About Sköll of House Ráðormrwork in progress Appearance::  
----- [spoiler=History:] In progress... AC: 13 (+3 Dex ) 
 Fort: +4 (+4 base, +0 Con) 
 BAB: +2 
 Initiative: +3 HP: 26 Favored Classes: Archivist 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  |