Krushnok the Flamebringer son of Krushnok the Mighty son of Krushnok the Conquerer: Male Human Bbn 1 / Sorc 4; CR 5; Medium-size humanoid; HD 1d12+4d4+5; hp 27; Init +6; Spd. 40 ft.;AC 19 (+2 dex, +3 shield, +4 class; touch 16, flat-footed 13); Atk +8 melee (1d6+3+1d6 fire/18-20, Masterwork Flaming Scimitar) or +5 ranged (1d8+3/x3, Mighty (+3) Composite Longbow); SQ Rage 3/day, Fast Movement; SA Spells; Al CG; SV Fort +4, Ref +3, Will +5; Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 16.
Skills and Feats: Climb +7, Intimidate +9, Jump +9, Spellcraft +7, Swim +5, Wilderness Lore +5; Weapon Focus (Scimitar), Extra Raging, Improved Initiative.
Spells Known: Lv 0-Light, Spark, Mage Hand, Flare, Detect Magic, Prestidigitation. Lv 1-Flame Bolts, Burning Hands, Endure Elements. Lv 2-Lesser Fireball
Equipment: Masterwork Flaming Scimitar, Mighty (+3) Composit Longbow, Quiver (20 arrows, 10 Imbued (Lesser Fireball) arrows), +1 Large Steel Shield, 2 potions Cure Moderate Wounds, Beltpouch (money, spell componants).
Appearance: Krushnok the Flamebringer is a relatively tall man at 6'2", and ruggedly handsome. He has shoulder length red hair, and strangely glowing red eyes. His entire body, from head to toe, is covered with spiderwebbing ember colored tattooes. He claims that they are the source of his magical power.
This is a 36 point buy character with 1 ability boost from level in a low-magic seafaring campaign. You can see where fire spells might be useful in a naval battle, no? Spark can be found on SKR's site (it's like Ray of Frost for fire), and Fire Bolts is (I think) in Spells and Spellcraft I or II. It's like Magic Missile, but with Fire damage, an extra missile, and you need a ranged touch attack to hit. The other wierd stuff is explained below . . .
Class Defense Bonus:
In this campaign, characters gain a Class Defense Bonus to AC. Rogues have a High bonus, Wizards and Sorcerers have a Low bonus, and all other classees have a Medium bonus. Armor does not stack with the Class Bonus, but applies while Flat-Footed. Shields always apply. See the Star Wars d20 RPG for the bonus progressions and multiclassing info.
New Spell: Lesser Fireball
Evocation (Fire)
level: Sor/Wiz 2
Componants: V, S, M
Casting Time: 1 action
Range: Medium (100' + 10' per level)
Area: 15' radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A beed of flame shoots forth from your hand to a location you designate within the spell's range. The beed must have a clear path to that location. If the bead must pass through a narrow opening, you must make a ranged touch attack to 'hit' the opening. The beed detonates once it strikes a solid object or reaches its destination. Upon detonation, all within 15 feet of the beed take 1d4 fire damage per caster level (max 10d4). A successful Reflex save halves this damage.
designer's notes: This is pretty much just a die step down from Fireball. To make it more 2nd level-ish, I also chose to slightly decrease the area of effect, and downgrade the range from Long to Medium.
Magic Items
Note that in this campaign, magic items cost double. (it's a low magic world; hence the class defense bonus and extra costs. As a side note, the Mage's Guild isn't happy at all about a rogue sorcerer.)
Enchanted
A weapon or armor can recieve the Enchanted enhancement. This allows the weapon or armor to have special magical abilities, without the +1 enhancement bonus requirement. So, you could just have a Frost Longsword, or Shadow Studded Leather Armor. Enchanted weapons and armors must still be Masterwork items.
Caster Level: 1st; Prerequisites: Craft Magic Arms and Armor, Magic Weapon; Market Price: 1,000 GP; Cost to Create: 250 GP and 10 XP
designer's notes: I wanted a Flaming weapon, but a +1 Flaming Scimitar would cost 16,000 GP by the pricing rules of the campaign. So, Corlon was kind enough to let me invent this enchantment. The listed prices include the double market price rule of the campaign world.
Imbued
Only projectile weapons, thrown weapons, and ammunition can be Imbued. An Imbued weapon may have an area spell of up to 3rd level cast into it, like a Spell Storing weapon can hold Target spells. When an attacker fires an Imbued weapon, they may decide to release the stored spell. The spell will center its area of effect on where the projectile strikes, regardless of the archer's accuracy. A randomly generated Imbued weapon has a 50% chance of already having a spell cast into it. A caster may place another spell in an Imbued weapon if it does not currently have a spell stored in it.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, Creator must be of at least 12th level; Market Price: +1 bonus.
designer's notes: This came from another character wanting the Atomik Anti-Ship Super Exploding Arrow. With a 10th level Fireball cast into it. Being the pyro that he is, Krushnok couldn't resist partaking of the goodness himself. And he didn't have to pay anyone else to cast spells into them.
Plan for the Future: Krushnok will take his next two levels in Sorcerer, then advance up to Barbarian 5. He'll then alternate between Fighter and Sorcerer levels until the end of his days. His next feat will definitely be Spell Focus (Evocation), and then either Resistance to Energy (Fire) a couple of times or Greater Spell Focus (Evocation). And maybe Pyro, too, just for good measure . . .
Tactics: When combat begins at long range, Krushnok opens up with a Lesser Fireball (sometimes from an Imbued arrow) or Flame Bolts the first two rounds, using his longbow when he wants to conserve spells. When the enemy is nearing, he'll limber his shield while moving into position, enter a Rage, and ready an action to partial charge the first enemy who comes within partial charging range.
Thoughts?
Skills and Feats: Climb +7, Intimidate +9, Jump +9, Spellcraft +7, Swim +5, Wilderness Lore +5; Weapon Focus (Scimitar), Extra Raging, Improved Initiative.
Spells Known: Lv 0-Light, Spark, Mage Hand, Flare, Detect Magic, Prestidigitation. Lv 1-Flame Bolts, Burning Hands, Endure Elements. Lv 2-Lesser Fireball
Equipment: Masterwork Flaming Scimitar, Mighty (+3) Composit Longbow, Quiver (20 arrows, 10 Imbued (Lesser Fireball) arrows), +1 Large Steel Shield, 2 potions Cure Moderate Wounds, Beltpouch (money, spell componants).
Appearance: Krushnok the Flamebringer is a relatively tall man at 6'2", and ruggedly handsome. He has shoulder length red hair, and strangely glowing red eyes. His entire body, from head to toe, is covered with spiderwebbing ember colored tattooes. He claims that they are the source of his magical power.
This is a 36 point buy character with 1 ability boost from level in a low-magic seafaring campaign. You can see where fire spells might be useful in a naval battle, no? Spark can be found on SKR's site (it's like Ray of Frost for fire), and Fire Bolts is (I think) in Spells and Spellcraft I or II. It's like Magic Missile, but with Fire damage, an extra missile, and you need a ranged touch attack to hit. The other wierd stuff is explained below . . .
Class Defense Bonus:
In this campaign, characters gain a Class Defense Bonus to AC. Rogues have a High bonus, Wizards and Sorcerers have a Low bonus, and all other classees have a Medium bonus. Armor does not stack with the Class Bonus, but applies while Flat-Footed. Shields always apply. See the Star Wars d20 RPG for the bonus progressions and multiclassing info.
New Spell: Lesser Fireball
Evocation (Fire)
level: Sor/Wiz 2
Componants: V, S, M
Casting Time: 1 action
Range: Medium (100' + 10' per level)
Area: 15' radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A beed of flame shoots forth from your hand to a location you designate within the spell's range. The beed must have a clear path to that location. If the bead must pass through a narrow opening, you must make a ranged touch attack to 'hit' the opening. The beed detonates once it strikes a solid object or reaches its destination. Upon detonation, all within 15 feet of the beed take 1d4 fire damage per caster level (max 10d4). A successful Reflex save halves this damage.
designer's notes: This is pretty much just a die step down from Fireball. To make it more 2nd level-ish, I also chose to slightly decrease the area of effect, and downgrade the range from Long to Medium.
Magic Items
Note that in this campaign, magic items cost double. (it's a low magic world; hence the class defense bonus and extra costs. As a side note, the Mage's Guild isn't happy at all about a rogue sorcerer.)
Enchanted
A weapon or armor can recieve the Enchanted enhancement. This allows the weapon or armor to have special magical abilities, without the +1 enhancement bonus requirement. So, you could just have a Frost Longsword, or Shadow Studded Leather Armor. Enchanted weapons and armors must still be Masterwork items.
Caster Level: 1st; Prerequisites: Craft Magic Arms and Armor, Magic Weapon; Market Price: 1,000 GP; Cost to Create: 250 GP and 10 XP
designer's notes: I wanted a Flaming weapon, but a +1 Flaming Scimitar would cost 16,000 GP by the pricing rules of the campaign. So, Corlon was kind enough to let me invent this enchantment. The listed prices include the double market price rule of the campaign world.
Imbued
Only projectile weapons, thrown weapons, and ammunition can be Imbued. An Imbued weapon may have an area spell of up to 3rd level cast into it, like a Spell Storing weapon can hold Target spells. When an attacker fires an Imbued weapon, they may decide to release the stored spell. The spell will center its area of effect on where the projectile strikes, regardless of the archer's accuracy. A randomly generated Imbued weapon has a 50% chance of already having a spell cast into it. A caster may place another spell in an Imbued weapon if it does not currently have a spell stored in it.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, Creator must be of at least 12th level; Market Price: +1 bonus.
designer's notes: This came from another character wanting the Atomik Anti-Ship Super Exploding Arrow. With a 10th level Fireball cast into it. Being the pyro that he is, Krushnok couldn't resist partaking of the goodness himself. And he didn't have to pay anyone else to cast spells into them.

Plan for the Future: Krushnok will take his next two levels in Sorcerer, then advance up to Barbarian 5. He'll then alternate between Fighter and Sorcerer levels until the end of his days. His next feat will definitely be Spell Focus (Evocation), and then either Resistance to Energy (Fire) a couple of times or Greater Spell Focus (Evocation). And maybe Pyro, too, just for good measure . . .
Tactics: When combat begins at long range, Krushnok opens up with a Lesser Fireball (sometimes from an Imbued arrow) or Flame Bolts the first two rounds, using his longbow when he wants to conserve spells. When the enemy is nearing, he'll limber his shield while moving into position, enter a Rage, and ready an action to partial charge the first enemy who comes within partial charging range.
Thoughts?
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