Agar Smoketallow
Galthea Starchaser
Sir Malachite
Mara Thornhill
Nolin Benholm
Stone Bear
Tao Camber
Velendo of Calphas
Splinder Camberlorn
Priggle Gembreath
TomTom Badgerclaw
Raevynn Icewing
|
Agar Smoketallow
| Race |
Halfling |
| Class & Level |
Wizard (Diviner) 6/Alienist 7/Planeshifter
4 |
| Alignment |
Neutral Good |
| Current XP |
136,350 |
| XP for next |
153,000 |
|
|
| Hit Points |
91 (+1d10+10, from false life) |
| Base Move |
20' (90' fly) |
| (+) |
Ability |
Score |
Adj. |
|
Save |
Base |
Ability |
Feat |
Other |
TOTAL |
| |
Strength |
6 |
-2 |
|
Fortitude |
+8 |
+3 |
|
+2 |
+13 |
| |
Dexterity |
16 |
+3 |
|
Reflex |
+5 |
+3 |
|
+2 |
+10 |
| |
Constitution |
16 (14) |
+3 |
|
Will |
+11 |
+1 |
|
+2 |
+14 |
| (+4) |
Intelligence |
24 (20) |
+7 |
|
|
|
|
|
|
|
| |
Wisdom |
12 |
+1 |
|
Initiative |
|
+3 |
|
|
+3 |
| |
Charisma |
10 |
|
|
|
|
|
|
|
|
Explanation of "Other" Above:
+1 racial bonus on all saving throws. Alien Blessing gives +1
insight bonus to all saving throws.
Additional Saving Throw Modifiers:
–2 to saving throws against bugs (phobia). +2 morale bonus on
saving throws vs. fear.
Armor Type: (Mage Armor spell)
Armor Penalties: (none)
AC =
10 + Size + Dex + Armor + Shld + Other
20
= 10 + 1 + 3 + 4
+ 0 + 2
Explanation of "Other" Above: +2 Deflection
bonus from Cloak of the Bat
Additional Armor Class Modifiers: (none)
Attack Adjustments:
+8/+3 (Class/Level)
+1 (Size)
-2 (Melee weapons only: STR)
+3 (Ranged weapons only: DEX)
+1 (Thrown weapons: Race)
+3 when using Dagger of Finesse (DEX)
Damage Adjustments:
-2 (Melee and thrown weapons only: STR)
| WEAPON |
CRITICAL |
RANGE (missile) |
Attack Adj. |
Damage |
| Dagger of Finesse +1 "Kli'thid" (melee) |
19-20, x2 |
|
+12/+7 |
1d4-1 |
| Dagger of Finesse +1 "Kli'thid" (thrown) |
19-20, x2 |
10' |
+12/+7 |
1d4-1 |
(all attacks at -2 vs. insects)
Special Abilities and Feats relating to Familiar
Improved Familiar: When you acquire a familiar, you may
choose it from a nonstandard list. See Tome and Blood, p.
40.
Pseudonatural Familiar: Your familiar, if any, gains the
pseudonatural template (figured in below).
Familiar: A pseudonatural stirge, named "Proty."
Tiny beast. HD: 17d8 (master’s level); hp 45 (½
master’s hit points); Init +4 (Dex); Speed 10’, fly 40’ (average);
AC 19 (+2 size, +4 Dex, +3 natural); Attacks bite +11
melee; Damage 1d3–4; Face/Reach 2 ½´2½
feet/0 feet SA attach, blood drain, true strike 1/day; SQ:
alternate form (–1 morale penalty to attack rolls against creature in alternate
form), electricity resistance 20, acid resistance 20, 10/+3 damage reduction,
SR 25, Improved Evasion, Empathic Link, Share Spells, Speak
with Master, Touch; Saves Fort +7, Ref +8, Will +11; Abilities
: Str 3, Dex 19, Con 10, Int 8, Wis 12, Cha 6; Skills: Hide +14,
plus master’s skills if better.
Metamagic and Item Creation Feats
Craft Wondrous Item: You can create miscellaneous magic
items. Enchanting a miscellaneous magic item takes 1 day for each
1,000 gp in its price. To enchant a miscellaneous magic item, the
spellcaster must spend 1/25 of the item’s price in XP and use up raw materials
costing half its price. See PH p. 81 and the DUNGEON MASTER’S GUIDE
for more.
Eschew Materials: An eschewed spell requires no material
components. A spell without material components, or whose components
cost more than 1 gp, cannot be eschewed. An eschewed spell takes a spell
slot of the spell’s normal level.
Extend Spell: An extended spell lasts twice as long as normal.
It takes up a spell slot one level higher than the level of the spell.
Persistent Spell: A persistent spell lasts 10x its normal
duration. It takes up a spell slot four levels higher than normal.
Repeat Spell: A repeated spell is automatically cast gain
at the beginning of your next turn. The second spell originates from
the same location and affects the same area as the original spell.
You cannot use this feat on spells with a touch range. If the original
spell designates a target, the repeated spell affects the same target if it
is within 30 feet of its original position; otherwise the second spell fails.
A repeated spell uses up a spell slot three levels higher than the spell’s
actual level.
Scribe Scroll: You can create magic scrolls. Enchanting
a magic item takes 1 day for each 1,000 gp in its price. To scribe
a scroll, the spellcaster must spend 1/25 of the item’s price in XP and use
up raw materials costing half its price. See PH p. 84 and the
DUNGEON MASTER’S GUIDE for more.
Other Special Abilities and Feats
analyze portal (Sp): You may use analyze portal
as a spell-like ability, 3 times per day.
Augment Summoning: Creatures you conjure with any summon
spell gain +1 hit point per Hit Die and a +1 competence modifier on attack
and damage rolls.
Mad Certainty: Gain +3 hit points (already figured in above),
but also a phobia against insects. Suffer a –2 penalty to saving throws,
attack rolls, and Charisma-based skill and ability checks with regard to
this creature type. Said creatures gain a +2 morale bonus to
saving throws and AC against you.
Morphic Stability (Ex): On planes with the highly morphic trait
or the magically morphic trait, the terrain stabilizes around you. You
automatically calm the terrain within a radius of 30 feet per planeshifter
level. This area moves with you and is centered on you.
Planar Survival (Ex): When you travel to a plane, you so attune
yourself as to be immune to the natural effects of that plane. Any effect
that would be negated by the spell avoid planar effects does not affect
you.
plane shift (Sp): You may plane shift (as the spell
cast by a sorcerer of your character level) once per day.
Run: When running, you move at five times your normal speed
instead of four times. If you make a running jump, increase the distance
by one-fourth (not past the maximum).
School Specialization (Divination): You gain an extra spell
slot at each level that can only be used for divination spells (and gain
a +2 bonus to Spellcraft checks to learn them), but cannot cast enchantment
spells.
Summon Alien: When you cast any summon monster spell,
you summon a pseudonatural version of the chosen creature. If the
selected creature would normally be celestial or fiendish, the pseudonatural
template replaces that template.
Abilities and Feats already calculated into
other figures:
Alertness: +2 bonus to Spot and Listen checks
Alien Blessing: Apply a +1 insight bonus to all saving throws,
but lose 2 points of Wisdom.
Extra Summoning: You gain an extra spell slot, which is
always of the highest spell level you are able to cast, but can only be
used for summon monster spells.
Skill Focus (Concentration): +2 bonus to Concentration skill
checks.
Skills
(120 Total Points) Max Ranks:
20/10
(Total points = W[20+5+5+5+5+7]+A[5+5+6+6+6+6+6]+PS[8+8+8+9] = 120)
|
Skill
|
Total
|
Class
|
(un)
|
Ability
|
Spent
|
Rank
|
Spec.
|
Ab. Adj.
|
Race
|
Item
|
Synergy
|
|
Alchemy
|
|
|
|
INT
|
|
|
|
|
|
|
|
|
Animal Empathy
|
|
|
|
CHA
|
|
|
|
|
|
|
|
|
Appraise
|
+7
|
|
y
|
INT
|
|
|
|
+7
|
|
|
|
|
Balance
|
+3
|
|
y
|
DEX
|
|
|
|
+3
|
|
|
|
|
Bluff
|
+0
|
|
y
|
CHA
|
|
|
|
|
|
|
|
|
Climb
|
+0
|
|
y
|
STR
|
|
|
|
-2
|
+2
|
|
|
|
Concentrate
|
+25
|
W
|
y
|
CON
|
20
|
20
|
+2
|
+3
|
|
|
|
|
Craft:
|
|
|
y
|
INT
|
|
|
|
|
|
|
|
|
Craft:
|
|
|
y
|
INT
|
|
|
|
|
|
|
|
|
Craft:
|
|
|
y
|
INT
|
|
|
|
|
|
|
|
|
Decipher Script
|
|
|
|
INT
|
|
|
|
|
|
|
|
|
Diplomacy
|
+0
|
|
y
|
CHA
|
|
|
|
|
|
|
|
|
Disable Device
|
+3
|
|
y
|
DEX
|
|
|
|
+3
|
|
|
|
|
Disguise
|
+0
|
|
y
|
CHA
|
|
|
|
|
|
|
|
|
Escape Artist
|
+3
|
|
y
|
DEX
|
|
|
|
+3
|
|
|
|
|
Forgery
|
+7
|
|
y
|
INT
|
|
|
|
+7
|
|
|
|
|
Gather Info
|
+0
|
|
y
|
CHA
|
|
|
|
|
|
|
|
|
Handle Animal
|
|
|
|
CHA
|
|
|
|
|
|
|
|
|
Heal
|
+1
|
|
y
|
WIS
|
|
|
|
+1
|
|
|
|
|
Hide
|
+17
|
|
y
|
DEX
|
|
|
|
+3
|
+4
|
+10
|
|
|
Innuendo
|
|
|
|
WIS
|
|
|
|
|
|
|
|
|
Intimidate
|
+0
|
|
y
|
CHA
|
|
|
|
|
|
|
|
|
Intuit Direction
|
|
|
|
WIS
|
|
|
|
|
|
|
|
|
Jump
|
+0
|
|
y
|
STR
|
|
|
|
-2
|
+2
|
|
|
|
KS: Arcana
|
+20
|
W
|
|
INT
|
13
|
13
|
|
+7
|
|
|
|
|
KS: The Planes
|
+27
|
W
|
|
INT
|
20
|
20
|
|
+7
|
|
|
|
|
KS:
|
|
|
|
INT
|
|
|
|
|
|
|
|
|
KS:
|
|
|
|
INT
|
|
|
|
|
|
|
|
|
Listen
|
+10
|
W
|
y
|
WIS
|
5
|
5
|
+2
|
+1
|
+2
|
|
|
|
Move Silently
|
+5
|
|
y
|
DEX
|
|
|
|
+3
|
+2
|
|
|
|
Open Locks
|
|
|
|
DEX
|
|
|
|
|
|
|
|
|
Perform
|
+0
|
|
y
|
CHA
|
|
|
|
|
|
|
|
|
Pick Pockets
|
|
|
|
DEX
|
|
|
|
|
|
|
|
|
Prof:
|
|
|
y
|
WIS
|
|
|
|
|
|
|
|
|
Prof:
|
|
|
y
|
WIS
|
|
|
|
|
|
|
|
|
Prof:
|
|
|
y
|
WIS
|
|
|
|
|
|
|
|
|
Read Lips
|
|
|
|
INT
|
|
|
|
|
|
|
|
|
Ride
|
+3
|
|
y
|
DEX
|
|
|
|
+3
|
|
|
|
|
Scry
|
+25
|
W
|
|
INT
|
18
|
18
|
|
+7
|
|
|
|
|
Search
|
+8
|
|
y
|
INT
|
1
|
1
|
|
+7
|
|
|
|
|
Sense Motive
|
+1
|
|
y
|
WIS
|
|
|
|
+1
|
|
|
|
|
Speak Lang.
|
|
|
|
|
3
|
3
|
|
|
|
|
|
|
Spellcraft
|
+27
|
|
|
INT
|
20
|
20
|
|
+7
|
|
|
|
|
Spot
|
+18
|
|
y
|
WIS
|
20
|
15
|
+2
|
+1
|
|
|
|
|
Swim
|
-2
|
|
y
|
STR
|
|
|
|
-2
|
|
|
|
|
Tumble
|
|
|
|
DEX
|
|
|
|
|
|
|
|
|
Use Magical Device
|
|
|
|
CHA
|
|
|
|
|
|
|
|
|
Use Rope
|
+3
|
|
y
|
DEX
|
|
|
|
+3
|
|
|
|
|
Wilderness Lore
|
+1
|
|
y
|
WIS
|
|
|
|
+1
|
|
|
|
|
Magic Items
Wand of Unseen Servants: (42 charges remaining)
Kli’thid: alien dagger +1 of sure striking: (acts as +5 for
damage reduction), grants weapon finesse feat.
Headband of intellect +4: +4 enhancement bonus to Intelligence
while worn.
Amulet of health +2: +2 enhancement bonus to Constitution while worn.
Ring of deflection +5: +5 deflection bonus to AC when worn (on loan
to Sir Malachite).
Cloak of the Bat: By holding the edges of the garment, the wearer
is able to fly as per the spell. If he desires, the wearer can actually polymorph
himself into an ordinary bat and fly accordingly. Flying, either with the
cloak or in bat form, can be accomplished only in darkness (either under the
night sky or in a lightless or near-lightless environment underground). Either
of the flying powers is usable for up to 1 hour at a time, but after a flight
of any duration the cloak cannot bestow any flying power for a like period
of time. This cloak bestows a +10 circumstance bonus to Hide checks.
The wearer is also able to hang upside down from the ceiling, like a bat.
Finally, the cloak also provides a +2 deflection bonus to Armor Class. This
benefit extends to the wearer even when he is in bat form.
Belt of Insect Repulsion: imbued with the Agar’s Insect Bane, this belt
repels tiny insects in a 1 ft. radius of Agar.
Bell of Sonic Fireball: bell that releases a sonic fireball (5d6) when
rung. 26 charges remaining.
Ring of Ablation: When worn, this ring will nullify the first dispel
magic cast on the wearer (1/day).
Graveskull: Detects dead bodies, and allows the holder to learn facts
about the deceased.
Deflection Marbles: 20 steel marbles that orbit around a person, providing
a one-time damage reduction equal to the number of orbiting marbles.
The marbles are disabled for 1 minute for each point of damage absorbed, then
can be cast into the air again.
Wand of Wonder: Trigger phrase is “On my gosh, my golly, hubba hubba
Gygax”. Charges unknown (ask Nolin).
Scroll: banishment, mass darkvision
Spells
(1 spell per level must be of the Divination school. 1 spell
of the highest level must be a Summoning spell.)
| Spell level: |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8
|
| Base |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1+1
|
| Bonus |
0 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
0
|
| Total |
5 |
7 |
7 |
7 |
6 |
6 |
5 |
5 |
4
|
| 0 Level Spells |
1st- Level
Spells |
2nd-Level Spells |
3rd-Level Spells |
4th-Level Spells |
| Detect Poison |
Comp. Languages |
See Invisibility |
Arcane Sight (T&B) |
Detect Scrying |
| Resistance |
Detect Secret Doors |
Detect Thoughts |
Clairaudience/Clairvoyance
|
Zone of Revelation |
| Ray of Frost |
Identify |
Locate Object |
Tongues
|
Locate Creature |
| Flare |
True
Strike
|
False Life (T&B) |
Displacement |
Dimensional Anchor |
| Light |
Enlarge |
Invisibility |
Flame Arrow |
Evard's Black Tentacles |
| Dancing Lights |
Expeditious
Retreat |
Melf's Acid Arrow |
Gaseous Form |
Ice Storm |
| Ghost Sound |
Grease |
Glitterdust |
Non-Detection |
Leomund's Secure Shelter |
| Disrupt Undead |
Mage Armor |
Rope Trick |
Shrink Item |
Mass Darkvision (T&B) |
| Mage Hand |
Magic Missile |
Spectral Hand |
Summon Monster III |
Minor Globe of Invuln. |
| Mending |
Reduce |
Web |
Vampiric Touch |
Otiluke's Res. Sphere |
| Open/Close |
Spider Climb |
Darkvision
|
Water Breathing |
Polymorph Self |
| Arcane Mark |
Summon Monster
I |
Alter Self
|
Avoid Planar Effects (MotP)
|
Rary's Mnemonic Enhan. |
| Detect Magic |
Unseen Servant |
Blur
|
Dispel Magic
|
Stoneskin |
| Prestidigitation |
Agar's Insect Bane
|
Knock
|
Fireball
|
Summon Monster IV |
| Read Magic |
Color Spray
|
Misdirection
|
Fly
|
Acid Orb (T&B)
|
|
Endure Elements
|
Resist Elements
|
Greater Magic Weapon
|
Dimension Door
|
|
Feather Fall
|
|
Leomund's Tiny Hut
|
Fire Shield
|
|
Ray of Enfeeblement
|
|
Lightning Bolt
|
Polymorph Other
|
|
|
|
Sepia Snake Sigil
|
|
|
|
|
|
|
| 5th-Level Spells |
6th-Level Spells |
7th-Level Spells |
8th-Level Spells |
| Contact Other Plane |
Analyze Dweomer |
Greater Scrying |
|
| Rary's Telepathic
Bond |
Legend Lore |
Vision |
Summon Monster VIII |
| Prying Eyes |
True Seeing
|
Banishment |
Maze
|
| Bigby's Interposing Hand |
Antimagic Field |
Ethereal Jaunt |
Greater Planar Binding
|
| Dismissal |
Chain Lightning |
Limited Wish |
Incendiary Cloud
|
| Leomund's Secret Chest |
Disintegrate |
Mass Invisibility |
Otiluke's Telekinetic Sphere
|
| Lesser Planar Binding |
Greater Dispelling |
Phase Door |
Screen
|
| Passwall |
Imbue Familiar w/Spell Ability |
Prismatic Spray |
Sunburst
|
| Seeming |
Planar Binding |
Reverse Gravity |
|
| Teleport |
Repulsion |
Shadow Walk |
|
| Stone Shape |
Summon Monster VI |
Teleport Without Error |
|
| Telekinesis |
Veil |
Control Water
|
|
| Transmute Rock to Mud |
Acid Fog
|
Drawmij;s Instant Summons
|
|
| Wall of Force |
Bigby's Forceful Hand
|
Finger of Death
|
|
Cone of Cold
|
Contingency
|
Forcecage
|
|
Sending
|
Mislead
|
Plane Shift
|
|
Permanency
|
Project Image
|
Sequester
|
|
Summon Monster V
|
|
Summon Monster VII
|
|
Sample Daily Spell List
Underlined spells are divination spells. An "X" indicates spells with
a duration of 24 hours or more, which are routinely cast first thing in
the morning. Note that the 5th-level endure elements spell slot allows
Agar to continuously maintain endure elements against fire, cold
, lightning, acid and sonic damage. The 1st-level
endure elements protects Proty from fire. All spells that can be prepared
Eschewed are so prepared.
0-level: detect poison, detect magic (x3),
read magic
1st level: true strike, endure elements (X), magic
missile (x2), feather fall, grease, spider climb
2nd level: see invisibility, false life (on familiar),
extended mage armor (X), invisibility (x2, 1on familiar),
extended expeditious retreat, Melf's acid arrow
3rd level: arcane sight, tongues, fly, extended
false life (X), dispel magic (x2, 1 on familiar), flame arrow
4th level: detect scrying, zone of revelation,
acid orb, Evard’s black tentacles, summon monster IV (on familiar)
, dimensional anchor
5th level: Rary's telepathic bond, extended (four
times) endure elements (X), extended mass darkvision
(X), transmute rock to mud, teleport, passwall
6th level: true seeing, disintegrate, imbue familiar
with spell ability, chain lightning (x2)
7th level: persistent arcane sight (X), repeated
acid orb, limited wish, teleport without error, reverse gravity
8th level: extended greater scrying, maze, sunburst,
summon monster VIII
|