Name Alignment Character Level #N/A Ability Scores Character Ability Score Mods Class Level Class Level Age ortitude +0 Race STR 0 +0 Gender Reflex +0 emplate DEX 0 +0 Ht Will +0 Type CON 0 +0 Wt itiative +0 Patron INT 0 +0 Eyes SR 0 omeland WIS 0 +0 Hair Speed 30 Cur XP CHA 0 +0 Size Max HP #N/A Cur HP Feats Special Ability ype/Src Special Ability Type/Sr Skills Skill name Total Ranks Alertness +0 0 Appraise +0 0 Balance* +0 0 Bluff +0 0 Climb* +0 0 Concentration +0 0 Craft_________ +0 0 Craft_________ +0 0 Decipher Script N/A 0 Diplomacy +0 0 Disable Device N/A 0 Disguise +0 0 Escape Artist* +0 0 Forgery +0 0 r Information +0 0 Handle Animal N/A 0 Heal +0 0 Intimidate +0 0 Jump* +0 0 weldge, Arcana N/A 0 owledge, Engin N/A 0 Knowledge, Dung N/A 0 , Geography N/A 0 Combat edge, History N/A 0 Normal AC 10 Shieldless AC 10 Spell Failure 0% BAB +0 oweldge, Local N/A 0 Touch AC 10 No Dex AC 10 Armor Penalty +0 Grapple +0 weldge, Nature N/A 0 Single Attacks Hit Mod To Hit Damage Type ritical XDamage Special Range ge, Nobility N/A 0 ge, Religion N/A 0 wledge, Planes N/A 0 Open Lock N/A 0 Perform +0 0 Full Attack 1 Hit Mod To Hit Damage Type ritical XDamage Special Range Profession______ N/A 0 Profession______ N/A 0 Ride +0 0 Search +0 0 Sense Motive +0 0 Slight of Hand* N/A 0 Sneak* +0 0 Spellcraft N/A 0 Survival +0 0 Full Attack 2 Hit Mod To Hit Damage Type ritical XDamage Special Range Swim** +0 0 Tumble* N/A 0 e Magic Device N/A 0 Use Rope +0 0 +0 0 +0 0 +0 0 Casting Class Cst Lvl Ability 0 1 2 3 4 5 6 7 8 9 str Lvl Mod Base DC x SpLvl Casting Class Cst Lvl Ability 0 1 2 3 4 5 6 7 8 9 str Lvl Mod Base DC x SpLvl
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Name Alignment Character LevelAbility Scores Character
Ability Score Mods Class Level Class Level Age Fortitude +0 RaceSTR 0 +0 Gender Reflex +0 Template
DEX 0 +0 Ht Will +0 TypeCON 0 +0 Wt Initiative +0 PatronINT 0 +0 Eyes SR 0 Homeland
WIS 0 +0 Hair Speed 30 Cur XPCHA 0 +0 Size Max HP #N/A Cur HP
Feats Special Ability Type/Src Special Ability Type/Src SkillsSkill name TotalAlertness +0Appraise +0Balance* +0
Knoweldge, Arcana N/AKnowledge, Engin N/AKnowledge, Dung N/AKnoweldge, Geography N/A
Combat Knowledge, History N/ANormal AC 10 Shieldless AC 10 Spell Failure 0% BAB +0 Knoweldge, Local N/ATouch AC 10 No Dex AC 10 Armor Penalty +0 Grapple +0 Knoweldge, Nature N/A
Single Attacks Hit Mod To Hit Damage Type Critical XDamage Special Range Knowledge, Nobility N/AKnowledge, Religion N/AKnowledge, Planes N/A
Open Lock N/APerform +0
Full Attack 1 Hit Mod To Hit Damage Type Critical XDamage Special Range Profession_________ N/AProfession_________ N/A
Ride +0Search +0
Sense Motive +0Slight of Hand* N/A
Sneak* +0Spellcraft N/ASurvival +0
Full Attack 2 Hit Mod To Hit Damage Type Critical XDamage Special Range Swim** +0Tumble* N/A
Use Magic Device N/AUse Rope +0
+0+0+0
Casting Class SpCst Lvl Ability 0 1 2 3 4 5 6 7 8Cstr Lvl ModBase DC Max SpLvl
Casting Class SpCst Lvl Ability 0 1 2 3 4 5 6 7 8Cstr Lvl ModBase DC Max SpLvl
M11
Robert S. Chappell: Skills that can be used untrained are yellow. Purple skills need a number in "Ranks" in order to compute the total. Skills with an * have armor check penalty included in the formula.
Money and EquipmentCoins Number Value Weight Magic Item Mega Buddy
Gems, Jewelry, and Art Number Value WeightProperties/Weight/Value 0 0 Properties/Value
Totals 0 0 0 Properties/Value
Potions and Scrolls Number Value Weight Properties/Weight/Value 0 0
Properties/Value
Properties/Weight/Value 0 0Su
it o
f A
rmor
or
Rob
e Properties/Weight/Value 0 0 Properties/Value
Properties/Value
Totals 0 0 0General Gear Value Weight Properties/Value 0
Left
R
ing
Properties/Value
Belt
Properties/Value 0
Rig
ht
Rin
g
Properties/Value
Properties/Value 0
Total Value Total Weight0 0
Current Load General NotesLoad Check - Speed Run
- +3 -3 - x4- +1 -6 - x3
Strength and WeightLift over head max -Lift off ground 2x max -
Totals 0 0 Push or Drag 5x max -Important NPC Contacts
Name Location Notes
CompanionsName AC HD HP Attack Damage Speed
Head-b
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H
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Phyla
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Seco
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Vest
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H67
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the far right in red. The box immediately to the right is for the weight of the item.
M67
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
E72
Robert S. Chappell: Value per object (will be multiplied by "number" in the total).
F72
Robert S. Chappell: Weight per object (will be multiplied by "number" in the total).
H73
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the far right in red. The box immediately to the right is for the weight of the item.
M73
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
M78
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
E79
Robert S. Chappell: Value per object (will be multiplied by "number" in the total).
H79
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the far right in red. The box immediately to the right is for the weight of the item.
M83
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
H84
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the far right in red. The box immediately to the right is for the weight of the item.
H89
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the far right in red. The box immediately to the right is for the weight of the item.
M89
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
M94
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
H97
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
M99
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
H102
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
M104
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
H107
Robert S. Chappell: List item properties below along with each corresponding GP value (after modifiers). Total GP value of the item will be summed on the right in red.
#N/ACharacter
SkillsRanks
000000000000000000000000000000000000000000000009
9
Money and EquipmentMagic Item Mega Buddy
0
0
0
0
0
0
0
0
Total Weight0
General Notes
Ability ScoresAbility Total Mod Base Enhance Size Class Luck Inherent Other Racial Template
STR 0 +0DEX 0 +0CON 0 +0INT 0 +0WIS 0 +0CHA 0 +0
Saving ThrowsSave Total Base Ability Good Lvls Bad Lvls Ability Mod Resist Comp Luck Morale Sacred Profane
Fortitude +0 +0 +0Reflex +0 +0 +0
Will +0 +0 +0
Armor ClassAC Total Armor Shield Dex Natural Class Size Dodge Deflection Insight Luck Sac/Prof
Normal 10 +0 +0No Dexterity 10 +0
Touch 10 +0 +0Shieldless 10 +0 +0
Attack TypesHit BAB Abl Mod Threat Critical Range Hit Ability Size Feat Class Enhance+0 +0 +0
Damage Str Mod Abl Mod Dam Dice Dam Type Str Mult Dam Ability Size Feat Class Enhance+0 +0 +0
Hit BAB Abl Mod Threat Critical Range Hit Ability Size Feat Class Enhance+0 +0 +0
Damage Str Mod Abl Mod Dam Dice Dam Type Str Mult Dam Ability Size Feat Class Enhance+0 +0 +0
Hit BAB Abl Mod Threat Critical Range Hit Ability Size Feat Class Enhance+0 +0 +0
Damage Str Mod Abl Mod Dam Dice Dam Type Str Mult Dam Ability Size Feat Class Enhance+0 +0 +0
Hit BAB Abl Mod Threat Critical Range Hit Ability Size Feat Class Enhance+0 +0 +0
Damage Str Mod Abl Mod Dam Dice Dam Type Str Mult Dam Ability Size Feat Class Enhance+0 +0 +0
Hit BAB Abl Mod Threat Critical Range Hit Ability Size Feat Class Enhance+0 +0 +0
Damage Str Mod Abl Mod Dam Dice Dam Type Str Mult Dam Ability Size Feat Class Enhance+0 +0 +0
Hit BAB Abl Mod Threat Critical Range Hit Ability Size Feat Class Enhance+0 +0 +0
Damage Str Mod Abl Mod Dam Dice Dam Type Str Mult Dam Ability Size Feat Class Enhance+0 +0 +0
Hit BAB Abl Mod Threat Critical Range Hit Ability Size Feat Class Enhance+0 +0 +0
Damage Str Mod Abl Mod Dam Dice Dam Type Str Mult Dam Ability Size Feat Class Enhance+0 +0 +0
H29
Robert S. Chappell: Robert S. Chappell: List the applicable damage types for dice: P : physical piercing B : physical bludgeoning S : physical slashing M : magical A : adamantite I : cold iron G : good E : evil L : lawful C : chaotic Fi : fire Co : cold Ac : acid El : electricity So : sonic Fo : force
H34
Robert S. Chappell: Robert S. Chappell: List the applicable damage types for dice: P : physical piercing B : physical bludgeoning S : physical slashing M : magical A : adamantite I : cold iron G : good E : evil L : lawful C : chaotic Fi : fire Co : cold Ac : acid El : electricity So : sonic Fo : force
H39
Robert S. Chappell: Robert S. Chappell: List the applicable damage types for dice: P : physical piercing B : physical bludgeoning S : physical slashing M : magical A : adamantite I : cold iron G : good E : evil L : lawful C : chaotic Fi : fire Co : cold Ac : acid El : electricity So : sonic Fo : force
H44
Robert S. Chappell: Robert S. Chappell: List the applicable damage types for dice: P : physical piercing B : physical bludgeoning S : physical slashing M : magical A : adamantite I : cold iron G : good E : evil L : lawful C : chaotic Fi : fire Co : cold Ac : acid El : electricity So : sonic Fo : force
H49
Robert S. Chappell: Robert S. Chappell: List the applicable damage types for dice: P : physical piercing B : physical bludgeoning S : physical slashing M : magical A : adamantite I : cold iron G : good E : evil L : lawful C : chaotic Fi : fire Co : cold Ac : acid El : electricity So : sonic Fo : force
H54
Robert S. Chappell: Robert S. Chappell: List the applicable damage types for dice: P : physical piercing B : physical bludgeoning S : physical slashing M : magical A : adamantite I : cold iron G : good E : evil L : lawful C : chaotic Fi : fire Co : cold Ac : acid El : electricity So : sonic Fo : force
H59
Robert S. Chappell: Robert S. Chappell: List the applicable damage types for dice: P : physical piercing B : physical bludgeoning S : physical slashing M : magical A : adamantite I : cold iron G : good E : evil L : lawful C : chaotic Fi : fire Co : cold Ac : acid El : electricity So : sonic Fo : force
GrapplingSave Total BAB Ability Mod Size Feat Class Enhance Comp Luck Morale Sacred
Touch Attack +0 +0 Str +0Grapple +0 +0 Str +0
Level Dependent StatisticsStatistic Total Ability Mod Armor Base Enhance Luck Comp Synergy Other L TotalHit Points #N/A Con +0 0
BAB +0 +0.00Initiative +0 Dex +0 +0Speed 30 30 +0
Class AC +0 +0Spell Resistance +0 +0
Class Skill Points Per LevelRacial Skill Points Per Level
Total Skill Points Per Level 0Available Skill Points Per Level 0
Alertness +0 Wis +0 0Appraise +0 Int +0 0Balance* +0 Dex +0 +0 0
Bluff +0 Cha +0 0Climb* +0 Str +0 +0 0
Concentration +0 Con +0 0Craft_________ +0 Int +0 0Craft_________ +0 Int +0 0
Decipher Script N/A Int +0 0Diplomacy +0 Cha +0 0
Disable Device N/A Int +0 0Disguise +0 Cha +0 0
Escape Artist* +0 Dex +0 +0 0Forgery +0 Int +0 0
Gather Information +0 Cha +0 0Handle Animal N/A Cha +0 0
Heal +0 Wis +0 0Intimidate +0 Cha +0 0
Jump* +0 Str +0 +0 0Knoweldge, Arcana N/A Int +0 0Knowledge, Engin N/A Int +0 0Knowledge, Dung N/A Int +0 0
Knoweldge, Geography N/A Int +0 0Knowledge, History N/A Int +0 0Knoweldge, Local N/A Int +0 0
Knoweldge, Nature N/A Int +0 0Knowledge, Nobility N/A Int +0 0Knowledge, Religion N/A Int +0 0Knowledge, Planes N/A Int +0 0
Open Lock N/A Dex +0 0Perform +0 Cha +0 0
Profession_________ N/A Wis +0 0Profession_________ N/A Wis +0 0
Ride +0 Dex +0 0Search +0 Int +0 0
Sense Motive +0 Wis +0 0Slight of Hand* N/A Dex +0 +0 0
Casting Class Domain Wizard Black Columns are to Mark the number of Spells Memorized (for those that prepare spells) or Expended (for Spontaneous Casters)Caster Level 17 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spells Per Day 2Domain Name Domain SpellsANTIMAGIC Protection from Evil/good/chaos/law
Spells Known 5
Base DCsBurning HandsChange SelfCharm PersonChill TouchDetect Secret Doors x
C5
Abjuration [Good] Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: No; see text This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. Arcane Material Component A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.
C10
Evocation [Fire] Level: Fire 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
C11
Illusion (Glamer) Level: Brd 1, Sor/Wiz 1, Trickery 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
C12
Enchantment (Charm) [Mind-Affecting] Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
C13
Chill Touch(PH p209) <Necro[touch attack], VS, 1StdAct, SR applies> – Touch attack deals 1d6 Negative Energy damage (no save) and 1 Strength Damage (FortNeg), except to Undead, who become Panicked for 1d4 + 1/lvl rounds (WillNeg). Touch attack may be used 1 time per level.
C14
Detect Secret Doors Divination Level: Brd 1, Knowledge 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round Presence or absence of secret doors. 2nd Round Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
GP Value Material
10
2550 Arrow of Bone, Seal Portal, Suspended Silence
Lifesense (Su)A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch. Constitution Drain (Su)Living
Dread WraithCharacter
Size/Type Large Undead (Incorporeal)Hit Dice 22Initiative 16Speed: Fly 60 ft. (good) (12 squares)
A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life
Description N Market Material Magical Total SlotColumn8Char
0
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0
Description N Market Material Magical Total SlotColumn8Char
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Description N Market Material Magical Total SlotColumn8Char
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0
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Market Value
Mundane
Material Value
Magical Material Value
Total Value
F1
Robert S. Chappell: Cost factor (1.00 is normal cost).
Description N Market Material Magical Total SlotColumn8Char
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Gold and XP Contributions XP ExpenditureM
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Mor Ust DG Gor VB Cr Co By Mor2 Ust2 DG2 Gor2 VB2 XP
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Gold ExpenditureM
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Mor3 Ust3 DG3 Gor3 VB3 Gold
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Current Round 0
Effect----------------------------
Caste
r Lev
el
Effec
t Lev
el
Initi
al R
ound
Initi
ative
Count
Durat
ion
Rnds to
Exp
ire
Mor
nath
Ust'K
aard
D'Gar
a
Gorbo
los
Von B
laze
n
Effec
t Des
crip
tion
Effec
t Des
crip
tion
1 -5 Can’t cast spells tied to this ability2-3 -4 Can’t cast spells tied to this ability4-5 -3 Can’t cast spells tied to this ability6-7 -2 Can’t cast spells tied to this ability8-9 -1 Can’t cast spells tied to this ability
1. In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st….The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.
8th 6 4 3 3 2 — — — — —
9th 6 4 4 3 2 1 — — — —
10th 6 4 4 3 3 2 — — — —
11th 6 5 4 4 3 2 1 — — —
12th 6 5 4 4 3 3 2 — — —
13th 6 5 5 4 4 3 2 1 — —
14th 6 5 5 4 4 3 3 2 — —
15th 6 5 5 5 4 4 3 2 1 —
16th 6 5 5 5 4 4 3 3 2 —
17th 6 5 5 5 5 4 4 3 2 1
18th 6 5 5 5 5 4 4 3 3 2
19th 6 5 5 5 5 5 4 4 3 3
20th 6 5 5 5 5 5 4 4 4 4
PALADILevel
Spells per Day1st 2nd 3rd 4th
1st — — — —
2nd — — — —
3rd — — — —
4th 0 — — —
5th 0 — — —
6th 1 — — —
7th 1 — — —
8th 1 0 — —
9th 1 0 — —
10th 1 1 — —
11th 1 1 0 —
12th 1 1 1 —
13th 1 1 1 —
14th 2 1 1 0
15th 2 1 1 1
16th 2 2 1 1
17th 2 2 2 1
18th 3 2 2 1
19th 3 3 3 2
20th 3 3 3 3
RANGERLevel
Spells per Day1st 2nd 3rd 4th
1st — — — —
2nd — — — —
3rd — — — —
4th 0 — — —
5th 0 — — —
6th 1 — — —
7th 1 — — —
8th 1 0 — —
9th 1 0 — —
10th 1 1 — —
11th 1 1 0 —
12th 1 1 1 —
13th 1 1 1 —
14th 2 1 1 0
15th 2 1 1 1
16th 2 2 1 1
17th 2 2 2 1
18th 3 2 2 1
19th 3 3 3 2
20th 3 3 3 3
SORCER
Level
Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 — — — — — — — —
2nd 6 4 — — — — — — — —
3rd 6 5 — — — — — — — —
4th 6 6 3 — — — — — — —
5th 6 6 4 — — — — — — —
6th 6 6 5 3 — — — — — —
7th 6 6 6 4 — — — — — —
8th 6 6 6 5 3 — — — — —
9th 6 6 6 6 4 — — — — —
10th 6 6 6 6 5 3 — — — —
11th 6 6 6 6 6 4 — — — —
12th 6 6 6 6 6 5 3 — — —
13th 6 6 6 6 6 6 4 — — —
14th 6 6 6 6 6 6 5 3 — —
15th 6 6 6 6 6 6 6 4 — —
16th 6 6 6 6 6 6 6 5 3 —
17th 6 6 6 6 6 6 6 6 4 —
18th 6 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6
Can’t cast spells tied to this abilityCan’t cast spells tied to this abilityCan’t cast spells tied to this abilityCan’t cast spells tied to this abilityCan’t cast spells tied to this ability
Slam +23 melee (2d10+11)2 slams +23 melee (2d10+11)Fort +6, Ref +5, Will +6
Shock +16 mele
Shock +16 mele
5 ft./5 ft.
Darkvision 60 ft., immu
Bluff +13, Diplomacy
Alertness, Blind-Fight,
10-18 HD (Small)
Incorporeal touch
Incorporeal touch
10 ft./10 ft.
Constitution drain,
Fort +5, Ref +14,
Diplomacy +9, Hide
AlertnessB
, Blind-
17-32 HD (Large)
Damage Special Ability Save Total Base Ability Good Lvls Bad Lvls Ability Mod Resist Comp Luck Morale Sacred
15/Lawf Fortitude +13 +13 +0 22
10/good Fortitude +13 +13 +0 22
15/cold Fortitude +13 +13 +0 22
10/Good Fortitude +13 +13 +0 22
15/Good Fortitude +13 +13 +0 22
10/Evil Fortitude +13 +13 +0 22
4-6 HD (Small); 7-12 Fortitude +4 +4 +0 12
15/Adam Fortitude +7 +7 +0 0 22
Fortitude +0 +0 +0
Fortitude +6 +6 +0 18
Fortitude +7 +7 +0 22
Fortitude +0 +0 +0
Fortitude +0 +0 +0
Fortitude +0 +0 +0
Fortitude +0 +0 +0
Combat A titan’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction. Oversized Weapon (Ex) A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures)
A marilith usually holds a longsword in each of its six Combat Death Throes (Ex) When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half). This explosion automatically destroys any weapons the balor is holding. The save DC is Con
Combat Fear Aura (Su) A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot Combat Constrict (Ex) A pit fiend deals Combat A planetar’s natural weapons, as
Combat Constrict (Ex) A choker deals 1d3+3 Combat Breath Weapon (Su) 10-foot CombatWill-o’-wisps usually avoid combat. They prefer
Lifesense (Su)
Profane Insight Other Save Total Base Ability Good Lvls Bad Lvls Ability Mod Resist Comp Luck Morale Sacred
Reflex +23 +13 +10 22
Reflex +23 +13 +10 22
Reflex +23 +13 +10 22
Reflex +23 +13 +10 22
Reflex +23 +13 +10 22
Reflex +23 +13 +10 22
Reflex +14 +4 +10 0 12
Reflex +17 +7 +10 0 22
Reflex +10 +0 +10
Reflex +16 +6 +10 18
Reflex +17 +7 +10 22
Reflex +10 +0 +10
Reflex +10 +0 +10
Reflex +10 +0 +10
Reflex +10 +0 +10
Profane Insight Other Save Total Base Ability Good Lvls Bad Lvls Ability Mod Resist Comp Luck Morale Sacred