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Gaming W/Jemal: Planar Quest! (Closed)

Which Setting would you prefer Jemal to DM?

  • Meh, Neither grabs my attention.

    Votes: 0 0.0%

  • Poll closed .

Shayuri

First Post
Okay! In addition to my question about demiplanes, above, I have more.

1) Can we use the Favored Class benefits from Pathfinder?

2) Can we use feats from Pathfinder? There's a handful that I'm specifically interested in. Among them are Eldritch Heritage, Stand Still, and Eldritch Claws.

3) I'll assume we don't use traits, but as long as I'm asking everything else, might as well ask about them too; do you want to use Pathfinder traits? :)

4) What house rules do you want to use for half elves? This is especially relevant if the answer to 1) is 'yes,' because if it is...I'll probably want to make a half elf summoner.

5) Last but not least...are spells that appear only in Pathfinder acceptable? This is important, because Summoners have a spell list that appears only in Pathfinder, and has a lot of Pathfinder-only spells in it. If they're not legal, then I probably would be better off with a summoning-themed sorceror. :)

Thanks!
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
ok, change in weather must have messed me up or something. I have slept most of this day.

differences applicable now:
class skill will change from heal to perception-already have perception, not too solid as healer anyway.

bloodline power will change from Heavenly Fire (Sp) to Claws (Su) and Celestial Resistances (Ex) to draconic resistances. I plan on him getting in the fray any way so the claws is a nice touch. he also already has spells that do moreso besides, so this meshes. the resistances

spells:
lv 3 bonus: lose bless [minor] for mage armor [redundant/useless]
lv 5 bonus: same



The feel i want is something on the idea of " the secret order of the holy dragon warriors" whose purpose is to cleanse the world of oni and the release of the trapped spirits of the undead.

i have talked my self into it
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
also which do you think is better:

spell list A
Code:
[b]spells per day:         spells kwn:[/b]
lv 0: unlimited  = u        9
lv 1: 6 + 2 (ch) = 8        5
lv 2: 6 + 2 (ch) = 8        5
lv 3: 6 + 2 (ch) = 8        4
lv 4: 6 + 1 (ch) = 7        4
lv 5: 6 + 1 (ch) = 7        4
lv 6: 6 + 1 (ch) = 7        3
lv 7: 6 + 1 (ch) = 7        3
lv 8: 5 + 0 (ch) = 5        3
lv 9: 3 + 0 (ch) = 3        2

[b]SPELL LIST:[/b]
[i]* denotes spell compendium[/i]
[I]& denotes bonus spells frm scor[/I]

[u][b]0 level:[/u] UNLIMITED[/b]
[url=http://www.d20srd.org/srd/spells/acidSplash.htm] [B]Acid Splash[/B] [/url]
Conjuration Level: Sor/Wiz 0

[url=http://www.d20srd.org/srd/spells/detectMagic.htm] [B]Detect Magic[/B] [/url]
Divination Level: Sor/Wiz 0 

[url=http://www.d20srd.org/srd/spells/detectPoison.htm] [B]Detect Poison[/B] [/url]
Divination Level: Sor/Wiz 0

[url=http://www.d20srd.org/srd/spells/disruptUndead.htm] [B]Disrupt Undead[/B] [/url]
Necromancy Level: Sor/Wiz 0

[url=http://www.d20srd.org/srd/spells/light.htm] [B]Light[/B] [/url]
Evocation [Light] Level: Sor/Wiz 0
[B][U]Arcane Material Component: A firefly or a piece of phosphorescent moss.[/U][/B]

[url=http://www.d20srd.org/srd/spells/mending.htm] [B]Mending[/B] [/url]
Transmutation Level: Sor/Wiz 0.

[url=http://www.d20srd.org/srd/spells/prestidigitation.htm] [B]Prestidigitation[/B] [/url]
Universal Level: Sor/Wiz 0

[B]* Launch Bolt[/B]
School: Transmutation
Level: Sorcerer/wizard 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One crossbow bolt in your possession
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
You cast this spell on a crossbow bolt, causing it to fly at a target of your 
choice as if you had fired it from a light crossbow, using a ranged attack 
roll. The bolt has a range increment of 80 feet. Any properties of the 
crossbow bolt (such as magical abilities, masterwork quality, and so on) 
or feats you possess (such as Point Blank Shot, Weapon Focus [light 
crossbow], and so on) apply. Drawing a bolt for this spell is a free action. 
[B][U]Material Component: The crossbow bolt to be fired (1 sp).[/U][/B]

[u][b]1st level:[/u] 00000 000[/b]

[url=http://www.d20srd.org/srd/spells/bless.htm]Bless[/url]
[url=http://www.d20srd.org/srd/spells/expeditiousRetreat.htm] [B]Expeditious Retreat[/B][/url]
Transmutation Level: sorcerer/wizard 1

[url=http://www.d20srd.org/srd/spells/featherFall.htm] [B]Feather Fall[/B] [/url]
Transmutation Level: sorcerer/wizard 1

[B* ]Low Light Vision[/B]
School: Transmutation
Level: Assassin 1, druid 1, ranger 1,
sorcerer/wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description:
The subject creature gains low-light vision. 
[B][U][I]Arcane Material Component: A small candle.[/I][/U][/B]

[url=http://www.d20srd.org/srd/spells/magicMissile.htm] [B]Magic Missile[/B] [/url]
Evocation [force] Level: sorcerer/wizard 1


[B]* Persistent Blade[/B]
School: Evocation [Force]
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One dagger made of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Description:
You bring into being a tiny blade of force. The blade flies at a speed of 
40 feet (perfect) and attacks any target within its range, as you desire, 
starting in the round when you cast the spell. The blade attacks on your 
turn once each round, striking with an attack bonus equal to your base 
attack bonus + 1/2 your Cha modifier or Int modifier (for sorcerers and 
wizards, respectively) and deals 1d4 points of damage, with a critical 
threat range of 19–20. If an ally also attacks the creature, the blade 
moves on your turn to flank the target. As a force effect, it can strike 
ethereal and incorporeal creatures. The blade cannot be attacked. Each 
round after the first, you can use a standard action to switch the blade 
to a new target; otherwise, it continues to attack the same target. If an 
attacked creature has spell resistance, the resistance is checked the first 
time the persistent blade strikes. If the blade is successfully resisted, the 
spell is dispelled. If not, the blade has its normal full effect on that creature 
for the duration of the spell. [B][U]Focus: A silvered dagger[/U][/B]

[u][b]2nd level:[/u] 00000 000[/b]

[url=http://www.d20srd.org/srd/spells/acidArrow.htm] [B](Melf’s) Acid Arrow[/B] [/url]
Conjuration (Creation) [Acid] Level: Sor/Wiz 2
[U][B]Material Component:[/B] Powdered rhubarb leaf and an adder’s stomach.
[B]Focus:[/B] A dart.[/U]

[B]* Body of the Sun[/B]
School: Transmutation [Fire]
Level: Druid 2, sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard action Range: 5 ft.
Area: 5-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Description
Fire extends 5 feet in all directions from your body, illuminating the area 
and dealing 1d4 points of fire damage per two caster levels (maximum 
5d4). Adjacent creatures take fire damage each round on your turn.

[url=http://www.d20srd.org/srd/spells/darkvision.htm] [B]Darkvision[/B] [/url]
Transmutation Level: sorcerer/wizard 2
[B][U](either a pinch of dried carrot or an agate)[/U][/B]

[B]* Orb of Acid, Lesser[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
An orb of acid about 2 inches across shoots from your palm at its target, 
dealing 1d8 points of acid damage. You must succeed on a ranged touch 
attack to hit your target. For every two caster levels beyond 1st, your 
orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 
5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

[url=http://www.d20srd.org/srd/spells/resistEnergy.htm] [B]Resist Energy[/B] [/url]
Abjuration Level: sorcerer/wizard 2

[url=http://www.d20srd.org/srd/spells/spiderClimb.htm] [B]Spider Climb[/B] [/url]
Transmutation Level: sorcerer/wizard 2

[u][b]3rd level:[/u] 00000 000[/b]

[B]* Acid Breath[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description
 You breathe forth a cone of acidic droplets. The cone deals 1d6 points of 
acid damage per caster level (maximum 10d6). [B]Material Component: A 
handful of fire ants (alive or dead).[/B] Focus: A glass sculpture of a 
humanoid (worth 50 gp).

[B]* Disrupt Undead, Greater[/B]
School: Necromancy
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description
You must succeed on a ranged touch attack with the ray to strike a target. 
This spell functions like disrupt undead, except that this ray deals 1d8 
points of damage per caster level to any undead, to a maximum of 10d8. 
If the damage is sufficient to destroy the first target, then you can redirect 
the ray to another undead target within 15 feet of the first target. If you 
make a successful ranged touch attack on the second target, that target 
takes half of the damage rolled for the first target.

[url=http://www.d20srd.org/srd/spells/fireball.htm] [B]Fireball[/B] [/url]
Evocation [fire] Level: sorcerer/wizard 3
[B][U][I](a ball of bat guano and sulfur)[/I][/U][/B]

[url=http://www.d20srd.org/srd/spells/haste.htm] [B]Haste[/B] [/url]
Transmutation Level: sorcerer/wizard 3
(a shaving of licorice root)

[U][B]4 th level[/B][/U]: 00000 00

[B* ]Force Missiles[/B]
School: Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
You create powerful missiles of magical force, each of which darts from your 
fingertips and unerringly strikes its target, dealing 2d6 points of damage. The 
missile then explodes in a burst of force that deals half this amount of damage 
to any creatures adjacent to the primary target. The missile strikes unerringly, 
even if the target is in melee or has anything less than total cover or 
concealment. A caster cannot single out specific parts of a creature. The spell 
can target and damage unattended objects. You gain one missile for every four 
caster levels. You can make more than one missile strike a single target, if 
desired. However, you must designate targets before rolling for spell 
resistance or damage.

[B]* Orb of Acid[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No
Description:
An orb of acid about 3 inches across shoots from your palm at its target, 
dealing 1d6 points of acid damage per caster level (maximum 15d6). You 
must succeed on a ranged touch attack to hit your target. A creature 
struck by the orb takes damage and becomes sickened by the acid’s 
noxious fumes for 1 round. A successful Fortitude save negates the 
sickened effect but does not reduce the damage.

[url=http://www.d20srd.org/srd/spells/stoneShape.htm] [B]Stoneshape[/B] [/url]
Transmutation [earth] Level: sorcerer/wizard 4
[B][U][I](soft clay)[/I][/U][/B]

[url=http://www.d20srd.org/srd/spells/stoneskin.htm] [B]Stoneskin[/B] [/url]
Abjuration Level: sorcerer/wizard 4
[B](granite and diamond dust worth 250 gp)[/B]

[B][U]5 th level[/U][/B]: 00000 00

[url=http://www.d20srd.org/srd/spells/fabricate.htm] [B]Fabricate[/B] [/url]
Transmutation Level: sorcerer/wizard 5
[B][U][I](the original material, which costs the same amount as the raw materials 
required to craft the item to be created)[/I][/U][/B]

[B]* Planar Tolerance[/B]
Level: sorcerer/wizard 5
Duration: 1 hour/level
Description:
This spell functions like avoid planar effects, except as noted above.

[B]* Avoid Planer Effects[/B]
Abjuration Level: sorcerer/wizard 3
Components: V
Casting Time: 1 immediate action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst 
centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Description
You gain a temporary respite from the natural effects of a specific plane. 
These effects include extremes in temperature, lack of air, poisonous 
fumes, emanations of positive or negative energy, or other attributes of 
the plane itself (DMG 150). Avoid planar effects provides protection from 
the 3d10 points of fire damage that characters normally take when on a 
plane with the fire-dominant trait. Avoid planar effects allows a character 
to breathe water on a water dominant plane and ignore the threat of 
suffocation on an earth-dominant plane. A character protected by avoid 
planar effects can’t be blinded by the energy of a major positive-dominant
plane and automatically stops gaining temporary hit points when they 
equal the character’s full normal hit point total. Negative-dominant planes 
don’t deal damage or bestow negative levels to characters protected by 
avoid planar effects. In addition, some effects specific to a plane are negated 
by avoid planar effects. In the D&D cosmology, avoid planar effects negates 
the deafening effect of Pandemonium and the cold damage on the Cania 
layer of the Nine Hells. The DM can add additional protections for a cosmology 
he creates. If the campaign has an Elemental Plane of Cold, for example, 
avoid planar  effects protects against the base cold damage dealt to everyone 
on the plane. The effects of gravity traits, alignment traits, and magic traits 
aren’t negated by avoid planar effects, nor is the special entrapping trait of
certain planes (such as Elysium and Hades). The spell does not provide 
protection against creatures, native or otherwise, nor does it protect against 
spells, special abilities, or extreme and non-natural formations within the plane. 
This spell allows you to survive on the Elemental Plane of Earth, for instance, 
but it won’t protect you if you walk into a pool of magma on that same plane.

[B]* Reciprocal Gyre[/B]
School: Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will half, then Fortitude negates; see text
Spell Resistance: No
Description:
The subject takes 1d12 points of damage per functioning spell or spell-like 
ability currently affecting it (maximum 25d12). In addition, any creature so  
affected that fails its Will save must then succeed on a Fortitude save or be 
dazed for 1d6 rounds. Only spells specifically targeted on the creature in 
question can be used to create the backlash of a reciprocal gyre, so spells 
that affect an area can’t be used to deal reciprocal damage to creatures 
within their area. Likewise, persistent or continuous effects from magic 
items can’t be used to deal reciprocal damage, but targeted spell effects 
can be. [B]Material Component: A tiny closed loop of copper wire.[/B]

[B]* Vitriolic Sphere[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No
Description
Affected creatures take 6d6 points of acid damage. Creatures that succeed 
on their Reflex saving throws take half of this damage. Creatures that fail 
their Reflex saves take full damage, and also take 6d6 points of acid damage
in each of the following 2 rounds.[B] Material Component: A tiny glass vial 
filled with aqua regia (Nitric Acid)[/B]

[B][U]6 th level[/U][/B]: 00000 00

[B]* Acid Storm[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (20-ft. radius, 20 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Description
Acid rain deals 1d6 points of acid damage per caster level (maximum 15d6) 
to each creature in the area.[B] Material Component: A flask of acid (10 gp). [/B]

[B]* Elemental Body III[/B]
School transmutation (polymorph); 
Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
Description
This spell functions as elemental body I, except that it also allows you to 
assume the form of a Large air, earth, fire, or water elemental. The abilities 
you gain depend upon the type of elemental you change into. You are also 
immune to critical hits and sneak attacks while in elemental form.

[U]Air elemental:[/U] As elemental body I except that you gain a +2 
enhancement bonus to your Strength, +4 enhancement bonus to your 
Dexterity, and a +4 natural armor bonus.

[U]Earth elemental: [/U]As elemental body I except that you gain a +6 
enhancement bonus to your Strength, a –2 penalty on your Dexterity, a 
+2 enhancement bonus to your Constitution, and a +6 natural armor bonus.

[U]Fire elemental[/U]: As elemental body I except that you gain a +4 
enhancement bonus to your Dexterity, a +2 enhancement bonus to your 
Constitution, and a +4 natural armor bonus.

[U]Water elemental:[/U] As elemental body I except that you gain a +2 
enhancement bonus to your Strength, a –2 penalty on your Dexterity, a 
+6 enhancement bonus to your Constitution, and a +6 natural armor bonus.

[url=http://www.d20srd.org/srd/spells/heroismGreater.htm] [B]Heroism, Greater[/B] [/url]
Eenchantment (compulsion) [mind-affecting] Level:sorcerer/wizard 6

[url=http://www.d20srd.org/srd/spells/heroism.htm] [B]Heroism[/B] [/url]
Enchantment (compulsion) [mind-affecting] Level: sorcerer/wizard 3

[B][U]7 th level:[/U][/B] 00000 00

[url=http://www.d20srd.org/srd/spells/banishment.htm] [B]Banishment[/B] [/url]
Abjuration Level: Sor/Wiz 7
[B][U][I]Arcane Focus: Any item that is distasteful to the subject (optional, see above).[/I][/U][/B]

[url=http://www.d20srd.org/srd/spells/limitedWish.htm] [B]Limited Wish[/B] [/url]
Universal Level:sorcerer/wizard 7
[B](diamond worth 1,500 gp + special)[/B]

[url=http://www.d20srd.org/srd/spells/magesSword.htm] [B]Mage’s Sword[/B] [/url]
Evocation [Force] Level: Sor/Wiz 7
[B]Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.[/B]

[B][U]8 th level: [/U][/B]00000

[B]* Form of the Dragon III[/B]
School transmutation (polymorph); 
Level sorcerer/wizard 8
Description:
This spell functions as form of the [U]dragon I[/U] except that it also allows 
you to assume the form of a Huge chromatic or metallic dragon. You gain the 
following abilities: a +10 enhancement bonus to Strength, a +8 enhancement 
bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), 
blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, 
frightful presence (DC equal to the DC for this spell), and immunity to one 
element (of the same type form of the dragon I grants resistance to). You 
also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one 
tail slap attack (2d6). You can use the breath weapon as often as you like, but 
you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points 
of damage and allow a Reflex save for half damage. Line breath weapons 
increase to 100-foot lines and cones increase to 50-foot cones.

[B]* Form of the Dragon I[/B]
School transmutation (polymorph); 
Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M[B] (a scale of the dragon type you plan to assume)[/B]
Range personal
Target you
Duration 1 min/level (D)
Save see below; 
Spell Resistance:  no
Description
When you cast this spell you assume the form of a Medium chromatic
or metallic dragon. You gain the following abilities: a +4 enhancement
bonus to Strength, a +2 enhancement bonus to Constitution, a +4
natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath
weapon, and resistance to one element. You also gain one bite (1d8),
two claws (1d6), and two wing attacks (1d4). Your breath weapon and
resistance depend on the type of dragon that you transform into. You
can only use the breath weapon once per casting of this spell. All breath
weapons deal 6d8 points of damage and allow a Reflex save for half
damage. In addition, some of the dragon types grant additional abilities
as noted below.

Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet

Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20
feet

Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet

Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold

White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet,
vulnerability to fire

Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet,
vulnerability to cold

Bronze dragon: 60-foot line of electricity, resist electricity 20, swim
60 feet

Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always
active)

Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet

Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire

[url=http://www.d20srd.org/srd/spells/polarRay.htm] [B]Polar Ray[/B] [/url]
Evocation [cold] Level: sorcerer/wizard 8
[B] (a white ceramic cone or prism)[/B]

[url=http://www.d20srd.org/srd/spells/sunburst.htm] [B]Sunburst[/B] [/url]
Evocation [light]Level: sorcerer/wizard 8
[B](sunstone and fire source)[/B]

[B][U]9 th level:[/U][/B] 000

[B]* Absorption[/B]
School: Abjuration
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 minutes/level
Description
 Spells and spell-like effects that target you are absorbed, their energy stored to 
power spells of your own. Absorption absorbs only ranged spells that have you 
as a target. Touch spells, effect spells, and area spells that affect you cannot be 
absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly 
by the DM). The level of each spell you absorb is subtracted from the total. If a 
spell is only partially absorbed (because its level exceeds the number of levels 
remaining to be absorbed), divide the number of spell levels left unabsorbed by the 
original spell level. For spells that deal damage, use the result to determine what 
fraction of the damage you take. For spells that create effects, use the result as a 
percentage chance to be affected. For example, you have three spell levels of 
absorption remaining and are struck by dominate person cast as a 5th- level spell. 
Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you 
will be affected normally. If affected, any saving throw the spell allows you still applies. 
Likewise, if you’re struck by disintegrate cast as a 6th-level spell with four levels of 
absorption remaining, two levels of the spell remain, and you take only 33% (1/3) of the 
damage you would normally take from the spell. You can use captured spell energy to
cast any spell you know or have prepared, but spells so cast don’t disappear from your 
list of prepared spells or count against the number of spells you can normally cast per 
day (so you so must keep a running total of spell levels absorbed and used). The levels 
of spell energy you have stored must be equal to or greater than the level of the spell 
you want to cast, and you must have at hand (and expend) any material components
required for the spell.

[url=http://www.d20srd.org/srd/spells/shapechange.htm] [B]Shapechange[/B] [/url]
Transmutation (polymorph) Level: wizard/sorcerer 9
Focus [B] (jade circlet worth 1,500 gp)[/B]


OR spell list B


Code:
[b]spells per day:         spells kwn:[/b]
lv 0: unlimited  = u        9
lv 1: 6 + 2 (ch) = 8        5
lv 2: 6 + 2 (ch) = 8        5
lv 3: 6 + 2 (ch) = 8        4
lv 4: 6 + 1 (ch) = 7        4
lv 5: 6 + 1 (ch) = 7        4
lv 6: 6 + 1 (ch) = 7        3
lv 7: 6 + 1 (ch) = 7        3
lv 8: 5 + 0 (ch) = 5        3
lv 9: 3 + 0 (ch) = 3        2

[b]SPELL LIST:[/b]
[i]* denotes spell compendium[/i]
[I]& denotes bonus spells frm scor[/I]

[u][b]0 level: 
Acid Splash
Detect magic
Detect Poison
Disrupt Undead
Light
Mend
Prestidigitation
*Launch bolt 
Ray of frost

[u][b]1st level:[/u] 00000 000[/b]
Expeditious retreat
Feather Fall
*low light vision 
magic missile
*Persistent Blade 
&Mage Armor

[u][b]2nd level:[/u] 00000 000[/b]
*Body of the Sun
dark vision
Melf's acid arrow 
*Orb of Acid, Lesser
&Resist energy
spider climb

[u][b]3rd level:[/u] 00000 000[/b]
*Acid breath
*Disrupt undead, Gtr
fireball
haste

[U][B]4 th level[/B][/U]: 00000 00
* force missiles
* Orb of Acid
shape stone
Stone skin

[B][U]5 th level[/U][/B]: 00000 00
Fabricate
Planar Tolerance
Reciprocal Gyre
Vitriolic Sphere

[B][U]6 th level[/U][/B]: 00000 00
Acid Storm 
Elemental Body III
Heroism, Greater
 
[B][U]7 th level:[/U][/B] 00000 00
Banishment
Limited Wish 
Mage’s Sword 

[B][U]8 th level: [/U][/B]00000 
* Form of the Dragon III
Polar Ray
Sunburst

[B][U]9 th level:[/U][/B] 000
Absorption
Shapechange
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
OK, A LITTLE MORE FIDDLE FUSSING:

I wish to bchange this:
Chain shirt, ghost touch, mithral,+5

to

this:

Silk shirt, the color of old burnished patina of copper,
stylized dragon scales embroidered within, each one with an arcane symbol, the color of flat black. This is the master piece of Gerald's apprenticeship and is the cost of a masterwork item of its equal, if not more.

it has the following powers:
Mage Armor [greater], from a scroll giving a base armor of +6
[mage armor is force-effective against undead [incorporeal]]
shadow, greater; from a scroll invisibility
+5 enchantment
cost =
5*5=25,000 enhancement
base item: 5,000 craft work
shadow, gtr 33,750
1125 mage armr gtr scroll cl 15
750 invis scroll
total 65,625

this is mostly for flavor as it fits the 'feel' of the abjurant champion's prefrense for no armor.

overall, increase his stealth by +15 and his ac by +1
 

Jemal

Adventurer
allright internets back but im still getting settled, and ive injured my hand now, so typings a pain.

k, so here goes:

Shayuri -
Im going to say no to create demiplane.
For the most part, assume NO to pathfinder stuff. This is a 3.5 campaign, and I'd like to keep the non 3.5 material to a bare minimum.
For feats, I'm going to say NO to those three specific ones you suggested, but I'll allow any that are summoner specific b/c they dont have any in 3.5.
No pathfinder favoured class bonuses.
No traits
Most of the summoner spells should be good, except the demiplane one. I'll double check what i can of them and tell you if any of the others dont mesh.
If you'd like some compensation, I'm still willing to offer some healing power. :p
Half Elves: I'm only going to go through buffing half elves if someone really wants to play one for fluff reasons. (And if I do, you're stuck with half-elf :p )



Scott -
So claws/perception, holy order of dragon monks.. I'm assuming then that you're using the draconic bloodline?

Dont have time to look over the two spell lists yet.

Now, onto the main issue:
Several problems with that item. First and Foremost, you cant craft items using scrolls. You have to know the spell being used, and be capable of casting it yourself each day of the items creation process(1 day / 1000 gp base price). Also, I have no idea how you figured out that items pricing or what it does.. looks like you enhanced a shirt with greater mage armour, then enhanced THAT by an additional 5? *doesn't work btw*
I Dont get the "5000 craft work", unless this is just an aesthetic thing and the silk shirt itself, sans magic, is worth 5,000 gp.
The +15 shadow would only give you a +7 bonus to stealth, b/c of my prior ruling that things which give a bonus to EITHER hide or move silent but not BOTH are halved.

Even if you could use scrolls to sub for spells, you'd need one scroll for each day the item would take to make.. so 1 for each 1000 gp base cost of the item.

(You could add both hide AND Move silent to get the same bonus, essentially doubling the cost of items that increase perception/Stealth)

Also, abj. champs much prefer actually CASTING the spell to wearing it as armor, b/c they add their class level to the ac bonus when they do so... a lvl 5 ab champ casting greater mage armour gets +11 armor bonus from it.
Ab champs in armor is counter-productive. its almost as bad as putting monks in armor.
On that note.. if you were to talk a lvl in monk, there's a little feat called ascetic mage that when combined with ab champ makes you laugh at anyone silly enough to encase their bodies in anything as fragile as metal.
Its from comp adventurer. It has other powers, but its primary use is for a sorc-monk to add their cha to ac instead of wis when unarmoured.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
allright internets back but im still getting settled, and ive injured my hand now, so typings a pain.

when I woke 10 months ago from the induced coma, my shoulder to hand was dead. now it moves some, but excruciatingly painful and still weak. blah!

Scott -
So claws/perception, holy order of dragon monks.. I'm assuming then that you're using the draconic bloodline?

yes!

Don't have time to look over the two spell lists yet.

no prob, just wondering if you find the links to the non compendium specific spells helpful and the copy/paste of specific spells to your liking.

Now, onto the main issue:
Several problems with that item. First and Foremost, you cant craft items using scrolls. You have to know the spell being used, and be capable of casting it yourself each day of the items creation process(1 day / 1000 gp base price). Also, I have no idea how you figured out that items pricing or what it does.. looks like you enhanced a shirt with greater mage armour, then enhanced THAT by an additional 5? *doesn't work btw*

ok, I will nix the gtr armor effect

I Dont get the "5000 craft work", unless this is just an aesthetic thing and the silk shirt itself, sans magic, is worth 5,000 gp.

correct, shirt sans magic is worth 5000-just fluff/flavor

The +15 shadow would only give you a +7 bonus to stealth, b/c of my prior ruling that things which give a bonus to EITHER hide or move silent but not BOTH are halved.

(You could add both hide AND Move silent to get the same bonus, essentially doubling the cost of items that increase perception/Stealth)

Also, abj. champs much prefer actually CASTING the spell to wearing it as armor, b/c they add their class level to the ac bonus when they do so... a lvl 5 ab champ casting greater mage armour gets +11 armor bonus from it.

So if I had silent moves, greater and shadow, greater with protection +5
[base[5,000]+protection +5[25,000]+silent gtr [33,750]+shadow gtr [33,750]
that would give me +15 stealth, +5 pretection, and look good doing it! then swap a lvl 3 spell for mage armor, gtr to get that+11 bonus
[97,500]

Ab champs in armor is counter-productive. its almost as bad as putting monks in armor.
On that note.. if you were to talk a lvl in monk, there's a little feat called ascetic mage that when combined with ab champ makes you laugh at anyone silly enough to encase their bodies in anything as fragile as metal.
Its from comp adventurer. It has other powers, but its primary use is for a sorc-monk to add their cha to ac instead of wis when unarmored.

Yup, noticed the sans armor thing, that is why I am fiddle-fussing. Much as I like the ascetic mage thing, I can't shoe horn in that monk level. As of right now, I need to change the level 3 spell lists. He would have to pay to have this made as it requires the collaboration of an arcane caster and divine caster to accomplish. also with no armor, the feat at level is not needed. I am thinking a meta magic feat in its place. [sudden silent] or even better from complete arcana pg 79:

ENERGY SUBSTITUTION
[METAMAGIC]
You can modify an energy-based spell to use another type
of energy instead.
Prerequisites: Knowledge (arcana) 5 ranks, any metamagic
feat.
Benefi t: Choose one type of energy (acid, cold, electricity,
or fi re). You can then modify any spell with an energy
descriptor to use the chosen type of energy instead. An energy
substituted spell uses a spell slot of the spell’s normal
level. The spell’s descriptor changes to the new energy
type—for example, a fireball composed of cold energy
is an evocation [cold] spell.
Special: You can gain this feat multiple
times, choosing a different type of energy
each time.

need to see if i have the pre-req.
 
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Binder Fred

3 rings to bind them all!
Hey there [MENTION=9026]Jemal[/MENTION], basic build done, fiddling with Feats and powers. in that vein:

- Would you allow the Battle Jumper Feat from Unaproachable East? Details below.

- My monk has unarmed attacks that are considered Large (through the Improved Natural Weapon Feat), can that qualify him for the Knockback Feat (Races of Stone) which has a prerequisite of Large?

[sblock=Battle Jumper]Battle Jump
Type: Fighter, General
Source: Unapproachable East

You know how to launch a devastating attack from above by dropping onto your opponent.

Region: Taer
Benefit: You can execute a charge by simply dropping from a height of at least 5 feet above your opponent. For example, a ledge 10 feet above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature. You can't jump from more than 30 feet above your opponent, nor can you effectively battle jump while under the influence of a fly or levitate spell or effect, as you have to hurl yourself down on your foe.

If you hit, you can choose either to deal double damage with a melee weapon or natural attack or to attempt a trip attack. You are treated as one size category larger than normal if you try to trip your opponent with the battle jump. After you attack, you take falling damage as normal for the distance you jumped. You are entitled to a Jump check (DC 15) to take less damage, as if you had fallen 10 feet less than you actually did. If you fail this Jump check, you fall prone 5 feet from your opponent.

You can also use Battle Jump to begin a grapple attempt instead of making a normal attack. If you do, you are treated as one size category larger than normal for the first grapple check following the battle jump.

Normal: Anybody can try to jump down on an enemy, but it is not considered a charge, and they do not gain double damage or the size bonus for the ensuing attack.[/sblock]
 

Shayuri

First Post
Hragh!

Glad I asked before I got too attached to my concept. Hee hee. Looks like I'll be saving that one for an actual Pathfinder game.

Hmm. Must do some radical revisions.

Thanks for the clarifications, Jemal. One more thing I need to know is if I'll be using the 3.5 Summon Monster list, or the Pathfinder Summon Monster list. They're different, especially at high levels.

Don't worry about buffing Summoner with healing. I am on the brink of changing my mind to an Oracle anyway.
 

Binder Fred

3 rings to bind them all!
Cart of the Silver Clouds

I'd like to propose the following for our party transportation: A large if plain wooden cart pulled by two magnificiant silver rams (*litteraly* made of silver).

Stats: 80' ground speed, 60' Flight Speed (can hover), can pull 2 000 lbs forever without tiring or slowing.

Cost: 162 K gp (or, put another way, a measely 10.5 K per character in addition to the Party fund; most of the PCs have more than that in spare change).

*What do you guys think?*

[sblock=Build]Stone Destriers (14.8K each) X 2 (Could save 9.6K if used Coursers instead, but Destriers can defend themselves when we leave our cart behind to go exploring): 29.6 K gp
Horseshoes of Flying (54K) and Speed (3K) X2: 117 K gp
Cart of the Clouds (Swapped CL 6 Levitation instead of Overland Flight on a 10X10 Carpet of Flying; Lifts 600 pounds, the weight of the cart itself. The rest is pulled by the horses/rams): 16K gp.[/sblock]
 
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