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Faith Lehane ([personal profile] sponsored) wrote2013-04-09 05:04 pm

...wait are there fantasy jaeger bombs though?



character sheet @ mythweavers



OFFENSE

FEATS

▹ Combat Casting

You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

▹ Improved Initiative (Combat)

Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.

▹ Spell Penetration

Your spells break through spell resistance more easily than most. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

SPELLS


▹ Prestidigitation (0)
▹ Detect Magic (0)
▹ Flaming Sphere (2)
▹ Fireball (Wand, 3)
▹ Summon Monster (Deinonychus, 4)
▹ Dominate Person (5)

SUPPORT

FEATS

▹ Extend Spell (Metamagic)

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.)

▹ Quicken Spell (Metamagic)

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.

SPELLS


▹ Light (0)
▹ Mount (1)
▹ Mage Armor (1)
▹ Unseen Servant (1)
▹ Invisibility (2)
▹ Glitterdust (2)
▹ Perfect Placement (3)
▹ Haste (3)

ITEMS


▹ Metamagic Rod, Silent (lesser)

The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.

▹ Metamagic Rod, Enlarge (lesser)

The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.

DEFENSE

FEATS


▹ Defensive Combat Training (Combat)

- You excel at defending yourself from all manner of combat maneuvers. Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).

▹ Toughness

You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

SPELLS


▹ Ghost Sound (0)
▹ Grease (1)
▹ Rope Trick (2)
▹ Thunderstomp (3)
▹ Black Tentacles (4)

ITEMS


▹ Rod of Absorption

This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the rod or her gear. The rod then nullifies the spell's effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell's level as the rod absorbs that spell's energy. Absorption requires no action on the part of the user if the rod is in hand at the time.

A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared without expending the prepared spell itself. [The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in the wielder's hand when he casts the spell.] For casters such as bards or sorcerers who do not prepare spells, the rod's energy can be used to cast any spell of the appropriate level or levels that they know.

A rod of absorption can absorb a maximum of 50 spell levels and thereafter can only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod's remaining absorbing potential and current amount of stored energy.

To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: on a result of 71—100, half the levels already absorbed by the rod are still stored within.

FAMILIAR

Weasel


Weasel CR 1/2
XP 200
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1

OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics

SPECIAL ABILITIES
Attach (Ex) - When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

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