Rya's+Sheet

Rya's Sheet

 * Race** - Elven (1/2 Gold, 1/2 Avariel)
 * Class -** [|Warmage]
 * Level** - 20
 * Prestige Class -** x
 * Heroic Path -** [|Painless]
 * Alignment** - CG

Str - 10 (+0) Dex - 16 (+3) Con - 18 (+4) Int - 14 (+2) Wis - 10 (+0) Cha - 22 (+6)**
 * __Abilities and Modifiers__


 * HP =** 200 (20d6+80)


 * AC** 39 or 13 (with and without armor) (Dex +3) (+10 Breast Plate 15) (+10 Bracers = 11)

- Melee +10/+5 - Ranged +13/+8
 * __Base Attack Bonus__ +10/+5

Initiative +3

Speed = 20**

Reflex +9 (+6 +3) Will +13 (+12 +1 for Mageslayer)**
 * __Saves__**
 * Fort +10 (+6+4)


 * __Feats 8__**
 * B - WM - Sudden Empower - Increase spell's numeric effects 50%
 * B - WM - Sudden Enlarge - Double spell's range
 * B - WM - Sudden Widen - Increase spell's measurements 50%
 * B - WM - Sudden Maximize - Max spell's variable numeric effects
 * - Persistant Spell - fixed or personal ranged spells last 24 hours
 * - Twin Spell - simultaneously cast single spell twice
 * - Mage Slayer - opponents can't cast defensively
 * - Improved Critical (Touch Spells)
 * - Craft Contigent Spell - attach semipermanent spell to a creature.
 * - Still Spell
 * - Quicken Spell
 * - Silent Spell

__**Special Abilities**__ (all including racial and class)
 * E - +2 Dexterity, –2 Constitution.
 * E - Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
 * E - Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 * E - Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
 * E - +2 racial bonus on [|Listen], [|Search], and [|Spot] checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
 * WM - Armored Mage (light and medium)
 * WM - Warmage Edge
 * WM - Advanced Learning (x4)
 * WM - Spontaneous Casting
 * P - Retributive rage (attack)
 * P - Retributive rage (damage)
 * P - Ferocity
 * P - Uncaring mind +4
 * P - Last stand 2/day
 * P - Painless +20
 * P - Nonlethal DR 12/--
 * P - Increased damage threshhold -25

__**Skills**__


 * **Skill Name** || **key** || **skill=** || **key mod+** || **ranks+** || **misc** ||
 * Appraise || INT || 0 = || 0 || 0 || 0 ||
 * Balance || DEX* || 0 = || 0 || 0 || 0 ||
 * Bluff || CHA || 0 = || 0 || 0 || 0 ||
 * Climb || STR* || 0 = || 0 || 0 || 0 ||
 * Concentration || CON || 0 = || 0 || 0 || 0 ||
 * Craft (craft here) || INT || 0 = || 0 || 0 || 0 ||
 * Decipher Script^ || INT || 0 = || 0 || 0 || 0 ||
 * Diplomacy || CHA || 0 = || 0 || 0 || 0 ||
 * Disable Device^ || INT || 0 = || 0 || 0 || 0 ||
 * Disguise || CHA || 0 = || 0 || 0 || 0 ||
 * Escape Artist || DEX* || 0 = || 0 || 0 || 0 ||
 * Forgery || INT || 0 = || 0 || 0 || 0 ||
 * Gather Information || CHA || 0 = || 0 || 0 || 0 ||
 * Handle Animal^ || CHA || 0 = || 0 || 0 || 0 ||
 * Heal || WIS || 0 = || 0 || 0 || 0 ||
 * Hide || DEX* || 0 = || 0 || 0 || 0 ||
 * Intimidate || CHA || 0 = || 0 || 0 || 0 ||
 * Jump || STR* || 0 = || 0 || 0 || 0 ||
 * Knowledge^ (arcana and warfare) || INT || 0 = || 0 || 0 || 0 ||
 * Listen || WIS || 0 = || 0 || 0 || 2 ||
 * Move Silently || DEX* || 0 = || 0 || 0 || 0 ||
 * Open Lock^ || DEX || 0 = || 0 || 0 || 0 ||
 * Perform^ (_) || CHA || 0 = || 0 || 0 || 0 ||
 * Profession^ || WIS || 0 = || 0 || 0 || 0 ||
 * Read/Write^ (all listed) || N/A || 0 = || 0 || 0 || 0 ||
 * Ride || DEX || 0 = || 0 || 0 || 0 ||
 * Search || INT || 0 = || 0 || 0 || 2 ||
 * Sense Motive || WIS || 0 = || 0 || 0 || 0 ||
 * Sleight of Hand ^ || DEX* || 0 = || 0 || 0 || 0 ||
 * Speak^ (Celestial and Fiendish) || N/A || 0 = || 0 || 0 || 0 ||
 * Spellcraft^ || INT || 0 = || 0 || 0 || 0 ||
 * Spot || WIS || 0 = || 0 || 0 || 2 ||
 * Survival || WIS || 0 = || 0 || 0 || 0 ||
 * Swim || STR* || 0 = || 0 || 0 || 0 ||
 * Tumble ^ || DEX || 0 = || 0 || 0 || 0 ||
 * Use Magic Device^ || CHA || 0 = || 0 || 0 || 0 ||
 * Use Rope || DEX || 0 = || 0 || 0 || 0 ||

2+Int Modx4 2+Int Mod


 * __Languages__**
 * B - Common (Sylverna)
 * B - Elven (Athalian)
 * B - Auran
 * - Celestial
 * - Draconic
 * - Fey
 * - Fiendish


 * __Items__**


 * **On Person** -
 * **Usually Wearing** -
 * Black leather pants, boots, and belt.
 * Red corset.
 * Pouches at Hip (2)
 * 2 potions of Cure Serious Wounds (1,500gp)
 * Spell components
 * **Crimson Robe of Greater Fire Resistance** - (66,000gp)
 * As fire resistance, except it absorbs the first 30 points of fire damage per attack.
 * **Armor and Weapons** (see below)
 * **Ring of Spell Turning**: (Left Hand) (98,280gp)
 * Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.
 * **Ring of Greater Electical Resistance** - (Right Hand)(66,000gp)
 * As electricity resistance, except it absorbs the first **30 points** of electricity damage per attack.
 * **Coronet of Spell Storing** - (50,000gp)
 * As the minor ring of spell storing, except it holds up to **five levels** of spells.
 * **Armor** -
 * **+10 Breast Plate of Greater Acid Resistance** - (166,000gp)
 * As acid resistance, except it absorbs the first **30 points** of acid damage per attack. Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
 * **+10 Bracers of Greater Cold Resistance** - (166,000gp)
 * Greater Cold ResistanceAs cold resistance, except it absorbs the first 30 points of cold damage per attack. Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
 * **Weapons** -
 * **+1 Staff-spear of Defending** - (2,000gp)
 * A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn. Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1 bonus.
 * **+5 Dancing Vorpal Longsword** - (100,000gp)
 * Dancing: As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds.
 * Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.) Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.
 * **+1 Longbow of Seeking** - (2,000gp)
 * Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.) Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price +1 bonus.
 * **2 Daggers of Spell Storing** - (4,000gp)
 * Spell Storing: 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.
 * **Currency** -
 * **Notes -** 23,220 (start 760,000gp)
 * **GP -**
 * **SP -**
 * **CP -**
 * **Items** **In Back Pack** -
 * **Rations** - 5
 * Potions - Cure Serious Wounds - 10 (7,500gp)
 * **At Home** -
 * **Notes -** 23,220 (start 760,000gp)
 * **GP -**
 * **SP -**
 * **CP -**
 * **Items** **In Back Pack** -
 * **Rations** - 5
 * Potions - Cure Serious Wounds - 10 (7,500gp)
 * **At Home** -
 * **At Home** -
 * **At Home** -
 * **At Home** -
 * **At Home** -
 * **At Home** -
 * **At Home** -
 * **At Home** -
 * **At Home** -
 * **At Home** -
 * **At Home** -
 * **At Home** -


 * __Spells Known/Daily Spells__** (6666666665) (pg 90 Arcane)


 * Domain / School** -
 * Arcane Spell Failure** - %
 * DC =** 36 + Spell Level

__Level 0__ - 6
 * - Acid Splash - 1d3 acid
 * - Disrupt Undead - 1d6
 * - Light
 * - Ray of Frost - 1d3 cold

__Level 1__ - 6
 * - Accuracy - doubles weapon's range
 * - Burning Hands - 1d4 x level fire damage (max 5d4)
 * - Chill Touch - 1 touch x level 1d6 and opt. 1 Str dmg
 * - Fist of Stone - +6 Str and natural slam attack
 * - Hail of Stone - 1d4 x level dmg (max 5d4)
 * - Magic Missile - 1d4+1 dmg; +1 missile per 2 levels
 * - Orb of Acid - 1d8 +1d8 per 2 levels (max 5d8)
 * - Orb of Cold -
 * - Orb of Electricity -
 * - Orb of Fire -
 * - Orb of Sound - 1d6 +1d6 per 2 levels
 * - Shocking Grasp - 1d6 x level (max 5d6)
 * - True Strike - +20 on next attack roll

__Level 2__ - 6
 * - Blades of Fire - melee weapon +1d6 fire per round
 * - Continual Flame - permanent, heatless torch
 * - Fire Trap - 1d4+1 x level fire damage
 * - Fire Burst - 1d8 x level fire damage
 * - Flaming Sphere - 2d6, 1 round x level
 * - Ice Knife - 2d8 +2 Dex damage or 1d8 in 10' r burst
 * - Melf's Acid Arrow - 2d4, 1rnd +1rnd x 3 levels
 * - Pyrotechnics - turns fire into blinding light or choking smoke
 * - Scorching Ray - 4d6 fire +1 ray x 4 levels (max 3)
 * - Shatter - sonic vibration damages objects or crystaline creatures
 * - Whirling Blade - hurled slashing weapon magically attacks all foes in 60' line

__Level 3__ - 6
 * - Fire Shield - creatures attacking take fire dmg, while your protected from heat or cold
 * - Fireball - 1d6 dmg per level, 20'r
 * - Flame Arrow - arrows deal +1d6 fire dmg
 * - Gust of Wind - blows away or knocks down smaller creatures
 * - Ice Storm - Hail deals 5d6 dmg in 40' cylinder
 * - Lightning Bolt - Electricity 1d6 x level damage
 * - Poison - Touch deals 1d10 Con dmg, repeats in 1 min.
 * - Ring of Blades - surround you, 1d6+1 x level dmg
 * - Sleet Storm - Hampers vision and movement
 * - Stinking Cloud - Nauseating vapors 1rnd x lvl

__Level 4__ - 6
 * - Blast of Flame - 60' cone of fire 1d6 x level dmg
 * - Contagion - infects subject with chosen disease
 * - Evard's Black Tentacles - grapple all w/in 20' spread
 * - Orb of Acid - ranged touch, 1d6 x lvl dmg and target may be sickened
 * - Orb of Cold - ranged touch, 1d6 x lvl dmg, may be blinded
 * - Orb of Electricity - ranged touch, 1d6 x lvl dmg, may be entangled
 * - Orb of Fire - ranged touch, 1d6 x lvl dmg, may be dazed
 * - Orb of Force - deals 1d6 x level dmg (max 10d6)
 * - Orb of Sound - 1d4 x lvl dmg, may be deafened
 * - Phantasmal Killer - fearsome illusion kills subject or deals 3d6 dmg
 * - Shout - deafens all within cone, 5d6 sonic dmg
 * - Wall of Fire - 2d4 fire dmg to 10', 1d4 to 20', 2d6 +1xlvl passing thru

__Level 5__ - 6
 * - Arc of Lightning - line of elect. between 2 creatures, 1d6 x lvl dmg
 * - Cloudkill - kills 3HD or less, 4-6HD save or die, 6+ take Con dmg
 * - Cone of Cold - 1d6 x lvl dmg
 * - Fire Shield - creatures take dmg, allies are protected against fire and cold
 * - Fireburst - subjects w/in 10' take 1d8 x lvl dmg
 * - Flame Strike - divine fire 1d6 x lvl dmg
 * - Prismatic Ray - ray of light blinds targets, deals random effect

__Level 6__ - 6
 * - Acid Fog - acid dmg
 * - Blade Barrier - wall of blades 1d6 x lvl dmg
 * - Chain Lightning - 1d6 x lvl, 1 secondary bolt x lvl each deals 1/2 dmg
 * - Circle of Death - kills 1d4 x lvl HD of creatures
 * - Disintegrate - makes one creature or object vanish
 * - Fire Seeds - acorns or berries become grenades and bombs
 * - Otiluke's Freezing Sphere - freezes water or deals cold dmg
 * - Tenser's Transformation - gain combat bonuses

__Level 7__ - 6
 * - Delayed Blast Fireball - 1d6 x lvl, postpone blast for 5 rnds
 * - Earthquake - intense tremor, 80' radius
 * - Finger of Death - kills one subject
 * - Fire Storm - 1d6 x lvl dmg
 * - Mordenkainen's Sword - floating blade strikes opponents
 * - Prismatic Spray - ray hit subjects with varying effects
 * - Sunbeam - blinds and deals 4d6 dmg
 * - Waves of Exhaustion - several targets become exhausted

__Level 8__ - 6
 * - Horrid Wilting - 1d6 x lvl dmg w/in 30'
 * - Incendiary Cloud - 4d6 fire dmg x round
 * - Polar Ray - ranged touch, 1d6 x lvl
 * - Prismatic Wall - colors have array of effects
 * - Scintillating Pattern - make target confused, stunned or unconscious
 * - Shout - devastating yell deal 10d6 sonic dmg, stuns creatures, dmgs objects
 * - Sunburst - blinds all within 10', 6d6 dmg

__Level 9__ - 5
 * - Elemental Swarm - summons multiple elements
 * - Implosion - kills one creature x round
 * - Meteor Swarm - 4 exploding spheres, 6d6 dmg each
 * - Prismatic Sphere - rays hit subjects w/ variety of effects
 * - Wail of the Banshee - kills one creature x level
 * Weird - as phantasmal killer, only affects all w/in 30' ft

**__Animal Companion's Stats__**
Race -**
 * Name -

__**Abilities and Modifiers**__ Dex - (+) Con - (+) Int - (+) Wis - (+) Cha - (+)**
 * Str - (+)

HP = (HD)


 * AC +** (+ Dex, + Natural)

- Melee + - Ranged +
 * __Base Attack Bonus__ +

Weapons - Damage -

Initiative +

Speed =

__Saves__ Fort + Reflex + Will +

__Feats__**


 * __Special Abilities__**


 * __Skills__**


 * __Languages__**


 * __Items__**
 * **-** [|>>>>>> http://www.wizards.com/default.asp?x=dnd/cwc/20051018a]
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 * **-** [|>>>>>> http://www.wizards.com/default.asp?x=dnd/cwc/20051018a]
 * **-** [|>>>>>> http://www.wizards.com/default.asp?x=dnd/cwc/20051018a]