Escaping the Labyrinth - A combat oriented Adventure

Jemal

Adventurer
Albedo - Whoops sry, forgot to answer that one.

First off, why didn't you purchase those with your starting equipment, like you would any other material component?
Secondly, it would depend on the spell and it's component.. some of them are meant to be hard to come by (If I recall correctly, don't some of the vile spells require things like artifacts or souls?)

Rayex - If the other Players are OK with it, we do have an opening with the recent.. 'demise' of Takk.
 

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Albedo

First Post
The reason I didn't purchase those items is because I forgot that I needed to. I took demonologlist for its monster summoning abilities. However, checking over the other spells it gives shows a number of spells I failed to gain access to unintentionally.

As for the spells, heres a list of demonologist spells that require special components. The reason I ask about them isn't because I took them as a class that gets to pick their own spells, but because these are the ones I get. Theres alot of special component based spells in the BoVD that don't concern me, and I won't expect to take them with my wizard half without the components.

Stunning Screech: Drug Component: Mushroom Powder
Abyssal Might: The Heart of a Dwarven Child
Call Dretch Horde: Soul
Call Nightmare: Soul
Clould of Achaierai: Disease Component: Soul Rot

Going thru the list, I thought there were more spells like that than there were. Guess it was just all the spells I ws looking at. Either way, the spells and their components are there for you to decide if I can use them.
 

Rayex

First Post
Couple of things. I went with the first rolls I did (Yes, the better ones), but will use the lesser ones if desired.

This is what I've got so far anyway. Im lacking one feat, but I really cannot find many feats that suits this one. Even the Intuitive Attack im not certain fits.
Havn't done the spell selections yet though, will do that.

[sblock]
Ryash Loriant

Male Aasimar Cleric 6 / Radiant Servant of Pelor 5


Alignment: Neutral Good
Size: Medium
Type: Outsider
Base Speed: 30ft.
Space: 5ft.
Reach: 5ft.

Str: 15 (+2)
Dex: 14 (+2)
Con: 16 (+3) [15base + 1level]
Int: 14 (+2)
Wis: 24 (+7) [18base + 2racial + 4enh.]
Cha: 22 (+6) [17base + 2racial + 1level + 2enh.]

HP: 80 [47base + 33con] Rolls

AC: 23 [10base + 7armor + 2armor enh. + 2shield + 2enh. shield] / 10 / 18
+1 VS attacks from evil creatures

Fortitude: +12 [9base + 3con]
Reflex: +5 [3base + 2dex]
Will: +18 [9base + 7wis + 2aura]
+4 VS evil spells

Immunities:
Diseases

Init: +2 [2dex]

Base attack bonus: +7/+2

Attacks:
Morningsun: +15/+10 [7base + 7wis + 1enh.], 1d8+2[str] damage, Threat 20/x2
Good weapon. All critical threat is a critical hit VS evil creatures.

Special Attack:
Daylight.

Special Qualities:
Resistance to Acid 5, Cold 5, and Elictricity 5

Spells:
CL: 11, + 1 spells with the light description, + 1 healing spells
DC: 10 + spell level + 7wis
Spells per day: 6/7+1/6+1/6+1/4+1/3+1/2+1
Healing Domain spells are all Empowered without using a higher level spell slot.
0 -
1 - + Cure Light Wounds.
2 - + Cure Moderate Wounds.
3 - + Cure Serious Wounds.
4 - + Cure Critical Wounds.
5 - + Mass Cure Light Wounds.
6 - + Heal.

Turn Undead:
Times per day: 9 [3base + 9cha]
Turning check: 1d20 + 12 [6cha + 2enh. + 2skill + 2domain]
Turning damage: 3d6 + 17 [11base + 6cha]
Greater Turning: 9 [3base + 6cha]

Skills:
Skill points: 36 cleric, 20 RSoP
Max Skill Ranks: 14
Concentration: 17 [14ranks + 3con]
Heal: 21 [14ranks + 7wis]
Knowledge - Religion: 16 [14ranks + 2int]
Spellcraft: 16 [14ranks + 2int]
+2 racial on Spot and Listen

Feats:
Lvl 1 - Extra Turning
Lvl 3 - Augment Healing
Lvl 6 - Intuitive Attack
Lvl 9 -

Domain Powers:
Sun: 1/day greater turning.
Healing: Cast healing spells as +1 CL.
Glory: +2 on turn undead check, +1d6 on turning dmg.

Languages:
Common
Celestial
Abyssal
Infernal

Equipment:
Weapon: Morningsun - Blessed Heavy mace +2 [18,312gp]
Armor: Angelic +2 Half-Plate [16,750gp]
Shield: Sacred +2 Heavy Steel Shield [16,170gp]
Periapt of Wisdom +4 [16,000gp]
Cloak of Charisma +2 [4,000gp]
Ring of Vengeance [4,500gp]

Incense of Consecration x 10 [3,000gp]
Censer for the incsense [50gp]
Wand of Cure Serious Wounds [11,250gp]
Wand of Enlarge Person [750gp]
Potion of Cure Serious Wounds x 5 [3,750gp]
Potion of Cure Moderate Wounds x 5 [1,500gp]

4,268gp


Proficiencies:
Simple Weapons
Light Armor
Medium Armor
Heavy Armor
Shields

Class Features:

RSoP 1: Extra greater turning, raidance, turn undead.
RSoP 2: Divine Health, Empower Healing.
RSoP 3: Aura of Warding. Gives all allies within 10ft + 2will.
RSoP 5: Bonus Domain: Glory.

Race Features:
Darkvision

Info:
Ryash is not the type to wade into battle, battering his foes with his mace and yelling brave war-cries. No, he's more the kind of person who stays in the back, helping his comrades and allies. Some people might call him a coward, but he is no such thing. If needed he will indeed join the fray, with the aim of helping an ally in need. While his martial prowess is no match tho his skills and knowledge of the divine, they are by no means to be ignored.[/sblock]
 
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renau1g

First Post
Augment Healing (Complete Divine) - Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.

you can always pick this?
 

Jemal

Adventurer
Rayex - As Renau1g says, Augment healing is always fun (I'd suggest looking through Complete Divine there's several good priest feats).

ALso, I still don't see why you rerolled your stats in the first place, the first roll was done correctly...

Albedo: I'll allow all the ones worth 1 or less GP to be a part of your normal material component pouch, if you want any of the more expensive ones, you'll have to rework your equipment to include them. just run changes by me first.
 

Rayex

First Post
I already have that feat actually.

As for Complete Divine, there are loads of nice feats there, but not many focused around healing etc.. Will take a closer look, perhaps there are some nice buffing feats instead of healing :p
 


Albedo

First Post
Rayex, if you had 2 feats to use you could get Quicken spell and Divine Metamagic. It would allow you to quicken 2 spells a day without increasing the spell level. Or you could take Maximize instead and go for 3 Maximize spells a day.

And btw, you have 13 turn attempts per day, not 9. You forgot extra turning.
 
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Rayex

First Post
Thanks for the tip Albedo. I'll go with just that, fits in nicely. Quicken is better though, as next level (if we get there), I will be getting Maximize on all healing domain spells automathically.

And yeah, I had the feeling I missed something somewhere that had to do with turning.. thanks!
 

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