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Babus
Sept 9, 2016 19:31:17 GMT -6
Post by Rigil Kent on Sept 9, 2016 19:31:17 GMT -6
BabusMale elf conjurer 6 NG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +4 -------------------- Defense-------------------- AC 14, touch 13, flat-footed 12 (+1 deflection, +2 Dex, +1 natural) hp 31 (6d6+12) Fort +3, Ref +4, Will +5; +2 vs. enchantments Immune sleep -------------------- Offense-------------------- Speed 30 ft. Melee quarterstaff +2 (1d6-1) Arcane School Spell-Like Abilities (CL 6th; concentration +14) . . 9/day—acid dart (1d6+3 acid) Conjurer Spells Prepared (CL 6th; concentration +14) . . 3rd—dispel magic, haste, summon monster III, summon monster III . . 2nd—glitterdust (DC 19), rope trick, summon monster II, summon monster II, summon monster II, web (DC 19) . . 1st—mage armor, shield, silent image (DC 17), sleep (DC 17), summon monster I, summon monster I . . 0 (at will)—arcane mark, daze (DC 16), detect magic, read magic . . Opposition Schools Evocation, Necromancy -------------------- Statistics-------------------- Str 8, Dex 14, Con 13, Int 22, Wis 10, Cha 10 Base Atk +3; CMB +2; CMD 15 Feats Augment Summoning, Brew Potion, Scribe Scroll, Spell Focus (conjuration), Spell Penetration Traits focused mind, reactionary Skills Appraise +10, Craft (alchemy) +15, Fly +7, Knowledge (arcana) +15, Knowledge (dungeoneering) +13, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +13, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +10, Perception +4, Spellcraft +15 (+17 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Orc, Sylvan SQ arcane bond (twig, raven), elven magic, summoner's charm (3 rounds) Combat Gear selective metamagic rod (lesser)[APG]; Other Gear quarterstaff, amulet of natural armor +1, bag of holding i, headband of vast intelligence +2, ring of protection +1, wizard starting spellbook, 2,500 gp -------------------- Special Abilities-------------------- Acid Dart (1d6+3 acid, 9/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Evocation You must spend 2 slots to cast spells from the Evocation school. Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20). Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Babus
Sept 10, 2016 14:25:31 GMT -6
Post by WxMAN on Sept 10, 2016 14:25:31 GMT -6
ChrisIV: If you could post a bit of a background for your character, I'd appreciate it. Below I have included a link to the Kingmaker Player's Guide - it may be useful as a quick overview of the world and has some hooks you may (or may not) wish to add. Feel free to create any wizarding academy or whatever you'd need for your character to have gotten to where he is at. I'm not married to the letter of the setting and this is your story as much as it is anyone else's. Just let me know if you have any questions or anything - glad to have you join up, hopefully you'll enjoy how we game. Kingmaker Player's Guide
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Babus
Sept 24, 2016 8:06:04 GMT -6
Post by Rigil Kent on Sept 24, 2016 8:06:04 GMT -6
Per request, Twig's stat block: TwigMale raven (Pathfinder RPG Bestiary 133) N Tiny magical beast (animal) Init +2; Senses low-light vision; Perception +10 -------------------- Defense-------------------- AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size) hp 15 (1d8-1) Fort +1, Ref +4, Will +7 -------------------- Offense-------------------- Speed 10 ft., fly 40 ft. (average) Melee bite +7 (1d3-4) Space 2 ft.; Reach 0 ft. -------------------- Statistics-------------------- Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7 Base Atk +3; CMB +3; CMD 9 Feats Skill Focus (Perception), Weapon Finesse Skills Acrobatics +2 (-6 to jump), Appraise +0, Fly +11, Linguistics +0, Perception +10, Spellcraft +5 Languages Common SQ improved evasion -------------------- Special Abilities -------------------- Fly (40 feet, Average) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Babus
Oct 22, 2016 10:32:10 GMT -6
Post by Rigil Kent on Oct 22, 2016 10:32:10 GMT -6
Is Babus planning on picking up the Craft Magical Arms & Armor feat so he can make enchanted stuffs?
Also, he's going to have had a week to look at creating some alchemical concoctions.
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Babus
Feb 2, 2018 19:57:49 GMT -6
Post by Rigil Kent on Feb 2, 2018 19:57:49 GMT -6
BabusMale elf evoker (admixture[APG]) 7 (Pathfinder RPG Advanced Player's Guide 143) NG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +4 -------------------- Defense-------------------- AC 15, touch 13, flat-footed 13 (+1 deflection, +2 Dex, +2 natural) hp 35 (7d6+14) Fort +3, Ref +4, Will +5; +2 vs. enchantments Immune sleep -------------------- Offense-------------------- Speed 30 ft. Melee quarterstaff +2 (1d6-1) Special Attacks intense spells (+3 damage) Evoker Spells Prepared (CL 7th; concentration +15) . . Opposition Schools Divination, Necromancy -------------------- Statistics-------------------- Str 8, Dex 14, Con 13, Int 22, Wis 10, Cha 10 Base Atk +3; CMB +2; CMD 15 Feats - Custom Feat -, Brew Potion, Heighten Spell, Preferred Spell (fireball)[APG], Scribe Scroll, Spell Focus (evocation) Traits focused mind, reactionary Skills Appraise +10, Fly +12, Knowledge (arcana) +16, Knowledge (dungeoneering) +14, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +13, Knowledge (nobility) +11, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +11, Perception +4, Spellcraft +16 (+18 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Orc, Sylvan SQ arcane bond (Twig, raven), elven magic, versatile evocation Other Gear quarterstaff, amulet of natural armor +2, bag of holding i, headband of vast intelligence +2, ring of protection +1, wizard starting spellbook, 1,650 gp -------------------- Special Abilities-------------------- Admixture Associated School: Evocation Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Divination You must spend 2 slots to cast spells from the Divination school. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach. Heighten Spell Increases spell level to effective level desired. Intense Spells (+3 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Preferred Spell (Fireball) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license. Attachments:Babus.pdf (591.36 KB)
BabusSpells.pdf (378.06 KB)
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Babus
Jun 1, 2018 18:28:20 GMT -6
Post by Rigil Kent on Jun 1, 2018 18:28:20 GMT -6
BabusMale elf evoker (admixture[APG]) 8 (Pathfinder RPG Advanced Player's Guide 143) NG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +4 Aura elemental manipulation (30 ft.) -------------------- Defense-------------------- AC 15, touch 13, flat-footed 13 (+1 deflection, +2 Dex, +2 natural) hp 49 (8d6+24) Fort +4, Ref +4, Will +6; +2 vs. enchantments Immune sleep -------------------- Offense-------------------- Speed 30 ft. Melee quarterstaff +3 (1d6-1) Special Attacks intense spells (+4 damage) Evoker Spells Prepared (CL 8th; concentration +16) . . 4th—resilient sphere (DC 21) . . 3rd—fireball (DC 20) . . 2nd—scorching ray . . 1st—burning hands (DC 18) . . Opposition Schools Divination, Necromancy -------------------- Statistics-------------------- Str 8, Dex 14, Con 14, Int 22, Wis 10, Cha 10 Base Atk +4; CMB +3; CMD 16 Feats - Custom Feat -, Brew Potion, Heighten Spell, Preferred Spell (fireball)[APG], Scribe Scroll, Spell Focus (evocation) Traits focused mind, reactionary Skills Appraise +10, Climb +0, Fly +13, Knowledge (arcana) +17, Knowledge (dungeoneering) +15, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +13, Knowledge (nobility) +11, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +11, Perception +4, Spellcraft +17 (+19 to identify magic item properties), Swim +0; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Orc, Sylvan SQ arcane bond (Twig, raven), elven magic, versatile evocation Other Gear quarterstaff, amulet of natural armor +2, bag of holding i, headband of vast intelligence +2, ring of protection +1, wizard starting spellbook, 1,650 gp -------------------- Special Abilities-------------------- Admixture Associated School: Evocation Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Divination You must spend 2 slots to cast spells from the Divination school. Elemental Manipulation (8 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach. Heighten Spell Increases spell level to effective level desired. Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Preferred Spell (Fireball) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license. Attachments:Babus.pdf (617.35 KB)
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