註: 8 月 23 日需要開 OT, 來不及回家...
Salren 莎倫 女翼人 CE
Bard 5 / Mindbender 1 / Ur-Priest 2 / Mystic Theurge 2 XP 50000 / 55000
Str 12 +1 = 14 - Race 2
Dex 14 +2 = 10 + Race 2 + Enhancement 2
Con 12 +1 = 14 - Race 2
Int 14 +2 = 14 + Race 0
Wis 18 +4 = 14 + Race 2 + Level up 2
Cha 18 +4 = 14 + Race 2 + Enhancement 2
Base speed 30'
BAB 5 = Bard 3 + MB 0 + UP 1 + MT 1
Fort 6 = Con 1 + Bard 1 + MB 2 + UP 0 + MT 0 + Resis 2
Ref 8 = Dex 2 + Bard 4 + MB 0 + UP 0 + MT 0 + Resis 2
Will 18 = Wis 4 + Bard 4 + MB 2 + UP 3 + MT 3 + Resis 2
** Combat **
Init +6 = Dex 2 + II 4
AC 21/23 = Base 10 + Dex 2 + Armour 7 + Buckler 2 + Deflect 2
Flatfoot 19/21, Touch 14
Base melee +6 = 5+1
Base ranged +7 = 5+2
== M2 Longbow +1 ==
Atk +8 Dmg d8+2 P x3
Arrow 40
Cold Iron Arrow 10
== Silver dagger ==
Atk +6 Dmg d4+1 P/S 19/x2
** Skills **
Bluff 10 = 6 + Cha 4
Conc 14 = 13 + Con 1
Decipher Script 3 = 1 + Int 2
Diplomacy 13 = 9 + Cha 4
Intimidate 8 = 4.0 + Cha 4
Sense Motive 8 = 4 + Wis 4
Know (arcana) 8 = 6 + Int 2
Know (planes) 7 = 5 + Int 2
Know (relig.) 10 = 8 + Int 2
Spellcraft 12 = 10 + Int 2
Perform 14 = 8 + Cha 4 + Tools 2
Breakdown:
Bard = 58, max 8 6:3-1/4/4, B.Know 5, B.music 5/day, countersong, fascinate, Inspire courage +1. Inspire comp
MB = 4, max 9 4:0-2/0/2, Telepathy 100', +1 arcane
UP = 8, max 11 8:1-0/0/3, Rebuke undead
MT = 8, max 13 4:1-0/0/3
Total point 78
** Feats **
0 Improved Initiative (Racial)
1 Iron Will
3 Spell Focus - Evil
6 Subsonic song
9 Extend Spell
** Equipments **
MW Mighty Composite Longbow +1 = $500 + $2000
Mithral Breastplate +1 = 200*2 + $4000 + $1000
Mithral Buckler +1 = $1000 + $1000
Glove of Dexterity +2 = $4000
Clock of Charisma +2 = $4000
Vest of Resistance +2 = $4000
Ring of Protection +2 = $8000
Minor Metamagic Rod, Empower = $9000
Candle of Invocation CE = $8400
Wand of Cure light wounds = $375 (25 charges)
Handy haversack = $2000
MW Musical Instrument = $100
Clothes, food, waterskin, etc. = $100
Total = $49500
Left $125
** Class Features **
Bardic Knowledge (Bard 5 + Int 2)
Bardic music 5/day
- Countersong
- Fascinate
- Inspire courage +1
- Inspire competence
Teleapathy (communicate) 100'
Rebuke undead Lv 2 Cha+4
** Bard spells **
Caster level 8 = Bard 5 + Mindbender 1 + MT 2
0 / 1 / 2 / 3 / 4 / 5
Lv 8 3 / 3 / 3 / 1 / - / -
Cha 18 0 / 1 / 1 / 1 / 1 / -
Total 0 4 4 2
Known 6 / 4 / 4 / 3 / - / -
Level 0 3/3
- Dancing Lights
- Detect Magic
- Read Magic
- Prestidigitation
- Mage hand
- Summon Instrument
Level 1 3/4
- Grease
- Identify
- Feather Fall
! Undetectable Alignment
Level 2 4/4
- Invisibility
- Shatter
- Cure Moderate Wounds
- Fly, Swift
Level 3 2/2
- Harmonic Chorus +2 caster level and +2 spell DC to a target (concentration)
- Haste
- Good Hope
** Ur-Priest Spells **
Spell access Level 4 = UP 2 + MT 2
Caster level 8 = UP 2 + MT 2 + (5+1+2)/2
0 / 1 / 2 / 3 / 4 / 5
Lv 4 6 / 3 / 2 / 1 / 0 / -
Cha 18 0 / 1 / 1 / 1 / 1 / -
Total 6 4 3 2 1
0-Level Cleric Spells (Orisons) 6
* Create Water: Creates 2 gallons/level of pure water.
3 Cure Minor Wounds: Cures 1 point of damage.
2 Detect Magic: Detects spells and magic items within 60 ft.
* Detect Poison: Detects poison in one creature or object.
* Guidance: +1 on one attack roll, saving throw, or skill check.
* Inflict Minor Wounds: Touch attack, 1 point of damage.
* Light: Object shines like a torch.
* Mending: Makes minor repairs on an object.
* Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
1 Read Magic: Read scrolls and spellbooks.
* Resistance: Subject gains +1 on saving throws.
* Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells 4
* Bane: Enemies take -1 on attack rolls and saves against fear.
* Bless: Allies gain +1 on attack rolls and saves against fear.
* Bless Water M: Makes holy water.
* Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
* Command: One subject obeys selected command for 1 round.
1 Comprehend Languages: You understand all spoken and written languages.
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
* Curse Water M: Makes unholy water.
* Deathwatch: Reveals how near death subjects within 30 ft. are.
* Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
* Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
* Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
* Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
* Detect Undead: Reveals undead within 60 ft.
1 Divine Favor: You gain +1 per three levels on attack and damage rolls.
* Doom: One subject takes -2 on attack rolls, saves, and checks.
* Endure Elements: Exist comfortably in hot or cold environments.
* Entropic Shield: Ranged attacks against you have 20% miss chance.
* Hide from Undead: Undead can’t perceive one subject/level.
* Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
* Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
* Magic Weapon: Weapon gains +1 bonus.
* Obscuring Mist: Fog surrounds you.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
* Sanctuary: Opponents can’t attack you, and you can’t attack.
* Shield of Faith: Aura grants +2 or higher deflection bonus.
* Summon Monster I: Calls extraplanar creature to fight for you.
2nd-Level Cleric Spells 3
* Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
1 Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
* Augury M F: Learns whether an action will be good or bad.
* Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
* Calm Emotions: Calms creatures, negating emotion effects.
* Consecrate M: Fills area with positive energy, making undead weaker.
* Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
* Darkness: 20-ft. radius of supernatural shadow.
1 Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
* Delay Poison: Stops poison from harming subject for 1 hour/level.
* Desecrate M: Fills area with negative energy, making undead stronger.
* Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
* Enthrall: Captivates all within 100 ft. + 10 ft./level.
* Find Traps: Notice traps as a rogue does.
* Gentle Repose: Preserves one corpse.
* Hold Person: Paralyzes one humanoid for 1 round/level.
* Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
* Make Whole: Repairs an object.
* Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
* Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
1 Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
* Shatter: Sonic vibration damages objects or crystalline creatures.
* Shield Other F: You take half of subject’s damage.
* Silence: Negates sound in 20-ft. radius.
* Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
* Spiritual Weapon: Magic weapon attacks on its own.
* Status: Monitors condition, position of allies.
* Summon Monster II: Calls extraplanar creature to fight for you.
* Undetectable Alignment: Conceals alignment for 24 hours.
* Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric Spells 2
* Animate Dead M: Creates undead skeletons and zombies.
* Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
* Blindness/Deafness: Makes subject blinded or deafened.
* Contagion: Infects subject with chosen disease.
* Continual Flame M: Makes a permanent, heatless torch.
* Create Food and Water: Feeds three humans (or one horse)/level.
* Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
* Daylight: 60-ft. radius of bright light.
* Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
* Dispel Magic: Cancels spells and magical effects.
* Glyph of Warding M: Inscription harms those who pass it.
* Helping Hand: Ghostly hand leads subject to you.
* Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
1 Invisibility Purge: Dispels invisibility within 5 ft./level.
* Locate Object: Senses direction toward object (specific or type).
* Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
1 Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
* Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
* Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
* Magic Vestment: Armor or shield gains +1 enhancement per four levels.
* Meld into Stone: You and your gear merge with stone.
* Obscure Object: Masks object against scrying.
* Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
* Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
* Remove Blindness/Deafness: Cures normal or magical conditions.
* Remove Curse: Frees object or person from curse.
* Remove Disease: Cures all diseases affecting subject.
* Searing Light: Ray deals 1d8/two levels damage, more against undead.
* Speak with Dead: Corpse answers one question/two levels.
* Stone Shape: Sculpts stone into any shape.
* Summon Monster III: Calls extraplanar creature to fight for you.
* Water Breathing: Subjects can breathe underwater.
* Water Walk: Subject treads on water as if solid.
* Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Cleric Spells 1
* Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
* Control Water: Raises or lowers bodies of water.
* Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
* Death Ward: Grants immunity to death spells and negative energy effects.
* Dimensional Anchor: Bars extradimensional movement.
* Discern Lies: Reveals deliberate falsehoods.
* Dismissal: Forces a creature to return to native plane.
* Divination M: Provides useful advice for specific proposed actions.
* Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
* Freedom of Movement: Subject moves normally despite impediments.
* Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
* Imbue with Spell Ability: Transfer spells to subject.
* Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
* Magic Weapon, Greater: +1 bonus/four levels (max +5).
* Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
* Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
* Poison: Touch deals 1d10 Con damage, repeats in 1 min.
* Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
1 Restoration M: Restores level and ability score drains.
* Sending: Delivers short message anywhere, instantly.
* Spell Immunity: Subject is immune to one spell per four levels.
* Summon Monster IV: Calls extraplanar creature to fight for you.
* Tongues: Speak any language.