Monday, 20 July 2015

Shade Character Sheet Goblin Hunting (4050 xp)

Shade Character Sheet

Str: 8 (-1)
Dex: 12 (+1)
Con: 14 (+2)
Int: 18 (+4) 
Wis: 12 (+1)
Chr: 13 (+1)

Human Conjurer (Wizard) (Chaotic Neutral) Vailien (Shade)

Level: 2

Hit Points: 16 hp

XP: 4051

BAB: +1
Fort: (0 + Con) +2
Reflex: (0 + Dex) +1
Will: (3 + Wis) +4

AC: 11+1 = 12
AC (No Dex): 11
CMD: 13
CMB: +2

GP: 194
SP: 3
CP: 0

Weapons:

Main: Rapier 1d6 (18-20, x2) 2lbs
Secondary: Quarterstaff 1d6 (x2) 4 lbs
Tertiary: Dagger 1d4 (19-20, x2) 1 lb
Ranged: Light Crossbow (with 15 Bolts)
Wand: Wand of Enlarge Person (Max Charges 50, Currently 49/50)

                 Total Weapon Weight: 8 lbs

Armor:

Head: Black Tattered Robe's Hood
Neck:
Shoulders:
Chest: Black Tattered Robe
Arms:
Hands:
Finger: Dark Priests Ring (+1 Armor) 
Finger:
Waist:
Legs:
Feet: Sandals
Shield:
Other:
                        Total Armor Weight: 1 lb
Skills:

Knowledge: Arcana
Knowledge: Planes
Profession: Jester
Craft: Alchemy


Languages:

1. Common
2. Draconic
3. Abyssal
4. Goblin
5. Giant (Traded knowledge for level one specialization spell slot) 


Class Abilities:

1. Familiar - Raven "Harken" (1 HD, 6 HP) (Alertness, Gain +2 to sense things when familiar is present) (Improved Evasion, Successful reflex save negates damage) (Share Spells, Can buff a familiar with spells normally only range personal) (Empathic Link, Can share emotions when separated)

2. Arcane School Specialization: Conjuration

   (a) Summoner's Charm (Su.): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell ends immediately. 
   (b) Acid Dart (Sp.): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage, +1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your intelligence modifier. This attack ignores spell resistance.
    (c) Dimensional Step (Sp.): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5 foot increments and such movement does not provoke attacks of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.  
   

3. Opposed Schools: Necromancy and Abjuration (Costs 1 spell level higher to cast these spells)

                                 Spells:

0 Level:

      Abjuration (Opposed)


1. Resistance


     Conjuration


1. Acid Splash


    Divination


1. Detect Magic

2. Detect Poison
3. Read Magic

    Enchantment


1. Daze

    Evocation


1. Dancing Lights

2. Flare
3. Light
4. Ray of Frost
5. Spark

    Illusion


1. Ghost Sound

2. Haunted Fey Aspect

   Necromancy (Opposed)


1. Bleed

2. Disrupt Undead
3. Touch of Fatigue

   Transmutation


1. Mage Hand

2. Mending
3. Message
4. Open/Close

   Universal


1. Arcane Mark

2. Prestidigitation




1st Level:

      Abjuration (Opposed)

1. Alarm
2. Shield

      Conjuration 

1. Grease
2. Mount
3. Mage Armor
4. Obscuring Mist
5. Summon Monster I

       Divination 

1. Identify
2. Comprehend Languages
3. Detect Secret Doors

       Enchantment

1. Charm Person
2. Hypnotism
3. Sleep

       Evocation

1. Burning Hands
2. Magic Missile
3. Shocking Grasp

       Illusion

1. Silent Image
2. Disguise Self
3. Color Spray

       Necromancy (Opposed)


       Transmutation

1. Enlarge Person
2. Reduce Person
3. Animate Rope
4. Feather Fall
5. Ant Haul



         Special Gear:


- Dark Priests Ring (+1 AC, sacrifice 1d6 hp/spell level to recast a spent spell)

- Wand of Enlarge Person - 48/50 Charges
- Potion of Cure Moderate Wounds (1)
- Tree House Stick
- Time Dilation Device
- Shade's Spellbook
- Shade's Journal

       Gear:

- Masterwork Backpack
- Pouch
- Bedroll
- Water Skin
- Tinderbox
- 1 Month Trail Rations * (Only 5 days worth brought in pack, rest in saddlebag)
- 5 Torches * (In saddlebag)
- Hooded Lantern
- 10 Oil Flasks * (5 in saddlebag)
- 100 ft. rope
- Grappling Hook
- 2 Vials of Holy Water
- Various sets of clothing * (In saddlebag)

Scrolls:

(See daily spell list)

Scribe Gear:


- Map of Ashmont

- Shade's Journal
- Scribe Kit (100gp worth of supplies) * (In saddlebag)

Mount:


Darkness (Kheldru Spiderbane's horse) (Heavy horse) *


Feat List:

1st - Spell Focus - Conjuration (+1 to Conjuration DC's)
Bonus 1st - Augment Summoning (+4 to Str and Con of summoned creatures)
3rd - Superior Summoning (Each time you summon two or more you can add one to that number)
5th - Opposition Research (Removes the penalty for casting from a school, in this case, Necromancy)
7th - Improved Familiar (Imp)
9th - Improved Spell Sharing
11th - True Name
13th - Spell Perfection
15th -
17th -
19th - 
Class - Scribe Scroll

Saturday, 18 July 2015

Shade Updated Sheet

Shade Character Sheet

Str: 8 (-1)
Dex: 12 (+1)
Con: 14 (+2)
Int: 18 (+4) 
Wis: 13 (+1)
Chr: 12 (+1)

Human Wizard (Chaotic Neutral) Vailien (Shade)

Level: 2

Hit Points: d6+2 + Level 2 (Rolled 6+2) + Toughness (3hp) = 19hp

XP: 4051

BAB: +1
Fort: (0 + Con) +2
Reflex: (0 + Dex) +1
Will: (3 + Wis) +4

AC: 11+1 = 12
AC (No Dex): 11
CMD: 13
CMB: +2

GP: 94
SP: 3
CP: 0

Weapons:

Main: Rapier 1d6 (18-20, x2) 2lbs
Secondary: Quarterstaff 1d6 (x2) 4 lbs
Tertiary: Dagger 1d4 (19-20, x2) 1 lb
Ranged: Light Crossbow (with 15 Bolts)
Wand: Wand of Enlarge Person (Max Charges 50, Currently 49/50)

                 Total Weapon Weight: 8 lbs

Armor:

Head: Black Tattered Robe's Hood
Neck:
Shoulders:
Chest: Black Tattered Robe
Arms:
Hands:
Finger: Dark Priests Ring (+1 Armor) 
Finger:
Waist:
Legs:
Feet: Sandals
Shield:
Other:
                        Total Armor Weight: 1 lb
Skills:

Knowledge: Arcana
Knowledge: Planes
Profession: Jester/Magician
Craft: Alchemy


Languages:

1. Common
2. Draconic
3. Abyssal
4. Goblin
5. Giant


Class Abilities:

1. Familiar - Raven "Harken" (1 HD, 6 HP) (Alertness, Gain +2 to sense things when familiar is present) (Improved Evasion, Successful reflex save negates damage) (Share Spells, Can buff a familiar with spells normally only range personal) (Empathic Link, Can share emotions when separated)

2. Arcane School Specialization: Transmutation
   (a) Physical Enhancement (+ to stats)
   (b) Telekinetic Fist (1d4+1/2 lvls in 30 ft, Ranged Touch, Usable 3 + Int Mod per Day)
   (c) Change Shape (8th level)

3. Opposed Schools: Necromancy and Abjuration (Costs 1 spell level higher to cast these spells)

                                 Spells: 

0 Level: 

      Abjuration (Opposed)

1. Resistance

     Conjuration

1. Acid Splash

    Divination

1. Detect Magic
2. Detect Poison
3. Read Magic

    Enchantment

1. Daze

    Evocation

1. Dancing Lights
2. Flare
3. Light
4. Ray of Frost
5. Spark

    Illusion

1. Ghost Sound
2. Haunted Fey Aspect

   Necromancy (Opposed)

1. Bleed
2. Disrupt Undead
3. Touch of Fatigue

   Transmutation

1. Mage Hand
2. Mending
3. Message
4. Open/Close

   Universal

1. Arcane Mark
2. Prestidigitation




1st Level:

      Abjuration (Opposed)

1. Alarm
2. Shield

      Conjuration 

1. Grease
2. Mount
3. Mage Armor
4. Obscuring Mist
5. Summon Monster I

       Divination 

1. Identify
2. Comprehend Languages
3. Detect Secret Doors

       Enchantment

1. Charm Person
2. Hypnotism
3. Sleep

       Evocation

1. Burning Hands
2. Magic Missile
3. Shocking Grasp

       Illusion

1. Silent Image
2. Disguise Self
3. Color Spray
4. 

       Necromancy (Opposed)


       Transmutation

1. Enlarge Person
2. Reduce Person
3. Animate Rope
4. Magic Weapon
5. Alter Winds
6. Expeditious Retreat 
7. Feather Fall
8. Ant Haul
9. Expeditious Excavation*
10. Swift Girding*

(*Refers to spells learned at Level 2. Two Spells able to be learned at new level)

         Special Gear:

- Dark Priests Ring (+1 AC, sacrifice 1d6 hp/spell level to recast a spent spell)
- Wand of Enlarge Person - 49/50 Charges
- Potion of Cure Moderate Wounds (1)
- Tree House Stick
- Time Dilation Device
- Shade's Spellbook
- Shade's Journal

       Gear:

- Masterwork Backpack
- Pouch
- Bedroll
- Water Skin
- Tinderbox
- 1 Month Trail Rations * (Only 5 days worth brought in pack, rest in saddlebag)
- 5 Torches * (In saddlebag)
- Hooded Lantern
- 10 Oil Flasks * (5 in saddlebag)
- 100 ft. rope
- Grappling Hook
- 2 Vials of Holy Water
- Various sets of clothing * (In saddlebag)


Scrolls:

1. Identify
2. Detect Secret Doors
3. Detect Secret Doors
4. Charm Person
5. Charm Person
6. Animate Rope
7. Ant Haul
8. Ant Haul
9. Color Spray
10. Color Spray


Scribe Gear:

- Map of Ashmont
- Shade's Journal
- Scribe Kit (100gp worth of supplies) * (In saddlebag)

Mount:

Darkness (Kheldru Spiderbane's horse) (Heavy horse) * (Currently lost in the barrens)

Feat List:

1st - Toughness
Bonus 1st - Craft Wondrous Item
Class - Scribe Scroll

Tuesday, 14 July 2015

Spells per Day while Goblin Hunting

0 Level:

1. Read Magic
2. Ghost Sound
3. Prestidigitation
4. Detect Magic
5. (Given up)

1st Level:

1. Color Spray
2. Grease
3. ________ (undecided)
4. (Conjur.) Summon Monster I

Scrolls:

1. Animate Rope
2. Comprehend Languages
3. Ant Haul
4. Ant Haul
5. Charm Person
6. Charm Person

Wand:

Enlarge Person 48/50 charges

Monday, 3 March 2014

Available Magic and Spells per Day (In Bremel before Time Travel)

0 Level Spells:

1. Acid Splash
2. Ghost Sound
3. Prestidigitation
4. Read Magic
5. (Trans.) (This slot has been given up)

1st Level Spells:

1. Charm Person
2. Color Spray
3. Grease
4. (Trans.) Feather Fall

Scrolls:


1. Charm Person
2. Charm Person
3. Animate Rope
4. Comprehend Languages
5. Ant Haul
6. Ant Haul
7. Color Spray


Wands:

1. Wand of Enlarge Person (49/50 Charges)

Potions:

1. Potion of Cure Moderate Wounds (1)
2. Vial of Holy Water (2)

Shade Level 2 and Updated Loot, XP, Spells (Goblin Hunting)

Shade Character Sheet

Str: 8 (-1)
Dex: 12 (+1)
Con: 14 (+2)
Int: 18 (+4) 
Wis: 12 (+1)
Chr: 13 (+1)

Human Conjurer (Wizard) (Chaotic Neutral) Vailien (Shade)

Level: 2

Hit Points: 16 hp

XP: 4051

BAB: +1
Fort: (0 + Con) +2
Reflex: (0 + Dex) +1
Will: (3 + Wis) +4

AC: 11+1 = 12
AC (No Dex): 11
CMD: 13
CMB: +2

GP: 194
SP: 3
CP: 0

Weapons:

Main: Rapier 1d6 (18-20, x2) 2lbs
Secondary: Quarterstaff 1d6 (x2) 4 lbs
Tertiary: Dagger 1d4 (19-20, x2) 1 lb
Ranged: Light Crossbow (with 15 Bolts)
Wand: Wand of Enlarge Person (Max Charges 50, Currently 49/50)

                 Total Weapon Weight: 8 lbs

Armor:

Head: Black Tattered Robe's Hood
Neck:
Shoulders:
Chest: Black Tattered Robe
Arms:
Hands:
Finger: Dark Priests Ring (+1 Armor) 
Finger:
Waist:
Legs:
Feet: Sandals
Shield:
Other:
                        Total Armor Weight: 1 lb
Skills:

Knowledge: Arcana
Knowledge: Planes
Profession: Jester
Craft: Alchemy


Languages:

1. Common
2. Draconic
3. Abyssal
4. Goblin
5. Giant (Traded knowledge for level one specialization spell slot) 


Class Abilities:

1. Familiar - Raven "Harken" (1 HD, 6 HP) (Alertness, Gain +2 to sense things when familiar is present) (Improved Evasion, Successful reflex save negates damage) (Share Spells, Can buff a familiar with spells normally only range personal) (Empathic Link, Can share emotions when separated)

2. Arcane School Specialization: Conjuration

   (a) Summoner's Charm (Su.): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell ends immediately. 
   (b) Acid Dart (Sp.): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage, +1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your intelligence modifier. This attack ignores spell resistance.
    (c) Dimensional Step (Sp.): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5 foot increments and such movement does not provoke attacks of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.  
   

3. Opposed Schools: Necromancy and Abjuration (Costs 1 spell level higher to cast these spells)

                                 Spells:

0 Level:

      Abjuration (Opposed)

1. Resistance

     Conjuration

1. Acid Splash

    Divination

1. Detect Magic
2. Detect Poison
3. Read Magic

    Enchantment

1. Daze

    Evocation

1. Dancing Lights
2. Flare
3. Light
4. Ray of Frost
5. Spark

    Illusion

1. Ghost Sound
2. Haunted Fey Aspect

   Necromancy (Opposed)

1. Bleed
2. Disrupt Undead
3. Touch of Fatigue

   Transmutation

1. Mage Hand
2. Mending
3. Message
4. Open/Close

   Universal

1. Arcane Mark
2. Prestidigitation




1st Level:

      Abjuration (Opposed)

1. Alarm
2. Shield

      Conjuration 

1. Grease
2. Mount
3. Mage Armor
4. Obscuring Mist
5. Summon Monster I

       Divination 

1. Identify
2. Comprehend Languages
3. Detect Secret Doors

       Enchantment

1. Charm Person
2. Hypnotism
3. Sleep

       Evocation

1. Burning Hands
2. Magic Missile
3. Shocking Grasp

       Illusion

1. Silent Image
2. Disguise Self
3. Color Spray

       Necromancy (Opposed)


       Transmutation

1. Enlarge Person
2. Reduce Person
3. Animate Rope
4. Feather Fall
5. Ant Haul



         Special Gear:

- Dark Priests Ring (+1 AC, sacrifice 1d6 hp/spell level to recast a spent spell)
- Wand of Enlarge Person - 48/50 Charges
- Potion of Cure Moderate Wounds (1)
- Tree House Stick
- Time Dilation Device
- Shade's Spellbook
- Shade's Journal

       Gear:

- Masterwork Backpack
- Pouch
- Bedroll
- Water Skin
- Tinderbox
- 1 Month Trail Rations * (Only 5 days worth brought in pack, rest in saddlebag)
- 5 Torches * (In saddlebag)
- Hooded Lantern
- 10 Oil Flasks * (5 in saddlebag)
- 100 ft. rope
- Grappling Hook
- 2 Vials of Holy Water
- Various sets of clothing * (In saddlebag)

Scrolls:

(See daily spell list)

Scribe Gear:

- Map of Ashmont
- Shade's Journal
- Scribe Kit (100gp worth of supplies) * (In saddlebag)

Mount:

Darkness (Kheldru Spiderbane's horse) (Heavy horse) *

Feat List:

1st - Spell Focus - Conjuration (+1 to Conjuration DC's)
Bonus 1st - Augment Summoning (+4 to Str and Con of summoned creatures)
3rd - Superior Summoning (Each time you summon two or more you can add one to that number)
5th - Opposition Research (Removes the penalty for casting from a school, in this case, Necromancy)
7th - Improved Familiar (Imp)
9th - Improved Spell Sharing
11th - True Name
13th - Spell Perfection
15th -
17th -
19th - 
Class - Scribe Scroll