Solan the LVIII
Patryn [url=http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3]Archivist[/url] 3 / Wizard 3 / Mystic Theurge 6
Alignment: Neutral Evil
Size: Medium
Type: Humanoid
Base Speed: 30
Str: 10 (+0) 2 pts
Dex: 14 (+2) 6 pts
Con: 20 (+5) 6 pts +6 enhancement
Int: 28 (+9) 10 pts +2 Racial +3 level +1 bonus +6 enhancement
Wis: 14 (+2) 6 pts
Cha: 12 (+1) 4 pts
HP: 102 (9d4 + 3d6+ +60)
AC: 22 (10 base +2 Dex +7 nat +3 def)
Saves:
For: +16 ( 6 Base +5 Con +5 resist)
Ref: +11 ( 4 Base +2 Dex +5 resist)
Wil: +18 (11 Base +2 Wis +5 resist)
Init: +6
Base attack bonus: +5
Attacks:
?
Skills Total Ranks Stats Misc
Appraise 9 0.0 9 0
Balance 2 0.0 2 0
Bluff 1 0.0 1 0
Climb 0 0.0 0 0
Concentration 20 15.0 5 0
Craft (Runes) 34 15.0 9 10
Diplomacy 1 0.0 1 0
Disguise 1 0.0 1 0
Escape Artist 2 0.0 2 0
Forgery 9 0.0 9 0
Gather Information 1 0.0 1 0
Heal 2 0.0 2 0
Hide 2 0.0 2 0
Intimidate 1 0.0 1 0
Jump 0 0.0 0 0
Know(Arcana) 24 15.0 9 0
Know(Dungeoneering) 16 7.0 9 0
Know(History) 16 7.0 9 0
Know(Nature) 16 7.0 9 0
Know(Planes) 16 7.0 9 0
Know(Religion) 24 15.0 9 0
Listen 10 8.0 2 0
Move Silently 2 0.0 2 0
Perform 1 0.0 1 0
Ride 2 0.0 2 0
Search 9 0.0 9 0
Sense Motive 2 0.0 2 0
Spellcraft 24 15.0 9 0
Spot 10 8.0 2 0
Survival 2 0.0 2 0
Swim 0 0.0 0 0
Use Rope 2 0.0 2 0
Feats
1 - Improved Initiative
- Craft Tatoo (bonus)
- Inscribe Runes (bonus)
3 - Empower Spell
5 - Corrupt Spell (bonus ability)
6 - Searing Spell
9 - Malign Spell Focus
10 - +1 Intelligence (bonus ability)
12 - Maximise Spell
Languages: Patryn, Sartan, ?, ?, ?, ?, ?, ?
Equipment 16500CP
Head: +6 Intelligence (18000cp)
Eyes:
Neck:
Torso: +5 Resistance (12500cp)
Body: +3 Natural Armour(9000cp)
Belt: +6 Constitution (18000cp)
Cloak:
Arms:
Hands: +10 Craft[Runes] (5000cp)
Ring1: +3 Defection Bonus(9000cp)
Ring2:
Feet:
Other Items
Travelers Outfit 5lb
Weight Carried: 5lbs
Carrying Capacity: Light(33 lb), Medium(31-66lb), Heavy(67-100lb)
Good Questions. I'm basing your magics off of the Craft skill (I believe that's what I said earlier, right?), that would also be the skill used for determination of epic spells(replacing both knowledge AND spellcraft).Lord_Raven88 said:Okay below is the character that I'm working on.
Questions
- Also what use will Knowledge(Arcana & Religion) and Spellcraft be put to. If we ever get to Epic levels will these be important in determining how many spells we can cast.
- Are we using the Spellcraft skill or the Craft(runes) skill to determine if we succeed in casting spells.
- What level spells are we able to cast up to
[sblock=Character Submission(Work in Progress)][sblock=Patryn Abilities]Code:Solan the LVIII Patryn [url=http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3]Archivist[/url] 3 / Wizard 3 / Mystic Theurge 6 Alignment: Neutral Evil Size: Medium Type: Humanoid Base Speed: 30 Str: 10 (+0) 2 pts Dex: 14 (+2) 6 pts Con: 20 (+5) 6 pts +6 enhancement Int: 28 (+9) 10 pts +2 Racial +3 level +1 bonus +6 enhancement Wis: 14 (+2) 6 pts Cha: 12 (+1) 4 pts HP: 102 (9d4 + 3d6+ +60) AC: 22 (10 base +2 Dex +7 nat +3 def) Saves: For: +16 ( 6 Base +5 Con +5 resist) Ref: +11 ( 4 Base +2 Dex +5 resist) Wil: +18 (11 Base +2 Wis +5 resist) Init: +6 Base attack bonus: +5 Attacks: ? Skills Total Ranks Stats Misc Appraise 9 0.0 9 0 Balance 2 0.0 2 0 Bluff 1 0.0 1 0 Climb 0 0.0 0 0 Concentration 20 15.0 5 0 Craft (Runes) 34 15.0 9 10 Diplomacy 1 0.0 1 0 Disguise 1 0.0 1 0 Escape Artist 2 0.0 2 0 Forgery 9 0.0 9 0 Gather Information 1 0.0 1 0 Heal 2 0.0 2 0 Hide 2 0.0 2 0 Intimidate 1 0.0 1 0 Jump 0 0.0 0 0 Know(Arcana) 24 15.0 9 0 Know(Dungeoneering) 16 7.0 9 0 Know(History) 16 7.0 9 0 Know(Nature) 16 7.0 9 0 Know(Planes) 16 7.0 9 0 Know(Religion) 24 15.0 9 0 Listen 10 8.0 2 0 Move Silently 2 0.0 2 0 Perform 1 0.0 1 0 Ride 2 0.0 2 0 Search 9 0.0 9 0 Sense Motive 2 0.0 2 0 Spellcraft 24 15.0 9 0 Spot 10 8.0 2 0 Survival 2 0.0 2 0 Swim 0 0.0 0 0 Use Rope 2 0.0 2 0 Feats 1 - Improved Initiative - Craft Tatoo (bonus) - Inscribe Runes (bonus) 3 - Empower Spell 5 - Corrupt Spell (bonus ability) 6 - Searing Spell 9 - Malign Spell Focus 10 - +1 Intelligence (bonus ability) 12 - Maximise Spell Languages: Patryn, Sartan, ?, ?, ?, ?, ?, ? Equipment 16500CP Head: +6 Intelligence (18000cp) Eyes: Neck: Torso: +5 Resistance (12500cp) Body: +3 Natural Armour(9000cp) Belt: +6 Constitution (18000cp) Cloak: Arms: Hands: +10 Craft[Runes] (5000cp) Ring1: +3 Defection Bonus(9000cp) Ring2: Feet: Other Items Travelers Outfit 5lb Weight Carried: 5lbs Carrying Capacity: Light(33 lb), Medium(31-66lb), Heavy(67-100lb)
Abilities: +2 racial bonus to any one stat
Skills: Bonus skills as a human, Spot Listen and Spellcraft are always class skills
Bonus Ability: One bonus ability at every 5th level. Choose from Fighter/Metamagic/Item Creation feat OR +1d6 Sneak attack OR +1 to a stat.
Defensive Runes: +4 natural armour
Bonus Feat: Craft Tatoo
[/sblock]
[sblock=Archivist Abilities]
Bonus Feat: Inscribe Runes
Dark Knowledge: Tactics 4/day. Can call upon knowledge of abberations, elementals, magical beast, outsiders, or undead. Using dark knowledge requires an appropriate knowledge check (DC15). +1 bonus to attack rolls against creatures if successful, the archivist recieves a further +1 bonus for every 10 points that he beats the DC check by.
Lore Mastery: +2 bonus to all decipher script checks and to all checks of any one knowledge skill of his choice.
[/sblock]
[sblock=Wizard Abilities]
Bonus Feat: Inscribe Runes
Summon Familiar:
[/sblock]
Height: 6'
Weight: 160 lbs
Eyes: Cobolt
Hair: Brown with white tips
Skin: Bronze
Appearance:
Solan is a lean hawk-nosed handsome man of above average height.
Background:
When the Labrynth was first costructed Patryns weren't the only prisoners interred there. Infact any Sartan who disagreed with the Councils decision to sunder the world (and in the process kill millions of innocent mensch) were also thrown into the Labrynth with the councils hated foe, the Patryns.
Over time the minority group of Sartans were fully incorporated into the larger Patryn population, as former petty rivalies were soon put aside as the two groups were jointly forced to fight for survival inside of their harsh prison.
Solan is a descendant of both of these groups, and for generations all of his male ancestors have named Solan in honour of the original Sartan prisoner. Not because that the believe that their Sartan ancestory is more important than their Patryn ancestory. Rather in recognistion of what can be achieved when enemies put aside their differences and learn to work together.
[/sblock]
[b] Spell Level DC[/b]
1 9
2 14
3 21
4 30
5 41
6 54
7 69
8 86
9 105
Solan the LVIII
Patryn Warlock 3 / Wizard 3 / Eldritch Theurge 6
Alignment: Lawful Evil
Size: Medium
Type: Humanoid
Base Speed: 30
Str: 10 (+0) 2 pts
Dex: 14 (+2) 6 pts
Con: 20 (+5) 6 pts +6 enhancement
Int: 28 (+9) 10 pts +2 racial +3 level +1 bonus +6 enhancement
Wis: 12 (+1) 4 pts
Cha: 18 (+4) 6 pts +4 enhancement
HP: 99 (11d4 + 1d6+ +60)
AC: 22 (10 base +2 Dex +7 nat +3 def)
Saves:
For: +13 ( 4 Base +5 Con +4 resist)
Ref: +10 ( 4 Base +2 Dex +4 resist)
Wil: +16 (11 Base +1 Wis +4 resist)
Init: +6
Base attack bonus: +7
Attacks:
Eldritch Blast +9 5d6 20/x2
Skills Total Ranks Stats Misc
Appraise 9 0.0 9 0
Balance 2 0.0 2 0
Bluff 12 8.0 4 0
Climb 0 0.0 0 0
Concentration 20 15.0 5 0
Craft (Runes) 39 15.0 9 15
Diplomacy 4 0.0 4 0
Disguise 4 0.0 4 0
Escape Artist 2 0.0 2 0
Forgery 9 0.0 9 0
Gather Information 4 0.0 4 0
Heal 1 0.0 1 0
Hide 2 0.0 2 0
Intimidate 12 8.0 4 0
Jump 0 0.0 0 0
Know(History) 17 8.0 9 0
Know(Labyrinth) 24 15.0 9 0
Know(Planes) 16 7.0 9 0
Listen 11 10.0 1 0
Move Silently 18 6.0 2 10
Perform 4 0.0 4 0
Ride 2 0.0 2 0
Search 9 0.0 9 0
Sense Motive 10 9.0 1 0
Spot 11 10.0 1 0
Survival 1 0.0 1 0
Swim 0 0.0 0 0
Use Magic Device 0 9.0 4 0
Use Rope 2 0.0 2 0
Feats
1 - Corrupt Spell -[BoVD PG 47]
- Craft Tatoo (bonus)
2 - Inscribe Runes (bonus)
3 - Empower Spell
5 - Searing Spell* (bonus ability) -[Sandstorm PG 53]
6 - Maximised Spell-like Ability (Eldritch Blast)
9 - Malign Spell Focus -[BoVD PG 49]
10 - +1 Intelligence (bonus ability)
12 - Sudden Maximise
[size=1] * Ignores fire resistance, creatures with immunity to fire take half damage, Creatures with the cold subtype take double damage. +1 spell level[/size]
I didn't realise that you could pay mana to add on to your spellcasting check, That certainly makes it more achievable.Jemal said:RE: UMD Yep, that's right, it'd also be pointless, so let's add it to the list of "skills that don't exist".
RE: Spellcasting. Yeah, that's true, which is why I'm giving you guys so much mana.
(Remember, that by lvl 20, a sorc has over 300-400 mana, and it only costs 1 (regardless of level) to attempt a spell(And additional for bonuses to the check). So, using your 'example' skill check of +56, and the fact that you can take 10.... that's a 66. NOW, if you're a casting a spell from your 'specialty' (Which only primary casters can do), you could gain a bonus of +10, meaning to get the DC 105, you'd need to spend an additional 29 mana. So, that's 30 mana for a lvl 9 spell (10 more if it's not in your specialty).
So, even assuming it's NOT in your specialty, Out of 400 Mana, that means 10 lvl 9 spells a day. OR, say 6 (What a sorc could cast at lvl 20) lvl 9 spells, with about 100 mana left for other spells.
Since you've got a base 66 skill check taking 10, you'd pay 1 mana for every spell up to lvl 6, 4 mana for a lvl 7, 21 for a lvl 8)
Allright, so 6 lvl 9 spells, 6 lvl 8 spells, 6 lvl 7 spells would cost 390 mana (which your char. in question should have, np). Everything else would cost 1 mana a piece.
Well as the resident moaning twit, I'm going to have to stick up my anally retentive hand and continue to point out any percieved flaws.Jemal said:OK, I am going to make ONE change.. Craft(Runes) for spellcasting uses whichever of the following stats is your highest (instead of int). Dex, or your casting class's primary casting stat.
Does that sound fair, or do we still think it needs to be worked out some more?
) just pointing the ways that the system can and will be exploited by greedy little twinkers like myself. Although I'm not really a serious twinker like someone I could name *cough* AC 70 *cough*. I obviously can't be too upset by this as I'm creating a primary spellcaster myself. Anyway it was mearly something to think about.Jemal said:As for the 6 free ECL, well Gestalt is figured at +2 ECL, and that's for an ENTIRE extra class as secondary, whereas this is half level, and you need to spend mana to activate the extra features.. Maybe +1 ECL... SO, I might work on something else for primary casters.
*EDIT: Also, don't forget that the Primary Caster has a casting skill bonus = half his level, which at 12 is +6, divided between any specialties he chooses. Also, if you choose a single specialty, you get +2 to your level for all purposes surrounding that school. SO, if a sorc12 chose "Fire spells" as a single specialty, they would gain +6 to casting any fire spells(which is effectively 6 less mana cost for the spells that he can't make normally), and would be considered Sorc14 (meaning higher caster level, and access to lvl 7 spells). In addition to the fact that mana goes up fast.. The lvl 12 Sorceror(Special:fire) wouldn't have "double", but more like 4X the mana of the lvl 12 fighter(backup sorc).
True, that's why my initial submission was a Archivist 3 / Wizard 3 / Mystic Theurge 6. He certainly had a lot more mana that my current submission. But the Archivist levels felt like a waste as a straight Wizard can cast any divine spell anyway, albiet as a spell of 1 level higher. But that was before you included the rules for specialisation with the bonus CL's.Jemal said:One more thing : RE double spellcasting
A char. with 2 spellcasting classes would add the mana for both together, and would have 2 seperate 'specialty' pools. (AKA A cleric6/Wizard6 would figure out their cleric mana, the figure out their wizard mana, and add the two together. Plus, they could choose 1 cleric specialty (which would get +3skill and +2 CL), and 1 wizard (which would get +3 skill and +2 CL). They wouldn't be allowed to choose the same specialty twice, and would normally only have access to 3rd level spells, but b/c of their comparatively high casting skill mod, would find any spell they DO try easy.
Thus, Mystic Theurge and Ultimate magus ARE really good choices, IMO.
Oh, that's not twinking... I was going Easy on them. Straight core @lvl 20 it's easy to beat 100, My friends and I have done it with 3 seperate characters(Core/SRD only, no psionics)Although I'm not really a serious twinker like someone I could name *cough* AC 70 *cough*.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.