==== Gear ====
==== Characteristic ====
Age: 89 years
Race: Elf
Gender: Male
Height: 182cm
Weight: 82kg
Build: Slightly muscular
Hair: Blond
Skin: Fair
Eyes: Emerald
Dress: Brune robes, traveller
Distinguishing Marks: Scars on back from falling down a moutainside
Dominant Hand: Right
Languages: Common, Elven, Sylvan, Draconic
==== Stats ====
Total Mod Enhance Race Lv Item Misc. Modded Original
STR 8 -1 8 -2 10
DEX 14 +2 +2 12 +2 10
CON 10 +0 -2 12 -2 14
INT 14 +2 14 - 14
WIS 20 +5 +2 18 +2 16
CHA 16 +3 16 - 16
Init : +2
Speed: 30'
==== Classes and class abillities ====
Lvl Class BAB HP SP Saves Feats Invocations Class features
1 Cleric 0 8 16 2/ 0/ 2 Point blank shot Turn undead (6/day)
2 Cleric 1 16 20 3/ 0/ 3
3 Warlock 2 22 24 3/ 0/ 4 W.Focus: Ray Devil's sight Eldritch blast 1d6, invocation (least)
4 Warlock 3 28 28 3/ 0/ 5 Hideous Blow Detect magic
5 Cleric 3 36 32 3/ 1/ 5
6 Eldritch disciple 4 44 36 5/ 1/ 7 Ranged recall (C.Mag.46) Healing Blast, Eldritch blast 2d6
7 Eldritch disciple 5 52 40 6/ 1/ 8 Eldritch spear
8 Eldritch disciple 6/1 60 44 6/ 2/ 8 Eldritch blast 3d6
9 Eldritch disciple 7/2 68 48 7/ 2/ 9 Craft Wondrous Eldritch Chain Wild Frenzy
10 Eldritch disciple 7/2 76 56 7/ 2/ 9 Eldritch spellweave, Eldritch blast 4d6
Invocations know: 4
\\
Golaj Revised Savelist
^lvl^Bab^base saves^final saves^
|1|0|2/0/2|2/2/6|
|2|1|3/0/3|3/2/7|
|3|1|3/0/5|3/2/9|
|4|2|3/0/6|3/2/10|
|5|3|4/1/6|4/3/10|
|6|3|6/1/8|6/3/12|
|7|4|7/1/9|7/3/13|
|8|5|7/2/9|7/4/14|
|9|6/1|8/2/10|8/4/15|
|10|6/1|8/2/10|8/4/15|
\\
Melee attack channels eldritch blast.
Least; 1st; Blast Shape
As a standard action, you can make
a single melee attack. If you hit, the
target is affected as if struck by your
eldritch blast (including any eldritch
essence applied to the blast). This
damage is in addition to any weapon
damage that you
deal with your attack, although you
need not deal damage with this attack
to trigger the eldritch blast effect.
Blast jumps from initial target to secondary
targets.
ELDRITCH CHAIN
Lesser; 4th; Blast Shape
This blast shape invocation allows
you to improve your eldritch blast by
turning it into an arc of energy that
“jumps” from the fi rst target to others.
An eldritch chain can jump to one or
more secondary targets within 30 feet
of the fi rst target, allowing you to make
additional ranged touch attacks and
deal damage to the secondary targets
if you hit.
You can “jump” the chain to one
secondary target per five caster levels,
so you can strike two additional targets
at 10th level, three additional targets at
15th level, and four additional targets
at 20th level. Each new target must be
within 30 feet of the previous one, and
you can’t target the same creature more
than once with the eldritch chain. If you
miss any target in the chain, the eldritch
chain attack ends there.
Each target struck after the fi rst
takes half the damage dealt to the fi rst
target. This reduction in damage to
secondary targets applies to any effect
that increases the damage of your
eldritch blast (such as vitriolic blast). You
must make a separate spell penetration
check for each target, if applicable.
Blast range increases to 250 feet.
The first ability a warlock learns is
eldritch blast. A warlock attacks his foes with eldritch power,
using baleful magical energy to deal damage and sometimes
impart other debilitating effects.
An eldritch blast is a ray with a range of 60 feet. It is a ranged
touch attack that affects a single target, allowing no saving
throw. An eldritch blast deals 1d6 points of damage at 1st
level and increases in power as the warlock rises in level. An
eldritch blast is the equivalent of a spell whose level is equal
to one-half the warlock’s class level (round down), with a
minimum spell level of 1st and a maximum of 9th when a
warlock reaches 18th level or higher.
An eldritch blast is subject to spell resistance, although the
Spell Penetration feat and other effects that improve caster
level checks to overcome spell resistance also apply to eldritch
blast. An eldritch blast deals half damage to objects. Metamagic
feats cannot improve a warlock’s eldritch blast (because it is a
spell-like ability, not a spell). However, the feat Ability Focus
(eldritch blast) increases the DC for all saving throws (if any)
associated with a warlock’s eldritch blast by 2. See page 303 of
the Monster Manual.
Beginning at 5th level, you
can apply an eldritch essence invocation you know (other
than greatreach blast or spellblast; see the eldritch theurge
class features on page 57) to any divine spell that affects a
target or that requires a melee or ranged touch attack. The
spell's level must be at least as high as the level of the eldritch
essence (for example, you can apply hellrime blast only to a
spell of 4th level or higher). If the essence requires a saving
throw, use the normal save DC for that essence.
If an eldritch essence invocation changes the
damage of the spell, it can be applied only to a
spell that deals damage (you can't add brimstone
blast to dimensional anchor, for example).
Using this ability increases the spell's casting
time to 1 full-round action. A spell that has
a normal casting time of 1 full round or longer
takes an extra full-round action to cast.
If the spell has more than one target or allows
more than one attack, you must choose one
target to be affected by the invocation; all
other targets take only the normal effect of
the spell.
You can use this ability a number of times
per day equal to 3 + your Cha modifier (minimum
1).
Beginning at 2nd level, a warlock can
use detect magic as the spell at will. His caster level equals his
class level.
You gain a +2 bonus on attack rolls and damage
rolls with melee weapons and eldritch blasts, along with temporary
hit points equal to twice your class level. This effect
lasts for a number of rounds equal to 3 + your Cha modifier
(minimum 1 round). Your deity must be chaotic for you to
select this gift.
In place of applying an
eldritch essence invocation to your eldritch
blast, you can change it into a healing blast.
The blast heals living creatures instead
of dealing damage to them (the damage
healed is equal to the damage normally
dealt). Against undead, the healing blast
deals damage as normal; against constructs
or objects, the healing blast has no effect.
Your deity must be non-evil for you to
select this gift.
==== Spells ====
level 0 1 2 3 4 5 6 7 8 9
6 4+1 3+1 3+1 2+1 0 0 0 0 0
bonus 2 1 1 1 1 0 0 0 0 0
total 8 5+1 4+1 4+1 3+1 0 0 0 0 0
MAGIC DOMAIN
Granted Power: Use scrolls, wands, and other devices with spell
completion or spell trigger activation as a wizard of one-half your
cleric level (at least 1st level). For the purpose of using a scroll or
other magic device, if you are also a wizard, actual wizard levels and
these effective wizard levels stack.
Magic Domain Spells
1 Nystul’s Magic Aura: Alters object’s magic aura.
2 Identify: Determines properties of magic item.
3 Dispel Magic: Cancels magical spells and effects.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells M F: Confers +8 resistance bonus.
9 Mordenkainen’s Disjunction: Dispels magic, disenchants
magic items.
TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric
level you possess, you can act normally regardless of magical effects
that impede movement as if you were affected by the spell freedom of
movement. This effect occurs automatically as soon as it applies, lasts
until it runs out or is no longer needed, and can operate multiple
times per day (up to the total daily limit of rounds). This granted
power is a supernatural ability.
Add Survival to your list of cleric class skills.
Travel Domain Spells
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: Subject flies at speed of 60 ft.
4 Dimension Door: Teleports you short distance.
5 Teleport: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to a location.
7 Teleport, Greater: As teleport, but no range limit and no off-target
arrival.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Astral Projection M: Projects you and companions onto Astral
Plane.
* 0-Level Cleric Spells
* 1st-Level Cleric Spells
* 2nd-Level Cleric Spells
* 3rd-Level Cleric Spells
* Meld into Stone: You and your gear merge with stone.
* Stone Shape: Sculpts stone into any shape.
* 4th-Level Cleric Spells
* Tongues: Speak any language.
* 0-Level Cleric Spells
* 3x Light: Object shines like a torch.
* 3x Read Magic: Read scrolls and spellbooks.
* Detect Poison: Detects poison in one creature or object
* Create Water: Creates 2 gallons/level of pure water.
* 1st-Level Cleric Spells
* Longstrider: Increases your speed.
* Endure Elements: Exist comfortably in hot or cold environments.
* Comprehend Languages: You understand all spoken and written languages.
* Entropic Shield: Ranged attacks against you have 20% miss chance.
* Shield of Faith: Aura grants +2 or higher deflection bonus.
* Summon Monster I: Calls extraplanar creature to fight for you.
* 2nd-Level Cleric Spells
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
* Find Traps: Notice traps as a rogue does.
* Hold Person: Paralyzes one humanoid for 1 round/level.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
* Domain:Identify: Determines properties of magic item.
* 3rd-Level Cleric Spells
* Meld into Stone: You and your gear merge with stone.
* Stone Shape: Sculpts stone into any shape.
* Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
* Domain: Fly: Subject flies at speed of 60 ft.
* Domain: Dispel Magic: Cancels magical spells and effects.
* 4th-Level Cleric Spells
* Tongues: Speak any language.
* 2x Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
* Domain spell: Dimension Door: Teleports you short distance.
* 0-Level Cleric Spells
* 1st-Level Cleric Spells
* 2nd-Level Cleric Spells
* 3rd-Level Cleric Spells
* Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
* Stone Shape: Sculpts stone into any shape.
* 4th-Level Cleric Spells
* Dismissal: Forces a creature to return to native plane.
==== Skills ====
16
2+2 per level (8) = 32
=48
Skills Total Ranks Mod Item ACP Feat Misc
Knowledge (arcana) (Int) +10 8 +2
Knowledge (religion) (Int) +7 5 +2
Knowledge (the planes) (Int) +7 5 +2
Knowledge (history) (Int) +2 0 +2
Concentration (Con) +0 0 +0
Diplomacy (Cha) +4 1 +3
Heal (Wis) +6 1 +5
Spellcraft (Int) +10 8 +2
Sense Motive (Wis) +10 5 +5
Use Magic Device (Cha) +7 4 +3
Bluff (Cha) +8 5 +3
Craft (Woodcrafting)(int) +5 3 +2
Appraise (int) +8 6 +2
==== Attack ====
Defense 20
Base 10
Armor +8
Ability(DEX) +1
Items +1
Other
Melee
Base +7/+2
Ability(STR) +2
Ranged
Base +7/+2
Pointblank +1
Weaponforuc +1
Ability(DEX) +2
Attacks ToHit Range Crit Type DMG
Longspear +2 +11/+6(+13) 10' x2 Pierce 1d8+4(+6)
Eldritch Blast(T) +10(+12) 250' Ray 6d6(+2)
==== Equipment ====
Items
27000 Allotted gold
7800g +2 Glamered Mithril chain shirt (+6 armor)
500g Least adaptive armor crystal (Endure elements)
18000g CHASUBLE OF FELL POWER, GREATER
500g MAGIC BEDROLL
2500g GLOVES OF ELDRITCH ADMIXTURE
500g SHIFTWEAVE
1400g STEADFAST BOOTS
1g Watershin
RING OF PROTECTION +1
CHASUBLE OF FELL
POWER, GREATER
Price (Item Level): 18,000 gp (14th)
Caster Level: 9th
Aura: Moderate; (DC 19) evocation
Arcane runes seem to drift slowly across this
scarlet strip of cloth.
As a chasuble of fell power, except the greater
chasuble adds an extra 2d6 points of
damage to your eldritch blasts or damaging
spells you cast that have the chaotic
descriptor.
Prerequisites: Craft Wondrous Item, chaos
hammer or eldritch blast.
Cost to Create: 9,000 gp, 720 XP, 18 days.
GLOVES OF ELDRITCH
ADMIXTURE
Price (Item Level): 2,500 gp (7th)
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC 16) evocation
Activation: Swift (command)
Weight: —
Dark whorls stream across these leather gloves,
dizzying the eye and clouding the mind.
Warlocks (CAr 5) prize these gloves, which
allow them to enhance their eldritch blasts
with pure energy. Gloves of eldritch admixture
have 3 charges, which are renewed
each day at dawn. Spending 1 or more
charges adds extra damage to the next
eldritch blast you make before the end of
your turn. This damage can be acid, cold,
or fi re, as chosen by you each time you
activate the gloves.
1 charge: +2d6 points of damage.
2 charges: +3d6 points of damage.
3 charges: +4d6 points of damage.
Prerequisites: Craft Wondrous Item,
Melf’s acid arrow or vitriolic blast invocation
(CAr 136), scorching ray or brimstone blast
invocation (CAr 132), ray of ice (SC 167) or
hellrime blast invocation (CAr 134).
Cost to Create: 1,250 gp, 100 XP, 3 days.
STEADFAST BOOTS
Price (Item Level): 1,400 gp (5th)
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: —
Weight: 1 lb.
These thick, heavy boots are reinforced with
iron along the sole.
Steadfast boots help keep you on your feet.
You gain a +4 bonus on checks made
to avoid being bull rushed, overrun, or
tripped.
Furthermore, as long as you carry a
two-handed weapon, you are treated as if
you had readied that weapon against any
creature that charges you (and thus it deals
double damage if your attack is success-
Hexbands
Shadow
maniple
Strongarm
bracers
Vambraces of
wardingful), even if the weapon can’t normally be
set against a charge.
Prerequisites: Craft Wondrous Item,
bull’s strength.
Cost to Create: 700 gp, 56 XP, 2 days.
SHIFTWEAVE
Price (Item Level): 500 gp (3rd)
Body Slot: Torso
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: Swift (mental)
Weight: 5 lb.
This otherwise plain-looking set of clothing
seems to have gossamer threads woven randomly
into the fabric.
When you activate shiftweave, it changes
your garb to Shadow veil resemble any of five specific
outfi ts designated during its creation.
Shiftweave has no effect on any armor
you wear (nor can it mimic armor) and
does not change the effect of any magical
clothing you wear.
Lore: Though originally created for
wealthy socialites who wanted to avoid
wearing the same gown to the gala,
shiftweave is also useful to spies and assassins
(Knowledge [nobility and royalty]
DC 10).
Prerequisites: Craft Wondrous Item,
disguise self.
Cost to Create: 250 gp, 20 XP, 1 day.
MAGIC BEDROLL
Price (Item Level): 500 gp (3rd)
Body Slot: —
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration,
enchantment
Activation: Full-round (manipulation);
see text
Weight: 6 lb.
Artifi cer items: Cannith goggles, infi nite scrollcase, spare hand
This woolen sleeping bag is embroidered with
stars and moons in silver and blue thread, and
it smells of lavender.
A magic bedroll grants you a comfortable
and peaceful night’s sleep. As long as you
lie in it, you gain the benefi t of an endure
elements spell. After sleeping for 8 hours
in the bedroll, you recover 1 hit point per
character level, in addition to the hit points
you recover normally. Getting into or out
of a magic bedroll is a full-round action.
Prerequisites: Craft Wondrous Item, cure
light wounds, endure elements.
Cost to Create: 250 gp, 20 XP,
1 day.
Magiske skjold (Darkwood)
Adamantium Full plate
Adamation fullplate (3/- damage reduction, 8 Armor Bonus,
1 max dex, 6 Armor Check Penalty, 35% Spell Failure
+2 longspear
==== Valuables====
+2000gp Løn
-50gp Trækhest
+2000gp
+5000gp
-300gp lagt ud for Dagger af Sort stål
+10000gp
-10000gp havesack + BoH 3
**Klasse:** \\
* Thaumaturge - SRD/DMG - En summoner.
* Loremaster - SRD/DMG - En der elsker bøger.
* Shadowbane stalker - C.adv.70 - En snigende stabbity cleric der forsøger at modvirke thieves guilds mm.
* Alienist - C.Arc.21 - En summoner der summoner farplane creatures.
* Elemental Savant - C.Arc.32 - En der **virkelig** godt kan lide et specifikt element.
* Malconvoker - C.Sco.48 - En goodguy der summoner demoner.
* Spellwarp sniper - C.Sco.64 - Kaster der bruger rays.
* Chameleon - RoD.111 - En der ikke kan bestemme sig om han er Cleric/Wizard/Rogue/Fighter og kan lidt af det hele. (Underlig spellprogression)
* Eldritch disciple - C.Mag.53 - Warlock/Divine kaster hybrid.