Apr. 6th, 2013

olreliable: (pic#8248458)
Smart Hero Lvl 3/Mage Lvl 5

STR 8
DEX 14
CON 13
INT 21
WIS 16
CHA 13

HP: 47
AC: 17

Action points: 17

BAB +3

silver short sword +1 keen/holy -- +2 -- 1d6 -1 (extra 2d6 against evil aligned creatures) -- 17-20x2

Fort 3
Ref 4
Will 8

Computer Use (int) 8+5 = 13
Concentration (int) 4+5 = 9
Craft Chemical (int) 8+5 = 13
Decipher Script (int) 6+5+2 = 13
Demolitions (int)
Disable Device (int)
Forgery (int)
Investigate (int) 6+5+2 = 13
Knowledge (arcane lore) (int) 8+5+2 = 15
Knowledge (earth and life sciences) (int) 6+5+2 = 13
Knowledge (physical sciences) (int)
Knowledge (technology) (int) 6+5 = 11
Knowledge (theology and philosphy) (int) 6+5 = 11
Listen (wis) 5+3+2 = 10
Navigate (int)
Profession (wis)
Read/Write Language
Repair (int)
Research (int) 8+5+2+3 = 18
Search (int) 6+5 = 11
Sense Motive (wis) 5+3+2 = 10
Speak Language
Spellcraft (int) 4+5 = 9
Spot (wis) 5+3+2 = 10

Feats:

Alertness - The character gets a +2 bonus on all Listen checks and Spot checks.

Studious - The character gets a +2 bonus on all Decipher Script checks and Research checks.

Attentive - The character gets a +2 bonus on all Investigate checks and Sense Motive checks.

Educated - +2 on knowledge arcane lore and knowledge earth and life sciences

Heroic Surge

Talents:

Savant (research):T he Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.

Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.

Scribe Scroll: Starting at 2nd level, a Mage can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day. The purchase DC for the raw materials to scribe a scroll is 13 + the scroll’s spell level + the scroll’s caster level.

The Mage must also spend experience points to scribe a scroll. The XP cost is equal to the spell level * the caster level * the purchase DC of the raw materials.

Finally, the Mage makes a Craft (writing) check. The DC for the check is 10 + the spell level + the caster level of the scroll. If the check fails, the raw materials are used up but the XP are not spent. The Mage can try scribing the scroll again as soon as he purchases more raw materials.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

A scroll can be written on a sheet of paper or parchment, or it can be saved as a file on a computer or PDA.

Brew Potion: At 3rd level, a Mage can create potions, which carry spells within themselves.

The Mage can create a potion of any spell of 3rd level or lower that he knows. The spell must target a character or characters. Brewing a potion takes 24 hours. When the Mage creates a potion, he sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Mage’s class level. The caster level has an effect on the purchase DC of the raw materials to brew the potion, the skill check to create the potion, the experience point cost to brew the potion, and the DC of a saving throw (if applicable) to resist the effect of the potion.

The purchase DC for the raw materials to brew a potion is 15 + the potion’s spell level + the potion’s caster level.

The Mage must also spend experience points to brew a potion. The XP cost is equal to the spell level * the caster level * the purchase DC of the raw materials. Finally, the Mage makes a Craft (chemical) check. The DC for the check is 10 + the spell level + the caster level of the potion. If the check fails, the raw materials are used up but the XP are not spent. The Mage can try brewing the potion again as soon as he purchases more raw materials.

When a Mage creates a potion, he makes any choices that he would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the raw materials cost, the Mage must expend the material component or pay the XP when creating the potion.

Scribe Tatoo: At 4th level, a Mage can create tattoos on his body or someone else’s. Tattoos function similarly to scrolls, and are created in the same way (see the scribe scroll ability), except that the pertinent skill is Craft (visual arts).

SPELLS

per day:
0 - 4
1 - 5
2 - 3
3 - 2

level 0
haywire
magic id
light
read magic
mage hand

level 1
change self
clean
comprehend languages
degauss
hold portal
mask metal
power device
true strike

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Willow Rosenberg (btvs)

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