Okay, character information.
Start at level 10. Basic gold listed in the book. Use Hatbot, you get two set rolls, pick your preference. For HP, you can roll or you can average. No rerolls for HP. If you buy something like Dune's Armor of the Waves or whatever it was, run it by me just so I know. 3.5e, and base XP for level 10.
Have at it, post characters in this thread.
Is it likely we'll worry about EXP at all in game - will we level up?
Uh.. Probably not, but don't rule it out. I will assign XP, but I'm not sure if it'll be enough to level up.
Okay. I also figure even if we get enough to level up we'll have finished at that point, but okay.
This is done barring:
First session spell list, I'll do that closer to go time.
A few more supplies and maybe one more purchase. Iddy, should we be saving an GP for in game use?
Bio.
Anyway, tossing up the meat of it so Iddy can read/comment as need be. Enjoy!
Jack Trip
Cleric of Ishtishia lvl3/Evoker lvl3/Mystic Theurge lvl4
Human, 24, brown hair, blue eyes, average height/weight, CN
Cleric domains are Travel and Water, forbidden wizard schools are Transmutation and Abjuration.
10th level XP: 45,000
10th level GP: 49,000
Str: (2) 14
Dex: (4) 18=16+2
Con: (3) 16=14+2
Wis: (5) 20=17+1+2
Int: (5) 20=17+1+2
Cha: (2) 14
DC: 10 +5 int mod +spell level
DC (Fire): +2 bloodline
HP: 61
AC: (14) 10+4
Init: 4
BAB: (5) +1/+2/+2
MAB: (9) 5+4 (Touch)
RAB: (9) 5+4 (Ranged Touch)
Fort: (9) +1/+3/+1 |+3+1*
Ref: (10) +1/+1/+1 |+4+1* |+2**
Will: (16) +3/+3/+4 |+5+1*
*Cloak of Resistance +1
**Weasel familiar (+2 bonus on Reflex saves)
Divine Spells (CL7):
lvl0: (6) 6
lvl1: (7) 4+2+1
lvl2: (5) 3+1+1
lvl3: (4) 2+1+1
lvl4: (3) 1+1+1
Arcane Spells (CL10):
lvl0: (4) 4
lvl1: (6) 4+2
lvl2: (4) 3+1
lvl3: (3) 2+1
lvl4: (2) 1+1
Skills:
Concentration: 13 (16)
Decypher Script: 6 (11)
Knowledge/Arcana: 10 (15)
Knowledge/Geography: 5 (7)
Knowledge/History: 2 (7)
Knowledge/Local: 2 (7)
Knowledge/Nature: 5 +2 Survival synergy (12)
Knowledge/Religion: 5
Knowledge/Planes: 5
Profession/Sailor: 6 (11)
Sense Motive: 6 (11)
Spellcraft: 13 +2 K/Arcana synergy (20)
Survival: 6 (11)
* Survival is class skill (Travel domain)
+2 Knowledge/Geography synergy for Survival checks to keep from getting lost or for avoiding hazards
+2 Knowledge/Nature synergy Survival checks in aboveground natural environments
+2 Knowledge/Planes synergy Survival checks when on other planes
Feats:
Bloodline of Fire
Practiced Spellcaster (Wizard, complete arcane)
Energy Substitution (Fire)
Weapon Finesse (Touch)
Enlarge Spell
Scribe Scroll
Special:
Summon Familiar (weasel)
Turn or Rebuke Undead (+2 Knowledge/Religion synergy)
Items of note:
Blessed Book (1000 pages, no gp scribing cost)
Headband of Intellect +2/Amulet of Health +2/Periat of Wisdom +2/Gloves of Dexterity +2
Maximize Spell metamagic rod, lesser (spell levels 1-3, 3 charges)
Cloak of Resistance +1
Name: Jordan Gaelins
Class: Transmuter 6/Geometer 1/Fatespinner 2
Race: Human
Sex: Female
Age: 26
Height: 5'10"
Weight: 122 lbs
Alignment: TN
Current: EXP
Lvl-Up: 45,000 EXP
Money: 1,969 GP, 4 SP
Forbidden Schools: Evocation and Enchantment
Stats
=====
Str: 10 (+0)
Dex: 16 (+3) = 14+2
Con: 16 (+3) = 14+2
Int: 20 (+5) = 16+2+2(level)
Wis: 12 (+1)
Cha: 12 (+1)
Derived Stats
=============
HP: 58 = 22+9*3+9
AC: 13 = 10+3
Init: +3
For: +7 = +2+0+0+2+3
Ref: +7 = +2+0+0+2+3
Wil: +13 = +5+2+3+2+1
BAB: +4 = +3+1+1
MAB: +4 = +4+0 (Melee)
RAB: +7 = +4+3 (Ranged)
Skill Ranks
============
96 skill points = (2+1+5)*4+(2+1+5)*(9-1)
6 Appraise (int) 8*+2
12 Concentration (con) 12
5 Craft [Shipbuilding] (Int) 5
10 Decipher script (int) 10
4 Disable device (int) 8*
10 Knowledge [arcana] (int) 10
6 Profession [sailor] (wis) 6
5 Profession [gambler] (wis) 5
4 Search (int) 8*
12 Spellcraft (int) 12
2 Bluff 4*
1 Knowledge [geography] (int) 1
4 Knowledge [architecture/engineering] (int) 4
1 Knowledge [nature] (int) 1
* Cross-class cost
Feats
=====
H-Improved Toughness
1-Collegiate Wizard (Comp. Arc. pg181)
1-Scribe Scroll (Wizard Feat)
3-Craft Wondrous Items
5-Reach Spell Metamagic (Wizard Bonus Feat)
6-Magical Artisan (P.G. to Faerun pg41)
9-Chain Spell Metamagic
Class Abilities
===============
Enhance Attribute: (Un.Arc. pg64 - Replaces familiar) 2/day, add +2 to any ability for 1min/level (9 minutes currently).
Glyph of Warding: As divine spell, but added to spellbook as lv 3 arcane spell.
Spellglyph: Diagram substitute for verbal+material components.
Spin Fate: Can add +1 to +2 "spin" to save DC of a spell.
Fickle Finger of Fate: 1/day, can force someone to reroll a roll just made.
Spells/Day
==========
Lv 0: 4 = 4
Lv 1: 6 = 4+2
Lv 2: 5 = 4+1
Lv 3: 4 = 3+1
Lv 4: 3 = 2+1
Lv 5: 2 = 1+1
Additional Spells/Day: One transmutation spell per level
Spells Known
============
Lv 0: all
Lv 1: 15 = 6+4+5
Lv 2: 8 = 4+4
Lv 3: 8 = 4+4
Lv 4: 8 = 4+4
Lv 5: 4 = 4
(Actual spell selection still to come. Also need to decide how much of remaining gold goes to getting extra spells and of what level)
Equipment
=========
Backpack 2 gp
Bedroll 1 sp
Belt Pouch x2 2 gp
Blanket, Winter 5 sp
Silk Rope (50ft) 10 gp
Soap (1lb) 5 sp
Waterskin 1 gp
Small Mirror 10 gp
Spell Cmp Pouch x3 15 gp
Magnifying Glass 100 gp
Dagger 2 gp
Magic Items
===========
Rod of Lesser Chain 27,200 gp
Headband of Int +2 1,500 gp & 120 exp
Gloves of Dex +2 1,500 gp & 120 exp
Amulet of Health +2 1,500 gp & 120 exp
Vest of Resistance +2 1,500 gp & 120 exp
Boccob's Blessed Book 4,687 gp, 5 sp & 375 exp
Cloak of Displacement, lesser 9,000 gp & 720 exp