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Gaming W/Jemal : Prisoners!!(Inmates Chosen)
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<blockquote data-quote="Lord_Raven88" data-source="post: 3488175" data-attributes="member: 31975"><p>Okay here is my character concept in brief, you'll also note that I provide an easy explanation as to how the other players were able to enter the prison plane with all of their equipment. Obviously they would still have to have some means of hiding their equipment (i.e bags of holding etc) because I doubt that the prison guards could be to blatant about allowing prisoners to enter with equipment.</p><p></p><p>Background:</p><p>For many years Quil worked in the Central Processing Centre (CPC) of the extra-planar prison called the Nexus. Quil ensure that the wards of the Processing Centre (which houses the central portal to the prison plane) were maintained, as well as visiting different planes to collect and transfer prisoners from their native realms to their ultimate destination of the Nexus.</p><p></p><p>It was during such trips that Quil would receive payment from various sources to ensure that chosen prisoners would receive a few essentials to make sure that their stay was as pleasant as possible. This was a common enough practice among the various workers of the CPC, with tacit permission being granted as long as the right people were bribed to look in the other direction. </p><p></p><p>All of this changed when the previous CPC Director retired and a new self-righteous prig of man called 'Sebastian Walters' took his place. Sebastian was determined to root out the weeds among the prison staff, and it was Quil's misfortune to be at the wrong place at the wrong time. </p><p></p><p>Caught red-handed by Sebastian's cronies as the latest batch of prisoners entered the portal (after a <strong>very</strong> cautionary examination for contraband), Quil was put in the unenviable position of having to either act as the prison guards <em>token</em> scapegoat, or entering the portal himself. Realising that he'd never be allowed to live to expose the full depths of the operation, Quil was glad that his forward planning meant that he'd be leaving nothing of significance behind, and entered the portal bound for the Nexus. </p><p></p><p>Besides with his insider knowledge it was a distinct possibility that he would manage to eventually escape.</p><p></p><p>[sblock=Recaster (Races of Eberron PG 157) ]</p><p><strong>Entry Requirements</strong></p><p><strong>Race:</strong> Changeling</p><p><strong>Skills:</strong> Knowledge(arcana) 4, Spellcraft 8</p><p><strong>Feats:</strong> Any two metamagic feats.</p><p><strong>Spells:</strong> Ability to cast 3rd level arcane spells.</p><p></p><p>[code][b]The Recaster Hit Die: D4[/b]</p><p>[b]LVL BAB For Ref Wil Special Spellcasting[/b]</p><p>1st +0 +0 +0 +2 Metamorphic spell(components) -</p><p>2nd +1 +0 +0 +3 Expanded knowledge, sudden metamagic +1 level of existing arcane spellcasting class</p><p>3rd +1 +1 +1 +3 Metamorphic spell(time) +1 level of existing arcane spellcasting class</p><p>4th +2 +1 +1 +4 Expanded knowledge, sudden metamagic +1 level of existing arcane spellcasting class</p><p>5th +2 +1 +1 +4 Metamorphic spell(space) +1 level of existing arcane spellcasting class</p><p>Class Skills: (2 + Int mod) Bluff, Concentration, Craft, Decipher Script, Disguise, Knowledge, Profession, Sense Motive, and Spellcraft.[/code]</p><p></p><p><strong>Metamorphic Spell: </strong></p><p>The recaster's speciality is the ability to alter spells on the fly to best meet the demands of a specific situation. At different levels, you gain the ability to modify your spells as you cast them.</p><p></p><p><em>Components:</em> At 1st level, you can alter the components required to cast your spells. You can freely ignore normal material components as if you had the Eschew Materials feat (though you can't ignore the need for an expensive material component or an XP component). As well, once per day per class level, you can apply the benefit of either the Silent Spell or the Still Spell feat to any spell you cast without increasing the level of the spell, specially preparing it ahead of time, or increasing it's casting time.</p><p></p><p><em>Time:</em> At 3rd level, you gain the ability to alter the temporal characteristics of your spells. Three times per day, you can cast any spell that normally has a casting time of 1 standard action and a duration longer than 1 round as a swift action, as if you had applied the Quicken Spell feat to it. The level of the spell is not altered and you do not need to specially prepare the spell ahead of time, but the duration of the spell becomes 1 round.</p><p></p><p><em>Space:</em> At 5th level, you can manipulate the spatial characteristics of your spells (including range, area and even targets) up to five times per day in the following ways.</p><ul> <li data-xf-list-type="ul"> You can use a spell with a range of touch on a target up to 30 feet away by making a ranged touch attack. </li> <li data-xf-list-type="ul">You can alter a spell that affects an area (burst, emanation, spread, cylinder, or line) in order to create spaces with the area that are not subject to the spells effect (a minimum 5 foot cube for each space). Furthermore, if the spell is shapeable, the minimum dimensions for the shaped area or effect is 5 feet instead of 10 feet. If the spell's area is a burst, emanation, or spread, you can cast it as a cone, cylinder, line or sphere. You can change areas freely within any of the following groups: <ul> <li data-xf-list-type="ul">Group1:<ul> <li data-xf-list-type="ul">15 foot cone OR</li> <li data-xf-list-type="ul">10 foot radius cylinder, 40 feet high OR</li> <li data-xf-list-type="ul">30 foot line OR</li> <li data-xf-list-type="ul">5, 10, or 15 foot radius sphere</li> </ul></li> <li data-xf-list-type="ul">Group2:<ul> <li data-xf-list-type="ul">30 foot cone OR</li> <li data-xf-list-type="ul">20 foot radius cylinder, 40 feet high OR</li> <li data-xf-list-type="ul">60 foot line OR</li> <li data-xf-list-type="ul">20 or 30 foot radius sphere</li> </ul></li> <li data-xf-list-type="ul">Group3:<ul> <li data-xf-list-type="ul">60 foot cone OR</li> <li data-xf-list-type="ul">40 foot radius cylinder, 40 feet high OR</li> <li data-xf-list-type="ul">120 foot line OR</li> <li data-xf-list-type="ul">40 or 80 foot radius sphere</li> </ul></li> </ul></li> <li data-xf-list-type="ul"> If the spell targets a number of creatures, no two of which can be farther apart than a certain distance, you can have the spell affect the same number of creatures as long as each is half that distance from one other affected creature. Thus is you applied this effect to a haste spell you cast, you could affect up to one creature per level as long as each affected creature was within 15 feet of another affected creature.</li> </ul><p></p><p><strong>Expanded Knowledge:</strong></p><p>At 2nd level, and again at 4th level, choose a spell up to one level lower than the highest level spell you can cast from any class's spell list. You can add this spell to the spell list of the same arcane spellcasting class to which you added your increased spellcasting ability at that level.</p><p></p><p><strong>Sudden Metamagic(su):</strong></p><p>At 2nd level choose a metamagic feat you know from the following list: Empower Spell, Enlarge Spell, Extended Spell, Maximise Spell, or Widen Spell. Once per day per class level, you can apply the benefit of that feat to any spell you cast without increasing the level of the spell, preparing it ahead of time, or increasing it's casting time. At 4th level, you can choose another feat you know from the same list and use it in conjunction with this ability, you can't apply the effect of more than one feat to the same spell. If you don't know any feat from the above list, you gain no benefit until you acquire an appropriate feat.</p><p>[/list][/sblock]</p></blockquote><p></p>
[QUOTE="Lord_Raven88, post: 3488175, member: 31975"] Okay here is my character concept in brief, you'll also note that I provide an easy explanation as to how the other players were able to enter the prison plane with all of their equipment. Obviously they would still have to have some means of hiding their equipment (i.e bags of holding etc) because I doubt that the prison guards could be to blatant about allowing prisoners to enter with equipment. Background: For many years Quil worked in the Central Processing Centre (CPC) of the extra-planar prison called the Nexus. Quil ensure that the wards of the Processing Centre (which houses the central portal to the prison plane) were maintained, as well as visiting different planes to collect and transfer prisoners from their native realms to their ultimate destination of the Nexus. It was during such trips that Quil would receive payment from various sources to ensure that chosen prisoners would receive a few essentials to make sure that their stay was as pleasant as possible. This was a common enough practice among the various workers of the CPC, with tacit permission being granted as long as the right people were bribed to look in the other direction. All of this changed when the previous CPC Director retired and a new self-righteous prig of man called 'Sebastian Walters' took his place. Sebastian was determined to root out the weeds among the prison staff, and it was Quil's misfortune to be at the wrong place at the wrong time. Caught red-handed by Sebastian's cronies as the latest batch of prisoners entered the portal (after a [b]very[/b] cautionary examination for contraband), Quil was put in the unenviable position of having to either act as the prison guards [i]token[/i] scapegoat, or entering the portal himself. Realising that he'd never be allowed to live to expose the full depths of the operation, Quil was glad that his forward planning meant that he'd be leaving nothing of significance behind, and entered the portal bound for the Nexus. Besides with his insider knowledge it was a distinct possibility that he would manage to eventually escape. [sblock=Recaster (Races of Eberron PG 157) ] [b]Entry Requirements[/b] [b]Race:[/b] Changeling [b]Skills:[/b] Knowledge(arcana) 4, Spellcraft 8 [b]Feats:[/b] Any two metamagic feats. [b]Spells:[/b] Ability to cast 3rd level arcane spells. [code][b]The Recaster Hit Die: D4[/b] [b]LVL BAB For Ref Wil Special Spellcasting[/b] 1st +0 +0 +0 +2 Metamorphic spell(components) - 2nd +1 +0 +0 +3 Expanded knowledge, sudden metamagic +1 level of existing arcane spellcasting class 3rd +1 +1 +1 +3 Metamorphic spell(time) +1 level of existing arcane spellcasting class 4th +2 +1 +1 +4 Expanded knowledge, sudden metamagic +1 level of existing arcane spellcasting class 5th +2 +1 +1 +4 Metamorphic spell(space) +1 level of existing arcane spellcasting class Class Skills: (2 + Int mod) Bluff, Concentration, Craft, Decipher Script, Disguise, Knowledge, Profession, Sense Motive, and Spellcraft.[/code] [b]Metamorphic Spell: [/b] The recaster's speciality is the ability to alter spells on the fly to best meet the demands of a specific situation. At different levels, you gain the ability to modify your spells as you cast them. [i]Components:[/i] At 1st level, you can alter the components required to cast your spells. You can freely ignore normal material components as if you had the Eschew Materials feat (though you can't ignore the need for an expensive material component or an XP component). As well, once per day per class level, you can apply the benefit of either the Silent Spell or the Still Spell feat to any spell you cast without increasing the level of the spell, specially preparing it ahead of time, or increasing it's casting time. [i]Time:[/i] At 3rd level, you gain the ability to alter the temporal characteristics of your spells. Three times per day, you can cast any spell that normally has a casting time of 1 standard action and a duration longer than 1 round as a swift action, as if you had applied the Quicken Spell feat to it. The level of the spell is not altered and you do not need to specially prepare the spell ahead of time, but the duration of the spell becomes 1 round. [i]Space:[/i] At 5th level, you can manipulate the spatial characteristics of your spells (including range, area and even targets) up to five times per day in the following ways. [list][*] You can use a spell with a range of touch on a target up to 30 feet away by making a ranged touch attack. [*]You can alter a spell that affects an area (burst, emanation, spread, cylinder, or line) in order to create spaces with the area that are not subject to the spells effect (a minimum 5 foot cube for each space). Furthermore, if the spell is shapeable, the minimum dimensions for the shaped area or effect is 5 feet instead of 10 feet. If the spell's area is a burst, emanation, or spread, you can cast it as a cone, cylinder, line or sphere. You can change areas freely within any of the following groups: [list][*]Group1: [list][*]15 foot cone OR [*]10 foot radius cylinder, 40 feet high OR [*]30 foot line OR [*]5, 10, or 15 foot radius sphere[/list] [*]Group2: [list][*]30 foot cone OR [*]20 foot radius cylinder, 40 feet high OR [*]60 foot line OR [*]20 or 30 foot radius sphere[/list] [*]Group3: [list][*]60 foot cone OR [*]40 foot radius cylinder, 40 feet high OR [*]120 foot line OR [*]40 or 80 foot radius sphere[/list][/list] [*] If the spell targets a number of creatures, no two of which can be farther apart than a certain distance, you can have the spell affect the same number of creatures as long as each is half that distance from one other affected creature. Thus is you applied this effect to a haste spell you cast, you could affect up to one creature per level as long as each affected creature was within 15 feet of another affected creature.[/list] [b]Expanded Knowledge:[/b] At 2nd level, and again at 4th level, choose a spell up to one level lower than the highest level spell you can cast from any class's spell list. You can add this spell to the spell list of the same arcane spellcasting class to which you added your increased spellcasting ability at that level. [b]Sudden Metamagic(su):[/b] At 2nd level choose a metamagic feat you know from the following list: Empower Spell, Enlarge Spell, Extended Spell, Maximise Spell, or Widen Spell. Once per day per class level, you can apply the benefit of that feat to any spell you cast without increasing the level of the spell, preparing it ahead of time, or increasing it's casting time. At 4th level, you can choose another feat you know from the same list and use it in conjunction with this ability, you can't apply the effect of more than one feat to the same spell. If you don't know any feat from the above list, you gain no benefit until you acquire an appropriate feat. [/list][/sblock] [/QUOTE]
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