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[URL=http://www.myth-weavers.com/sheetview.php?sheetid=385860][B][SIZE=+1]Karrth anak'Aliw[/SIZE][/B][/URL] Male LN Aasimar Summoner [Tome] 9/ Barrister 1, [B]Level[/B] 10, [B]Init[/B] +8, [B]HP[/B] 121/121, [B]Speed[/B] 55' [B]AC[/B] 23, [B]Touch[/B] 17, [B]Flat-footed[/B] 18, [B]Fort[/B] +13, [B]Ref[/B] +15, [B]Will[/B] +12, [B]Base Attack Bonus[/B] 4 [B] Magic Clothing of Feather[/B] (+6 Armor, +5 Dex, +2 Deflect) [B]Abilities[/B] Str 10, Dex 20, Con 22, Int 14, Wis 12, Cha 28 [B]Condition[/B] [spoiler=Summoner Features] Full round summon spells only require a standard action to cast. Once per day, summon spell has a 24 hour duration. For purposes of spells like detect chaos, levels in Summoner count as Outsider hit dice. Once per day, you can apply the effect of the Extend Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Extend Spell normally if you have it. 1st and 2nd level summoning spells are freely extended. Any ally within 30 feet of her may gain a +4 bonus for flanking instead of the normal +2 bonus as long as they can perceive the Summoner. Once per day, a Summoner can attempt to summon outsiders with an alignment identical to her own. Summoning another creature of the same character level has a 40% chance of success, and summoning a creature of a lower level increases the chances of success by 10% for every level the Summoner's level exceeds the CR of the target.[/spoiler] [spoiler=Barrister Features]Seal the Contract (Su): At first level, a Barrister of the Nine may use any of the planar binding spells to seal an agreement between any two individuals. While the Barrister must cast the spell, one of the two individuals becomes the caster for the purposes of services owed and payments. Corner Office (Sp): At 1st level, the Barrister gains an extraplanar office for his dealings. This effects may be used at will, and is in effect a magnificent mansion, except that it is the same location between castings, meaning that when the duration ends this extradimensional space is inaccessible, but items and creatures still be there when this ability is used again (effectively trapped unless planar travel magic is used). This location counts as the Prime for calling spells, and has a permanent calling circle and an unchanging layout. Immunity Deal (Ex): A Barrister of the Nine is immune to energy drain and wisdom drain. [/spoiler] [spoiler=Feats]Master Summoner You are the like the goddamn Pokemon Master! These benefits apply only to the Summon Monster and Summon Natures Ally type spells. 0: All your summons have a minimum duration of 10 rounds. 1: All your summons receive a +4 enchantment bonus to strength and constitution. 3: All your summons are affected by the haste spell which cannot be dispelled. 6: Whenever you use Summon Monster or Summon Natures Ally you may cast two such spells as part of single standard action. 9: For the first turn that they are summoned your summons are immune to magic. Familiar Connection 0: Gain a familiar as a sorcerer, if you do not already have one. 1: The Share Spells ability extends to 30' 4: Gain Improved Familiar as a bonus feat 6: You're familiar becomes stronger. It now has full BAB for its master's HD and its max HP is the same as its master. (instead of BAB equal to its master and 1/2 the HP of its master). 8: Gain a second familiar. Persuasive [Skill] When you tell you people something that contradicts the evidence of their own eyes, they believe you. Benefits: This is a skill feat that scales with your ranks in Diplomacy. 0 ranks: You gain a +3 bonus to Diplomacy checks. 4 ranks: Your words can stop fights before they start. Any creature that can hear you speak must make a Will save (DC 10 + ˝ your character level + your Cha modifier) or be unable to attack you directly; however, you aren't protected from its area or effect spells, or similar abilities. Any creature that succeeds on its save is immune to this ability for 24 hours. You may use nonattack spells or otherwise act, but if you attack the creature or its allies, it may attack you. This is a mind-affecting, language-dependent charm effect. 9 ranks: You can fascinate creatures with your silver tongue. You can affect as many HD of creatures as your bonus on Diplomacy checks; any creature that fails a Will save (DC 10 + ˝ your character level + your Cha modifier) becomes fascinated. If you use this ability in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2. While a subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude, allowing you to make a single request of an affected creature. The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it. 14 ranks: You can influence even hostile creatures into talking things over with you. With a DC 30 Diplomacy check, you can use a language-dependent version of charm monster as a spell-like ability, with save DC equal to 10 + ˝ your character level + your Cha modifier; this is a mind-affecting charm effect. 19 ranks: You can convince an entire group of enemies to listen to you. If you succeed on a DC 40 Diplomacy check, your charm monster ability improves to mass charm monster, with a caster level equal to your bonus on Diplomacy checks. Broker of the Infernal [General] Prerequisites: Knowledge (The Planes) 10, must be able to cast a spell of the [Calling] subtypeBenefit: When you possess the True Name of a creature, you may summon it with a Summon Monster spell. The version of the summon monster spell used must equal half their CR, as shown below. For all effects, this spell is a summoning spell, and functions as if the creature were a summoned monster, but if killed the creature is dead as normal and cannot be summoned again until it is returned from the dead. Spell: Maximum CR Summon Monster I: 2 Summon Monster II: 4 Summon Monster III: 6 Summon Monster IV: 8 Summon Monster V: 10 Summon Monster VI: 12 Summon Monster VII: 14 Summon Monster VIII: 16 Summon Monster IX: 18 [/spoiler] [spoiler=Equipment]WORN/USED: 1) Hood of Charisma (+4) 2) [ooc=Aquatic]Constant water breathing effect, swim speed[/ooc] Vest of Health (+4) 3) Ring of Conjuration & [ooc=Sustenence]No need for food or drink. Only 2 hours of sleep are required.[/ooc] (+4) 4) Cloak of Resistance (+4) 5) [ooc=Mage Hand]Mage hand, at will[/ooc] Gloves of Dexterity (+4) 6) Initiative Boots of Speed (+3, +25') 7) [ooc=Magic Clothing] Diplomacy Ranks: Benefit 4: You gain a +1 bonus on all Charisma-related checks. 8: You gain a +2 Deflection bonus to AC. 13: You gain a +3 bonus on all Charisma-related checks. 18: You gain a +5 Deflection bonus to AC. [/ooc] of [ooc=Feather]Constant feather fall effect[/ooc] (+4) 8) Amulet of Concentration (+5) Carried, replaces #8 if used, then #7, then #6, etc.: Frightening Mask (+5 intimidate) Tome of Law (+5 profession, Lawyor) Tome of the Planes (+5 Knowledge (The Planes)) Perfumed Sash (+5 diplomacy) Wand of Lesser Vigor X5 [/spoiler] [spoiler=Spell List] 0—anticipate teleportation, caltrops, darkness, detect magic, detect poison, light, protection from alignment, read magic, resist planar alignment 1st—avoid planar effects, comprehend languages, grease, portal beacon, summon frost beast i, summon monster i, summon nature's ally i, summon undead i, wall of smoke, Lesser Vigor(AD) 2nd—analyze portal, baleful transposition, dimension hop, daylight, deeper darkness, entangle, phantom steed, planar tolerance, portal alarm, regroup, sleet storm, summon frost beast ii, summon monster ii, summon nature's ally ii, summon undead ii, tongues, web, wind wall, Glitterdust (AD) 3rd—clairaudience/clairvoyance, dimension step, dimensional anchor, greater anticipate teleportation, magic circle against alignment, plant growth, stinking cloud, summon frost beast iii, summon monster iii, summon nature's ally iii, summon undead iii, vipergout, wall of ice, Stinking Cloud (AD) 4th—dimension door, dismissal, instant summons, lesser planar ally, lesser planar binding, summon frost beast iv, summon monster iv, summon nature's ally iv, summon undead iv, wall of fire, Solid Fog (AD) 5th—dimension shuffle, dimensional lock, black tentacles, greater dimension door, plane shift, summon frost beast v, summon monster v, summon nature's ally v, summon undead v, teleport, wall of iron, wall of stone, word of recall [/spoiler] [spoiler=True Names Known]CR 10: Couatl[spoiler=Couatl spells known]Lvl 0 known: (DC 13)(7/day)8 known: cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance Lvl 1 known: (DC 14)(7/day)5 known: mage armor, true strike, cause fear, alarm, silent image Lvl 2 known: (DC 15)(7/day)4 known: Augury, silence, shatter, mirror image Lvl 3 known: (DC 16)(6/day)3 known: major image, prayer, lightning bolt Lvl 4 known: (DC 17)(4/day)2 known: freedom of movement, greater invisibility[/spoiler] CR 8: Noble Djinn CR 6: Babau Demon CR 4: Barghest[/spoiler]
Condition and Effects
Additional Information
[spoiler=Summoner Features] Full round summon spells only require a standard action to cast. Once per day, summon spell has a 24 hour duration. For purposes of spells like detect chaos, levels in Summoner count as Outsider hit dice. Once per day, you can apply the effect of the Extend Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Extend Spell normally if you have it. 1st and 2nd level summoning spells are freely extended. Any ally within 30 feet of her may gain a +4 bonus for flanking instead of the normal +2 bonus as long as they can perceive the Summoner. Once per day, a Summoner can attempt to summon outsiders with an alignment identical to her own. Summoning another creature of the same character level has a 40% chance of success, and summoning a creature of a lower level increases the chances of success by 10% for every level the Summoner's level exceeds the CR of the target.[/spoiler] [spoiler=Barrister Features]Seal the Contract (Su): At first level, a Barrister of the Nine may use any of the planar binding spells to seal an agreement between any two individuals. While the Barrister must cast the spell, one of the two individuals becomes the caster for the purposes of services owed and payments. Corner Office (Sp): At 1st level, the Barrister gains an extraplanar office for his dealings. This effects may be used at will, and is in effect a magnificent mansion, except that it is the same location between castings, meaning that when the duration ends this extradimensional space is inaccessible, but items and creatures still be there when this ability is used again (effectively trapped unless planar travel magic is used). This location counts as the Prime for calling spells, and has a permanent calling circle and an unchanging layout. Immunity Deal (Ex): A Barrister of the Nine is immune to energy drain and wisdom drain. [/spoiler] [spoiler=Feats]Master Summoner You are the like the goddamn Pokemon Master! These benefits apply only to the Summon Monster and Summon Natures Ally type spells. 0: All your summons have a minimum duration of 10 rounds. 1: All your summons receive a +4 enchantment bonus to strength and constitution. 3: All your summons are affected by the haste spell which cannot be dispelled. 6: Whenever you use Summon Monster or Summon Natures Ally you may cast two such spells as part of single standard action. 9: For the first turn that they are summoned your summons are immune to magic. Familiar Connection 0: Gain a familiar as a sorcerer, if you do not already have one. 1: The Share Spells ability extends to 30' 4: Gain Improved Familiar as a bonus feat 6: You're familiar becomes stronger. It now has full BAB for its master's HD and its max HP is the same as its master. (instead of BAB equal to its master and 1/2 the HP of its master). 8: Gain a second familiar. Persuasive [Skill] When you tell you people something that contradicts the evidence of their own eyes, they believe you. Benefits: This is a skill feat that scales with your ranks in Diplomacy. 0 ranks: You gain a +3 bonus to Diplomacy checks. 4 ranks: Your words can stop fights before they start. Any creature that can hear you speak must make a Will save (DC 10 + ˝ your character level + your Cha modifier) or be unable to attack you directly; however, you aren't protected from its area or effect spells, or similar abilities. Any creature that succeeds on its save is immune to this ability for 24 hours. You may use nonattack spells or otherwise act, but if you attack the creature or its allies, it may attack you. This is a mind-affecting, language-dependent charm effect. 9 ranks: You can fascinate creatures with your silver tongue. You can affect as many HD of creatures as your bonus on Diplomacy checks; any creature that fails a Will save (DC 10 + ˝ your character level + your Cha modifier) becomes fascinated. If you use this ability in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2. While a subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude, allowing you to make a single request of an affected creature. The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it. 14 ranks: You can influence even hostile creatures into talking things over with you. With a DC 30 Diplomacy check, you can use a language-dependent version of charm monster as a spell-like ability, with save DC equal to 10 + ˝ your character level + your Cha modifier; this is a mind-affecting charm effect. 19 ranks: You can convince an entire group of enemies to listen to you. If you succeed on a DC 40 Diplomacy check, your charm monster ability improves to mass charm monster, with a caster level equal to your bonus on Diplomacy checks. Broker of the Infernal [General] Prerequisites: Knowledge (The Planes) 10, must be able to cast a spell of the [Calling] subtypeBenefit: When you possess the True Name of a creature, you may summon it with a Summon Monster spell. The version of the summon monster spell used must equal half their CR, as shown below. For all effects, this spell is a summoning spell, and functions as if the creature were a summoned monster, but if killed the creature is dead as normal and cannot be summoned again until it is returned from the dead. Spell: Maximum CR Summon Monster I: 2 Summon Monster II: 4 Summon Monster III: 6 Summon Monster IV: 8 Summon Monster V: 10 Summon Monster VI: 12 Summon Monster VII: 14 Summon Monster VIII: 16 Summon Monster IX: 18 [/spoiler] [spoiler=Equipment]WORN/USED: 1) Hood of Charisma (+4) 2) [ooc=Aquatic]Constant water breathing effect, swim speed[/ooc] Vest of Health (+4) 3) Ring of Conjuration & [ooc=Sustenence]No need for food or drink. Only 2 hours of sleep are required.[/ooc] (+4) 4) Cloak of Resistance (+4) 5) [ooc=Mage Hand]Mage hand, at will[/ooc] Gloves of Dexterity (+4) 6) Initiative Boots of Speed (+3, +25') 7) [ooc=Magic Clothing] Diplomacy Ranks: Benefit 4: You gain a +1 bonus on all Charisma-related checks. 8: You gain a +2 Deflection bonus to AC. 13: You gain a +3 bonus on all Charisma-related checks. 18: You gain a +5 Deflection bonus to AC. [/ooc] of [ooc=Feather]Constant feather fall effect[/ooc] (+4) 8) Amulet of Concentration (+5) Carried, replaces #8 if used, then #7, then #6, etc.: Frightening Mask (+5 intimidate) Tome of Law (+5 profession, Lawyor) Tome of the Planes (+5 Knowledge (The Planes)) Perfumed Sash (+5 diplomacy) Wand of Lesser Vigor X5 [/spoiler] [spoiler=Item Benefits]Spell Resistance 20 Feather Fall Tongues[/spoiler]
[spoiler=Spell List] 0—anticipate teleportation, caltrops, darkness, detect magic, detect poison, light, protection from alignment, read magic, resist planar alignment 1st—avoid planar effects, comprehend languages, grease, portal beacon, summon frost beast i, summon monster i, summon nature's ally i, summon undead i, wall of smoke, Lesser Vigor(AD) 2nd—analyze portal, baleful transposition, dimension hop, daylight, deeper darkness, entangle, phantom steed, planar tolerance, portal alarm, regroup, sleet storm, summon frost beast ii, summon monster ii, summon nature's ally ii, summon undead ii, tongues, web, wind wall, Glitterdust (AD) 3rd—clairaudience/clairvoyance, dimension step, dimensional anchor, greater anticipate teleportation, magic circle against alignment, plant growth, stinking cloud, summon frost beast iii, summon monster iii, summon nature's ally iii, summon undead iii, vipergout, wall of ice, Bands of Steel(AD) 4th—dimension door, dismissal, instant summons, lesser planar ally, lesser planar binding, summon frost beast iv, summon monster iv, summon nature's ally iv, summon undead iv, wall of fire, Solid Fog (AD) 5th—dimension shuffle, dimensional lock, black tentacles, greater dimension door, plane shift, summon frost beast v, summon monster v, summon nature's ally v, summon undead v, teleport, wall of iron, wall of stone, word of recall [/spoiler] [spoiler=True Names Known]CR 10: Couatl[spoiler=Couatl spells known]Lvl 0 known: (DC 13)(7/day)8 known: cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance Lvl 1 known: (DC 14)(7/day)5 known: mage armor, true strike, cause fear, alarm, silent image Lvl 2 known: (DC 15)(7/day)4 known: Augury, silence, shatter, mirror image Lvl 3 known: (DC 16)(6/day)3 known: major image, prayer, lightning bolt Lvl 4 known: (DC 17)(4/day)2 known: freedom of movement, greater invisibility[/spoiler] CR 8: Noble Djinn CR 6: Babau Demon CR 4: Barghest[/spoiler]
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