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<blockquote data-quote="Magus Coeruleus" data-source="post: 1673878" data-attributes="member: 1704"><p><strong>Feanor Alendi, Drd3/Wiz(Ill)3</strong></p><p></p><p>Here is an extensive writeup of my Druid/Illusionist, Feanor. First I present some houserules in effect, then the crunch, and finally the fluff. Cheers! --MC</p><p></p><p><span style="font-size: 12px"><strong>RELEVANT CAMPAIGN-SPECIFIC HOUSERULES</strong></span></p><p></p><ul> <li data-xf-list-type="ul">Alignment in the campaign, which determines the effects of various spells and items, has more to do with a character’s cult and class(es) than their behavior. As such, Feanor counts as “Chaotic Good.” In behavior and temperament, he is closer to “true neutral” with chaotic and good tendencies.</li> <li data-xf-list-type="ul">Wyvernhide armor replaces dragonhide armor with identical game mechanics.</li> <li data-xf-list-type="ul">5+ ranks in Knowledge(Caerfallin) provides a +2 synergy bonus with Gather Information checks.</li> <li data-xf-list-type="ul">Regional/cult feat: Automatic Still Spell. Prerequisite--Still Spell. Allows all spells of levels 0 and 1 to be cast stilled without special preparation or increased spell level. This feat can be taken multiple times, each time applying to the next two spell levels, e.g. 2 and 3, then 4 and 5, etc.</li> <li data-xf-list-type="ul">Caster level for multiclassed spellcasters is calculated as follows: half of the caster levels from each spellcasting class are added to the effective caster level of each other, rounding down. The effective caster level of a class cannot be more than doubled by such additions. Effective caster level affects level-dependent spell variables (e.g. range, duration, damage) but not spell progression nor any other statistics related to class or caster levels. Example: as a Drd3/Wiz3, Feanor has an effective caster level of Drd4/Wiz4 because each class adds one level (half rounding down) to the other. If Feanor advances as a Druid at the next level (i.e. Drd4/Wiz3) his effective caster level will be Drd5/Wiz5.</li> <li data-xf-list-type="ul">Spell effects from spell-completion and spell-trigger magic items (i.e. scrolls and wands) can be shared with or placed upon familiars and animal companions in the same manner as spells that are cast.</li> </ul><p></p><p><span style="font-size: 12px"><strong>CRUNCH</strong></span></p><p></p><p><strong><span style="color: Lime">Feanor Alendi, male human Druid 3 / Wizard (Illusionist) 3</span></strong> </p><p></p><p>HD 3d8+3d4+6; hp 22; Init +1; Spd 20 ft.; AC 18 (+1 Dex, +6 <em>+1 wyvernhide breastplate</em>, +1 darkwood buckler); BAB/Grapple +3/+3; Melee scimitar +3 (1d6/crit 18-20) or cudgel +3 (1d6) or shortspear +3 (1d6/crit x3); Ranged cudgel +4 (1d6) or shortspear +4 (1d6/crit x3); SA spells; SQ animal companion, nature sense, wild empathy, spontaneous summoning; summon familiar, woodland stride, trackless step; AL CG; SV Fort +5, Ref +5, Will +8; Str 10, Dex 13, Con 12, Int 16, Wis 15, Cha 9.</p><p></p><p>Skills (conditional modifiers not included): Appraise +4, Diplomacy +1, Gather Information +2, Handle Animal +6, Heal +5, Knowledge(arcana) +12, Knowledge(Caerfallin) +8, Knowledge(geography) +6, Knowledge(history) +6, Knowledge(nature) +10, Listen +1, Profession(herbalist) +3, Ride +7, Spellcraft +14, spot +3, Survival +9, Swim +5.</p><p></p><p>Feats: Still Spell, Automatic Still Spell (spell levels 0-1), Automatic Still Spell (spell levels 2-3), Scribe Scroll, Lightning Reflexes.</p><p></p><p>Druid Spells Known (cast 4/3/2): as per PHB, plus 0-animal trick (from MotW).</p><p></p><p>Wizard Spells Known (cast 4+1*/3+1*/2+1*): 0-acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance; 1-color spray, disguise self, expeditious retreat, feather fall, identify, magic missile, magic weapon, protection from evil, shield, silent image, true strike; 2-alter self, detect thoughts, fox’s cunning, hypnotic pattern, invisibility, knock, levitate, minor image, mirror image, protection from arrows, see invisibility. *bonus spells for specialization in Illusion; prohibited schools: Enchantment and Necromancy.</p><p></p><p>Magic items: +1 wyvernhide breastplate; various scrolls and potions; wands of enlarge person, mage armor, and shield; pair of sympathetic compasses (each points to the other at all times); pair of sympathetic rattles (when one is rattled, the other rattles as well); feather cape totem (allows speech with raptors and feather fall on self and bonded creatures (e.g. familiar and animal companion) at will).</p><p></p><p> <strong><span style="color: Red">Magaran, female “war dog” (riding dog) Animal Companion</span></strong> </p><p></p><p>HD 4d8+12; hp 38; Init +3; Spd 40 ft; AC 19 (+3 Dex, +6 natural); BAB/Grapple +3/+3; Melee bite +6 (1d6+4); SA trip (+1 racial bonus); SQ low-light vision, scent, link, shared spells, evasion; AL N; SV Fort +7, Ref +7, Will +4; Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6.</p><p></p><p>Skills: Jump +10, Listen +5, Spot +5, Swim +5, Survival +1 (+5 racial bonus when tracking by scent).</p><p></p><p>Feats: Alertness, Track, Iron Will</p><p></p><p>Tricks: Attack*, Come, Defend, Down, Heel**; *will attack unnatural creatures; **will follow through unnatural environments and under the influence of magical locomotion.</p><p></p><p><strong><span style="color: Orange">Wyst, male “sea eagle” (hawk) Familiar</span></strong> </p><p></p><p>HD 6; hp 11; Init +3; Spd 10 ft. fly 60 ft (average); AC 19 (+2 size, +3 Dex, +4 natural); BAB/Grapple +3/-7; Melee talons +8 (1d4-2); Space/Reach 2.5 ft/0 ft; SQ low-light vision, empathic link, shared spells, improved evasion, grant bonuses to master, deliver touch spells; AL N; SV Fort +4, Ref +7, Will +8; Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6.</p><p></p><p>Skills: Listen +3, Spot +14, Hide +11, Move Silently +3, Survival +7.</p><p></p><p>Feats: Weapon Finesse.</p><p></p><p></p><p><span style="font-size: 12px"><strong>FLUFF</strong></span></p><p></p><p>Age: 28; Height: 5'; Weight: 130; Eyes: Green; Hair: Dark Brown; Complexion: Pale.</p><p></p><p>Affiliations: Initiate, Cult of Caerfallin; Honorary Member, Vermillion Guard; Co-owner and Horticulturist of the keelboat “Goodberry”).</p><p></p><p>Languages: Common, Druidic, Elven, Sylvan (Unicorn dialect), Draconic (Lizardfolk dialect).</p><p></p><p>Background: Feanor hails from the Forest of Caerfallin and is following in the footsteps of the demi-god-like heroine Caerfallin, who was herself a Druid/Wizard before being placed into suspended animation by the Witch-goddess Yaga. Feanor is human but has a build similar to that of an elf (no pointy ears, mind you). He respects elves and has a slight tendency to look down upon humans (i.e. he is an elf-wannabe). Feanor is far more comfortable with animals and wild races than civilized people. His first loyalty is to his familiar Wyst and animal companion Magaran, who are rarely beyond arm’s reach (except when Wyst is scouting overhead). Feanor can be terse and lacking in tact, especially as regards social graces and proper recognition of authority, but he is (usually) wise enough to behave himself when to do otherwise would jeopardize himself or his party. He has made a concerted effort to improve in the art of diplomacy but generally prefers to let more charismatic party members deal with the “chit-chat.” He is far more adherent to protocol as regards the Cult of Caerfallin and its authorities, as well as those of the University at Molosh City and other places of higher learning, on which he depends to develop his arcane skills.</p><p></p><p>Feanor takes a great interest in native flora, fauna, and sentient races of uncivilized areas. He has had extensive interaction with Lizardfolk and has a fondness for them that inspired him to learn their dialect of Draconic. He shows great deference to Unicorns, and is proud to have earned their gratitude for warning the clan on Sophia Island of an impending tsunami. Feanor believes in survival of the fittest and the amorality of the natural world. He bears no ill-will toward natural creatures that would harm him because it is in their nature (to hunt or protect territory, for instance) but naturally would prefer to live and has no qualms about killing in self-defense. Conversely (some would say paradoxically, but not him), he feels (and acts) very strongly about the immorality of arcane necromancy and the undead, which he considers perversions and mockeries of nature. He has been openly rude and preachy toward necromancers at the University in Molosh City who (supposedly) have good intentions.</p><p></p><p>Feanor and colleagues acquired a keelboat from poachers they apprehended on Goat Island. This vessel has since been upgraded extensively, complete with mantlets, an on-deck garden of berry plants, and a trio of vine-entwined hydra skulls at the fore end of the ship (harvested from a 6-headed specimen that attacked them at sea, of course). It is currently being used by hirelings for trade as they have completed an ocean journey and now must proceed overland. After he finishes his current training (related to advancing to Wizard level 3), Feanor will rejoin his companions and continue on their mission of escorting the Unicorn Sithar to the Court of Enguine, where Sithar hopes to become a pupil of the famed Unicorn Wincess. This journey will take the party out of the relative safety of the Forest of Caerfallin and along the border of the sinister Forest of Yaga and the undead-infested Haunted Lands.</p></blockquote><p></p>
[QUOTE="Magus Coeruleus, post: 1673878, member: 1704"] [b]Feanor Alendi, Drd3/Wiz(Ill)3[/b] Here is an extensive writeup of my Druid/Illusionist, Feanor. First I present some houserules in effect, then the crunch, and finally the fluff. Cheers! --MC [SIZE=3][b]RELEVANT CAMPAIGN-SPECIFIC HOUSERULES[/b][/SIZE] [list] [*]Alignment in the campaign, which determines the effects of various spells and items, has more to do with a character’s cult and class(es) than their behavior. As such, Feanor counts as “Chaotic Good.” In behavior and temperament, he is closer to “true neutral” with chaotic and good tendencies. [*]Wyvernhide armor replaces dragonhide armor with identical game mechanics. [*]5+ ranks in Knowledge(Caerfallin) provides a +2 synergy bonus with Gather Information checks. [*]Regional/cult feat: Automatic Still Spell. Prerequisite--Still Spell. Allows all spells of levels 0 and 1 to be cast stilled without special preparation or increased spell level. This feat can be taken multiple times, each time applying to the next two spell levels, e.g. 2 and 3, then 4 and 5, etc. [*]Caster level for multiclassed spellcasters is calculated as follows: half of the caster levels from each spellcasting class are added to the effective caster level of each other, rounding down. The effective caster level of a class cannot be more than doubled by such additions. Effective caster level affects level-dependent spell variables (e.g. range, duration, damage) but not spell progression nor any other statistics related to class or caster levels. Example: as a Drd3/Wiz3, Feanor has an effective caster level of Drd4/Wiz4 because each class adds one level (half rounding down) to the other. If Feanor advances as a Druid at the next level (i.e. Drd4/Wiz3) his effective caster level will be Drd5/Wiz5. [*]Spell effects from spell-completion and spell-trigger magic items (i.e. scrolls and wands) can be shared with or placed upon familiars and animal companions in the same manner as spells that are cast. [/list] [SIZE=3][b]CRUNCH[/b][/SIZE] [b][COLOR=Lime]Feanor Alendi, male human Druid 3 / Wizard (Illusionist) 3[/COLOR][/b][COLOR=Lime] [/COLOR] HD 3d8+3d4+6; hp 22; Init +1; Spd 20 ft.; AC 18 (+1 Dex, +6 [i]+1 wyvernhide breastplate[/i], +1 darkwood buckler); BAB/Grapple +3/+3; Melee scimitar +3 (1d6/crit 18-20) or cudgel +3 (1d6) or shortspear +3 (1d6/crit x3); Ranged cudgel +4 (1d6) or shortspear +4 (1d6/crit x3); SA spells; SQ animal companion, nature sense, wild empathy, spontaneous summoning; summon familiar, woodland stride, trackless step; AL CG; SV Fort +5, Ref +5, Will +8; Str 10, Dex 13, Con 12, Int 16, Wis 15, Cha 9. Skills (conditional modifiers not included): Appraise +4, Diplomacy +1, Gather Information +2, Handle Animal +6, Heal +5, Knowledge(arcana) +12, Knowledge(Caerfallin) +8, Knowledge(geography) +6, Knowledge(history) +6, Knowledge(nature) +10, Listen +1, Profession(herbalist) +3, Ride +7, Spellcraft +14, spot +3, Survival +9, Swim +5. Feats: Still Spell, Automatic Still Spell (spell levels 0-1), Automatic Still Spell (spell levels 2-3), Scribe Scroll, Lightning Reflexes. Druid Spells Known (cast 4/3/2): as per PHB, plus 0-animal trick (from MotW). Wizard Spells Known (cast 4+1*/3+1*/2+1*): 0-acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance; 1-color spray, disguise self, expeditious retreat, feather fall, identify, magic missile, magic weapon, protection from evil, shield, silent image, true strike; 2-alter self, detect thoughts, fox’s cunning, hypnotic pattern, invisibility, knock, levitate, minor image, mirror image, protection from arrows, see invisibility. *bonus spells for specialization in Illusion; prohibited schools: Enchantment and Necromancy. Magic items: +1 wyvernhide breastplate; various scrolls and potions; wands of enlarge person, mage armor, and shield; pair of sympathetic compasses (each points to the other at all times); pair of sympathetic rattles (when one is rattled, the other rattles as well); feather cape totem (allows speech with raptors and feather fall on self and bonded creatures (e.g. familiar and animal companion) at will). [b][COLOR=Red]Magaran, female “war dog” (riding dog) Animal Companion[/COLOR][/b][COLOR=Red] [/COLOR] HD 4d8+12; hp 38; Init +3; Spd 40 ft; AC 19 (+3 Dex, +6 natural); BAB/Grapple +3/+3; Melee bite +6 (1d6+4); SA trip (+1 racial bonus); SQ low-light vision, scent, link, shared spells, evasion; AL N; SV Fort +7, Ref +7, Will +4; Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6. Skills: Jump +10, Listen +5, Spot +5, Swim +5, Survival +1 (+5 racial bonus when tracking by scent). Feats: Alertness, Track, Iron Will Tricks: Attack*, Come, Defend, Down, Heel**; *will attack unnatural creatures; **will follow through unnatural environments and under the influence of magical locomotion. [b][COLOR=Orange]Wyst, male “sea eagle” (hawk) Familiar[/COLOR][/b][COLOR=Orange] [/COLOR] HD 6; hp 11; Init +3; Spd 10 ft. fly 60 ft (average); AC 19 (+2 size, +3 Dex, +4 natural); BAB/Grapple +3/-7; Melee talons +8 (1d4-2); Space/Reach 2.5 ft/0 ft; SQ low-light vision, empathic link, shared spells, improved evasion, grant bonuses to master, deliver touch spells; AL N; SV Fort +4, Ref +7, Will +8; Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6. Skills: Listen +3, Spot +14, Hide +11, Move Silently +3, Survival +7. Feats: Weapon Finesse. [SIZE=3][b]FLUFF[/b][/SIZE] Age: 28; Height: 5'; Weight: 130; Eyes: Green; Hair: Dark Brown; Complexion: Pale. Affiliations: Initiate, Cult of Caerfallin; Honorary Member, Vermillion Guard; Co-owner and Horticulturist of the keelboat “Goodberry”). Languages: Common, Druidic, Elven, Sylvan (Unicorn dialect), Draconic (Lizardfolk dialect). Background: Feanor hails from the Forest of Caerfallin and is following in the footsteps of the demi-god-like heroine Caerfallin, who was herself a Druid/Wizard before being placed into suspended animation by the Witch-goddess Yaga. Feanor is human but has a build similar to that of an elf (no pointy ears, mind you). He respects elves and has a slight tendency to look down upon humans (i.e. he is an elf-wannabe). Feanor is far more comfortable with animals and wild races than civilized people. His first loyalty is to his familiar Wyst and animal companion Magaran, who are rarely beyond arm’s reach (except when Wyst is scouting overhead). Feanor can be terse and lacking in tact, especially as regards social graces and proper recognition of authority, but he is (usually) wise enough to behave himself when to do otherwise would jeopardize himself or his party. He has made a concerted effort to improve in the art of diplomacy but generally prefers to let more charismatic party members deal with the “chit-chat.” He is far more adherent to protocol as regards the Cult of Caerfallin and its authorities, as well as those of the University at Molosh City and other places of higher learning, on which he depends to develop his arcane skills. Feanor takes a great interest in native flora, fauna, and sentient races of uncivilized areas. He has had extensive interaction with Lizardfolk and has a fondness for them that inspired him to learn their dialect of Draconic. He shows great deference to Unicorns, and is proud to have earned their gratitude for warning the clan on Sophia Island of an impending tsunami. Feanor believes in survival of the fittest and the amorality of the natural world. He bears no ill-will toward natural creatures that would harm him because it is in their nature (to hunt or protect territory, for instance) but naturally would prefer to live and has no qualms about killing in self-defense. Conversely (some would say paradoxically, but not him), he feels (and acts) very strongly about the immorality of arcane necromancy and the undead, which he considers perversions and mockeries of nature. He has been openly rude and preachy toward necromancers at the University in Molosh City who (supposedly) have good intentions. Feanor and colleagues acquired a keelboat from poachers they apprehended on Goat Island. This vessel has since been upgraded extensively, complete with mantlets, an on-deck garden of berry plants, and a trio of vine-entwined hydra skulls at the fore end of the ship (harvested from a 6-headed specimen that attacked them at sea, of course). It is currently being used by hirelings for trade as they have completed an ocean journey and now must proceed overland. After he finishes his current training (related to advancing to Wizard level 3), Feanor will rejoin his companions and continue on their mission of escorting the Unicorn Sithar to the Court of Enguine, where Sithar hopes to become a pupil of the famed Unicorn Wincess. This journey will take the party out of the relative safety of the Forest of Caerfallin and along the border of the sinister Forest of Yaga and the undead-infested Haunted Lands. [/QUOTE]
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