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My 13th-level druid... wow...
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<blockquote data-quote="Perun" data-source="post: 3207832" data-attributes="member: 6037"><p>A few spells from some of the newer splatbooks (mainly from <em>Complete Mage</em> and <em>Spell Compendium</em>) seem <em>really</em> nice, so I had to see what my character could do with them... and I was impressed <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>I just had to share <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> [sblock]</p><p><span style="font-size: 12px"><strong>MARANZEL</strong></span></p><p></p><p>Male Gnome Druid 13</p><p>Huge Magical Beast</p><p></p><p><strong>Init </strong>+3; <strong>Senses</strong> Listen +19, Spot +20; Darkvision 60 ft., blindsense 40 ft., low-light vision, scent, tremorsense 60 ft.</p><p><strong>Languages </strong>Common, Chondathan, Druidic, Undercommon, Draconic</p><p></p><p><strong>AC </strong>38, touch 15, flat-footed 35 </p><p>(–2 size, +3 Dex, +19 natural, +4 mage armor, +4 deflection)</p><p><strong>hp</strong> 211 (13 HD) [without house rules: 172 hp]</p><p><strong>Resistances</strong> fire resistance 20</p><p><strong>Immunities</strong> sneak attacks, critical hits</p><p><strong>Saves</strong> Fort +19, Refl +9, Will +13</p><p>+4 vs. spell-like abilities of fey, +1 bonus vs. illusions</p><p></p><p><strong>Speed</strong> 50 ft., burrow 10 ft., swim 50 ft.</p><p><strong>Melee</strong> 2 <em>+3 claws</em> +26 (2d6+19) and <em>+3 bite</em> +24 (3d8+11); or</p><p><strong>Melee </strong>4 <em>+3 claws</em> +26 (2d6+19)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Atk Options</strong> Blind-Fight, Power Attack, +8 bonus to resist bull rush, overrun, or trip</p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +33</p><p></p><p><strong>Spell-Like Abilities</strong></p><p>1/day — <em>ghost sound</em> (DC 10), <em>dancing lights, prestidigitation, speak with animals </em>(burrowing mammals only, duration 1 minute)</p><p><strong>Druid Spells Prepared</strong> (6/7/7/6/5/4/3/2; DC 15 + spell level) [without house rules it's one less 3rd- and 7th-level spell slot]</p><p></p><p><strong>Abilities</strong> Str 43, Dex 17, Con 28, Int 12, Wis 20, Cha 11</p><p><strong>SQ</strong> Wild Empathy +15, water breathing, druid abilities, gnome traits</p><p><strong>Feats</strong> Great Fortitude(B), Lightning Reflexes, Blind-Fight, Natural Spell, Blindsense, Dragon Wildshape, Power Attack(B)</p><p><strong>Skills</strong> Concentration +19, Escape Artist +8, Handle Animal +5, Heal +11, Jump +34, Knowledge (nature) +21, Listen +19, Ride +6, Spellcraft +10, Spot +20, Survival +25, Swim +26</p><p></p><p><strong>Leap (Ex)</strong> Maranzel can jump into the air during combat. This allows him to make four claw attacks instead of two, each with a +26 attack bonus, but he cannot bite.</p><p></p><p><strong>SPELLS USED</strong> <ul> <li data-xf-list-type="ul"> <em>heart of earth</em> (Complete mage) — Drd 4; 1 hour/level; temporary hp equal to double caster level (26); +8 to resist bull rsh, overrun, or trip attacks</li> <li data-xf-list-type="ul"> <em>heart of air</em> (Complete mage) — Drd 2; +10 enhancement bonus to Jump checks, +10 ft. enhancement to fly speed</li> <li data-xf-list-type="ul"> <em>heart of fire</em> (Complete mage) — Drd 5; +10 ft. enhancement to base speed, resistance to fire 20</li> <li data-xf-list-type="ul"> <em>heart of water</em> (Complete mage) — Drd 3; swim speed, breathe water, +5 enhancement bonus to Escape Artist</li> <li data-xf-list-type="ul"> all four <em>heart of...</em> spells — immunity to extra damage from critical hits and sneak attacks</li> <li data-xf-list-type="ul"> <em>halo of sand</em> (Sandstorm) — Drd 2; 10 min/level; +4 deflection bonus to AC</li> <li data-xf-list-type="ul"> <em>aspect of the earth hunter</em> — Drd 6; 10 min/level; change into bulette</li> <li data-xf-list-type="ul"> <em>bite of the werebear</em> (Spell compendium) — Drd 6; 1 round/level; +16 Str, +2 Dex, +8 Con, +7 natural armour, 2 claws 1d8 (medium), bite at –2 2d8 (medium), Power Attack, Blind-Fight</li> <li data-xf-list-type="ul"> <em>mage armour</em> — Wiz 1; 1 hour/level, cast by a friendly wizard</li> <li data-xf-list-type="ul"> <em>greater magic fang</em> — Drd 3; 1 hour/level, cast twice (bite, claws)</li> </ul><p></p><p>That's a total of two 2nd-level spells, three 3rd-level ones, one 4th-level, one 5th-level, and two 6th-level spells.</p><p>If one wanted to use less spells, dire bear wild shape could be substituted for <em>aspect of the earth hunter</em>, which will give increased Str (47), but slightly reduced AC and Con</p><p></p><p><u><strong>Relevant House Rules</strong></u> <ul> <li data-xf-list-type="ul"> Although we use the alternate form wild shape errata, hit points <em>do</em> change according to the new form's Constitution score (DM prefers it that way). (I added the non-house-ruled hp)</li> <li data-xf-list-type="ul"> When a character's equipment is merged with his new form (alternate form, change shape, wild shape, etc.), any bonus spell slots gained through an item that increases character's spellcasting score (<em>periapt of wisdom, headband of intellect, cloak of charisma</em>) are not lost. Spell DCs are still lowered, though. (Added the non-house-ruled spell slots.)</li> <li data-xf-list-type="ul"> Not a house rule, but still... Maranzel (the character) was originally human, but got reincarnated as a gnome around 10th level, hence the extra feat and skill points in the character's stat block.</li> <li data-xf-list-type="ul"> Maranzel was originally created with 3.0 rules and <em>Masters of the Wild</em> accessory, so his Blindsense feat works much like it did in that book, but with reduced range (40 ft.)</li> </ul><p>[/sblock]</p><p></p><p> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Perun, post: 3207832, member: 6037"] A few spells from some of the newer splatbooks (mainly from [I]Complete Mage[/I] and [I]Spell Compendium[/I]) seem [i]really[/i] nice, so I had to see what my character could do with them... and I was impressed :D I just had to share :) [sblock] [SIZE=3][B]MARANZEL[/B][/SIZE] Male Gnome Druid 13 Huge Magical Beast [B]Init [/B]+3; [B]Senses[/B] Listen +19, Spot +20; Darkvision 60 ft., blindsense 40 ft., low-light vision, scent, tremorsense 60 ft. [B]Languages [/B]Common, Chondathan, Druidic, Undercommon, Draconic [B]AC [/B]38, touch 15, flat-footed 35 (–2 size, +3 Dex, +19 natural, +4 mage armor, +4 deflection) [B]hp[/B] 211 (13 HD) [without house rules: 172 hp] [B]Resistances[/B] fire resistance 20 [B]Immunities[/B] sneak attacks, critical hits [B]Saves[/B] Fort +19, Refl +9, Will +13 +4 vs. spell-like abilities of fey, +1 bonus vs. illusions [B]Speed[/B] 50 ft., burrow 10 ft., swim 50 ft. [B]Melee[/B] 2 [I]+3 claws[/I] +26 (2d6+19) and [I]+3 bite[/I] +24 (3d8+11); or [B]Melee [/B]4 [I]+3 claws[/I] +26 (2d6+19) [b]Space[/b] 15 ft.; [b]Reach[/b] 10 ft. [B]Atk Options[/B] Blind-Fight, Power Attack, +8 bonus to resist bull rush, overrun, or trip [B]Base Atk[/B] +9; [B]Grp[/B] +33 [b]Spell-Like Abilities[/b] 1/day — [I]ghost sound[/I] (DC 10), [I]dancing lights, prestidigitation, speak with animals [/I](burrowing mammals only, duration 1 minute) [B]Druid Spells Prepared[/B] (6/7/7/6/5/4/3/2; DC 15 + spell level) [without house rules it's one less 3rd- and 7th-level spell slot] [b]Abilities[/b] Str 43, Dex 17, Con 28, Int 12, Wis 20, Cha 11 [b]SQ[/b] Wild Empathy +15, water breathing, druid abilities, gnome traits [b]Feats[/b] Great Fortitude(B), Lightning Reflexes, Blind-Fight, Natural Spell, Blindsense, Dragon Wildshape, Power Attack(B) [b]Skills[/b] Concentration +19, Escape Artist +8, Handle Animal +5, Heal +11, Jump +34, Knowledge (nature) +21, Listen +19, Ride +6, Spellcraft +10, Spot +20, Survival +25, Swim +26 [b]Leap (Ex)[/b] Maranzel can jump into the air during combat. This allows him to make four claw attacks instead of two, each with a +26 attack bonus, but he cannot bite. [B]SPELLS USED[/B][list] [*] [i]heart of earth[/i] (Complete mage) — Drd 4; 1 hour/level; temporary hp equal to double caster level (26); +8 to resist bull rsh, overrun, or trip attacks [*] [i]heart of air[/i] (Complete mage) — Drd 2; +10 enhancement bonus to Jump checks, +10 ft. enhancement to fly speed [*] [i]heart of fire[/i] (Complete mage) — Drd 5; +10 ft. enhancement to base speed, resistance to fire 20 [*] [i]heart of water[/i] (Complete mage) — Drd 3; swim speed, breathe water, +5 enhancement bonus to Escape Artist [*] all four [i]heart of...[/i] spells — immunity to extra damage from critical hits and sneak attacks [*] [i]halo of sand[/i] (Sandstorm) — Drd 2; 10 min/level; +4 deflection bonus to AC [*] [i]aspect of the earth hunter[/i] — Drd 6; 10 min/level; change into bulette [*] [i]bite of the werebear[/i] (Spell compendium) — Drd 6; 1 round/level; +16 Str, +2 Dex, +8 Con, +7 natural armour, 2 claws 1d8 (medium), bite at –2 2d8 (medium), Power Attack, Blind-Fight [*] [i]mage armour[/i] — Wiz 1; 1 hour/level, cast by a friendly wizard [*] [i]greater magic fang[/i] — Drd 3; 1 hour/level, cast twice (bite, claws)[/list] That's a total of two 2nd-level spells, three 3rd-level ones, one 4th-level, one 5th-level, and two 6th-level spells. If one wanted to use less spells, dire bear wild shape could be substituted for [i]aspect of the earth hunter[/i], which will give increased Str (47), but slightly reduced AC and Con [u][b]Relevant House Rules[/b][/u][list] [*] Although we use the alternate form wild shape errata, hit points [i]do[/i] change according to the new form's Constitution score (DM prefers it that way). (I added the non-house-ruled hp) [*] When a character's equipment is merged with his new form (alternate form, change shape, wild shape, etc.), any bonus spell slots gained through an item that increases character's spellcasting score ([i]periapt of wisdom, headband of intellect, cloak of charisma[/i]) are not lost. Spell DCs are still lowered, though. (Added the non-house-ruled spell slots.) [*] Not a house rule, but still... Maranzel (the character) was originally human, but got reincarnated as a gnome around 10th level, hence the extra feat and skill points in the character's stat block. [*] Maranzel was originally created with 3.0 rules and [i]Masters of the Wild[/i] accessory, so his Blindsense feat works much like it did in that book, but with reduced range (40 ft.)[/list][/sblock] :cool: [/QUOTE]
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