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1 post. Alias of Michael Johnson 66.




M Human unchained monk 8/paladin 6

Discussion thread established!


Players interested in participating in the Game of Mortals should read the campaign info and submit a character concept with backstory and character sheet (see creation rules in campaign info).


M Human unchained monk 8/paladin 6

Six deities decide to play a Game of Mortals. They create a demiplane called the Grand Court, consisting of a central hexagon 30 miles across called the Courtyard, surrounded by six hexagons of equal size known as the Outer Domains.
Each domain has its own thematic nature.

The Fire Domain is a volcanic landscape of lava flows, walls of fire, etc, inhabited by fire creatures.

The Water Domain is an aquatic environment of coral reefs inhabited by aquatic creatures.

The Earth Domain is a cavernous labyrinth of tunnels and caves inhabited by subterranean creatures.

The Glacial Domain is an arctic landscape of ice formations and snow inhabited by arctic creatures.

The Wild Domain is a wilderness of jungles, hills, swamps, deserts, and mountains inhabited by all kinds of wild beasts.

The Urban Domain is a sprawling metropolis inhabited by warring factions of humanoids and city dwelling creatures.

Each domain is contested by multiple factions at the start of the Game of Mortals.

At the heart of the central Courtyard lies the Pantheon, a magnificent temple dedicated to the six deities who devised the Game of Mortals: Kwan Yin, Chinese goddess of compassion; Thor, Norse god of thunder; Marduk, Babylonian god of civilization; Bast, Egyptian goddess of cats; Hades, Greek god of the Underworld; and Kali, Hindu goddess of destruction and creation.

Inside this temple, sealed within a permanent prismatic sphere, is an artifact called the Throne of the Gods. Whoever first sits upon it after the prismatic sphere is dispelled is granted divine status and joins the deities as an equal!

The prismatic sphere can only be dispelled by conquering all six of the Outer Domains and installing a single Overlord in each. But only one can sit upon the Throne of the Gods and become a god-king!


M Human unchained monk 8/paladin 6

Here we can discuss as a combined group the campaign as it progresses from the point of unification.


There are already 8 or 9 active players between tables 1 and 2 combined. I am opening recruitment for up to 4 more players.

Submit a fully detailed character concept including backstory and basic crunch to be considered.


M Human unchained monk 8/paladin 6

In the world of Fairytale Earth, circa The Year of Our Lord 1437, two separate bands of adventurers have begun quests that have come to crucial moments, and led their paths and fates to interwine.

The Crusaders of the Catacombs have tracked the Antichrist Nero to his secret subterranean sanctum under the Roman Catacombs, while in Morocco, the Desert Jackals have liberated a number of slaves from a despotic Arab slavelord, and are poised to assault his palace with the Crusaders' help!

If the combined might of the courageous Crusaders of the Catacombs and the daring Desert Jackals is sufficient to topple the tyrannical Emir of Marrakech, the combined champions of Good will then travel to Rome to finish the Antichrist, and go on to even more legendary adventures in the wild world of Fairytale Earth!


M Human unchained monk 8/paladin 6

Establishing Discussion thread...


M Human unchained monk 8/paladin 6

It is the New Year of Our Lord 1437, at the dawn of the Age of Exploration, and the dawn of New Years Day. Winters have been colder and longer than usual in recent years, and folk of Scandinavia and Northern Europe whisper rumors of Fimbulwinter, the endless years of winter heralding Ragnarök, the Twilight of the Gods, the End of Days...

All the lands north of the Alps are blanketed with snow, and even the southern kingdoms of the Mediterranean Coast are colder than usual.


Table 2 has been created to accommodate a second party, as the many awesome submissions were too good for me to narrow down to only 6 to 8!

Sandbox style campaign, with a different start point than table 1;
Level 1
20-point buy
Any 10-point race published by Paizo
Any class published by Paizo except gunslinger
Max starting wealth
Max HP per level

Explore a fantasy version of Early Renaissance Earth, circa 1437!


M Human unchained monk 8/paladin 6

Establishing discussion thread for Year of Our Lord 1437 PBP campaign...

To reiterate the character creation rules from Campaign Info:
Sandbox RAW
1st level to start, fast track experience
20-point buy
Any playable race published on PRD that is CR 1/3
Any class published on PRD except gunslinger
Max hp per level
Max starting wealth
Two traits from any publication on PRD

Once you have been selected to participate, you may post here and on Gameplay. Until then, please post only in Recruitment. Thanks!


Hear ye! Hear ye! Brave adventurers are sought to explore the fantasy swords and sorcery sandbox that is DM MJ’s Renaissance Earth campaign! Heroes needed!


M Human unchained monk 8/paladin 6

The Antichrist, Enperor Nero, became a lich after his supposed suicide many centuries ago, and disguising himself as such villains as Atilla the Hun, or Constantine, wreaked havoc and mayhem throughout the many kingdoms of Earth throughout the ages, according to his father’s (the Devil) will. Most recently disguised as some Italian nobleman in Rome, Nero called down from the firey planet Mercury a terrible red fire dragon named Wormwood, who now lairs in Mount Vesuvius and demands annual tribute of maidens and treasure from every prince and potentate throughout Europe and North Africa. With this dreadful ally, the Antichrist leads a secret Luciferian cult with branches all over Europe, the British Isles, and parts of North Africa and the Middle East. The Maid of Orleans has been burnt at the stake as a witch, after having been captured by Philip the Good of Burgundy, a high ranking member of the Church of Lucifer, and handed over to the English (the young King Henry VI’s Lancaster uncles were also in league with the Prince of Darkness).

The world is on the brink of Apocalypse! It is in dire need of heroes!


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The Rambling Litany of Saint Jove of the Hermitage

We awoke from the most hideous nightmare into another nightmare today. I just knew it were gonna be one of those bad, crummy days, where you start out by failing to wake up from a bad dream--ye just dream that ye hath been woke, only to realize you keep on dreaming bad, bad stuff...

After breaking free of the cells we awoke in, we made quick work of sondry suspicious bystanders suchs as I'd sniffed the stink o' evil on. It was me, Saint Jove of the Hermitage, the one who writes these very words; Firestarter the Sarcastic; Flintstone Lightdrinker; Monocles, with his mighty Earth breaker; Reiki the half-ogre and his pet, Chuckles; and Calisthenics, who is apparently some kind of swamp elf wizard...

It seems the gods may be trying to tell us something with the strange dreams we woke up from today, yet even now, my memory of them doth wither like the grass in winter. My mind, my damned, accursed, flawed mind... I know I be mad, and I try best as I can to understand it myself, but if I could only recall that crummy dream... something about choices--directions, and options changing ominously, a yellow fog, a withered and inhuman monster hiding in the fog... This is the part that becomes to painful, apparently. My mind, my weak, wimpy mind has covered it up for me, it seems.

So now we're still trying to suss out our confusing situation. Unfortunately, my companions seem to have minds just as foggy and befuddled as mine own at the nonce. I pray to what gods will deign to hear my humble plea that we can make some sense of it all, in time to make a difference against... whatever the dreams tried to warn us of.


M Human unchained monk 8/paladin 6

Here we go. So, it seems that there is not a Knowledge (technology) skill in RAW? If a link to such a skill can be provided, then it can be used. At any rate, Lady Zal's Knowledge (engineering) check would have the same modifiers, and she could put the rank she had in Knowledge (technology) into Knowledge (religion) or another skill if desired.


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M Human unchained monk 8/paladin 6

Our saga begins in the Spring of 4714 AR, in the rugged, barbaric, irradiated Numeria, Land of Fallen Stars....

In the shadow of the great Silver Mount sprawls the decadent, barbaric City of Starfall....

The foul smokes of this dangerous, violent city mingle with the alien radiations of the colossal Silver Mount, a crashed vessel of some ancient starfaring race, according to legends.... haunted by the spirits of the dead voyagers, monsters from across the starry void, and strange creatures of living steel, and filled with magic from an advanced civilization....

The Mages of the Technic League have held true power in Starfall ever since the current Black Sovereign, Kevoth-Kul, formed an alliance with the technomancers in his bid for the throne of Starfall.... For decades now, the Technic League has been the true power behind the throne in the Palace of Fallen Stars.... Once a mighty conqueror, Kevoth-Kul has been corrupted by his allegiance with the cunning technomancers, who ply the barbarian king with strange ichors distilled from the Silver Mount, bedevilling and beguiling him, and enabling his decadence and escapism into his darkest carnal desires by providing new playthings....

As Kevoth-Kul descends into addiction to the unwholesome ichors of the Silver Mount, a cunning advisor whispers in his ear: Ozmyn Zaidow, Admiral of the Technic League....


The 1st-level adventurers begin the campaign as slaves of the Technic League, either convicted criminals or those chosen by lots, trained in techniques of survival and exploration of the strange metal ruins that fell from the sky so long ago. Implanted with tracking devices capable of killing them to ensure their cooperation, they are sent into lesser metal ruins scattered throughout Numeria to recover technology for their arrogant masters.

Races: Any from Core Rulebook, any featured race from ARG
Classes and Archetypes: Any from Core Rulebook, Pathfinder Unchained, ACG, UC, UM, or OA
Abilities: 20-point build
Max starting wealth
HP per level: max first; half average plus one, plus Con mod per level after 1st
*Please be willing and able to commit to posting at least once every other day; campaign will start up New Years Day 2017.*


June 1st, 1430 AD

It was a motley crew indeed that responded that evening on June the first, in the Year of Our Lord, 1430, to the clangor of a great bell falling from its mooring in the north belfry of Notre Dame cathedral. They had all been strangers to one another at that moment, enjoying tankards of beer in the common room of L'auberge du la Grotte, an inn on Isle de la Cite, just a bowshot from the cathedral.

An English knight, Alphonse Veritas.... A fugitive ninja from Nippon named Hisao.... A Norse sage and alchemist, Tyr Magnusson.... A charming Irish rogue named Paddy.... A more unlikely quartet of companions, one could hardly imagine.... Nonetheless, it was these diverse adventurers who answered the clarion call of a fallen bell that night.

Dashing out of the inn and through the cobbled streets that lead to Notre Dame cathedral, these four strangers came into the shadow of the great cathedral's facade, and as they rushed across the square in front of the three great portals, they became the latest targets of the gargoyles perched along the roof over the facade!

Though they had long been the benign protectors of the clergy and parishioners of Notre Dame, these gargoyles were lately the victims of a dark curse laid upon them by a necromancer, a traitor who had once been one of the priests of the cathedral, but now laired in a secret chamber within the subterranean catacombs that riddled the earth beneath the streets of Paris.

Now the gargoyles dislodged slate shingles, loose mortars, or crumbling pieces of architecture, and hurled them forcefully at the four approaching interlopers!


M Human unchained monk 8/paladin 6

Discussion board open for Team Roma!


M Human unchained monk 8/paladin 6

Here's the discussion thread for Team Paris....


All PCs for this campaign have already been submitted and accepted, so please, NO MORE SUBMISSIONS. Thank you, GM Mike


M Human unchained monk 8/paladin 6

This is the PbP for Team Rome in my Medieval Eurpe PbP campaign II...,


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M Human unchained monk 8/paladin 6

The kingdoms of Europe suffer under the tyrannical yoke of a new overlord: a great red wyrm named Conflagratius has flown to Earth from the fiery planet Mercury to make a new lair in the caldera of Mt Vesuvius, and demands annual tributes of treasure and maidens from every realm in Europe....

The Holy Roman Empire, the Italian city-states, the kingdoms of England, Scotland, Wales, Ireland, France, Spain, Greece, Turkey, Transylvania, Poland, Hungary.... All must bow before the mighty dragon or face it's fiery wrath!


Hear ye! Hear ye!

Now recruiting for a RAW 1st to 20th level Pathfinder PbP set in a version of Medieval Europe where magic and monsters of myth and legend exist....

Gilgamesh, Beowulf, Arthur, Robin Hood, et al are historical figures rather than semi-legendary or outright myths....

Artifacts such as Excalibur, the Holy Grail, and Mjolnir are real....

A great red wyrm from Mercury has flown to Earth and has taken up residence in Mt Vesuvius, and demands (and receives) annual tributes of gold, jewels, and maidens from the kingdoms of Europe....

Who will (eventually) bring an end to this fiery tyrants reign of terror (after first gaining levels chasing gremlins out of cathedrals and purging catacombs of undead)?


M Human unchained monk 8/paladin 6

Kinyama is likely otherwise engaged ATM.

I like the builds, fluff, and RP so far, this is going to be fun! :)


M Human unchained monk 8/paladin 6

On December 21st, 2012, the stars were aligned and the way was opened for the desperately insane dictator of North Korea to perform the vile ritual that raised the sunken city of R'lyeh from the depths of the Pacific, unsealed the tomb of dread Cthulhu, and resurrected the Great Old One, unleashing an apocalypse of unimaginable horror and madness on the world.

In a matter of days, civilization had collapsed into screaming barbarism worldwide, as Cthulhu and his monstrous spawn reveled in bloody slaughter and wanton destruction. Humanity has been reduced to scattered bands of traumatized survivors struggling to eke out stealthy existences in ravaged and blood soaked wastelands.


No race restrictions, as bio-engineering can pretty much explain any racial crunch. RAW Core races, and all races from ARG, are acceptable.

No class restrictions.

25-point buy for Ability Scores, optimizing is encouraged.

Maximum starting wealth.

Max starting hit points, one-half max plus 1 hit points each level after 1st.


This is a 32-page guide to happiness from "an anonymous stranger", who would appreciate feedback.

Nothing herein is intended to offend, and at the very least, hopefully it will provide some amusement to whosoever takes the time to read it.


Yesterday in my game, a ninja wearing slippers of spiderclimbing, fighting a number of foes in a narrow but high hallway, wanted to jump onto the ceiling over their heads and drop down into an empty square in their midst, and then make an attack on one of them.

It's my understanding that distance jumped counts as squares of movement, so the ninja, with speed 30 ft., jumped 20 feet onto ceiling, leaving him with 10 feet of movement left in a single move action.

Falling prone or dropping something is usually a free action, but in this case, the ninja was not falling prone, he was landing on his feet. Could he still make an attack in that round, even though he fell further than 10 feet? Or would that be a double move?


Here is a superhero base class I'm working on. Please feel free to make the most broken superhero you can so I can fix it! :)

I will first post the class info, then the superpowers, then power stunts.

SUPERHERO
Some are created in the laboratories of mad scientists or wizards; others are changed by exposure to unearthly forces or rare alchemical substances; still others were born as they are, perhaps because of divine blood running in their veins, or the influence of a rare conjunction of the heavens at birth. Those who use their rare gifts to protect others and fight against evil are known as superheroes; those who use their powers to dominate and destroy are known as supervillains; and those who walk the fine line between Good and Evil can be known as either, or both.
Role: The superhero is a formidable combatant, and an exceptionally versatile class. The superhero’s superpowers can potentially allow him to fill almost any role, be it front-line defender, scout, healer, crowd control, or mobile skirmisher.
Alignment: Any.
Hit Die: d10.
CLASS SKILLS
The superhero’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
CLASS FEATURES
The following are class features of the superhero.
Weapon and Armor Proficiency: A superhero is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). A superhero is considered proficient with attacks granted by his superpowers.
Major Superpowers: At 1st level, a superhero gains two major superpowers. An additional major superpower is gained at 10th level, and another at 20th level. Some superpowers function like Pathfinder Roleplaying Game spells or special abilities, as noted in the superpower’s description. Superpowers do not require spell components, divine foci, or materials of any kind, even if they duplicate a spell that requires them. Optionally, you can exchange a major superpower for two minor superpowers.
Minor Superpowers: At 1st level, a superhero gains a minor superpower. An additional minor superpower is gained at 5th level, at 10th level, at 15th level, and at 20th level. Optionally, you can forego a minor superpower and save it until you attain a second minor superpower, at which point you must either choose two minor superpowers, or you can exchange the two minor superpowers for one major superpower.
Power Pool: At 1st level, a superhero gains a pool of power points, super-heroic energy he can use to activate his superpowers and power stunts. The number of points in a superhero’s power pool is equal to 1/2 his superhero level + his Constitution modifier, with a minimum of 1 power point. The power pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Power Stunt: At 1st level, a superhero gains a power stunt. An additional power stunt is gained at 4th level, at 8th level, at 12th level, at 16th level, and at 20th level.
Bonus Combat Feat: At 2nd level, a superhero gains a bonus combat feat in addition to those gained from normal advancement. An additional bonus combat feat is gained at 6th level, at 10th level, at 14th level, and at 18th level. Upon reaching 6th level, and every four levels thereafter (10th, 14th, and 18th), a superhero can choose to learn a new bonus combat feat in place of a bonus combat feat he has already learned. In effect, the superhero loses the old bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or ability. A superhero can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus combat feat for the level.
Bravery: At 3rd level, a superhero gains a +1 bonus on Will saves against fear. This bonus increases by +1 at 7th level, at 11th level, at 15th level, and at 19th level.
Superpower Exchange: Upon reaching 5th level, and every four levels thereafter (9th, 13th, and 17th), a superhero can choose to gain a new major or minor superpower in place of a superpower he has already gained. In effect, the superhero loses the old superpower in exchange for the new one. The old superpower cannot be one that was used as a prerequisite for a power stunt, feat, prestige class, or ability. A superhero can only change one superpower at any given level and must choose whether or not to swap the superpower at the time he gains the level granting the exchange. The exchange must be equal; a minor superpower can only be exchanged for another minor superpower, and a major superpower can be exchanged for either another major superpower or two minor superpowers.
Heroic Recovery: At 9th level, a superhero can heal his own wounds as a standard action. He can heal a number of hit points equal to his superhero level by spending 1 power point from his power pool.
TABLE 1: SUPERHERO
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Major superpowers (2), minor superpower, power pool, power stunt
2nd +2 +3 +0 +0 Bonus combat feat
3rd +3 +3 +1 +1 Bravery +1
4th +4 +4 +1 +1 Power stunt
5th +5 +4 +1 +1 Minor superpower, superpower exchange
6th +6/+1 +5 +2 +2 Bonus combat feat
7th +7/+2 +5 +2 +2 Bravery +2
8th +8/+3 +6 +2 +2 Power stunt
9th +9/+4 +6 +3 +3 Heroic recovery, superpower exchange
10th +10/+5 +7 +3 +3 Bonus combat feat, major superpower, minor superpower
11th +11/+6/+1 +7 +3 +3 Bravery +3
12th +12/+7/+2 +8 +4 +4 Power stunt
13th +13/+8/+3 +8 +4 +4 Superpower exchange
14th +14/+9/+4 +9 +4 +4 Bonus combat feat
15th +15/+10/+5 +9 +5 +5 Bravery +4, minor superpower
16th +16/+11/+6/+1 +10 +5 +5 Power stunt
17th +17/+12/+7/+2 +10 +5 +5 Superpower exchange
18th +18/+13/+8/+3 +11 +6 +6 Bonus combat feat
19th +19/+14/+9/+4 +11 +6 +6 Bravery +5
20th +20/+15/+10/+5 +12 +6 +6 Major superpower, minor superpower, power stunt

Coming next: superpowers


An old terror has returned to plague the lands that border the forbidding Yatil Mountains! The folk of Perrenland, Highfolk, Ket, and Bissel have begun to whisper with fear that Iggwilv the Archmage has returned to the Lost Caverns of Tsojcanth to reestablish her old kingdom! The first signs were a sudden rash of ill omens observed throughout those realms bordering the Yatils; then came the withering of crops, the curdling of milk, and other signs of black witchcraft; and finally, the return of Iggwilv was heralded in the capitals of the afflicted realms by black-robed witches, who delivered a dire ultimatum--accept Iggwilv as queen and goddess, or suffer drought, pestilence, and plague!

And so began the dreadful drought that has afflicted the lands bordering the Yatils for the last four months. Rats and vermin infest the cities and towns, spreading disease and draining granaries, pantries, and larders. A plague of locusts devoured what was left of the withered crops, and famine was soon felt in the afflicted lands--livestock were lost daily to starvation, and predators deprived of their usual prey.

Already reeling from the news of Iggwilv's return and the effects of her black coven's craft, the lands were to suffer even worse fates:

After the stalwart folk of the afflicted lands had resisted Iggwilv's demands for two months, a gargantuan red dragon began to ravage the countryside, burning the dead groves and causing wildfires to race across the lands. Virtually overnight, the capitals filled with refugees, and the countryside was abandoned. Many folk have fled to safer lands, and as word of the evils affecting the lands has spread far and wide, trade to those lands has ground to a halt, all but delivering the coup-de-gras to the doomed lands.

Unfortunately, the true coup-de-gras has finally been delivered:

Demons have begun to stalk the crowded streets of the cities, torturing and killing in wanton raids until they are driven off by the mightiest clerics, wizards, and other adventurers in residence. The subjugation of the afflicted lands has already begun--Ket and Perrenland have submitted to Iggwilv, and an exodus from those realms has begun, but many who try to flee are captured by Iggwilv's monstrous minions and publicly tortured to death. It seems that a second reign of Iggwilv the Witch-Queen is at hand!


This is for anyone who wants to run a PF-compatible post-apocalyptic RPG based on "the world's first sci-fi RPG". Enjoy! :)


Here is the most recent edition (as of 4/18) of R&W. Numerous edits have been made to fix errata, and the page count has been reduced by about 120 pages by reducing font and using double columns. Enjoy!


At long, long last:
Here is the final draft of my "World's-First-Science-Fiction-RPG"-inspired, PF-compatible, post-apocalyptic RPG.

Here is a ms word version for dm4hire, sketchpad, and anyone else who would like to modify a personal copy.

Enjoy!


ERRATA (thanks, Evil Genius!): On pg. 84, the last sentence of the section entitled "PSIONIC ITEM CREATION FEATS" should be replaced with: Psionic item creation feats, psionic items, and Psicraft checks are treated as magic item creation feats, magic items, and Spellcraft checks respectively.

Any other errata will be posted here as it is discovered.


One of the PCs in my game on saturday summoned a Large air elemental (CR 5), which has a speed of 100 ft., whirlwind is DC 18, and slam damage is 1d8+4. He used it to mow down several foes in a way that had everyone at the table rather increduluous (including the player who summoned the AE). By running back and forth across a line of three or four foes, the AE was able to hit each foe at least 4 or 5 times with its 100 ft. speed, forcing them to make DC 18 Ref saves to avoid being caught and a 2nd save to avoid 1d8+4 dmg on each pass.

Now imagine the same tactic used against a single foe, with the AE passing into and out of the foe's square ten times in one round (which it can do with 100 ft. speed), purposely dropping the foe (a free action) any time it gets caught in the ww in favor of forcing the foe to make a new save vs. the slam damage on every pass. If the foe makes its Ref save on half of the passes, that's still an average of 42 dmg per round. If the foe fails all of the saves, thats an average of 85 dmg per round, with the potential to do as much as 120 dmg in 1 round. Does that seem broken for a CR 5 monster?


Can anyone tell me which version of the OGL I should attach to a PF-compatible product? Thanks in advance!


Hi all, I'm working on a post-apocalyptic RPG that is compatible with PF RPG. I've read the Pathfinder Compatability agreement, and I understand what I need to do on that end, but I'm unclear on how to use the OGL. Do I need written permission from WotC? And if so, how do I go about that? Is there a form someone could kindly link for me? I know I need to copy and paste the OGL at the end of my document, but I'm not sure which version I need to use, or where to find it, and would greatly appreciate some help. Thanks!


I noticed that there is a table in the CRB giving AC for objects based on size, but there seem to be no guidelines for determining what size category a given object falls into, or am I missing it?


Here it is as a word doc, for those who would like to do a bit of editing for their personal use.


Last night, a player in my game wanted to sunder a foe's weapon. He succeeded, then asked if he could Cleave the foe. My ruling was no, because it says "two adjacent foes". But I did think it was interesting, and thought I'd post here to get other opinions. Did I rule correctly?


Here is a free, unofficial, Pathfinder-compatible edition of Gamma World, the classic post-apocalyptic RPG originally published by TSR in the 70s. It was based on James Ward's earlier sci-fi RPG (the very first!), Metamorphosis Alpha. I welcome comments, suggestions, critiques, et cetera, and especially would appreciate feedback based on playtesting! Enjoy!

http://docs.google.com/fileview?id=0BxCliOSSjOuZMjM0Yjg2NzMtZDMwYS00ZDVhLWE 2ZDAtMDViNjgyYjg3MmJi&hl=en


Can you target a square you suspect has an invisible foe in it with a cleave attack?


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PATHFINDER: GAMMA WORLD
ROLEPLAYING GAME

GENOTYPES

PURE STRAIN HUMAN
PURE STRAIN HUMAN TRAITS
+2 to One Ability Score: Pure strain humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Pure strain humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Pure strain humans have a base speed of 30 feet.
Bonus Feat: Pure strain humans select one extra feat at 1st level.
Skilled: Pure strain humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Radiation Resistant: Pure strain humans get a +2 genotype bonus on saving throws to resist the effects
of radiation sickness.
Languages: Pure strain humans begin play speaking their native language (English in Meriga and Eukay). Pure strain humans with high Intelligence scores can choose any languages they want (except secret languages).

ALTERED HUMAN
ALTERED HUMAN TRAITS
+2 to One Ability Score: Altered humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Altered humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Altered humans have a base speed of 30 feet.
Bonus Feat: Altered humans select one extra feat at 1st level.
Skilled: Altered humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Mutated: Altered humans must choose at least one minor or major mutation from the list of mutations, and select one or more drawbacks from the list of drawbacks to reach a balance of 0 Mutation Points. (See Mutations).
Languages: Altered humans begin play speaking their native language (English in Meriga and Eukay).
Altered humans with high Intelligence scores can choose any languages they want (except secret languages).

MUTATED ANIMAL
MUTATED BAT TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated bats are agile and highly aware of their surroundings, but they are frail and less intellectual than humans.
Medium: Mutated bats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated bats have a base speed of 30 feet.
Blindsight: Mutated bats have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated bats cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated bats using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Light Sensitivity: Mutated bats are dazzled (-1 penalty on attack rolls and Perception checks) in areas of bright illumination (sunlight, flashlight beam, et cetera), but are not penalized when relying on their blindsight ability.
Low-Light Vision: Mutated bats can see twice as far as humans in areas of dim light.
Languages: Mutated bats begin play speaking the native language of local humans (English in Meriga and Eukay) and Bat, the special language of mutated bats. Mutated bats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED BEAR TRAITS
+4 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence: Mutated bears are freakishly strong and tough, but tend to be clumsier and less intellectual than humans.
Large: Mutated bears are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated bears have a base speed of 30 feet.
Claws: Mutated bears have nonretractable claws that function as natural weapons. Each claw deals 1d6
points of slashing damage (plus the mutated bear’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated bear’s full base attack bonus, and the mutated bear can make one claw attack with each claw per round. Mutated bears with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Poor Vision: Mutated bears have weak eyesight. They take a -2 penalty on sight-based Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated bears begin play speaking the native language of local humans (English in Meriga and Eukay) and Bear, the special language of mutated bears. Mutated bears with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED CANINE TRAITS
+2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma: Mutated canines are hardy and have keen senses, but they tend to be dull-witted and uncouth.
Medium: Mutated canines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated canines have a base speed of 30 feet.
Low-Light Vision: Mutated canines can see twice as far as humans in areas of dim light.
Scent: Mutated canines have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules
on the scent ability).
Languages: Mutated canines begin play speaking the native language of local humans (English in Meriga and Eukay) and Canine, the special language of mutated canines. Mutated canines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED DOLPHIN TRAITS
+2 Strength, +2 Intelligence, -2 Dexterity, -2 Wisdom: Mutated dolphins are strong and highly intelligent, but somewhat clumsy and foolhardy.
Medium: Mutated dolphins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated dolphins have a base speed of 30 feet.
Blindsight: Mutated dolphins have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated dolphins cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated dolphins using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated dolphins can see twice as far as humans in areas of dim light.
Hold Breath: Mutated dolphins can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated dolphins begin play speaking the native language of local humans (English in Meriga and Eukay) and Dolphin, the special language of mutated canines. Mutated dolphins with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ELEPHANT TRAITS
+4 Strength, -4 Dexterity: Mutated elephants are powerful but clumsy.
Large: Mutated elephants are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated elephants have a base speed of 30 feet.
Tusks: Mutated elephants have a pair of tusks that function as natural weapons. Each tusk can gore for
1d6 points of piercing damage (plus the mutated elephant’s Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated elephant’s full base attack bonus, and the mutated elephant can make one gore attack with each tusk per round.
Poor Vision: Mutated elephants have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated elephants begin play speaking the native language of local humans (English in
Meriga and Eukay) and Elephant, the special language of mutated elephants. Mutated elephants with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED FELINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated felines are agile and have keen
senses, but tend to be less sturdy and less intelligent than humans.
Medium: Mutated felines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated felines have a base speed of 30 feet.
Claws: Mutated felines have retractable claws that function as natural weapons. Each claw deals 1d4
points of slashing damage (plus the mutated feline’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated feline’s full base attack bonus, and the mutated feline can make one claw attack with each claw per round. Mutated felines with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Low-Light Vision: Mutated felines can see twice as far as humans in areas of dim light.
Languages: Mutated felines begin play speaking the native language of local humans (English in Meriga and Eukay) and Feline, the special language of mutated felines. Mutated felines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED MONKEY TRAITS
+4 Dexterity, -2 Constitution, -2 Intelligence: Mutated monkeys are extremely agile, but more frail and less intelligent than humans.
Medium: Mutated monkeys are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated monkeys have a base speed of 30 feet.
Natural Acrobat: Mutated monkeys gain a +2 genotype bonus on Acrobatics checks.
Natural Climber: Mutated monkeys gain a +2 genotype bonus on Climb checks.
Low-Light Vision: Mutated monkeys can see twice as far as humans in areas of dim light.
Languages: Mutated monkeys begin play speaking the native language of local humans (English in
Meriga and Eukay) and Monkey, the special language of mutated monkeys. Mutated Monkeys with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ORCA TRAITS
+4 Strength, +2 Intelligence, -4 Dexterity, -2 Charisma: Mutated orcas are intelligent and freakishly
strong, but they are clumsy and aggressive.
Large: Mutated orcas are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated orcas have a base speed of 30 feet.
Blindsight: Mutated orcas have blindsight out to 60 feet. They use echolocation to “see” their
surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated orcas cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated orcas using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated orcas can see twice as far as humans in areas of dim light.
Hold Breath: Mutated orcas can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated orcas begin play speaking the native language of local humans (English in Meriga
and Eukay) and Orca, the special language of mutated orcas. Mutated orcas with high
Intelligence scores can choose any languages they want (except secret languages).
MUTATED RAT TRAITS
+4 Dexterity, +2 Intelligence, -4 Strength, -2 Charisma: Mutated rats are bright and very agile, but they
are uncouth, and much smaller and weaker than other Medium creatures.
Medium: Mutated rats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated rats have a base speed of 30 feet.
Low-Light Vision: Mutated rats can see twice as far as humans in areas of dim light.
Scent: Mutated rats have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules on
the scent ability).
Languages: Mutated rats begin play speaking the native language of local humans (English in Meriga and Eukay) and Rat, the special language of mutated rats. Mutated rats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED RHINOCEROS TRAITS
+4 Strength, +2 Wisdom, -4 Dexterity, -2 Intelligence: Mutated rhinoceroses are powerful and alert, but tend to be clumsy and dull-witted.
Large: Mutated rhinoceroses are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated rhinoceroses have a base speed of 30 feet.
Horn: Mutated rhinoceroses have a horn on their snout that functions as a natural weapon. Their gore
attack deals 1d6 points of piercing damage (plus 1-1/2 the mutated rhinoceros’ Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated rhinoceros’ full base attack bonus, and the mutated rhinoceros can make one gore attack per round.
Poor Vision: Mutated rhinoceroses have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated rhinoceroses begin play speaking the native language of local humans (English in
Meriga and Eukay) and Rhinoceros, the special language of mutated rhinoceroses. Mutated rhinoceroses with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED SNAKE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Mutated snakes are agile and have keen
senses, but tend to be frail and unfriendly.
Medium: Mutated snakes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated snakes have a base speed of 30 feet.
Fangs: Mutated snakes have fangs that function as natural weapons. Their bite deals 1d4 points of
piercing damage (plus 1-1/2 the mutated snake’s Strength modifier) and threatens a critical hit on a natural 20. Bite attacks are made at the mutated snake’s full base attack bonus, and the mutated snake can make one bite attack per round. Many mutated snakes take the venomous bite mutation.
Low-Light Vision: Mutated snakes can see twice as far as humans in areas of dim light.
Languages: Mutated snakes begin play speaking the native language of local humans (English in Meriga and Eukay) and Snake, the special language of mutated snakes. Mutated snakes with high Intelligence scores can choose any languages they want (except secret languages).

SENTIENT PLANT
SENTIENT BRUSH TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient brushes are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient brushes are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient brushes have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient brushes can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient brushes so resemble ordinary brush that they can use the Stealth skill to hide in
any terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient brushes begin play speaking the native language of local humans (English in Meriga
and Eukay) and Brush, the special language of sentient brushes. Sentient brushes with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FLOWER TRAITS
+2 Dexterity, +2 Charisma, -2 Constitution: Sentient flowers are graceful and beautiful, but tend to be
frail.
Medium: Sentient flowers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient flowers have a base speed of 30 feet.
Darkvision: Sentient flowers can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient flowers so resemble ordinary flowering plants that they can use the Stealth skill to
hide in any terrain where flowering plants can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient flowers begin play speaking the native language of local humans (English in Meriga
and Eukay) and Flower, the special language of sentient flowers. Sentient flowers with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FUNGUS TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient fungi are durable and perceptive, but tend to have
slow reaction time.
Medium: Sentient fungi are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient fungi have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient fungi can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient fungi so resemble ordinary fungus that they can use the Stealth skill to hide in any
terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient fungi begin play speaking the native language of local humans (English in Meriga
and Eukay) and Fungus, the special language of sentient fungi. Sentient fungi with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT SUCCULENT TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient succulents are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient succulents are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient succulents have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient succulents can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient succulents so resemble ordinary succulents that they can use the Stealth skill to
hide in any outdoor terrain where succulents can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient succulents begin play speaking the native language of local humans (English in
Meriga and Eukay) and Succulent, the special language of sentient succulents. Sentient succulents with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT TREE TRAITS
+2 Strength, +2 Wisdom, -2 Dexterity: Sentient trees are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient trees are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient trees have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient trees can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient trees so resemble ordinary trees that they can use the Stealth skill to hide in any
terrain where trees can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient trees begin play speaking the native language of local humans (English in Meriga
and Eukay) and Tree, the special language of sentient trees. Sentient trees with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT VINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Strength: Sentient vines are nimble and perceptive, but tend to lack the
strength of other Medium creatures.
Medium: Sentient vines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient vines have a base speed of 30 feet.
Darkvision: Sentient vines can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient vines so resemble ordinary vines that they can use the Stealth skill to hide in any
terrain where vines can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient vines begin play speaking the native language of local humans (English in Meriga
and Eukay) and Vine, the special language of sentient vines. Sentient vines with high Intelligence scores can choose any languages they want (except secret languages).

Full Name

Immeral Amastacia

Race

Eladrin

Classes/Levels

Wizard 22

Gender

Male

Size

Medium

Age

43

Special Abilities

Low Light, Arcane Implement Mastery( Staff of Defense), Cantrips, Ritual Casting, Spellbook

Alignment

Good

Deity

Corellon

Location

Item Powers Used: Circlet of Mental Onslaught, Eladrin Boots, Cape of the Mountebank, Ring of Wizardry

Languages

Common, Elven

Occupation

Daily Spells: Sleep, Fireball, Prismatic Beams, Evard's Black Tentacles

Homepage URL

Utility Spells: Shield, Dispel, Greater Invis, Mass Fly, Time Stop, Feather Fall

Strength 15
Dexterity 18
Constitution 14
Intelligence 26
Wisdom 16
Charisma 13

About Immeral Amastacia

Background- Military- Atheletics, Endurance

Str: 11(base)+ 1(lv 11)+ 1(lv 21)+ 2(epic)= 15
Dex: 14(base)+ 2(race)+ 1(lv 11)+ 1(lv 21)= 18
Con: 10(base)+ 1(lv 4)+ 1(lv 11)+ 1(lv 14)+ 1(lv 21)= 14
Int: 17(base)+ 2(race)+ 1(lv 8)+ 1(lv 11)+ 1(lv 14)+ 1(lv 18)+ 1(lv 21)+ 2(epic)= 26
Wis: 12(base)+ 1(lv 4)+ 1(lv 8)+ 1(lv 11)+ 1(lv 21)= 16
Cha: 10(base)+ 1(lv 11)+ 1(lv 18)+ 1(lv 21)= 13

HP: 104//Current: 35//Temp:
Bloodied: 52
Healing Surge: 26
Surges/ Day: 8

AC: 34-(add 1 against ranged weapon Gloves of Missile Deflection)
Fort: 26
Reflex: 32
Will: 30

Initiative: 17
Speed: 7
Action Point: 1

Passive Insight: 29
Passive Perception: 26

Feat

Spoiler:

Eladrin Soldier: You gain proficiency with all spears and a +2 feat bonus to damage rolls with longswords and all spears
Blade Initiate: Gain training in the Arcana skill. Once per day, when you are wielding a blade, you can invoke the Swordmage Warding class feature. Until the end of the encounter, you gain a +1 bonus to AC( or a +3 bonus to AC if you have one hand free)
Expanded Spellbook: Choose one daily wizard attack spell of every level you know. Add this spell to your spellbook. Each time you gain a new level of daily wizard attack spells, you learn one extra spell of that level (in other words, add three spells to your spellbook instead of only two). This feat doesn’t change the number of daily attack spells you can prepare each day
Novice Power: Swap one encounter attack power you know for one encounter power of the same level or lower from the class you multiclassed into Blastback Swipe
Implement Expertise: Choose a type of implement(Staff/Longsword)
You gaina +1 bonus to attacks rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level
War Wizardy: You arcane spells take a -5 penalty on attack rolls against allies and deal only half their normal damage to allies
Second Implement: You gain a second Arcane Implement Mastery feature Wand of Accuracy
Feywild Protection: When you use your fey step power you gain a +2 bonus to all your defenses until the end of your next turn
Arcane Reach: When using a close arcane attack power you can choose a square within 2 squares of yours as the origin square. The power still follows the rules for close attacks
Fleet-Footed: You gain a +1 feat bonus to your speed
Spell Focus: Creatures that attempt saving throws against your wizard powers take a -2 penalty to the rolls
Arcane Mastery: Once per encounter you can spend an action point to regainthe use of a daily wizard power youve already used today, instead of taking an extra action
Blind-Fight: Adjacent creatures do not gained the benefit of concealment or invisibility against you. This means you can make opportunity attacks against creatures you cant see
Spell Accuracy: You can omit a number of squares from the area of effect of any of your area or close wizard powers. This number cant exceed your wisdom modifier

Wizard of the Spiral Tower
Corellon's Implement: Staff of Defense
Spiral Tower Action: You can spend an action point to regain one wizard encounter power you have already used, instead of taking an extra action
Radiant Censure: When an enemy attacks your will defense, the enemy takes radiant damage equal to your charisma modifier

Chosen of Corellon
Divine Spark: Increase two ability scores of your choice by 2 each

Skills

Spoiler:

Acrobatics: 15
Arcana: 27=
Athletics: 15
Bluff: 12
Diplomacy: 12
Dungeoneering: 19
Endurance: 15
Heal: 14
History: 24
Insight: 19
Intimidate: 12
Nature: 14
Perception: 14
Religion: 19
Stealth: 15
Streetwise: 12
Thievery: 15

Basic Attack

Spoiler:

+5 Desiccating Longsword: +22: 11(half lv)+ 2(str)+ 5(enh)+ 3(prof)
Damage: 1d8+9= 5(enh)+ 2(str)+ 2(feat)
Critical: +1d6 damage per plus
Property: Each time you hit with this weapon, your target takes a cumulative –1 penalty to its Fortitude defense (save ends). One saving throw ends the entire penalty, though the target can receive the penalty again with future attacks.

Lightning Dagger +2:+18/20 : 11(half lv)+ 2(str)/4(dex)+ 2(enh)+ 3(prof)
Damage: 1d4+4= 2(enh)+ 2(str)
Ranged: 5/10
Critical: +1d6 Lightning damage per plus
Power(At-Will Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power(Daily Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage

At Will

Spoiler:

Magic Missle: +26vs Reflex= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat)
Damage: 4d4+8 Force
Standard Action- Ranged 20- Target 1 creature
Special: This power can be used as a basic range attack

Ray of Frost: +26vs Fort= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat)
Damage: 2d6+8 Cold and the target is slowed until the end of your next turn
Standard Action- Ranged 10- Target 1 creature

Encounter

Spoiler:

Racical: Fey Step= Encounter- Teleportation- Move Action- Personal- Effect: Teleport up to 5 squares

Swordmage: Blastback Swipe= +27vs Fort= 11(half lv)+ 8(int)+ 5(weapon)+ 3(prof)
Damage: 1d8+8 Thunder and you push the target 2 squares
Stanard Action- Melee Weapon- Target 1 creature
Special: When charging, you can use this power inplace of a melee basic attack

Winter's Wrath= +26vs Fort= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat)
Damage: 2d8+8 Cold
Standard Action- Area Burst 2 within 10 squares- Target each creature in burst- Effect: A blizzard erupts in the designated area and continues until the end of your next turn. It grants concealment, and any creature that starts its turn in the storm takes cold damage equal to your Int mod 8. You can end this effect as a minor action

Mesmeric Hold= +26/30vs Will= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat)
Damage: 2d6+8 Psychic and the target is immobilized until the end of your next turn
Standard Action- Ranged 10- Targets 1,2, or 3 creatures 1 attack per target- Special: If you target only one creature with this power you gain a +4 power bonus to the attack roll

Combust= +26vs Reflex= 11(half lv)+ 8(int)+ 5(implement)+ 2(feat)
Damage: 5d6+8 Fire
Standard Action- Area Burst 2 within 10 squares- Target each creature in burst

The One Sword= +27vs Reflex= 11(half lv)+ 8(int)+ 5(weapon)+ 3(prof)
Damage: 2d8+8 Make a secondary attack against the target
Second Attack:+27vs Will= 11(half lv)+ 8(int)+ 5(weapon)+ 3(prof)
Damage: The target is dazed until the end of your next turn and this power is not expended
Standard Action- Melee Weapon- Target 1 creature

Spellbook (80 pages)

Spoiler:

Daily Attacks
Lv 1)Sleep
lv 5)Fireball
Lv 9)Lightning Serpent, Wall of Fire
Lv 15)Prismatic Beams, Blast of Cold
Lv 19)Acid Wave, Disintegrate, Evard's Black Tentacles
Paragon- Corellon's Blade

Utility Spells
Lv 2)Feather Fall- Daily, Shield- Encounter
Lv 6)Dispel Magic- Daily, Dimension Door- Daily
Lv 10)Blur- Daily, Resistance- Daily
Lv 16)Fly- Daily, Greater Invisibility- Daily
Lv 22)Mass Fly- Daily, Time Stop- Daily
Paragon- Shape the Dream- Daily

Rituals
Lv 1)Comprehend Language, Tenser's Floating Disk, Simbul's Conversation
Lv 2)Endure Elements, Bloom
Lv 4)Dark Light
Lv 8)Raise Dead, Remove Affliction, Shadow Bridge
Lv 14)Eye of Warning
Lv 16) Consult Oracle

Magic Gear

Spoiler:

Master's Wand of Scorching Burst +3= Critical: +1d8 damage per plus
Property: You deal an additional 1d6 fire damage to a creature occupying the origin square of your scorching burst power. Power (Encounter Arcane, Fire, Implement): Standard Action. As the wizard’s scorching burst power
Circlet of Mental Onslaught= Property: Gain a +1 bonus to Will defense.
Power (Daily): Minor Action. Gain a +1 power bonus to attack rolls and damage rolls when making Wisdom, Intelligence, and Charisma attacks until the end of the encounter.
Cape of the Mountebank +3= Fortitude, Reflex, and Will
Power (Daily Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.
Robe of Sapping +5= Power (Daily): Immediate Reaction. Use this power when a melee attack hits you. The attacker takes a –2 penalty
to AC (save ends), and you gain a +2 power bonus to AC while the attacker is under the effect. The target cannot make a saving throw against the effect until the end of its next turn. Aftereffect: The target takes a –1 penalty to AC (save ends), and you gain a +1 power bonus to AC while the target is under the effect.
Bracers of Wound Closure= Power (Daily): Immediate Reaction. Use this power when you are hit by an attack that deals ongoing damage of any type. The ongoing damage effect ends.
Gloves of Missile Deflection= Property: Gain a +1 item bonus to AC against ranged weapon attacks. Power (Daily): Immediate Interrupt. Use this power when you are hit by a ranged weapon attack. Gain resist 15 against that attack
Belt of Recovery= Property: When a critical hit is scored against you, gain a +2 item bonus to AC until the end of your next turn.
Eladrin Boots= Property: Add 2 to the maximum range of any teleport you make( other than that provided by these boots)
(Daily Teleportation): Move Action. Teleport up to 5 squares (or up to 10 if your eladrin)
Ring of Wizardry= Property: Gain a +3 item bonus to Arcana checks. Power (Daily): Minor Action. Regain the use of an arcane encounter utility power that youve already used (as if you hadnt used it this encounter) If you reached at least one milestone today, you can instead regain the use of an arcane encounter attack power
Premonition Ring= Property: Gain a +2 item bonus to initiative and passive Perception checks. Power (Daily): No Action. Use this power when you are surprised. You are not surprised. If you’ve reached at least one milestone today, you also move 3 squares and take a minor action
Restful Bedroll= Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8
temporary hit points that last until you take another rest (short or extended).
Floating Lantern= Property: This lantern never needs lighting or refilling. When you let go of the lantern, it continues to hang in the air where you leave it. If weight in excess of 1 pound is applied to the lantern, it falls to the ground. Power (At-Will): Minor Action. While you hold the floating lantern or are adjacent to it, you can set its light to be bright (10-square radius), dim (5-square radius), or off. Power (At-Will): Move Action. The last creature to hold
the lantern can mentally command it to move up to 10 squares in any direction, but not more than 10 squares from it.
Instant Campsite= Power (Daily): Standard Action. You open the satchel and it magically expands into a complete campsite, including
a campfire and four two-person tents with bedrolls. The campfire lasts for up to 12 hours (requiring no fuel) or until you spend another standard action to pack the campsite back into the satchel once more.
Endless Canteen= Power (At-Will): Standard Action. When you open its stopper, the endless canteen pours out up to 1 pint of cool, clean water. Any water that has not been consumed within 1 hour of its creation disappears.
Foe Stone= Power (At-Will): Minor Action. Choose one creature you can see. You learn all the target’s vulnerabilities, as well as which of its defenses is lowest.
Handy Haversack= Property: This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound. Dawingan item from a handy haversack is a minor action.
Everlasting Provisions= Property: After an extend rest, you open the basketcreating enough food and water to feed 5 medium or small creatures (or 1 large creature) for 24 hours