Chirop EL 2Male Anthropomorphic Bat Thaumaturge 2
TN Small Monstrous Humanoid
Init +1;
Senses blindsense 20 ft., darkvision 70 ft., low-light vision; Listen +17*, Spot +17*
Languages Auran, Common, Ordmil, Norse
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AC 12, touch 12, flat-footed 11
(+1 size, +1 Dex)
hp 10 (2d4+4 HD);
DR 1/bludgeoning or slashing
Fort +3,
Ref +1,
Will +8
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Speed 5 ft. (1 square); fly 20 ft. (good)
Melee dagger -2 (1d3-2/19-20)
Melee quarterstaff -2 (1d4-2)
Melee spell -2 touch (by spell)
Ranged dagger +1 (1d3-2/19-20)
Ranged light crossbow +1 (1d6/19-20)
Ranged sling +1 (1d3-2)
Ranged sling (rock) +0 (1d2-2)
Ranged ray +1 touch (by spell)
Space 5 ft.;
Reach 5 ft.
Base Atk +1;
Grp -5
Combat Gear None
Spell-Like Abilities (CL 2nd):
Magecraft (DC 20 Spellcraft) --
arcane mark,
detect magic,
light,
mage hand,
message,
read magic,
prestidigitationThaumaturge Spells Retrieved (CL 2nd):
1st (2 retrieved, 6/day, DC 14) --
enlarge person (Fort negates),
grease (Reflex DC 15, Cloudy Conjuration)
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Abilities Str 6, Dex 12, Con 14, Int 16, Wis 22, Cha 6
Feats Cloudy Conjuration, Eschew Materials
B, Improved Flight, Spell Focus (Conjuration)
Flaws Noncombatant, Shaky
Traits Nightsighted, Passionate
Skills Concentration +7, Knowledge (arcana) +10, Listen +17*, Spellcraft +10, Spot +17*
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Magecraft (Sp) At 1st level, you gain the ability to perform simple magic spells without expending any of your energy, simply speaking the proper incantations. You can cast arcane mark, detect magic, light, mage hand, message, read magic, or prestidigitation as a spell-like ability by making a DC 20 Spellcraft check. If you fail the check, cannot use the specific spell you attempted to cast for 24 hours. The caster levels of all spell-like abilities are equal to your class level.
Skills A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
HP 10 = 6 Thaumaturge + 4 Con
Str 6 [ 2p] = 10 base - 4 racial
Dex 12 [ 4p] = 12 base
Con 14 [ 6p] = 14 base
Int 16 [10p] = 16 base
Wis 22 [10p] = 16 base + 6 racial
Cha 6 [ 0p] = 8 base - 2 racial
AC 12 = +1 size, +1 Dex, +0 armor, +0 shield, +0 deflection
Touch 12 = +1 size, +1 Dex, -- armor, -- shield, +0 deflection
Flat 11 = +1 size, -- Dex, +0 armor, +0 shield, +0 deflection
Fort +3 = +0 base, +2 Con, +1 trait
Ref +1 = +0 base, +1 Dex
Will +8 = +3 base, +6 Wis, -1 trait
Melee -2 = +1 BAB, +1 size, -2 Str, -2 trait
Ranged +1 = +1 BAB, +1 size, +1 Dex, -2 trait
Grapple -5 = +1 BAB, -4 size, -2 Str
Anthropomorphic Bat:
- -4 Str, +6 Wis, -2 Cha
- Small Monstrous Humanoid
- Base speed 5 ft.
- Fly 20 ft. (average)
- Blindsense 20 ft.
- Darkvision 60 ft.
- Low-light Vision
- Skills: A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
- Favored Class: Druid
- Languages: ??? (I'm assuming Common is automatic)
Thaumaturge 2- Magecraft (Sp): At 1st level, you gain the ability to perform simple magic spells without expending any of your energy, simply speaking the proper incantations. You can cast arcane mark, detect magic, light, mage hand, message, read magic, or prestidigitation as a spell-like ability by making a DC 20 Spellcraft check. If you fail the check, cannot use the specific spell you attempted to cast for 24 hours. The caster levels of all spell-like abilities are equal to your class level.
- Eschew Materials (Ex): At 2nd level, you gain Eschew Materials as a bonus feat.
Feats- 1 - Improved Flight: +1 flight maneuverability category.
- 1F- Spell Focus (Conjuration): +1 DC with Conjuration spells.
- 1F- Cloudy Conjuration: Can produce a 5' radius fog cloud in/adjacent to your space or target's space. Lasts 1 round. Living creatures are sickened (no save, poison immunity negates) while they remain in cloud.
- 2B- Eschew Materials: No need for cheap material components (under 1 gp).
Flaws- Noncombatant: -2 on melee attack rolls.
- Shaky: -2 on ranged attack rolls.
Traits- Nightsighted: +10 ft. darkvision, -1 Spot in areas of bright light.
- Passionate: +1 Fort, -1 Will.
Thaumaturge 2The Thaumaturge class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
2 + Intelligence modifier (x4 at 1st level)
- Concentration +7 = 5 ranks, +2 Con
- Knowledge (arcana) +10 = 5 ranks, +3 Int, +2 circumstance (mwk tool)
- Listen +17* = 5 ranks, +6 Wis, +4 racial (except when deafened), +2 circumstance (mwk tool)
- Spellcraft +10 = 5 ranks, +3 Int, +2 synergy (Spellcraft)
- Spot +17* = 5 ranks, +6 Wis, +4 racial (except when deafened), +2 circumstance (mwk tool), (*-1 trait in bright light)
Carrying Capacity 45 lb. = 60 lb. (Str) * 0.75 (Small biped)
- Light: 15 lb. or less
- Medium: 15-30 lb.
- Heavy: 30-45 lb.
- Overhead: 90 lb.
- Drag: 225 lb.
Current Encumbrance: 37.5 lb. (Heavy)
Weapons and Armor | Location | Value | Weight | Description |
Dagger | -- | 1 gp | 0.5 lb. | 1d3/19-20, 10 ft. throw range, piercing and slashing, light melee weapon |
Quarterstaff | -- | 0 gp | 2.0 lb. | 1d4/1d4, bludgeoning, double weapon, two-handed melee weapon |
Light crossbow | -- | 35 gp | 2.0 lb. | 1d6/19-20, 80 ft. range, move action reload, fires crossbow bolts, two-handed ranged weapon |
Crossbow bolts (x20) | -- | 2 gp | 1.0 lb. | piercing, fired by crossbows |
Sling | -- | 0 gp | 0.0 lb. | 1d3, Str to damage, 50 ft. range, move action reload, fires sling bullets (normal) or stones (-1 attack roll, -1 damage size), two-handed ranged weapon |
Clothing and Wondrous Items | Location | Value | Weight | Description |
Earthsilk Jersey | Torso | 150 gp | 2.0 lb. | DR 1/bludgeoning or slashing until you take a crit from a piercing weapon, then it must be repaired. Source: Races of Stone, page 159 |
Tools | Location | Value | Weight | Description |
Masterwork tool, Knowledge (arcana) | -- | 50 gp | 1.0 lb. | +2 circumstance on Knowledge (arcana) checks |
Masterwork tool, Listen | -- | 50 gp | 1.0 lb. | +2 circumstance on Listen checks |
Masterwork tool, Spot | -- | 50 gp | 1.0 lb. | +2 circumstance on Spot checks |
Rope, silk (50 ft.) | -- | 10 gp | 5.0 lb. | 4 hp, break DC 24, +2 circumstance on Use Rope checks |
Shapesand (1 jug) | -- | 100 gp | 12.0 lb. | DC 16 Wisdom check to shape, max amount varies with Wisdom. Source: Sandstorm |
Consumable Alchemical and Magic Items | Location | Value | Weight | Description |
Material Components and Spell Focuses | Location | Value | Weight | Description |
Pearl (x3) | -- | 300 gp | 0.0 lb. | Material component: identify |
Miscellaneous Equipment | Location | Value | Weight | Description |
Miscellaneous equipment | -- | 50 gp | 10.0 lb. | Money and weight reserved for all that miscellaneous small equipment and gear that'll never come up and that I can't be bothered to track (ex: 10-ft. pole, backpack, bedroll, chalk, a spare set of clothing, flint and steel, ink, parchment, rations, waterskins, etc.) |
Other Possessions | Location | Value | Weight | Description |
Cash | -- | 102 gp | 0.0 lb. | Money in local currency |
AccountingCharacter Creation | Income | Expenditures | Description |
Starting wealth | +900 gp | -- | Level 2 wealth by level |
Starting weapons and armor | -- | -38 gp | Dagger, quarterstaff, light crossbow, crossbow bolts x20, sling |
Starting clothing and wondrous items | -- | -150 gp | Earthsilk jersey |
Starting tools | -- | -260 gp | Mwk tool (Know arcana), mwk tool (Listen), mwk tool (Spot), silk rope x50 ft., shapesand x1 jug |
Starting material components | -- | -300 gp | Pearl (identify) x3 |
Starting miscellaneous equipment | -- | -50 gp | Reserved to account for the random crap I'm not gonna track |
Section Total | +900 gp | -798 gp | Net: +102 gp |
Subtotal | +900 gp | -798 gp | Net: +102 gp |
Level 2 | Income | Expenditures | Description |
Section Total | +0 gp | -0 gp | Net: +0 gp |
Subtotal | +900 gp | -798 gp | Net: +102 gp |
Present Status | Income | Expenditures | Description |
Total | +900 gp | -798 gp | Cash: 102 gp; Equipment: 798 gp |
Character Creation | Income | Expenditures | Equipment Gain | Equipment Loss | Description |
Starting wealth | +900 gp | -- | -- | -- | Level 2 wealth by level |
Starting weapons and armor | -- | -38 gp | +38 gp | -- | Dagger, quarterstaff, light crossbow, crossbow bolts x20, sling |
Starting clothing and wondrous items | -- | -150 gp | +150 gp | -- | Earthsilk jersey |
Starting tools | -- | -260 gp | +260 gp | -- | Mwk tool (Know arcana), mwk tool (Listen), mwk tool (Spot), silk rope x50 ft., shapesand x1 jug |
Starting material components | -- | -300 gp | +300 gp | -- | Pearl (identify) x3 |
Starting miscellaneous equipment | -- | -50 gp | +50 gp | -- | Reserved to account for the random crap I'm not gonna track |
Section Total | +900 gp | -798 gp | +798 gp | -0 gp | Net: +102 gp |
Subtotal | +900 gp | -798 gp | +798 gp | -0 gp | Net: +102 gp |
Level 2 | Income | Expenditures | Equipment Gain | Equipment Loss | Description |
Section Total | +0 gp | -0 gp | +0 gp | -0 gp | Net: +0 gp |
Subtotal | +900 gp | -798 gp | +798 gp | -0 gp | Net: +102 gp |
Present Status | Income | Expenditures | Equipment Gain | Equipment Loss | Description |
Total | +900 gp | -798 gp | +798 gp | -0 gp | Cash: 102 gp; Equipment: 798 gp |
Thaumaturge SpellcastingAll spell on list are available
Pick -/2/-/-/-/-/-/-/-/- spells each day as spells known (functionally identical to retrieved spells).
Spontaneous casting.
Slots -/4/-/-/-/-/-/-/-/- per day.
Max spell level based on Wis.
Bonus spells from Wis.
Save DCs are Int-based.
Thaumaturge 1st: 6/day (4+2 Wis), DC 14, 2 retrieved
- Enlarge Person: Humanoid creature doubles in size.
- Grease: Makes 10-ft. square or one object slippery.
Thaumaturge Spell List1st Level- Alarm: Wards an area for 2 hours/level.
- Comprehend Languages: You understand all spoken and written languages.
- Disguise Self: Changes your appearance.
- Endure Elements: Exist comfortably in hot or cold environments.
- Enlarge Person: Humanoid creature doubles in size.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Expeditious Retreat: Your speed increases by 30 ft.
- Feather Fall: Objects or creatures fall slowly.
- Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
- Grease: Makes 10-ft. square or one object slippery.
- Identify: Determines properties of magic item.
- Jump: Subject gets bonus on Jump checks.
- Mage Armor: Gives subject +4 armor bonus.
- Magic Aura: Alters object’s magic aura.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Reduce Person: Humanoid creature halves in size.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
- Silent Image: Creates minor illusion of your design.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Summon Monster I: Calls extraplanar creature to fight for you.
- True Strike: +20 on your next attack roll.
- Unseen Servant: Invisible force obeys your commands.
1st Level (Non-Core)- Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
- Benign Transposition: Two willing subjects switch places.
- Buzzing Bee: Bee gives subject -10 penalty on Move Silently checks and hinders Concentration checks.
- Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
- Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
- Dispel Ward: As dispel magic, but affects only wards.
- Ebon Eyes: Subject can see through magical darkness.
- Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
- Expeditious Retreat, Swift: You gain +30 ft. bonus to speed for 1 round.
- Golem Strike: You can sneak attack constructs for 1 round.
- Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
- Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
- Ironguts: Subject gets +5 bonus on saving throws against poison.
- Karmic Aura*: Any creature damaging you becomes fatigued for 3 rounds.
- Low-Light Vision: See twice as far as a human in poor illumination.
- Mage Hand, Greater: As mage hand, but medium range and up to 40 lbs.
- Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
- Nerveskitter: Subject gains +5 bonus to initiative checks.
- Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
- Remove Scent: Hide touched creature’s scent.
- Resinous Tar*: Sticky substance slows movement or renders objects difficult to drop.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Slide: Move subject 5 ft.
- Sniper’s Shot: No range limit on next ranged sneak attack.
- True Casting*: +10 on your next spell penetration roll.
- Vigilant Slumber*: Set specific conditions under which you immediately wake up.
- Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
- Wings of the Sea: +30 ft. to subject’s swim speed.
WIP
Personal Goals:
- Catalogue all of the sounds of magic.
Equipment 895 gp, 4.0 lb., mwk leafweave padded armor (RotW 168) (+1 AC, +9 max Dex, 0 ACP, 0% ASF)
1015 gp, 1.25 lb., mithral buckler (+1 AC, 0 ACP, 0% ASF)
2000 gp, 5.0 lb., handy haversack
FeatsAugment Summoning: +4 enhancement to summons' Str/Con; may want to wait for 3rd level for this.
Air Heritage: +30 ft. (max x2) to racial fly speed, +2 Balance/Jump in light load and light/no armor.
Character created for the game: Souls Reborn
http://www.minmaxboards.com/index.php?topic=17264.0This game is likely to be relatively low on combat as compared to diplomacy and mystery, but that's fairly flexible depending on how your characters decide to go about things. Homebrew base classes are strongly encouraged; particularly exotic parties of PCs have become a part of the style of the setting, by this point.
Level 2, average HP, up to 2 flaws and 2 traits. Stats are 32 point buy. Moderate optimization. Houserules are here, setting information is here.
Common: All drow speak Common, as do the people of Vessar. It's a common second language throughout the Norselands, Nain, and Glav Nazh.
Abyssal: A nonmagical derivative of the Dark Speech. All demons instinctively know abyssal, and it's also spoken by many other denizens of the lower planes.
Aquan, Auran, Ignan, Terran: All creatures with an elemental subtype instinctively know the associated languag. The elemental languages are also spoken by many other denizens of the inner planes.
Celestial, Infernal, Modron: Like Abyssal, but for LG & NG, LE, and LN, respectively.
Ildaz: Spoken in Northern Vessar. A major language in ancient times, but has been mostly replaced by Common. Noteworthy for being the native language of several deities.
Ordmil: The language of Ordin. Dialects are spoke elsewhere on the Adamant Sea, and as a second language among the merpeople of the region.
Norse: What the name says.
Domnian, Nain: The languages of North and South Nainland, respectively.
Probably some other ones: but they're not important enough to write about at the moment. Minor local ones, and ones of other planes or regions that aren't major enough to make up for their remoteness.
Dragons and Fey do not have a language of their own, but, like most long-lived creatures, generally speak most major languages.
TODO:
- The character's done. I might add a bit of backstory if the creative juices flow, but I don't usually do that well with that sort of creative writing.
- Depending on how the campaign's starting, I might still want to buy a mount, but it's not a truly vital thing and I'm too indecisive to settle on whether or not to until it comes up. On the one hand, some way to carry my stuff, and travel twice as fast. On the other hand, keeping track of a mount. Decisions, decisions...