Malina Harvey (
bredinthebone) wrote2014-09-04 07:19 pm
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knights of legend } { character sheet
MALINA HARVEY | |||||||
Knight of the Dragon's Fire Level 11 | |||||||
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Sorcerer 7 Charismatic Hero 3 Spellbinder 1 Hit Points: 70 ( --- ) Action Points: 68 | Strength 8 (-1) Dexterity 11 (0) Constitution 16 (+3) Intelligence 11 (0) Wisdom 12 (+1) Charisma 19 (+4) |
Human Female 37 5'3" 130 lbs. Brown Eyes Brown Hair |
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STATS | |||||||
SAVING THROWS | |||||||
Mod | Base | Ability Score | Misc. Mods | ||||
Defense | 15 | = | 10 | + | 0 (dexterity) | + | +1 (leather jacket) +3 (sorcerer) +1 (charismatic hero) |
Initiative | 00 | = | 00 | + | 0 (dexterity) | + | 0 |
Fortitude Save | 07 | = | 2 (sorcerer) 2 (charismatic hero) | + | 3 (constitution) | + | 0 |
Reflex Save | 06 | = | 2 (sorcerer) 2 (charismatic hero) 2 (spellbinder) | + | 0 (dexterity) | + | 0 |
Will Save | 11 | = | 5 (sorcerer) 1 (charismatic hero) 2 (spellbinder) | + | 1 (wisdom) | + | +2 (iron will) |
Caster Check | 12 | = | 10 (caster level) (improved caster level) | + | 0 | + | +2 (spell penetration) |
Attack (Melee) | 03 | = | 3 (sorcerer) 1 (charismatic hero) | + | -1 (strength) | + | 0 |
Attack (Ranged) | 04 | = | 3 (sorcerer) 1 (charismatic hero) | + | 0 (dexterity) | + | 0 |
Attack (Excalibur) | 05 | = | 3 (sorcerer) 1 (charismatic hero) | + | 0 (dexterity) | + | +1 (magic weapon) |
Attack (Touch) | 08 | = | 3 (sorcerer) 1 (charismatic hero) | + | 4 (charisma) (touch mastery) | + | 0 |
Damage Roll | Critical | Attack Range | |||||
Unarmed Attack | 1d3+STR | n/a | 0ft | ||||
Excalibur | 2d6+1 2d6 (weapon hit die) +1 (magic weapon) | 20/x2 | 40ft | ||||
Bow | 1d8 | 20/x3 | 150ft | ||||
TALENTS & FEATS | |||||||
Simple Weapons ProficiencyYou make attack rolls with simple weapons normally. | |||||||
Combat CastingYou get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. | |||||||
Coolness Under FireYou get a +6 bonus on Concentration checks made to cast a spell. | |||||||
Spell Focus (Enchantment)Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. | |||||||
Iron WillYou get a +2 bonus on all Will saving throws. | |||||||
Light Armor Proficiency✯When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. | |||||||
Touch Mastery✯When making a touch attack with a spell or psionic power, you use your associated spellcasting/psionic attribute bonus rather than your Strength or Dexterity bonus on your attack roll. | |||||||
Destructive Force✹You can raise the damage cap of capped spells by two dice for each increase in the spell's level by one. | |||||||
Charm (Men & Women)The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. | |||||||
DeceptiveYou get a +2 bonus on all Bluff and Disguise checks. | |||||||
Spell PenetrationYou get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. | |||||||
Improved Caster Level✹Your caster level in all spellcasting classes is increased by four, but no higher than your total Character Level. | |||||||
Elemental Boost (Eletricity)✹Choose either force or one of the energy descriptors (electricity). When casting spells with your chosen descriptor you inflict +1 point of damage per die of damage inflicted. | |||||||
Extra Spell - Level 1✥Beginning at 1st level, the spellbinder gains knowledge of one additional spell of up to the level indicated, as long as this spell comes from the Enchantment school. In addition, he is able to cast one additional spell per day of the same level as his choice. These spells may be chosen from any arcane spell list as long as it is from the Enchantment school. These bonus spells may also be prepared as if a character were a wizard, allowing her to apply metamagic feats to the spells as normal. She gains extra spells at 3rd, 5th, 7th and 9th level as well. | |||||||
Specialty✥Due to their fascination with and aptitude for spells from the Enchatment school, spells from all other schools are cast at -1 caster level. Also at least half the spells known by a spellbinder for any given spell level must be Enchantment spells. This is not a prerequisite, so if the spellbinder does not meet this at the time, she takes the prestige class, she must select only enchantment spells as she rises in level until she meets this condition. | |||||||
Conductive Spell✹A conductive spell uses up a spell slot one level higher than normal. When used against a target that is vulnerable to electricity, soaking wet, standing or swimming in water, wearing metal armor or using a metal shield or is otherwise holding or carrying a large quantity of conductive metal, the spell is more effective. Affected targets must roll their Reflex save against the spell twice and take the worst result. If the spell is a touch spell, the caster may roll their attack roll twice and take the better of the two results. In addition, if the spell is a melee touch spell it can be used as a ranged touch spell with a range of 25ft. +5ft. per 2 caster levels. However, if the spell is used as a ranged touch spell, the caster is forced to target the nearest applicable target and cannot target anything further away than the nearest applicable targets. For these purposes, the largest body of conductive metal (or the creature carrying it) is always the nearest applicable target. If the caster is the nearest applicable target, then they are in fact targeted by their own spell. This "retargeting" occurs even if the caster is unaware of it (using their normal attack but changing the target based on conductivity). If a creature or object affected by a conductive spell are not applicable targets (not wet, not carrying metal, not vulnerable to electricity and so forth) then the spell affects them normally with no additional effect. If the spell neither allows a Reflex save to reduce or negate electricity damage that it deals nor a touch attack to deal electricity damage, then this metamagic feat has no effect on it. | |||||||
Key: | |||||||
SKILLS | |||||||
CLASS SKILLS | |||||||
Mod | Ability Score | Ranks | Misc. Mods | ||||
Bluff | 10 | = | 4 (charisma) | + | +1 (sorcerer) | + | +3 (charm) +2 (deceptive) |
Concentration | 12 | = | 1 (wisdom) | + | +9 (sorcerer) +2 (spellbinder) | + | +4 (combat casting) +6 (coolness under fire) |
Craft | 00 | = | 0 (intelligence) | + | 0 | + | 0 |
Gather Information | 07 | = | 4 (charisma) | + | 0 | + | +3 (charm) |
Knowledge (Arcana) | 08 | = | 0 (intelligence) | + | +2 (sorcerer) +6 (charismatic hero) | + | 0 |
Knowledge (Streetwise) | 00 | = | 0 (intelligence) | + | 0 | + | 0 |
Profession | 01 | = | 1 (wisdom) | + | 0 | + | 0 |
Language (English) | - | ||||||
Language (Persian) | - | ||||||
Spellcraft | 09 | = | 0 (intelligence) | + | +9 (sorcerer) | + | 0 |
Diplomacy | 07 | = | 4 (charisma) | + | 0 | + | +3 (charm) |
Disguise | 09 | = | 4 (charisma) | + | 0 | + | +3 (charm) +2 (deceptive) |
Handle Animal | 07 | = | 4 (charisma) | + | 0 | + | +3 (charm) |
Intimidate | 07 | = | 4 (charisma) | + | 0 | + | +3 (charm) |
Perform (Dance) | 12 | = | 4 (charisma) | + | +5 (charismatic hero) | + | +3 (charm) |
Perform (Act) | 12 | = | 4 (charisma) | + | +5 (charismatic hero) | + | +3 (charm) |
Perform (Sing) | 12 | = | 4 (charisma) | + | +5 (charismatic hero) | + | +3 (charm) |
Perform (Various) | 07 | = | 4 (charisma) | + | 0 | + | +3 (charm) |
CROSS-CLASS SKILLS | |||||||
Mod | Ability Score | Ranks | Misc. Mods | ||||
Balance | 00 | = | 0 (dexterity) | + | 0 | + | 0 |
Climb | -1 | = | -1 (strength) | + | 0 | + | 0 |
Computer Use | 00 | = | 0 (intelligence) | + | 0 | + | 0 |
Decipher Script | 00 | = | 0 (intelligence) | + | 0 | + | 0 |
Demolitions | 00 | = | 0 (intelligence) | + | 0 | + | 0 |
Disable Device | 00 | = | 0 (intelligence) | + | 0 | + | 0 |
Drive | 00 | = | 0 (dexterity) | + | 0 | + | 0 |
Escape Artist | 00 | = | 0 (dexterity) | + | 0 | + | 0 |
Forgery | 00 | = | 0 (intelligence) | + | 0 | + | 0 |
Gamble | 01 | = | 1 (wisdom) | + | 0 | + | 0 |
Hide | 00 | = | 0 (dexterity) | + | 0 | + | 0 |
Investiage | 00 | = | 0 (intelligence) | + | 0 | + | 0 |
Jump | -1 | = | -1 (strength) | + | 0 | + | 0 |
Listen | 01 | = | 1 (wisdom) | + | 0 | + | 0 |
Move Silently | 00 | = | 0 (dexterity) | + | 0 | + | 0 |
Navigate | 00 | = | 0 (intelligence) | + | 0 | + | 0 |
Pilot | 00 | = | 0 (dexterity) | + | 0 | + | 0 |
Spot | 01 | = | 1 (wisdom) | + | 0 | + | 0 |
Survival | 01 | = | 1 (wisdom) | + | 0 | + | 0 |
Swim | -1 | = | -1 (strength) | + | 0 | + | 0 |
Treat Injury | 01 | = | 1 (wisdom) | + | 0 | + | 0 |
Tumble | 00 | = | 0 (dexterity) | + | 0 | + | 0 |
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SPELLS
LEVEL 0 = 8 { 6/day }
Mage Hand
Ghost Sound
Daze
Disrupt Undead
Flare
Touch of Fatigue
Lullaby
LEVEL 1 = 6 { 7/day }
Mage Armor
Charm Person
Disguise Self
Shocking Grasp
Hideous Laughter
LEVEL 2 = 3 { 7/day } [ earth 11: 6 ]
Invisibility
Acid Arrow
LEVEL 3 = 2 { 6/day }
Dispel Magic
LEVEL 4 = 1 { 4/day }
HARRY | level 7
Hit Points: 28
Strength 6
Dexterity 17
Constitution 10
Intelligence 9
Wisdom 14
Charisma 6
Initiative: +3
Fort: +4
Reflex: +7
Will: +7
AC: 21
BAB: +4
Talons: Melee +7
Listen: +4
Spot: + 16
CLASS PLANS { last updated: 12/3/15 }
LEVEL 12
LEVEL 13
LEVEL 14
LEVEL 15
LEVEL 16
LEVEL 17
LEVEL 18
LEVEL 19
LEVEL 20
FEAT WISHLIST { last updated: 7/24/15 }
FEAT NAME Description
↳ Prereq I have,
Prereq I needClass Feats
Magic Feats
Skill Feats