“Friz”
Friz was abandoned at the foot of the stairs of the Yun Shin monastery. They accepted him as one of their own. Despite his inner chaotic nature, he took to their strict teachings. After years of strict training, he was ready to set out to the world as a master-to-be of the One Way. Despite a misshapen, hunchbacked creature, he has the grace of a crane.
(http://img.allvoices.com/thumbs/event/480/385/74399303-new-hunchback.jpg)
LG Lesser Chaond Kensai of the Five Rings
Medium Humanoid (planetouched)
Hit Dice (hp): 2d10+2 (11hp)
Initiative: +5
Speed: 40ft
AC: 15 (+0 armor, +5 Dex), touch 15, flatfooted 10
BAB/Grapple: +1/+2
Attack: Longsword +7 melee (1d8+5)
Full Attack: Longsword +7 melee (1d8+5)
Face/Reach: 5ft/5ft
SA: maneuvers (2 known, 2 readied, 1 stance), niten ichi ryu (alternate), true strike 1/day, way of the insightful earth
SQ: acid resistance 5, bonus feats, cold resistance 5, darkvision 60ft, planetouched traits, sonic resistance 5
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 13, Dex 20, Con 14, Int 12, Wis 11, Cha 12
Skills: Balance +10, Escape Artist +7, Iaijutsu Focus +7, Martial Lore +6, Sense Motive +5, Tumble +12
Feats: Cleave (B), Combat Expertise (B), Dodge (B), Killing Blow (B), Power Attack, Weapon Focus (longsword) (B)
Maneuvers: Mizuchi, Steel Wind
Readied: Mizuchi, Steel Wind
Stances: Iaigoshi
Flaws: Murky-Eyed, Shaky
Traits: Illiterate (Iaijutsu Focus), Quick
Languages: Common, Elven
Equipment: --
WIP, while I update from previous game.
(http://i42.tinypic.com/vrer7d.jpg)
Picture Credit: gustavomalek (http://www.tumblr.com/tagged/dwarven?language=pt_PT) (with modifications)
Map Tile
(http://i42.tinypic.com/vcqi42.png)
Qoden Dæglok
NG Lesser Bytopia Planetouched (http://www.giantitp.com/forums/showthread.php?t=115617) Dwærrow (http://www.minmaxboards.com/index.php?topic=7141.100;msg=178671) Ætherforge (http://www.minmaxboards.com/index.php?topic=7141.0) 2
Qoden’s text
Qoden is a little below average in height and weight for a Dwærrow, standing at 3'9” and 150lbs. His long hair falls past his shoulders, and the traditional dwarven beard ends around his waist. Unlike most others of his kind, Qoden’s hair is, and has always been, white with a faint blue tinge. Even more strangely, his eyes look brown while you’re looking directly at his face, but if you catch a glimpse of his eyes out of your peripheral vision, one of his irises appears green while the other is gold.
Qoden wears a chain shirt, and carries a wooden shield, with a morning star on his hip, and a backpack. Over his armor, Qoden has a very odd looking shirt. It looks to be made of fur, but it seems to shift and move on its own, and fades into a clear mist near his waist. In addition, patches of the shirt look transparent, as if they have temporarily shifted to some strange elsewhere. Because different parts of the shirt appear phased out at different times, these patches of emptiness seem to roam over its surface. To mask some of the shirt’s oddities, Qoden usually keeps his cloak of dark greens, muted golds, and deep blues pinned closed, but it does not cover the shirt entirely.
Racial adjustments: -2 Dex, +2 Con, +2 Wis, -2 Cha
Template adjustments: +2 Wis, -4 Str
32 point buy
Str 8 (-1) = 12 [4] -4 template
Dex 10 (+0) = 12 [4] -2 race
Con 14 (+2) = 12 [4] +2 race
Int 12 (+1) = 12 [4]
Wis 22 (+6) = 18 [16] +2 race +2 template
Cha 6 (-2) = 8 [0] -2 race
- Hitpoints 13 (2d8+4; Average – 5 on odd levels, 4 on even levels)
- Saves:
- Fortitude: +5 (+3 Base +2 Con)
- Reflex: +0 (+0 Base +0 Dex)
- Will: +9 (+3 Base +6 Wis)
- AC:
- Normal: 17 (10 base +4 armor +2 shield +0 Dex -1 Trait +2 Æther Reinforcement)
- Touch: 9 (10 base +0 Dex -1 Trait)
- Flat-footed: 17 (10 base +4 armor +2 shield -1 Trait +2 Æther Reinforcement)
- Defenses:
- +2 racial bonus on saves vs. poison, and vs. spells and spell-like effects
- Initiative: +3 (+0 Dex, +2 Trait, +1 Æthereal Reflexes)
- Senses:
- Darkvision 60’
- Æthersense - Works like Blindsense, except can only sense creatures who have cast spells, used spell-like abilities, forged æther, or produced similar effects within the last round.
- Speed: 20’
- BAB/Grapple: +1/+0
- Attacks:
- Morningstar: +0 (+1 Base, -1 Str)(1d8, 20/x2)
As Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm)
Size/Type: Small Construct
Hit Dice: 1d10+10 (15 hp)
Initative: +2
Speed: 30’
AC: 18 (+2 Dex, +5 natural, +1 size), touch 13, flat-footed 16
Base Attack/Grapple: +0/-2
(Full) Attack: Slam +2 melee (1d4+3)
Space/Reach: 5’/5’
Special Attacks: –
Special Qualities: One ability from Menu A, construct traits, Darkvision 60’, Low-Light Vision
Saves: F +0, R +2, W +0
Abilities: Str 15, Dex 15, Con NA, Int NA, Wis 11, Cha 10
Skills: -
Feats: -
Dwærrow (http://www.minmaxboards.com/index.php?topic=7141.100;msg=178671)
- -2 Dex, +2 Con, +2 Wis, -2 Cha
- Medium
- Humanoid (Dwarf)
- Base land speed = 20’. Can move at this speed while in medium/heavy armor or when carrying a medium/heavy load.
- Darkvision 60’
- Æthercraft (Su): Increase æther pool by 1 unit.
- Æthersense (Su): Works like Blindsense, except that a dwærrow can only sense creatures who have cast spells, used spell-like abilities, forged æther, or produced similar effects within the last round.
- +2 racial bonus on saves vs. poison, and vs. spells and spell-like effects
- +2 racial bonus on Craft checks related to stone or metal
- Automatic Languages: Common, Dwarven. Bonus Languages: Elven, Undercommon
Lesser Bytopia Planetouched (http://www.giantitp.com/forums/showthread.php?t=115617) (modified)
- +2 Wis, -4 Cha
- Resourceful (Ex) - Planetouched from Bytopia are generally diligent, if nothing else, and can make the most out of any situation if they simply try hard enough. Once per day per point of Constitution modifier, when the Planetouched has failed a skill or ability check, they may choose to negate that result and reroll, this time adding their constitution bonus to the roll on top of any other modifiers.
Ætherforge (http://www.minmaxboards.com/index.php?topic=7141.0) 2
- HD: d8
- BAB: +1
- F +3, R +0, W +3
- Skills: see below
- Weapon & Armor Proficiencies: All simple weapons, non-exotic armor, non-tower shields
- Æther Forging - Forging æther requires a standard action which provokes attacks of opportunity. The ætherforge can make a Concentration check (DC 15 + units of æther bound to the forging) to forge defensively. At the beginning of each day, an ætherforge draws in 1 or more units of æther into his æther pool; he can then bind the æther into forgings of various durations. Units of æther remain bound to whatever forging they were used for, and return to the pool 1 round after the effect expires, available at that point to be used again. The ætherforge can unforge an effect with a non-instantaneous duration as a move action, ending the forging prematurely and returning the newly-freed æther to his pool 1 round later.
An ætherforge's facility with æther is represented by his Forger level, which is equal to his levels in this class. The power of a particular forging is determined by how many units of æther the ætherforge uses to forge it; he may bind a maximum number of units of æther equal to half his Forger level (rounded down, minimum 1) to any given effect. The ætherforge begins by knowing 3 forgings of his choice; he learns additional forgings as he increases in experience. The save DC of any forging which requires a save is 10 + 1/2 forger level + the forger's Wisdom modifier. As supernatural abilities, forgings are not subject to spell resistance. - Hardened forging - Whenever forging æther, a dwærrow ætherforge can spend a full-round action instead of a standard action, to tie the forging to a suit of armor he wears. If he does so, his armor bonus from that armor improves by +1 for as long as æther is bound to the forging, and the DC to dispel his forging increases by an amount equal to the (unmodified) armor bonus of his armor. A dwærrow ætherforge may only have one Hardened Forging at a time; he must unbind the previous Hardened Forging before he may bind a new one. (Dwærrow racial sub)
Feats:- Æther Conduit F
- Æthereal Reflexes F
- Shape Soulmeld (Blink Shirt)1 – By shaping incarnum into a shirt resembling Blink Dog fur, you gain the ability to teleport (as Dimension Door) up to 10’ at will. Using this ability is a standard action. After using this ability, you can’t take any other actions until your next turn. You cannot bring along other creatures; you affect only yourself.
Flaws:- Skulker (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Skulker): You must make a DC 15 Will save or become shaken whenever a foe engages you in melee. This penalty takes effect as soon as an enemy attacks you while you are within its threatened area. You recover from your fear as soon as you are not within an area threatened by foes.
- Stubby Fingers (http://realmshelps.net/cgi-bin/featbox.pl?feat=Stubby_Fingers): You suffer a -4 penalty on all attack rolls made when you use a light or one-handed weapon (natural weapons and unarmed attacks do not incur this penalty). In addition, you suffer a -4 penalty on all Disable Device, Open Lock, Sleight of Hand, and Use Rope checks.
Trait:- Aggressive: +2 Initiative, -1 AC
# of Skill Points: 15 Max Ranks: 5
The Ætherforge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points: 2 + IntMod (x4 at 1st)
Concentration (Con): 5 Ranks +2 Con = +7
Knowledge: Arcana (Int): 3 Ranks +1 Int = +4
Knowledge: Religion (Int): 2 Ranks +1 Int = +3
Listen (Wis): 0 Ranks +6 Wis = +6
Spellcraft (Int): 5 Ranks +1 Int = +6
Spot (Wis): 0 Ranks +6 Wis = +6
Starting Gold: 0gp Remaining: 0gp
Save DC (10 + ½ Forger level + WisMod):
17Forge Defensively DC (Concentration check):
15 + units of æther bound to forging
Æther Pool: 8 (5 class +1 race +2 feat)
Forgings Known (http://www.minmaxboards.com/index.php?topic=7141.msg109764#msg109764): 4
- Ætherbeast (1)
- Ætherfire Aura (1)
- Æther Probe (1)
- Æther Reinforcement (1)
CaraVela
Alignment: N->CG
Race: Spelljammer (http://www.minmaxboards.com/index.php?topic=9173.0;msg=149966): Smalljammer, a little one, nearly a seedling
Template: Magic-Blooded (http://blackmarches.wikidot.com/magic-blooded)Ability Adjustments: +2 Charisma, –2 Wisdom
Vision: low light
Skills: +2 Knowledge (arcana), +2 Spellcraft, Both usable untrained.
Spell-Like abilities: Detect Magic, Nystul's Magical Aura, Nystul's Undetectable Aura, and Read Magic
1/day (Caster Level=Character Level)
Classes: Spelljammer (http://www.minmaxboards.com/index.php?topic=9173.0;msg=149966) 1; Holomancer (http://www.minmaxboards.com/index.php?topic=2311.0) 1
Party Roles: transport; tools and crafting; sneaking; a little ranged destruction; healing; a little melee though she doesn’t like it. A cartographer, Light specialist, and laboratory equipment and tools crafter... small Masterwork objects of beauty, jewelry, and objets d’art, suitable for enchantment with Magic.
(http://i44.tinypic.com/15ehf5z.jpg)
CaraVela appears to be a beautiful lady, with some Elven blood. Human-equivalent appearance early to mid 20s. About 5’7”, 105lb. Thin, very athletic build, like a dancer not a wrestler. Light, rich creamy tan skin, the color of sycamore bark; unruly long golden hair; intensely cerulean blue eyes, matching the headband barely containing her hair. Likes to dress in light browns and blues. Prefers dark ruby jewelry; curiously, she says the color matches her eyes. No makeup or perfume; in fact, she has no scent at all: she isn’t a biological creature in the ordinary sense, doesn’t sweat or produce pheromones. She is room temperature, to the touch. She seems restless, always pacing, but a very close look shows she is floating, blue boots not quite touching the floor. Low key, contemplative. Loves to travel. A cartographer, perhaps destined to be one of the best ever.
Or, alternatively, this appearance:
A bony, mousy-looking woman of indeterminate blood, probably Elven at least in part, enters the room nervously clutching a well-worn travel satchel in the style of a carpet bag with a broad shoulder strap that passes over shoulders a tad too bulky for her proportions. For all her timidity, she nevertheless radiates the surety of a servant on a mission for the master, though she obsequiously scurries out of the way for others, bobbing her head, eyes downcast. Her long divided skirts in a nondescript brown tweed nearly brush the floor, only showing an occasional hint of blue boot as they sway. A blue kerchief covers the bun in her dark hair, and a plain beige blouse covers her arms to the wrist. Loose-sleeved and loose at the neck but definitely not revealing, its prim cut is ringed with an unembellished border at neck and cuff. Her only jewelry visible is a charm bracelet just peeking out of a sleeve. If pressed for a name she quietly identifies herself as Miss Shipp. If pressed further for a first name, she says “Stella” in a flat tone that does not invite further questions. She acts as if staying too long in one place is too exposed; she hovers about in the background as if to keep a proper distance.
Racial adjustments:
Smalljammer, at levels as shown
32 Point Base Array: 8(0),12(2),16(10),14(6),10(2),16(10)
STR (-1) 8 = 8
DEX (+1) 12 = 12
CON (+3) 16 = 16
INT (+2) 14 = 14
WIS (-1) 8 = 10 -2 Magic-Blooded
CHA (+5) 20= 16 +2 Magic-Blooded +2 Smalljammer(1)
HD: Smalljammer 1d12+1; Holomancer 1d6; + 2xConMod (+3)
HP: 17; Average 6.5+1, +3.5, +6
Saves: F +3, R +1, W +3
Smalljammer(1) F +2, R +0, W +2
Holomancer(1) F +0, R +0, W +2
Adds:
F +3 CON
R +1 DEX
W -1 WIS
Net: F +5, R +1, W +3
Extra Save Bonuses
Smalljammer- Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain
- Spells from the healing subschool provide only half effect; Repair Light Damage also heals
- Does not lose additional hit points if negative, as if stable
- Does not need to eat, sleep, or breathe
Ancestor- Fire Resistance 1 at L2 (+1, +1 per 2 Character Levels after L1)
AC: 14/T14/F13
Hardness (http://www.d20srd.org/srd/exploration.htm#hardness), 25% negate critical hits and precision damage
14/T14/F13 = 10 + 1 DEX +3 CON Smalljammer(1)
Hardness (http://www.d20srd.org/srd/exploration.htm#hardness) = Carapace 1, Smalljammer(1): When an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points.
25% negate critical hits and precision damage, Smalljammer(1)
Initiative: +2
+ 1 = +1 Dex
+1 Ancestor at L2 (+1, +1 per 2 Character Levels after L1)
Senses: Low Light Vision, Mindsight 25, Detect Magic
Low Light Vision from Magic-Blooded template
Smalljammer Mindsight 5*+5 CHA
Detect Magic from Magic-Blooded template
Speed: Hover 30
BAB: +0
BAB: +0 = Smalljammer(1) +0, Holomancer(1) +0
Attacks: -1/2d6+1(20/x3)
Pincer: -1 Attack, 1d8 + 1.5 times STR-1 damage = -2 damage (20/x3) (Spelljammer(1))
Event Horizon (http://www.giantitp.com/forums/showthread.php?t=205790) Heavy Impact Stance(1): Weapons count as 1 size category larger; 1d8 as a Size Medium weapon becomes 2d6 as a Size Large weapon (http://www.d20srd.org/srd/equipment/weapons.htm)
Soft Palms Iron Knuckles (http://www.dandwiki.com/wiki/Soft_palms_iron_knuckles_%283.5e_Trait%29): +3 to unarmed strike with “hands”, pincers for CaraVela; lethal damage
Smalljammer (http://www.minmaxboards.com/index.php?topic=9173.0;msg=149966) 1
- HD: d12
- Construct immunities
- Skate: Hover 30, +2 to Move Silently
- Glide: 30, average maneuverability, 20 ft forward for 5 ft descent; if unconscious, 1d6 falling damage any distance
ABILITIES- L1: Telepathy range 25ft = 5ft x +5 CHA
- L1: Freight (Ex): You can carry creatures on your back.
You can carry 1 creature 1 size category smaller than you, 2 creatures 2 categories smaller, 4 creatures 3 categories smaller, etc. Passengers and their equipment do not count against your carrying capacity.
- L1: Gravity probe (Su): Recover a maneuver from a creature at least your size, range 40ft = 5ft x +8 CHA
As a swift action, you can determine the weight of any creature within range of your telepathy. If that creature is the same size category as you or larger, you can draw off some of its excess gravity as part of the same action to recover a single expended maneuver.
- L1: Event Horizon (http://www.giantitp.com/forums/showthread.php?t=205790) Maneuvers, DC16
Maneuvers:
For the Event Horizon discipline, add your full levels in Spelljammer to your initiator level, instead of half. Save DC for any of your Event Horizon maneuvers is 10 + 1/2 initiator level + your Charisma modifier = 10 +1 +5 = 16.
1ST LEVEL
Gravity Spike
Event Horizon (Boost, Heavy)
Swift action
Area: 30ft radius burst, centered on initiator
Duration: Instantaneous
Saving Throw: Fortitude negates
The character ramps up the gravitational forces that course through his body, briefly increasing his weight to the point that other nearby bodies are attracted to him. Each creature and loose object within the area must make a Fortitude save. Large targets receive a +4 to this save for each size category greater than medium, while small targets receive a -4 for each size category below medium. Targets who fail the save are drawn 5ft directly towards the character, plus 5ft for every five points by which they failed the save, much as if they had failed a bull rush attempt towards the character. If the save is made, the target is unaffected.
Synchronicity: The radius is doubled to 60ft
Heavy Impact
Event Horizon (Stance, Heavy)
Prerequisite: One Event Horizon maneuver
Initiation Action: Swift action
Range: Personal
Duration: Stance
By amplifying the weight of his weapons immediately before he strikes, the character's melee attacks deal damage as if his weapons were one size category larger. The weapon is considered to be it's normal size category for all other purposes.
Unburdened
Event Horizon (Stance, Light)
Prerequisite: One Event Horizon maneuver
Initiation Action: Swift action
Range: Personal
Duration: Stance
By decreasing the effective weight of his armor (consider it as weighing half what it normally weighs), the character may treat any armor he wears as one encumbrance category less for all purposes. In addition, all armor check penalties are reduced by the character's Strength modifier, to a minimum of zero.
Spelljammers, Traveling, and PortalsFrom early in a Spelljammer’s story, a Smalljammer must be able to sense and use portals to travel, such as wormhole-type portals to move interstellar distances. Spelljammer seedlings are scattered all over the multiverse and must be able to travel there. At higher levels they can generate their own portals, but they have to find existing ones at lower levels. Also, at higher levels they can travel extremely fast on their own, but at lower levels, without finding portals their travel would be impossibly slow – relatively speaking, for the great distances they travel. Accordingly, at L1, L4, and L7 these abilities emerge.
- At L1, a Spelljammer can use Locate Portal (http://dungeons.wikia.com/wiki/Locate_Portal_%283.5e_Spell%29) (Su) at will, however to use it successfully a roll must be made at DC12 with +1 per Spelljammer level. If the DC12 roll does not succeed, instead the Spelljammer senses that the ability failed and she receives no information from it. She can try again after 1 round.
- At L4, a Spelljammer can use Analyze Portal (http://dndtools.eu/spells/spell-compendium--86/analyze-portal--3826/) (Su) at will, however to use it successfully a roll must be made at DC17 with +1 per Spelljammer level. This roll is to use Analyze Portal at all, to locate a portal to be analyzed. There are additional DC17 checks to analyze the portal, as per the spell description. If the initial DC17 roll does not succeed, instead she senses that the ability failed and she receives no information from it, nor a location. She can try again after 1 minute.
- At L7, a Spelljammer can use Portal-to-Portal Redirect (http://dndtools.eu/spells/underdark--34/portal-to-portal-redirect--3515/) (Su) at will, however to use it successfully a roll must be made at DC25 with +1 per Spelljammer level. If the roll succeeds, the portal is redirected to the desired destination for a duration of a number of minutes equal to the amount by which the roll succeeded, beginning with making it exactly which redirects for 1 minute. If the roll does not succeed, instead she senses that the ability failed and the portal is not temporarily redirected to the desired location. She can try again after 10 minutes.
- For all of these three abilities, if the usual conditions for a “take 20” (http://www.d20srd.org/srd/skills/usingSkills.htm) exist (no threat, plenty of time, no situational consequences for failure), the “take 20” nevertheless takes 40 times longer, rather than the normal 20 times longer, because of the wait time between retries: 4 minutes (40 rounds) for Locate Portal, 40 minutes for Analyze Portal, and 400 minutes for Portal-to-Portal Redirect.
Holomancer (http://www.minmaxboards.com/index.php?topic=2311.0) 1
ABILITIES- L1: Coherent Light (Su): 1d6, 60ft, ranged touch, no Save or SR
Coherent light (Su)
Bursts of bright, high-energy photons, Coherent Light is a ray with a range of 60 feet, a ranged touch attack that affects a single target, no saving throw, and deals 1d6 damage at first level, increasing by 1d6 every two levels after. Coherent Light is the equivalent of a spell whose level is equal to one-half the holomancer's class level rounded down, minimum 1st, maximum 9th.
As a supernatural ability, Coherent Light is not subject to spell resistance. Coherent Light deals half damage to objects. MORE… (http://www.minmaxboards.com/index.php?topic=2311.0)
INVOCATIONS, SCULPTS AND PRISMATIC ESSENCES- Sculpts and Prismatic Essences: 0
- Invocations: 1
INVOCATIONS – LEAST: 1- Hidden Secrets, Least: Use Invisibility (http://www.d20srd.org/srd/spells/invisibility.htm) as the spell.
FEATS1st –
Mindsight (http://dndtools.eu/feats/lords-of-madness--72/mindsight--1960/), detect and pinpoint beings with INT 1 or higher, including the being's type and INT score
1st (Flaw) –
Deceivingly Innocent Form (http://www.minmaxboards.com/index.php?topic=526.0;msg=2541)
On her first world when born from a seed that fell from the sky, CaraVela was exploring with a friend, an Elf-child she met in the forest. A horrid creature chased them into a rocky cul-de-sac. CaraVela put her own carapace-strengthened body between her Elf-child friend and the horrid monster, who promptly crushed them both against the rocks, but then finding CaraVela not crushed as it hoped, it left. Unfortunately the elf-child was crushed, between CaraVela and the rocks, and her blood and flesh were smeared all over CaraVela’s surface. Soaked, CaraVela couldn’t help but to take in a trace without intention, but then found that she could take the shape of the Elf, more or less. To honor her friend, she began to use that form ever since, but of course did not exactly duplicate the friend’s appearance – that would have been too much, as well as deceiving to the other Elves in the forest. Instead CaraVela chose an appearance that came to mind, and appealed to her, though she didn’t know where the image had come from. So CaraVela can pass for an Elf in most circumstances, keeping her tail and wings hidden as best she can, and with a voice to speak, feet to run (or so it appears), and hands to cast. See her description.
1st (Flaw) – Extractor, Wandering Shoes (http://www.minmaxboards.com/index.php?topic=8704.0), select a Feat, active while moving or bound to Feet Chakra, currently set to:
Attune Node (http://www.minmaxboards.com/index.php?topic=2626.msg30639) to Positive Plane Ability: Infusion,
Cure Minor Wounds (http://www.minmaxboards.com/index.php?topic=2626.msg30446) at will as Swift Action (DC9, +1 1/2CL +2 INT = +3, or healing is halved), and Positive Elemental Subtype, healing received is +50%
Instead for the day:
- If removing party Afflictions, and Fast Healing, are needed instead of Cure Minor,
Self-Sufficient (http://www.minmaxboards.com/index.php?topic=473.0){Heal, 2; Survival, 4} - If a few different low-Level Spells are needed for the day,
Magical Aptitude (http://www.minmaxboards.com/index.php?topic=2140)
Spells Per Day Spells Known
Level 0 1 2 3 4 5 0 1 2 3 4 5
1 2 0 - - - - 2 1 - - - -
Bonus 0 2 1 1 1 (1) 0 0 0 0 0 0
Total 2 2 - - - - 2 1 - - - -
Caster Level 1 = Character Level/2
L0: Know 2, Cast 2Prestidigitation (http://www.d20srd.org/srd/spells/prestidigitation.htm), 10ft, 1 hour: lift, color, clean, soil, chill, warm, flavor, create small fragile objects
Silent Portal (http://dndtools.eu/spells/magic-of-faerun--20/silent-portal--1704/), silence opening a door, gate, window, chest, etc; 1hr/CL=4hr; 25ft+5/2L=35ft.
L1: Know 1, Cast 2Skillful Moment (http://www.minmaxboards.com/index.php?topic=12456.0;msg=214056), can“Take 20” on skill check next round as a single standard action; CT = SA
- If a particular 0-Level spell is needed all day, Magical Aptitude (http://www.minmaxboards.com/index.php?topic=473.0) {Spellcraft, 2}
For an example, see the Daily Strategies section, when making maps by using Amanuensis (http://dndtools.eu/spells/spell-compendium--86/amanuensis--3785/) over and over on one day to make copies, and Arcane Mark (http://dndtools.eu/spells/players-handbook-v35--6/arcane-mark--2898/) over and over the next day to sign the map copies.
- If speaking with animals and magical beasts is needed, Animal Affinity (http://www.minmaxboards.com/index.php?topic=473.0) {Handle Animal, 2}
- If Identify is needed for multiple items, Diligent (http://www.minmaxboards.com/index.php?topic=473.0) {Appraise, 2}
- If Knock is essential for opening, or a safer Disable Device, Nimble Fingers (http://www.minmaxboards.com/index.php?topic=473.0){Disable Device, 2}
- If Stone Tell is essential to read an area, Investigator (http://www.minmaxboards.com/index.php?topic=473.0){Search, 2}
- If crafting items, Craft that type of item, in particular
Craft Alchemical Item]{Craft (Alchemy), 4} (http://dndtools.eu/feats/unearthed-arcana--90/craft-alchemical-item--447/) - If a few L0 Druid spells are needed, Natural Spell (http://www.minmaxboards.com/index.php?topic=2140)
Spells Per Day Spells Known
Level 0 1 2 3 4 5 0 1 2 3 4 5
1 2 0 0 - - - 2 1 0 - - -
Bonus 0 0 0 0 0 0 0 0 0 0 0 0
Total 2 0 0 - - - 2 1 0 - - -
Caster Level 1 = Character Level/2
L0: Know 2, Cast 2Detect Crossroads (http://dndtools.eu/spells/magic-of-faerun--20/detect-crossroads--1634/), see Fey crossroads within 60ft and sense nearest within 1 mi quarter circle, 10min/L
Mending (http://www.d20srd.org/srd/spells/mending.htm), repair multiple breaks or tears like new, only a single break in metal, 1 object, 10ft, instantaneous
L1: Know 1, Cast 0Hide from Animals (http://dndtools.eu/spells/players-handbook-v35--6/hide-from-animals--2329/), animals cannot see, hear, blindsense, blindsight, scent, tremorsense, detect or locate warded creatures and act as though the warded creatures are not there; 1 creature/L, 10min/L
FLAWSFlaw: Curious (http://www.dandwiki.com/wiki/Curious_(3.5e_Flaw)): WILL Save, DC10 + 1/2 Character Level, to resist approaching and inspecting something out of the ordinary for 1d4 rounds; if enemies or combat, defer for 1d4 rounds but DC+1, cumulative
Flaw: CuteShiny Things Lover (http://www.dandwiki.com/wiki/Cute_Things_Lover_%283.5e_Flaw%29): WILL Save against
cuteshiny creatures, DC 15 + the creature's CHA mod, or Fascinated for 1 round plus the creature's CHA mod
TRAITSJack of All Trades (http://www.dandwiki.com/wiki/Jack_of_all_Trades_%283.5e_Trait%29)
While being knowledgeable in a wider than average number of areas, you lack the focus to ever become a true expert in anything.
Benefit: +1 skill point per level (+4 at 1st level)
Drawback: Your maximum number of ranks you can have in all skills is 1 lower than normal.
Roleplaying Ideas: You know about more things than most people would expect, but lack depth of knowledge, often putting you in an assisting position. {Perfect for CaraVela, keeping a low profile as an assistant}
Soft Palms Iron Knuckles (http://www.dandwiki.com/wiki/Soft_palms_iron_knuckles_%283.5e_Trait%29)
Benefit: +2 Circumstance bonus to Use Magic Device, Handle Animal, Handling anything fragile (to see if you break it). +3 bonus to damage when using an Unarmed Strike with your hands or with a fist weapon.
Drawback: Your soft hands make it difficult to grasp certain objects. -2 Circumstance modifier to Climb, Escape Artist. Unarmed strikes count as lethal damage unless you take -2 to hit and damage.
ANCESTOR CHARACTERISTICSIn CaraVela’s Storyline, her Spelljammer nature comes from one parent and is the first part of her nature expressed, in Spelljammer Levels. Her other parent’s nature is the basis for her Holomancer Levels but is otherwise mostly latent and emerges as she progresses, becoming much more noticeable around L8 when she gains another Monster class, Time Elemental, as a hybrid race. At this point, in an L2 build, only a few characteristics are expressed, and only in a small degree.
- -10 to Intimidation, more studious than scary; you usually feel others should make their own choices; but you add your Levels in Magic-casting classes because that *IS* scary
- +5 Cartographer, as Knowledge Geography, applicable to creating maps only, and Holomancer Level applies as a bonus to Cartographer
- Fire Resistance and Initiative: 1 plus 1 per 2 Character Levels after L1. L2= Fire Resistance 1, Initiative +1
- Ancestor skills: Spellcraft, Psicraft, Concentration, Knowledge (The Planes), Cartographer (as Knowledge Geography), Perform (Flute), Perform (Dance), Craft Fine/Delicate Objects (Tools, Jewelry, Optics), Craft (Trapmaking), Appraise, all Rogue skills including Disable Device (Magical) and Search (Magical), which may be used as if a Rogue/Trapfinder. This includes Rogue Skills only, not Sneak Attack or any other Rogue class ability.
- Ancestor bonus languages: 1 plus 1 per 2 Character Levels after L1. Elven at L1; Ignan, Draconic, Infernal.
# of Skill Points: 27
Smalljammer: Skill Points at 1st Level: (2 + Int) x4; Skill Points at Each Additional Level: 2 + Int
Holomancer: Skill Points at 1st Level: (4 + Int) x4; Skill Points at Each Additional Level: 4 + Int
L1, (2 +2 INT)x4; L2, 4 +2 INT; +5 Jack of All Trades
27 total
Max Ranks: 4 = 5 – 1 Jack of All Trades
Smalljammer class skills Balance (Dex), Concentration (Con), Craft (Int), Knowledge (Arcana, Architecture & Engineering, Geography, the Planes) (Int), Listen (Wis), Spot (Wis), Tumble (Dex)
Holomancer class skills: Arcana (Int), Concentration (Wis), Engineering (Int), Negotiation (Cha), Perform (Cha), Persuasion (Cha), Profession (Wis), Scholarship (Int)
Ancestor skills: Spellcraft, Psicraft, Concentration, Knowledge (The Planes), Cartographer (as Knowledge Geography), Perform (Flute), Perform (Dance), Craft Fine/Delicate Objects (Tools, Jewelry, Optics), Craft (Trapmaking), Appraise, all Rogue skills including Disable Device (Magical) and Search (Magical), which may be used as if a Rogue/Trapfinder
Magic-Blooded skills: +2 Knowledge (arcana), +2 Spellcraft, both usable untrained
SKILLSKnowledge: Geography (Int): 1 Ranks + 2 Int =
+3Cartographer (Int): +3 Knowledge Geography +5 Ancestor +1 Holomancer(1) =
+9Intimidation (Cha): 0 Ranks +5 Cha -10 Ancestor =
-5Knowledge: Arcana (Int): 1 Ranks + 2 Int + 2 Magic-Blooded =
+5Jump (Str): 0 Ranks -1 Str +8 Smalljammer =
+7Heal (Wis): 2 Ranks -1 Wis =
+1Survival (Wis): 4 Ranks -1 Wis =
+3Handle Animal (Cha): 2 Ranks +5 Cha +2 Soft Palms =
+9Climb (Str): 0 Ranks -1 Str -2 Soft Palms =
-3Diplomacy (Cha): 0 Ranks +5 Cha =
+5Spellcraft (Int): 1 Ranks +2 Int +2 Magic-blooded =
+5Decipher Script (Int): 1 Ranks +2 Int =
+3Disguise (Int): 2 Ranks +5 Cha + 10 Deceivingly Innocent Form (if humanoid) =
+17Bluff (Cha): 0 Ranks +5 Cha =
+5Sense Motive (Wis): 0 Ranks -1 Wis =
-1Disable Device (Int): 1 Ranks +2 Int =
+3Open Locks (Dex): 1 Ranks +1 Dex =
+2Move Silently (Dex): 1 Ranks +1 Dex +2 Hover =
+4Listen (Wis): 0 Ranks -1 Wis =
-1Search (Int): 2 Ranks +2 Int =
+4Spot (Wis): 0 Ranks -1 Wis =
-1Use Magic Device (Cha): 1 Ranks +5 Cha +2 Soft Palms =
+8Escape Artist (Dex): 0 Ranks +1 Dex -2 Soft Palms =
-1Concentration (Con): 0 Ranks +3 Con =
+3Craft Fine/Delicate Objects (Fine Tools, Jewelry, Optics, Objets d'Art, Abstract Sculptures) (Int): 1 Ranks +2 Int =
+3Craft Alchemy (Int): 4 Ranks +2 Int =
+6Appraise (Int): 1 Ranks + 2 Int =
+3Perform (Dance) (Cha): 0 Ranks +5 Cha =
+5Profession (Sailor) (Wis): 1 Ranks -1 Wis +8? Smalljammer =
+8Heal, 2
Survival , 4
Spellcraft, 1 + Use Magic Device, 1
Handle Animal, 2
Appraise, 1 + Decipher Script, 1
Disable Device, 1 + Open Locks, 1
Search, 2
Disguise, 2
Craft Alchemy, 4
LANGUAGES, +2 INT
Automatic: Common
Bonus: Auran, Avian
Ancestor: Elven
WBL: 1,000gp
Remaining: 1,000gp
Total spent: 0gp
Masterwork tools, kits, etc. for skills
Item resulting in Teleport ability; cheapest may be one that grants knowledge of a L1 Maneuver that she has to prepare
Greater Mage Armor item
Item resulting in a Holomancer Least Prismatic Essence known: Radiant Beam
Item usable once per day to Open Least Chakra(L4)
- If with a party, Wandering Feet is set to Attune Node: Positive Plane (if not, Self-Sufficient)
- Friends fall back to her position so she can AOO them on their action with 1HP touch Healing
- Keeping Invisibility going: Invisibility lasts 1 minute at L1. Since it’s an at will SA, leaving her a Move Action, CaraVela has practiced renewing Invisibility on herself every 30-45 seconds as she moves, to make it seem continuous. She has also practiced working with companions traveling with her to keep them Invisible too, which requires touching them a little more frequently than once a minute also. She hasn’t tried to do this with 9 other people, though theoretically possible; two are easy, one with each hand, and she has practiced with three to five. She will practice with a new party too, if they want it.
- For melee: in Heavy Impact stance for extra damage; also extra radius for Gravity Spike
- For ranged Holomancer, and for Holomancer generally: If Medium armor, in Unburdened stance
- Reserve Skillful Moment magical Skill buffs for the most important times when success is needed
- Here is CaraVela’s map-making procedure: skill enhanced with delicate touches of 0/1-level magic
When making maps, CaraVela writes the maps entirely in runic symbols that look like the geographic features they name, then labels them in the local language. She always completes the map with a Skillful Moment (http://www.minmaxboards.com/index.php?topic=12456.0;msg=214056) to ensure its perfection; she may also use a Skillful Moment here and there for especially challenging maps, setting them aside to work on particular features when she has the time for a Skillful Moment in the right place.
Then she chooses a day to take Magical Aptitude to use Amanuensis (http://dndtools.eu/spells/spell-compendium--86/amanuensis--3785/) over and over to make multiple copies of the map. Since the spell only copies non-magical text, her runic approach is just what’s required; close inspection would be needed to realize that a river or a mountain range, for example, is not just an illustration, but instead is made of many runic marks positioned to look like a river or mountain range on the map. The next day after making the copies, CaraVela will choose Arcane Mark (http://dndtools.eu/spells/players-handbook-v35--6/arcane-mark--2898/) to use over and over, to sign the maps she made the day before with her personal identifying mark, which looks much like her name in stylized connected script lettering.
CaraVela uses fine, flexible leather to make her map copies, and as a final step, she has practiced enough so that she can use pinpoint Coherent Light (http://www.minmaxboards.com/index.php?topic=2311.0) to retrace and lightly burn the map designs into the leather as permanent markings not dependent only on inks or magic.
Credit goes to SirPercival, the author of Holomancy, for the idea to use Holomancy’s Coherent Light to make maps by precision burning of the map into leather; he suggested it and said it would work.
- Make Alchemical items for trade to get Magic at/near cost; here (http://www.realmshelps.net/magic/items/alchemy.shtml), here (http://www.d20srd.org/srd/skills/craft.htm), here (http://community.wizards.com/comment/29923346#comment-29923346), here (http://adamsouza.tripod.com/alchemy.html) are some
CaraVela’s Stories
An Elven woman floats silently into the room, drifting just above the floor. Her entrance is an impact in itself, drawing attention. She seems too scholarly to be dangerous, too beautiful to be left alone, too warm to be neglected, perhaps not exactly Elven, but all the more vulnerable and in need of help for her slightly odd appearance… She smiles around the room at everyone, radiantly, seemingly oblivious to the slight stir from simply entering the room.
She passes through the group and… oh! No perfume; surprisingly, no scent of any kind when she passed… and pauses to sun herself in a beam of sunlight, her unruly long golden hair shimmering; she is breathtaking. Dressed in deep cerulean blues that match her eyes, and pale browns that match the shades in the soft planes of her face, she is elegantly striking in appearance. Tiny dots of ruby catch the light, flecks of gemstone on her gently pointed ears and woven into strands of her hair. She wears no makeup; her skin has a natural healthy freshness, the muted, dappled gray-browns of sycamore bark. Her eyes… perhaps a trick of the light, the blue of her eyes is so intense they seem to match perfectly the bright cerulean headband that is barely keeping her hair in check.
Some jewelry, linked amulets and charms around her neck and wrists… long flowing sleeves covering her arms, but no weapons, not even a day pack. She seems completely unprepared for an adventure. So in need of help…
There has not been a sound as she floated across the room with her feet inches above the floor, not even the soft sounds of shifting silks as she moved, but finally she breaks the silence and speaks. Her voice is high and pure, the sound of tinkling bells. You may call me CaraVela. It seems to suit. I make maps for travel all over. Perhaps you’ve seen one of them.
She says her piece and falls silent again, open but quietly reserved. At last there is a chance to pull back slightly from the impact of her presence and beauty, and take stock of her appearance. A beautiful lady, with some Elven blood... well, perhaps not exactly Elven, subtly wrong somehow, disproportioned in the shoulders and seat as she went past, but… she seems harmless enough. In human-equivalent age, she looks young, early to mid 20s. About 5’7”, 105lb. Thin, androgynous, very athletic build, like a dancer not a wrestler.
The name is familiar… CaraVela. An odd name, obviously beautiful enough to be a Cara, but Vela, the winged constellation… and caravela, the fast clipper ship for fighters and merchants. A memorable name; which meaning is the true one? CaraVela... Yes, of course, that’s it, just as she said. Familiar to adventurers, soldiers, sailors, merchants; all rely on her. So this is CaraVela, but… she is a legend, or the name of a cartography company, or perhaps it is a name handed down, because that cartographer’s name has appeared on maps for many centuries, longer than almost anyone remembers. It just doesn’t seem possible that so young looking an Elf could be the original CaraVela, if even there ever was one. But she may not look like much of an adventurer.
I began. I remember:
Darkness, endless, everywhere, almost. A small bright orange of warmth. Tiny lights scattered wide.
They are tumbling……………………………. I am tumbling. I am still, so are the lights. My side is warm, toward the orange. Oh! They move! But ever so slightly……………………………………………………. It’s a vast circle, a spiral of lights turning…………………………………… The orange is flaring, bigger, a huge ball, it’s here! So hot! It’s gone….. It’s so very tiny and dim now; not warm. Almost a tiny light. I liked warm. Maybe those other lights are warm if they were near. There is an orange one. I… am not still. I cross into rainbows! And out, there it is, now it’s bigger, bigger, bigger, bigger!!!! Everything has shifted…….. I have shifted; they are where they are. A blue green light! It moves. It moves much faster than the other lights. I… am not still. Now it’s bigger, bigger… it’s not as big as orange. It’s bigger than me. It’s bigger, bigger, bigger, it’s hot… I am hot. It is hard! And……. Wet!! A!!!!!!!!! A!!! A noise! It was.. a splash! Noises all around! Blue green all around! Many moving!!!! Things…… Fish! These are fish! All kinds, I know them! All……………. Almost all.
Soon I realized it was a world, like many other worlds since, floating in their seas of darkness with the one rainbow sea between, with creatures of all kinds. But none like me. They were born. In their world, from their family. I was born? In no world. They say I am like a big, big, big ship in the everywhere darkness, among the distant stars. The Spelljammer, with a tail like mine, that swims the rainbows too. They fear it. I have learned not to look like a ship, now they do not fear me. Friends like me, and I like them. I look like them………………………..
But later or sooner, my secret is suspect, and I must leave to another world....... And another....... And another....... And another....... And another....... And another....... And another....... And another....... Almost beyond counting.
…………………………………………………………………………………………Here is a new world. It is pretty, blue and green and brown and gray and white and all colors sometimes. It has many creatures; I knew many names and learned the rest. I stay here, the ones who gave order to the society of creatures are usually good to them. So I help and keep hidden in plain sight. …...... I now realize I know many things, even far more than the many worlds I have visited, memories of times before I was born. I want to know everything, so I study my home now, the stars, and from here, all the places I might someday go.
I have my private quarters, the last bungalow on the outskirts since I don’t need to keep much (I’m my own storage) and hardly stay in it. Helping mages with research as a laboratory assistant by day, map the world and stars by night. Or is it the other way around? Those mages have turned my life upside down… or right side up. Either way, I love the work, to study the stars. And they love having an assistant with a knack for fine handiwork, perhaps I understand moving parts because I am constructed myself, so I make astrolabes for them (and for sailors), and quadrants and sextants, and epicyclic orreries, and big spyglasses and hourglasses and clockwork, and all manner of optical and measuring devices, and music boxes just for fun… their tools and mine, in decorative motifs; each one is like a polished work of art pleasing to the eye, a sculpted piece, not only a working tool. I also love making charts and diagrams, imprinting colors, another kind of sculpt. I seem to have even more of a knack for maps, I don’t know why – I can draw them better, and the stars here are different from any other Prime World in my many memories.
CaraVela’s Preparations for Missions
CaraVela hastens to a seedier part of town, where she has made more-or-less-trusted contacts over the years with traders and freighter captains of a certain reputation for those times when she has needed exotic materials for her crafting. As in the past, there is always quick coin or barter to be made, in exchange for services with no questions asked, a convenience for CaraVela since keeping coin holds little interest for her personally but is a necessity at times.
In their profession, her contacts – or their associates in town – all too often have need of healing but would be loath to explain where they received their wounds to official healers. CaraVela tries to get to that part of town to stock up on something at least every few months to maintain her contacts, and has a niche market established for her particular services of healing, as well as the occasional minor Spell they may need, and sometimes even a repair or replacement of the delicate tools they use… professionally, of course.
This time, CaraVela’s needs are a bit different, to their surprise, but still right up their alley… literally.
Besides some coin, she asks for part of her bargain in materials they often have on hand, and quickly puts together kits for disguise from some of… well, from some of the town’s best thieves and con artists. They, of course, do not ask her why, but most seem pleased she is asking, offer professional tips about the materials’ use, and several even have a congratulatory air or give her a wink quite different from the leering wink she often gets… perhaps she is finally becoming one of them. Acceptance from another group! CaraVela is pleased too, to begin to be treated more like an insider.
For her part of the deal, CaraVela can give them bargain prices compared to the official healers, as well as discretion they can trust – as they have come to know – and she leaves within the hour, with several well-stocked disguise kits well packed into a suitably nondescript carpet bag.
She has stocked up on the tools and materials of disguise, and more than a little expert guidance to augment the knowledge she has accumulated through years of experience in hiding in society, with enough quantity of materials to help anyone in a party who would like her aid.
In return, news of her presence spreads quickly, and injured professionals line up quickly, or are carried in by their associates, as CaraVela heals and saves them from weeks or months of recovery – if ever – from an assortment of knife, dagger, and sword wounds, minor and major maimings, and in one case, severe blood loss and likely death from an on-the-job injury earlier in the day. A dozen or more quick cases, at bargain rates far less than the going rate of gold for healing, net her a barter of professional quality disguise kits and other useful small masterwork tools packed into the carpet bag (though her contacts may not actually have paid for those materials, but barter is barter) and not overweight for the bag, and a few small ladies’ purses of mostly small common coins from all over the region – she makes sure they are not all local to the town – an assortment totaling the remaining gold piece value, for travelling money in case of necessities. Oddly, or perhaps it was no surprise, these associates happened to have quite a collection of empty ladies’ purses, in quite serviceable conditions.
Soon, CaraVela is on her way to her bungalow on the outskirts of town. Buying from the experts who have already assembled the materials is much faster than going to the market! There are still a few odds and ends she wants to add – a little more of a selection of materials, lace trim, buttons, and clasps to sew, and other small personal items to complete disguises for longer term use – but she picks those up at home quickly and in under an hour is on her way to wherever adventure next leads her.
In that hour, she chooses a nondescript disguise to be the kind of person who passes unnoticed in a town. She washes dark color into her hair and puts it up in a bun, hiding its unruliness. She packs some of her own personal effects into her own internal storage, hidden but handy in case she needs them later.
Then with a combination of a dash of Magic (but no Illusion), professional disguise materials, and the flair for such things that she has recently acquired, CaraVela transforms her appearance, tracking the changes carefully in the full length mirror she has learned to keep for such occasions when she needs to practice an appearance, a walk, a way to hold herself.
She spends a few of her precious minutes first adjusting the appearance of her colors and fabrics, and then practicing appearing to walk in the long divided skirts while actually hovering, till she has the weight, sway, and length of the skirt and the height of the float just right, making sure to show an occasional flash of boot to keep the appearance of steps convincing – inevitably blue, as her boots always are now. This is not the first time she has wanted to appear to be walking while hovering in a humanoid form with legs covered in skirts, and it comes easily. There will be no footprints, but that is unavoidable, and just as well for some purposes anyway.
CaraVela adjusts the cut of the blouse equally carefully to cover her well, reveal little, and keep her free for action in the ways she especially needs – loose sleeves, loose neckline, but entirely modest.
Once she is satisfied, she carefully memorizes the details and techniques she used to create this appearance so she can slip into it easily and accurately, in mannerism as well as visually.
The Disguise procedure takes no more than half an hour (http://www.d20srd.org/srd/skills/disguise.htm); CaraVela packs a few other personal effects in the carpet bag to go with the disguise she has created, and then she is on her way, turning Invisible to avoid being seen leaving her bungalow. The door itself is nearly a hidden spot, by a small thicket of landscaping with a good view of the surrounding area from inside. When the immediate area is clear, she turns visible again, steps from the thicket, and hastens away.
Adjustments to equipment, for this trip:
Disguise Kit (http://www.d20srd.org/srd/equipment/goodsAndServices.htm), several of them as the DM might allow, plus some leftover GP in small change
Other mechanics:
Before choosing the carpet bag, purses and coins, and the materials in the Disguise Kits, CaraVela tests them to make sure they are non-Magical and simply chooses others if they are. Probably nothing is, but in the unlikely event something registers she will warn her accomplicesassociates. She doesn't want Magically tagged goods.
To get the disguise as perfect as possible before memorizing it, CaraVela spends uses of Skill buffs on the Disguise checks, ordinarily rolled secretly but with Skillful Moment applied during the finishing touches so the result is fixed.
For your reading convenience, substantive changes are logged here so that you know what needs to be re-read, and what has not changed. In general, non-substantive changes such as fixing typos, formatting, or minor inconsistencies, are not logged when done at the same time as a substantive change.
Clarifying text, typo cleanup
Oops, deleted too much of the Ancestor text from the character build; fixed. Some fluff text from recalling ancient memories before her lifetime, and at L2: Intimidation -10, Cartographer skill +5, Fire Resistance 1, Init +1, Elven as a bonus language, some additional class skills
Added continuous Invisibility practice to the Strategies list; I had been thinking it but hadn’t documented it. Fixed more typos.
Oops, forgot skills adjustments for Climb -2, Escape Artist -2, Use Magic Device +2, Handle Animal +2. Fixed.
Added some references for alchemical items to Daily Strategies, so I wouldn’t lose track of where I found them. Forgot “kits, etc.” from wish list (since some Skills call their related items kits, or something else); fixed.
Added a link for Skillful Moment to Magical Aptitude in the Feats section. Added a strategy for mapmaking with Holomancy, Amanuensis and Arcane Mark in the Daily Strategies section. Added Amanuensis and Arcane Mark examples to the other Magical Aptitude in the Feats section.
Credited SirPercival, author of Holomancy, for the idea to use Holomancy’s Coherent Light to make maps.
Added section: Spelljammers, Traveling, and Portals