Post by Cadic's Devoted on Mar 2, 2010 1:51:35 GMT -5
-CURRENT STATUS-
Health [190 / 160]
AC 22 / Touch 14 / Flat-Footed 18
Fort +14 / Reflex +14 / Will +29
Attack Modifier +13 Ranged Touch = +9 BAB / + 4 Dex
Damage Modifiers As Per Spell
Spells
Ebon Eyes: Permanent (SpC 77)
Low-Light Vision: Permanent (SpC 134)
Arcane Sight: Permanent (PHB 201)
Comprehend Languages: Permanent (PHB 212)
Read Magic: Permanent (PHB 269)
See Invisibility: Permanent (PHB 275)
Rary's Telepathic Bond (Cohort): Permanent (PHB 268)
Heart of Air: Lasts 20 hours: +10 Jump Checks (CM 106)
Heart of Earth: Lasts 20 hours: +8 vs Bullrush, Trip, Overrun. +30 Temp HP (CM 106)
Heart of Fire: Lasts 20 hours: +10 ft move speed. 20 Fire Resis (CM 107)
Heart of Water: Lasts 20 hours: 40ft Swim Speed, Can breath underwater (CM 107)
Anticipate Teleportation, Greater (SpC 13): Lasts 24 Hours: 100ft radius around me, know of and Delay all teleportation for 3 rounds.
Energy Immunity (Fire): Lasts 24 Hours (SpC 80)
Energy Immunity (Cold): Lasts 24 Hours (SpC 80)
Energy Immunity (Electricity): Lasts 24 Hours (SpC 80)
Energy Immunity (Acid): Lasts 24 Hours (SpC 80)
Energy Immunity (Sonic): Lasts 24 Hours (SpC 80)
Mind Blank: Lasts 24 Hours (PhB 253)
Epic Dis-Spell Immunity: Lasts 24 Hours.
'Heart of' Spells (Combined): Immune to Crits and Sneak attacks
Gem Jump: Cast and waiting use. Gem is in my Personal Quarters. (SpC 101)
Spell Charges Per Day 528 / 269 (538)
Vest of Archmagi 18 [red]/[/red] 18 Spell Levels Remaining
Robe of Retaliation Uses 3 [red]/[/red] 3 Remaining
Circlet of Mages Uses 3 [red]/[/red] 3 Remaining
Boots of Temporal Acceleration Uses 1 [red]/[/red] 1 Remaining[/quote]
War Wizard Cloak Dim Door 1 [red]/[/red] 1 Remaining ; Mage Armor 1 [red]/[/red] 1 Remaining ; Protection from Arrows 1 [red]/[/red] 1 Remaining; Sending 1 [red]/[/red] 1 Remaining
Ring of Spellbattle Uses 1 [red]/[/red] 1 Remaining
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Player name: Cadic's Devoted (Nick)
Character Name: Moraad Selinska
Aliases: High Wizard Selinska
Race: Human
Classes: Wizard 6/Fatespinner 4/Geometer 5/Dread Witch 5
Alignment:N-G
Occupation: Wizard, Mentor, Seeker of Knowledge
HP: 160
AC: 22
BAB: +9/+4
Appearance: -To come, in other post-
History: -To Come, in other Post-
Other notes:
STR:18
DEX:18
CON:18
INT:36
WIS:24
CHA:24
Fort:+14
Reflex:+14
Will:+29
Feats:
–– FEATS ––
• Eschew Materials (PH 94) : Cast spells without material components.
• Improved Counterspell (PH 95) : Counterspell with spell of same school.
• Leadership (PH 97) : Attract cohort and followers.
• Craft Wondrous Item (PH 92) : Create magic wondrous items.
• Scribe Scroll (PH 99)² : Create magic scrolls.
• Silent Spell (PH 100) : Cast spells without verbal components. +1 level
• Still Spell (PH 101) : Cast spells without somatic components. +1 level
• Jack of All Trades (CAd 110) : Use any skill, even "Trained Only" ones.
• Spirit Sense (HH 124) : See and speak with the recently dead
• Unnatural Will (HH 124)² : Add Cha modifier to Will saves against
fear effects
• Dark Speech (BV 48) : The character can use the Dark Speech to
bring loathing and fear to others, to help cast evil spells and
create evil magic items, and to weaken physical objects.
• Words of Creation (BE 48) : Ability to use Words of Creation.
• Master Linguist (RE 109) : Master a new language each level.
• Mysterious Magic (SX 135) : Your spells are difficult to identify.
• Fell Frighten (LM 27) : Creatures damaged by the spell are also shaken. +2 levels
• Eidetic Memory (HoL 46) : +10 competence bonus on Intelligence
checks to remember specific details and a +5 competence bonus on Will saves to resist spells that alter memories.
• Kiss of Dawn (HoL 46) : You regain all of your spells at dawn.
• Subvocalization (PC ) : You can speak softly while casting spells.
Others can only hear you within 10 feet.
• LandLord(User)
Skills: Only listing skills that I have +10 or greater, or Ranks in.
Appraise: +20
Bluff: +23
Concentration: +26
Craft (Alchemy): +21
Decipher Script:+29
Diplomacy: +10
Disable Device: +24
Forgery: +13
Intimidate: +45
Knowledge Arcana:+36
Knowledge Planes: +23
Knowledge All Other: +13
Martial Lore: +15
Perform (Oratory): +13
Profession (Gambler): +19
Psicraft: +13
Search: +37
Sleight of Hand: +17
Spellcraft: +38
Spot: +22
Tumble: +9
Abilities:
"–– RACE ABILITIES ––
• Base land speed of 30 feet.
• Bonus Feat: 1st level bonus feat
• Grafts(Ex):
¤ Rudimentary Eyespots: Several light-sensitive patches of skin have been grafted to your neck an the backs of your hands, somehow improving your vision, granting a +4 bonus on Spot checks and making you unable to be flanked.
• Favored Class: Any
–– CLASS ABILITIES ––
• Proficient with Club, Heavy Crossbow, Light Crossbow, Dagger, Quarterstaff.
• Aura of Good(Ex): You have a overwhelming aura of Good.
• Familiar: You have called a Raven as a magical companion.
¤ Alertness: While the familiar is within arms reach, you gain the
Alertness feat(+2 to Spot & Listen checks). Raven Speaks Suloise
• Spin Fate(Ex): As a free action, you can use up to a total of 4
points of spin per day to increase the save DC of a spell.
• Fickle Finger of Fate(Ex): 1/day as an immediate action, you can
force any other creature to which you have line of sight to reroll a
roll it has just made.
• Spin Destiny(Ex): You can now add spin to any skill check, attack
roll, or saving throw that you attempt on a point-for-point basis.
You must apply the spin before making the roll.
• Deny Fate(Ex): 1/day, on the first occasion when you must make a check to become stable when dying, the check automatically succeeds.
• Resist Fate(Ex): 1/day, you can reroll one roll that you have just made.
• Glyph of Warding: You have added glyph of warding to your spellbook.
• Spellglyph(Su): You can prepare a spellglyph.
• Book of Geometry(Ex): Each spell you learn from now on requires
only a single page in your spellbook.
• Sigilsight(Ex): You can use the Search skill to find magic traps
based on writing, as a rogue can. Add your caster level as a bonus to the Search.
• Pass Sigil(Su): As a standard action, you can attempt to pass a
magical ward based on written symbols, sigils, runes or glyphs. If
you succeed, you suppress its effects for as long as you concentrate.
• Powerful Spellglyph(Ex): You caster level is 1 higher for any spell
you cast with the use of a spellglyph.
• Greater Glyph of Warding: You add greater glyph of warding to your spellbook.
• Greater Master of Terror (Ex): The save DC of any spell you cast
with the fear descriptor increases by 2. You also gain a bonus to all
Intimidate skill checks equal to +10. In addition your fear can now
affect individuals normally immune to fear.
• Absorb Fear (Su): When placed under a fear effect your caster level increases.
• Fearful Empowerment (Su): 2/day, you can add [fear] to any spell
you cast that has some sort of visual manifestation. Creatures
targeted by a spell modified by fearful empowerment must make a Will save (DC 23) or become shaken for 1d4 rounds in addition to the normal spell effects.
• Delay Fear (Su): You can choose to delay the onset of any fear
effect you impose on someone else by up to 8 minutes. You can also delay fear effects placed on you, for 8 rounds
• Horrific Aura (Su): You radiate an aura of terror, creatures with 6
or fewer HD must succeed in a Will save (DC 23) or remain shaken
while within 10 feet of you. 8/day, you can channel this aura into a
touch attack. Creatures failing thier save against this attack are
panicked for 1d4+1 rounds, creatures who succeed are shaken for 1 round.
• Reflective Fear (Su): Any fear effect against which you
successfully save is immediately targeted back at the source.
Spells: Every Spell, levels 0-9, in the PhB and the Spell Compendium and Complete Mage.
Spell levels: 269(538)
Equipment
Body: Robe of Retaliation (MIC)
Head: Circlet of Mages (MIC)
Face: Crystal Mask of Dreadful Insight (Custom item. Combination of Crystal Mask of Dread and Crystal Mask of Insight from MIC)
Neck:
Arms:
Hands: Gloves of Storing (x2)
Feet: Boots of Temporal Acceleration
Shoulders: War Wizard Cloak (MIC)
Torso: Vest of the Archmagi
Waist: Belt of Magnificence +6 (Miniatures Handbook)
Rings: Spell-Battle, Penultimate Arcane Power
Misc: Tattoo of Sustenance, Tattoo of Darkhidden, Tatoo of MindShielding
Money:
DM NOTES:
D4 roll=4
DiR1
May I's: Spell, Ring, Age
To be finished as I finalize my Item list, Stronghold, etc.
Health [190 / 160]
AC 22 / Touch 14 / Flat-Footed 18
Fort +14 / Reflex +14 / Will +29
Attack Modifier +13 Ranged Touch = +9 BAB / + 4 Dex
Damage Modifiers As Per Spell
Spells
Ebon Eyes: Permanent (SpC 77)
Low-Light Vision: Permanent (SpC 134)
Arcane Sight: Permanent (PHB 201)
Comprehend Languages: Permanent (PHB 212)
Read Magic: Permanent (PHB 269)
See Invisibility: Permanent (PHB 275)
Rary's Telepathic Bond (Cohort): Permanent (PHB 268)
Heart of Air: Lasts 20 hours: +10 Jump Checks (CM 106)
Heart of Earth: Lasts 20 hours: +8 vs Bullrush, Trip, Overrun. +30 Temp HP (CM 106)
Heart of Fire: Lasts 20 hours: +10 ft move speed. 20 Fire Resis (CM 107)
Heart of Water: Lasts 20 hours: 40ft Swim Speed, Can breath underwater (CM 107)
Anticipate Teleportation, Greater (SpC 13): Lasts 24 Hours: 100ft radius around me, know of and Delay all teleportation for 3 rounds.
Energy Immunity (Fire): Lasts 24 Hours (SpC 80)
Energy Immunity (Cold): Lasts 24 Hours (SpC 80)
Energy Immunity (Electricity): Lasts 24 Hours (SpC 80)
Energy Immunity (Acid): Lasts 24 Hours (SpC 80)
Energy Immunity (Sonic): Lasts 24 Hours (SpC 80)
Mind Blank: Lasts 24 Hours (PhB 253)
Epic Dis-Spell Immunity: Lasts 24 Hours.
'Heart of' Spells (Combined): Immune to Crits and Sneak attacks
Gem Jump: Cast and waiting use. Gem is in my Personal Quarters. (SpC 101)
Spell Charges Per Day 528 / 269 (538)
Vest of Archmagi 18 [red]/[/red] 18 Spell Levels Remaining
Robe of Retaliation Uses 3 [red]/[/red] 3 Remaining
Circlet of Mages Uses 3 [red]/[/red] 3 Remaining
Boots of Temporal Acceleration Uses 1 [red]/[/red] 1 Remaining[/quote]
War Wizard Cloak Dim Door 1 [red]/[/red] 1 Remaining ; Mage Armor 1 [red]/[/red] 1 Remaining ; Protection from Arrows 1 [red]/[/red] 1 Remaining; Sending 1 [red]/[/red] 1 Remaining
Ring of Spellbattle Uses 1 [red]/[/red] 1 Remaining
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Player name: Cadic's Devoted (Nick)
Character Name: Moraad Selinska
Aliases: High Wizard Selinska
Race: Human
Classes: Wizard 6/Fatespinner 4/Geometer 5/Dread Witch 5
Alignment:N-G
Occupation: Wizard, Mentor, Seeker of Knowledge
HP: 160
AC: 22
BAB: +9/+4
Appearance: -To come, in other post-
History: -To Come, in other Post-
Other notes:
STR:18
DEX:18
CON:18
INT:36
WIS:24
CHA:24
Fort:+14
Reflex:+14
Will:+29
Feats:
–– FEATS ––
• Eschew Materials (PH 94) : Cast spells without material components.
• Improved Counterspell (PH 95) : Counterspell with spell of same school.
• Leadership (PH 97) : Attract cohort and followers.
• Craft Wondrous Item (PH 92) : Create magic wondrous items.
• Scribe Scroll (PH 99)² : Create magic scrolls.
• Silent Spell (PH 100) : Cast spells without verbal components. +1 level
• Still Spell (PH 101) : Cast spells without somatic components. +1 level
• Jack of All Trades (CAd 110) : Use any skill, even "Trained Only" ones.
• Spirit Sense (HH 124) : See and speak with the recently dead
• Unnatural Will (HH 124)² : Add Cha modifier to Will saves against
fear effects
• Dark Speech (BV 48) : The character can use the Dark Speech to
bring loathing and fear to others, to help cast evil spells and
create evil magic items, and to weaken physical objects.
• Words of Creation (BE 48) : Ability to use Words of Creation.
• Master Linguist (RE 109) : Master a new language each level.
• Mysterious Magic (SX 135) : Your spells are difficult to identify.
• Fell Frighten (LM 27) : Creatures damaged by the spell are also shaken. +2 levels
• Eidetic Memory (HoL 46) : +10 competence bonus on Intelligence
checks to remember specific details and a +5 competence bonus on Will saves to resist spells that alter memories.
• Kiss of Dawn (HoL 46) : You regain all of your spells at dawn.
• Subvocalization (PC ) : You can speak softly while casting spells.
Others can only hear you within 10 feet.
• LandLord(User)
Skills: Only listing skills that I have +10 or greater, or Ranks in.
Appraise: +20
Bluff: +23
Concentration: +26
Craft (Alchemy): +21
Decipher Script:+29
Diplomacy: +10
Disable Device: +24
Forgery: +13
Intimidate: +45
Knowledge Arcana:+36
Knowledge Planes: +23
Knowledge All Other: +13
Martial Lore: +15
Perform (Oratory): +13
Profession (Gambler): +19
Psicraft: +13
Search: +37
Sleight of Hand: +17
Spellcraft: +38
Spot: +22
Tumble: +9
Abilities:
"–– RACE ABILITIES ––
• Base land speed of 30 feet.
• Bonus Feat: 1st level bonus feat
• Grafts(Ex):
¤ Rudimentary Eyespots: Several light-sensitive patches of skin have been grafted to your neck an the backs of your hands, somehow improving your vision, granting a +4 bonus on Spot checks and making you unable to be flanked.
• Favored Class: Any
–– CLASS ABILITIES ––
• Proficient with Club, Heavy Crossbow, Light Crossbow, Dagger, Quarterstaff.
• Aura of Good(Ex): You have a overwhelming aura of Good.
• Familiar: You have called a Raven as a magical companion.
¤ Alertness: While the familiar is within arms reach, you gain the
Alertness feat(+2 to Spot & Listen checks). Raven Speaks Suloise
• Spin Fate(Ex): As a free action, you can use up to a total of 4
points of spin per day to increase the save DC of a spell.
• Fickle Finger of Fate(Ex): 1/day as an immediate action, you can
force any other creature to which you have line of sight to reroll a
roll it has just made.
• Spin Destiny(Ex): You can now add spin to any skill check, attack
roll, or saving throw that you attempt on a point-for-point basis.
You must apply the spin before making the roll.
• Deny Fate(Ex): 1/day, on the first occasion when you must make a check to become stable when dying, the check automatically succeeds.
• Resist Fate(Ex): 1/day, you can reroll one roll that you have just made.
• Glyph of Warding: You have added glyph of warding to your spellbook.
• Spellglyph(Su): You can prepare a spellglyph.
• Book of Geometry(Ex): Each spell you learn from now on requires
only a single page in your spellbook.
• Sigilsight(Ex): You can use the Search skill to find magic traps
based on writing, as a rogue can. Add your caster level as a bonus to the Search.
• Pass Sigil(Su): As a standard action, you can attempt to pass a
magical ward based on written symbols, sigils, runes or glyphs. If
you succeed, you suppress its effects for as long as you concentrate.
• Powerful Spellglyph(Ex): You caster level is 1 higher for any spell
you cast with the use of a spellglyph.
• Greater Glyph of Warding: You add greater glyph of warding to your spellbook.
• Greater Master of Terror (Ex): The save DC of any spell you cast
with the fear descriptor increases by 2. You also gain a bonus to all
Intimidate skill checks equal to +10. In addition your fear can now
affect individuals normally immune to fear.
• Absorb Fear (Su): When placed under a fear effect your caster level increases.
• Fearful Empowerment (Su): 2/day, you can add [fear] to any spell
you cast that has some sort of visual manifestation. Creatures
targeted by a spell modified by fearful empowerment must make a Will save (DC 23) or become shaken for 1d4 rounds in addition to the normal spell effects.
• Delay Fear (Su): You can choose to delay the onset of any fear
effect you impose on someone else by up to 8 minutes. You can also delay fear effects placed on you, for 8 rounds
• Horrific Aura (Su): You radiate an aura of terror, creatures with 6
or fewer HD must succeed in a Will save (DC 23) or remain shaken
while within 10 feet of you. 8/day, you can channel this aura into a
touch attack. Creatures failing thier save against this attack are
panicked for 1d4+1 rounds, creatures who succeed are shaken for 1 round.
• Reflective Fear (Su): Any fear effect against which you
successfully save is immediately targeted back at the source.
Spells: Every Spell, levels 0-9, in the PhB and the Spell Compendium and Complete Mage.
Spell levels: 269(538)
Equipment
Body: Robe of Retaliation (MIC)
Head: Circlet of Mages (MIC)
Face: Crystal Mask of Dreadful Insight (Custom item. Combination of Crystal Mask of Dread and Crystal Mask of Insight from MIC)
Neck:
Arms:
Hands: Gloves of Storing (x2)
Feet: Boots of Temporal Acceleration
Shoulders: War Wizard Cloak (MIC)
Torso: Vest of the Archmagi
Waist: Belt of Magnificence +6 (Miniatures Handbook)
Rings: Spell-Battle, Penultimate Arcane Power
Misc: Tattoo of Sustenance, Tattoo of Darkhidden, Tatoo of MindShielding
Money:
DM NOTES:
D4 roll=4
DiR1
May I's: Spell, Ring, Age
To be finished as I finalize my Item list, Stronghold, etc.