Bob Ross of The Joy of Painting

Level

KXP

Spells
123 456 789

1

0

2-- --- ---

2

4

30- --- ---

3

8

32- --- ---

4

16

430 --- ---

5

32

432 --- ---

6

64

443 0-- ---

7

128

543 2-- ---

8

256

544 30- ---

9

512

554 32- ---

10

1000

554 43- ---

11

1300

655 432 ---

12

1600

655 443 0--

13

1900

665 543 2--

14

2200

665 544 30-

15

2500

666 554 32-

16

2800

666 554 430

17

3100

666 655 432

18

3400

666 655 443

19

3700

666 665 544

20

4000

666 665 555

21

4300

666 666 555

22

4600

666 666 655

23

4900

666 666 665

24

5200

666 666 666

25

5500

766 666 666

26

5800

776 666 666

27

6100

777 666 666

28

6400

777 766 666

29

6700

777 776 666

30

7000

777 777 666

31

7300

777 777 766

32

7600

777 777 776

33

7900

777 777 777

34

8200

877 777 777

35

8500

887 777 777

36

8800

888 777 777

Race Adjustments:

 

Str

Dex

Con

Int

Wis

Chr

Cml

AT

hp

TH

Div

+0

+0

+0

+5

+5

+5

+0

+0

+6

+0

÷1

 

Requisites:

Int 18, Wis 18,

 

Class Slots 2, Race Slots 1

Alignment:

TG

HD/level:

&2d6

Feats:

2+level/3

To Hit Table:

Wiz

Saves:

2*Priest

Groups:

Wiz, Pri, Arch, Non-Com

Complexity:

CF=3

 

“We don't make mistakes. We just have happy accidents.”

Counts as Human. Your voice radiates a calming aura. 2 for 1 trading.

Knows Wizard, Priest, and Bob Ross spells. Int or Wis bonus to progression.

Spell Robed (-1SL) in Bob Ross spells.

Free open breasted dress shirt (immune color spells), paint brush set (free Mat. Comp.), palette (spellbook), and canvas (+5 AT, pariah’s shield).

Level 1: 0, 2/reset: Convert a Bob Ross quote into a spell.

Level 1: Permed hair: +LVL AC /+LVL Saves.

Level 1: Happy Little Trees: 1M: Polymorph a target into a tree with no abilities (no save).

Level 1: Just Smack the Devil Out of It: Can turn demons/devils as undead.

Level 1: Let’s Give Him a Friend: 1V: Combine two groups.

Bob Ross SpellsC:

Note: Bob Ross spells are denoted with a C which are special “color” spells. These spells can be “mixed together” for 1 non-weapon prof. each. You can’t mix the same color more than once. Add the SL’s together. The resulting spell gets a C denotation as well.

Alizarin Crimson (SL=1): Stops magical ranged weapons or Deals 40 points of acid damage (Reflex half).

Bright Red (SL=1): Stops nonmagical ranged weapons or Deals 20 points of fire damage (Reflex half).

Cadmium Yellow (SL=1): Stops poisons, gases, and petrification or Deals 80 points of electricity damage (Reflex half).

Dark Sienna (SL=1): 1d12 dmg; save or nauseated until leaves area.

Indian Yellow (SL=1): 1d10 dmg; save or blinded 1d4+4 r

Midnight Black (SL=1): Paralyzed 1d4+1 r (no save); save or slain) {1 creature}

Mountain Mixture (SL=1): Stops divination and mental attacks or Turned to stone (Fortitude negates).

Phthalo Blue (SL=1): Energy field destroys all objects and effects or Creatures sent to another plane (Will negates).

Phthalo Green (SL=1): Stops breath weapons or Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).

Prussian Blue (SL=1): Stops all spells or Will save or become insane (as insanity spell).

Sap Green (SL=1): 2d8; save or magnetised 3d4 r

Titanium White (SL=1): 1d4 dmg; light in area; save or blinded for CL r or leaves area

Van Dyke Brown (SL=1): Slowed 2d4 r (no save); save or petrified

Yellow Ochre (SL=1): 1d6 dmg, save or -1 Str and -1 Dex for 1 r