==== 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.