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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
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Mod
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Misc
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Armor Type
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Saving Throws
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MELEE
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RANGED
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Armor/Protective Item
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Weight
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Speed
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Special Properties
Weight
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Skills
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Key
Ab
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Mod
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Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
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2nd
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Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
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Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
925gp
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Scruffles the Magic Rat That Could Size/Type: Tiny Animal (Magical Beast) Hit Dice: 15 (half master's total, 49) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 22 (+2 size, +2 Dex, +8 natural), touch 14, flat-footed 20 Base Attack/Grapple: +7 Attack: Bite +11 melee (1d3-4) Full Attack: Bite +11/+6 melee (1d3-4) Space/Reach: 2˝ ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, scent, improved evasion, shares spells, empathetic link, speak with master, spell resistance, scry onf familiar Saves: Fort +5, Ref +7, Will +12 Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10 Feats: Stealthy, Weapon Finesse
Condition and Effects
Additional Information
+5 to overcome SR (+2 feat, +2 vest of archmagi, +1 ring of arcane might) +1 CL when casting arcane spells (ring of arcane might) +3 spell DC when casting abj (+2 feats, +1 ring of arcane might) +2 spell DC when casting conj (+1 feat, +1 ring of arcane might)
Other Notes
[
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Citations: Magical Artisan [General] (PGF p41) any Item Creation Feat Choose one Item Creation feat that you posses. When you make an item with that feat, you pay only 75% of the normal cost to creation the item. You may take this feat multiple times, each time with a new Item Creation feat. Vest of the Archmagi (MIC p145) Belt of Battle (MIC p73) Bracers of Entangling Blast (MIC p80) Ring of Arcane Might (MIC p121) Lesser Metamagic Rod - Chaining (MIC p165) Lesser Metamagic Rod - Sculpting (MIC p165) Spells are from Core, PHB2, and Spell Compendium unless listed below: AERIAL ALARM (Heroes of Battle p124) Abjuration Level: Ranger 2, sorcerer/wizard 2 Components: V, S, F/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 100-ft.-radius cylinder, 500 ft. high Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No As alarm (see Player’s Handbook page 197), except the area is a cylinder that extends 500 feet into the air and the alarm only sounds when a flying creature of Medium or larger size enters or touches the warded area. Arcane Focus: A silver bell and an eagle’s feather. CHOKING COBWEBS (Complete Mage p99) Conjuration (Creation) Level: Sorcerer/wizard 7 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Dusty webs in a 10-ft.-radius spread Duration: 1 minute/level (D) Saving Throw: Fortitude partial Spell Resistance: No You fill an area with thin, dust-laden choking strands. This spell covers an area in layers of clinging filaments that resemble old, dusty cobwebs. Unlike a web spell, the strands of a choking cobwebs spell need not be anchored to two or more solid and diametrically opposed points, though they can be. Unsupported cobwebs flutter in the air as through held up by a rising current. The cobwebs block sight beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Entering a square of cobwebs costs 2 squares of movement. A living creature that enters choking cobwebs falls into a fit of horrific coughing, making it sickened for as long as it remains in the area and for 1 round after it leaves. A successful Fortitude save negates the sickened effect, but the save must be repeated each round the creature enters or remains within the area. If two or more choking cobwebs spells overlap the same area, the overlapping area of the two spells becomes a nearly impenetrable barrier of stands. In addition to the effects described above, any creature within the overlapping area has cover against adjacent creatures, and total cover against creatures more than 5 feet away. Entering a square of overlapping cobwebs costs 4 squares of movement, and a living creature within this area is nauseated rather than sickened (Fortitude negates) and also takes ld4 points of Constitution damage in each round that it is nauseated.