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Currency
48 GP, 6 SP, 1 CP Old orcish copper amulet with a worthless amethst
Languages
Description
DESCRIPTION: Al'ermarble Von'Orcbane, (5’ 124 lbs.), is the picture of grace, refinement and a classic grey elven gentleman. Even though he is small in stature, Al's natural symmetry and fluid athletisim are evident in virtually every move the dandy makes. A black leather explorer's outfit adorn the elf's body and serve to conceal his prized mithral armor, while his dark green cloak often hides the wizard's composite long bow, quiver and backpack. Wearing a potion bandolier and equipped with a variety of smaller weapons and items, this complicated caster is usually seen brandishing a masterwork rapier when times get tough. However, when in the city or attending court, Al's attire often features the newest trend in elven fashions accentuated by tasteful jewelry and light honeysuckle cologne. Even though Al may seem to enjoy a good fight at times, the lad’s long black dyed hair, soft violet eyes and everpresent friendly smile are constant reminders of the wizard’s truely good “inner” nature.
Personality
PC Personality: Al'ermarble Von'Orcbane can often be found sitting near a warm fire with a hot drink in one hand and his elongated cigarette holder in the other. This youthful looking caster might be small for an elf, but he is stubborn, speaks his mind and isn’t at all afraid of the larger races. Sometimes aloof by breeding or appearing emotionally cold, Al does his best to help those who just seem to need a break. The mischievous elven wizard is a talented, bright, humorous and resourceful companion who is extremely loyal to those few that he calls friend. Even though generally good hearted by nature, Al does have his darker moments as he seems to enjoy combat a bit too much and is obviously no stranger to death magic. Thus, if you happen to get on Al’s bad side it might be a good idea to watch out for flying stones and the occasional elven curse from this fine gentleman or even worse. Player’s Personality: As a devoted player of DnD since 1980, I reliably check Mythweavers periodically during the day until late at night since I have the net both at work and home. Posting a minimum of once or twice a day, or more depending on game flow, I try to bring my posts to life by the incorporation of pictures as well as describing my PC's various senses, emotions, and thoughts along with her actions. I refined my writing skills while earning my doctorate in law and also while practicing as an in-house corporate attorney. Most importantly as a team player, I always try to be considerate of other players and the DM so we can all have fun together and enjoy the game.
Character Traits
BACKGROUND: Having just recently arrived in the area, Al'ermarble Von'Orcbane found it entirely strange when others magic users questioned him about his choices in schools of specialty magic and spells. Down right odd indeed, Al thought to himself. It seems as if many of these humanoids are somehow able to pick and choose how they wish to develop their magical talents. Such was the complete opposite among the clans of the Orcbane tribe. In the tribe, the mages never choose to be casters nor did they choose their magic; in fact it’s the magic that always chooses the wizard. To think it could be otherwise was virtually unimaginable to the maturing grey elf. Such it had always been; and such will it always be for the Orcbanes. Nestled in a hidden glacial valley high in the snowy Vients mountains, the Von Orcbane family had long been well respected members of the remote tribe. Even though the bulk of this fairly large tribe are artists, musicians, hunters, professionals or craftsmen by trade, a select few serve the clan as religious leaders and arcane casters after the "age of asenscion." Al had a normal childhood. Like all young elven children, he spent the bulk of his youth training with weapons, hunting for the family, refining various practical skills, and pursuing his own educational interests. However, upon every elf’s first century of life, each elf of the tribe reaches their "age of asenscion" requiring them to submit to the Oracle of Ice and Fire during the clan’s annual Solstice Festival of Pelor. What goes on during the Festival is never discussed outside the Orcbane tribal valley, especially with outsiders. However, the entire process takes seven days to complete with the actual ritual being over with in a mere matter of seconds. After fasting and meditating both in thought and prayer for a week, finally the elven young adults are summoned to walk one-by-one down the “Path of Fire and Ice.” The journey between the roaring magical fire and the freezing shards of arcane ice usually only takes a few seconds to complete and most of the adolescents walk through completely unhindered and unharmed. However, there is always a small percentage of those who fail to complete the journey. Such was the case with Al who was magically drawn into the pit of ice by invisible tentacles of cold arcane power before he could even take his second step forward. While most go free, some are pulled into the fire and some into the ice; but regardless of your personal desires, it’s not your choice, it’s the elements that choose you and your magical focus. Thus, it was that Al first left home to learn the ways of transmuter magic as an initiate of the tiny Magic Academy of Cold Fire. It was in this unusual climate and isolated atmosphere that he grew up and underwent his initial education and training in the ancient arts. Pursuant to tribal tradition, once the young caster had mastered all his lessons at the tribal academy he was sent out into the world to further his studies.
Character Flaws
None MAGIC ITEMS HEALING BELT (3 charges renewed each day at dawn). Spending one or more charge allows PC to heal w/ a touch (or harm undead)(one charge = 2d8; two charges =3d8; three charges = 4d8) - 3/3 Charges SPELLSINK SCARAB - (3/3 charges per day) When take damage from spell, can activate to reduce dam. (1 charge = 2d6; 2 = 3d6; and 3 = 4d6 reduction) SAFE WING EMBLEM - (If fall 10', leather wings glide down land if 180' or less to the ground) AMULET OF TEARS - Activate Swift Action - 3/3 charges, which are renewed each day at dawn. Spending charges grants temporary hit points lasting up to 10 minutes. They don't stack with any other temporary hit points. 1 charge = 12 temp hit points; 2 charges = 18 temp hit points; 3 charges = 24 temp hit points. HAMMERSHPERE - Activate Standard Action - Once per day, when this gold sphere is held aloft and activated, it conjurers forth a giant hammer. This hammer functions as a spiritual weapon except that it deals 3d6 points of damage on a successul hit. You do not have to concentrate on the hammer or keep the sphere aloft while it attacks. Attacks as 7th Level Cleric Spell. Command word:
Contacts / Friends
Friends at home, Mentor Wizard at home, Family at Home. HERBALIST KIT (eculyptus (insect repel- lant)/moss/mustard/herbs/vinegar/potent garlic/wolfsbane/hot peppers/sassafras onion/ginger/sage/lime/willow bark horseradish/nutmeg/yarrow/poppy seed (anti-poison)/arnica(fungicide)/sagewort (parasite) bergamot orange (malaria)peppermint/dragon's blood/comfrey (infection)/fever few/valerain (sedative)
Enemies
None Known WINTER'S BLAST [RESERVE] The frozen magic within you can burst forth in a hail of frost. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells. SPONTANEOUS DIVINATION (Complete Champion pg. 52) You can use your connection to the divine to inquire about mysteries beyond mortal ken. Level: 5th, 10th, 15th, or 20th Replaces: This benefit replaces the bonus feat gained by a wizard at one of the above levels. Benefit: You can spontaneously cast any spell of the divination school by sacrificing a prepared spell of equal or greater level. For example, if you suddenly have need of the 2nd-level spell locate object, you can sacrifice a prepared 2nd-level spell (such as mirror image) or any prepared spell of a higher lever to cast it on the spot. SPELLCASTING PRODIGY [General] You have an exceptional gift for magic. Benefit: For the purpose of determining bonus spells, treat the ability score that controls your spellcasting (Charisma for bards and sorcerers, Wisdom for divine spellcasters, or Intelligence for wizards) as 2 points higher than its actual value. Special: You can take Spellcasting Prodigy multiple times. Each time you take the feat, it applies to a different spellcasting ability score. You can take this feat even if you don't have any levels in a spellcasting class yet.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=249369][B][SIZE=+1]Al'ermarble Von'Orcbane (Al)[/SIZE][/B][/URL] Male CG Grey Elf Wizard - Transmuter, [B]Level[/B] 5, [B]Init[/B] +4, [B]HP[/B] 29/29, [B]DR[/B] 0, [B]Speed[/B] 30' [B]AC[/B] 22, [B]Touch[/B] 14, [B]Flat-footed[/B] 18, [B]Fort[/B] +4, [B]Ref[/B] +5, [B]Will[/B] +5*, [B]Base Attack Bonus[/B] 2, [B]Power Points[/B] 0/0 [B]Action Points[/B] 7/7 [B] MW Rapier [/B] +7 (1d6+1, 18-20/x2) [B] Composite Long Bow (20) [/B] +6 (1d8, x3) [B] Silvered Dagger [/B] +6 (1d3+1, 19-20/x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +4 Shield, +4 Dex) [B]Abilities[/B] Str 12, Dex 18, Con 16, Int 18, Wis 12, Cha 9 [B]Condition[/B] Healthy. Hit Points: 19 + (2+3) + (2+3)
Condition and Effects
Additional Information
Healthy. Hit Points: 19 + (2+3) + (2+3) + (2+3) EXPERIENCE: 3000 + 400 + 150 + 400 + 765 + 50 + 575 + 600 + 770 + 240 + 320 + 1667 + 200 + 1,600 + 2,500 + 1,450 + 1,342 Buy replacement = distilled alcohol
WIZARD ABILITIES IMMEDIATE MAGIC Other than having a single additional spell of each spell level, a specialist wizard functions like any other wizard. Your evoker’s fireball spell deals as much damage as that of a conjurer, diviner, or necromancer, and doesn’t look any different. By taking the immediate magic alternative class feature, you gain a useful trick that sets you apart from other specialists. Though giving up your familiar is a hardship, it means you have one less thing to worry about in a fight. Level: 1st. Replaces: If you select this class feature, you do not gain a familiar. Benefit: You gain a spell-like ability that reflects your chosen school of magic. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half your wizard level (minimum 1st), and the caster level is your wizard level. The save DC (if any) is equal to 10 + 1/2 your wizard level + your Int modifier. This is an extraordinary ability. You can’t activate this ability in response to an attack that you aren’t aware of. For instance, if an invisible rogue strikes at you, you can’t activate urgent shield to gain a bonus to your AC against the attack. All effects last until the start of your next turn unless otherwise noted. The spell-like ability gained depends on your specialty. Sudden Shift (transmutation): You temporarily change your form to grant yourself a climb, fly, or swim speed equal to your current land speed. If you activate this ability during your turn, it lasts until the end of that turn; otherwise it lasts until the end of your next turn.
Other Notes
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NON PLAYER HANDBOOK 3.5 SPELLS: LIGHT OF LUNIA Evocation (Good, Light) Level: Celestia, cleric/wiz 1 Components: V, S Casting Time: 1 standard action Range; Medium (100' + 10'/level) Target & Effect: You and up to two rays Duration: 10 min/level or discharged Saving Throw: None Spell Resistance: Yes, see text You glow in a silvery radiance of Lunia, 1st layer of the Seven Mounting Heavens of Celestia. The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15 foot light, with dim light for an additional 15 feet). You can choose to fire one addditional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radience and ends the spell. ANIMALISTIC POWER Transmutation Level: Cleric 2, druid 2, duskblade 2, ranger 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A sparkling nimbus of green light appears around the creature. As the light fades, the creature seems a shade larger and assumes a more animalistic, even feral countenance. You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution. Material Component: A bit of animal fur, feathers, or skin. ARMOR LOCK Transmutation Level: Bard 1, hexblade 1, sorcerer/ wizard 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature wearing armor Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The plates and joints of your opponent’s armor become as rigid as stone, encumbering his movement. You cause the target’s armor to swell and stiffen, slowing the wearer’s movement and trapping him within. The target’s land speed is reduced to 10 feet. If the target has a burrow, climb, or swim speed, these are also reduced to 10 feet. The target also loses any Dexterity bonus to AC for the duration of the spell. While affected by this spell, the target cannot remove his armor; its joints are too tight and restrictive to escape from. This spell has no effect on unarmored opponents, creatures with only natural armor or an AC bonus from items other than armor, or those using only shields. BLADE of BLOOD Necromancy Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 swift action Range: Touch Target: Weapon touched Duration: 1 round/level or until discharged Saving Throw: None Spell Resistance: No Red blood erupts along the weapon’s blade, bludgeon, or point. The blood drips to spatter in thick, viscous drops upon the ground. This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage (for a total of 3d6 points of extra damage). The weapon loses this property if its wielder drops it or otherwise loses contact with it. DEATH'S CALL Necromancy [Sonic] Level: Hexblade 1, sorcerer/wizard 1 Components: V Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius burst, centered on you Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes You release a scream that chills the air with deathly energy. All living creatures within the area (other than you) take 1 point of damage per caster level (maximum 5) and become fatigued. A successful Fortitude save negates the fatigue. Any swarm in the area of death's call instead takes 1d4 points of damage per caster level (maximum 5d4) and becomes fatigued (Fortitude save negates fatigue). This supersedes the normal +50% damage dealt to a swarm by an area spell. FLOAT Transmutation Level: Sorcerer/wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One Large or smaller creature or object Duration: 1 min./level Saving Throw: Fortitude negates Spell Resistance: Yes The target gains buoyancy and can float on water for the duration of the spell. It cannot swim below the surface of the water. Creatures that must breathe water can still do so, but cannot swim under the surface. If the target is underwater at the time this spell is cast, it rises toward the surface at a speed of 30 feet. Material Component: An ice cube dropped into water. KELGORE’S GRAVE MIST Conjuration/Necromancy [Cold] Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft. radius spread, 20 ft. high Duration: 1 round/level Saving Throw: None Spell Resistance: See text With a gesture, you create a cloud of clammy, thin mist. The light in the area seems to dim as the mist appears, and a slight wind washes over the area, sending a chill down your spine. This spell creates a thin mist within the spell’s area. The mist is too thin to have any effect on vision, but the necromantic energy infused within it hampers the living. All living creatures within the mist become fatigued and take 1d6 points of cold damage per round. If the spell fails to overcome a creature’s spell resistance, the subject takes the cold damage but ignores the fatigue. Material Component: A handful of dirt taken from a graveyard or tomb. SUNSTROKE Necromancy Level: Druid 1, sorcerer/wizard 1, Summer 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: Yes You cause a living creature to experience the effects of heatstroke. The target takes 2d6 points of nonlethal damage. If the target fails a Fortitude save, it immediately becomes fatigued, or exhausted if already fatigued. Since this spell causes heatstroke, the damage and fatigue dealt can only be healed after that condition is treated properly (see page 13). KELGORE'S FIRE BOLT Conjuration/Evocation [Fire] Level: Duskblade 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100' + 10'/lvl) Target: One creature Duration: Instantaneous Saving Throw: Ref 1/2 Spell Resistance: See text You conjure a shard of red-hot rock and hurl it toward an opponent. As it streaks through the air, a nimbus of arcane energy crackles around it. This spell conjures a small orb of rock and sheathes it in arcane energy. This spell deals 1d6 points of fire damage per caster level (maximum 5d6). If you fail to overcome the target's spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb's impact. Material Component: A handful of ashes. FIREBURST (Spell Compendium p.93) Evocation [Fire] Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 Standard Action Range: 10 ft. Effect: Burst of fire extending 10 ft. from you Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes With a grand circular gesture the air around you fills with flame. An instant later the fire explodes outward, engulfing everything close to you. Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8). Material Component: A bit of sulfur. HAILSTONES (Spell Compendium pg. 111) Evocation (Cold) Level; Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One frigid globe/5 levels Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The crystal globes in your hand vibrate intensely before turning ice-cold. As you hurl them, the resemble balls of ice, an observation borne true when they strike and shatter into a shower of ice crystals. You create frigid hailstones that strike your enemies. You must succeed on a ranged touch attack to hit with a globe. Each hailstone deals 5d6 points of cold damage. For every five caster levels, you gain an additional hailstone (maximum of four stones at 20th level), and all globes must be aimed at enemies that are all within 30 feet of each other. Material Component: A handful of crystal globes. ANTIDRAGON AURA (Spell Compendium pg. 15) Abjuration Level: Cleric 3, sorcerer/wizard 3 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/2 levels, no two of which are more than 30 ft. apart Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You unleash the power of this spell and the nugget of platinum vanishes from your palm. Your companions are bathed in a white aura with a silver scale pattern overlaid upon it. All subjects gain a +2 luck bonus to AC and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons. This bonus increases by 1 for every four caster levels above 5th (to +3 at 9th, +4 at 13th, and a maximum of +5 at 17th). Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce). MANYJAWS Evocation [Force] Level: Sorcerer/wizard3 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One pair of disembodied, flying jaws per caster level (maxium ten pairs) Duration: Concentration, up to 3 rounds Saving Throw: See text Spell Resistance: Yes You clamp your teeth together with the last gesture, and several disembodied jaws of blue force appear and float toward your foes, gnashing teeth. When you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and attack your foes. These pairs of jaws can be commanded to attack separate targets, or multiple pairs can be sent to attack a single foe. The jaws orginate at your location and fly out to attack their targets, moving at a fly speed of 40 feet with perfect maneuverability. You can redirect as many of the jaws as you desire as a standard action. Each round on your action, each pair of jaws automatically hits its target and deals 1d6 points of damage, or half that amount with a successful Reflex save. A creature targeted by multiple pairs of jaws in a single round makes only one saving throw, with success halving the total damage. Material Component: A pair of teeth