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Nazirel 4 (1)

The document details the character Nazirel, a male Inspired Swordsage with various skills, abilities, and combat features. It includes specific attributes, skill checks, class features, traits, feats, and spells known, highlighting his combat capabilities and magical abilities. Additionally, it outlines his racial traits, equipment, and overall character statistics.

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0% found this document useful (0 votes)
15 views2 pages

Nazirel 4 (1)

The document details the character Nazirel, a male Inspired Swordsage with various skills, abilities, and combat features. It includes specific attributes, skill checks, class features, traits, feats, and spells known, highlighting his combat capabilities and magical abilities. Additionally, it outlines his racial traits, equipment, and overall character statistics.

Uploaded by

asasinkruzo72
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Nazirel Witness of Extinction ^Skills: 56 ranks (6 swordsage +2 INT) * (4+3 hd)

Medium male Inspired (Chaotic Evil)

Action
Swordsage 4 Ability Skill check Class 1 Class 2 Misc

Mod.
TOTAL
Score (! – untrained, 🔻– armor penalty) Ranks Ranks bonuses

STR 12 +1 M 🔻 Climb 5 4

Athletics
STR M 🔻 Jump 4
DEX 20 +5 1 1 +2 syn

M 🔻 Swim 1
CON 12 +1 M 🔻 Balance 10 3 +2 syn

INT 15 +2 M 🔻 Escape Artist 5


WIS 18 +4 M 🔻 Hide 9 4

CHA 10 +0 M 🔻 Move Silently 7

Acrobatics
2

DEX S Open lock 5

M Ride
Fortitude +2 (1 class +1 CON)
S 🔻 Sleight of Hand
Reflexes +9 (4 class +5 DEX)
M 🔻 Tumble 12 7

Will power +8 (4 class +4 WIS)


S Use Rope
O Holding Breath 12 rounds

Health
AC 19 (10+5 DEX + 4 WIS), Touch 19, Flat-Footed 15 CON F Concentration 1 1

O Endurance 1
HD 3d6+10 (22 hp) F Apprise
BBA +4, Attacks +5 (melee), +9 (ranged) S Craft (Tattoo) 5 3

F Dechipher Script
Speed 30’, Space/reach 5’, Initiative +6 S Disable Device
Languages: Common, Elf, Halfling, Celestial S Forgery
F Kn. Arcana
F Kn. Architecture/Engineering
^Class features: F Kn. Dungeoneering
[Swordsage 1] Maneuvers: Know 9 arcane spells used as
Erudition and Expertise
F Kn. Geography
maneuvers (replaces standard maneuvers). Don’t provoke AoO, ignore SR. F Kn. History 8 6

Must be readied. Swap 1 known at even levels. F Kn. Local 8 6


INT
[Swordsage 1] Stances Known: Know 2 stance. Gain more at 2nd, 2
F Kn. Nature 5 3

5th, 9th, 14th, 20th. Not expended or readied. Switch as swift action. Can’t F Kn. Nobility/Royalty 7 5

retrain. F Kn. Martial


[Swordsage 1] Discipline Focus: Choose 1 discipline. Gain F Kn. Religion
Weapon Focus and +2 Martial Lore with it. F Kn. Psionics
[Swordsage 2] Quick to Act: +1 initiative. Increases by +1 at 5th, F Kn. Planes
10th, 15th, 20th. F Psicraft
[Swordsage 2] AC Bonus: Add Wis to AC in light armor, S Search 4 +2 race

unencumbered, no shield. Applies to touch AC and when flat-footed. Lost if F Spellcraft / Scry
immobilized or helpless. S Use Tech-cal Device
[Swordsage 4] Insightful Strikes: Add Wis to damage with S True Speaking
F Autohypnosis / Lucid Dreaming
strikes from chosen discipline.
Sanity and Common Sense

.
S Control Shape
S Heal 9 5
^Traits: F Listen 7 1 +2 race

[trait] Abjuration Potency: You cast more effective protective WIS


F Profession (Priest)
4

spells. Any abjuration spell you cast that provides a bonus to Armor Class F Sense motive/innuendo 9 5
adds a bonus +1 higher than normal. F Spot / Scent 7 1 +2 race
Drawback: You are banned from the schools of Transmutation S Survival 4
and Enchantment.
R Bluff 0
R Diplomacy 4
Appearance and Demeanor

+4 syn
^Feats: R Disguise 0
[level 1] Adaptive Style: You can change your readied maneuvers as R Gather Information 2 +2 syn
a full-round action instead of taking 5 minutes. Handle Animal
CHA R 0
[Velenari] Spell Focus (Abjuration): +1 to save DCs of your R Handle Creature
abjuration spells. R Intimidate 0
[Velenari] Weapon Focus (Rapier): +1 to attack rolls with a R Perform (_______) 0
rapier. S Use magical device: scrolls/wands 0
[Swordsage] Spell Focus (Evocation): +1 to save DCs of your S Use psi device: dorge/crystalls
evocation spells. ^Combat Gear:
[level 3] Energy Abjuration: When you cast an abjuration spell, Healing Belt (+2 competence bonus on Heal checks, 3 charges/day; heal
gain energy resistance equal to (1 + spell level) × 5 vs. first energy hit. 2d8 HP for 1 charge, 3d8 HP for 2 charges, 4d8 HP for 3 charges)
Lasts until hit or next abjuration. Ring of Mystic Fire (+1 competence bonus on fire-based spell caster level,
3 charges/day; +2d6 fire damage for 1 charge, +3d6 fire damage for 2
charges, +4d6 fire damage for 3 charges)
^Racial:
Elven Blood: +2 DEX, –2 CON.
Low-light vision (see twice as far in starlight, moonlight, etc.). ^Other possessions:
Weapon Proficiency: Longsword, rapier, longbow, shortbow. Rapier (1d6 damage, 18-20/x2, one-handed, finesse)
Weapon Focus: Gain Weapon Focus in one melee and one ranged weapon Monk clothing
from the above list. Bag of Holding I
Keen Senses: +2 racial bonus on Listen, Search, and Spot. Pouch (BOH): 100 g
Door Sense: Pass within 5 ft of hidden doors → Search check as if actively
searching.
Aging Curse: Age as half-elves. Must sleep 8h/day (no trance).
^Fist Magic: 10 maneuvers known, 6 readied, 2 stances known
Flame’s Blessing (Stance) [Desert Wind] – Magic Missile (Strike) [Evocation] – Medium
Gain fire resistance based on Tumble ranks: 4– range (100 ft. + 10 ft./level). Fire 1 missile
8: 5, 9–13: 10, 14–18: 20, 19+: immunity. Ends (1d4+1 force dmg, auto-hit). +1 missile every 2
if stance is changed. caster lvls (max 5 at lvl 9). + WIS Missiles
can strike single or multiple targets within 15 ft.
Child of Shadow (Stance) [Shadow Hand] – of each other. Does not target objects. Ignores
If you move ≥10 ft during your turn, gain concealment, cover, and does not require attack
concealment (20% miss chance vs. melee and roll.
ranged attacks) until next turn. Doesn’t allow
hiding in plain sight.
Ray of Enfeeblement (Strike) [Necromancy] –
Mage Armor (Boost) [Abjuration] – As a Ranged touch ray. Target takes –(1d6 + ½ caster
standard action, touch yourself or ally to grant level) Str (max –1d6+5). Cannot reduce Str
+4 armor bonus to AC for 1 hour/level. No below 1. Duration: 1 min/level.
ACP, ASF, or speed reduction. Works against
incorporeal creatures.
False Life (Stance) [Necromancy] —
Shield (Boost) [Abjuration] – Gain +4 shield Personal, 1 hour/level or until discharged. Gain
bonus to AC for 1 min/level. Blocks magic temporary hit points equal to 1d10 + 1 per
missile, affects incorporeal touch attacks. No caster level (max +10). These represent a buffer
ACP or ASF. against death, drawn from necromantic
energies.
Seeking Ray (Strike) [Evocation] – Ranged
touch ray (ignores concealment & cover, not
total). Deals 4d6 electricity dmg + Wis mod.
On hit, gain +4 to ray attacks vs. target for 1
round/level.

Web (Boost) [Conjuration] – Range: 100 ft +


10 ft/level. Area: 20-ft-radius spread. Webs must be
anchored. Creatures inside make Reflex save:
• Fail: Entangled and stuck — can’t move, must
spend 1 round to attempt DC 20 Str or DC 25
Escape Artist to break free.
• Success: Entangled but can still move slowly (5 ft
per 5 pts over DC).
Webs grant cover (5 ft) or total cover (20 ft), are
flammable, and burn for 2d4 fire dmg. Lasts 10
min/level.

Fireburst (Boost) [Evocation] – Creatures


within 10 ft take 1d8 fire dmg/level (max 5d8)
+ Wis mod, Reflex half. You and your gear are
unaffected.

Benign Transposition (Boost) [Conjuration]


– Range: 100 ft + 10 ft/level. Instantly swap
positions of two willing creatures (up to Large
size). Carries gear but not passengers.

Scorching Ray (Strike) [Evocation] – Close


range (25 ft + 5 ft/2 levels). Fire one ray (4d6
fire dmg +4 WIS, ranged touch). At lvl 7: 2
rays. At lvl 11: 3 rays. All rays must target
enemies within 30 ft of each other and fire
simultaneously.

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