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Post by Cameron on Jun 1, 2012 21:13:04 GMT -8
[glow=yellow,2,300]PARTY TREASURE[/glow] Chimi carrying: 4 oils of shillelagh
Malzakin carrying: 4 oils of shillelagh
Veszatar carrying: 4 oils of shillelagh
Cad'ee carrying: 800 gp worth of alchemical items from the remaining spores and mushroom material
Troglodyte Slave carrying: none
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Post by Cameron on Jun 1, 2012 21:13:26 GMT -8
Veszatar AsteduisMale drow noble wizard 1 NE Medium Humanoid Init +2; Senses darkvision 120 ft.; Perception +3 Languages Elven, Undercommon, Aklo, Common, Draconic, Drow Sign Language ------------------------------------ AC 12 (+2 Dex), touch 12, flat-footed 10 hp 8 (1 HD) Immune magic sleep effects Resist none; SR 12 Fort +1, Ref +2, Will +3 (+5 vs. enchantments) Weakness light blindness ------------------------------------ Speed 30 ft. (6 squares) Melee rapier +0 (1d6/18-20) or dagger +0 (1d4/19-20) Ranged light crossbow +3 (1d8/19-20, range 80) or dagger +2 (1d4/19-20, range 10) Base Atk +0; CMB +0, CMD 12 Atk Options Point Blank Shot (+1 ranged atk/dmg within 30 feet) Combat Gear arcane scrolls (see below); flasks of acid {3}, alchemist's fire {3} Arcane/Opposition Schools Evocation / Divination, Necromancy Wizard Spells Prepared (CL 1st; bonded object 1/day; intense spells) __1st (3/day) ~ burning hands, color spray, sleep __Cantrips (3/day) ~ message, prestidigitation, ray of frostSpell-Like Abilities (CL 1st) __1/day ~ dispel magic, divine favor, suggestion (DC 13)__7/day ~ force missile {4/7}__At will ~ dancing lights, deeper darkness, faerie fire, feather fall, levitation __Constant (swift action) ~ detect magic ------------------------------------ Abilities Str 11, Dex 15, Con 12, Int 18, Wis 12, Cha 11 SQ arcane bond (ring), poison use, weapon familiarity (hand crossbow, rapier, short sword) Feats Scribe Scroll, Point Blank Shot Skills (0 ACP) Knowledge (arcana / dungeoneering / local / nature / planes) 1/+8, Perception 0/+3, Spellcraft 1/+8 Possessions (38/76/115 ~ 38, light) combat gear (-) plus rapier (2 lb), dagger (1 lb), light crossbow (4 lb), 9 masterwork bolts (1 lb), 3 flasks of acid (3 lb), 3 flasks of alchemist's fire (3 lb), scroll case (.5 lb), scholar's outfit (worn), signet ring, spell component pouch (2 lb), belt pouch (.5 lb), and 16 gp cash __Backpack (2 lb) with spellbook (3 lb), 100' silk rope (10 lb), waterskin (4 lb), and 2 days trail rations (2 lb) __Arcane Scrolls of comprehend languages, detect secret doors, disguise self, enlarge person {2}, expeditious retreat {4}, grease, mage armor {9}, magic weapon {2}, obscuring mist {2}, protection from chaos, protection from evil, reduce person {2}, shield {8}, silent image, and unseen servant __Spellbook acid splash, arcane mark, dancing lights, daze, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, resistance 1st alarm, burning hands, charm person, color spray, comprehend languages, detect secret doors, disguise self, endure elements, enlarge person, expeditious retreat, floating disk, grease, mage armor, magic missile, magic weapon, obscuring mist, protection from chaos/evil, reduce person, shield, shocking grasp, silent image, sleep, true strike, unseen servant Ht 5'11" Wt 120 lb Age 150 XP (medium) 895/2,000 Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.Poison Use (Ex): Drow are skilled in the use of poison and never risk accidentally poisoning themselves.Arcane Bond (Sp): A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools. If the wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.Arcane School: A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. __Specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot.Evocation School Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease. Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 2, 2012 7:53:33 GMT -8
Chimi AsteduisFemale drow noble cleric 1 CE Medium Humanoid Init +0; Senses darkvision 120 ft.; Perception +6 Languages Elven, Undercommon ------------------------------------ AC 18 (+6 armor, +2 shield), touch 10, flat-footed 18 hp 9 (1 HD) Immune magic sleep effects Resist none; SR 12 Fort +2, Ref +0, Will +6 (+8 vs. enchantments) Weakness light blindness ------------------------------------ Speed 20 ft. (4 squares); sudden shift 7/day Melee mwk rapier +3 (1d6+2/18-20) or whip +2 (1d3+2 nonlethal) Ranged hand crossbow +0 (1d4/19-20, range 30) Space 5 ft.; Reach 5 ft. (15 ft. with whip) Base Atk +0; CMB +2, CMD 12 Atk Options disarm/trip (whip) Special Actions channel negative energy 6/day (1d6, Will DC 13 half) Combat Gear none Domains {Lolth} Evil, Trickery (Deception) Cleric Spells Prepared (CL 1st) __1st (3/day) ~ disguise self, bane, cure light wounds __Orisons (3/day) ~ bleed, read magic, stabilize Spell-Like Abilities (CL 1st) __1/day ~ dispel magic, divine favor, suggestion (DC 16) __7/day ~ touch of evil __At will ~ dancing lights, deeper darkness, faerie fire, feather fall, levitation __Constant (swift action) ~ detect magic ------------------------------------ Abilities Str 14, Dex 11, Con 11, Int 11, Wis 18, Cha 16 SQ poison use, weapon familiarity (hand crossbow, rapier, short sword) Feats Selective Channeling Skills (-3 ACP, -4 w/shield) Disguise 1/+7, Perception 0/+6, Spellcraft 1/+4 Possessions (58/116/175 ~ 66, medium) combat gear (-) plus masterwork breastplate (30 lb), masterwork heavy steel shield (15 lb), masterwork rapier (2 lb), whip (2 lb), hand crossbow (2 lb), 20 bolts (2 lb), noble's outfit (worn), signet ring, belt pouch (.5 lb), and 37.98 gp cash __Backpack (2 lb) with 50' silk rope (5 lb), waterskin (4 lb), and whetstone (1 lb) Ht 5'5" Wt 110 lb Age 139 XP (medium) 0/2,000 Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.Poison Use (Ex): Drow are skilled in the use of poison and never risk accidentally poisoning themselves.Evil Domain Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil. Touch of Evil (Sp): You can cause a creature to become sickened (-2 penalty on attack rolls, weapon damage rolls, saves, skill checks, and ability checks) as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st ~ protection from good, 2nd ~ align weapon (evil only), 3rd ~ magic circle against good, 4th ~ unholy blight, 5th ~ dispel good, 6th ~ create undead, 7th ~ blasphemy, 8th ~ unholy aura, 9th ~ summon monster IX (evil spell only).Trickery (Deception) Domain Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive. Domain Spells: 1st ~ disguise self, 2nd ~ mirror image, 3rd ~ nondetection, 4th ~ confusion, 5th ~ false vision, 6th ~ mislead, 7th ~ project image, 8th ~ mass invisibility, 9th ~ time stop.Whip: A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy. You can also use a whip to make trip attacks. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. __Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
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Post by scottm on Jun 3, 2012 23:57:49 GMT -8
Malzakin AsteduisMale drow noble fighter 1 LE Medium Humanoid Init +5; Senses darkvision 120 ft.; Perception +3 Languages Elven, Undercommon, Drow Sign Language ------------------------------------ AC 18 (+5 Dex, +3 armor), touch 15, flat-footed 13 hp 12 (1 HD) Immune magic sleep effects Resist none; SR 12 Fort +3, Ref +5, Will +1 (+3 vs. enchantments) Weakness light blindness ------------------------------------ Speed 30 ft. (6 squares) Melee mwk elven curve blade +7 (1d10+3/18-20) or short sword +6 (1d6+2/19-20) or dagger +6 (1d4+2/19-20) Ranged longbow +6 (1d8/x3, range 100) or chakrum +6 (1d8+2, range 30) or dagger +6 (1d4+2/19-20, range 10) Base Atk +1; CMB +3, CMD 18 Atk Options none Combat Gear 3 potions of cure light wounds Spell-Like Abilities (CL 1st) __1/day ~ dispel magic, divine favor, suggestion (DC 13) __At will ~ dancing lights, deeper darkness, faerie fire, feather fall, levitation __Constant (swift action) ~ detect magic ------------------------------------ Abilities Str 15, Dex 20, Con 12, Int 12, Wis 12, Cha 11 SQ poison use, weapon familiarity (hand crossbow) Feats Exotic Weapon Proficiency (elven curve blade), Weapon Finesse Skills (-0 ACP) Knowledge (engineering) 1/+5, Perception 0/+3, Survival 1/+5, Swim 1/+6 Possessions (66/133/200 ~ 45, light) combat gear (-) plus masterwork studded leather armor (20 lb), masterwork elven curve blade (7 lb), short sword (2 lb), dagger (1 lb), punch dagger (1lb), gauntlet (1 lb), 3 chakrums (3 lb), 20 arrows (3 lb), courtier's outfit (worn), signet ring, silver mug, vermin repellent, and 35 gp cash Ht 5'8" Wt 135 lb Age 142 XP (medium) 933/2,000 Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.Poison Use (Ex): Drow are skilled in the use of poison and never risk accidentally poisoning themselves.Cad'ee drow slave Medium Humanoid Init +2; Senses darkvision 120 ft.; Perception +2 Languages Elven, Undercommon, ---------------------------------- AC 12 (+2 Dex), touch 12, flat-footed 10 hp 10 (1 HD) Immune magic sleep effects Resist none; SR 6 Fort +0, Ref +2, Will +1 (+2 vs. enchantments) Weakness light blindness ------------------------------------ Possessions (66/133/200 ~ 61, light) ~ arrows 20 (3 lbs), dagger (1lb), longbow (3 lb), long sword (9lb), lg wooden shield (10lb), flail (5lb), whetstone, ____Backpack (2 lb) with bedroll (5) 2x common blankets (2), grappling hook (1lb), 100' silk rope (10 lb), waterskin (4 lb), and 6 days trail rations (6 lb)
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