Knights of Legend |
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Sawyer Kelly
Level Nine Half-ElfSmart Hero 2 Dedicated Hero 1 Mage 6
strength 10 (+0) dexterity 14 (+2) constitution 12 (+1) intelligence 22 (+6) wisdom 14 (+2) charisma 16 (+3)
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Vital Statistics |
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fort save +4 ref save +6 will save +12 action points 45 initiative +2 hit points 62
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touch ac 18 flat-footed 16 base attack bonus 4 melee +4 ranged +6 grapple +4
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SKILLS |
* denotes maximum rank at current level. (#) denotes rank. |
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Class Skills |
Int Base (+6)
comp use +9 (3) craft chem. +14 (8) craft v.a. +14 (8) craft write +16 (7) decipher script +16 (7) demolitions +6 disable device +10 (4) forgery +6 investigate +11 (5) know arc +21 (12)* know e&ls +12 (4) know history +10 (4) know current +8 (2) navigate +6 repair +6 research +19 (3) search +7 (1) spellcraft +20 (12)*
Con Base (+1)
concentration +13 (12)* combat con +23
| Wis Base (+2)
profession +2 treat injury +2 survival +2 spot +10 (7) sense motive +13 (11) listen +7 (6) gamble +2
Str Base (+0)
(none)
Cha Base (+3)
(none)
Dex Base (+2)
(none)
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Non Class Skills |
Int Base (+5)
(none)
Cha Base (+3)
bluff +3 diplomacy +8 (3) gather info +6 (1) disguise +3 intimidate +3 perform all +3
Dex Base (+2)
balance +2 drive +2 esc. art. +2 hide +2 move sil. +2 ride +2
| Wis Base (+2)
(none)
Str Base (+0)
swim +0 jump +0 climb +0
Con Base (+2)
(none)
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Other Class Skills |
knowledge (art, behavioral sciences, business, civics, earth and life sciences, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) [int]
craft (pharmaceutical, mechanical) [int]
perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) [cha] |
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Talents |
skill emphasis (craft write) The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.
sevant (decipher script) The Smart hero gets to add a bonus equal to his or her Smart level when making checks with a selected skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.
brew potion A Mage can create potions, which carry spells within themselves. The Mage can create a potion of any spell of 3rd level or lower that he knows. The spell must target a character or characters. Brewing a potion takes 24 hours. When the Mage creates a potion, he sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Mage’s class level.
spell mastery At 5th and 8th level, a Mage gains the spell mastery ability. Each time, the Mage chooses a number of spells that he already knows equal to his Intelligence modifier. From that point on, the Mage can prepare these spells without referring to a spellbook. The Mage is so intimately familiar with these spells that he doesn’t need a spellbook to prepare them anymore.
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| scribe scroll Starting at 2nd level, a Mage can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day. The purchase DC for the raw materials to scribe a scroll is 13 + the scroll’s spell level + the scroll’s caster level.
The Mage must also spend experience points to scribe a scroll. The XP cost is equal to the spell level ¥ the caster level ¥ the purchase DC of the raw materials.
Finally, the Mage makes a Craft (writing) check. The DC for the check is 10 + the spell level + the caster level of the scroll. If the check fails, the raw materials are used up but the XP are not spent. The Mage can try scribing the scroll again as soon as he purchases more raw materials.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
A scroll can be written on a sheet of paper or parchment, or it can be saved as a file on a computer or PDA.
scribe tattoo A Mage can create tattoos on his body or someone else’s. Tattoos function similarly to scrolls, and are created in the same way (see the scribe scroll ability), except that the pertinent skill is Craft (visual arts).
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Feats |
8/20 Purchased Feats. 3/3 Birthday Feats. |
spellslinger For any one spellcasting advanced class in which you have levels, you can prepare and cast one additional spell per spell level known.
arch. weapons prof. The character takes no penalty on attack rolls when using any kind of archaic weapon.
magical affinity You have a knack for magical endeavors.You gain a +2 bonus on all Spellcraft checks and Use Magic Device checks.
studious The character gets a +2 bonus on all Decipher Script checks and Research checks.
self-improvement Gains +1 to one ability score. [INT]
combat casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled..
iron will The character gets a +2 bonus on all Will saving throws
heart of the mountain +2 hit points per level, applied retroactively, in addition to all future levels.
coolness under fire You gain a +6 bonus to Concentration checks made to cast a spell.This bonus stacks with the bonus from the Combat Casting feat.
educated Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. [arc lore + e&ls]
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spell focus [trans + evoc] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
greater spell focus [trans + evoc] Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
eschew materials You can cast spells without needing to utilize minor material components.
quick draw The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full normal rate of attacks
personal firearms prof. The character can fire any personal firearm without penalty.
imbued weapon When casting a spell with a range of touch, you may instead cast it through a ranged weapon to deliver the spell effect. The effect is instantaneous, allowing you to cast the spell and attack in the same round. If the attack hits, you deal normal damage and the spell effect. If you miss, compare your attack result to your opponent's touch armor class. If you hit their touch AC, the effect is triggered, but weapon damage is not. This feat only works on spells that require you to physically touch a target, not ones that require a ranged touch attack and it is only effective up to 30ft.
An imbued weapon spell used up a spell slot one level higher than the spell's actual level.
improved imbued weapon You may now transfer the power of your touch spells through any item of your choice.
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Inventory |
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Excalibur Pistol (Range Weapon) Does 2d6 +1 enhancement bonus to attack rolls and to damage. | |
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Special Abilities |
+2 species bonus against Enchantment spells or effects Can only be resurrected within 1d4 hours after death Elven Blood Humanoids eat, sleeps, and breathes Immunity to Sleep (Ex) Shadowkind Summon Familiar |
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Spells |
The Mage must prepare spells ahead of time by resting for 8 hours and spending 1 hour studying his spellbook. While studying, the Mage decides which spells to prepare. To learn, prepare, or cast a spell, the Mage must have an Intelligence score of at least 10 + the spell’s level.
A Mage can prepare a lower-level spell in place of a higher-level one if he desires. place. The Difficulty Class for saving throws to resist the effects of a Mage’s spells is 10 + the spell’s level + the Mage’s Intelligence modifier.
Complete Spell List
0-Level Spells Per Day 5 1st-Level Spells Per Day 4 + 2 2nd-Level Spells Per Day 4 + 2 3rd-Level Spells Per Day 2 + 1
4th-Level Spells Per Day - 5th-Level Spells Per Day - |
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Prepared Spells |
0-Level Spells
1st-Level Spells
2nd-Level Spells
3rd-Level Spells
None |
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FAMILIAR |
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Oscar
strength 3 (-4) dexterity 15 (+2) constitution 10 (+0) intelligence 7 (-2) wisdom 14 (+2) charisma 5 (-3) |
fort save +3 ref save +5 will save +11 initiative +2 hit points 23
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touch ac 16 flat-footed 14 base attack bonus 3 attack +7 damage 1d3 + 2 grapple -6
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balance +12 climb +10 escape artist +4 |
hide +11 move silently +8 spot +3 +9 |
FEATS agile You get a +2 bonus on all Balance checks and Escape Artist checks.
weapon finesse You may use your Dexterity modifier instead of your Strength modifier on attack rolls.
ABILITIES attach If a ferret hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached ferret loses its Dexterity bonus to Armor Class and has an AC of 12. An attached ferret can be struck with a weapon or grappled itself. To remove an attached ferret through grappling, the opponent must achieve a pin against the creature.
skills Ferrets have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A ferret can always choose to take 10 on a Climb check, even if rushed or threatened.
alertness The presence of a familiar sharpens its master’s senses. While the familiar is within 5 feet, the Mage gains the Alertness feat.
natural armor [+2] An improvement to the familiar’s existing natural armor bonus.
intelligence [7] The familiar’s Intelligence score.
share spells At the Mage’s option, he may have any spell he casts on himself also affect his familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if the creature moves farther than 5 feet away. The spell’s effect is not restored even if the familiar returns to the Mage before the duration would otherwise have ended. Additionally, the Mage may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. The Mage and the familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
empathic link The Mage has an empathic link with the familiar out to a distance of up to 1 mile. The Mage can’t see through the familiar’s eyes, but the two of them can communicate telepathically. Note that the relatively low Intelligence of a low-level Mage’s familiar limits what it is able to communicate or understand, and even intelligent familiars see the world differently from humans.
touch The familiar of a Mage who is 3rd level or higher can deliver touch spells for him. When the mage casts a touch spell, he can designate his familiar as the “toucher.” (The Mage and the familiar have to be in contact at the time of casting.) The familiar can then deliver the touch spell just as the Mage could. As normal, if the Mage casts another spell, the touch spell dissipates.
improved evasion If a familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
speak with A Mage of 5th level or higher and his familiar can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
speak with animals of its type The familiar of a Mage of 7th level or higher can communicate with animals of approximately the same type as itself: bats and rats with rodents, cats with felines, ferrets with creatures of the family Mustelidae (weasels, minks, polecats, ermines, skunks, wolverines, and badgers), hawks and owls with birds, snakes with reptiles, toads with amphibians. The communication is limited by the Intelligence of the conversing creatures.
spell resistance The familiar of a Mage of 9th level or higher gains spell resistance equal to the Mage’s level + 5.
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[Code has been modified. Original layout by Tifa. Can be found here.] |
Level Nine ♘ Mage 6
Date: 2016-01-19 02:28 pm (UTC)BAB +1
Fort +1
Ref +1
Will +1
Skill Points 13
Action Points 10
Spells
Level 2 +1
Level 3 +1
+2 Spellbook
Feats
coolness under fire
You gain a +6 bonus to Concentration checks made to cast a spell.This bonus stacks with the bonus from the Combat Casting feat.
educated
Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. [arc lore + e&ls]
Level Ten ♘ Archmage 1
Date: 2016-01-19 03:15 pm (UTC)Will +2
Def +1
Skill Points 13
Action Points 12
+2 Spellbook
Talents
total spellcasting
Count all character caster levels (Mage & Archmage) when determining the Archmage’s casting level for arcane spells.
Class Skills
Computer Use (Int), Concentration (Con), Craft (chemical, electronic, mechanical, pharmaceutical) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, technology, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spellcraft (Int).
Level Eleven ♘ Archmage 2
Date: 2016-02-21 04:48 am (UTC)Will +1
BAB +1
Skill Points 13
Action Points 12
Level 0 +2
Level 1 +2
Level 2 +2
Level 3 +1
+2 Spellbook
Talents
increased spells
At 2nd level, the Archmage increases the base number of arcane spells per day by one half (round down). This increase occurs before modifications for high intelligence or other alterations.
Level Twelve ♘ Mage 7
Date: 2016-02-21 05:06 am (UTC)Def +1
Skill Points 13
Action Points 12
Spells
Level 1 +2
Level 4 + (3 + 1)
+2 Spellbook
Feats
Prerequisites: 4+ ranks in Knowledge (religion), arcane spellcaster leveI 1st+.
divine blessing
When you gain this feat, choose a single spell from the cleric or druid spell lists, whose level is up to one less than the highest level arcane spell level you may normally cast. Add this incantation to your spellbook or list of known spells.You may now prepare and cast it as an arcane spell.
or (If above not approved)
specialized focus
You get an additional +2 to the Difficulty Class for all saving throws from the school of magic you select to focus on.
Talents
combat casting
At 7th level, a Mage becomes adept at casting spells during combat. He gets a +4 bonus on Concentration checks made to cast a spell while on the defensive.
Feats Wanted
Date: 2016-02-21 05:35 am (UTC)When casting a spell with a range of touch, you may instead cast it through a melee weapon to deliver the spell effect. The effect is instantaneous allowing you to cast the spell and attack in the same round. If the attack hits, you deal normal damage and the spell effect. If you miss, compare your attack result to your opponent's touch armor class. If you hit their touch AC, the effect is triggered, but weapon damage is not. This feat only works on spells that require you to physically touch a target, not ones that require a ranged touch attack.
An imbued weapon spell used up a spell slot one level higher than the spell's actual level.
improved imbued weapon
When casting a spell with a range of touch, you may instead cast it through a ranged weapon to deliver the spell effect. The effect is instantaneous allowing you to cast the spell and attack in the same round. If the attack hits, you deal normal damage and the spell effect. If you miss, compare your attack result to your opponent's touch armor class. If you hit their touch AC, the effect is triggered, but weapon damage is not. This feat only works on spells that require you to physically touch a target, not ones that require a ranged touch attack and it is only effective up to 30ft.
An imbued weapon spell used up a spell slot one level higher than the spell's actual level.
acid lattice
You can enhance your damage dealing spells with caustic energy. In addition to the spell's normal effect, you inflict an additional 1d6 points of acid damage of the chosen energy type per spell level (a 3rd level spell deals an additional 3d6 damage, etc.). This additional damage follows the same rules for saving throws and spell resistance of the original spell. An acid lattice spell takes up a spell slot one level higher than the spell's actual level.