bredinthebone: (you can't change your nature)
Malina Harvey ([personal profile] bredinthebone) wrote2014-09-04 07:19 pm

knights of legend } { character sheet

MALINA HARVEY
Knight of the Dragon's Fire
Level 11

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



STATS
SAVING THROWS

ModBaseAbility ScoreMisc. Mods
Defense15=10+0 (dexterity)++1 (leather jacket)
+3 (sorcerer)
+1 (charismatic hero)
Initiative00=00+0 (dexterity)+0
Fortitude Save07=2 (sorcerer)
2 (charismatic hero)
+3 (constitution)+0
Reflex Save06=2 (sorcerer)
2 (charismatic hero)
2 (spellbinder)
+0 (dexterity)+0
Will Save11=5 (sorcerer)
1 (charismatic hero)
2 (spellbinder)
+1 (wisdom)++2 (iron will)
Caster Check12=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 RollCriticalAttack Range
Unarmed Attack1d3+STRn/a0ft
Excalibur2d6+1
2d6 (weapon hit die)
+1 (magic weapon)
20/x240ft
Bow1d820/x3150ft

TALENTS & FEATS

Simple Weapons Proficiency
You make attack rolls with simple weapons normally.
Combat Casting
You 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 Fire
You 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 Will
You 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.
Deceptive
You get a +2 bonus on all Bluff and Disguise checks.
Spell Penetration
You 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.

The spellbinder is able to select Enchantment spells from any arcane spell list, thereby granting her access to more spells. If a spell exists on more than one list, she can choose to know it from either.
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:
Purchased Feat (2/20)
Birthday Feat
Specials
SKILLS
CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Bluff10=4 (charisma)++1 (sorcerer)++3 (charm)
+2 (deceptive)
Concentration12=1 (wisdom)++9 (sorcerer)
+2 (spellbinder)
++4 (combat casting)
+6 (coolness under fire)
Craft00=0 (intelligence)+0+0
Gather Information07=4 (charisma)+0++3 (charm)
Knowledge (Arcana)08=0 (intelligence)++2 (sorcerer)
+6 (charismatic hero)
+0
Knowledge (Streetwise)00=0 (intelligence)+0+0
Profession01=1 (wisdom)+0+0
Language (English)-
Language (Persian)-
Spellcraft09=0 (intelligence)++9 (sorcerer)+0

Diplomacy07=4 (charisma)+0++3 (charm)
Disguise09=4 (charisma)+0++3 (charm)
+2 (deceptive)
Handle Animal07=4 (charisma)+0++3 (charm)
Intimidate07=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

ModAbility ScoreRanksMisc. Mods
Balance00=0 (dexterity)+0+0
Climb-1=-1 (strength)+0+0
Computer Use00=0 (intelligence)+0+0
Decipher Script00=0 (intelligence)+0+0
Demolitions00=0 (intelligence)+0+0
Disable Device00=0 (intelligence)+0+0
Drive00=0 (dexterity)+0+0
Escape Artist00=0 (dexterity)+0+0
Forgery00=0 (intelligence)+0+0
Gamble01=1 (wisdom)+0+0
Hide00=0 (dexterity)+0+0
Investiage00=0 (intelligence)+0+0
Jump-1=-1 (strength)+0+0
Listen01=1 (wisdom)+0+0
Move Silently00=0 (dexterity)+0+0
Navigate00=0 (intelligence)+0+0
Pilot00=0 (dexterity)+0+0
Spot01=1 (wisdom)+0+0
Survival01=1 (wisdom)+0+0
Swim-1=-1 (strength)+0+0
Treat Injury01=1 (wisdom)+0+0
Tumble00=0 (dexterity)+0+0



[Code originally created by [community profile] tookthestars and modified by me.]