SAVING THROWS |
TOTAL |
|
BASE SAVE |
|
ABILITY MODIFIER |
|
MAGIC MODIFIER |
|
RACE MODIFIER |
|
TEMPORARY MODIFIER |
CONDITIONAL MODIFIERS |
Fortitude Constitution |
+13 |
= |
+10 |
+ |
+3 |
+ |
+0
|
+ |
+0
|
+ |
|
Reflex Dexterity |
+8 |
= |
+4 |
+ |
+4 |
+ |
+0
|
+ |
+0
|
+ |
|
Will Wisdom |
+8 |
= |
+7 |
+ |
+1 |
+ |
+0
|
+ |
+0
|
+ |
|
|
TOTAL |
|
BASE ATTACK |
|
STAT |
|
SIZE |
|
MISC |
|
TEMP |
MELEE ATTACK BONUS |
+12/+7/+2 |
= |
+11/+6/+1
|
+ |
+1 |
+ |
+0
|
+ |
+0
|
+ |
|
RANGED ATTACK BONUS |
+15/+10/+5 |
= |
+11/+6/+1
|
+ |
+4 |
+ |
+0
|
+ |
+0
|
+ |
|
|
UNARMED |
TOTAL ATTACK BONUS |
DAMAGE |
CRITICAL |
+12/+7/+2
|
1d3+1
|
20/x2
|
*Blaster Rifle (Masterwork)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Primary
|
|
L
|
20/x2
|
Range |
30''
|
200''
|
400''
|
600''
|
800''
|
Hit |
+17/+12/+7
|
+16/+11/+6
|
+14/+9/+4
|
+12/+7/+2
|
+10/+5/+0
|
Dam |
N/A |
N/A |
N/A |
N/A |
N/A |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
Laser Rifle (Masterwork)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
F
|
L
|
20/x2
|
Range |
30''
|
200''
|
400''
|
600''
|
800''
|
Hit |
+17/+12/+7
|
+16/+11/+6
|
+14/+9/+4
|
+12/+7/+2
|
+10/+5/+0
|
Dam |
3d10+1 |
3d10 |
3d10 |
3d10 |
3d10 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
Plasma Rifle
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
F
|
L
|
20/x2
|
Range |
30''
|
300''
|
600''
|
900''
|
1200''
|
Hit |
+16/+11/+6
|
+15/+10/+5
|
+13/+8/+3
|
+11/+6/+1
|
+9/+4/-1
|
Dam |
5d10+1 |
5d10 |
5d10 |
5d10 |
5d10 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
*Armor vest +3
| TYPE | ARMOR BONUS | MAX DEX BONUS |
| +8
| +5
|
CHECK PENALTY | SPELL FAILURE | SPECIAL PROPERTIES | +0
| 5
|
|
PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.
Created using PCGen 5.5.5 on Jan 4, 2004
EQUIPMENT |
ITEM |
LOCATION |
QTY |
WT. |
COST |
Blaster Rifle (Masterwork)
|
Equipped
|
1
|
10
|
1300
|
Laser Rifle (Masterwork)
|
Glove of Storing
|
1
|
8
|
1100
|
Plasma Rifle
|
Handy Haversack
|
1
|
14
|
3000
|
Blaster Pistol (Masterwork)
|
Carried
|
1
|
3
|
900
|
Amulet of Natural Armor +2
|
Equipped
|
1
|
0
|
8000
|
Unidentified Ring
((Signet Ring))
|
Handy Haversack
|
1
|
0
|
5
|
Armor vest +3
|
Equipped
|
1
|
8
|
9225
|
Artificial gill
|
Handy Haversack
|
1
|
5
|
200
|
Boots of Striding and Springing
|
Equipped
|
1
|
1
|
6000
|
Cloak of Charisma +6
|
Equipped
|
1
|
1
|
36000
|
Credit Chip
|
Handy Haversack
|
51393
|
0
|
1
|
Dagger (Masterwork/Keenblade)
|
Carried
|
1
|
1
|
310
|
Digital binoculars
(+2 on Search/Spot checks hampered by distance)
|
Handy Haversack
|
1
|
1
|
750
|
Eardot
((Personal communicator))
|
Handy Haversack
|
1
|
0
|
5000
|
Glove of Storing
|
Equipped
|
1
|
0
|
2200
|
Glove of Storing
|
Equipped
|
1
|
0
|
2200
|
Handcuffs
|
Handy Haversack
|
2
|
1
|
40
|
Handy Haversack
|
Equipped
|
1
|
5
|
2000
|
Heavy Cell (20) (Plasma Rifle)
|
Handy Haversack
|
15
|
5
|
50
|
Holdout Laser (Masterwork)
|
Carried
|
1
|
1
|
500
|
Infrared Sensor
((Security scanner))
|
Handy Haversack
|
1
|
1
|
500
|
Medium Cell
((Heavy cell))
|
Handy Haversack
|
20
|
2.5
|
25
|
Microcell (15) (Holdout Laser)
|
Handy Haversack
|
5
|
0.5
|
10
|
Minicell (20) (Blaster Rifle)
|
Handy Haversack
|
5
|
0.5
|
15
|
Minicell (20) (Laser Rifle)
|
Handy Haversack
|
5
|
0.5
|
15
|
|
ITEM |
LOCATION |
QTY |
WT. |
COST |
Minicell (30) (Blaster Pistol)
|
Handy Haversack
|
5
|
0.5
|
15
|
Minicell (30) (Screamer Pistol)
|
Handy Haversack
|
5
|
0.5
|
15
|
Nightvision goggles
|
Handy Haversack
|
1
|
1
|
250
|
Outfit (Explorer's)
|
Equipped
|
1
|
8
|
0
|
Potion of Bull's Strength
|
Handy Haversack
|
3
|
0
|
300
|
Potion of Cure Light Wounds
|
Handy Haversack
|
7
|
0
|
50
|
Potion of Cure Moderate Wounds
|
Handy Haversack
|
4
|
0
|
300
|
Potion of Cure Serious Wounds
|
Handy Haversack
|
4
|
0
|
750
|
Potion of Displacement
|
Handy Haversack
|
3
|
0
|
750
|
Potion of Fly
|
Handy Haversack
|
3
|
0
|
750
|
Potion of Haste
|
Handy Haversack
|
3
|
0
|
750
|
Pouch (Belt)
|
Equipped
|
1
|
0.5
|
1
|
Pouch (Belt)
|
Equipped
|
1
|
0.5
|
1
|
Ring of Jumping
|
Handy Haversack
|
1
|
0
|
2000
|
Ring of Mind Shielding
|
Equipped
|
1
|
0
|
8000
|
Ring of Protection +3
|
Equipped
|
1
|
0
|
18000
|
Rope (Silk/50 Ft.)
|
Handy Haversack
|
1
|
5
|
10
|
Rune Visor
((Nightvision goggles))
|
Handy Haversack
|
1
|
1
|
1000
|
Scimitar (Masterwork/Keenblade)
|
Carried
|
1
|
4
|
375
|
Screamer Pistol (Masterwork)
|
Carried
|
1
|
2
|
750
|
Sunglasses
|
Handy Haversack
|
1
|
0
|
10
|
Survival kit
|
Handy Haversack
|
1
|
8
|
60
|
Throatdot
((Personal communicator))
|
Handy Haversack
|
1
|
0
|
5000
|
Ultraviolet Goggles
((Nightvision goggles))
|
Handy Haversack
|
1
|
1
|
250
|
Zipcuffs
|
Handy Haversack
|
2
|
0.5
|
10
|
TOTAL WEIGHT CARRIED/VALUE |
37.0 lbs. |
180925 gp |
|
|
WEIGHT ALLOWANCE |
Light |
43.0 |
Medium |
86.0 |
Heavy |
130.0 |
Blaster Pistol (Masterwork)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
|
S
|
20/x2
|
Range |
30''
|
100''
|
200''
|
300''
|
400''
|
Hit |
+17/+12/+7
|
+16/+11/+6
|
+14/+9/+4
|
+12/+7/+2
|
+10/+5/+0
|
Dam |
3d8+1 |
3d8 |
3d8 |
3d8 |
3d8 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
Dagger (Masterwork/Keenblade)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
P
|
T
|
17-20/x2
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Hit |
+14/+9/+4
|
+10/+5/+0
|
+14/+9/+4
|
+8/+3/-2
|
+10/+5/+0
|
+6
|
Dam |
1d4+1
|
1d4
|
1d4+1
|
1d4+1
|
1d4+1
|
1d4
|
Range |
10''
|
20''
|
30''
|
40''
|
50''
|
Hit |
+18/+13/+8
|
+16/+11/+6
|
+14/+9/+4
|
+11/+6/+1
|
+9/+4/-1
|
Dam |
1d4+2 |
1d4+2 |
1d4+2 |
1d4+1 |
1d4+1 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
Holdout Laser (Masterwork)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
F
|
T
|
20/x2
|
Range |
30''
|
75''
|
150''
|
225''
|
300''
|
Hit |
+17/+12/+7
|
+16/+11/+6
|
+14/+9/+4
|
+12/+7/+2
|
+10/+5/+0
|
Dam |
1d10+1 |
1d10 |
1d10 |
1d10 |
1d10 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
Scimitar (Masterwork/Keenblade)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
S
|
M
|
15-20/x2
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
Hit |
+14/+9/+4
|
+10/+5/+0
|
+14/+9/+4
|
+8/+3/-2
|
+10/+5/+0
|
+4
|
Dam |
1d6+1
|
1d6
|
1d6+1
|
1d6+1
|
1d6+1
|
1d6
|
Special Properties |
|
Screamer Pistol (Masterwork)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
|
S
|
20/x2
|
Range |
30''
|
100''
|
200''
|
300''
|
400''
|
Hit |
+17/+12/+7
|
+16/+11/+6
|
+14/+9/+4
|
+12/+7/+2
|
+10/+5/+0
|
Dam |
2d6+1 |
2d6 |
2d6 |
2d6 |
2d6 |
Ammunition Used
|
ooooo ooooo ooooo ooooo |
Special Properties
|
|
|
LANGUAGES |
Common, Literacy
|
PROFICIENCIES |
Armor Spikes, Assault Blaster, Assault Carbine, Assault Laser, Assault Rifle, Automatic Crossbow, Axe, Axe (Throwing), Battleaxe, Bayonet, Blaster Cannon, Blaster Carbine, Blaster Pistol, Blaster Rifle, Blowgun, Club, Compound Longbow, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Light), Flamethrower, Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Grenade (Adhesive), Grenade (Concussion), Grenade (Flash-Bang), Grenade (Frag), Grenade (Incendiary), Grenade (Nausea), Grenade (Smoke), Grenade (Stun), Grenade Launcher, Guisarme, Halberd, Halfspear, Hammer (Light), Handaxe, Heavy AutoPistol, Heavy Machinegun, Holdout Laser, Holdout Pistol, Hunting Carbine, Hunting Rifle, Javelin, Katana (Martial), Kusari-gama, Lance, Laser Cannon, Laser Carbine, Laser Pistol, Laser Rifle, Light AutoPistol, Light Machinegun, Longbow, Longbow (Composite), Longspear, Longsword, MARTIAL, Mace, Mace (Heavy), Mind-blade, Missile Launcher, Morningstar, Pick, Plasma Rifle, Quarterstaff, Ranseur, Rapier, Rocket Launcher, Rocket Launcher (Multishot), SIMPLE, Sap, Scimitar, Screamer Pistol, Screamer Rifle, Scythe, Shieldbash, Shortbow, Shortbow (Composite), Shortspear, Shotgun, Sickle, Sling, Sniper Rifle, Stun baton, Stun gauntlets, Submachine Gun, Sword (Bastard/Martial), Sword (Short), Taser Pistol, Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/Martial), Warhammer
|
SPECIAL ABILITIES |
-4 penalty on all rolls dealing with animals, Cannot learn Handle Animal, Contagion 2/day, Dispel Magic 3/day, Dominate Monster 1/day, Rage 1/day, Summon Familiar, Sympathetic Sacrifice, Uncanny Dodge (Dex bonus to AC) |
FEATS |
NAME |
DESCRIPTION |
Armor Proficiency (HighTechLight) |
See Text |
Armor Proficiency (Light) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Armor Proficiency (Medium) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Empower Spell |
All variable, numeric effects of an empowered spell are increased by one-half. |
HighTechMartial Weapon Proficiency |
You are proficient in High-tech martial weapons |
HighTechSimple Weapon Proficiency |
You are proficient in High-tech simple weapons |
Martial Weapon Proficiency |
The character makes attack rolls with the weapon normally. |
Point Blank Shot |
The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet. |
Precise Shot |
The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty. |
Shield Proficiency |
The character can use a shield and suffer only the standard penalties. |
Simple Weapon Proficiency |
The character makes attack rolls with simple weapons normally. |
Spell Focus (Evocation) |
Choose a school of magic, such as Illusion. The character's spells of that school are more potent than normal. |
Technical Proficiency |
You can use high-tech devices without penalty |
|
Created using PCGen 5.5.5 on Jan 4, 2004
Sorcerer
Spells
|
LEVEL |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
KNOWN |
9 |
5 |
5 |
4 |
3 |
2 |
1 |
0 |
0 |
0 |
PER DAY |
6 |
8 |
8 |
8 |
7 |
5 |
4 |
0 |
0 |
0 |
LEVEL 0 |
Cause Minor Damage
|
DC: 17
|
Save: Will half (constructs)
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Touch
|
Comp: V S
|
SR: Yes
|
School: Transmutation
|
ooo |
Effect: See text
|
Source: p.145
|
Target Area: Contruct or object touched
|
Daze
|
DC: 17
|
Save: Will negates
|
Time: 1 action
|
Duration: 1 round
|
Rng: Close (55')
|
Comp: V, S, M
|
SR: Yes
|
School: Enchantment
|
ooo |
Effect: Creature loses next action.
|
Source: srdspellsd.rtf
|
Target Area: One person
|
Detect Magic
|
DC: 17
|
Save: None
|
Time: 1 action
|
Duration: Concentration up to 1 minute/level [D]
|
Rng: 60 feet
|
Comp: V, S
|
SR: No
|
School: Universal
|
ooo |
Effect: Detects spells and magic items within 60 ft.
|
Source: srdspellsd.rtf
|
Target Area: Quarter circle emanating from the character to the extreme of the range
|
Detect Poison
|
DC: 17
|
Save: None
|
Time: 1 action
|
Duration: Instantaneous/10 minutes per target HD
|
Rng: Close (55')
|
Comp: V, S
|
SR: No
|
School: Divination
|
ooo |
Effect: Detects poison in one creature or small object.
|
Source: srdspellsd.rtf
|
Target Area: One creature, one object, or a 5-ft. cube
|
Disrupt Undead
|
DC: 17
|
Save: None
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Close (55')
|
Comp: V, S
|
SR: Yes
|
School: Necromancy
|
ooo |
Effect: Deals 1d6 damage to one undead.
|
Source: srdspellsd.rtf
|
Target Area: Ray
|
Mage Hand
|
DC: 17
|
Save: None
|
Time: 1 action
|
Duration: Concentration
|
Rng: Close (55')
|
Comp: V, S
|
SR: No
|
School: Transmutation
|
ooo |
Effect: 5-pound telekinesis.
|
Source: srdspellsm.rtf
|
Target Area: Nonmagical, unattended object weighing up to 5 lb.
|
Open/Close
|
DC: 17
|
Save: Will negates (object)
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Close (55')
|
Comp: V, S, F
|
SR: Yes (object)
|
School: Transmutation
|
ooo |
Effect: Opens or closes small or light things.
|
Source: srdspellsno.rtf
|
Target Area: Portal or object that can be opened or closed
|
Read Magic
|
DC: 17
|
Save: None
|
Time: 1 action
|
Duration: 10 minutes/level
|
Rng: Personal
|
Comp: V, S, F
|
SR: No
|
School: Universal
|
ooo |
Effect: Read scrolls and spellbooks.
|
Source: srdspellsqr.rtf
|
Target Area: The character
|
Resistance
|
DC: 17
|
Save: Will negates (Harmless)
|
Time: 1 action
|
Duration: 1 minute
|
Rng: Touch
|
Comp: V, S, M/DF
|
SR: Yes (Harmless)
|
School: Abjuration
|
ooo |
Effect: Subject gains +1 on saving throws.
|
Source: srdspellsqr.rtf
|
Target Area: Creature touched
|
LEVEL 1 |
Expeditious Retreat
|
DC: 18
|
Save: None
|
Time: 1 action
|
Duration: 1 minute/level [D]
|
Rng: Personal
|
Comp: V, S
|
SR: No
|
School: Transmutation
|
ooo |
Effect: Doubles the caster's speed.
|
Source: srdspellse.rtf
|
Target Area: The character
|
Grease
|
DC: 18
|
Save: Special
|
Time: 1 action
|
Duration: 1 round/level [D]
|
Rng: Close (55')
|
Comp: V, S, M
|
SR: No
|
School: Conjuration
|
ooo |
Effect: Makes 10-ft. square or one object slippery.
|
Source: srdspellsg.rtf
|
Target Area: One object or a 10-ft. x 10-ft. square
|
Magic Missile
|
DC: 20
|
Save: None
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Medium (220')
|
Comp: V, S
|
SR: Yes
|
School: Evocation
|
ooo |
Effect: 1d4+1 damage; +1 missile/two levels above 1st [max 5].
|
Source: srdspellsm.rtf
|
Target Area: Up to five creatures, no two of which can be more than 15 ft. apart
|
Shield
|
DC: 18
|
Save: None
|
Time: 1 action
|
Duration: 1 minute/level [D]
|
Rng: Personal
|
Comp: V, S
|
SR: No
|
School: Abjuration
|
ooo |
Effect: Invisible disc gives cover and blocks magic missiles.
|
Source: srdspellss.rtf
|
Target Area: The character
|
True Strike
|
DC: 18
|
Save: None
|
Time: 1 action
|
Duration: See text
|
Rng: Personal
|
Comp: V, F
|
SR: No
|
School: Divination
|
ooo |
Effect: Adds +20 bonus to the caster's next attack roll.
|
Source: srdspellst.rtf
|
Target Area: The character
|
LEVEL 2 |
Darkness
|
DC: 21
|
Save: None
|
Time: 1 action
|
Duration: 10 minutes/level [D]
|
Rng: Touch
|
Comp: V, M/DF
|
SR: No
|
School: Evocation
|
ooo |
Effect: 20-ft. radius of supernatural darkness.
|
Source: srdspellsd.rtf
|
Target Area: Object touched
|
Endurance
|
DC: 19
|
Save: Will negates (Harmless)
|
Time: 1 action
|
Duration: 1 hour/level
|
Rng: Touch
|
Comp: V, S, DF
|
SR: Yes
|
School: Transmutation
|
ooo |
Effect: Gain 1d4+1 Con for 1 hr./level.
|
Source: srdspellse.rtf
|
Target Area: Creature touched
|
Fog Cloud
|
DC: 19
|
Save: None
|
Time: 1 action
|
Duration: 10 minutes/level
|
Rng: Medium (220')
|
Comp: V, S
|
SR: No
|
School: Conjuration
|
ooo |
Effect: Fog obscures vision.
|
Source: srdspellsf.rtf
|
Target Area: Fog that spreads in a 30-ft. radius, 20 ft. high
|
Power Down
|
DC: 19
|
Save: Reflex negates
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Touch
|
Comp: V S
|
SR: Yes
|
School: Transmutation
|
ooo |
Effect: See text
|
Source: p.147
|
Target Area: One object
|
Refuel
|
DC: 21
|
Save: None
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Touch
|
Comp: V S
|
SR: No
|
School: Evocation
|
ooo |
Effect: See text
|
Source: p.148
|
Target Area: One object
|
LEVEL 3 |
Displacement
|
DC: 20
|
Save: Will negates (Harmless)
|
Time: 1 action
|
Duration: 1 round/level
|
Rng: Touch
|
Comp: V, M
|
SR: Yes (Harmless)
|
School: Illusion
|
ooo |
Effect: Attacks miss subject 50%.
|
Source: srdspellsd.rtf
|
Target Area: Creature touched
|
Fireball
|
DC: 22
|
Save: Reflex half
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Long (880')
|
Comp: V, S, M
|
SR: Yes
|
School: Evocation
|
ooo |
Effect: 1d6 damage per level, 20-ft. radius.
|
Source: srdspellsf.rtf
|
Target Area: 20-ft.-radius spread
|
Fly
|
DC: 20
|
Save: None
|
Time: 1 action
|
Duration: 10 minutes/level
|
Rng: Touch
|
Comp: V, S, F/DF
|
SR: Yes (Harmless)
|
School: Transmutation
|
ooo |
Effect: Subject flies at speed of 90.
|
Source: srdspellsf.rtf
|
Target Area: Creature touched
|
Haste
|
DC: 20
|
Save: Fortitude negates (Harmless)
|
Time: 1 action
|
Duration: 1 round/level
|
Rng: Close (55')
|
Comp: V, S, M
|
SR: Yes (Harmless)
|
School: Transmutation
|
ooo |
Effect: Extra partial action and +4 AC.
|
Source: srdspellsh.rtf
|
Target Area: One creature
|
Lightning Bolt
|
DC: 22
|
Save: Reflex half
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Medium (220')
|
Comp: V, S, M
|
SR: Yes
|
School: Evocation
|
ooo |
Effect: Electricity deals 1d6 damage/level.
|
Source: srdspellsjkl.rtf
|
Target Area: 5 ft. wide to medium range [100 ft. + 10 ft./level]; or 10 ft. wide to 50 ft. + 5 ft./level
|
LEVEL 4 |
Confusion
|
DC: 21
|
Save: Will negates
|
Time: 1 action
|
Duration: 1 round/level
|
Rng: Medium (220')
|
Comp: V, S, M/DF
|
SR: Yes
|
School: Enchantment
|
ooo |
Effect: Makes subject behave oddly for 1 round/level.
|
Source: srdspellsc.rtf
|
Target Area: All creatures in a 15-ft. radius
|
Shout
|
DC: 23
|
Save: Fortitude partial (object)
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Close (55')
|
Comp: V
|
SR: Yes (object)
|
School: Evocation
|
ooo |
Effect: Deafens all within cone and deals 2d6 damage.
|
Source: srdspellss.rtf
|
Target Area: Cone
|
LEVEL 5 |
Cone of Cold
|
DC: 24
|
Save: Reflex half
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Close (55')
|
Comp: V, S, M/DF
|
SR: Yes
|
School: Evocation
|
ooo |
Effect: 1d6 cold damage/level.
|
Source: srdspellsc.rtf
|
Target Area: Cone
|
Teleport
|
DC: 22
|
Save: None and Will negates (object)
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Personal and touch
|
Comp: V
|
SR: No and Yes (object)
|
School: Transmutation
|
ooo |
Effect: Instantly transports the caster anywhere.
|
Source: srdspellsr.rtf
|
Target Area: The character and touched objects or other touched willing creatures weighing up to 50 lb./level
|
LEVEL 6 |
Chain Lightning
|
DC: 25
|
Save: Reflex half
|
Time: 1 action
|
Duration: Instantaneous
|
Rng: Long (880')
|
Comp: V, S, F
|
SR: Yes
|
School: Evocation
|
ooo |
Effect: 1d6 damage/level; secondary bolts.
|
Source: srdspellsc.rtf
|
Target Area: One primary target plus one secondary target/level [each must be within 30 ft. of the primary target]
|
* = Domain/Specialty Spell |
Created using PCGen 5.5.5 on Jan 4, 2004
Gorath |
|
Uthuk Y'llan
|
RACE |
32
|
AGE |
7' 0"
|
HEIGHT |
275 lbs.
|
WEIGHT |
Red
|
EYE COLOR |
Tanned and Tattooed
|
SKIN COLOR |
Black
|
HAIR COLOR |
Topknot, Flowing
|
HAIR LENGTH |
Being Restrained
|
PHOBIAS |
Aggressive Megalomaniacal
|
PERSONALITY TRAITS |
Divine Lore
|
INTERESTS |
Terse with a hint of Pretention, Your Blood is my Apotheosis!
|
SPOKEN STYLE |
|
Description |
|
Home |
Shromm, In the City.,
|
Biography |
Gorath is an Uthuk. And a merciless one at that. He started his life on the planet Mangonarr in the Outlands. The Dragon Empire had not colonized his planet and life was rather primitive. He lived in a tribe 200 members strong. He grew learning up Hunting and Farming, but his biggest training came in fighting and raiding. Their Uthuk tribe was a parasite on the region, sucking it's resources dry and then moving on. Neighboring people were always in terror when the Uthuks were nearby. The Uthuks, and Gorath in particular, worship the dark goddess Yllan. She saved the tribe from death and starvation ages ago, and they repay her in blood. One of the core activities of Uthuk society is the bonding ritual. In this ritual, the spiritual leaders of the tribe, the Qi'noks, weaved tales of astounding beaty and grotesque horror as they described the thousand faces of their goddess. They channeled their energy into the people as everyone fell into an hallucinogenic blood orgy. Gorath was never the strongest. He was tall and very tough, though. His best quality was his presence. He had a the strength of a leader, and he could always stare down an opponent. But he was young. His future was unclear. Already, fighting and raiding was not fulfilling any more. As he was about to turn 18, his future seemed to be nothing more than raiding villages and dying in the process. He wanted something different. He was always intrigued by the Qi'Noks, but he had not received the gift of the "Qi'Bacc" from his goddess. Not yet... Gorath turned 18. His 18th birthday marked the start of his ritual initiation. He was strung up by his arms and legs parallel to the ground, and his limbs were stretched to their limits. He endured this torture for 27 hours. Then, to finish the ceremony, the tribal chief walked up and thrust a knife into each shoulder. All who lived through this ceremony were welcomed into the tribe as a new person. Some died. Some lived. But this time was going to be different. Almost as soon as the knives pierced his flesh, a vision of Yllan appeared before him and yelled: "Unleash Yourself!" With a primal scream, flames burst suddenly from Gorath's body, engulfing him and the tribal chief as wounds appeared in the chief's shoulders and blood spewed from them. The fire burned the ropes away and Gorath fell to the ground, still on fire. The chief fell back on the ground and died quickly. Everyone was too stunned to help him. Gorath managed to put the flames out, as the people stood awestruck and confused. Nobody knew what had happened. Nobody but the Qi'Noks. It didn't take long for Gorath's wounds to heal, and then the Qi'Noks arrived to tell him of a new future. Gorath started learning the ways of magic. Under the tutelage of the elder Qi'noks, he was able to harness his magical abilities. Amazed at the power within him, he realized that this was the future that he wanted. Gorath was never able to determine what had happened at his initiation, but he suspected that the other Qi'Noks knew and weren't telling him. After years of training, he was admitted into the ranks of the priestly class. The goal of the Qi'Noks is to see all of the faces of Yllan. Once Gorath became a Qi'Nok, his lifelong goal was to witness all of them and finally "Touch" the goddess himself! Life, though, added a little twist. Two nights after he became a Qi'nok, he witnessed a very telling omen. Raving and drooling outside at the dead of night, high on I'tala root, a blood red moon shone down on him. He knew what this meant: Death and Change were coming. He had never seen this omen before, but by the next day, it had already come to pass. Giant metallic beasts, the likes of which no one had ever seen, came out of the sun. The tribe scatterred but was completely captured by the slavers. Nobody had a chance of escaping as long as the slavers had "Technology". Gorath later learned that this was the first wave of the Dragon Empire's colonization efforts of his planet. The tribe was thrown into large barred cells, twenty people to a cell. They were all sanitized and branded. They were taken to a slaving center in the largest starport on the other side of their planet. They didn't even know the city existed. Here they were indoctrinated and learned their place in the galaxy. The Uthuks were not about to be slaves, though. One fateful night, the Uthuks, chewing away on their I'tala root, started raging and broke free of their cells. They fought hand to hand with their captors. It looked like "Technology" was going to turn the tide, but finally the Uthuks defeated them, and slipped into the night. Most of the tribe died that night, remembered by Gorath as "The Night of Thinning". The rest scattered throughout the city, learning what they could about this new "Technology". Some tried to go back to their tribal lands and were captured again. Gorath wouldn't think of going back. He had tasted this new "Technology" drug and wasn't letting go. He learned that they lived on a planet and that there were thousands of others, each with their own uniqueness. Gorath had an Epiphany: "A thousand worlds for a thousand faces! I have found the path! I WILL reach You, Yllan! You will be my Blood Mistress, and I will become your Master!!!!!!" Gorath left his home planet, never to return. Needing money to travel, he took to doing what he knew best: Raiding, but now as a Mercenary. Sometimes, he would be an assassin, sometimes a tracker. But always, a killer. Before he kills, though, he always tells his victim: "Your blood is my Apotheosis!" As he travels from planet to planet, he visualizes the unique character of the world, performs a bonding ritual, and finds himself one step closer to Immortality.
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