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<blockquote data-quote="DDK" data-source="post: 708958" data-attributes="member: 6469"><p>Heh, yes, this was one of those rare moments when I actually did <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Here's something I cooked up before the show <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Human Male (Alienist 2, Cleric 3, Conjurer 5, Geomancer 10)</p><p></p><p>SPECIAL• +1 caster level whilst in a forest setting; +1 caster level whilst in a mountainous area; +1 caster level whilst on plains; +10-ft. base speed; alien blessing; can breathe water; can pounce (full-attack action after a move action); charge at up to ten times normal movement 1/hour; divine focus used in lieu of arcane material components; freedom of movement 3 rounds/day; grapplers or those using natural weapons suffer 1d3 points of damage and own unarmed attacks cause piercing damage; low-light vision; no arcane spell-failure chance; reroll any one dice roll 1/day; spontaneous casting of any arcane spell of 2nd-level or lower as a cure spell; spontaneous casting of any arcane spell as an inflict spell; tremorsense out to 30-ft.; turn undead 8/day (3rd level cleric).</p><p></p><p>AC 50 MOVEMENT 40-ft. HIT POINTS 226</p><p></p><p>FORT +30 REF +22 WILL +34</p><p></p><p>FEATS• Augment Summoning (3rd), Conjure Mastery (9th), Craft Magic Arms & Armour (5th, wizard bonus), Craft Rod (12th), Craft Wondrous Items (6th), Magical Artisan (rods) (15th), Forge Ring (18th), Quicken Spell (1st, wizard bonus), Repeat Spell (1st), Spell-casting Prodigy (wizard) (human bonus).</p><p></p><p>SPELLS• Cleric:- Domains: Luck, Travel. DC = 27 + spell level. Spells Per Day:- Orisons: 4 - detect magic, detect poison, purify food and drink, read magic; 1st: 4+1 - comprehend languages, detect undead, divine favour, sanctuary + expeditious retreat; 2nd: 3+1 - delay poison, lesser restoration, remove paralysis + aid.</p><p></p><p> Wizard:- DC = 27 + spell level. Banned School: Evocation. Spells Per Day:- Cantrips: 4+1 - acid splash, disrupt undead, mending, mental alarm, open/close; 1st: 8+1 - detect secret doors, feather fall, know protections, mount, shield, spirit worm, summon monster I (2); 2nd: 8+1 - blindness/deafness, choke, death armour, detect thoughts, false life, glitterdust, ice knife, Melf's acid arrow, summon monster II; 3rd: 8+1 - dispel magic, displacement, fly, gaseous form, Mestil's acid breath, protection from elements, slow, stinking cloud, summon monster III; 4th: 7+1 - backlash, confusion, dimensional anchor, dimension door, Evard's black tentacles, improved invisibility, minor globe of invulnerability, summon monster IV; 5th: 7+1 - cloudkill, dismissal, feeblemind, ghostform, Grimwald's greymantle, summon monster V, teleport, wall of stone; 6th: 7+1 - acid fog, disintegrate, fire spiders, globe of invulnerability, greater dispelling, project image, summon monster VI, true seeing; 7th: 6+1 - energy immunity, ethereal jaunt, finger of death, greater ironguard, limited wish, power word: stun, summon monster VII; 8th: 4+1 - discern location, maze, mind blank, power word: blind, summon monster VIII; 9th: 3+1 - foresight, Mordenkainen's disjunction, time stop, summon monster IX.</p></blockquote><p></p>
[QUOTE="DDK, post: 708958, member: 6469"] Heh, yes, this was one of those rare moments when I actually did :) Here's something I cooked up before the show :) Human Male (Alienist 2, Cleric 3, Conjurer 5, Geomancer 10) SPECIAL• +1 caster level whilst in a forest setting; +1 caster level whilst in a mountainous area; +1 caster level whilst on plains; +10-ft. base speed; alien blessing; can breathe water; can pounce (full-attack action after a move action); charge at up to ten times normal movement 1/hour; divine focus used in lieu of arcane material components; freedom of movement 3 rounds/day; grapplers or those using natural weapons suffer 1d3 points of damage and own unarmed attacks cause piercing damage; low-light vision; no arcane spell-failure chance; reroll any one dice roll 1/day; spontaneous casting of any arcane spell of 2nd-level or lower as a cure spell; spontaneous casting of any arcane spell as an inflict spell; tremorsense out to 30-ft.; turn undead 8/day (3rd level cleric). AC 50 MOVEMENT 40-ft. HIT POINTS 226 FORT +30 REF +22 WILL +34 FEATS• Augment Summoning (3rd), Conjure Mastery (9th), Craft Magic Arms & Armour (5th, wizard bonus), Craft Rod (12th), Craft Wondrous Items (6th), Magical Artisan (rods) (15th), Forge Ring (18th), Quicken Spell (1st, wizard bonus), Repeat Spell (1st), Spell-casting Prodigy (wizard) (human bonus). SPELLS• Cleric:- Domains: Luck, Travel. DC = 27 + spell level. Spells Per Day:- Orisons: 4 - detect magic, detect poison, purify food and drink, read magic; 1st: 4+1 - comprehend languages, detect undead, divine favour, sanctuary + expeditious retreat; 2nd: 3+1 - delay poison, lesser restoration, remove paralysis + aid. Wizard:- DC = 27 + spell level. Banned School: Evocation. Spells Per Day:- Cantrips: 4+1 - acid splash, disrupt undead, mending, mental alarm, open/close; 1st: 8+1 - detect secret doors, feather fall, know protections, mount, shield, spirit worm, summon monster I (2); 2nd: 8+1 - blindness/deafness, choke, death armour, detect thoughts, false life, glitterdust, ice knife, Melf's acid arrow, summon monster II; 3rd: 8+1 - dispel magic, displacement, fly, gaseous form, Mestil's acid breath, protection from elements, slow, stinking cloud, summon monster III; 4th: 7+1 - backlash, confusion, dimensional anchor, dimension door, Evard's black tentacles, improved invisibility, minor globe of invulnerability, summon monster IV; 5th: 7+1 - cloudkill, dismissal, feeblemind, ghostform, Grimwald's greymantle, summon monster V, teleport, wall of stone; 6th: 7+1 - acid fog, disintegrate, fire spiders, globe of invulnerability, greater dispelling, project image, summon monster VI, true seeing; 7th: 6+1 - energy immunity, ethereal jaunt, finger of death, greater ironguard, limited wish, power word: stun, summon monster VII; 8th: 4+1 - discern location, maze, mind blank, power word: blind, summon monster VIII; 9th: 3+1 - foresight, Mordenkainen's disjunction, time stop, summon monster IX. [/QUOTE]
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