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  1. ------------------------------------------------------------------------------------
  2. NAME: |////////////////////////////////////////////////////////|
  3. ***************************
  4. |Micha
  5.  
  6. ------------------------------------------------------------------------------------
  7. Description: |////////////////////////////////////////////////////////|
  8. ***************************
  9. |Height: 3'7"
  10.  
  11. |Weight: 54 lb
  12.  
  13. |Details: Black wings, auburn hair, Pale blue skin, Cryptic tattoos
  14.  
  15.  
  16.  
  17. ------------------------------------------------------------------------------------
  18. RACE: |////////////////////////////////////////////////////////|
  19. ***************************
  20. |Race: Gloaming
  21.  
  22. |Type: Outsider (Native)
  23.  
  24. +2 Dex
  25. +2 Cha
  26. -2 Str
  27. -2 Wis
  28.  
  29. Land speed: 20' + 25 movement from haste
  30. Air speed: 40' [average maneuverability] -> perfect maneuverability. + 35 movement from haste.
  31.  
  32. Darkvision 60'
  33. Low-Light Vision
  34. [Light Blindness (Mitigated by Daylight Adaptation)]: daylight blinds the Gloaming for 1 round; then
  35.  
  36. is Dazzled. Eligible for Feat: Daylight adaptation
  37. +1 to Knowledge (dungeoneering) (Int)
  38.  
  39.  
  40. Cast illusion(shadow) spells & effects at +1 Caster level
  41.  
  42. Luminescence - may adjust glow generated by its body anywhere from being equivalent to a torch down
  43.  
  44. to nothing as a Standard Action. If killed any glowing fades away within 10 minutes.
  45.  
  46. Feat: Portal Sensitive
  47.  
  48. +2 Racial bonus on saves vs Illusion (shadow)
  49. +4 Racial bonus on saves against psionic abilities
  50. +4 Racial bonus to move silently checks
  51.  
  52.  
  53. Size: Small
  54. +1 to armor class
  55. +1 size bonus on attack rolls
  56. +1 to escape artist checks
  57. +4 bonus on hide checks
  58. lifting and carrying limits 3/4 of medium character
  59.  
  60. Languages
  61. Common+Undercommon+Abyssal
  62.  
  63.  
  64.  
  65. -------------------------------------------------------------------------------------
  66. STATS: |/////////////////////////////////////////////////////////|
  67. ***************************
  68. Base Roll:14,17,16,17,15,17
  69.  
  70. Stat| |Modifier
  71. str - 12 [+1]
  72. dex - 19 [+4]
  73. con - 16 [+3]
  74. int - 18 [+4]
  75. wis - 13 [+1]
  76. cha - 25 [+7]
  77.  
  78. Level 4: +1 to Int
  79. Level 8: +1 to Cha
  80.  
  81. -------------------------------------------------------------------------------------
  82. CLASS: |/////////////////////////////////////////////////////////|
  83. ***************************
  84. Level 1: Rogue (44 points)
  85. Level 2: Sorceress (5 points)
  86. Level 3: Sorceress (5 points)
  87. Level 4: SOrceress (6 points)
  88. Level 5: Sorceress (6 points)
  89. Level 6: Sorceress (6 points)
  90. Level 7: Sorceress (6 points)
  91. Level 8: Nightmare Spinner (8 points)
  92. Level 9: Nightmare Spinner (8 points)
  93. Level 10: Nightmare Spinner (8 points)
  94. Level 11: Nightmare Spinner (8 points)
  95.  
  96.  
  97.  
  98. -------------------------------------------------------------------------------------
  99. ARMOR CLASS: |/////////////////////////////////////////////////////////|
  100. ***************************
  101. a=armor bonus, b=base, d=dodge bonus, e=enhancement bonus, l=luck bonus, m=ability modifier, s=spell
  102.  
  103. effect, t=trait, x=size modifier, z=shield bonus
  104.  
  105. |Armor Class: 22AC (10b+6a+1d+4m+1x+0l+0z)
  106.  
  107. |Armor class is determined by 10 + Armor bonus + Shield bonus + Dexterity modifier + Size modifier +
  108.  
  109. luck bonus + Haste bonus + dodge bonus
  110.  
  111. Spell Resistance: 18
  112.  
  113.  
  114.  
  115. -------------------------------------------------------------------------------------
  116. HITPOINTS: |/////////////////////////////////////////////////////////|
  117. ***************************
  118. Total Hitpoints: 71 Hitpoints
  119.  
  120. Level 1:6+3=9 points
  121. Level 2:4+3=7
  122. Level 3:2+3=5
  123. Level 4:3+3=6
  124. Level 5:4+3=7
  125. Level 6:3+3=6
  126. Level 7:4+3=7
  127. Level 8:2+3=5
  128. Level 9:4+3=7
  129. Level 10:3+3=6
  130. Level 11:3+3=6
  131.  
  132.  
  133.  
  134. -------------------------------------------------------------------------------------
  135. ATTACK BONUSES |/////////////////////////////////////////////////////////|
  136. ***************************
  137. b=base, m=ability modifier, l=luck bonus, e=enhancement bonus, t=trait, s=spell effect, x=size
  138.  
  139. modifier, w=weapon bonus, z=ranged miss modifier
  140.  
  141. |Base Attack Bonus: +5 (3 from sorc + 2 from NS)
  142.  
  143. |Melee Attack Bonus: +8+1(x) (5b+1m+1(x)+1w+1s)
  144.  
  145. |Ranged Attack Bonus: +10+1x+1z (5b+4m+1(x)+1z)
  146.  
  147. |Description:
  148. Melee attack bonus is determined by Base attack bonus + Strength modifier + Size modifier +
  149.  
  150. weapon + haste
  151.  
  152. Ranged attack bonus is determined by Base attack bonus + Dexterity modifier + Size modifier +
  153.  
  154. Range penalty + haste
  155.  
  156.  
  157.  
  158. -------------------------------------------------------------------------------------
  159. SAVING THROWS |/////////////////////////////////////////////////////////|
  160. ***************************
  161. b=base, m=ability modifier, l=luck bonus, e=enhancement bonus, t=trait, s=spell buffs
  162.  
  163. |Modified Saves:
  164. For: +14 (3b+3m+5l+4e-1t)
  165. Ref: +19 (5b+4m+5l+4e+1s)
  166. Wil: +23 (9b+4m+5l+4e+1t)
  167.  
  168. |Base Saves:
  169. For: +3 (2 from sorc + 1 from NS)
  170. Ref: +5 (2 from sorc + 2 from rogue + 1 from NS)
  171. Wil: +9 (5 from sorc + 4 from NS)
  172.  
  173.  
  174. Spell Resistance: 18
  175.  
  176. 104
  177. 0
  178. -------------------------------------------------------------------------------------
  179. SKILLS: |/////////////////////////////////////////////////////////|
  180. ***************************
  181. Skill Name |Abil|Rnk|AC|Msc|Tot|
  182. appraise (Int) | +4| | | | +4|ut
  183. Balance (Dex) | +4| | | | +4|ut
  184. Bluff (Cha) | +7|+10| | |+17|ut
  185. Climb (Str) | +1| | | | +1|ut
  186. Concentration (Con) | +3|+13| | |+16|ut
  187. Craft (Int) | +4| | | | +4|ut
  188. Craft (weaving) (Int) | +4| | | | +4|ut
  189. Decipher Script (Int) | +4| +5| | | +9|t
  190. Diplomacy (Cha) | +7| +5| | +4|+16|ut
  191. Disguise (Cha) | +7| | |*+5|+12|ut
  192. Escape Artist (Dex) | +4| +4| |*+1| +9|ut
  193. Forgery (Int) | +4| | | | +4|ut
  194. Gather Info (Cha) | +7| +2| | +1|+10|ut
  195. Heal (Wis) | +1| | | -4| -3|ut
  196. Hide (Dex) | +4| +3| | +4|+11|ut
  197. Intimidate (Cha) | +7| +4| |*+1|+10|ut
  198. Jump (Str) | +1| | | | +1|ut
  199. Knowledge (arcana) (Int) | +4| +6| | -4| +6|t
  200. Knowledge (dungeoneering) (Int) | +4| +5| | -3| +6|t
  201. Knowledge (history) (Int) | +4| +1| | -4| +1|t
  202. Knowledge (nature) (Int) | +4| +1| | -4| +1|t
  203. Listen (Wis) | +1| +3| |*+2| +6|ut
  204. Move Silently (Dex) | +4| +2| | +4|+10|ut
  205. Perform (Cha) | +7| | | +2| +9|ut
  206. Perform (Comedy) (Cha) | +7| +2| | +2|+11|ut
  207. Perform (Dance) (Cha) | +7| +2| | +2|+11|ut
  208. Perform (Oratory) (Cha) | +7| +1| | +2|+10|ut
  209. Perform (Sing) (Cha) | +7| +2| | +2|+11|ut
  210. Profession (Wis) | +1| | | -4| |t
  211. Ride (Dex) | +4| | | | +4|ut
  212. Search (Int) | +4| | |*-2| +2|ut
  213. Sense Motive (Wis) | +1| +5| | | +6|ut
  214. Sleight of Hand (Dex) | +4| +5| | +2|+11|t
  215. Spellcraft (Int) | +4|+13| |*+4|+21|t
  216. Speak Language (Int) | +4| | | | +4|ut
  217. Spot (Wis) | +1| +4| |*+2| +7|ut
  218. Survival (Wis) | +1| | | -4| -3|ut
  219. Swim (Str) | +1| +2| | | +3|ut
  220. Tumble (Dex) | +4| +1| | | +5|t
  221. Use Rope (Dex) | +4| | | | +4|ut
  222.  
  223. *:This bonus is conditional. See descriptions below.
  224. ***:Multiple conditions determine this bonus.
  225.  
  226. *Disguise (Cha): +4 bonus when disguised as a female. -4 when disguised as male. -1 from Distinctive
  227.  
  228. trait. +2 bonus from Bluff synergy.
  229.  
  230. Diplomacy: +2 from bluff synergy
  231.  
  232. *Escape Artist (Dex): This bonus only applies to escaping grapples.
  233.  
  234. Intimidate: +2 bonus from bluff synergy.
  235.  
  236. *Listen (Wis): +2 bonus only applies when exploring underground, exploring dungeons, or solving
  237.  
  238. puzzles.
  239.  
  240. ***Charisma Skills: +1 bonus to all charisma based skills vs males. + 2 to all charisma based skills
  241.  
  242. vs races not listed in the Player's Handbook. -3 to all charisma based skills vs gloamings.
  243.  
  244. *Search (Int): You receive a +2 bonus to search checks when exploring underground, exploring
  245.  
  246. dungeons, or solving puzzles.
  247.  
  248. Sleight of hand: +2 bonus from bluff synergy.
  249.  
  250. *Spellcraft (Int): +2 bonus that only applies when exploring underground, exploring dungeons, or
  251.  
  252. solving puzzles. +2 bonus from arcane knowledge synergy.
  253.  
  254. *Spot (Wis): +2 bonus only applies when exploring underground, exploring dungeons, or solving
  255.  
  256. puzzles.
  257.  
  258.  
  259.  
  260.  
  261. -----------------------------------------------------------------------------------
  262. SKILL TRICKS: |///////////////////////////////////////////////////////|
  263. ***************************
  264. [Conceal Spellcasting]: Conceal spellcating from onlookers.
  265.  
  266. ***************************
  267. [Social Recovery]: Make a bluff check to replace a failed Diplomacy check.
  268.  
  269. ***************************
  270. [Collector of Stories]: +5 Knowledge checks when identifying monsters.
  271.  
  272. ***************************
  273. [Swift Concentration]: You can maintain concentration on a spell or similar effect as a swift action.
  274.  
  275. --------------------------------------------------------------------------------
  276. CLASS FEATURES |////////////////////////////////////////////////////|
  277. ***************************
  278. [Deadly Nightmare (NS Su)]: At 5th level Nightmare Spinner, you can create a mind-affecting fear
  279.  
  280. effect that can make a living creature literally drop dead. You can target one living creature within
  281.  
  282. 30 feet of you, which must succeed on a Will save (DC 10 + your class level + your Charisma modifier)
  283.  
  284. or literally die of fright. Even if the save succeeds, the subject is panicked for 1 round. Any
  285.  
  286. creature whose Hit Dice exceed twice your character level is unaffected by this power. This is a
  287.  
  288. mind-affecting fear death effect.
  289.  
  290. |Special: You can use this power three times per day.
  291.  
  292.  
  293. ***************************
  294. [Focused Sorcerer]: A sorcerer who specialized in one or more schools of magic, gaining additional
  295.  
  296. benefits.
  297.  
  298. |Replaces: Up to 4 schools of magic for selected spells known.
  299.  
  300. |Specialized schools: Evocation, Transmutation, Conjuration, Illusion
  301.  
  302. |Benefit: School Specialization: The focused sorcerer may choose to specialize in up to 4 schools of
  303.  
  304. magic: Divination, Illusion, Evocation, Abjuration, Conjuration, Necromancy, Enchantment, or
  305.  
  306. Transmutation. The focused sorcerer is then restricted from learning spells of the opposing school,
  307.  
  308. and also loses the ability to counter-spell any spell of his forbidden schools of magic. The focused
  309.  
  310. sorcerer may still use scrolls, wands, and other magical items that make use of restricted spells.
  311.  
  312. The focused sorcerer gains the Spell Focus Feat for each school of magic he specializes in. At 10th
  313.  
  314. level he gets Great Spell Focus feat for each school of magic he specializes in.
  315.  
  316. The focused sorcerer also gains additional benefits determined by his specializations:
  317. http://dnd-wiki.org/wiki/Focused_Sorcerer_%283.5e_Alternate_Class_Feature%29
  318.  
  319. |Necromancy: If you give up access to the Conjuration school of spells, all Necromancy spells you
  320.  
  321. cast that cause ability damage or bestow negative levels benefit from the Maximize Spell metamagic
  322.  
  323. feat, with no increase in effective spell level. At level 5, you exude an aura of fear. All foes
  324.  
  325. within 30 feet that can see you must make a Will save (DC 10 + 1/2 your level + your Charisma
  326.  
  327. modifier) or be panicked. Even if the Will save succeeds, the creature is shaken for 1 round.
  328.  
  329.  
  330. |Evocation: If you give up access to the Abjuration School of spells, all Evocation spells you cast
  331.  
  332. benefit from increased damage as though you had applied the effects of the Empower Spell metamagic
  333.  
  334. feat, with no increase in effective spell level. At level 5, all Evocation spells you cast benefit
  335.  
  336. from increased damage as if you had applied the effects of the Maximize Spell metamagic feat, with no
  337.  
  338. increase in effective spell level. Note that an Empowered, Maximized spell gains the separate
  339.  
  340. benefits of each feat; the maximum result plus one-half the normally rolled result. You may choose to
  341.  
  342. modify any Evocation spell cast with the benefits of the Energy Substitution metamagic feat, however
  343.  
  344. each separate feat will add 1 round to the normal time required to cast the selected spell.
  345.  
  346.  
  347. |Illusion: If you give up access to the Divination school of spells, you may choose to modify any
  348.  
  349. spell cast from the Evocation, Conjuration, or Transmutation schools with the benefits of the
  350.  
  351. Invisible Spell metamagic feat. At level 5, all spells you cast may benefit from the effects of the
  352.  
  353. Silent Spell metamagic feat, with no increase in effective spell level.
  354.  
  355.  
  356. |Transmutation: If you give up access to the Enchantment school of spells, all Transmutation spells
  357.  
  358. you cast benefit from an increased duration as if they had been modified by the Extend Spell
  359.  
  360. metamagic feat, with no increase in effective spell level. At level 5, all Transmutation spells you
  361.  
  362. cast benefit from an increased duration as if they had been modified by the Persistent Spell
  363.  
  364. metamagic feat, with no increase in effective spell level.
  365.  
  366.  
  367. ***************************
  368. [Immunity to Fear (NS Su)]: Beginning at 1st level Nightmare Spinner, you gain immunity to all fear
  369.  
  370. effects.
  371.  
  372.  
  373. ***************************
  374. [Inspire Fear (NS Su)]: As a standard action (beginning at 1st level Nightmare Spinner), you can
  375.  
  376. create a mind-affecting fear effect that makes a living creature within 30 feet ill at ease. The
  377.  
  378. target becomes shaken for a number of rounds equal to your Nightmare Spinner class level; a
  379.  
  380. successful Will save (DC 10 + your class level + your Charisma modifier) halves duration.
  381.  
  382. |Special: You can use this power a number of times per day equal to 3 + your Charisma modifier.
  383.  
  384. Multiple uses of this ability on the same creature don't stack.
  385.  
  386.  
  387. ***************************
  388. [Nightmare Phantasm (NS Su)]: Beginning at 2nd Nightmare Spinner level, when you cast a figment or
  389.  
  390. glamer spell, you can choose to weave a thread of nightmare phantasm into it as a free action. The
  391.  
  392. spell gains the phantasm descriptor. Each time any enemy attempts a Will save to disbelieve the
  393.  
  394. affected illusion spell, a tiny portion of the spell transforms into a phantasm effect that targets
  395.  
  396. that enemy. The enemy becomes shaken for 1 round (no save). This ability has no other effect on the
  397.  
  398. original spell's duration or effectiveness.
  399.  
  400. |Special: You can use this ability a number of times per day equal to 3 + your Charisma modifier. No
  401.  
  402. creature can be affected by your nightmare phantasm ability more than once in a 24-hour period. This
  403.  
  404. is a mind-affecting fear effect.
  405.  
  406.  
  407. ***************************
  408. [Sneak Attack (Rogue)]: Sneak attacks receive +1d6
  409.  
  410.  
  411. ***************************
  412. [Spell Shield (Sorcerer)]: As a powerufl caster, you can use your spell's energy to offset damage
  413.  
  414. that might otherwise kill you.
  415.  
  416. |Replaces: If you select this alternative class feature, you do not gain a familiar.
  417.  
  418. |Benefit: By achieving oneness with the magical energy from which you draw your power, you make it
  419.  
  420. part of your life force. As an immediate action when you take damage form any source, you can attempt
  421.  
  422. to sacrifice spell energy instead of losing hit points. Expend a spell slot as if you had cast a
  423.  
  424. spell of that level. Then, make a Concentration check with a DC equal to 15 + the level of the
  425.  
  426. sacrificed spell. If you succeed, you ignore an amount of damage equal to five times the level of the
  427.  
  428. spell slot you gave up. If you fail, you still lose the spell, but the magical energy fails to negate
  429.  
  430. any of the damage.
  431.  
  432. |Special: You can attempt to deflect damage as often as you wish, but you can make only one attempt
  433.  
  434. per round.
  435.  
  436. |Special: If an attack's damage has multiple sources (such as that of a flaming sword, which deals
  437.  
  438. both weapon damage and fire damage), you must choose which source to negate.
  439.  
  440. |Special: If an attack must deal damage to have a secondary effect (such as poison from a snake's
  441.  
  442. bite), negating all the damage also prevents the secondary effect.
  443.  
  444.  
  445. ***************************
  446. [Spirit Chill (NS Su)]: Beginning at 3rd level, creatures affected by a fear effect you cause
  447.  
  448. (Whether by a spell, class feature, or other effect) take nonlethal damage as well, depending on the
  449.  
  450. potency of the fear created. Any creature that is shaken takes 1d6 points of nonlethal damage. A
  451.  
  452. creature that becomes frightened takes 2d6 points of nonlethal damage, while a creature that becomes
  453.  
  454. panicked takes 3d6 points of nonlethal damage.
  455.  
  456.  
  457. ***************************
  458. [Trapfinding (Rogue)]: You are able to search for traps with a DC above 20.
  459.  
  460.  
  461. ***************************
  462.  
  463.  
  464.  
  465. -----------------------------------------------------------------------------------
  466. CHARACTER TRAITS: |///////////////////////////////////////////////////////|
  467. ***************************
  468. [Adorableness]: You are someone whom everyone finds to be unnaturally adorable and cute. This may
  469.  
  470. sometimes happen even when you don't realize it or do not want it to happen due to the attention it
  471.  
  472. brings. Or maybe you know you're adorable and wish to use it to further your goals in life.
  473.  
  474. |Benefit: You gain a bonus of +2 to grapple and performance checks.
  475.  
  476. |Drawback: Sadly, you're so adorable that people tend not to take you seriously and often brush you
  477.  
  478. off. You take a -2 to group actions due to them not really believing you.
  479.  
  480. ***************************
  481. [Curious]: You have a nack for exploring places or objects you shouldn't.
  482.  
  483. |Benefit: +2 Spellcraft and Perception checks when exploring, dealing with puzzles, or identifying
  484.  
  485. new objects.
  486.  
  487. |Drawback: You will always attempt to identify every object, and explore every facet of a dungeon.
  488.  
  489. You must (or attempt to) convince your party to allow your exploration or to assist you by all means.
  490.  
  491. ***************************
  492. [Distinctive]: You have some distinctive physical feature such as a scar, prominent nose, a limp, or
  493.  
  494. some similar characteristic that is hard to to disguise or conceal.
  495.  
  496. |Benefit: You gain a +1 bonus on Reputation checks.
  497.  
  498. |Drawback: You take a -1 penalty on Disguise checks.
  499.  
  500. |Special: The trait is available only if your campaign includes the Reputation variant.
  501.  
  502. Wings
  503.  
  504. ***************************
  505. [Easygoing]: You are naturally friendly. Others feel comfortable around you, but this trait also
  506.  
  507. makes it more difficult for you to be pushy or suspicious.
  508.  
  509. |Benefit: You gain a +1 bonus on Gather information checks.
  510.  
  511. |Drawback:You take a -1 penalty on Intimidate checks and Sense Motive checks.
  512.  
  513. ***************************
  514. [Feminine]: You are very feminine.
  515.  
  516. |Benefit: +4 bonus to checks made to Disguise yourself as a female.
  517.  
  518. |Drawback: -4 penalty to checks made to Disguise yourself as a male.
  519.  
  520. |Special: A character with this trait may not have the Masculine trait, the Extremely Feminine trait,
  521.  
  522. or the Extremely Masculine trait.
  523.  
  524. ***************************
  525. [Good Looking]: You are extraordinarily good looking! Although, you can never get any peace...
  526.  
  527. |Benefit: +1 bonus to Charisma and +1 bonus to charisma-based skills against members of the opposite
  528.  
  529. sex.
  530.  
  531. |Drawback: The drawback is purely Role playing; for example, the DM could send suitors towards your
  532.  
  533. character or create similar situations.
  534.  
  535. ***************************
  536. [Inventive]: You have the ability to turn any item or anything in a situation to your advantage.
  537.  
  538. |Benefit: Once per day you can gain a luck bonus to a skill check, attack roll, or save. Add your Int
  539.  
  540. Modifier to any check at will. This increases to 2/day at level 8 and 3/day at level 16.
  541.  
  542. |Drawback: For one hour after you feel that anything you can do needs to be "enhanced". You get -2 on
  543.  
  544. all knowledge checks for three hours after using this ability.
  545.  
  546. ***************************
  547. [Kleptomaniac]: You find surprising things in your pockets. Where could they have come from?
  548.  
  549. |Prerequisite: 2 ranks in Sleight of Hand.
  550.  
  551. |Benefit: Once per day, when you are resting at a camp, inn, or similar location, Have your DM roll
  552.  
  553. on the following table to see what you have acquired: http://www.dandwiki.com/wiki/Kleptomaniac_
  554.  
  555. (3.5e_Trait)
  556.  
  557. |Drawback: Most items you acquire in this way belong ot someone. Minor items won't be missed, but
  558.  
  559. valuable or personal items will be looked for, and can lead to arrest if the player is caught.
  560.  
  561. ***************************
  562. [Plucky]: You have a strength of will not reflected in your limited physical gifts.
  563.  
  564. |Benefit: You gain a +1 bonus on Will saves.
  565.  
  566. |Drawback: You take a -1 penalty on Fortitude saves.
  567.  
  568. ***************************
  569. [Slippery]: You are less adept at grappling and wrestling than others of your size and strength, but
  570.  
  571. you are adept at slipping out of another's hold.
  572.  
  573. |Benefit: You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to
  574.  
  575. escape a grapple or avoid being grappled.
  576.  
  577. |Drawback: You take a -1 penalty on all other grapple checks.
  578.  
  579. ****************************
  580. [Xenophilia]: You have an extreme fascination/attraction to exotic species, though your interaction
  581.  
  582. with your own kind suffers for it.
  583.  
  584. |Benefit: When interacting with a character of an exotic species(exotic referring to the races not
  585.  
  586. listed as Base Races in the Players Handbook, or the base races of the campaign), you get a +2 on all
  587.  
  588. Charisma-based skill checks.
  589.  
  590. |Drawback: When interacting with anyone of your own kind you suffer a -3 on all Charisma-based skill
  591.  
  592. checks.
  593.  
  594. |Special: Any flaw or trait that makes a character more inclined to seek a more intimate experience
  595.  
  596. with certain attractive people (such as [Ladies Man]) will be affected by this trait.
  597.  
  598. ****************************
  599.  
  600.  
  601.  
  602. ---------------------------------------------------------------------------------
  603. CHARACTER FLAWS: |/////////////////////////////////////////////////////|
  604. ***************************
  605.  
  606. [Chummy]: You prefer being part of a group/team/pack.
  607.  
  608. |Effect: You relish the companionship and camaraderie of your team to the point that you don't
  609.  
  610. function so well on your own. When out of sight of companions or party members you are effectively
  611.  
  612. Shaken. Additionally, you must nominate a Boon Companion. If that companion falls in battle you will
  613.  
  614. ignore your own orders and rush to save that person, even if doing so would invoke attacks of
  615.  
  616. opportunity (though optimum path may be taken if movement allows).
  617.  
  618. ***************************
  619. [Ditzy]: You live in a world of your own and have a seemingly permanent aloofness about you.
  620.  
  621. |Effect: You take a -4 penalty to Knowledge and Search checks.
  622.  
  623. ***************************
  624. [Jumpy]: You nervously and excessively flinch when you are touched (can be limited to an area of the
  625.  
  626. body).
  627.  
  628. |Effect: Your wings are sensitive to touch. You never treat touch spells, such as Cure Light Wounds,
  629.  
  630. as harmless(if directed towards your wings): you must always make a saving throw to avoid the
  631.  
  632. effects. A successful touch from a Medium or smaller creature causes you to become Enraged. A touch
  633.  
  634. from a Large or bigger creature causes you to become Shaken.
  635.  
  636. ***************************
  637. [Music Lover]: You absolutely love to listen to music.
  638.  
  639. |Effect: You take a -4 penalty to saving throws against special attacks that are described as using
  640.  
  641. song or music (such as a harpy's captivating song). If you go for a whole day without hearing song or
  642.  
  643. music being performed by someone with at least 1 rank in Perform, you suffer a -1 penalty to
  644.  
  645. concentration checks until you hear such an artist.
  646.  
  647. ***************************
  648. [Unusually Formed Body]: There are parts of your body (wings) that are different from most other
  649.  
  650. humanoids.
  651.  
  652. |Effect: Your general clothing, outfits, and armor must be custom-made. Unless you are wearing rags,
  653.  
  654. you pay x2 the normal cost for apparel specific to the unusually formed area of the body (Torso).
  655.  
  656. ***************************
  657. [Whimsical]: You are playful and fanciful; you cannot concentrate on some of the more serious aspects
  658.  
  659. of adventuring life.
  660.  
  661. |Effect: You take a -4 penalty to Heal, Survival, and Profession skill checks.
  662.  
  663. ***************************
  664.  
  665.  
  666.  
  667. --------------------------------------------------------------------------------------
  668. FEATS and TRAITS: |//////////////////////////////////////////////////////////|
  669. ***************************
  670. {4 bonus feats from flaws, 4 from current level, One bonus Feat}
  671. ***************************
  672. [Armor Proficiency (Light)(Outsider Trait)]: Gloamings have adapted to use light armor types to save
  673.  
  674. against the perils of the Underdark. Light armor provides the extra defense necessary to live while
  675.  
  676. allowing for free movement of the wings.
  677.  
  678. |Benefit: No armor check penalty on attack rolls.
  679.  
  680. ***************************
  681. [Daylight Adaptation (Gloaming Feat)]: Through long seperation from the shadowed homelands of your
  682.  
  683. kind, you have learned to endure the painful sunlight of the surface world.
  684.  
  685. |Benefit: If you are a type of creature that suffers circumstance penalties when exposed to bright
  686.  
  687. light, you no longer suffer those penalties, whether the light comes from natural or magical sources
  688.  
  689. of illumination.
  690.  
  691. |Special: This counts as a Racial Feat.
  692.  
  693. ***************************
  694. [Energy Substitution (Metamagic Feat)]: You can modify an energy-based spell to use another type of
  695.  
  696. energy instead.
  697.  
  698. |Benefit: Choose one type of energy (Fire). You can then modify any spell with an energy descriptor
  699.  
  700. to use the chosen type of energy instead. The Spell's descriptor changes to the new energy type. An
  701.  
  702. energy substituted spell uses a spell slot of the spell's normal level.
  703.  
  704. ***************************
  705. [Eschew Materials (Feat)]: YOu can cast spells without relying on material components.
  706.  
  707. |Benefit: You can cast any spell that has a material component costing 1gp or less without needing
  708.  
  709. that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the
  710.  
  711. spell requires a material component that costs more than 1gp, you must have the material component at
  712.  
  713. hand to cast the spell, just as normal.
  714.  
  715. ***************************
  716. [(All) Martial Weapon Proficiency (Outsider Trait)]: Due to their curious nature, Gloamings are
  717.  
  718. accustomed to all martial weapons.
  719.  
  720. |Benefit: You make attack rolls with all martial weapons normally.
  721.  
  722. ***************************
  723. [Metamagic Vigor (Tactical Feat)]: The energy you pour into increasing the power of your spells feeds
  724.  
  725. back upon itself in an ever-increasing cycle.
  726.  
  727. |Benefit: The Metamagic Vigor feat allows the use of two tactical maneuvers.
  728.  
  729. Metamagic Intensity: If you cast spells affected by the same metamagic feat in 2 consecutive
  730.  
  731. rounds, you gain a +1 bonus to the second spell's caster level.
  732.  
  733. Metamagic Versatility: If you cast spells affected by two different metamagic feats in 2
  734.  
  735. consecutive rounds, you gain a +1 bonus to the second spell's save DC.
  736.  
  737. |Special: You can't benefit from both of these maneuvers (or either maneuver more than once) in a
  738.  
  739. single round; if you are eligible to use both, choose the one you want. Only actual metamagic feats
  740.  
  741. allow this feat to function. A metamagic spell effect produced by a metamagic rod or other magic item
  742.  
  743. or external device does not qualify you to use this feat.
  744.  
  745. ***************************
  746. [Portal Sensitive (Gloaming Trait)]: You can perceive a portal jus tby passing near it.
  747.  
  748. |Benefit: You can detect an active or inactive portal as if it were a normal secret door (Search DC
  749.  
  750. 20). If you merely pass within 5 feet of a portal, you are entitled to a Search check to notice it as
  751.  
  752. if you were actively looking for it. You also gain a +2 bonus on your caster level check when trying
  753.  
  754. to discern portal properties with the Analyze Portal spell.
  755.  
  756. ***************************
  757. [Rapid Metamagic]: YOu possess an uncanny mastery of your magic, enabling you to modify spells on the
  758.  
  759. fly much faster than others can.
  760.  
  761. |Benefit: When you apply a metamagic feat to a spontaneously cast spell, the spell takes only its
  762.  
  763. normal casting time.
  764.  
  765. ***************************
  766. [Retributive Spell (Metamagic Feat)]: You can keep a spell in reserve to use when a foe causes you
  767.  
  768. harm.
  769.  
  770. |Benefit: When you cast a spell modified by this metamagic feat, the spell has no immediate effect.
  771.  
  772. Any time you are dealt damage by a melee attack during the next 24 hours (or until you next prepare
  773.  
  774. or ready your spells), you can choose to cast the spell on that attacker as an immediate action. Once
  775.  
  776. activated, a retributive spell disappears (it can only affect one attacker). You can apply this feat
  777.  
  778. only to a spell that targets a creature. A retributive spell can target only the attacker that
  779.  
  780. triggered it, even if the spell would normally allow you to target multiple creatures. You can have
  781.  
  782. only one retributive spell cast at a time. Casting a second retributive spell cancels the first
  783.  
  784. (eliminating it with no effect). If you prepare or ready spells while you have a retributive spell
  785.  
  786. cast, the spell dissipates with no effect. A retributive spell uses up a spell slot one level higher
  787.  
  788. than the spell's actual level.
  789.  
  790. ***************************
  791. [Scribe Scroll (Item Creation Feature)]: You can create scrolls from which you or another spellcaster
  792.  
  793. can cast the scribed spells.
  794.  
  795. |Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for
  796.  
  797. each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x
  798.  
  799. 25gp. To scribe a scroll, you must spend .04% of this base price in XP and use up raw materials
  800.  
  801. costing one-half of this base price. Any scroll that stores a spell with a costly material component
  802.  
  803. or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price,
  804.  
  805. you must expend the material component or pay the XP when scribing the scroll.
  806.  
  807. ***************************
  808. [Selective Spell (Metamagic Feat)]: You can screen allies from the effects of your area spells.
  809.  
  810. |Benefit: You can modify an area spell so that it does not affect one designated creature within it's
  811.  
  812. area. All other creatures in the spell's area are affected normally. Selective spell has no effect on
  813.  
  814. target or effect spells. A selective Spell uses a slot one level higher than the spell's normal
  815.  
  816. level.
  817.  
  818. ***************************
  819. [(All) Simple Weapon Proficiency (Outsider Trait)]: Gloamings and Sorcerers are proficient with all
  820.  
  821. simple weapons.
  822.  
  823. |Benefit: You make attack rolls on all simple weapons normally.
  824.  
  825. ***************************
  826. [Shield Proficiency (Outsider Trait)]: Outsiders are proficient with bucklers, small shields, and
  827.  
  828. large shields.
  829.  
  830. |Benefit: You can use a shield and take only the standard penalties.
  831.  
  832. ***************************
  833. [Spell Focus (Focused Sorcerer Trait)]: Evocation, Necromancy, Illusion, and Transmutation spells are
  834.  
  835. more potent than normal.
  836.  
  837. |Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school(s) of
  838.  
  839. magic selected.
  840.  
  841. ***************************
  842. [Split Ray (Feat)]: Your ray spells can affect an additional target.
  843.  
  844. |Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed.
  845.  
  846. The additional ray requires a seperate ranged touch attack roll to hit and deals damage as normal. It
  847.  
  848. can be fired at the same target as the first ray or at a different target, but all rays must be aimed
  849.  
  850. at targets within 30 feet of each other and fired simultaneously. A split ray spell uses a spell slot
  851.  
  852. two levels higher than the spell's actual level.
  853.  
  854. ***************************
  855. [Still Spell (Metamagic Feat)]: You can cast spells without gestures.
  856.  
  857. |Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components
  858.  
  859. are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual
  860.  
  861. level.
  862.  
  863. ***************************
  864.  
  865. -------------------------------------------------------------------------------
  866. EQUIPMENT: |///////////////////////////////////////////////////|
  867. *******************************************************************************
  868. |Starting Gold: 19,000gp
  869.  
  870. |Current Gold: 44,563gp
  871.  
  872. |Total Gear Weight: 101.5 lb
  873.  
  874. |Current Gear Weight: 32.5 lb
  875.  
  876. |Light Load: 43 lb or less
  877.  
  878. |Medium Load: 44-86 lb
  879.  
  880. |Heavy Load: 87-130 lb
  881.  
  882.  
  883. ***************************
  884. |Essentials (1000g) [77 lb] (75 lb in Bag of HOlding)
  885. ~x[1 lb] Well-crafted Backpack
  886. ~x[.5 lb] 2 Silk Pouches
  887. ~x[2.5 lb] Bed Roll
  888. ~x[.5 lb] Well-crafted Sack
  889. ~x[7.5 lb] 5 days worth of trail rations
  890. (8)~x[5 lb] 10 cure light wounds potions 1d8 + 5
  891. ~x[2.5 lb] 5 cure moderate wounds potion 2d8 + 10
  892. ~x[.5 lb] 1 cure serious wounds potion 3d8 + 10
  893. ~x[5 lb] Cold-weather outfit
  894. ~x[2.5 lb] Traveler's outfit
  895. ~x[2.5 lb] Explorer's outfit
  896. ~x[2.5 lb] Aristocrat's outfit
  897. ~x[N/A lb] jewelry
  898. ~x[16 lb] 2 waterskins
  899. ~x[1 lb] 2 ornate map cases (4 scrolls of cure poison)
  900. ~x[10 lb] silk rope (100 ft)
  901. ~x[N/A] Flint & steel
  902. ~x[5 lb] Decorative Tent
  903. ~x[N/A] Drizzt's Handkerchief
  904. ~x[10 lb] Cookwear
  905. ~x[N/A] Soap
  906. x[2 lb] Ornate Spellbook
  907. ~X[1 lb] Several rolls of parchment + quill and ink
  908.  
  909. x: This item fits safely into a Bag of Holding with no chance of damaging the bag.
  910. ~: This item is currently in the Bag of Holding.
  911. ***************************
  912. [Miscilaneous Magical Items]: [29.5 lb]
  913.  
  914. |Bag of Holding Type I (1875gp) [15 lb]: This appears to be a common cloth sack about 2 feet by 4
  915.  
  916. feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its
  917.  
  918. outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. If the bag is
  919.  
  920. overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined.
  921.  
  922. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out,
  923.  
  924. unharmed, but the bag must be put right before it can be used again. If living creatures are placed
  925.  
  926. within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a
  927.  
  928. specific item from a bag of holding is a move action—unless the bag contains more than an ordinary
  929.  
  930. backpack would hold, in which case retrieving a specific item is a full-round action.
  931.  
  932. |(x)Casting Pouch of Material Components (10g) [N/A]: A spellcaster with a spell component pouch is
  933.  
  934. assumed to have all the material components and focuses needed for spellcasting, except for those
  935.  
  936. components that have a cost of 1g or higher, divine focuses, and focuses that wouldn’t fit in a
  937.  
  938. pouch.
  939.  
  940. |Weapon: Quarterstaff of Defensive +1 (1000g) [1 lb]: This weapon provides a +1, AC bonus. Weapon
  941.  
  942. damage of 1d4 (excluding bonus).
  943.  
  944. |Head: Silver circlet with an onyx gemstone (40g) [N/A]: The onyx gem is finely cut, and trimmed with
  945.  
  946. an intricate design of silver that matches Micha's tattoos.
  947.  
  948. |(x)Face: Goggles of Minute Seeing (1,175gp) [N/A]: The lenses of this item are made of special
  949.  
  950. crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than
  951.  
  952. normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find
  953.  
  954. secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be
  955.  
  956. effective.
  957.  
  958. |(x)Neck: Periapt of Charisma (16,000 gp)[N/A]: +4 enhancement bonus to charisma
  959.  
  960. |Torso: Robe of the Archmagi(grey) (75,000gp) [1 lb]: +5 armor bonus to AC, +18 spell resistance, +4
  961.  
  962. resistance bonus on all saving throws, +2 enhancement bonus on caster level checks made to overcome
  963.  
  964. spell resistance.
  965.  
  966. |(x)Shoulders/Back: Cloak of Lucky Resistance +5 (25,000gp) [.5 lb]: This black cloak provides a +5
  967.  
  968. luck bonus to Will, Reflex, and Fortitude saving throws.
  969.  
  970. |(x)Forearms: Bracers of Armor +1 (920gp) [.5 lb]: These bracers provide a +1 AC bonus. They are
  971.  
  972. ruby-red with gold trim around the ends.
  973.  
  974. |(x)Wrists: Thin Onyx Bangel with silver trim(2) (40g) [N/A]: These bangels are surprisingly sturdy
  975.  
  976. and light-weight
  977.  
  978. |(x)Hands: Gloves of Cure Light Wounds (6/6)/day (3,360gp) [.5 lb]: The wearer of these gloves is
  979.  
  980. granted the ability to cast Cure Light Wounds as a touch spell 6 times/day. A new target may be
  981.  
  982. selected for each cast.
  983. Cure Light Wounds(cl5): Heal target for 1d8 + 5 hitpoints.
  984.  
  985. |(x)Finger(1): Ring of Sustinance (2,300gp) [N/A]: This ring continually provides its wearer with
  986.  
  987. life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only
  988.  
  989. sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week
  990.  
  991. before it begins to work. If it is removed, the owner must wear it for another week to reattune it to
  992.  
  993. himself.
  994.  
  995. |Finger(2): Ring of Force Shield (8,000 gp)[N/A]: As a free action, you can create/dispell a
  996.  
  997. towershield-sized wall of force that emits from the ring.
  998.  
  999. |(x)Waist: Satin Black Sash [.5 lb]
  1000.  
  1001. |Feet: Boots of the Wniterlands (2400gp) [.5 lb]: This footgear bestows many powers upon the wearer.
  1002.  
  1003. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable
  1004.  
  1005. him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or
  1006.  
  1007. sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer,
  1008.  
  1009. as if he were affected by an endure elements spell.
  1010.  
  1011. |Special Equipment:
  1012.  
  1013. A tiny ruby set in a silver scrollwork case. It looks like it was part of something larger. (Keystone
  1014.  
  1015. Gem)
  1016.  
  1017. |Bag of HOlding: (144/250 lbs currently)
  1018. [1 lb] Well-crafted Backpack
  1019. [.5 lb] 2 Silk Pouches (1 filled with herbal mixture)
  1020. [2.5 lb] Bed Roll
  1021. [.5 lb] Well-crafted Sack
  1022. [7.5 lb] 5 days worth of trail rations
  1023. (8)[5 lb] 10 cure light wounds potions 1d8 + 5
  1024. [2.5 lb] 5 cure moderate wounds potion 2d8 + 10
  1025. [.5 lb] 1 cure serious wounds potion 3d8 + 10
  1026. [5 lb] Cold-weather outfit
  1027. [2.5 lb] Traveler's outfit
  1028. [2.5 lb] Explorer's outfit
  1029. [2.5 lb] Aristocrat's outfit
  1030. [N/A lb] jewelry
  1031. [72 lb] 9 waterskins (9 filled)
  1032. [.5 lb] 1 ornate map case (with 5 scrolls of Remove Curse)(1 scroll Magic Missile lvl 6)(2
  1033.  
  1034. scrolls of scintillating sphere)(2 scrolls of invisibility)(with 3 scrolls of cure poison)(2 scrolls
  1035.  
  1036. of Seeking Ray lvl 6)(4 scrolls of invisibility)
  1037. [.5 lb] 1 ornate map case (Map of Emmech Sewers)(Map of Eltabar)
  1038. [10 lb] silk rope (100 ft)
  1039. [N/A] Flint & steel
  1040. [5 lb] Decorative Tent
  1041. [N/A] Drizzt's Handkerchief
  1042. [10 lb] Cookwear
  1043. [N/A] Soap
  1044. [.5 lb] Potion of Cure Serioues Wounds 3d8 + 10
  1045. [.5 lb] Potion of Repair Cl8
  1046. [1 lb] Rolls of parchment, quills and ink
  1047. [2 lb] 6 celestial/fiend statuettes
  1048.  
  1049. Found Equipment:
  1050. Masterwork Flute
  1051. Gem (50g)
  1052. crystal ball
  1053. 8 marbles
  1054. 5 purple stones (magical)(illusion school) Probably ghost sound
  1055. 5 lbs of salted jerky
  1056.  
  1057. 2 potions of heal moderate wounds
  1058. 1 potion of detect magic
  1059. 1 potion of identify
  1060. 3 misc ornate herbology/alchemy books
  1061. 12 books of handwritten notes
  1062. Misc magical components
  1063. Map of They
  1064. Arcane tome
  1065. Ancient tome of theskon's hearty heave
  1066. 6 red stones
  1067. scroll of erase
  1068. scroll of unseen servant
  1069. Wand of detect magic (375 gp)
  1070. Wand of Knock (4,500 gp)
  1071. hand drawn map of the sewers
  1072. 2 scrolls of magic missile (4 missiles)
  1073. 1 scroll of scintillating sphere
  1074.  
  1075.  
  1076. Receipt for magical gear
  1077.  
  1078.  
  1079. scroll of tongues
  1080. charcoalx2
  1081. deck of cards
  1082. uesless maps
  1083. multicolored marbles(details ways to use different spells)
  1084. string
  1085. Map of Eltabar
  1086. Map of Emmech sewers.
  1087. Elean Grarde (Brown Hair, Green eyes, human)
  1088.  
  1089. Staff of Defense
  1090.  
  1091.  
  1092.  
  1093.  
  1094.  
  1095. --------------------------------
  1096. bracers of armor +8 (64,000 gp)
  1097. Ring of arcane supremacy (12,000gp)
  1098. Ring of Enduring Arcana (6,000gp)
  1099. Ring of Instant Escape (9,000gp)
  1100. spellguard rings (4,000 gp)
  1101.  
  1102.  
  1103.  
  1104. 30,000gp
  1105. Circlet of Persuasion (4,500 gp + 20%)
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