Table of Contents

Cheat sheet

Human Psion1
Init : +2
Attack: +2 Melee / +4 Ranged / +4 Spells
AC: 12 normal, 12 Vs Touch, 10 flat footed
Fort:+4 Ref:+4 Will:+4
Hide:+2 Silent:+2 Listen:-1 Spot:-1 Sense:-1
HP: 36 Speed: 30ft. / 6 squares

Level Progression

Lvl	Class	BAB	HP	 SP	Saves	        PP	Feats					Class features
1	Psion	0	4+2	  7	 0/ 0/ 2         2+2	Overchannel, Psionic body              	Psionic Endowment, Discipline(Kineticist)
2	Psion	1	3+2	 14	 0/ 0/ 3	 6+4			
3	Psion	1       3+2	 21	 1/ 1/ 3        11+6	Talented overchannel		
4	Pson	2	2+2	 28	 1/ 1/ 4        17+8					
5	Psion	2	3+2	 35	 1/ 1/ 4        25+10	                                        Psionic meditation
6	Psion	3	3+2	 42	 2/ 2/ 5        35+12	Priviledged energy		
E6                       46                                     Expanded knowledge(Sustenance)

Attributes

	Total	Mod	Race	Lv	Item	Misc.	Original
STR	 8	-1					 8
DEX	14	+2					14
CON	14	+2					14
INT	19	+4		+1			18
WIS	 8	-1					 8
CHA	12	+1					12

/36 Hitpoints remaining

Saves

Saves Fort Ref Will
Total 4 4 4
Psion 2 2 5
Abilities 2 2 -1
Equipment

Skills

Wiz4	(2+4+1)*9=63
Skills					Total	Ranks	 Mod	Item	ACP	Feat	Misc
  Appraise                                                                                                                        
C Autohypnosis                                                                                
  Balance                                                                                
  Bluff                                                                                 
  Climb                                                                                 
C Concentration                                 9                                               
C Craft                                                                                
  Decipher Script                                                                                
  Diplomacy                                                                                
C Disable Device                                                                                
  Disguise                                                                                
  Escape Artist                                                                                
  Forgery                                                                                
  Gather Information                                                                                
  Handle Animal                                                                                
  Heal                                                                                
  Hide                                                                                
C Intimidate                                                                                
  Jump                                                                                
C Knowledge (arcana)                             9                                                   
C Knowledge (architecture and engineering)       1                                                                        
C Knowledge (dungeoneering)                      4                                                         
C Knowledge (geography)                          1                                                     
C Knowledge (history)                            9                                                    
C Knowledge (local)                              1                                                 
C Knowledge (nature)                             9                                                   
C Knowledge (nobility and royalty)               1                                                                
C Knowledge (religion)                           1                                                    
C Knowledge (the planes)                         9                                                       
  Listen                                                                                
  Move Silently                                                                                
  Open Lock                                                                                
  Perform                                                                                
C Profession                                                                                
  Ride                                                                                
  Search                                                                                
  Sense Motive                                                                                
  Sleight of Hand                                                                                
  Speak Language                                                                                
C Spellcraft                                    9                                            
  Spot                                                                                
  Survival                                                                                
  Swim                                                                                
  Tumble                                                                                
  Use Magic Device                                                                                
  Use Rope                                                                                

Combat stats

Defense		12
  Base		10
  Armor		
  Ability(DEX)	+2
  Items		
  Other		
				
Melee		
  Base		+3
  Ability(STR)	-1
Ranged		
  Base		+3
  Ability(DEX)	+2

Vitals

Name:	Mordred the mad
Age: 	35 years
Race: 	Human
Gender: Male
Height: 182cm
Weight: 92kg
Build: 	Normal
Hair: 	Long and scraggly
Skin: 	Weathered
Eyes: 	Brown
Dress:	Red ragged robes
Distinguishing Marks: 
Dominant Hand: Right
Languages: Common, Abyssal, Celestial, Draconic, Infernal 

Spellbook

Spells Psi DC Psi/Cost Known
1st 15 3 Call to mind, Control Flames, Control Object, Control Light
2nd 16 5 Energy Missile, Energy Adaptation, Sustenance
3rd 17 7 Energy Retort, Telekinetic force

Spell descriptions

RAY OF FLAME (SpellComp.167)
Evocation [Flame]
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
A burning ray shoots out at the target from your upturned palm. The sound of a crackling fire follows the ray’s path.
You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful, the ray deals 1d6 points of fire damage per two caster levels (maximum 5d6). The target must also make a Reflex save or catch fire, taking 1d6 points of fire damage each round until the flames are put out (requiring a DC 15 Reflex save; see Catching on Fire, DMG 303).
Focus: A small, polished glass lens.

EBON EYES (SpellComp.77)
Transmutation
Level: Assassin 1, cleric 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You feel, more than see, a black haze form at the corner of your eyes. Upon touching your intended subject the haze disappears and the creature’s eyes become shrouded in blackness.
The subject of this spell gains the ability to see normally in natural and magical darkness, although it does not otherwise improve the subject’s ability to see in natural dark or shadowy conditions. The subject ignores the miss chance due to lack of illumination other than total darkness. While the spell is in effect, a jet-black film covers the subject’s eyes, a visual effect that gives the spell its name. Material Component: A pinch of powdered black gemstone of any type.

ORB OF ACID, LESSER (SpellComp.150)
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand.
An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

AMANUENSIS (SpellComp.9)
Transmutation
Level: Cleric 0, sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object or objects with writing
Duration: 10 minutes/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You point at the writing and then move your hand as though holding a stylus or quill. As you intone the spell, the script appears on a sheet of paper close at hand.
You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied.
The spell triggers (but does not copy) writing-based magic traps in the material being copied.
Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.
The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.

MANYJAWS (SpellComp.138)
Evocation [Force]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One pair of disembodied, flying jaws per caster level (maximum ten pairs)
Duration: Concentration, up to 3 rounds
Saving Throw: See text
Spell Resistance: Yes
You clamp your teeth together with the last gesture, and several disembodied jaws of blue force appear and float toward your foes, gnashing their teeth.
When you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and attack your foes. These pairs of jaws can be commanded to attack separate targets, or multiple pairs can be sent to attack a single foe. The jaws originate at your location and fly out to attack their targets, moving at a fly speed of 40 feet with perfect manoeuvrability. You can redirect as many of the jaws as you desire as a standard action.
Each round on your action, each pair of jaws automatically hits its target and deals 1d6 points of damage, or half that amount with a successful Reflex save. A creature targeted by multiple pairs of jaws in a single round makes only one saving throw, with success halving the total damage.
Material Component: A pair of teeth.

STORM MOTE (Sandstorm.121)
Evocation [Air, Earth]
Level: Druid 3, sorcerer/wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cylinder (5-ft. radius, 10 ft. high)
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
You create a whirling vortex of sand. It flies at speed of 60 feet per round (perfect manoeuvrability), and you can concentrate on controlling its every movement or specify a simple program. Directing the vortex’s movement is a move action, while changing its programmed movement is a standard action. If you don’t move or program the vortex, it merely stays at rest, spinning and howling. The vortex dissipates if it exceeds the spell’s range.
If a storm mote enters a space with a creature, it stops moving for the round and deals 2d8 points of damage to the creature. A successful Fortitude save reduces damage by half.
Those outside the vortex have concealment against those inside. The vortex extinguishes all non-magical flame.
Arcane Material Component: A pinch of sand.

Items

Magical items
Cost Weight .Loc Item Source Notes
Hand Glove of Arcane fury Legacy item
1400 Held2 Rod of Frost MIC.174 3/day 2d6 cold dam, REF14 for ½, Puts out fire, freezes water
2200 Ring2 Ring of feather falling CORE Continuous feather fall
1400 Feet Anklets of translocation MIC.71 2/day teleport 10 as swift action
900 2 Neck Hand of the mage CORE Magehand /Will
500 Head Watchful lamp MIC.147 Can glow as torchlight at shoulders.
350 Pack Everlasting rations MIC.160 1 trail ration /day
200 Pack Everfull mug MIC.160 Water, beer or wine
Mundane items
Cost Weight .Loc Item Source Notes
2 2 Body Sling bag (Bag1) Reflavoured backpack
- 4 Body Entertainer's outfit
0,1 5 SBag2 Bedroll
0,5 3 SBag2 Winter blanket
0,5 SBag2 5x Inkpens
24 SBag2 3 oz. Writing ink
0,5 10 SBag2 Iron pot
20 40 SBag2 40 days of trail rations
0,3 1,5 SBag2 3x Sacks
3 12 SBag2 3x Waterskins
9 12 Sbag2 3x Entertainer's outfit
8 7 Sbag2 Cold weather outfit
150 Light Warhorse (Horse1)
10 25 Horse1 Riding saddle
4 8 Horse1 Saddlebags (SBag2)
0,35 70 Horse1 7 Days of horsefood
Other/Misc. items
Cost .Loc Weight Item Source Notes
Gloves of Arcane Fury
Price (Item Level) X gp (X th)
Body Slot — (held)
Caster Level X rd
Aura X ;
Activation -
Weight
The gloves arcane fury are inhabited by the old-ass mage MageName
Prerequisites Craft Wondrous Item, Craft Legacy items
Cost to Create X gp, X XP, X days.
Advancement Ability
5 +1 Insight bonus to Ranged touch attacks and Ray attacks.
6 Deflect (+3) 3/day
7 +2 Enhancement bonus to Dex.
8 Ray of frost /will
9 +2 Insight bonus to Ranged touch attacks and Ray attacks.
10 Deflect (+5) 4/day
11 +4 Enhancement bonus to Dex.
12 Greater Arcane sight 1/day
13 +3 Insight bonus to Ranged touch attacks and Ray attacks.
14 Deflect (+7) 5/day
15 +6 Enhancement bonus to Dex.
16 Telepathic bond 1/day
17 +4 Insight bonus to Ranged touch attacks and Ray attacks.
18 Deflect (+9) 6/day
19 +8 Enhancement bonus to Dex.
20 Foresight 1/day

Bookkeeping

Starting magic items

 350	Everlasting rations
 200	Everful mug
2200	Ring of feather falling
1400	Anklet of trnaslocation
1400	Rod of frost (3/day line of 2d6/R½ frost)
 900	Hand of the mage

Total: 350+200+2200+1400+1400+900+500=6950

Starting Mundane items

150		Light warhorse
10	25	Riding saddle
4	8	Saddlebags
0,35	70	7 days of food
9	12	3x Entertainer's outfit
-	4	Entertainer's outfit
8	7	Cold weather outfit
0,1	5	Bedroll
0,5	3	Winter blanket
0,5	-	5x Inkpens
24	-	3oz. ink.
0,5	10	Iron pot
20	40	40 days of trail rations
0,3	1,5	3 sacks
3	12	3 waterskins
2	2	Sling bag

Total: 150+10+4+0,35+9+8+0,1+0,5+0,5+24+0,5+20+0,3+3+2=232,25

Wealth changes



Total

13000=