I've been somewhat busy, plus I did say "near future", not "tomorrow".
I'm not ignoring you guys; I promise to have a closer look into everything posted within 48 hours and will respond to all questions then, ok?
Hey, I'm not saying you have to be god, simply that, well, too many campaigns around here die because they take too long to start (or resume), and involve players losing the enthusiasm that comes around from finishing their characters, from waiting around for the threads to go up.
When you posted the signups, I presume that we all assumed that the campaign would be getting started reasonably soon after everyone finished their characters. With PBP D&D, it seems kind of important to let players bond with their characters as soon as possible.
I delayed starting Isle of Sarnath for only a week and a half, but I feel that this really did impact on the enthusiasm of the players as a result.
Okay, everything but skills, items and bio done. The last item will be a arduous task, indeed.
Anyone want to help me find/make me an image of Abthek?
If someone would be so kind to use their amazing artistic abilities to create an image of Abthek, using the following description (I can't really find any good illumian art):
Abthek looks to be a moderately tall, completely bald, well-muscled but lean human, with golden glowing skin and sigils that appear to glow bright as torches whirling around his head. He always wears a loose black silk shirt (with his chain shirt and runed, white silk battlecloak over it) and black silk pants, and simple, black slippers. His eyes are a brilliant blue.
Zenith Kael, a stalwart and determined enemy of all things evil, one of the twelve Jade Phoenix Magi reborn, and entrusted with maintenance of the cage that holds the Souldrake.
Occasionally joined by his friend and mentor Danji, or his fellow Jade Phoenix Mage and longtime lover Feria, with whom he shares a love that has lasted through millennia of reincarnations since the original pact.
1. Wuffles plays Apachai Hopachai and Delamare, the most innocent little minotaur frenzied berserker, and most devoted anti-death falchion you've ever met.
2. Ti'rin is a Neutral Evil Swordsage/Eternal Blade.
3. Krashbot is still playing Kaulesh, the friendly swiftblade you've all come to know and love.
4. Sepiriel plays Oreo of the Kuk-Yjars (Cook-E-Jars), with the Amazing 'Poe', the two most hilariously unstable and quirky characters this side of the Weave :D.
5. Wrath of Dog plays Zenith Kael, a stalwart and determined enemy of all things evil, one of the twelve Jade Phoenix Magi reborn, and entrusted with maintenance of the cage that holds the Souldrake. In other words, a warblade/Warmage/Jade phoenix mage.
6. Boros plays Abthek Crowwing, bright'n'shiny CG Illumian sneaky mage and spellwarper extraordinaire
7. Caex plays...Caex Kothar, everyones' favorite demonic half-red dragon who can channel his breath weapon for almost 1k damage.
8. Yukora plays Thorel Barilode. Saint of Pelor and the funniest flying brick wall you've ever seen.
9. Amadi plays Stohr, the binder that is very adept at exactly not dying.
10. Alacar plays...Alacar Leoricar, Half-Elf warrior/wizard that is coming out of retirement for one last big adventure.
11. KoolKoal plays Thydric Liamonsae, a Void Incarnate with spike-chainy/sneak attacky action "that does nothing compared to magic spells."
Everyone but the rogue is in, apparently. Hm. Well, you guys'll do quite all right.
Okay, modified version of the custom item (to be less ridiculous) and a custom weapon property for approval:
Vest of the Mythic Sniper (+5 to all ranged attacks, +5 to caster level checks to overcome spell resistance; 100,000 gp)
Greater Spell Storing (As spell storing, but able to store spells up to 9th level; +3 bonus)
EDIT: Another item:
Lesser Backstabber- This masterwork shortsword adds +2d6 to the bearer's sneak attack damage; 50,310 gp.
You might wish to have a look at Bracers of Archery and such for the pricing for a bonus to ranged attacks; failing that, found a magic item set for the spellwarped sniper. In addition, take a look at some of my custom spells- Shalandra's Spellshaper and its greater version mimic the spellwarped sniper's best class feature, but are a swift action to cast, affect the next spell you toss, and work on higher level spells (in the Greater version, anyway; it's 8th level and works on 7th or below)
How much would it cost to create a weapon with the 'of Ruin' (I know you know what a Mace of Ruin does. Everyone else can see it here) attribute?
RAW, it would be 200,000 to add it to any weapon.
The mace costs 1,000,312.
A +7 bonus costs 980,000, a masterwork mace costs 312. That leaves 200,000 that would account for the 'Ruin' ability.
Just wondering if that can be added to any weapon for a mere 200,000 gp.
Hmm. Well, there's a nonepic item in the DMG that deals like triple damage to objects, and of course a sun sword effectively deals double damage to evil outsiders and undead...
I don't know if I like the "of Ruin" being only 200k.
Considering that the Con bonus you get from raging (if you're a barbarian) grants you more HP, then I would say yes, increasing your con increases your HP retroactively.
Unlike Int and skill points.
In my campaigns, Int does grant retroactive skill points.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
So the pricing for vest of the mythic sniper has been shot down? Do note that it's only attacks, not damage, that it applies to.
EDIT: By the way, lesser backstabber is now Rod of Backstabbing, and costs 2,000 more gp.
Gonna start remaking Alacar. Keeping all of his old gear but changing his base stats, classes, spells, skills, and feats.
Blargh. I want to expand Alacar's magic use by taking the Harper Mage prestige class (Magic of Faerun) but it requires Education (makes all knowledge skills class skills, gives +1 to any 2 chosen knowledge skills), a feat I have to take at 1st level and meet the regional requirements.
Umm... can I negate that and take it at 3rd level? I want to keep Spellcasting Prodigy as well. Or whatever.
Gonna start remaking Alacar. Keeping all of his old gear but changing his base stats, classes, spells, skills, and feats.
Blargh. I want to expand Alacar's magic use by taking the Harper Mage prestige class (Magic of Faerun) but it requires Education (makes all knowledge skills class skills, gives +1 to any 2 chosen knowledge skills), a feat I have to take at 1st level and meet the regional requirements.
Umm... can I negate that and take it at 3rd level? I want to keep Spellcasting Prodigy as well. Or whatever.
Original offer stands - while I am aware you are a much more experienced D&D player, would you like a hand with anything? Rebuilding characters can be very time-consuming.
Haha I can figure it out on my own for the most part. I want to try and figure out the optimum way to get 10 levels in Spellsword (CWar), 5 levels in Harper Mage (Magic of Faerun) and 4 or 5 levels in Abjurant Champion (CMage) all while still having 3 levels in Swashbuckler (CWar) if possible and 2 levels in Fighter if possible. I want the 5th level of Abj Champion only if my BAB would exceed my caster level.
Also.. the Harper Mage has a requisite of 4 ranks in Scry. Isn't that a 3.0 skill? -checks-
Oh, and here..
Quote from Requirements for each class »
Abjurant Champion:
+5 BAB
Combat Casting
1st level arcane incl. 1 abj. spell
Proficient with 1 martial weapon
Spellsword:
+4 BAB
Know (arcana) 6 ranks
Proficiency with all simple weapons and all armor
2nd-level arcane spells
Must have defeated a foe with force of arms alone.
I've been doing the level math and I'd be able to squeeze in all of the levels by level 9 and start Spellsword at level 10, then have space for 5 levels of Harper Mage and 4 levels of Abj. Champion. Of course I'd be ready to start taking Spellsword levels as early as level 7 if I cut out the levels of Fighter. Then I'd be able to put the 5th level of Abj Champion in. Either way, my BAB is at least 5 levels higher than my normal caster level, so that means the 5th level of Abj Champion is a little important. Perhaps if I cut out only 1 level of fighter. I'd lose a bonus feat...
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Oh, and I figured out how to maximize my levels and my caster level, as well as the level of spells I can cast...
1st Swashbuckler: Take 2 ranks in Sense Motive and Spellcasting Prodigy. If I can't take Educated at 3rd level, take that instead. 2nd Wizard: Take 4 ranks in Concentration, 6 ranks each in Know (arcana) and Spellcraft, and 4 ranks in any other Knowledge. 1st-level arcane spells. 3rd Swashbuckler: Take 3rd level feat. If I can take Spellcasting Prodigy at 1st then this will be Educated. Otherwise it will be Alertness. 4th Wizard: Take the remaining ranks in Know (arcana) and Spellcraft I need. 5th Wizard: 2nd-level arcane spells. 6th Swashbuckler: Take Combat Casting as 6th level feat. 7th Fighter: Take Fighter bonus feat. BAB is +4. 8th Fighter: Take Fighter bonus feat. BAB is +5. 9th Spellsword: If I can get both Educated and Spellcasting Prodigy, take Alertness at this level. 10th Spellsword: Take bonus Metamagic feat: Extend Spell. 11th Spellsword: 3rd-level arcane spells. 12th-18th Spellsword: By that point I have met all the prerequisites for the prestige classes I want. I fill out 10 levels of Spellsword. BAB is +16, Caster level is 8th, 4th-level arcane spells. 19th-23rd Harper Mage: I fill out Harper Mage. I figure Alacar would've taken this class while still adventuring in Faerun, since his wife is a high-standing member in the Harpers. BAB is +18, Caster level is 13th, 7th-level arcane spells. 24th-28th Abjurant Champion: While not technically learning of this class until level 25, I figure I can cheat a little with that 1st level if Jen allows it, to maximize this class out. BAB is technically +23, so Caster level would be 23rd (before modifiers) and I can cast 9th-level arcane spells as an 18th level Wizard.
This all requires a bit of approval from Jen.
1) Can I take both Educated and Spellcasting Prodigy? If I have to pick 1, I'll take Educated. If so, can I ignore the regional requirements for said feat?
2) Can I ignore the Scry ranks requirement for Harper Mage, since it's outdated (unless I'm mistaken)?
3) Can Alacar start taking Abjurant Champion at level 24?
However, I also need a yay or nay on the feats detailed on This Page.
I'd like definitely to take the Diamond Mind one, specifically.
Also, a question about readied maneuvers I've not been able to answer. Can you have multiple instances of the same maneuver readied?
Pretty sure almost every DM in 3.5 history has house-ruled that one to be no you can't have more than one readied, but I don't know if Jen fits that description
Pretty sure almost every DM in 3.5 history has house-ruled that one to be no you can't have more than one readied, but I don't know if Jen fits that description
Alright, so no offense to those who have implemented the House Rule mentioned above, but the rule itself is idiotically myopic.
A level 20 Aasimar sorcerer with 42 charisma is going to have quite a few spells at each level.
However, a level 20 Aasimar swordsage can put that 42 anywhere and it won't increase the number of maneuvers he knows or the number he can ready.
He'll know 25 maneuvers and be able to ready 12.
Why shouldn't he be able to ready Time Stands Still more than once per battle?
A sorcerer should be able to cast Time Stop more than once per battle, after all.
Hell, a level 20 sorcerer could have a cloak that would grant him the effects of Arcane Spellsurge. At that point, he could hit the target with an Avasculate followed by a Sudden Maximized Burst of Glacial Wrath made Sonic (since nobody picks sonic resistance). I'm pretty sure that kills almost anything of an equivalent level to the sorcerer that's not completely min-maxed. There is no way for a level 20 swordsage to kill a level 20 fighter in one round with just maneuvers. Time Stands Still, while powerful, isn't going to necessarily kill a target.
Private Mod Note
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Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
Quote from Me »
Stupidity cannot be tolerated. Idiots thrive on the indulgence of society's "understanding."
Quote from Fenris »
PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Quote from Me »
Everything I say is fully substantiated by my own opinion.
I'm curious. Since BAB doesn't continue beyond 20th level, does that mean Abjurant Champion's Martial Arcanist ability caps at the 20th level's BAB?
Basically I ask because if that's the case, Alacar's BAB would cap at +16 in his current build, which is actually worse than his previous build (unless I move around the levels a little). His caster level is 18th at level 28, so would Martial Arcanist be useless? Or does it include the +5 epic bonus?
No, your caster level includes your effective epic bonus for the purposes of the Abjurant Champion's class feature.
Regarding readying multiple maneuvers of the same name:
You can.
See, martial adepts generally require a successful melee attack (NOT ranged attack) in order for their abilities to work. In my mind, martial adepts make warriors able to stand up to spellcasters in the higher levels... and we all know how broken in half casters can get, don't we?
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
My sheet is almost done. I saved it in my notes. All that's left is picking out new spells (yay for 9th level spells) and reallocating my skill points (yay for Educated making Knowledge class skills for all levels)
My sheet is almost done. I saved it in my notes. All that's left is picking out new spells (yay for 9th level spells) and reallocating my skill points (yay for Educated making Knowledge class skills for all levels)
So it didn't get eaten by a firefox this time then
STR 26 (+8) (13 base +6 belt +5 tome) DEX 30 (+10)(15 base +6 belt/boots +5 tome +4 levels (belt and boots don't stack; both give enhancement bonus)) CON 27(+8)(16 base +6 belt +5 tome) INT 32 (+11)(18 base +6 belt +5 tome +3 levels) WIS 20 (+5)(14 base +6 belt) CHA 20 (+5)(14 base +6 belt)
HP: 386/386 AC: 39 (10 base +10 Dex +8 Vest Armor +4 Shirt Enhancement +5 Ring Deflection +1 Class ability Dodge +1 Ioun stone Insight) Flat-Footed: 29 Touch: 31 Speed: 60' (+30 from boots) Initiative: +14 (+10 Dex+4 Improved Initiative)
Base Attack Bonus: +16/+11/+6/+1 with +5 Epic bonus Grapple/Melee Attack Bonus: +24/+19/+14/+9 with +5 Epic bonus Ranged Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus
Attack: Alacar's Rod (Forceblade)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled. (Weapon Finesse)
Damage: 1d8+11 (force magic) +10 when using Insightful Strike, +1 when a spell is channeled. Range: Melee
Type: Light Slashing
Crit: 19-20/x2
Weight: 1 lb.
Attack: Alacar's Rod (Force Blast)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled
Damage: 10d6 (force magic)
Range: 100'
Type: Force Magic
Crit: None
Weight: 1 lb.
Ammunition: 2 times per day
This plain rod has two grooves in either end, and has a single gemstone embedded in it. Roughly 18 inches long, and half an inch around.
Alacar's Rod is both a Rod and a Weapon in terms of classification: It can hold only one Augmentation Crystal, and can have spells channeled into it as a weapon. If a spell is channeled, the Forceblade delivers it in melee, and the Force Blast can deliver it as a ranged touch attack. It has two major uses: Forceblade: Upon a mental command, as a swift action, from the end with the augment crystal emanating from it, a 3-foot blade of force energy emits. This blade functions as a +3 Longsword, but it is made of pure force energy. It is considered a light weapon, as the blade is weightless. The blade lasts until recalled by mental command. Force Blast: Twice per day, upon command, as a standard action, a ray of force energy projects from the rod as a ranged touch attack, dealing 10d6 points of force damage. This effect may not be used while the Forceblade is active. Prerequisites: Magic Missile, Mordenkainen's Sword, Craft Rod, Craft Magic Arms & Armor Cost to Create: 35,000gp, 2,500XP, 60 days.
Attached to Alacar's Rod:Greater Crystal of Arcane Steel (6,000gp)
+1 insight bonus to damage when delivering a spell channeled through the weapon.
+1 insight bonus to hit when delivering a spell channeled through the weapon.
Increases the save DC of the channeled spell.
Head: Circlet of Rapid Casting(3/day may cast spells as swift actions) Eyes: None. Face: None. Shoulders: Cloak of Spell Resistance (SR 21) 90,000gp Throat: Empowered Spellshard, 1st Level (3/day Empower, as the feat, Magic Missile, when cast) Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp Chest: Alacar's Shirt (Glamered Twilight Masking Padded Shirt of Landing +4; +4 enhancement bonus to AC, Looks like regular clothing, ignore Arcane Spell Failure by 10%, Ignore first 60' of falling damage, always land on feet, and continual nondetection.) 405,300gp Info: Padded Shirt: +1 AC, Max Dex +8, ACP 0, 12 lbs. Spell Failure: 0% Chest: Restful Crystal (attached to armor; may rest wearing armor without becoming fatigued.) 500gp Arms: Counterstrike Spellmight Bracers (2/day as a swift action may make an AoO on an opponent who misses him in melee. In addition, may make a -5 penalty on attack rolls with ranged touch attack spells/spell-like abilities to add +1d6 damage.) 2,500gp Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Alacar's Rod) 13,500gp Ring: Ring of Silent Spells and Protection +5 (1/day create a Silence effect around himself, and may cast spells in that area as though Silent, without verbal component. In addition, grants a +5 deflection bonus to AC) 52,000gp Ring: Ring of Wizardry I and IV (Doubles 1st and 4th level spells per day) 35,000gp Waist:Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Masterwork Guitar
Tome of Clear Thought +5 (Int) (137,500gp)
Manual of Bodily Health +5 (Str) (137,500gp)
Manual of Gainful Exercise +5 (Con) (137,500gp)
Manual of Quickness of Action +5 (Dex) (137,500gp) (All tomes give inherent bonuses) Cube of Force (62,000gp) Bag of Holding Type IV (10,000gp)
Wand of Cure Critical Wounds (41 charges) (21,000gp) Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) (500gp) Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) (9,000gp)
3 Everlasting Rations(Field rations feed a single Medium creature once/day) (350gp) Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) (200gp) Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp) Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) (36,000gp) Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) (30,000gp) Lavender and Green Ellipsoid Ioun Stone (Absorbs up to 50 levels' worth of 8th level spells or lower) (40,000gp) Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp) Greater Metamagic Rod of Maximize Spell (3/day may cast a spell up to 9th level as though Maximized.) (121,500gp) Sphere of Awakening (1/day, all allies within 60' are awakened from any sleep; fatigue and exhaustion are removed, and all are immune to fatigue and exhaustion for 10 minutes after activation.) (1,800gp) Metamagic rod of Quicken/Widen/Empower Spell (5/day may cast a spell up to 6th level, choosing one of the feats to apply to it.) Blessed Book(12,500gp)
673 Platinum coins
1,833 copper
85 gold Cloak of Epic Resistance +6 (+6 resistance bonus to all saves)
Magicka- +5 mithral chain mail of moderate fortification and elemental resistance 10 to all elements. -Negates all ASF. -Wearer gains the ability to cast 1 spell of each spell level as a 10th level sorcerer once per day. 0th-Light 1st-Magic Missile 2nd-glitterdust 3rd-haste 4th-greater invisibility 5th-wall of force
Laughing Damsel- +5 adamantine breastplate of dispelling. 3/day the wearer can imbue a held melee weapon with a greater dispelling as cast by a 17th level wizard. Wearer, if of elven blood, can use bardic knowledge as a 5th level bard and can inspire competence using the Perform skill of her choice, also as a 5th level bard.
Magicka- Int 15, Wis 12, Cha 18, Ego Score 25, Alignment: NG
Laughing Damsel- Int 16, Wis 10, Cha 17, Ego 22, Alignment: CG
Half-Elf:
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any
- Favored Class: Any.
Swashbuckler: Weapon Finesse (May use Dex bonus on to-hit rolls w/light weapons)
Grace +1 (+1 circumstance bonus to Dodge)
Insightful Strike (Functions like Sneak Attack; Add INT bonus to damage rolls in addition to STR when using a light weapon) Wizard: Familiar: Squirrel: Tiny Critter, +2 to Reflex Saves.
Scribe Scroll Fighter: Bonus fighter feats at 1st and 2nd level Spellsword: Channel Spell 8/day (May 'store' any spell he knows into his weapon as a move action into his weapon that is 'cast' when he releases it or it hits a target. Lasts 4 hours.) Spell DC is increased by 1 when releasing a spell. Multiple Channel Spell (May channel 2 spells)
Ignore Spell Failure 45%
Bonus Fighter and/or Metamagic feat at 2nd level Harper Mage: Harper Knowledge: Works exactly like bardic knowledge as though a 5th level Bard. Bonus: +18 Oghma's Insight: Skill Focus in Knowledge (Arcana) Arcane Theory: Skill Focus in Spellcraft Extend Spell: No slot increase to Extended spells 5/day Eschew Materials: Bonus feat Mystra's Grace: +2 insight bonus on saves against spells Abjurant Champion: Abjurant Armor: When using an abjuration spell to increase AC, the AC bonus gets an additional +1. Extended Abjuration: Doubles the duration of all abjuration spells Alacar casts as though Extend Spell were applied. Swift Abjuration: May Quicken any Abjuration spell Alacar knows. Arcane Boost: May, as a swift action, burn a memorized spell to gain one of the following:
Bonus on attack rolls equal to the spell's level.
Bonus on damage rolls equal to twice the spell's level.
Bonus to AC equal to the spell's level.
Bonus on saving throws equal to the spell's level.
Resistance to acid, cold, electricity, fire, and sonic equal to 5 times the spell's level.
Martial Arcanist: Effective caster level is equal to BAB+Epic bonus, unless it would otherwise be higher.
Epic Level: Once per day, may make a reroll on any d20 roll.
Educated (Forgotten Realms) (1st) - All Knowledge skills are class skills. +1 feat bonus to Knowledge (Arcana) and Knowledge (Local) Spellcasting Prodigy (Forgotten Realms) (3rd) - Treat Intelligence score as though 2 points higher for determining DCs and bonus spells. Combat Casting (6th) - +4 to Concentration checks when casting defensively. Quick Draw (Fighter bonus) - Draw weapons as a free action. Improved Initiative (Fighter bonus) - +4 to Initiative. Alertness (9th) - +2 to Listen and Spot checks. Extend Spell (Spellsword bonus) - Doubles the duration of a spell with a limited duration. Casting Level slot: +0 for 5 spells/day, +1 otherwise Spell Mastery (12th) - Can prepare 4 pre-chosen spells without a spellbook: Magic Missile, Blast of Force, Chain Missile, Force Missiles Signature Spell: Magic Missile (Forgotten Realms) (15th) - Can turn any 1st level or higher prepared spell into Magic Missile. Somatic Weaponry (Complete Mage) (18th) - May cast spells that use a Somatic component even when hands are full. Skill Focus (Harper Mage bonus) - +3 bonus to Knowledge (Arcana). Skill Focus (Harper Mage bonus) - +3 bonus to Spellcraft. Eschew Materials (Harper Mage bonus) - Ignore any material components that cost less than 1gp. Mobile Spellcasting (Complete Adventurer) (21st) - May make a DC 20 Concentration check when casting a spell; if success, then Alacar may move while casting a spell; if failure, the spell fails. Arcane Strike (Complete Warrior) (24th) - As a free action, Alacar may spend one of his spells per day to channel arcane energy into his weapon or unarmed strike; when he strikes with it, he gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level. Maximize Spell (28th) - Spell effect is maximized. Casting Level slot: +3 Storm Bolt (Complete Mage) (Bonus) - As long as Alacar has an electricity spell of 3rd or higher level memorized, he can, at will as a standard action, launch a 20' bolt of electricity, dealing Xd6 damage, where X is the highest level electricity spell he has memorized. Also, his caster level is considered +1 when casting electricity spells.
Caster Levels: Alacar's effective caster level is equal to an 18th level Wizard.
Due to Martial Arcanist (Abjurant Champion), his caster level is considered to be equal to his BAB+Epic bonus (16+5) 21st. Spells Per Day
4/14/7/7/14/6/6/5/5/3
0 All Cantrips in the Player's Handbook and Spell Compendium
Saving Throw DCs: 22/23/24/25/26/27/28/29/30/31 (+1 when the spell is channeled through his Rod)
Common
Elven
Blog Entry Prologue
Alacar Leoricar was born thirty-some years ago, on the Island of Krallis in the Moonsea north of Hillsfar and the Elven Court in the Dalelands. Krallis was an island completely populated by elves. They used magic and strict military discipline to shroud themselves for eons before making themselves known to the Realms, after being discovered by diviners looking for uncharted land. But the elves of Krallis were not typical elves: They were speciesists; rather, they distrusted anyone not of their own kind, and even treated foreign elves with some distaste.
After being discovered on Faerun, the Krallisian elves decided to make their mark; they could generate feywine, in large quantities, and began to export it until wine, magic, and sailing were their primary sources of income. They never let any visitors stay for more than two days and a single night, but they made quite a splash in the wine market.
Alacar was born illegally--his mother, Arianna Leoricar, an elf of Krallis, was a barmaid serving at a shady dive near the docks. Some visiting buccaneers came and she met his father, Alan Tyberr, the captain of their crew. He seduced her, and she had an affair with him. Unfortunately, they were discovered the next morning. She and Alan were imprisoned and put to trial.
During this trial, Arianna was found pregnant with their child. This was an outrage, and a blemish on Krallisian society. But, before the king rendered his verdict, the king's high arcanist approached and warned that their child must not be killed--he was a child of destiny, for good and ill fortune. But whose good and ill, he could not discern. The king, intrigued, wanted to keep Alacar under close observation. Therefore, he ordered that Arianna be imprisoned in his ivory tower until she gave birth to him. Alan was sent to be executed, never to see his lover or child.
And so, Arianna carried and bore her only son with melancholy, loving him more than anything. But when he was delivered, she was to be banished forever from Krallis on pain of death. The day of his birth, she only held him once, naming him 'Alacar' before he was taken from her arms and she was cast away north to Phlan, alone.
Alacar knew nothing of his birth. He was raised by K'Xizthizzerdrix (Kith-ziz-thiss-er-dricks), the high arcanist that predicted his future and saved him from death. Xiz, as Alacar called him, tried to teach him the ways of magic at an early age, and he had a knack for simple cantrips, but he was so very active. When he entered childhood, he was allowed to mingle with the elven boys and girls. They regarded him as a 'special kid', since he was taller, stronger, and more developed than they were. Their elders, who knew about this, only told his peers that he was 'unique'.
It was during this childhood that he met Lyia Laramond, an elven woman, who sang as the Krallisian Royal Guard's herald. She met Alacar almost on accident, and found him enjoyable. She knew he was half-elven, but her duty told her not to tell the truth. She became his guardian away from Xiz, who was becoming more and more angry at Alacar's antics. She watched him grow older as time went by.
As Alacar grew, faster than the kids he had met, Xiz piqued his interest in learning and reading. When he wasn't pouring over books, he was training with Lyia--she taught him the basics on combat and tactics. This formed the basis for his future career.
Alacar's bright future was not to be forever though. It all came crashing down on him when he was only thirteen years old. That day, a demonic being, Tyranthraxus, a flaming demon spirit and servant to Bane, came from the Pool of Radiance, which had appeared in Krallis. The Pool was said to be an extraplanar pool that granted anyone who bathed in it tremendous power, but in actuality it was a portal to the Elemental Plane of Fire, where Tyranthraxus resided. It used to be a tool of Mystra's, until Bane stole it from her for his own purposes. It randomly teleported to somewhere in the planes every ten years. This year, it appeared in Krallis.
Tyranthraxus was not a being of physical nature; he inhabits the body of the nearest living thing completely, (DC 40 Will save vs. complete domination, anyone?) and can move from person to person in that manner, as long as he is near the pool. He found his way to K'Xizthizzerdrix, who used and augmented his powers to usurp Krallis and not only annihilate the crown, but destroy the city's defenders and revive them as undead, spreading Bane's power. The city was ravaged, and burnt to the ground. The monsters then left Krallis to continue Tyranthraxus's reign of terror, taking the pool with them.
During this attack, Alacar wanted to help, but his own foster parent was the evil cause. Tyranthraxus confronted Alacar early during his posession, and while it would've pleased him to kill the young boy, it had no purpose and he had to work quickly. Alacar fled with his life, and met Lyia on that fateful day. She knew it was hopeless, so she made him get into a boat and flee. She told him the truth--that he was a child of destiny, a half elf born of Arianna Leoricar, and he had to flee the evil to live. He pleaded with Lyia to come with him, to protect him, but she refused, giving him her rapier. She told him she would find him in Phlan after she tried to save her family. That was the last Alacar would see of Lyia for a long time.
Alacar fled to Phlan with nothing but Lyia's rapier, his minor spellbook with only a few cantrips and Magic Missile inside, (which Xiz had always told him to keep handy) There he lived as an orphan, finding shelter with a human family who knew of Krallis's destruction. He knew nothing of his mother's whereabouts, only that she had been banished.
With the loss of his home and Lyia, and the truth of his heritage and his mother heavy on his heart, Alacar devoted himself to his two studies: Combat and magic. He would train during the day, and study at night. When he was a few years older, he moved south to Hillsfar to find his fortune.
It was there that he sought help from the gods at a temple of Tyr. There he met and befriended a dashing young human paladin by the name of Roland Everbrand, a devoted servant of the god. At the tavern that night, sharing a drink, Alacar discovered his pocket being picked--by a halfling named Fraedo (OOC: Yes, this is a pun. Let it go). In exchange for not being turned into the police, he agreed to buy their next round. Over the bar conversation, they got to know each other, and actually became fast friends.
Part I: Pool of Radiance (1-8)
Roland, it seemed, had been sent by the temple of Tyr to investigate an occurrance at Phlan; it seemed that they had been attacked by a horde of brigands in the past year. Alacar, afraid for his new home, joined with him to go to Phlan. Fraedo came along too--there was word of reward for those who would help cleanse it of 'bad guys.'
Arriving, they found the city had only one block that was civilized left--the rest had been occupied. There they met an elven 'city ranger' named Thrender Grone, who had also answered the call. Oddly enough, the elf was Krallisian, and knew of Alacar. Thrender revealed more information about his past, but knew not where Arianna was. Thrender joined with their band and the four of them investigated and cleared the city of various orcs, kobolds, goblins, brigands, bounties, and undead. They discovered the cause of the attack: Tyranthraxus. His old horde had discovered the new location of the pool: At the top of the city castle. It was there that Tyranthraxus was able to posess the body of a Golden dragon to command his troops. The four of them fought their way to the castle gates, and then snuck inside, going up and fighting the beastly monster, and slaying the dragon. Tyranthraxus's spirit fled with the pool, being recalled by Bane.
They were heroes then, and given the royal jewels of Phlan. It was then that Alacar met and was reunited with Lyia. She had heard word of him and his exploits--she had fled Phlan during the invasion and had returned. Now a fully grown man, Alacar was overjoyed to see her, and she was delighted. They fell in love, and Roland married them in a small ceremony. Lyia had become a travelling bard, a singer of tales of greatness passed on from her lost kingdom.
Part II: Curse of the Azure Bonds (9-14)
The five of them travelled south towards Cormyr, wanting to spend their riches together, when they were attacked in the night by unseen agents--poisoned and paralyzed, they woke to find that their arms had been branded with five azure symbols, each of various origin. These sigils were 'Azure Bonds', powerful magical bonds that forced their victims to do whatever was wanted against their will (DC 30 Will save to resist). The five of them had to find the owners of these bonds, and defeat them to remove them. They were, in order:
1) The Fire Knives, a band of thieves who tried to use them to assassinate King Azoun IV. They had kidnapped Princess Nacacia; when the party infiltrated their hideout, they saved her and earned Azoun's respect.
2) A powerful wizard, named Dracandros--a banished Red Wizard of Thay who had created a Dracolich. The party succeeded in defeating him and the dracolich, and earned the Helm of Dragons, an artifact that proved most useful.
3) The Cult of Moander, the dead god of decay and dead foliage. The cultists tried to use them as a sacrifice to summon the god, but their bond was broken during the ritual and they defeated its Aspect and the cult. There they recieved the Gauntlets of Moander, another powerful artifact.
4) Zhentil Keep--Lord Fzoul's right-hand man wanted to use the party and their bonds in an experiment; if he could use these bonds to control people, he could control all of Zhentil Keep, and the world. But, the Banites of Zhentil Keep hated him for using their enemy and attacked; the party had to defeat the Banites' Beholder. Then they recieved the Blade of Lathander, which was in Fzoul's collection.
These three artifacts were key in locating the owner of the final bond--Tyranthraxus! The party discovered his hidden base in the Ruins of Myth Drannor--this time Tyranthraxus had taken the body of a Storm Giant, and wanted to enslave his enemies for Bane's use. The party used the artifacts to spoil his plans and defeated him.
Part III: Secret of the Silver Blades (15-20)
Defeated and angrier than ever, Tyranthraxus called to one of Bane's servants: Kaz'zor, a Lich lord who had taken power in a castle far to the north. The lich king attacked the mining village of Larendon, which was the guarding place of the ancient relic known as the Well of Knowledge. This Well, an intelligent agent of Mystra, could do many wonderful things if fed gems and jewels. The town, in their desperation, fed it all of its wealth, and the Well summoned the party of five to their aid, proclaiming that they were the only ones capable of performing such an endeavor. Surprised at being teleported without their permission, the party had not much choice. They could not defeat the Lich king without the aid of five powerful weapons, the Silver Blades, which were deep underground in an ancient underground temple. After battling their way through the snow and ice, and under the earth, they found the temple and claimed the blades, and used them to fight their way past the Giant guardians of the castle, and to the lich king himself. It was there that Alacar, his magical power dispelled by the lich, was forced to use his strength of arms alone to defeat such a powerful foe, thus allowing him to become a Spellsword.
Part IV: Pools of Darkness (20-25)
The lich king defeated, Alacar and the party were teleported back to Phlan, where they would be welcomed. But their respite was not for long; Bane had had enough, and decided that the time was now to strike. Ao had sent the gods to the Prime, as it was the Time of Troubles, and Bane struck down upon Phlan and the surrounding area, sending out his five generals to occupy and control the area. The general populace was either killed, zombified, or chased out of their homes. Alacar and his company had no choice but to intervene. They travelled for that year across the area, clearing not just the one city of Phlan but all surrounding cities and villages, one after another, defeating his generals. Alacar finally even killed Tyranthraxus, enacting vengeance for what had happened so long ago. Bane alone could not control his ruined occupation, so he fled. When it was over, the year was nearly through, and Tyr, the god of Justice, saw fit to restore the land as it was, with only a vague memory of what had truly happened, save for the heroes themselves, and heroes they were, getting a personal blessing from the god himself.
Epilogue
Alacar then set about searching for his mother, which, with his popularity and resources, managed to do. Arianna, having lived in exile in the Elven Court, had not heard of his exploits. She was, needless to say, overjoyed. The fate of his father, Alan, is unknown--it is not known for certain if he was truly executed; no one that survived the attack saw it happen.
These days, Alacar is often seen wandering the realms as he pleases, enjoying life. His wife and mother live together in Phlan, which he regularly returns to. His wife is expecting a child soon.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Name: Abthek Crowwing Age: 50 (though aged slowly, so equivalent to being in his late 30's (ie., no aging penalties yet)) Height: 5'8" Weight: 130 lbs. Eye Color: Brilliant blue Hair Color: Bald Skintone: Pale Alignment: CG Deity: Syeret, though pays reverence to Aulasha Race: Radiant Illumian (+3 LA, 2 LA bought off) Gender: Male Size: Medium Class and Level: Rogue 7/Sorcerer 7/Spellwarp Sniper 5/Arcane Trickster 8
STR 20 [+5] (14base+6Belt) DEX 42 [+16] (17base+2level+6untyped+5inherent+6Belt+6gloves) CON 29 [+9] (17base]+6Belt+6Amulet) INT 18 [+4] (12base+6Belt) WIS 16 [+3] (10base+6Belt) CHA 56 [+23] (18base+4level+6untyped+5competence+6Belt+5inherent+6Cloak)
Attack: +5 Quick Loading Hand Crossbow of Greater Spell Storing Attack Bonus: +45/+40/+35 Damage: 1d4+5 Range: 30 ft. Type: Piercing Crit: 19-20/x2 Special: Stores 100 bolts in extra-dimensional space, no need to load by hand; At any time, cast targeted spell of up to 9th level into crossbow- when it deals damage, discharge spell on creature damaged as free action. Weight: 2 lbs.
Weapon: +5 Quick Loading Hand Crossbow of Greater Spell Storing (128,100 gp) Shield: +5 Gnome Battlecloak of Freedom and Wonder (+6 to AC, +5 competence to Cha, no ACP, no spell fail, under constant freedom of movement effect; 3 lbs.; 225,005 gp) Head: Circlet of Mages (+2 to Concentration; 3/day retain spell slot after casting; 5,000 gp) Face: None Neck: Amulet of Health +6 (+6 to Con; 36,000 gp) Shoulders: Cloak of Charisma +6 (+6 to Cha; 36,000 gp) Body: Mithril Feycraft Thistledown Chain Shirt of Nimbleness and Splendor (+4 to AC, +6 to Dex and Cha, no ACP, no spell fail, +6 max Dex; 11.25 lbs.; 127,100 gp) Torso: Vest of the Mythic Sniper (+5 to all ranged attacks, and +5 on checks to overcome spell resistance; 2.5 lbs; 100,000 gp) Arms: Bracers of Armor +8 (+8 enhancement to AC; 64,000 gp) Hands: Gloves of Dexterity +6 (+6 to Dex; 36,000 gp) Ring: Ring of Ironskin (gain DR 15/adamantine; 400,000 gp) Ring: Ring of Sustenance (no need to eat or drink; sleeping 2 hours gives benefits of sleeping 8; 2,500 gp) Waist: Belt of Magnificence (+6 to all stats; 200,000 gp) Feet: Slippers of the Archmagi (Base land speed +30'; +20 insight to Jump, Climb, Move Silently and Balance; +4 dodge to AC; 275,000 gp)
Cash on hand: 698,485 gp Misc: Rod of Backstabbing (+2d6 to sneak attack damage; 52,310 gp) Greater Metamagic Rod of Extend (3/day, cast spell of up to 9th level as if affected by Extend Spell; 24,500 gp) Greater Metamagic Rod of Silent (3/day, cast spell of up to 9th level as if affected by Silent Spell; 24,500 gp) Greater Metamagic Rod of Empower (3/day, cast spell of up to 9th level as if affected by Empower Spell; 73,000 gp) Greater Metamagic Rod of Maximize (3/day, cast spell of up to 9th level as if affected by Maximize Spell; 121,500 gp) Greater Metamagic Rod of Quicken (3/day, cast spell of up to 9th level as if affected by Quicken Spell; 170,000 gp) Used: Tome of Charisma +5 (+5 inherent to Cha; 137,500 gp) Tome of Dexterity +5 (+5 inherent to Dex; 137,500 gp)
Coming Soon
Illumian
Luminous Sigils (The sigils that orbit an illumian's head give off light equal to a candle, and can be doused with a standard action. However, when doused, power sigil abilities cannot be used.)
Glyphic Resonance (see Races of Destiny, pg. 54)
Power Sigils
Uur: +2 bonus to Dexterity checks and Dexterity-based skill checks.
Hoon: +2 bonus to Wisdom checks and Wisdom based skill checks.
Illumian Word [Uurhoon] (Twice per day as a swift action, expend spell slot to gain Wisdom bonus to Reflex saves and Dexterity bonus to caster level checks to overcome spell resistance, lasting 1 minute per level of the spell slot expended.)
Final Utterance (see Races of Destiny, pg. 55)
+2 racial bonus on saves vs. spells with shadow descriptor.
Superior Literacy (always literate, and gain Speak Language as class skill for all classes.)
Radiant Template
+4 Dex, +6 Cha
Becomes outsider (native, augmented humanoid)
-8 penalty to Hide checks
+4 bonus to spot checks
Creatures within 30’ that look at the Radiant creature are Dazzled for 1d6 rounds (WillNeg, DC is Charisma-based). This ability may be activated or deactivated at will.
Immune to becoming blind, dazed, dazzled and stunned.
Fast Healing 2 in light
DR 10/magic
Can use the following as spell-like abilities, each 1/day unless marked otherwise:
color spray (3/day)
blur (3/day)
mirror image
searing light
freedom of movement
rainbow pattern
prismatic spray
repulsion
scintillating pattern
prismatic sphere
Level adjustment: +3
Rogue
Sneak Attack +4d6 (Whenever target would be denied dexterity bonus on attack or flanked by the rogue, extra damage is dealt by the attack. Ranged sneak attacks can only be made within thirty feet, and can only be used against living creatures with discernable anatomies.) [Stacked Sneak Attack Damage: +10d6, +12d6 if its a sudden raystrike]
Trapfinding (Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.)
Evasion (If a rogue makes successful Reflex save against attack that deals half damage on a successful save, the rogue takes no damage instead.)
Trap Sense +2 (+2 on Reflex saves to avoid traps, and +2 dodge bonus to AC against attacks made by traps.)
Uncanny Dodge (Never denied Dexterity bonus to AC unless immobilized.)
Sorcerer
Metamagic Specialist [replaces familiar] (Can use metamagic without increasing casting time)
Spellwarp Sniper
Spellwarp: able to change area spells of up to 5th level into rays.
Sudden Raystrike +2d6 (When target is denied Dexterity bonus to AC, ray spell deals extra damage; stacks with sneak attack damage)
Ray Mastery
Can apply extra damage from sudden raystrike and sneak attack with rays at up to 60 ft;
Can deliver a coup de grace with a ray attack if adjacent;
Can empower ray (as with Empower Spell) 1/day without increasing casting time or spell level.
Arcane Trickster
Ranged Ledgermain 2/day (2/day, an arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.)
Sneak Attack +4d6
Impromptu Sneak Attack 2/day (2/day, an arcane trickster may declare a single attack to be a sneak attack (if ranged, must be within 30 ft). For that attack only, the target of that attack is denied their Dexterity bonus to AC.)
1st Level: Shield Proficiency (Proficient with shields) 1st Level (Sorcerer Bonus): Eschew Materials (Cast spells without material components as long as material components do not cost more than 1 gp) 3rd level: Empower Spell (Increase numeric effects by 50%- does not effect slot level) 6th level: Maximize Spell (Maximize all numeric effects- increases spell level by 1) 9th level: Split Ray (Ray spells can effect an additional target- does not increase spell level) 12th level: Point Blank Shot (+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.) 12th level (Sorcerer Bonus): Improved Metamagic (Reduces level cost of all metamagic spells by 1 level) 15th level: Exotic Armor Proficiency (Proficient with all exotic armors of weights with which Abthek would normally be proficient) 17th level (Spellwarp Sniper bonus): Precise Shot (can shoot into melee without penalty) 18th Level: Improved Metamagic (Reduces level cost of all metamagic spells by 1 level) 21st Level: Practiced Spellcaster (increase caster level by 4) 24th Level: Improved Spell Capacity (gain 10th level spell slot) 27th Level: Ignore Material Components (cast spells without using material components)
Caster level: Normally, Abthek's caster level is 25th. He receives +5 to caster level checks to overcome spell resistance. Spells per day: 6/12/12/12/11/11/11/10/10/10/4 Spells known: (Spells commonly used bolded; spells that are spellwarp-able are italicized.) 0th Level [Cantrips]:Detect Poison, Detect Magic, Electric Jolt (SC), Sonic Snap (SC), Knock, Disrupt Undead, Acid Splash, Launch Bolt (SC), Amanuensis (SC) 1st Level:True Strike, Ray of Enfeeblement, Expeditious Retreat, Critical Strike (SC), Guided Shot (SC) 2nd Level:Blast of Force (SC), Scorching Ray, See Invisibility, Seeking Ray (PHBII), Ray of Ice 3rd Level:Fly,Fireball, Tremorsense (SC), Great Thunderclap (SC) 4th Level: Force Missiles (SC), Greater Floating Disc (SC), Vortex of Teeth (SC), Ice Storm 5th Level:Prismatic Ray (SC), Greater Blink (SC), Channeled Sound Blast (CM), Arcane Fusion (CM) 6th Level:Disintegrate, Globe of Invulnerability, Greater Dispel Magic 7th Level:Bigby's Grasping Hand [Grapple modifier +62], Adamantine Wings (CM), Lesser Spell Matrix (SC) 8th Level: Polar Ray, Greater Arcane Fusion (CM), Waves of Weakness (Custom by AoK, see here) 9th Level: Reaving Dispel (CA), Elemental Ray (Custom by AoK, see here), Greater Spell Matrix (SC) Spell DCs: 33/34/35/36/37/38/39/40/41/42 SC=Spell Compendium PHBII= Player's Handbook II CM= Complete Mage CA= Complete Arcane
[/spoiler]
Common Illumian Draconic
Part I: Beginnings (Level 1; Age 0-20) Exactly 500 years after the sacking of the Library of the Sublime, a very special child was born to Shennara Ithirclaxi of the Crowfeather cabal. Some say that he was blessed at birth by Aulasha the Librarian herself to finally restore the Library of the Sublime on the anniversary of its destruction. Some say that the words lost during the Githanyaki attack had manifested themselves in the child. Others say that the birth being on the anniversary of the sacking was pure coincidence, and that the child truly was blessed by Syeret to serve as his herald one day. None were entirely sure why the child was born glowing bright as a torch, and with even brighter glowing sigils, or why it seemed to sparkle in the light. The cabal decided to name the child Abthek, which roughly means “auspicious” in the Illumian language, due to his nature and the day of his birth. Abthek grew slowly for an illumian- by the time his colleagues had grown to adulthood, he had just begun puberty. Despite his apparent youth, Abthek possessed a brilliant mind and a quick wit equal to, if not surpassing the brightest of his elders’. Unlike the other illumian children, teenagers and young adults of his cabal, who, like the elder members of the cabal, approached their studies and work with a meditative calm, Abthek attacked his tasks with a fervor yet unseen by any residing with the Crowfeather. By the time he had turned 15 and developed his first power sigil, he had read nearly half the books in the cabal’s library and absorbed their contents like a sponge. Abthek took a particular interest in the Library of the Sublime (once he had learned of the significance of the day of his birth), and began to become oddly frustrated with its loss. Soon, he began pestering his teachers to teach him strategy of war. All were puzzled, as none had ever studied the subject, but the oldest knew of another in the cabal who was well versed in strategy- one of their elders, and a leader of the cabal’s cloak-and-dagger wing. After Abthek demonstrated his incredible knowledge and readiness to learn to this elder, who went by the name of Irir, the old illumian decided to take Abthek under his wing, so he could groom him to be his successor. Part II: Assassination in the Spired City (Levels 2-5; Age 20-22) (To be added) Part III: Call of the Broken Crowwing (Levels 6-7; Age 22) (To be added) Part IV: Discovering One’s Talents (Levels 8-14; Age 23-33) (To be added) Part V: Finding a Master (Level 15; Age 34) (To be added) Part VI: Subterfuge in the Palace of the Herons (Levels 16-20; Age 34-36) (To be added) Part VII: The Sacking of Elirhondas (Levels 21-27; Age 36-50) (To be added) Afterword: In the present... (To be added)
EDIT: Going to try posting this as a blog- see if it works there.
EDITEDIT: Link to blog entry here: clicky
Can't you buy off all 3 LA by this level? 1st at 9th, 2nd at 15th and 3rd at 18th level. '
Also, you don't need Shield Proficiency with your current shield, it doesn't have ACP and only penalty you get from using shield/armor unproficient is getting the ACP to your attack rolls and dexterity checks/dexterity based checks, IIRC.
Ring of Sustenance RAW doesn't work for wizards, allowing them to prepare magic any faster. Most DMs allow it to work nevertheless, myself included, but some don't. There is a bedroll that works, though.
If you still have gold left, adding magical properties to your bracers would probably be a good idea - You can find the rules in A&EG. Heavy Fortification is expensive but exceedingly good.
Improved Metamagic is an epic feat. You can't get that at 12th level, or at 18th by that matter. (Unless you figured out a way to get 30 spellcraft ranks and 21HD by that level, or dragon type and age categories, or.. Okay, it IS possible, I doubt it, though.) You can, however, get a metamagic school focus - Evocation (3/day reduce metamagic adjustment on evocation spell by 1.) or Easy Metamagic (Dragon Magazine, ask Jen if she allows it.) which reduces a certain metamagic by 1 level. Alternatively, dip to Sacred Exorcist (Better than your 2 sorcerer levels.) and take Divine Metamagic - Maximize Spell. With your charisma that would be 23 turn attempts, which results in 7 spells maximized / day, for free. 8th for just +1 spell level.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
1st at 12, 2nd at 21, 3rd at 27, 4th at 30. No, you couldn't buy off 4 LA. You could only buy off 2 out of 4.
1 out of 1 (Level 3, ECL 4.)
2 out of 2 (Level 6, ECL 8. Level 9, ECL 10.)
3 out of 3 (Level 9, ECL 12. Level 15, ECL 16. Level 18, ECL 19.)
2 out of 4 (Level 12, ECL 16. Level 21, ECL 24. Level 27, ECL 29.)
1 out of 5 (Level 15, ECL 20. Level 27, ECL 31.)
1 out of 6 (Level 18, ECL 24.Level 33, ECL 38.)
0 out of 7 (Level 21, ECL 28.)
Would be the amount you can buy off in a table form.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
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When you posted the signups, I presume that we all assumed that the campaign would be getting started reasonably soon after everyone finished their characters. With PBP D&D, it seems kind of important to let players bond with their characters as soon as possible.
I delayed starting Isle of Sarnath for only a week and a half, but I feel that this really did impact on the enthusiasm of the players as a result.
Anyone want to help me find/make me an image of Abthek?
If someone would be so kind to use their amazing artistic abilities to create an image of Abthek, using the following description (I can't really find any good illumian art):
Abthek looks to be a moderately tall, completely bald, well-muscled but lean human, with golden glowing skin and sigils that appear to glow bright as torches whirling around his head. He always wears a loose black silk shirt (with his chain shirt and runed, white silk battlecloak over it) and black silk pants, and simple, black slippers. His eyes are a brilliant blue.
I have 15 cookies in my cookie jar.
Intensifying Strike? Sure. Seems flavorful and such; I do hope it at least has Maximize Spell as a prerequisite, though.
On the second- no to a crapton of untyped damage. You can make it work like Flame Strike, though, in which half of it's divine. Work for you?
Everyone but the rogue is in, apparently. Hm. Well, you guys'll do quite all right.
Sadness.
You might wish to have a look at Bracers of Archery and such for the pricing for a bonus to ranged attacks; failing that, found a magic item set for the spellwarped sniper. In addition, take a look at some of my custom spells- Shalandra's Spellshaper and its greater version mimic the spellwarped sniper's best class feature, but are a swift action to cast, affect the next spell you toss, and work on higher level spells (in the Greater version, anyway; it's 8th level and works on 7th or below)
Greater Spell Storing: sure.
Lesser Backstabber- seems okay there.
Hmm. Well, there's a nonepic item in the DMG that deals like triple damage to objects, and of course a sun sword effectively deals double damage to evil outsiders and undead...
I don't know if I like the "of Ruin" being only 200k.
In my campaigns, Int does grant retroactive skill points.
Of course you recieve HP for Con increases.
Did I forget anything?
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
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Ryttare Kelasin Luna Orelinalei
There, are you guys happy? I'm giving a timeframe
I'm only teasing, okay?
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
EDIT: By the way, lesser backstabber is now Rod of Backstabbing, and costs 2,000 more gp.
I have 15 cookies in my cookie jar.
Blargh. I want to expand Alacar's magic use by taking the Harper Mage prestige class (Magic of Faerun) but it requires Education (makes all knowledge skills class skills, gives +1 to any 2 chosen knowledge skills), a feat I have to take at 1st level and meet the regional requirements.
Umm... can I negate that and take it at 3rd level? I want to keep Spellcasting Prodigy as well. Or whatever.
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Ryttare Kelasin Luna Orelinalei
Also.. the Harper Mage has a requisite of 4 ranks in Scry. Isn't that a 3.0 skill? -checks-
Oh, and here..
I've been doing the level math and I'd be able to squeeze in all of the levels by level 9 and start Spellsword at level 10, then have space for 5 levels of Harper Mage and 4 levels of Abj. Champion. Of course I'd be ready to start taking Spellsword levels as early as level 7 if I cut out the levels of Fighter. Then I'd be able to put the 5th level of Abj Champion in. Either way, my BAB is at least 5 levels higher than my normal caster level, so that means the 5th level of Abj Champion is a little important. Perhaps if I cut out only 1 level of fighter. I'd lose a bonus feat...
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Ryttare Kelasin Luna Orelinalei
However, I also need a yay or nay on the feats detailed on This Page.
I'd like definitely to take the Diamond Mind one, specifically.
Also, a question about readied maneuvers I've not been able to answer. Can you have multiple instances of the same maneuver readied?
Caex can do enough damage without having to overcome everything's DR.
{Magic: The RPG}
Oh, and I figured out how to maximize my levels and my caster level, as well as the level of spells I can cast...
2nd Wizard: Take 4 ranks in Concentration, 6 ranks each in Know (arcana) and Spellcraft, and 4 ranks in any other Knowledge. 1st-level arcane spells.
3rd Swashbuckler: Take 3rd level feat. If I can take Spellcasting Prodigy at 1st then this will be Educated. Otherwise it will be Alertness.
4th Wizard: Take the remaining ranks in Know (arcana) and Spellcraft I need.
5th Wizard: 2nd-level arcane spells.
6th Swashbuckler: Take Combat Casting as 6th level feat.
7th Fighter: Take Fighter bonus feat. BAB is +4.
8th Fighter: Take Fighter bonus feat. BAB is +5.
9th Spellsword: If I can get both Educated and Spellcasting Prodigy, take Alertness at this level.
10th Spellsword: Take bonus Metamagic feat: Extend Spell.
11th Spellsword: 3rd-level arcane spells.
12th-18th Spellsword: By that point I have met all the prerequisites for the prestige classes I want. I fill out 10 levels of Spellsword. BAB is +16, Caster level is 8th, 4th-level arcane spells.
19th-23rd Harper Mage: I fill out Harper Mage. I figure Alacar would've taken this class while still adventuring in Faerun, since his wife is a high-standing member in the Harpers. BAB is +18, Caster level is 13th, 7th-level arcane spells.
24th-28th Abjurant Champion: While not technically learning of this class until level 25, I figure I can cheat a little with that 1st level if Jen allows it, to maximize this class out. BAB is technically +23, so Caster level would be 23rd (before modifiers) and I can cast 9th-level arcane spells as an 18th level Wizard.
1) Can I take both Educated and Spellcasting Prodigy? If I have to pick 1, I'll take Educated. If so, can I ignore the regional requirements for said feat?
2) Can I ignore the Scry ranks requirement for Harper Mage, since it's outdated (unless I'm mistaken)?
3) Can Alacar start taking Abjurant Champion at level 24?
Awaiting your answers
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Ryttare Kelasin Luna Orelinalei
All of that work, lost. Feats, skills, all gone.
:swear::mad::banghead:
I'm going to bed.
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Ryttare Kelasin Luna Orelinalei
A level 20 Aasimar sorcerer with 42 charisma is going to have quite a few spells at each level.
However, a level 20 Aasimar swordsage can put that 42 anywhere and it won't increase the number of maneuvers he knows or the number he can ready.
He'll know 25 maneuvers and be able to ready 12.
Why shouldn't he be able to ready Time Stands Still more than once per battle?
A sorcerer should be able to cast Time Stop more than once per battle, after all.
Hell, a level 20 sorcerer could have a cloak that would grant him the effects of Arcane Spellsurge. At that point, he could hit the target with an Avasculate followed by a Sudden Maximized Burst of Glacial Wrath made Sonic (since nobody picks sonic resistance). I'm pretty sure that kills almost anything of an equivalent level to the sorcerer that's not completely min-maxed. There is no way for a level 20 swordsage to kill a level 20 fighter in one round with just maneuvers. Time Stands Still, while powerful, isn't going to necessarily kill a target.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
Basically I ask because if that's the case, Alacar's BAB would cap at +16 in his current build, which is actually worse than his previous build (unless I move around the levels a little). His caster level is 18th at level 28, so would Martial Arcanist be useless? Or does it include the +5 epic bonus?
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Ryttare Kelasin Luna Orelinalei
Regarding readying multiple maneuvers of the same name:
You can.
See, martial adepts generally require a successful melee attack (NOT ranged attack) in order for their abilities to work. In my mind, martial adepts make warriors able to stand up to spellcasters in the higher levels... and we all know how broken in half casters can get, don't we?
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
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Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
My sheet is almost done. I saved it in my notes. All that's left is picking out new spells (yay for 9th level spells) and reallocating my skill points (yay for Educated making Knowledge class skills for all levels)
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Ryttare Kelasin Luna Orelinalei
Age: 30
Height: 5' 10"
Weight: 130lbs.
Eye Color: Green
Hair Color: Black
Skintone: Fair and white
Alignment: Chaotic Good
Deity: Tymora, Forgotten Realms CN Goddess of Luck
Race: Half-Elf
Size: Medium
Class and Level: Swashbuckler 3/Wizard 3/Fighter 2/Spellsword 10/Harper Mage 5/Abjurant Champion 5
2nd Wizard 10
3rd Swashbuckler 18
4th Wizard 10
5th Swashbuckler 18
6th Wizard 10
7th Fighter 18
8th Fighter 13
9th-18th Spellsword 140
19th-23rd Harper Mage 56
24th-28th Abjurant Champion 75
DEX 30 (+10)(15 base +6 belt/boots +5 tome +4 levels (belt and boots don't stack; both give enhancement bonus))
CON 27(+8)(16 base +6 belt +5 tome)
INT 32 (+11)(18 base +6 belt +5 tome +3 levels)
WIS 20 (+5)(14 base +6 belt)
CHA 20 (+5)(14 base +6 belt)
AC: 39 (10 base +10 Dex +8 Vest Armor +4 Shirt Enhancement +5 Ring Deflection +1 Class ability Dodge +1 Ioun stone Insight)
Flat-Footed: 29
Touch: 31
Speed: 60' (+30 from boots)
Initiative: +14 (+10 Dex+4 Improved Initiative)
Reflex: +27 (+4 Epic, +2 Familiar, +5 vest, +8 Dex, +7 base, +1 competence)
Will: +35 (+4 Epic, +6 Wis, +5 vest, +19 base, +1 competence) +2 additional if vs. enchantment
Spell Resistance: 21 (Cloak)
Grapple/Melee Attack Bonus: +24/+19/+14/+9 with +5 Epic bonus
Ranged Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus
Attack: Alacar's Rod (Forceblade)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled. (Weapon Finesse)
Damage: 1d8+11 (force magic) +10 when using Insightful Strike, +1 when a spell is channeled.
Range: Melee
Type: Light Slashing
Crit: 19-20/x2
Weight: 1 lb.
Attack: Alacar's Rod (Force Blast)
Attack Bonus: +26/+21/+16/+11 with +5 Epic bonus +1 when a spell is channeled
Damage: 10d6 (force magic)
Range: 100'
Type: Force Magic
Crit: None
Weight: 1 lb.
Ammunition: 2 times per day
Price: 70,000gp
Caster Level: 13th
Aura: Strong (DC 21); Evocation
Weight: 1 lb.
This plain rod has two grooves in either end, and has a single gemstone embedded in it. Roughly 18 inches long, and half an inch around.
Alacar's Rod is both a Rod and a Weapon in terms of classification: It can hold only one Augmentation Crystal, and can have spells channeled into it as a weapon. If a spell is channeled, the Forceblade delivers it in melee, and the Force Blast can deliver it as a ranged touch attack. It has two major uses:
Forceblade: Upon a mental command, as a swift action, from the end with the augment crystal emanating from it, a 3-foot blade of force energy emits. This blade functions as a +3 Longsword, but it is made of pure force energy. It is considered a light weapon, as the blade is weightless. The blade lasts until recalled by mental command.
Force Blast: Twice per day, upon command, as a standard action, a ray of force energy projects from the rod as a ranged touch attack, dealing 10d6 points of force damage. This effect may not be used while the Forceblade is active.
Prerequisites: Magic Missile, Mordenkainen's Sword, Craft Rod, Craft Magic Arms & Armor
Cost to Create: 35,000gp, 2,500XP, 60 days.
Attached to Alacar's Rod: Greater Crystal of Arcane Steel (6,000gp)
+1 insight bonus to damage when delivering a spell channeled through the weapon.
+1 insight bonus to hit when delivering a spell channeled through the weapon.
Increases the save DC of the channeled spell.
Eyes: None.
Face: None.
Shoulders: Cloak of Spell Resistance (SR 21) 90,000gp
Throat: Empowered Spellshard, 1st Level (3/day Empower, as the feat, Magic Missile, when cast)
Torso: Vest of the Archmagi (+8 Armor bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 200,000gp
Chest: Alacar's Shirt (Glamered Twilight Masking Padded Shirt of Landing +4; +4 enhancement bonus to AC, Looks like regular clothing, ignore Arcane Spell Failure by 10%, Ignore first 60' of falling damage, always land on feet, and continual nondetection.) 405,300gp
Info: Padded Shirt: +1 AC, Max Dex +8, ACP 0, 12 lbs. Spell Failure: 0%
Chest: Restful Crystal (attached to armor; may rest wearing armor without becoming fatigued.) 500gp
Arms: Counterstrike Spellmight Bracers (2/day as a swift action may make an AoO on an opponent who misses him in melee. In addition, may make a -5 penalty on attack rolls with ranged touch attack spells/spell-like abilities to add +1d6 damage.) 2,500gp
Hands: True Strike Gauntlets of Storing (1/day +20 to hit with weapon. In addition, may hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored Item: Alacar's Rod) 13,500gp
Ring: Ring of Silent Spells and Protection +5 (1/day create a Silence effect around himself, and may cast spells in that area as though Silent, without verbal component. In addition, grants a +5 deflection bonus to AC) 52,000gp
Ring: Ring of Wizardry I and IV (Doubles 1st and 4th level spells per day) 35,000gp
Waist: Belt of Magnificence +6 (+6 enhancement bonus to all ability scores) 200,000gp
Feet: Boots of Swiftness and Climbing (+20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Tome of Clear Thought +5 (Int) (137,500gp)
Manual of Bodily Health +5 (Str) (137,500gp)
Manual of Gainful Exercise +5 (Con) (137,500gp)
Manual of Quickness of Action +5 (Dex) (137,500gp) (All tomes give inherent bonuses)
Cube of Force (62,000gp)
Bag of Holding Type IV (10,000gp)
Wand of Cure Critical Wounds (41 charges) (21,000gp)
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) (500gp)
Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) (9,000gp)
3 Everlasting Rations(Field rations feed a single Medium creature once/day) (350gp)
Everfull Mug(3/day, on command may generate 12oz. water, cheap ale, or watery wine.) (200gp)
Spool of Endless Rope(Can generate up to 500' of silk rope at one time) (1,400gp)
Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) (36,000gp)
Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks.) (30,000gp)
Lavender and Green Ellipsoid Ioun Stone (Absorbs up to 50 levels' worth of 8th level spells or lower) (40,000gp)
Dusty Rose Prism Ioun Stone (+1 insight bonus to AC) (5,000gp)
Greater Metamagic Rod of Maximize Spell (3/day may cast a spell up to 9th level as though Maximized.) (121,500gp)
Sphere of Awakening (1/day, all allies within 60' are awakened from any sleep; fatigue and exhaustion are removed, and all are immune to fatigue and exhaustion for 10 minutes after activation.) (1,800gp)
Metamagic rod of Quicken/Widen/Empower Spell (5/day may cast a spell up to 6th level, choosing one of the feats to apply to it.)
Blessed Book (12,500gp)
673 Platinum coins
1,833 copper
85 gold
Cloak of Epic Resistance +6 (+6 resistance bonus to all saves)
-Negates all ASF.
-Wearer gains the ability to cast 1 spell of each spell level as a 10th level sorcerer once per day.
0th-Light
1st-Magic Missile
2nd-glitterdust
3rd-haste
4th-greater invisibility
5th-wall of force
Laughing Damsel- +5 adamantine breastplate of dispelling.
3/day the wearer can imbue a held melee weapon with a greater dispelling as cast by a 17th level wizard.
Wearer, if of elven blood, can use bardic knowledge as a 5th level bard and can inspire competence using the Perform skill of her choice, also as a 5th level bard.
Magicka- Int 15, Wis 12, Cha 18, Ego Score 25, Alignment: NG
Laughing Damsel- Int 16, Wis 10, Cha 17, Ego 22, Alignment: CG
Balance* 16 (3 ranks+10 Dex+2 synergy)
Bluff 11 (5 ranks+5 Cha)
Climb* 34 (5 ranks+8 Str+20 boots)
Concentration 41 (32 ranks+8 Con)
Decipher Script 17 (5 ranks+11 Int)
Diplomacy 21 (7 ranks+5 Cha+2 racial+6 synergy)
Escape Artist* 11 (+10 Dex)
Gather Information 19 (10 ranks+5 Cha+2 racial+2 synergy)
Handle Animal 6 (+5 Cha)
Intimidate 8 (+5 Cha+2 synergy)
Jump* 38 (5 ranks+10 Str+20 boots+2 synergy)
Knowledge (Arcana) 31 (15 ranks+11 Int+4 feats)
Knowledge (Local) 28 (15 ranks+11 Int+1 feat)
Knowledge (History) 27 (15 ranks+11 Int)
Knowledge (Nobility) 27 (15 ranks+11 Int)
Knowledge (Religion) 27 (15 ranks+11 Int)
Knowledge (Planes) 27 (15 ranks+11 Int)
Listen 19 (10 ranks+5 Wis+1 racial+2 feat)
Profession (Sailor) 8 (2 ranks+5 Wis)
Perform (Guitar) 8 (2 ranks+5 Cha)
Ride 11 (+10 Dex)
Search 17 (4 ranks+11 Int+1 racial)
Sense Motive 11 (5 ranks+5 Wis)
Spellcraft 49 (32 ranks+11 Int+3 feat+2 synergy)
Spot 19 (10 ranks+5 Wis+1 racial+2 feat)
Swim** 11 (2 ranks+8 Str)
Tumble* 38 (5 ranks+10 Dex+20 boots+2 synergy)
Use Rope 12 (2 ranks+10 Dex)
*ACP applies, double for Swim. Note: Alacar's armor currently inhibits no ACP.
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any
- Favored Class: Any.
Swashbuckler: Weapon Finesse (May use Dex bonus on to-hit rolls w/light weapons)
Grace +1 (+1 circumstance bonus to Dodge)
Insightful Strike (Functions like Sneak Attack; Add INT bonus to damage rolls in addition to STR when using a light weapon)
Wizard: Familiar: Squirrel: Tiny Critter, +2 to Reflex Saves.
Scribe Scroll
Fighter: Bonus fighter feats at 1st and 2nd level
Spellsword: Channel Spell 8/day (May 'store' any spell he knows into his weapon as a move action into his weapon that is 'cast' when he releases it or it hits a target. Lasts 4 hours.) Spell DC is increased by 1 when releasing a spell.
Multiple Channel Spell (May channel 2 spells)
Ignore Spell Failure 45%
Bonus Fighter and/or Metamagic feat at 2nd level
Harper Mage: Harper Knowledge: Works exactly like bardic knowledge as though a 5th level Bard. Bonus: +18
Oghma's Insight: Skill Focus in Knowledge (Arcana)
Arcane Theory: Skill Focus in Spellcraft
Extend Spell: No slot increase to Extended spells 5/day
Eschew Materials: Bonus feat
Mystra's Grace: +2 insight bonus on saves against spells
Abjurant Champion: Abjurant Armor: When using an abjuration spell to increase AC, the AC bonus gets an additional +1.
Extended Abjuration: Doubles the duration of all abjuration spells Alacar casts as though Extend Spell were applied.
Swift Abjuration: May Quicken any Abjuration spell Alacar knows.
Arcane Boost: May, as a swift action, burn a memorized spell to gain one of the following:
Epic Level: Once per day, may make a reroll on any d20 roll.
Spellcasting Prodigy (Forgotten Realms) (3rd) - Treat Intelligence score as though 2 points higher for determining DCs and bonus spells.
Combat Casting (6th) - +4 to Concentration checks when casting defensively.
Quick Draw (Fighter bonus) - Draw weapons as a free action.
Improved Initiative (Fighter bonus) - +4 to Initiative.
Alertness (9th) - +2 to Listen and Spot checks.
Extend Spell (Spellsword bonus) - Doubles the duration of a spell with a limited duration. Casting Level slot: +0 for 5 spells/day, +1 otherwise
Spell Mastery (12th) - Can prepare 4 pre-chosen spells without a spellbook: Magic Missile, Blast of Force, Chain Missile, Force Missiles
Signature Spell: Magic Missile (Forgotten Realms) (15th) - Can turn any 1st level or higher prepared spell into Magic Missile.
Somatic Weaponry (Complete Mage) (18th) - May cast spells that use a Somatic component even when hands are full.
Skill Focus (Harper Mage bonus) - +3 bonus to Knowledge (Arcana).
Skill Focus (Harper Mage bonus) - +3 bonus to Spellcraft.
Eschew Materials (Harper Mage bonus) - Ignore any material components that cost less than 1gp.
Mobile Spellcasting (Complete Adventurer) (21st) - May make a DC 20 Concentration check when casting a spell; if success, then Alacar may move while casting a spell; if failure, the spell fails.
Arcane Strike (Complete Warrior) (24th) - As a free action, Alacar may spend one of his spells per day to channel arcane energy into his weapon or unarmed strike; when he strikes with it, he gains an attack bonus equal to the spell's level, and adds Xd4 arcane damage to the weapon damage, where X is the spell's level.
Maximize Spell (28th) - Spell effect is maximized. Casting Level slot: +3
Storm Bolt (Complete Mage) (Bonus) - As long as Alacar has an electricity spell of 3rd or higher level memorized, he can, at will as a standard action, launch a 20' bolt of electricity, dealing Xd6 damage, where X is the highest level electricity spell he has memorized. Also, his caster level is considered +1 when casting electricity spells.
Alacar's effective caster level is equal to an 18th level Wizard.
Due to Martial Arcanist (Abjurant Champion), his caster level is considered to be equal to his BAB+Epic bonus (16+5) 21st.
Spells Per Day
4/14/7/7/14/6/6/5/5/3
All Cantrips in the Player's Handbook and Spell Compendium
1st
Alarm
Grease
Identify
True Strike
Charm Person
Sleep
Magic Missile
Feather Fall
Shield
Unseen Servant
Persistent Blade (SC)
Instant Search (SC)
True Casting (CM)
Blade of Blood (PHB2)
2nd
Acid Arrow
Web
Locate Object
Darkness
Scorching Ray
Knock
Rope Trick
Alter Self
Blast of Force (SC)
Distracting Ray (SC)
Force Ladder (SC)
Animalistic Power (PHB2)
Wraithstrike (SC)
Seeking Ray (PHB2)
3rd
Dispel Magic
Explosive Runes
Phantom Steed
Stinking Cloud
Heroism
Fireball
Lightning Bolt
Fly
Haste
Repelling Shield (CM)
Chain Missile (SC)
Scintillating Sphere (SC)
Mass Snake's Swiftness (SC)
Spell Vulnerability (SC)
4th
Dimensional Anchor
Dimension Door
Locate Creature
Charm Monster
Crushing Despair
Ice Storm
Greater Invisibility
Orb of Force (SC)
Thunderlance (SC)
Force Missiles (SC)
Forceward (SC)
Backlash (SC)
Force Claw (SC)
Slashing Dispel (PHB2)
5th
Permanency
Break Enchantment
Dismissal
Cloudkill
Teleport
Hold Monster
Cone of Cold
Overland Flight
Mass Fly (SC)
Coat of Arms (CM)
Lightning Leap (CM)
Greater Electric Vengeance (PHB2)
6th
Contingency
Greater Dispel Magic
Legend Lore
Greater Heroism
Chain Lightning
Disintegrate
Thunder Field (SC)
Ruby Ray of Reversal (SC)
Mage's Lucubration (SC)
Aura of Evasion (SC)
Prismatic Aura (CM)
Rary's Arcane Conversion (CM)
7th
Banishment
Greater Teleport
Mass Hold Person
Forcecage
Prismatic Spray
Plane Shift
Antimagic Ray (SC)
Dragon Ally (SC)
Planar Bubble (SC)
Greater Dispelling Screen (SC)
8th
Discern Location
Prismatic Wall
Polar Ray
Dimensional Lock
Greater Plane Shift (SC)
Spell Engine (SC)
Lightning Ring (SC)
Ghostform (SC)
Wall of Greater Dispel Magic (SC)
Prismatic Bow (CM)
9th
Prismatic Sphere
Mass Hold Monster
Meteor Swarm
Sphere of Ultimate Destruction (SC)
Lash of Force (CM)
Prismatic Deluge (CM)
SC = Spell Compendium
CM = Complete Mage
PHB2 = Player's Handbook 2
Elven
Prologue
Alacar Leoricar was born thirty-some years ago, on the Island of Krallis in the Moonsea north of Hillsfar and the Elven Court in the Dalelands. Krallis was an island completely populated by elves. They used magic and strict military discipline to shroud themselves for eons before making themselves known to the Realms, after being discovered by diviners looking for uncharted land. But the elves of Krallis were not typical elves: They were speciesists; rather, they distrusted anyone not of their own kind, and even treated foreign elves with some distaste.
After being discovered on Faerun, the Krallisian elves decided to make their mark; they could generate feywine, in large quantities, and began to export it until wine, magic, and sailing were their primary sources of income. They never let any visitors stay for more than two days and a single night, but they made quite a splash in the wine market.
Alacar was born illegally--his mother, Arianna Leoricar, an elf of Krallis, was a barmaid serving at a shady dive near the docks. Some visiting buccaneers came and she met his father, Alan Tyberr, the captain of their crew. He seduced her, and she had an affair with him. Unfortunately, they were discovered the next morning. She and Alan were imprisoned and put to trial.
During this trial, Arianna was found pregnant with their child. This was an outrage, and a blemish on Krallisian society. But, before the king rendered his verdict, the king's high arcanist approached and warned that their child must not be killed--he was a child of destiny, for good and ill fortune. But whose good and ill, he could not discern. The king, intrigued, wanted to keep Alacar under close observation. Therefore, he ordered that Arianna be imprisoned in his ivory tower until she gave birth to him. Alan was sent to be executed, never to see his lover or child.
And so, Arianna carried and bore her only son with melancholy, loving him more than anything. But when he was delivered, she was to be banished forever from Krallis on pain of death. The day of his birth, she only held him once, naming him 'Alacar' before he was taken from her arms and she was cast away north to Phlan, alone.
Alacar knew nothing of his birth. He was raised by K'Xizthizzerdrix (Kith-ziz-thiss-er-dricks), the high arcanist that predicted his future and saved him from death. Xiz, as Alacar called him, tried to teach him the ways of magic at an early age, and he had a knack for simple cantrips, but he was so very active. When he entered childhood, he was allowed to mingle with the elven boys and girls. They regarded him as a 'special kid', since he was taller, stronger, and more developed than they were. Their elders, who knew about this, only told his peers that he was 'unique'.
It was during this childhood that he met Lyia Laramond, an elven woman, who sang as the Krallisian Royal Guard's herald. She met Alacar almost on accident, and found him enjoyable. She knew he was half-elven, but her duty told her not to tell the truth. She became his guardian away from Xiz, who was becoming more and more angry at Alacar's antics. She watched him grow older as time went by.
As Alacar grew, faster than the kids he had met, Xiz piqued his interest in learning and reading. When he wasn't pouring over books, he was training with Lyia--she taught him the basics on combat and tactics. This formed the basis for his future career.
Alacar's bright future was not to be forever though. It all came crashing down on him when he was only thirteen years old. That day, a demonic being, Tyranthraxus, a flaming demon spirit and servant to Bane, came from the Pool of Radiance, which had appeared in Krallis. The Pool was said to be an extraplanar pool that granted anyone who bathed in it tremendous power, but in actuality it was a portal to the Elemental Plane of Fire, where Tyranthraxus resided. It used to be a tool of Mystra's, until Bane stole it from her for his own purposes. It randomly teleported to somewhere in the planes every ten years. This year, it appeared in Krallis.
Tyranthraxus was not a being of physical nature; he inhabits the body of the nearest living thing completely, (DC 40 Will save vs. complete domination, anyone?) and can move from person to person in that manner, as long as he is near the pool. He found his way to K'Xizthizzerdrix, who used and augmented his powers to usurp Krallis and not only annihilate the crown, but destroy the city's defenders and revive them as undead, spreading Bane's power. The city was ravaged, and burnt to the ground. The monsters then left Krallis to continue Tyranthraxus's reign of terror, taking the pool with them.
During this attack, Alacar wanted to help, but his own foster parent was the evil cause. Tyranthraxus confronted Alacar early during his posession, and while it would've pleased him to kill the young boy, it had no purpose and he had to work quickly. Alacar fled with his life, and met Lyia on that fateful day. She knew it was hopeless, so she made him get into a boat and flee. She told him the truth--that he was a child of destiny, a half elf born of Arianna Leoricar, and he had to flee the evil to live. He pleaded with Lyia to come with him, to protect him, but she refused, giving him her rapier. She told him she would find him in Phlan after she tried to save her family. That was the last Alacar would see of Lyia for a long time.
Alacar fled to Phlan with nothing but Lyia's rapier, his minor spellbook with only a few cantrips and Magic Missile inside, (which Xiz had always told him to keep handy) There he lived as an orphan, finding shelter with a human family who knew of Krallis's destruction. He knew nothing of his mother's whereabouts, only that she had been banished.
With the loss of his home and Lyia, and the truth of his heritage and his mother heavy on his heart, Alacar devoted himself to his two studies: Combat and magic. He would train during the day, and study at night. When he was a few years older, he moved south to Hillsfar to find his fortune.
It was there that he sought help from the gods at a temple of Tyr. There he met and befriended a dashing young human paladin by the name of Roland Everbrand, a devoted servant of the god. At the tavern that night, sharing a drink, Alacar discovered his pocket being picked--by a halfling named Fraedo (OOC: Yes, this is a pun. Let it go). In exchange for not being turned into the police, he agreed to buy their next round. Over the bar conversation, they got to know each other, and actually became fast friends.
Part I: Pool of Radiance (1-8)
Roland, it seemed, had been sent by the temple of Tyr to investigate an occurrance at Phlan; it seemed that they had been attacked by a horde of brigands in the past year. Alacar, afraid for his new home, joined with him to go to Phlan. Fraedo came along too--there was word of reward for those who would help cleanse it of 'bad guys.'
Arriving, they found the city had only one block that was civilized left--the rest had been occupied. There they met an elven 'city ranger' named Thrender Grone, who had also answered the call. Oddly enough, the elf was Krallisian, and knew of Alacar. Thrender revealed more information about his past, but knew not where Arianna was. Thrender joined with their band and the four of them investigated and cleared the city of various orcs, kobolds, goblins, brigands, bounties, and undead. They discovered the cause of the attack: Tyranthraxus. His old horde had discovered the new location of the pool: At the top of the city castle. It was there that Tyranthraxus was able to posess the body of a Golden dragon to command his troops. The four of them fought their way to the castle gates, and then snuck inside, going up and fighting the beastly monster, and slaying the dragon. Tyranthraxus's spirit fled with the pool, being recalled by Bane.
They were heroes then, and given the royal jewels of Phlan. It was then that Alacar met and was reunited with Lyia. She had heard word of him and his exploits--she had fled Phlan during the invasion and had returned. Now a fully grown man, Alacar was overjoyed to see her, and she was delighted. They fell in love, and Roland married them in a small ceremony. Lyia had become a travelling bard, a singer of tales of greatness passed on from her lost kingdom.
Part II: Curse of the Azure Bonds (9-14)
The five of them travelled south towards Cormyr, wanting to spend their riches together, when they were attacked in the night by unseen agents--poisoned and paralyzed, they woke to find that their arms had been branded with five azure symbols, each of various origin. These sigils were 'Azure Bonds', powerful magical bonds that forced their victims to do whatever was wanted against their will (DC 30 Will save to resist). The five of them had to find the owners of these bonds, and defeat them to remove them. They were, in order:
1) The Fire Knives, a band of thieves who tried to use them to assassinate King Azoun IV. They had kidnapped Princess Nacacia; when the party infiltrated their hideout, they saved her and earned Azoun's respect.
2) A powerful wizard, named Dracandros--a banished Red Wizard of Thay who had created a Dracolich. The party succeeded in defeating him and the dracolich, and earned the Helm of Dragons, an artifact that proved most useful.
3) The Cult of Moander, the dead god of decay and dead foliage. The cultists tried to use them as a sacrifice to summon the god, but their bond was broken during the ritual and they defeated its Aspect and the cult. There they recieved the Gauntlets of Moander, another powerful artifact.
4) Zhentil Keep--Lord Fzoul's right-hand man wanted to use the party and their bonds in an experiment; if he could use these bonds to control people, he could control all of Zhentil Keep, and the world. But, the Banites of Zhentil Keep hated him for using their enemy and attacked; the party had to defeat the Banites' Beholder. Then they recieved the Blade of Lathander, which was in Fzoul's collection.
These three artifacts were key in locating the owner of the final bond--Tyranthraxus! The party discovered his hidden base in the Ruins of Myth Drannor--this time Tyranthraxus had taken the body of a Storm Giant, and wanted to enslave his enemies for Bane's use. The party used the artifacts to spoil his plans and defeated him.
Part III: Secret of the Silver Blades (15-20)
Defeated and angrier than ever, Tyranthraxus called to one of Bane's servants: Kaz'zor, a Lich lord who had taken power in a castle far to the north. The lich king attacked the mining village of Larendon, which was the guarding place of the ancient relic known as the Well of Knowledge. This Well, an intelligent agent of Mystra, could do many wonderful things if fed gems and jewels. The town, in their desperation, fed it all of its wealth, and the Well summoned the party of five to their aid, proclaiming that they were the only ones capable of performing such an endeavor. Surprised at being teleported without their permission, the party had not much choice. They could not defeat the Lich king without the aid of five powerful weapons, the Silver Blades, which were deep underground in an ancient underground temple. After battling their way through the snow and ice, and under the earth, they found the temple and claimed the blades, and used them to fight their way past the Giant guardians of the castle, and to the lich king himself. It was there that Alacar, his magical power dispelled by the lich, was forced to use his strength of arms alone to defeat such a powerful foe, thus allowing him to become a Spellsword.
Part IV: Pools of Darkness (20-25)
The lich king defeated, Alacar and the party were teleported back to Phlan, where they would be welcomed. But their respite was not for long; Bane had had enough, and decided that the time was now to strike. Ao had sent the gods to the Prime, as it was the Time of Troubles, and Bane struck down upon Phlan and the surrounding area, sending out his five generals to occupy and control the area. The general populace was either killed, zombified, or chased out of their homes. Alacar and his company had no choice but to intervene. They travelled for that year across the area, clearing not just the one city of Phlan but all surrounding cities and villages, one after another, defeating his generals. Alacar finally even killed Tyranthraxus, enacting vengeance for what had happened so long ago. Bane alone could not control his ruined occupation, so he fled. When it was over, the year was nearly through, and Tyr, the god of Justice, saw fit to restore the land as it was, with only a vague memory of what had truly happened, save for the heroes themselves, and heroes they were, getting a personal blessing from the god himself.
Epilogue
Alacar then set about searching for his mother, which, with his popularity and resources, managed to do. Arianna, having lived in exile in the Elven Court, had not heard of his exploits. She was, needless to say, overjoyed. The fate of his father, Alan, is unknown--it is not known for certain if he was truly executed; no one that survived the attack saw it happen.
These days, Alacar is often seen wandering the realms as he pleases, enjoying life. His wife and mother live together in Phlan, which he regularly returns to. His wife is expecting a child soon.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Seems okay to me.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Age: 50 (though aged slowly, so equivalent to being in his late 30's (ie., no aging penalties yet))
Height: 5'8"
Weight: 130 lbs.
Eye Color: Brilliant blue
Hair Color: Bald
Skintone: Pale
Alignment: CG
Deity: Syeret, though pays reverence to Aulasha
Race: Radiant Illumian (+3 LA, 2 LA bought off)
Gender: Male
Size: Medium
Class and Level: Rogue 7/Sorcerer 7/Spellwarp Sniper 5/Arcane Trickster 8
DEX 42 [+16] (17base+2level+6untyped+5inherent+6Belt+6gloves)
CON 29 [+9] (17base]+6Belt+6Amulet)
INT 18 [+4] (12base+6Belt)
WIS 16 [+3] (10base+6Belt)
CHA 56 [+23] (18base+4level+6untyped+5competence+6Belt+5inherent+6Cloak)
AC: 44
Flat-Footed: 28
Touch: 26
Speed: 60 ft.
Initiative: +11
Damage Reduction: 15/adamantine
Reflex: +30
Will: +23
Grapple Bonus: +24
Ranged Attack Bonus: +40/+35/+30
Attack: +5 Quick Loading Hand Crossbow of Greater Spell Storing
Attack Bonus: +45/+40/+35
Damage: 1d4+5
Range: 30 ft.
Type: Piercing
Crit: 19-20/x2
Special: Stores 100 bolts in extra-dimensional space, no need to load by hand; At any time, cast targeted spell of up to 9th level into crossbow- when it deals damage, discharge spell on creature damaged as free action.
Weight: 2 lbs.
Shield: +5 Gnome Battlecloak of Freedom and Wonder (+6 to AC, +5 competence to Cha, no ACP, no spell fail, under constant freedom of movement effect; 3 lbs.; 225,005 gp)
Head: Circlet of Mages (+2 to Concentration; 3/day retain spell slot after casting; 5,000 gp)
Face: None
Neck: Amulet of Health +6 (+6 to Con; 36,000 gp)
Shoulders: Cloak of Charisma +6 (+6 to Cha; 36,000 gp)
Body: Mithril Feycraft Thistledown Chain Shirt of Nimbleness and Splendor (+4 to AC, +6 to Dex and Cha, no ACP, no spell fail, +6 max Dex; 11.25 lbs.; 127,100 gp)
Torso: Vest of the Mythic Sniper (+5 to all ranged attacks, and +5 on checks to overcome spell resistance; 2.5 lbs; 100,000 gp)
Arms: Bracers of Armor +8 (+8 enhancement to AC; 64,000 gp)
Hands: Gloves of Dexterity +6 (+6 to Dex; 36,000 gp)
Ring: Ring of Ironskin (gain DR 15/adamantine; 400,000 gp)
Ring: Ring of Sustenance (no need to eat or drink; sleeping 2 hours gives benefits of sleeping 8; 2,500 gp)
Waist: Belt of Magnificence (+6 to all stats; 200,000 gp)
Feet: Slippers of the Archmagi (Base land speed +30'; +20 insight to Jump, Climb, Move Silently and Balance; +4 dodge to AC; 275,000 gp)
Misc: Rod of Backstabbing (+2d6 to sneak attack damage; 52,310 gp)
Greater Metamagic Rod of Extend (3/day, cast spell of up to 9th level as if affected by Extend Spell; 24,500 gp)
Greater Metamagic Rod of Silent (3/day, cast spell of up to 9th level as if affected by Silent Spell; 24,500 gp)
Greater Metamagic Rod of Empower (3/day, cast spell of up to 9th level as if affected by Empower Spell; 73,000 gp)
Greater Metamagic Rod of Maximize (3/day, cast spell of up to 9th level as if affected by Maximize Spell; 121,500 gp)
Greater Metamagic Rod of Quicken (3/day, cast spell of up to 9th level as if affected by Quicken Spell; 170,000 gp)
Used: Tome of Charisma +5 (+5 inherent to Cha; 137,500 gp)
Tome of Dexterity +5 (+5 inherent to Dex; 137,500 gp)
1st Level (Sorcerer Bonus): Eschew Materials (Cast spells without material components as long as material components do not cost more than 1 gp)
3rd level: Empower Spell (Increase numeric effects by 50%- does not effect slot level)
6th level: Maximize Spell (Maximize all numeric effects- increases spell level by 1)
9th level: Split Ray (Ray spells can effect an additional target- does not increase spell level)
12th level: Point Blank Shot (+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.)
12th level (Sorcerer Bonus): Improved Metamagic (Reduces level cost of all metamagic spells by 1 level)
15th level: Exotic Armor Proficiency (Proficient with all exotic armors of weights with which Abthek would normally be proficient)
17th level (Spellwarp Sniper bonus): Precise Shot (can shoot into melee without penalty)
18th Level: Improved Metamagic (Reduces level cost of all metamagic spells by 1 level)
21st Level: Practiced Spellcaster (increase caster level by 4)
24th Level: Improved Spell Capacity (gain 10th level spell slot)
27th Level: Ignore Material Components (cast spells without using material components)
He receives +5 to caster level checks to overcome spell resistance.
Spells per day: 6/12/12/12/11/11/11/10/10/10/4
Spells known: (Spells commonly used bolded; spells that are spellwarp-able are italicized.)
0th Level [Cantrips]: Detect Poison, Detect Magic, Electric Jolt (SC), Sonic Snap (SC), Knock, Disrupt Undead, Acid Splash, Launch Bolt (SC), Amanuensis (SC)
1st Level: True Strike, Ray of Enfeeblement, Expeditious Retreat, Critical Strike (SC), Guided Shot (SC)
2nd Level: Blast of Force (SC), Scorching Ray, See Invisibility, Seeking Ray (PHBII), Ray of Ice
3rd Level: Fly, Fireball, Tremorsense (SC), Great Thunderclap (SC)
4th Level: Force Missiles (SC), Greater Floating Disc (SC), Vortex of Teeth (SC), Ice Storm
5th Level: Prismatic Ray (SC), Greater Blink (SC), Channeled Sound Blast (CM), Arcane Fusion (CM)
6th Level: Disintegrate, Globe of Invulnerability, Greater Dispel Magic
7th Level: Bigby's Grasping Hand [Grapple modifier +62], Adamantine Wings (CM), Lesser Spell Matrix (SC)
8th Level: Polar Ray, Greater Arcane Fusion (CM), Waves of Weakness (Custom by AoK, see here)
9th Level: Reaving Dispel (CA), Elemental Ray (Custom by AoK, see here), Greater Spell Matrix (SC)
Spell DCs: 33/34/35/36/37/38/39/40/41/42
SC=Spell Compendium
PHBII= Player's Handbook II
CM= Complete Mage
CA= Complete Arcane
[/spoiler]
Illumian
Draconic
Abthek grew slowly for an illumian- by the time his colleagues had grown to adulthood, he had just begun puberty. Despite his apparent youth, Abthek possessed a brilliant mind and a quick wit equal to, if not surpassing the brightest of his elders’. Unlike the other illumian children, teenagers and young adults of his cabal, who, like the elder members of the cabal, approached their studies and work with a meditative calm, Abthek attacked his tasks with a fervor yet unseen by any residing with the Crowfeather. By the time he had turned 15 and developed his first power sigil, he had read nearly half the books in the cabal’s library and absorbed their contents like a sponge. Abthek took a particular interest in the Library of the Sublime (once he had learned of the significance of the day of his birth), and began to become oddly frustrated with its loss. Soon, he began pestering his teachers to teach him strategy of war. All were puzzled, as none had ever studied the subject, but the oldest knew of another in the cabal who was well versed in strategy- one of their elders, and a leader of the cabal’s cloak-and-dagger wing. After Abthek demonstrated his incredible knowledge and readiness to learn to this elder, who went by the name of Irir, the old illumian decided to take Abthek under his wing, so he could groom him to be his successor.
Part II: Assassination in the Spired City (Levels 2-5; Age 20-22)
(To be added)
Part III: Call of the Broken Crowwing (Levels 6-7; Age 22)
(To be added)
Part IV: Discovering One’s Talents (Levels 8-14; Age 23-33)
(To be added)
Part V: Finding a Master (Level 15; Age 34)
(To be added)
Part VI: Subterfuge in the Palace of the Herons (Levels 16-20; Age 34-36)
(To be added)
Part VII: The Sacking of Elirhondas (Levels 21-27; Age 36-50)
(To be added)
Afterword: In the present...
(To be added)
EDIT: Going to try posting this as a blog- see if it works there.
EDITEDIT: Link to blog entry here: clicky
I have 15 cookies in my cookie jar.
Also, you don't need Shield Proficiency with your current shield, it doesn't have ACP and only penalty you get from using shield/armor unproficient is getting the ACP to your attack rolls and dexterity checks/dexterity based checks, IIRC.
Ring of Sustenance RAW doesn't work for wizards, allowing them to prepare magic any faster. Most DMs allow it to work nevertheless, myself included, but some don't. There is a bedroll that works, though.
If you still have gold left, adding magical properties to your bracers would probably be a good idea - You can find the rules in A&EG. Heavy Fortification is expensive but exceedingly good.
Improved Metamagic is an epic feat. You can't get that at 12th level, or at 18th by that matter. (Unless you figured out a way to get 30 spellcraft ranks and 21HD by that level, or dragon type and age categories, or.. Okay, it IS possible, I doubt it, though.) You can, however, get a metamagic school focus - Evocation (3/day reduce metamagic adjustment on evocation spell by 1.) or Easy Metamagic (Dragon Magazine, ask Jen if she allows it.) which reduces a certain metamagic by 1 level. Alternatively, dip to Sacred Exorcist (Better than your 2 sorcerer levels.) and take Divine Metamagic - Maximize Spell. With your charisma that would be 23 turn attempts, which results in 7 spells maximized / day, for free. 8th for just +1 spell level.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
1 out of 1 (Level 3, ECL 4.)
2 out of 2 (Level 6, ECL 8. Level 9, ECL 10.)
3 out of 3 (Level 9, ECL 12. Level 15, ECL 16. Level 18, ECL 19.)
2 out of 4 (Level 12, ECL 16. Level 21, ECL 24.
Level 27, ECL 29.)1 out of 5 (Level 15, ECL 20.
Level 27, ECL 31.)1 out of 6 (Level 18, ECL 24.
Level 33, ECL 38.)0 out of 7 (
Level 21, ECL 28.)Would be the amount you can buy off in a table form.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.