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[One PC Needed!]3.5 ed. CORE + approval game[One PC Needed!]

ScotMartin

First Post
I have not played a PbP game before, but would be interested in trying it out.

Here's the beginning of an 8th level Conjurer. I'll get the rest filled in as I can, including a background.

----Okay, I've finished the stats, let me know if they look okay. I'll work up a background soon.

He does use the alternate class feature from the PHB2 in place of his familiar. You'd have to let me know if that's okay.

Dirgiron Mianderen[sblock=Stats]
Male Elven Conjurer (prohibited schools Enchantment, Illusion)
Neutral

Str=10 (2 pts)
Dex=16 (6 pts/+2 race)
Con=12 (6 pts/-2 race)
Int=20 (10 pts/4th/8th/+2 Headband of Intellect)
Wis=10 (2 pts)
Chr=10 (2 pts)

Hit Points 29
AC 15 Touch 14 Flat 12 (Mage armor adds +4 Armor, Shield adds +4 Shield)
Init +3
BAB +4, Grap +4
Speed 30
Fort +5, Ref +7, Will +8
(+2 save vs enchantments, immune to sleep)

Medium, 5'0", 100 lbs, 140 yrs old
Red hair, brown eyes

Speaks Common, Elvish, Draconic, Goblin, Sylvan

Skill Points 20/5/5/5/5/5/5/6=56
Concentration +12 (11 pts)
Decipher Script +15 (10 pts)
Knowledge Arcana +16 (11 pts)
Knowledge The Planes +16 (11 pts)
Listen +2 (0 pts, +2 Elf)
Search +5 (0 pts, +2 Elf)
Spellcraft +18 (11 pts,+2 synergy)
Spot +2 (0 pts, +2 Elf)
Tumbling +4 (2 pt)
--- automatic search within 5' of secret door

Feats
1st - Spell Focus (Conjuration)
Wiz 1 - Scribe Scroll
3rd - Spell Penetration
Wiz 5 - Craft Wand
6th - Extend Spell

Alternate Class Ability (replaces Familiar)
3/day, Teleport Self Only up to 10' as a Swift Action (PHB2)

Spells Memorized: 4/6/4/4/3 (+1 conjuration spell at each level)
DC 15+lvl (+1 more for Conjuration spells denoted with *)
0 - Detect Magic/Detect Magic/Light/Resistance/Acid Splash*
1 - Magic Missile/Magic Missile/Prot from Evil/Shield/Mage Armor*/Feather Fall/Grease*
2 - False Life/Extended Enlarge Person/Glitterdust*/Summon Swarm*/Web*
3 - Fireball/Fireball/Dispel Magic/Haste/Extended Melf's Acid Arrow*
4 - Stoneskin/Ice Storm/Dimension Door*/Evards Black Tentacles*

Spellbook
0 - All except Ench and Ill
1 - Magic Missile, Enlarge Person, Shield, Mage Armor, Feather Fall, Identify, Grease, Protection from Evil
2 - False Life, Melfs Acid Arrow, Glitterdust, Web, Summon Swarm^
3 - Fireball, Sleet Storm, Dispel Magic, Stinking Cloud, Haste^, Fly^, Lightning Bolt^, Protection from Energy^
4 - Stoneskin, Dimension Door, Ice Storm, Evards Black Tentacles, Remove Curse^

^ - spell paid for at 100 gp per level
Total spent - 1800 gp

Equipment:
Headband of Intellect +2 (4000 gp)
Hewards Handy Haversack (2000 gp)
Ring of Protection +1 (2000 gp)
Pearl of Power - 2nd level (4000 gp)
Pearl of Power - 1st level (1000 gp)
Cloak of Resistance +2 (4000 gp)
Amulet of Natural Armor +1 (2000 gp)

Wand of Magic Missiles, level 5th (1875 gp + 150 XP) 50 charges left
Scroll of Protection from Energy (187.5 gp + 15XP)
Scroll of Ice Storm (350 gp + 28 XP)
Scroll of Enlarge Person (12.5 gp + 1 XP)
Scroll of Wall of Ice (700 gp)
Scroll of Stone Shape (700 gp)
Scroll of See Invisibility (150 gp)
Scroll of Comprehend Languages (25 gp)
Scroll of Detect Thoughts (150 gp)
Scroll of Darkness (150 gp)

Potion of Cure Light Wounds x3 (150 gp)
Potion of Cure Moderate Wounds (300 gp)
Potion of Lesser Restoration (300 gp)
Potion of Remove Paralysis (300 gp)

Longbow (75 gp)
40 arrows (2 gp)
Quarterstaff (-)
Spell Component Pouch (10 gp)
3 small bags of diamond dust (750 gp) - Stoneskin component
4 days trail rations (2 gp)
Waterskin (1 gp)
Traveler's Outfit x2 (2 gp)

7 gp and 5 sp left

[/sblock]

[sblock=Background]
Dirgiron grew up in small elvish settlement deep within the Elutian forest, far from other races. He and a three other boys his age were selected early on to learn magic based on their natural aptitude. In these lessons, the other boys thrived. They had a great aptitiude for the magic of the fey, illusions, enchantments, trickery... Dirgiron did not. His talents lay with the creation of objects, or the summoning of creatures. Unfortunately, these differences did not endear Dirgiron to his teachers who also were experienced with the more traditional elvish magics. They called his magic "dwarf magic", clumsy and direct. It got worse when the other boys gained various animal familiars, and Dirgiron could not. He could transport himself over short distances though, a magic no one else had.

Dirgiron's abilities served him well when the other boys used illusions to trick him into a bear cave or charmed a human hunter into believing Dirgiron was a deer. Dirgiron took these challenges in stride. One boy found his bed filled with Grease, another discovered that a swam of locusts had eaten all his books and parchment. It was all harmless... until the day an instructor died.

This instructor had always been hard on Dirgiron, ignoring his talents and focusing on his weaknesses. On this day, he had Dirgiron on the edge of a deep creek, trying to get him to learn the spell to produce an illusionary noise, just like the echo. Dirgiron could not and the instructor was yelling at him. Then, suddenly, he was gone. He had slipped and fallen into the creek, smashing his head on a rock. Dirgiron did not know what to do, but, before he could act, another student was there upon the scene.

The elders sent Dirgiron away. They may not have been convinced Dirgiron was actively involved in the accident, but they saw he was different. They saw he did not belong in their little community. Dirgirion was forced out into the human lands, but, although he missed his family, he had now found a place where his magic and abilities would surely be respected!

Dirigiron quickly found employment with a group of adventurers clearing giant rats from an innkeeper's cellar. From there they began bigger quests, clearing goblins from a system of caves, searching for a kidnapped daughter... Dirgiron felt at home. But it couldn't last. On their next quest, the group was pursuing some fleeing hobgoblins when Dirgiron paused as he spotted a secret door, before he could yell out to the group, they had moved around the corner and into a pit trap. Dirgiron came around in time to see the pit reseal itself and the hobgoblins turn back with vicious grins. He fled.

Dirgiron continued his adventuring life, he needed money, but he never brought good fortune to his groups. His next group was eaten by ghouls while only Dirgiron remained immune to their paralyzing touch. The group after that died when the rogue misread a scroll of fireball he'd stolen from Dirgiron. The group after that turned out to be evil and threatened Dirgiron into thieving. He teleported to the other side of a door in a tomb and opened it from the inside, which caused a 10' block of ceiling to fall on the rest of the group. Dirgiron became numb to the death. A cleric ripped apart by a troll. It happened again and again, but Dirgiron always managed to escape, usually with some gold, often with a possession or two from a dead companion. A fighter drowned in a water trap. He wasn't even really bothering to remember the names of his companions anymore, they seemed to die so frequently. A rogue mauled by a dire lion. Had this all started with that instructor back in the elvish village? Was he cursed? A ranger stolen away by a nymph. He needed to find out.

So Dirgiron traveled and travels still. He continues to adventure, but is now saving to speak with a seer or sage. He has just arrived in the town of Durbenford (although his guide along the way was taken by a hippogriff) where he heard of a sage named Tara. Maybe she can give him answers?
[/sblock]
 
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michael_noah

First Post
ScotMartin, I think the conjurer looks great. I don't have the PH2, so I'm wondering: is the familiar simply replaced by the 3/day teleport? Does that ability ever change? I don't see any problem with it really, but I think I'd need to make one change simply for the sake of sanity in a PbP - it can't be an immediate action. Otherwise I'll have to wait to have any NPC act until after I know whether you want to teleport or not. I'd just make it a free action.

Rino, go ahead and post some ideas, you can't get in if you don't try.
 


ScotMartin

First Post
michael_noah said:
ScotMartin, I think the conjurer looks great. I don't have the PH2, so I'm wondering: is the familiar simply replaced by the 3/day teleport? Does that ability ever change? I don't see any problem with it really, but I think I'd need to make one change simply for the sake of sanity in a PbP - it can't be an immediate action. Otherwise I'll have to wait to have any NPC act until after I know whether you want to teleport or not. I'd just make it a free action.

Yes, it's an alternate class ability you can choose that completely replaces the familiar for specialist wizards (each specialty has a different power). It never changes from the 10' 3/day teleport. Whoops. Double-checked it when I got home. The power works a number of times per day equal to your intelligence bonus. I had put in 3/day back before I upped my Int from level increase and my headband. So, it would actually work 5/day and potentially more if my intelligence were raised higher.

My only thought on the immediate issue was that I could post my action and then sometimes add a "what if" condition that might cause me to teleport ("I cast fireball in the corner so that it catches both trolls. If on a troll's turn it decides to charge me, I'll use my teleport ability to jump behind the fighter"), and that I would not be able to back things up to use it should a different situation arise. However, I completely understand that this still could cause problems in a PbP game, and am fine just using it as a swift action on my turns if you prefer.

Also I have edited my previous post to give Dirgiron a background now, and altered his character slightly (changed alignment to fit the background a little better, paid for the material components for Stoneskin, fixed the teleport ability to 5/day...)
-Scot
 
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michael_noah

First Post
Hmm. Well, let me think about the alternate class ability. Getting it progressively more times per day is going to allow some interesting things to happen that I don't necessarily always want to deal with. For example at 5/day, you can use it pretty much every fight to get in the best position for you. Or use it at 5 locked doors, etc. I'm a little leery. It bugs me a little too, that it's just way better than a familiar (and wizards are already good).

I think you'll see this whole "spellcasters rock" thing from me a lot. Anyway, if you're not terribly attached to that ability, or if you wouldn't mind toning it down a little (keep it at 3/day maybe), let me know. Otherwise, the other stuff is looking very good.

Side note on the immediate action - I'm pretty set in my opinion on this. There are a lot of really crazy things that you can do. That is, at least as far as I know. I don't actually have access to the rules text on immediate actions, so I don't know if you can use them to interrupt others, etc.
 

ScotMartin

First Post
michael_noah said:
Hmm. Well, let me think about the alternate class ability. Getting it progressively more times per day is going to allow some interesting things to happen that I don't necessarily always want to deal with. For example at 5/day, you can use it pretty much every fight to get in the best position for you. Or use it at 5 locked doors, etc. I'm a little leery. It bugs me a little too, that it's just way better than a familiar (and wizards are already good).

I think you'll see this whole "spellcasters rock" thing from me a lot. Anyway, if you're not terribly attached to that ability, or if you wouldn't mind toning it down a little (keep it at 3/day maybe), let me know. Otherwise, the other stuff is looking very good.

Side note on the immediate action - I'm pretty set in my opinion on this. There are a lot of really crazy things that you can do. That is, at least as far as I know. I don't actually have access to the rules text on immediate actions, so I don't know if you can use them to interrupt others, etc.

No problem. Let's just keep the ability at 3/day as a swift action. I'm just looking to get a different ability because I have a bad habit of completing forgetting I actually have a familiar. :D

I'll update the character sheet.
-Scot
 



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