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Aravis Telmir
Dranko Blackhope
Ernest Wilburforce Roundhill
Flicker Proudfoot (NPC)
Grey Wolf 
Kay "Windstorm" Olafsen
Kibilhathur Bimson
Makel Troutman (NPC)
Morningstar, Shield of Ell
One Certain Step (NPC)

Runs 1-10
Runs 11-20
Runs 21-30
Runs 31-40
Runs 41-50
Runs 51-60
Runs 61-70
Runs 71-80
Runs 81-90
Runs 91-100
Runs 101-110
Runs 111-120
Runs 121-130
Runs 131-140
Runs 141-150
Runs 151-160
Runs 161-170
Runs 171-180
Runs 181-190
Runs 191-200
 

Kibilhathur Bimson
Race Dwarf
Class/Level
Wizard 6/Earth Mage 8
Alignment Neutral Good
Current XP 96,898
XP for next 105,000


Hit Points 83
Base Move 20'

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL
  Strength 16  +3   Fortitude +4 +3
+1 +8
(+1) Dexterity 10
    Reflex +4
  +1 +5
  Constitution 16  +3   Will +9     +1 +10
(+2) Intelligence 23 (19)  +6              
  Wisdom 10     Initiative   -1 +4   +3
  Charisma 8  -1               


Explanation of "Other" above: +1 due to Luckstone

Additional Ability Check Modifiers: +1 to Dex Checks (Luckstone)
Additional Saving Throw Modifiers:  +2 vs. Poison (race); +2 vs Spells & Spell-like effects (race)



Armor Type: Bracers +6                       Armor Penalties: none

AC =         10 +   Size + Dex + Arm + Shld + Other
27/20 = 10  +  0  +  0  +  6  +  0  + 4/11
(+4 vs. Giants)
(Robe of Rock is deactivated for one round after wearer casts a spell)

Explanation of "Other" Above: +4 due to Earth Mage natural armor bonus; +7 from Robe of Rock
Additional Armor Class Modifiers: +4 vs. Giants


Attack Adjustments:
+7/+2 (BAB)
+3 (Melee weapons only: STR)
+1 (vs. Orcs and Goblinoids only: RACE)
-4 (w/ Dwarven Thrower: not proficient)

Damage Adjustments:
+3 (Melee weapons only: STR)
 
 
 
WEAPON CRITICAL RANGE (missile) Attack Adj. Damage
Staff, +2 20, x2
+12/+7 1d6+5 
Dagger, +1 19-20, x2 10' +10 (+7 thrown) 1d4+4
Axe +3, Dwarven Thrower (melee) 20, x3   +9/+4 1d8+6
Axe +3, Dwarven Thrower (hurled) 20, x3 30' +6 2d8+6 (+1d8 vs. Giants)


Special Abilities and Feats
Darkvision 60'

(W) Summon Familiar
(W) Scribe Scroll
(1)
Empower Spell (Cast spells with random variables multipled by 1.5.  3/day, only on 5th level spells or lower.)
(3) Combat Casting (+4 on Concentration checks to cast a spell defensively.)
(W5) Craft Wondrous Item
(6) Improved Initiative
(+4 on INIT rolls)
(9) Improved Familiar (small earth elemental "Scree")
(12) Quicken Spell (Cast one spell per round as a Free Action.  3/day, only on 3th level spells or lower.)

(EM) Natural Armor Bonus +4
(EM)
Can cast soften earth & stone, stone shape, xorn movement, wall of stone, each 1/day
(EM) Turn Air Creatures; Control Earth Creatures
(EM) DR 1/-
(EM) Improved Summoning – Creatures summoned from the Elemental Plane of Earth get +1 AC, +1 to hit and +1 damage.  Such spells are considered Maximized and Extended, and take only a Standard Action to cast.

Earth Mages are prohibited from summoning creatures from the Elemental Plane of Air.  They are also prohibited from casting the following spells:  obsucring mist, wind wall, lightning bolt, gaseous form, fly, overland flight, chain lightning


Skills (109 Total Points)    Max Ranks: 17/8.5
(24+6+6+6+6+6+6+6+6+7+7+7+8+8) = 109
 
 
Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Appraise
+11
(no)
y
INT
6
3
 
+6
+2
 
 
Balance
+0
 
y
DEX
 
 
 

 
 
 
Bluff
-1
 
y
CHA
 
 
 
-1
 
 
 
Climb
+3
 
y
STR
 
 
 
+3

 
 
Concentrate
+20
W
y
CON
17
17

+3
 
 
 
Craft: Alchemy
+16
W
y
INT
10
10
 
+6



Craft: Stonecutting
+14
W
y
INT
6
6
 
+6
+2
 
 
Craft: Brewing
+12
W
y
INT
6
6
 
+6
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Decipher Script
 
 
 
INT
 
 
 
 
 
 
 
Diplomacy
-1
 
y
CHA
 
 
 
-1
 
 
 
Disable Device

 

DEX
 
 
 

 
 
 
Disguise
-1
 
y
CHA
 
 
 
-1
 
 
 
Escape Artist
+0
 
y
DEX
 
 
 

 
 
 
Forgery
+6
 
y
INT
 
 
 
+6
 
 
 
Gather Info
-1
 
y
CHA
 
 
 
-1
 
 
 
Handle Animal
 
 
 
CHA
 
 
 
 
 
 
 
Heal
+0
 
y
WIS
 
 
 

 
 
 
Hide
+0
 
y
DEX
 
 
 


 
 
Intimidate
-1
 
y
CHA
 
 
 
-1
 
 
 
Jump
+3
 
y
STR
 
 
 
+3

 
 
KS: Arcana
+15
W
 
INT
9
9

+6
 
 
 
KS:


 
INT




 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
Listen
+4

y
WIS
8
4



 
 
Move Silently
+0
 
y
DEX
 
 
 


 
 
Open Locks
 
 
 
DEX
 
 
 
 
 
 
 
Perform
-1
 
y
CHA
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Ride
+1
W
y
DEX
2
1
 
+0
 
 
 
Search
+9
(no)
y
INT
6
3

+6
 
 
 
Sense Motive
+0
 
y
WIS
 
 
 
 
 
 
 
Sleight of Hand











Speak Lang.
 
 
 
 

 
 
 
 
 
Spellcraft
+23
 
 
INT
17
17

+6
 
 
 
Spot
+13
 
y
WIS
22
11
+2

 
 
 
Survival
+0


WIS







Swim
+3
 
y
STR
 
 
 
+3
 
 
 
Tumble
 
 
 
DEX
 
 
 
 
 
 
 
Use Magical Device
 
 
 
CHA
 
 
 
 
 
 
 
Use Rope
+0
 
y
DEX
 
 
 

 
 
 


Important Possessions and Magic Items

Robe of Rock (First Nifi battle) - A stone-gray, full length robe.  This robe grants a +7 Deflection Bonus to AC.  If the wearer casts a spell or uses a spell-completion item, the magic powers of the Robe are negated for one round.  Only single-class Wizards and Sorcerers can benefit from the power of the Robe.

2 Spell Scrolls: invisibility (Scribed by Kibi)

Spell Scroll: minor creation

Spell Scroll: nondetection, feather fall

Spell Scroll: shrink item, detect secret doors

Spell Scroll: protection from arrows, fireball, suggestion (6th lv.)

Spell Scroll: dispel magic, dimensional anchor

Spell Scroll: repulsion, prismatic spray

Spell Scroll: Otto's irresistable dance, sympathy

Spell Scroll: comprehend languages, pyrotechnics, blink

Spell Scroll: project image, Bigby's forceful hand, dismissal

Spell Scroll: fire orb, lightning bolt (7d6), protection from elements, teleport

Spell Scroll: forcecage, unbuckle

Potion of Intelligence - A light blue potion.

Potion of Resist Electricity 30

Potion of haste

2 Potions of cure light wounds

3 Potions of cure serious wounds

Ring of Safety (Het Branoi) - A silver ring with a snake design that matches that of the short sword "Coiled Viper."  Any number of charges can be burned just before the wearer makes a saving throw.  An additional die is rolled for each charge spent, with the best result used.
O O O O O O O O O O O O O O O O O O O

Mantle of Spell Resistance (Het Branoi) - A black mantle with a pattern of yellow stars.  It grants spell resistance 21, as the spell.

Dwarven Traveling Vest (made by Kibi) - A vest that can cast water walk and familiar pocket, for one charge each, and each usable once per day.
water walk: O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O
familiar pocket: O O O O O O O O O O O O O O O O O O O O O O O O O O O O

Lantern of Revealing (Het Branoi) - A finely-wrought glass and brass lantern.  Lightning it takes a full round action; once lit, it casts the spell invisibility purge in a 25' radius around itself.  It will burn through a flask of oil in one hour.

Deck of Illusions
O O O O O O O O O O O O O O O O O

Pin of Protection from Poison (+4 to saves vs. Poison)

Fire Dust (5 rounds after mixing, does a 5d6 explosion in a 5' radius, reflex save (DC15) for half.
O O O

Luckstone (+1 to all saves and DEX checks)

Wand of Endure Elements
O O O O O O O O O O

Pearl of Power (2nd Lv.) - (1/day as a standard action, user can recall a 2nd level spell already cast)

Staff of Conjuration (Mokad & Co.) - An intricately carved wooden staff.  It can cast summon monster II (1 charge), summon monster IV (2 charges) and summon monster VI (5 charges).  Up to 5 charges can be expended per day. 
O O O O O O O O O O O O O O O O O O O O O O

Staff of Illusion (Het Branoi) - Its appearance is different to each observer.  It can cast disguise self (1 charge), mirror image (1 charge), major image (1 charge), rainbow pattern (2 charges), persistant image (2 charges), and mislead (3 charges.)
O O O O O O O O O O O O

Staff of Abjuration -  It can cast shield (1 charge), resist elements (1 charge), dispel magic (1 charge), minor globe of invulnerability (1 charge), dismissal (2 charges) and repulsion (2 charges.)
O O O O O O O O O O O O O O O O O

Helm of Water Breathing - (Mokad & Co.) - A silver helm with blue waves painted on the sides.  It allows the wearer to breathe under water.

Ioun Stone of Tongues - (Mokad & Co.) - A green ovaloid Ioun Stone, that acts as a Tongues spell on the wearer.  It can be activated only 1/day, and lasts for 2 hours.

Bead of Stillness - Can cast one spell as if with the Still Spell feat.  (Single-use item)

Headband of Intellect +4 (make by Kibi)

Talisman of Arcane Extention - Increases the duration of an arcane spell by one step:  1 round/level -> 1 minute/level -> 10 minutes/level -> 1 hour per level -> 24 hours.
O O O O O

Amulet of Proof vs. Scrying and Detection

Axe +2, Dwarven Thrower (Ogre caves) - In the hands of a dwarf, this axe is +3, can be hurled up to 30', and returns to the thrower.  Also when thrown, it does an extra 1d8 damage, or 2d8 vs. Giants.

Bracers of Armor +6 (Armor bonus to AC)

Staff, +2

Dagger, +1


Magic Item Slots

Headband/Hat/Helmet: Headband of Intellect
Lenses/Goggles:
Cloak/Cape/Mantle: Mantle of Spell Resistance
Jewelry:  Amulet of Proof vs. Scrying and Detection
Armor:
Shield:
Robe: Robe of Rock
Vest/Shirt: Dwarven Traveling Vest
Bracers:   Bracers of Armor +6
Gloves/Gauntlets:
Rings: Safety
Belt:  
Boots: 





Spells
 
 
Spell level: 0 1 2 3 4 5 6 7 8 9
Base 4 4 4 4 4 3
3
2


Bonus 0 2 2 1 1 1
1



Total 4 6 6 5 5 4
4
2





0-level spells 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells
Resistance Summon Monster I Blur Coldfire (custom)
Rainbow Pattern
Mage Hand Alarm Continual Flame Fly Polymorph
Mending Burning Hands See Invisible Leomund's Tiny Hut Dimension Door
Open/Close Color Spray Fog Cloud Shrink Item Evard's Black Tentacles
Ray of Frost Comp Languages Glitterdust Nondetection
Illusory Wall
Detect Poison Enlarge Invisibility Stone Shape Charm Monster
Daze Grease Magic Mouth Summon Monster III Spike Stones 
Light Identify Whsipering Wind Maximilian's Stony Grasp
Improved Invisibility
Flare Tenser's Floating Disc Wizard Lock Haste Summon Monster IV
Dancing Lights Magic Missile Knock Suggestion Confusion
Ghost Sound Jump Locate Object Major Image
Disrupt Undead Ray of Enfeeblement Protection from Arrows    
Unbuckle

Detect Magic Mage Armor Alter Self Earthbolt (CA)

Prestidigitation Shield
Bull's Strength

Read Magic Detect Secret Doors
Soften Earth and Stone

Wizard Mark Sleep
Mirror Image


Fist of Stone
Rope Trick



Bear's Endurance



Familiar Pocket (CA)




Spider Climb



















 
5th Level Spells 6th Level Spells 7th Level Spells 8th Level Spells 9th Level Spells
Wall of Force
Mordenkainen's Lucubration
Prismatic Spray


Energy Buffer (TB)
Veil
Forcecage


Teleport
Summon Monster VI
Summon Monster VII


Prying Eyes
Legend Lore



Passwall
Mass Suggestion



Hold Monster




Cone of Cold