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Disposable:Jesus and His Superfriends Save Xmas/Lorieans Xmas Sorcerer

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Elune of the North Star(M) (ECL 10)

Elune of the North Star Class: Sorc 10
Race: Medium Life Elorii(Elf)
Patron Deity:
Citizen: Of the North Star

Abilities: (race not applied)

Str: 8 (-1)
Dex: 12 (+1)
Con: 10 (0)

AP: 7


Int: 18 (+4)
Wis: 8 (-1)
Cha: 18 (+4)

Defense

AC: 12 Touch: ?Flatfooted: ?(+2 Dex; +0 Armor, +0 Misc)
HP: ? (Bloodied ?) / HD: 10d4
Initiative: +15
Speed: 30'
Fort: +3 / Reflex: +3 / Will: +7

Attacks

Melee: weapon +? (1dx 20×2)
Ranged: weapon +? (1dx 20×2 / 10')
Space: 5'; Reach: 5'; BAB: +5; Grapple: +?

Feats

1 Improved Familiar
3 Combat Casting
+4 Concentration
6 Skill Focus (Knowledge Christmas)
+3 to Knowledge Christmas
9



Skills (96)

Strength 8 -1
  • Athletics
Climb* -1
Jump* -
Swim* -1
Intelligence 18 +4
  • Inspect
Appraise +4
Search +5
  • Linguistics
Decipher Script +4
Forgery +4
  • Mechanics
Disable Device +4
Open Locks +4
  • Spellcraft
Psicraft +4
Spellcraft +17
  • Knowledge
    • Arcana (2 ranks) +6
    • History (2 ranks) +6
    • Religion (2 ranks) +6
    • Planes (2 ranks) +6
    • Nobility (2 ranks) +6
    • Arch/Eng (2 ranks) +6
    • Christmas (13 ranks) +20


Other
Languages: ?
Dexterity 12 +1
  • Acrobatics
Balance* +1
Tumble* +1
  • Legerdemain
Escape Artist +1
Sleight of Hand +1
  • Stealth
Hide* 0
Move Silently* 0
Wisdom 8 -1
  • Heal (0 ranks) -1
  • Notice
Listen +12
Spot +12
  • Streetwise
Gather Information +6
Sense Motive +6
  • Survival
Survival -1
Use Rope -1
Constitution 10 +0
  • Concentration
Autohypnosis +0
Concentration +17
Charisma 18 +4
  • Animals
Handle Animal +7
Ride +7
  • Deception
Bluff +7
Disguise +7
  • Influence
Diplomacy +7
Intimidate +7
  • Use Magic
Use Magic Device +17
Use Psionic Device +4


* Armor Check Penalty: -0

Special Abilities

Racial

  • example title:

Class

  • Summon Familiar:
  • Simple Weapons Only
  • No Armor

Spells

Spells Per day: 6/6/6/6/5/3 Spells Know: 9/5/4/3/2/1

0 level spells (9)

CALTROPS (Christmas Candy for everyone!) Conjuration (Creation) Level: Sorcerer/wizard 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: See text Duration: 1 round/level Saving Throw: None Spell Resistance: No You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes. A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-footby- 5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.

ELECTRIC JOLT (Strike of the North Star) Evocation [Electricity] Level: Sorcerer/wizard 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A white-hot electric spark dances on your fingertip and then bolts toward your target. You release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of electricity damage


1 level spells (5)

DISPEL WARD (Stop the Clock) Abjuration Level: Cleric 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One warded object or area Duration: Instantaneous Saving Throw: None Spell Resistance: No Your head throbs with energy as you recite the final few phrases of the spell. A moment later, the energy releases and the area you designated as the spell’s target glows silver for several seconds. You hear a sound like a mechanical object winding down. This spell functions like dispel magic (PH 223), except that it can be used only in the targeted or area version, and it affects only abjuration magic placed upon objects or areas (such as arcane lock, explosive runes, fire trap, glyph of warding, and guards and wards.) The maximum bonus on the level check is +10.

DISTRACT (A Christmas Special) Enchantment (Compulsion) [Mind-Affecting] Level: Bard 1, sorcerer/wizard 1 Components: S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level, no two of which are more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell arouses a zest and appreciation for life in the targets. The targets are distracted as they study the shapes of the clouds, the texture of tree bark, the patterns carved into a stone wall, the temperature and scent of a breeze—anything and everything gets their attention, if just for a moment. The targets of this spell must succeed on a Will save or lose themselves to the urge to experience nearly everything. Failure indicates the creatures take a –4 penalty on all Concentration, Listen, Search, and Spot checks, and can take only a single standard or move action each round, but not both. Creatures with more than 6 HD are unaffected.



2 level spells (4)

AUGMENT FAMILIAR Transmutation Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Your familiar Duration: Concentration + 1 round/ level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) Augment familiar makes a familiar more threatening than it appears

Reaching out with magic, you empower your familiar, making it quicker and stronger. This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity, and Constitution, damage reduction 5/magic, and a +2 resistance bonus on saving throws

BODY OF THE SUN (Light of the North Star) Transmutation [Fire] Level: Druid 2, sorcerer/wizard 2 Components: V, S, DF Casting Time: 1 standard action Range: 5 ft. Area: 5-ft.-radius emanation centered on you Duration: 1 round/level Saving Throw: Reflex half Spell Resistance: Yes By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4). Adjacent creatures take fire damage each round on your turn.


BONEFIDDLE (Fiddle of Chrismas's Love) Necromancy Level: Bard 2, sorcerer/wizard 2 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature with a skeleton or exoskeleton Duration: Concentration, up to 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes You rub your middle finger across your thumb like a bow against a fiddle while simultaneously humming a discordant tune under your breath. Nearby, you see a translucent bone-white fiddle bow appear and sink into the flesh of your target. It begins sawing, as if playing your target like a fiddle. You call up a ghostly fiddle bow in the air above the targeted creature. This bow immediately descends into the target body and begins to saw back and forth against its skeleton. Although the music produced is eerily beautiful, it causes intense pain and anguish in the victim. Each round on its turn, the victim must make a Fortitude save or take 3d6 points of sonic damage and a –20 penalty on Move Silently checks. A successful save negates the damage and ends the spell. The spell’s effects continue even if the subject moves so that you no longer have line of sight or line of effect to it. Focus: A miniature silver fiddle worth at least 30 gp.

DEATH ARMOR (North Star's Protection) Necromancy Level: Sorcerer/wizard 2 Components: V, S, M, F Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level You smear yourself with white paste, drawing a skull on your bare flesh. Immediately, a wreath of black flames crackles to life around you. The black flames created by this spell injure creatures that contact them. Any creature striking you with its body or handheld weapons takes 1d4 points of damage +1 point per two caster levels (maximum +10). If the creature has spell resistance, it applies to the damage. Weapons with reach, such as longspears, do not endanger their users in this way. Material Component: Paste made from ground bones. Focus: An onyx worth 50 gp.

ELECTRIC LOOP (Lighting from the North Star) Evocation [Electricity] Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/3 levels, each of which is adjacent to another target Duration: Instantaneous Saving Throw: Reflex half; see text Spell Resistance: Yes Spitting a harsh-sounding arcane word, you snap your fingers, and lightning leaps among your foes. You create one small stroke of lightning that targets one creature per three caster levels you possess (maximum four creatures). Each target must be in a square adjacent to another target. The spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6) to each target. A creature that fails its Reflex save must make a successful Will save or be stunned for 1 round. Material Component: A loop of copper wire and a magnet.

ENTICE GIFT (The Gift) Enchantment [Mind-Affecting] Level: Bard 2, Greed 2, sorcerer/ wizard 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes You cast the spell and a purple glow appears in your mark’s eyes. You hold out your hand and demand the object it holds in a compelling voice. You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. On the creature’s next action, it moves as close to you as it can get in a single round and offers you the object as a standard action. This spell allows you to act out of turn and accept the “gift” if the creature reaches you to hand you the object (assuming you have a free hand and can accept it). The subject defends itself normally and acts as it wishes on subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the spell compels, the spell has no effect. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.

3 level spells (3)

CHAIN MISSILE (Snow Ball Fight!) Evocation [Force] Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One creature, plus one more creature/2 levels (each of which must be within 30 ft. of the primary target) Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Bolts of pale blue energy spring forth from your finger and slam into the desired target. An instant later, the bolts bounce away toward other creatures, slamming into each one. Missiles of magical energy dart from your fingertip to unerringly strike a creature. The missiles strike one creature initially, then spring to other targets. Each missile deals 1d4+1 points of force damage. One missile strikes the primary target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they ricochet to a number of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck by a single magic missile. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no secondary target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Missiles without a secondary target do not ricochet off the primary target. Spells, magic items, and abilities that protect against magic missile (such as the shield spell or a brooch of shielding) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets. (A brooch of shielding loses a number of charges equal to the number of missiles hitting the creature—up to ten missiles.) If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets. The missiles strike unerringly, even if the targets are in melee or have anything less then total cover or concealment. You cannot single out specific parts of a creature to strike. This spell cannot target or damage inanimate objects.

DEEPER DARKVISION (Snow Sight) Transmutation Level: Ranger 4, sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You toss the powdered dried carrot into the air as you cast this spell, and it vanishes. You choose yourself as the spell’s recipient and your eyes begin to glow with an alien purple luster. The subject gains the ability to see 90 feet in total darkness and ignores the 20% miss chance normally present in shadowy illumination (such as might be created by a darkness spell). Deeper darkvision is black and white only but otherwise similar to normal sight. Material Component: A pinch of dried carrot or an agate.

DRAGONSKIN (Ice Armor) Transmutation Level: Sorcerer/wizard 3 Components: S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level You say nothing, but make the motions in the prescribed pattern and hold the dragon’s scale aloft. Your flesh erupts with hard, colorful scales. Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select. You gain an enhancement bonus to natural armor equal to +1 per two levels (to a maximum of +5 at 10th level), as well as energy resistance 10 against the type of energy appropriate to the color you select: acid (black or green), cold (white), electricity (blue), or fire (red). Your energy resistance increases to 20 at 10th level. Material Component: A dragon’s scale. Special: Sorcerers cast this spell at +1 caster level.


4 level spells (2)

BLOODSTAR (North Star) Conjuration (Creation) Level: Sorcerer/wizard 4 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: A bloodstar Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes In a ruby flash a blood-colored, glowing crystal appears near your foes to suck the blood from their wounds. You create a magic construct called a bloodstar that shoots from your hand and hovers in the air anywhere within the limit of the range (each round, you can move the bloodstar anywhere within range with a standard action spent concentrating on the new position). The bloodstar pulses with ruby light (providing illumination in a 20-foot radius). Any creature you initially designate within 10 feet of the bloodstar that takes damage from any source must make a saving throw. On a failed save, the victim takes 1 point of Constitution damage. Each time victims are damaged, they can attempt new saves. The bloodstar cannot be attacked or harmed by physical attacks. Focus: A ruby worth at least 30 gp.

ENERGY SPHERES (Blessing of the North Star) Evocation [Acid, Cold, Electricity, Fire, Sonic] Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Five floating spheres Duration: 1 round/level or until discharged Saving Throw: Reflex half; see text Spell Resistance: Yes; see text You toss each of the marbles into the air, making the incantation as you do so. Each marble turns a different color—pale green, white, blue, red, and violet—and settles into orbit around your head. You create a circle of five colored spheres that orbit your head at a distance of 1 foot. These spheres provide as much light as a torch and can be used offensively or defensively. Each sphere corresponds to one of the five types of energy (acid, cold, electricity, fire, sonic). If used to attack, on your turn as a standard action you can direct one or more spheres to strike a creature or creatures in range, no two of which are more than 30 feet apart. Each sphere deals 5 points of energy damage per five caster levels (maximum 20 points of damage) to a single creature, so an 11th-level caster’s sphere deals 10 points of energy damage. The subject can make a Reflex save for half damage against each sphere. If you are attacked with an effect that causes energy damage, and the sphere of that type of energy is still present, you can have that sphere absorb some of that energy damage. Each sphere grants you energy resistance 5 per five caster levels. If a sphere is used to absorb damage, that sphere is destroyed. When used to attack a creature with spell resistance, make one spell resistance roll for all spheres that attack the target in a round. Success or failure applies to all spheres striking the creature that round. Material Component: Five glass marbles.


5 level spells (1)

ANTICOLD SPHERE Abjuration [Cold] Level: Druid 5, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation centered on you Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: Yes As a rosy color flickers into being in the surrounding air, you feel a sense of warmth and well-being. All creatures within the area of the spell gain immunity to cold damage. In addition, the emanation prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when it is cast. Note: Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (PH 172).

CYCLONIC BLAST (The North Wind) Evocation [Air] Level: Sorcerer/wizard 5 Components: V, S, F Casting Time: 1 standard action Range: 120 ft. Area: 120-ft. line Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Cupping a child’s top, you forcefully thrust your hand forward, simultaneously speaking the final words of the spell’s proscribed formula. Immediately thereafter, a blast of whirling wind issues forth from your outstretched fingers, sweeping up within it all who stand in its way. You send a twisting torrent of wind, not unlike a tornado turned on its side, toward your enemies. A cyclonic blast deals 1d6 points of damage per caster level (maximum 15d6 points of damage) to all creatures and objects in the area. Objects bigger than Large take half damage. The cyclonic blast begins at your fingertips. Creatures who fail their Reflex saving throws against a cyclonic blast are additionally in danger of being knocked back by the force of the wind. Treat this as a bull rush attack made with a +12 bonus on the Strength check. The cyclonic blast always moves with the opponent to push that target back the full distance allowed, and (unlike a normal bull rush) you can exceed your normal movement limit with a sufficiently high check result. Airborne creatures are treated as if they were one size category smaller for the purpose of resisting the bull rush. If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast can continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Focus: A child’s spinning top.



Plot Related

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