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 Rowan

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Admin
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Number of posts : 1299
Localisation : RBDM with a heart of gold
Registration date : 2006-09-11

PostSubject: Rowan   Sat Nov 27, 2010 11:21 am

Race: Human
Class: Sorcerer 5
HD: 5d6+10; 40 hp
Initiative: +2
Speed: 30 feet
AC: 19 (+5 armor +2 shield +2 Dex), touch 12, flatfooted 17
BAB: +2
CMB: +0 (+2 BAB -2 Str)
CMD: 12 (10 +2 BAB -2 Str +2 Dex)
Melee attacks: Touch spell +4
Ranged attacks: Touch spell +4
Saves: F +4, R +4, W +5
Alignment: CN
Abilities: Str 7 (-2), Dex 14 (+2), Con 14 (+2), Int 13 (+1), Wis 8 (-1), Cha 20 (+5) [Cha 22 (+6) with Headband]

Languages: Common, Elven, Sylvan

Skills (20 pts):
Bluff +10 (1 rank +6 Cha +3 class skill)
Diplomacy +11 (5 ranks +6 Cha)
Handle Animal +7 (1 rank +6 Cha)
Intimidate +10 (1 rank +6 Cha +3 class skill)
Knowledge – Arcana +5 (1 rank +1 Int +3 class skill)
Knowledge – Nature +5 (1 rank +1 Int +3 class skill)
Knowledge – Nobility +2 (1 rank +1 Int)
Linguistics +2 (1 rank +1 Int)
Sense Motive +8 (5 ranks -1 Wis +3 class skill +1 trait)
Spellcraft +5 (1 rank +1 Int +3 class skill)
Use Magic Device +11 (2 ranks +6 Cha +3 class skill)

Feats (3 normal, 1 human, 1 class): Eschew Materials, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Unsettling Enchantment, Weapon Finesse

Traits (2): Bastard (+1 trait bonus to Will and -1 to Cha checks vs. Aundairan nobility), Suspicious (+1 trait bonus to Sense Motive and gain it as a class skill)

SA/Q: Fey Bloodline, Bloodline Arcana (increase DC of Compulsion spells by 2), Laughing Touch (9/day, as melee touch, cause target to burst out laughing for 1 rd and be able to take only a move action), Woodland Stride

Cantrips (DC 16, or 18 for enchantments*, or 20 for compulsions**):
Amanuensis (SC), Caltrops (SC), Daze**, Ghost Sound, Launch Item (SC), Light, Mage Hand, Message, Prestidigitation

Spells known (DC 16 + spell level, or 18+ for enchantments*, or 20+ for compulsions**):
1st level (7): Charm Person*, Color Spray, Distract Assailant** (SC), Entangle, Jet of Steam (CM), Reduce Person, Silent Image
2nd level (3): Combust (SC), Hideous Laughter**, Web

Spells per day: 8/6

Equipment: Cloak of Charisma +2, Twilight Mithral Shirt +1, Mithral Buckler +1, Ring of Resistance +1, rapier

Wands: Cure Light Wounds (30 charges)

Potions: Cure Light Wounds, Cure Moderate Wounds

Money:

UNSETTLING ENCHANTMENT (Complete Mage)
Your enchantment spells cloud the minds of even those who would otherwise resist their effects.
Prerequisite: Spell Focus (enchantment) or enchanter level 1st.
Benefit: Any foe required to save against an enchantment spell you cast takes a -2 penalty on attack rolls and to AC for 1 round, regardless of the result of the save. This is a mind affecting effect.


Last edited by Admin on Tue Nov 30, 2010 11:18 pm; edited 1 time in total
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Rowan



Number of posts : 235
Registration date : 2006-09-16

PostSubject: Re: Rowan   Tue Nov 30, 2010 11:05 pm

Hi Shil,

Could I swap 3 ranks of UMD for 3 more ranks of Diplomacy?

Here are the non-core spells Rowan knows.



LEVEL 2

Combust
Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or combustible object that weighs no more than 25 lb./level
Duration: Instantaneous; see text
Saving Throw: Reflex partial
Spell Resistance: Yes

This spell makes a combustible object or a creature’s combustible equipment burst into flame, even if damp.

If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster level (maximum 10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or catch fire (DMG 303).

If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.

LEVEL 1

Distract Assailant
Enchantment (Compulsion) [Mind-Affecting]
Level: sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

A creature affected by this spell is flat-footed until the beginning of its next turn.

Jet of Steam
Evocation
Level: sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release a powerful jet of superheated steam that deals 1d4 points of fire damage per caster level (maximum 5d4) to each creature within its area. The jet begins at your fingertips.

The jet of steam deals no damage to objects in its path, nor can it set fire to combustibles.

LEVEL 0

Amanuensis
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 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 mate rial 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.

Caltrops
Conjuration (Creation)
Level: sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no

Short Description: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5). A caltrops spell covers one 5-foot-by-5- foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.

A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.

For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum).

Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.

Launch Item
Transmutation
Level: sorcerer/wizard 0
Component: S
Casting Time: 1 standard action
Range: Touch
Target: One Fine item in your possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Short Description: Hurls Fine item up to Medium range. You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range (100 ft. + 10 ft./level). This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal.
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PostSubject: Re: Rowan   Tue Nov 30, 2010 11:18 pm

Korm'akhan wrote:
Could I swap 3 ranks of UMD for 3 more ranks of Diplomacy?

Okay, but no switching back next time you use UMD Razz
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