Post by Fangor the Fierce on Feb 27, 2006 11:15:16 GMT -5
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Slythre followed Mal from the barn, curious more than ever. The cow had almost died of fright, yet the rat scamperred along, following Mal. Eventually, he became less afraid of Mal, seeing the things he did each day, and even came close enough to hide in Mal's pack. Unfortunately, that was the same day the Mal took off from home, carrying Slythre along with him. Since then they have been inseparable.
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Slythre is a quick rat, with a typical gray coat. He himself has his own purpose, as he allows Mal to let the same poer that caught his curiosity to be used through him as well. He scurries along quietly for the most part, staying close to Mal at all times, until the need arises to do his own work...
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Maldoorill, (Mal)
Lvl 10 Sorceror
Race: Human
STR 11 +0 (3 points)
DEX 16 +3 (6 points, +2 Gloves)
CON 16 +3 (10 points)
INT 12 +1 (4 points)
WIS 10 +0 (2 points)
CHA 22 +6 (10 points, +2 Levelling, +4 Cloak)
HP: 57 (27+30 CON)
BAB: +5
Initiative: +2
AC: 21/25 (10+3 DEX +6 Grtr Mage Arm, +4 Shield Spell, +2 RoP)
Touch: 15
Flat Footed: 22
Languages: Common, Undercommon
Saves:
Fortitude +10 (+3 base, +3 CON, +2 Vest, +2 Familiar)
Reflex +8 (+3 base, +3 DEX, +2 Vest)
Will +15 (+7 base, +6 CHA*, +2 Vest)
Skills: (2+INT)x4+4=16, (2+1+1)x9=36, 16+36=52
Bluff (Cha) +19 (13 ranks, +6 Ability)
Concentration (Con) +21 (13 ranks, +3 Ability, +5 tunic)
*Dimplomacy (Cha) +8 (+2 Synergy, +6 Ability)
Knowledge Arcana (Int) +14 (13 ranks, +1 Ability)
Spellcraft (Int) +16 (13 ranks, +1 Ability, +2 Synergy)
*Spot (Wis) +2 (+2 Familiar Alertness)
*Listen (Wis) +2 (+2 Familiar Alertness)
Feats:
Eschew Materials, Force of Personality (Cha mod instead of Wis to Will
Saves, CAdv), Steady Concentration (Take 10 on Concentration Checks,
RofStone), Mobile Spellcasting (Concentration check to move and cast as
Standard action), Energy Substitution (Acid)
Spells per day:
Level 0 - 6 DC 16
Level 1 - 6+1 bonus DC 17
Level 2 - 6+1 bonus DC 18
Level 3 - 6+1 bonus DC 19
Level 4 - 5+1 bonus DC 20
Level 5 - 3+1 bonus DC 21
Spells Known:
Level 0 - 9 (Detect Magic, Read Magic, Touch of Fatigue, Ghost Sound,
Mage Hand, Open/Close, Message, Detect Poison, Mending)
Level 1 - 5 (Master's Touch, Lesser Orb of Cold, Ray of Enfeeblement, Magic
Missile, Grease)
Level 2 - 4 (Invisibility, See Invisibility, Scorching Ray, Glitterdust)
Level 3 - 3 (Fireball, Greater Mage Armour, Dispel Magic)
Level 4 - 2 (*Defenestrating Sphere*, Greater Invisibility)
Level 5 - 1 (Teleport)
Equipment Wish List:
Weapons:
Darkwood GreatBow(MW), +9 to hit, 1d10 dmg, x3, 3 lbs., 510gp
Quiver with 20 Arrows, 3 lbs., 1 gp
*Spare Quiver with Arrows in HandyHaversack (Cold Iron x20), 2gp
*Spare Quiver with Arrows in HandyHaversack (Silver x20), 3 gp
Darkwood GreatSpear(MW), +6 to hit, 2d6 dmg, x3, 10' reach, 4½ lbs., 415 gp
Dagger, +5 to hit, 1d4 dmg, 19-20/x2, 10' range, 1 lbs., 2 gp
Armour:
NONE - Wearing Typical adventuring outfit, molded to his likeness, 10 gp
*Leather Armour made for Slythre* 1.5 lbs.
+1 AC, Max Dex of +6, 0 Armour Check Penalty, 10% Arcane Failure, 10 gp
Wonderous:
Cloak of Charisma +4, 16000 gp
Headband of Conscious Effort, Concentration Check instead of FOR, 1/day, 4000 gp
Tunic of Steady Spellcasting, +5 to all Concentration Checks, 2500 gp
Vest of Resistance +2, 4000 gp, +2 to all saves
Gloves of Dexterity +2, 4000 gp
Handy Haversack, Free Action to grab item, 2000 gp
Wands: Kept in Right Side pouch of Handy Haversack
Wand of True Strike, 50 Charges, 750 gp
Wand of Shield, 50 Charges, 750 gp
Wand of Endure Elements, 50 Charges, 750 gp
Wand of Mage Armour, 50 Charges, 750 gp
Rings:
Ring of Protection +2, 8000 gp
Ring of Sustenance, 2500 gp
Signet Ring, 5 gp
Familiar Cost: 100 gp
Scrolls: In Handy Haversack
Scroll Case, 1 gp
Comprehend Languages x4 (100 gp)
Items in Handy Haversack:
Large Compartment:
Bedroll .1 gp
Winter Blanket .5 gp
Candles (10) .1 gp
Canvas .1 gp
Flask empty (3) .1 gp
Flint and Steel 1 gp
Ink 8 gp
Inkpen .1 gp
Parchment (5) 1 gp
Rations, (10 days) 5 gp
Rope 1 gp
Sack .1 gp
Sealing Wax 1 gp
Soap .5 gp
Left Side Pouch:
Chalk (10) .1 gp
Signal Whistle .8 gp
Waterskin 1 gp
Everburning Torch 50 gp (Cast it himself)
Hunk of Cheese .1 gp
Right Side Pouch:
ALL WANDS
Focus (25 gp tiny platinum shield)
*Material Components*(100gp gray pearls, x16)
50.4 gp left
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Familiar: Slythre - Dark Grey Rat
Slythre followed Mal from the barn, curious more than ever. The cow had almost died of fright, yet the rat scamperred along, following Mal. Eventually, he became less afraid of Mal, seeing the things he did each day, and even came close enough to hide in Mal's pack. Unfortunately, that was the same day the Mal took off from home, carrying Slythre along with him. Since then they have been inseparable.
[glow=LightBlue,5,300][/glow]
Slythre is a quick rat, with a typical gray coat. He himself has his own purpose, as he allows Mal to let the same poer that caught his curiosity to be used through him as well. He scurries along quietly for the most part, staying close to Mal at all times, until the need arises to do his own work...
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Size/Type: Magical Beast
Hit Dice: 28
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
AL: Chaotic Good
Armor Class: 21/27 (+2 size, +3 Dex, +5 natural, +6 Grt Mage Arm, +1 Leather)
Touch 15
Flat-footed: 24
Base Attack/Grapple: +5/-7
Attack: Bite +9 melee (1d3–4)
Full Attack: Bite +9 melee (1d3–4)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision, Scent
Saves: Fort +3, Ref +5, Will +8
Abilities: Str 2, Dex 15, Con 10, Int 10, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
Feats: Weapon Finesse
Animal Traits: Rats have a +4 racial bonus on Hide and Move Silently checks,
and a +8 racial bonus on Balance, Climb, and Swim checks. A
rat can always choose to take 10 on Climb checks, even if
rushed or threatened. A rat uses its Dexterity modifier instead of
its Strength modifier for Climb and Swim checks. A rat has a +8
racial bonus on any Swim check to perform some special action
or avoid a hazard. It can always choose to take 10 on a Swim
check, even if distracted or endangered. It can use the run
action while swimming, provided it swims in a straight line.
Familiar Traits: Master gains +2 to Fortitude saves, Natural Armour +5,
Int 10, Alertness, Share Spells, Empathic Link, Deliver Touch
Spells, Speak with Master, Speak with Animals of its Kind