Abadar

Sköll of House Ráðormr's page

3 posts. Alias of LostSoul.


Full Name

Sköll of House Ráðormr

Race

Human

Classes/Levels

3 Archivist (HOH) 3 Rogue 9 Divine Hand (Divine vs. of Arcane Trickster)

Gender

Male

Alignment

N

Strength 20
Dexterity 20
Constitution 20
Intelligence 26
Wisdom 18
Charisma 18

About Sköll of House Ráðormr

work in progress

Appearance::

-----

[spoiler=History:]

In progress...

AC: 13 (+3 Dex )
Touch: 13 (+3 Dex,)
Flat-Foot: 10 (...)

Fort: +4 (+4 base, +0 Con)
Ref: +3 (+1 base, +2 Dex)
Will: +4 (+4 base, +0 Wis)

BAB: +2
CMB: +2
CMD: 14

Initiative: +3

HP: 26

Favored Classes: Archivist

Attacks::

Adamantine Rapier

Dark Wood Quarter Staff

Dark Wood composite Longbow

MW

Skills::

Trained:
Appraise +15 (5 ranks, 7 Int, 3 class)
Craft: Alchemy +15 (5 ranks, 7 Int, 3 class)
Craft: Herbalist +15 (5 ranks, 7 Int, 3 class)
Diplomacy +6 (2 ranks, 1 Cha, 3 class)
Heal +8 (5 ranks, 3 class)
Knowledge: Arcana +15 (5 ranks, 7 Int, 3 Class)
Knowledge: Dungeonering +15 (5 ranks, 7 Int, 3 Class)
Knowledge: Local +15 (5 ranks, 7 Int, 3 Class)
Knowledge: Nature +15 (5 ranks, 7 Int, 3 Class)
Knowledge: Religion +15 (5 ranks, 7 Int, 3 Class)
Sense Motive +5 (2 ranks, 0 Wis, 3 Class)
Spellcraft +15 (5 ranks, 7 Int, 3 Class)

Untrained:
Acrobatics +3
Bluff +1
Climb +0
Disguise +2
Escape Artist +3
Fly +3
Intimidate +1
Perception +2
Perform +1
Ride +3
Stealth +3
Survival +0
Swim +0
Use Magic Dev. +1

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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

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#
1 Flint and Steel 1gp, 5#
1 Whetstone 2cp, 5#
10 Trail Rations 5gp
10 Candles 1sp, --
5 Chalk 5cp, --
1 Bedroll 1sp, 5#
Twine (50') 1cp, .5#
10 Sheets of Paper 4gp, --
1 Vial of Ink (1 oz.) 8gp, --
2 Inkpens 2sp, --
1 Waterskin 1gp, 5#
1 Spell Component Pouch 5gp, 2#
1 MW Alch. Lab
1 MW Herbalist Tools
1 Campfire Bead 720gp, --
1 Ioun Torch 75 gp, --
Travelers Outfit with 2 Belts (waist and shoulder)2gp, (2#)
1 MW Potion Belt
1 MW Scroll Scroll Organizer
6 Belt Pouches 6gp, 2#
Book on the local fona Language --, 5#
Book about spellcraft --, 5#
2 Daggers 4gp, 2# (boots)
Prayer book --, 5#

Scrolls: 2 Barkskin, 2 Invidability, 1 Silence

Valuables: 30 pp 55 gp

Spells Prepared::

0-Level DC14
Stabilize
Detect Magic
Create Water
Mending

1-Level DC15
Bless
Burning Hands
Charm Person
Shield
Shield of Faith
Shillelagh

2-Level DC16 (5)

Hold Person
Hold Person
Invisibility
Mirror Image
Mirror Image

3-Level DC17 (4)
Fireball
Quench
Suggestion
Fly

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