sweeeeeeeet!
possible prc: spellsword
https://www.dandwiki.com/wiki/Spellsword_%283.5e_Prestige_Class%29
Name: Geoff of Broyhill sword&board fighter/transmorgafier
Race: Human
Gender:Male
Age: 18
Class/Level: 4
Deity: (I will be posting a pantheon tomorrow)
Alignment: n (Negotiable, maybe ng)
Experience: 6000
Height: 5'7" [1.7 M.]
Weight: 176 lb [80 Kg.]
Eyes: brown
Hair: reddish brown
Stats:
Str 16 (+3)+1 lv 4 7
Dex 16 (+3) 7 **
Con 12 (+1) 2
Int 17 (+3)+2 race 7
Wis 14 (+2) 5
Cha 10 (+0) 0
**: Tranmutational bonus +1
HP: [2d10+2d6+4 [con]]
initiative: +3
armour: chain shirt, mithral
bonus +4; max dex +6; acp 0; spell 10%
Shield, lt steel, mwk
Bonus: +1; ACP: 0; Spell: 5%; Wt: 6 lb
ACP: 0
Spell Failure: 15%
AC: 18 [armor 4 shield 1 dex 3]
Flat-footed: 14
Touch: 13
possible variants:
feat combat expertise
Spell mage amror
Speed: 30ft.
Base Attack Bonus: +3 [f: 2/W: 1]
Melee: +6
Ranged: +6
Grapple:
cmb: +6 cmd: 19
Weapon: Long sword, Mwk
To Hit: +9 [bab 3,feat 1, str 3, mag +1]
Crit Range: 19-20/x2; Type: S
Damage: 1d8+4 [str 3, mag 1]
Weapon: Long bow, composite, mighty +3
To Hit: +6 [bab 3,dex 3]
Crit Range: x2; type: P
Range Increment 110 feet
Damage: 1d8+3 [str]
Weapon: Dagger / Thrown Dagger
To Hit: +6/+6 [bab3, srt 3/dex 3]
Crit Range: 19-20/x2; Type: P/S
Range Increment na/10 feet
Damage: 1d4+3 [str]
Weapon: Club / Thrown Club
To Hit: +6/+6 [bab3, srt 3/dex 3]
Crit Range: x2; Type B
Range Increment 10 Feet
Damage: 1d6+3 [str]
Saves:
Fortitude +4 [F+3/W+0; con+1]
Reflex +3 [F+0/W+0; dex +3]
Will +5 [F+0/W+3; wis +2] +1 vs Fear
2*4+3*4+4+4=28 skill points [Base+int+fav class+race]
Skills: [total=ranks+class+abil+misc] notes
Appraise [In] 8=2+3+3+0
Climb [St] 7=1+3+3+0
Craft [arms/armour] [In] 7=1+3+3+0
Knowledge[In]:
**Arcana 8=2+3+3+0
**Dungeon 7=1+3+3+0
**Engineer 7=1+3+3+0
**Geography 8=2+3+3+0
**History 7=1+3+3+0
**Local 7=1+3+3+0
**Nature 7=1+3+3+0
**Nobility 7=1+3+3+0
**Planes 7=1+3+3+0
**Religion 7=1+3+3+0
Perception [Ws] 9=4+3+2+0
spellcraft [In] 10=4+3+3+0
stealth [Dx] 7=1+3+3+0
survival [Ws] 7=2+3+2+0
swim [St] 7=1+3+3+0
Languages:
Common,+2
Feats:
[Race]wpn focus +1 att
[CL 1]Blind fight
[FL 1]shield focus +1 ac with shield
[FL 2]combat expertise -1 att = +1 ac
[CL 3]somatic weaponry use weapon for somatic spell comp complete mage pg 47
[WZ 1](Bonus) Scribe scroll
Racial Traits:
standard
http://www.d20pfsrd.com/races/core-races/human
Class Features:
Fighter Archetype: archetypal
bonus feats [combat]: Level 1, 2
Bravery 1: +1 will vs fear
Wizard
Arcane Bond: Silver amulet on a silver chain: within a circle is a dragon with wings outstretched, a rose in one claw and a sword in the other. the dragon touches the circle at the head, wig tips, rose stem and sword hilt
school specialization:
school: Transmutation
Restricted: enchantment, Necromancy
lv 1:
telekinetic fist:
Damage 1d6+2; Range: 30 '; uses per day: 3+3[int] = 6
physical enhancement:
+1 to dex, str or con - changeable when prep spells
Spell casting:
Wizard level: 2; Caster Level: 2; Conc. +5
spell book:
34 pages used
scribing costs 350 gp
0 Level wizard spells
PRIMARY
**Transmutation**
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
SECONDARY
**Abjuration**
Resistance: Subject gains +1 on saving throws.
**Conjuration**
Acid Splash: Orb deals 1d3 acid damage.
**Divination**
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
**Evocation**
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
**Illusion**
Ghost Sound: Figment sounds.
**Universal**
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks
*****************************************************************************
1st-Level Wizard Spells
Primary
**Transmutation**
Animate Rope: Makes a rope move at your command.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Weapon: Weapon gains +1 bonus.
SECONDARY
**Abjuration**
mafe armor
Endure Elements: Exist comfortably in hot or cold regions.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
**Conjuration**
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
*Mount: Summons riding horse for 2 hours/level.
*Summon Monster I: Summons extraplanar creature to fight for you.
**Divination**
*Comprehend Languages: You understand all spoken and written languages..
*Identify: Gives +10 bonus to identify magic items.
-True Strike: +20 on your next attack roll.
**Evokation**
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
**Illusion**
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures
Spells Memorized:
Level 0 [4+1+t]:
message, acid splash, detect magic, prestidigitation, resistance, light
Level 1 [2+1+t]:
magic weapon, shocking grasp,mage armor,shield
Gear:
Long sword, +1 "Broy's arm" **
2315 gp 4 lb
chain shirt, mithral "Broy's coat"
1100 gp 12.5 lb
Shield, heavy steel, Mwk "Broy's wall"
170 gp 15 lb
Daggers x 4
8 p 4 lb
Club
-- gp 3 lb
Longbow, Composite, +3 mighty
400 gp 3 lb
20 arrows, Durable
20 gp 3 lb
Arrows, Barbed
2 gp 3 lb
Back pack
2 gp 2 lb
water flasks X 4
4 gp 4 lb
spell book
-- gp
Componant pouches x2
10 gp 4 lb
Parchment X 10
2 gp -- lb
ink x 2
16 gp -- lb
ink pen x 2
2 sp -- lb
Rope, silk 100 ft
20 gp 10 lb
hammers x 2
1 gp 4 lb
Rations x14
7 gp 14 lb
ever-burning torch [fired clay of intertwining bronze dragons
110 gp 1 lb
climber's kit
80 gp 5 lb
Funds:
left: 632.8 [saving money for spells]
spent
4367.2 gp 91.5 lb
scrolls and inscribing: 350 gp
Appearance:
Backstory:
born in a community, that was a network of communities, he was chosen for his skills and willingness to learn. His desire to defend his neighbor was seen as exemplary and notable. He and several of his fellows of similar age would band together and defend when and where they could, until they, the whole band were ambushed by bandit.
He and his band defeated the bandits at great cost - he was the lone survivor. turning over the weapons to the network of villages with the instruction of training more defenders, he left in self imposed exile and shame. Now he has found others that do not know what he had been through, and so his journey begins.
**Note on Sword: Broy's heart
'Broy' was the name of a defender against marauding bandits that harassed a village early in the start of the taint on the land, the village being near some hills he used that to his advantage. After Broy and the town's defenders finally defeated the bandits well enough to send them away licking their woulds, the town, whose name is now lost in the memory of the present generation, was renamed after their hero, Broy, now Broyhill. The band of defenders was named for him as well, Broy's wolves.
His sword, shield and armor were preserved and passed on to the next worthy defender, Broy's heart is the collective name for the whole set. After Geoff's wolf pack defeated and was defeated by the bandits, Geoff was honored aas the sole survivor, though he tried to turn away the honor. The tows Clergy insisted, even knowing he was preparing to instill himself in exile. It was their way of planting a seed of healing for the loss of his boy hood friends. He promised them that he would return to defend them if it was the will of the gods.
It is worth noting that there is still another piece to the set that remains missing, A Kukry. It was lost 2 possessor's back during a vicious battle that was almost lost. She lost it when a steel chain was used to rip it from her grasp to disarm her. The whereabouts of this weapon, "Broy's curse" is to this day unknown . . . .