About Lore of House Silverwebmostly done Appearance::
Tall & slender with long whitish hair with strands of grey here and there. Tan skin which looks as though it has not seen the sun much. If you look at his right hand when his glove is off you can tell at some point it was burned very badly as the skin that regrew is very glossy. His close are far to expensive to be worn here. Consisting of Blue velvets and Red silks with silver embroidered in. History::
In progress... AC: 13 (+3 Dex )
Fort: +4 (+4 base, +0 Con)
BAB: +2
Initiative: +3 HP: 26 Favored Classes: Arch. Attacks::
Adamantine Rapier Dark Wood Quarter Staff Dark Wood composite Longbow MW
Skills::
Trained:
Untrained:
Traits::
.... Racial Traits::
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. 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. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Feats::
CB1* Scribe Scroll R1* Weapon Finesse R3* Craft Wondrous Item CB5* Craft Magic Arms and Armor R5* Spell Focus (?) Equipment::
Handy Haversack 2000gp, (5#) 2 Bear Traps 4gp, 5#
Scrolls: 2 Barkskin, 2 Invidability, 1 Silence Valuables: 30 pp 55 gp Spells Prepared::
0-Level DC14
1-Level DC15
2-Level DC16 (5) Hold Person
3-Level DC17 (4)
Div Spells:
Known: Divine Book 1 97/100 pgs 0-Level DC14 Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). Bleed: Cause a stabilized creature to resume dying. Create Water: Creates 2 gallons/level of pure water. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Flare: Dazzles one creature (–1 penalty on attack rolls). Guidance: +1 on one attack roll, saving throw, or skill check. Know Direction: You discern north. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Prestidigitation: Performs minor tricks. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 bonus on saving throws. Spark: Ignites flammable objects. Stabilize: Cause a dying creature to stabilize. Virtue: Subject gains 1 temporary hp. 1-Level DC15 Alarm: Wards an area for 2 hours/level. Animate Rope: Makes a rope move at your command. Arcane Lock: Magically locks a portal or chest. Bane: Enemies take –1 on attack rolls and saves against fear. Bless: Allies gain +1 on attack rolls and saves against fear. Bless Water: Makes holy water. Burning Hands: 1d4/level fire damage (max 5d4). Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Charm Animal: Makes one animal your friend. Charm Person: Makes one person your friend. Command: One subject obeys selected command for 1 round. Confusion, Lesser: One creature is confused for 1 round. Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Detect Secret Doors: Reveals hidden doors within 60 ft. Disguise Self: Changes your appearance. Divine Favor: You gain +1 per three levels on attack and damage rolls. Enlarge Person: Humanoid creature doubles in size. Entangle: Plants entangle everyone in 40-ft. radius. Erase: Mundane or magical writing vanishes. Expeditious Retreat: Your base speed increases by 30 ft. Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. Identify: Gives +10 bonus to identify magic items. Magic Aura: Alters object's magic aura. Magic Weapon: Weapon gains +1 bonus. Pass without Trace: One subject/level leaves no tracks. Produce Flame: 1d6 damage + 1/level, touch or thrown. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Shield of Faith: Aura grants +2 or higher deflection bonus. Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level. Speak with Animals: You can communicate with animals. Summon Monster I: Summons extraplanar creature to fight for you. Summon Nature's Ally I: Summons creature to fight. True Strike: +20 on your next attack roll. (APG) Wrath: +1 attack and damage against target creature. 2-Level DC16 Barkskin: Grants +2 (or higher) enhancement to natural armor. Bull's Strength: Subject gains +4 to Str for 1 min./level. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Continual Flame: Makes a permanent, heatless light. Fox's Cunning: Subject gains +4 to Int for 1 min./level. Hold Person: Paralyzes one humanoid for 1 round/level. Invisibility: Subject is invisible for 1 min./level or until it attacks. Mirror Image: Creates decoy duplicates of you. Secret Page: Changes one page to hide its real content. Silence: Negates sound in 20-ft. radius. Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha. Wood Shape: Reshapes wooden objects to suit you. 3-Level DC17 Beast Shape I: You take the form and some of the powers of a Small or Medium animal. Command Undead: Undead creature obeys your commands. Displacement: Attacks miss subject 50% of the time. Fireball: 1d6 damage per level, 20-ft. radius. Fly: Subject flies at speed of 60 ft. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Invisibility Purge: Dispels invisibility within 5 ft./level. Keen Edge: Doubles normal weapon's threat range. Quench: Extinguishes fires. Stone Shape: Sculpts stone into any shape. Suggestion: Compels a subject to follow stated course of action. Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. Special Abilities:
to come Back story:
to come |