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- ------------------------------------------------------------------------------------
- NAME: |////////////////////////////////////////////////////////|
- ***************************
- |Micha
- ------------------------------------------------------------------------------------
- Description: |////////////////////////////////////////////////////////|
- ***************************
- |Height: 3'7"
- |Weight: 54 lb
- |Details: Black wings, auburn hair, Pale blue skin, Cryptic tattoos
- ------------------------------------------------------------------------------------
- RACE: |////////////////////////////////////////////////////////|
- ***************************
- |Race: Gloaming
- |Type: Outsider (Native)
- +2 Dex
- +2 Cha
- -2 Str
- -2 Wis
- Land speed: 20' + 25 movement from haste
- Air speed: 40' [average maneuverability] -> perfect maneuverability. + 35 movement from haste.
- Darkvision 60'
- Low-Light Vision
- [Light Blindness (Mitigated by Daylight Adaptation)]: daylight blinds the Gloaming for 1 round; then
- is Dazzled. Eligible for Feat: Daylight adaptation
- +1 to Knowledge (dungeoneering) (Int)
- Cast illusion(shadow) spells & effects at +1 Caster level
- Luminescence - may adjust glow generated by its body anywhere from being equivalent to a torch down
- to nothing as a Standard Action. If killed any glowing fades away within 10 minutes.
- Feat: Portal Sensitive
- +2 Racial bonus on saves vs Illusion (shadow)
- +4 Racial bonus on saves against psionic abilities
- +4 Racial bonus to move silently checks
- Size: Small
- +1 to armor class
- +1 size bonus on attack rolls
- +1 to escape artist checks
- +4 bonus on hide checks
- lifting and carrying limits 3/4 of medium character
- Languages
- Common+Undercommon+Abyssal
- -------------------------------------------------------------------------------------
- STATS: |/////////////////////////////////////////////////////////|
- ***************************
- Base Roll:14,17,16,17,15,17
- Stat| |Modifier
- str - 12 [+1]
- dex - 19 [+4]
- con - 16 [+3]
- int - 18 [+4]
- wis - 13 [+1]
- cha - 25 [+7]
- Level 4: +1 to Int
- Level 8: +1 to Cha
- -------------------------------------------------------------------------------------
- CLASS: |/////////////////////////////////////////////////////////|
- ***************************
- Level 1: Rogue (44 points)
- Level 2: Sorceress (5 points)
- Level 3: Sorceress (5 points)
- Level 4: SOrceress (6 points)
- Level 5: Sorceress (6 points)
- Level 6: Sorceress (6 points)
- Level 7: Sorceress (6 points)
- Level 8: Nightmare Spinner (8 points)
- Level 9: Nightmare Spinner (8 points)
- Level 10: Nightmare Spinner (8 points)
- Level 11: Nightmare Spinner (8 points)
- -------------------------------------------------------------------------------------
- ARMOR CLASS: |/////////////////////////////////////////////////////////|
- ***************************
- a=armor bonus, b=base, d=dodge bonus, e=enhancement bonus, l=luck bonus, m=ability modifier, s=spell
- effect, t=trait, x=size modifier, z=shield bonus
- |Armor Class: 22AC (10b+6a+1d+4m+1x+0l+0z)
- |Armor class is determined by 10 + Armor bonus + Shield bonus + Dexterity modifier + Size modifier +
- luck bonus + Haste bonus + dodge bonus
- Spell Resistance: 18
- -------------------------------------------------------------------------------------
- HITPOINTS: |/////////////////////////////////////////////////////////|
- ***************************
- Total Hitpoints: 71 Hitpoints
- Level 1:6+3=9 points
- Level 2:4+3=7
- Level 3:2+3=5
- Level 4:3+3=6
- Level 5:4+3=7
- Level 6:3+3=6
- Level 7:4+3=7
- Level 8:2+3=5
- Level 9:4+3=7
- Level 10:3+3=6
- Level 11:3+3=6
- -------------------------------------------------------------------------------------
- ATTACK BONUSES |/////////////////////////////////////////////////////////|
- ***************************
- b=base, m=ability modifier, l=luck bonus, e=enhancement bonus, t=trait, s=spell effect, x=size
- modifier, w=weapon bonus, z=ranged miss modifier
- |Base Attack Bonus: +5 (3 from sorc + 2 from NS)
- |Melee Attack Bonus: +8+1(x) (5b+1m+1(x)+1w+1s)
- |Ranged Attack Bonus: +10+1x+1z (5b+4m+1(x)+1z)
- |Description:
- Melee attack bonus is determined by Base attack bonus + Strength modifier + Size modifier +
- weapon + haste
- Ranged attack bonus is determined by Base attack bonus + Dexterity modifier + Size modifier +
- Range penalty + haste
- -------------------------------------------------------------------------------------
- SAVING THROWS |/////////////////////////////////////////////////////////|
- ***************************
- b=base, m=ability modifier, l=luck bonus, e=enhancement bonus, t=trait, s=spell buffs
- |Modified Saves:
- For: +14 (3b+3m+5l+4e-1t)
- Ref: +19 (5b+4m+5l+4e+1s)
- Wil: +23 (9b+4m+5l+4e+1t)
- |Base Saves:
- For: +3 (2 from sorc + 1 from NS)
- Ref: +5 (2 from sorc + 2 from rogue + 1 from NS)
- Wil: +9 (5 from sorc + 4 from NS)
- Spell Resistance: 18
- 104
- 0
- -------------------------------------------------------------------------------------
- SKILLS: |/////////////////////////////////////////////////////////|
- ***************************
- Skill Name |Abil|Rnk|AC|Msc|Tot|
- appraise (Int) | +4| | | | +4|ut
- Balance (Dex) | +4| | | | +4|ut
- Bluff (Cha) | +7|+10| | |+17|ut
- Climb (Str) | +1| | | | +1|ut
- Concentration (Con) | +3|+13| | |+16|ut
- Craft (Int) | +4| | | | +4|ut
- Craft (weaving) (Int) | +4| | | | +4|ut
- Decipher Script (Int) | +4| +5| | | +9|t
- Diplomacy (Cha) | +7| +5| | +4|+16|ut
- Disguise (Cha) | +7| | |*+5|+12|ut
- Escape Artist (Dex) | +4| +4| |*+1| +9|ut
- Forgery (Int) | +4| | | | +4|ut
- Gather Info (Cha) | +7| +2| | +1|+10|ut
- Heal (Wis) | +1| | | -4| -3|ut
- Hide (Dex) | +4| +3| | +4|+11|ut
- Intimidate (Cha) | +7| +4| |*+1|+10|ut
- Jump (Str) | +1| | | | +1|ut
- Knowledge (arcana) (Int) | +4| +6| | -4| +6|t
- Knowledge (dungeoneering) (Int) | +4| +5| | -3| +6|t
- Knowledge (history) (Int) | +4| +1| | -4| +1|t
- Knowledge (nature) (Int) | +4| +1| | -4| +1|t
- Listen (Wis) | +1| +3| |*+2| +6|ut
- Move Silently (Dex) | +4| +2| | +4|+10|ut
- Perform (Cha) | +7| | | +2| +9|ut
- Perform (Comedy) (Cha) | +7| +2| | +2|+11|ut
- Perform (Dance) (Cha) | +7| +2| | +2|+11|ut
- Perform (Oratory) (Cha) | +7| +1| | +2|+10|ut
- Perform (Sing) (Cha) | +7| +2| | +2|+11|ut
- Profession (Wis) | +1| | | -4| |t
- Ride (Dex) | +4| | | | +4|ut
- Search (Int) | +4| | |*-2| +2|ut
- Sense Motive (Wis) | +1| +5| | | +6|ut
- Sleight of Hand (Dex) | +4| +5| | +2|+11|t
- Spellcraft (Int) | +4|+13| |*+4|+21|t
- Speak Language (Int) | +4| | | | +4|ut
- Spot (Wis) | +1| +4| |*+2| +7|ut
- Survival (Wis) | +1| | | -4| -3|ut
- Swim (Str) | +1| +2| | | +3|ut
- Tumble (Dex) | +4| +1| | | +5|t
- Use Rope (Dex) | +4| | | | +4|ut
- *:This bonus is conditional. See descriptions below.
- ***:Multiple conditions determine this bonus.
- *Disguise (Cha): +4 bonus when disguised as a female. -4 when disguised as male. -1 from Distinctive
- trait. +2 bonus from Bluff synergy.
- Diplomacy: +2 from bluff synergy
- *Escape Artist (Dex): This bonus only applies to escaping grapples.
- Intimidate: +2 bonus from bluff synergy.
- *Listen (Wis): +2 bonus only applies when exploring underground, exploring dungeons, or solving
- puzzles.
- ***Charisma Skills: +1 bonus to all charisma based skills vs males. + 2 to all charisma based skills
- vs races not listed in the Player's Handbook. -3 to all charisma based skills vs gloamings.
- *Search (Int): You receive a +2 bonus to search checks when exploring underground, exploring
- dungeons, or solving puzzles.
- Sleight of hand: +2 bonus from bluff synergy.
- *Spellcraft (Int): +2 bonus that only applies when exploring underground, exploring dungeons, or
- solving puzzles. +2 bonus from arcane knowledge synergy.
- *Spot (Wis): +2 bonus only applies when exploring underground, exploring dungeons, or solving
- puzzles.
- -----------------------------------------------------------------------------------
- SKILL TRICKS: |///////////////////////////////////////////////////////|
- ***************************
- [Conceal Spellcasting]: Conceal spellcating from onlookers.
- ***************************
- [Social Recovery]: Make a bluff check to replace a failed Diplomacy check.
- ***************************
- [Collector of Stories]: +5 Knowledge checks when identifying monsters.
- ***************************
- [Swift Concentration]: You can maintain concentration on a spell or similar effect as a swift action.
- --------------------------------------------------------------------------------
- CLASS FEATURES |////////////////////////////////////////////////////|
- ***************************
- [Deadly Nightmare (NS Su)]: At 5th level Nightmare Spinner, you can create a mind-affecting fear
- effect that can make a living creature literally drop dead. You can target one living creature within
- 30 feet of you, which must succeed on a Will save (DC 10 + your class level + your Charisma modifier)
- or literally die of fright. Even if the save succeeds, the subject is panicked for 1 round. Any
- creature whose Hit Dice exceed twice your character level is unaffected by this power. This is a
- mind-affecting fear death effect.
- |Special: You can use this power three times per day.
- ***************************
- [Focused Sorcerer]: A sorcerer who specialized in one or more schools of magic, gaining additional
- benefits.
- |Replaces: Up to 4 schools of magic for selected spells known.
- |Specialized schools: Evocation, Transmutation, Conjuration, Illusion
- |Benefit: School Specialization: The focused sorcerer may choose to specialize in up to 4 schools of
- magic: Divination, Illusion, Evocation, Abjuration, Conjuration, Necromancy, Enchantment, or
- Transmutation. The focused sorcerer is then restricted from learning spells of the opposing school,
- and also loses the ability to counter-spell any spell of his forbidden schools of magic. The focused
- sorcerer may still use scrolls, wands, and other magical items that make use of restricted spells.
- The focused sorcerer gains the Spell Focus Feat for each school of magic he specializes in. At 10th
- level he gets Great Spell Focus feat for each school of magic he specializes in.
- The focused sorcerer also gains additional benefits determined by his specializations:
- http://dnd-wiki.org/wiki/Focused_Sorcerer_%283.5e_Alternate_Class_Feature%29
- |Necromancy: If you give up access to the Conjuration school of spells, all Necromancy spells you
- cast that cause ability damage or bestow negative levels benefit from the Maximize Spell metamagic
- feat, with no increase in effective spell level. At level 5, you exude an aura of fear. All foes
- within 30 feet that can see you must make a Will save (DC 10 + 1/2 your level + your Charisma
- modifier) or be panicked. Even if the Will save succeeds, the creature is shaken for 1 round.
- |Evocation: If you give up access to the Abjuration School of spells, all Evocation spells you cast
- benefit from increased damage as though you had applied the effects of the Empower Spell metamagic
- feat, with no increase in effective spell level. At level 5, all Evocation spells you cast benefit
- from increased damage as if you had applied the effects of the Maximize Spell metamagic feat, with no
- increase in effective spell level. Note that an Empowered, Maximized spell gains the separate
- benefits of each feat; the maximum result plus one-half the normally rolled result. You may choose to
- modify any Evocation spell cast with the benefits of the Energy Substitution metamagic feat, however
- each separate feat will add 1 round to the normal time required to cast the selected spell.
- |Illusion: If you give up access to the Divination school of spells, you may choose to modify any
- spell cast from the Evocation, Conjuration, or Transmutation schools with the benefits of the
- Invisible Spell metamagic feat. At level 5, all spells you cast may benefit from the effects of the
- Silent Spell metamagic feat, with no increase in effective spell level.
- |Transmutation: If you give up access to the Enchantment school of spells, all Transmutation spells
- you cast benefit from an increased duration as if they had been modified by the Extend Spell
- metamagic feat, with no increase in effective spell level. At level 5, all Transmutation spells you
- cast benefit from an increased duration as if they had been modified by the Persistent Spell
- metamagic feat, with no increase in effective spell level.
- ***************************
- [Immunity to Fear (NS Su)]: Beginning at 1st level Nightmare Spinner, you gain immunity to all fear
- effects.
- ***************************
- [Inspire Fear (NS Su)]: As a standard action (beginning at 1st level Nightmare Spinner), you can
- create a mind-affecting fear effect that makes a living creature within 30 feet ill at ease. The
- target becomes shaken for a number of rounds equal to your Nightmare Spinner class level; a
- successful Will save (DC 10 + your class level + your Charisma modifier) halves duration.
- |Special: You can use this power a number of times per day equal to 3 + your Charisma modifier.
- Multiple uses of this ability on the same creature don't stack.
- ***************************
- [Nightmare Phantasm (NS Su)]: Beginning at 2nd Nightmare Spinner level, when you cast a figment or
- glamer spell, you can choose to weave a thread of nightmare phantasm into it as a free action. The
- spell gains the phantasm descriptor. Each time any enemy attempts a Will save to disbelieve the
- affected illusion spell, a tiny portion of the spell transforms into a phantasm effect that targets
- that enemy. The enemy becomes shaken for 1 round (no save). This ability has no other effect on the
- original spell's duration or effectiveness.
- |Special: You can use this ability a number of times per day equal to 3 + your Charisma modifier. No
- creature can be affected by your nightmare phantasm ability more than once in a 24-hour period. This
- is a mind-affecting fear effect.
- ***************************
- [Sneak Attack (Rogue)]: Sneak attacks receive +1d6
- ***************************
- [Spell Shield (Sorcerer)]: As a powerufl caster, you can use your spell's energy to offset damage
- that might otherwise kill you.
- |Replaces: If you select this alternative class feature, you do not gain a familiar.
- |Benefit: By achieving oneness with the magical energy from which you draw your power, you make it
- part of your life force. As an immediate action when you take damage form any source, you can attempt
- to sacrifice spell energy instead of losing hit points. Expend a spell slot as if you had cast a
- spell of that level. Then, make a Concentration check with a DC equal to 15 + the level of the
- sacrificed spell. If you succeed, you ignore an amount of damage equal to five times the level of the
- spell slot you gave up. If you fail, you still lose the spell, but the magical energy fails to negate
- any of the damage.
- |Special: You can attempt to deflect damage as often as you wish, but you can make only one attempt
- per round.
- |Special: If an attack's damage has multiple sources (such as that of a flaming sword, which deals
- both weapon damage and fire damage), you must choose which source to negate.
- |Special: If an attack must deal damage to have a secondary effect (such as poison from a snake's
- bite), negating all the damage also prevents the secondary effect.
- ***************************
- [Spirit Chill (NS Su)]: Beginning at 3rd level, creatures affected by a fear effect you cause
- (Whether by a spell, class feature, or other effect) take nonlethal damage as well, depending on the
- potency of the fear created. Any creature that is shaken takes 1d6 points of nonlethal damage. A
- creature that becomes frightened takes 2d6 points of nonlethal damage, while a creature that becomes
- panicked takes 3d6 points of nonlethal damage.
- ***************************
- [Trapfinding (Rogue)]: You are able to search for traps with a DC above 20.
- ***************************
- -----------------------------------------------------------------------------------
- CHARACTER TRAITS: |///////////////////////////////////////////////////////|
- ***************************
- [Adorableness]: You are someone whom everyone finds to be unnaturally adorable and cute. This may
- sometimes happen even when you don't realize it or do not want it to happen due to the attention it
- brings. Or maybe you know you're adorable and wish to use it to further your goals in life.
- |Benefit: You gain a bonus of +2 to grapple and performance checks.
- |Drawback: Sadly, you're so adorable that people tend not to take you seriously and often brush you
- off. You take a -2 to group actions due to them not really believing you.
- ***************************
- [Curious]: You have a nack for exploring places or objects you shouldn't.
- |Benefit: +2 Spellcraft and Perception checks when exploring, dealing with puzzles, or identifying
- new objects.
- |Drawback: You will always attempt to identify every object, and explore every facet of a dungeon.
- You must (or attempt to) convince your party to allow your exploration or to assist you by all means.
- ***************************
- [Distinctive]: You have some distinctive physical feature such as a scar, prominent nose, a limp, or
- some similar characteristic that is hard to to disguise or conceal.
- |Benefit: You gain a +1 bonus on Reputation checks.
- |Drawback: You take a -1 penalty on Disguise checks.
- |Special: The trait is available only if your campaign includes the Reputation variant.
- Wings
- ***************************
- [Easygoing]: You are naturally friendly. Others feel comfortable around you, but this trait also
- makes it more difficult for you to be pushy or suspicious.
- |Benefit: You gain a +1 bonus on Gather information checks.
- |Drawback:You take a -1 penalty on Intimidate checks and Sense Motive checks.
- ***************************
- [Feminine]: You are very feminine.
- |Benefit: +4 bonus to checks made to Disguise yourself as a female.
- |Drawback: -4 penalty to checks made to Disguise yourself as a male.
- |Special: A character with this trait may not have the Masculine trait, the Extremely Feminine trait,
- or the Extremely Masculine trait.
- ***************************
- [Good Looking]: You are extraordinarily good looking! Although, you can never get any peace...
- |Benefit: +1 bonus to Charisma and +1 bonus to charisma-based skills against members of the opposite
- sex.
- |Drawback: The drawback is purely Role playing; for example, the DM could send suitors towards your
- character or create similar situations.
- ***************************
- [Inventive]: You have the ability to turn any item or anything in a situation to your advantage.
- |Benefit: Once per day you can gain a luck bonus to a skill check, attack roll, or save. Add your Int
- Modifier to any check at will. This increases to 2/day at level 8 and 3/day at level 16.
- |Drawback: For one hour after you feel that anything you can do needs to be "enhanced". You get -2 on
- all knowledge checks for three hours after using this ability.
- ***************************
- [Kleptomaniac]: You find surprising things in your pockets. Where could they have come from?
- |Prerequisite: 2 ranks in Sleight of Hand.
- |Benefit: Once per day, when you are resting at a camp, inn, or similar location, Have your DM roll
- on the following table to see what you have acquired: http://www.dandwiki.com/wiki/Kleptomaniac_
- (3.5e_Trait)
- |Drawback: Most items you acquire in this way belong ot someone. Minor items won't be missed, but
- valuable or personal items will be looked for, and can lead to arrest if the player is caught.
- ***************************
- [Plucky]: You have a strength of will not reflected in your limited physical gifts.
- |Benefit: You gain a +1 bonus on Will saves.
- |Drawback: You take a -1 penalty on Fortitude saves.
- ***************************
- [Slippery]: You are less adept at grappling and wrestling than others of your size and strength, but
- you are adept at slipping out of another's hold.
- |Benefit: You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to
- escape a grapple or avoid being grappled.
- |Drawback: You take a -1 penalty on all other grapple checks.
- ****************************
- [Xenophilia]: You have an extreme fascination/attraction to exotic species, though your interaction
- with your own kind suffers for it.
- |Benefit: When interacting with a character of an exotic species(exotic referring to the races not
- listed as Base Races in the Players Handbook, or the base races of the campaign), you get a +2 on all
- Charisma-based skill checks.
- |Drawback: When interacting with anyone of your own kind you suffer a -3 on all Charisma-based skill
- checks.
- |Special: Any flaw or trait that makes a character more inclined to seek a more intimate experience
- with certain attractive people (such as [Ladies Man]) will be affected by this trait.
- ****************************
- ---------------------------------------------------------------------------------
- CHARACTER FLAWS: |/////////////////////////////////////////////////////|
- ***************************
- [Chummy]: You prefer being part of a group/team/pack.
- |Effect: You relish the companionship and camaraderie of your team to the point that you don't
- function so well on your own. When out of sight of companions or party members you are effectively
- Shaken. Additionally, you must nominate a Boon Companion. If that companion falls in battle you will
- ignore your own orders and rush to save that person, even if doing so would invoke attacks of
- opportunity (though optimum path may be taken if movement allows).
- ***************************
- [Ditzy]: You live in a world of your own and have a seemingly permanent aloofness about you.
- |Effect: You take a -4 penalty to Knowledge and Search checks.
- ***************************
- [Jumpy]: You nervously and excessively flinch when you are touched (can be limited to an area of the
- body).
- |Effect: Your wings are sensitive to touch. You never treat touch spells, such as Cure Light Wounds,
- as harmless(if directed towards your wings): you must always make a saving throw to avoid the
- effects. A successful touch from a Medium or smaller creature causes you to become Enraged. A touch
- from a Large or bigger creature causes you to become Shaken.
- ***************************
- [Music Lover]: You absolutely love to listen to music.
- |Effect: You take a -4 penalty to saving throws against special attacks that are described as using
- song or music (such as a harpy's captivating song). If you go for a whole day without hearing song or
- music being performed by someone with at least 1 rank in Perform, you suffer a -1 penalty to
- concentration checks until you hear such an artist.
- ***************************
- [Unusually Formed Body]: There are parts of your body (wings) that are different from most other
- humanoids.
- |Effect: Your general clothing, outfits, and armor must be custom-made. Unless you are wearing rags,
- you pay x2 the normal cost for apparel specific to the unusually formed area of the body (Torso).
- ***************************
- [Whimsical]: You are playful and fanciful; you cannot concentrate on some of the more serious aspects
- of adventuring life.
- |Effect: You take a -4 penalty to Heal, Survival, and Profession skill checks.
- ***************************
- --------------------------------------------------------------------------------------
- FEATS and TRAITS: |//////////////////////////////////////////////////////////|
- ***************************
- {4 bonus feats from flaws, 4 from current level, One bonus Feat}
- ***************************
- [Armor Proficiency (Light)(Outsider Trait)]: Gloamings have adapted to use light armor types to save
- against the perils of the Underdark. Light armor provides the extra defense necessary to live while
- allowing for free movement of the wings.
- |Benefit: No armor check penalty on attack rolls.
- ***************************
- [Daylight Adaptation (Gloaming Feat)]: Through long seperation from the shadowed homelands of your
- kind, you have learned to endure the painful sunlight of the surface world.
- |Benefit: If you are a type of creature that suffers circumstance penalties when exposed to bright
- light, you no longer suffer those penalties, whether the light comes from natural or magical sources
- of illumination.
- |Special: This counts as a Racial Feat.
- ***************************
- [Energy Substitution (Metamagic Feat)]: You can modify an energy-based spell to use another type of
- energy instead.
- |Benefit: Choose one type of energy (Fire). You can then modify any spell with an energy descriptor
- to use the chosen type of energy instead. The Spell's descriptor changes to the new energy type. An
- energy substituted spell uses a spell slot of the spell's normal level.
- ***************************
- [Eschew Materials (Feat)]: YOu can cast spells without relying on material components.
- |Benefit: You can cast any spell that has a material component costing 1gp or less without needing
- that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the
- spell requires a material component that costs more than 1gp, you must have the material component at
- hand to cast the spell, just as normal.
- ***************************
- [(All) Martial Weapon Proficiency (Outsider Trait)]: Due to their curious nature, Gloamings are
- accustomed to all martial weapons.
- |Benefit: You make attack rolls with all martial weapons normally.
- ***************************
- [Metamagic Vigor (Tactical Feat)]: The energy you pour into increasing the power of your spells feeds
- back upon itself in an ever-increasing cycle.
- |Benefit: The Metamagic Vigor feat allows the use of two tactical maneuvers.
- Metamagic Intensity: If you cast spells affected by the same metamagic feat in 2 consecutive
- rounds, you gain a +1 bonus to the second spell's caster level.
- Metamagic Versatility: If you cast spells affected by two different metamagic feats in 2
- consecutive rounds, you gain a +1 bonus to the second spell's save DC.
- |Special: You can't benefit from both of these maneuvers (or either maneuver more than once) in a
- single round; if you are eligible to use both, choose the one you want. Only actual metamagic feats
- allow this feat to function. A metamagic spell effect produced by a metamagic rod or other magic item
- or external device does not qualify you to use this feat.
- ***************************
- [Portal Sensitive (Gloaming Trait)]: You can perceive a portal jus tby passing near it.
- |Benefit: You can detect an active or inactive portal as if it were a normal secret door (Search DC
- 20). If you merely pass within 5 feet of a portal, you are entitled to a Search check to notice it as
- if you were actively looking for it. You also gain a +2 bonus on your caster level check when trying
- to discern portal properties with the Analyze Portal spell.
- ***************************
- [Rapid Metamagic]: YOu possess an uncanny mastery of your magic, enabling you to modify spells on the
- fly much faster than others can.
- |Benefit: When you apply a metamagic feat to a spontaneously cast spell, the spell takes only its
- normal casting time.
- ***************************
- [Retributive Spell (Metamagic Feat)]: You can keep a spell in reserve to use when a foe causes you
- harm.
- |Benefit: When you cast a spell modified by this metamagic feat, the spell has no immediate effect.
- Any time you are dealt damage by a melee attack during the next 24 hours (or until you next prepare
- or ready your spells), you can choose to cast the spell on that attacker as an immediate action. Once
- activated, a retributive spell disappears (it can only affect one attacker). You can apply this feat
- only to a spell that targets a creature. A retributive spell can target only the attacker that
- triggered it, even if the spell would normally allow you to target multiple creatures. You can have
- only one retributive spell cast at a time. Casting a second retributive spell cancels the first
- (eliminating it with no effect). If you prepare or ready spells while you have a retributive spell
- cast, the spell dissipates with no effect. A retributive spell uses up a spell slot one level higher
- than the spell's actual level.
- ***************************
- [Scribe Scroll (Item Creation Feature)]: You can create scrolls from which you or another spellcaster
- can cast the scribed spells.
- |Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for
- each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x
- 25gp. To scribe a scroll, you must spend .04% of this base price in XP and use up raw materials
- costing one-half of this base price. Any scroll that stores a spell with a costly material component
- or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price,
- you must expend the material component or pay the XP when scribing the scroll.
- ***************************
- [Selective Spell (Metamagic Feat)]: You can screen allies from the effects of your area spells.
- |Benefit: You can modify an area spell so that it does not affect one designated creature within it's
- area. All other creatures in the spell's area are affected normally. Selective spell has no effect on
- target or effect spells. A selective Spell uses a slot one level higher than the spell's normal
- level.
- ***************************
- [(All) Simple Weapon Proficiency (Outsider Trait)]: Gloamings and Sorcerers are proficient with all
- simple weapons.
- |Benefit: You make attack rolls on all simple weapons normally.
- ***************************
- [Shield Proficiency (Outsider Trait)]: Outsiders are proficient with bucklers, small shields, and
- large shields.
- |Benefit: You can use a shield and take only the standard penalties.
- ***************************
- [Spell Focus (Focused Sorcerer Trait)]: Evocation, Necromancy, Illusion, and Transmutation spells are
- more potent than normal.
- |Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school(s) of
- magic selected.
- ***************************
- [Split Ray (Feat)]: Your ray spells can affect an additional target.
- |Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed.
- The additional ray requires a seperate ranged touch attack roll to hit and deals damage as normal. It
- can be fired at the same target as the first ray or at a different target, but all rays must be aimed
- at targets within 30 feet of each other and fired simultaneously. A split ray spell uses a spell slot
- two levels higher than the spell's actual level.
- ***************************
- [Still Spell (Metamagic Feat)]: You can cast spells without gestures.
- |Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components
- are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual
- level.
- ***************************
- -------------------------------------------------------------------------------
- EQUIPMENT: |///////////////////////////////////////////////////|
- *******************************************************************************
- |Starting Gold: 19,000gp
- |Current Gold: 44,563gp
- |Total Gear Weight: 101.5 lb
- |Current Gear Weight: 32.5 lb
- |Light Load: 43 lb or less
- |Medium Load: 44-86 lb
- |Heavy Load: 87-130 lb
- ***************************
- |Essentials (1000g) [77 lb] (75 lb in Bag of HOlding)
- ~x[1 lb] Well-crafted Backpack
- ~x[.5 lb] 2 Silk Pouches
- ~x[2.5 lb] Bed Roll
- ~x[.5 lb] Well-crafted Sack
- ~x[7.5 lb] 5 days worth of trail rations
- (8)~x[5 lb] 10 cure light wounds potions 1d8 + 5
- ~x[2.5 lb] 5 cure moderate wounds potion 2d8 + 10
- ~x[.5 lb] 1 cure serious wounds potion 3d8 + 10
- ~x[5 lb] Cold-weather outfit
- ~x[2.5 lb] Traveler's outfit
- ~x[2.5 lb] Explorer's outfit
- ~x[2.5 lb] Aristocrat's outfit
- ~x[N/A lb] jewelry
- ~x[16 lb] 2 waterskins
- ~x[1 lb] 2 ornate map cases (4 scrolls of cure poison)
- ~x[10 lb] silk rope (100 ft)
- ~x[N/A] Flint & steel
- ~x[5 lb] Decorative Tent
- ~x[N/A] Drizzt's Handkerchief
- ~x[10 lb] Cookwear
- ~x[N/A] Soap
- x[2 lb] Ornate Spellbook
- ~X[1 lb] Several rolls of parchment + quill and ink
- x: This item fits safely into a Bag of Holding with no chance of damaging the bag.
- ~: This item is currently in the Bag of Holding.
- ***************************
- [Miscilaneous Magical Items]: [29.5 lb]
- |Bag of Holding Type I (1875gp) [15 lb]: This appears to be a common cloth sack about 2 feet by 4
- feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its
- outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. If the bag is
- overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined.
- All contents are lost forever. If a bag of holding is turned inside out, its contents spill out,
- unharmed, but the bag must be put right before it can be used again. If living creatures are placed
- within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a
- specific item from a bag of holding is a move action—unless the bag contains more than an ordinary
- backpack would hold, in which case retrieving a specific item is a full-round action.
- |(x)Casting Pouch of Material Components (10g) [N/A]: A spellcaster with a spell component pouch is
- assumed to have all the material components and focuses needed for spellcasting, except for those
- components that have a cost of 1g or higher, divine focuses, and focuses that wouldn’t fit in a
- pouch.
- |Weapon: Quarterstaff of Defensive +1 (1000g) [1 lb]: This weapon provides a +1, AC bonus. Weapon
- damage of 1d4 (excluding bonus).
- |Head: Silver circlet with an onyx gemstone (40g) [N/A]: The onyx gem is finely cut, and trimmed with
- an intricate design of silver that matches Micha's tattoos.
- |(x)Face: Goggles of Minute Seeing (1,175gp) [N/A]: The lenses of this item are made of special
- crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than
- normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find
- secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be
- effective.
- |(x)Neck: Periapt of Charisma (16,000 gp)[N/A]: +4 enhancement bonus to charisma
- |Torso: Robe of the Archmagi(grey) (75,000gp) [1 lb]: +5 armor bonus to AC, +18 spell resistance, +4
- resistance bonus on all saving throws, +2 enhancement bonus on caster level checks made to overcome
- spell resistance.
- |(x)Shoulders/Back: Cloak of Lucky Resistance +5 (25,000gp) [.5 lb]: This black cloak provides a +5
- luck bonus to Will, Reflex, and Fortitude saving throws.
- |(x)Forearms: Bracers of Armor +1 (920gp) [.5 lb]: These bracers provide a +1 AC bonus. They are
- ruby-red with gold trim around the ends.
- |(x)Wrists: Thin Onyx Bangel with silver trim(2) (40g) [N/A]: These bangels are surprisingly sturdy
- and light-weight
- |(x)Hands: Gloves of Cure Light Wounds (6/6)/day (3,360gp) [.5 lb]: The wearer of these gloves is
- granted the ability to cast Cure Light Wounds as a touch spell 6 times/day. A new target may be
- selected for each cast.
- Cure Light Wounds(cl5): Heal target for 1d8 + 5 hitpoints.
- |(x)Finger(1): Ring of Sustinance (2,300gp) [N/A]: This ring continually provides its wearer with
- life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only
- sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week
- before it begins to work. If it is removed, the owner must wear it for another week to reattune it to
- himself.
- |Finger(2): Ring of Force Shield (8,000 gp)[N/A]: As a free action, you can create/dispell a
- towershield-sized wall of force that emits from the ring.
- |(x)Waist: Satin Black Sash [.5 lb]
- |Feet: Boots of the Wniterlands (2400gp) [.5 lb]: This footgear bestows many powers upon the wearer.
- First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable
- him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or
- sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer,
- as if he were affected by an endure elements spell.
- |Special Equipment:
- A tiny ruby set in a silver scrollwork case. It looks like it was part of something larger. (Keystone
- Gem)
- |Bag of HOlding: (144/250 lbs currently)
- [1 lb] Well-crafted Backpack
- [.5 lb] 2 Silk Pouches (1 filled with herbal mixture)
- [2.5 lb] Bed Roll
- [.5 lb] Well-crafted Sack
- [7.5 lb] 5 days worth of trail rations
- (8)[5 lb] 10 cure light wounds potions 1d8 + 5
- [2.5 lb] 5 cure moderate wounds potion 2d8 + 10
- [.5 lb] 1 cure serious wounds potion 3d8 + 10
- [5 lb] Cold-weather outfit
- [2.5 lb] Traveler's outfit
- [2.5 lb] Explorer's outfit
- [2.5 lb] Aristocrat's outfit
- [N/A lb] jewelry
- [72 lb] 9 waterskins (9 filled)
- [.5 lb] 1 ornate map case (with 5 scrolls of Remove Curse)(1 scroll Magic Missile lvl 6)(2
- scrolls of scintillating sphere)(2 scrolls of invisibility)(with 3 scrolls of cure poison)(2 scrolls
- of Seeking Ray lvl 6)(4 scrolls of invisibility)
- [.5 lb] 1 ornate map case (Map of Emmech Sewers)(Map of Eltabar)
- [10 lb] silk rope (100 ft)
- [N/A] Flint & steel
- [5 lb] Decorative Tent
- [N/A] Drizzt's Handkerchief
- [10 lb] Cookwear
- [N/A] Soap
- [.5 lb] Potion of Cure Serioues Wounds 3d8 + 10
- [.5 lb] Potion of Repair Cl8
- [1 lb] Rolls of parchment, quills and ink
- [2 lb] 6 celestial/fiend statuettes
- Found Equipment:
- Masterwork Flute
- Gem (50g)
- crystal ball
- 8 marbles
- 5 purple stones (magical)(illusion school) Probably ghost sound
- 5 lbs of salted jerky
- 2 potions of heal moderate wounds
- 1 potion of detect magic
- 1 potion of identify
- 3 misc ornate herbology/alchemy books
- 12 books of handwritten notes
- Misc magical components
- Map of They
- Arcane tome
- Ancient tome of theskon's hearty heave
- 6 red stones
- scroll of erase
- scroll of unseen servant
- Wand of detect magic (375 gp)
- Wand of Knock (4,500 gp)
- hand drawn map of the sewers
- 2 scrolls of magic missile (4 missiles)
- 1 scroll of scintillating sphere
- Receipt for magical gear
- scroll of tongues
- charcoalx2
- deck of cards
- uesless maps
- multicolored marbles(details ways to use different spells)
- string
- Map of Eltabar
- Map of Emmech sewers.
- Elean Grarde (Brown Hair, Green eyes, human)
- Staff of Defense
- --------------------------------
- bracers of armor +8 (64,000 gp)
- Ring of arcane supremacy (12,000gp)
- Ring of Enduring Arcana (6,000gp)
- Ring of Instant Escape (9,000gp)
- spellguard rings (4,000 gp)
- 30,000gp
- Circlet of Persuasion (4,500 gp + 20%)
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