User:Askewnotion/PCs/Sunshine Harpell/Character Sheet
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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
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.
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.
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.
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