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About Garret PowersWizard(Favored Class +1HP)
exp:
6350/9000(4th) Stats:
Str 12 Dex 15+2(Human)+1(Favored School) Con 12 Int 16 Wis 12 Cha 7 HP 16 Speed 30ft Initiative 4 AC 15 Dex4+AC1+10 Touch 14 FF 11 BAB +2 CMB +3 (2+Str1) CMD 17 (2+Str1+Dex4+10) Fort +3/4 Poison (Con1+2+1vs. Poison) Ref +4 (Dex4+0) Will +4 (Wis1+3) Weapon
Spells Known:
0: Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Ghost Sound, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation 1:Abundant Ammunition, Mage Armor, True Strike, Charm Person, Gravity Bow, Infernal Healing, Vanish, Shield, Polypurpose Panacea, Grease, Unseen Servant, Crafters' Fortune Skills:
Acrobatics 4Dex Appraise +7 (3Int+1Skill+3Class) Bluff +3 (-2Cha+1Skill+3Class+1Trait) Climb 1Str Craft 3Int Diplomacy -1 (-2Cha+1Trait) Disable Device +5 (4Dex+1Skill) Disguise -2Cha Escape Artist 4Dex Fly 4Dex Heal 1Wis Intimidate -1 (-2Cha+1Trait) Arcana +7 (3Int+1Skill+3Class) Plains +7 (3Int+1Skill+3Class) Linguistics 3Int Perception +4 (1Wis+3Skill) Perform -2Cha Ride 4Dex Sense Motive 1Wis Sleight of Hand +10 (4Dex+2Skill+3Class+1Trait) Spellcraft +9 (3Int+3Skill+3Class) Stealth +10 (4Dex+2Skill+3Class+1Trait) Survival 1Wis Swim 1Str Items:
Silken ceremonial +1AC 0% Spell Failure 4 lbs. Arrows 15
Travelers Outfit
Potion: of Continual flame
Spell Book
1150g 1s 8c Sun meeting the queen at the gates, letter
Feats:
Point-Blank Shot(Combat) You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot(Combat) You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. Arcane Strike(Combat) You draw upon your arcane power to enhance your weapons with magical energy. Prerequisite: Ability to cast arcane spells. Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Craft Wondrous Item(Item Creation) You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken or destroyed wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. Special Abilities:
Arcane bond: Wizards who select a bonded object begin play with one at no cost. If the object is a ring, it must be worn to have effect. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring, it occupies the ring slot. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools. A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Chapter 5). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane school: Arcane School: 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. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots. Physical Enhancement(Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice. Augment(Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability 6 times per day. Traits&Drawbacks:
Silent Hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. Extremely Fashionable: You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Bluff) is a class skill for you. Magical Knack: Pick a class (Wizard) 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. Infernal Influence: You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison. Child of the Streets: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you. Hedonistic: You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure. Avarice: Whenever monetary treasure is divided, you must end up with a greater share of that treasure than your companions or you’re wracked with feelings of jealousy and ill will. When treasure is divided, if you do not end up with at least 10% more treasure than any other individual companion does, you have a hard time being helpful to your allies. You become irritable, and can’t take the aid another action for the next week. Power-Hungry: Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power. Background:
Garret grew up in Cheliax as part of a rich wizard family(Avarice, Hedonistic, Power-Hungry, Extremely Fashionable) that would get hired to summon devils to write up contracts. When young he was constantly left with his fathers Imp to care for him, while his family members went out on jobs, which due to it being an evil creature wasn't the greatest of ideas. It would constantly torment him(Infernal Influence, Magical Knack) as such he would regularly flee his home to escape the Imp, As such he met and befriended some street urchins who shared some of their tricks with him(Silent Hunter, Child of the Streets, Fighter) When he came of age he went to one of the wizarding schools for training on summoning but found that his talents lay elsewhere(Wizard, Transmutation) His parents ended up sending him away to 'hide' him due to his lack of talent in summoning devils. Garret traveled for a time trying to find a way to make easy money before he turned to adventuring to fulfill his many vices.
Growing up in a Lawful evil land that summons devils regularly made Garret kind of a dick, being from part of a rich family didn't help much either.
Alistair Vincze:
Strength 12 +1 Dexterity 18 (+2 Human) +4 Constitution 14 +2 Intelligence 12 +1 Wisdom 10 Charisma 10 Rogue (Favored Class +1HP) Knife Master HP 19 8+2+1+(8) Speed 30ft Initiative 8 4+4 AC 17 10+4+3 Touch 14 FF 13 BAB +1 CMB +2 CMD +16 Fort +2 Ref +6 Will 0 Weapon: Dagger(main) +5 attack 1d4+2 damage
Items: Studded leather armor
Skills: 8+1
Feats: lvl1 Two Weapin Fighting, Improved Inititave
Special Abilities: Sneak Attack 1d4/1d8(Daggers only)
Traits: River(Dock) Rat (+1 Dagger Damage +1 Swim) Background: Alistair Vincze is descendant from the wealthy merchant Varisian family of the same name, but he grew up around the docks thanks to he and his mother being abandoned by their father without a way off the island when he was just a baby. He denies any wrong-doing on the part of his father, and is determined to one day buy passage to make it back to the man one day, but not before making a name for himself, so his father will be proud to welcome him home. He used to be a part of the eastern shanty gang (the one Gwyn was a part of) before they were massacred, at which point he joined up with Upright (but--according to him--he was planning to do that anyway). Homeros:
Strength 16 (+2 Human) +3
Dexterity 14 +2 Constitution 14 +2 Intelligence 10 Wisdom 14 +2 Charisma 10 Rogue(Favored Class +1HP) HP 16 8+2+1+(5) Speed 30ft Initiative 6 2+4 AC 17 10+2+4+1 Touch 13 FF 14 BAB +1 CMB +4 CMD +16 Fort 2 Ref 4 Will 0 Weapon Shortsword +4 attack 1d6+3 damage
Skills: 8
Items: Chain Shirt
Feats:lvl1 Improved Inititave, Dodge Special Abilities: sneak attack 1d6, trapfinding
Background: Homeros has Chelish ancestry, but carries himself like a slave as his family had been enslaved at one point, he barely remembers anything before his family escaped off a ship at Krisol port, but some things stay with you. He joined up with the central gang to survive, having very few other options, since the inhabitants of Krisol tend to shy away from employing escapees on the off-chance the original owners take to violently repossessing them. |