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Brother Shatterstone said:
Here are my 9th level spells:

9th level: 4; Dominate Monster, Energy Drain, Miracle, True Resurrection

Miracle, just makes good IC sense and Brystasia isn't likely to bother Sune not in less its life and death anyways.

Dominate Monster, is from the charm domain. (FRCS)

Energy Drain, just seems a tad bit crazy if you ask me. No Save and such strikes me as very powerful, maybe to so… :\

Energy Drain is fine; it's a touch attack which can be perfectly blocked by a 4th level spell, or fixed with Restoration-type magic. Miracle is a no-no, as are Wish and Limited Wish for arcanists; they really defeat the purpose of epic magics, whether they're Epic Spells of ELH brokenness or merely a 12th level spell.
 

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Paxus Asclepius said:
Miracle is a no-no, as are Wish and Limited Wish for arcanists.

I can see where you’re coming on that... :\

Do you have any spell recommendations for me when, and if, Brystasia needs Sune's intervention? :) (and you better not say miracle! :lol: )

I will also have a few spells to email you... :)
 

Beg and Plead with Deity?

Divine intervention is something that happens when the god wants it to happen, not when the character does. Even the Chosen of deities don't get direct access whenever they want it; Elminster or Fzoul can yell all they want, but can't do anything to compel or direct the power of their god.
 

Paxus Asclepius said:
Beg and Plead with Deity?

I'm not finding that spell... :\ Do you have a book and page number? ;)

Good points and all. I'm not sure if Sune, or most of the other FR deities, would abandoned their worshipers in this way but I can understand the need for game balance. :)
 
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I've never, in any of the FR books, either novel or sourcebook, seen an instance where a deity directly answered a call for aid in the manner which Miracle entails. Most acts of divine intervention are for the deity's purpose, not the clerics, or occur on behalf of Elminster. I am not Ed Greenwood, and neither (unless I'm sorely mistaken) are any of my players.
 

Paxus Asclepius said:
I've never, in any of the FR books, either novel or sourcebook, seen an instance where a deity directly answered a call for aid in the manner which Miracle entails.
Probaly, I don't read many of the novels... I did read the anzure bonds Probably, I don't read many of the novels and it has been years... I did recall that in the azure bonds and Finder seemed to help out the Saurials that would come to worship him but I think your point of view is best served by the example of at the beginning of the avatar series when the Faerûn gods are sitting around watching like Greek gods. :)

Paxus Asclepius said:
I am not Ed Greenwood, and neither (unless I'm sorely mistaken) are any of my players.
Darn what gave me away. :p :lol:

Hey thanks for the quick reply on the spells. :)
 

Here's a full list of Brystasia’s Favored Soul spells. (I could use help on some of these I imagine)

Zero level: 9; Create Water, Detect Magic, Detect Poison, Light, Hygiene, Mending, Purify Food/Drink, Quick Boost, Resistance
1st level: 6; Charm person, Divine Favor, Entropic Shield, Protection from Evil, Sanctuary, Shield of Faith
2nd level: 6; Consecrate, Cure Moderate Wounds, Eagle’s Splendor, Hold Person, Resist Energy, Silence
3rd level: 6; Guided Weapon, Magic Circle Against Evil, Obscure Object, Remove Curse, Suggestion, Water Breathing
4th level: 6; Blade of the Archangel, Divine Power, Freedom of Movement, Halo of Glory, Magic Weapon Greater, Restoration
5th level: 6; Charm monster, Commune, Halo of Shelter, Righteous Might, Spell Resistance, True Seeing
6th level: 6; Angel's Redoubt, Blade Barrier, Geas/Quest, Heal, Dispel Magic (Greater), Undeath to Death
7th level: 6; Empyreal Ecstasy, Holy Word, Insanity, Restoration Greater, Repulsion, Righteous Smite
8th level: 5; Demand, Fire Storm, Holy Aura, Mind Blank, Summon Monster VIII
9th level: 4; Dominate Monster, Energy Drain, True Resurrection, Visage of the Deity, Greater

I will also edit in spells that are not in the core book. (Slate Grey means I'm working on it but they are from the CBoEM.) (Cyan is part of the Charm Domain)

Hygiene
Transmutation
Level: Adp 0, Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You clean one creature, ridding it of dirt, sweat, contamination, foul odors, and so on. This spell not only makes its
subject presentable for fine company, it promotes better health. For 24 hours after the casting, the affected creature gains a +t circumstance bonus on all saves against disease. Used frequently, this spell can help stave off tooth decay and other such minor maladies, although this has no in-game effect.


Quick Boost
Transmutation
Level: Clr o, Sor/Wiz o
Components: V, S
Casting Time: Standard action
Range: Touch
Target: One living creature
Duration: id4 rounds (D)
Saving Throw: None
Spell Resistance: Yes

Calling up a short-lived but intense burst of positive energy, you bestow a +z enhancement bonus to the Constitution, Dexterity, or Strength score of one creature.

Guided Weapon
Evocation [Force]
Level: Ava 3, Clr 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Magic weapon made of force
Duration: I round/level (D)
Saving Throw: None
Spell Resistance: Yes

A melee weapon made of pure force springs into existence and attacks opponents at a distance, much as with the spiritual weapon spell. Like a spiritual weapon, the guided weapon takes the shape of a weapon favored by your deity (or one with some spiritual significance or symbolism to you, if you have no deity). It has the same threat range
and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack the round the spell is cast and continuing each round thereafter. It uses your base attack bonus (possibly allowing it multiple attacks per round), but adds your Charisma or Wisdom modifier (for an avatar or cleric, respectively) instead of your Strength or Dexterity modifier. Like a spiritual weapon, the guided weapon strikes as a spell, not as a weapon.

The guided weapon strikes from your direction, and unlike its lower-level counterpart, it can help an ally get a flanking bonus and can benefit from a flanking bonus or an ally's aid another action. Feats such as Weapon Focus, Power Attack, and similar abilities do not affect attacks made with the weapon, and you cannot make sneak attacks with it.

The guided weapon continues to attack the designated foe unless it travels out of range, in which case the weapon returns to you. You can direct the weapon to attack a new foe once per round as a free action. If left undirected, the weapon continues to attack the last designated foe. As with the spiritual weapon spell, if a designated target has SR,
the resistance is checked the first time the weapon strikes it. If the guided weapon is successfully resisted, the spell is dispelled; otherwise, the weapon has its normal full effect on that creature for the duration of the spell.

Blade of the Archangel
Transmutation
Level: Ava 4, Clr 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You imbue a weapon with the force of pure good and bless it with holy power. While so affected, the weapon glows with a silvery radiance and trails light through the air behind it.

For the duration of the spell, the affected weapon deals an additional 2d6 points of holy damage with each successful hit against an evil opponent. An evil creature attempting to wield the affected weapon takes a -2 sacred penalty on attack rolls, weapon damage rolls, and saving throws.

Halo of Glory
Transmutation [Good]
Level: Clr 4, Hallowed Mage 4
Components: V, S, M
Casting Time: Standard action
Range: Touch
Target: One creature of a nonevil alignment
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell allows the caster to confer the celestial template on a creature for a very short time. The target also glows with divine energy (particularly around the head) that illuminates 5-foot radius.

Material Component: A vial of holy water

Halo of Shelter
Abjuration [Good]

Level: Clr 5, Hallowed Mage 5
Components: V, S, M
Casting Time: Standard action
Range: Touch
Target: One creature of a nonevil alignment
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No

You create a halo around a subject that can sustain 5 hit points of damage per caster level. All incoming damage (hit point damage-normal or nonlethal-but not ability score damage) is subtracted from the halo before any of it reaches the target; as long as the halo has any hit points left, it absorbs the entire attack.

Thus, if a 9th-level cleric casts halo of shelter upon a subject, the halo has 45 hp. If the subject is then struck by a sword that deals 13 points of damage, the halo absorbs the damage and has 32 hp left. If the target then falls into a pit and suffers 20 points of damage, he sustains no damage himself, leaving the halo with 12 hp. If the target is then in the area of a fireball which inflicts 24 points of damage, the halo is destroyed, but the subject remains unscathed. The halo also blocks any effect accompanying an attack that requires damage to be inflicted, such as a poisonous bite or the effects of an axe of wounding.

The target glows with divine energy (particularly around the head) that illuminates a 5-foot radius.

Damage from artifacts, spells of 7th level or above, and +5 weapons bypasses the halo. The halo does not protect against nondamaging attacks like cause fear, gaze attacks, or disintegrate (although it would absorb the damage inflicted by a disintegrate spell if the subject's save succeeds).

Material Components: Four vials of holy water

Angel's Redoubt
Conjuration (Creation) [Good]
Level: Clr 6

Components: V, S, M
Casting Time: One minute
Range: Medium (l00 feet + 10 feet/level)
Effect: A tower 20 feet square and 30 feet tall
Duration: Two hours/level
Saving Throw: No
Spell Resistance: No

You conjure a fortified tower made of stone upon a flat surface. There are two floors and a flat roof with battlements, all connected by narrow stairs inside. In all respects the structure resembles a normal tower with an iron door and three shuttered windows on the upper level (stairs lead from the ground level outside up to the door), and a small fireplace.

The shelter has a comfortable temperature and atmosphere no matter what the conditions are like outside. The tower provides considerable security-the stone walls measure 4 feet thick, and the iron door 2 inches thick. The structure itself resists spells cast directly upon it as if it had spell resistance 25. It is impervious to normal missiles, but not the sort cast by siege machinery or giants.

The door, shutters, and even chimney remain secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. Finally, seven conjured celestial dogs watch over and protect the tower for the duration.

The tower contains elegant furnishings: 12 bunks, a trestle table, eight chairs, two benches, and a writing desk. The interior decor includes reliefs and tapestries depicting angels and other holy beings.

Material Components: A small block of granite and a white feather dipped in holy water


Empyreal Ecstasy
Abjuration
Level: Bard 6, Pleasure 7
Components: V, S, DF
CastingTime: 1 round
Range: 30 ft.
Target: One creature/level
Duration: l minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Like the ease pain spell, empyreal ecstasy immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It neither prevents damage nor blocks other effects not directly related to pain (such as the recall agony or recall pain psionic power).

The spell also induces a pleasurable fuguelike state that yields a number of additional effects:

First, empyreal ecstasy renders its targets immune to mind-affecting spells and effects for the spell's duration, but does not negate mind-influencing effects already in place.

Second, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.

Third, the fuguelike state induced by the spell makes it difficult for targets to concentrate on certain tasks. Creatures in ecstasy take a -4 penalty on all skill checks, and casting a spell while under the influence of empyreal ecstasy requires a DC 15 Concentration check.

Righteous Smite
Evocation [Good]
level: Cleric 7, exalted arcanist 7, Wrath 7
Components: U, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Will partial; see text Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d6 points of damage per caster level (maximum 20d6) to evil creatures (or 1d8 points of damage per caster level, maximum 2od8, to evil outsiders) and blinds them for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinding effect.

The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Visage of the Deity, Greater
Transmutation [Evil, Good]
Level: Cleric 9
Components: V S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level


As lesser visage of the deity, except that you take on the qualities of a half-celestial or half-fiend (see the Monster Manual
for complete details). You do not gain the spell-like abilities of these creatures.

Your creature type changes to outsider for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

Good clerics undergo the following transformations:

• You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).

• You gain +1 natural armor.

• You gain low-light vision.

• You gain resistance 10 to acid, cold, and electricity.

• You gain immunity to disease.

• You gain a +4 racial bonus on saving throws against poison.

• You gain damage reduction 10/magic.

• You gain spell resistance 25.

• You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha
 
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Gestalt Brystasia, most of it is done... I need to pick paladin and Pious Templar spells, double check the math, maybe play around with the feats, and spend a few more coins. (Mainly on few spell components* Brystasia will need.)

* PA, I Take it your wanting to track everything 25 GPs and above? :)


Character Name: Brystasia Purelove
Character Race: Half-Nymph/Human
Character Classes: Holy Warrior 12/Favored Soul 12/Heartwarder 8/Pious Templar 4/Rogue 4
Alignment: Chaotic Good
Deity: Sune

Gender: Female
Age: 26
Height: 5’11”
Weight: 129
Eyes: Turquoise Blue
Hair: Slivery Blonde

Experience Points (Current): 210,001
Experience Points (Needed): 231,000
Character Level: 20
Effective Character Level: 21

Known Languages: Common, Sylvan, Celestial, Elven, Draconic, Dwarven, Goblin

-------------------------------------------------------

Strength: 13 +1 17 +3 (2 points, Book +3) Enchant +4
Dexterity: 22 +6 26 +8 (6 points, +2 Racial, +1 12th level, Book +5) Enchant +4
Constitution: 19 +4 25 +7 (6 points, Book +5) Enchant +6
Intelligence: 16 +3 (6 points, +2 Racial)
Wisdom: 21 +5 (6 points, +2 Racial, Book +5)
Charisma: 31 +10 (6 points, +4 Racial, +3 4th, 8th,16th, 20th level, +4 PrC, Book +5)

Bold: After magical enchantment
-------------------------------------------------------

Hit Dice: 4d8,16d10 +7
Hit Points: 286
Armor Class: 40 [ BASE (10) + ARMOR (7) + DEX (8) + SHIELD (6) + DASTANA (6) +DEFLECTION (2) + DODGE (1)]
Flatfooted Armor Class: 40
Touch Attack Armor Class: 19
Damage Resistance: 1/-
Spell Resistance: 0
-----------------------------

Armor Worn: Nightscale +5
AC Penalty: 0
Maximum DEX bonus: +10
Armor Type: Light
Weight: 3 lbs.

Shield Used: Mithral Buckler +5
AC Penalty: 0
Maximum DEX bonus: -
Weight: 2.5 lbs.

Other: Mithral Dastana +5
AC Penalty: 0
Maximum DEX bonus: -
Weight: 2.5 lbs.

Notes:
Uncanny Dodge (Dex AC)
-------------------------------------------------------

Save vs. Fortitude: 29 [BASE (12) + DEVINE GRACE (10) + CON MOD (7)]
Save vs. Reflex: 30 [BASE (11) + DEVINE GRACE (10) + DEX MOD (9)]
Save vs. Will: 27 [BASE (12) + DEVINE GRACE (10) + WIS MOD (5)]

Special Save Notes:
Divine Grace (Holy Warrior)
Evasion: Successful reflex for no damage (Rogue)
Mettle: Successful fortitude or wisdom against spells for no damage (Pious Templar)

-------------------------------------------------------

Initiative Modifier: +9
Base Attack Bonus: +19/+15/+10/+5

Melee Attack Bonus: +22/+18/+13/+8
Ranged Attack Bonus: +27/+24/+19/+14
-------------------------------------------------------

Weapons:

Mighty (+1) Sword Whip +5, Sweeping, Flaming Burst +32/+29/+24/+14 1d6+6 / Critical: 19-20 / Slashing / 4 lbs. Trip: +12 (128,550 GP)
Sweeping (MoF pg 141)

Weapon weight: 4 lbs.
-------------------------------------------------------

Skills :

Name/Total Mod (Ability) ** # Ranks taken
Appraise /5 (Int + 3) 2
Balance /15 (Dex + 8) 7
Bluff /15 (Cha + 10) 5
Concentration / 23 (Con + 7) 16
Diplomacy /28 (Cha + 10) 18
Decipher Script /5 (Int + 3) 2
Gather Information /20 (Cha + 10) 10
Hide /15 (Dex + 8) 7
Intimidate / 10 (Cha + 10) 0
Jump / 3 (Str + 3) 0
Knowledge: Religion /13 (Int + 3) 10
Listen /12 (Wis + 5) 7
Move Silently /15 (Dex + 8) 7
Perform: Dance /21 (Cha + 10) 11
Perform: Sing /21 (Cha + 10) 11
Perform: String Instruments /12 (Cha + 10) 2
Search /10 (Int + 3) 7
Sense Motive /15 (Wis + 5) 10
Speak Language: 2 (Dwarven, Goblin)
Spellcraft /13 (Int + 3) 10
Spot /12 (Wis + 5) 7
Swim / 10 (Str + 3) 7
Tumble /15 (Dex +8) 7
Use Magic Device /15 (Cha + 10) 5

* Armor Check Penalty Applies
[CC] Cross Class Skill
-------------------------------------------------------

Feats
True Believer (Human)
Spell Focus (Enchantment) (1st feat)
Dodge (2nd feat)
Mobility (3rd feat)
Power Attack (4th feat)
Weapon Finesse (5th feat)
Divine Might (6th feat)
Combat Expert (7th feat)
Improved Trip (Favored Soul 12th level feat)
Improved Buckler (Pious Templar 4th level bonus feat)


Empower Turning (Greater Sune Holy Symbol)

Special Abilities
Awesome Beauty DC: 29 (Nymph)
Fey Bloodline (Nymph)
Low-Light Vision (Nymph)
1 Extra Feat (Human)
4 Skill Points (Human)
1 Skill Point/Level (Human)
Divine Grace (Holy Warrior)
Divine Health (Holy Warrior)
Aura of Courage (Holy Warrior)
Confer Blessing 12/day (Holy Warrior) 12 temporary Hit Points for 24 hours, plus +4 on fear saves for 120 minutes
Healer’s Aid 1/day (Holy Warrior) Max hit points gained on heal spell, +1 for each Holy Warrior level and the casters level.
Sacrifice (Holy Warrior) trade HP with other target while absorbing their damage
Turn Undead 13 /day (Holy Warrior)
Deity’s Weapon Focus: Whip (Favored Soul)
Energy Resistance: Acid, Fire (Favored Soul)
Heart of Passion (Heartwarder)
Lips of Rapture 10/Day (Heartwarder)
Tears of Evergold (Heartwarder)
Charisma Increase +4 (Heartwarder)
Mettle (Pious Templar)
Smite 1/Day (Pious Templar) +4 to attack + 4 to damage
Damage Reduction 1/- (Pious Templar)
Weapon Specialization: Whip (Pious Templar)
Bonus Feat (Pious Templar)

-------------------------------------------------------

Equipment & Gear:
Manual of Quick Action +5, used Inherent (137,500 GP)
Tome of Leadership and Understanding +5, used Inherent (137,500 GP)
Manual of Bodily Health +5, used Inherent (137,500 GP)
Tome of Understanding +5, used Inherent (137,500 GP)
Manual of Gainful Strength +3, used Inherent (82,500 GP)

Head:
Eyes:
Neck: Amulet of Health +6 (36,000 GP)
Torso:
Robe/Armor: Sacred (Sune) Nightscale +5
Waist: Belt of Giant Strength +4 (16,000 GP) (1 lbs.)
Clock/cape/mantle:
Arms:
Hands: Gloves of Dexterity +4 (16,000 GP) (nil lbs.)
Ring Left Hand: Ring of Lesser Displacement, Swimming, Feather Falling and Hygiene (32,550 GP) (nil lbs.)
Ring Right Hand: Ring of Protection +2 (8,000 GP) (nil lbs.)
Feet: Boots of springing/striding and of the Winterlands (9,250 GP) (1 lbs.)

Heward’s Handy Haversack (2,000 GP)
-Greater Sune Holy Symbol (5,040 GP) (1 lbs.)

EQUIPMENT WEIGHT: 3 lbs.
ARMOR WEIGHT: 8 lbs.
WEAPON WEIGHT: 4 lbs.
TOTAL WEIGHT: 15 lbs.

Carrying Capacity 17 STR Light: up to 86 lb. Medium: 87-200 lb. Heavy: 201-260 lb.


-------------------------------------------------------

Money:
PP: 0
GP: 8,551 GP
SP: 0
CP: 0
-------------------------------------------------------

Base Speed: 30 feet 40 feet


Spells: Holy Warrior (Wisdom)
1st level: 1+2
2nd level: 1+1
3rd level:1+1

1st level Memorized
Divine Favor

Spells: Favored Soul (Charisma)
Favored Soul Domains: Charm, Protection
Caster Level: 20
Difficulty Class: 15 + Spell Level

Favored Soul Spells per Day

Zero level: 6+3
1st level: 6+3
2nd level: 6+2
3rd level: 6+2
4th level: 6+2
5th level: 6+2
6th level: 6+2
7th level: 6+1
8th level: 6+1
9th level: 6+1


Favored Soul Spells Known
Zero level: 9; Create Water, Detect Magic, Detect Poison, Light, Hygiene, Mending, Purify Food/Drink, Quick Boost, Resistance
1st level: 6; Charm person, Divine Favor, Entropic Shield, Protection from Evil, Sanctuary, Shield of Faith
2nd level: 6; Consecrate, Cure Moderate Wounds, Eagle’s Splendor, Hold Person, Resist Energy, Silence
3rd level: 6; Guided Weapon, Magic Circle Against Evil, Obscure Object, Remove Curse, Suggestion, Water Breathing
4th level: 6; Blade of the Archangel, Divine Power, Freedom of Movement, Halo of Glory, Magic Weapon Greater, Restoration
5th level: 6; Charm monster, Commune, Halo of Shelter, Righteous Might, Spell Resistance, True Seeing
6th level: 6; Angel's Redoubt, Blade Barrier, Geas/Quest, Heal, Dispel Magic (Greater), Undeath to Death
7th level: 6; Empyreal Ecstasy, Holy Word, Insanity, Restoration Greater, Repulsion, Righteous Smite
8th level: 5; Demand, Fire Storm, Holy Aura, Mind Blank, Summon Monster VIII
9th level: 4; Dominate Monster, Energy Drain, True Resurrection, Visage of the Deity, Greater

Spells: Pious Templar (Wisdom)
1st level: 1+2
2nd level: 1+1
 
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PA, she's had the greater Sune holy symbol since the last game but the empower turning feat has changed in the complete divine.

Anyhow let me know if you really dislike it.

Empower Turning

You can turn or rebuke more undead with a single turning attempt.

Prerequisite: Ability to turn or rebuke undead.

Benefit: You can turn or rebuke more undead than usual. After adding your cleric level and Charisma modifier to your turning damage roll multiply it by 1.5.
 

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