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Arcane Might OOC

LazarusLong42 said:
Medium encumbrance with weapons drawn from haversack.

Not wanting to ruin a great combo, but taking an item from the haversack has been changed to move-equilavent action.
 

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Zhure said:
Then we can always "take" another. :)

And another, and another, and another, etc... :p



Calim: That's fine by me, but you still need to get a permission from somebody who takes the leadership.


ALSO: To clear things up, I have no restrictions in taking cohorts. They can be non-spellcasters. Just making sure nobody has got the wrong idea.
 
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Xael said:
Not wanting to ruin a great combo, but taking an item from the haversack has been changed to move-equilavent action.

Yep, I know. But Serei is primarily a caster; if she really needs to draw a weapon, she'll deal with it taking a move-equivalent action. :) (Actually, a full-round action to draw bow and arrows, and get them both ready, I figure.)

I'm thinking if we do go the mage guild direction though, that I will be taking Leadership after all, though probably without a cohort as of yet. Why?

Well, Serei and the sorcerer(s?) are the only ones who can find followers at this level. (Leadership score of 11 for Serei).
 

LazarusLong42 said:


I'm thinking if we do go the mage guild direction though, that I will be taking Leadership after all, though probably without a cohort as of yet. Why?

Well, Serei and the sorcerer(s?) are the only ones who can find followers at this level. (Leadership score of 11 for Serei).
Tha's exactly why I'm taking Leadership. He's a conjurer and is trained in ordering and maintaining troops but at this level hasn't got the clout to gain followers yet.

I vote for the Mage guild idea. We should all or most have a non standard view of a mage guild but something that would work together to benefit the whole guild.

As a Lawfuly aligned character with extensive languages skills, the skill to lead people and a HUGE ego, I elect myself as guild master.

Oh and I say we clear out an island and have a barge that takes people to and from it. Someplace hot and tropical with strange new monsters. Oh and half naked natives! Lots of half naked Natives. With a volcano to throw Dwarves in...Wait did I say that aloud?
 
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So... this far the ideas seem to compromise to something like...

*reads stuff again*

...a fortress floating above a volcano that's in an exotic island with lots of half-naked natives...

...in a thunderstorm. :D


And this whole mage guild idea just screams for a custom prestige class...
 
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I should note that I agree with others who've posted to have the major decisions made OOC.

Since Argent brought it up: Should we elect a "leader"?? If so, it should probably be IC.
 



My character so far. I'm still working on a name, and I've not bought all my equipment, but it should give you an idea of where I'm heading.

Still working on a name...
Sun Elf Wizard 5/Elemental Savant 1, Chaotic Good

STR 12 (+1)
DEX 14 (+2)
CON 10
INT 21 (+5) (includes stat point at 4th level and +2 Headband of Intellect)
WIS 14 (+2)
CHA 10


Combat Stats:
Base Attack Bonus: +2
Melee: +3 [+2 BAB, +1 STR]
Ranged: +4 [+2 BAB, +2 DEX]
Hit Points: 24 [4 x 6 (levels)]
Armor Class: 16 [10 + 2 (DEX) + 4 (Mage Armor)]
Initiative: +2 [+2 DEX]
Movement Rate: 30 feet

Attacks per round:
+1 Masterwork Mighty (+1) Longbow (+5 to hit, 1d8+2 dmg)
or Longsword (+3 to hit, 1d8+1 dmg)
or Dagger (+3 to hit (melee) +4 to hit (thrown), 1d4+2 dmg)

Weapons and Armor:
Weapons: +1 Masterwork Mighty (+1) Longbow (1d8+2 dmg, Crit x3, Rng 110 ft)
Longsword (1d8 dmg, Crit 19-20/x2)
Dagger (1d4 dmg, Crit 19-20/x2, Rng 10 ft)


Saving Throws:
Fort: +1 [+1 base]
Ref: +3 [+1 base, +2 DEX]
Will: +8 [+6 base, +2 WIS]


Feats:
Scribe Scroll (Free for Wizard)
Spellcasting Prodigy (1st level feat)
Extend Spell (3rd level feat)
Energy Substitution (Electricity) (Bonus 5th level metamagic feat)
Eschew Materials (6th level feat)


Skills:
Concentration +9 (9 ranks)
Knowledge (Arcana) +14 (9 ranks, +5 INT)
Knowledge (The Planes) +14 (9 ranks, +5 INT)
Scry +9 (4 ranks, +5 INT)
Spellcraft +14 (9 ranks, +5 INT)
Tumble +7 (5 ranks, +2 DEX)
Wilderness Lore +4 (2 ranks, +2 WIS)


Languages:
Auran, Celestial, Common, Elven, Sylvan.


Special Abilities:
Elven Senses.
Immune to magical sleep effects.
+2 to save vs Enchantment spells.
Low-light vision.
Proficient with bows and the longsword.
+2 racial bonus on Listen, Search, and Spot checks.
Favour Class: Wizard.
Summon Familiar.
Elemental Transition (Electrial Resistance 5).


Spells:
Spells per day: 4/3+2/3+2/2+1
DCs: 15/16/17/18
Cantrips: Detect Magic, Mage Hand, Prestidigitation, Ray of Lightning.
Level 1: Comprehend Languages, Endure Elements, Lesser Electric Orb, Magic Missile (x2).
Level 2: Ionization (substituted Aganazzar's Scorcher), Extended Mage Armor, Invisibility, Enduring Electrical Charge (substituted Melf's Acid Arrow), Whispering Wind.
Level 3: Dispel Magic, Fly, Lightning Bolt.

Spellbook:
Cantrips: All
Level 1: Comprehend Languages, Endure Elements, Expeditious Retreat, Feather Fall, Lesser Electric Orb, Mage Armor, Magic Missile, Shocking Grasp, Summon Monster I.
Level 2: Aganazzar's Scorcher, Invisibility, Melf's Acid Arrow, Whispering Wind.
Level 3: Dispel Magic, Fly, Lightning Bolt, Summon Monster III.


Equipment: (5655 gp still unspent)
Backpack:
- Spellbook
Scroll Organizer:
- 2 Scrolls of Endure Elements
- 2 Scrolls of Jump
- 4 Scrolls of Mage Armor
- 4 Scrolls of Magic Weapon
- 2 Scrolls of See Invisibility
- 2 Scrolls of Shield
- 2 Scrolls of Spider Climb
- 2 Scrolls of Tenser's Floating Disk
Wearing / Carrying:
- Explorer's Outfit
- +1 Masterwork Mighty (+1) Longbow
- Longsword
- 20 Arrows
- 10 Masterwork arrows
- 2 Daggers
- Pouch (Spell Component)
- +2 Headband of Intellect (4000 gp)

Total Weight Carried: ? lb
Load: Light


Current XP:
Current: 15,000
Next Level: 22,000
 
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