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Topics - Lance

#1
Designation: Leo Grancea
Gender: M
Age: 24
Occupation: Writer, Soldier, Hero
Country of Origin: 'Murica
Origin of Earth: 2012
Quirky: American from a war-torn alternate reality invaded by "demons"
Likes: Guns, Fast Food, Liberty
Dislikes: Lack of Humor, Lack of Respect, Lack of Fast Food
Personality: Selfless, courageous, and a proud sponsor of the American way
Intellectual Capabilities: As average as average can be; For writers do not need to think, soldiers need only to act, and heroes just need to stand there and look pretty.
Physical Capabilities: Developed extreme dexterity to boost his penmanship, which ended up increasing his muscular strength because pens are heavy. Also, he underwent military training.
Hobbies: Practicing penmanship, buying really heavy pens, fishing, fighting demons, cooking, star-gazing and, last but not least, writing
Strengths: Divine penmanship, highly acclaimed writing skills, strong willpower
Weaknesses: Prefers overkill instead of more standard approaches, can't see why kids prefer Cinnamon Toast Crunch, strong willpower, and kryptonite
Request: Nothing
Abilities:
STR: 10
DEX: 18
CON: 10
INT: 8
WIS: 8
CHA: 10





World Setting: It ended before it ever began. Guns flashed and soldiers roared as the fighting reached its zenith. Explosions rocked the earth whilst fires towered within the night sky. The hard-fought battle that had lasted several days was finally coming to a conclusion. Already, the carnage wrought by the raging conflict had devastated entire countries world-wide, but even these lasting embers were such that even the greatest of fireworks could provide naught but the faintest of glimmers in comparison.

For a rift had opened on the dawning of the new year, an empty point in space from which strange monsters soon emerged. At first, the world was in panic, then in fear of these strange creatures wielding powers beyond any modern understanding: Lightning and ice arose from their mouths and limbs, fire came at their beck and call, and even when they were successfully gunned down, some displayed remarkable regenerative properties that rendered further combat moot. Thus, conventional weapons proved ineffective against these latest invaders and much territory was lost in the initial clash alone.

However, humanity would not take such an affront lying down. After all, nothing brought people together more than the existence of a common foe. Gone were the petty squabbles between nations, the political intrigue, and the public ire. For the first time in human history, the world was united as never before.

Weapons were forged using parts harvested from fallen monsters in a practice later dubbed "magitech," new tactics were developed to better accommodate the changing battlefield, and surprisingly several monsters themselves expressed willingness to fight by their side. Humanity quickly adapted and hence a plan was soon put into motion - a daring offensive to strike at the rift sequestered deep in hostile territory before the number of monsters grew too great to quell.

But with limited knowledge and scant research in magitech technology, there was only one sure-fire way to close the rift for good. And so the world pooled its resources and the greatest minds came together, all in order to develop the world's first magitech-enhanced nuke. Now perhaps there existed a more subtle solution, but with more territory falling to demons each passing day, lives were lost on a routine basis. Humanity, as a whole, could not afford to wait any longer.

However, an aerial delivery was out of the question, as all known warheads have been easily intercepted in the past. Therefore, the only hope of success lay in an escorted delivery by land, where the full brunt of the combined armies can be simultaneously deployed. This task force, comprised of all the world's greatest armies, was sent out amongst much fanfare and cheer. They were equipped with the latest in magitech weaponry and supported with a handful of monsters willing to turn against their own kind. Their path was long, arduous, and fraught with unending peril. Yet they persisted, though every step was paid for in blood and tears.

For their path was not easy and their new technological improvements could only accommodate so much. What had once started as a hopeful expedition to set right the injustice done to their world became a grim journey where death lay always a moment behind. Their numbers dwindled as they made their advance, until the grand army once several million strong became several thousand.

Still their journey was not over. And though each step seemed more insurmountable than the last, though their ammo ran out, though their legs gave way, and despite the fact that they should have already been wiped out several times over, they miraculously persisted towards the end. For even without ammo, they could still hold a knife, and even without legs, they could still crawl. It was this persistence that allowed them to continue though the odds were so grossly stacked against them. For only through such valor are miracles born.





Biography: Since time immemorial, a multitude of reasons have given way to various conflicts and it is from this ceaseless conflict that heroes are made. In this way, the Grim Journey saw the rise and fall of many a hero. Among them was a man by the name of Leo Grancea, a mere writer by trade. He had been very successful, however, creating various works that were once praised by the strictest of critics world-wide. But none of that mattered now; for what use were even the greatest of literature if no one was alive to read them?

Therefore Leo had enlisted and at this time, he now found himself stepping past the bodies of fallen comrades, as the jaws of death loomed constantly past the horizon. He had merely been part of the support forces at first, in charge of delivering artillery support and medical aid whenever possible, but the chaos of battle soon placed him on the front-lines, armed with only a couple of artillery shells and a med-kit with which to defend himself.

Ironically, it was this very chaotic battlefield that proved his salvation. For with so many fallen soldiers around him, spare equipment was only an arm's reach away. And so, whenever a fellow squad-mate fell, he received a new weapon, with each dead comrade, he obtained more ammo, and with each perished friend, he renewed his conviction.

At first, he was slightly hesitant taking items from the deceased, from faces he had grown accustomed to seeing and people he had personally met. But later, after a seemingly dead soldier, as if sensing his unease, marshaled the last drops of his strength merely to pass a worn rifle into his hands, an action which only hastened his own demise, Leo found he could hesitate no longer.

He had lost count of how much time passed then. Whenever his weapon broke or his ammo ran out, he would swap it out with those from those who were dead or soon would be. Naturally, Leo's actions caught on and when they realized this, more and more soldiers began performing bolder and far riskier actions than they would have ever considered before. After all, even should they die they could simply pass the baton to another. In this way, not a single magitech rifle ever stopped firing for when the wielder was slain, he would, with his dying breath, pass it to another more able soldier. Thus, a cycle was made and the battle began to paint a surreal scene, one where the level of sacrifice and heroism displayed both reached new unprecedented heights.

However, there was a limit to heroics, and the remaining assault force inevitably shrank from an army five-digit strong to four, then from four to three, until finally only a dozen remained. What was amazing, however, was that despite the heavy losses, the army's rate of advancement never slowed; in fact, it only sped up. For the front-line was held together by a certain trio of demons that had chosen to fight for humanity, all that remained of the several dozen monsters that had left together with the initial human assault. A red wolf-like creature capable of teleporting across the battlefield to wherever it was needed provided indispensable support to the soldiers no matter their location, saving a great many from meeting an untimely end. Next, a black panther monster able to create physical manifestations of its own shadow was able to replenish the gaps left in faltering formations. But all paled compared to the silver-furred fox demon that shone in the moonlight. Its movements were as if it could foresee the future and thus the demon fox continually moved to evade attacks before they were even initiated. In this way, the fox displayed such deadly skill and grace that it remained unblemished despite leading the vanguard in the visceral battlefield.

As for the human survivors, what few remained were fully equipped from head-to-toe in magitech armaments taken from the honored dead. The last remnants of entire brigades were literally hanging on certain soldiers, making it almost impossible to determine from which troop each soldier originated from.

But as with all things, time passed and their momentum took a bitter turn. Without warning, a heavy rain began to fall, a natural reflection of the mood the weary survivors had developed after many days of non-stop fighting. Many had not eaten or slept since the fighting began, and after several days it was beginning to take an apparent toll on what few remained. At least the allied demons were able to sustain themselves by devouring hostile monsters in every battle, but for the human soldiers, each second of prolonged conflict was filled with such agony that death seemed like a welcome reprieve.

And death did come, claiming their lives one-by-one until at last only Leo and that fox-demon remained, a common soldier and an unusual turncoat against a horde of vicious demons. After the latest skirmish, however, they were still a full mile out from their target destination but were in too poor a condition to continue. Leo himself had managed to come out from several near-death experiences in the last hour alone, only emerging alive by the fickle hand of fate. Even then, his dominant right arm hung limp at his side, his left eye was in tatters, and a gaping hole had emerged in his side. As for his demonic companion, the fox was unable to maintain its pristine visage. Blood now dyed its once brilliant silver fur a light shade of red and several wounds, some fatal, were visible throughout its body. The situation did little to diminish the fox's regal bearing, however, but with its hallowed eyes and faltering steps, the demon fox made it apparent that the only thing keeping it standing was sheer willpower alone.

The last remaining human soldier laughed dryly as his senses gradually began to dim. Already, he could not feel the steady stream of rain on his skin, nor the gaping wound torn across his side. Perhaps he should have been worried, but then again, the loss of pain afforded him greater clarity to his grim task.

Originally, the plan was to set the nuke in a secure location before heading off a safe distance and detonating remotely, but it was clear that this was as far as they would go.

Leo, with clothes drenched in the torrential downpour, shook off the creeping drowsiness threatening to overtake him and began to arm the magitech nuke, as memories of his past came unbidden to the forefront of his mind.

-He had been born in a common household in the eastern coast of Florida. Their home was not too fancy and their earnings not too great, but they made do with what they had. Despite any shortcomings they might have had, the family was happy.

The soldier sighed in reminiscence. They did say your life passes by your eyes when your time has come so perhaps this was what they meant, he thought somberly, as he completed the initial preparations.

-Years passed, and Leo grew up. Forged by the crucible that is life, he came to experience various ups and downs in business, romance, and education. He admittedly made a few mistakes, but he also learned from them in order to become the man he is now. However, he had always been unable to achieve his own dreams, to his ultimate regret, so he had chosen to instead become a writer, an occupation in which he might inspire dreams in future generations.

Leo began mechanically punching in the 16-digit initialization sequence that would set the nuke to detonate almost immediately after activation. The silver fox had taken this time to come over and lay a paw on the strange device, seemingly curious as to what this last human was trying to do.

-But such things were not meant to last and later, when demons arrived to tear the world asunder, when his home was destroyed and when people he knew were killed right before his eyes, Leo became a soldier, that he might protect those very dreams he helped create.

And now... he was prepared to take the final dive in his rather tumultuous life to ensure that there would be a next generation. Thus, he finished inputting the 16th digit and the magitech-enhanced explosive was activated. A countdown immediately appeared, signaling that the large-scale explosive had only 30 seconds till detonation.

"How ironic that the world's greatest doomsday weapon ever built would not be used to destroy the world, but to save it." Leo casually remarked in the heavy rain. Then, upon discovering the silver fox at his side, the soldier swept his battered hand solemnly across the silver blood-soaked fur, earning a faint lick in affirmation. Had the fox understood his earlier remark? He briefly wondered. It now simply lay curled up beside him, a silent guardian to his final moments.

The clattering of rain drops provided lurid ambiance to this strange scene, broken only by the gradual roar of beasts growing louder with each passing second. Both man and beast had been in enough battles to recognize the sound, however, a precursor to the many battles they had previously fought in order to reach this point. How many demons would appear to do battle with them now that they were so close to the rift itself? Leo pondered. Hundreds? Thousands? Perhaps even more?

Not like it mattered now, the weary soldier thought with a grin. How he wished he could see the expression on the monsters' faces when they discover that they were in for far more than they bargained for. By now, the detonation timer had just reached the 10 second mark, meaning its detonation would coincide almost perfectly with the arrival of the next wave of monsters.

As for the demon fox, it remained tensed and alert at his side, but rather than prepare for one last fight against the monstrous horde, it merely stayed curled up beside him, resigning itself to its impending fate. In response, Leo gently pet his last remaining comrade-in-arms as he lay down, ignoring the deafening cries of hungry beasts in his ears and the perpetual torrent of rain on his face. He swore that if there were a next life... surely then he would fulfill his own dreams and ambitions.

Thus, only moments before his death, Leo finally turned his attention to the stars above, his eyes peering across the vast expanse of the night sky.

The stars were beautiful that night.


#2
https://docs.google.com/spreadsheets/d/1-8KFaRsuzUWM3iweWY0Nzu1jkuXOp8enPKGBtqxVmM4/edit#gid=1406401534

1st member of the White Raven exchange program.

[info]Name: Yara Al'vem
Race: Human
Sex: Female
Age: 21
Alignment: Neutral Good
Homeland: Serrindale[/info]


Appearance

Long blonde hair, pale skin, and blue eyes make up the physical features of this young lady. In battle, she wields her deceased brother's sword in one hand and the standard of her current army in the other. Yara dons a modified full-plate armor and though her front is well-guarded, her backside is exposed, embodying her unwillingness to retreat from any encounter.


Personality


"Life in death, peace through war." It was a motto oft-spoken by Yara's late brother and one she had adopted as her own. At first, she had wondered at its meaning but later, after her brother's eventual demise and subsequent training she had undergone, she pieced together her own interpretation of those words. To her, it meant that with every life taken in the battlefield, another was saved from the horrors of war. It meant that even as death abounds in her surroundings and good men fall, there will come a time when the conflict ends and peace is secured. Thus, whenever she loses her friends and loved ones, whether it be in the battlefield or out, she would frequently speak those words both as a means for her to cope with the loss as well as a method in which she can provide consolation for the dead,


Biography


Through her brothers death during an orc offensive, Yara became the sole remaining heir of House Al'vem, a ruling body within the Serrindale province. As a result, she became laden with heavy responsibilities and expectations unbecoming of her tender age. Much of her childhood, then, was abolished in favor of the harsh training required of a soldier and the strict etiquette of a noble. However, with her innate gifts, Yara quickly became accustomed to such a life. It was found that she naturally possessed the poise prevalent in high-born society, requiring only paltry guidance to set her on the "proper" path. And as for the military training, she discovered a new-found passion in tempering her body and perfecting her martial prowess in preparation for the frequent border disputes with the neighboring orc tribes. If nothing else, such rigorous activity also took her mind of things and helped her cope with the loss of friends and family lost due to the recurring battles. Later, with her skills honed through nigh-constant warfare, she joined with the White Ravens in order to defend those who could not protect themselves and to prevent the tragedy of the past from ever repeating in the present.


[info]Immediate Goals: War
Long-Term Motivations/Goals: Peace
Important Friends/Heirlooms: White Raven Guild, deceased brother, fallen comrades, and the trinkets they left behind
Fears/Hates/Peeves: Meaningless conflict, orcs, and diets.[/info]





















Because food is important.

#3
Items / Item Creations
May 09, 2017, 09:38:15 PM
Rather than creating an entire thread every time an item needs to be created, I'll just be posting them here. That said, most (if not all) of the creations here will primarily be made with this ruleset. All items are up for debate, as such several listed values are liable to change. Any feedback would be much appreciated.

Quote
[info]Battle Standard (7 DP)[/info]
A reinforced war banner that oft preludes the beginning of war, the battle standard is a banner designed to better withstand the harsh rigors of the battlefield. After all, banners have traditionally had very limited combat application, serving little more than symbols to help drive morale and otherwise keep spirits high. However, with the battle standard's advent, those long-standing traditions may finally be put to rest. Armed with a sharp, pointed end, the banner can be wielded similarly to a spear albeit with a slightly heightened range and, when necessary, the hardened wood allows the weapon to be swung in a manner reminiscent of a club. Furthermore, the banner itself has been steadily hardened, its fabric layered in such a way as to help deflect incoming attacks. Thus, in the hands of a skilled wielder, the war banner is no longer some mere symbol used solely to mark territory and to decorate castle walls; it is no longer some casual adornment left to idly spread its empty promises of victory in halls of apathetic stone. Rather, the Battle Standard has become a weapon capable of leading the vanguard in its continual advance, never faltering, never wavering until victory has been achieved.

Price 40 gp; Type One-Handed Melee; Proficency Martial; Damage (M) 1d6 P; Damage (S) 1d4 P; Critical x2; Weapon Group Pole-Arms; Weight 15 lbs.

QUALITIES

Tool: Flag (0), Improved Damage (3), Weapon Feature: Reach (1), Additional Damage Type: Blunt (1), Shield: Light Wooden (1), Strong (1)

Quote
[info]Battle Pan (6 DP)[/info]
"Because cooking is a battle."

Though frequently referred to in passing jest by many the traveling bard, the battle pan makes for a surprisingly effective weapon once truly utilized, often to the astonishment of both foe and wielder alike.

Price 9 gp; Type One-Handed Melee; Proficency Simple; Damage (M) 1d4 B; Damage (S) 1d3 B; Critical x2; Weapon Group Close; Weight 1.5 lbs.

QUALITIES

Tool: Pan (0), Improved Damage (1), Shield (1), Weapon Feature: Nonlethal (1), Finesse (3)
#4
New York (IC) / [Aristarkh] The Romanov Estate
May 31, 2015, 01:08:22 AM
Located atop a tall building belonging to the world-renown Holstein Corporation, the Romanov Estate in New York consists of two buildings, two bodies of water, a bridge, and a small artificial forest.


[spoiler=(Open/Close to Start/Stop Music)
Or in other words...   ]
This.
http://www.youtube.com/v/9Ut44Iun5SE&autoplay=1


[/spoiler]
The Estate is well-stocked and furnished with the greatest appliances that money could ever buy. The Romanovs had obviously spared no expense in setting the place up-as was evidenced by the grandeur aura emanating from even the smallest of rocks and the tiniest of trees. Everything had been carefully arranged to greatest effect; Nothing was left to chance, much like the life of the estate's sole occupant-the Romanov heir.
#5
[spoiler=Chat logs]
Linwelin:
I'm the only one that makes Vlad-comfy RP's >.>

Lance:
Vlad-comfy RP's..? That gives me some ideas :D

Linwelin:
Vladimir: Lyolf, I swear to all the gods, if there's garlic or holy water on my equipment again I- Oh...oh no...*gets ill*

Ella:
Speaking of garlic.

Ella:
Maeve needs to buy some. What shop do I go to for that?

Linwelin:
...

Linwelin:
Just find Lyolf

Lance:
Garlic and Holy Water for EVERYONE!! It could be Jin's promotional event for his store.

Lance:
and yeah, Lyolf has a million

Lance:
some Holy symbols too

Lance:
and wooden stakes.

Ella:
Maeve: Lyolf! I don't know who you are, but I was told I can get Garlic from you!

Ella:
Maeve: Who here is Lyolf!

Linwelin:
...Poor Vlad

Linwelin:
I guess I'll be doing that "Visiting the past" Vlad RP sooner than expected...for his safety

Ella:
XD

Lance:
Lyolf: Some-Person-I-Do-Not-Know!! You want some Garlic..? Ah, then could you do me a favor and deliver this "daily dosage" to an ailing Guildmate of ours? His name is Vlad.

Ella:
Well, she has that bag of holding now, and I was told that you can't smell stuff through them.

Ella:
Her bag of holding is going to be her "Anti-Undead" Kit.

Linwelin:
Vlad: *gets shivers down his spine* "....I feel as though I should run."

Ella:
Maeve: Daily dosage? What is it? Who is Vlad?

Ella:
Maeve: What's wrong with him?

Lance:
Lyolf: A good friend of mine!! Haha, I'm sure he'll be absolutely delighted to receive his treatment as soon as possible. The truth is...

Lance:
*Lyolf grows a somber expression*

Lance:
Lyolf: Vlad has a serious illness. He needs this medication. And he needs it now.

Lance:
Lyolf: He'll likely resist, as the medication is slightly bitter for his tastes, but don't let that sway you!

Linwelin:
Why do I feel like Lyolf just likes picking fights with my characters in particular

Ella:
lol

Lance:
Lyolf: I implore you, to do the right thing... and cram all this garlic down his gullet.

Ella:
I think Lance in general likes to pick fights with your characters.

Anastasia Sheel:
I know what it's like to be sick... I'll help get the garlic for him

Ella:
Maeve: Oh, and I get to keep the leftovers?

Lance:
Lyolf: RASPUTIN! You were HERE!?

Linwelin:
NO NOT ANA TOO

Linwelin:
DAMN IT ALL

Golas Rorn:
BUAHAHA, and stuff MEAT down his throat too.  Can't have garlic without MEAT after all.

Ella:
Maeve: Where can I find this Vlad? What does he look like?

Linwelin:
I bet it's because I'm the only one that doesn't legitimately want to kill him when he does. Also, I'm finding it funny that I'm writing Maeve's first meeting with Vlad now

Lance:
Lyolf: Ah, you can have as much of the leftovers as you want! And as for my dear little Rasputin...

Lance:
Lyolf: here, take a bundle for yourself. I'm certain Vlad will appreciate your kindness.

Anastasia Sheel:
*shivers at the name*

Anastasia Sheel:
Yes... *takes up the garlic, and starts to look for Vlad*

Ella:
lol

Lance:
Lyolf: I am certain Vlad is still somewhere close to the guildhall... Now onwards, my comrades! Let's save Vlad from "sickness!!"

Ella:
Callista hasn't met Vlad yet, either.

Ella:
Callista: Oh! I can help, too!

Linwelin:
Kin: LYOOOOOLF! Don't go teasing Ana! I'm betting you're using that damed name again...

Linwelin:
Kin: What's in the- you know what, I know better than asking what you're up to. If it's not for me, I don't want it.

Lance:
Lyolf: KIIIIIIIIIIIIIIIIIIIIIIIIIIN! What nickname? I just called Rasputin, Rasputin..?

Golas Rorn:
Buahahaha! Come Kin! We're off to feed that skinny guildie of ours some MEAT

Anastasia Sheel:
... and garlic?

Golas Rorn:
*pauses and thinks* Meat -with- garlic!

Lance:
Lyolf: Ah, all of these people want to help? Vlad has such great friends.

Linwelin:
Kin:...Karma will catch up to you some day, you crazed elf. And what's this about garlic. Skinny guild mate? 'Vlad'? Huh, don't know him. Well, I guess I'll tag along, seeing as he'll be another enemy of yours, Lyolf.

Linwelin:
Kin: And honestly, all of you, how do you trust this mage?

Lance:
Lyolf: I'm a very honest mage, that I am! There is no cause for doubt. After all, how can anyone doubt a paragon so upright, so honorable, and soooo morally questionable?

Katrias Lyseer:
*sees what's going on and smirks* Here's some 'sauce' *hands Anastasia a vial labeled 'Holy Water'*

Linwelin:
Now THAT'S mean. Damn Katrias is as cold as ever

Anastasia Sheel:
Sauce.... *staring at the vial*

Katrias Lyseer:
*snickers and goes back to her business*

Lance:
Lyolf: Katrias! Thanks again! Vlad's really gonna love that one.

Ella:
Callista: I want to help, too!

Lance:
Lyolf: Oh, what is this..? A fairy? Sure you can help too! Just take a bundle and go with the others!!

Ella:
Callista: *Takes a bundle.*

Linwelin:
Vladimir: *hears the shouting about garlic down the hall, and feeding a skinny guildmate* "...Oh no." *runs stealthily out the back of the guild* "I guess I'll need to live somewhere else for a while..."

Anastasia Sheel:
Vladimir... I can't find you... Kin.. Hero, where is Vlad? *slightly sad face*

Ella:
Maeve: *Sees a skinny looking guy running, but decides he doesn't fit the description, because "Lyolf" said his friend would be happy to get the medicine.*

Ella:
Callista: *Doesn't even know what exactly they are doing.*

Lance:
Jin: Hrmm? What's with all that garlic, and is that holy water I see the young one holding?

Lance:
Jin: ...If you guys are looking for Vlad, I just saw him run towards the back of the guild, like a demon possessed.

Lance:
Jin: Gods know what that was about but... He seemed quite ill.

Linwelin:
Kin: *Looks down the hall* "Probably not home, Ana. I'm betting he heard everyone." *hears Jin* "...Poor man. By the way, Ana, Vladimir doesn't want the garlic and 'sauce'. I get the feeling it will make him sick."

Linwelin:
Kin: *sighs* "Gods-speed, Vlad." *Kin walks back to his own room to relax*

Anastasia Sheel:
But... he's sick now?

Golas Rorn:
That's why the man needs some more muscles. Protein...

Katrias Lyseer:
...And meat?

Golas Rorn:
YES KATRIAS. MEAT

Ella:
Callista: *Heard Jin and flies full speed ahead.*

Linwelin:
Kin: "No, he's not sick, he's scared. BUT I could go for some meat, Golas! Care to hit the kitchen?" *grins at his comrade-in-arms*

Ella:
This dice roll has been tampered with!
Rolled 1d20+5 : 8 + 5, total 13

Linwelin:
Lol are you...searchig for him?

Ella:
Callista: "Do I notice Vlad?"

Ella:
Perception check. :D

Ella:
Maeve: *Decides enough people are looking to give Vlad his medicine and decides to keep the garlic for herself.*

Golas Rorn:
*Continues laughing as he makes his way to the kitchen* I'll make sure to make the meat just how Vlad likes 'em! With lots of garlic! BUAHAHA

Ella:
This dice roll has been tampered with!
Rolled 1d20+5 : 17 + 5, total 22

Ella:
Callista: *Continues looking.*

Lance:
That's prolly enough to at least follow the trail, Ella

TheChugsBoson:
Gandin: WHO TOOK MY GARLIC?

Anastasia Sheel:
*hides behind Kin, scared*

Anastasia Sheel:
*notices the size height* Hero... Is that....

Anastasia Sheel:
Your brother?

Lance:
Jin: Gandin! I saw it with my OWN. TWO. EYES. It was...

Lance:
Jin: Vlad!

Lance:
Jin: Even now, the man scurries away and plots to devour obscene amounts of Garlic... all for himself!

Linwelin:
This dice roll has been tampered with!
Hide:  1d20+13 : 18 + 13, total 31

Linwelin:
HA Vlad's hide, everyone

Ella:
OMG

Ella:
The highest I can get for Callista is 25.

Ella:
lol

Ella:
Callista: *Spends half the day searching, then gets bored and gives up.*

Ella:
Callista: *Comes back dejectedly.* I... failed.

Linwelin:
Kin:"...No, Ana. He's not. But do stay back. He's an unpredictable one. Oh, and for the record, I have no siblings, kid."

TheChugsBoson:
*Gandin storms through the guild halls, stomping furiously with his fists clenched tightly* I WILL MAKE YOU PAY FOR TAKING MY GARLIC

Ella:
Callista: Here, Gandin, you can have my garlic.

Linwelin:
Gandin should realize by now that everyone is holding his garlic

Linwelin:
Just saying

TheChugsBoson:
Gandin doesn't bother looking at people's hands. He just wants to punch something.

Anastasia Sheel:
*slightly sad* No aunts or uncles then? : (

Linwelin:
Kin:"I'm sorry, Ana. No. But you've grandparents. I guess I should introduce you to them...!'

Lance:
Lyolf: Ah it's fine, it's fine *sighs* I had thought it might be difficult so...

Lance:
Lyolf "Magis Ersp?hen!"

TheChugsBoson:
Gandin: "Callista.... SO IT WAS YOU WHO TOOK MY GARLIC!

Ella:
Maeve: *Points to Lyolf.* That man was giving everyone garlic. He said it was for a friend who is sick.

Ella:
Callista: No! That elf guy gave it to me to give to some skinny guy or something.

Lance:
Lyolf: "Hmm.." (Should locate Vlad if he's within 600 ft.)

Ella:
Maeve: ... So is "Vlad" skinny because he has worms? And he needs the garlic because worms help with that.

Linwelin:
Lol, umm, I don't think he's in 600ft any longer. That was a running pace. 100ft per 6 seconds

TheChugsBoson:
Gandin at first seems to not believe Callista, but at the mention of that elf, her story was suddenly much more believable to him. "An ELF, eh? LYOLF! YOU WILL PAY!"

Ella:
*because they help with worms

Ella:
I can't type today.

Linwelin:
There, Maeve has officially met Vlad (though she doesn't know the name yet).

Lance:
@Lin, it was worth a try xD

Linwelin:
@Lance, I agree, it surprised me. I was starting to get scared XD

Linwelin:
Because if you actually caught Vlad, he very well may have died

Ella:
Sweeeeet~

Linwelin:
Holy water = burning oil, garlic gives -6 to everything. He'd be force-fed both.

Ella:
lol
[/spoiler]

With a prolonged sigh, Lyolf's hands sunk downwards, as an azure glow faded from his eyes and a similarly hued arcane formation dissolved into thin air. It seemed, whether for good or for ill, not even magic would enable him to find his quarry today, But what else did he have in his possession that could possibly be of aid in his quest? He silently pondered.

He had a sword.

Lyolf cast his gaze downwards to the blade hanging at his waist. Truly, it was a fine blade, beautiful in design and sharper than most others of its kind. Additionally, with but a thought, the sword was capable of bursting into a blazing inferno. That feature, more than anything, had awarded the blade with Lyolf's undying respect. He always did like his fire.

However, as for his current goal of finding Vladimir, such a blade was unfortunately terribly unsuited for the cause. That left Lyolf with only one recourse. The magus made a feral grin and though they no longer held any hints of azure, his eyes blazed as fiercely as when he had been in the throes of arcane reverie.

[spoiler=They say the pen is mightier than the sword, after all.]http://www.youtube.com/v/sptM1EMLDK8&autoplay=1
[/spoiler]

"Lyolf... remind me to never again draw your ire," A raven spoke softly to the side, whilst eyeing Lyolf's latest work.

The elf merely chuckled in reply.

"Uli, help me put these up."
#6
Entering Xan Academy / Physical Education: Warm-Up
January 03, 2015, 01:38:38 AM
The academy is abuzz with activity, as bells, with a sound akin to military alarms, resounded throughout the open campus. Slowly, after the initial shock, you recall with no small amount of dread that such sirens could only mean one thing: Mr. Windstart.

Thus with somber steps, you move with the rest of the students towards the designated location-a patch of open field surrounding the academy.

"Listen up, you dregs!" The teacher shouted at the gathered audience. "I'll only say this once! No questions! No comments! No excuses!" The man momentarily glared at the students before continuing. "As some of you may recall, today is the day that the academy's 'fitness program' officially begins and your slacking officially ends."

"For now," he began. "We'll start with a very docile, very simple task", Mr. Windstart continued while gesturing towards the several mile long track field forming a complete circle on the academy's perimeter. "The event which some students have lovingly dubbed 'Death Race.'"

Mr. Windstart smiled. "Nice naming sense, by the way."

"Anyways, there is only one condition to passing this task: cross the finish line, preferably first. There are no rules in this race apart from those found in your student handbook. However, should you 'accidently' trip a rival on your way to the finish line, then that's just fine!" He exclaimed. "After all, competition breeds excellence."

"Now I'm sure you're all tired and worn-out from the events of the day and this rather pleasant invitation," Mr. Windstart said in a somber tone. "THEREFORE, I shall have several academy-owned pokemon encourage you all on your way to success!" He shouted while raising his hands towards the heavens.

[spoiler="Consider this the start of the race. Go!" (Open/Close For Music)]
Right on cue, a swarm of Beedrills stream out from behind Mr. Windstart and heads towards you and the rest of your fellow students.
http://www.youtube.com/v/aYAJopwEYv8&autoplay=1

[/spoiler]

[spoiler=Current Location]
You stand on a carefully built dirt path circling around the academy. There are several rocks and pebbles that lie alongside the path, as well of several dozen trees and a few man-sized puddles. For the most part, a small, but vicious river runs parallel to the dirt road. However, there are several instances where the river intersects with the path, causing the creation of several wooden bridges roughly 10 feet wide and 60 feet long. Incidentally, you find yourself not more than 40 feet from one such bridge.
[/spoiler]

QuoteEvery round, players must make an athletics check (if they are simply running the race normally) or fall victim to a swarm of beedrills. I will describe the surroundings every round. Feel free to be creative, and roll additional skill checks (if feasable) if your character wants to try something else (additional bonuses or penalties may apply). Regardless of the result, players are given something:

Fail Reward:
1 Trainer EXP
$100

Succeed Reward (Crossed the finish line):
1 Trainer Exp
1st Place: $1000 +1 Trainer Exp
Everyone Else: $500

Extra rewards for creativity, or good roleplaying.
#7
Trainers / The BOULDER
December 26, 2014, 04:37:27 PM
#8
Trainers / Aran Verse
December 25, 2014, 11:51:49 PM
#9

QuoteNo restocking. Maybe once a year irl or so.

QuoteYou may sell items to this shop if it's something you think they would buy. The shopkeepers use their own discretion if they want to buy it and think they can still make a profit. The price that they will always accept is roughly 50% of the items price. There may be cases where they pay for higher. It's more advisable to trade with players.
#10
Live Roleplays (OOC) / [In Progress] The Temple of Life
January 18, 2014, 03:14:06 PM
The Temple of Life
[spoiler=Synopsis]http://www.youtube.com/v/p65VVH7ZHPg&autoplay=1The whole town is in uproar with the emergence of a miracle-the Temple of Life. Known to cure any illness and heal any wound, the temple?s popularity has soared over just the few days it has already been active. But perhaps what is most shocking is that, unlike any other temple before it, the Temple of Life heals its patients free of charge. With its emergence, the temple has all but destroyed the rich?s monopoly on divine aid and leveled the playing field in favor of the poorer folk.

But it doesn?t stop there. For the temple accepts any kind of person seeking aid. From beggars to outlaws, all are welcome within the temple?s halls and receive the same treatment afforded knights and nobles. But with neither a patron deity nor a set faith to guide the famed Temple of Life, many have begun to question the temple?s validity. Is the temple really the miracle it appears to be?[/spoiler]

[spoiler=Intro]?You MUST help us! You?re our only hope,? a (literally) larger-than-life priest, introduced as "Otto," begged the prestigious guild. Decked out in black with full-on gold embroidery, wearing many exquisite golden rings, and blessed with fine facial features, Otto would have struck a regal figure if not for one fatal flaw. He was fat-oh so remarkably fat. And to the listening guild members, it was somewhat difficult to take the man seriously when his belly flobbed with every word.

Divine girth, as it was often called by the masses these days (and out of the church?s earshot, of course). It was the people?s way of poking fun at the way the average priest had grown fat over their often expensive services. For with very little effort on their part, priests would charge prices too obscenely high for the average farmer to pay.

As a result, few except the nobility and the occasionally over-rich adventurer ever found the need to visit temple grounds. Of course, there were always exceptions, particularly among temples who followed more noble patron deities. But for the most part, the temples have always prioritized obtaining wealth over granting any actual aid. This blatant corruption had grown to such an extent that in some areas entire countrysides would be ravished by disease while the rich dwelt in perpetual peace.

And that is why the Temple of Life was so popular. It was a temple that gave no consideration to social status or the size of one?s coin purse. As a result, the people were overjoyed and the news of the temple?s emergence spread like wildfire. In no time at all, it?s influence had become so great that former battle-hardened bandits and outlaws alike reformed their ways to serve as the temple?s guards, necromancers gave up their dark magics to join the temple?s priests, and even the occasional priest from a neighboring temple forsook their former home all in order to make the Temple of Life a success. To say people had grown "fond" of the temple would be an understatement.

As a result, all were blessed by the temple?s act of good will-all, that is, except the other temples.

?This is an outrage!? the large priest exclaimed. ?Hah, Temple of Life my arse. More like Temple of Thieves! Think of my coin pur- I mean, the people?s welfare,? he swiftly corrected. ?In any case, we can?t have such undisciplined hands carry the health of our great city. And what are they thinking granting such aid for FREE anyways!? They MUST be hiding something and I DEMAND to know what that is.?[/spoiler]

Sessions
[spoiler=1/17/14]
8 PM - 11 PM PST
DMs: Lance, Throndir
Players: Neko, Oath, Jox, Mysticsage
Observers: Wolfrin, Alivviegirl
No shows: Linwelin, Manzokushi

The party arrived at the newly founded Temple of Life out of request to investigate the temple to see if their claims were true. Healing the vast for free, without asking for any charge, nor allegiance to any deity had more than few people wondering on the validity of the temple. As the party arrived at the gates, they were greeted by a lively and charismatic woman who went by the name Tagi. She explained that the lines were long, and it would probably would have taken the party days to reach the interior of the temple. For just 100 gold coins, Tagi offered to bring the group through a more secret passage to the temple. The party refusing, decided instead to attempt to woo her heart. With Jox, the bard singing a song, and Kryas playing his lute as accompaniment, they had at least managed to draw a crowd, and Tagi, out of sheer embarrassment, eventually decided to lead the party through.

Reaching the entrance to the so-called 'secret passage' it turned out to be the entrance to the sewers. Jox had the great idea of throwing Kin down as Ryine had already descended into the dark sewers below, earning glares and mutters from the diminutive halfling, much to the amusement of the rest of the cast. As a group they ventured through the sewers, but despite Tagi's warning, ended up causing too loud a sound with their passing.

Thus, they encountered all manner of creatures (though, it was really just mainly slimes).[/spoiler]
#11
Races and Classes / [Class] Magus
December 17, 2013, 09:40:53 PM
Magus

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.

Role: Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 4d6 ? 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class skills

The magus?s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Table: Magus                                                                                              Spells Per Day


























LevelBABFortRefWill                  Special1st2nd3rd4th5th6th
1st+0+2+0+2Arcane pool, cantrips, spell combat31?????
2nd+1+3+0+3Spellstrike42?????
3rd+2+3+1+3Magus arcana43?????
4th+3+4+1+4Spell recall431????
5th+3+4+1+4Bonus feat442????
6th+4+5+2+5Magus arcana543????
7th+5+5+2+5Knowledge pool, medium armor5431???
8th+6/+1+6+2+6Improved spell combat5442???
9th+6/+1+6+3+6Magus arcana5543???
10th+7/+2+7+3+7Fighter training55431??
11th+8/+3+7+3+7Bonus feat, improved spell recall55442??
12th+9/+4+8+4+8Magus arcana55543??
13th+9/+4+8+4+8Heavy armor555431?
14th+10/+5+9+4+9Greater spell combat555442?
15th+11/+6/+1+9+5+9Magus arcana555543?
16th+12/+7/+2+10+5+10Counterstrike5555431
17th+12/+7/+2+10+5+10Bonus feat5555442
18th+13/+8/+3+11+6+11Magus arcana5555543
19th+14/+9/+4+11+6+11Greater spell access5555554
20th+15/+10/+5+12+6+12True magus5555555

Class Features

The following are the class features of the magus.

Weapon and Armor Proficiency

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus?s spell is 10 + the spell level + the magus?s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under ?Spells per Day.? These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard?s spellbook, just as a wizard can from a magus?s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus?s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property?s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Quote from: Pathfinder
FAQ
Can a magus use spell combat with cantrips?

Yes. It is not limited to spells of level 1 or higher.

Does spell combat count as making a full attack action for the purpose of haste and other effects?

Yes (revised 9/9/13) This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling did not allow the extra attack from haste when using spell combat.

When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon?

Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.

Can a magus use spellstrike to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round?

Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn?t change the normal rules for using touch spells in combat. So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.

On a related topic, the magus touching his held weapon doesn?t count as ?touching anything or anyone? when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.

Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it?s not supposed to make it more difficult for the magus to use touch spells.

If I use spell combat, how many weapon attacks can I make?

You can make as many weapon attacks as you would normally be able to make if you were making a full attack with that weapon. For example, if you are an 8th-level magus (BAB +6/+1), you could make two weapon attacks when using spell combat.

This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling implied that spell combat did not allow the extra attack from haste (because spell combat was not using the full attack action).

If I cast a spell that allows multiple touch attacks, can I deliver all of those spell touches through my weapon?

Yes. For example, if you cast chill touch (which allows multiple touch attacks), you could use spellstrike to cast and deliver the spell through your weapon, and in later weapon attacks you could use your weapon to deliver the remaining spell touch attacks (one spell touch attack per weapon attack).

If you have multiple attacks per round with that weapon (such as from having a BAB of +6 or higher), you can use the weapon to deliver multiple spell touch attacks per round, so long as you have uses of that spell touch attack remaining.

For example, if you are an 8th-level magus (BAB +6/+1) and you cast chill touch, you have up to 8 uses of that spell touch attack. If you make two weapon attacks in a round, you can deliver two spell touch attacks per round (one for each successful weapon attack).

Spell Combat (Ex)

[See FAQ]

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a ?2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su)

[See FAQ]

At 2nd level, whenever a magus casts a spell with a range of ?touch? from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon?s critical range (20, 19?20, or 18?20 and modified by the keen weapon property or similar effects), but the spell effect only deals ?2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.

Magus Arcana

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana?s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

(Editor's Note: A complete list of magus arcana can be found here: Magus Arcana)

Spell Recall (Su)

At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell?s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Bonus Feats

At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Knowledge Pool (Su)

At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Medium Armor (Ex)

At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Spell Combat (Ex)

At 8th level, the magus?s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Fighter Training (Ex)

Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Improved Spell Recall (Su)

At 11th level, the magus?s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell?s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell?s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

Heavy Armor (Ex)

At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Greater Spell Combat (Ex)

At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Counterstrike (Ex)

At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Greater Spell Access (Su)

At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard?s spell list into his spellbook as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list:

0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level.

He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.

True Magus (Su)

At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

Favored Class Options

The following favored class options are available to all characters of the listed races who have magus as a favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Dwarf Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Elf The magus gains 1/6 of a new magus arcana.
Gnome Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, conductive, corrosive, corrosive burst, menacing. Once an ability has been selected with this reward, it cannot be changed.
Half-elf Add +1/4 to the magus's arcane pool.
Halfling The magus gains 1/6 of a new magus arcana.
Half-orc Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Human Add +1/4 point to the magus' arcane pool.
Kobold Add a +1/2 bonus on concentration checks made to cast defensively.
Suli Add +1/4 point to the magus's arcane pool.
Tiefling Add +1/4 point to the magus's arcane pool.

Magus Spells
[spoiler=spells]
Spell Name   
Description

[spoiler=0]0-Level Magus Spells (Cantrips)
Acid Splash   
Orb deals 1d3 acid damage.
Arcane Mark   
Inscribes a personal rune on an object or creature (visible or invisible).   
Dancing Lights   
Creates torches or other lights.   
Daze   
A single humanoid creature with 4 HD or less loses its next action.   
Detect Magic   
Detects spells and magic items within 60 ft.   
Disrupt Undead   
Deals 1d6 damage to one undead.   
Flare   
Dazzles one creature (?1 on attack rolls).   
Ghost Sound   
Figment sounds.   
Light   
Object shines like a torch.   
Mage Hand   
5-pound telekinesis.   
Open/Close   
Opens or closes small or light things.   
Prestidigitation   
Performs minor tricks.   
Ray of Frost   
Ray deals 1d3 cold damage.   
Read Magic   
Read scrolls and spellbooks.   
Spark   
Ignites flammable objects.   
[/spoiler]
[spoiler=1st]1st-Level Magus Spells
Adjuring Step   
You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.   
Bed of Iron   
The subjects of this spell are able to sleep comfortably in medium or heavy armor without suffering from fatigue the following day.
Blend   
Gain a bonus to Stealth and make checks without cover or concealment. Elf only.   
Blood Money
Use your blood as material component for casting spells.
Burning Hands   
1d4/level fire damage (max 5d4).   
Call Weapon   
Telekinetically summon a weapon from an ally's possession.   
Chill Touch   
One touch/level deals 1d6 damage and possibly 1 Str damage.   
Clarion Call   
First, the affected creature gains the ability to create a sound like the blast of a mighty horn or trumpet simply by miming the action of sounding one. Second, the subject can speak in a booming voice that carries easily over great distances.
Color Spray   
Knocks unconscious, blinds, and/or stuns weak creatures.   
Corrosive Touch   
Touch attack deals 1d4 acid/level.   
Emblazon Crest   
This spell ensures the subject touched is always able to display her proper crest and coat of arms.
Enlarge Person   
Humanoid creature doubles in size.   
Expeditious Retreat   
Your base speed increases by 30 ft.   
Feather Fall   
Objects or creatures fall slowly.   
Flare Burst   
As flare, but affects all creatures in 10 ft.   
Floating Disk   
Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.   
Frostbite
Target takes cold damage and is fatigued.   
Grease   
Makes 10-ft. square or one object slippery.   
Hydraulic Push   
Wave of water bull rushes an enemy.   
Illusion of Calm   
You appear to be standing still, even when you take some actions.   
Infernal Healing   
You anoint a wounded creature with devil?s blood or unholy water, giving it fast healing 1.
Ironbeard   
Target gains a beard of cold iron that increases AC and can be used to attack enemies.   
Jump   
Subject gets bonus on Acrobatics checks.   
Jury-Rig   
Removes the broken condition from the targeted object.   
Keep Watch   
This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.
Lock Gaze   
Compels the target to look only at you for the duration of the spell.   
Longshot   
Grants a +10-foot bonus to the range increment for any ranged weapon fired.   
Magic Missile   
1d4+1 damage; +1 missile per two levels above 1st (max 5).   
Magic Weapon   
Weapon gains +1 bonus.   
Mirror Strike   
You may strike multiple opponents with a single attack.   
Mount   
Summons riding horse for 2 hours/level.   
Negative Reaction   
Targeted creature may not positively influence anyone.   
Obscuring Mist   
Fog surrounds you.   
Ray of Enfeeblement   
Ray causes 1d6 Str penalty + 1 per 2 levels.   
Reduce Person   
Humanoid creature halves in size.   
Reinforce Armaments   
Temporarily mitigates the fragile quality in targeted weapon or armor.   
Returning Weapon   
Grants a weapon the returning special weapon quality.   
Shield   
Invisible disc gives +4 to AC, blocks magic missiles   
Shocking Grasp   
Touch delivers 1d6/level electricity damage (max 5d6).   
Shock Shield   
A shield of force protects you until you dismiss it in an explosion of electricity.   
Silent Image   
Creates minor illusion of your design.   
Snowball   
Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe.
Stone Fist   
Your unarmed strikes are lethal.   
Swift Girding   
Targets instantly don the armor you point to.
True Strike   
+20 on your next attack roll.   
Unerring Weapon   
Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.   
Unseen Servant   
Invisible force obeys your commands.   
Vanish   
As invisibility for 1 round/level (5 max).   
Weaponwand   
Place a wand inside your weapon to wield it along with the weapon   
Warding Weapon      
The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.   
[/spoiler]
[spoiler=2nd]2nd-Level Magus Spells
Ablative Barrier   
Surrounds the target with layers of force.   
Acid Arrow   
Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.   
Alter Self   
Assume form of a Small or Medium humanoid.   
Animal Aspect   
You gain some of the beneficial qualities of an animal.   
Bear?s Endurance   
Subject gains +4 to Con for 1 min./level.   
Bestow Weapon Proficiency   
Grants a creature proficiency in a single weapon for short period of time.   
Bladed Dash   
Move up to 30 feet in a straight line, attacking once at any time during the movement.   
Blood Transcription   
Learn a spell from the target's blood.   
Blur   
Attacks miss subject 20% of the time.   
Brow Gasher   
Slashing weapon deals bleed damage to an opponent?s head.   
Bull?s Strength   
Subject gains +4 to Str for 1 min./level.   
Burning Gaze   
Inflict 1d6 fire damage to creature by looking at it.   
Cat?s Grace   
Subject gains +4 to Dex for 1 min./level.   
Darkness   
20-ft. radius of supernatural shadow.   
Defensive Shock   
Electricity damages your attackers.   
Effortless Armor   
Armor you wear no longer slows your speed.   
Elemental Touch   
Gain energy damage touch attack.   
Fire Breath   
Exhale a cone of flame at will.   
Flaming Sphere   
Rolling ball of fire deals 3d6 fire damage.   
Fog Cloud   
Fog obscures vision.   
Frigid Touch   
Target takes cold damage and is staggered.   
Glitterdust   
Blinds creatures, outlines invisible creatures.   
Groundswell   
Enable target to raise the ground he's standing on five feet, which negates flanking bonuses.   
Gust of Wind   
Blows away or knocks down smaller creatures.   
Invisibility   
Subject is invisible for 1 min./level or until it attacks.   
Levitate   
Subject moves up and down at your direction.   
Minor Image   
As silent image, plus some sound.   
Mirror Image   
Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).   
Mount, Communal   
As mount, but you may divide the duration among creatures touched.   
Pilfering Hand   
You may seize an object or manipulate it from afar.   
Pyrotechnics   
Turns fire into blinding light or choking smoke.   
Reloading Hands   
Loads a single shot into your weapon every round.   
Reinforce Armaments, Communal   
As reinforce armaments, but you may divide the duration among objects touched.   
Returning weapon. Communal   
As returning weapon, but you may divide the duration among weapons touched.   
Scorching Ray   
Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).   
Armor Lock   
Upon pointing at an armored foe, you cause all of the joints of the target's armor to stiffen as otherworldly chains wrap around the target.
Shatter   
Sonic vibration damages objects or crystalline creatures.   
Spider Climb   
Grants ability to walk on walls and ceilings.   
Stone Call   
2d6 damage to all creatures in area.   
Tactical Acumen   
You gain an additional +1 on attack rolls or to AC due to battlefield positioning.   
Telekinetic Assembly      
Assembles a siege engine using 1 fewer worker for every two caster levels.   
Twisted Space   
Targeted creature?s attacks target a random square instead of the intended target.   
Web   
Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.   
[/spoiler]
[spoiler=3rd]3rd-Level Magus Spells
Animal Aspect, Greater   
As animal aspect, but you gain two animal qualities.   
Aqueous Orb   
Creates rolling sphere of water.   
Arcane Sight   
Magical auras become visible to you.   
Beast Shape I   
You take the form and some of the powers of a Small or Medium animal.   
Blink   
You randomly vanish and reappear for 1 round/level.   
Burst of Speed   
You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.   
Cloak of Winds   
Creates screen of strong wind around you.   
Daylight   
60-ft. radius of bright light.   
Dispel Magic   
Cancels one magical spell or effect.   
Displacement   
Attacks miss subject 50% of the time.   
Elemental Aura   
Creates an aura of energy around you.   
Fireball   
1d6 damage per level, 20-ft. radius.   
Flame Arrow   
Arrows deal +1d6 fire damage.   
Fly   
Subject flies at speed of 60 ft.   
Force Hook Charge   
Hook of force drags you to the target.   
Force Punch   
Target takes 1d4 force damage per level and is pushed away.   
Gaseous Form   
Subject becomes insubstantial and can fly slowly.   
Haste   
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.   
Hydraulic Torrent   
Creates torrent of water that bull rushes any creature in its path.   
Keen Edge   
Doubles normal weapon's threat range.   
Lightning Bolt   
Electricity deals 1d6/level damage.   
Locate Weakness   
You roll damage twice when you roll damage for a critical hit and take the best damage.   
Magic Weapon, Greater   
Weapon gains +1 bonus/four levels (max +5).   
Major Image   
As silent image, plus sound, smell and thermal effects.   
Monstrous Physique I   
Take the form and some of the powers of a Small or Medium monstrous humanoid.   
Phantom Steed   
Magic horse appears for 1 hour/level.   
Ray of Exhaustion   
Ray makes subject exhausted.   
Shining Cord      
Form connection with a creature within 30 feet, gain bonuses vs. that creature, deal 1d6/level force damage if they move away.   
Sleet Storm   
Hampers vision and movement.   
Slow   
One subject/level takes only one action/round, ?1 to AC, Reflex saves, and attack rolls.   
Stinking Cloud   
Nauseating vapors, 1 round/level.   
Undead Anatomy I   
Take the form and some of the powers of a Small or Medium undead.   
Vampiric Touch   
Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.   
Versatile Weapon   
Weapon bypasses some DR.   
Water Breathing   
Subjects can breathe underwater.   
Wind Wall   
Deflects arrows, smaller creatures, and gases.   
[/spoiler]
[spoiler=4th]4th-Level Magus Spells
Arcana Theft   
Targeted dispel transfers an effect to you.   
Ball Lightning   
Flying balls of lightning deal 3d6 electricity damage each.   
Beast Shape II   
You take the form and some of the powers of a Tiny or Large animal.   
Black Tentacles   
Tentacles grapple all creatures within a 20-ft. spread.   
Detonate      
Inflicts 1d8/level energy damage to all creatures within 15 ft.   
Dimension Door   
Teleports you a short distance.   
Dragon?s Breath   
Gives you a dragon's breath weapon.   
Elemental Body I   
Turns you into a Small elemental.   
Enlarge Person, Mass   
1 humanoid creature/level doubles in size.   
Fire Shield   
Creatures attacking you take fire damage; you're protected from heat or cold.   
Firefall   
Causes fire to burst up, dealing 2d6 fire damage.   
Forceful Strike   
Deal 1d4/level force with weapon and possibly bull rush enemy.   
Ice Storm   
Hail deals 5d6 damage in cylinder 40 ft. across.   
Infernal Healing, Greater   
As infernal healing, except the target gains fast healing 4 and the target detects as an evil cleric.
Invisibility, Greater   
As invisibility, but subject can attack and stay invisible.   
Monstrous Physique II   
Take the form and some of the powers of a Tiny or Large monstrous humanoid.   
Pellet Blast      
Creates an explosion of conjured metal pellets.   
Phantasmal Killer   
Fearsome illusion kills subject or deals 3d6 damage.   
Reduce Person, Mass   
As reduce person, but affects 1 humanoid creature/level.   
River of Wind   
A stream of wind causes nonlethal damage and can knock down or push creatures.   
Shield of the Dawnflower   
Creatures that strike you take 1d6 +1/level fire damage.   
Shout   
Deafens all within cone and deals 5d6 sonic damage.   
Solid Fog   
Blocks vision and slows movement.   
Stoneskin      
Grants DR 10/adamantine.   
Vermin Shape I   
Take the form and some of the powers of a Small or Medium vermin.   
Wall of Fire   
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.   
Wall of Ice   
Ice plane creates wall or hemisphere creates dome.   CB
Wall of Sound   
Sonic wall deflects and damages creatures.   
Wreath of Blades      
Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.   
[/spoiler]
[spoiler=5th]5th-Level Magus Spells
Acidic Spray      
1d6/level acid damage plus 1 round of acid.   
Baleful Polymorph   
Turns subject into harmless animal.   
Beast Shape III   
You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.   
Bladed Dash, Greater   
As bladed dash, except you may attack each enemy you pass during the dash.   
Blood Boil   
Raise temperature of target creature's blood (or other similar body fluid) over 3 rounds causing first fatigue, then Constitution damage, then hp damage.   
Cloudkill   
Kills 3 HD or less; 4?6 HD save or die, 6+ HD take Con damage.   
Cone of Cold   
1d6/level cold damage.   
Conjure Deadfall   
You conjure a large metal cube covered in sharp spikes.   
Corrosive Consumption   
Acidic patch damages an opponent.   
Elemental Body II   
Turns you into a Medium elemental.   
Fire Snake   
Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.   
Geyser   
Creates a geyser of boiling water.   
Impart Mind      
Temporarily make a magic item intelligent.   
Interposing Hand   
Hand provides cover against 1 opponent.   
Monstrous Physique III   
Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.   
Overland Flight   
You fly at a speed of 40 ft. and can hustle over long distances.   
Symbol of Striking      
As symbol of death, but fills a 5-foot square.   
Telekinesis   
Moves object, attacks creature, or hurls object or creature.   
Teleport   
Instantly transports you as far as 100 miles per level.   
Undead Anatomy II   
Take the form and some of the powers of a Tiny or Large undead.   
Vermin Shape II   
As vermin shape I, but Tiny or Large.   
Wall of Force   
Wall is immune to damage.   
Wall of Stone   
Creates a stone wall that can be shaped.   
Ward Shield   
With a touch, you enchant a shield and enable it to protect its wielder from hostile spells.
[/spoiler]
[spoiler=6th]6th-Level Magus Spells
Acid Fog   
Fog deals acid damage.   
Bear?s Endurance, Mass   
As bear's endurance, affects one subject/level.   
Beast Shape IV   
You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.   
Bull?s Strength, Mass   
As bull's strength, affects 1 subject per level.   
Cat?s Grace, Mass   
As cat's grace, affects 1 subject/level.   
Chain Lightning   
1d6/level damage and 1 secondary bolt/level.   
Contagious Flame   
Scorching rays cause 4d6 fire damage, then move on to new targets.   
Disintegrate   
Reduces one creature or object to dust.   
Dispel Magic, Greater   
As dispel magic, but with multiple targets.   
Elemental Body III   
Turns you into a Large elemental.   
Flesh to Stone   
Turns subject creature into statue.   
Forceful Hand   
Hand pushes creatures away.   
Form of the Dragon I   
Turns you into a Medium dragon.   
Freezing Sphere   
Freezes water or deals cold damage.   
Mislead   
Turns you invisible and creates illusory double.   
Monstrous Physique IV   
As monstrous physique III, with more abilities.   
Sirocco   
Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.   
Stone to Flesh   
Restores petrified creature.   
Transformation      
You gain combat bonuses.   
True Seeing      
Lets you see all things as they really are.   
Undead Anatomy III   
Take the form and some of the powers of a Diminutive or Huge undead.   
Walk through Space   
You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.   
Wall of Iron      
30 hp/four levels; can topple onto foes.   [/spoiler]
[/spoiler]
#12
Traits, Flaws, and Feats / [Feats] Reserve Feats
December 14, 2013, 04:34:49 PM
Recently, the topic of spellcasters running out of their spells throughout a prolonged encounter and thus becoming dead-weight has been brought up among several members. And though the whole orison idea may be good for the divine casters within the guild, just where does that leave those who choose to instead practice the arcane?

So, to remedy the whole running out of spells thing for all casters, this is my answer (Copy/pasted from 3.5's Complete Mage  :P). This isn't "custom" content since it's all 3.5 material (at least thus far. We're open to any ideas of "non-standard" reserve feats), but since not everyone may have the book readily in hand, I'll be posting it all up here.

Quote from: D&D 3.5 Complete Mage, Pg. 36RESERVE FEATS
[spoiler]Complete Mage presents a new category of feat: reserve feats.
These feats are usable only by spellcasters, and they employ
an unusual form of prerequisite. Reserve feats draw upon
the magic inherent in a caster's body and soul, utilizing (but
not consuming) energy from available spells to augment the
character's already prodigious magical talents.
Each reserve feat's primary benefit is a supernatural ability
usable at will. Unless stated otherwise, it requires a standard
action to activate and does not provoke attacks of opportunity.
If a saving throw is allowed, the DC is equal to 10 + the level of
the spell allowing the ability's use + the ability modifier you
would apply to that spell's save DC. For example, if a wizard
with a +3 Intelligence modifier and a reserved 3rd-level sonic
spell succeeds on a touch attack using the Clap of Thunder
reserve feat, she causes the target to make a successful DC
16 Fortitude save or be deafened.
In addition, each feat provides a caster level boost to a
certain category of spells that applies at all times, regardless
of whether the character has any spells left to cast.
The primary benefit can only be activated if the caster
has a spell of an appropriate variety (of a particular school,
subschool, or descriptor) available to cast. The definition of
?available to cast? depends on whether the character prepares
spells or casts spontaneously from a list of spells known.
A spellcaster who prepares spells each day (such as a
wizard) must have an appropriate spell prepared and not yet
cast that day. If the character has more than one appropriate
spell prepared and uncast, she gains the benefit only from the
highest-level spell; she can't gain multiple benefits, or stack
benefits, by preparing more than one appropriate spell.
A spellcaster who does not need to prepare spells (such as
a sorcerer) must know an appropriate spell and must have at
least one unused spell slot of that spell's level or higher. If
the character has more than one appropriate spell known, he
gains the benefit only from the highest-level spell for which
he has an unused spell slot of that level or higher.
If a spellcaster has spells from more than one class, only
spell slots that could actually be used to cast the appropriate
spell count toward granting this benefit. A bard/sorcerer
who knows the appropriate spell only as a bard spell can't
use his sorcerer spell slots to qualify for the reserve feat's
primary benefit.
Once the spellcaster no longer has an appropriate spell
available?either because of casting it, exhausting the
appropriate spell slots, or a daily spell selection that does not
include that spell?she can't use the feat's primary benefit
until she once again has an appropriate spell available for cast-
ing. She retains the secondary benefit of the feat, however.
Only actual spells or spell slots allow the character to
use the primary benefit of a reserve feat. Spell-like abilities,
supernatural abilities, and extraordinary abilities?even if
they mimic or duplicate an appropriate spell?do not qualify.
Spells that do not have a descriptor until cast (such as the
summon monster spells) can't be used to gain the primary
benefit of a reserve feat.
A spellcaster can key two or more reserve feats off a single
spell. For example, if a wizard had the Sickening Grasp and
Winter's Blast feats, she could use both primary benefits of
those feats if she had a single 3rd-level (or higher) necromancy
cold spell prepared and not yet cast. The secondary boosts
likewise stack; a spellcaster who has the Aquatic Breath and
Drowning Glance feats gains a +2 competence bonus when
casting water spells.
Example: Consider the feat Mystic Backlash. In order to use
the feat's primary benefit, a wizard must have an abjuration
spell of at least 5th level prepared and not yet cast. As soon as
she casts her last abjuration spell of 5th level or higher, or if
she prepares no abjuration spells of 5th level or higher on a
given day, she loses the primary benefit of the feat until she
once again prepares an appropriate spell.
A sorcerer, on the other hand, need merely have an abju-
ration spell of 5th level or higher on his spells known list
and at least one spell slot of the same level or higher unused
for the day. As soon as he casts his last sorcerer spell of 5th
level or higher, he loses the primary benefit of the feat until
he readies his spells for the next day (or otherwise regains a
spell slot of 5th level or higher).
A wizard can take a reserve feat as her bonus feat at 5th,
10th, 15th, or 20th level, in place of a metamagic or item
creation feat.[/spoiler]

Quote from: D&D 3.5 Complete Mage, Pg. 36USING RESERVE FEATS
[spoiler]Reserve feats are designed to allow spellcasters to stretch their
resources over a greater number of encounters. As long as you
retain the appropriate spell or spells, you have unlimited access
to one or more special abilities, many of which are useful in
combat.
Effectively trading a single spell or spell slot for an at-will
ability represents an entirely new direction for feats. At a glance
the benefit appears extremely potent, and it is. The important
distinction is that these feats, in general, don?t directly make
you more powerful; instead, they allow you to extend your power
over more encounters. This in turn allows the party to continue
adventuring (rather than call it a day after your spell allotment is
exhausted), which translates into the players having more fun.
A reserve feat shouldn?t make you appreciably more power-
ful in a single encounter, and it doesn?t make your most potent
spells much better. In most cases, a reserve feat?s benefit com-
pares to spells two or three levels below the spell kept in reserve.
In essence, you get an unlimited low-level spell effect as long
as you keep your ?big gun? in reserve. This situation encour-
ages tactical use of spell resources?for example, the decision
whether to cast fireball now or save it for the next fight?without
preventing you from doing something interesting every round.
At higher levels, even if the power level of the feat?s benefit
doesn?t compare well to your other spells, don?t forget the
other advantages that it offers. As supernatural abilities, these
benefits don?t use components, so you can activate them even
while bound or gagged. They can?t be countered or dispelled.
Arcane spell failure chance does not apply, making the feats
attractive to multiclass spellcasters who normally wear armor.
Most important, they are unaffected by spell resistance. All told,
while a 9d6 burst of fire might not appear to measure up to the
average 17th-level wizard?s spell complement, it might prove
quite useful in any number of situations.[/spoiler]

Feat Descriptions
[spoiler]ACIDIC SPLATTER [RESERVE]
You can channel magical energy into orbs of acid.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an acid spell of 2nd level or
higher available to cast, you can throw an orb of acid as a
ranged touch attack. The attack has a range of 5 feet per level
of the highest-level acid spell you have available to cast and
deals 1d6 points of damage per level of that acid spell.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting acid spells.

AQUATIC BREATH [RESERVE]
Your reservoir of magic allows you to breathe normally even
underwater.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a water spell of 3rd level or
higher available to cast, you can breathe normally in both air
and water. This supernatural quality requires no activation.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting water spells.

BLADE OF FORCE [RESERVE]
You can surround a weapon with a short-lived aura of
force.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a 3rd-level or higher force
spell available to cast, you can surround a melee weapon
or a single piece of ammunition with a thin field of force.
Activating this ability is a swift action; you must touch the
weapon to be affected as part of the action.
The next attack made with that weapon, if taken before the
end of your next turn, deals an extra 1 point of damage per
level of the highest-level force spell you have available to cast.
Furthermore, that weapon ignores the miss chance normally
granted to an incorporeal creature. If the next attack with
that weapon misses, this benefit is lost.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting force spells.

BORNE ALOFT [RESERVE]
You can channel the magic of the winds to briefly grant
you flight.
Prerequisite: Ability to cast 5th-level spells.
Benefit: As long as you have an air spell of 5th level or
higher available to cast, you can fly up to 30 feet (perfect
maneuverability) as a move action once per round. You
must begin and end this flight solidly supported, or you fall.
You can't use this ability if you wear heavy armor or carry
a heavy load.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting air spells.

CLAP OF THUNDER [RESERVE]
You can deliver a thunderous roar with a touch.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a sonic spell of 3rd level or
higher available to cast, you can deliver a melee touch attack
as a standard action. This attack deals 1d6 points of sonic
damage per level of the highest-level sonic spell you have
available to cast. Additionally, the subject must succeed on
a Fortitude save or be deafened for 1 round.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting sonic spells.

CLUTCH OF EARTH [RESERVE]
You briefly increase the earth's pull on the target creature.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an earth spell of 2nd level or
higher available to cast, you can spend a standard action to
reduce the speed of any landbound creature within 30 feet of
you. The creature's normal land speed, as well as its burrow
and climb speeds, decrease by 5 feet per level of the highestlevel
earth spell you have available to cast, to a minimum
speed of 5 feet. This effect lasts for 1 round.
A successful Fortitude save negates this effect and ren-
ders the target immune to the feat's effect for 24 hours.
Creatures currently swimming or flying are immune to
this effect.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting earth spells.

DIMENSIONAL JAUNT [RESERVE]
With a single step, you can cross an entire room.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a teleportation spell of 4th
level or higher available to cast, you can spend a standard
action to teleport yourself and carried objects up to your
heavy load a distance of 5 feet per level of the highest-level
teleportation spell you have available to cast. You can teleport
only to a location that you can see (including one you are
currently scrying). You can?t bring along another creature
(except for a familiar).
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting teleportation spells.

DIMENSIONAL REACH
[RESERVE]
You can transport small
objects to you with an act
of will.
Prerequisite: Ability
to cast 3rd-level spells.
Benefit: As long as
you have a conjuration
(summoning) spell of
3rd level higher avail-
able to cast, you can
transport small items
directly into your hand
as a standard action. You
must have line of sight to
an item you wish to transport
in this way, and it
must be unattnded.
This ability works at a
range of up to 5 feet per
level of the highest-level
summoning spell you have
available to cast, and the
item can weigh up to 2
pounds per level of that
spell.
As a secondary benefit, you
gain a +1 competence bonus to your
caster level when casting conjuration
(summoning) spells

DROWNING GLANCE [RESERVE]
With a look, you create a small but incapacitating amount of
water in the subject's lungs.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a water spell of 4th level
or higher available to cast, you can use a standard action to
transform a small portion of the air in a living creature's lungs
to water, making it difficult for the creature to breathe. The
subject must be within 30 feet. The target becomes exhausted
for 1 round; if it succeeds on a Fortitude save, it is instead
fatigued for 1 round.
Whether or not a targeted creature successfully saves, it is
immune to any further uses of your drowning glance for 24
hours. Creatures that can breathe water (or who don't breathe)
are immune to this effect.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting water spells.

FACE-CHANGER [RESERVE]
Your mastery of illusions allows you to subtly alter your
appearance at whim.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a glamer spell of 3rd level or
higher available to cast, you can alter your appearance as the
spell disguise self, except that the duration lasts 1 minute per
level of the glamer spell.
This illusory transformation requires a full-round action
to activate.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting glamer spells.

FIERY BURST [RESERVE]
You channel your magical talent into a blast of fire.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a fire spell of 2nd level or
higher available to cast, you can spend a standard action to
create a 5-foot-radius burst of fire at a range of 30 feet. This
burst deals 1d6 points of fire damage per level of the highestlevel
fire spell you have available to cast. A successful Reflex
save halves the damage.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting fire spells.

HURRICANE BREATH [RESERVE]
The power of elemental air you hold in your mind allows you
to exhale the wind.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an air spell of 2nd level or
higher available to cast, you can attempt to knock a single
creature within 30 feet back with a blast of wind. This requires
a standard action and functions much like a bull rush; roll
1d20 + the level of the highest-level air spell you have avail-
able to cast opposed by your opponent's Strength check. If
you succeed, you push the creature back 5 feet.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting air spells.

INVISIBLE NEEDLE [RESERVE]
You can create tiny darts of force.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a force spell of 3rd level or
higher available to cast, you can use a standard action to hurl
a tiny needle-shaped projectile created from pure force. This
attack requires a successful ranged attack roll (not a ranged
touch attack), and the dart has a range of 5 feet per level of the
force spell. The needle deals 1d4 points of damage per level
of the highest-level force spell you have available. Because
it is composed of force, the needle can strike incorporeal
creatures.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting force spells.

MAGIC DISRUPTION [RESERVE]
You can use your powers of abjuration to interfere with other
casters' spells.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an abjuration spell of 3rd
level or higher available to cast, you can attempt to interrupt
another character's spellcasting with a tiny burst of magic.
As an immediate action, you can force any character within
30 feet currently casting a spell to make a Concentration
check (DC 15 + the level of the highest-level abjuration spell
you have available to cast); if the check fails, the spell's save
DC and caster level are reduced by 2 (to a minimum caster
level of 1st).
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting abjuration spells.

MAGIC SENSITIVE [RESERVE]
You literally see the emanations of magic around you.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a divination spell of 3rd level
or higher available to cast, you can sense magical auras (as
if you had cast detect magic). The range of your detection is
equal to 5 feet per level of the highest-level divination spell
you have available to cast. Activating or concentrating on
this ability requires a standard action.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting divination spells.

MINOR SHAPESHIFT [RESERVE]
Your mastery of shapeshifting magic allows you to reshape
your flesh in small but significant ways.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a polymorph spell of 4th level
or higher available to cast, you can spend a swift action to
grant yourself one of the following benefits:
Might: +2 bonus on melee damage rolls.
Mobility: +2 competence bonus on Balance, Climb, Jump,
and Swim checks.
Savagery: Primary claw attack dealing 1d6 points of damage
(assuming Medium size).
Speed: +5-foot enhancement bonus to any one movement
mode you already possess.
Vigor: Temporary hit points equal to your HD.
The chosen benefit lasts for a number of rounds equal to the
level of the highest-level polymorph spell you have available
to cast. If you activate this feat a second time while a previous
benefit is still in effect, the first benefit ends immediately.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting polymorph spells. See page 91
for details on the new polymorph subschool of spells.

MYSTIC BACKLASH [RESERVE]
With a touch, your magic corrupts the spells of your
enemy.
Prerequisite: Ability to cast 5th-level spells.
Benefit: As long as you have an abjuration spell of 5th level
or higher available to cast, you can make another creature's
spellcasting harmful to itself. Use of this feat requires a melee
touch attack that does not provoke attacks of opportunity.
As a standard action, with a successful touch you can infuse
another creature with baneful magic for a number of rounds
equal to the level of the highest-level abjuration spell you
have available. A successful Will save reduces this duration
to 1 round.
For the duration of the effect, each time the target completes
the casting of a spell, it takes damage equal to the level
of the abjuration spell that determined the effect's duration.
Since the spell's casting has already been completed, this
doesn't count as damage dealt during casting.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting abjuration spells.

SHADOW VEIL
[RESERVE]
You draw wisps of darkness across
your enemy's eyes, obscuring the
world around him.
Prerequisite: Ability to
cast 2nd-level spells.
Benefit: As long as you
have a darkness spell of
2nd level or higher available
to cast, you can obscure the vision of
a subject within 30 feet as a standard
action. If the subject fails a Will save, it treats all other crea-
tures and objects as though they had concealment and takes
a ?5 penalty on Spot checks for 1 round.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting darkness spells.

SICKENING GRASP [RESERVE]
You wreak havoc with the inner organs of a target, causing
it to grow ill.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a necromancy spell of 3rd
level or higher available to cast, any living creature you hit
with a melee touch attack becomes sickened for a number
of rounds equal to the level of the highest-level necromancy
spell you have available to cast. The subject can reduce this
duration to 1 round with a successful Fortitude save.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting necromancy spells.

STORM
BOLT
[RESERVE]
The electrical energy con-
tained within your magic rages inside you,
begging to be released.
Prerequisite: Ability to cast 3rd-
level spells.
Benefit: As long as you
have an electricity spell of
3rd level or higher avail-
able to cast, you can fire a 20-foot
line of electricity as a standard action. This
bolt deals 1d6 points of electricity damage
per level of the highest-level electricity
spell you have available to cast.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting electricity spells.

SUMMON ELEMENTAL [RESERVE]
You can channel the summoning power you hold to briefly
bring forth an elemental servant.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a summoning spell of 4th
level or higher available to cast, you can summon a Small
elemental (air, earth, fire, or water; your choice) within a range
of 30 feet. The elemental acts as if summoned by a summon
monster spell (PH 285). The duration of the summoning is
equal to 1 round per level of the highest-level conjuration
(summoning) spell you have available to cast.
You can have only one summoned elemental from this
feat at a time; if you use the ability a second time, the first
elemental disappears. Also, you must remain close to the
elemental you summon. If at the end of your turn you are
more than 30 feet from the elemental, it disappears.
If you have a conjuration (summoning) spell of 6th level or
higher available to cast, you can summon a Medium elemental
instead. If you have a conjuration (summoning) spell of 8th
level or higher available to cast, you can summon a Large
elemental instead.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting conjuration (summoning)
spells.

SUNLIGHT EYES [RESERVE]
The bright magic within you allows you to see through the
darkest shadow.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a light spell of 2nd level or
higher available to cast, you can take a swift action to grant
yourself the ability to see normally in any conditions of
illumination (shadowy illumination, darkness, and magical
shadow or darkness). The range of this vision is 10 feet per
level of the highest-level light spell you have available to cast,
and the effect lasts for 1 round.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting light spells.

TOUCH OF DISTRACTION [RESERVE]
Your touch briefly clouds the mind of a foe, impeding its
efforts.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an enchantment spell of 3rd
level or higher available to cast, you can cloud the mind of a
creature within 30 feet as a standard action. The target takes
a ?2 penalty on its next single attack roll or Reflex saving
throw. If the target makes no attacks or Reflex saves within
a number of rounds equal to the level of the highest-level
enchantment spell you have available to cast, the effect ends.
Multiple uses of this feat don't stack. This is an enchantment
(compulsion), mind-affecting effect.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting enchantment spells.

WIND-GUIDED ARROWS [RESERVE]
Your mastery of the wind allows you to alter the flight of a
ranged weapon.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an air spell of 3rd level or
higher available to cast, you can spend an immediate action
to alter slightly the course of an arrow, crossbow bolt, spear,
or other ranged weapon already in flight. You can't change the
weapon's target, but you can apply a +2 bonus or ?2 penalty
on its attack roll.
You and the target can be no farther apart than 10 feet per
level of the highest-level air spell you have available, since the
guidance occurs at the end of the weapon's flight.
This feat works only on thrown or projectile weapons; it
can't affect spells, powers, energy attacks, or the like.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting air spells.

WINTER'S BLAST [RESERVE]
The frozen magic within you can burst forth in a hail of
frost.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a cold spell of 2nd level or
higher available to cast, you can create a 15-foot cone-shaped
burst of cold. This cone deals 1d4 points of cold damage per
level of the highest-level cold spell you have available to cast.
A successful Reflex save halves the damage.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting cold spells.[/spoiler]

Table





Reserve Feats
Acidic Splatter
Aquatic Breath
Blade of Force
Borne Aloft
Clap of Thunder
Clutch of Earth
Dimensional Jaunt
Dimensional Reach
Drowning Glance
Face-Changer
Fiery Burst
Hurricane Breath
Invisible Needle
Magic Disruption
Magic Sensitive
Minor Shapeshift
Mystic Backlash
Shadow Veil
Sickening Grasp
Storm Bolt
Summon Elemental
Sunlight Eyes
Touch of Distraction
Wind-Guided Arrows
Winter's Blast
Prerequisites
Ability to cast 2nd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 5th-level spells
Ability to cast 3rd-level spells
Ability to cast 2nd-level spells
Ability to cast 4th-level spells
Ability to cast 3rd-level spells
Ability to cast 4th-level spells
Ability to cast 3rd-level spells
Ability to cast 2nd-level spells
Ability to cast 2nd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 4th-level spells
Ability to cast 5th-level spells
Ability to cast 2nd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 4th-level spells
Ability to cast 2nd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 2nd-level spells
Benefit
Create orb of acid 1d6 damage/spell level, +1 CL on acid spells
Breathe normally in air or water, +1 CL on water spells
Surround a weapon in force, +1 CL on force spells
Fly 30 feet once per round, +1 CL on air spells
Touch attack does 1d6 damage/spell level and bestows
deafness, +1 CL on sonic spells
Impede creature's movement, +1 CL on earth spells
Teleport 5 feet/spell level, +1 CL on teleportation spells
Summon a small item, +1 CL on summoning spells
Exhaust an air-breathing foe, +1 CL on water spells
Alter your appearance, +1 CL on glamer spells
Create fire burst 1d6 damage/spell level, +1 CL on fire spells
Bull rush foes from a distance, +1 CL on air spells
Create force dart 1d4 damage/spell level, +1 CL on force spells
Reduce effect of enemy spellcasting, +1 CL on abjuration spells
Detect magic instinctively, +1 CL on divination spells
Grant physical benefit, +1 CL on polymorph spells
Target's spells damage self, +1 CL on abjuration spells
Obscure a target's sight, +1 CL on darkness spells
Sicken a target with a touch, +1 CL on necromancy spells
Create line of electricity 1d6 damage/spell level, +1 CL
on electricity spells
Summon elemental, +1 CL on summoning spells
See in darkness 10 feet/spell level, +1 CL on light spells
Impose ?2 penalty on target's attack or Reflex save, +1 CL
on enchantment spells
Apply modifier to ranged weapon attack, +1 CL on air spells
Create cold cone 1d4 damage/spell level, +1 CL on cold spells
#13
"I'm baaaaaaaaaaaaaaaaaaaaaaaaack!" A now-familiar voice called out from outside the shop, only moments before a certain elf came barging into the store once more. The raven perched atop the elf's shoulder also let out a greetings of sorts with nothing more than a mellow "well met." Clearly, it still wasn't over the earlier incident.

"I'll be taking two more of those shiny, green things as well as two of those clear blue ones," Lyolf said, pointing to each set of potions in turn. "And last but not least... The elf smiled. "I'll take one of those enlargement potions!"

"Full price," he quickly added, all the while glaring at the raven beside him.

"..."

"Also, before I forget," the elf continued while reaching into his pack.

"This one's for you," he finished, holding out:
[spoiler=This]
an innocent-looking present...


[spoiler=If Opened:]
containing an innocent-looking book...


  [spoiler=If Opened:]
filled with indecent images. That moved.

  [/spoiler]
[/spoiler]
[/spoiler]

"Feel free to open it right away," he cheerily said with a devilishly bright smile.

"In fact, I'd prefer it if you do."

[spoiler=Actions]
Lyolf buys two Potions of Cure Light Wounds, two Potions of Sanctuary, and a Potion of Enlarge Person then offers Potion Girl his gift-the Questionable Elf Book.
[/spoiler]
#14
Side stories / [Club, Masterwork +1] Tabletop Club
December 09, 2013, 06:33:34 PM
It hadn't taken him long to find, having already spent a year looking around the place. Just a few quick turns around the building, through a hallway, and into a side passage and he was there-the tabletop club. The doors looked simple and inviting enough, but Kevin paused. First impressions were important after all.

The young man took a moment to steady himself, taking a deep breath in the process, all in order to bring him at his most natural. He then opened door, gave his usual introduction, and put on his most natural smile.

"The name's Kevin. I'll be joining you guys from now on."

[spoiler][/spoiler]
#15
Protagonists / Kevin Rifken
November 20, 2013, 12:54:46 PM
Name: Kevin Rifken
Age: 16
Race: Caucasian
Gender: Male
Hair color: DARKNESS!
Eye Color: Dark Brown
Height: 5'8.8976"
Weight/build: 127.868

Favorite things
[spoiler]
http://www.youtube.com/v/33o32C0ogVM&autoplay=1Raindrops on roses and whiskers on kittens,
Bright copper kettles and warm woolen mittens,
Brown paper packages tied up with strings,
These are a few of my favorite things.

Cream colored ponies and crisp apple streudels,
Doorbells and sleigh bells and schnitzel with noodles,
Wild geese that fly with the moon on their wings,
These are a few of my favorite things.

Girls in white dresses with blue satin sashes,
Snowflakes that stay on my nose and eyelashes,
Silver white winters that melt into springs,
These are a few of my favorite things.

When the dog bites!
When the bee stings!
When I'm feeling sad,
I simply remember my favorite things,
And then I don't feeeel soo bad!

[/spoiler]
[spoiler]
Ok, fine.

The Real Favorite Things
Classical Music
Sleeping In
Edible Food
Humanity
Chaos
[/spoiler]

Hated things
[spoiler]
Work
Order
Fate
[/spoiler]

Personality
[spoiler]
In Progress
[/spoiler]

Background
[spoiler]
In Progress
[/spoiler]

Close Bonds
[spoiler]
Tweedle A (Placeholder while I think something up)
Tweedle B {Placeholder}
[/spoiler]

Appearance
[spoiler]

[/spoiler]
#16
The Roster (OOC) / [Diviner] Lyolf Swordhand
November 14, 2013, 12:39:56 PM
Lyolf Swordhand
[spoiler=Level 1]
Level 1 Diviner


STR: 12 (+1)
DEX: 20 (+5)
CON: 10 (+0)
INT: 17 (+3)
WIS: 14 (+2)
CHA: 13 (+1)
[4d6] 6, 3, 4, 2 = 15 13
[4d6] 6, 5, 6, 2 = 19 17
[4d6] 6, 4, 6, 6 = 22 18
[4d6] 4, 4, 4, 2 = 14 12
[4d6] 2, 6, 2, 6 = 16 14
[4d6] 5, 1, 5, 2 = 13 12

Appearance:
Taller/more robust than the average elf, Lyolf has a build closer to a human's (and the mannerisms to match) and can be easily be mistaken for one. But that's to be expected when one lives like and is surrounded by naught but humans. He is of fair skin, his eyes are icy blue in color, and his hair is white.

Familiar:
Name: Uli
Type: Raven
[spoiler]Size: Tiny Animal
HP: 2
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 15 (+2 size, +2 Dex +1 Natural(Familiar)), touch 14, flat-footed 13
Base Attack/Grapple: +0/?13
Attack: Claws +4 melee (1d2?5)
Full Attack: Claws +4 melee (1d2?5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: ?
Special Qualities: Low-light vision, Alertness, Improved Evasion, Share Spells, Empathic link
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1 HD
Languages: Common[/spoiler]

Notes:
[spoiler]Alertness (Ex): The presence of the familiar sharpens its master?s
senses. While a familiar is within arm?s reach, the master gains the
Alertness feat (page 89).
Improved Evasion (Ex): When subjected to an attack that normally
allows a Reflex saving throw for half damage, a familiar takes no damage
if it makes a successful saving throw and half damage even if the saving
throw fails.
Share Spells: At the master?s option, he may have any spell (but not
any spell-like ability) he casts on himself also affect his familiar. The
familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops
affecting the familiar if it moves farther than 5 feet away and will not
affect the familiar again even if it returns to the master before the
duration expires. Additionally, the master may cast a spell with a target of
?You? on his familiar (as a touch range spell) instead of on himself. A
master and his familiar can share spells even if the spells normally do
not affect creatures of the familiar?s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar
out to a distance of up to 1 mile. The master cannot see through the
familiar?s eyes, but they can communicate empathically. Because of the
limited nature of the link, only general emotional content (such as fear,
hunger, happiness, curiosity) can be communicated. Note that the low
Intelligence of a low-level master?s familiar limits what the creature is
able to communicate or understand, and even intelligent familiars see
the world differently from humans, so misunderstandings are always
possible.
Because of this empathic link, the master has the same connection to
an item or place that his familiar does. For instance, if his familiar has
seen a room, the master can teleport into that room as if he has seen it
too
Language: A raven familiar can speak one language of its master?s choice as a
supernatural ability.[/spoiler]

Race: Elf

Languages:
Common
Elven
Dwarven
Orc
Draconic

Gear:
--Weapons--
Longsword
Spiked Chain
--Misc--
Backpack with waterskin
one day?s trail rations
bedroll
sack
flint and steel
Hooded lantern
5 pints of oil
Spell component pouch

Attacks:
Longsword (Attack): 1d20 +1(STR)
Longsword (Damage): 1d8 +1(STR)
Spiked Chain (Attack): 1d20 +1(STR) -4(Unproficient)
Spiked Chain (Damage): 2d4 +1(STR)

AC: 10 +5 (dex) +0(armor) = 15
Touch: 10 +5 (dex) = 15
Flatfooted: 10 +0(armor) = 10

Hitpoints: 4 +0 (con) = 4

Fort: +0 (class) +1 (con) = 1
Ref: +0 (class) +3 (dex) = 3
Will: +2 (class) +2 (wis) = 4

Restricted School: Evocation

Spells Per Day:
Divination+1
0: 3
1: 2

Spells Memorized:
--o--
Detect Magic (Diviner)
Message
Ghost Sound
Prestidigitation

--1--
True Strike (Diviner)
Mage Armor
Sleep

Spellbook:
O: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: True Strike, Mage Armor, Shield, Identify, Sleep, Silent Image

Background: (Just a summary, for now)
-An apprentice in an academy of the arcane
-Participated in a neighboring school of swordsmanship, though never officially joined
-things happened, he got kicked out midway through his apprentenceship, stunting his growth as a mage (ie: no magic missile)
-now one of many aspiring, new recruits of Galas'Nor

Feats:
Dodge (+1 AC to chosen foe)

Flaws:

Traits:

Special:
Immune to Sleep Magic (Elf)
+2 Saving throw bonus against Enchantment spells or effects (Elf)
Low-light Visions (Elf)
Elf Weapon Proficiency (Elf)
+2 Bonus on listen, search, and spot checks. Entitled to a search check just by passing within 5 ft of a hidden portal (Elf)
+3 Appraise check (Raven)
Alertness (Familiar)

Skills:
Concentration 4
Spellcraft 4
Knowledge (arcana) 2
Knowledge (history) 2
Knowledge (religion) 2

Unused Pts: 6
[/spoiler]

[spoiler=Level 2]
Lyolf Swordhand
Level 1 Diviner, Level 1 Swordsage


STR: 12 (+1)
DEX: 20 (+5)
CON: 10 (+0)
INT: 17 (+3)
WIS: 14 (+2)
CHA: 13 (+1)

Appearance:
Taller/more robust than the average elf, Lyolf has a build closer to a human's (and the mannerisms to match) and can be easily be mistaken for one. But that's to be expected when one lives like and is surrounded by naught but humans. He is of fair skin, his eyes are icy blue in color, and his hair is white.

Familiar:
Name: Uli
Type: Raven
[spoiler]Size: Tiny Animal
HP: 5
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 15 (+2 size, +2 Dex +1 Natural(Familiar)), touch 14, flat-footed 13
Base Attack/Grapple: +0/?13
Attack: Claws +4 melee (1d2?5)
Full Attack: Claws +4 melee (1d2?5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: ?
Special Qualities: Low-light vision, Alertness, Improved Evasion, Share Spells, Empathic link
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 2 HD
Languages: Common[/spoiler]

Notes:
[spoiler]Alertness (Ex): The presence of the familiar sharpens its master?s
senses. While a familiar is within arm?s reach, the master gains the
Alertness feat (page 89).
Improved Evasion (Ex): When subjected to an attack that normally
allows a Reflex saving throw for half damage, a familiar takes no damage
if it makes a successful saving throw and half damage even if the saving
throw fails.
Share Spells: At the master?s option, he may have any spell (but not
any spell-like ability) he casts on himself also affect his familiar. The
familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops
affecting the familiar if it moves farther than 5 feet away and will not
affect the familiar again even if it returns to the master before the
duration expires. Additionally, the master may cast a spell with a target of
?You? on his familiar (as a touch range spell) instead of on himself. A
master and his familiar can share spells even if the spells normally do
not affect creatures of the familiar?s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar
out to a distance of up to 1 mile. The master cannot see through the
familiar?s eyes, but they can communicate empathically. Because of the
limited nature of the link, only general emotional content (such as fear,
hunger, happiness, curiosity) can be communicated. Note that the low
Intelligence of a low-level master?s familiar limits what the creature is
able to communicate or understand, and even intelligent familiars see
the world differently from humans, so misunderstandings are always
possible.
Because of this empathic link, the master has the same connection to
an item or place that his familiar does. For instance, if his familiar has
seen a room, the master can teleport into that room as if he has seen it
too
Language: A raven familiar can speak one language of its master?s choice as a
supernatural ability.[/spoiler]

Race: Elf

Languages:
Common
Elven
Dwarven
Orc
Draconic

Gear:
--Weapons--
Longsword
Spiked Chain
--Misc--
Backpack with waterskin
one day?s trail rations
bedroll
sack
flint and steel
Hooded lantern
3 pints of oil
Spell component pouch
2 Potions of Cure Light Wounds

Attacks:
Longsword (Attack): 1d20 +1(STR)
Longsword (Damage): 1d8 +1(STR)
Spiked Chain (Attack): 1d20 +1(STR) -4(Unproficient) +1(Shadow Hand)
Spiked Chain (Damage): 2d4 +1(STR)

AC: 10 +5 (dex) +0(armor) = 15
Touch: 10 +5 (dex) = 15
Flatfooted: 10 +0(armor) = 10

Hitpoints: 12

Fort: +0 (class) +1 (con) = 1
Ref: +2 (class) +3 (dex) = 5
Will: +4 (class) +2 (wis) = 6

Maneuvers Readied:
2x Burning Blade
Clinging Shadow Strike
Shadow Blade Technique

Maneuvers Known:
Burning Blade: Boost?Deal 1d6 fire + 1/initiator level.
Clinging Shadow Strike: Strike?Foe suffers 20% miss chance on attacks.
Shadow Blade Technique: Strike?Roll two attacks, use lower result to deal bonus cold damage.
Mighty Throw: Strike?Grab foe, throw him up to 10 ft.
Sapphire Nightmare Blade: Strike?Opponent flat-footed, +1d6 damage with Concentration check.
Stone Bones: Strike?Gain DR 5/adamantine.

Stances Known:
Child of Shadow: Stance?You gain concealment as long as you move.

Restricted School: Evocation

Spells Per Day:
Divination+1
0: 3
1: 2

Spells Memorized:
--o--
Detect Magic (Diviner)
Message
Ghost Sound
Prestidigitation

--1--
True Strike (Diviner)
Mage Armor
Sleep

Spellbook:
O: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: True Strike, Mage Armor, Shield, Identify, Sleep, Silent Image

Background: (Just a summary, for now)
-An apprentice in an academy of the arcane
-Participated in a neighboring school of swordsmanship, though never officially joined
-Things happened, he got kicked out midway through his apprentenceship, stunting his growth as a mage (ie: no magic missile)
-Now one of many aspiring, new recruits of Galas'Nor

Feats:
Dodge (+1 AC to chosen foe)

Flaws:

Traits:

Special:
Immune to Sleep Magic (Elf)
+2 Saving throw bonus against Enchantment spells or effects (Elf)
Low-light Visions (Elf)
Elf Weapon Proficiency (Elf)
+2 Bonus on listen, search, and spot checks. Entitled to a search check just by passing within 5 ft of a hidden portal (Elf)
+3 Appraise check (Raven)
Alertness (Familiar)
Quick to Act (+1 Initiative)
Discipline Focus: Shadow Hand (Weapon Focus for chosen discipline's weapons)

Skills (base):
Concentration 5
Listen 5
Spellcraft 4
Knowledge (arcana) 2
Knowledge (history) 2
Knowledge (religion) 2
Tumble 5

Unused Pts: 4
[/spoiler]

[spoiler=Level 3]
Lyolf Swordhand
Level 2 Diviner, Level 1 Swordsage


STR: 12 (+1)
DEX: 20 (+5)
CON: 12 (+1)
INT: 17 (+3)
WIS: 14 (+2)
CHA: 13 (+1)

Appearance:
Taller/more robust than the average elf, Lyolf has a build closer to a human's (and the mannerisms to match) and can be easily be mistaken for one. But that's to be expected when one lives like and is surrounded by naught but humans. He is of fair skin, his eyes are icy blue in color, and his hair is white.

Familiar:
Name: Uli
Type: Raven
[spoiler]Size: Tiny Animal
HP: 14
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 16 (+2 size, +2 Dex +2 Natural(Familiar)), touch 14, flat-footed 13
Base Attack/Grapple: +1/?13
Attack: Claws +5 melee (1d2?5)
Full Attack: Claws +5 melee (1d2?5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: ?
Special Qualities: Low-light vision, Alertness, Improved Evasion, Share Spells, Empathic link, Deliver Touch Spells
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 3 HD
Languages: Common[/spoiler]

Notes:
[spoiler]Alertness (Ex): The presence of the familiar sharpens its master?ssenses. While a familiar is within arm?s reach, the master gains theAlertness feat (page 89).
Improved Evasion (Ex): When subjected to an attack that normallyallows a Reflex saving throw for half damage, a familiar takes no damageif it makes a successful saving throw and half damage even if the savingthrow fails.
Share Spells: At the master?s option, he may have any spell (but notany spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of ?You? on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do
not affect creatures of the familiar?s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiarout to a distance of up to 1 mile. The master cannot see through thefamiliar?s eyes, but they can communicate empathically. Because of thelimited nature of the link, only general emotional content (such as fear,hunger, happiness, curiosity) can be communicated. Note that the low Intelligence of a low-level master?s familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the master has the same connection to an item or place that his familiar does. For instance, if his familiar has seen a room, the master can teleport into that room as if he has seen it too
Language: A raven familiar can speak one language of its master?s choice as a supernatural ability.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiarcan deliver touch spells for him. If the master and the familiar are in
contact at the time the master casts a touch spell, he can designate hisfamiliar as the ?toucher.? The familiar can then deliver the touch spell
just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. [/spoiler]

Race: Elf

Languages:
Common
Elven
Dwarven
Orc
Draconic

Gear:
--Weapons--
Longsword
Spiked Chain
--Misc--
Backpack with waterskin
one day?s trail rations
bedroll
sack
flint and steel
Hooded lantern
3 pints of oil
Spell component pouch
2 Potions of Cure Light Wounds

Attacks:
Longsword (Attack): 1d20 +1(STR) +1(BAB)
Longsword (Damage): 1d8 +1(STR)
Spiked Chain (Attack): 1d20 +5(Weapon Finesse) +1(Shadow Hand) +1(BAB)
Spiked Chain (Damage): 2d4 +1(STR) +5(Shadow Blade)

BAB: 1

AC: 10 +5 (dex) +0(armor) = 15
Touch: 10 +5 (dex) = 15
Flatfooted: 10 +0(armor) = 10

Optimum AC: 10 +5 (dex) +0(armor) +4(mage armor) +4(shield) +1(dodge) +4(total defense) = 28

Hitpoints: 4(1 Mage) + 8(1 Swordsage) + 4(2 Mage) + 3(Con-Cumulative) + 10(Hel's Attention) = 29

Fort: +0 (class) +1 (con) = 1
Ref: +2 (class) +3 (dex) = 5
Will: +5 (class) +2 (wis) = 7

Maneuvers Readied:
2x Burning Blade
Clinging Shadow Strike
Shadow Blade Technique

Maneuvers Known:
Burning Blade: Boost?Deal 1d6 fire + 1/initiator level.
Clinging Shadow Strike: Strike?Foe suffers 20% miss chance on attacks.
Shadow Blade Technique: Strike?Roll two attacks, use lower result to deal bonus cold damage.
Mighty Throw: Strike?Grab foe, throw him up to 10 ft.
Sapphire Nightmare Blade: Strike?Opponent flat-footed, +1d6 damage with Concentration check.
Stone Bones: Strike?Gain DR 5/adamantine.

Stances Known:
Child of Shadow: Stance?You gain concealment as long as you move.

Restricted School: Evocation

Spells Per Day:
Divination+1
0: 4
1: 3

Spells Memorized:
--o--
Detect Magic (Diviner)
Message
Ghost Sound
Prestidigitation
Mage Hand

--1--
True Strike (Diviner)
Mage Armor
Shield
Enlarge Person

Spellbook:
O: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: True Strike, Mage Armor, Shield, Identify, Sleep, Silent Image, Obscuring Mist, Enlarge Person

Background: (Just a summary, for now)
-An apprentice in an academy of the arcane
-Participated in a neighboring school of swordsmanship, though never officially joined
-Things happened, he got kicked out midway through his apprentenceship, stunting his growth as a mage (ie: no magic missile)
-Now one of many aspiring, new recruits of Galas'Nor

Feats:
Dodge (+1 AC to chosen foe)
Shadow Blade (Dex for damage rolls, but only for Shadowhand weapons and only while in a Shadowhand stance)
Weapon Finesse (Dex for attack rolls)
Exotic Weapon (Spiked Chain)

Flaws:
[spoiler]Reincarnated Misfortune (Unaware till confronted by another member of the Jade Pheonix): http://www.dandwiki.com/wiki/Reincarnated_Misfortune_(3.5e_Flaw)[/spoiler]
Hauntings of the Past: http://www.dandwiki.com/wiki/Hauntings_of_the_Past

Traits:
[spoiler]Hel's Attention: http://www.dandwiki.com/wiki/Hel%27s_Attention_(3.5e_Trait)[/spoiler]
Dedicated Enforcer: http://www.dandwiki.com/wiki/Dedicated_Enforcer_(3.5e_Trait)

Special:
Immune to Sleep Magic (Elf)
+2 Saving throw bonus against Enchantment spells or effects (Elf)
Low-light Visions (Elf)
Elf Weapon Proficiency (Elf)
+2 Bonus on listen, search, and spot checks. Entitled to a search check just by passing within 5 ft of a hidden portal (Elf)
+3 Appraise check (Raven)
Alertness (Familiar)
Quick to Act (+1 Initiative)
Discipline Focus: Shadow Hand (Weapon Focus for chosen discipline's weapons)

Skills (base):
Concentration 6
Listen 5
Spellcraft 6
Knowledge (arcana) 2
Knowledge (history) 2
Knowledge (religion) 2
Tumble 5

Unused Pts: 6
[/spoiler]

[spoiler=Level 4]
Lyolf Swordhand
Level 3 Diviner, Level 1 Swordsage


STR: 12 (+1)
DEX: 21 (+5)
CON: 12 (+1)
INT: 17 (+3)
WIS: 14 (+2)
CHA: 13 (+1)

Appearance:
Taller/more robust than the average elf, Lyolf has a build closer to a human's (and the mannerisms to match) and can be easily be mistaken for one. But that's to be expected when one lives like and is surrounded by naught but humans. He is of fair skin, his eyes are icy blue in color, and his hair is white.

Familiar:
Name: Uli
Type: Raven
[spoiler]Size: Tiny Animal
HP: 17
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 16 (+2 size, +2 Dex +2 Natural(Familiar)), touch 14, flat-footed 13
Base Attack/Grapple: +1/?13
Attack: Claws +5 melee (1d2?5)
Full Attack: Claws +5 melee (1d2?5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: ?
Special Qualities: Low-light vision, Alertness, Improved Evasion, Share Spells, Empathic link, Deliver Touch Spells
Saves: Fort +2, Ref +6, Will +7
Abilities: Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6
Skills: Listen +3, Spot +9
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 4 HD
Languages: Common[/spoiler]

Notes:
[spoiler]Alertness (Ex): The presence of the familiar sharpens its master?s senses. While a familiar is within arm?s reach, the master gains the Alertness feat (page 89).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master?s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of ?You? on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do
not affect creatures of the familiar?s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar?s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear,hunger, happiness, curiosity) can be communicated. Note that the low Intelligence of a low-level master?s familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the master has the same connection to an item or place that his familiar does. For instance, if his familiar has seen a room, the master can teleport into that room as if he has seen it too
Language: A raven familiar can speak one language of its master?s choice as a supernatural ability.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in
contact at the time the master casts a touch spell, he can designate his familiar as the ?toucher.? The familiar can then deliver the touch spell
just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. [/spoiler]

Race: Elf

Languages:
Common
Elven
Dwarven
Orc
Draconic

Gear:
--Weapons--
Longsword
Spiked Chain
--Misc--
Backpack with waterskin
one day?s trail rations
bedroll
sack
flint and steel
Hooded lantern
3 pints of oil
Spell component pouch
2 Potions of Cure Light Wounds

Attacks:
Longsword (Attack): 1d20 +1(STR) +1(BAB)
Longsword (Damage): 1d8 +1(STR)
Spiked Chain (Attack): 1d20 +5(Weapon Finesse) +1(Shadow Hand) +1(BAB)
Spiked Chain (Damage): 2d4 +1(STR) +5(Shadow Blade)
Flaming Shortsword (Attack): 1d20 +5(Weapon Finesse) +1(Shadow Hand) +1(BAB) +1(Enhancement)
Flaming Shortsword (Damage): 1d6 +1(STR) +5(Shadow Blade) +1(Enhancement) +1d6(Flaming)

BAB: 1

AC: 10 +5 (dex) +0(armor) +1(Enhancement) = 16
Touch: 10 +5 (dex) +1(Enhancement) = 16
Flatfooted: 10 +0(armor) +1(Enhancement) = 11

Optimum AC: 10 +5 (dex) +0(armor) +4(mage armor) +4(shield) +1(dodge) +4(total defense) +1(Enhancement) = 29

Hitpoints: 4(1 Mage) + 8(1 Swordsage) + 4(2 Mage) + 4(3 Mage) + 4(Con-Cumulative) + 10(Hel's Attention) = 34

Fort: +1 (class) +1 (con) = 2
Ref: +3 (class) +3 (dex) = 6
Will: +5 (class) +2 (wis) = 7

Maneuvers Readied:
2x Burning Blade
Clinging Shadow Strike
Shadow Blade Technique

Maneuvers Known:
Burning Blade: Boost?Deal 1d6 fire + 1/initiator level.
Clinging Shadow Strike: Strike?Foe suffers 20% miss chance on attacks.
Shadow Blade Technique: Strike?Roll two attacks, use lower result to deal bonus cold damage.
Mighty Throw: Strike?Grab foe, throw him up to 10 ft.
Sapphire Nightmare Blade: Strike?Opponent flat-footed, +1d6 damage with Concentration check.
Stone Bones: Strike?Gain DR 5/adamantine.

Stances Known:
Child of Shadow: Stance?You gain concealment as long as you move.

Restricted School: Evocation

Spells Per Day:
Divination+1
0: 4
1: 3
2: 2

Spells Memorized:
--o--
Detect Magic (Diviner)
Message
Ghost Sound
Prestidigitation
Mage Hand

--1--
True Strike (Diviner)
Mage Armor
Shield
Obscuring Mist

--2--
Locate Object (Diviner)
2x Minor Image

Spellbook:
O: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: True Strike, Mage Armor, Shield, Identify, Sleep, Silent Image, Obscuring Mist, Enlarge Person
2: Locate Object, Minor Image

Background: (Just a summary, for now)
-An apprentice in an academy of the arcane
-Participated in a neighboring school of swordsmanship, though never officially joined
-Things happened, he got kicked out midway through his apprentenceship, stunting his growth as a mage (ie: no magic missile)
-Now one of many aspiring, new recruits of Galas'Nor

Feats:
Dodge (+1 AC to chosen foe)
Shadow Blade (Dex for damage rolls, but only for Shadowhand weapons and only while in a Shadowhand stance)
Weapon Finesse (Dex for attack rolls)
Exotic Weapon (Spiked Chain)

Flaws:
[spoiler]Reincarnated Misfortune (Unaware till confronted by another member of the Jade Pheonix): http://www.dandwiki.com/wiki/Reincarnated_Misfortune_(3.5e_Flaw)[/spoiler]
Hauntings of the Past: http://www.dandwiki.com/wiki/Hauntings_of_the_Past

Traits:
[spoiler]Hel's Attention: http://www.dandwiki.com/wiki/Hel%27s_Attention_(3.5e_Trait)[/spoiler]
Dedicated Enforcer: http://www.dandwiki.com/wiki/Dedicated_Enforcer_(3.5e_Trait)

Special:
Immune to Sleep Magic (Elf)
+2 Saving throw bonus against Enchantment spells or effects (Elf)
Low-light Visions (Elf)
Elf Weapon Proficiency (Elf)
+2 Bonus on listen, search, and spot checks. Entitled to a search check just by passing within 5 ft of a hidden portal (Elf)
+3 Appraise check (Raven)
Alertness (Familiar)
Quick to Act (+1 Initiative)
Discipline Focus: Shadow Hand (Weapon Focus for chosen discipline's weapons)

Skills (base):
Concentration 7
Listen 5
Spellcraft 7
Knowledge (arcana) 2
Knowledge (history) 2
Knowledge (religion) 2
Tumble 5
Craft (Weapons) 7

Unused Pts: 2
[/spoiler]