Ardulace Arkenana
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Ardulace Arkenana
Name: Ardulace Arkenana
Race: Drow Noble
Age: 113
Alignment: Lawful Evil
Deity: Lloth
Size: Medium
Hair: Long snow white hair pulled back in a ponyrail, with one lock covering his ebon-skinned face partially.
Skin Color: Ebon-hued / Purpleish
Height: 5'7''
Weight: 133lbs
Starter Gold: 33,000
Current Gold: 10,060
Class: Wizard [lvl8]
HP: 51
Speed: 30ft
Roll'd: 18, 18, 16, 13, 15, 15
Strength: 13 (+1)
Dexterity: 19 (+4)
Constitution: 13 (+1)
Intelligence: 24 (+7)
Wisdom: 20 (+5)
Charisma: 18 (+4)
*Number in the ( ) represents that specific Ability's modifier
Appraise (Int):10 (+3)
Craft (Int): 14 (+3)
Fly (Dex): 8 (+3)
Knowledge (All): 17 (+3)
Linguistics (Int): 15 (+3)
Profession (Wis): 9 (+3)
Spellcraft (Int):17 (+3)
Information
1. Perception +2
2. Vulnerable to sudden changes in light [so long as the light is bright]
3. By being Drow, Ardulace is skilled in the use of poisons and will never accidentally poison himself.
4. By being Drow, Ardulace is proficient with the use of hand crossbows, rapiers and short swords.
5. Known Languages - Elven, Undercommon, Drow Sign Language, Common, Necril, Abyssal, Draconic
Spell Information
Spell Resistence: 11 + (Character Level)
Spell-like Abilities
Darkvision (60ft) [Constant]
Dancing Lights [At-will]
Deeper Darkness [At-will]
Faerie Fire [At-will]
Feather Fall [At-will]
Levitate [At-will]
Detect Magic [Constant]
Divine Favor 1/day
Dispel Magic 1/day
Suggestion 1/Day
*All the above: Character level is equal to the caster level
Opposing Schools: Enchantment / Transmutation
Spellbook I - Starter Item // 0GP
60/100 Pages Used
Cantrips / 0-level spells
All cantrips (level 0 spells)
Cantrips DC: 17
Level 1 Spells: 18
Level 2 Spells: 19
Level 3 Spells: 20
Level 4 Spells: 21
Mount
Summon Monster I
Magic Missile
Shadow Weapon
Chill Touch
Disguise Self
Vanish
Obscuring Mist
Summon Monster II
Command Undead
False Life
Invisibility
Summon Monster III
BlackLight
Diamond Spray
Ablative Barrier
Lightning Bolt
Lesser Animate Dead
Dimensional Door
Summon Monster IV
Attack: +8
Saving Throws
Immune to Sleep Magic
+2 Racial Bonus against Enchantment Spells
Ref: +2
Fort: +2
Will +6
*Bonded Item* Ring of Travels - 0GP (Equipped)
Wand of BlackLight (10 charges) 2,250GP
Wand of Diamond Spray (15 charges) 3,375 GP
Wand of Animate Lesser Dead (15 charges) 3,375GP
Wand of Command Undead (30 charges) 2,700GP
Necklace Of Adaption - 9,000 GP (Equipped)
Robe of Bones - 2,400 GP (Equipped) [Treated as New]
Trackless Boots - 3,500 GP (Equipped)
Piwafwi - 2,500 GP (Equipped)
Pearl of Power (1st) x4 - 4,000 GP (Equipped / In Pouch of Components)
2x Pearl of Power Lightning Bolt
2x Pearl of Power Dimensional Door
Pouch of Components - 50GP (Equipped / Doesn't Take Up A Slot)
Race: Drow Noble
Age: 113
Alignment: Lawful Evil
Deity: Lloth
Size: Medium
Hair: Long snow white hair pulled back in a ponyrail, with one lock covering his ebon-skinned face partially.
Skin Color: Ebon-hued / Purpleish
Height: 5'7''
Weight: 133lbs
Starter Gold: 33,000
Current Gold: 10,060
Class: Wizard [lvl8]
HP: 51
Speed: 30ft
Ability Scores
Roll'd: 18, 18, 16, 13, 15, 15
Strength: 13 (+1)
Dexterity: 19 (+4)
Constitution: 13 (+1)
Intelligence: 24 (+7)
Wisdom: 20 (+5)
Charisma: 18 (+4)
*Number in the ( ) represents that specific Ability's modifier
Skills
Appraise (Int):10 (+3)
Craft (Int): 14 (+3)
Fly (Dex): 8 (+3)
Knowledge (All): 17 (+3)
Linguistics (Int): 15 (+3)
Profession (Wis): 9 (+3)
Spellcraft (Int):17 (+3)
Racial Information
Information
1. Perception +2
2. Vulnerable to sudden changes in light [so long as the light is bright]
3. By being Drow, Ardulace is skilled in the use of poisons and will never accidentally poison himself.
4. By being Drow, Ardulace is proficient with the use of hand crossbows, rapiers and short swords.
5. Known Languages - Elven, Undercommon, Drow Sign Language, Common, Necril, Abyssal, Draconic
Spell Information
Spell Resistence: 11 + (Character Level)
Spell-like Abilities
Darkvision (60ft) [Constant]
Dancing Lights [At-will]
Deeper Darkness [At-will]
Faerie Fire [At-will]
Feather Fall [At-will]
Levitate [At-will]
Detect Magic [Constant]
Divine Favor 1/day
Dispel Magic 1/day
Suggestion 1/Day
*All the above: Character level is equal to the caster level
Known Spells
School Focus: ConfurationOpposing Schools: Enchantment / Transmutation
Spellbook I - Starter Item // 0GP
60/100 Pages Used
Cantrips / 0-level spells
All cantrips (level 0 spells)
Cantrips DC: 17
Level 1 Spells: 18
Level 2 Spells: 19
Level 3 Spells: 20
Level 4 Spells: 21
Mount
- Spoiler:
- You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle. One horse for 2 hours per casting level
Summon Monster I
- Spoiler:
- 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 Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one 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. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Lasts 1 round per caster level
Magic Missile
- Spoiler:
- A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Shadow Weapon
- Spoiler:
- Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon’s attacks. The weapon only deals 1 point of damage to objects.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the shadow weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.
At 5th level, the weapon gains a +1 enhancement bonus. At 10th-level, you may increase the enhancement bonus to +2 or add the frost or keen weapon property. The frost and keen properties have no effect if the target makes its disbelief save.
The spell ends if the weapon leaves your possession.
Lasts 1 minute(10 rounds) per caster level
Chill Touch
- Spoiler:
- A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
Disguise Self
- Spoiler:
- You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Vanish
- Spoiler:
- Same as "Invisibility" except it lasts up to a maximum of 5 rounds. Spell lasts 1 turn per caster level
Obscuring Mist
- Spoiler:
- A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
Lasts 1 turn per caster level
Summon Monster II
- Spoiler:
- This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
1 round per caster level
Command Undead
- Spoiler:
- This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," "go there," "fight," "stand still," and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able to hear you.
1 day per caster level
False Life
- Spoiler:
- Gain 1d10 points + 1/level (Max +10) for 1 hour or until spell is released
Invisibility
- Spoiler:
- Subject is Invisible for 1 minute(10 rounds) per level. Or until subject attacks.
Summon Monster III
- Spoiler:
- Same as Summon Monster I except choice of Summon can be of level III
BlackLight
- Spoiler:
- You create an area of total darkness. The darkness is impenetrable even to darkvision, but you can see normally within it. Creatures outside the spell’s area, even you, cannot see through it.
You can cast the spell on a point in space, but the effect is stationary unless cast on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. Daylight counters or dispels blacklight.
1 round per caster level
Diamond Spray
- Spoiler:
- A cone of tiny, sparkling slivers as hard and sharp as fled diamonds springs from your outstretched fingers at tremendous speed. Any creature in the area of the torrent takes 1d6 points of slashing damage per caster level (maximum 10d6). These magical slivers are treated as adamantine and cold iron for the purpose of overcoming damage reduction. In addition, this spell bypasses up to 1 point of an object’s hardness per 2 caster levels (maximum 10).
Ablative Barrier
- Spoiler:
- Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.
Lightning Bolt
- Spoiler:
- You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
Range: 120 ft line
Lesser Animate Dead
- Spoiler:
- Animates small / medium corpses and turns them into skeletons or zombies. This works for one day per caster level, but does not place authority over the undead creature.
Dimensional Door
- Spoiler:
- You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.
Can go up to 400 ft + 10ft per casting level
Summon Monster IV
- Spoiler:
- Same as Summon Monster I except can choose from level 4 list
Feats
Extend Spell - Spoiler:
- You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell's actual level.)
- Spoiler:
- Benefit: When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the spell’s actual level.
Level to Increase: +3
- Spoiler:
- You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.)
Casting a quickened spell doesn't provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.
- Spoiler:
- Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2x the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell’s actual level.
Level Increase: +2
- Spoiler:
- Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected.
Level Increase: +1 (a silent spell uses up a spell slot one level higher than the spell's actual level.)
Special: Bard spells cannot be enhanced by this feat.
- Spoiler:
- You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.
- Spoiler:
- You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
Armor and Attack Information
AC: 14Attack: +8
Saving Throws
Immune to Sleep Magic
+2 Racial Bonus against Enchantment Spells
Ref: +2
Fort: +2
Will +6
Items
*Bonded Item* Ring of Travels - 0GP (Equipped)
- Spoiler:
- Once per day, this ring can be used to cast the spell "Dimensional Door", free of cost without taking up a spell slot. Bonded items can be replaced with a different spell.
Wand of BlackLight (10 charges) 2,250GP
- Spoiler:
- Creates an area of darkness that even Dark Vision cannot penetrate, but the caster can see normally in. Lasts for 1 round
Wand of Diamond Spray (15 charges) 3,375 GP
- Spoiler:
- A cone of tiny, sparkling slivers as hard and sharp as fled diamonds springs from your outstretched fingers at tremendous speed. Any creature in the area of the torrent takes 1d6 points of slashing damage per caster level (maximum 10d6). These magical slivers are treated as adamantine and cold iron for the purpose of overcoming damage reduction. In addition, this spell bypasses up to 1 point of an object’s hardness per 2 caster levels (maximum 10).
Wand of Animate Lesser Dead (15 charges) 3,375GP
- Spoiler:
- This spell turns corpses into undead skeletons or zombies that obey your spoken commands.
The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
Wand of Command Undead (30 charges) 2,700GP
- Spoiler:
- This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," "go there," "fight," "stand still," and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able to hear you.
Lasts one day per caster level
Necklace Of Adaption - 9,000 GP (Equipped)
- Spoiler:
- This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Robe of Bones - 2,400 GP (Equipped) [Treated as New]
- Spoiler:
- This sinister item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery, recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:
Human skeleton
Wolf skeleton
Heavy horse skeleton
Fast goblin zombie
Tough human zombie
Plague ogre zombie
Trackless Boots - 3,500 GP (Equipped)
- Spoiler:
- Leaving marks of your passage can alert predators that a newcomer has entered their territory. Trackless boots help prevent you from making too much noise as you creep along, and they also mask traces of your passage through underground caverns to prevent your enemies from finding you. These boots are particularly valued by smugglers who work in patrolled areas.
Trackless boots are soft, well-worn leather boots with thin soles. The softness of the boots’ soles add a +4 competence bonus on Stealth checks. In addition, the boots conceal your passage much like the pass without trace spell — you leave no trail underground and cannot be tracked.
Piwafwi - 2,500 GP (Equipped)
- Spoiler:
- This is EXACTLY the same as the Cloak of Elvenkind, except this is the Drow Elf variant. I'll post the exact definition of a Cloak of Elvenkind, except i'll edit the color of the cloak.
When this midnight black with a purple tiny cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.
Pearl of Power (1st) x4 - 4,000 GP (Equipped / In Pouch of Components)
2x Pearl of Power Lightning Bolt
2x Pearl of Power Dimensional Door
- Spoiler:
- This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Pouch of Components - 50GP (Equipped / Doesn't Take Up A Slot)
- Spoiler:
- This pouch is Ardulace's bag of components to be used when performing spells with Material Components as a requirement. This houses any and all priceless and/or specified Material Components for casting spells. If a spell calls for an item with a specific cost, this bag of components will not cover for that specific spell.
Ardulace Arkenana- Posts : 5
Join date : 2011-11-05
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