Here's the latest build of Shard. Hee. I can't stop tinkering. This time I did some spell changing...shuffled a few, wrote up their descriptions where they were noncore. I also removed the Bracers of Armor...which seemed like 16k down the drain when I realized Mage Armor could do the same thing... So now I have 10k to spend.
Any suggestions? I think defensively, she's got it pretty good. At this point I'm more interested in nifty utility gear and items that enhance her offensive potential (not necessarily by doing direct damage, mind). Bear in mind she's already attuned to a runestaff, so no more of those.
[sblock=Shard v.3.0]Name: Shard
Race: Human
Class/Level: Sorceror 5/Wild Mage 9
Gender: Female
Exp
Desc: Pale skinned, crowned with a shock of wild white hair and with faded blue eyes, Shard is an unusual sight among wasteland nomads. She looks entirely too young, too fragile and pretty to command the respect that she does. In the center of her forehead there is a fragment of clear crystal about the size of a man's thumbnail. Examination bears witness that this isn't some awful injury, but that the crystal is fused with flesh and bone as if it had somehow grown from her body. She wears a simple white gown under a loose flowing robe with strange sigils embroidered over it that ripples as if in a wind, even when there is no wind to move it. Over all is a heavy, hooded, all weather cloak that seems as if it would be far too hot for the desert, but never seems to inconvenience her. The only weapon she carries openly is the rune-carved staff with the sapphire at the top.
Strength (STR) 8 -1
Dexterity (DEX) 18 +4 (8)
Constitution (CON) 14 +2 (6)
Intelligence (INT) 10 +0 (2)
Wisdom (WIS) 14 +2 (6)
Charisma (CHA) 24 +7 (10)
Alignment: Chaotic Neutral
AC: 20 (10 + 4 Dex + 4 armor +2 luck)
Buffed AC: 24 (+4 shield)
Hit Points: 4+13d4+28
Movement: 30'
Init: +4
Base Attack Bonus: +6
Melee Attack: +5
Ranged Attack: +9
Fort: +11
Reflex: +16
Will: +14
Race Abilities
Bonus Feat
Bonus skills
Class Abilities:
Sorceror
- Metamagic Specialist (PHB2 variant)
Wild Mage
- Wild Magic (-3 base caster level, but +1d6 when each spell cast)
- Random Deflector 3/day (redirect some spells/attacks to random target within 20')
- Student of Chaos (When using magic device that offers random result, roll twice and select)
- Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect)
- Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect)
Skills: 24+27
Concentration +19 (17 ranks +2 Con)
Knowledge Arcana +10 (8 ranks +0 Int +2 Synergy)
Knowledge Planes +4 (4 ccranks ranks +0 Int)
Spellcraft +7 (5 ranks +0 Int +2 feat)
Use Magic Device +12 (4 ccranks +2 ranks +2 feat +4 Cha)
Languages - Common, Draconic
Feats
1 Celestial Heritage (+2 vs elec & petri, gain Prot from Evil)
1 Magical Aptitude
3 Empower Spell
6 Celestial Lance (1d8/spell level used, 60' line, only to evil)
9 Quicken Spell
12 Sunlight Eyes (swft action, 1rnd see in any lighting condition 50', +1 CL light)
Spells (Base DC 17+lvl, Caster level 12+1d6)
0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead, Prestidigitation, Arcane Mark, Detect Magic
1 8/8 - Shield, Magic Missile, Mage Armor, Alarm, True Strike, Protection from Evil
2 8/8 - Invisibility, Glitterdust, Rope Trick, See Invisible, Dimension Hop
3 8/8 - Energy Aegis, Tenacious Dispelling, Disobedience, Phantom Steed
4 7/7 - Confusion, Otiluke's Suppressing Field, Voice of the Dragon, Orb of Force
5 7/7 - Telekinesis, Lucent Lance, Greater Blink
6 6/6 - Disintegrate, Greater Heroism
7 4/4 - Limited Wish
Noncore spells
Tenacious Dispelling (Complete Mage)
- As targeted Dispel Magic on first casting. Second casting within 1 round of first gains +2 to dispel check and can be either targeted or area.
Otiluke's Suppressing Field (Complete Mage)
- 20' emanation from caster that suppresses a particular school or descriptor of magic. Any spell or effect from a suppressed type cast within or into, or is brought into the field as a continuing effect, must make a caster level check DC 11+caster's CL or fail. Continuing effects are only suppressed while in the field's area. Effects that enhance CL vs spell resistance apply to this check.
Dimension Hop (PHB2)
- Teleport 5'/2 CL as standard action, either self or creature touched. Will negates.
Energy Aegis (PHB2)
- As immediate action, grant self or ally at Close range 1 rnd of resistance 20 to specified energy type.
Disobedience (Complete Scoundrel)
- Grants immunity to charms and compulsions, and can fool a caster into thinking the charm/compulsion succeeded if they fail a will save. 1hr/CL.
Voice of the Dragon (Spell Compendium)
- 10 min/CL gain +10 to Bluff, Diplomacy and Intimidate attempts...can discharge spell by issuing a Suggestion.
Orb of Force (Complete Arcane)
- Ranged touch, 10d6 damage cap, no save, no SR, force damage.
Lucent Lance (Spell Compendium)
- Ranged touch, Ray, 15d6 damage cap, no save, SR applies. 15d4 dmg if in shadowy illumination. Blinds target for 1 rnd, dazzles for 1rnd/CL. Acts as 1 rnd sun exposure to light-sensitive creatures. Light damage.
Money - 10380gp
Weapons -
Runestaff, +7/+2, 1d6+1, crit 20, 4lbs, Special: Smite
Armour -
Gear -
Scroll cases
Pouches
Spell component bag
Magic -
Ring of Arcane Might, 20k (Complete Arcane) +1 CL
Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells.
Headband of Charisma +6, 36k (SRD)
Gloves of Dexterity +2, 4k (SRD)
Deathguardian Bracers, 6k (Magic Item Compendium) Sacrifice a spell slot as an immediate action to gain DR/- equal to twice the spell level of the slot until beginning of your next turn.
Robe of Mysterious Summoning, 10k (Magic Item Compendium) 3/day allows user to sacrifice spell slot to cast Summon Monster of equal level to slot as standard action.
Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'.
Runestaff of Power, 38.3k (Magic Item Compendium) Allows casting each of the following spells 1/day, by spending spell slots of appropriate level. Is also +2/MW weapon and grants +2 luck to AC and saves while wielded. Can Smite by using 1st level slot to do double damage for 1 round.
- Cone of Cold
- Continual Flame
- Fireball
- Globe of Invulnerability
- Hold Monster
- Levitate
- Lightning Bolt
- Magic Missile
- Ray of Enfeeblement
- Wall of Force (only to create 5' radius dome centered on caster)
Survival Pouch, 3.3k (Magic Item Compendium) Can be accessed up to 5/day, each time producing one of the following effects: (anything taken out vanishes 8 hrs later, unless it's been eaten/drunk)
- 1 day rations for 1 Medium creature.
- 2 gallons water in skin
- Campfire (lit...lasts 8 hours or can make up to 8 torches that burn 1 hr each)
- Tent & 2 bedrolls
- 50' rope
- Composite shortbow (+1 Str) and 20 arrows.
- Shovel
- Pack Mule with riding gear and saddlebags. Treated as summoned, but will not fight.
Eternal Wand of Cure Moderate Wounds, 4,420gp (Magic Item Compendium) Cast 2nd level spell 2/day.
Scroll of Knock, 150
Scroll of Alter Self, 150
Potion of Lesser Restoration, 300
Background:
Pending[/sblock]