About AfllierMale Human
SNUFFLES:
N Tiny animal Init +2; Senses low-light vision, scent; Perception +5 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES - Familiar
0 lvl spells/cantrips (4 prep + 1 div)::
Detect Magic Detects spells and magic items within 60 ft. Mending Makes minor repairs on an object. Mage Hand 5-pound telekinesis. Read Magic Read scrolls and spellbooks. Ghost Sounds Figment sounds. ResistanceSubject gains +1 on saving throws. Acid SplashOrb deals 1d3 acid damage. Detect PoisonDetects poison in one creature or small object. Dancing LightsCreates torches or other lights. FlareDazzles one creature (–1 on attack rolls). LightObject shines like a torch. Ray of FrostRay deals 1d3 cold damage. MessageWhisper conversation at distance. Open/CloseOpens or closes small or light things. Arcane MarkInscribes a personal rune on an object or creature (visible or invisible). PrestidigitationPerforms minor tricks. Bleed: Cause a stabilized creature to resume dying. Disrupt Undead: Deals 1d6 damage to one undead. Touch of Fatigue: Touch attack fatigues target. Daze: A single humanoid creature with 4 HD or less loses its next action. 1 lvl spells(4 prepared + 1 div)::
Color SprayKnocks unconscious, blinds, and/or stuns weak creatures. Mage ArmorGives subject +4 armor bonus. Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5). Shocking GraspTouch delivers 1d6/level electricity damage (max 5d6). GreaseMakes 10-ft. square or one object slippery. ShieldInvisible disc gives +4 to AC, blocks magic missiles. IdentifyGives +10 bonus to identify magic items. Sonic scream Obscuring mist Shock shield Burning hands Enlarge person Comprehend languages +2 spells for lvl 2nd lvl spells:
Invisibility _ _ _ _ _ _ _ _ _ _
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Melee
Ranged
Sneak attack 2d6 Skills:
* - class skills, Ranks (2 + Int) x2 (8 + Int) x3 53 Concentration 4 + 5 = 10 (+2 def) Acrobatics*//Dex 3 + 3 + 4 = 10
Languages:
Common, Elven, Draconic, Gnome, Celestial, Sylvan, lips Racial Traits:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity. Traits:
Reactionary [Combat]: You gain a +2 trait bonus on Initiative. Magical Knack (Wizard) [Magic]: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Class stuff and Feats (respectively):
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue talent Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks
Trap sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Arcane School (Divination/Enchantment, Necromancy): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
[Forewarned (Su):
Diviner's Fortune (Sp):
Spell Focus(??): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Familiar (cat): Master gains a +3 bonus on Stealth checks Improved Initiative (1 lvl): You get a +4 bonus on initiative checks. PBS (3d lvl) Precise Shot
Equipment:
Combat Gear Rapier, 2 lb Noble's outfit, 10 lbs Armor Shoulders cloak of resistance +1 Belt|Gloves Neck Ring 1 Feet [ooc]Head Headband Headband of vast Intelligence +2 Eyes eyes of eagle (+5 competence perception) Chest Body vest of escape (+5 DD and EA) Wrists Hands Ring 2 Other Gear
Carrying capasity, lbs
Chronicles and Currency:
Creating carachter: 150 gp / 0 PP / 0 Fame / 0 XP / 1 lvl #5–08 The Confirmation (GM): 150 + 430 = 580 gp / 0 + 2 = 2 PP / 0 + 2 = 2 Fame / 0 + 1 = 1 XP / 1 lvl #7–05: School of Spirits: 580 + 504 = 1084 gp / 2 + 2 = 4 PP / 2 + 2 = 4 Fame / 1 + 1 = 2 XP / 1 lvl Honor´s Echo: 1084 + 500 - 150 = 1434 gp / 4 + 2 = 6 PP / 4 + 2 = 6 Fame / 2 + 1 = 3 + 0 XP / 2 lvl
Phantom Phenomena: 1434 + 501 = 1935 gp / 6 + 2 = 8 PP / 6 + 2 = 8 Fame / 0 + 1 = 1 XP / 2 lvl PRINT!!! #4-01 Rise of the Goblin Guild: 1935 + 520 = 2455 gp / 8 + 2 = 10 PP / 8 + 2 = 10 Fame / 1 + 1 = 2 XP / 2 lvl #8-10 Tyranny of Winds, Part 2: Secrets of the Endless Sky: 2455 + 520 - 50 = 2913 gp / 10 + 2 - 4 = 8 PP / 10 + 2 = 12 Fame / 2 + 1 = 3 + 0 XP / 3 lvl
#8-05 Ungrounded, but Unbroken: 2913 + 1211 - 190 = 3934 gp / 8 + 2 = 10 PP / 12 + 2 = 14 Fame / 0 + 1 = 1 XP / 3 lvl
#7-21 The Sun Orchid Scheme: 3934 + 1202 - 2500 = 2636 gp / 10 + 2 = 12 PP / 14 + 2 = 16 Fame / 1 + 1 = 2 XP / 3 lvl
#1-35 Voice in the void: 2636 + 1263 - 115 = 3684 gp / 12 + 2 = 14 PP / 16 + 2 = 18 Fame / 2 + 1 = 3 + 0 XP / 4 lvl
#3-07 Echoes of the Overwatched: 3684 + 1834(=5518) - 5000 = 518 gp / 14 + 2 = 16 PP / 18 + 2 = 20 Fame / 0 + 1 = 1 XP / 4 lvl
#7-01 Between the Lines: 518 + 1865 = 2383 gp / 16 + 2 = 18 PP / 20 + 2 = 22 Fame / 1 + 1 = 2 XP / 4 lvl #2-21 The Dalsine Affair: 2383 + 1250 = 3633 gp / 18 + 2 = 20 PP / 22 + 2 = 24 Fame / 2 + 1 = 3 + 0 XP / 5 lvl #0-07 Among the Living: 3633 + 1584(=5217) - 5200 = 17 gp / 20 + 2 = 22 PP / 24 + 2 = 26 Fame / 0 + 1 = 1 XP / 5 lvl
#1-49 Among the Dead(slow): 17 + 628 = 645 gp / 22 + 1 = 23 PP / 26 + 1 = 27 Fame / 1 + 0.5 = 1.5 XP / 5 lvl[/b] #05-12 Destiny of the Sands, Pt 1 - A Bitter Bargain(slow): 645 + 925 - 40 = 1530 gp / 23 + 1 - 1 = 23 PP / 27 + 1 = 28 Fame / 1.5 + 0.5 = 2 XP / 5 lvl[/b]
#5-15 Destiny of the Sands, Pt 2 - Race to Seeker's Folly(slow): 1530 + 932 = 2462 gp / 23 + 1 = 24 PP / 28 + 1 = 29 Fame / 2 + 0.5 = 2.5 XP / 5 lvl[/b] sands 3 6.0 lvl
Factions:
[b]Journal Season 7
Awards HEX ADEPT (2+ goals): By working around dangerous objects, you are inured against their lingering defenses. You gain a bonus on saving throws against spells and effects with the curse descriptor equal to 1 plus 1 for every four goals you have completed. ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language. MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value is equal to 100 times your character level or less. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure. Goals
|+| |-| Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. 5-12 |-| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level(minimum 9). |+| Recover a named minor artifact or major artifact during the course of an adventure. #0-07 |-| Participate in an adventure in Cheliax for which you receive the full Prestige Point award. |+| Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge(arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. #1-49 |-| Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic. |-| |-| |-| |-| |-| Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards. Journal Season 8
ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language. MASTER LIBRARIAN (7+ goals): Before the start of an aventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 times your character level. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure. Goals
|+| |+| Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. #7-05; HE |+| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9). #8-05 |-| Recover a named minor artifact or major artifact during the course of an adventure. |+| Identify a potion or other magic item whose caster level equals or exceeds your character level. #4-01 |-| Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. |+| While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level.#8-10 |+| |+| |+| / |+| |+|Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. #5-08; #7-21; #1-35; #3-07; #7-01 Journal Season 9
MAGICAL TINKERER (4+ goals): You have a knack for analyzing and activating magic items. Use Magic Device is a class skill for you. Once per adventure, you can add a bonus equal to 5 + twice the number of goals you have completed to a Use Magic Device check. If your own skill bonus is higher, you instead gain a +2 bonus on that check. MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items
Goals
|-| |-| Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. |-| Participate in a magical or occult ritual during the course of an adventure. |-| Recover a named minor artifact or major artifact during the course of an adventure. immort 1/ooc] |-| |-| Identify a potion or other magic item whose caster level equals or exceeds your character level. |-| Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. |-| |-| Participate in an adventure that takes place in the Blakros Museum or that features a member of the Blakros family. Alternatively, participate in an adventure that takes place on a demiplane.[ooc] |-| |-| |-| / |-| |-|Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
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