Ardan SpellSword | CG | ||
Character Name | Alignment | ||
Magus 12 | |||
Character Level | |||
Elf (Sidhe) | M | ||
Race | Size | ||
Male | 51 | ||
Gender | Age | ||
6ft 2in | 148lb | ||
Height | Weight | ||
Black | Green | ||
Hair | Eyes |
Taz | |
Player | |
Tuatha de Dannan | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +9 | +8 | CON +1 | +0 | +0 | +0 |
Reflex | +10 | +4 | DEX +6 | +0 | +0 | +0 |
Will | +9 | +8 | WIS +1 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+9 | +8 | +1 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
23 | 10 | +6 | +1 | +6 | +0 | +0 |
Elven
Elfin
Orc
Sylvan
Draconic
Goblin
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +6 | (DEX) +6 | +0 | +0 | |
Bluff | +1 | (CHA) +1 | +0 | +0 | |
Climb | +1 | (STR) +1 | +0 | +0 | |
Diplomacy | +1 | (CHA) +1 | +0 | +0 | |
Disguise | +1 | (CHA) +1 | +0 | +0 | |
Escape Artist | +6 | (DEX) +6 | +0 | +0 | |
Fly | +21 | (DEX) +6 | +12 | +3 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | +1 | (CHA) +1 | +0 | +0 | |
Knowledge: Arcana | +21 | (INT) +6 | +12 | +3 | |
Knowledge: Dungeoneering | +21 | (INT) +6 | +12 | +3 | |
Knowledge: Local | +6 | (INT) +6 | +0 | +0 | |
Knowledge: Nature | +6 | (INT) +6 | +0 | +0 | |
Knowledge: Planes | +21 | (INT) +6 | +12 | +3 | |
Knowledge: Religion | +6 | (INT) +6 | +0 | +0 | |
Perception | +3 | (WIS) +1 | +0 | +2 | |
Ride | +6 | (DEX) +6 | +0 | +0 | |
Sense Motive | +1 | (WIS) +1 | +0 | +0 | |
Spellcraft* | +21 | (INT) +6 | +12 | +3 | |
Stealth | +18 | (DEX) +6 | +0 | +12 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | +1 | (STR) +1 | +0 | +0 | |
Use Magic Device* | +16 | (CHA) +1 | +12 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +6 | (INT) +6 | +0 | +0 | |
Craft: Blacksmith | +21 | (INT) +6 | +12 | +3 | |
Knowledge: Engineering | +6 | (INT) +6 | +0 | +0 | |
Knowledge: Geography | +6 | (INT) +6 | +0 | +0 | |
Knowledge: History | +6 | (INT) +6 | +0 | +0 | |
Knowledge: Nobility | +6 | (INT) +6 | +0 | +0 | |
Profession: Sailor | +1 | (WIS) +1 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Weapon Finesse
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls
Weapon Focus (Spiral Rapier)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Craft Wondrous Item
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Improved Weapon Finesse
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on Damage rolls
Craft Magic Arms and Armor
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
Weapon Specialization
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Craft Wand
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.
Improved Familiar
When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
Forge Ring
You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
Elven Immunities
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses
Elves receive a +2 racial bonus on Perception checks.
Elven Magic
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision
Elves can see twice as far as humans in conditions of dim light.
Arcane Focus
Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Spiral Rapier | +1 | {18-20}x2 | Piercing | Contact | None | 1d6 |
Blocking, Disarm | + |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
You fire a small orb of acid at the target.
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
Detect traces left by fiend and evil taint
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
You point your finger at an object and can lift it and move it at will from a distance.
Magical Lighter, catch something on fire
Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
One creature/level moves faster, receives +1 on attack rolls, AC, and Ref lex saves
1d6 damage per level, 20-ft. radius.
As invisibility, but subject can attack and stay invisible.
Statblocks for your Trinkets, businesses, building, castles, empires.