reserved for x
swiftblade prc
feats required: Dodge, Mobility
skills required: Spellcraft 3 ranks.
w5/f2/sb prc 1
Code:
25 pt buy
[B]Str[/B] 17 +3 [B]Level[/B] : 8 [B]XP[/B]: 34,000 / 50,000
[B]Dex [/B] 14 +2 [B]BAB[/B]: +5 [B]CMB[/B]: +8 [B]CMD[/B]: 20
[B]Con[/B] 14 +2 [B]AC:[/B] 22 [B]FF:[/B] 16 [B]Touch[/B]: 18
[B]Int[/B] 18 +4 [B]ACP[/B]: -0 [B]Spell fail[/B] 0%
[B]Wis[/B] 14 +2 [B]Special[/B]: armor is ghost touched
[B]Cha[/B] 12 +1
human: +2 to str
level 4 +1 to Int
level 8 +1 to int
Belt +2 to str
xmuter: +2 to con
[B]Saves[/B]
[B][U]Save Base Abil Misc Total[/U][/B]
[B]Fort [/B] +4 +2 +1 = +7
[B]Rflx [/B] +1 +2 +2 = +5
[B]Will [/B] +6 +2 +1 = +9 *+1 vs fear
[U]Info[/U]
fort +1+3+0 (wizard/fighter/Prc)
ref +1+0+0 (wizard/fighter/Prc); +1 (PRC)
will +4+0+2 (wizard/fighter/Prc)
all: cloak +1
[B]Armor class[/B]
armor
Chain shirt, Mithral +1: +4 armor +6 max dex -0 ACP 10% ASF *ghost touched*
Dark wood shield, HVY +1 +2 armor -0 ACP 0% ASF
ACP -0
Spell fail: 0%
Dodge +1, dex +2, swift surge +1
[B]Mobility[/B] +4 AC against attacks of opportunity from movement
Feat: -10% to arcane spell failure
[B]Weapons[/B]
long sword +
Long bow +
Dagger +
Dagger thrown +
club +
Club thrown +
[B]Race Traits[/B]
[I]Favored Class [wizard][/I] +1 hp or +1 skill Pt.
[I]+2 to One Ability Score:[/I] +2 to strength
[I]Medium:[/I] Humans are Medium creatures w/ no bonuses or penalties
[I]Normal Speed:[/I] Humans have a base speed of 30 feet.
[I]Bonus Feat:[/I] Humans select one extra feat at 1st level.
[I]Skilled[/I]: +1 skill rank / level
[B]Class Traits[/B]
fighter:
[I]proficient[/I] with all simple and martial weapons
with all armor (heavy, light, and medium) and shields
[I]bonus feats:[/I] 1st level, and at every even level
2nd level, a fighter gains a [I]+1 bonus on Will saves against fear[/I]
[I]Armor Training (Ex):[/I] Starting at 3rd level
wizard
[I]Scribe Scroll:[/I]
[I]Physical Enhancement (Su):[/I] You gain a +1/ 5 lvls enhancement bonus to one
physical ability score
[B][U]Enhancement School[/U][/B]
[U]Associated School: Transmutation.[/U]
[I]Replacement Powers: The following school powers
replace the telekinetic fist and change shape powers of
the transmutation school.[/I]
[B]Augment (Sp):[/B] As a standard action, you can touch a
creature and grant it either a +2 enhancement bonus to a
single ability score of your choice or a +1 bonus to natural
armor that stacks with any natural armor the creature
might possess. At 10th level, the enhancement bonus to
one ability score increases to +4. The natural armor bonus
increases by +1 for every five wizard levels you possess,
to a maximum of +5 at 20th level. This augmentation
lasts a number of rounds equal to 1/2 your wizard level
(minimum 1 round). You can use this ability a number of
times per day equal to 3 + your Intelligence modifier.
+2 to nat ac or+2 to any ability score
duration: 4 rounds per use, 6use per day 00000 0
[B]Perfection of Self (Su):[/B] At 8th level, as a swift action
you can grant yourself an enhancement bonus to a single
ability score equal to 1/2 your wizard level (maximum +10)
for one round. You may use this ability for a number of
times per day equal to your wizard level.
+4 to any score, 5 uses per day 00000
swiftblade
Swift Surge (Ex): Your body is augmented with the residual energy of
previous haste castings. You gain a +1 bonus on attack rolls and a +1
dodge bonus to AC and Reflex saves.
Spring Attack: Beginning at 1st level, you gain Spring Attack
Trait traits
Anatomist
You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.
Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
[B][U]Feats (w1, w2, f1, w3, f2, w4, w5, sb1)[/U][/B]
[B]Spell Focus: [transmutation](Human)[/B] +1 to Transmutation dc
[B]Greater spell focus: [transmutation] (level 1)[/B] +1 to transmutation spells
[B]Weapon focus: Longsword(Fighter 1)[/B] +1 to att w/ chosen weapon
[B]Tenacious Transmutation (Level 3)[/B] +2 to transmutation dc
[B]Dodge(fighter 2)[/B] +1 dodge bonus to AC
[B]Mobility(level 5)[/B] +4 AC against attacks of opportunity from movement
[B]Arcane Armor training (Wizard 5)[/B] -10% to Arcane spell failure
[B]Craft potions (level 7)[/B]
[B]Spring Attack (swiftblade 1)[/B] Move before and after melee attack
[B][U]Skills[/U] ranks +3? abil misc total info[/B]
[B]Acrobatics (Dex)[/B] 4 +3
[B]Appraise (Int)[/B] 2 +3
[B]Climb (Str) [/B] 2 +3
[B]Craft (Int), weaponsmith[/B] 2 +3
[B]Fly (Dex)[/B] 3 +3
[B]Handle Animal (Cha)[/B] 3 +3
[B]Intimidate (Cha) [/B] * 1 +3
[B]Knowledge (arcana)[/B] 5 +3
[B]Knowledge (dungeoneering) [/B] 1 +3
[B]Knowledge (engineering)[/B] 1 +3
[B]Knowledge (geography) [/B] 1 +3
[B]Knowledge (history) [/B] 1 +3
[B]Knowledge (local) [/B] 1 +3
[B]Knowledge (nature) [/B] 1 +3
[B]Knowledge (nobility) [/B] 2 +3
[B]Knowledge (planes)[/B] 1 +3
[B]Knowledge (religion)[/B] * 1 +3
[B]Linguistics (Int)[/B] 2 +3
[B]Profession (Wis), solder[/B] 2 +3
[B]Perception (Wis)[/B] 4 +3
[B]Ride (Dex), [/B] 4 +3
[B]Spellcraft (Int)[/B] 8 +3
[B]Survival (Wis), [/B] * 1 +3
[B]Swim (Str).[/B] 2 +3
skill points: 2*7(fighter or wizard)+4*1(Prc)+8*1(race)+
5*1(fav class)+3*8(int)=55 skill ranks
[U]SPELLS [/U]
[B][U]Level 0 1 2 3 4[/U][/B]
[B]Base[/B] 4 3 2 1
[B]Int[/B] 0 1 1 1
[U][B]Spec[/B] 1 1 1 1[/U]
[B]TOTAL[/B] 5 5 4 3
spells memorized ( '#' denotes transmuter spell)
[U][I]Cantrips[/I][/U]
Prestidigitation
Message #
Bleed
Resistance
X
[U][I]Level 1[/I][/U]
Endure Elements #
Expeditious Retreat #
true strike
Magic missile
Magic missile
[U][I]Level 2[/I][/U]
cat's grace #
bull's strength #
Acid arrow
scorching ray
[U][I]Level 3[/I][/U]
Haste #
Fly #
keen edge #
special: transmuter
restricted : enchantment and Illusion (req slot +1 lvl to use)
+1 chain shirt, Mithral 5250.00 gp 10.0 lb ghost touch
+1 shield, Dark-wood 1257.00 gp 5.0 lb
+2 Longsword 8315.00 gp x.x lb
Long Bow[comp], mighty +2 300.00 gp 3.0 lb
Efficient Quiver 1800.00 gp 2.0 lb
arrows, 20 1.00 gp 3.0 lb
dagger X 2 4.00 gp 2.0 lb
Club X 3 ------ 9.0 lb
sunrod X 4 4.00 gp 4.0 lb
Handy haversack 2000.00 gp 5.0 lb
Ring of sustenance 2500.00 gp -----
Cloak of resistance 1000.00 gp 1.0 lb
Belt of giant strength +1 4000.00 gp 1.0 lb
Bedroll 0.10 gp 5.0 lb
Scroll case 1.00 gp 0.5 lb
Ink bottle 8.00 gp ----
Ink pen 0.10 gp ----
Paper x 10 4.00 gp ----
Rope, silk (50 ft.) 5.00 gp 10.0 lb
Alchemist's fire (flask) x 2 40.00 gp 2.0lb
Traveler's outfit ----- ----
Spell component pouch 5.00 gp 2.0 lbs.
Spellbook, wizard's (book 1) ----- 3.0 lbs.
Spellbook, wizard's (book 2) 15.00 gp 3.0 lbs.
33,000 gp
27, 509.2 gp items
337.5 gp potions
1, 412.5 gp scrolls
[U] 3, 740.0 gp spellbooks[/U]
32, 999.2 total spent
potions (*=brewed himself) 337.5 gp total
* Bull's str at cl 3 75.00 gp
* Cat's grace at cl 3 75.00 gp
* haste at cl 5 93.75 gp
* haste at cl 5 93.75 gp
scrolls (*=Penned himself)
* Unseen Servant 12.5
* Comprehend Languages 12.5
* Identify 112.5
* Bear's Endurance 75
* Bull's Strength 75
* Cat's Grace 75
* Darkvision 75
* Fox's Cunning 75
* Owl's Wisdom 75
* Spider Climb 75
* Tongues 187.5
* Haste 187.5
* Keen Edge 187.5
* Water Breathing 187.5
Scroll costs
0: 12.5
1: 25
2: 150
3: 375
4:700
potion costs
0: 25
1: 50
2: 300
3: 750
[sblock=spell book] Pages: 16+60+48+48+24= 196
0:5 * 16 spells = 80 gp
1:10 * 30 spells = 300 gp
2:40 * 24 spells = 960 gp
3:90 * 16 spells = 1440 gp
4: 160 * 6 spells = 960gp
Cantrips
Abjuration
Resistance: Subject gains +1 on saving throws.
Conjuration
Acid Splash: Orb deals 1d3 acid damage.
Divination
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Evocation
Spark: Ignites flammable objects.
Dancing Lights: Creates torches or other lights.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Necromancy
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Universal
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
Abjuration
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold regions.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Summons extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Divination
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Gives +10 bonus to identify magic items.
True Strike: +20 on your next attack roll.
Evocation
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Necromancy
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Transmutation
Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea: Swim speed becomes 30 ft.
2nd-Level Sorcerer/Wizard Spells
Abjuration
Arcane Lock
M: Magically locks a portal or chest.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Conjuration
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Glitterdust: Blinds creatures, outlines invisible creatures.
Stone Call: 2d6 damage to all creatures in area.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Divination
Evocation
Continual Flame
M: Makes a permanent, heatless light.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Necromancy
Blindness/Deafness: Makes subject blinded or deafened.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Transmutation
Alter Self: Assume form of a Small or Medium humanoid.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Elemental Touch: Gain energy damage touch attack.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Glide: You take no falling damage, move 60 ft./round while falling.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
3rd-Level Sorcerer/Wizard Spells
Abjuration
Dispel Magic: Cancels one magical spell or effect.
Nondetection
M: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Conjuration
Phantom Steed: Magic horse appears for 1 hour/level.
Divination
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak and understand any language.
Evocation
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for 10 creatures.
Twilight Knife: Floating knife attacks with you.
Necromancy
Transmutation
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Elemental Aura: Creates an aura of energy around you.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon's threat range.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Water Breathing: Subjects can breathe underwater.
4th-Level Sorcerer/Wizard Spells
Stoneskin
M: Grants DR 10/adamantine.
Conjuration
Black Tentacles: Tentacles grapple all creatures within a 20- ft. spread.
Secure Shelter: Creates sturdy cottage.
Necromancy
Enervation: Subject gains 1d4 negative levels.
Transmutation
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Shadow Projection: Temporarily become a shadow.
[/sblock]
[sblock=spell lists]
Sorcerer/wizard Spells
[/sblock]