Name | Vitra |
Age | 2424 |
Gender | Female |
Race | Hag |
Class | 10 Archivist, 10 Shadowcaster, 5 Dread Witch |
Height | 5'8 |
Weight | 140 |
Skin | Pale |
Eyes | Fiery Orange |
Hair | Red |
Level | 27 |
Experience | |
Fav. Hand | Left |
Origin | |
Alignment | Neutral Evil |
Faith | |
Fav. Class | |
Background | |
Carry Capacity | 0 |
Current Carry Weight | 0 |
basic | temporary | |||
STR | 20 | +5 | - | - |
DEX | 14 | +2 | 20 | +5 |
CON | 16 | +3 | 22 | +6 |
INT | 22 | +6 | 28 | +9 |
WIS | 17 | +3 | 23 | +6 |
CHA | 16 | +3 | 21 | +5 |
HP | 305 of 305 |
HP temp | of |
AC | 28 |
AC flat footed | 27 |
AC touch | 19 |
Conditions | |
Initiative | +5 |
Hit Dice | 27d |
Base Attack Bonus | 12 |
Walking | 40 |
Loaded | |
Running | |
Travel | |
Forced March | -1 |
Flying | |
Swimming | |
Climbing |
Fortitude | +26 ( CON ) |
Reflex | +17 ( DEX ) |
Willpower | +29 ( WIS ) |
SL 0 | SL 1 | SL 2 | SL 3 | SL 4 | SL 5 | SL 6 | SL 7 | SL 8 | SL 9 | |
---|---|---|---|---|---|---|---|---|---|---|
known | ||||||||||
per day |
Skill Name | Base Attr | Bonus |
---|---|---|
Appraise | INT | +9 |
Autohypnosis | WIS | +6 |
Balance | DEX | +5 |
Bluff | CHA | +5 |
Climb | STR | +5 |
Concentration | CON | +6 |
Craft: | INT | +9 |
Craft: | INT | +9 |
Craft: | INT | +9 |
Decipher Script | INT | +11 |
Diplomacy | CHA | +5 |
Disable Device | INT | +9 |
Disguise | CHA | +5 |
Escape Artist | DEX | +5 |
Forgery | INT | +9 |
Gather Information | CHA | +16 |
Handle Animal | CHA | +5 |
Heal | WIS | +6 |
Hide | DEX | +16 |
Intimidate | CHA | +26 |
Jump | STR | +5 |
Knowledge: Arcana | INT | +34 |
Knowledge: Planes | INT | +39 |
Knowledge: Religion | INT | +32 |
Knowledge: Engineering | INT | +32 |
Knowledge: Dungeoneering | INT | +34 |
Listen | WIS | +6 |
Move Silently | DEX | +16 |
Open Lock | DEX | +5 |
Perform: | CHA | +5 |
Perform: | CHA | +5 |
Perform: | CHA | +5 |
Profession: | WIS | +6 |
Profession: | WIS | +6 |
Psicraft | INT | +9 |
Ride | DEX | +5 |
Search | INT | +9 |
Sense Motive | WIS | +6 |
Sleight of Hand | DEX | +5 |
Spellcraft | INT | +24 |
Spot | WIS | +17 |
Survival | WIS | +6 |
Swim | STR | +5 |
Tumble | DEX | +5 |
Use Magic Device | CHA | +5 |
Use Psionic Device | CHA | +5 |
Use Rope | DEX | +5 |
Nature | INT | +32 |
Nobility | INT | +32 |
Religion | INT | +34 |
The statblocks of your features
The statblocks of your proficiencies
Statblocks for your spells.
Level | Cleric 1, Adept 1, Ebonmar Infiltrator 1, Divine Bard 1, Wu Jen 1, Death Master 1, Savant 1 |
Components | V S |
XP Cost | 0 |
Casting Time | 1 Standard |
Range | 60ft |
Target | Cone Shaped Emanation |
Duration | Concentration, up to 10 min/level |
Saving Throw | None |
Spell Resistance | No |
Description |
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good. This spell requires a Divine Focus. |
Level | Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 |
Components | V S F |
XP Cost | |
Casting Time | 1 Standard Action |
Range | Personal |
Target | You |
Duration | 10 min/level |
Saving Throw | |
Spell Resistance |
Description |
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus: A clear crystal or mineral prism. |
Level | Clr 1 |
Components | V S |
XP Cost | |
Casting Time | 1 Standard Action |
Range | 50 ft. |
Target | All enemies within 50 ft. |
Duration | 1 min/level |
Saving Throw | Will negates |
Spell Resistance | Yes |
Description |
Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless. |
Level | Clr 1, Pal 1 |
Components | V S |
XP Cost | |
Casting Time | 1 Standard Action |
Range | 50 ft. |
Target | The caster and all allies within a 50- ft. burst, centered on the caster |
Duration | 1 min/level |
Saving Throw | None |
Spell Resistance | Yes (harmless) |
Description |
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
Level | Bard 2, Cleric 2, Sorcerer 2, Wizard 2, Spellthief 2 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Close (25 ft. + 5 ft./2 levels) |
Target | One bridge of force 5 ft. wide, 1 in. thick, and up to 20 ft./level long |
Duration | 1 round/level |
Saving Throw | None |
Spell Resistance | Yes |
Description |
You stand at the edge of the canyon and invoke the power. At your feet appears a thin black bridge that arches over the canyon. You create a ribbonlike, weightless unbreakable bridge. A dark way must be anchored at both ends to solid objects, but otherwise can be at any angle. Like a wall of force (PH 298), it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space. Creatures can move on a dark way without penalty, since it is no more slippery than a typical dungeon floor. A dark way can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on a dark way to exceed this limit fall through it as if it weren't there. You never fall through a dark way unless your own weight exceeds the spell's maximum capacity. |
Level | Darkness 5 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Medium (100 ft. + 10 ft./level) |
Target | One ray/2 levels (maximum seven rays) |
Duration | Instantaneous; see text |
Saving Throw | Will partial |
Spell Resistance | Yes |
Description |
With a quick invocation to your deity, you call forth a nimbus of jet-black night. This terrible radiance, laced with the will of your deity, allows you to shoot black bolts of power. You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target. You can hurl one bolt for every two caster levels you have (maximum seven bolts). You can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting in the round when you cast the spell. You do no have to jurl a bolt in every round, but if you don't hurl the bolt you were entitled to in a round, it is lost. If you hurl all the bolts at once, al your targets must be within 60 feet of each other. A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save). An undead creature takes no damage bu is dazed if it fails its save. |