(OOC) FR Adventure - Vampires of Waterdeep! [FULL]

Voadam said:
Clothes wearing animals are silly looking. After my dog's surgery when I had to put him in an old T-shirt so he wouldn't scratch at the foot long stitched up incision on his side he looked ridiculous.

I'll consider ditching the cloak and periapt then, but I'll prbably keep them.

Like I said spider form is probably only for emergency fleeing up walls, especially since I lose all the warshaper stuff in the full spider base form. Since I'm relying on mage armor and a ring of protection (plus mostly fast healing to recover from being pounded on) losing the clothes if I have to flee is no big deal. And disguise self can provide temporary clothes if needed.

Sounds like a plan!

-PP
 

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Here's where we stand right now....

Tailspinner
Thanee - Jana Fyrehair, Human Sorcerer6/Eldritch Knight7 (needs b/g)
Nephtys - Succubus Marshal1? (no sheet yet)
Torillan - Kr'taal, Bugbear Fighter4/Rogue5 (needs description)
Voadam - Wollf Henger, Aranea Rogue2/Warshaper4 (needs b/g, description)
Falkus - Rian Wyvern, Human Paladin 11/Beloved of Valarian2 (Complete)
Scotley - Rognvald Skarsgard, Human Monk13 (needs description, completed b/g)
orbitalfreak - Vernon Sellsword, Human Cleric1/Wizard12 (needs stats)
djrdjmsgrd - Bard? (no sheet yet)
Ferrix - Rogue? (no sheet yet)
Bloodweaver1 - Inquisitor Caladan of the Radiant Order, Human Cleric6/Radiant Servant of Pelor7 (needs b/g, description)
Mista Collins - Human Shadow-Walker Rogue7/Telflammar Shadowlord5 (no sheet yet)

-PP
 

Armand Gutowz - DONE!

Here is the finished character I told you I would submit. A put down the abilities he gets from the PrC and a short description for you. If you need more information, you can find both the PrC and the Template in Unapproachable East (which is a good FR book I might add :) )

If there is anything you have questions on, or anything you want me to change, let me know. I might change a little bit of the equipment around, but other than that, here he is!

STAT BLOCK:
[sblock]Human Shadow-Walker Rogue7/TelflammerShadlowlord5
Neutral
XP: 83,000/91,000

Str 11 -- (2 pts) (+1 12th level bonus)
Dex 22 --(10 pts) (+2 racial bonus, +2 4th & 8th level bonus, +2 Gloves of Dex +2)
Con 12 -- (6 pts) (-2 racial bonus)
Int 14 -- (6 pts)
Wis 12 -- (4 pts)
Cha 8 -- (0 pts)

Hit Points: 12d6+12 (56 HP)
Armor Class: 30 (+8 Mithral Chain Shirt +4, +6 Dex, + 3 Natural, +3 Ring Protect.) Touch 19, Flat 30
Init: +6 (Dex)
BAB: +8/+3, Grap +8
Speed: 30 ft (base 30)
Fort: +6 (+3 base, +1 Con, +2 Cloak of Resistance +2)
Ref: +17 (+9 base, +6 Dex, +2Cloak of Resistance +2)
Will: +6 (+3 base, +1 Wis, +2 Cloak of Resistance +2)

Attack:
+15 melee +1 Short Sword of Deadly Precision (Dmg 1d6+1)
+15 ranged MW Light Crossbow (Dmg 1d8)

Full Attack:
+15/+10 melee +1 Short Sword of Deadly Precision (Dmg 1d6+1)

+15 ranged MW Light Crossbow (Dmg 1d8)

+13/+8 melee +1 Short Sword of Deadly Precision (Dmg 1d6+1) and +13 melee +1 Short Sword of Deadly Precision (Dmg 1d6) <---TWF

Languages: Common, Elven, Draconic

Skills: (110 skill points)
Balance +18 (10 ranks, +6 Dex, +2 Tumble Synergy)
Climb +10 (10 ranks)
Disable Device +14 (10 ranks, +2 Int, +2 MW Thieves' Tools)
Escape Artist +11 (5 ranks, +6 Dex)
Hide +30 (15 ranks, +6 Dex, +5 Cloak of Elvenkind, +4 Racial)
Jump +12 (10 ranks, +2 Tumble Synergy)
Listen +16 (15 ranks, +1 Wis)
Move Silently +26 (15 ranks, +6 Dex, +5 Boots of Elvenkind)
Open Lock +18 (10 ranks, +6 Dex, +2 MW Thieves' Tools)
Search +12 (10 ranks, +2 Int)
Sleight of Hand +16 (10 ranks, +6 Dex)
Spot +21 (15 ranks, +1 Wis, +5 Eyes of the Eagle)
Tumble +18 (10 ranks, +6 Dex, +2 Jump Synergy)

Feats:
Dodge (1st level)
Mobility (Bonus human feat)
Blindfight (3rd level)
Spring Attack (6th level)
Weapon Finesse (9th level)
Two Weapon Fighting (12th level)

Racial Traits:
+2 Dex, -2 Con
Darkvision 60’
+4 Racial bonus to Hide
Lightblindess
Spell-like Abilities (under spell section)

Rogue Abilities:
Sneak Attack +4d6 (+6d6 if with Shadow and Darkness)
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge

Telflammer Shadowlord Abilities:
Shadowsight - Can see through any normal or magical darkness up to 60'
Shadow Jump - Dimension Door from shadow to shadow for a total of 100ft per day
Shadow Blur - Under effect of a blur spell as long as he isn't in sunlight or the illumination of a light source
Shadow Walk - Gains an extra use of the Shadow-Walkers Shadow Walk ability
Shadow Pounce - Can execute a full-attack after using an ability, spell or effect with the teleportation descriptor.
Shadow Discorporation - If he is in a shadow or darkness, any damage that would reduce him to 0 hit points or below instead has a chance to discorporate him. He must make a Reflex Save (DC 5 + dmg dealt). If successful, he simply breaks apart in dozens of flitting shadows and vanishes, along with he was holding or carrying. At the next sunset, he reappears at a spot of his choosing within one mile of the place where he was forced to discorporate. While discorporated, he simply does not exist - he can do nothing, nor can any of his enemies do anything to him.

Spells (CL: 5, Spells per Day 3/2, DC 12+spell level):
1st Level - blindness/deafness*, chill touch, darkness, darkvision, invisibility*, knock*, levitate, shadow mask, shadow spray
2nd Level - air walk, blacklight, displacement, haste**, improved invisibility, nondetection, vampiric touch
* those memorized

Spell-Like Abilities (CL: 12):
Shadow Mask 3/day
Dimension Door 2/day
Darkness 3/day
Shadow Spray 3/day
Shadow Walk 2/day

Equipment:
Shadow and Darkness (2 +1 Deadly Precision Short Swords) (18,310gp, 2lbs each)
Gloves of Dexterity +2 (4000gp)
Mithral Shirt +4 (17,100, 10lbs)
Ring of Protection +3 (18,000gp)
Amulet of Natural Armor +3 (18,000gp)
Boots of Elvenkind (2,500gp, 1lbs)
Shadow's Embrace (Cloak of Elvenkind/Resistance +2) (7,750gp, 1lbs)
Eyes of the Eagle (2,500gp)
MW Light Crossbow (335gp, 4lbs)
20 Crossbow Bolts (2gp, 2lbs)
Heward's Handy Haversack (2,000gp, 5lbs)
MW Thieves' Tools (100gp, 2lbs)*
MW Manacles (50gp. 2lbs)*
Amazing Lock (150gp, 1lbs)*
Chain 20ft (60gp, 4lbs)*
Grappling Hook (1gp, 4lbs)*
Silk Rope 100ft (20gp, 10lbs)*
Signet Ring (5lbs, --lbs)
Scroll Case (1gp, .5lbs)*
Inkpen (1sp, --lbs)*
Vial of Ink (8gp, --lbs)*
Sheets of Paper x10 (4gp, --lbs)*
Waterskin (1gp, 4lbs)*
Trail Rations x6 (3gp, 6lbs)*
Empty Sack (1sp, .5lbs)*
Sack with 77pp (1sp, 2.04lbs)*
Explorer's Outfit (10gp, 8lbs)
Belt Pouch with 8gp, 7sp (1gp, .8lbs)
Wealth Remaining: 77pp, 8gp, 7sp
Weight Carried: 35.8/38lbs
* Item Weight not added to total because it is in Heward's Handy Haversack
[/sblock]

DESCRIPTION:
[sblock]You catch a glimpse mithral armor and two black hilts, that probably belong to shortswords, underneath the man's pitch black cloak that seems to almost absorb what little light the day provides. Squinting dark green eyes, that have probably seen quite a few years, can easily be seen behind a set of crystal lenses as the man moves gracefully despite his large frame. Even with the overcast weather, his shadow still appears dark, crisp, and unnatural.

AGE: 27
HEIGHT: 6'5"
WEIGHT: 196lbs
EYES: Dark Green
HAIR: Brown
[/sblock]

BACKGROUND:
[sblock]Born in the city of Telflamm, Armand had a short childhood. Both parents became ill with fever and died when Armand was only 7 years old. Forced to the streets, he learned many skills of the criminal trade. After four years of stealing to survive, he was discovered by a member of the Shadowmasters Thieves' Guild. Dalkon took Armand under his wing and had the young boy run many errands on behalf of the guild. Learning even more of the criminal trade, Armand slowly grew into a very able member of the Shadowmasters Thieves Guild. By the age of 16, Armand had made a decent name for himself in the City of Telflamm. He was no longer stealing to survive, but stealing to better his life and his standing with the guild.

After so many years with the Telflammar Thieves' Guild and proving his worth when he helped the Shadowmasters drive out Evgruth and his pirate fleet from Telflamm during that night filled with murders and arson, Armand was offered an opportunity to join the inner circle of the Shadowmaster Thieves Guild. Given the Ritual of Shadow Walking in which part of Armand's life force and soul was exchanged for shadowstuff, he had finally become a Telflammar Shadowlord.

Now almost six years after the Ritual of Shadow Walking and becoming a Shadowlord, Armand is close to reaching the final stages of being a Shadowlord. He was given the task of searching down a man, who had information that could endanger many of the Shadowlords. This assignment brought him to the great city of Waterdeep, where he finally came across the man, already dead from the knife of a cutpurse.[/sblock]
 
Last edited:

Professor Parsnip said:
Thanks for a good character sheet submission, Bloodweaver1. Don't forget I'll need a background for Caladan as well to give him full consideration.

Thanks,

-PP

Done!
Let me know what you think and if anything needs to be corrected.
Also when will you be making the final cut? Is there a deadline for these submissions?

-Blood
 


Finished Kr'taal's sheet (see previous posting)

I'm pretty sure I didn't miss anything. If I did, please let me know.

I hope he makes the cut!! [crosses fingers for luck] :)
 


Here's my fully updated character, complete with stats.

Name: Vernon Sellsword
Race: Human
Class: Cleric 1/Wizard 12
Age: 32

Background:
[sblock]
Dravin Sellsword was an adventurer, skilled with a blade, who built up a more-than-modest fortune in his career before settling down in Cormyr to enjoy his life and start a family. Marvin was his second child of three, his only son, who chose a career with (slightly) less risk than that of his father: trade. Using his share of his father's fortune, granted to each child upon thier achieving adulthood, Marvin started a business in which he delt with what he considered novelties: items of magic, religious tomes, historical texts, and other books, all in addition to the standard fares of fine cloths and finer armors (the latter of which at the request of his father). It was this business that Marvin hoped his son Vernon would inherit and expand upon, so he taught his son the basics of the business at an early age.

Vernon, however, wasn't inclined to follow his father's path, or that of his grandfather. What Marvin called "trinkets of the over-educated and money-endowed," Vernon thought of as something with much more importance. As he grudgingly worked at his father's business, he was found studying the texts for trade as often as he was found selling them; it was here that he came to treasure knowledge, and magic. Daydreams of his grandfather's tales of his wizardly companions filled his thoughts.

For his nineteenth birthday, he was sent with his father to join a caravan travelling from Sembia, through Cormyr, west to Candlekeep on the Sword Coast. This caravan was carrying many texts from various religious orders, arcane academies, with many from the Thayan Empire. Vernon was to take the more valuable of his father's texts to sell once he reached the citadel on the coast.

Along the way, Vernon became close friends with many of the clerics, especially Aaron Barm the warrior-priest from the church of Azuth, who mentored him in the ways of the divine. The minor healing abilities he

picked up on came in handy when the caravan was assaulted by bandits on several occasions. It was one of the bandit raids which would change his life forever; a band of Thayan wizards and their accompanying mercenaries who felt that the knowledge in the travelling texts would find better use in the empire of the mages.

The caravan and the raiders both numbered many casualties, and the Thayans withdrew to regroup. The caravan's leader instructed Aaron to take the most valuable book in the cargo and ride quickly to Candlekeep with it, to ensure that it at least would survive. Aaron asked Vernon to accompany him. One of the Thayans tracked them, and before being slain by Barm's longsword, inflicted grevious wounds on the cleric; Vernon rode fast and hard to take Aaron to Candlekeep, along with the book, where they arrived safely and were granted shelter.

While staying at Candlekeep, Vernon decided that he could better serve his god, Azuth, by training in the wizardly arts instead of donning the mantle of priest. When Aaron Barm decided to stay on at Candlekeep to better relations between the churches of Oghma and Azuth, he gifted his longsword to Vernon as a memento of thier travels together. Though he seldom swung the blade, he carried it with him wherever he went. As his adventuring career escalated, he routinely dropped back by Candlekeep to visit his mentor, and to donate at least one ancient text uncovered during his escapades.

His most recent excursion took him to Vaasa in the Cold North, where he by chance discovered a valuable spellbook once belonging to the lich Zhengyi the Witch-King. After returning this tome to the library at Candlekeep, he decided to take a small break from the adventurer's path and spend time in Waterdeep, the City of Splendors, where he could relax and spend time with his arcane studies, and spend a more appropriate amount of time in the churches of Azuth than was permitted by the roving nature of an adventurer.
[/sblock]

Stats:

[sblock]
Code:
Name:      Vernon Sellsword
Class:     Cleric 1/Wizard 12
Race:      Human
Size:      Medium
Gender:    Male
Alignment: Lawful Good
Deity:     Azuth

Str: 12 +1 ( 4p.)    Level:   13    XP:         83000
Dex:  8 -1 ( 0p.)    BAB:     +6    HP:         xx
Con: 10 +0 ( 2p.)    Grapple: +7    Dmg Red:    --
Int: 25 +7 (16p.)    Speed:   30'   Spell Res:  --
Wis: 14 +2 ( 6p.)    Init:    +3    Spell Save: --
Cha:  8 -1 ( 0p.)    ACP:     +0    Spell Fail:  0%

            Base  Armor Shld   Dex  Size   Nat  Defl  Misc  Total
Armor:       10    +6          -1                +2    17
Touch:       10                -1                +2    11
Flatfooted:  10    +6          -1                +2    17

          Base   Mod  Misc  Total
Fort:       6     +0          + 6
Ref:        4     +7          +11
Will:      10     +2          +12

              Attack       BAB     Str  Misc  
Longsword +1  +4/-1       +6/+1    +1   -4    
Damage        1d8+2       19-20/x2             

Languages: Common, Elven, Dwarven, Gnomish, Halfling

Abilities:  Magic Domain, Knowledge Domain, Turn of Rebuke Undead

Feats: 
 Human  Improved Iniative
     1  Glorious Weapon [Divine] 
Wiz  1  Scribe Scroll
     3  Skill Focus (Concentration)
Wiz  5  Sudden Extend
     6  Mobile Spellcasting
     9  Insightful Reflexes
wiz 10  Sudden Widen  
    12  Extraordinary Spell Aim


Skill Name        Ranks  Modifier  Misc  TOTAL
Appraise                 Int +7            + 7    
Balance                  Dex -1            - 1   
Bluff                    Cha -1            - 1 
Climb                    Str +1            + 1 
Concentration      16    Con +0     +3     +19           
Decipher Script    16    Int +7            +23           
Diplomacy                Cha -1            - 1  
Disguise                 Cha -1            - 1    
Escape Artist            Dex -1            - 1         
Forgery                  Int +7            + 7   
Gather Information       Cha -1            - 1              
Heal                5    Wis +2            + 7
Hide                     Dex -1            - 1
Intimidate               Cha -1            - 1      
Jump                     Str +1            + 1
Know (Arcana)      16    Int +7            +23         
Know (History)     16    Int +7            +23         
Know (Religion)    16    Int +7            +23           
Know (The Planes)  16    Int +7            +23             
Listen                   Wis +2            + 2  
Move Silently            Dex -1            - 1         
Ride                     Dex -1            - 1
Search                   Int +7            + 7  
Sense Motive             Wis +2            + 2        
Spellcraft         16    Int +7            +23        
Spot                     Wis +2            + 2
Survival                 Wis +2            + 2    
Swim                     Str +1            + 1
Use Rope                 Dex -1            - 1    

Equipment:                     Cost  Weight
Heward's Handy Haversack       2000     5
Bag of Holding (II)            5000    25
Longsword +1                   2315     4
Vest of Resistance +2          4000     1
Boots of Levitation            7500     1
Belt of Many Pockets          11000     1 (8 pockets, each w/ 8 sub-pockets)
Spool of Endless Rope          2000     1
Tunic of Steady Spellcasting   2500    --
Eyes of the Eagle              2500    --
Ring of Protection +2          8000    --
Ring of Featherfalling         2200    --
Headband of Intellect +4      16000    --
Brooch of Shielding            1500    --
Coins (platinum)(50/lb)          --    -- (Belt 1-1)
Coins (gold)(50/lb)              --    -- (Belt 1-2)
Coins (silver)(50/lb)            --    -- (Belt 1-3)
Myrlynd's Spoon                5400    -- (Belt 3-1)
Potion of Cure Serious Wounds  3000    -- (Belt 2-1 thru 2-4)
Boccob's Blessed Book         12500    -- (Haversack)
Rod of Metemagic - Extend     11000    -- (Haversack)
Rod of Metamagic - Enlarge    11000    -- (Haversack)


Total Weight:xxlb      Money: 50p 80g 50s

                  Lgt   Med   Hvy  Lift  Push
Max Weight:        43    86   130   260   650

Age: 32
Height: 5'6"
Weight: 140 lb
Eyes: Dark Brown
Hair: Dark Brown w/ Grey
Skin: Light Tan

Typical Spells Prepared: (5/7/7/7/5/5/4)
0 - Save DC 17 - Acid Splash, Detect Magic, Detect Magic, Read Magic, Mage Hand

1 - Save DC 18 - Lesser Orb of Acid, Grease, Jump, Expeditious retreat, Enlarge Person, Reduce Person, Obscuring Mist

2 - Save DC 19 - Web, Web, Whirling Blade, Melf's Acid Arrow, Melf's Acid Arrow, Wall of Gloom, Swim

3 - Save DC 20 - Greater Mage Armor*, Haste, Greater Magic Weapon, Stony Grasp, Hold Person, Sleet Storm, Fly
*cast in the morning, with Extend Metamagic Rod, for 24 hour duration +6 armor bonus.

4 - Save DC 21 - Orb of Acid, Orb of Force, Assay Resistance, Greater Invisibility, Blast of Fire

5 - Save DC 22 - Vitriolic Sphere, Duelward, Wall of Force, Mind Fog, Cloudkill

6 - Save DC 23 - Acid Fog, Antimagic Field, Tenser's Transformation, Brilliant Blade

[/sblock]

Spellbook: (All spells, levels 0 - 6, from PH and Complete Arcane, except Evoc and Necro, expand for full list. Uses about 800 of 1000 pages in Boccob's Blessed Book)
[sblock]

0
Acid Splash
Arcane Mark
Daze
Detect Magic
Detect Poison
Ghost Sound
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Read Magic
Repair Minor Damage
Resistance

1
Alarm
Animate Rope
Charm Person
Color Spray
Comprehend Languages
Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
Enlarge Person
Erase
Expeditious Retreat
Feather Fall
Fist of Stone
Grease
Hold Portal
Hypnotism
Identify
Jump
Lesser Orb of Acid
Lesser Orb of Cold
Lesser Orb of Electricity
Lesser Orb of Fire
Lesser Orb of Sound
Low-Light vision
Mage Armor
Magic Weapon
Mount
Nystul's Magic Aura
Obscuring Mist
Protection from Chaos
Protection from Evil
Reduce Person
Repair Light Damage
Shield
Silent Image
Sleep
Summon Monster I
True Strike
Unseen Servant
Ventriloquism

2
Alter Self
Arcane Lock
Bear's Endurance
Blades of Fire
Blur
Bull's Strength
Cat's Grace
Darkvision
Daze Monster
Detect Thoughts
Eagle's Splendor
Earthen Grasp
Familiar Pocket
Fog Cloud
Fox's Cunning
Glitterdust
Hypnotic Pattern
Invisibility
Knock
Leomund's Trap
Levitate
Locate Object
Magic Mouth
Melf's Acid Arrow
Minor Image
Mirror Image
Misdirection
Obscure Object
Owl's Wisdom
Phantasmal Assailants
Protection from Arrows
Pyrotechnics
Repair Moderate Damage
Resist Energy
Rope Trick
See Invisibility
Spider Climb
Summon Monster II
Summon Swarm
Swim
Tasha's Hideous Laughter
Touch of Idiocy
Wall of Gloom
Web
Whirling Blade
Whispering Wind

3
Arcane Sight
Bands of Steel
Blink
Clairaudience/Clairvoyance
Corpse Candle
Deep Slumber
Discern Shapechanger
Dispel Magic
Displacement
Enhance Familiar
Explosive Runes
Flame Arrow
Fly
Gaseous Form
Greater Mage Armor
Greater Magic Weapon
Haste
Heroism
Hold Person
Illusory Script
Invisibility Sphere
Keen Edge
Magic Circle against Chaos
Magic Circle against Evil
Major Image
Nondetection
Phantom Steed
Protection from Energy
Rage
Repair Serious Damage
Secret Page
Sepia Snake Sigil
Shadow Binding
Shrink Item
Sign of Stealing
Sleet Storm
Slow
Stinking Cloud
Stony Grasp
Suggestion
Summon Monster III
Tongues
Water Breathing

4
Anticipate Teleportation
Arcane Eye
Assay Resistance
Blast of Flame
Charm Monster
Confusion
Crushing Despair
Detect Scrying
Dimension Door
Dimensional Anchor
Evard's Black Tentacles
Fire Trap
Fortify Familiar
Greater invisibility
Hallucinatory Terrain
Illusory Wall
Leomund's Secure Shelter
Lesser Geas
Lesser Globe of Invulnerability
Locate Creature
Mass Darkvision
Mass Enlarge Person
Mass Reduce Person
Mass Resist Energy
Minor Creation
Orb of Acid
Orb of Cold
Orb of Electricity
Orb of Fire
Orb of Force
Orb of Sound
Otiluke's Dispelling Screen
Phantasmal Killer
Polymorph
Rainbow Pattern
Rary's Mnemonic Enhancer
Remove Curse
Repair Critical Damage
Scrying
Shadow Conjuration
Solid Fog
Stone Shape
Stoneskin
Summon Monster IV
Unluck

5
Aiming at the Target
Animal Growth
Arc of Lightning
Baleful Polymorph
Break Enchantment
Cloudkill
Contact Other Plane
Dismissal
Dominate Person
Dream
Duelward
Fabricate
False Vision
Feeblemind
Freezing Fog
Greater Blink
Hold Monster
Leomund's Hidden Lodge
Leomund's Secret Chest
Lesser Planar Binding
Major Creation
Mass Fly
Mind Fog
Mirage Arcana
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Nightmare
Overland Flight
Passwall
Permanency
Persistant Image
Prying Eyes
Rary's Telepathic Bond
Reciprocal Gyre
Refusal
Seeming
Servant Horde
Shadow Evocation
Summon Monster V
Symbol of Sleep
Telekinesis
Teleport
Transmute Mud to Rock
Transmute Rock to Mud
Vitriolic Sphere
Wall of Stone

6
Acid Fog
Analyze Dwoemer
Antimagic Field
Brilliant Blade
Control Water
Disintegrate
Fiendform
Flesh to Stone
Geas/Quest
Globe of Invulnerability
Greater Dispel Magic
Greater Sign of Sealing
Greater Heroism
Illusory Pit
Imbue Familiar with Spell Ability
Legend Lore
Mass Bear's Endurance
Mass Bull's Strength
Mass Cat's Grace
Mass Eagle's Splendor
Mass Fox's Cunning
Mass Owl's Wisdom
Mass Suggestion
Mislead
Mordenkainen's Lucubration
Move Earth
Permanent Image
Planar Binding
Programmed Image
Repulsion
Shadow Walk
Stone to Flesh
Summon Monster VI
Symbol of Persuasion
Tenser's Transformation
Transfix
True Seeing
Veil
Wall of Iron

[/sblock]
 

orbitalfreak, you know that spells even with Boccob's blessed book still cost some gold, yes?

Scribing them is free, but you need to obtain a copy to write them with (costs 50 gp/spell level per the PHB, which is in addition to the 100 gp/spell level scribing cost normally, the latter one is lifted by the magical book, but not the first).

Also, some spells have costly material components or foci (like Greater Mage Armor). While certainly affordable, it does help to get a few of those.

Bye
Thanee
 


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