Bularanth+Sheet

Bularanth Sheet
Heroic Path -** Mountainborn
 * Race** - 1/2 draconian
 * Class -** Sorcerer
 * Level** - 18th
 * Prestige Class -
 * Alignment** - CE

Str - 23 (+6) Dex - 16 (+3) Con - 28 (+9)** (6 from amulet of health) (+3 mountainborn) Wis - 12 (+1) Cha - 20 (+5)**
 * __Abilities and Modifiers__
 * Int - 13 (+1)


 * HP = 216

AC =** w/o 13


 * __Base Attack Bonus__ +9/+4

- Melee +15/+10 - Ranged +12/+7

Initiative +3

Speed =30**

Reflex +9 Will +12**
 * __Saves__**
 * Fort +15


 * __Feats__**
 * - Magical Aptitude (+2 on spellcraft & use Magic Device check)
 * - Still Spell
 * - Silent Spell
 * - Spell Penetration (+2 bonus on caster to defeat spell resist)
 * - Greater Spell Penetration (+4 bonus on caster ot defeat spell resist)
 * - Empower Spell
 * - Quicken Spell
 * - Forge Ring

__**Special Abilities**__ (all including racial and class)
 * - Proficient with all simple weapons
 * - Low light vision
 * - +8 to Strength, +2 Constitution, +2 Intelligence, +2 Charisma.
 * - Darkvision 60'
 * - Immune to Sleep and Paralysis
 * - Immune Fire
 * - Immune Acid
 * - Breath Weapon - Line of Acid (6d8)
 * - Mountainborn
 * - Mountaineer +8
 * - Endure elements (Self)
 * - Ambush (1 min)(+2 damage)(5 rounds)(sniping)
 * - Rally cry 3/day (Allows Allies +4 to not being suprised)
 * - +3 Con
 * - Pass w/o Trace 1/day (self)
 * - Meld into stone 1/day
 * - Stone tell 1/day

__**Skills**__
 * Appraise +1
 * Balance +3 (Mountain +8)
 * Bluff +10
 * Climb +6 (Mountain +8)
 * Concentration +13
 * Craft +1
 * Craft +1
 * Decipher Script +1
 * Diplomacy + 7
 * Disable Device +4
 * Disguise +7
 * Escape Artist +3
 * Forgery +1
 * Gather Information +5
 * Handle Animal +5
 * Heal +1
 * Hide +3
 * Intimidate +7
 * Jump (Mountain +8)
 * Knowledge, Arcane +21
 * Listen, +3
 * Move Silently +6
 * Perform +5
 * Profession, None
 * Ride +3
 * Search +1
 * Sense Motive, +1
 * Sleight of Hand, +5
 * Spellcraft, +8 (+2 Scrolls)
 * Spot, +3
 * Survival +1 (Mountain +8)
 * Swim +6
 * Tumble +3
 * Use Magic Device +15 (+2 Scrolls)
 * Use Rope +3


 * __Languages__**
 * - Common (Sylverna)
 * - Draconic (Malkadian)
 * - Elven (Athalian)
 * - Dwarven (Arcesian)


 * __Items__**


 * **In Handy Heversack** - (2,000 gp)
 * A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Weight 5 lb.
 * **Chaos Diamond** - (160,000gp)
 * This lustrous gemstone is uncut and about the size of a human fist. The gem grants its possessor the following powers:
 * Confusion, lesser
 * Magic circle against law
 * Word of chaos
 * Cloak of chaos
 * Each power is usable 1d4 times per day. This is rolled for each power individually and the character does not. A nonchaotic character who possesses a chaos diamond gains one negative level. Although this level never results in actual level loss, it remains as long as the diamond is in the character’s possession and cannot be overcome in any way (including restoration spells).Strong varied; CL 19th; Craft Wondrous Item, cloak of chaos, magic circle against law, random action, word of chaos, creator must be chaotic; Weight 1 lb.
 * **Stone of Alarm -** (2,700gp)
 * This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers). Faint abjuration; CL 3rd; Craft Wondrous Item, alarm; Weight 2 lb.
 * **On Person** -
 * **Usually Wearing** -
 * **Amulet of Health** (Con bonus +6) - (36,000gp)
 * gold disc with a lion picture on a gold chain
 * This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s endurance.
 * **Hand of Glory** - (8,000 gp)
 * This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day. Faint varied; CL 5th; Craft Wondrous Item, animate dead, daylight, detect invisibility; Weight 2 lb.
 * **Ring of Protection** (+5 to AC) - (50,000gp)
 * This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC. Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring;
 * **Medallion of Thoughts** - (12,000gp)
 * This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts. Faint divination; CL 5th; Craft Wondrous Item, detect thoughts.
 * **Periapt of Wound Closure** - (15,000gp)
 * This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between –1 and –9 inclusive. The periapt doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage that involves bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon. Moderate conjuration; CL 10th; Craft Wondrous Item, heal.
 * **Robe of Archimagi** (Black) - (75,000gp)
 * Its wearer, if an arcane spellcaster, gains the following powers.
 * +5 armor bonus to AC.
 * Spell resistance 18.
 * +4 resistance bonus on all saving throws.
 * +2 enhancement bonus on caster level checks made to overcome spell resistance.
 * If a white robe is donned by an evil character, she immediately gains three negative levels. The reverse is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two negative levels. While these negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way (including restoration spells).Strong varied; CL 14th; Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe; Weight 1 lb.
 * **Ring of Chameleon Power** - (12,700gp)
 * As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants. Faint illusion; CL 3rd; Forge Ring, disguise self, invisibility
 * **Ring of Mind Shielding** - (8,000gp) The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment. Faint aburation; CL 3rd; Forge Ring, nondetection.
 * **Armor**
 * none
 * **Weapons** -
 * **Pair of Spell Storing Daggers** one in each boot - (4,000gp)
 * A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already. Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
 * **Dagger of Distance** on the Left belt - (2000gp)
 * This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind. Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.
 * **Returning Dagger** on the Right belt - (2000gp)
 * This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.
 * **Morning Star of Wounding** - (8000gp)
 * A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage’s sword; Price +2 bonus.
 * **Items** -
 * **Rations** -
 * 79100gp
 * **At Home** -
 * A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage’s sword; Price +2 bonus.
 * **Items** -
 * **Rations** -
 * 79100gp
 * **At Home** -
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 * **At Home** -


 * __Spells Known/Daily Spells__**


 * Domain / School -**
 * Arcane Spell Failure** -

__Level 0 - 9 (Bonus 2)(Per Day 6)__
 * - Resistance
 * - Detect Magic*
 * - Read Magic*
 * - Ray of Frost*
 * - Ghost Sound*
 * - Touch of Fatigue*
 * - Message*
 * - Arcane Mark*
 * - Prestidigitation*

__Level 1 - 5 (Bonus 1)(per Day 6)__
 * - Comprehend Launguages*
 * - Shield*
 * - Mage Armour*
 * - Ray of Enfeeblement*
 * - Shocking Grasp*

__Level 2__ - 5 (Bonus 1)(Per Day 6)
 * - Arcane Lock*
 * - Touch of Idiocy*
 * - Flaming Sphere*
 * - Ghoul Touch*
 * - False Life*

__Level 3__ - 4 (Bonus 1)(Per Day 6)
 * - Vampiric Touch*
 * - Explosive Runes*
 * - Haste*
 * - Magic Circle*

__Level 4__ - 4 (Bonus 1)(Per day 6)
 * - Bestow Curse*
 * - Phantasmal Killer*
 * - Greater Invisibility*
 * - Detect Scrying*

__Level 5__ - 4 (Bonus 1)(Pre Day 6)
 * - Mordenkainen's Private Sanctum*
 * - Leomund's Secret Chest*
 * - Permanency*
 * - Teleport*

__Level 6__ - 3(Per Day 6)
 * - Circle of Death*
 * - Flest to Stone*
 * - Eyebite*

__Level 7__ - 3 (Per Day 6)
 * - Finger of Death*
 * - Force Cage*
 * - Arcane Sight Greater*

__Level 8__ - 2(Per Day 5)
 * - Trap the Soul*
 * - Clone*

__Level 9__ - 1(Per day 3)
 * - Wail of the Banshee*

**__Animal Companion's Stats__**

 * Name - Rolaug**
 * Race - Quasit**

__Abilities and Modifiers__ Str - 8 (+) Dex - 17 (+) Con - 10 (+) Int - 10 (+) Wis - 12 (+) Cha - 10 (+)

HP = 24 (3d8 HD)


 * AC +18** (+2 Size, +3 Dex, +3 Natural)

- Melee - Ranged**
 * __Base Attack Bonus__ +3 /-6

Weapons - Claw, Bite Damage - > Initiative +7 > Speed = 20, fly 50' > __Saves__ > Fort +3 > Reflex +6 > Will +4 > __Feats__
 * 2 Claws +8 (1d3-1 plus poison)
 * Bite +3 (1d4-1)
 * __Special Abilities__**
 * **-** Alternate form,
 * - damage reduction 5/cold iron or good
 * - darkvision 60 ft.
 * - fast healing 2
 * - immunity to poison
 * - resistance to fire 10
 * __Skills__**
 * **-** Bluff +6,
 * - Diplomacy +2,
 * - Disguise +0 (+2 acting),
 * - Hide +17,
 * - Intimidate +2,
 * - Knowledge (Arcane) +6,
 * - Listen +7,
 * - Move Silently +9,
 * - Search +6,
 * - Spellcraft +6,
 * - Spot +6
 * __Languages__**
 * **-** Common (Sylverna)
 * **-** Abyssal
 * __Items__**
 * **-** Common (Sylverna)
 * **-** Abyssal
 * __Items__**


 * Information** -

In its natural form, a quasit stands about 1½ feet tall and weighs about 8 pounds.

Although quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit.

A quasit’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
 * Poison (Ex)**


 * Spell-Like Abilities**

At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th.

The save DCs are Charisma-based.

Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).


 * Alternate Form (Su)**

A quasit can assume another form at will as a standard action. Each quasit can assume one or two forms from the following list: bat, Small or Medium monstrous centipede, toad, and wolf.