Difference between revisions of "Daryl Diviner Wyvernkeeper"
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Prerequisite: Dex 13.</br> | Prerequisite: Dex 13.</br> | ||
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</br> | Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</br> | ||
− | Enlarge Spell | + | '''Enlarge Spell''' Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level.</br> |
− | Extend spell | + | Level Increase: +1 (an enlarged spell uses up a spell slot one level higher than the spell’s actual level.)</br> |
+ | Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.</br> | ||
+ | '''Extend spell''' | ||
Improved Initiative | Improved Initiative | ||
Persistent Spell | Persistent Spell |
Revision as of 17:02, 19 January 2019
Stats
Name: Daryl Diviner Wyvernkeeper is a player character
Age: i dunno like 28?
Deity: Cayden
Birthplace: Durandal
Bio
Brother: Nautz
Father/Mother: both burned to death by Zarkan during it's destruction
Nautz lived on for a short while in "Dong Spire"
Acrobatics +7 5
Appraise +13 4
Bluff +6 5
Climb +5 4
Craft: Dildo +9 2
Diplomacy +10 9
Disguise +8 7
Escape Artist +10 8
Fly +7 2
Handle Animal +5 4
Heal +2 1
Intimidate +2 1
Knowledge (Arcana) +14 5
Knowledge (Dungeoneering) +11 2
Knowledge (Engineering) +11 2
Knowledge (Geography) +11 2
Knowledge (History) +11 2
Knowledge (Local) +11 2
Knowledge (Nature) +11 2
Knowledge (Religion) +7 5
Linguistics +10 1
Perception +10 9
Profession: Therapist +10 6
Ride +4 2
Sense Motive +9 8
Sleight of Hand +10 8
Spellcraft +16 7
Stealth +10 8
Survival +10 9
Swim +6 5
Use Magic Device +8 7
Feats
Combat Casting You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Craft Wand You can create magic wands.
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.
Dodge Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Enlarge Spell Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level.
Level Increase: +1 (an enlarged spell uses up a spell slot one level higher than the spell’s actual level.)
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.
Extend spell
Improved Initiative
Persistent Spell
Scribe Spell
Silent Spell
Spell Mastery Scorching ray
Still Spell
Uncanny Mind
Wizard Weapon Proficiencies
Traits
Focused Mind Reactionary