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User:Askewnotion/PCs/Sunshine Harpell/Character Sheet

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Revision as of 02:59, 8 February 2009 by >Askewnotion


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Wizard 2/ Fighter 4/ Abjurant Champion 4 (ECL 10)
Race:Human (Harpell)
Alignment: LG | Size: M
Patron Deity: None
Abilities Str 16 +3 (18 +4) | Dex 12 +1 | Con 12 +1 | Int 16 +3 (18 +4) | Wis 8 -1 | Cha 15 +2

Defense

AC: 11-30 / Touch: 11-13, Flatfooted: 10-29
(+1 Dex; [+4 armor mage armor; +9 armor luminous armor; +8 shield shield; +2 deflection Protection from Evil)

HP: 73 / HD: 2d4+8d10+10

Initiative: +1 / Speed: 30'

Fort: 8 / Reflex: 5 / Will: 9

Attacks

  • +1 Nightling Cleaver +15/+10 / 1d10+7 / 18-20x2 / s
    +1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ Good aligned / Magic
  • Adamantine Nightling Cleaver +15/+10 / 1d10+6 / 18-20x2 / s
    +1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ Good aligned / Adamantine
  • Silver Nightling Cleaver +14/+9 / 1d10+5 / 18-20x2 / s
    +1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ Good aligned / Silver
  • Cold Iron Nightling Cleaver +14/+9 / 1d10+6 / 18-20x2 / s
    +1 damage to evil beings, +1d4 damage to undead and evil outsiders ~ Good aligned / Cold Iron
  • Touch +13 / Ranged Touch +10

POWER ATTACK (Nightling Cleaver +1)

-2 hit; +13/8 1d10+11(19)
-3 hit; +12/7 1d10+13(25)
-4 hit; +11/6 1d10+15(31)
-5 hit; +10/5 1d10+17(37)
-6 hit; +9/4 1d10+19(43)
-7 hit; +8/3 1d10+21(49)
-8 hit; +7/2 1d10+23(55)
-9 hit; +6/1 1d10+25(61)

Space/Reach: 5 ft./5 ft. Base Attack: +9/+4

Feats

  • Human: Skill Focus: Concentration (PHB, p100)
    +3 bonus on all concentration checks.
  • 1st: Nimbus of Light (BoED, p44)
    Good creatures automatically recognize the radiance surrounding you as a sign of your purity and devotion to the powers of good. You gain a +2 circumstance bonus on all Diplomacy and Sense Motive checks made when interacting with good creatures.

Your radiance sheds light as a common lamp: bright light to a radius of 5 feet and shadowy illumination to 10 feet. You can extinguish this radiance at will and reactivate it again as a free action.

  • W1: Scribe Scroll (PHB, p99)
    You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

  • F1: Weapon Focus: Nightling Cleaver (PHB, p101)
    You gain a +1 bonus on all attack rolls you make using the selected weapon.
  • 3rd: Spell Focus: Abjuration (PHB, p100)
    +1 to the DC of spells from the abjuration school.
  • F2: Power Attack (PHB, p98)
    On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a onehanded weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.

  • 6th: Sanctify Martial Strike (BoED, p46)
    Whenever you wield a nightling cleaver, it deals 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, that weapon is considered good-aligned for purposes of overcoming damage reduction.
  • F4: Cleave (PHB, p92)
    If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • 9th: Leap Attack (CD, p82)
    You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.

This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

Skills

Languages: Celestial, Common, Draconic, Infernal

Special Abilities

Abjurant Champion

  • Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level.
  • Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
  • Swift Abjuration (Su): You can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).
  • Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
• Bonus on attack rolls equal to the spell's level.
• Bonus on weapon damage rolls equal to twice the spell's level.
• Bonus to AC equal to the spell's level.
• Bonus on saving throws equal to the spell's level.
• Resistance to acid, cold, electricity, fire, and sonic equal to 5 x the spell's level.

Wizard Spells and Abilities

Focused Specialist: Abjuration

Enchantment, Illusion, and Necromancy are banned schools

Wizard Spells: 3a-3/3a-3/3a-3/3a-2
Caster level 6

Ranges:
Close 40, medium 160, long 640