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Old 4th September 2007, 07:57 AM   #41 (permalink)
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Arkhandus Hobgoblin Soldier (Lvl 3)
I'll have my character sheets ready soon; I'm submitting three since I'm not sure what would fit best in the party, since you don't want anyone stepping on each other's toes. I've basically just got to finish typing up the characters' skills and some background for each. Will probably be finished sometime Tuesday morning or afternoon (in Arizona time, i.e. Mountain Time basically).

A dwarven swordsage 5 with primarily Stone Dragon and Setting Sun maneuvers, focused on being tough and dealing fairly good, but not maximum, damage. So he'd probably be a bit tougher than the barbarian but less damaging and less speedy. Might be just as damaging though, for all I know. Focuses on the greatsword, but carries a warhammer and short sword as backup weapons so he can handle different threats (along with having the Mountain Hammer strike).

Preferred if the group's only other sturdy frontline combatant is the barbarian.

A human swordsage 4/fighter 1 focused on Shadow Hand maneuvers, sneaky and reasonably good in close combat but limited in strength; probably better at avoiding harm than dishing it out, and he loses some of his offensive power against unliving foes (using strikes like Drain Vitality, heading towards Strength Draining Strike and Assassin's Stance after another level or two). A fighter that works best alongside another fellow, like another sneaky type. Uses a spiked chain, but the only special tricks he does with it are the occasional Mighty Throw maneuver (using it to trip an enemy and toss them away) and the Wolf Fang Strike maneuver (using it as a double weapon then for two attacks).

Preferred if the group only has one scout/rogue type, to back them up or something.

And a halfling rogue 2/swordsage 3, similar to the human but focused more on filling a typical roguish role and being a tad less personally-effective in combat. A bit more focus on Setting Sun over time, almost certainly. More Sneak Attack focused in terms of offense, but only using a single short sword for that. And just a lot more sneaky than the human, thanks to being both a halfling and a rogue.

Preferred only if the group has no serious rogue for handling traps, locks, and scouting; which is unlikely since it seems at least one or two others are considering playing Rogues.
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Old 4th September 2007, 08:06 AM   #42 (permalink)
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Whoo. Seems lik eI got in just in time. Will put up a charsheet tonight. One slight problem : I'll be away from sept 9-14. Is that a problem?
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Old 4th September 2007, 08:21 AM   #43 (permalink)
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Okay, I added the skill rank distribution and prices of items at the bottom of the sheet.

Additional note, I do not like buying equipment for high-level characters, and much higher than 5th level and I might've skipped just for that. Feels too much like accounting, though the system at the back of Magic Item Compendium does help significantly.
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Old 4th September 2007, 08:22 AM   #44 (permalink)
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Somewhat. It might slow down the start since I intend to start with a combat. I'll deal with it if asked, though I'd likely need to auto-pilot your character.
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Old 4th September 2007, 08:43 AM   #45 (permalink)
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Auto-pilot away, no probs whatsoever. It'll only be 4 days, that's one or two rounds of combat.
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Old 4th September 2007, 10:37 AM   #46 (permalink)
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Pinotage Goblin Sharpshooter (Lvl 2)
Creamstreak, I'll get my human druid done later today.

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Old 4th September 2007, 11:31 AM   #47 (permalink)
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Quote:
Originally Posted by Creamsteak
Also fine. I may be using an alternate rule for the druid that I'm not certain of yet. I'm considering taking away a druids nature sense at first level and instead giving them favored environments ala unearthed arcanna. Does that seem interesting at all?
How would the Favored Environment progress beyond the 1st level or would it remain at just the single +2 bonus? Favored Environment is a variant of the ranger's Favored Enemy, so it naturally improves as the ranger advances in level.

I'm happy either way - Nature Sense or just a single Favored Environment is fine with me.

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Old 4th September 2007, 06:13 PM   #48 (permalink)
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Human Druid

Character sheet nearly completed.

Creamsteak, can you approve the following spells from Spell Compendium, please:

Enrage Animal
Snake's Swiftness

Human Druid
Name:
Race: Human (Size Medium)
Class: Druid
Level: 5 (5)
XP: 10001
Next Level: 15000
Alignment: NG
Deity: Ehlonna

Sex: Female
Age: 22
Height: 5'4"
Weight: 112 lb
Eye Colour: Amber Brown
Hair Colour: Light Brown

Code:
Str: 14 (+2)
Dex: 14 (+2)
Con: 14 (+2)
Int: 10 (+0)
Wis: 17 (+3) (+1 Level)
Cha: 10 (+0)

HP:         36 (5d8 + 10 Con)
Current HP: 36/36
AC: 16 (+10 Base +2 Dex +2 Shield +2 Armor)
    12 (Touch Attack)
    14 (Flat-Footed)

Fort: +7 (+2 Con +4 Druid +1 Cloak)
Refl: +4 (+2 Dex +1 Druid +1 Cloak)
Will: +8 (+3 Wis +4 Druid +1 Cloak)
Init: +2 (+2 Dex)

Feats: (3) Spell Focus (Conjuration), Companion Spellbond, Augment Summoning

Skills: (56)

Code:
Concentration        +10 (+8 Rank +2 Con)            (8)
Handle Animal        +8  (+8 Rank +0 Cha)            (8) (+12 with Animal Companion)
Heal                 +9  (+6 Rank +3 Wis)            (6)
Knowledge (Nature)   +8  (+6 Rank +0 Int +2 Synergy) (6)
Listen               +11 (+8 Rank +3 Wis)            (8)
Ride                 +5  (+1 Rank +2 Dex +2 Synergy) (1) ACP
Spellcraft           +5  (+5 Rank +0 Int)            (5)
Spot                 +11 (+8 Rank +3 Wis)            (8)
Survival             +9  (+6 Rank +3 Wis)            (6) (+11 Aboveground Natural Environments)
Melee Attack:

Shortspear +6 (+3 BAB +2 Str +1 Weapon)

Melee Damage:

Shortspear 1d6+2 (+2 Str Crit 20/x2)

Ranged Attack:

Sling +6 (+3 BAB +2 Dex +1 Weapon)

Ranged Damage:

Sling 1d4+2 (+2 Str Crit 20/x2 Range 50 ft) - Sling
Shortspear 1d6+2 (+2 Str Crit 20/x2 Range 20 ft) - Shortspear

Languages: Common, Druidic (Literate)

Druid Abilities:

Favored Environment (Plains) +4, Favored Environment (Forest, Cold or Temperate) +2, Wild Empathy +8 (+4 against Magical Beasts), Woodland Stride, Trackless Step, Resist Nature's Lure (+4 Saves Spell-like Abilities Fey), Wild Shape (1/day, Medium, 5 HD, 5 hours)

Load: Light (Light Up to 58 lb, Medium 57-116 lb, Heavy 117-175 lb)

ACP: 0

Speed: 30 ft (30 ft) (Runx4)

Wealth:

0 pp, 788 gp, 9 sp, 0 cp

Weapons:

Mwk Shortspear
Mwk Sling
Sling Bullets (20)
Club
Shortspear (3)

Armor:

Darkwood Heavy Shield
Mwk Leather Armor

Equipment:

Backpack
Bedroll
Caltrops
Chalk (5)
Flint and Steel
Small Steel Mirror
Flask of Oil (4)
Belt Pouch
Trail Rations (5)
Silk Rope (100 ft.)
Signal Whistle
Torch (3)
Waterskin
Whetstone
Explorer's Outfit
Spell Component Pouch
Healer's Kit (10 Uses)
Tindertwig (5)
Alchemist's Fire (3)
Everburning Torch
Antitoxin (2)
Sunrod (5)
Tanglefoot Bag

Magic:

Vest of Resistance +1
Metamagic Rod of Lesser Extend (3/day)
Wand of Lesser Vigor (50 charges)
Wand of Enrage Animal (50 charges)
Wand of Snake's Swiftness (50 charges)

Animal Companion:

Riding Dog (Husky), Medium Animal, HD 4d8+12 (30 hp), Init +3, Spd 40 ft., AC 22 (+2 Dex, +6 Natural +4 Armor), Touch 12, Flat-footed 20, BAB +3, Grapple +6, Attack/Full Attack Bite +6 melee (1d6+4), SA Trip (Bite) +3, SQ Low-light Vision, Scent, Link, Share Spells, Evasion, Saves Fort +5, Ref +5, Will +5, Abilities Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6, Skills Jump +8, Listen +5, Spot +5, Swim +3, Survival +3 (+7 when Tracking by Scent), Feats Alertness, Track, Power Attack, Tricks Attack, Come, Defend, Down, Guard, Heel, Seek, Track, Equipment Mwk Chain Shirt Barding (ACP -1), Pack Saddle, Feed (5 days), Carrying (116 lbs., 117-233 lbs., 234-350 lbs., Drag 1750 lbs.)

Spells Prepared (Normal 5/3/2/1, Wis 0/1/1/1):

Level 0 (5):
Level 1 (4):
Level 2 (3):
Level 3 (2):

Spell DC: 13 (14 for Conjuration Spells) + Spell Level (Druid) (CL 5)

Code:
Vest of Resistance +1                 1000 gp
Mwk Chain Shirt Barding                500 gp
Darkwood Heavy Shield                  257 gp
Mwk Leather Armor                      160 gp
Mwk Shortspear                         301 gp
Mwk Sling                              300 gp
Metamagic Rod of Lesser Extend        3000 gp
Wand of Lesser Vigor (50 charges)      750 gp
Wand of Enrage Animal (50 charges)     750 gp
Wand of Snake's Swiftness (50 charges) 750 gp
Pack Saddle                              5 gp
Feed (5 days)                            5 gp
Sling Bullets                          0.2 gp
Club                                     0 gp
Shortspear (3)                           3 gp
Explorer's Outfit                        0 gp
Spell Component Pouch                    5 gp
Healer's Kit (10 Uses)                  50 gp
Tindertwig (5)                           5 gp
Alchemist's Fire (3)                    60 gp
Everburning Torch                      110 gp
Antitoxin (2)                          100 gp
Sunrod (5)                              10 gp
Tanglefoot Bag                          50 gp
Backpack                                 2 gp
Bedroll                                0.1 gp
Caltrops                                 1 gp
Chalk (5)                             0.05 gp
Flint and Steel                          1 gp
Small Steel Mirror                      10 gp
Flask of Oil (4)                       0.4 gp
Belt Pouch                               1 gp
Trail Rations (5)                      2.5 gp
Silk Rope (100 ft.)                     20 gp
Signal Whistle                         0.8 gp
Torch (3)                             0.03 gp
Waterskin                                1 gp
Whetstone                             0.02 gp

Last edited by Pinotage; 5th September 2007 at 06:11 PM.. Reason: Sheet Update
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Old 4th September 2007, 06:46 PM   #49 (permalink)
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Quote:
Originally Posted by Pinotage
Creamstreak, I'll get my human druid done later today.

Pinotage
What did you call me?

Quote:
How would the Favored Environment progress beyond the 1st level or would it remain at just the single +2 bonus? Favored Environment is a variant of the ranger's Favored Enemy, so it naturally improves as the ranger advances in level.

I'm happy either way - Nature Sense or just a single Favored Environment is fine with me.

Pinotage
I would allow it to progress as per the ranger progression I think. It'd be somewhat of a buff but it really is just to skill checks.

Quote:
DM, can you confirm if the character can take the feat Companion Spellbond from PHBII.
That's fine by me.
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Old 4th September 2007, 11:27 PM   #50 (permalink)
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Redclaw Goblin Sharpshooter (Lvl 2)
Pinotage, if you're looking for cool equipment, check out the summoner's totem in the MIC. It lets you cast an extra spell on a summoned animal as a swift action when you complete your summoning spell.
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Old 4th September 2007, 11:55 PM   #51 (permalink)
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Quote:
Originally Posted by Redclaw
Pinotage, if you're looking for cool equipment, check out the summoner's totem in the MIC. It lets you cast an extra spell on a summoned animal as a swift action when you complete your summoning spell.
Thanks! I hadn't spotted that. Now I'll have to decide whether this is better than the Metamagic Rod of Lesser Extend.

Pinotage
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Old 5th September 2007, 04:55 AM   #52 (permalink)
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pathfinderq1 Goblin Sharpshooter (Lvl 2)
concept status update

My first concept is completed (Tiefling warlock, post 29), and my second concept is about 80% done (Halfling wilderness expert; still needs final touches on skill and mundane gear, post 34).
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Old 5th September 2007, 10:31 AM   #53 (permalink)
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Arkhandus Hobgoblin Soldier (Lvl 3)
Ack, been too busy today to do much on the computer game-material-wise. I'll post my completed character(s) on Wednesday afternoon. I think I'll go with the halfling, unless the other rogue-player is going to be in the starting line-up.
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Old 5th September 2007, 11:29 AM   #54 (permalink)
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Pathfinder, Larian is very much not a damage-oriented wizard. He knows a few spells that deal damage, but will rely mostly on his buffs and boosts, and then use his bow as necessary. I think there will be more overlap with your ranger than with your warlock, at least as far as the wizard goes.
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Old 5th September 2007, 10:00 PM   #55 (permalink)
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Ktu'uarguannin

messy unorganised char sheet, will update asap

Gurguannin
Male Dwarf Barbarian 5
Chaotic Good

Strength 17 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 8 (-1)
Size: Medium
Height: 3' 11"
Weight: 195 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black; Curly; Thick Beard



Total Hit Points: 53 (+10 when raging)

Speed: 30 feet [barbarian]

Armor Class: 19 = 10 +7 [breastplate] +2 [dexterity]
When raging 17

Touch AC: 12
Flat-footed: 19 [uncanny dodge]

Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +7 = 4 [base] +3 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +1 = 1 [base]

Attack (handheld): +9 Greataxe +1 Dmg 1d12+5 x3
When raging : +11 greataxe +1 dmg 1d12+8 x3
Attack (missile): +7 Comp Longbow Dmg 1d8+3
Grapple check: +8 = 5 [base] +3 [strength]


Light load: 86 lb. or less
Medium load:87-173 lb.
Heavy load:174-260 lb
Lift over head:260 lb
Lift off ground:520 lb
Push or drag:1300 lb


Languages: Common Dwarven Goblin Undercommon


Breast plate +2 [medium; +7 AC; max dex +3; check penalty -4; 30 lb.]


Feats:

Power Attack
Track

Traits:


Appraise Int 2 = +2
Balance Dex* 5 = +2 +3
Bluff Cha -1 = -1
Climb Str* 11 = +3 +8
Concentration Con 3 = +3
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gather Information Cha -1 = -1
Handle Animal Cha 1 = -1 +2
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha -1 = -1
Jump Str* 9 = +3 +4
Listen Wis 8 = +0 +8
Move Silently Dex* 2 = +2
Ride Dex 4 = +2 +2
Search Int 6 = +2 +4
Sense Motive Wis 0 = +0
Spot Wis 4 = +0 +4
Survival Wis 8 = +0 +8
Swim Str** 5 = +3 +2
Use Rope Dex 5 = +2 +3


* = check penalty for wearing armor


Dwarf:


+2 constitution / -2 charisma (already included)

Can move 20 feet even if in heavy armor

Darkvision (see 60 feet in pitch-dark)

Stonecunning (+2 on searching stone, intuit depth)

+4 to avoid being bullrushed while standing on ground

+2 racial bonus on saves vs. poison

+2 racial bonus on saves vs. spells / spell-like abilities

+1 racial bonus to hit orcs and goblinoids

+4 dodge bonus on AC against giants

+4 stability bonus to avoid being tripped/bull rushed standing on ground

+2 racial bonus on appraise checks if stone/metal

Barbarian:

Diehard

Rage

Fast Movement (already included)

Uncanny Dodge (level 2)

Trap Sense (level 3)

Improved Uncanny Dodge (level 5)

This barbarian can read/write.


Gurguannin's Equipment:


46 lb Armor + weapons
6 lb Arrows (quiver of 20) x2
2 lb Backpack
5 lb Bedroll

5 lb Block and tackle
2 lb Caltrops
5 lb Crowbar
Fishhook
5 lb Fishing net
Flint and steel
4 lb Grappling hook
2 lb Lantern (hooded)
1 lb Mug
2 lb Oil flasks x2
10 lb Pick
1 lb Pitons x2
10 lb Rope (50', hempen) x1
5 lb Rope (50', silk) x1
1 lb Sacks x1
1 lb Sealing wax
Sewing needle
Signal whistle
8 lb Shovel
20 lb Tent
12 lb Waterskins x3
1 lb Whetstone
5 lb Climber's kit
_____
159 lb

+1 greataxe 2320 gp
+2 breastplate 4350 gp
Longbow str +3 400 gp

Pony carries everything.



More about Gurguannin:

Gurguannin is the younger son of a clan chieftain. The clan was an outpost of the great dwarven empire, who stubbornly refused to give way after the empire collapsed. They live deep within the mountains at the edge of the underdark. Their live is hard and filled with danger, and slowly the clan is diminishing. Gurguannin was sent out to seek help or allies.




Last edited by DrZombie; 7th September 2007 at 01:37 PM..
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Old 5th September 2007, 10:42 PM   #56 (permalink)
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Go ahead and start posting characters to the Character Record.

Also I'm "considering" some changes. I don't want to disrupt anyone's ideas that are set up so I won't mess with anything complicated.
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Old 5th September 2007, 11:00 PM   #57 (permalink)
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Since nobody has used them yet, I'm taking bards and Wood Elves off the lists. I'm replacing them with spellthief and Goliath respectively. Goliath are obviously altered (simplified and toned down).

I'm giving the barbarian class [Diehard] as a bonus feat at first level.


I'm altering fighter weapon focus stuff and ranger combat styles. It's a major change but I think it sounds fun. It's in the RG.


Now here's some questions:

Would the druid in the party find this idea interesting? You can find any non-core domains and such in the srd (I use this.)

Druids
Druids will use the Wild Shape Variant: Aspect of Nature from Unearthed Arcanna.

Druids lose their ability to spontaneously cast summoning spells. Instead, each druid may choose a single domain from the following list: Air, Animal, Earth, Fire, Healing, Plant, Sun, Water, and Weather. Druids can spontaneously cast spells from their chosen domain. The druid also gains the domain's granted power, except as noted below.

* Druids who select the Animal domain or the Plant domain gain Skill Focus (Knowledge [nature]).
* A druid who chooses the Sun domain gains the ability to turn undead 1/day as a cleric of her druid level.
* Druids who select the Weather domain gain Skill Focus (Survival).




And a question for our high-elf wizard:

Would you prefer to be a gray elf at all? The only difference mechanically is -2 Str, +2 Int. I was considering using them instead, and since they are slightly better for wizards I thought they might better fit the game.

Second, would you be interested in using this variant:

Wizard
Wizards cannot specialize (become evokers/enchanters/necromancers/etc.) However, all wizards get to pick one domain from the list below. Wizards can spontaneously cast spells from their domain in place of other prepared spells. The wizard automatically adds each new domain spell to his list of known spells as soon as he becomes able to cast it. These spells do not count against his two new spells known per wizard level.

ABJURATION DOMAIN
0 - resistance;
1st - shield;
2nd - resist energy;
3rd - dispel magic;
4th - remove curse;
5th - mage's private sanctum;
6th - greater dispel magic;
7th - banishment;
8th - mind blank;
9th - prismatic sphere.

ANTIMAGIC DOMAIN
0 - detect magic;
1st - protection from chaos/evil/good/law;
2nd - obscure object;
3rd - dispel magic;
4th - lesser globe of invulnerability;
5th - break enchantment;
6th - antimagic field;
7th - spell turning;
8th - protection from spells;
9th - mage's disjunction.

BATTLE DOMAIN
0 - daze;
1st - true strike;
2nd - protection from arrows;
3rd - greater magic weapon;
4th - fire shield;
5th - interposing hand;
6th - transformation;
7th - power word blind;
8th - moment of prescience;
9th - time stop.

COLD DOMAIN
0 - ray of frost;
1st - chill touch;
2nd - chill metal (as 2nd-level druid spell);
3rd - sleet storm;
4th - wall of ice;
5th - cone of cold;
6th - freezing sphere;
7th - delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage);
8th - polar ray;
9th - comet swarm (as meteor swarm, but deals cold damage instead of fire damage).

CONJURATION DOMAIN
0 - acid splash;
1st - mage armor;
2nd - web;
3rd - stinking cloud;
4th - summon monster IV;
5th - wall of stone;
6th - acid fog;
7th - summon monster VII;
8th - maze;
9th - gate.

DIVINATION DOMAIN
0 - detect magic;
1st - detect secret doors;
2nd - see invisibility;
3rd - arcane sight;
4th - arcane eye;
5th - prying eyes;
6th - true seeing;
7th - greater arcane sight;
8th - discern location;
9th - foresight.

ENCHANTMENT DOMAIN
0 - daze;
1st - charm person;
2nd - hideous laughter;
3rd - suggestion;
4th - confusion;
5th - hold monster;
6th - greater heroism;
7th - insanity;
8th - mass charm monster;
9th - dominate monster.

EVOCATION DOMAIN
0 - light;
1st - magic missile;
2nd - flaming sphere;
3rd - lightning bolt;
4th - shout;
5th - wall of force;
6th - forceful hand;
7th - mage's sword;
8th - telekinetic sphere;
9th - crushing hand.

FIRE DOMAIN
0 - flare;
1st - burning hands;
2nd - scorching ray;
3rd - fireball;
4th - wall of fire;
5th - cone of fire (as cone of cold, but deals fire damage instead of cold damage);
6th - summon monster VI (fire creatures only);
7th - delayed blast fireball;
8th - incendiary cloud;
9th - meteor swarm.

ILLUSION DOMAIN
0 - ghost sound;
1st - disguise self;
2nd - invisibility;
3rd - major image;
4th - phantasmal killer;
5th - shadow evocation;
6th - mislead;
7th - mass invisibility;
8th - scintillating pattern;
9th - shades.

NECROMANCY DOMAIN
0 - disrupt undead;
1st - ray of enfeeblement;
2nd - false life;
3rd - vampiric touch;
4th - fear;
5th - waves of fatigue;
6th - circle of death;
7th - control undead;
8th - horrid wilting;
9th - energy drain.

STORM DOMAIN
0 - ray of frost;
1st - obscuring mist (as 1st-level cleric spell);
2nd - gust of wind;
3rd - lightning bolt;
4th - ice storm;
5th - control winds (as 5th-level druid spell);
6th - chain lightning;
7th - control weather;
8th - whirlwind (as 8th-level druid spell);
9th - storm of vengeance (as 9th-level cleric spell).

TRANSMUTATION DOMAIN
0 - mage hand;
1st - expeditious retreat;
2nd - levitate;
3rd - haste;
4th - polymorph;
5th - baleful polymorph;
6th - disintegrate;
7th - reverse gravity;
8th - iron body;
9th - shapechange.

Last edited by Creamsteak; 5th September 2007 at 11:07 PM..
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Old 5th September 2007, 11:31 PM   #58 (permalink)
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To run the list:

Changed Rangers, Fighters, Paladins, Barbarians.

Proposing changes to Druids/Wizards.

Removed Bard.

Added Spellthief.

Proposing change to elf type (to Gray).

Cleric language changed slightly.
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Old 6th September 2007, 12:05 AM   #59 (permalink)
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I'm absolutely fine with switching to gray elf (it would net me 5 bonus hp at the cost of my diplomacy check dropping from +6 to +5). I'd have to do a bit of reading up on gray elves for my character concept, but I don't think there would be any real issue.
As for the variant wizard class, if that's where you want to go, I'll adapt, but I don't see it as being a great fit for Larian as I've drawn him up. If I switched him to artillery rather than support/buffing it would be a fine fit, but none of the domains that fit his current concept have appealing spells at all (or even most) levels.
Transmutation, for instance, would be fine at 3rd (Haste rocks), but I have no real interest in the polymorph spells (too much errata for me). The two that give Dispell Magic (abjuration and antimagic) then give remove curse (highly situational) and lesser globe of invuln. (nice when facing spellcasters, but less so at other times). I would probably be tempted to evocation or fire, and that changes my contribution to the party, putting me in potential overlap with the warlock. Plus, I like the extra spells. I hate running out too early in the day.
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Old 6th September 2007, 12:18 AM   #60 (permalink)
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Ok, I'll make the change to gray elves and not the change to wizards.
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