Gandalf's evil game group 2 OOC/closed

GandalfMithrandir

First Post
OOC for group 2 of Gandalf's evil game, feel free to discuss character background and group stuff if you want, I hope to be able to update this at least once/week at the very slowest, barring unforeseen circumstances.

Players:
Shayuri
Scott Dewar
Insight

Character Creation:

Level 8 characters

25 point buy
 
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Insight

Adventurer
A few general character creation questions:

1. Are 3.5 books generally allowed as resources? I'm looking specifically at feats here.

2. Are monster races with level adjustment allowed?

3. Are we allowed to have cohorts and followers (per the Leadership feat)?

Thanks!
 


Shayuri

First Post
Throwing my WIP sheet here so I can work on it from wherever.

Kuma
Human Barbarian 3/Sorceror 2/Dragon Disciple 3

Str: 20 (14 + 2 racial + 2 levelup + 2 class based) 5pts
Dex: 14 5pts
Con: 16 10pts
Int: 10
Wis: 10
Cha: 14 5pts

HP: 36+5d12+2d6
AC: 14 (10 + 2 Dex + 2 natural)
BAB:+6
Fort +8 Ref +4 Will +6

Racial Features
blah

Class Features
blah blah

Traits
Blah

Feats
b Totem Spirit (Shadde Quah)
1 Power Attack
3 Cornugon Smash
5 Furious Focus
7 Arcane Armor Training
b Blind Fighting

Skills
Knowledge Arcana 5
Spellcraft 6
Intimidate 5
Perception 8
Survival 5
Speak Language 1

Spellcasting (Sorceror CL4, DC 12+lvl)
Spell Slots: 1 - 7/7, 2 - 3/3
Known Spells
Cantrips: Detect Magic, Dancing Lights, Mage Hand, Mending, Acid Splash, Drench
1st level: Infernal Healing, Shield, Shocking Grasp, Mage Armor (bonus)
2nd level: Alter Self

Equipment
Cash 33,000

Weapon

Armor

Gear
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
reserved for x

swiftblade prc

feats required: Dodge, Mobility
skills required: Spellcraft 3 ranks.

w5/f2/sb prc 1
Code:
25 pt buy

[B]Str[/B]   17   +3    [B]Level[/B] : 8   [B]XP[/B]: 34,000 / 50,000
[B]Dex [/B]  14   +2    [B]BAB[/B]: +5     [B]CMB[/B]: +8   [B]CMD[/B]: 20
[B]Con[/B]   14   +2    [B]AC:[/B] 22      [B]FF:[/B] 16   [B]Touch[/B]:  18 
[B]Int[/B]   18   +4    [B]ACP[/B]: -0   [B]Spell fail[/B] 0%
[B]Wis[/B]   14   +2    [B]Special[/B]: armor is ghost touched
[B]Cha[/B]   12   +1

human:  +2 to str
level 4 +1 to Int
level 8 +1 to int
Belt    +2 to str
xmuter: +2 to con

[B]Saves[/B]
[B][U]Save Base Abil Misc Total[/U][/B]
[B]Fort [/B] +4   +2   +1 = +7
[B]Rflx [/B] +1   +2   +2 = +5
[B]Will [/B] +6   +2   +1 = +9 *+1 vs fear
[U]Info[/U]
fort +1+3+0 (wizard/fighter/Prc)
ref +1+0+0 (wizard/fighter/Prc); +1 (PRC)
will +4+0+2 (wizard/fighter/Prc)
all: cloak +1

[B]Armor class[/B]
armor
Chain shirt, Mithral +1:  +4 armor  +6 max dex  -0 ACP 10% ASF *ghost touched*
Dark wood shield, HVY +1  +2 armor -0 ACP 0% ASF

ACP -0
Spell fail: 0%

Dodge  +1, dex +2, swift surge +1
[B]Mobility[/B]  +4 AC against attacks of opportunity from movement
Feat: -10% to arcane spell failure

[B]Weapons[/B]
long sword   +
Long bow   +
Dagger   +
Dagger thrown   +
club   +
Club thrown   +

[B]Race Traits[/B]
[I]Favored Class [wizard][/I] +1 hp or +1 skill Pt.
[I]+2 to One Ability Score:[/I] +2 to strength
[I]Medium:[/I] Humans are Medium creatures w/ no bonuses or penalties 
[I]Normal Speed:[/I] Humans have a base speed of 30 feet.
[I]Bonus Feat:[/I] Humans select one extra feat at 1st level.
[I]Skilled[/I]: +1 skill rank / level

[B]Class Traits[/B]
fighter:
[I]proficient[/I] with all simple and martial weapons 
   with all armor (heavy, light, and medium) and shields
[I]bonus feats:[/I] 1st level, and at every even level
2nd level, a fighter gains a [I]+1 bonus on Will saves against fear[/I]
[I]Armor Training (Ex):[/I] Starting at 3rd level

wizard
[I]Scribe Scroll:[/I]
[I]Physical Enhancement (Su):[/I] You gain a +1/ 5 lvls enhancement bonus to one 
   physical ability score

[B][U]Enhancement School[/U][/B]
[U]Associated School: Transmutation.[/U]
[I]Replacement Powers: The following school powers
replace the telekinetic fist and change shape powers of
the transmutation school.[/I]
[B]Augment (Sp):[/B] As a standard action, you can touch a
   creature and grant it either a +2 enhancement bonus to a
   single ability score of your choice or a +1 bonus to natural
   armor that stacks with any natural armor the creature
   might possess. At 10th level, the enhancement bonus to
   one ability score increases to +4. The natural armor bonus
   increases by +1 for every five wizard levels you possess,
   to a maximum of +5 at 20th level. This augmentation
   lasts a number of rounds equal to 1/2 your wizard level
   (minimum 1 round). You can use this ability a number of
   times per day equal to 3 + your Intelligence modifier.
      +2 to nat ac or+2 to any ability score
      duration: 4 rounds per use, 6use per day 00000 0

[B]Perfection of Self (Su):[/B] At 8th level, as a swift action
   you can grant yourself an enhancement bonus to a single
   ability score equal to 1/2 your wizard level (maximum +10)
   for one round. You may use this ability for a number of
   times per day equal to your wizard level.
      +4 to any score, 5 uses per day 00000

swiftblade
Swift Surge (Ex): Your body is augmented with the residual energy of 
   previous haste castings. You gain a +1 bonus on attack rolls and a +1 
   dodge bonus to AC and Reflex saves.
Spring Attack: Beginning at 1st level, you gain Spring Attack

Trait traits
Anatomist

You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.

Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.

[B][U]Feats (w1, w2, f1, w3, f2, w4, w5, sb1)[/U][/B]
[B]Spell Focus: [transmutation](Human)[/B] +1 to Transmutation dc
[B]Greater spell focus: [transmutation] (level 1)[/B] +1 to transmutation spells
[B]Weapon focus: Longsword(Fighter 1)[/B] +1 to att w/ chosen weapon
[B]Tenacious Transmutation (Level 3)[/B] +2 to transmutation dc
[B]Dodge(fighter 2)[/B]  +1 dodge bonus to AC
[B]Mobility(level 5)[/B]  +4 AC against attacks of opportunity from movement
[B]Arcane Armor training (Wizard 5)[/B] -10% to Arcane spell failure
[B]Craft potions (level 7)[/B]
[B]Spring Attack (swiftblade 1)[/B] Move before and after melee attack


[B][U]Skills[/U]                    ranks   +3?   abil   misc   total  info[/B]
[B]Acrobatics (Dex)[/B]            4     +3
[B]Appraise (Int)[/B]              2     +3
[B]Climb (Str) [/B]                2     +3
[B]Craft (Int), weaponsmith[/B]    2     +3
[B]Fly (Dex)[/B]                   3     +3
[B]Handle Animal (Cha)[/B]         3     +3
[B]Intimidate (Cha) [/B]     *     1     +3
[B]Knowledge (arcana)[/B]          5     +3
[B]Knowledge (dungeoneering) [/B]  1     +3
[B]Knowledge (engineering)[/B]     1     +3
[B]Knowledge (geography) [/B]      1     +3
[B]Knowledge (history) [/B]        1     +3
[B]Knowledge (local) [/B]          1     +3
[B]Knowledge (nature) [/B]         1     +3
[B]Knowledge (nobility) [/B]       2     +3
[B]Knowledge (planes)[/B]          1     +3
[B]Knowledge (religion)[/B]     *  1     +3
[B]Linguistics (Int)[/B]           2     +3
[B]Profession (Wis), solder[/B]    2     +3
[B]Perception (Wis)[/B]            4     +3
[B]Ride (Dex), [/B]                4     +3
[B]Spellcraft (Int)[/B]            8     +3
[B]Survival (Wis), [/B]          * 1     +3
[B]Swim (Str).[/B]                 2     +3

skill points: 2*7(fighter or wizard)+4*1(Prc)+8*1(race)+
5*1(fav class)+3*8(int)=55 skill ranks


[U]SPELLS [/U]
[B][U]Level  0  1  2  3  4[/U][/B]
[B]Base[/B]   4  3  2  1
[B]Int[/B]    0  1  1  1
[U][B]Spec[/B]   1  1  1  1[/U]
[B]TOTAL[/B]  5  5  4  3

spells memorized ( '#' denotes transmuter spell)

[U][I]Cantrips[/I][/U]
Prestidigitation
Message #
Bleed
Resistance
X

[U][I]Level 1[/I][/U]
Endure Elements #
Expeditious Retreat #
true strike
Magic missile
Magic missile

[U][I]Level 2[/I][/U]
cat's grace #
bull's strength #
Acid arrow
scorching ray

[U][I]Level 3[/I][/U]
Haste #
Fly #
keen edge #

special: transmuter
restricted : enchantment and Illusion (req slot +1 lvl  to use)

+1 chain shirt, Mithral                  5250.00 gp     10.0 lb ghost touch
+1 shield, Dark-wood                     1257.00 gp      5.0 lb
+2 Longsword                             8315.00 gp      x.x lb
Long Bow[comp], mighty +2                 300.00 gp      3.0 lb
Efficient Quiver                         1800.00 gp      2.0 lb
   arrows, 20                               1.00 gp      3.0 lb
dagger X 2                                  4.00 gp      2.0 lb
Club X 3                                         ------     9.0 lb
sunrod X 4                                  4.00 gp      4.0 lb
Handy haversack                          2000.00 gp      5.0 lb
Ring of sustenance                       2500.00 gp       ----- 
Cloak of resistance                      1000.00 gp      1.0 lb
Belt of giant strength +1                4000.00 gp      1.0 lb
Bedroll                                     0.10 gp      5.0 lb
Scroll case                                 1.00 gp      0.5 lb
Ink bottle                                  8.00 gp     ----
Ink pen                                     0.10 gp     ----
Paper x 10                                  4.00 gp     ----
Rope, silk (50 ft.)                         5.00 gp     10.0 lb
Alchemist's fire (flask) x 2               40.00 gp     2.0lb
Traveler's outfit                           -----        ----
Spell component pouch                       5.00 gp     2.0 lbs.
Spellbook, wizard's (book 1)                -----       3.0 lbs.
Spellbook, wizard's (book 2)               15.00 gp      3.0 lbs.

33,000 gp

 27, 509.2 gp  items
     337.5 gp  potions
  1, 412.5 gp  scrolls
[U]  3, 740.0 gp  spellbooks[/U]
 32, 999.2 total spent

potions (*=brewed himself)  337.5 gp total
* Bull's str at cl 3      75.00 gp
* Cat's grace at cl 3     75.00 gp
* haste at cl 5           93.75 gp
* haste at cl 5           93.75 gp


scrolls (*=Penned himself)

* Unseen Servant          12.5
* Comprehend Languages    12.5
* Identify               112.5
* Bear's Endurance        75
* Bull's Strength         75
* Cat's Grace             75
* Darkvision              75
* Fox's Cunning         75
* Owl's Wisdom          75
* Spider Climb          75
* Tongues              187.5
* Haste                187.5
* Keen Edge            187.5
* Water Breathing     187.5

Scroll costs
0: 12.5
1: 25
2: 150
3: 375
4:700

potion costs
0: 25
1: 50
2: 300
3: 750

[sblock=spell book] Pages: 16+60+48+48+24= 196
0:5 * 16 spells = 80 gp
1:10 * 30 spells = 300 gp
2:40 * 24 spells = 960 gp
3:90 * 16 spells = 1440 gp
4: 160 * 6 spells = 960gp

Cantrips
Abjuration

Resistance: Subject gains +1 on saving throws.

Conjuration

Acid Splash: Orb deals 1d3 acid damage.

Divination

Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.

Evocation

Spark: Ignites flammable objects.
Dancing Lights: Creates torches or other lights.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

Necromancy

Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.

Transmutation

Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.

Universal

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells

Abjuration

Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold regions.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Conjuration

Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Summons extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.

Divination

Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Gives +10 bonus to identify magic items.
True Strike: +20 on your next attack roll.

Evocation

Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Necromancy

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.

Transmutation

Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea: Swim speed becomes 30 ft.

2nd-Level Sorcerer/Wizard Spells

Abjuration

Arcane Lock M: Magically locks a portal or chest.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.

Conjuration

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Glitterdust: Blinds creatures, outlines invisible creatures.
Stone Call: 2d6 damage to all creatures in area.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

Divination

Evocation

Continual Flame M: Makes a permanent, heatless light.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).

Necromancy

Blindness/Deafness: Makes subject blinded or deafened.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Transmutation

Alter Self: Assume form of a Small or Medium humanoid.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Elemental Touch: Gain energy damage touch attack.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Glide: You take no falling damage, move 60 ft./round while falling.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.

3rd-Level Sorcerer/Wizard Spells

Abjuration

Dispel Magic: Cancels one magical spell or effect.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.

Conjuration

Phantom Steed: Magic horse appears for 1 hour/level.

Divination

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak and understand any language.

Evocation

Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for 10 creatures.
Twilight Knife: Floating knife attacks with you.

Necromancy

Transmutation

Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Elemental Aura: Creates an aura of energy around you.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon's threat range.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Water Breathing: Subjects can breathe underwater.

4th-Level Sorcerer/Wizard Spells

Stoneskin M: Grants DR 10/adamantine.

Conjuration

Black Tentacles: Tentacles grapple all creatures within a 20- ft. spread.
Secure Shelter: Creates sturdy cottage.

Necromancy

Enervation: Subject gains 1d4 negative levels.

Transmutation

Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Shadow Projection: Temporarily become a shadow.

[/sblock]
[sblock=spell lists]
Sorcerer/wizard Spells

[/sblock]
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
If i may make a suggestion on magic items: There is a price difference on some items and spells between Pathfinder and 3.5 due to the xpo used in making things in 3.5. I believe it is 5 gp per xp, so if there was something in the Magic item Compendium, for example, then there may be a price increase needed of that nature.

This way, we can use the Mag. item comp. in balence
 
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