Name:Abrien Sliver
Race:Human
Align:Lawful Evil
Class:Black mage
Level:1
Deity:Utiolth
Str:16
Dex:10
Con:15
Int:14
Wis:18
Cha:16
HP:6
AC:10
Init:
Fort save:+2/b]
Ref save:0
Will save:+2
Base Attack Bonus:
Melee attack:-1
Ranged attack:+3
Melee Weapon:dagger Damage:1d4 Crit:19–20/×2
(please include weapon damage, critical information, and special attributes)
Ranged Weapon:--
(please include weapon damage, critical information, ranged distance, and special attributes)
Inventory:
Backpack, Bedroll, Waterskin, Flint and Steel, 3 × Torch, Vial of Ink, Ink Pen, Ink Pot, 10 × Parchment, Scroll Case, Sack, Spell Component Pouch, Travelers Outfit, 3 × Trail Rations. 45 gp
(please also list how many of something you have.)
Armor:
(please list what armor [this includes shields] that your character is wearing. Include any bonuses and special information)
Skills:
Appraise: 2
Balance: 0
Bluff: 3
Climb: 3
Concentration+2
Craft(): 2
Decipher Script: 2
Diplomacy: 3
Disable Device:2
Disguise: 3
Escape Artist: 0
Forgery: 2
Gather Information: 3
Handle animal 3
Heal:4
Hide: 0
Intimidate: 3
Jump: 3
Knowledge(Arcana): 2
Knowledge(History): 2
Knowledge(Local): 2
Knowledge(The planes): 2
Listen: 4
Move Silently: 0
Open Lock:
Perform(Wind instruments): 3
Profession():4
Ride: 0
Search: 2
Sense Motive:4
Sleight of Hand: 0
Spellcraft: 2
Spot: 4
Swim: 3
Tumble: 0
Use Magic Device: 3
Use Rope: 0
Feats:Improved Initiative, toughnes
Spells: Ray of Frost-Evocation[Cold]
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage
Inflict Minor Wounds-Necromancy
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 1 point of damage. A Will save negates the damage.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Acid Splash Conjuration[Acid]
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
Disrupt Undead Necromancy
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Read Magic Divination
Components: V, S, F
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.
Detect Magic Divination
Components: V, S
Casting time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Summon Monster I Conjuration (Summoning) [see text]
Level: Blg 1, Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
((A second post will contain a Summons table))
Special Abilities:Aura of Evil (Ex): The power of a black mage’s aura of evil is equal to his class level plus his cleric level, if any.
Vengeance: A black mage chooses upon character creation whether he can channel acid, fire, cold, electric or sound upon wish (once this decision is made it is final). He can change stored spell energy into a destructive ranged or touch spell of the damage type he chose upon creation even if he did not prepare it ahead of time. The black mage can “lose” any prepared spell in order to cast a ranged or touch damage spell of the chosen type of the same spell level or lower. If the black mage chooses to cast that ranged or touch damage spell of the chosen type at a lower level than the spell slot sacrificed, this adds to the saving throw required by the target.
The saving throw required is a Reflex save equal to 10 + level of spell slot sacrificed + the black mage’s Wisdom modifier. If the saving throw is succeeded by the target, they take only half damage (rounded down).
When a black mage chooses to spontaneously cast a damaging spell of the chosen damage type, he may either select it as a ranged or touch spell. A ranged damaging spell from a black mage follows the same principle as a regular projectile and the black mage must roll a d20 with modifiers as a regular ranged touch attack (Dexterity modifier + Base attack bonus) against the targets touch AC. The spell will effect only the first target it hits (unless specified as a splash attack, where it will effect a 5ft radius from where it hit). If the target is missed, then the damaging spell is wasted. When cast as a ranged touch attack it has a range of 20ft + 5ft per black mages class level.
Note: When calculating damage, fire damage is as the following table. However, subtract 1 off damage per die for all other damages except sonic, which is one die size smaller than stated (d8 becomes d6, d6 becomes d4 etc).
Vengeance damage table Spell Level Result
0 1d6 + Wisdom modifier
1st 2d8 + Wisdom modifier
2nd 4d8 + Wisdom modifier
3rd 6d8 + Wisdom modifier
4th 8d8 + Wisdom modifier
5rd 10d8 + Wisdom modifier
6th 12d8 + Wisdom modifier
7th 14d8 + Wisdom modifier
8th 16d8 + Wisdom modifier
9th 18d8 + Wisdom modifier
(please list bonuses abilities give, how many times per day it can be used and damage [if any] that it does)
Background:Abrien was always one enchanted by magic, since he was young and saw a carnival illusionist, he knew he would follow that path, He studied hard, his body growing thin and his skin fading to a translucent white from only being under is study lamp light, but his work proved effective he has become an accomplished mage, now tantalized by th darkness, he let the shadows wrap around him and twist his frail body to make him strong again.
(if you have one)
Special:loosely based off of Raistlin Majere ^.^;;
(anything else you want to tell me about your character or items)
Into the Dragon's Den (D&D Guild)
Just a little place where people can come and role play Dungeons and Dragons.
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