Shadi “Sylisessia” Green
Strength: 12
Intelligence: 16
Wisdom: 18
Dexterity: 13 (+2 elven) = 15
Constitution: 14 (-2 elven) = 12
Charisma: 15
Luck: 15
Character Class: Gestalt [Cleric/Wizard] level 5
HP: 35
Fort: +4 [Class] +1 [Con]
Ref: +1 [Class] +2 [Dex]
Will: +4 [Class] +4 [Wis]
Base Attack Bonus: +3
Melee: +3 [BAB] +1 [Str]
Ranged: +3 [BAB] +2 [Str]
Can cast Divine magics as a 5th-level Cleric (regain spells after one hour per day of supplication).
Can cast Arcane magics as a 5th-level Wizard.
Goodly Aura: You generate a powerful Goodly aura. (See 'detect evil'.)
Spontaneous Casting: You can channel stored divine spell energy into healing spells that you did not prepare ahead of time. You can lose any prepared spell that is not a domain spell to cast any cure spell of equal or lower level.
Turn Undead 5 times/day (+2 due to Knowledge: Religion).
Immune to magic sleep effects.
+2 racial bonus against enchantment spells or effects.
Low-Light Vision: See twice as far as a human in starlight, moonlight, torchlight, and other conditions of poor illumination; can still see color and detail under these conditions.
Scribe Scroll
Brew Potion
Summon Familiar
Martial Weapon Proficiency: Elven (Longsword, Rapier, Longbow, Shortbow)
Power Level: Greater
Alignment: Neutral Good
Domains: Knowledge, Magic, Water, Travel, Protection, Weather, Good
Chosen Weapon: Quarterstaff
Favored Classes: Wizard, Sorcerer, Bard
This god of knowledge and sorcery is worshipped most strongly in the Seafang Islands as the Sage of the Storm; within these islands, his holy symbol is that of a lighthouse between two crashing waves, and his portfolio expands to include navigation and sea travel. He is the stern enemy of Prosetta, Caller of the Storms, and their confrontations through their mortal followers are like the play of a great and ancient chessboard, with a rivalry developed over centuries.
Granted Power: All knowledge skills are class skills, and all divinations are cast at +1 level.
1st Level Domain: Detect Secret Doors - Reveal secret doors within 60 feet.
2nd Level Domain: Detect Thoughts - Allow 'listening' to surface thoughts.
3rd Level Domain: Clairaudience/Clairvoyance - Hear or see at a distance for one minute per level.
Granted Power: For a total time per day of one round per cleric level, you can act normally regardless of magical effects that impede movement as if you were affected by Freedom of Movement. This is a supernatural ability, and works automatically until it runs out or is no longer needed (up to the total daily limit.)
1st Level Domain: Longstrider - Increase your speed.
2nd Level Domain: Locate Object - Sense direction toward object (specific or type).
3rd Level Domain: Fly - Fly at a speed of 60 feet.
5 0-level cleric spells
3+1+1 1st-level cleric spells
2+1+1 2nd-level cleric spells
1+1+1 3rd-level cleric spells
Spell | Level | Description |
---|---|---|
Create Water | 0th | Creates 2 gallons per level of pure water. |
Cure Minor Wounds | 0th | Cures 1 point of damage. |
Detect Magic | 0th | Detect spells and magic items within 60 feet. |
Detect Poison | 0th | Detects poison in one creature or object. |
Guidance | 0th | +1 on one attack roll, saving throw, or skill check. |
Light | 0th | Object shines like a torch. |
Mending | 0th | Makes minor repairs on an object. |
Purify Food and Drink | 0th | Purifies 1 cubic foot per level of food or water. |
Read Magic | 0th | Read scrolls and spellbooks. |
Bane | 1st | Enemies take -1 on attack rolls and saves against fear. |
Bless | 1st | Allies gain +1 on attack rolls and saves against fear. |
Bless Water | 1st | Makes holy water. |
Cause Fear | 1st | One creature of 5 HD or less flees for 1d4 rounds. |
Comprehend Languages | 1st | You understand all spoken and written languages. |
Cure Light Wounds | 1st | Cures 1d8 damage + 1/level (max +5). |
Detect Evil | 1st | Reveals creatures, spells, or objects of selected alignment. |
Divine Favor | 1st | You gain +1 per three levels on attack and damage rolls. |
Endure Elements | 1st | Exist comfortably in hot or cold environments. |
Hide from Undead | 1st | Undead can't perceive one subject per level. |
Magic Weapon | 1st | Weapon gains +1 bonus. |
Protection from Evil | 1st | +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
Remove Fear | 1st | Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. |
Sanctuary | 1st | Opponents can't attack you, and you can't attack. |
Aid | 2nd | +1 on attack rolls and saves against fear, 1d8 temporary HP + 1/level (max +10). |
Augury | 2nd | Learn whether an action will be good or bad. |
Bull's Strength | 2nd | Subject gains +4 to Str for 1 min./level. |
Calm Emotions | 2nd | Calms creatures, negating emotion effects. |
Consecrate | 2nd | Fills area with positive energy, making undead weaker. |
Cure Moderate Wounds | 2nd | Cures 2d8 damage +1/level (max +10). |
Darkness | 2nd | 20 foot radius of supernatural shadow. |
Eagle's Splendor | 2nd | Subject gains +4 to Cha for 1 min./level. |
Enthrall | 2nd | Captivates all within 100 feet + 10 feet/level. |
Find Traps | 2nd | Notice traps as a rogue does. |
Gentle Repose | 2nd | Preserves one corpse. |
Hold Person | 2nd | Paralyzes one humanoid for one round/level. |
Make Whole | 2nd | Repairs an object. |
Owl's Wisdom | 2nd | Subject gains +4 to Wis for 1 min./level. |
Resist Energy | 2nd | Ignore 10 (or more) points of damage/attack from specified energy type. |
Lesser Restoration | 2nd | Dispels magical ability penalty or repairs 1d4 ability damage. |
Silence | 2nd | Negates sound in 15-foot radius. |
Status | 2nd | Monitors condition and position of allies. |
Zone of Truth | 2nd | Subjects within range cannot lie. |
Create Food and Water | 3rd | Feeds three humans (or one horse) per level. |
Cure Serious Wounds | 3rd | Cures 3d8 damage + 1 / level (max +15). |
Daylight | 3rd | 60 foot radius of bright light. |
Dispel Magic | 3rd | Cancels spells and magical effects. |
Invisibility Purge | 3rd | Dispels invisibility within 5 feet per level. |
Prayer | 3rd | Allies receive a +1 bonus on most rolls, enemies receive a -1 penalty on most rolls. |
Remove Blindness/Deafness | 3rd | Cures normal or magical conditions. |
Remove Curse | 3rd | Frees object or person from curse. |
Remove Disease | 3rd | Cures all diseases affecting subject. |
Searing Light | 3rd | Ray deals 1d8/two levels damage, more against undead. |
Speak with Dead | 3rd | Corpse answers one question/two levels. |
Water Breathing | 3rd | Subjects can breathe underwater. |
Water Walk | 3rd | Subject treads on water as if solid. |
4 0-level wizard spells
3+1 1st-level wizard spells
2+1 2nd-level wizard spells
1+1 3rd-level wizard spell
To decipher an arcane magical writing (such as a single spell in written form in another's spellbook or scroll), a character must make a Spellcraft check (DC 20 + spell level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.
Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description.) If the magical writing was a scroll and the reader can cast arcane spells, she can attempt to use the scroll.
Using a borrowed spellbook to prepare a spell you already know requires that the writing first be deciphered (as above), and then requires a Spellcraft check vs DC 15 + spell level. If the check succeeds, the reader can prepare the spell; if the check fails, they cannot try to prepare the spell from the same source again until the next day. She must repeat the check to prepare the spell again, no matter how many times she has prepared it before.
Regardless of the spell's source (a scroll, another spellbook, or some other source), the wizard must first decipher the magical writing (as above). Then, she must spend a day studying the spell. At the end of the day, she must make a Spellcraft check (DC 15 + spell level.) If the check succeeds, she understands the spell and can copy it into her spellbook. This process leaves spellbooks unharmed, but any scroll used for this purpose goes blank.
Spell | Level | Type | Description |
---|---|---|---|
Arcane Mark | 0th | Univ | Inscribe a personal rune (visible or invisible). |
Dancing Lights | 0th | Evoc | Create torches or other lights. |
Detect Magic | 0th | Div | Detect spells and magic items within 60 ft. |
Detect Poison | 0th | Div | Detect poison in one creature or small object. |
Disrupt Undead | 0th | Necro | Deal 1d6 damage to one undead. |
Flare | 0th | Evoc | Dazzle one creature (-1 on attack rolls). |
Mage Hand | 0th | Trans | Five pound telekinesis. |
Mending | 0th | Trans | Make minor repairs on an object. |
Message | 0th | Trans | Whispered conversation at distance. |
Open/Close | 0th | Trans | Open or close small or light things. |
Prestidigitation | 0th | Univ | Perform minor tricks. |
Ray of Frost | 0th | Evoc | Ray deals 1d3 cold damage. |
Read Magic | 0th | Div | Read scrolls and spellbooks. |
Comprehend Languages | 1st | Div | You understand all spoken and written languages. |
Magic Missile | 1st | Evoc | 1d4+1 damage; +1 missile per two levels above first (max 5). |
Burning Hands | 1st | Evoc | 1d4/level fire damage (max 5d4). |
Feather Fall | 1st | Trans | Objects or creatures fall slowly. |
Sleep | 1st | Ench | Put 4 HD of creatures into magical slumber. |
Mage Armor | 1st | Conj | Gives subject +4 armor bonus. |
Alarm | 1st | Abjur | Ward an area for 2 hours per level. |
Grease | 1st | Conj | Makes a 10-foot quare or one object slippery. |
Charm Person | 1st | Ench | Makes one person your friend. |
Disguise Self | 1st | Illus | Changes your appearance. |
Arcane Lock | 2nd | Abjur | Magically lock a portal or chest. |
Web | 2nd | Conj | Fills 20-foot radius spread with sticky spiderwebs. |
Continual Flame | 2nd | Evoc | Makes a permanent, heatless torch. |
Darkness | 2nd | Evoc | 20-foot radius of supernatural shadow. |
Flaming Sphere | 2nd | Evoc | Creates a rolling ball of fire. 2d6 damage, lasts one round per level. |
Blur | 2nd | Evoc | Attacks miss subject 20% of the time. |
Invisibility | 2nd | Evoc | Subject is invisible for 1 minute per level or until it attacks. |
Mirror Image | 2nd | Illus | Creates decoy duplicates of you (1d4 +1 per three levels, max 8.) |
Misdirection | 2nd | Illus | Misleads divinations for one creature or object. |
Knock | 2nd | Trans | Opens locked or magically sealed door. |
Levitate | 2nd | Trans | Subject moves up and down at your direction. |
Dispel Magic | 3rd | Abjur | Cancels magical spells and effects. |
Tongues | 3rd | Div | Speak any language. |
Magic Circle Against Evil | 3rd | Abjur | Protection from Evil, 10 foot radius, 10 minutes per level. |
Explosive Runes | 3rd | Abjur | Deals 6d6 damage when read. |
Water Breathing | 3rd | Trans | Subjects can breathe underwater. |
Slow | 3rd | Trans | One subject / level takes only one action per round, -2 to AC, -2 to attack rolls. |
Haste | 3rd | Trans | One subject per level moves faster, +1 on attack rolls, AC, and Reflex saves. |
Lightning Bolt | 3rd | Trans | Electricity deals 1d6/level damage. |
Arcane Sight | 3rd | Div | Magical auras become visible to you. |
Nondetection | 3rd | Abjur | Hides subject from divination and scrying. |
Common, Elvish, Thieves' Cant, Goblinoid
Skill | Att | Ranks | Mods | Total |
---|---|---|---|---|
Concentration | 2 [Con] | 6 | +8 | |
Craft: Alchemy | 3 [Int] | 4 | +7 | |
Diplomacy | 2 [Cha] | 6 | +8 | |
Heal | 4 [Wis] | 8 | +12 | |
Knowledge: Arcana | 3 [Int] | 2 | +5 | |
Knowledge: Religion | 3 [Int] | 5 | +8 | |
Spellcraft | 3 [Int] | 2 | +5 |
'Smoky' (Cat, Int 7, +2 BAB, 12 HP, Fort +3, Refl +2, Will +3, +2 armor, +2 to Move Silently, Listen, Spot, when cat in range, Share Spell, Touch)
Item | Effects |
---|---|
Holy symbol | Required for many holy spells. |
Clothes | Three sets normal, one set fancy). |
Framed backpack | Lightens the load. |
Winter cape | Warm and cozy. |
Dragon clockwork lighter | A gnomish contraption that creates fire by spraying sparks out of its mouth. Worth approx 25 gp. |
Potion brewing kit | Fulfills the basic requirements of Craft: Alchemy. Includes 500gp of potion supplies. |
Spellbook | Shadi's spellbook. |
Paper and quill | |
Dice and cards | |
Sewing kits | |
Bag of Holding | This small bag weighs 15 pounds, and holds up to 250 lbs / 30 cubic feet of material. |
Tent | |
Sleeping bag | |
Staff of Striking | Acts as a staff +3 in combat. Has 24 charges; can use up to three charges during a strike to inflict 1d6 extra damage per charge. |
Two daggers |
Home climate was a tropical forest region (always warm) - an elven city (roughly 2000 to 5000 people, center of elven government) named Greenleaf
Poor economic status
Negative religious social standing (seen as part of a negative religious group)
Rudimentary family defense readiness
Neutral family ethics in public and private
Historical commitment to religious organizations
Family unknown in social circles
Apolitical; family has no interest in politics
Power structure is based on family elders
Ancestral hero (disbelieved in his time)
Religious eeducation
Knowledge of agriculture / herbalism
Healing trade
Early Childhood: survived a massive plague that swept the region
Youth: Participated in a battle to defend the community
Pivotal: Cultural shift - inducted into the Order of the Night Star
Both parents are still alive
Oldest; one younger sibling (Lonnie)
No grandparents
Extended family: five living relatives
Some friends and associates in the past, but no close ones
Enemy of the family has it in for Shadi
Advanced instructor trained her in mystical arts
G: 18
E: 0
N: 11
C: 9
L: 5
X: 10
Result: Neutral Good