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 Zak's Season 1 Encounters Team

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Zak
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PostSubject: Zak's Season 1 Encounters Team   Fri Mar 30, 2012 9:36 am

Uragh- the tank
Female Bugbear Fighter 9
Lawful Evil



Strength 21 (+5)
Dexterity 16 (+3)
Constitution 18 (+4)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 5' 0"
Weight: 390 lb
Skin: Yellow
Eyes: Green
Hair: Light Brown




Total Hit Points: 83 [includes toughness x1]

Speed: 20 feet [armor]

Armor Class: 24 = 10 +8 [full plate] +2 [heavy wooden] +1 [dexterity in armor] +3 [bugbear]

Touch AC: 11
Flat-footed: 23
Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
Fortitude save: +10 = 6 [base] +4 [constitution]
Reflex save: +8 = 3 [base] +3 [dexterity] +2 [lightning reflexes]
Will save: +6 = 3 [base] +1 [wisdom] +2 [iron will]
Attack (handheld): +14/+9 = 9 [base] +5 [strength]
Attack (unarmed): +14/+9 = 9 [base] +5 [strength]
Attack (missile): +12/+7 = 9 [base] +3 [dexterity]
Grapple check: +14/+9 = 9 [base] +5 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
153 lb. or less
154-306 lb.
307-460 lb.
460 lb.
920 lb.
2300 lb.




Languages: Common Goblin Orc


Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]

Heavy Shield [1d4, crit x2, one-handed, bludgeoning]

Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]

Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]

Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]


Feats:

Combat Reflexes
Dodge
Improved Critical x1 Weapon(s):
Improved Initiative
Iron Will
Lightning Reflexes
Power Attack
Improved Shield Bash
Toughness x1

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 1 = +1
Balance Dex* 3 = +3
Bluff Cha 0 = +0
Climb Str* 8 = +5 +3
Concentration Con 4 = +4
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 0 = +0
Disguise Cha 0 = +0
Escape Artist Dex* 3 = +3
Forgery Int 1 = +1
Gather Information Cha 0 = +0
Handle Animal Cha 2 = +0 +2
Heal Wis 1 = +1
Hide Dex* 5 = +3 +2
Intimidate Cha 4 = +0 +4
Jump Str* 1 = +5 +2 -6 [speed 20]
Listen Wis 5 = +1 +4
Move Silently Dex* 11 = +3 +4 +4 [bugbear]
Perform_1 Cha 0 = +0
Perform_2 Cha 0 = +0
Perform_3 Cha 0 = +0
Perform_4 Cha 0 = +0
Perform_5 Cha 0 = +0
Ride Dex 4 = +3 +1
Search Int 5 = +1 +4
Sense Motive Wis 2 = +1 +1
Spot Wis 5 = +1 +4
Survival Wis 1 = +1
Swim Str** 9 = +5 +4
Use Rope Dex 3 = +3


* = check penalty for wearing armor


Bugbear:


+4 strength, +2 dexterity, +2 constitution, -2 charisma (already included)

Darkvision (see 60 feet in pitch-dark)

+4 on move silently (already included)

+3 natural armor bonus (already included)

Level adjustment +1

Fighter:

Bonus Feats (already included)


Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 3
Level 3: Fighter 6
Level 4: Fighter 9 +1 to constitution
Level 5: Fighter 2
Level 6: Fighter 10
Level 7: Fighter 1
Level 8: Fighter 2 +1 to strength
Level 9: Fighter 1




Uragh's Equipment:


67 lb
9 lb
2 lb
5 lb

2 lb

3 lb
2 lb
10 lb
1 lb
1 lb
4 lb
_____
106 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x3
Backpack
Block and tackle
Bottle
Caltrops
Candle
Lantern (bullseye)
Rations (1 day) x2
Rope (50', hempen) x1
Torches x1
Vial (for ink or potions) x1
Waterskins x1

Total





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PostSubject: Re: Zak's Season 1 Encounters Team   Fri Mar 30, 2012 9:57 am

Ta'akur - healer
Male Hobgoblin Cleric 9
Lawful Neutral



Strength 15 (+2)
Dexterity 15 (+2)
Constitution 19 (+4)
Intelligence 12 (+1)
Wisdom 19 (+4)
Charisma 11 (+0)
Size: Medium
Height: 5' 8"
Weight: 300 lb
Skin: Brown
Eyes: Amber
Hair: Red



Domains: Healing Protection

Energy: Positive [Healing / Turns Undead]


Total Hit Points: 74

Speed: 20 feet [armor]

Armor Class: 20 = 10 +8 [full plate] +1 [light steel] +1 [dexterity in armor]

Touch AC: 11
Flat-footed: 19
Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +10 = 6 [base] +4 [constitution]
Reflex save: +5 = 3 [base] +2 [dexterity]
Will save: +10 = 6 [base] +4 [wisdom]
Attack (handheld): +8/+3 = 6 [base] +2 [strength]
Attack (unarmed): +8/+3 = 6 [base] +2 [strength]
Attack (missile): +8/+3 = 6 [base] +2 [dexterity]
Grapple check: +8/+3 = 6 [base] +2 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.




Languages: Common Giant Goblin


Gauntlet [1d3, crit x2, 1 lb, light, bludgeoning]

Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]

Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]

Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]

Light Steel Shield [+1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]


Feats:

Combat Casting
Eschew Materials
Improved Initiative
Spell Penetration

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 1 = +1
Balance Dex* 2 = +2
Bluff Cha 0 = +0
Climb Str* 2 = +2
Concentration Con 9 = +4 +5
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 5 = +0 +5
Disguise Cha 0 = +0
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 0 = +0
Heal Wis 9 = +4 +5
Hide Dex* 2 = +2
Intimidate Cha 0 = +0
Jump Str* -4 = +2 -6 [speed 20]
Knowledge (arcana) Int 5 = +1 +4
Knowledge (history) Int 4 = +1 +3
Knowledge (religion) Int 5 = +1 +4
Knowledge (planes) Int 4 = +1 +3
Listen Wis 4 = +4
Move Silently Dex* 6 = +2 +4 [hobgoblin]
Perform_1 Cha 0 = +0
Perform_2 Cha 0 = +0
Perform_3 Cha 0 = +0
Perform_4 Cha 0 = +0
Perform_5 Cha 0 = +0
Profession Wis 6 = +4 +2
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 4 = +4
Spellcraft Int 6 = +1 +5
Spot Wis 4 = +4
Survival Wis 4 = +4
Swim Str** 2 = +2
Use Rope Dex 2 = +2


* = check penalty for wearing armor


Zero-level Cleric spells: 6 per day
Light, guidance, virtue x2, Cure Minor wounds x3



First-level Cleric spells: 5 (4+1) per day +1 from a domain:
6x cure light wounds

Second-level Cleric spells: 5 (4+1) per day +1 from a domain:
cure moderate wounds x6


Third-level Cleric spells: 4 (3+1) per day +1 from a domain:
Create food and water,prayer, remove disease, creature summon 3, cure serious wounds x2


Fourth-level Cleric spells: 3 (2+1) per day +1 from a domain:
3x cure critical wounds, divine power


Fifth-level Cleric spells: 1 per day +1 from a domain:
cure light wounds mass, flame strike



Hobgoblin:


+2 dexterity / +2 constitution (already included)

+4 on move silently (already included)

Darkvision (see 60 feet in pitch-dark)

Level adjustment +1

Cleric:

Alignment Aura

Spontaneous Casting (heal)

Turn Undead (3x/day)

High wisdom gains bonus spells daily

Domain choices give additional abilities


Class HP rolled
Level 1: Cleric 8
Level 2: Cleric 8
Level 3: Cleric 5
Level 4: Cleric 7 +1 to wisdom
Level 5: Cleric 1
Level 6: Cleric 5
Level 7: Cleric 2
Level 8: Cleric 1 +1 to wisdom
Level 9: Cleric 1




Ta'akur's Equipment:


71 lb
4 lb
2 lb
5 lb
20 lb

3 lb
1 lb
_____
106 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x4
Backpack
Bedroll
Firewood (1 day) x1
Flint and steel
Lantern (bullseye)
Mirror

Total





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PostSubject: Re: Zak's Season 1 Encounters Team   Fri Mar 30, 2012 10:15 am

Silva- Skill
Female Halfling Rogue 10
Neutral Evil



Strength 12 (+1)
Dexterity 20 (+5)
Constitution 13 (+1)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 13 (+1)
Size: Small
Height: 3' 1"
Weight: 32 lb
Skin: Pale
Eyes: Black
Hair:




Total Hit Points: 44

Speed: 20 feet

Armor Class: 19 = 10 +3 [studded] +5 [dexterity] +1 [small]

Touch AC: 16
Flat-footed: 19 [uncanny dodge]
Initiative modifier: +5 = +5 [dexterity]
Fortitude save: +7 = 3 [base] +1 [constitution] +2 [great fortitude] +1 [halfling]
Reflex save: +13 = 7 [base] +5 [dexterity] +1 [halfling]
Will save: +5 = 3 [base] +1 [wisdom] +1 [halfling]
Attack (handheld): +9/+4 = 7 [base] +1 [strength] +1 [small]
Weapon Finesse: +13/+8 = 7 [base] +5 [dexterity] +1 [small]
Attack (unarmed): +9/+4 = 7 [base] +1 [strength] +1 [small]
Attack (missile): +13/+8 = 7 [base] +5 [dexterity] +1 [small]
Grapple check: +4/+-1 = 7 [base] +1 [strength] -4 [small]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
32 lb. or less
33-65 lb.
65-98 lb.
98 lb.
195 lb.
488 lb.




Languages: Common Dwarven Elven Gnome Goblin Halfling


Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]

Rapier [1d4, crit 18-20/x2, 1 lb., one-handed, piercing]

Hand Crossbow [1d3, 19-20/x2, range incr 30 ft., 1 lb., piercing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 10 lb.]


Feats:

Agile
Great Fortitude
Negotiator
Nimble Fingers
Weapon Finesse

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 9 = +4 +5
Balance Dex* 16 = +5 +7 +2 [tumble] +2 [agile]
Bluff Cha 6 = +1 +5
Climb Str* 8 = +1 +5 +2 [halfling]
Concentration Con 1 = +1
Craft_1 Int 4 = +4
Craft_2 Int 4 = +4
Craft_3 Int 4 = +4
Decipher Script Int 9 = +4 +5
Diplomacy Cha 12 = +1 +5 +2 [bluff] +2 [negotiator] +2 [sense motive]
Disable Device Int 11 = +4 +5 +2 [nimble fingers]
Disguise Cha 8 = +1 +7
Escape Artist Dex* 12 = +5 +5 +2 [agile]
Forgery Int 9 = +4 +5
Gather Information Cha 6 = +1 +5
Heal Wis 1 = +1
Hide Dex* 14 = +5 +5 +4 [small]
Intimidate Cha 6 = +1 +3 +2 [bluff]
Jump Str* 9 = +1 +10 +2 [halfling] +2 [tumble] -6 [speed 20]
Knowledge (local) Int 7 = +4 +3
Listen Wis 10 = +1 +7 +2 [halfling]
Move Silently Dex* 17 = +5 +10 +2 [halfling]
Open Lock Dex 15 = +5 +8 +2 [nimble fingers]
Perform_1 Cha 1 = +1
Perform_2 Cha 1 = +1
Perform_3 Cha 1 = +1
Perform_4 Cha 1 = +1
Perform_5 Cha 1 = +1
Profession Wis 6 = +1 +5
Ride Dex 5 = +5
Search Int 12 = +4 +8
Sense Motive Wis 8 = +1 +5 +2 [negotiator]
Sleight of Hand Dex* 12 = +5 +5 +2 [bluff]
Spot Wis 6 = +1 +5
Survival Wis 1 = +1
Swim Str** 6 = +1 +5
Tumble Dex* 12 = +5 +5 +2 [jump]
Use Magic Device Cha 3 = +1 +2
Use Rope Dex 8 = +5 +3
Use
psi device Cha 3 = +1 +2


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Decipher Script >=5 ranks gives +2 on use magic device checks involving scrolls.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Search >=5 ranks gives +2 on survival checks while tracking.


Halfling:


+2 dexterity / -2 strength (already included)

Small (combat bonuses, +4 to hide already included)

+2 racial bonus on climb, jump, move silently

+1 racial bonus on all saving throws (already included)

+2 morale bonus on saves vs. fear (stacks with racial bonus)

+1 to hit with thrown weapons and slings

+2 racial bonus on listen checks (already included)

Rogue:

Sneak Attack +5d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level Cool

Special Abilities (choices begin at 10th level)


Class HP rolled
Level 1: Rogue 6
Level 2: Rogue 5
Level 3: Rogue 1
Level 4: Rogue 2 +1 to intelligence
Level 5: Rogue 4
Level 6: Rogue 5
Level 7: Rogue 4
Level 8: Rogue 3 +1 to dexterity
Level 9: Rogue 3
Level 10: Rogue 1




Silva's Equipment:


13 lb
3 lb
1 lb
1 lb

2 lb

4 lb
3 lb
1 lb
5 lb
1 lb



1 lb
1 lb
1 lb
_____
37 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x3
Canvas (10 x 10)
Case (for map or scroll)
Fishhook
Flasks x1
Flint and steel
Grappling hook
Lantern (bullseye)
Rations (1 day) x2
Rope (50', silk) x1
Sacks x1
Sewing needle
Signal whistle
Signet ring
Spyglass
Torches x1
Thieves' tools

Total





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PostSubject: Re: Zak's Season 1 Encounters Team   Fri Mar 30, 2012 10:46 am

Li-Jou
Male Dark Elf Hexblade 8
Lawful Evil



Strength 15 (+2)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 15 (+2)
Wisdom 12 (+1)
Charisma 20 (+5)
Size: Medium
Height: 5' 1"
Weight: 125 lb
Skin: Black
Eyes: Red
Hair: White Wavy; Beardless




Total Hit Points: 45

Speed: 30 feet

Armor Class: 18 = 10 +4 [chain shirt] +4 [dexterity]

Touch AC: 14
Flat-footed: 14
Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative]
Fortitude save: +5 = 2 [base] +1 [constitution] +2 [Rat]
Reflex save: +8 = 2 [base] +4 [dexterity] +2 [lightning reflexes]
Will save: +7 = 6 [base] +1 [wisdom]
Attack (handheld): +10/+5 = 8 [base] +2 [strength]
Attack (unarmed): +10/+5 = 8 [base] +2 [strength]
Attack (missile): +10/+5 = 8 [base] +4 [dexterity] -2 [shaky]
Grapple check: +10/+5 = 8 [base] +2 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.




Languages: Abyssal Common Elven Dark_Elf_Silent Gnome Undercommon


Short Spear [1d6, crit x2, range inc 20 ft., 3 lb, one-handed, piercing]

Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]

Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]

Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]

No familiar yet


Feats:

Combat Casting
Combat Reflexes
Improved Initiative
Lightning Reflexes
Shaky [flaw]
Spell Penetration
Greater Spell Penetration

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 2 = +2
Balance Dex* 4 = +4
Bluff Cha 13 = +5 +8
Climb Str* 2 = +2
Concentration Con 12 = +1 +11
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 7 = +5 +2 [bluff]
Disguise Cha 5 = +5
Escape Artist Dex* 4 = +4
Forgery Int 2 = +2
Gather Information Cha 5 = +5
Heal Wis 1 = +1
Hide Dex* 4 = +4
Intimidate Cha 7 = +5 +2 [bluff]
Jump Str* 2 = +2
Knowledge (arcana) Int 8 = +2 +6
Listen Wis 5 = +1 +2 +2 [elf]
Move Silently Dex* 4 = +4
Perform_1 Cha 5 = +5
Perform_2 Cha 5 = +5
Perform_3 Cha 5 = +5
Perform_4 Cha 5 = +5
Perform_5 Cha 5 = +5
Profession Wis 3 = +1 +2
Ride Dex 6 = +4 +2
Search Int 4 = +2 +2 [elf]
Sense Motive Wis 1 = +1
Spellcraft Int 15 = +2 +11 +2 [Knowledge, arcane]
Spot Wis 3 = +1 +2 [elf]
Survival Wis 1 = +1
Swim Str** 2 = +2
Use Rope Dex 4 = +4


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.


First-level Hexblade spells: 3 (1+2) per day



Second-level Hexblade spells: 1 (0+1) per day




Dark Elf:


+2 dexterity / +2 intelligence / +2 charisma / -2 constitution (already included)

Immune to magical sleep

+2 racial bonus to saves vs. enchantments

Darkvision to 120 ft.

Spell resistance 11 + class level

Dancing lights, darkness, faerie fire once/day each

Light blindness

In some campaigns, male drow get -2 charisma instead.

Character level +2

Proficient with longsword, rapier, longbow & shortbow

+2 racial bonus on listen, search, and spot checks

Notice secret doors

Hexblade:

Core class from "Complete Warrior"

Level 1: Hexblade's curse 1/day

Level 2: Arcane resistance

Level 3: Mettle

Level 4: Summon familiar

Level 5: Bonus feat; hexblade's curse 2/day

Level 6: ---

Level 7: Greater hexblade's curse

Level 8: ---

Level 9: Hexblade's curse 3/day

Level 10: Bonus feat

Level 11: ---

Level 12: Aura of unluck

Level 13: Hexblade's curse 4/day

Level 14: ---

Level 15: Bonus feat

Level 16: Aura of unluck 2/day

Level 17: Hexblade's curse 5/day

Level 18: ---

Level 19: Dire hexblade's curse

Level 20: Aura of unluck 3/day; bonus feat


Class HP rolled
Level 1: Hexblade 10
Level 2: Hexblade 4
Level 3: Hexblade 9
Level 4: Hexblade 1 +1 to charisma
Level 5: Hexblade 1
Level 6: Hexblade 2
Level 7: Hexblade 3
Level 8: Hexblade 7 +1 to dexterity




Li-Juo's Equipment:


39 lb
12 lb
2 lb
12 lb
_____
65 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x4
Rations (1 day) x2
Waterskins x3

Total

Rat familiar



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PostSubject: Re: Zak's Season 1 Encounters Team   Fri Mar 30, 2012 11:10 am

Leon
Male Aasimar Sorcerer 9
Lawful Good



Strength 14 (+2)
Dexterity 15 (+2)
Constitution 15 (+2)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 20 (+5)
Size: Medium
Height: 5' 11"
Weight: 200 lb
Skin: Silvery
Eyes: Silver
Hair: Gold Straight; Light Beard




Total Hit Points: 46

Speed: 30 feet

Armor Class: 12 = 10 +2 [dexterity]

Touch AC: 12
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +5 = 3 [base] +2 [constitution]
Reflex save: +5 = 3 [base] +2 [dexterity]
Will save: +6 = 6 [base]
Attack (handheld): +6 = 4 [base] +2 [strength]
Attack (unarmed): +6 = 4 [base] +2 [strength]
Attack (missile): +6 = 4 [base] +2 [dexterity]
Grapple check: +6 = 4 [base] +2 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.




Languages: Celestial Common Spiritfolk


Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning]

Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]

No familiar yet


Feats:

Eschew Materials
Naive as hell (-8 sense motive) [flaw; hand-edit as needed]
Spell Focus (Evocation)
Spell Focus (Illusion)
Greater Spell Focus (Evocation)
Spell Penetration

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 2 = +2
Balance Dex* 2 = +2
Bluff Cha 12 = +5 +7
Climb Str* 2 = +2
Concentration Con 8 = +2 +6
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 7 = +5 +2 [bluff]
Disguise Cha 5 = +5
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gather Information Cha 5 = +5
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha 7 = +5 +2 [bluff]
Jump Str* 2 = +2
Knowledge (arcana) Int 7 = +2 +5
Listen Wis 5 = +0 +3 +2 [aasimar]
Move Silently Dex* 2 = +2
Perform_1 Cha 5 = +5
Perform_2 Cha 5 = +5
Perform_3 Cha 5 = +5
Perform_4 Cha 5 = +5
Perform_5 Cha 5 = +5
Profession Wis 4 = +0 +4
Ride Dex 2 = +2
Search Int 2 = +2
Sense Motive Wis 1 = +0 +1
Spellcraft Int 14 = +2 +10 +2 [Knowledge, arcane]
Spot Wis 4 = +0 +2 +2 [aasimar]
Survival Wis 2 = +0 +2
Swim Str** 2 = +2
Use Rope Dex 2 = +2


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.


Zero-level Sorcerer spells: 6 per day
Flare
Ray of Frost



First-level Sorcerer spells: 8 (6+2) per day
Shield, mage armour, charm person, disguise self


Second-level Sorcerer spells: 7 (6+1) per day
Hideous laughter, invisibility, scorching ray, mirror image, spider climb


Third-level Sorcerer spells: 7 (6+1) per day
lightning bolt, displacement, fly, slow, keen edge


Fourth-level Sorcerer spells: 5 (4+1) per day
invisibility greater, shout, phantasmal killer, wall of fire




Aasimar:


+2 wisdom, +2 charisma (already included)

+2 on listen and spot checks (already included)

Light once per day

Acid, cold & electricity resistance 5
Darkvision (see 60 feet in pitch-dark)

"Native outsider." Check with your referee.

Level adjustment +1

Sorcerer:

Familiar / Alertness, etc.

Can know only limited numbers of spells

High charisma gains bonus spells daily


Class HP rolled
Level 1: Sorcerer 4
Level 2: Sorcerer 4
Level 3: Sorcerer 1
Level 4: Sorcerer 4 +1 to charisma
Level 5: Sorcerer 4
Level 6: Sorcerer 3
Level 7: Sorcerer 3
Level 8: Sorcerer 1 +1 to charisma
Level 9: Sorcerer 4




Leon's Equipment:


12 lb
1 lb
_____
13 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x1

Total





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PostSubject: Re: Zak's Season 1 Encounters Team   

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