Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


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M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

It's that time of year again, Merry Christmas and a Happy New Year to all! I will be off on my Christmas trip home until the 2nd of Jan. Posting should continue, but may be spotty (so bot me if need be).


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

Morrow, I think that is a crit, due to Keen Edge... Also, deflect + abjurant armor might help keep you alive ...


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Right. I'm using a longsword with Keen Edge so 17-20 is a crit. In my previous posting I mistakenly posted that my attack was a crit because I was thinking of the 18-20 crit range of a rapier.

But I was more concerned about hitting so I used arcane boost. That is a swift action so I can't use deflect.


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

Well, I am home again.


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

@GM West,
there are 2 published versions of manyjaws, one from FR and one from the Spell Compendium.

I have been assuming you'd use the spell compendium one as it is on your source list. The spell compendium one does 1d6/jaw; the FR one does 1d4.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

@Fash
Oh that's interesting! I actually usually use a Google search while I"m posting at work (I don't have my bookshelf loaded down with sourcebooks AND it's admittedly easier to look things up on the internet anyway) and more often than not wind up on a site called D&D Tools - I hadn't noticed that the same site has two different versions of the spell, I probably clicked on the one that showed up first. Oddly enough, I'd thought that the first time I looked it up (when you first cast the spell) I was in agreement with your damage roll. Then I looked it up again to see how long it was supposed to last so I could add it to the Combat Notes and saw the 1d4 and figured we'd both made a mistake. In any case, you are correct that IMO the Spell Compendium should take precedence here. I'll adjust the damage to the Green demon on my next post!


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15
GM West wrote:
... Fash, I almost always require line of sight for spells, unless the description seems to specifically speak against it. I'm going to rule you actually need to 'see' the target of the spell to redirect it. Also, does that Swift Concentration ability work for redirecting a spell that requires a standard action instead of a move action?

Well, with that targeting restriction, then Fash abandons his Manyjaws spell to gnashing on empty air...

WRT to swift concentration, it gets a bit weird...

The core rules say "Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity." Manyjaws has a duration of "Concentration, up to 3 rounds". If concentrating eats your standard action then the redirection ability of the spell: "You can redirect as many of the jaws as you desire as a standard action" is kind of pointless as you will never have a free standard action to redirect it... So I have always assumed the redirection is included in the concentration standard action to maintain the spell if the caster wants it to be.

The other thing that the core rules say about concentrating to maintain a spell is: "You can’t cast a spell while concentrating on another one." This was, of course, written before the skill trick Swift Concentration. I have always seen it played that the swift concentration skill trick will allow you to cast a spell with your standard action that turn, but that is presumably GM's call. (If it doesn't allow you to cast, I will admit the skill trick becomes much less useful...)


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Yeah, it's definitely oddly written, and for that matter I'm not even sure how Swift Concentration works - as I'm seeing different interpretations as to whether at can be used once for an entire spell during an encounter, or for just one round during an encounter. Every other Skill Trick only lasts for a single round during an encounter, so I'm inclined to think that'd be the same for this Skill Trick. That said, everything I'm reading indicates you can't cast another spell while concentrating on a spell - whether it's a swift action, a move action, or a standard action. If all this makes the Skill Trick less appealing, feel free to change it out if you'd like.

As to the spell Manyjaws and its redirect, I'd be inclined to allow that as part of the concentration process. So, if in the first round those jaws all take the target down, then you can redirect them to another target (or two targets, or three, etc) as a standard action while you're concentrating at the same time. So then you'd still have two rounds worth of the spell doing damage rather than losing a round redirecting them.


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

That interpretation makes sense. Otherwise the spell is useless.

Sometimes common sense and rules lawyering don't mix....


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

I will be on vacation from Thursday through next Monday. I am not sure how much I will be able to post in that time. Feel free to bot me as needed.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Have fun, Sobok! I think I've got your actions figured out - for as long as you're standing anyway!

Folks, as for the shadow mastiffs, they are effectively invisible, just as Fash and Reonnyn are. However, they have the 'scent' ability (which is why they were summoned when the fighting began, seeing as how you were flitting around all invisible in the previous battle.) That said though, the ability requires a move action to sniff you out if you are close enough (eventually you were) and then they have to actually move toward you to get close enough to pinpoint the square in which you're standing. At that point, they have no action left to attack, and when you move you don't take an AoO, because those with total concealment aren't subject to AoOs. So the whole thing is kind of an impasse until you stop moving or something else happens. Just wanted to let you know what's happening there in case you were wondering.


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

@GM West, I have See Invisible up, can I see the shadow mastiffs? Also, is that mastiff (the one right beside me, according to the map), demonstrating the ability to climb up the sloped side of the pyramid? It was a DC 10 climb check back the first time we were here, but can the hounds make it without hands?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

So you can't see the hounds, as they are invisible to YOU, just as you are invisible to THEM. As I mentioned in my last post, they're kinda sniffing you out and moving after you - which leaves them with no standard action in which to attack once they pinpoint you. That said, because they need to sniff around and find you by scent I'm trying to make it easy on myself by giving you the square they're in just because of the noise they're making. I'm probably being generous, but there you have it. If you decide to attack, your target benefits from total concealment (50% miss chance), even though you know the square in which they are.

You've got a point about the Climb check, and I wasn't allowing the mastiffs to climb after you all because of that very reason. But I was allowing that they could probably spring up there to attack someone just 10' up the slanted slope by simply springing up there with a jump - as they'd have a surface on which to get some traction for that short a distance. On the far side of the pyramid I figured they could climb up on the pyramid where the statue was lying for much the same reason. If you climb up another 5' consider yourself out of their reach.


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

@GM West, I repeat, I have SEE INVISIBLITY, the spell up (cast HERE). Can I see the hounds?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

No, your spell does not allow you to see them, apologies if I caused confusion by calling them invisible. Perhaps I should have said 'effectively invisible', or maybe just stuck with 'total concealment'. In any case, the See Invisibility spell does not allow you to see them.


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

So I know there is something snuffling around down there, and jumping up the wall, but don't know what - but that I can't see it with See Invisibility up. Ok


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

@GM West, would it be practical for you to continue (and fix if neccesary) my sketching of the outer edges of the pyramid (in purple dashed lines) over all the black areas? I'm trying to make the geometry work to show me the flat top and where the edges I can peek over are ...


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

@Fash, your observation is exactly correct. The same goes for your purple lines, that's right about in line with what I'm thinking. You'll note that the lines aren't perfectly straight edged, but considering the damage to the pyramid and the way the roof lines are clearly noted as all screwed up on the north side, a little unevenness is to be expected. And yes, the black areas is sort of a hint that there are rooms and hallways below that you can't see into at this point.


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

I am on the road again until Jan 30th. Posting should continue but may be spotty... (so bot if needed)


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

So what is the plan here? Do we want to 1) Get Verdan raised here? That should cost 5K in gold, though we could perhaps sell some of his own gear for the cost. 2) Recruit a replacement cleric here? I don't know if we can find another player to replace him, but it couldn't hurt to ask I suppose. 3) Keep going as is...Reonnyn and Glorb both have healing capabilities, but nowhere near as good as Verdan was.

I vote for 1) here. We just need to scrounge up some gold here.

GM West: Is the treasure list on the Campaign tab up to date?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I was looking at the Campaign tab yesterday, which was (and still is) kinda out of date. I went back to the last treasure split you did, and it looks like all of your character sheets were updated after the loot split. That said, I broke away with the idea of keeping your character sheets formatted to my liking in a repository and told you all to keep track of your stuff however you'd like to format it here on your Paizo character sheets.

I'm going to put each of your character sheets below for you to go through, and to copy/paste into your own character sheets if there's stuff that you don't have updated. It doesn't look like you got any more loot since the last split, as you were driven away from the drow/demon and from the ruined temple guarded by the archer demons and the cleric. You did manage to secure three of those huge longbows though, as noted in the main thread - so you can add that as party treasure to be distributed.

You will find MY notes about your equipment/coins carried at the very bottom of your character sheets below. For some reason though, I don't have Sobok's gold... I'm gonna have to research that, though if Sobok's player has it down after the last split I'll take that at face value. Thanks!

Reonnyn:

Character Name: Reonynn
Character Race: Halfling
Character Class/Level (if multi-class): Warlock 6 / Swashbuckler 4
Alignment: Neutral
Diety: None
*
Gender: Male
Age: 31
Height: 3’2”
Weight: 35 lb.
Eyes: Brown
Hair: Brown
*
Known Languages: Common, Halfling, Elvish, Touv
*
-------------------------------------------------------
*
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 15 (+2)
*
-------------------------------------------------------
*
Hit Points: 64
(DR 1 / Cold Iron)
*
-------------------------------------------------------
*
Armor Class: 21* [BASE (10) + ARMOR (6) +DEX (3) + NATURAL (1) + SIZE (1)]
*
Flatfooted AC: 18
Touch AC: 14*
AC Penalty: None
Maximum DEX Bonus: +6
*
Armor Type/Weight: Magical Mithral Chain Shirt +2 [5.0 lb.]; Magical Amulet of Natural Armor +1 [0.0 lb.]
*
Special Armor Class Notes: *+1 dodge bonus to AC vs. one opponent each round (Dodge feat); +4 dodge bonus to AC against AoOs caused when moving out of or within a threatened area (Mobility feat); +3 dodge AC bonus when taking a fight defensively action or +6 AC bonus when taking a full defense action (5 ranks in Tumble)
*
-------------------------------------------------------
*
Total Encumbrance: Light Load
*
Overall AC Penalty: None
Overall Maximum DEX bonus: +6 (Armor)
*
Base Movement: 20’/round
Encumbered Move: 30’/round (Magical Boots)
*
-------------------------------------------------------
*
Save vs. Fortitude: +5 [BASE (6) + CON (1) + RACE (1) + FLAW (-3)]
Save vs. Reflex: +8 [BASE (3) + DEX (3) + RACE (1) + MISC (1)]
Save vs. Will: +7 [BASE (6) + WIS (0) + RACE (1)]
*
Special Saving Throw Notes: Gains a +1 competence bonus on Reflex saves when wearing light or no armor and carrying a light load [Grace ability], +2 morale bonus on saving throws vs fear [Racial ability], -3 on Fortitude saves [Flaw]
*
-------------------------------------------------------
*
Initiative Modifier: +3 [DEX (3)]
*
Melee Attack Bonus: +8/+3 [BAB (8/3) + STR (-1) + SIZE (1)]
*
Ranged Attack Bonus: +12/+7 [BAB (8/3) + DEX (3) + SIZE (1)]
*
Special Combat Notes: DEX modifier applied to attack rolls when using light weapons, rapier, whip or spiked chain (Weapon Finesse feat); apply INT modifier in addition to STR to damage for light weapons and those affected by Weapon Finesse - except against foes immune to critical hits or sneak attack damage (Insightful Strike ability); +1 bonus to attack rolls with thrown weapons and slings (Racial ability); ranged touch attacks do an extra +2 damage, which only applies to the first successful attack if multiple touch attacks are made (Ranged Touch Spell Specialization feat).
*
-------------------------------------------------------
*
Attacks:
*
Magical Eldritch Blast / +13 ranged 'touch' attack / 3d6 +2 damage / 250’ range / [x2] critical
*
Magical Rapier +2 (S) / +14\+9 melee attack / 1d4 +3 damage / 18-20 [x2] critical / piercing damage
Includes +2 INT bonus to damage roll (except vs. foes immune to crits/sneak attack
*
Javelin (M) / +11 ranged attack / 1d6 -1 damage / 30’ range / [x2] critical / piercing damage
2 standard javelins, includes -2 to attack roll for inappropriate size, as a two-handed weapon requires a full round action to throw.
*
*
Total Weapon Weight: 5.0 lb.
*
-------------------------------------------------------
*
Skills:
*
Total Skill Points Earned = 66
*
Skill Name - Skill Total, number of Ranks and/or Racial Modifier
*
Appraise: = +2 (INT) Untrained
Balance: = +6* (DEX) 1 Rank +2 [synergy bonus from 5+ ranks in Tumble]
Bluff: = +9 (CHA) 6 Ranks
Climb: = +7* (STR) 6 Ranks +2 Racial Modifier
Concentration: = +1 (CON) Untrained
Diplomacy: = +7 (CHA) 2 Ranks +2 [synergy bonus from 5+ ranks in Bluff]
Disguise: = +5 [+7 when acting] (CHA) 2 Ranks +2 [synergy bonus from 5+ ranks in Bluff when able to act in character with the target]
Escape Artist: = +7* (DEX) 4 Ranks
Forgery: = +2 (INT) Untrained
Gather Information: = +3 (CHA) Untrained
Heal: = +0 (WIS) Untrained
Hide/Move Silently [cross-class]: = +9* (DEX) 2 Ranks +4 Size Modifier
Intimidate: = +12 (CHA) 7 Ranks +2 [synergy bonus from 5+ ranks in Bluff]
Jump: = +14* (STR) 6 Ranks +2 Racial Modifier +5 [Magic Boots] +2 [synergy bonus from 5+ ranks in Tumble]
Knowledge (The Planes): = +3 (INT) 1 Rank
Listen: = +2 (WIS) Untrained +2 Racial Modifier
Profession [Sailor]: = +3 (WIS) 3 Ranks
Ride: = +3 (DEX) Untrained
Search [cross-class]: = +3 (INT) 1 Rank
Sense Motive: = +0 (WIS) Untrained
Sleight of Hand [cross-class]: = +6 (DEX) 1 Rank +2 [synergy bonus from 5+ ranks in Bluff]
Spot [cross-class]: = +1 (WIS) 1 Rank
Survival: = +0 (WIS) Untrained
Swim: = +1** (STR) 2 Ranks
Tumble: = +13* (DEX) 8 Ranks +2 [synergy bonus from 5+ ranks in Jump]
Use Magic Device: = +11 (CHA) 8 Ranks [Can 'Take 10', even when threatened or distracted]
Use Rope: = +3 (DEX) Untrained
*
* Armor Check Penalty Applies
** Double Armor Check Penalty Applies
*
-------------------------------------------------------
*
Feats:
*
Feats = 4 (+2 Bonus Feats)
*
Feat Name & Description:
*
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (Swashbuckler Bonus feat)
*
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.* A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
*
Weapon Focus (Ranged Spells): +1 to attack rolls with this weapon.
*
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
*
Ranged Touch Spell Specialization: Damage-dealing spells that require a ranged touch attack roll gain a +2 bonus on the damage dealt. This extra damage applies only to the first successful attack of spells that allow multiple touch attacks. Only spells that deal hit point damage can be affected by this feat.
*
Extra Invocation (Dark One’s Own Luck): You learn one additional invocation from the list available to you, choosing an invocation of one grade lower than the highest grade of invocation you know. For example, a 6th level warlock could learn a least invocation, while a 16th-level warlock could learn any least, lesser, or greater invocation. (Flaw Bonus feat)
*
-------------------------------------------------------
*
Flaws/Traits:
*
Meager Fortitude: You are sickly and weak of stomach.
Effect: You take a -3 penalty on Fortitude saves.
*
-------------------------------------------------------
*
Racial and Class Skills & Abilities:
*
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they uses smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
*
Halfling Traits: Base land speed is 20 feet; +2 racial bonus on Climb, Jump, and Move Silently checks; +1 racial bonus on all saving throws; +2 morale bonus on saving throws against fear - this bonus stacks with the halfling’s +1 bonus on saving throws in general; +1 racial bonus on attack rolls with thrown weapons and slings; +2 racial bonus on Listen checks.
*
Automatic Languages: Common and Halfling; bonus languages for high Intelligence include Dwarven, Elven, Gnome, Goblin, and Orc.
*
Favored Class: [Rogue] A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
*
Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
*
Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
*
Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
*
Invocations (Su): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:* A warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A warlock's caster level with his invocations is equal to his warlock level.* The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.* The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least), and as a warlock gains levels, he learns new invocations.* At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).* Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance.
Eldritch Spear: This blast shape invocation extends your eldritch blast attacks to great distances. Eldritch spear increases the range of an eldritch blast attack to 250 feet with no range increment. [Least Invocation, 2nd level]
Beguiling Influence: You can invoke this ability to beguile and bewitch your foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours. [Least Invocation, 2nd level]
Devil's Sight: You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet. [Least Invocation, 2nd level]
Flee the Scene: You can use Dimension Door as a spell-like ability; albeit the range is reduced to Short Range (25’ + 5’ / 2 levels). When you use this ability, you leave a Major Image behind in your place that lasts for 1 round. The image reacts to attacks as if you were concentrating on it. [Lesser Invocation, 4th level]
Dark One’s Own Luck: You are favored by the dark powers if you have this invocation. You gain a luck bonus equal to your Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will saves (your choice each time you use this ability) for a period of 24 hours. You can’t apply this ability to two different save types at the same time. This bonus can never exceed your class level. [Least Invocation, 2nd level]
*
Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.* An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence.* An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.
*
Detect Magic (Sp): Beginning at 2nd level, a warlock can use Detect Magic as the spell at will. His caster level equals his class level.
*
Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock's damage reduction improves.
*
Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
*
Proficiencies: Proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler's class features, as noted below, rely on her being no more than lightly armored and unencumbered.* Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component).
*
-------------------------------------------------------
*
Equipment & Gear:
*
Explorer’s Outfit [0.0 lb.]
*
Magical Magical Ring of Counterspells (Hold Person is cast into it) [0.0 lb.]
*
Magical Luck Stone [0.0 lb.]
*
Magical Boots of Striding and Springing [1.0 lb.]
*
Magical Bag of Tricks (Gray) [0.0 lb.]
*
Magical Elemental Gem (Air) [0.0 lb.]*

Magical Wand of Cure Light Wounds (46 charges; CL 1; 1d8+1 HP; Spell Trigger Activation) [0.0 lb.]
*
Magical Wand of Lessor Vigor (38 charges; CL 1; Fast Healing 1 for 11 rounds; Spell Trigger Activation) [0.0 lb.]
*
Belt Pouch [0.25 lb.] holds:
Flint and steel [0.0 lb.]
Magical Potions of Cure Moderate Wounds (2d8+3 HP) [0.0 lb.]
3 Magical Potions of Cure Serious Wounds (3d8+5 HP) [0.0 lb.]
Magical Potion of Neutralize Poison [0.0 lb.]
Whetstone [1.0 lb.]
*
Backpack [0.5 lb.] holds:
Bedroll [1.25 lb.]*
4 Days of trail rations [1.0 lb.]
1 Waterskin [1.0 lb.]
1 Torch [1.0 lb.]
Coins [1.0 lb.]
*
Equipment Weight: 8.0 lb.
*
Total Weight Carried / Encumbrance Load: 18.0 lb. / Light Load [Max = 19.5 lb.]
*
-------------------------------------------------------
*
Money: 36gp, 13sp, 7cp; (Emerald gem – value 1800gp; Sapphire gem - value 2000gp)

Morrow:

Character Name: Morrow Tue
Character Race: Human
Character Class: Duskblade 6 / Abjurant Champion 4
Alignment: Chaotic Good
Deity: Boccob
*
Gender: Male
Age: 23
Height: 5’10”
Weight: 150 lb.
Eyes: Blue
Hair: Blond
*
Known Languages: Common, Elven, Draconic
*
-------------------------------------------------------
*
Strength: 16* (+3)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 15 (+2)
Wisdom: 8 (-1)
Charisma: 12 (+1)
* With Gauntlets of Ogre Power
*
-------------------------------------------------------
*
Hit Points: 75
*
-------------------------------------------------------
*
Armor Class: 21 [BASE (10) + ARMOR (5) + DEX (2) + SHIELD (2) + DEFLECTION (1) + NATURAL (1)]
*
Flatfooted Armor Class: 21
Touch Armor Class: 13
AC Penalty: None
Maximum DEX Bonus: +6
*
Armor Type/Weight: Magical Mithral Chain Shirt +1 [10.0 lb.], Magical Light Shield +1 [6.0 lb.]; Magical Ring of Protection +1 [0.0 lb.]; Magical Amulet of Natural Armor +1 [0.0 lb.]

Special Armor Class Notes: None
*
-------------------------------------------------------
*
Total Encumbrance: Light Load
*
Overall AC Penalty: None
Overall Maximum DEX bonus: +6 (Armor)
*
Base Movement: 30’/round
Encumbered Move: 30’/round
*
-------------------------------------------------------
*
Save vs. Fortitude: +8 [BASE (6) + CON (2)]
Save vs. Reflex: +4 [BASE (3) + DEX (1)]
Save vs. Will: +8 [BASE (9) + WIS (-1)]
*
Special Saving Throw Notes: Resistance (10) against first magical fire attack in a single day, +1 resistance to saves against fire-based spells [Ring of Moradin]
*
-------------------------------------------------------
*
Initiative Modifier: +1 [DEX (1)]
*
Melee Attack Bonus: +13\+8 [BAB (10\5) + STR (3)]
*
Ranged Attack Bonus: +11\+6 [BAB (10\5) + DEX (1)]
*
Special Combat Notes: Can cast any known touch spell and deliver the spell through your weapon as a standard action that does not draw an AoO (Arcane Channeling ability); +1 to attack rolls and damage rolls for all ranged attacks within 30' distance (Point Blank Shot feat); no -4 penalty for firing into a melee (Precise Shot feat); may subtract a number that may not exceed the BAB [9] to all attacks in one round and add that same number to all damage rolls or twice that number if the weapon is used two-handed (Power Attack feat)
*
-------------------------------------------------------
*
Attacks:
*
Magical 'Shocking Burst' Longsword +2 (M) / +15\+10 melee attack / 1d8 +5 [+1d6 electricity] damage / 19-20 [x2 +1d10 electrical] critical / slashing damage
("Norebo's Hand" is supposedly an intelligent sword (though it hasn't tried to communicate) with the following powers: Darkvision to 120', Blindsense to 60', wielder can benefit from CMW (2d8+3 HP) up to 3x/day, wielder can cast Detect Magic at will)*
*
Cold Iron Warhammer (M) / +13\+8 melee attack / 1d8 +3 damage / [x3] critical / bludgeoning damage
*
Longbow (M) / +11\+6 ranged attack / 1d8 damage / 80’ range / [x3] critical / piercing damage
20 standard arrows
*
Dagger (M) / +13\+8 melee attack / +10\+5 ranged attack / 1d4 +3 damage / 10’ range / 19-20 [x2] critical / piercing damage
*
*
Total Weapon Weight: 17.0 lb.
*
-------------------------------------------------------
*
Skills:
*
Total Skill Points Earned = 65 [47 spent on skill ranks, 8 spent on skill tricks]
*
Skill Name - Skill Total, number of Ranks and/or Racial Modifier
*
Appraise: = +2 (INT) Untrained
Balance: = +1* (DEX) Untrained
Bluff: = +1 (CHA) Untrained
Climb: = +16* (STR) 11 Ranks +2 [Boots of Dragonstriding]
Concentration: = +12 [+16 when casting on the defensive, grappling or pinned] (CON) 10 Ranks +4 [Combat Casting feat] when casting on the defensive, grappling or pinned
Diplomacy: = +1 (CHA) Untrained
Disguise: = +1 (CHA) Untrained
Escape Artist: = +1* (DEX) Untrained
Forgery: = +2 (INT) Untrained
Gather Information: = +1 (CHA) Untrained
Heal: = +1 (WIS) Untrained +2 [Healing Belt]
Hide/Move Silently: = +1* (DEX) Untrained
Intimidate: = +2 (CHA) 1 Rank
Jump: = +12* (STR) 8 Ranks +2 [Boots of Dragonstriding]
Knowledge (Arcana): = +7 (INT) 5 Ranks
Knowledge (Architecture and Engineering): = +3 (INT) 1 Rank
Knowledge (Dungeoneering): = +3 (INT) 1 Rank
Knowledge (History): = +3 (INT) 1 Rank
Knowledge (Religion): = +4 (INT) 2 Ranks
Listen: = -1 (WIS) Untrained
Ride: = +1 (DEX) Untrained
Search: = +2 (INT) Untrained
Sense Motive: = -1 (WIS) Untrained
Spellcraft: = +15 (INT) 11 Ranks +2 [synergy bonus from 5+ ranks in Knowledge (Arcana)]
Spot: = -1 (WIS) Untrained
Survival: = -1 (WIS) Untrained
Swim: = +10** (STR) 7 Ranks
Use Rope: = +1 (DEX) Untrained
*
* Armor Check Penalty Applies
** Double Armor Check Penalty Applies
*
-------------------------------------------------------
*
Skill Tricks
*
Corner Perch: If you succeed on a Climb check to ascend or descend either a chimney or a corner, you can suspend yourself during the climb until the end of the following turn and use your hands freely for any other purpose.* At the end of the turn, you must continue to climb up or down the walls as normal, or succeed on another Climb check against the normal DC +5 (move action) to maintain position and use hands freely.
*
Leaping Climber: If you begin a climb by making a Jump check as a swift action, you can add the vertical distance of your jump to the distance climbed in that round.* Treat the Jump check as being made with a running start even if you didn’t move at least 20 feet.
*
Speedy Ascent: If you succeed on a Climb check to move at least 10 feet, you can move an extra 10 feet as part of that action.
*
Quick Swimmer: If you succeed on a Swim check to move at least 10 feet, you can move an extra 10 feet as part of that action.
*
-------------------------------------------------------
*
Feats = 5 (+1 Bonus Feat)
*
Feat Name & Description:
*
Feats
*
Point Blank Shot: +1 to attack / damage rolls for ranged attacks up to 30’.
*
Precise Shot: No -4 penalty for firing or throwing into a melee with a ranged attack.
*
Power Attack: May choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls.* The bonus damage on two-handed weapons and with one-handed weapons used in both hands is doubled.* This number may not exceed the BAB, penalty and bonuses apply until beginning of next action.
*
Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned. (Duskblade bonus feat)
*
Fiery Burst [Reserve]: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save (DC = 10 + level of spell allowing ability’s use + INT) halves the damage.* As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
*
Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
*
-------------------------------------------------------
*
Racial and Class Skills & Abilities:
*
Extra Feat: Humans gain one bonus feat at 1st level.
*
Extra Skill Points: Humans gain four bonus skill points at 1st level, then one extra skill point at each level thereafter.
*
Spells: A duskblade casts arcane spells, which are drawn from the duskblade spell list (PHB II, pg 24.) To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. In addition, you receive bonus spells per day if you have a high Intelligence score* A duskblade's caster level is equivalent to his class level. You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list. Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
*
Arcane Attunement (Sp): The duskblade can use the spell-like powers dancing lights, detect magic, flare, ghost sound and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
*
Armored Mage (Ex):Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure.
*
Arcane Channeling (Su): The duskblade can use a standard action to cast any touch spell known and deliver the spell through his or her weapon with a melee attack.* Cast a spell in this manner does not provoke attacks of opportunity.* The spell must have a casting time of 1 standard action or less.* If the melee attack is successful, the attack deals damage normally, then the effect of the spell is resolved.
*
Quick Cast (Su): Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.
*
Abjurant Armor (Su) [+4]: Any time the abjurant champion casts an abjuration spell that grants armor bonus or shield bonus to AC, he can increase the value of the bonus by his class level.
*
Extended Abjuration (Su): The abjurant champion doubles the duration of all abjuration spells cast (as though with the Extend Spell feat).
*
Swift Abjuration (Su) [2nd Level]: Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
*
Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
- Bonus on attack rolls equal to the spell's level.
- Bonus on weapon damage rolls equal to twice the spell's level.
- Bonus to AC equal to the spell's level.
- Bonus on saving throws equal to the spell's level.
- Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
*
Spell Power (Ex): [+2]Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
*
Weapon and Armor Proficiency: Duskblades are proficient with all martial weapons, as well as all armors and shields (except tower shields).
*
-------------------------------------------------------
*
Spells [10th Level Caster, or 11th Level Caster for Fire spells]:
*
Known Spells
*
0 Level: Acid Splash, Ray of Frost, Disrupt Undead, Touch of Fatigue
1st Level: Resist Energy, Shocking Grasp, True Strike, Kelgore’s Fire Bolt, Ray of Enfeeblement
2nd Level: Animalistic Power, Scorching Ray, Deflect, Touch of Idiocy
3rd Level: Keen Edge, Vampiric Touch
*
*
Spell Save DC
*
0 Level Spells: DC = 12
1st Level Spells: DC = 13
2nd Level Spells: DC = 14
3rd Level Spells: DC = 15
*
*
Spells per day
*
0 Level Spells: 6x per day
1st Level Spells: 9x per day (Includes INT bonus)
2nd Level Spells: 8x per day (Includes INT bonus)
3rd Level Spells: 3x per day
*
-------------------------------------------------------
*
Equipment & Gear
*
Explorer’s Outfit [0.0 lb.]
*
5 Year Membership in Greyhawk’s Wizard Guild (Purchased on 25th Day of Coldeven, 594 C.Y.)

Magical Gauntlets of Ogre Power [4.0 lb.]
*
Magical Boots of Dragonstriding [1.0 lb.]*
*
Magical Healing Belt [1.0 lb.]
*
Magical Ring of Moradin [0.0 lb.] (This simple golden ring has a large red gemstone set into it that sparkles with an inner fire.* The wearer of the ring gains fire resistance 10 against the first fire attack that day, the protection renewing itself each morning at dawn.* In addition, the wearer receives a +1 resistance bonus on saves made against fire spells and effects.* The ring must be worn for 24 hours to have any effect.)
*
Magical Wand of Lessor Vigor (50 charges; CL 1; Fast Healing 1 for 11 rounds; Spell Trigger Activation) [0.0 lb.]
*
Spell Component Pouch [2.0 lb.]
*
Belt Pouch [0.5 lb.] holds:
2 Sunrods [2.0 lb.]
2 Magical Potions of Cure Moderate (2d8+3 HP) Wounds [0.0 lb.]
2 Magical Potions of Cure Serious (3d8+5 HP) Wounds [0.0 lb.]
*
Magical Heward’s Handy Haversack [5.0 lb.] Everything in pack is weightless - requires a move action to retrieve any stored item, but does not provoke an AoO
Main Pouch [80 pound capacity]
Bedroll [5.0 lbs.]
6 Days of trail rations [6.0 lb.]
Waterskin [4.0 lb.]
Flint and steel [0.0 lb.]
Climber’s Kit [5.0 lb.] (+2 circumstance bonus on Climb checks)
Magical Rope of Climbing [3.0 lb.]
Side Pouch #1 [20 pound capacity]*
Magical Wand of True Strike (50 charges) [0.0 lb.]
Side Pouch #2 [20 pound capacity]
Coins [7.0 lb.]
*
Equipment Weight: 11.5 lb.
*
Total Weight Carried / Encumbrance Load: 53.5 lb. / Light Load [Max = 76 lb.]
*
-------------------------------------------------------
*
Money: 315pp, 12gp, 11sp, 10cp

Verdan:

Character Name: Verdan Kase
Character Race: Human (Oerdian)
Character Class/Level (if multi-class): Cleric 6 / Radiant Servant of Pelor 4
Alignment: Neutral Good
Deity: Pelor
*
Gender: Male
Age: 25
Height: 5'9"
Weight: 160 lb.
Eyes: Dark blue
Hair: Blond
*
Known Languages: Common, Ancient Suloise
*
-------------------------------------------------------
*
Strength: 12 (+1)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 17 (+3)
Charisma: 12 (+1)
*
-------------------------------------------------------
*
Hit Points: 61
*
-------------------------------------------------------
*
Armor Class: 22 [BASE (10) + ARMOR (9) + SHIELD (3)]
*
Flatfooted AC: 22
Touch AC: 10
AC Penalty: -5 [-6 with shield in hand]
Maximum DEX Bonus: +1
*
Armor Type/Weight: Magical Full Plate Armor +1 [50.0 lb.], Magical Darkwood Heavy Shield +1 (set with shield sconce that holds a torch) [5.5 lb.]
*
Special Armor Class Notes: None
*
-------------------------------------------------------
*
Total Encumbrance: Heavy Load
Overall AC Penalty: -6 (Armor & Shield / Heavy Load)
Overall Maximum DEX bonus: +1 (Armor & Shield / Heavy Load)
*
Base Movement: 30’/round
Encumbered Move: 20’/round [Maximum Run at 3x Normal Move Rate] (Armor & Shield / Heavy Load)
*
-------------------------------------------------------
*
Save vs. Fortitude: +12 [BASE (10) + CON (1) + RESISTANCE (1)]
Save vs. Reflex: +3 [BASE (2) + DEX (0) + RESISTANCE (1)]
Save vs. Will: +16 [BASE (10) + WIS (3) + MORALE (2) + RESISTANCE (1)]
*
Special Saving Throw Notes: Gains a +2 morale bonus to all Will saves (as do all allies within 10’) [Aura of Warding]
*
-------------------------------------------------------
*
Initiative Modifier: +0 [DEX (0)]
*
Melee Attack Bonus: +8\+3 [BAB (7\2) + STR (1)]
*
Ranged Attack Bonus: +7\+2 [BAB (7\2) + DEX (0)]
*
Special Combat Notes: None
*
-------------------------------------------------------
*
Attacks:
*
Magical 'Holy' Heavy Mace +1 (M) / +9\+4 melee attack / 1d8 +2 [+2d6 vs evil] damage / [x2] critical / bludgeoning damage
Good aligned, bypasses corresponding DR
*
Masterwork Cold Iron Light Mace (M) / +9\+4 melee attack / 1d6 +1 damage / [x2] critical / bludgeoning damage
*
Light Crossbow (M) / +7 ranged attack / 1d8 damage / 80’ range / 19-20 [x2] critical / piercing damage
20 standard bolts
*
Dagger (M) / +8\+3 melee attack / +7 ranged attack / 1d4 +1 damage / 10’ range / 19-20 [x2] critical / piercing damage
*
*
Total Weapon Weight: 19.0 lb.
*
-------------------------------------------------------
*
Skills:
*
Total Skill Points Earned = 51
*
Skill Name - Skill Total, number of Ranks and/or Racial Modifier
*
Appraise: = +1 (INT) Untrained
Balance: = +0* (DEX) Untrained
Bluff: = +1 (CHA) Untrained
Climb: = +1* (STR) Untrained
Concentration: = +6 [+10 when casting defensively] (CON) 5 Ranks +4 when casting defensively or when grappled or pinned
Diplomacy: = +5 (CHA) 4 Ranks
Disguise: = +1 (CHA) Untrained
Escape Artist: = +0* (DEX) Untrained
Forgery: = +1 (INT) Untrained*
Gather Information: = +1 (CHA) Untrained
Heal: = +12 (WIS) 9 Ranks
Hide/Move Silently: = +0* (DEX) Untrained
Intimidate: = +1 (CHA) Untrained
Jump: = +1* (STR) Untrained
Knowledge (Arcana): = +5 (INT) 4 Ranks
Knowledge (History): = +4 (INT) 3 Ranks
Knowledge (Religion): = +13 (INT) 12 Ranks [Gives +2 synergy bonus to Turn Undead checks]
Knowledge (The Planes): = +5 (INT) 4 Ranks
Listen: = +3 (WIS) Untrained
Profession (Herbalist): = +4 (WIS) 1 Rank
Ride: = +0 (DEX) Untrained
Search: = +0 (INT) Untrained
Sense Motive: = +7 (WIS) 4 Ranks
Spellcraft: = +6 (INT) 5 Ranks
Spot: = +3 (WIS) Untrained
Survival: = +3 (WIS) Untrained
Swim: = +1** (STR) Untrained
Use Rope: = +0 (DEX) Untrained
*
* Armor Check Penalty Applies
** Double Armor Check Penalty Applies
*
-------------------------------------------------------
*
Feats:
*
Feats = 5
*
Feat Name & Description:
*
Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
*
Augment Healing: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.
*
Sacred Boost: You can spend a turn attempt as standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time.*
*
Extra Turning: May turn undead four more times per day than normal.
*
Quicken Turning: May turn undead as a free action.
*
-------------------------------------------------------
*
Racial and Class Skills & Abilities:
*
Extra Feat: Humans gain one bonus feat at 1st level.
*
Extra Skill Points: Humans gain four bonus skill points at 1st level, then one extra skill point at each level thereafter.
*
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (Pelor - Neutral Good).
*
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. A cleric must choose and prepare his spells in advance.* To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.* Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day.* In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains.* Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
*
Deity, Domains, and Domain Spells: When you have chosen an alignment and a deity for your cleric, choose two domains granted by the deity. While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes different aspects of the deity's interests. You can select an alignment domain (Chaos, Evil, Good, or Law) for your cleric only if his alignment matches that domain. Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
*
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
*
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
*
Turn Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol.* A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
*
Can turn undead up to 8x (3x + CHA modifier) + 4 [Extra Turning feat]) per day
Number of HD turned per attempt = 2d6 +11 (Cleric level [6] + Radiant Servant of Pelor level [4] + CHA modifier [1])
*
Turn Check = 1d20 +3 (CHA modifier +2 synergy bonus).........Most powerful Hit Die affected
.................................Up to 0........................................................... Cleric/Radiant Servant Level -4
.................................1 - 3............................................................... Cleric/Radiant Servant Level -3
.................................4 - 6............................................................... Cleric/Radiant Servant Level Level -2
.................................7 - 9............................................................... Cleric/Radiant Servant Level Level -1
.................................10 - 12........................................................... Cleric/Radiant Servant Level Level +0
.................................13 - 15........................................................... Cleric/Radiant Servant Level Level +1
.................................16 - 18........................................................... Cleric/Radiant Servant Level Level +2
.................................19 - 21........................................................... Cleric/Radiant Servant Level Level +3
.................................22+....................................... ............... .......... Cleric/Radiant Servant Level Level +4
*
Radiance: When a radiant servant of Pelor casts any spell with the light descriptor, the radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a spell with the darkness descriptor. Thus, a daylight spell cast by a radiant servant sheds light in a 120-foot radius and is treated as a 4th-level spell, allowing it to counter or dispel any darkness spell of 4th level or lower.
*
Extra Greater Turning: [4x/day] The radiant servant of Pelor can perform a greater turning (the granted power of the Sun domain) a number of times per day equal to 3 + her Charisma modifier.
*
Spells per Day/Spells Known: When a new radiant servant of Pelor level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of radiant servant of Pelor to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly.
*
Turn Undead: A radiant servant of Pelor adds his radiant servant class levels to his cleric levels for all purposes related to turning undead.
*
Divine Health (Ex): A radiant servant of Pelor who is at least 2nd level is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.
*
Empower Healing (Ex): When a radiant servant of Pelor of at least 2nd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.
*
Aura of Warding (Su): Starting at 3rd level, a radiant servant and all allies within 10’ of him gain a +2 morale bonus on all Will saving throws.
*
Proficiencies: Proficient with all simple and martial weapons, with all types of armor (light, medium and heavy), and with all shields.
*
-------------------------------------------------------
*
Spells:
*
Domains
*
Healing*
Power: Cast all 'Healing' spells at +1 caster level
Spells: 1st Level - Cure Light Wounds; 2nd Level - Cure Moderate Wounds; 3rd Level - Cure Serious Wounds; 4th Level - Cure Critical Wounds ; 5th Level - Cure Light Wounds, Mass
*
Sun
Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Spells: 1st Level - Endure Elements; 2nd Level - Heat Metal; 3rd Level - Searing Light; 4th Level - Fire Shield ; 5th Level - Flame Strike
*
*
Spell Save DC
*
0 Level Spells: DC = 13
1st Level Spells: DC = 14
2nd Level Spells: DC = 15
3rd Level Spells: DC = 16
4th Level Spells: DC = 17
5th Level Spells: DC = 18
*
*
Spells per day
*
0 Level Spells: 6x per day
1st Level Spells: 4x per day + 1 bonus spell (WIS) + 1 Domain spell
2nd Level Spells: 4x per day + 1 bonus spell (WIS) + 1 Domain spell
3rd Level Spells: 3x per day + 1 bonus spell (WIS) + 1 Domain spell
4th Level Spells: 3x per day + 1 Domain spell
5th Level Spells: 2x per day + 1 Domain spell
*
-------------------------------------------------------
*
Equipment & Gear:
*
Traveler’s Outfit [0.0 lb.]
*
Holy Symbol of Pelor (Silver) [1.0 lb.]
*
Spell Component Pouch [2.0 lb.]*
*
Magical Cloak of Resistance +1 [1.0 lb.]

Magical Ring of Feather Falling [0.0 lb.]
*
Magical Ring of Minor Energy [Electricity] Resistance [0.0 lb.]
*
Magical Wand of Lessor Vigor (37 charges; CL 1; Fast Healing 1 for 11 rounds; Spell Trigger Activation) [0.0 lb.]

Magical Wand of Cure Light Wounds (50 charges; CL 1; 1d8+1 HP; Spell Trigger Activation) [0.0 lb.]
*
Magical Wand of Cure Light Wounds (50 charges; CL 1; 1d8+1 HP; Spell Trigger Activation) [0.0 lb.]

Belt Pouch [0.5 lb.] holds:
Magical Potion of Cure Moderate (2d8+3 HP) Wounds [0.0 lb.]
Flint and steel [0.0 lb.]
Whetstone [1.0 lb.]
Tanglefoot Bag [4.0 lb.]
*
Belt Pouch [0.5 lb.] holds:
4 Magical Potions of Cure Light Wounds [0.0 lb.]
2 Vials of Antitoxin [0.0 lb.]
2 Flasks of Holy Water [2.0 lb.]
Empty Flask [0.0 lb.]
Tanglefoot Bag [4.0 lb.]
*
Masterwork Backpack [4.0 lb.] holds:
Bedroll [5.0 lb.]
6 Days of trail rations [6.0 lb.]
2 Waterskins [8.0 lb.]
Extra Traveler's Outfit [5.0 lb.]
50’ Silk Rope [5.0 lb.] (+2 circumstance bonus on Use Rope checks)
Grappling Hook [4.0 lb.]
Climber's Kit [1.0 lb.] (+2 circumstance bonus on Climb checks
Magical Everburning Torch [1.0 lb.]
Coins [13.0 lb.]
*
Equipment Weight: 68.0 lb.
*
Total Weight Carried / Encumbrance Load: 142.5 lb. / Heavy Load [Max = 150 lb.]
*
Verdan also keeps the following equipment in saddlebags carried by his mount (Light Horse):
*
Saddlebags [8.0 lb.] hold:
10 Days of feed [50.0 lb.]
Tent [20.0 lb.]
Winter Blanket [3.0 lb.]
Soap [1.0 lb.]
*
Total weight of saddlebags: 82.0 lb.
*
-------------------------------------------------------
*
Money: 21gp, 10sp, 15cp

Fash:

Character Name: Fash Daergal
Character Race: Whisper Gnome
Character Class/Level (if multi-class): Beguiler 9 / Ruathar 1
Alignment: Chaotic Good
Diety: None

Gender: Male
Age: 83
Height: 3’8”
Weight: 36 lb.
Eyes: Watery blue eyes
Hair: Light grey skin, dark brown hair cut very short with a horseshoe mustache

Known Languages: Gnome, Common, Elvish, Dwarvish, Draconic

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

Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 22* (+6)
Wisdom: 10 (+0)
Charisma: 10 (+0)
* With Headband of Intellect +4

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

Hit Points: 62

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

Armor Class: 21 [BASE (10) + ARMOR (6) + SHIELD (2) + DEX (2) + SIZE (1)]

Flatfooted AC: 19
Touch AC: 13
AC Penalty: -2
Maximum DEX Bonus: +4

Armor Type/Weight: Magical 'Easy Travel' Elven Darkleaf Breastplate +1 [15.0 lb.]; Magical Feycraft Darkwood Light Wooden Shield +1 [1.0 lb.]

Special Armor Class Notes: +4 dodge bonus against giants (Racial ability); can carry a Medium Load as though it were Light, able to walk 10 hours/day before making CON checks to avoid taking nonlethal damage ('Easy Travel' Armor ability)

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

Total Encumbrance: Medium Load

Overall AC Penalty: -2 (Armor ability)
Overall Maximum DEX bonus: +4 (Armor ability)

Base Movement: 30’/round (Racial ability)
Encumbered Move: 30’/round (Armor ability)

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

Save vs. Fortitude: +8 [BASE (3) + CON (2) + RESIST (3)]
Save vs. Reflex: +10 [BASE (5) + DEX (2) + RESIST (3)]
Save vs. Will: +11 [BASE (8) + WIS (0) + RESIST (3)]

Special Saving Throw Notes: None

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

Initiative Modifier: +2 [DEX (2)]

Melee Attack Bonus: +4 [BAB (4) + STR (-1) + SIZE (1)]

Ranged Attack Bonus: +7 [BAB (4) + DEX (2) + SIZE (1)]

Special Combat Notes: +1 bonus to attack rolls against kobolds and goblinoids (Racial ability).

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

Attacks:

Rapier (S) / +4 melee attack / 1d4 -1 damage / 18-20 [x2] critical / piercing damage

Longbow (S) / +7 ranged attack / 1d6 damage / 80’ range / [x3] critical / piercing damage
20 standard arrows

Dagger (S) / +4 melee attack / +7 ranged attack / 1d3 -1 damage / 10’ range / 19-20 [x2] critical / piercing damage
2 standard daggers, one concealed in boot

Total Weapon Weight: 5.0 lb.

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

Skills:

Total Skill Points Earned = 118 [112 spent on skill ranks, 6 spent on skill tricks]

Skill Name - Skill Total, number of Ranks and/or Racial Modifier

Appraise: = +6 (INT) Untrained
Balance: = +2* (DEX) Untrained
Bluff: = +0 (CHA) Untrained
Climb: = -1* (STR) Untrained
Concentration: = +15 (CON) 13 Ranks
Diplomacy: = +0 (CHA) Untrained
Disable Device: = +19 (INT) 13 Ranks
Disguise: = +0 (CHA) Untrained
Escape Artist: = +2* (DEX) Untrained
Forgery: = +6 (INT) Untrained
Gather Information: = +8 (CHA) 8 Ranks
Heal: = +0 (WIS) Untrained
Hide/Move Silently: = +28* (DEX) 8 Ranks + 4 [Racial] +4 [Small] +10 [Cloak/Boots of Elvenkind]
Intimidate: = +0 (CHA) Untrained
Jump: = -1* (STR) Untrained
Listen: = +15 (WIS) 13 Ranks + 2 [Racial]
Ride: = +2 (DEX) Untrained
Search: = +19 (INT) 13 Ranks
Sense Motive: = +0 (WIS) Untrained
Sleight of Hand: = +7 (DEX) 5 Ranks
Spellcraft: = +11 (INT) 5 Ranks
Spot: = +20 (WIS) 13 Ranks + 2 [Racial] + 5 [Eyes of the Eagle]
Survival: = +0 (WIS) Untrained
Swim: = -1** (STR) Untrained
Use Magic Device: = +13 (CHA) 13 Ranks
Use Rope: = +2 (DEX) Untrained

* Armor Check Penalty Applies
** Double Armor Check Penalty Applies

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

Skill Tricks

Conceal Spellcasting: You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.

Swift Concentration: You can maintain concentration on a spell or similar effect as a swift action.

Clarity of Vision: As a swift action, you can attempt a DC 20 Spot check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.

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

Feats:

Feats = 4 (+2 Bonus Feats)

Feat Name & Description:

Penumbra Bloodline: You are descended from a planar traveler who frequented the Ethereal Plane or Plane of Shadow. The energies of these planes altered and augmented your ancestor, infusing your bloodline with a trace of shadow or ether. You are touched by the planes, and they grant you arcane powers that continue to shape your life. Penumbra-blooded creatures tend toward extremes in coloration, with either unusually dark or fair skin, black or stark white hair, and silver or black irises. Most are very thin, but not to the point of unhealthiness. They generally wear plain clothing in subdued hues of gray or white. Creatures with shadowy or ethereal ancestry tend toward neutrality and often have quiet, secretive personalities. Many penumbra-blooded creatures prefer dark places and avoid direct sunlight as much as possible. Your ancestry gives you a bonus spell known at each spell level, starting at 1st, from the following list: 1st - Obscuring Mist; 2nd - Darkness; 3rd - Nondetection; 4th - Evard's Black Tentacles; 5th - Shadow Evocation; 6th - Shadow Walk; 7th - Plane Shift; 8th - Greater Shadow Evocation; 9th - Etherealness.

Spell Focus (Illusion): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level. (Beguiler Bonus feat)

Darkstalker: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.

Martial Weapon Proficiency (Longbow): Choose a type of martial weapon, such as longbow. You understand how to use that type of martial weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic list in the class description. (Ruathar Bonus feat)

Song of the Dead: A mind-affecting spell modified by this feat works normally against intelligent undead creatures. Mindless undead (those without Intelligence scores) are still immune to its effect, and the altered spell has no effect against living creatures or constructs. A song of the dead spell takes up a spell slot one level higher than the spell's actual level. Note that the use of this feat does not make mind-affecting spells affect undead if the spell's description specifies that the target must be living or of a particular creature type (other than undead).

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

Racial and Class Skills & Abilities:

Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Whisper Gnome Traits: Base land speed is 30 feet despite their small size; +4 racial bonus on Hide and Move Silently checks; +2 racial bonus on Listen and Spot checks; +1 racial bonus to attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears.) +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants). Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.

Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and whisper gnomes can function just fine with no light at all.

Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Spell-Like Abilities (1/day): Silence (must be centered on whisper gnome's body); Ghost Sound; Mage Hand; Message. Caster level 1st; save DC 10 + whisper gnome's CHA modifier + spell level.

Automatic Languages: Common and Gnome; bonus languages for high Intelligence often include Terran, which they can use as a semisecret code when in the company of other races.

Favored Class: [Rogue] A multiclass wisper gnome's rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

Weapon Familiarity Whisper gnomes may treat gnome hooked hammers as martial weapons, rather than exotic weapons.

Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level. To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell's level + the beguiler's Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table: The Beguiler. In addition, you receive bonus spells for a high Intelligence score. A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. A beguiler's caster level is equivalent to his class level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Cloaked Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).

At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.

At 14th level, the bonus to your spell's save DC increases to +2.

At 20th level, you become able to automatically overcome the spell resistance of any affected target.

Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.

At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.

Advanced Learning (Ex): At 3rd level [Shock and Awe], you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

You gain another new spell at 7th [Shadow Conjuration], 11th, 15th, and 19th level.

Spellcasting: At each level of ruathar, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming a ruathar, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Word of Friendship (Sp): You learn a short magical phrase that identifies you as a ruathar. While anyone can learn to mouth the words of the phrase, only ruathars are taught the magical key that makes the phrase more than just a few words in Elven. This is a sonic, language-dependent effect and is equivalent to a 1st-level spell. The word of friendship does not influence the hearer's mind in any way, but all elves know that only ruathars are taught it. Elves addressed in such a fashion generally begin with an attitude of friendly or helpful toward you, unless you are obviously engaged in an evil act.

Gift of the Elves (Boots of Elvenkind): During the ruathar ceremony, you are traditionally presented with a gift of elven magic to aid you in your travels. This gift takes the form of any one of the following items: boots of elvenkind, cloak of elvenkind, elven chain, a +1 rapier, a +1 longsword, or a +1 composite longbow (Strength bonus up to +4, as appropriate for you). The elves provide whatever gift they deem most useful to you. If the gift is lost or destroyed, you do not receive another one. While you are free to give away or sell the gift, good manners dictate that the gift of the elves should be kept and treasured.

Proficiencies: Proficient with all simple weapons plus the hand crossbow, rapier, shortbow and short sword. Beguilers are proficient with light armor, but not with shields.

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

Spells:

Known Spells
0 Level: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1st Level: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm, Shock and Awe
2nd Level: Blinding Color Surge, Blur, Darkness, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Blast
3rd Level: Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence
4th Level: Charm Monster, Confusion, Crushing Despair, Evards Black Tentacles, Freedom of Movement, Greater Invisibility, Greater Mirror Image, Locate Creature, Mass Whelm, Phantom Battle, Rainbow Pattern, Solid Fog, Shadow Conjuration
5th Level: Break Enchantment, Dominate Person, Feeblemind, Friend to Foe, Hold Monster, Incite Riot, Mind Fog, Rary's Telepathic Bond, Seeming, Sending, Shadow Evocation, Swift Etherealness

Spell Save DC

0 Level Spells: DC = 16 [17 vs. Illusion]
1st Level Spells: DC = 17 [18 vs. Illusion]
2nd Level Spells: DC = 18 [19 vs. Illusion]
3rd Level Spells: DC = 19 [20 vs. Illusion]
4th Level Spells: DC = 20 [21 vs. Illusion]
5th Level Spells: DC = 21 [22 vs. Illusion]

Spells per day

0 Level Spells: 6x per day
1st Level Spells: 6x per day + 2 bonus spells (INT)
2nd Level Spells: 6x per day + 2 bonus spells (INT)
3rd Level Spells: 6x per day + 1 bonus spell (INT)
4th Level Spells: 5x per day + 1 bonus spell (INT)
5th Level Spells: 3x per day + 1 bonus spell (INT)

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

Equipment & Gear:

Explorer’s Outfit (with wide-brim hat) [0.0 lb.]

Magical Runestaff (This is a custom runestaff made by the elf mage Kelviernan - Lesser Orb of Acid 3/day; Scorching Ray 3/day; Manyjaws 3/day) [2.5 lb.]

Magical Vest of Resistance +3 [1.0 lb.]

Magical Headband of Intellect +4 [0.0 lb.]

Magical Boots of Elvenkind [1.0 lb.]

Magical Cloak of Elvenkind [1.0 lb.]

Magical Eyes of the Eagle [0.0 lb.]

Magical Healing Belt [1.0 lb.]

Magical Quall's Feather Token (Tree) [0.0 lb.]

Spell Component Pouch [2.0 lb.]

Belt Pouch [0.5 lb.] holds:
Chalk [0.0 lb.]
String (50') [0.0 lb.]
Flint and steel [0.0 lb.]
Antitoxin [0.0 lb.]
2 Magical Blessed Bandage [0.0 lb.]

Magical Heward’s Handy Haversack [5.0 lb.] Everything in pack is weightless - requires a move action to retrieve any stored item, but does not provoke an AoO
Main Pouch [80 pound capacity]
Bedroll [1.25 lb.]
Blanket [0.75 lb.]
Hammock [0.5 lb.]
Silk rope (50') [5.0 lb.]
10 Days of trail rations [2.5 lb.]
Waterskin [1.0 lb.]
Mess kit [1.0 lb.]
5 Sunrods [5.0 lb.]
Spell Component Pouch (Extra) [2.0 lb.]

Side Pouch #1 [20 pound capacity]
Lockslick [10 doses] (+2 alchemical bonus to Disable Device or Open Lock checks - if mechanism has metal parts - after substance applied as a standard action) [0.5 lb.]
Longspoon Masterwork Thieves' Tools (+2 bonus to Disable Device and Open Lock checks from five feet away, but it takes twice as long to make the effort) [3.0 lb.]
Listening Cone (+2 circumstance bonus on Listen checks made through a door or other relatively thin, solid obstacle - has a mesh ear-worm screen) [1.0 lb.]

Side Pouch #2 [20 pound capacity]
Scrollcase (holds rice notepaper) [1.0 lb.]
Ink pen [0.0 lb.]
Vial of black ink [0.0 lb.]
Auran Mask (+5 circumstance bonus to saves against inhaled toxins for one hour OR 10 minutes of water breathing) [0.0 lb.]
Coins [3.0 lb.]

Equipment Weight: 14.0 lb.

Total Weight Carried / Encumbrance Load: 35.0 lb. / Medium Load [Max = 39.5 lb.]

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

Money: 40gp, 45sp, 50cp

Sobok:

Character Name: Sobok
Character Race: Human (Baklunish)
Character Class/Level: Dragon Shaman 9 / Barbarian 1
Alignment: Neutral Good

Gender: Male
Age: 20 years
Height: 6’2”
Weight: 185 lb.
Eyes: Dark
Hair: Dark

Known Languages: Common, Draconic

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

Strength: 23* (+6)
Dexterity: 16** (+3)
Constitution: 18*** (+4)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 8 (-1)
* With Gauntlets of Ogre Power +4
** With Gloves of Dexterity +2
*** With Amulet of Health +2

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

Hit Points: 118

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

Armor Class: 24 [BASE (10) + ARMOR (6) + SHIELD (3) + DEX (3) + NATURAL (1) + DEFLECTION (1)]

Flatfooted AC: 21
Touch AC: 14
AC Penalty: -4 [-5 w/ shield readied]
Maximum DEX bonus: +3

Armor Type/Weight: Magical Breastplate +1 [30.0 lb.]; Magical 'Animated' Large Metal Shield +1 [15.0 lb.]

Special Armor Class Notes: Doesn't need to use hand to ready the magical shield.

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

Total Encumbrance: Medium Load

Overall AC Penalty: -5 (Armor & Shield)
Overall Maximum DEX bonus: +3

Base Movement: 40’/round (Fast Movement ability)
Encumbered Move: 30’/round (Armor)

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

Save vs. Fortitude: +12 [BASE (8) + CON (4)]
Save vs. Reflex: +6 [BASE (3) + DEX (3)]
Save vs. Will: +5 [BASE (6) + WIS (-1)]

Special Saving Throw Notes: Immune to fire, paralysis, sleep effects and the frightful presence of dragons.

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

Initiative Modifier: +3 [DEX (3)]

Melee Attack Bonus: +13\+8 [BAB (7\2) + STR (6)]

Ranged Attack Bonus: +10\+5 [BAB (7\2) + DEX (3)]

Special Combat Notes: Gains a +1 to attack rolls when wielding a falchion (Weapon Focus feat); may subtract a number that may not exceed the BAB [7] to all attacks in one round and add that same number to all damage rolls or twice that number if the weapon is used two-handed (Power Attack feat)

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

Attacks:

Magical Falchion +1 (M) / +14\+9 melee attack / 2d4 +10 damage / 18-20 [x2] critical / slashing damage
Two-handed weapon (1.5 x STR modifier to damage bonus)

Glaive (M) / +13\+8 melee attack / 1d10 +9 damage / x3 critical / slashing damage
10' reach, two-handed weapon (1.5 x STR modifier to damage bonus)

Spiked Gauntlet (M) / +13\+8 melee attack / 1d4 +6 damage / x2 critical / piercing damage

Total Weapon Weight: 19.0 lb.

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

Skills:

Total Skill Points Earned = 47

Skill Name - Skill Total, number of Ranks and/or Racial Modifier

Appraise: = +0 (INT) Untrained
Balance: = +3* (DEX) Untrained
Bluff: = -1 (CHA) Untrained
Climb: = +6* (STR) Untrained
Concentration: = +4 (CON) Untrained
Diplomacy: = =1 (CHA) Untrained
Disguise: = -1 (CHA) Untrained
Escape Artist: = +3* (DEX) Untrained
Gather Information: = +11 (CHA) 9 Ranks + 3 (Skill Focus)
Heal: = -1 (WIS) Untrained
Hide: = +3* (DEX) Untrained
Intimidate: = -1 (CHA) Untrained
Jump: = +6* (STR) Untrained
Knowledge [Arcana]: = +4 (INT) 4 Ranks
Listen: = +12 (WIS) 13 Ranks
Move Silently: = +3* (DEX) Untrained
Open Lock: = +3 (DEX) Untrained
Ride: = +3 (DEX) Untrained
Search: = +0 (INT) Untrained
Sense Motive: = -1 (WIS) Untrained
Spellcraft (cc): = +2 (INT) 2 Ranks
Spot: = -1 (WIS) Untrained
Survival: = +15 (WIS) 13 Ranks +3 (Skill Focus)
Swim: = +6** (STR) Untrained
Use Magic Device: = -1 (CHA) Untrained
Use Rope: = +3 (DEX) Untrained

* Armor Check Penalty Applies
** Double Armor Check Penalty Applies

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

Feats:

Feats = 4 (+3 Bonus Feats)

Feat Name & Description:

Weapon Focus [Falchion]: You gain a +1 bonus on all attack rolls you make using the selected weapon. (Human Bonus feat)

Extended Rage: Each of your rages lasts 5 rounds longer than its normal duration.

Skill Focus [Survival]: You get a +3 bonus on all checks involving that skill. (Dragon Shaman bonus feat)

Extra Rage: You rage or frenzy two more times per day than you otherwise could.

Improved Toughness: You gain a number of hit points equal to your current Hit Dice. Each time you gain a Hit Die (such as by gaining a level), you gain 1 additional hit point. If you lose a Hit Die (such as by losing a level), you lose 1 hit point permanently.

Skill Focus [Gather Information]: You get a +3 bonus on all checks involving that skill. (Dragon Shaman bonus feat)

Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

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

Racial and Class Skills & Abilities:

Extra Feat: Humans gain one bonus feat at 1st level.

Extra Skill Points: Humans gain four bonus skill points at 1st level, then one extra skill point at each level thereafter.

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Ex) [3x/day for 14 rounds]: A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Draconic Aura (Su) [+2]: You can channel the mighty powers of dragonkind to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action, and you can only project one draconic aura at a time. An aura remains in effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn. Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. The effects of auras known are detailed below.

Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of your totem dragon's damage-dealing breath weapon (see below).

Power: Bonus on melee damage rolls equal to your aura bonus.

Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus.

Resistance: Resistance to your totem dragon's energy type equal to 5 × your aura bonus.

Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.

Toughness: DR 1/magic for each point of your aura bonus (up to 5/magic at 20th level).

Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.

Totem Dragon (Bronze): You must choose a totem dragon, gaining additional class skills and a particular sort of breath weapon based on the dragon you select as your totem.

Class Skills: Bluff, Gather Information and Survival.

Breath Weapon Energy Type: Line of fire.

Skill Focus (Survival, Gather Information): At 2nd level, you gain Skill Focus as a bonus feat. You must apply the feat to one of the three class skills granted by your chosen totem dragon. At 8th level, and again at 16th level, you gain Skill Focus in another of the class skills granted by your chosen totem dragon. If you already have Skill Focus in all three of the skills associated with your totem dragon, you gain Skill Focus in any other dragon shaman class skill.

Draconic Adaptation (Ex) [Water Breathing]: You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active). At 13th level, you can choose as a swift action to share the effect of your draconic adaptation with any or all allies within 30 feet. The benefit lasts until you spend a free action to rescind it.

Breath Weapon (Su) [DC 18 (20 while 'raging'), 4d6 damage, 30-ft. line]: At 4th level, you gain a breath weapon corresponding to your totem dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your dragon shaman level + your Con modifier. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level. Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again.

Draconic Resolve (Ex): At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.

Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level times your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead. Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.

For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual. For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual. For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.

You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).

Natural Armor (Ex) [+1]: At 7th level, your skin thickens, developing faint scales. Your natural armor bonus improves by 1. At 12th level, this improvement increases to +2, and at 17th level to +3.

Energy Immunity (Ex) [Fire]: At 9th level, you gain immunity to the energy type of the breath weapon you gained at 4th level.

Proficiencies: Barbarians and dragon shamans are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

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

Equipment & Gear:

Traveler's Outfit [0.0 lb.]

Magical Cloak of Resistance +2 [1.0 lb.]

Magical Gloves of Dexterity +2 [0.0 lb.]

Magical Amulet of Health +2 [0.0 lb.]

Magical Belt of Giant Strength +4 [1.0 lb.]

Magical Heward’s Handy Haversack [5.0 lb.] Everything in pack is weightless - requires a move action to retrieve any stored item, but does not provoke an AoO
Main Pouch [80 pound capacity]
Bedroll [5.0 lb.]
Silk Rope (50’) [5.0 lb.]
Grappling Hook [4.0 lb.]
Crowbar [5.0 lb.]
Whetstone [1.0 lb.]

Side Pouch #1 [20 pound capacity]
Hooded lantern [2.0 lb.]
4 Flasks of oil [4.0 lb.]
5 Torches [5.0 lb.]
Flint and steel [0.0 lb.]
Bag of coins [3.0 lb.]

Side Pouch #2 [20 pound capacity]
Magical Potion of Cure Moderate Wounds [0.0 lb.]
7 Days of Trail Rations [7.0 lb.]
Waterskin [4.0 lb.]

Equipment Weight: 7.0 lb.

Total Weight Carried / Encumbrance Load: 71.0 lb. / Light Load [Max = 200 lb.]
*
-------------------------------------------------------
*
Money:


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

I am strong enough to use the bow. So now we get into can I use a Large bow discussion. RAW I think the answer is no because it counts as a two handed weapon and a smaller creature cannot use a two handed weapon one size larger then them if I remember correctly, but you only actually hold it in one hand. So can I use one?

I have myself as having 92 gold after character creation. I did not purchase anything with the split gold, but I did not write it down either. So if you want to put me at 92 gold for bad note taking I understand. I was kind of assuming Sobok did not really get a split since he was new to the group and most of it was from before I joined I think. Or at least that was what went through my mind at the time.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

A good question Sobok! I have no problem with you using an oversized weapon at a -2 to the attack roll. That's my recollection of the rules on oversized weapons at any rate, so long as you're proficient and it's 'only' one size category larger than you. I'm thinking 3e was a little more limited as you recall, but 3.5 might have been a little more forgiving? In any case, feel free to keep the bow, and it'll be at -2 to use. I'd say that if you were ever hit with an Enlarge Person spell, you'd 'grow into' the bow and it wouldn't increase in size - though you wouldn't have the -2 to attack while you're of an increased size.

I think you might be right about the split... it might have happened just after you and Fash joined, so maybe you weren't in on it? I'll try and investigate further today or over the weekend and give you an update so you all know how much gold you have to purchase the spell without selling stuff off. Remember that the 5k is for the material component (diamonds) only, having an NPC cast a spell is also added to the total, though I'll allow a Pelor-friendly discount! :)


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

I did keep one of the items the party found at the time, the magical glaive, but I think we only did 2 or so fights after we were found and I am not sure how many ways they divided the loot.

Awesome on the bow, I will add it to my character sheet so I have some ranged options. From the cost, it appears to be a +1 bow?


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

I'll be back home Sunday and can do a better side-by-side comparison. I do see the Fiend Slayer Crystal missing:
Greater Fiendslayer Crystal attached to Norebo's Hand:
Weapon deals an extra 1d6 points of damage to evil outsiders, is treated as good-aligned for the purpose of overcoming damage reduction.
If the weapon scores a critical hit against an evil outsider, that creature can't use any tele­portation abilities or spells for 1 round.


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

I'll be heading out on a camping trip later today. No internet access available so unable to post. Bot Reonnyn/Glorb as necessary.

I will return on Sunday.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Have a great time!


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

Side-by-Side looks identical except for the crystal. Same mistakes on armor class, etc.... ;-)


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

I am taking a small family trip for Spring Break. We leave Sunday and return sometime on Tuesday. I am not sure how much free time I will have to post, so please feel free to bot me as needed.


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

Hmmm...So since we are a little low on funds here we could try to recruit a replacement priest to replace Verdan. It couldn't hurt anyway to ask right? If no one steps in then we can try to get Verdan raised. We could sell some of his gear to get him raised or perhaps take a side quest to gather some additional gold?


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

I figure now would be a good time for a recruitment. In fact, I was figuring it was ongoing; that was why we had paused.

I'm pretty much always in favor of another player at the table, rather than someone controlling multiple characters. (Unless Verdan's player wants to come back or Gm West wants to continue him as an NPC; then we should spring for a raise dead.)


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

I vote for recruitment of a new player, healer specialized....


M Whisper Gnome Beguiler 9 Ruathar 1 | HP:62/62 | AC:21/T:13 /FF:19 | Init:+2 BAB:+4 | W:+11,R:+10,F:+8 | Spellslots:5/6-8/8-7/8-5/7-6/6-3/4 | Spot +20 Listen +15

I wouldn't put a restriction in that the new character has to be a specialist healer; but they do need to be able to hold up the divine caster end of the box... Which does include dealing with things like energy drains and ability damage...


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

I am open to recruitment if the GM is ok with that.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I'm here folks, just bogged down with work and lacking energy when I get home. My posting rate will be slow between now and April 15, but I promise to get a few in between now and then. Be patient with me, and we'll get the adventure rolling again soon. Thanks!!

I'll put up a Recruitment post in a couple of weeks to see if we get any interest. If we do, we'll get them into the fold by the time I'm back to my usual posting rate.


Sylph Monk | HP - 138/138 | AC - 29 | F+17, R+21, W+16 | Perc +16 (DARKvision) | Hero Points = 3 | MONK-10 | MV-50 | DC-29 | No Conditions | Exp = DETECT MAGIC

Well I wasn't actually sure I was completely interested or just enthusiastic ... but if Malinor is in this game, I am interested.


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

https://dndtools.org/ is pretty good.
https://www.d20srd.org/index.htm has less of the rules but is a good place to start.


1 person marked this as a favorite.
Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Hello.


1 person marked this as a favorite.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Hi Evindyl! The site pointed out by Morrow is definitely a great online resource for the rules if you don't have your books anymore, though I don't know if they have an automated generator. I tried looking around a bit with Google, and I actually did find this:

https://dnd3rd.sourceforge.net/

Not sure how effective it is, but it's a start anyway.


Male halfling Swashbuckler 4/Warlock 6 Init: +3 | AC: 20 / FF: 17 / Touch 14 [+4 vs giants] | Fort: +6 / Ref: +9 / Will: +8 [+2 vs fear] | Speed: 30' | DR 1/cold iron | Attacks: +2 rapier +14/+9 to hit (1d4+3 damage); Eldritch Blast +13 to hit ranged touch (3d6+2 damage, range 250', x2)

I would look into this one: PCGen. It's a free PC generator that is pretty robust. I believe they do have a 3.5 ruleset you can download.


Sylph Monk | HP - 138/138 | AC - 29 | F+17, R+21, W+16 | Perc +16 (DARKvision) | Hero Points = 3 | MONK-10 | MV-50 | DC-29 | No Conditions | Exp = DETECT MAGIC
Reonnyn wrote:
I would look into this one: PCGen. It's a free PC generator that is pretty robust. I believe they do have a 3.5 ruleset you can download.

WOW - it's actually a ton of rulesets in there!

THANK YOU!

I should be able to have Terjon completed super quickly :)


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Looking forward to it, Evindyl! Another player submitted a cleric, so if you want to with another character class (paladin?) feel free to do so.


Sylph Monk | HP - 138/138 | AC - 29 | F+17, R+21, W+16 | Perc +16 (DARKvision) | Hero Points = 3 | MONK-10 | MV-50 | DC-29 | No Conditions | Exp = DETECT MAGIC
GM West wrote:
Looking forward to it, Evindyl! Another player submitted a cleric, so if you want to with another character class (paladin?) feel free to do so.

WOW - I missed this message, I am so sorry.

LMK what you feel you need at the moment?

I could handle the whole Paladin thing, maybe even being LG too ;)


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Play what you will have the most fun with.


M Human Duskblade 6/Abjurant Champion 4 | HP: 60/75 | AC:20/T:13 /FF:16 | Init:+1, MAB:+13/+8 Power Attack | W:+8,R:+4,F:+8 | Spellslots:6/6-9/9-8/8-3/3 | Arcane Attunement: 5/5 | Quick Cast:1 | Arcane Boost | Skills: Climb+16,Jump+12,Spellcraft+15,Swim+10 | Corner Perch/Leaping Climber/Speedy Ascent/Quick Swimmer

A tank would be nice.... Somebody that could cast haste, and other party buffs, could also be helpful!
How about an Eldritch Knight?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Evindyl, I totally agree with Sobok - play what you'd enjoy! The cleric position is back to open if you'd like to continue with that character type, but if need be we'll have Verdan continue his NPC role if you'd rather go another direction.

On another note, tax season is... almost... OVER!! I'll be back to my regular routine after May 1st for sure (once I've caught up with my backlog of work), but hoping to post once or twice after the 15th is in the rearview.

I got hit with a flu bug and been working through that for the past few weeks, which put an end to my hopes of posting once or twice before the deadline, but that's starting to fade now, thank goodness!

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