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[River of Worlds]Help me make this Fighter/Mage pirate
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<blockquote data-quote="Psion" data-source="post: 2418615" data-attributes="member: 172"><p>This is a character I am working on to plague my PCs with. I have a little bit of background in mind. My planar trade port, Dragonwatch Harbor, is ruled by Dragon Mages. Dragon Mages use techniques learned from Dragons to gain magical powers from hordes. Of course, this led some Dragon Mages to engage in larceny and piracy to gain power. This is something the planar trade combine didn't look nicely upon, and led them to oust some dragon mages from power (with the cooperation of dragon mages, since the livelihood of their city relied upon trade.)</p><p></p><p>This character is one of the said pirates.</p><p></p><p>The character has levels in Fighter, Sorcerer, Arcane Blade (from quintessential sorcerer), and Dragon Mage (from Spells & Magic). The only thing really fixed in stone is the classes, levels, and already defined spells. And his scimitar.</p><p></p><p>What I need are ideas for spells, treasure, and personality traits that would make him more memorable.</p><p></p><p>I have an idea for a subplot with an rogue NPC seeking to get an item from his horde... something that should interest the players since that would strip him of the dragon mage levels.</p><p></p><p>Any input appreciated.</p><p></p><p><strong>Roman</strong>, male human Fighter 2 /Sorcerer 6 /Arcane Blade* 5 / Dragon Mage** 3: CR 14; Size M (5 ft., 7 in. tall); HD 2d10+6+6d4+18+5d8+15+3d8+9; hp 114; Init +6 (+2 Dex, +4 Improved Init); Spd 30 ft.; AC 12 (+2 Dex); Attack +15/+10/+5 melee, or +13/+8/+3 ranged (Scimitar +18/+13/+8, 1d6+6+1d6 electrical(18-20), full buff/keen/arcane senses +22/+17/+12, 1d6+10+1d6 electrical (15-20) ); SV Fort +8, Ref +4, Will +6; AL CG; Str 18, Dex 14, Con 17, Int 18, Wis 13, Cha 17.</p><p></p><p>Skills and feats: Balance +9 (+7 Rank, +2 Dex), Bluff +12 (+9 Rank, +3 Cha), Climb +9 (+5 Rank, +4 Str), Concentration +15 (+12 Rank, +3 Con), Craft (Alchemy) +7 (+3 Rank, +4 Int), Craft (Weaponsmithing) +14 (+10 Rank, +4 Int), Intimidate +12 (+9 Rank, +3 Cha), Jump +9 (+5 Rank, +4 Str), Knowledge (Arcane) +17 (+13 Rank, +4 Int), Knowledge (Dragons) +17 (+13 Rank, +4 Int), Knowledge (The Planes) +13 (+9 Rank, +4 Int), Profession (Sailor) +8 (+6 Rank, +2 Wis), Sense Motive +9 (+7 Rank, +2 Wis), Spellcraft +20 (+16 Rank, +4 Int), Spot +9 (+7 Rank, +2 Wis), Swim +9 (+5 Rank, +4 Str), Tumble +9 +(7 Rank, +2 Dex); Combat Casting, Combat Expertise, Craft Arms and Armor, Improved Disarm, Improved Initiative, Lightning action***, Scholar****, Weapon Focus (scimitar).</p><p></p><p>Languages Spoken: Aquan, Planar Common, Draconic, Elven.</p><p></p><p>Possessions: +2 Shocking Burst Scimitar, +2 Light Crossbow, 10 +1 freezing burst quarrels, 10 +1 flaming burst quarrels.</p><p></p><p><strong>Class abilities: </strong></p><p><em>Chosen weapon*</em>: Scimitar. May only use most class abilities with this weapon</p><p><em>Bond*</em>: May expend a 0-level spell slot as a free action to add +5 bonus to rolls against disarm attempts for Cha bonus + 1 round.</p><p><em>Improved Mage Armor:</em> Mage armor provides a total AC bonus of +4 + ½ class levels (+6) and can cast such a spell as a stilled, silenced spell.</p><p><em>Arcane senses II:</em> Can designate up to 2 targets, one per move action. Against such a target, the Arcane Blade receives +2 insight bonus to AC, attack rolls, damage rolls, Sense Motive and Spot checks and Reflex saves against that target, and never counts such an opponent as flanking.</p><p><em>Improved statistics:</em> Boosts spells bulls strength or cats grace when cast on him by 50% (+6 total).</p><p><em>Improved true strike:</em> Duration of true strike spell becomes 1 round/class level (5) and can split the bonus between attacks.</p><p></p><p><strong>Sorcerer Spells Known (9/5/5/4/4/3/2):</strong> 0th -- Acid Splash, Daze, Detect Poison, Ghost Sound, Light, Message, Read Magic. 1st -- Mage armor, Magic Missile, Magic Weapon, Shield, True Strike. 2nd -- Bull’s Strength, Cat’s Grace, Mirror Image. 3rd -- Fly, Haste, Keen Edge, Water Breathing; 4th – ; 5th – ; 6th – .</p><p></p><p><strong>Spells:</strong></p><p>Sorcerer Effective Level: Slots 13 / Caster 14</p><p>Spells Per Day: 0-5th: 6; 6th - 4.</p><p>Spells known: 0 - ; 1st - ; 2nd - ; 3rd - ; 4th - ; 5th - ; 6th -.</p><p></p><p>* - Source Quintessential Sorcerer</p><p>** - Source Spells & Magic</p><p>*** - Source Metablades</p><p>**** - Okay, I’ve seen two versions of this. Basically, it gives the character two knowledge skills as class skills; it's how he got knowledge (planes) and (dragons).</p></blockquote><p></p>
[QUOTE="Psion, post: 2418615, member: 172"] This is a character I am working on to plague my PCs with. I have a little bit of background in mind. My planar trade port, Dragonwatch Harbor, is ruled by Dragon Mages. Dragon Mages use techniques learned from Dragons to gain magical powers from hordes. Of course, this led some Dragon Mages to engage in larceny and piracy to gain power. This is something the planar trade combine didn't look nicely upon, and led them to oust some dragon mages from power (with the cooperation of dragon mages, since the livelihood of their city relied upon trade.) This character is one of the said pirates. The character has levels in Fighter, Sorcerer, Arcane Blade (from quintessential sorcerer), and Dragon Mage (from Spells & Magic). The only thing really fixed in stone is the classes, levels, and already defined spells. And his scimitar. What I need are ideas for spells, treasure, and personality traits that would make him more memorable. I have an idea for a subplot with an rogue NPC seeking to get an item from his horde... something that should interest the players since that would strip him of the dragon mage levels. Any input appreciated. [B]Roman[/B], male human Fighter 2 /Sorcerer 6 /Arcane Blade* 5 / Dragon Mage** 3: CR 14; Size M (5 ft., 7 in. tall); HD 2d10+6+6d4+18+5d8+15+3d8+9; hp 114; Init +6 (+2 Dex, +4 Improved Init); Spd 30 ft.; AC 12 (+2 Dex); Attack +15/+10/+5 melee, or +13/+8/+3 ranged (Scimitar +18/+13/+8, 1d6+6+1d6 electrical(18-20), full buff/keen/arcane senses +22/+17/+12, 1d6+10+1d6 electrical (15-20) ); SV Fort +8, Ref +4, Will +6; AL CG; Str 18, Dex 14, Con 17, Int 18, Wis 13, Cha 17. Skills and feats: Balance +9 (+7 Rank, +2 Dex), Bluff +12 (+9 Rank, +3 Cha), Climb +9 (+5 Rank, +4 Str), Concentration +15 (+12 Rank, +3 Con), Craft (Alchemy) +7 (+3 Rank, +4 Int), Craft (Weaponsmithing) +14 (+10 Rank, +4 Int), Intimidate +12 (+9 Rank, +3 Cha), Jump +9 (+5 Rank, +4 Str), Knowledge (Arcane) +17 (+13 Rank, +4 Int), Knowledge (Dragons) +17 (+13 Rank, +4 Int), Knowledge (The Planes) +13 (+9 Rank, +4 Int), Profession (Sailor) +8 (+6 Rank, +2 Wis), Sense Motive +9 (+7 Rank, +2 Wis), Spellcraft +20 (+16 Rank, +4 Int), Spot +9 (+7 Rank, +2 Wis), Swim +9 (+5 Rank, +4 Str), Tumble +9 +(7 Rank, +2 Dex); Combat Casting, Combat Expertise, Craft Arms and Armor, Improved Disarm, Improved Initiative, Lightning action***, Scholar****, Weapon Focus (scimitar). Languages Spoken: Aquan, Planar Common, Draconic, Elven. Possessions: +2 Shocking Burst Scimitar, +2 Light Crossbow, 10 +1 freezing burst quarrels, 10 +1 flaming burst quarrels. [b]Class abilities: [/b] [i]Chosen weapon*[/i]: Scimitar. May only use most class abilities with this weapon [i]Bond*[/i]: May expend a 0-level spell slot as a free action to add +5 bonus to rolls against disarm attempts for Cha bonus + 1 round. [i]Improved Mage Armor:[/i] Mage armor provides a total AC bonus of +4 + ½ class levels (+6) and can cast such a spell as a stilled, silenced spell. [i]Arcane senses II:[/i] Can designate up to 2 targets, one per move action. Against such a target, the Arcane Blade receives +2 insight bonus to AC, attack rolls, damage rolls, Sense Motive and Spot checks and Reflex saves against that target, and never counts such an opponent as flanking. [i]Improved statistics:[/i] Boosts spells bulls strength or cats grace when cast on him by 50% (+6 total). [i]Improved true strike:[/i] Duration of true strike spell becomes 1 round/class level (5) and can split the bonus between attacks. [b]Sorcerer Spells Known (9/5/5/4/4/3/2):[/b] 0th -- Acid Splash, Daze, Detect Poison, Ghost Sound, Light, Message, Read Magic. 1st -- Mage armor, Magic Missile, Magic Weapon, Shield, True Strike. 2nd -- Bull’s Strength, Cat’s Grace, Mirror Image. 3rd -- Fly, Haste, Keen Edge, Water Breathing; 4th – ; 5th – ; 6th – . [b]Spells:[/b] Sorcerer Effective Level: Slots 13 / Caster 14 Spells Per Day: 0-5th: 6; 6th - 4. Spells known: 0 - ; 1st - ; 2nd - ; 3rd - ; 4th - ; 5th - ; 6th -. * - Source Quintessential Sorcerer ** - Source Spells & Magic *** - Source Metablades **** - Okay, I’ve seen two versions of this. Basically, it gives the character two knowledge skills as class skills; it's how he got knowledge (planes) and (dragons). [/QUOTE]
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[River of Worlds]Help me make this Fighter/Mage pirate
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