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A quick note J5, from glancing at the rogue gallery I noticed you had weapon finesse (dagger). In 3.5 weapon finesse applies to all finessable weapons.
 

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Voadam said:
[SBLOCK]
Elemental Burst
Evocation
Level: 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10-ft. burst
Duration: Instantaneous (see text)
Saving Throw: Reflex half or negates (see text)
Spell Resistance: Yes
When you cast this spell you designate a target point-an item composed of one of the five elements (wood, fire, water, stone, or air). The item then releases the magical energy within it in a sudden, explosive burst. The effects of the burst depend upon the element that makes up the target item:
Wood, Metal, or Stone: The item throws off sharp slivers. Creatures within the burst take 1d8 points of damage (half with a successful Reflex save).
Fire: The fire shoots out glowing sparks, causing 1d4 points of damage. This is a fire effect.
Water: Water pushes out in a sharp wave, knocking creatures within the burst prone. A successful Reflex save allows an affected creature to remain standing. Creatures add a +4 bonus to their saving throws for each size categories they are larger than Medium-size, or a -4 penalty for each size category they are smaller than Medium-size. Creatures with more than two legs, or otherwise exceptionally stable creatures, get a +4 stability bonus.
The spell does not noticeably affect the structure of the target item.

Lesser Acid Orb
Evocation [Acid]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: Up to five creatures or objects, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed at a ranged touch attack to hit your target. If you miss, there is no splash damage.
For every two levels of experience past 1st, you gain an additional orb that you shoot at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five orbs at 9th level or higher. If you shoot multiple orbs, you can have them strike a single creature or several creatures. A single orb can strike only one creature. You must designate targets before you roll for SR or roll damage.

Ice Knife
Conjuration (Creation) [Cold]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: One icy missile
Duration: Instantaneous
Saving Throw: (see text)
Spell Resistance: Yes
A magical shard of ice springs from your hand and speeds to its target. You must succeed at a normal ranged attack to hit. For every two caster levels, you gain a +2 modifier on the ranged attack roll. The shard deals 1d8 points of piercing damage, plus 1d8 points of cold damage and 2 points of cold Dexterity damage. Creatures that are immune to cold damage take no Dexterity damage. A successful Fortitude save reduces the cold damage by half and negates the dexterity damage.
A miss creates a shower of ice crystals in a 10-foot-radius burst centered where the shard lands (see the rules for grenade-like weapons on page 138 of the Player’s Handbook), the icy burst deals 1d8 points of splash damage. A creature within the burst area can make a Reflex save to only take half damage.
Material Component: A drop of water or a piece of ice.

Magnetism
Transmutation
Level: 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
This spell allows you to draw iron or steel objects to yourself by projecting a magnetic ray at any object within range. The magnetic ray draws objects to you with an effective Strength score of 30. Each round the spell lasts, you can target one item with a ranged touch attack.
If you hit an item that another creature is holding (such as a weapon), you and the creature holding the item must make opposed rolls, as if you were making a normal disarm attempt. You add your base attack bonus and the ray’s Strength bonus (+10) to your roll. Your opponent uses a melee attack roll modified by +4 if she is using a weapon in two hands. If the weapon is larger or smaller than your size, your opponent gets an additional +/- 4 per size category difference. If you win the opposed roll, the weapon flies from your opponent’s hand to your own. If you hit an attended item, such as a weapon at someone’s belt, the creature wearing the item can make a Reflex save to keep hold of the item.
If you hit an unattended item that is not secured or too heavy for the ray to lift, it flies to your hand. If the item is secured in some way, you can make a Strength check (using the Strength bonus of the ray) to break or burst whatever is securing it.
Material Component: A piece of lodestone.

Steam Breath
Evocation
Level: 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell allows you to expel a breath of superheated steam, which billows forth from your mouth and fills a cone with scalding clouds of mist. Creatures within the mist take 1d6 points of fire damage per caster level (maximum 10d6). The steam clouds dissipate instantly after their damage is done.
Material Component: A glowing piece of charcoal doused with water.

Fire Orb
Evocation [Fire]
Level: Sor/Wiz 4
As acid orb, except fire orb deals fire damage. A creature struck directly takes the orb’s damage, and the flash of heat dazes it for 1 round. A dazed creature can take no actions (cut defends itself normally). A successful Fortitude save reduces damage by half and negates the daze effect.

[Acid Orb]
Evocation [Acid]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures or objects, no two of which can be more than 30 ft. apart.
Duration: Instantaneous
Saving Throw: Fortitude half (see text)
Spell Resistance: Yes
One or more orbs of acid about 3 inches across shoot from your palm at their targets. You must succeed at a ranged touch attack to hit your target. The orbs deal a total of 1d6 points of acid damage per caster level (maximum 15d6), divided any way you see fit, but a single orb must deal at least 1d6 points of damage. You declare the damage division before making your attack rolls.
A creature struck directly takes the orb’s damage and becomes nauseated from the acid’s noxious fumes for 1 round. A successful Fortitude save reduces damage by half and negates the nausea.
If you miss, acid splashes in a 10-foot burst, dealing 2 points per die of damage dealt by that orb. A successful Reflex save reduces splash damage by half.

Thunderlance
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium 0 ft.
Effect: A spear-like beam
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A faint, gray, shimmering force in the general shape of a staff or spear springs from your hand. You can freely make the force retract or grow to any size from 1 foot to 20 feet, but it always remains a straight lance of force. This gives you natural reach of 20 feet. You can use the thunderlance to make powerful melee attacks.
The thunderlance strikes as a Huge longspear, dealing a base 2d6 points of damage (crit x3). You only need one hand to wield the thunderlance, and you suffer no nonproficiency penalties if you do not have Martial Weapon Proficiency (longspear). The thunderlance strikes with a Strength score equal to 12 + your caster level (maximum +15) which replaces your own Strength score when you make attack and damage rolls with the spell.
If you successfully strike a target protected by any force effect of 3rd level or lower, such as a shield or mage armor spell, the thunderlance may dispel the force effect in addition to damaging the target. Make a dispel check against the caster who created the effect. If you succeed, the effect is dispelled. The thunderlance remains whether you succeed or fail at this check.
You can choose to attack objects or to use the Strength score of the thunderlance for Strength scores involving breaking or damaging items.
Material Component: A small metal spear.

Energy Buffer
Abjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: You
Duration: 24 hours or until discharged
This abjuration grants you protection against damage from any type of energy: acid, cold, electricity, fire or sonic. The spell protects your equipment as well. Whenever you are exposed to energy damage, a multi-hued aura covers your body and absorbs up to 1d6 points per caster level (maximum 15d6) of whatever type of energy triggered the effect. The protective aura lasts for 1 round or until it absorbs all the damage it can, whichever comes first. Once the aura begins absorbing damage, you cannot change the type of damage it absorbs.
Energy buffer overlaps (and does not stack with) endure elements, resist elements, and protection from elements. If you are warded by energy buffer and one or more of the other spells, the energy buffer spell absorbs damage until it is exhausted, no matter what type of energy the other spells ward against. If you are subjected to a second type of energy after energy buffer is activated, any warding spell that protects you from the second type of energy is still effective.
For example, Mialee casts energy buffer on herself and also receives protection from elements (fire) and resist elements (cold) from Jozan. Later, a white dragon and a group of ogres ambush Mialee’s party. The ogres hurl flasks of alchemist’s fire at Mialee, which triggers her energy buffer spell. The buffer easily absorbs all the fire damage Mialee would have suffered, and the protection from elements (fire) spell absorbs nothing. Later, in the surprise round, the white dragon looses its breath weapon. Because Mialee’s energy buffer spell is absorbing fire damage, it is ineffective against the cold damage the dragon’s breath weapon deals, but Mialee still gets the benefits of the resist elements (cold) spell.
[/SBLOCK]

The orbs are Spell Resistance free so change that and were are good!
 

hafrogman said:
Just a note, the list in the RG. . . doesn't seem to include me.

Simple oversight? :uhoh:
Subtle hint? :(

:: Smacks Head:: Sorry oversight I will add you. I think we are almost ready. If everyone is ready by tomorrow night I will post the first tomorrow between 6 and 11 EST.
 

[sblock=AT]Ok, so a few things. First off, I posted a poll here about the natural bond issue. Last time I checked, 27 people thought my interpretation of the Natural Bond feat was right, while 15 thought it was wrong. Of the 27 who said the Rules support my reading, 9 of them said that even though the feat does allow for that, it shouldn't.

Besides the poll, I found some other info that you might want to take into consideration though. The real issue is what order the bonuses/penalties are applied, right? You said that Natural Bond is applied first and that the adjustment from the Alternate Animal Companion entry on pg. 36 of the PHB is applied after that. Thus a wizard 1/druid 5 with a fleshraker companion applies the benefit of the feat, giving him a +1 bonus (since his effective level can't be higher than his character level), and then subtracts three levels because of the improved nature of the companion, bringing his effective level down to three.

You said your reading of the Natural Bond feat was based at least in part on the way Practiced Spellcaster works. When I replied that a straight caster could benefit from Practiced Spellcaster if they had the Mage Band feat, you said that was two feats interacting, whereas the druid issue was a feat interacting with a class ability. So I thought to help my case, I should bring up some examples where Practiced Spellcaster interacts with class abilities (namely domain powers and the wild magic ability fromt he wild mage).

3.5 Main FAQ said:
Does the bonus to caster level from the Practiced
Spellcaster feat (from Complete Arcane and Complete
Divine) apply before or after other caster level bonuses
(such as those from the Good or Healing domains)?


The bonus from Practiced Spellcaster ]applies whenever it
would be most beneficial to the caster.
A 4th-level cleric/4thlevel
fighter with the Healing domain and Practiced Spellcaster
would cast Conjuration (Healing) spells as a 9th-level caster
(base caster level 4th, +4 from Practiced Spellcaster, +1 from
the Healing domain). A 4th-level cleric/4th-level rogue with
Practiced Spellcaster who activates a bead of karma (from a
strand of prayer beads) would cast her spells as a 12th-level
caster (base 4, +4 from Practiced Spellcaster, +4 from bead of
karma).

How does Practiced Spellcaster interact with the wild
magic class feature of the wild mage (from Complete
Arcane)?


The –3 penalty and +1d6 bonus to the wild mage’s caster
level are applied as a single step in the process of determining
the wild mage’s caster level. Since Practiced Spellcaster’s
bonus is always applied when it is most beneficial to the
character (see previous answer)
, a wild mage with Practiced
Spellcaster would typically apply the wild magic class feature
first (subtracting 3 and adding 1d6 to her caster level) and then
add the Practiced Spellcaster benefit, up to a maximum value
equal to her character level.

For example, if a 5th-level wizard/4th-level wild mage with
Practiced Spellcaster rolled a 1 on the 1d6 bonus to her caster
level, her caster level for that spell would be 9th (base 9th, –3
from wild magic penalty, +1 from wild magic bonus, +4 from
Practiced Spellcaster up to a maximum equal to her character
level). If she rolled a 6, her caster level would be 12th (base
9th, –3 from wild magic penalty, +6 from wild magic bonus;
the Practiced Spellcaster bonus would not apply since it would
increase her caster level above her character level).
On the other hand, imagine a wild mage whose caster level
(before applying the effects of the wild magic class feature) is
less than her character level, such as a wild mage with levels of
rogue or other non-spellcasting class. She might well choose to
apply the Practiced Spellcaster bonus first, before applying the
wild magic modifiers. A rogue 4/wizard 5/wild mage 4 would
have a base caster level of 9th before any other modifiers are
D&D FAQ v.3.5 18 Update Version: 4/26/06
applied. Adding Practiced Spellcaster’s bonus would increase
this to 13th, at which point the penalty and bonus from wild
magic would be applied. The Sage recommends that players
averse to frequently recalculating caster level avoid playing a
character with this combination, as it is likely to cause
headaches.

(red added by me)

The point here is that WotC has made a clear stance that when these kinds of things come into question, they operate in the way that offers the best benefit to the character. If you're using Practiced Spellcaster as your basis for the natural spell feat, it seems like you would also use this standard.[/sblock]
 

JonnyFive said:
yea i couldent remember if it was a single weapon or all of em, so i just specified the weapon. eather way it still works right?

It works but it should also apply to your natural weapons, which you have not yet done out the attack bonuses and full attack routines for. When full attacking with TWF you also get your bite at -5 as a secondary natural attack in addition to your two daggers.
 

Voadam the Traveller is posted in the RG.

Are we in the Forgotten Realms? Nero Kingsley's character sounds like he's from Dark Sun but I guess it could be Thay, and Grokkun the dwarf is listed in the RG as both a cleric of Pelor and Johan.

[SBLOCK] finished off equip, switched a feat to be improved toughness, finished off encumbrance stuff, I think scrolls are no weight but couldn't find a definite reference. Added in a picture link and expanded the history stuff. Went with short favored enemy barbarian and fighter bonus feat wizard options from UA[/SBLOCK]
 



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