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About Nym OmriwinMale Drow Earth Elemental-Blooded Sorcerer 7, Fighter 1, Eldritch Knight 8
STR | 10 | +0
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Defense:
AC 25 (29 w Sheild) (AB +6 | Dex +5 | Defl +3 | Nat +1 | Base +10 | Shield Spell +4) Touch 17 Flat-footed 20 (24 w Sheild) CMD 29 Saves Fort +11, Ref +12, Will +10 (+18 vs Mind Effect +2 vs Enchantment) Spell Resistance 22 Specials: +2 saves vs enchantments, +8 vs Mind Effect, immune to sleep, and Resistance to Acid 20 (10) --------------------
Offense:
BAB Melee +18 Ranged Touch +18 CMB +12 CMD +30 -------------------- +1 Cold Iron Holy Rapier | +19/+14/+9 | 1d6 +1 | 15-20 x 2
+1 MWK Hand Crossbow | +18 | 1d4 | 19-20 x 2
Mwk Dagger | +18/+13/+8 | 1d4 | 19-20 x 2 Ray Attacks +18 --------------------
Skills:
Acrobatics +5 Bluff +8 Diplomacy +8 Disguise +8 Escape Artist +5 Intimidate +8 Knowledge (arcana) +13 Knowledge (dungeoneering) +5 +6 underground Knowledge (planes) +5 Linguistics +4 Perception +12 Perform +5 Ride +5 spellCraft +11 Stealth +5 Survival +0 +1 underground --------------------
Special Abilities:
• DARKVISION 120 FT: Drow can see in the dark up to 120 ft.
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Class Abilities:
FAVORED CLASS (Sorcerer): You've gain the following bonuses: +7 additional Sorcerer spell known. Sorcerer
• SORCERER SPELLS: The sorcerer chooses spells from the sorcerer/wizard list according to the progression in [PFCR 72]. A sorcerer learns additional spells, derived from her bloodline: Burning Hands, Scorching Ray. (PFCR 70-71).
Edritch Knight
Fighter
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Spells:
Caster LVL 14 Concentration: [Dice=Concentration] 1d20 + 14 +8[/dice] Vs SR [dice=sr] 1d20 + 14 +4 [/dice] +2 for Piercing Spell Save DC: 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 |
----- 0-Level Spells -----
Arcane Mark uni V, S 1 std act touch perm none no Inscribes a personal rune (visible or invisible). PFCR 244 Detect Magic div V, S 1 std act 60 ft concn (max 14 min none no Detects spells and magic items within 60 ft. PFCR 267 Detect Poison div V, S 1 std act close instant none no Detects poison in one creature or object. PFCR 268 Disrupt Undead nec V, S 1 std act close instant none yes Deals 1d6 damage to one undead. PFCR 273 Ghost Sound ill (fig) V, S, M 1 std act close 14 rnds Will
Haunted Fey Aspect ill (glam) S 1 std act personal 14 rnds (D) none You surround yourself with disturbing illusions. PFUC 230 Mage Hand tra V, S 1 std act close concn none no 5-pound telekinesis. PFCR 306 Message tra [lang_dep] V, S, F 1 std act medium 140 mins none no Whispered conversation at distance. PFCR 313 Penumbra evo [dark] V, S, M 1 std act touch 140 mins (D) Will neg (h) yes Target suffers no penalties or blindness from bright light, such as light sensitivity or light blindness. UM Ray of Frost evo [cold] V, S 1 std act close instant none yes Ray deals 1d3 cold damage. PFCR 330 Read Magic div V, S, F 1 std act personal 140 mins none Read scrolls and spellbooks. PFCR 330 Spark* evo [fire] V or S 1 std act close instant Fort neg (object) yes (object) Ignites flammable objects PFAPG 246 ----- 1st-Level Spells ----- Burning Hands evo [acid] V, S 1 std act 15 ft instant Ref half yes 5d4 fire damage. PFCR 251 [dice=burning hands] 5d4[/dice] Chill Touch nec V, S 1 std act touch instant Fort partial or Will negates yes touch deal 1d6 damage and possibly 1 Str damage. PFCR 255 Ear-Piercing Scream evo [sonic] V, S 1 std act close; see text Fort partial (see text) yes Deal sonic damage 5d6 and daze target. PFUM 218 Magic Missile evo [force] V, S 1 std act medium instant none yes Missile of magical energy, dealing 1d4+1 points of force damage. (5 missiles) PFCR 309 Ray of Enfeeblement nec V, S 1 std act close Fort half yes Ray deals 1d6+5 Str damage. PFCR 329 Shield abj [force] V, S 1 std act personal 14 mins none Invisible disc gives +4 to AC, blocks magic missiles. PFCR 342 Shocking Grasp evo [electricity] V, S 1 std act touch instant none yes Touch delivers 5d6 electricity damage. +3 on attack rolls if the opponent is wearing metal armor PFCR 343 Touch of Gracelessness tra V, S 1 std act touch Fort partial yes Subject looses 1d6+5 Dex and is prone to falling down. PFAPG 249 ----- 2nd-Level Spells ----- Blur ill (glam) V 1 std act touch 14 mins Will neg (h) yes (h) Attacks miss subject 20% of the time. PFCR 251 Flaming Sphere evo [fire] V, S, M/DF 1 std act medium 14 rnds Ref neg yes Creates rolling ball of fire, 3d6 damage, lasts 11 rounds. PFCR 283 Scorching Ray evo [acid] V, S 1 std act close instant none yes Ranged touch attack deals 4d6 fire damage. (3 Rays). PFCR 337 Spectral Hand nec V, S 1 std act medium 14 mins none no Creates disembodied glowing hand to deliver touch attacks. PFCR 346 Spider Climb tra V, S, M 1 std act touch 140 mins Will neg (h) yes (h) Grants ability to walk on walls and ceilings. PFCR 347 Stone Call con (creat) [earth] V, S, DF 1 std act medium 14 rnds none no 2d6 damage to all creatures in area. PFAPG 247 Touch of Idiocy enc (comp) [mind_aff] V, S 1 std act touch 140 mins none yes Subject takes 1d6 points of Int, Wis, and Cha damage. PFCR 360 Web con (creat) V, S, M 1 std act medium 140 mins Ref neg; see text no Fills 20-ft.-radius spread with sticky spider webs. PFCR 368 ----- 3rd-Level Spells ----- Blink tra V, S 1 std act personal 14 rnds none You randomly vanish and reappear for 14 rounds. PFCR 250 Fireball evo [fire] V, S, M 1 std act long instant Ref half yes 10d6 damage, 20 ft radius. PFCR 283 [dice=Fire Ball] 10d6[/dice] dc19 Ref for half Hydraulic Torrent evo [water] V, S 1 std act 60 ft instant none yes Creates torrent of water the bull rushes any creature in its path PFAPG 229 Lightning Bolt evo [electricity] V, S, M 1 std act 120 ft instant Ref half yes Electricity deals 10d6 damage. PFCR 304 [dice=Lightning bolt] 10d6[/dice] dc18 Ref for half Protection from Energy abj V, S, DF 1 std act touch 140 mins or used Fort neg (h) yes (h) Absorb 120 points of damage from one kind of energy. PFCR 327 ----- 4th-Level Spells ----- Black Tentacles con (creat) V, S, M 1 std act medium 14 rnds none no Tentacles grapple all within 20 ft radius spread and may cause 1d6+4 bludgeoning damage. PFCR 248 Elemental Body I tran (polymorph) V,S,M personal 14 mins When you cast this spell, you can assume the form of a Small Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide. PFRC 276 Enervation nec V, S 1 std act Close none yes You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Special Abilities). Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don’t last long enough to do so. Stoneskin abj V, S, M 1 std act touch 140 mins or used Will neg (h) yes (h) Ignore 10 points of damage per attack, up to 140 points. PFCR 350 Vitriolic Mist evo (acid) V, S, M 1 std act personal
----- 5th-Level Spells ----- Elemental Body II tran (polymorph) V,S,M personal 14 mins When you cast this spell, you can assume the form of a Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus. PFRC 276 Fire Snake evo [fire] V, S, M 1 std act 60 ft instant Ref half yes Creates a serpentine path of fire 60 ft long that deals 14d6 fire damage. PFAPG 222 Hungry Pit con (create) V, S, F 1 std act medium 14 rnds Ref neg; Ref half; s no As create pit, but dealing 4d6 damage to thoes in it as it closes PFAPG 228 Vampiric Shadow Shield nec V, S 1 std act personal 14 rnd
----- 6th-Level Spells ----- Chain Lightning evo (electricity) V, S, F 1 std act long 960ft Ref half yes 14d6
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. Disintegrate tran V,S,M/DF 1 std act medium (240ft) Fortitude partial (object) yes 28d6
When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per casting. ----- 7th-Level Spells -----
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Feats:
-- GENERAL FEATS -- • ESCHEW MATERIALS: You can cast any spell that has a material component costing 1gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. (PFCR 123) • SPELL PENETRATION: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. (PFCR 134) • GREATER SPELL PENETRATION: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration. (PFCR 125) • Steadfast Personality Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier. -- COMBAT FEATS --
-- METAMAGIC FEATS --
-------------------- Drow Poison:
injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save. -------------------- Equipment:
-- MAGIC ITEMS -- • BELT OF INCREDIBLE DEXTERITY +4 • ROBES OF ARCANE HERITAGE: These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects. [CL: 9th] [Body (PFAPG)] • GLOVES OF STORING: This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove's effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up your entire hands slot. You may not use another item (even another glove of storing) that also uses the hands slot. [CL: 6th] [Hands (PFCR)] • RING OF PROTECTION +3 • CLOAK OF RESISTANCE +2 • HANDY HAVERSACK • Immovable Rod • Everfull Flagon • headband of alluring charisma +4 • amulet of natural armor +1 • +2 Mithral Chain Shirt • +1 Cold Iron Holy Rapier
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Smoked Goggles Handy Haver sack
Waterproof Scroll case
Wand Quiver
Bandolier 1
Bandolier 2
-------------------- Traits:
-- TRAITS -- • UNDERWORLD EXPLORER (Regional): You are familiar with the byways and checks, and a +1 trait bonus on Knowledge (dungeoneering) and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you. (PFCo: DEP) -------------------- About Nym:
Nym started out with a simple life as a scribe and apprentice to his grand father (a former mage for House Mylyl). It was from this he started learning the magical ways. But war broke out between House Mylyl and House DeVir.Soon Nym was drafted into the Mylyl army where he quickly adapted to sword play. On the battle field Nym found that the use of magic and sword work very well in conjunction together. The war over Nym returned home to find that his town had been attacked and his family either slained or captured by the evil Cult of Orcus. He has since been doing what he can to disrupt the Cult's affairs and rescue those he can, while looking for any of his family. Concentration Check:
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect. Casting Defensively:
If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you’re casting) to succeed. You lose the spell if you fail. Touch Spells in combat:
Touch Spells in Combat
Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject, either in the same round or any time later. In the same round that you cast the spell, you may also touch (or attempt to touch) the target. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. However, the act of casting a spell does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack. Your opponent’s AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.
If you don’t discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. You can continue to make touch attacks round after round. You can touch one friend as a standard action or up to six friends as a full-round action. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. (If your unarmed attack or natural weapon attack doesn’t provoke attacks of opportunity, neither does this attack.) If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge. See Page 184 PFCR Spell Resistance:
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the spell to affect that creature. The defender’s spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level to this caster level check. The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place. The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells without forcing the caster to make a caster level check. Blink:
School transmutation; Level bard 3, magus 3, sorcerer/wizard 3
CASTING
EFFECT
DESCRIPTION
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike. Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane). While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures. You take only half damage from falling, since you fall only while you are material. While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones. An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet. Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material. Commonly needed rolls:
[dice=sr] 1d20 + 14 + 4[/dice] [dice=Blink miss] 1d100[/dice] [dice=Casting Defensively] 1d20 + 14 + 5 [/dice] [dice=perc]1d20+12[/dice]
Notes on Orcus Shrines of Power:
Felicitas as you scour the ancient tome within the library you begin to cobble together a plausible solution and history regarding the Shrines of Power, the dungeon, and the avatar's relationship. The unholy shrines in the dungeon provide power to the demon prince, Orcus, and his avatar, the “Master.” To cleanse the area of evil, a fearless party must destroy and consecrate each of the three unholy shrines. The unholy shrines are known as: The Upper Temple of Orcus, The Lower Temple of Orcus, and the Chapel of Orcus. The first unholy shrine is rumored located in the upper quarter of the dungeon Level 4, where you found Meath’d. The second unholy shrine is located on level 9 and is guarded by Gudmund the Disciple. The last of the unholy shrines is located deep below the surface on level 14 but can only be accessed through a secret passage from level 5. Death awaits the foolhardy. Any hope to of expunging the evil forces within the dungeon destroying the Shrines of Power is necessary as the Master draws power from each of these power centers. Destroy one and weaken him, destroy two and get his attention, and to destroy three will provide a flicker of hope. Please link this to your profile. I'm still working on a second part of the story as it relates to the weapons.
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