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Full Name

Mirana Falataur

Race

Elf

Classes/Levels

Duskblade 1

Gender

Female

Size

Medium

Age

125

Alignment

Chaotic Good

Strength 16
Dexterity 14
Constitution 11
Intelligence 16
Wisdom 10
Charisma 10

About Mirana Falataur

Secondary Stats:

Size: 6"0
Hit Points: 9
AC: 17
FF: 14

Speed: 30
Fort: +2
Ref: +2
Will: +2
BAB: +1

Initiative: +2

Weapon Attacks:
Longsword: 1d20+5, 1d8+3
Dagger: 1d20+4, 1d4+3
Heavy Mace: 1d20+4, 1d8+3
Longbow: 1d20+3, 1d8

Skills:

Racial Abilities:

+2 Dexterity, –2 Constitution.

Medium: As Medium creatures, high elves have no special bonuses or penalties due to their size.

High elf base land speed is 30 feet.

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

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

Weapon Proficiency: High elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

+2 racial bonus on Listen, Search, and Spot checks. A high elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Class Abilities:

Spells: You cast arcane spells, which are drawn from the duskblade spell list. You can cast any spell you know without preparing it ahead of time.

To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1–3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).

Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.

You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

Feats

Weapon Focus: Longsword

Trait Feat
Attune Magical Weapon: +1 to hit with magical weapons

Skills
Knowledge Arcana: 2 + 3 = 5
Knowledge Geography: 2 + 3 = 5
Knowledge History: 2 + 3 = 5
Knowledge Nature: 2 + 3 = 5
Knowledge Dungeneering: 2 + 3 = 5
Spellcraft: 2 + 3 = 5
Concentration: 3 + 0 = 3
Jump: 1 + 3 = 4
Climb: 1 + 3 = 4
Ride: 1 + 2 = 3
Balance: 2 + 2 = 4

Spells per Day
3 0th level
3 1st level

Level 0
Ray of Frost
Acid Splash

1st level
Shocking Grasp, Orb of Acid

Items: Chainshirt, 2 Daggers, Light Mace, Longbow, 20 arrows, Backpack, Bedroll, Belt Pouch, Flint & Steel, Trail Rations for seven days, Sack, Waterskin, 50 FT rope, Longsword, Light Steel Shield and Whetstone, 40 Gold, 4 Sunrods.