Gaming W/Jemal - FinalFantasy D&D (Going Again!)

Jemal said:
Renau1g - Shield casting's allright, but dont' forget you'd still suffer arcane spell failure with your arcane spells.
Extra domain spell entirely depends on how many times you're taking it, and which spell you're planning on using it for.

Cool Thanks. For Extra Domain Spell, I was thinking Fire Shield, my 4th level Sun domain spell.
 

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Ok here's my first crack at the Red Wizard, Toral. For primary weapon, I'm thinking a cleric weapon (I know in FF1 they used swords, but not sure if that's really balanced here).

Code:
[B]Name:[/B] Toral
[B]Class:[/B] Transmuter3/Cleric3/Mystic Theurge4 [b]Starting Level[/b]: 10
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG

[B]Str:[/B] 10 +0 (00p.)	[B]Level:[/B] 10 [B]XP[/B]: 50000/55000
[B]Dex:[/B] 14 +3 (04p.)	[B]BAB:[/B] +5		[B]HP:[/B] 62 
[B]Con:[/B] 14 +2 (04p.)	[B]Grapple:[/B] +5	
[B]Int:[/B] 22 +6 (00p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b]2 - Wis
[B]Wis:[/B] 22 +6 (06p.)	[B]Init:[/B] +6	[B]Spell Save:[/B]+6 
[B]Cha:[/B] 10 +0 (00p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+0	+2	+2	+0	+0	+0	14
[B]Touch:[/B]	12	[B]Flatfooted:[/B] 12

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+10	+5	+2	+3(Greater Resistance)
[B]Ref:[/B]	+8	+3	+2	+3(Greater Resistance)
[B]Will:[/B]	+17	+10	+4	+3(Greater Resistance)
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
XXXXXXXX		+X	XdX+X	XX-XX/xX	------
XXXXXXXX		+X	XdX+X	XX-XX/xX	XXX ft
XXXXXXXX		+X	XdX+X	XX-XX/xX	XXX ft
[B]Notes:[/B]

[B]Languages:[/B] Common, Draconic, Ignan, Sylvan, Moogle 

[B]Abilities:[/B] 

Enhance Attribute (Ex)

Transmuter Specialist - Give up Necromancy & Enchantment

Once per day, plus one additional time per five class levels, a transmuter using this variant can add a +2 enhancement bonus to any one of his ability scores. This bonus lasts for a number of minutes equal to the transmuter's class level. Using this ability is a swift action. 
A transmuter using this variant permanently gives up the ability to obtain a familiar. 
From SRD

Time Domain - Gains Improved Init. as a bonus feat
Sun Domain - Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. 

[B]Feats: [/B] 
Combat Casting  
Shielded Casting - As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat. 
Fiery Burst (CM43) - As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highestlevel fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
Somatic Weaponry (CM47) - When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell,rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item ofproper size.
Extra Domain Spell (Fire Shield) 
Scribe Scroll [free to wizard] 


[B]Spells prepared - Wizard[/B] (Save DC 16 + spell level): 0 - 4, Detect Magic (x3), Prestigidation; 1st - 6+2, Magic Missile (x2), Grease(x2), Ray of Clumsiness (SpC 166)*(x2), Orb of Fire, Lesser**(x2) ; 2nd - 4+1, Scorch (SpC181)**(x2), Earthen Grasp (SpC76)*, Glitterdust(x2), Belker's Claws (SpC26); 3rd - 3+1, Fireball**, Gaseous Form*, Blink*, Greater Mage Armour; 4th - 2+1, Trollshape* (PHB2 127), Blast of Flame(SpC31)**(x2)
[B]Spellbook/Spells Known:[/B]
	0 - All, except Necormancy & Enchantment
	1st - Magic Missile, Grease, Ray of Clumsiness (SpC 166)*, Mage Armour, Orb of Fire, Lesser**, Expeditiuous Retreat*;
	2nd - Scorch (SpC181)**, Earthen Grasp (SpC76)*, Glitterdust, Belker's Claws (SpC26)
	3rd - Fireball**, Gaseous Form*, Greater Mage Armour, Dragonskin(SpC 73)*
	4th - Trollshape* (PHB2 127), Blast of Flame(SpC31)**

* = Transmutation SPell
** = Fire Spell (+1 Caster Level)


[B]Spells prepared - Cleric[/B] (Save DC 16 + spell level): 0 - 6,Detect Magic (x3), Mending, Light (x2) ; 1st - 6+2, Protection from Evil(x2), Sanctuary, Divine Favour, Entropic Shield, Vigor, Lesser(x2) True Strike (D); 2nd - 4+2, Bull's Strength(x2), Resist Energy, Shatter, Silence, Heat Metal (D); 3rd - 3+1, Dispel Magic, Magic Circle Against Evil, Prayer, Energy Vulnerability, Haste(D) ; 4th - 2+1, Resitance, Greater(Cast Beginning of Day), Shield of Faith (Mass) Fire Shield (D)(x2)
[B]Domains:[/B]Time, Sun


[B]Code:
                           Skill     Ability             Misc. 
Skill Name 	          Modifier   Modifier   Ranks    Modifier   

Concentration		  15 =  	+2 	+13   
Diplomacy 		  13 =  	+0	 +13    
Heal 			  10 =  	+4	 +6    
Knowledge (arcana) 	  17 =		+4	 +13  
Knowledge (geography) 	  6 = 		+4 	 +2  
Knowledge (history)	  6 = 		+4 	 +2  
Knowledge (nature)        6 = 		+4 	 +4   
Knowledge (planes)        6 = 		+4 	 +1  
Listen 			  7 =	 	+4	 +3  
Search 			  4 =		+4   
Sense Motive 		  4 =		+4   
Spellcraft 		 19 =		+4 	+13 	+2 [Knowledge, arcane]  
Spot 			  7 =  		+4	 +3  
Tumble 			  8 =  		+2	 +6 


[B]Notes:[/B]

[B]Equipment:			Cost		Weight[/B]
Headband of Intellect (+4)	16,000gp	1lb
Periapt of Wisdom(+4)		16,000gp	1lb
+1 Mithril Light Steel Shield	2,009gp		3lb
XXXXXXXX			XXgp		XXlb
XXXXXXXX			XXgp		XXlb
XXXXXXXX			XXgp		XXlb

[B]Total Weight:[/B]5lb	[B]Money:[/B] 1,991gp Xsp Xcp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	33	66	100	200	500




[B]Age:[/B] 
[B]Height:[/B] 
[B]Weight:[/B] 
[B]Eyes:[/B] 
[B]Hair:[/B] 
[B]Skin:[/B]

Appearance:

Personality:

Background:

[Sblock=HP rolls]
Wizard
HP - Wizard (1d4=1, 1d4=4)
Reroll 1 HP - Wizard (1d4=1, 1d4=4)
Cleric
HP - Cleric (1d8=7, 1d8=3, 1d8=8)
Mystic Theurge
HP - Mystic (1d4=4, 1d4=3, 1d4=2, 1d4=1)
Reroll 1: HP - Mystic (1d4=3)

[/sblock]
 
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Yeah, I was hesitant on the two you denied. I didn't think they would get approved, but I don't mind at all.

That being said, I should have all slots filled, except for face. I might look at something to take that place, but not sure though. I would like to ask about ranged combat. I don't see him as able to effectively throw things like weapons and such. Manipulate things, yeah, but throwing effectively, I just can't see it. His foreclaws aren't as small is the T-Rex's famous ones, as he has larger limbs than that, but not much.

Or am I simply reading too much into this? I want to be able to play this guy right, hence the questions on what he can/can not do.
 

Ok, last item to ask for, as I will take your advice on the removal of the bracers. Would I be able to take the Armbands of Might, from Complete Adventurer page 132, cost 4100gp, gain +2 to Strength Checks and Strength based skill checks, gain +2 damage to Power Attack if I take at least -2 penalty on attack roll.

That would leave me at 40gp left, which Sly would simply keep in reserve, just in case some bribing is needed. So, what do you say? As for weapon properties and such, I simply would like either a claw-like dagger, like his Talon, or a longspear, jagged/barbed for a crude look. After all, he's a dinosaur. Special properties on them, not picky at all.

Armor request, I would like for this guy to stick with light armor only, if anything. It would make better use of his hide and move silently skills to keep it light and no armor check penalty. I am sure you can come up with something cool and flavorful for Sly to use.
 

Cleric weapon, you GOTTA go with a cool one. Maybe a Heavy Mace of Spell Storing, to really make your mark. Then, as it gets upgraded, better Stored spell abilities perhaps? It would be neat, but then again, that's just me talkin'.
 

Shayuri - You just described the Eastern Desert. :)

Renau1g - Fire shield as the extra spell is Acceptable. As for your character, whatever weapon you wanna use is fine by me, long as you're proficient with it. ALso, would you be seeing your overal weapon/defensive item scheme as something offensive, defensive, or 'special ability' based?

Fangor - I'm seeing your character as more of a melee character, so I don't think ranged attacks would make much sense.
weapon: Are you going with the leap attack, or is your combat mode a more standard run in, hit the guy, run out?
Armour: Would you like Light armour, or non-armour (like a magical shirt/bracers/whatever that just gives some minor defensive bonuses?) The actual armour would make for more AC, but the non-armour defensive item would allow for more freedom of mobility.


ALL CASTERS - I'ld appreciate it if you could all include on your character shee a list of common/long term (Anything you'd be assumed to have on you at most/all times) buff spells.
 

Jemal said:
Fangor - I'm seeing your character as more of a melee character, so I don't think ranged attacks would make much sense.
weapon: Are you going with the leap attack, or is your combat mode a more standard run in, hit the guy, run out?

That depends. He's got pounce, which allows a full attack on a charge. With Leap Attack, and power attack, and Pounce, would he be able to charge, leap, attack with pounce/full attack. With Jump By Attack, same, yet still move away? I think it's overpowered, so I would think not. He would simply remove the Jump-By attack, and go with something else for that feat. I don't want him to be too one sided.

Jemal said:
Armour: Would you like Light armour, or non-armour (like a magical shirt/bracers/whatever that just gives some minor defensive bonuses?) The actual armour would make for more AC, but the non-armour defensive item would allow for more freedom of mobility.

I would like at the most, Light Armor, for the exact reason you stated; freedom of movement. He's not the type to rely on things like armor, as he's a warrior type. He'll scrap when it comes down to it, and is proud of the scars he receives. Armor is just not his shtick. He will opt for a little defensive bonus though, such as a shirt with a few mods.

By the way, what about those armbands of might? Are those ok to take with my last few funds?
 

Jemal said:
Renau1g - Fire shield as the extra spell is Acceptable. As for your character, whatever weapon you wanna use is fine by me, long as you're proficient with it. ALso, would you be seeing your overal weapon/defensive item scheme as something offensive, defensive, or 'special ability' based?

ALL CASTERS - I'ld appreciate it if you could all include on your character shee a list of common/long term (Anything you'd be assumed to have on you at most/all times) buff spells.

Thanks Jemal. I was thinking for armour at least I'll utilize my greater mage armour most of the time. However, I think the special ability based scheme would fit best with the red wizard.
 

Fangor : Charging itself (And the related leap attack) is a full round action, and cannot be combined with any movement other than going straight towards the target. It doesn't work with spring attack(Or any move-by&Attack variants)
And btw, which armbands were those? Can't seem to find them in the thread.
 


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