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 1  1  1  1  0
Total 5 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