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<blockquote data-quote="kinem" data-source="post: 5789913" data-attributes="member: 24234"><p>JA, I assumed that Heinz was able to borrow spellbooks to get additional spells known (paying the standard fees) instead of buying scrolls (which is more expensive). Let me know if that's not the case.</p><p></p><p>[sblock=Heinz Walker, LN human magus 5]</p><p>[sblock=stats]</p><p>AC 18 (+2 dex, +1 dodge, +5 armor); touch 13, ff 15</p><p></p><p>saves Fort +6, Reflex +3, Will +4; move 30'; BAB +3; CMD 17; CMB +5; HD 5d8+10; hp 42</p><p></p><p>load w/MW backpack 66 light, 133 med, 200 heavy</p><p></p><p>Str 14/+2</p><p>Dex 14/+2; init +2</p><p>Con 14/+2</p><p>Int 20 (22 w/ headband)/+6; concentration +13 (+17 combat casting); cast defensively DC 15 + 2 x spell level</p><p>Wis 10/+0</p><p>Cha 7/-2</p><p></p><p>attacks:</p><p>longsword +6 melee two handed (1d8+4, 19-20/x2) or one handed (1d8+3, 19-20/x2)</p><p>or flail +5 melee two handed (1d8+3, 20/x2) or one handed (1d8+2, 20/x2)</p><p>or longbow +6 ranged (+7 w/PBS within 30') (1d8+3, 20/x3, 100' range inc)</p><p></p><p>traits: Focused mind (+2 conc), Armor expert (-1 on ACP)</p><p>feats: Combat casting, Dodge, Point Blank Shot, Rapid Shot, Toppling Spell (force spell only, +1 spell level inc)</p><p></p><p>The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).</p><p></p><p>(3+5)*5 skill ranks + headband</p><p></p><p>skills (ranks/tot; acp=0): climb 5/10, handle animal 5/3, knowledge (arcana) 4/13, knowledge (dungeoneering) 5/14, ride 5/10, swim 1/6, spellcraft 5/14, perception 5/5, stealth 5/7, survival 5/5</p><p>[/sblock]</p><p>[sblock=spells]</p><p>spells in spellbooks: 15 0th, 16 1st, 7 2nd (includes spells obtained by paying to borrow spellbooks)</p><p>0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark</p><p>1: burning hands, chill touch, color spray, corrosive touch, feather fall, floating disk, frostbite, grease, infernal healing, magic missile, ray of enfeeblement, shocking grasp, shield, silent image, true strike, unseen servant</p><p>2: cat's grace, flaming sphere, invisibility, mirror image, glitterdust, stone call, web</p><p></p><p>spells/day: 4 0th, 6 1st, 4 2nd; DC 16 + spell level; note spell recall</p><p></p><p>typical spells prepared:</p><p>0: detect magic, ghost sound, light, prestidigitation</p><p>1: color spray, frostbite (1d6+5 nonlethal + fatigue; 5 times), infernal healing, magic missile (3 x 1d4+1), shocking grasp (5d6), shield</p><p>2: flaming sphere (3d6), mirror image (1d4+1 images), stone call (2d6), toppling magic missile (+11 trip)</p><p></p><p>Arcane Pool (Su): 8 points. The pool refreshes once per day when the magus prepares his spells.</p><p>At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst.</p><p></p><p>Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.</p><p></p><p>Spell Combat (Ex)</p><p>At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.</p><p></p><p>Spellstrike (Su)</p><p>At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.</p><p></p><p>Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.</p><p></p><p>Magus Arcana: </p><p>Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.</p><p>[/sblock]</p><p>[sblock=equipment]</p><p>equipment: 10k magic (max 5k 1 item) + 2740 gp</p><p>10k (9995 gp):</p><p>headband of vast intelligence +2 (knowledge: dungeoneering); 4k; 1 lb</p><p>+1 longsword (1d8, 19-20/x2); 2315 gp; 4 lbs</p><p>+1 composite (+2 str) darkwood longbow (1d8; 20/x3; 110' range inc); 2630 gp; 1.5 lbs</p><p>Quiver of Endless Arrows, 900 gp, 3 lbs</p><p>potion of cure light wounds (1d8+1); 50 gp</p><p>potion of protection from evil (x2); 100 gp</p><p></p><p>2740 gp:</p><p>+1 chain shirt (net ACP 0); 1250 gp; 25 lbs</p><p></p><p>spells from borrowed spellbooks, written in spellbook:</p><p>-floating disk, 15 gp</p><p>-infernal healing, 15 gp</p><p>-corrosive touch, 15 gp</p><p>-unseen servant, 15 gp</p><p>-ray of enfeeblement, 15 gp</p><p>-web, 60 gp</p><p>-invisibility, 60 gp</p><p>-cat's grace, 60 gp</p><p></p><p>spellbook, 3 lbs</p><p>duplicate spellbook (with copied spells), 272.5 gp, 3 lbs</p><p>spell component pouch (x2), 10 gp, 4 lbs</p><p></p><p>arrow, grappling, 1 gp, 0.5 lbs</p><p>cold iron flail (1d8, 20/x2, disarm, trip), 16 gp, 5 lbs</p><p>weapon cord, 1 sp</p><p>periscope, 20 gp, 4 lbs</p><p></p><p>masterwork backpack (treat str as 1 higher for carrying capacity), 50 gp, 2 lbs</p><p>waterskin, 1 gp, 4 lbs</p><p>bedroll, 0.1 gp, 5 lbs</p><p>clothing, explorer's outfit, 8 lbs</p><p>clothing, traveler's outfit (x2), 2 gp, 10 lbs</p><p>compass, 10 gp, 0.5 lb</p><p>rope, silk, 50'; 10 gp, 5 lbs</p><p>MW manacles, 50 gp, 2 lbs</p><p>signal whistle (x10), 8 gp</p><p>game, board (Siege, a strategy game), 5 gp, 2 lbs</p><p>acid flask, 10 gp, 1 lb (focus for acid splash, +1 damage)</p><p>liquid ice, 40 gp, 2 lb (focus for ray of frost, +1 damage)</p><p>alchemists' fire, 20 gp, 1 lb (consumable component for flaming sphere; targets catch fire)</p><p>alchemical grease (x2), 10 gp, 2 lb (consumable component for grease; +1 DC)</p><p>bag, waterproof (x2), 1 gp, 1 lb</p><p></p><p>ink (1 oz), 8 gp</p><p>inkpen, 1 sp</p><p>paper (10 sheets), 4 gp</p><p>34 gp, 7 sp</p><p>[/sblock]</p><p>[sblock=horse]</p><p>horse "Peeko"; black; Heinz has handle animal +3 vs DC 10 to command a horse</p><p>heavy, war trained (extra 225 gp over riding horse); carrying 3 weeks' rations for Heinz</p><p>AC 19 (t 13, ff 15); hp 19; Fort +8, Ref +7, Will +3; Init +4; Speed 50 ft; Perception +8</p><p>Melee bite +5 (1d4+5), 2 hooves +5 (1d6+2)</p><p>chain shirt barding (+4 horse AC, -2 ACP), 400 gp</p><p>military saddle, 20 gp</p><p>bit & bridle, 2 gp, 1 lb</p><p>saddlebags, 4 gp, 8 lbs; hold 250 lbs</p><p>animal feed, 10 days, 0.5 gp, 100 lbs</p><p>[/sblock]</p><p>[sblock=description]</p><p>Heinz is 6'0" tall, 180 lbs, 27 years old, and has black hair and dark brown eyes. He is single.</p><p></p><p>He is gruff and speaks bluntly, which sometimes makes him a poor leader, but his impressive combat skills are in high demand. He is proud of his ability to mix magic and martial skills. His motto is "Confidence is earned but courage earns it."</p><p></p><p>He was pleased to get the offer to be a warden of RoseDown and is eager for the practical experience as a test of his largely theoretical strategic and leadership skills. The salary sounds good to him as well.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="kinem, post: 5789913, member: 24234"] JA, I assumed that Heinz was able to borrow spellbooks to get additional spells known (paying the standard fees) instead of buying scrolls (which is more expensive). Let me know if that's not the case. [sblock=Heinz Walker, LN human magus 5] [sblock=stats] AC 18 (+2 dex, +1 dodge, +5 armor); touch 13, ff 15 saves Fort +6, Reflex +3, Will +4; move 30'; BAB +3; CMD 17; CMB +5; HD 5d8+10; hp 42 load w/MW backpack 66 light, 133 med, 200 heavy Str 14/+2 Dex 14/+2; init +2 Con 14/+2 Int 20 (22 w/ headband)/+6; concentration +13 (+17 combat casting); cast defensively DC 15 + 2 x spell level Wis 10/+0 Cha 7/-2 attacks: longsword +6 melee two handed (1d8+4, 19-20/x2) or one handed (1d8+3, 19-20/x2) or flail +5 melee two handed (1d8+3, 20/x2) or one handed (1d8+2, 20/x2) or longbow +6 ranged (+7 w/PBS within 30') (1d8+3, 20/x3, 100' range inc) traits: Focused mind (+2 conc), Armor expert (-1 on ACP) feats: Combat casting, Dodge, Point Blank Shot, Rapid Shot, Toppling Spell (force spell only, +1 spell level inc) The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). (3+5)*5 skill ranks + headband skills (ranks/tot; acp=0): climb 5/10, handle animal 5/3, knowledge (arcana) 4/13, knowledge (dungeoneering) 5/14, ride 5/10, swim 1/6, spellcraft 5/14, perception 5/5, stealth 5/7, survival 5/5 [/sblock] [sblock=spells] spells in spellbooks: 15 0th, 16 1st, 7 2nd (includes spells obtained by paying to borrow spellbooks) 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark 1: burning hands, chill touch, color spray, corrosive touch, feather fall, floating disk, frostbite, grease, infernal healing, magic missile, ray of enfeeblement, shocking grasp, shield, silent image, true strike, unseen servant 2: cat's grace, flaming sphere, invisibility, mirror image, glitterdust, stone call, web spells/day: 4 0th, 6 1st, 4 2nd; DC 16 + spell level; note spell recall typical spells prepared: 0: detect magic, ghost sound, light, prestidigitation 1: color spray, frostbite (1d6+5 nonlethal + fatigue; 5 times), infernal healing, magic missile (3 x 1d4+1), shocking grasp (5d6), shield 2: flaming sphere (3d6), mirror image (1d4+1 images), stone call (2d6), toppling magic missile (+11 trip) Arcane Pool (Su): 8 points. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike (Su) At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast. Magus Arcana: Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn. [/sblock] [sblock=equipment] equipment: 10k magic (max 5k 1 item) + 2740 gp 10k (9995 gp): headband of vast intelligence +2 (knowledge: dungeoneering); 4k; 1 lb +1 longsword (1d8, 19-20/x2); 2315 gp; 4 lbs +1 composite (+2 str) darkwood longbow (1d8; 20/x3; 110' range inc); 2630 gp; 1.5 lbs Quiver of Endless Arrows, 900 gp, 3 lbs potion of cure light wounds (1d8+1); 50 gp potion of protection from evil (x2); 100 gp 2740 gp: +1 chain shirt (net ACP 0); 1250 gp; 25 lbs spells from borrowed spellbooks, written in spellbook: -floating disk, 15 gp -infernal healing, 15 gp -corrosive touch, 15 gp -unseen servant, 15 gp -ray of enfeeblement, 15 gp -web, 60 gp -invisibility, 60 gp -cat's grace, 60 gp spellbook, 3 lbs duplicate spellbook (with copied spells), 272.5 gp, 3 lbs spell component pouch (x2), 10 gp, 4 lbs arrow, grappling, 1 gp, 0.5 lbs cold iron flail (1d8, 20/x2, disarm, trip), 16 gp, 5 lbs weapon cord, 1 sp periscope, 20 gp, 4 lbs masterwork backpack (treat str as 1 higher for carrying capacity), 50 gp, 2 lbs waterskin, 1 gp, 4 lbs bedroll, 0.1 gp, 5 lbs clothing, explorer's outfit, 8 lbs clothing, traveler's outfit (x2), 2 gp, 10 lbs compass, 10 gp, 0.5 lb rope, silk, 50'; 10 gp, 5 lbs MW manacles, 50 gp, 2 lbs signal whistle (x10), 8 gp game, board (Siege, a strategy game), 5 gp, 2 lbs acid flask, 10 gp, 1 lb (focus for acid splash, +1 damage) liquid ice, 40 gp, 2 lb (focus for ray of frost, +1 damage) alchemists' fire, 20 gp, 1 lb (consumable component for flaming sphere; targets catch fire) alchemical grease (x2), 10 gp, 2 lb (consumable component for grease; +1 DC) bag, waterproof (x2), 1 gp, 1 lb ink (1 oz), 8 gp inkpen, 1 sp paper (10 sheets), 4 gp 34 gp, 7 sp [/sblock] [sblock=horse] horse "Peeko"; black; Heinz has handle animal +3 vs DC 10 to command a horse heavy, war trained (extra 225 gp over riding horse); carrying 3 weeks' rations for Heinz AC 19 (t 13, ff 15); hp 19; Fort +8, Ref +7, Will +3; Init +4; Speed 50 ft; Perception +8 Melee bite +5 (1d4+5), 2 hooves +5 (1d6+2) chain shirt barding (+4 horse AC, -2 ACP), 400 gp military saddle, 20 gp bit & bridle, 2 gp, 1 lb saddlebags, 4 gp, 8 lbs; hold 250 lbs animal feed, 10 days, 0.5 gp, 100 lbs [/sblock] [sblock=description] Heinz is 6'0" tall, 180 lbs, 27 years old, and has black hair and dark brown eyes. He is single. He is gruff and speaks bluntly, which sometimes makes him a poor leader, but his impressive combat skills are in high demand. He is proud of his ability to mix magic and martial skills. His motto is "Confidence is earned but courage earns it." He was pleased to get the offer to be a warden of RoseDown and is eager for the practical experience as a test of his largely theoretical strategic and leadership skills. The salary sounds good to him as well.[/sblock][/sblock] [/QUOTE]
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