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Sailors on the Seas of Fate - OOC

Thanks for the tip.

You mentioned that the duskblade uses column A. Isn't he proficient with all armor types?
Now just to be clear, what effect does a duskblade get for wearing say, full plate?
 

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I would say that the duskblde is comparable to the druid in power, and would be unfairly nerfed by putting it in Column B. Armour prof doesn't come into it really. It's spell progression that matters, and that would be drastically reduced if Column B were used.

Column A it is.

A duskblade wearing full plate will always incur a spell failure chance no matter what class level he is because full plate is heavy armour.
 

Sorry, I made myself misunderstood.
I meant what does a duskblade (or anyone else for that matter) get as far as AC & DR for wearing full plate?
 


So what column do duskblades use for class defense bonus? They get proficiency with all armor, but they can only cast in certain types without spell failure. Maybe make their column based on what level of armor they can cast in (a combination of class level and whether or not they take the Battle Caster feat).
 

Complete:
Code:
[B]Name:[/B] Zariv Morandr
[B]Class:[/B] Abjurer 5
[B]Race:[/B] Low Imarran (Human)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] None
[b]Action Points:[/b] 7

[B]Str:[/B] 8  -1 (0p.)     [B]Level:[/B] 5        [B]XP:[/B] 10,000
[B]Dex:[/B] 12 +1 (4p.)     [B]BAB:[/B] +2         [B]HP:[/B] 18 (5d4+5)
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] None
[B]Int:[/B] 19 +4 (16p.)    [B]Speed:[/B] 30'      [B]Spell Res:[/B] No
[B]Wis:[/B] 14 +2 (6p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] +0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4*    +0    +1    +0    +0    +3    18
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 14
+3 Class Defence to AC added
* MAge Armour Added

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +1    +1    +3
[B]Ref:[/B]                       1    +1    +1    +3
[B]Will:[/B]                      4    +2    +1    +7

[B]Weapon                  Attack   Damage     Critical[/B]

Quarterstaff		  -1     1d6-1      20x2
  Double Attack main hand -5     
      Off hand            -9
Note: -2 on all Melee Attacks (added)

[B]Languages:[/B] Common, Low Imarran, High Imarran, Infernal, Abyssal

[B]Abilities:[/B] Summon Familiar, Bonus Wizard Feats, Spells
Barred Schools: Enchantment, Illusion.

[B]Feats:[/B] Scribe Scroll (bonus), Spell Focus (Conjuration), Spell Focus (Abjuration)
Augment Summoning, Sudden Extend 1/day, Alertness (Bonus from Familiar)
Heighten Spell, Proficiency (Basic Weapons Only)
Bonus Feat:  Wild Talent (Precognition 1/day)

[b]Traits:[/b]Absent Minded (-1 Spot & Listen; +1 all knowledge checks)
[b]Flaws:[/b] Murky-Eyed (when fighting a foe with concealment, roll twice, take worst result)
Non-combatant (-2 on all melee attacks)

[B]Skill Points:[/B] XX       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
XXXX                       X    +X          +X
XXXX                       X    +X          +X
XXXX                       X    +X          +X
XXXX                       X    +X          +X

Concentrate 		   8	+1	    +9
Decipher Script		   4	+4	    +8
Knowledge (Arcana)	   7	+4      +1  +12	
KNowledge (Dungeoneering)  4	+4	+1  +9
Knowledge (Geography)      4	+4	+1  +9
Knowledge (History)	   4	+4	+1  +9
Knowledge (Local)	   3	+4	+1  +8
Knowledge (Nobility)	   4	+4	+1  +9
KNowledge (The Planes)	   3	+4	+1  +8
Knowledge (Religion)	   3	+4	+1  +8
Precognition (off Wis)	   2.0	+2	    +4
Listen			   0	+2	-1  +1
Spellcraft                 8    +4	    +12
Spot			   0	+2	-1  +1

[B]Equipment:               Cost  	Weight[/B]

Wand of Magic Missile
    (50 Charges, CL 5th) 3,750gp   	0  lb
Potion Cure Moderate
    (2d8+3)		 350 GP		0  lb
Cloak of Resistance +1   1,000 GP	1  lb
Elemental Gem (Fire)	 2,250 GP	0  lb
Backpack		 2 gp		2  lb
Spell Component Pouch	 5 GP		1  lb
Spellbook		 -		10 lb
2 100 GP Pearls

Scrolls:
Knock (CL 3rd)
Summon Monster III (CL 5th)


1st: 9; 2nd: 7; 3rd: 5

[b]SPELLS KNOWN[/b]
oth: all 0th Level Spells
1st:  (Abjuration)
   Alarm
   Deflect, Lesser (PHB 2; Immediate Action, +2 AC)
   Protection from Chaos/Evil/Good/Law
      (Conjuration)
   Kelgore's Fire Bolt (5d6 fire; DC 16 for half)
   Mage Armour
      (Others)
   Enlarge Person
   Expeditious Retreat
   Identify
   Ray of Enfeeblement

2nd:    (Abjuration)
   Protection from Arrows
   Resist Energy
       (Conjuration)
   Cloud of Knives (PHB 2; 5 knives, +9, 1d6+2
   Glitterdust
   Summon Monster II
       (Others)
   Bull's Strength
   Glitterdust

3rd: 	(Abjuration)
   Dispel Magic
   Explosive Runes
   	(Conjuration)
   Summon Monster III
   	(Others)
   Clairaudience/Clairvoyance
   Haste
 

[B]Total Weight:[/B]14 lb      [B]Money:[/B] 0 gp 0 sp 0 cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               0-26   27-53   54-80   160   400

[B]Age:[/B] 28 years old
[B]Height:[/B] 5'6"
[B]Weight:[/B] 140 lbs
[B]Eyes:[/B] One is brown, other is milky white
[B]Hair:[/B] Black
[B]Skin:[/B] Very Pale, and pockmarked

So, regarding spells. Can I use Spell Compendium... or, what books are available to me?

Also, I was thinking it'd be cool if Zariv's eye granted a magic power of some sort. maybe a custom magic item that had a see invisibility or limited True Sight ability (I'd totally pay GP for that!). As for his Item Familiar - I haven't figured it out (though I could kill two birds with one stone and make the item familiar his eye!).

Edit - scratch that. Item Familiar is lamer than I remember. I might swap the feat out for something else. Can I use Sudden Extend or something, from Comp. Arcane?
 
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Class defense bonus is based on armour profiency, spellcasting has no bearing on it, so they would use Column D.

Wik - I don't have Spell Compendium so you'd have to write out the whole spell for me, but I have Complete Adventurer, and PHB II, Manual of the Planes (can't remember what spells are in all of those, if at all). You can use Sudden Extend 9as I can access the description of that feat at Crystalkeep.

I do have an idea for a bonus feat for you that would play into the idea of a 'magic eye' as well as being kind of Moorcockian in its execution.

[sblock=Wik]Your bonus feat would be Wild Talent - Precognition, which enables you to see the future; you can buy the Precognition skill as a cc skill, or if you don't want to spend skill ranks in it, it can be used untrained as a Wis check. As well as that, I can also just determine that Zariv receives a vision spontaneously. Maybe he wears a patch over his 'magic eye' so that when he lifts it, he can 'see' the future.[/sblock]
 

Well, here's my character, Esteban Ignacio Lopez de Arriortua y Lucientes, a pirate duskblade from Belcadiz (if the name wasn't a giveaway). The non-core feats I've used are: Shield Specialization (PHB2): +1 to the bonus of a shield. Battlecaster Offense (Complete Mage): +1 on the first attack roll to hit a target damaged by a spell last round, +1 to save DC of first spell against a target damaged with a weapon last round.

[sblock=Character sheet]
Esteban Ignacio Lopez de Arriortua y Lucientes
Male Human (Belcadiz) Duskblade 3/Swashbuckler 2
Alignment: CG
Height: 5' 6''
Weight: 129lbs
Age: 23
XP: 10,000

Str: 10 (+0) [2 points]
Dex: 16 (+3) [8 points, +1 level]
Con: 12 (+1) [4 points]
Int: 16 (+3) [10 points]
Wis: 10 (+0) [2 points]
Cha: 14 (+2) [6 points]

Racial Abilities: Bonus Feat, +4 skill points at first level, +1 skill points/level past first.

Class Abilities: Weapon Finesse, Arcane Attunement, Armored Caster (light), Combat Casting, Channel Spell

Hit Dice: 1d10+3d8+4
HP: 32/32
AC: 20 (+7 armor, +3 Dex), 17 flat-footed, 20 touch, +1 vs single target
Init: +5 (+3 Dex, +2 Born Duelist)
Speed: 30ft

Saves:
Fortitude +7 [+6 base, +1 Con]
Reflex +5 [+1 base, +3 Dex, +1 Grace]
Will +3 [+3 base, +0 Wis]

BAB/Grapple: +5/+5
Attack: Rapier +10 [1d8, 18-20/x2], +1 to hit if I damage target with a spell previously
Attack: Channeled Shocking Grasp +10 [4d6+1 (3d6 lightning), 18-20/x2], +3 to hit a target in metal armor, +2d6 lightning damage if Arcanist's Gloves are used.

Skills :
Balance +7 (5 ranks, +3 Dex, -1 AC)
Bluff +9 (5 ranks, +2 Cha, +2 Born Duelist)
Concentration +5 (4 ranks, +1 Con), +9 casting defensively
Diplomacy +7 (5 ranks, +2 Cha)
Escape Artist +7 (4 ranks, +3 Dex)
Jump +6 (5 ranks, +0 Str, -1 AC, +2 Synergy)
Perform: Violin +5 (6 CC ranks, +2 Cha)
Sense Motive +7 (7 ranks, +0 Wis)
Spellcraft +10 (7 ranks, +3 Int)
Swim +3 (5 ranks, +0 Str, -2 AC)
Tumble +9 (5 ranks, +3 Dex, -1 AC, +2 Synergy)

Weapon Group Proficiencies:
Basic
Light Blades
Heavy Blades
Slings and Thrown Weapons
Exotic Weapons

Feats:
Born Duelist (Bonus Feat)
Weapon Finesse (Swashbuckler Bonus)
Combat Casting (Duskblade Bonus)
Weapon Focus: Rapier (1st)
Dodge (Human Bonus)
Battlecaster Offense (3rd level)

Languages: Common, Ispan, Minroan, Nimean

Equipment:
+1 Cold Iron Rapier (4,400gp)
Lesser Crystal of Arcane Steel in Rapier (2,000gp)
Arcanist's Gloves (500gp)
Empowered Spellshard: Shocking Grasp (1,500gp)

Money: 600gp

Esteban's sword was passed down to him by the captain of the first ship he fought aboard, and he was told it would serve him well against any strange creatures of the depths he might run into - since then Esteban has found it quite effective at dealing with the occasional nature spirit or demon that took exception to him. Mounted in the basket hilt is a small crystal given to him by the weather-wizard that first trained him, which amplifies the magic he channels through his sword.

Around his neck he wears another crystal, this one in a the stylized shape of three intertwining bolts of lightning, and on his hands he wears gloves that on first glance appear to be simple duelist's gloves, but on closer examination are covered in minute arcane runes.

Spells Known (5/4): Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue. Shocking Grasp, True Strike, Swift Expeditious Retreat, Kelgore's Firebolt.

Spells per Day: 5/5

Quote: “There's no substitute for a quick mind and a quicker blade.”

Background: Esteban is the wayward son of a noble from Belcadiz who was captured by pirates when he was a young boy of 12. When he found out two months later that he was being ransomed back to his family, he enlisted the help of a sympathetic deckhand and escaped overboard, determined not to go back to what he considered the most boring possible life imaginable. From there Esteban made his way along, first as a cabin boy and then as a deckhand. He apprenticed himself briefly to the weather wizard of the ship he served on, but quickly decided that musty books were possibly just as boring as nobility, and returned to his sword practice. Despite his impatience, he found that between the lessons he'd taken and his naturally quick mind he had developed an aptitude for working small bits of magic into his swordplay.

Personality: Esteban is a bubbly, outgoing young man with a fiery temper and a short memory for grudges. He's quick to challenge others, and just as quick afterwards to buy them a drink and swap stories. He tends to consider pretty much any pursuit besides the blade a little inferior, and perhaps a bit silly, but he supposes someone has to do them.

sminigo1.jpeg


[/sblock]
 
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As I mentioned in the previous thread... there are no thinblades and lightblades. No elves around to make them. ANd no, I'm not going to just rename them. :D
 

So, emm, when do I get my magical ultimate feat? Maybe something along the lines of: anyone I don't like must make a Fort save DC200 or die horribly, useable 5 times/day/level. Sound's reasonably god good no?
 

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