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<blockquote data-quote="Queenie" data-source="post: 5690033" data-attributes="member: 8058"><p><span style="color: DarkOrchid"><span style="font-size: 22px">Lealani</span></span></p><p></p><p><img src="http://www.enworld.org/forum/members/queenie-albums-avatars-picture1649-lealani.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><img src="http://www.circvsmaximvs.com/picture.php?albumid=53&pictureid=4822" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>Race: Aasimar</p><p>Class: Sorcerer</p><p>Level: 6th (+1 LA)</p><p>Str: 13 +1</p><p>Dex: 17 +3</p><p>Con: 15 +2</p><p>Int: 16 +3</p><p>Wis: 16 +3</p><p>Cha: 21 +5</p><p></p><p>HP: 31</p><p>BAB:+3</p><p>Init: +3</p><p>Fort: +4 (+2, +2)</p><p>Ref:+5 (+2, +3)</p><p>Will:+8 (+5, +3)</p><p></p><p><strong>Skills</strong> 40 points</p><p></p><p>Diplomacy:+11 ( 5 +5)</p><p>Gather Info:+9 ( 4 +5)</p><p>Knowledge: Arcana:+12 ( 8+3)</p><p>Knowledge: Planes:+6 ( 2+3)</p><p>Listen:+7 (2 +3+2)</p><p>Perform: Sing:+6 (1+5)</p><p>Search:+7 ( 4+3)</p><p>Sense Motive:+7 (4+3)</p><p>Spellcraft:+14 (8+3+2)</p><p>Spot:+8 ( 2+3+2)</p><p></p><p><strong>Languages Known:</strong> Common, Celestial, Draconic, Elven, Sylvan</p><p></p><p><strong>Feats: </strong></p><p></p><p><a href="http://dnd.savannahsoft.eu/feat-303-celestial-sorcerer-heritage.html" target="_blank">Celestial Heritage</a></p><p></p><p>Your ancestry manifests in the form of several special abilities. You gain access to abilities similar to those of an archon.</p><p></p><p>[SBLOCK]Prerequisite: Sorcerer level 1</p><p></p><p>Required for: Celestial Sorcerer Aura, Celestial Sorcerer Lance, Celestial Sorcerer Lore, Celestial Sorcerer Wings</p><p></p><p>Benefit: You gain a bonus on saves against electricity and petrification equal to the number of celestial sorcerer feats you possess. You also add protection from evil to your list of 1st-level sorcerer spells known. This spell is in addition to the spells you gain normally based on your sorcerer level.</p><p></p><p>Rulebook: Players handbook II (p. 90)</p><p></p><p>Edition: Supplementals (3.5)[/SBLOCK]</p><p></p><p></p><p><a href="http://dnd.savannahsoft.eu/feat-306-celestial-sorcerer-wings.html" target="_blank">Celestial Sorcerer Wings</a></p><p></p><p>You channel your inborn magical abilities to spawn a pair of spectral, magical wings that glow with majestic power.</p><p>[SBLOCK]</p><p>Prerequisite: Celestial Sorcerer Heritage, sorcerer level 1st</p><p></p><p>Benefit: You can expend a spell slot as a standard action to gain the ability to fl y. You fl y at a speed equal to twice your base land speed with good maneuverability. This benefit lasts for 1 round per level of the spell slot used to activate it. This is a supernatural ability.</p><p></p><p>Rulebook: Players handbook II (p. 91)</p><p></p><p>Edition: Supplementals (3.5)[/SBLOCK]</p><p></p><p></p><p><a href="http://dndtools.eu/feats/players-handbook-ii--80/celestial-sorcerer-aura--302/" target="_blank">Celestial Sorcerer Aura</a></p><p></p><p>The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura.</p><p>[sblock] Prerequisite: Celestial Sorcerer Heritage (PH2) , sorcerer level 1st,</p><p></p><p>As a standard action, you can expend a spell slot to generate a righteous aura of menace that affects all hostile creatures in a 20-foot radius around you. All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier). On a failed save, a creature takes a -2 penalty on attack rolls, checks, and saves for 24 hours or until it successfully hits you. A creature that resists or breaks this effect cannot be affected by it again for 24 hours. This is a supernatural ability.</p><p></p><p>( Player's Handbook II, p. 90)</p><p>[/sblock]</p><p></p><p></p><p></p><p> +2 Wisdom, +2 Charisma.</p><p> Medium size.</p><p> An aasimar’s base land speed is 30 feet.</p><p> Darkvision: Aasimars can see in the dark up to 60 feet.</p><p> Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.</p><p> Racial Feats: An aasimar gains feats according to its class levels.</p><p> Special Attacks : <a href="http://www.d20srd.org/srd/monsters/planetouched.htm#aasimar" target="_blank">Daylight</a></p><p> Special Qualities : Resistance to acid 5, cold 5, and electricity 5.</p><p> Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.</p><p> Favored Class: Paladin.</p><p> Level adjustment +1.</p><p></p><p></p><p><strong>Spells Known: 7/4/3/2</strong></p><p>0 lvl: Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic</p><p>1st lvl: <a href="http://www.d20srd.org/srd/spells/colorSpray.htm" target="_blank"> Color Spray </a>, <a href="http://www.d20srd.org/srd/spells/enlargePerson.htm" target="_blank"> Enlarge Person </a>, <a href="http://www.d20srd.org/srd/spells/magicMissile.htm" target="_blank"> Magic Missile </a>, <a href="http://www.d20srd.org/srd/spells/summonMonsterI.htm" target="_blank"> Summon Monster I </a>, <a href="http://www.d20srd.org/srd/spells/protectionFromEvil.htm" target="_blank">*Protection From Evil (Heritage bonus) </a></p><p>2nd lvl: , <a href="http://www.d20srd.org/srd/spells/scorchingRay.htm" target="_blank">Scorching Ray</a></p><p></p><p>3 lvl: <a href="http://www.d20srd.org/srd/spells/fireball.htm" target="_blank">Fireball</a></p><p></p><p><strong>Spells per day:6/8/7/5</strong></p><p></p><p><strong>Combat</strong></p><p>Dagger +5 to hit (+3 BAB, +1 STR, +1 MW) 1d4+1/19-20x2</p><p>Crossbow +6 to hit 1d8/19-20x2</p><p>Ranged Touch attack spells +6 (+3 BAB, +3 Dex) [Scorching Ray]</p><p></p><p></p><p></p><p>Equipment: </p><p>Girdle of Shield - which act just like a Wand of Shield 49 charges.</p><p>1 Wand <a href="http://www.d20srd.org/srd/spells/acidArrow.htm" target="_blank"> Melf's Acid Arrow</a> 49 Charges </p><p>2 full charged Belts of Shield 50/49</p><p>4 Wands of Magic Missile 50 charges (5th level- 3d4+3)</p><p> Wand 1 - Charges 46</p><p>2 Wands of of Melf's Acid Arrow 50 charges</p><p>Stave of Fireballs (5th level 5d6) 16 charges</p><p></p><p>MW Dagger </p><p>Crossbow</p><p>Bolts (50) </p><p>Backpack </p><p>Bedroll</p><p>Rope (50') </p><p>Sunrod (3) </p><p>Flint and Steel </p><p>Waterskin </p><p>Pouch, belt </p><p>Gold:</p><p></p><p></p><p>** Still need 1 zero level spell, 1 first level spell, 2 second level spell, 1 third level spell (Haste or Dispel Magic),</p></blockquote><p></p>
[QUOTE="Queenie, post: 5690033, member: 8058"] [COLOR="DarkOrchid"][SIZE="6"]Lealani[/SIZE][/COLOR] [IMG]http://www.enworld.org/forum/members/queenie-albums-avatars-picture1649-lealani.jpg[/IMG] [IMG]http://www.circvsmaximvs.com/picture.php?albumid=53&pictureid=4822[/IMG] Race: Aasimar Class: Sorcerer Level: 6th (+1 LA) Str: 13 +1 Dex: 17 +3 Con: 15 +2 Int: 16 +3 Wis: 16 +3 Cha: 21 +5 HP: 31 BAB:+3 Init: +3 Fort: +4 (+2, +2) Ref:+5 (+2, +3) Will:+8 (+5, +3) [B]Skills[/B] 40 points Diplomacy:+11 ( 5 +5) Gather Info:+9 ( 4 +5) Knowledge: Arcana:+12 ( 8+3) Knowledge: Planes:+6 ( 2+3) Listen:+7 (2 +3+2) Perform: Sing:+6 (1+5) Search:+7 ( 4+3) Sense Motive:+7 (4+3) Spellcraft:+14 (8+3+2) Spot:+8 ( 2+3+2) [B]Languages Known:[/B] Common, Celestial, Draconic, Elven, Sylvan [B]Feats: [/B] [URL="http://dnd.savannahsoft.eu/feat-303-celestial-sorcerer-heritage.html"]Celestial Heritage[/URL] Your ancestry manifests in the form of several special abilities. You gain access to abilities similar to those of an archon. [SBLOCK]Prerequisite: Sorcerer level 1 Required for: Celestial Sorcerer Aura, Celestial Sorcerer Lance, Celestial Sorcerer Lore, Celestial Sorcerer Wings Benefit: You gain a bonus on saves against electricity and petrification equal to the number of celestial sorcerer feats you possess. You also add protection from evil to your list of 1st-level sorcerer spells known. This spell is in addition to the spells you gain normally based on your sorcerer level. Rulebook: Players handbook II (p. 90) Edition: Supplementals (3.5)[/SBLOCK] [URL="http://dnd.savannahsoft.eu/feat-306-celestial-sorcerer-wings.html"]Celestial Sorcerer Wings[/URL] You channel your inborn magical abilities to spawn a pair of spectral, magical wings that glow with majestic power. [SBLOCK] Prerequisite: Celestial Sorcerer Heritage, sorcerer level 1st Benefit: You can expend a spell slot as a standard action to gain the ability to fl y. You fl y at a speed equal to twice your base land speed with good maneuverability. This benefit lasts for 1 round per level of the spell slot used to activate it. This is a supernatural ability. Rulebook: Players handbook II (p. 91) Edition: Supplementals (3.5)[/SBLOCK] [URL="http://dndtools.eu/feats/players-handbook-ii--80/celestial-sorcerer-aura--302/"]Celestial Sorcerer Aura[/URL] The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura. [sblock] Prerequisite: Celestial Sorcerer Heritage (PH2) , sorcerer level 1st, As a standard action, you can expend a spell slot to generate a righteous aura of menace that affects all hostile creatures in a 20-foot radius around you. All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier). On a failed save, a creature takes a -2 penalty on attack rolls, checks, and saves for 24 hours or until it successfully hits you. A creature that resists or breaks this effect cannot be affected by it again for 24 hours. This is a supernatural ability. ( Player's Handbook II, p. 90) [/sblock] +2 Wisdom, +2 Charisma. Medium size. An aasimar’s base land speed is 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks. Racial Feats: An aasimar gains feats according to its class levels. Special Attacks : [URL="http://www.d20srd.org/srd/monsters/planetouched.htm#aasimar"]Daylight[/URL] Special Qualities : Resistance to acid 5, cold 5, and electricity 5. Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan. Favored Class: Paladin. Level adjustment +1. [B]Spells Known: 7/4/3/2[/B] 0 lvl: Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic 1st lvl: [URL="http://www.d20srd.org/srd/spells/colorSpray.htm"] Color Spray [/URL], [URL="http://www.d20srd.org/srd/spells/enlargePerson.htm"] Enlarge Person [/URL], [URL="http://www.d20srd.org/srd/spells/magicMissile.htm"] Magic Missile [/URL], [URL="http://www.d20srd.org/srd/spells/summonMonsterI.htm"] Summon Monster I [/URL], [URL="http://www.d20srd.org/srd/spells/protectionFromEvil.htm"]*Protection From Evil (Heritage bonus) [/URL] 2nd lvl: , [URL="http://www.d20srd.org/srd/spells/scorchingRay.htm"]Scorching Ray[/URL] 3 lvl: [URL="http://www.d20srd.org/srd/spells/fireball.htm"]Fireball[/URL] [B]Spells per day:6/8/7/5[/B] [B]Combat[/B] Dagger +5 to hit (+3 BAB, +1 STR, +1 MW) 1d4+1/19-20x2 Crossbow +6 to hit 1d8/19-20x2 Ranged Touch attack spells +6 (+3 BAB, +3 Dex) [Scorching Ray] Equipment: Girdle of Shield - which act just like a Wand of Shield 49 charges. 1 Wand [URL="http://www.d20srd.org/srd/spells/acidArrow.htm"] Melf's Acid Arrow[/URL] 49 Charges 2 full charged Belts of Shield 50/49 4 Wands of Magic Missile 50 charges (5th level- 3d4+3) Wand 1 - Charges 46 2 Wands of of Melf's Acid Arrow 50 charges Stave of Fireballs (5th level 5d6) 16 charges MW Dagger Crossbow Bolts (50) Backpack Bedroll Rope (50') Sunrod (3) Flint and Steel Waterskin Pouch, belt Gold: ** Still need 1 zero level spell, 1 first level spell, 2 second level spell, 1 third level spell (Haste or Dispel Magic), [/QUOTE]
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