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Hethas' Gambit continued [top of rnd 8]
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 1297756" data-attributes="member: 748"><p>Well, I'll start as I don't have much confidence left that the game will begin again:</p><p></p><p>Rillos, male elf Abj5/Incantrix8/Arcane Archer 2: CR 15; ECL 15; Medium-size Humanoid (elf); HD 13d4+2d8+45; hp 113; Init +12; Spd 30 ft; AC 22 (+8 Dex +4 Haste); Melee MW Rapier +16/+11 (1d6-1, 18-20/x2); Ranged longbow +25/+20 (1d8+6/crit x3) (not including arrows); SA enchant arrow +1, imbue arrow, spells; SQ elven traits, hardy spirit, send away, summon familiar; AL N; SV Fort +13, Ref +17, Will +13; Str 8, Dex 20 (26), Con 14 (18), Int 16 (22), Wis 10, Cha 8.</p><p>Explanation of Attack Bonus: Longbow-BAB +8/+3, +8 Dex, +5 Weapon, +1 Weapon Focus, +2 bracers of archery - at Minimum +1 from Arrows (due to Arcane Archer's enchant arrows ability), so minimum of +25/+20 (above)</p><p>Occasional Attack Bonus Modifiers: Potion of Heroism (+2), Point Blank Shot (+1), +4 Arrows from Greater Magic Weapon, Quickened True Strike (+20) (So up to +50 when not within Point Blank Range)</p><p>Skills and Feats: Concentration +17, Hide +11, Knowledge (arcana) +18, Knowledge (the planes) +14, Listen +10, Move Silently +11, Spellcraft +18, Spot +10; Enlarge Spell, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Scribe Scroll (Virtual), Quicken Spell, Weapon Finesse (Rapier), Weapon Focus (Longbow).</p><p>SA-Enchant Arrow (Su): Every nonmagical arrow fired by Rillos acts as a +1 arrow; this arrow will not function for other characters.</p><p>SQ-Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword or rapier, proficient: longbows and shortbows.</p><p>Send Away (Ex): The incantatrix gains a +2 bonus to all dispel checks and caster level checks to harm, banish, or overcome the spell resistance of outsiders. This includes dispel checks to dispel a summon monster spell. </p><p>Hardy Spirit (Su): At 4th level, the incantatrix becomes immune to death effects and energy drain attacks.</p><p>Instant Metamagic (Su): Once per day, the 7th-level incantatrix can use a single metamagic effect of any metamagic feat she knows on a spell without preparing it beforehand or increasing its casting time. The spell works as if prepared with the metamagic feat except it uses the same spell slot. This can only be used to enhance an Abjuration or Transmutation spell.</p><p>Improved Metamagic (Su): At 8th level, the incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the feat's level increase upon a spell is reduced by one (this can't reduce an increase to less than one level, or less than zero levels if the increase is already +0). For example, an incantatrix wizard could prepare a quickened fireball as a 6th-level spell instead of a 7th-level spell. This can never be used to lower a spell slot by more than one level. </p><p></p><p>Wizard Spells Prepared (4/7/7/6/6/5/4/2) (Conjuration and Enchantment banned):</p><p>0-Detect Magic x4</p><p>1-Expiditious Retreat, Shield (x2), True Strike (x4)</p><p>2-Locate Object (x5), Protection from Arrows, See Invisibility</p><p>3-Fly, Greater Magic Weapon (x2), Haste (x3)</p><p>4-Dimensional Door (x2), Quickened True Strike (x3)</p><p>5-Quickened True Strike (x3), Repulsion</p><p>6-Antimagic Field (x4)</p><p>7-Enlarged Antimagic Field (x2)</p><p>Typical Combat Round (after Hasted, perferably Invisible)-Use hasted partial action to cast Antimagic Field, imbuing it into an arrow, Quickened True Strike, fire arrow with main action (around +50 attack bonus), move using move 60 ft. as equivilant action.</p><p>Equipment: Masterwork Rapier (320), +5 Darkwood Longbow (59,375), 200 arrows (10), Amulet of Health +4 (16,000), Boots of Striding and Springing (6,000), Bracers of Archery (5,100), Cloak of Resistance +3 (9,000), Gloves of Dexterity +6 (36,000), Headband of Intellect +6 (36,000). 260 Gold remaining for misc. cheap items like 3 Spell Component Pouches.</p><p>Expendable Items: Dust of Disappearance x2 (7,000), Potion of Heroism (900)</p><p>SCROLLS-True Seeing x2 (3,800), Wall of Force x 4 (4,500), Scroll of Fly (375)</p><p>POISONS-8 doses of Wyvern Poison (24,000)</p><p></p><p>In retrospect I messed up alot of things when I made my character. Spell memorization for one (should have loaded more Dispel Magic's and offensive spells and I forgot at the time that Locate Object only helped me get a sense of the direction of combatants, not their exact location). I took some things out that I thought were too powerful like dust of choking and sneezing-which probably would have been disallowed anyways. I forgot about the haste change Seasong was using, and I wasn't allowed the 3.0 SRD version of the arcane archer, which would have allowed me to make two imbued arrow shots or simply not waste my 5th level slots with quickened true strike. The weapon finesse is there simply because I forgot to pick up Far Shot (or possibly Rapid Shot).</p><p></p><p>My character's main "schtick" was 6 arrows that I imbued Antimagic Field with. Upon hitting, the antimagic field would stick to the target (with a +50 attack bonus from my Quickened True Strike) and would basically render them nearly powerless for the rest of the match. To actually be able to kill said antimagic'd arena members I have Wyvern Poison, after noting how vulnerable almost all PCs were without magical items to boost their fortitude save, and protect or cure them from poison. I delayed using this tactic because A) the environmental conditions were nasty for ranged attacks, B) the longer I went on without using any powerful move, the more people would underestimate me and aim their more powerful attacks elsewhere, C) I was waiting for there to be only 5 or 6 PCs left before I made my attack and D) I was afraid my tactic would be nerfed after it's first use.</p><p></p><p>So there's Rillos in a nutshell.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 1297756, member: 748"] Well, I'll start as I don't have much confidence left that the game will begin again: Rillos, male elf Abj5/Incantrix8/Arcane Archer 2: CR 15; ECL 15; Medium-size Humanoid (elf); HD 13d4+2d8+45; hp 113; Init +12; Spd 30 ft; AC 22 (+8 Dex +4 Haste); Melee MW Rapier +16/+11 (1d6-1, 18-20/x2); Ranged longbow +25/+20 (1d8+6/crit x3) (not including arrows); SA enchant arrow +1, imbue arrow, spells; SQ elven traits, hardy spirit, send away, summon familiar; AL N; SV Fort +13, Ref +17, Will +13; Str 8, Dex 20 (26), Con 14 (18), Int 16 (22), Wis 10, Cha 8. Explanation of Attack Bonus: Longbow-BAB +8/+3, +8 Dex, +5 Weapon, +1 Weapon Focus, +2 bracers of archery - at Minimum +1 from Arrows (due to Arcane Archer's enchant arrows ability), so minimum of +25/+20 (above) Occasional Attack Bonus Modifiers: Potion of Heroism (+2), Point Blank Shot (+1), +4 Arrows from Greater Magic Weapon, Quickened True Strike (+20) (So up to +50 when not within Point Blank Range) Skills and Feats: Concentration +17, Hide +11, Knowledge (arcana) +18, Knowledge (the planes) +14, Listen +10, Move Silently +11, Spellcraft +18, Spot +10; Enlarge Spell, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Scribe Scroll (Virtual), Quicken Spell, Weapon Finesse (Rapier), Weapon Focus (Longbow). SA-Enchant Arrow (Su): Every nonmagical arrow fired by Rillos acts as a +1 arrow; this arrow will not function for other characters. SQ-Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword or rapier, proficient: longbows and shortbows. Send Away (Ex): The incantatrix gains a +2 bonus to all dispel checks and caster level checks to harm, banish, or overcome the spell resistance of outsiders. This includes dispel checks to dispel a summon monster spell. Hardy Spirit (Su): At 4th level, the incantatrix becomes immune to death effects and energy drain attacks. Instant Metamagic (Su): Once per day, the 7th-level incantatrix can use a single metamagic effect of any metamagic feat she knows on a spell without preparing it beforehand or increasing its casting time. The spell works as if prepared with the metamagic feat except it uses the same spell slot. This can only be used to enhance an Abjuration or Transmutation spell. Improved Metamagic (Su): At 8th level, the incantatrix has mastered metamagic to such an extent that whenever she uses a metamagic feat, the feat's level increase upon a spell is reduced by one (this can't reduce an increase to less than one level, or less than zero levels if the increase is already +0). For example, an incantatrix wizard could prepare a quickened fireball as a 6th-level spell instead of a 7th-level spell. This can never be used to lower a spell slot by more than one level. Wizard Spells Prepared (4/7/7/6/6/5/4/2) (Conjuration and Enchantment banned): 0-Detect Magic x4 1-Expiditious Retreat, Shield (x2), True Strike (x4) 2-Locate Object (x5), Protection from Arrows, See Invisibility 3-Fly, Greater Magic Weapon (x2), Haste (x3) 4-Dimensional Door (x2), Quickened True Strike (x3) 5-Quickened True Strike (x3), Repulsion 6-Antimagic Field (x4) 7-Enlarged Antimagic Field (x2) Typical Combat Round (after Hasted, perferably Invisible)-Use hasted partial action to cast Antimagic Field, imbuing it into an arrow, Quickened True Strike, fire arrow with main action (around +50 attack bonus), move using move 60 ft. as equivilant action. Equipment: Masterwork Rapier (320), +5 Darkwood Longbow (59,375), 200 arrows (10), Amulet of Health +4 (16,000), Boots of Striding and Springing (6,000), Bracers of Archery (5,100), Cloak of Resistance +3 (9,000), Gloves of Dexterity +6 (36,000), Headband of Intellect +6 (36,000). 260 Gold remaining for misc. cheap items like 3 Spell Component Pouches. Expendable Items: Dust of Disappearance x2 (7,000), Potion of Heroism (900) SCROLLS-True Seeing x2 (3,800), Wall of Force x 4 (4,500), Scroll of Fly (375) POISONS-8 doses of Wyvern Poison (24,000) In retrospect I messed up alot of things when I made my character. Spell memorization for one (should have loaded more Dispel Magic's and offensive spells and I forgot at the time that Locate Object only helped me get a sense of the direction of combatants, not their exact location). I took some things out that I thought were too powerful like dust of choking and sneezing-which probably would have been disallowed anyways. I forgot about the haste change Seasong was using, and I wasn't allowed the 3.0 SRD version of the arcane archer, which would have allowed me to make two imbued arrow shots or simply not waste my 5th level slots with quickened true strike. The weapon finesse is there simply because I forgot to pick up Far Shot (or possibly Rapid Shot). My character's main "schtick" was 6 arrows that I imbued Antimagic Field with. Upon hitting, the antimagic field would stick to the target (with a +50 attack bonus from my Quickened True Strike) and would basically render them nearly powerless for the rest of the match. To actually be able to kill said antimagic'd arena members I have Wyvern Poison, after noting how vulnerable almost all PCs were without magical items to boost their fortitude save, and protect or cure them from poison. I delayed using this tactic because A) the environmental conditions were nasty for ranged attacks, B) the longer I went on without using any powerful move, the more people would underestimate me and aim their more powerful attacks elsewhere, C) I was waiting for there to be only 5 or 6 PCs left before I made my attack and D) I was afraid my tactic would be nerfed after it's first use. So there's Rillos in a nutshell. [/QUOTE]
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