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[Recruiting] HUSSies Graduation Exam (Elements of Magic Revised)

The Goblin King

First Post
Particle_Man said:
Well, how do you want to rule it then? I mean, 20% of a solar's damage and abilities seems gross for a 4th level character, but 20% of a 1st level warrior seems a little weak for a 4th level character. But they cost the same amount of spell points. Should I base it on creatures I have been exposed to (either in life or in training?) If so, what creatures shall my character have been exposed to, in your game?

Actually, I don't have a problem with you making a Solar. Except for number of attacks...I will work on that. I am basing this on the example from page 67.

Nightmare Incarnate
Illusion Force 1/Light 3/Life 1/Gen 2
Total MP: 7
Range: Short (30 ft.)
Duration: One minute
Area of Effect: 10-ft. radius circle
This spell creates a horrifying illusory creature of up to Gargantuan size, which attacks your enemies. Use the actual stats of whatever creature you choose, but any creature stuck by it can automatically attempt to disbelieve. If they fail, they take 20% of the actual damage the creature would deal. If they disbelieve, they take no damage.
Costs: 3 MP complex visual, 1 MP simple reactive, 1 MP simple force, 1 MP range, 1 MP area.
 

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Voadam

Legend
Updated my monk, are we going to face 3.5 Dr monsters? Should I bother spending my last 400gp on cold iron and silver daggers or what not?
 

Voadam

Legend
The Goblin King said:
Actually, I don't have a problem with you making a Solar. Except for number of attacks...I will work on that. I am basing this on the example from page 67.

Nightmare Incarnate
Illusion Force 1/Light 3/Life 1/Gen 2
Total MP: 7
Range: Short (30 ft.)
Duration: One minute
Area of Effect: 10-ft. radius circle
This spell creates a horrifying illusory creature of up to Gargantuan size, which attacks your enemies. Use the actual stats of whatever creature you choose, but any creature stuck by it can automatically attempt to disbelieve. If they fail, they take 20% of the actual damage the creature would deal. If they disbelieve, they take no damage.
Costs: 3 MP complex visual, 1 MP simple reactive, 1 MP simple force, 1 MP range, 1 MP area.

Wow, no limitation based on caster power or point expenditure? That is very abusable. I create an illusion of the avatar of Thor. Or the Tarasque, or yes, a solar. Ooh, a paragon epic great wyrm Force dragon.
 

The Goblin King

First Post
I'm sure that the illusion won't have any of the creatures SQs or SAs. So, your illusionary basilisk has no gaze attack or an illusionary wight causes no level drain. And, I don't think you could create templated creatures like that. There is no creature to 'template'. Its not real so you could make it look like whatever.
 

Komodo

First Post
I hope to have a character up by tonight. It's so hard to make one when you can't get on the computer for more than half an hour at a time. Guh. I will tell you, though, he's gonna be a buffer who likes to blow things up.
 

Dalamar

Adventurer
Here's my char for the game, who ended up nothing like the character I was going to base her off of :D, the theme proved impossible to facilitate at low levels.

Vilya
Female human, Taskmage 4, Chaotic Neutral

Str 12 (+1) [4 points]
Dex 14 (+2) [6 points]
Con 12 (+1) [4 points]
Int 17 (+3) [10 points and level-up]
Wis 10 (+-) [2 points]
Cha 14 (+2) [6 points]

HP 4d6+4 Init +2
Saves: Fort +3 (+1 Con, +2 base), Ref +4 (+2 Dex, +2 base), Will +2 (+2 base)
AC 15 (+2 Dex, +3 Armor), Touch 12, Flat-footed 13
Skills (ranks): Climb +11(7), Hide +9(7), Heal +7(5), Jump +8(7), Listen +9(7), Move Silently +9(7), Sense Motive +7(7), Spellcraft +7(4), Spot +9(7), Survival +9(7), Swim +6(5)
Feats: Alertness, Armored Casting, Armor Proficiency (Light), Self-sufficient, Track
Class abilities: Bonus feats (Self-sufficient, Track), Magically Empowered (Climb)
Tradition skills: Climb, Hide, Heal, Jump, Listen, Move Silently, Sense Motive, Spot, Survival, Swim

Caster level 3 (MP limit 3, MP 17, Cantrips 5, 11 spell lists)
Spell lists: Abjure Force, Create Light, Create Life, Create Nature, Evoke Fire, Evoke Life, Heal Life, Illusion Shadow, Infuse Earth, Infuse Fire, Infuse Water

Equipment:
+1 Studded Leather (1,175gp)
Cloak of Resistance +1 (1,000gp)
Dust of Night-sight (Scry 1/Gen 1; Darkvision 30ft for 10 minutes, 5 ranks in Scry; 5 uses) (540gp)
Goggles of Starry Night (Scry 0/Gen 1; Low-light vision) (1,000gp)
Healing nut x10 (Heal Life 1/Gen 0; heals 2d6) (200gp)
Mana Twig (Finite 10MP mana battery, 3MP limit) (750gp)
Potion of Wisdom (Infuse Water 1/Gen 0; +2 Wis) (20gp)
Refreshing Berry x2 (Heal Life 3/Gen 0; Removes Exhaustion and Fatigue, cures 1d6) (360gp)
Shortsword, Masterwork (310gp)
Coins: 45gp
 
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Old Fezziwig

a man builds a city with banks and cathedrals
Hey, all. I'm going to have to bow out of this one -- I don't have the time to read EoM Revised right now. Have fun, though, 'cause it looks like it'll be cool. :) In the event that you later need an alternate, Goblin King, I'd be willing to do that.

Best,
Nick
 

Komodo

First Post
Name: Dereth Stormweaver
Race: Human (intermediate djinni bloodline)
Class: Mage 3/Mageknight 1

Attributes: 10/16/12/14/12/16

Saves:
Fort +3 (+2 base, +1 Con)
Ref +4 (+1 base, +3 Dex)
Will +5 (+4 base, +1 Wis)

HP: 13
AC: 18 (+5 Base, +3 Dex, +1 armor)
Init.: +7

BAB: +1

Attacks:
Masterwork Scimitar +5 (1d6/18-20/x2)
Masterwork Longbow +5 (1d8/x3)

Skills:
Bonus = Ability + Ranks + Misc
Concentration: +10 = 1 + 7 + 2
Diplomacy: +10 = 3 + 7 + 0
Dispel Magic: +9 = 3 + 6 + 0
Divination: +9 = 2 + 6 + 0
Heal: +8 = 2 + 7 + 0
Knowledge (Arcana): +9 = 2 + 7 + 0
Spellcraft: +9 = 2 + 7 + 0

Languages: Common, Auran, Draconic

Feats:
Infuse Specialist (3rd)
Extra Magic Points (1st)
Extra Spell List (Human bonus)
Weapon Finesse (Mageknight)
Spell List Focus (Evoke Lightning) (Mageknight)
Quicken Spell (Minor magical boon)
Improved Intiative (Bloodline)

Abilities:
Djinni Bloodline (intermediate)
Uncanny Vision

Caster Level: 3.5 (Max MP: 3, Lists Known: 12+1, MP: 21+3, 5 Cantrips)

Spell Lists:
Abjure/Hex Nature, Heal Life, Evoke Air/Lightning, Infuse/Drain Force/Air/Life/Earth/Time/Nature/Fire/Water, Create Air, Summon Elemental

Signature Spells (3+2=5):
Heal Life 3 - Cures 4d6 points of damage on touch
Evoke Lightning 2/Gen 1 - Ranged touch attack for 2d6 points of lightning damage, two rounds of stunning
Summon Elemental 2 - Summons a small air elemental to serve the caster for 1 minute
Drain Force 3 - Touched creature suffers a -3 penalty to attacks
Evoke Air 1/Gen 2 - Medium or smaller creatures in a 20 ft. radius of target point take 1d6 points of damage and are blown away

Equipment:
Masterwork Scimitar (320 gp)
Masterwork Longbow (375 gp)
Wand of Healing (Unlimited Use Charged Item (5/day), Heal Life 0/Gen 2, spell completion) (2000 gp)
Thunderstone (Renewable Mana Battery, 3 mp/day, 1 mp limit) (1500 gp)
Bracers of Armor +1 (1000 gp)
Backpack (2 gp)
Rations x4 days (2 gp)
Bedroll (1 gp)
Hooded Lantern (12 gp)
Oil, 3 pints (3 sp)

Treasure: 187 gp 7 sp

Description: Dereth has reddish-brown hair that hangs around his slender, smiling face. His eyes are bright blue. He wears elegant, royal blue pants with stripes of white running down the legs, and a matching vest with gold trim is worn over a loose-fitting white shirt. A masterfully made scimitar hangs from his left side, and a longbow carved from white wood is worn from his back.
 
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The Goblin King

First Post
Sorry about the lack of updates. Its been kind of stressful at work. In the past couple of weeks one of my co-workers quit, two were fired for stealing, and one is on an extended leave of absence due to a car accident. Now, its just me and my boss. :eek:

Komodo: Your character is a little off. Unless I did the math wrong you only spent 30 points on attributes. The AC should be 18. You get the defense bonus OR the armor bonus, whichever is greater. Also, I think you misunderstand how the bloodlines work. First, pick a bloodlines strength. In this case minor. You get everything on that chart at the specific level. So, at 4th level you pick up +2 Concentration for free. The catch is that you have to give up levels to keep getting bennies. Looking at table 1-2 for a Minor bloodline that level you have to sacrifice is 12th. Stronger bloodlines have to sacrifice more earlier. If you took the Major bloodline you would give up your 3rd character level but would gain +2 Concentration, Improved Initiative, Dexterity +1, and Resistance to Acid 5 (Ex).
 

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