Post by TheGratefulNed on Mar 14, 2007 23:13:47 GMT -5
Character: Gl'Fnak
Race: Tiefling (Major Baatezu Bloodline)
Faction: Transcendent Order (Master of the Heart)
Alignment: TN
Class/Level: Rogue-Transmuter 5, Tiefling Paragon 2, Bloodline 2
Home Plane: Baator
Sex: Male
Eyes: Charcoal
Hair: None
Skin: Ashen, Scaly
Height: 5'5"
Weight: 155 lbs
Age: 24
Max HP:
Reputation: <how recognizable your character is>
Honor: <popular opinion of your character's ethics>
AC: 18 (+4 Dex, +1 Armor, +3 Deflection)
DC: 1
DR: 1/Piercing
Speed: 35
Initiative:
Base Attack Bonus:
Fortitude Save:
Reflex Save:
Will Save:
Weapon and Armor Proficiencies
Simple Weapons
Crossbows
Heavy Blades
Slings and Projectiles
Feats
Improved Initiative (Level 1)
Armored Spellcaster (Level 1)
Scribe Scroll (Transmuter bonus)
Dodge (Bloodline Bonus)
Stealthy (Level 3)
Silent Spell (Transmuter bonus)
Eschew Material Components (Level 6)
*****Choose one***** (Level 9)
Racial Abilities
Darkvision, 60'
Comprehend Languages 1/day
Blur 1/day
Summon Swarm 1/week
Charm Person 3/day
Electricity Resistance 10
Darkness 1/day (Bloodline Bonus)
Baatezu Affinity +2
Smite Good 1/day (Bloodline Bonus)
Fire Resistance 5 (Bloodline Bonus)
Class Abilities
Sneak Attack +3d6
Trapfinding
Trap Sense +1
Uncanny Dodge
Enhanced Ability: Charm Person (Tiefling Paragon 1)
Enhanced Ability: Electricity Resistance (Tiefling Paragon 2)
Faction Abilities
+2 to Initiative
Action Trance at will (+1 vs. mind-affecting spells)
Equipment
(To be continued)
Long Sword +2, Astral w/ Scabbard (d8/d12 damage, wt 4)
Blue God Ore Dagger w/ Leather Sheath (d4-1/d3-1 damage, wt 0)
Dart x6 w/ Sleeve Sheaths (d3/d2 damage, total wt 3)
Light Crossbow (d6+1/d8+1 damage, wt 7)
Green God Ore Quarrel Case (total wt 2)
--Light Quarrel x20 (total wt 2)
Backpack (total wt 6.5 + ? + ?)
-Ring of Feather Fall
-Climbing Claws (wt .5)
-Celestian Silk Rope, 50' (wt 0)
-Blue God Ore-reinforced Grappling Hook (wt 1)
-Tear-away Harmonium symbol
-Scroll Case #1 (wt 1)
-Scroll Case #2 (wt 1)
-Bedroll (wt ?)
-Rations (10 days) (wt ?)
-Waterskin (wt 1)
Large Belt Pouch (total wt 1.6 + ?)
-Flint and Steel
-Candle x5 (total wt .5)
-Clay Jar (total wt .1)
--Pebble with Continual Light
-Gem of Seeing
-Sunrod x2 (wt ?)
Large Belt Pouch (total wt 8.2)
-212 PP, 233 GP, 46 CP (personal funds)
Small Belt Pouch (total wt 5.5)
-250 PP, 250 GP (personal funds)
Small Belt Pouch (total wt .5)
-Clear Quartz
-Grasshopper Leg x3
-Golden Bell, No Clapper
-Eyelash in Gum Arabic
-Roll of Gauze
Small Belt Pouch (total wt 3)
-Colored God Gem x7
-Whetstone
-Flask of Holy Water x5 (total wt 2.5)
-Phoenix Feather x9
Vial Carrying Case (total wt .9)
-Potion of Animal Control (wt .1)
-Potion of Growth (wt .1)
-Oil of Elemental Fire Invulnerability (wt .1)
-Oil of Etherealness (wt .1)
-Empty Vial x4
Waterskin (water for 3 days, total wt 1)
Partial owner of row home in Clerk's Ward
-Gong Ringer (wt 1)
Clothing
Tunic
Breeches
Green God Ore Horse Shoes
Illithid headdress
Gloves
Belt
Cloak w/ Transcendent Order Clasp (Blue God Ore)
Green God Ore Piercings
Transcendent Order Signet Ring
Spells
0th Level XXXX
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spell books.
Resistance: Subject gains +1 on saving throws.
1st Level XXXX
Alarm: Wards an area for 2 hours/level.
Avoid Planar Effects: Resist harmful planar effects for 1round/5levels; immediate cast.(Planar Handbook)
Burning Hands: 1d4/level fire damage (max 5d4).
Disguise Self: Changes your appearance.
Identify M: Determines properties of magic item.
Jump: Subject gets bonus on Jump checks.
Mage Armor: Gives subject +4 armor bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +10 on your next attack roll.
2nd Level XXX
Alter Self: Assume form of a similar creature.
Arcane Lock M: Magically locks a portal or chest.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Invisibility: Subject invisible 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Warp Sense: Locate and analyze gates/portals in 60' path.
3rd Level XX
Dispel Magic: Cancels spells and magical effects.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Melf's Minute Meteors: Conjure 1 meteor per level, which deals 1d4 damage each. Release them in groups of 5 as a full round action or individually along with any other standard action.
Phantom Steed: Magic horse appears for 1 hour/level.
Race: Tiefling (Major Baatezu Bloodline)
Faction: Transcendent Order (Master of the Heart)
Alignment: TN
Class/Level: Rogue-Transmuter 5, Tiefling Paragon 2, Bloodline 2
Home Plane: Baator
Sex: Male
Eyes: Charcoal
Hair: None
Skin: Ashen, Scaly
Height: 5'5"
Weight: 155 lbs
Age: 24
Ability | Score | Modifier |
Strength | 12 | +1 |
Dexterity | 18 | +4 |
Constitution | 17 | +3 |
Intelligence | 17 | +3 |
Wisdom | 10 | +0 |
Charisma | 12 | +1 |
Max HP:
Reputation: <how recognizable your character is>
Honor: <popular opinion of your character's ethics>
AC: 18 (+4 Dex, +1 Armor, +3 Deflection)
DC: 1
DR: 1/Piercing
Speed: 35
Initiative:
Base Attack Bonus:
Fortitude Save:
Reflex Save:
Will Save:
Class Skill | Skill | Ranks | Ability Modifier | Other Modifiers/ Notes |
X | Climb | 3 | +1 | |
X | Jump | 4 | +1 | +2 Tumble synergy |
X | Swim | +1 | ||
X | Balance | 6 | +4 | +2 Tumble synergy |
X | Escape Artist | +4 | ||
X | Hide | 10 | +4 | |
X | Move Silently | 10 | +4 | |
X | Open Lock* | |||
Ride | +4 | |||
X | Sleight of Hand* | (+2 Bluff synergy) | ||
X | Tumble* | 6 | +4 | |
X | Use Rope | 4 | +4 | |
X | Concentration | 5 | +3 | |
X | Appraise | 3 | +3 | |
X | Craft ( ) | +3 | ||
X | Decipher Script* | |||
X | Disable Device* | |||
X | Forgery | +3 | ||
X | Knowledge (Arcana)* | 4 | +3 | |
X | Knowledge (Art)* | |||
X | Knowledge (Dungeoneering)* | |||
X | Knowledge (Factions)* | 4 | +3 | |
X | Knowledge (Geography)* | |||
X | Knowledge (High Society)* | |||
X | Knowledge (History)* | |||
X | Knowledge (Law and Bureaucracy)* | |||
X | Knowledge (Local: Sigil)* | 4 | +3 | |
X | Knowledge (Local)* | |||
X | Knowledge (Medicine)* | |||
X | Knowledge (Nature)* | |||
X | Knowledge (Physical Sciences)* | |||
X | Knowledge (the Planes)* | 4 | +3 | |
X | Knowledge (Religion and Philosophy)* | |||
X | Knowledge (Social Sciences)* | |||
X | Language* | +3 | Common, Baatezu, Lower Planar Trade | |
X | Literacy* | Common | ||
X | Search | 3 | +3 | |
X | Spellcraft* | 5 | +3 | |
X | Control | 5 | +0 | |
Heal | +0 | |||
X | Listen | 4 | +0 | |
X | Planar Expertise* | 5 | +0 | |
X | Profession ( )* | |||
X | Sense Motive | 5 | +0 | |
X | Spot | 7 | +0 | |
Survival | +0 | |||
X | Bluff | 5 | +1 | +2 Tiefling Paragon bonus, +2 Bloodline bonus |
X | Diplomacy | +1 | -2 racial penalty, +2 Bloodline bonus, +2 Bluff synergy, +2 Sense Motive synergy | |
X | Disguise | +1 | -2 racial penalty, +2 Bluff synergy | |
X | Gather Information | +1 | ||
Handle Animal* | ||||
X | Intimidate | +1 | +2 Tiefling Paragon bonus, +2 Bluff synergy | |
X | Perform ( )* | |||
X | Use Magic Device* | (+2 Spellcraft synergy) |
Weapon and Armor Proficiencies
Simple Weapons
Crossbows
Heavy Blades
Slings and Projectiles
Feats
Improved Initiative (Level 1)
Armored Spellcaster (Level 1)
Scribe Scroll (Transmuter bonus)
Dodge (Bloodline Bonus)
Stealthy (Level 3)
Silent Spell (Transmuter bonus)
Eschew Material Components (Level 6)
*****Choose one***** (Level 9)
Racial Abilities
Darkvision, 60'
Comprehend Languages 1/day
Blur 1/day
Summon Swarm 1/week
Charm Person 3/day
Electricity Resistance 10
Darkness 1/day (Bloodline Bonus)
Baatezu Affinity +2
Smite Good 1/day (Bloodline Bonus)
Fire Resistance 5 (Bloodline Bonus)
Class Abilities
Sneak Attack +3d6
Trapfinding
Trap Sense +1
Uncanny Dodge
Enhanced Ability: Charm Person (Tiefling Paragon 1)
Enhanced Ability: Electricity Resistance (Tiefling Paragon 2)
Faction Abilities
+2 to Initiative
Action Trance at will (+1 vs. mind-affecting spells)
Equipment
- Leather Armor (wt 15)
- Ring of Warmth
- Ring of Fire Resistance (10)
- Green God Ore Scimitar w/ Blue God Ore Scabbard (wt 0)
(To be continued)
Long Sword +2, Astral w/ Scabbard (d8/d12 damage, wt 4)
Blue God Ore Dagger w/ Leather Sheath (d4-1/d3-1 damage, wt 0)
Dart x6 w/ Sleeve Sheaths (d3/d2 damage, total wt 3)
Light Crossbow (d6+1/d8+1 damage, wt 7)
Green God Ore Quarrel Case (total wt 2)
--Light Quarrel x20 (total wt 2)
Backpack (total wt 6.5 + ? + ?)
-Ring of Feather Fall
-Climbing Claws (wt .5)
-Celestian Silk Rope, 50' (wt 0)
-Blue God Ore-reinforced Grappling Hook (wt 1)
-Tear-away Harmonium symbol
-Scroll Case #1 (wt 1)
-Scroll Case #2 (wt 1)
-Bedroll (wt ?)
-Rations (10 days) (wt ?)
-Waterskin (wt 1)
Large Belt Pouch (total wt 1.6 + ?)
-Flint and Steel
-Candle x5 (total wt .5)
-Clay Jar (total wt .1)
--Pebble with Continual Light
-Gem of Seeing
-Sunrod x2 (wt ?)
Large Belt Pouch (total wt 8.2)
-212 PP, 233 GP, 46 CP (personal funds)
Small Belt Pouch (total wt 5.5)
-250 PP, 250 GP (personal funds)
Small Belt Pouch (total wt .5)
-Clear Quartz
-Grasshopper Leg x3
-Golden Bell, No Clapper
-Eyelash in Gum Arabic
-Roll of Gauze
Small Belt Pouch (total wt 3)
-Colored God Gem x7
-Whetstone
-Flask of Holy Water x5 (total wt 2.5)
-Phoenix Feather x9
Vial Carrying Case (total wt .9)
-Potion of Animal Control (wt .1)
-Potion of Growth (wt .1)
-Oil of Elemental Fire Invulnerability (wt .1)
-Oil of Etherealness (wt .1)
-Empty Vial x4
Waterskin (water for 3 days, total wt 1)
Partial owner of row home in Clerk's Ward
-Gong Ringer (wt 1)
Clothing
Tunic
Breeches
Green God Ore Horse Shoes
Illithid headdress
Gloves
Belt
Cloak w/ Transcendent Order Clasp (Blue God Ore)
Green God Ore Piercings
Transcendent Order Signet Ring
Spells
0th Level XXXX
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spell books.
Resistance: Subject gains +1 on saving throws.
1st Level XXXX
Alarm: Wards an area for 2 hours/level.
Avoid Planar Effects: Resist harmful planar effects for 1round/5levels; immediate cast.(Planar Handbook)
Burning Hands: 1d4/level fire damage (max 5d4).
Disguise Self: Changes your appearance.
Identify M: Determines properties of magic item.
Jump: Subject gets bonus on Jump checks.
Mage Armor: Gives subject +4 armor bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +10 on your next attack roll.
2nd Level XXX
Alter Self: Assume form of a similar creature.
Arcane Lock M: Magically locks a portal or chest.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Invisibility: Subject invisible 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Warp Sense: Locate and analyze gates/portals in 60' path.
3rd Level XX
Dispel Magic: Cancels spells and magical effects.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Melf's Minute Meteors: Conjure 1 meteor per level, which deals 1d4 damage each. Release them in groups of 5 as a full round action or individually along with any other standard action.
Phantom Steed: Magic horse appears for 1 hour/level.