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The Xen'Drik Chronicles OOC

reel_big_gish

First Post
(So yeah, I'm a big fan of the Magician series. Book 1 was a little slow, but it picked up nicely in Book 2.)

Both the beetle swarm and wasp swarm will be acceptable for Summon Swarm. The Wasp Swarm's Poison DC is wonky, and not in line with similar examples. Instead of DC18, 1d6 Dex damage, it will be DC13, 1d4 Dex damage. Since the DC is Constitution-based, it can be increased with Augment Summoning or similar abilities.

Using the Pipes of the Sewers to summon beetle swarms or wasp swarms (pick one) is also acceptable, but may not function in cities or other places where large numbers of beetles or wasps are unlikely.

As for your third question, I'll do a bit of research and work with you on either adding new swarms to your Summon Nature's Ally list or creating improved versions of Summon Swarm.

I'm also toying with the idea of allowing you to use Vermin Shape (ECS) as an alternate class feature replacing Wild Shape instead of as a feat. I am not a fan of feats that don't provide some type of benefit. If it added Vermin to your allowed Wild Shapes, then I could understand it, but as written, it's on par with Unarmored Body, which sucks out loud.
 

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Isida Kep'Tukari

Adventurer
Supporter
Sounds shiny gish! The possibility of not having to burn another feat on Vermin Wild Shape makes me a happy little beetle.

As for the pipes I think I shall pick beetles. And there are plenty of beetles in cities, I mean I could make a fortune whistling the cockroaches out of people's houses! ;) Do you know there are more species of beetles on the planet than all other species combined? This random fact has been brought to you by the Discovery Channel. But seriously, yeah, beetles are good.

And thanks for the spell modifications, you're a peach. :)
 

ByteRynn

First Post
Ethan d’Orien
[sblock]Male human aristocrat 1/Conjurer 3
XP 7,472/10,000
NG Medium Humanoid
Action Points 10
Init +1; Senses Listen -1, Spot -1
Languages Common, Gnome, Elven
________________________________________________
AC 21, touch 11, flat-footed 20
Hp 21 (4 hd)
Fort +3, Ref +2, Will +4
___________________________________________________
Speed 20 ft. (4 squares)
Melee mw longsword +4 (1d8+2/19-20)
Base Atk +1; Grp +3
Spells per day (CL 3rd)
2nd- dimension leap (CL 4), blur, sonic weapon
1st- benign transposition, featherfall, true strike, true strike
0- acid splash (40% arcane spell failure), flare, light, light
Spell-like Abilities (1st):
1/day- expeditous retreat
Combat Gear scrolls of hold portalx2, master’s touch,
low-light vision, baleful transposition, greater slide, knock, swift fly

______________________________________________________________
Abilities Str 14, Dex 12, Con 14, Int 16, Wis 8, Cha 12
SQ rapid summoning
Feats Combat Casting, Heroic Spirit, Least Dragonmark (mark
of passage), Scribe Scroll
Skills Appraise +7, Balance -5, Climb -2, Concentration +7
(+11 casting defensively), Diplomacy +5, Escape Artist -5, Hide -5,
Jump -10, Knowledge (arcana) +10, Knowledge (geography) +10,
Move Silently -5, Ride +5 (-1 quick mount), Survival +5 (+7 avoid
getting lost and natural hazards), Swim -6
Possessions Combat Gear plus +1 full plate armor (50),
light steel shield (6), mw longsword (4), spellbook (3), courtier’s
outfit + jewelry (6), traveler’s outfit (5), spell component pouch (2),
climber’s kit (5), house Orien Arcane Signet Ring, ID. Papers w/ portrait,
backpack (2), belt pouch (.5), bedroll (5), flint and steel, 50 ft. hemp
rope (10), sunrodsx2 (2), trail rationsx10 (10), waterskin (4), 75 gp, 8 sp,
10 cp; 115 lbs., medium load
Spellbook
2nd- dimension leap (CL 4), blur, sonic weapon, baleful
transposition, greater slide, knock, swift fly

1st- benign transposition, featherfall, true strike, hold portal,
blades of fire, deep breath, master's touch, low-ight vision

0- acid splash (40% arcane spell failure), flare, light,
resistance (40% arcane spell failure), detect poison (40%
arcane spell failure), detect magic (40% arcane spell failure), read
magic
(40% arcane spell failure), daze (40% arcane spell failure),
dancing lights (40% arcane spell failure), ray of frost (40%
arcane spell failure), mage hand (40% arcane spell failure), mending
(40% arcane spell failure), message (40% arcane spell failure),
open/close (40% arcane spell failure), arcane mark (40%
arcane spell failure), prestidigitation (40% arcane spell failure)
[/sblock]

None of his spell (except those marked) have arcane spell failure, as they have no somatic components. This is kind of a strange character I've put together, and I am interested to see how well he plays out. What he will certainly be good at is getting a group of people where they are going, and right now what he's really good at is getting himself where he needs to be. I'd call him a travel-mage, with spells such as benign transposition, deep breath, featherfall, baleful transposition, dimension leap, and swift fly

Anyway, feel free to look over him and check him out for stat problems.

What stuff costs:[sblock]+1 full plate: 2, 650gp
light steel shield: 9gp
mw longsword: 315gp
extra spells for spellbook: 1.650 gp
4 2nd lvel and 4 1st level scrolls (crafted): 350 gp
courtier's outfit: 30 gp
fancy jewelry: 50 gp
spell component pouch: 5 gp
spellbook: 15 gp
climber's kit: 80 gp
arcane signet ring: 150 gp, identification papers w/ ID: 5 gp
Standard Adventuring Kit from PHBII: 15 gp, 1 sp
Walking intothe Wizard's Guild in Full-Plate: Priceless[/sblock]
 
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reel_big_gish

First Post
ByteRynn: Looks good. Two items of note.

1. Could I get you to give me a breakdown of how your gp was spent? It'll save me some time having to hunt through all the sources to add it up.

2. Combat Casting is a sub-par feat. You might be better served with Skill Focus - Concentration, which provides a +3 to all Concentration checks. Unless you need it as a prereq for something else.
 
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ByteRynn

First Post
1. I'll put that together later today.
2. I am not sure if I agree, but I'll look into it and maybe make a change. In my experiences, the only concentration checks I've ever had to make are when grappling or casting defensively, which both are helped with CC.
 

Sidekick

First Post
Hey I'm here. Its a public holiday over here so sorry for the lack of contact (weekends are sketchy for me.

I'll post a proper character sheet etc tommorrow (Tuesday).

I'd be keen to be familiar with one of the other PCs, perhaps having worked on a job with one of the arcane/clerical types.

Looking forward to it

[edit] Okay - for everyone else who's creating a warrior. Who's going to be doing what? Keldith is a secondary warrior - not a tank. He's the guy that works around the tank to flank and strike fear into the enemy.

Also Reel: here's the feats I'm planning on using: Aesthetic Knight (Com Adv), and Beasthide Elite. Defcon - to avoid being the same in ranger'ness. We should plot Keldiths and Rohl's skills (of which I won't have many) so that we aren't too similar. I know you're going urban so it shouldn't be too much of an issues anyway.
 
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Nalfeshnee

Explorer
well, my background is centred around the university almost exclusively. My departments would have been archeology (specialising in Xen'drik) magic and artefacts (again, Xen'drik artefacts). He would be on semi-friendly terms with any scholarly professors, though is an insular individual and difficult to speak with, though he would be helpful with matters related to his chosen subjects
 

Watus

First Post
Telan's only been a Morgrave for a few months, but he is highly sociable. He's never been out on an expedition, but is very curious about them, so if Keldith has been around campus any time in the last few months, it's possible Talen would have attempted to strike up a conversation with him.
 
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Watus

First Post
Telan "Red" Talaraen Sivis: Male Gnome Archivist 3 / Bardic Sage 1

[SBLOCK=Character]Medium Humanoid
Alignment: Neutral Good
Height: 3' 4''
Weight: 44 lbs
Hair: Red
Eyes: Green
Age: 68

Str 8 [2 pts, -2 race]
Dex 10 [4 pts]
Con 10 [0 pts, +2 race]
Int 19 [16 pts, +1 lvl]
Wis 10 [0 pts]
Cha 14 [6 pts]

SA & SQ Bardic music, Bardic knowledge +9 [+1 lvl, +4 Int, +2 Bardic Sage, +2 k/history synergy], Countersong, Dark knowledge (tactics) 4/day, Fascinate, Inspire courage +1, Low-light vision, Spell-like abilities

Hit Dice: 4d6+0
HP: 14 (6 + [3d6->[1,1,6]=(8)])
AC: 16 (+0 dex, +1 size, +5 armor), touch 11, flat-footed 16
ACP: -1
Init: +0 (+0 Dex)
Speed: 20 ft/x4;

Saves:
Fortitude +5 [+5 base, +0 Con]
Reflex +2 [+2 base, +0 Dex]
Will +4 [+4 base, +0 Wis]

BAB: +1
Grapple: -4 [+1 BAB, -1 Str, -4 Size]
Melee Atk: longsword +0 (1d6-1, 19-20/x2)
Ranged Atk: light crossbow +1 (1d6, 19-20/×2, 80 ft.)

Skills:
Bluff +4 (2 ranks, +2 Cha)
Craft (alchemy) +7 (1 ranks, +4 Int, +2 race)
Craft (mapmaking) +9 (5 rank, +4 Int)
Decipher Script +15 (7 ranks, +4 Int, +2 Lore Mastery, +2 Dragonmark of Scribing)
Diplomacy +4 (2 ranks, +2 Cha)
Gather Information +4 (2 ranks, +2 Cha)
Heal +5 (5 ranks, +0 Wis)
Hide +5 (1 ranks, +0 Dex, +4 size)
Knowledge (arcana) +13 (7 ranks, +4 Int, +2 Lore Mastery)
Knowledge (arch & eng) +5 (1 rank, +4 Int)
Knowledge (dungeoneering) +5 (1 rank, +4 Int)
Knowledge (geography) +7 (3 rank, +4 Int)
Knowledge (history) +11 (7 ranks, +4 Int)
Knowledge (nature) +5 (1 rank, +4 Int)
Knowledge (nobility) +5 (1 rank, +4 Int)
Knowledge (religion) +5 (1 rank, +4 Int)
Knowledge (the planes) +5 (1 rank, +4 Int)
Listen +5 (3 ranks, +0 Wis, +2 race)
Perform (oratory) +5 3 ranks, +2 Cha)
Profession (scholar) +1 (1 ranks, +0 Wis)
Search +8 (4 ranks, +4 Int)
Spellcraft +9 (5 ranks, +4 Int)

Feats: Least Dragonmark of Scribing (comprehend languages 1/day), Master Linguist, Scribe Scroll

Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Infernal

Prepared Spells:
Bard
0 - Detect Magic, Read Magic

Archivist
0 - 4
1 - 4
2 - 3

Known Spells:
Bard
0 - Detect Magic, Know Direction, Light, Mage Hand, Read Magic

Archivist Prayerbook
0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1 - Command, Comprehend Languages, Cure Light Wounds, Detect Evil / Chaos, Detect Plants or Animals, Detect Snares and Pits, Endure Elements, Entangle, Eyes of the Avoral, Hide from Animals, Hide from Undead, Longstrider, Pass Without Trace, Protection from Evil, Remove Fear, Sanctuary, Scholar's Touch, Sp[eak with Animals, Summon Monster I, Suspend Disease
2 - Augury, Barkskin, Bears Endurance, Cure Moderate Wounds, Fire Trap, Hold Person, Remove Paralysis, Soften Earth and Stone, Speak with Plants, Spiritual Weapon, Summon Monster II, Summon Natures Ally II, Zone of Truth

Equipment:
Explorer's Outfit
+1 Chain shirt (1,250 gp, 12.5 lb)
Longsword (15 gp, 2 lb.)
Handy Haversack (2,000 gp, 5 lb.)
* Light Crossbow (35 gp, 4 lb.)
* Bolts, 20 (x4) (4 gp, 4 lb.)
* Prayerbook (- , 3 lb.)
* Artisan's Tools (mapmaking) (5 gp, 5 lb.)
* Healer's Kit (50 gp, 1 lb.) [10 uses remaining]
* Bedroll (1 sp, 5 lb.)
* Candle (x20) (2 sp, -)
* Case, map (x5) (5 gp, 2.5 lb.)
* Flint and Steel (1 gp, -)
* Ink, 1 vial (8 gp, -)
* Inkpen (x4) (4 sp, -)
* Oil, 1 pint flask (x5) (5 sp, 5 lb.)
* Pot, iron (5 sp, 10 lb.)
* Rations, trail (10 days) (5 gp, 10 lb.)
* Sealing Wax (1 gp, 1 lb.)
* Signet Ring (5 gp)
* Waterskin (x4) (4 gp, 16 lb.) 3401.7

--Scrolls, purchased and transcribed into prayerbook (2,000 gp)

Money:
10 gp, 3 sp

Racial Abilities
* +2 Constitution, -2 Strength.
* Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Gnome base land speed is 20 feet.
* Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
* +2 racial bonus on saving throws against illusions.
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
* +1 racial bonus on attack rolls against kobolds and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Listen checks.
* +2 racial bonus on Craft (alchemy) checks.
* Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
* Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
* Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.


Class Abilities
* Weapon and Armor Proficiency: Proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Proficient with light and medium armor and shields (except tower shields). Can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance
* Bardic Knowledge: A bardic sage gains a +2 bonus on all bardic knowledge checks.
* Bardic Music: A bardic sage's powers of inspiration are not as persistent as those of a traditional bard. His ability to inspire courage, inspire greatness, or inspire heroics lasts only 3 rounds after the ally can no longer hear the bardic sage sing, rather than the normal 5 rounds.


[SBLOCK=Advancement]
lvl 1 - bardic sage
BAB +0
hp 6
f/r/w 0/0/2
skills 40 pts
* Bluff (2 ranks)
* Craft (alchemy) (1 ranks)
* Craft (mapmaking) (4 rank)
* Decipher Script (4 ranks)
* Diplomacy (2 ranks)
* Gather Information (2 ranks)
* Hide (1 ranks)
* Knowledge (arcana) (4 ranks)
* Knowledge (arch & eng) (1 rank)
* Knowledge (dungeoneering) (1 rank)
* Knowledge (geography) (1 rank)
* Knowledge (history) (4 ranks)
* Knowledge (nature) (1 rank)
* Knowledge (nobility) (1 rank)
* Knowledge (religion) (1 rank)
* Knowledge (the planes) (1 rank)
* Listen (1 ranks)
* Perform (oratory) (3 ranks)
* Profession (scholar) (1 ranks)
* Spellcraft (4 ranks)
Feats
* Master Linguist

lvl 2 - archivist
BAB +0
hp 1
f/r/w +2/+0/+4
skills 8 pts
* Craft (mapmaking) (1 rank)
* Decipher Script (1 rank)
* Knowledge (arcana) (1 rank)
* Knowledge (history) (1 rank)
* Search (4 ranks)
Features
* Dark knowledge (tactics) 3/day
* Scribe Scroll

lvl 3 - archivist
BAB +1
hp 1
f/r/w +3/+0/+5
skills 8 pts
* Decipher Script (1 rank)
* Heal (5 ranks)
* Knowledge (arcana) (1 rank)
* Knowledge (history) (1 rank)
features
* Lore mastery [Decipher Script & Knowledge (arcana)]
feats
* Least Dragonmark of Scribing

lvl 4 - archivist
BAB +1
hp 1
f/r/w +3/+1/+5
skills 8 pts
* Decipher Script (1 rank)
* Knowledge (arcana) (1 rank)
* Knowledge (geography) (2 ranks)
* Knowledge (history) (1 rank)
* Listen (2 ranks)
* Spellcraft (1 rank)
Features
* Dark knowledge 4/day
Ability
* +1 Int

Purchased spells:
25 gp - command, detect evil, detect chaos, detect undead, remove fear, detect animals or plants, detect snares and pits, entangle, hide from animals, longstrider, pass without trace, produce flame, speak with animals - 325 gp
150 gp - bears endurance, remove paralysis, spiritual weapon, summon monster ii, zone of truth, barkskin, soften earth and stone, speak with plants, summon natures ally ii - 1350 gp
175 gp - augury, fire trap - 350 gp
[/SBLOCK]
[/SBLOCK]
[SBLOCK=History]Telan, or Red to those who know him, is a gifted and promising young scholar at the Library at Korranberg. He is also a dragonmarked scion of the House of Sivis, and the pride of the Talaraen family.

Like many gnomish scholars, Telan is a polymath. An extraodinarily gifted translator, he is a very good historian and arcanist, a competent cartographer, a scholar of botany, zoology, architecture, engineering and theology. He is a gifted orator, blessed with a remarkable memory and the ability to manifest both arcane and divine energies.

Given his prodigious talents, one might forgive the Talaraen family for being so proud. And so possessive. And controlling. One might also forgive Telan for coming to resent the situation.

Fortunately, while studying in the Great Library, Telan fell into the charge of a truly compasionate mentor: Lilian Laelany Clebdecher, emeritus professor of Comparative Religion. Over the years of their association, she has treated him with genuine kindness, protecting him from the machinations of potential rivals and clearing the way for him whenever she could.

When Telan's mother arranged a marriage for him late last year, Telan was shocked. She had selected what she considered to be a fine candidate: Sessaly Sertane Sivis, the comely young daughter of a longstanding political ally, who, not coincientally, had also been gifted with the Mark of Scribing. It's not that Telan found Sessaly unsuitable - far from it. She was brilliant and quite beautiful. Rather, it was the prospect of domestic ties to which he objected. Bouncing babies on his knee seemed likely to interfere with his plans to become a dashing and romantic adventurer - the fearless uncoverer of ancient secrets and finder of lost relics.

Professor Laelany was kind enough to help him plan his escape.

A colleage and friend of hers had recently passed away in Sharn. Thelak Neiran, Emeritus Professor of Cartography at Morgrave University, had died leaving his offices packed to the rafters with the uncataloged, and often untranslated, treasures of his long and varied career. In his will he had specifically stipuated Professor Laelany as the steward of this incredibly valuable mess. Unable (or unwilling) to make the trip and undertake the work herself, she found an opportunity to kill several birds with a single stone.

And so a sabbatical was arranged for Telan. He has spent several productive months cataloging Professor Neiran's collections, studying in the libraries of Morgrave, and ferreting out the secrets of his fellows and colleagues. The history of religion is not the only thing Telan learned from Professor Laelany. He learned to scheme as only a gnome can scheme, and his sharp ears and midnight forrays have gleaned him many a useful tidbit.

Much of Professor Neiran's collection is now organized and packed for shipment back to Korranberg. With the prospect of having to return now imminent, Talen has become highly motivated to find another project to keep him out of Zilargo. And having heard of an upcoming expedition to Xen'Drik, perhaps he has also found a way to realize his vision of himself.

It's a shame, really, that humans react so badly to blackmail. They can be such children about some things.
[/SBLOCK]
 
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DEFCON 1

Legend
Supporter
I'm here. I don't usually check the game boards on the weekends, which is why I haven't posted a sheet yet. Will get the character sheet up shortly.
 

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