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Higher Level Psionics PbP (Demon with a Glass Hand)
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<blockquote data-quote="Shayuri" data-source="post: 3788479" data-attributes="member: 4936"><p>Here's a second draft...since there weren't questions or objections to the first, I assume that means you're okay with the spell selection. This draft doesn't change anything but the items and two feats...I did some shuffling, some consolidating. No huge changes though. The net result is that I traded some offensive capacity for some defensive capacity, as I felt my AC and saves were a bit low. As for feats, I traded in Eschew Materials (as much as I love that feat for sorcerors) for Sunlight Eyes, a Reserve feat from Complete Mage. As long as I have 5th level slots left, Sunlight Eyes lets me spend a swift action to see through up to 50' in any light conditions...darkness, magic darkness...whatever. The ability only lasts one round per activation though, so if I'm using it constantly it precludes the use of Quickened spells.</p><p></p><p>Let me know if there's any questions or problems, or heck even comments or corrections. <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>[sblock=Shard v.2.0]Name: Shard</p><p>Race: Human</p><p>Class/Level: Sorceror 5/Wild Mage 9</p><p>Gender: Female</p><p>Exp</p><p></p><p>Desc: Pending</p><p></p><p>Strength (STR) 8 -1</p><p>Dexterity (DEX) 16 +3 (8)</p><p>Constitution (CON) 14 +2 (6)</p><p>Intelligence (INT) 10 +0 (2)</p><p>Wisdom (WIS) 14 +2 (6)</p><p>Charisma (CHA) 18 +4 (10)</p><p></p><p>Alignment: Chaotic Neutral</p><p>AC: 20 (10 + 4 Dex + 4 armor +2 luck)</p><p>Buffed AC: 24 (+4 shield)</p><p>Hit Points: 4+13d4+28</p><p>Movement: 30'</p><p></p><p>Init: +4</p><p>Base Attack Bonus: +6</p><p>Melee Attack: +5</p><p>Ranged Attack: +9</p><p>Fort: +11</p><p>Reflex: +16</p><p>Will: +14</p><p></p><p>Race Abilities</p><p>Bonus Feat</p><p>Bonus skills</p><p></p><p>Class Abilities:</p><p>Sorceror</p><p>- Metamagic Specialist (PHB2 variant)</p><p></p><p>Wild Mage</p><p>- Wild Magic (-3 base caster level, but +1d6 when each spell cast)</p><p>- Random Deflector 3/day (redirect some spells/attacks to random target within 20')</p><p>- Student of Chaos (When using magic device that offers random result, roll twice and select)</p><p>- Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect)</p><p>- Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect)</p><p></p><p>Skills: 24+27</p><p>Concentration +19 (17 ranks +2 Con)</p><p>Knowledge Arcana +10 (8 ranks +0 Int +2 Synergy)</p><p>Knowledge Planes +4 (4 ccranks ranks +0 Int)</p><p>Spellcraft +7 (5 ranks +0 Int +2 feat)</p><p>Use Magic Device +12 (4 ccranks +2 ranks +2 feat +4 Cha)</p><p></p><p>Languages - Common, Draconic</p><p></p><p>Feats</p><p>1 Celestial Heritage (+2 vs elec & petri, gain Prot from Evil)</p><p>1 Magical Aptitude</p><p>3 Empower Spell</p><p>6 Celestial Lance (1d8/spell level used, 60' line, only to evil)</p><p>9 Quicken Spell</p><p>12 Sunlight Eyes (swft action, 1rnd see in any lighting condition 50', +1 CL light)</p><p></p><p>Spells (Base DC 17+lvl, Caster level 12+1d6)</p><p>0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead, Prestidigitation, Arcane Mark, Detect Poison</p><p>1 8/8 - Shield, Magic Missile, Dawnburst, Alarm, True Strike, Protection from Evil</p><p>2 8/8 - Invisibility, Arcane Turmoil, Rope Trick, See Invisible, Dimension Hop</p><p>3 8/8 - Energy Aegis, Arcane Sight, Disobedience, Phantom Steed</p><p>4 7/7 - Confusion, Ennervation, Voice of the Dragon, Orb of Force</p><p>5 7/7 - Telekinesis, Lucent Lance, Greater Blink</p><p>6 6/6 - Disintegrate, Greater Heroism</p><p>7 4/4 - Limited Wish</p><p></p><p>Noncore spells</p><p>Dawnburst (Complete Mage)</p><p>- Causes all creatures within 10' of caster to glow like torches for 1 rnd/lvl. Reduces invisibility to concealment. Makes Hide difficult. Causes 1d6+CL (max 5) to undead and light-sensitive creatures.</p><p></p><p>Arcane Turmoil (complete Mage)</p><p>- Works as per targeted Dispel Magic (can't do area version), but also causes a spellcaster to lose 1 prepared spell or slot of highest level if Will save failed.</p><p></p><p>Dimension Hop (PHB2)</p><p>- Teleport 5'/2 CL as standard action, either self or creature touched. Will negates.</p><p></p><p>Energy Aegis (PHB2)</p><p>- As immediate action, grant self or ally at Close range 1 rnd of resistance 20 to specified energy type.</p><p></p><p>Disobedience (Complete Scoundrel)</p><p>- Grants immunity to charms and compulsions, and can fool a caster into thinking the charm/compulsion succeeded if they fail a will save. 1hr/CL.</p><p></p><p>Voice of the Dragon (Spell Compendium)</p><p>- 10 min/CL gain +10 to Bluff, Diplomacy and Intimidate attempts...can discharge spell by issuing a Suggestion.</p><p></p><p>Orb of Force (Complete Arcane)</p><p>- Ranged touch, 10d6 damage cap, no save, no SR, force damage.</p><p></p><p>Lucent Lance (Spell Compendium)</p><p>- Ranged touch, Ray, 15d6 damage cap, no save, SR applies. 15d4 dmg if in shadowy illumination. Blinds target for 1 rnd, dazzles for 1rnd/CL. Acts as 1 rnd sun exposure to light-sensitive creatures. Light damage.</p><p></p><p>Money - 380gp</p><p></p><p>Weapons -</p><p>Runestaff, +7/+2, 1d6+1, crit 20, 4lbs, Special: Smite</p><p></p><p>Armour -</p><p></p><p></p><p>Gear -</p><p>Scroll cases</p><p>Pouches</p><p>Spell component bag</p><p></p><p>Magic -</p><p>Ring of Arcane Might, 20k (Complete Arcane) +1 CL</p><p>Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells.</p><p>Bracers of Armor +4, 16k (SRD)</p><p>Headband of Charisma +6, 36k (SRD)</p><p>Gloves of Dexterity +2, 4k (SRD)</p><p></p><p>Robe of Mysterious Summoning, 10k (Magic Item Compendium) 3/day allows user to sacrifice spell slot to cast Summon Monster of equal level to slot as standard action.</p><p></p><p>Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'.</p><p></p><p>Runestaff of Power, 38.3k (Magic Item Compendium) Allows casting each of the following spells 1/day, by spending spell slots of appropriate level. Is also +2/MW weapon and grants +2 luck to AC and saves while wielded. Can Smite by using 1st level slot to do double damage for 1 round.</p><p>- Cone of Cold</p><p>- Continual Flame</p><p>- Fireball</p><p>- Globe of Invulnerability</p><p>- Hold Monster</p><p>- Levitate</p><p>- Lightning Bolt</p><p>- Magic Missile</p><p>- Ray of Enfeeblement</p><p>- Wall of Force (only to create 5' radius dome centered on caster)</p><p></p><p>Survival Pouch, 3.3k (Magic Item Compendium) Can be accessed up to 5/day, each time producing one of the following effects: (anything taken out vanishes 8 hrs later, unless it's been eaten/drunk)</p><p>- 1 day rations for 1 Medium creature.</p><p>- 2 gallons water in skin</p><p>- Campfire (lit...lasts 8 hours or can make up to 8 torches that burn 1 hr each)</p><p>- Tent & 2 bedrolls</p><p>- 50' rope</p><p>- Composite shortbow (+1 Str) and 20 arrows. </p><p>- Shovel</p><p>- Pack Mule with riding gear and saddlebags. Treated as summoned, but will not fight.</p><p></p><p>Eternal Wand of Cure Moderate Wounds, 4,420gp (Magic Item Compendium) Cast 2nd level spell 2/day.</p><p></p><p>Scroll of Knock, 150</p><p>Scroll of Alter Self, 150</p><p>Potion of Lesser Restoration, 300</p><p></p><p>Background: </p><p>Pending[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 3788479, member: 4936"] Here's a second draft...since there weren't questions or objections to the first, I assume that means you're okay with the spell selection. This draft doesn't change anything but the items and two feats...I did some shuffling, some consolidating. No huge changes though. The net result is that I traded some offensive capacity for some defensive capacity, as I felt my AC and saves were a bit low. As for feats, I traded in Eschew Materials (as much as I love that feat for sorcerors) for Sunlight Eyes, a Reserve feat from Complete Mage. As long as I have 5th level slots left, Sunlight Eyes lets me spend a swift action to see through up to 50' in any light conditions...darkness, magic darkness...whatever. The ability only lasts one round per activation though, so if I'm using it constantly it precludes the use of Quickened spells. Let me know if there's any questions or problems, or heck even comments or corrections. :) [sblock=Shard v.2.0]Name: Shard Race: Human Class/Level: Sorceror 5/Wild Mage 9 Gender: Female Exp Desc: Pending Strength (STR) 8 -1 Dexterity (DEX) 16 +3 (8) Constitution (CON) 14 +2 (6) Intelligence (INT) 10 +0 (2) Wisdom (WIS) 14 +2 (6) Charisma (CHA) 18 +4 (10) Alignment: Chaotic Neutral AC: 20 (10 + 4 Dex + 4 armor +2 luck) Buffed AC: 24 (+4 shield) Hit Points: 4+13d4+28 Movement: 30' Init: +4 Base Attack Bonus: +6 Melee Attack: +5 Ranged Attack: +9 Fort: +11 Reflex: +16 Will: +14 Race Abilities Bonus Feat Bonus skills Class Abilities: Sorceror - Metamagic Specialist (PHB2 variant) Wild Mage - Wild Magic (-3 base caster level, but +1d6 when each spell cast) - Random Deflector 3/day (redirect some spells/attacks to random target within 20') - Student of Chaos (When using magic device that offers random result, roll twice and select) - Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect) - Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect) Skills: 24+27 Concentration +19 (17 ranks +2 Con) Knowledge Arcana +10 (8 ranks +0 Int +2 Synergy) Knowledge Planes +4 (4 ccranks ranks +0 Int) Spellcraft +7 (5 ranks +0 Int +2 feat) Use Magic Device +12 (4 ccranks +2 ranks +2 feat +4 Cha) Languages - Common, Draconic Feats 1 Celestial Heritage (+2 vs elec & petri, gain Prot from Evil) 1 Magical Aptitude 3 Empower Spell 6 Celestial Lance (1d8/spell level used, 60' line, only to evil) 9 Quicken Spell 12 Sunlight Eyes (swft action, 1rnd see in any lighting condition 50', +1 CL light) Spells (Base DC 17+lvl, Caster level 12+1d6) 0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead, Prestidigitation, Arcane Mark, Detect Poison 1 8/8 - Shield, Magic Missile, Dawnburst, Alarm, True Strike, Protection from Evil 2 8/8 - Invisibility, Arcane Turmoil, Rope Trick, See Invisible, Dimension Hop 3 8/8 - Energy Aegis, Arcane Sight, Disobedience, Phantom Steed 4 7/7 - Confusion, Ennervation, Voice of the Dragon, Orb of Force 5 7/7 - Telekinesis, Lucent Lance, Greater Blink 6 6/6 - Disintegrate, Greater Heroism 7 4/4 - Limited Wish Noncore spells Dawnburst (Complete Mage) - Causes all creatures within 10' of caster to glow like torches for 1 rnd/lvl. Reduces invisibility to concealment. Makes Hide difficult. Causes 1d6+CL (max 5) to undead and light-sensitive creatures. Arcane Turmoil (complete Mage) - Works as per targeted Dispel Magic (can't do area version), but also causes a spellcaster to lose 1 prepared spell or slot of highest level if Will save failed. Dimension Hop (PHB2) - Teleport 5'/2 CL as standard action, either self or creature touched. Will negates. Energy Aegis (PHB2) - As immediate action, grant self or ally at Close range 1 rnd of resistance 20 to specified energy type. Disobedience (Complete Scoundrel) - Grants immunity to charms and compulsions, and can fool a caster into thinking the charm/compulsion succeeded if they fail a will save. 1hr/CL. Voice of the Dragon (Spell Compendium) - 10 min/CL gain +10 to Bluff, Diplomacy and Intimidate attempts...can discharge spell by issuing a Suggestion. Orb of Force (Complete Arcane) - Ranged touch, 10d6 damage cap, no save, no SR, force damage. Lucent Lance (Spell Compendium) - Ranged touch, Ray, 15d6 damage cap, no save, SR applies. 15d4 dmg if in shadowy illumination. Blinds target for 1 rnd, dazzles for 1rnd/CL. Acts as 1 rnd sun exposure to light-sensitive creatures. Light damage. Money - 380gp Weapons - Runestaff, +7/+2, 1d6+1, crit 20, 4lbs, Special: Smite Armour - Gear - Scroll cases Pouches Spell component bag Magic - Ring of Arcane Might, 20k (Complete Arcane) +1 CL Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells. Bracers of Armor +4, 16k (SRD) Headband of Charisma +6, 36k (SRD) Gloves of Dexterity +2, 4k (SRD) Robe of Mysterious Summoning, 10k (Magic Item Compendium) 3/day allows user to sacrifice spell slot to cast Summon Monster of equal level to slot as standard action. Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'. Runestaff of Power, 38.3k (Magic Item Compendium) Allows casting each of the following spells 1/day, by spending spell slots of appropriate level. Is also +2/MW weapon and grants +2 luck to AC and saves while wielded. Can Smite by using 1st level slot to do double damage for 1 round. - Cone of Cold - Continual Flame - Fireball - Globe of Invulnerability - Hold Monster - Levitate - Lightning Bolt - Magic Missile - Ray of Enfeeblement - Wall of Force (only to create 5' radius dome centered on caster) Survival Pouch, 3.3k (Magic Item Compendium) Can be accessed up to 5/day, each time producing one of the following effects: (anything taken out vanishes 8 hrs later, unless it's been eaten/drunk) - 1 day rations for 1 Medium creature. - 2 gallons water in skin - Campfire (lit...lasts 8 hours or can make up to 8 torches that burn 1 hr each) - Tent & 2 bedrolls - 50' rope - Composite shortbow (+1 Str) and 20 arrows. - Shovel - Pack Mule with riding gear and saddlebags. Treated as summoned, but will not fight. Eternal Wand of Cure Moderate Wounds, 4,420gp (Magic Item Compendium) Cast 2nd level spell 2/day. Scroll of Knock, 150 Scroll of Alter Self, 150 Potion of Lesser Restoration, 300 Background: Pending[/sblock] [/QUOTE]
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