*sighs* Here we go. Sorry it took so long, but I had to think of how much info to put on your sheets so you'd know a bit of what was going on without swarming it with info and yeah. Blake, your's is HUGE because of your spell list so you can choose without needing me for that. You just need to read over it, ask me if you have a question and let me know if you don't understand something. Name your character's and write up a background, now I have to start writing up a plot.
There's a lot of detail in here, basically all you have to worry about is the spells you choose to use during each day. DZ, you can use any of the one's you know, Blake, you have to pick a number of spells to memorize, then you can pick from those to use. I did an alternate system with Spell Points so you'd have a more flexible system to use what spells you wanted rather a certain amount of each spell level per day, you can use all of level 2 spells, or all of level 1 spells, or mix and match, whatever you want. DZ's Character Name:Aladine
(True level- 8th) Bozak 4/6 Blackrobe(caster level 6)
Lawful Evil
H.P. 66
Str. 16
Dex. 14
Con. 14
Int. 14
Wis. 10
Cha. 16
AC 26 (touch 12, flat-footed 18)
Fort 6
Ref 6
Will 7
BAB 5
Attack: +6 1d8 (Long Bow), +11 (1d12 +3 +1d4) with Axe
Natural: 2 claws +8 (1d4 + 3) and bite +3 (1d4+2)
SR- 16 (26)
Dragon Traits: Immune to sleep and paralysis, darkvision 120 ft, low-light vision, blindsense 60 ft, scent 60 ft
Draconian Traits: Immune to Disease, Glide (Immune to fall damage if they are able to spread and use wings, can glide
[Distance is 4 times horizontally the distance of the vertical fall, I.E. a 20 foot fall gives you the ability to glide for 80 feet east.]), Inspired by Dragons (While under the command of a dragon, +1 bonus to attack and saving throws), Low Metabolism (Can survive on 1/10th the water and food it takes to sustain a human.)
Skills: Concentration 11, Diplomacy 7, Intimidate 11, Knowledge: Arcana 11, Listen 5, Search 10, Spot 5, Spellcraft 10
Feats: Spell Focus: Necromancy, Empower spell (+2 spell levels, x1.5 effects), Brew Potion, Draconian Breath Weapon ( 1/day 3d8 damage, 60ft line of lightning, Ref 1/2 damage, DC 10+ 1/2 HD+ Con Mod {16}), Heighten Spell (+1 spell level/ +1 caster level adjustment) Edited, Power Attack,
Equipment: Black Dragonscale Armor of Ease (+6 AC, +2 maximum Dex Bonus, no spell failure, lightweight armor-10lbs, Acid resistence of 20), Wand of Negative Energy Burst (30 ft sphere, 1d8 + 10 negative energy damage, 10 charges), Long Bow (100 foot range, 1d8 damage), 50 arrows/quiver Darkstone Great Axe of Sorcerous Absorption:
1d12 19-20x3
+3 Enhancement (to damage and attack)
+1d4 damage, absorbed and transferred to S.P. on strike.
Spell Resistance +10
Knockback
Total Damage: 1d12 +3 +1d4
Caster Level: 5 (use this for "level" purposes regarding spells)
Spell Points: 47 Edited
Spells Known:
Cantrips (6/day, 1 S.P. each after that)- *Detect Magic, *Read Magic, *Light, *Disrupt Undead (1d6 to 1 undead), *Mage Hand (5 lb telekinesis, *Ray of Frost (1d3 damage), Acid Splash (1d4)
1(1 S.P.)- *Chill Touch (1 touch/level deals 1d6 damage and a possible 1 to Str)
*Ray of Enfeeblement (1d6 +1/2 lvls Str. Damage)
*Burning Hands (5d4 fire damage in 30 ft long cone spread)
*Mage Armor (+1 to natural, Dodge, Deflection and
2 (3 S.P.)- *False Life (+1d10 +1/level Temporary H.P.)
*Elemental Dart (1d6 + 1/level {max 1d6+10}, +1 dart at 3rd, 5th, 7th, 9th and 11th, choose at casting: Acid, Fire, Ice, Lighting damage)
3- (5 S.P.) - *Negative Energy Burst 1d8 +1/CL to 30 foot radius
4- (7 S.P.) 6th lvl Minotaur Skeleton Fighter
H.P. 49
Str. 27 (+8) AC 21, 13, 17(+4 N.A.)
Dex 16 (+3) Attack 14 (1d10+10, 19-20 x2)
Con -- Fort 4
Int 10 Ref 4
Wis 10 Will 1
Cha 6 SR 19
Move: 60 ft/round BAB 5
Skills: Discipline 17, Climb 13, Jump 12
Equip: Heavy Flail (1d10, 19-20 x2), Breastplate
Item of Power: Darkstone Flail of the Dead
1d10 19-20x2
+2 Enhancement
Haste
+1d6 burst Negative Energy damage 10ft radius
Total Damage: 1d10 +2 +1d6 + 2d6
Feats: Weapon Focus: Heavy Flail, Weapon Specialization: Heavy Flail, Power Attack, Cleave, Improved Sunder
Special Abilities/Qualities: Immune to sleep, paralysis, poison, mind-effecting attacks, polymorph, cold, and electricity. Damage Reduction 5/bludgeoning, +2 to Strength, no Constitution score Blake's Character: Name: Kaleb
Human Red Robe Transmuter: 5/3
Lawful Neutral
H.P.: 43
Str: 10
Dex: 14 (+2)
Con: 14 (+2)
Int: 17 (+3)
Wis: 12 (+1)
Cha: 12 (+1)
AC 17 (13)
Fort 4
Ref 4
Will 9
BAB 4
Attack: 4
Skills: Concentration 14, Decipher Script 14, Spellcraft 15, Hide 5, Move Silently 5, Intimidate 13, Craft: Leatherworking 13
Feats: Summon Familiar, Scribe Scroll, Spell Focus (Transmutation +1 DC, Barred Schools: Enchantment, Necromancy), Enhanced Focus (Transmutation +1 DC, +1 to saves against Transmutation Spells, Barred School: Divination), Empower Spell (+2 spell level, multiplies all numeric effects of spell by 1.5), Craft Wonderous Item, Spell Penetration, Heighten Spell (+X spell level, improves caster level by X amount), Spell Mastery (choose 3 spells you know by heart and don't need a spell book for), Pure Magic (Once per day per class level (Red Robe Class Level) you can do a spell with half normal damage as per the spell, and half pure magic damage. For example a Fireball done this way will do 1/2 fire, 1/2 magic damage), Arcane Research +2
Noteworthy Equipment: Onyx Ring {+2 to saves, 10 charges-Protection from Energy (12pts/level of user of one type of energy which is chosen upon using (10 minutes/level duration).} , Staff of Force +2 {(Magic Missile- 5 at 1d4+1, 3 times/day), (+2 deflection bonus to AC), Deerhide Cloak +3 (+3 to dodge bonus, +5 to Hide and Move Silently, and double movement rate in wooded setting), Spell book with all your spells in it
Blackstone Mesh Robe:
+5 AC Deflection Bonus
Cast Improved Invisibility 1/day, caster level 12
Energy Resistance:All 10 (Fire, Cold, Acid, Electricity all have 10 damage reduced from attacks against you each round)
Spell Points: 65
Spells Memorized Per Day: (Pick this many from list to know for the day as what you can cast with your spell points), {You can use Extend and Heighten (max +3 levels for this) each 3/day without extra Spell Point Costs}
0-4 (5/day)
1-5 (1 S.P.) 5- (9 S.P.) 9- (17 S.P.)
2-4 (3 S.P.) 6- (11 S.P.)
3-4 (5 S.P.) 7- (13 S.P.)
4-2 (7 S.P.) 8- (15 S.P.)
Blake's Familiar (I figured I'd go for something different than the "normal" thing for a fighting one)
Large Ape
H.P. 43 AC 17 (touch 11, flat-footed 12)
Attack: 2 claws +7 (1d6 +5), Bite + 2 (1d6+2);
Str 21 (+5) Fort: 4
Dex 15 (+2) Ref: 4
Con 14 (+2) Will: 8
Int 6 (-2) Speed: 30 (30 climb)
Wis 12 (+1) Has a 10ft reach (normal is 5ft)
Cha 7 (-2)
Skills: Climb +14, Listen +8, Spot +8
Feats: Alertness, Toughness
Abilities: Share spells (if within 5ft of you, any spells applicable also affect your familiar), Scent, Empathic Link, Speak with Master (it can talk with you in Common (the basic language), Touch spells (it can deliver touch spells for you), Speak with animals of it's own kind (It can talk with other apes)
Equipment: Hide Armor +3 AC Blackstone Spiked Great Club:
1d10 x2 Damage
+3 Enhancement Bonus
+1d6 Piercing Damage
DR 5
Use: Poison effect 2/day. DC 20 1d6/1d6 Str Damage. Can be mixed with an attack.
Note: You can give him a simple weapon like a club, or mace and have him use it instead. You could also take the time to train him to learn to use light armor or other weapons if you chose to, although that would take time and money to do so. Spell list in next post...too long to fit here. 
__________________ "You can do whatever you want to me." "Oh, so I can crate you and hide you in the warehouse at the end of Raiders?" "So funny, kiss me funny boy!" / *Sprays mace* " I know, I know, bad for the ozone"
Last edited by Magrus; 06-20-2005 at 04:33 PM.
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