| Karyn Lynn Calbury | |
| Age: | 27 |
| Hair: | Black |
| Eyes: | Green |
| Height: | 5'4" |
| Weight: | 110 |
| Race: | Human |
| Class: | Cleric 3 / Wizard 3 / Mystic Theurge 1 |
| Deity: | Sin |
| Alignment: | Lawful Good* |
| Level: | 7 |
| Experience: | 26,064/28,000 |
| Hit Points: | 47/47 |
| Gold: | 12,119 gp |
| Current Status: | Active |
| Played by Dallys | |
| Theme Music | Vampire Killer - Remix Atom Bomb - Fluke The Analyst - Delta Goodrem What If - Emilie Autumn |
- Description
- Abilities & Skills
- Feats
- Cleric Abilities
- Wizard Abilities
- Racial Abilities
- Equipment
- Cleric Spells
- Wizard Spells
| Ability | Score | Mod | Temp Score | Temp Mod |
| Strength | 8 | -1 | +0 | +0 |
| Dexterity | 16 | +3 | +0 | +0 |
| Constitution | 12 | +1 | +0 | +0 |
| Intelligence | 19 | +4 | +0 | +0 |
| Wisdom | 18 | +4 | +0 | +0 |
| Charisma | 14 | +2 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
| Armor Class | |
| Total | Base 10 + 3 Dex +1 Armor = 14 |
| Flat-Footed | 11 |
| Touch | 13 |
| Saving Throws | Base | Bonus | Total |
| Fortitude | +4 | +1 | +5 |
| Reflex | +2 | +3 | +5 |
| Will | +8 | +4 | +12 |
| BAB | Mod | Total Range/Melee |
| +3 | +Dex/+Str | +2/+6 |
| Initiative |
| Dex = +3 |
| Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
| C | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
| C | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
| XWM | Concentration (Con) | +10 | +1 | +0 | +0 | +11 |
| XWM | Craft (Alchemy) (Int) | +10 | +4 | +0 | +0 | +14 |
| WM | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
| X | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
| C | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
| C | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
| X | Heal (Wis) | +4 | +4 | +0 | +0 | +8 |
| C | Hide (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
| XWM | Knowledge (Arcana) (Int) | +10 | +4 | +0 | +0 | +14 |
| XWM | Knowledge (Religion)(Bonus) (Int) | +10 | +4 | +0 | +0 | +14 |
| XWM | Knowledge (The Planes) (Int) | +9 | +4 | +0 | +0 | +13 |
| XWM | Knowledge (Dungeoneering) (Int) | +7 | +4 | +0 | +0 | +11 |
| XWM | Knowledge (Nature)(Bonus) (Int) | +10 | +4 | +0 | +0 | +14 |
| XWM | Knowledge (Architecture & Engineering) (Int) | +9 | +4 | +0 | +0 | +13 |
| C | Listen (Wis) | +0 | +0 | +0 | +0 | +0 |
| C | Move Silently (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
| XWM | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
| C | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Search (Int) | +0 | +0 | +0 | +0 | +0 |
| CM | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
| C | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
| XWM | Spellcraft (Int) | +10 | +4 | +0 | +0 | +14 |
| C | Spot (Wis) | +0 | +0 | +0 | +0 | +0 |
| C | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
| C | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
| C | Tumble (Dex) | +0 | +0 | +0 | +0 | +0 |
| C | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
| C | Use Rope (Dex) | +0 | +0 | +0 | +0 | +0 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Literacy, Undercommon, Infernal, Abyssal, Draconic
Skill Tricks:
Skill Tricks go here
Skill Point Total: Total Here
1st 28 , 2nd-20th 7/level
Feats:
Human: Combat Casting
1st: Practiced Spellcaster (Cleric)
3rd: Brew Potion
6th: Craft Wonderous Item
Cleric Bonus: Blind-Fight
Wizard Bonus: Scribe Scroll
Rep: Practiced Spellcaster (Wizard)
Rep: Spell Thematics
Rebuke Undead 5/day
Magic Domain (PH 188)
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Magic Domain Spells
1. Nystul's Magic Aura: Alters object's magic aura.
2. Identify: Determines properties of magic item.
3. Dispel Magic: Cancels magical spells and effects.
4. Imbue with Spell Ability: Transfer spells to subject.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10'.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Protection from Spells: Confers +8 resistance bonus.
9. Mordenkainen's Disjunction: Dispels magic, disenchants magic items.
Darkness Domain (SC 272)
Granted Power: You gain Blind-Fight as a bonus feat.
Darkness Domain Spells
1. Obscuring Mist: Fog surrounds you.
2. Blindness/Deafness: Makes subject blinded or deafened.
3. Blacklight: Create an aura of total darkness.
4. Armor of Darkness: Shroud grants deflection bonus, darkvision, and other effects.
5. Darkbolt: Multiple bolts deal 2d8 damage and daze creatures.
6. Prying Eyes: 1d4 +1/level floating eyes scout for you.
7. Nightmare: Sends vision dealing 1d10 damage, fatigue.
8. Power Word Blind: Blinds creature with 200 hp or less.
9. Power Word Kill: Kills one creature with 100 hp or less.
Immediate Magic:
Specialist: Necromancy
Prohibited Schools: Illusion, Enchantment
Cursed Glance (Su): 4/day, counts as a spell level equal to 1/2 wizard level (minimum 1)
Immediate Action
When a visible enemy within 60 feet targets you with a spell or attack, you can respond with a curse. If the enemy fails a Will save (DC 10 + 1/2 Wizard level + Int Mod), he takes a -2 penalty on AC and Saving throws for 1 round.
Racial Abilities:
Human: +2 Dexterity
Bonus Feat at 1st level
4 bonus skill points at 1st level, 1 bonus skill point every level thereafter.
| Weapon | Attack Bonus | Damage | Crit | Damage Type | Ammo |
| Light Crossbow | +6 | 1d6 | 19/20 x2 | Piercing | 50 Bolts |
| Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
| Armored Robe | +1 | +8 | - | - | 30ft | 5lb |
| Slot | Item | Description |
| Head | Item name goes here | Brief item description |
| Face | Item name goes here | Brief item description |
| Neck | Empowered Spellshard | 3/day Empower the spell Hail of Stone |
| Shoulders | Item name goes here | Brief item description |
| Torso | Bolt Shirt | Dimension Door 1/day |
| Arms | Item name goes here | Brief item description |
| Hands | Arcanist's Gloves | 2/day +2 to Caster level of next 1st level Arcane spell cast. |
| Right Ring | Item name goes here | Brief item description |
| Left Ring | Item name goes here | Brief item description |
| Waist | Item name goes here | Brief item description |
| Feet | Item name goes here | Brief item description |
| Pack | Item name goes here | Brief item description |
List of Items Here:
Holy Symbol, Silver
Scroll of Cure Light Wounds x2
Wand of Cure Light Wounds (50)
Scroll of Shield x2
Scroll of Shield of Faith x2
Scroll of Faith Healing (Sin) x3
Greater Celestian Planar Mote
Gloves of Storing
Statistics of Items Here:
Arcanist's Gloves: Swift Action, 2/day, add +2 to the caster level of the next 1st level Arcane spell you cast this round.
Blessed Book
Spells per Day:
Cleric Caster Level: 7
Orisons: 4/day
1st Level: 4/day + 1 Domain/day
2nd Level: 3/day + 1 Domain/day
Spell DCs:
Cleric: 14 + Spell Level
Spells per Day:
Wizard Caster Level: 7
Cantrips: 4/day All known except Illusion and Enchantment
Level 1
- Shield: +4 Shield Bonus to AC, Personal, 1 Min./level, blocks magic missile.
- Alarm: Wards an area for 2 hours/level.
Level 2
- Unheavened: Gain bonuses against Good spells and spells from Good outsiders.
Level 3
- Sign of Sealing: Permanent, seals chest or door. Deals 1d4/level Damage in 30' radius if forced open by any means.
Level 1
- Mage Armor: +4 Armor bonus to AC, 1 hour/level.
- Orb of Acid Lesser: RTA, 1d8 acid damage/2 levels.
- Orb of Cold Lesser: RTA, 1d8 cold damage/2 levels.
- Orb of Sound Lesser: RTA, 1d6 sonic damage/2 levels.
- Benign Transposition: 2 willing subjects switch places.
- Hail of Stone: 5' radius, 1d4 dmg/level, No Save.
Level 2
Level 3
- Regal Procession: As the mount spell, but summons 1 mount/level.
Level 1
- True Strike: Personal, +20 to next Attack Roll, 1 round.
- Comprehend Languages: 10 min/level, Personal, Understand all Written and Spoken languages.
- Masters Touch: Become proficient with one weapon or shield for 1 min/level.
- Identify: 1 hour cast, Identify properties of one magical item.
- True Casting: Personal, +10 to next roll to overcome SR, 1 round.
Level 2
Level 3
- Unluck: 1 Target, Will save, 1 round/level. Target must roll twice for everything, take worse result.
Level 1
- Magic Missile: 1d4+1 force damage, additional missile every 2 levels.
- Shocking Grasp: TA, 1d6/level Electricity damage, +3 to hit if opponent is metal or wearing metal armor.
- Burning Hands: Reflex 1/2, 15' cone, 1d4/level fire damage.
- Persistent Blade: 1 round/level, 1/2 Int Mod + BaB attack, 1d4 damage 19-20 crit, Flanks.
- Jet of Steam: 30' Line, 1d4/level Fire damage, Reflex 1/2
Level 2
- Combust: Touch attack, 1d8/level fire damage. Target must make DC 15 Reflex save or catch fire.
- Fireburst: Reflex 1/2. 10' Burst from self. 1d8/level Fire damage (Max 5d8)
- Scorching Ray: Range Touch Attack, deals 4d6 Fire Damage. +1 Ray at 7th and 11th.
- Seeking Ray: RTA, 4d6 Electricity damage, +4 to hit on ray spells against target for 1 round/level.
Level 1
- Backbiter: Target 1 weapon, next attack strikes wielder. Only Magic weapons get a Will save.
- Bestow Wound: Transfer 1 damage/level to a target.
- Cause Fear: Will save, Fail = Frightened for 1d4 rounds, Success = Shaken for 1 round. 6 HD limit.
- Chill touch: 1 touch/level, TA deals 1d6 Negative Energy damage, Fort save or take 1 Str damage.
- Ray of Enfeeblement: RTA, 1d6+1/2 levels Str Penalty for 1 min/level.
- Spirit Worm: Fort save each round to negate, 1 Con damage per round/level. Max 5 rounds.
- Death's Call: 1 damage/level to all living creatures in 10' radius burst. 1d4/level and fatigue to swarms.
Level 2
- Death Armor: Personal, 1 round/level, Deal 1d4 +1/level damage when struck in combat.
- Blindness/Deafness: Fort Save. Subject is permanently blinded or deafened.
- False Life: Personal, 1 hour/level, 1d10 +1/level Temp Hp (Max +10)
- Ghoul Touch: Touch Attack, Fort Save or be Paralyzed for 1d6+2 rounds. All living creatures within 10' must Fort Save or be sickened.
- Scare: Chosen targets in 30' spread (1 target/3 levels), Will save or be Frightened for 1 round/level. Success equals shaken for one round. Can affect up to 6 HD creatures.
- Spectral Hand: Deliver Touch spells at Medium range. 1 Min/level. Lose 1d4 HP until spell is done. Gain +2 on touch attacks.
- Escalating Enfeeblement: Functions as Ray of Enfeeblement, however if cast upon a target that is Fatigued, exhausted, or currently suffering any penalty, damage or drain to Str, Dex or Con. The Str Penalty becomes 1d10+1/2 levels (Max +5). This penalty doesn't stack with ray of enfeeblement.
- Bonefiddle: Concentration Duration (Max 1 round/level). Each round on it's turn 1 target must make a Fort save or suffer 3d6 sonic damage and -20 on Move silent. Successful save ends the spell, but blocking line of sight/effect does not.
- Life Bolt: 1 Ray /2 levels (Max 5 rays). Each deals 1 nonlethal damage to you and 1d12 damage to target undead.
- Curse of Impending Blades: 1 minute per level, no save. -2 penalty to AC, one target.
Level 1
- Abberate: Transform one person into an abberation and grant Natural armor for 1rnd/level.
- Enlarge Person: 1 min/level. Increase target size category by 1, +2 Str, -2 Dex, -1 To hit and AC.
- Reduce Person: 1 min/level. Reduce target size category by 1, -2 Str, +2 Dex, +1 to hit and AC.
- Feather Fall: Immediate action, fall safely.
- Expeditious Retreat: 1 min/level, +30' move speed.
- Weapon Shift: 1 min/level, changes weapon to a different weapon.
- Burning Rage: 1 round/level, +1 to hit, +2 to damage, DR 2/magic, 4 fire damage to subject each round.
- Tongue Tendrils: Spit a grappling tendril from your mouth.
Level 2
- Heart of Air: Personal, 1 Hour Per Level: +10 to Jump Checks, +10' To Fly Speed. End effect to produce Featherfall.
- Cats Grace: 1 min/level. +4 Enhancement Bonus to Dex.
- Foxs Cunning: 1 min/level. +4 Enhancement Bonus to Int.
- Knock: Opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut).
- Animalistic Power: 1 min/level. +2 Enhancement bonus to Str, Dex and Con.
- Alter Self: Assume the form of a similar creature.
- Fearsome Grapple: Grow two grappling tentacles under your arms.
Level 3
- Snakes Swiftness Mass: All allies within 20' get a free attack.
1st-Level: 4/day +1 Necromancy
2nd-Level: 3/day +1 Necromancy





