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No Man's Land (Recruitment Closed... Sort of)
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<blockquote data-quote="Insight" data-source="post: 3458038" data-attributes="member: 11437"><p>[sblock=Jemal]I'm dropping Monk 1 because it's not doing anything for me, and adding Cleric 11. I'm think of keeping the Monk's Belt and going with Bracers of Armor +8. I've posted the rest below if you want to see.</p><p>[/sblock]</p><p></p><p>[sblock=working version]</p><p></p><p>Note: this is not quite done. I still need to pick a deity and get the two domain granted powers (suggestions here are greatly appreciated). I also have not chosen skills (like that matters LOL). I also have some cash left to spend.</p><p></p><p><strong>ZAUTH THE SOJOURNER [ECL 20] 200,000/210,000xp</strong></p><p><strong>Male Human Evolved (x2) Ghost Cleric 11, Paladin 2</strong></p><p><strong>LG Medium Undead (Augmented Humanoid, Incorporeal)</strong></p><p><strong>Init</strong> +3; <strong>Senses</strong> Darkvision 60ft, Listen +11, Spot +11</p><p><strong>Languages</strong> Common, Draconic, Elven. </p><p><strong>AC</strong> 49, Touch 36, FF 46 (+14 Deflection, +3 Dex, +8 Wis, +1 Item, +8 Armor, +5 Natural). </p><p><strong>HP</strong> 75</p><p>[sblock=Rolls]<a href="http://invisiblecastle.com/find.py?id=980407" target="_blank">12d12+12=75</a>[/sblock]</p><p><strong>Fort</strong> +29, <strong>Ref</strong> +25, <strong>Will</strong> +34; <strong>Immunities</strong> Mind-affecting, poisons, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, ability score damage (Str, Dex, Con only), fatigue, exhaustion, massive damage, any effect that requires a Fort save (that does not also affect objects; <strong>Special</strong> 50% chance to ignore magical attacks from the Material Plane (not including force effects or ghost touch attacks)</p><p><strong>Spd</strong> 30ft fly (Perfect)</p><p><strong>Melee</strong> Incorporeal Touch Attack (+12/+7 atk, 1d8 & 1d4 ability dmg (any); crit 20/x2) </p><p><strong>Ranged</strong> Ranged Touch Attack (+12/+7 atk, dmg varies; crit 20/x2)</p><p><strong>Space</strong> 5ft; <strong>Reach</strong> 5ft</p><p><strong>Base Attack</strong> +9; <strong>Grapple</strong> +9</p><p><strong>Attack Options</strong>: Smite Evil 1/day</p><p><strong>Divine Spellcasting</strong>: (CL 13; 6x0th, 7(+1)x1st, 6(+1)x2nd, 6(+1)x3rd, 4(+1)x4th, 3(+1)x5th, 2(+1)x6th</p><p><strong>Ability Scores</strong> Str 17, Dex 17, Con N/A, Int 15, Wis 27, Cha 38</p><p>[sblock=Rolls]<a href="http://invisiblecastle.com/find.py?id=969278" target="_blank">17, 15, 15, 13, 13, 11</a>[/sblock]</p><p>[sblock=Modifiers]+4 Str, +8 Cha from Templates, +1 Wis, +2 Cha from Level Gains, +4 Dex, +11 Wis, +11 Cha from Items.[/sblock] </p><p><strong>SQ</strong> Aura of Good (13), Detect Evil at will, Divine Grace, Divine Spellcasting (Domains: X and Y), Domain Granted Abilities (entry), Draining Touch, Fast Healing 6, Lay on Hands (28hp/day), Malevolence, Manifestation, Rejuvenation, Smite Evil 1/day (+12 atk, +2 dmg), Spell-like Abilities, Turn Resistance +4 (17HD), Turn Undead (17/day, 1d20+14 Turning Check, 2d6+25 HD)</p><p><strong>Feats</strong> Ability Focus (Malevolence), Divine Metamagic (Empowered; CDiv), Divine Ward (PHB2), Practiced Spellcaster (Cleric), Quicken Manifestation (LM), Sacred Boost (CDiv)</p><p><strong>Skills</strong> entry. From Ghost - +8 to Hide, Listen, Search, and Spot (added above).</p><p></p><p><strong>Draining Touch (Su)</strong>: When Zauth hits a living target with his incorporeal touch attack, he drains 1d4 points from any one ability score he selects. On each such successful attack, Zauth heals 5 points of damage. Against ethereal opponents, Zauth adds his Strength modifier to attack rolls only. Against nonethereal opponents, Zauth adds his Dexterity modifier to attack rolls only.</p><p><strong>Malevolence (Su)</strong>: Once per round, while ethereal, Zauth can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (Caster Level 13), except that it does not require a receptacle. To use this ability, Zauth must be manifested and he must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 31). A creature that successfully saves is immune to that Zauth’s malevolence for 24 hours, and Zauth cannot enter the target’s space. If the save fails, Zauth vanishes into the target’s body.</p><p><strong>Manifestation (Su)</strong>: Zauth dwells on the Ethereal Plane and, as an ethereal creature, he cannot affect or be affected by anything in the material world. When Zauth manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. While manifested, Zauth can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. Zauth can pass through solid objects at will, and his own attacks pass through armor. While manifested, Zauth always moves silently. Zauth can strike with his touch attack or with a ghost touch weapon. While manifested, Zauth remains partially on the Ethereal Plane, where he is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. Zauth’s incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane. </p><p>When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When Zauth manifests, his spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. </p><p>Zauth has two home planes, the Material Plane and the Ethereal Plane. He is not considered extraplanar when on either of these planes.</p><p><strong>Rejuvenation (Su)</strong>: In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + 13) against DC 16. </p><p><strong>Spell-like Abilities</strong>: 1/day – Greater Dispel Magic and Haste (CL 13; SDC 29)</p><p><strong>Telekinesis (Su)<strong>: As the telekinesis spell, CL 13. Zauth must wait 1d4 rounds between uses of this ability.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Gear</strong>: </strong></strong></p><p><strong><strong><strong>Amulet of Natural Armor +5</strong> (Throat slot; 50,000gp)</strong></strong></p><p><strong><strong><strong>Bracers of Armor +8</strong> (Arms slot; 64,000gp)</strong></strong></p><p><strong><strong><strong>Cloak of Resistance +5</strong> (Shoulder slot; 25,000gp)</strong></strong></p><p><strong><strong><strong>Crown of the Latent Emperor</strong> (Head slot; +6 enhancement bonus to Wis and Cha, also powers of Circlet of Mages, Circlet of Rapid Casting, and Circlet of Solace (MIC); 134,500gp)</strong></strong></p><p><strong><strong><strong>Gloves of Dexterity +4</strong> (Hands slot; 16,000gp)</strong></strong></p><p><strong><strong><strong>Monk’s Belt</strong> (Waist slot; 13,000gp)</strong></strong></p><p><strong><strong><strong>Ring of Undead Mysticism</strong> (Ring 1 slot; as Ring of Mystic Healing and Ring of Positive Protection (MIC); 45,250gp)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Used</strong>: </strong></strong></p><p><strong><strong><strong>Tome of Leadership & Influence +5</strong> (137,500gp)</strong></strong></p><p><strong><strong><strong>Tome of Understanding +5</strong> (137,500gp)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Wealth</strong>: 139,600gp </strong></strong></p><p><strong><strong>[/sblock]</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>[sblock=concerns]</strong></strong></p><p><strong><strong>I'm concerned about the following items:</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>1. He is effectively a 13th level caster in a level 20 game. I'm worried that a lot of his spells are going to be ineffective against the bad guys, If all he does is heal, fine, but that's just boring. I've got a +13 to penetrate spell resistance, which almost certainly most creatures we fight will have.</strong></strong></p><p><strong><strong>2. Healing ability. Being incorporeal, I can't use touch spells directly on any targets, not even friendly ones. That means no cure spells, unless they are mass cures. The best way for me to deal with this is to use Malevolence to take over someone's body and use them to deliver touch spells. Alternately, I can use Divine Ward to cast touch spells at range, but I have to choose maybe one or two targets and spend turn attempts not only to designate each target ahead of time (it takes 10 mins to prep for each target), but also a turn attempt to cast each touch spell at range.</strong></strong></p><p><strong><strong>3. Low HP. Not much I can do about that, having no Con score. The 50% miss chance should mitigate that somewhat, and if he gets in trouble, he can also un-manifest and head to the Ethereal to heal up.</strong></strong></p><p><strong><strong>4. Low BAB. I won't be able to hit anything with my spells. Even with a touch attack, I've got a +11 to hit. I've got maybe a 50/50 shot at hitting the most worthless Lvl 20 touch ACs.[/sblock]</strong></strong></p></blockquote><p></p>
[QUOTE="Insight, post: 3458038, member: 11437"] [sblock=Jemal]I'm dropping Monk 1 because it's not doing anything for me, and adding Cleric 11. I'm think of keeping the Monk's Belt and going with Bracers of Armor +8. I've posted the rest below if you want to see. [/sblock] [sblock=working version] Note: this is not quite done. I still need to pick a deity and get the two domain granted powers (suggestions here are greatly appreciated). I also have not chosen skills (like that matters LOL). I also have some cash left to spend. [b]ZAUTH THE SOJOURNER [ECL 20] 200,000/210,000xp Male Human Evolved (x2) Ghost Cleric 11, Paladin 2 LG Medium Undead (Augmented Humanoid, Incorporeal)[/b] [b]Init[/b] +3; [b]Senses[/b] Darkvision 60ft, Listen +11, Spot +11 [b]Languages[/b] Common, Draconic, Elven. [b]AC[/b] 49, Touch 36, FF 46 (+14 Deflection, +3 Dex, +8 Wis, +1 Item, +8 Armor, +5 Natural). [b]HP[/b] 75 [sblock=Rolls][url=http://invisiblecastle.com/find.py?id=980407]12d12+12=75[/url][/sblock] [b]Fort[/b] +29, [b]Ref[/b] +25, [b]Will[/b] +34; [b]Immunities[/b] Mind-affecting, poisons, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, ability score damage (Str, Dex, Con only), fatigue, exhaustion, massive damage, any effect that requires a Fort save (that does not also affect objects; [b]Special[/b] 50% chance to ignore magical attacks from the Material Plane (not including force effects or ghost touch attacks) [b]Spd[/b] 30ft fly (Perfect) [b]Melee[/b] Incorporeal Touch Attack (+12/+7 atk, 1d8 & 1d4 ability dmg (any); crit 20/x2) [b]Ranged[/b] Ranged Touch Attack (+12/+7 atk, dmg varies; crit 20/x2) [b]Space[/b] 5ft; [b]Reach[/b] 5ft [b]Base Attack[/b] +9; [b]Grapple[/b] +9 [b]Attack Options[/b]: Smite Evil 1/day [b]Divine Spellcasting[/b]: (CL 13; 6x0th, 7(+1)x1st, 6(+1)x2nd, 6(+1)x3rd, 4(+1)x4th, 3(+1)x5th, 2(+1)x6th [b]Ability Scores[/b] Str 17, Dex 17, Con N/A, Int 15, Wis 27, Cha 38 [sblock=Rolls][URL=http://invisiblecastle.com/find.py?id=969278]17, 15, 15, 13, 13, 11[/URL][/sblock] [sblock=Modifiers]+4 Str, +8 Cha from Templates, +1 Wis, +2 Cha from Level Gains, +4 Dex, +11 Wis, +11 Cha from Items.[/sblock] [b]SQ[/b] Aura of Good (13), Detect Evil at will, Divine Grace, Divine Spellcasting (Domains: X and Y), Domain Granted Abilities (entry), Draining Touch, Fast Healing 6, Lay on Hands (28hp/day), Malevolence, Manifestation, Rejuvenation, Smite Evil 1/day (+12 atk, +2 dmg), Spell-like Abilities, Turn Resistance +4 (17HD), Turn Undead (17/day, 1d20+14 Turning Check, 2d6+25 HD) [b]Feats[/b] Ability Focus (Malevolence), Divine Metamagic (Empowered; CDiv), Divine Ward (PHB2), Practiced Spellcaster (Cleric), Quicken Manifestation (LM), Sacred Boost (CDiv) [b]Skills[/b] entry. From Ghost - +8 to Hide, Listen, Search, and Spot (added above). [b]Draining Touch (Su)[/b]: When Zauth hits a living target with his incorporeal touch attack, he drains 1d4 points from any one ability score he selects. On each such successful attack, Zauth heals 5 points of damage. Against ethereal opponents, Zauth adds his Strength modifier to attack rolls only. Against nonethereal opponents, Zauth adds his Dexterity modifier to attack rolls only. [b]Malevolence (Su)[/b]: Once per round, while ethereal, Zauth can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (Caster Level 13), except that it does not require a receptacle. To use this ability, Zauth must be manifested and he must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 31). A creature that successfully saves is immune to that Zauth’s malevolence for 24 hours, and Zauth cannot enter the target’s space. If the save fails, Zauth vanishes into the target’s body. [b]Manifestation (Su)[/b]: Zauth dwells on the Ethereal Plane and, as an ethereal creature, he cannot affect or be affected by anything in the material world. When Zauth manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. While manifested, Zauth can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. Zauth can pass through solid objects at will, and his own attacks pass through armor. While manifested, Zauth always moves silently. Zauth can strike with his touch attack or with a ghost touch weapon. While manifested, Zauth remains partially on the Ethereal Plane, where he is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. Zauth’s incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When Zauth manifests, his spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. Zauth has two home planes, the Material Plane and the Ethereal Plane. He is not considered extraplanar when on either of these planes. [b]Rejuvenation (Su)[/b]: In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + 13) against DC 16. [b]Spell-like Abilities[/b]: 1/day – Greater Dispel Magic and Haste (CL 13; SDC 29) [b]Telekinesis (Su)[b]: As the telekinesis spell, CL 13. Zauth must wait 1d4 rounds between uses of this ability. [b]Gear[/b]: [b]Amulet of Natural Armor +5[/b] (Throat slot; 50,000gp) [b]Bracers of Armor +8[/b] (Arms slot; 64,000gp) [b]Cloak of Resistance +5[/b] (Shoulder slot; 25,000gp) [b]Crown of the Latent Emperor[/b] (Head slot; +6 enhancement bonus to Wis and Cha, also powers of Circlet of Mages, Circlet of Rapid Casting, and Circlet of Solace (MIC); 134,500gp) [b]Gloves of Dexterity +4[/b] (Hands slot; 16,000gp) [b]Monk’s Belt[/b] (Waist slot; 13,000gp) [b]Ring of Undead Mysticism[/b] (Ring 1 slot; as Ring of Mystic Healing and Ring of Positive Protection (MIC); 45,250gp) [b]Used[/b]: [b]Tome of Leadership & Influence +5[/b] (137,500gp) [b]Tome of Understanding +5[/b] (137,500gp) [b]Wealth[/b]: 139,600gp [/sblock] [sblock=concerns] I'm concerned about the following items: 1. He is effectively a 13th level caster in a level 20 game. I'm worried that a lot of his spells are going to be ineffective against the bad guys, If all he does is heal, fine, but that's just boring. I've got a +13 to penetrate spell resistance, which almost certainly most creatures we fight will have. 2. Healing ability. Being incorporeal, I can't use touch spells directly on any targets, not even friendly ones. That means no cure spells, unless they are mass cures. The best way for me to deal with this is to use Malevolence to take over someone's body and use them to deliver touch spells. Alternately, I can use Divine Ward to cast touch spells at range, but I have to choose maybe one or two targets and spend turn attempts not only to designate each target ahead of time (it takes 10 mins to prep for each target), but also a turn attempt to cast each touch spell at range. 3. Low HP. Not much I can do about that, having no Con score. The 50% miss chance should mitigate that somewhat, and if he gets in trouble, he can also un-manifest and head to the Ethereal to heal up. 4. Low BAB. I won't be able to hit anything with my spells. Even with a touch attack, I've got a +11 to hit. I've got maybe a 50/50 shot at hitting the most worthless Lvl 20 touch ACs.[/sblock][/b][/b] [/QUOTE]
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