Deacon
27th July 2008, 09:05 AM
Name: Deacon Spellsword work in progress....
Level: 3
Class: Duskblade
Race: Fire Elf
Height: 5’4
Weight: 146
Sex: Male
Alignment: LN
Hair: Orange
Skin: Deep Red
Eyes: Green
Deity : Vandria Gilmadrith
Stats:
Str.: 16 +3
Dex.: 15 +2
Con.: 14 +2
Int.: 18 +4
Wis.: 13 +1
Cha.: 11 +0
BAB: +3
Grapple: +6
Initiative: +2
AC: 10+ 2+ 4+ 1+ 1+ 1 = 19
Hit Points: 26
Saves:
Fort: 2 + 3 = 5
Ref: 2 + 1 = 3
Will: 1 + 3= 4
Weapons:
Mage-Bane Cold-iron Longsword Att +5 1d8+3 19-20/×2 — 4 lb. Slashing
Sword, short (M) Att +4 1d6+3 19-20/×2 — 2 lb. Piercing
Crossbow, heavy (M) Att +6 1d10 19-20/×2 120 ft. 8 lb. Piercing
Armor:
Chain shirt +4 AC, Max dex: +4, AC penalty -2
Skills:
Appraise Int: +4
Balance Dex: +2
Bluff Cha: +0
*Climb Str: +3
*Concentration Int: +4 +6 +2= +12 (+16 when casting defensively)
*Decipher Script Int: +4
Diplomacy Cha: +0 -1= -1
Disguise Cha: +0
Escape Artist Dex: +2
Forgery Int: +4
Gather Information Cha: +0
Heal Wis: +1
Hide Dex: +2
Intimidate Cha: +0 -1= -1
Jump Str: +3
*Knowledge (Arcana) Int: +4 +6= +10
Listen Wis: +1 -1 +2 +2= +4
Move Silently Dex: +2
*Ride Dex: +2
Search Int: +4 +2 +2= +8
*Sense Motive Wis: +1
*Spellcraft Int: +4 +6 +2= +12
Spot Wis: +1 -1 +2 +2= +4
*Swim Str: +3
Use Magic Device Cha: +0
Use Rope Dex: +2
Languages:
Common (automatic)
Gnome
Elven
Dwarven
Infernal
Feats/Flaws/Traits:
Focused
Suspicious
Murky-eyed
Two-Weapon Fighting
Two-Weapon Defense
Combat Casting
Dodge
Racial Abilities:
Low-light Vision
Automatic proficiency with all straight Bows, Longsword and Rapier
+2 Racial bonus to saves vs. Enchantments
+1 Racial bonus on attacks vs. creatures with the (water) subtype
–2 penalty on all saving throws vs. the spell, spelllike abilities, & supernatural abilities that have the (water) subtype or are generated by creatures with the (water) subtype
Immunity to magic sleep
+2 Racial bonus on Listen, Search, & Spot checks
Automatic Search check if an Elf passes within 5’ of a secret or concealed door
Class Abilities:
Arcane Attunement – Able to cast the following as Spell-like Abilities: Dancing Lights, Detect Magic, Flare, Ghost Sound, & Read Magic. Castable 3 + Intelligence modifier times per day total. Does not count against the normal spell per day
Armored Mage – A Duskblade ignores the Arcane Failure chance of certain types of armors when casting Duskblade spells:
1st – Light Armor & Light Shields
Arcane Channeling (standard attack) – As a Standard Attack, a Duskblade may cast a ‘touch attack’ spell and deliver the spell through a melee weapon attack. This action does not provoke an Attack of Opportunity. The spell’s casting time must be no more than 1 Standard Action
Equipment:
Traveling outfit
4 day's rations
bedroll
backpack
Caltrops
Rope 50'
Grappling hook
Lantern bull's eye
Water skin
Whetstone
Spell component pouch
Resources:
PP – 0
GP – 7
SP – 0
CP - 0
Spells Known
0-level Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1- level Chill Touch, Color Spray, Kelgore’s Fire Bolt, Ray of Enfeeblement
Spells Prepared
0- level
Acid Splash(PH p196) – Orb deals 1d3 damage. X2
Disrupt Undead(PH p223) – Deals 1d6 damage to one undead.
Ray of Frost(PH p269) – Ray deals 1d3 Cold damage. X2
Touch of Fatigue(PH p294) – Touch attack fatigues target.
1-level
Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage.
Color Spray(PH p210) – Knocks unconscious, blinds, or stuns weak creatures.
Kelgore’s Fire Bolt(PH2 p116) – 1d6 Fire damage per level (max 5d6), partially ignores SR. X2
Ray of Enfeeblement(PH p260) – Ray reduces Strength by 1d6 points +1 per 2 levels (max +5).
Level: 3
Class: Duskblade
Race: Fire Elf
Height: 5’4
Weight: 146
Sex: Male
Alignment: LN
Hair: Orange
Skin: Deep Red
Eyes: Green
Deity : Vandria Gilmadrith
Stats:
Str.: 16 +3
Dex.: 15 +2
Con.: 14 +2
Int.: 18 +4
Wis.: 13 +1
Cha.: 11 +0
BAB: +3
Grapple: +6
Initiative: +2
AC: 10+ 2+ 4+ 1+ 1+ 1 = 19
Hit Points: 26
Saves:
Fort: 2 + 3 = 5
Ref: 2 + 1 = 3
Will: 1 + 3= 4
Weapons:
Mage-Bane Cold-iron Longsword Att +5 1d8+3 19-20/×2 — 4 lb. Slashing
Sword, short (M) Att +4 1d6+3 19-20/×2 — 2 lb. Piercing
Crossbow, heavy (M) Att +6 1d10 19-20/×2 120 ft. 8 lb. Piercing
Armor:
Chain shirt +4 AC, Max dex: +4, AC penalty -2
Skills:
Appraise Int: +4
Balance Dex: +2
Bluff Cha: +0
*Climb Str: +3
*Concentration Int: +4 +6 +2= +12 (+16 when casting defensively)
*Decipher Script Int: +4
Diplomacy Cha: +0 -1= -1
Disguise Cha: +0
Escape Artist Dex: +2
Forgery Int: +4
Gather Information Cha: +0
Heal Wis: +1
Hide Dex: +2
Intimidate Cha: +0 -1= -1
Jump Str: +3
*Knowledge (Arcana) Int: +4 +6= +10
Listen Wis: +1 -1 +2 +2= +4
Move Silently Dex: +2
*Ride Dex: +2
Search Int: +4 +2 +2= +8
*Sense Motive Wis: +1
*Spellcraft Int: +4 +6 +2= +12
Spot Wis: +1 -1 +2 +2= +4
*Swim Str: +3
Use Magic Device Cha: +0
Use Rope Dex: +2
Languages:
Common (automatic)
Gnome
Elven
Dwarven
Infernal
Feats/Flaws/Traits:
Focused
Suspicious
Murky-eyed
Two-Weapon Fighting
Two-Weapon Defense
Combat Casting
Dodge
Racial Abilities:
Low-light Vision
Automatic proficiency with all straight Bows, Longsword and Rapier
+2 Racial bonus to saves vs. Enchantments
+1 Racial bonus on attacks vs. creatures with the (water) subtype
–2 penalty on all saving throws vs. the spell, spelllike abilities, & supernatural abilities that have the (water) subtype or are generated by creatures with the (water) subtype
Immunity to magic sleep
+2 Racial bonus on Listen, Search, & Spot checks
Automatic Search check if an Elf passes within 5’ of a secret or concealed door
Class Abilities:
Arcane Attunement – Able to cast the following as Spell-like Abilities: Dancing Lights, Detect Magic, Flare, Ghost Sound, & Read Magic. Castable 3 + Intelligence modifier times per day total. Does not count against the normal spell per day
Armored Mage – A Duskblade ignores the Arcane Failure chance of certain types of armors when casting Duskblade spells:
1st – Light Armor & Light Shields
Arcane Channeling (standard attack) – As a Standard Attack, a Duskblade may cast a ‘touch attack’ spell and deliver the spell through a melee weapon attack. This action does not provoke an Attack of Opportunity. The spell’s casting time must be no more than 1 Standard Action
Equipment:
Traveling outfit
4 day's rations
bedroll
backpack
Caltrops
Rope 50'
Grappling hook
Lantern bull's eye
Water skin
Whetstone
Spell component pouch
Resources:
PP – 0
GP – 7
SP – 0
CP - 0
Spells Known
0-level Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1- level Chill Touch, Color Spray, Kelgore’s Fire Bolt, Ray of Enfeeblement
Spells Prepared
0- level
Acid Splash(PH p196) – Orb deals 1d3 damage. X2
Disrupt Undead(PH p223) – Deals 1d6 damage to one undead.
Ray of Frost(PH p269) – Ray deals 1d3 Cold damage. X2
Touch of Fatigue(PH p294) – Touch attack fatigues target.
1-level
Chill Touch(PH p209) – 1 touch per level deals 1d6 damage and possibly 1 Strength damage.
Color Spray(PH p210) – Knocks unconscious, blinds, or stuns weak creatures.
Kelgore’s Fire Bolt(PH2 p116) – 1d6 Fire damage per level (max 5d6), partially ignores SR. X2
Ray of Enfeeblement(PH p260) – Ray reduces Strength by 1d6 points +1 per 2 levels (max +5).