Expedition to the Craters. (3.5 gestalt with optional Arcana Evolved, and Kender.)

Can I use the Immediate Magic option for Wizards in PHB2 (pg 68)? It would replace the wizard's familiar feature with: Sudden Shift (5/day): As an immediate action, you temporarily change your form to grant yourself a climb, fly or swim speed equal to your current land speed. If you activate this ability during your turn, it lasts until the end of that turn; otherwise it lasts until the end of your next turn.

Does a faen get both a starting talent feat and a starting ceremonial feat? Or just one feat as in 3.5?
 

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Okay, this is mostly done other than the issues above and a better background.

Name: Aylana Sellsword
Race: Female Loresong Faen
Gestalt Class A: Wizard-1
Gestalt Class B: Magister-1
Alignment: Neutral Good
Experience: 0/1000
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 13 (+1)
Charisma: 13 (+1)
Languages: Common, Faen, Abyssal,
Celestial, Draconic, Infernal, Sylvan​
Initiative: +2
Speed: 20 ft
Hit Dice: 1d6+2
HP: 8/8
SKILLS skill name (ranks): +bonus [-]untrained skill, unusable[/-]
Appraise: +5
Balance: +3
Bluff: +1
Climb: +0
Concentration (4): +6
Decipher Script (4): +9
Diplomacy: +1
[-]Disable Device:[/-]
Disguise: +1
Escape Artist: +3
Forgery: +5
Gather Information: +1
[-]Handle Animal:[/-]
Heal: +1
Hide: +7
Intimidate: +1
Jump: +0
Knowledge: Arcana (4): +10
Knowledge: Dungeoneering (2): +7
Knowledge: Geography (2): +7
Knowledge: History (2): +7
Knowledge: Nature (2): +7
Knowledge: Planes (2): +7
Knowledge: Religion (2): +7
Listen: +1
Move Silently: +5
[-]Open Lock:[/-]
Ride: +3
Search: +5
Sense Motive: +1
[-]Sleight of Hand:[/-]
Spellcraft (4): +16
Spot: +1
Survival: +1
Swim: +0
Tumble: +3
[-]Use Magic Device:[/-]
Use Rope: +3
OFFENSE AB: +1 (+0 base, +1 size)
Weapon
Quarterstaff, 1h
ranged touch attack
To Hit
+1
+4
Damage
1d4
by spell
Range

by spell
Notes

by spell
DEFENSE
AC: 18 (+3 Dex, +1 Size, +4 mage armor)
touch: 14
flat-footed: 15​
Fort: +2 (base +0, Con + 2)
Ref: +3 (base +0, Dex + 3)
Will: +3 (base +2, Wis + 1)
Spells Prepared/Readied (and other n/day items)
Wizard (CL:1)
Cantrips (3+1): Mage Hand, Message, Ray of Frost, Read Magic
1st Level (3+1): Expeditious Retreat, Grease, [-]Mage Armor[/-], Sleep
Magister (CL:1, 0 without staff)
0 Level (6/7): Appropriate Size, Canny Effort, Detect Magic, Disorient, Hygiene, Repair (lesser), Seeker
1st Level (5/5): Distraction, Mud Ball, Open Lock, Stone Blast, Transfer Wounds
Faen Spell-like Abilities
1/day each - detect magic, ghostsound, lesser glowglobe
Sudden Shift uses (3/5): gain fly, climb, or swim speed equal to normal speed.​

[sblock="FEATURES AND TRAITS"]Armor Proficiencies: None
Weapons Proficiencies: club, dagger, heavy crossbow, light crossbow, and quarterstaff
Race: Loresong Faen
Ability Score Modifiers: +2 Int, -2 Str
Skill bonuses: +2 Move Silently (Sneak), +2 Spellcraft, +4 Hide (small size)
Low-light vision
Innate Spell-like Abilities (Sp): 1/day -- detect magic, ghostsound, lesser glowglobe
Feats
Affinity With Skill: Spellcraft (talent) - +4 inherent bonus to Spellcraft checks.
Eldritch Training (ceremonial) - Ability to apply eldritch template to any spells. Grants +1 competence bonus to Spellcraft and Knowledge (Arcana) check.
Eldritch Template - Spells cast with this template gain +1 bonus to their DC, or +2 bonus when laden.​
Scribe Scroll (item creation)

Class: Wizard
Skill points per level: 2 + Int (x4 at first level)
Immediate Magic (Ex): (From PHB2, replaces Familiar) Usable Int Mod/day: 5; Sudden Shift
Sudden Shift (Sp): As an immediate action, you temporarily change your form to grant yourself a climb, fly or swim speed equal to your current land speed. If you activate this ability during your turn, it lasts until the end of the turn; otherwise it lasts until the end of your next turn.​
Spells: Int based Default DC: 16 (10 + int mod + eldritch template + spell level)
Specialization School: Transmutation Prohibited School: Necromancy, Illusion
Spell Levels
Bonus spells for high Int
Spell per Day
Bonus Transmutations per Day
0
-
3
1
1
2
1+2
1
2
1
-
-
3
1
-
-
4
1
-
-
5
1
-
-
6
-
-
-
7
-
-
-
8
-
-
-
9
-
-
-

[td]
Spellbook:
Cantrips: Acid Splash, Arcane Mark, Daze, Detect Poison, Detect Magic, Dancing Lights, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
1st Level: Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Sleep

Class: Magister
Skill points per level: 2 + Int (x4 at first level)
Staff:
Spells: Int based. Default DC: 16+spell level (10 + int mod + eldritch template + spell level)
Available Spells: All simple and complex spells.
Spell Levels
Bonus for high Int
Spells Readied per Day
Spell Slots per Day
0
2
5+2
2+2
1
2
3+2
1+2
2
1
-
-
3
1
-
-
4
1
-
-
5
1
-
-
6
-
-
-
7
-
-
-
8
-
-
-
9
-
-
-
10
-
-
-

[td]
[/sblock][sblock="EQUIPMENT"]Spellbook
Magister's Staff
Spell component pouch
Backpack, with:
- Bedroll
- Waterskin
- Minifying Glass (a flawed magnifying glass that makes things smaller, no appraise bonus. For ease of reading large text books.)
Belt
- pouch
- Dagger in sheath
- 4 potions of cure light wounds 1d8+1 hp
[sblock="Carrying Capacity"]Light load: 25 lb. or less
Medium load: 26-50 lb.
Heavy load: 51-75 lb.
Lift over head: 75 lb.
Lift off ground: 150 lb.
Push or drag: 375 lb.[/sblock][/sblock][sblock="DESCRIPTION"]Age: 22
Height: 3’ 6”
Weight: 55 lbs
Eyes: Pale blue
Skin: Pale with a slightly bluish hue
Hair: Flame red/orange
Description: Aylana is a nerdy faen. She loves to talk about magic.
Background:
[/sblock]
 
Last edited:


QuaziquestGM

First Post
On second look, you need a spell component pouch and I think you have the staff scaled incorrectly for a small character (use 3.5 weapons scale rules if different.).
 


On second look, you need a spell component pouch and I think you have the staff scaled incorrectly for a small character (use 3.5 weapons scale rules if different.).

OH, I still need to deal with equipment and starting money at some point, too. I always forget to outfit my characters for some reason.

A little too late to write IC, I'll post tomorrow.
 


Shayuri

First Post
We should decide if we know each other, I think. It'll help guide RP.

What's this community like that we're in? Small town? Big city? Something in between?
 

QuaziquestGM

First Post
Think Colonial St. Louis. It is the western most stronghold of the civilized kingdom. To the west is a scattering of small
Human settlements, Tribal elves, independent dwarf fiefdoms, wandering goblinoid and orc clans, and ruins of past civilizations.

Probably better if you don't know each other and have been attracted to town for the party.
 


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