank,+4Int}Y
Knowledge (Planes) (Int)____+8{+1rank,+4Int}Y

Knowledge (Religion) (Int)____+{+0rank,+3Int}Y
Linguistics(Int)____+8{+1rank,+4Int}Y
Perception(Wis)____+5{+1rank,+0Wis, +1}Y
Perform(Cha)____+0{+0rank,+0Cha}
Profession(Wis)____+0{+0rank,+1Wis}Y
Ride*(Dex)____+0{+0rank,+0Dex}
Sense Motive(Wis)____+0{+0rank,+0Wis}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Spellcraft(Int)____+8{+1rank,+4Int}Y
Stealth* (Dex)____+2{+rank,+2Dex}
Survival(Wis)____+{+rank,+1Wis}
Swim*(Str)____+0{+0rank,+0Str}
Use Magic Device(Cha)____+1{+1rank,+0Cha}

Knowledge (Planes){Prime-Faerun)(Int)____+8{+1rank,+4Int}Y

-=Non-Standard Skill Bonuses=-

-=Languages=- Common, Abyssal, Infernal, Gnoll, Goblin, Giant, Draconic.

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

---===Spells===---:

-------------------------------=Spells=-------------------------------

Arcane Bond: Object (+1 spell)

Spells Known:

0) (Sv DC 10+0+4=15)

Light
Disrupt Undead
Create Water
Detect Magic
Ray of Frost (Evocation)

1) (3/3) (Sv DC 10+1+4=15)

Magic Missile
Magic Missile
Mage Armor

Toppling Magic Missile Damage!: 1d4 + 1 + 1
If survive, trip check DC 15 (Int + level) or be tripped.

2nd:

(Bonded Object)

--------------------

Spellbook:

ALL cantrips

I)
Magic Missile
Mage Armor: Gives subject +4 armor bonus. 1hr/lvl
Shield: +4 AC shield
Summon Monster I:
Comprehend Languages
Identify
Ear Piercing Scream

2nd:
Ball of Flame
Summon Swarm:

-----------------------------=0th (at will)=--------------------------------

------------------------------=1st (0/day)=------------------------------

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Scholar's Outfit (0 lb.)

Bandolier-R Shoulder (0 lb)

Bandolier-L Shoulder (0 lb)
dagger

Masterwork Backpack holds:
50' Silk Rope (5lb)
Water skin (4 lb.)
5 Days of trail rations (5 lb.)
Hooded lantern (2 lb.)
1 Oil [1-pint flask] (1 lb.)
Hip flask--strong Rumboozle (1lb)
Flint and steel, whistle, chalk [10 pcs] (0 lb.)

Weapons: Light crossbow with 10 bolts, quarterstaff.

Combat Gear: Acid (2),
scrolls of comprehend languages (2),
scroll of detect secret doors,
scroll of glitterdust,
scrolls of identify (2),
scroll of mount,
scroll of rope trick,
thunderstone,
wand of mage armor (16 charges).
potion of CLW

Meditation Tea
Vermin Repellent

bedroll,
belt pouch,
candles (5),
ink,
inkpen,
ioun torch,
journal,
magnifying glass,
mess kit,
scroll box
spell component pouch,

-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 27 lb.

-=Money=- 9 GP 18 SP 20 CP
83 GP, 3 SP, and 3 CP

[DICE=Magic Missile Intense spell Damage!]d4+1+1[/DICE]
[DICE=Magic Missile Toppling Spell Trip Check!]d20+5[/DICE]

[DICE=Magic Missile Damage!]d4+1+1[/DICE]
[DICE=Magic Missile Toppling Spell Trip Check!]d20+5[/DICE]

List of Planes:

Prime Material Plane (each prime individually, so Faerun for you)

Transitive Planes:

Astral
Ethereal
Shadow (this one is a late addition to the cosmology and comes up much less)
Elemental Planes:

Air
Earth
Fire
Water
Positive Energy
Negative Energy
Magma (earth/fire)
Smoke (fire/air)
Ice (air/water)
Ooze (water/earth)
Mineral (earth/positive)
Radiance (fire/positive)
Lightning (air/positive)
Steam (water/positive)
Vacuum (air/negative)
Ash (fire/negative)
Dust (earth/negative)
Salt (water/negative)
Outlands TN
Sigil (seperately from Outlands)

The Other Outer Planes:

Mechanus (LN)
Arcadia (LLG)
Mount Celestia (LGG)
Bytipia NG (tilting lawful)
Elysium NG
Beastlands NG (tilting Chaotic)
Arborea CGG
Ysgard CCG
Limbo CN
Pandemonium CCE
The Abyss CEE
Carceri NE (tilting chaotic)
Gray Wastes NE
Gahenna NE (tilting Lawful)
Baator LEE
Acheron LLE