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Ties that Bind - 3.5 Forgotten Realms Gestalt
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<blockquote data-quote="Erudite" data-source="post: 2628545" data-attributes="member: 31400"><p><strong>Less Filling, Tastes Great!</strong></p><p></p><p>Gabrion,</p><p></p><p>Here is my submission (some changes made to Ranger and Horizon Walker levels)</p><p></p><p>Name: <strong>Corund</strong></p><p>Classes: UA Planar Ranger 3/Shadow Creature 3/Horizon Walker 6 – UA Variant Illusionist 5/ Shadowcraft Mage 5/Shadow Adept 2</p><p>Race: <strong>Shadow Creature Human (Extraplanar)</strong> (LA +2 x 1.5 = LA+3 as Shadow Creature Monster Class DR#322p45 and MotP); (native of Silverymoon)</p><p>Size: Medium</p><p>Gender: Male</p><p>Alignment: <strong>Neutral</strong></p><p>Deity: Shar </p><p></p><p>BUILD PROGRESSION</p><p>[sblock]</p><p>Level 1 (Rgr1/Ill1)- Extraordinary Concentration*(Flaw), Improved Initiative(Flaw), Scribe Scroll (Wiz1), Shadow Weave Magic (Human)*, Track (Rgr1), Spell Focus (illusion)(Lvl1), </p><p>Level 2 (Rgr2/Ill2)-</p><p>Level 3 (Rgr3/Ill3)- Earth Sense* (Lvl3), Endurance (Rgr3)</p><p>Level 4 (ShC1/Ill4)- </p><p>Level 5 (ShC2/Ill5)- Signature Spell* (Wiz5)</p><p>Level 6 (ShC3/ScM1)- Heighten Spell (Lvl6)</p><p>Level 7 (HW1/ScM2)-</p><p>Level 8 (HW2/ScM3-</p><p></p><p>Level 9 (HW3/ScM4)- Enhanced Shadow Reality* (Lvl9)</p><p>Level 10(HW4/ScM5)-</p><p>Level 11(HW5/SA1)- Insidious Magic* (SA1), Pernicious Magic* (SA1), Tenacious Magic* (SA1)</p><p>Level 12(HW6/SA2)- Earth Spell*(lvl12)</p><p>Level 13(Rgr4/SA3)-</p><p>Level 14(Rgr5/SA4)-</p><p>Level 15(Rgr6/SA5)- Easy Metamagic* (heighten spell)(Dr#325) *(Lvl15)</p><p>Level 16(Rgr7/SA6)-</p><p>Level 17(Rgr8/SA7)-</p><p>Level 18(Rgr9/SA8)- Extraordinary Spell Aim*(Lvl18)</p><p>Level 19(Rgr10/SA9)-</p><p>Level 20(Rgr11/SA10)-</p><p></p><p><strong>Class Abbreviations:</strong></p><p>Rgr = Planer Ranger Variant (Unearthed Arcana), Ill = Unearthed Arcana Illusionist Variant, ShC = Shadow Creature Monster Class (Manual of the Planes & Dragon 322,p.45), ScM = Shadowcraft Mage(Races of Stone), HW = Horizon Walker (DMG), SA = Shadow Adept (Player’s Guide to Faerun)</p><p></p><p>* Feats described further in Feats section.</p><p>[/sblock]</p><p>ABILITY SCORES</p><p>Str: 12 +1 (12) Level: 12 XP: 72,000</p><p>Dex: 20 +5 (16) BAB: +12/+7/+2 HP: 86 (12d8+12)</p><p>Con: 13 +1 (13) Grapple: +13 Dmg Red: 5/magic </p><p>Int: 26 +8 (18) Speed: 45' Spell Res: -</p><p>Wis: 15 +2 (15) Init: +9 Spell Save: -</p><p>Cha: 10 +0 (10) ACP: +0 Spell Fail: -</p><p></p><p>AC: 28 (10 +6*armor +4**shield +5 Dex +1 natural +2 deflection )</p><p>Touch: 27 Flatfooted: 24</p><p>*Shadow Emulated Greater Mage Armor</p><p>**If Shield spell active</p><p></p><p>SAVES</p><p>Fort +11 (+8 base +1 Con +2 resistance) </p><p>Ref +13 (+6 base +5 Dex +2 resistance)</p><p>Will +14 (+8 base +2 Will +2 resistance)</p><p></p><p><strong>Attacks</strong></p><p>+1 Swordbow (Falchion) (+14/+9/+4 melee, 2d4+2 damage, Crit.18-20/x2)</p><p>+1 Str 18 Swordbow(M.C.S.Bow) (+18/+13/+8 ranged, 1d8+2 damage, Crit.20/x3)</p><p>Adamantine Kukri (+13/+8/+3 melee, 1d4+1 damage, Crit 18-20/x2)</p><p></p><p><strong>Languages:</strong> Common, Abyssal, Celestial, Chondathan, Infernal, Terran</p><p></p><p>RACIAL ABILITIES</p><p>[sblock]</p><p><strong>Shadow Human(extraplanar) Racial Abilities:</strong> (+3 LA)</p><p> Bonus Feat</p><p> Extra 4 skill points at first level, +1 skill point at each level thereafter.</p><p> Favored Class: Any</p><p> Cold Resistance 17</p><p> Low-Light Vision</p><p> Move Silently Racial Bonus +6</p><p> Shadow Blend: has full concealment in any lighting conditions less than full daylight. Full daylight, a Daylight spell or Darkvision will negate this concealment. Concealment allows him to hide without having anything to hide behind, and a 50% miss chance on all attacks. Opponents cannot make attacks of opportunity on this character.</p><p> Darkvision 60 feet.</p><p> Speed Increase: Base land speed increases by 50%.</p><p> Damage Reduction 5/magic</p><p> Evasion as the Rogue class feature</p><p> Fast Healing 2</p><p>[/sblock]</p><p>CLASS ABILITIES</p><p>[sblock]</p><p>UA Variant Illusionist (Unearthed Arcana, p.63)</p><p> <strong>Chains of Disbelief (Ex):</strong> Even if a viewer disbelieves an illusion created by an Corund and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saves to disbelieve. Further, even when presented with incontrovertible proof that the illusion is not real, the creature must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on their saving throw. Corund permanently gives up the ability to obtain a familiar.</p><p> <strong>Illusion Mastery (Ex): </strong>Corund receives two illusion spells to his spellbook everytime he gains a level that grants access to a new spell level. Furthermore, all illusions are treated as mastered with the Spell Mastery feat. Corund does not gain additional spells per day for being an illusionist.</p><p></p><p>Shadowcraft Mage (Races of Stone, p121)</p><p> <strong>Cloak of Shadow(Su):</strong> Corund can cloak his form in shifting shadows, providing himself with concealment. The miss chance is 15%+5% per Shadowcraft Mage class level (Total 40% miss chance). Darkvision and low-light vision offer no help in piercing the cloak of shadow, although any creature that can see in magical darkness can ignore the miss chance, as can any creature with true seeing. Corund can dismiss or resume this effect as a free acton. While active, Corund can make Hide checks as if he had concealment. It does not function in daylight, and is considered a 3rd level darkness effect for purpose of interacting with light spells.</p><p> <strong>Silent Illusion(Ex):</strong> All spells from the illusion scholl that he casts no longer require a verbal component. The levels and casting times do not change.</p><p> <strong> Shadow Illusion(Su): </strong>Can turn silent image, minor image, major image, persistent image, and programmed image from figments to shadow subschool spells. The altered spell can mimic any sorcerer or wizard conjuration (summoning), conjuration (creation), or evocation spell of at least one level lower than the illusion. The altered spell functions identically to shadow conjuration or shadow evocation, except that the spell strength equals 10% per level of spell of the figment spell used.</p><p> <strong>Extend Illusion(Ex):</strong> The duration of any illusion spell Corund casts, or any spell-like ability he uses of the illusion school, is doubled. The levels and casting times do not change. This ability stacks with the use of the Extend Spell feat.</p><p><strong>Powerful Shadow Magic(Su): </strong>The strength of Corund’s effects created by shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation, and shades increases by 20%. That is, these spells are 20% more likely to affect disbelieving creatures, and deal 20% more damage. This bonus also applies to figment spells transformed into shadow spells via the shadow illusion power.</p><p></p><p>Shadow Adept (Player’s Guide to Faerun, p.72)</p><p> <strong> Shadow Feats:</strong> Corund gains Insidious Magic, Pernicious Magic, and Tenacious Magic as bonus feats.</p><p></p><p>UA Planar Ranger (Unearthed Arcana, p.55)</p><p> <strong>Class Skills: </strong>Eliminate Knowledge (nature) and Knowledge (dungeoneering) from the ranger’s class skill list. Add Knowledge (the planes) and Speak Language (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran) to the class skill list.</p><p> <strong>Wild Empathy:</strong> Corund takes no wild empathy penalty on checks made to influence magical beasts with the celestial and fiendish templates. He does take a –4 penalty when using this ability against animals. His wild empathy check is 1d20+ranger level + Cha bonus (1d20+6).</p><p> <strong> Animal Companion: </strong>Corund will eventually have a fiendish version of a normal animal as his animal companion. </p><p> <strong> Spellcasting:</strong> Any ranger spell that normally affects animals also affects celestial or fiendish versions of animals when cast by Corund.</p><p> <strong> Favored Enemies: </strong>Human +2</p><p> <strong> Combat Style:</strong> Corund is treated as having the feat Rapid Shot as long as he wears light or no armor.</p><p></p><p>Horizon Walker (DMG)</p><p> <strong>Desert Mastery</strong> (immune to fatigue, +1 attack/damage versus desert creatures)</p><p> <strong>Forest Mastery</strong> (+4 competence bonus to Hide, +1 attack/damage versus forest creatures)</p><p> <strong>Hills Mastery</strong> (+4 competence bonus to Listen, +1 attack/damage versus Hills creatures)</p><p> <strong>Plains Mastery</strong> (+4 compentence bonus to Spot, +1 attack/damage versus plains creatures)</p><p> <strong>Shifting Mastery</strong> (Corund has the spell-like ability to use <em>dimension door</em> every 1d4 rounds as a spell cast at his character level. He also gains a +1 insight bonus on attack/damage versus outsiders and elementals native to a shifting plane, such as Shadow or Limbo)</p><p> <strong>Underground Mastery </strong>(increases Darkvision to 120 feet)</p><p>[/sblock]</p><p></p><p>FEATS(explained):</p><p>[sblock]</p><p> <strong>Earth Sense</strong>(Lvl3)(RoS,p.138):As long as Corund is touching the ground, he can take a move action to sense the number of creatures within 20 feet that are also touching the ground, and the direction to each one. He cannot pinpoint the location of any creature with this feat.</p><p> <strong>Earth Spell</strong>(Lvl12)(RoS,p.138): As long as Corund is standing on stone or unworked earth (including normal soil), he can cast Heighten Spell to added effect. If he casts a spell using a spell slot higher than the spell’s actual level, the caster level is increased by the same increase, and the spell is treated as a spell one level higher than the slot used. For example, if Corund casts Silent Image, a first level spell, Heightened using a fourth level spell slot, it is treated as three caster levels higher, and is treated as a fifth level spell. He cannot benefit from this feat when casting a spell with the air, fire, or water descriptor.</p><p> <strong>Endurance</strong>(Rgr3)</p><p> <strong>Enhanced Shadow Reality</strong>(Lvl9)(Dragon 325,p.77): Corund’s illusion(shadow) spells do 20% more real damage if disbelieved.</p><p> <strong>Extraordinary Concentration</strong>(Flaw)(Complete Adventurer,p.109): When concentrating to maintain a spell, you can make a Concentration check (DC 25 + spell level) to maintain concentration with just a move action. If Corund beats the DC by 10 or more, he can maintain concentration as a swift action. Using this ability is a free action, but if he fails the Concentration check, he loses concentration on the maintained spell, and the effect ends. This feat does not give him the ability to maintain concentration on more than one spell at a time.</p><p> <strong>Heighten Spell</strong>(Lvl6)</p><p> <strong>Improved Initiative</strong>(Flaw)</p><p> <strong>Insidious Magic</strong> (SA1)(PGtF,p.40): Any Weave user who employs a divination spell (such as detect magic), spell-like ability, or magic item that could detect the magical aura of one of your spells must make a successful level check (DC 11+ your caster level) to succeed. Similarly, a Weave user attempting to reveal the effects of one of your spells via a divination spell (such as see invisibility) must make a caster level check to succeed. The Weave user may only check one for each divination spell used, no mater how many of your spell effects are operating in that area. All creatures are considered Weave users unless they have the Shadow Weave Magic feat. This benefit does not extend to evocation and transmutation spells.</p><p> <strong>Pernicious Magic</strong> (SA1)(PGtF,p.42): You gain a +4 bonus on caster level checks made to defeat a Weave user’s spell resistance. All creatures are considered Weave users unless they have the Shadow Weave Magic feat. This benefit does not extend to evocation and transmutation spells.</p><p> <strong>Rapid Shot</strong>(Rgr2)</p><p> <strong>Scribe Scroll</strong>(Wiz1)</p><p> <strong>Shadow Weave Magic</strong>(Human)(PGtF,.p43): Corund taps the Shadow Weave instead of the Weave. He can activate Shadow Weave items without taking damage. The saving throw for every spell he casts from enchantment, illusion, and necromancy increases by +1. He gets a +1 bonus on caster level checks to overcome spell resistance with spells from these schools. His effective caster level for evocation or transmutation spells (except those with the darkness descriptor) is reduced by one. He may no longer cast spells with the light descriptor, or magical items with the light descriptor that are spell completion or spell trigger items. Any magic item he creates is a Shadow Weave item.</p><p> <strong>Signature Spell</strong>(silent image)(Wiz5)(PGtF,p.43): Corund may convert prepared silent images of first level or higher into your signature spell, just as a good cleric can spontaneously cast prepared spells as cure spells.</p><p> <strong>Spell Focus (illusion)</strong>(Lvl1)</p><p> <strong>Tenacious Magic </strong>(SA1)(PGtF,p.45):Your spells resist dispelling attempts by Weave users. When a Weave user makes a dispel attempt to dispel one of your spells, including using dispel magic to counterspell a spell you are casting, the DC is 15 plus your caster level. All creatures are considered Weave users unless they have the Shadow Weave Magic feat. This benefit does not extend to evocation and transmutation spells.</p><p> <strong>Track</strong>(Rgr1)</p><p>[/sblock]</p><p>FLAWS</p><p>[sblock]</p><p> <strong>Foe Specialist</strong>(Dragon 329,p.95): Corund suffers a –1 penalty on attack rolls, Bluff, Sense Motive, Spot, and Survival checks made against creatures of any kind that isn’t one of your favored enemies.</p><p> <strong>Terrain Specialist</strong> (Forest)(Dragon 329,p.329): In any terrain other than forests Corund suffers a –2 penalty on all wild empathy checks, as well on Search or Survival checks made to track. He may only use camouflage and hide in plain sight abilities from Ranger levels in forest terrain.</p><p>[/sblock]</p><p>SKILLS</p><p>[sblock]</p><p>Skill Points: </p><p>Max Ranks: 15/7.5</p><p><u>Skills</u> </p><p></p><p>+ 8 Appraise (Int)</p><p>+ 5 Balance (Dex)</p><p>+ 5 Bluff (Cha) (5) +0 Cha</p><p>+ 1 Climb (Str)</p><p>+16 Concentration (Con) (15) +1 Con</p><p>+12 Craft(alchemy) (Int) (4) +8 Int</p><p> Decipher Script (Int)*</p><p>+2 Diplomacy (Cha) +0 Cha +2 synergy</p><p> Disable Device (Int)*</p><p>+6 Disguise (Cha) (4) +0 Cha +2 synergy</p><p>+5 Escape Artist (Dex)</p><p>+8 Forgery (Int)</p><p>+0 Gather Information (Cha)</p><p>+1 Handle Animal (Cha)* (1) +0 Cha</p><p>+2 Heal (Wis)</p><p>+23 Hide (Dex) (14) +5 Dex +4 competence</p><p>+0 Intimidate (Cha)</p><p>+1 Jump (Str)</p><p>+22 Knowledge (arcana) (Int)* (14) +8 Int</p><p>+9 Knowledge (dungeoneering) (Int)* (1) +8 Int</p><p>+16 Knowledge (geography) (Int)* (8) +8 Int</p><p>+9 Knowledge (nature) (Int)* (1) +8 Int</p><p>+14 Knowledge (the planes) (Int)* (6) +8 Int</p><p>+9 Knowledge (religion) (Int)* (1) +8 Int</p><p>+18 Listen (Wis) (12) +2 Wis +4 competence</p><p>+29 Move Silently (Dex) (13) +5 Dex +6 racial +5 competence</p><p> Open Lock (Dex)*</p><p> Performance (Cha)*</p><p> Profession (Wis)*</p><p>+5 Ride (Dex) +5 Dex</p><p>+16 Search (Int) (8) +8 Int</p><p>+2 Sense Motive (Wis) +2 Wis</p><p> Sleight of Hand (Dex)*</p><p>+25 Spellcraft (Int)* (15) +8 Int +2 synergy</p><p>+18 Spot (Wis) (12) +2 Wis +4 competence</p><p>+15 Survival (Wis) (13) +2 Wis</p><p>+1 Swim (Str)</p><p> Tumble (Dex) *</p><p> Use Magic Device (Cha)*</p><p>+5 Use Rope (Dex)</p><p>[/sblock]</p><p>SPELLS</p><p>[sblock]</p><p><strong>Save DC:</strong> 18 + spell level, +1 for enchantment(*) and necromancy(*) spells, +2 for illusion(**) spells. </p><p><strong>Resist Dispelling:</strong> Dispell DC 27 (15+ caster level) for Abjuration, Divination, Enchantement, Illusion, and Necromancy spells.</p><p><strong>Caster level:</strong> 12, 11 for transmutation spells.</p><p><strong>Detecting Corund's Magic: </strong>Requires a caster level check to detect his magical auras, or use divination against one of his spell effects.</p><p><strong>Penetrate SR:</strong> +4 caster level checks to defeat Weave user, +5 if the spell is enchantment, illusion, or necrmancy.</p><p></p><p>Corund casts all of his illusion spells as <strong>Extended</strong> and <strong>Silenced</strong> with no level adjustment.</p><p></p><p>Spells per day: 4/6/6/6/5/3/2</p><p></p><p><strong>Corund’s Spellbook:</strong> Typically Prepared Spells Are Underlined </p><p></p><p>0-(4) Arcane Mark, Daze*, <u>Detect Magic</u>, Detect Poison, Disrupt Undead*, Ghost Sound**, Mage Hand, Mending, <u>Message</u>, <u>No Light (BoVD)</u>, Open/Close, Prestidigitation, Read Magic, Resistance, <u>Touch of Fatigue</u>* </p><p></p><p>1-(6) <u>Charm Person</u>*, Color Spray**, Disguise Self**, Feather Fall, Kauper’s Skittish Nerves(PGtF), <u>Know Protections(PGtF)</u>, Nystul’s Magic Aura**, Protection from Evil, Ray of Enfeeblement*, <u>Shield</u>, Silent Image**, <u>Spirit Worm(PGtF)</u>*, True Strike, Ventriloquism**</p><p></p><p>2-(6) Alter Self, Blindsight(PGtF), Darkness, <u>Detect Thoughts</u>, <u>Listening Lorecall(CV)</u>, Locate Object, <u>Mirror Image</u>**, Misdirection**, <u>Phantasmal Assailants(CA)</u>**, Rope Trick, <u>Spectral hand</u>*, Tasha’s Hideous Laughter*, Touch of Idiocy*</p><p></p><p>3-(6) Clairaudience/Clairvoyance, <u>Curse of the Putrid Husk(BoVD)</u>**, <u>Dispel Magic</u>, Displacement**, Fly, Greater Magic Weapon, Haste, Lesser Shadow Tentacle(PGtF), <u>Major Image</u>**, <u>Protection from Energy</u>, Slow</p><p></p><p>4-(5) Charm Monster*, <u>Dimensional Anchor</u>, Enervation*, Greater Invisibility**, <u>Lesser Globe of Invulnerability</u>, Phantasmal Killer**, Polymorph, <u>Scrying</u>, Shadow Conjuration**</p><p></p><p>5-(3) Dominate Person*, <u>Draconic Polymorph(Drc)</u>, Magic Jar*, <u>Mind Fog</u>*, Mirage Arcana**, Mordenkainen’s Private Sanctum, Prying Eyes, Shadow Evocation**, Telekinesis</p><p></p><p>6-(2) Circle of Death*, Fleshshiver(PGtF)*, Globe of Invulnerability, Greater Dispel Magic, Mislead**, Permanent Image**, <u>Shadow Walk</u>**, Stone Body(PGtF), True Seeing, Undeath to Death*, Veil**</p><p></p><p></p><p>SPELL STRATEGY</p><p><strong>Long-Term, Ongoing Spell Effects:</strong></p><p><em>Nystul's Magic Aura</em>...........................................1st lvl slot...duration 24 days</p><p> Targets all of his magic items, taking two days to do so, 5 slots each day.</p><p>Shadow Emulated <em>Contingency</em>............................6th lvl slot...duration 24 days. </p><p> Discharge: If grappled, Shadow Emulated <em>Summon Monster VI</em> Large Earth Elemental.</p><p></p><p>Each day he casts the following spells just before going to sleep:</p><p>Shadow Emulated <em>Greater Mage Armor</em> (CA)...........3rd lvl slot...duration 24 hours.</p><p></p><p>[/sblock]</p><p>SHADOW CONJURED CREATURES</p><p>[sblock]</p><p>Below is a list of creatures commonly summoned by Corund using a Shadow Illusion spell (not finalized. The theme involves the key words "earth, cold, darkness, dreams, hunters, nightmares, shadows"):</p><p></p><p><strong>Shadow Emulated Summon Monster I</strong></p><p>Badger, Fiendish (MM).</p><p>Corollax, Fiendish (MM2, p.50)</p><p>Monstrous Centipede, Medium, Fiendish(MM)</p><p></p><p><strong>Shadow Emulated Summon Monster II</strong></p><p>Ether Scarab (MM2)</p><p>Kaorti (FF)</p><p>Shadow Asp (FF152)</p><p></p><p><strong>Shadow Emulated Summon Monster III</strong></p><p>Cranium Rat Swarm, Lesser (FF)</p><p>Elemental, Small (MM)</p><p>Hell Hound (MM)</p><p></p><p><strong>Shadow Emulated Summon Monster IV</strong></p><p>Aoa Droplet (FF15)</p><p>Howler (MM)</p><p>Yeth Hound (MM)</p><p></p><p><strong>Shadow Emulated Summon Monster V</strong></p><p>Chaos Beast (MM)</p><p>Earth Elemental, Large (MM)</p><p>Spriggan, Shadow (FF162)</p><p></p><p><strong>Shadow Emulated Summon Monster VI</strong></p><p>Dao Genie (MotP172)</p><p>Chraal (MM3,p.28)</p><p>Shadow Dread Blossum Swarm (MM3,p.45)</p><p></p><p>[/sblock]</p><p>EQUIPMENT</p><p>[sblock]</p><p><u>Item: Cost</u></p><p>+1 Great Swordbow* (Str 18)..........................8,300 Races of the Wild,p.171 (in quiver)</p><p>Adamantine, Kukri..........................................3,310 in Wrist Sheath</p><p>Arrows, Dragonbreath* (20).................................50 (in quiver)</p><p>Arrows, Magebane (5).......................................600 (in quiver)</p><p>Arrows, Alchemical Silver (20)................................2 (in quiver)</p><p>Arrows, Adamantine (5).......................................60 (in quiver)</p><p>Arrows, Cold Iron (10).........................................10 (in quiver)</p><p>1st lvl scrollx4..................................................100 copied into spellbook</p><p>2nd lvl scrollx6.................................................900 copied into spellbook</p><p>3rd lvl scrollx4...............................................1,125 copied into spellbook</p><p>4th lvl scrollx4...............................................2,800 copied into spellbook</p><p>5th lvl scrollx4...............................................4,500 copied into spellbook</p><p>6th lvl scrollx4...............................................9,900 copied into spellbook</p><p>Amulet of Natural Armor+1...............................2,000 +1 enhancement bonus to nat.AC</p><p>Belt of Hidden Pouches*..................................5,000 Races of the Wild,p.173</p><p>Blessed Book................................................12,500 In Belt</p><p>Boots of Elven Kind.........................................2,500 +5 competence bonus to MS</p><p>Cloak of Resistance +2...................................16,000 +2 resistance bonus to all saves</p><p>Gloves of Dexterity +4....................................16,000 +4 enhancement bonus to Dex</p><p>Headband of Intellect +5................................25,000 +5 enhancement bonus to Int</p><p>Quiver of Ehlonna...........................................1,800 Holds arrows and swordbow</p><p>Ring of Protection+2.......................................8,000 +2 deflection bonus to AC</p><p>Spell Component Pouches(2)................................10 One in Belt, another hidden on self.</p><p>Wrist Sheath.....................................................20 Holds kukri</p><p>Special Equipment (in Belt):</p><p> Acid (flask)(2).................................................20</p><p> Acid, Stonebreaker (flask)(1).............................20 A&E Guide p.34</p><p> Alechemist's Fire (flask)(2)................................40</p><p> Antitoxin (vial) (2)..........................................100</p><p> Rations, Dehydrated (20)...................................40 A&E Guide p.33</p><p> Water Skin........................................................1</p><p>Gold: 4,415 In Belt</p><p></p><p><em>All of the magical equipment carried by Corund is from Balefire, and each is considered a Shadow Weave magical item.</em></p><p></p><p> <strong>Great Swordbow:</strong> This weapon can transform from a sword to a bow upon a mere thought by the wielder (a free action). A wielder can even interchange bow and sword attacks as part of the same full action. In sword form, the weapon features a bowlike grip and a pommel that resembles the curving tip of a bow. In bow form, the weapon is made of metal, and each half of the bow's arc resembles a sword blade. </p><p> In either form, a <em>swordbow</em> has the same enhancement bonus, and the bonuses can be improved as if improving two separate weapons.</p><p> <strong>Belt of Hidden Pouches:</strong> This item is a wide belt made of black silk. Hidden within the belt are ten small pockets, each of which seems big enough to hold only a few coins. Each pocket actually functions as a <em>bag of holding</em> that can hold up to 1/2 a cubic foot or 5 pounds of nonliving material. Anything placed in the pocket weighs only 1/10 of the normal weight.</p><p> In addition, two secret pockets lie behind each visible one, for a total of thirty pockets in all. The hidden pockets can only be accessed through a command word. A <em>true seeing</em> will reveal the presence of the hidden pockets, but not the command word needed to open them.</p><p> Even when a pocket is full, it never bulges, so a belt stuffed with 150 pounds of items looks like an ordinary belt.</p><p> Accessing any pocket (including the hidden ones) is a move action that does not provoke attacks of opportunity. To place any object in the belt, the wearer merely presses the object into the belt. Doing so while speaking the command word places the object in one of the hidden pockets, if any are empty. Naming a stored object and speaking a second command word draws the named object out of the belt and places it in the wearer's hand.</p><p> Simply frisking the wearer won't reveal any objects placed in the belt, and searching the visible pockets cannot reveal anything stored in the hidden pockets.</p><p> <strong>Dragonbreath Arrows:</strong> Targets hit by the arrows must make a DC 15 Reflex save or catch fire. Do 1d6 base damage.</p><p>[/sblock]</p><p>BACKGROUND (Can be changed to suit)</p><p>[sblock]</p><p>Corund fell through a gap in the world. Or more accurately, he fell through shadows into Shadow. One minute a part of the banal existence in everyday Silverymoon, he ended up in an umbral realm of nightmares, utterly lost and helpless, until his rescue by a patrol from a fantastic city of shadows, balanced between the fragile lamps that dotted it’s lanes and the utter darkness of the crack in the foundations of the world along which it tottered. The city was named Balefire*, and was ruled, for the most part, by a cabal of arcanists called the Shadowcrafters. Adopting the city as his new home, he joined the Shadowcrafter’s Guild, and helped defend Balefire on countless occasions and patrols, especially along the deadly Night’s Rift Canyon. He honed skill in blade and spell fighting every deadly denizen that called the Shadow home.</p><p></p><p>His return to Faerun is caused by his worry about the dangers caused by the return of the Shades, the increasing frequency of Shadow Storms, and the apparent disappearance of Tilverton into the Deep Umbra. He thinks this activity may be the cause of the weakening of reality between the Prime and Shadow, or perhaps the effect of some larger, more profound event. Besides, he does remain fond of Silverymoon. If there is one thing he understands, it is protecting the city you love from forces bent on destroying it.</p><p></p><p>His magic draws upon the forces of creation, which are tied to the Shadow itself. He respects Shar, but does not see her as important, since the Shadow Plane itself is the source of his power. He literally creates his own reality from the primal clay of Shadow itself, much as the first gods created Faerun in the darkness before time. After all, does not darkness contain all possibilities, realized in each particular instance of observation, revealed by the arrival of light? His own magics are recreations of those events, so he is a modern demiurge, who awaits a final epiphany before the true secrets of power make themselves known to him.</p><p></p><p>He is tainted by the essence of Shadow, a being drawn in shades of gray, with white eyes that have no iris, or pupil. He prefers to remain cloaked in the shadows he loves so much, the darkness of possibility, desire, and dreams. He is loath of absolutism and rigid thinking, when he knows that too many possibilities exist, each moment pregnant with opportunities ripe for exploitation by those with the ability and will. It is too much to shut oneself off from so many choices, whether for ideological reasons, or smallness of mind. Greatness is achieved by the one who contemplates and accepts all potentialities.</p><p></p><p>* Balefire, City of Lanterns is detailed in Dragon 322. Ask me for more details if you like!</p><p>[/sblock]</p><p>UTILITY</p><p>[sblock]</p><p>With Shadow Illusion, Heighten Spell, Earth Spell, and Signature spell, Corund can spontaneously cast Silent Image as a full round action. This lets him spontaneously convert any spell of level 1 or higher into a Shadow Evocation or Shadow Conjuration of any equivalent level. He will never lack for an evocation or conjuration spell (except calling or teleport type spells).</p><p></p><p>As an Illusionist his extreme flexibility can allow other party members to do their job better. He will be able to distract the enemies, forcing them to fight Shadow opponents, letting the fighters get in their beating. He can make Shadow Conjurations to control the battlefield, allowing others to bullrush opponents into Shadow Evard’s Black Tentacles. No one who faces him can deny the reality of his creations. He is also more interesting to have around than a mage who simply drops fireballs. In addition, his wide education allows him to be a bank of knowledge for the party.</p><p></p><p>As a Ranger, he is a fantastic scout. He is never too far for back up to arrive, in the form of Shadow Summoned creations, or unable to return to deliver news, via Dimension Door (Horizon Walker). He can take care of himself quite well, unlike the standard helpless wizard. In short, he makes a good party member because of his versatility and extreme party friendliness. He makes for a good character because I can write about him with a large degree of (shadowy) flavor and strongly accented world-view.</p><p>[/sblock]</p><p><strong>Required Sources:</strong></p><p>Book of Vile Darkness</p><p>Dragon Magazine #325 & 329 (Enhanced Shadow Reality feat, Flaws)</p><p>Manual of the Planes/DR#325 (Shadow Creature Levels)</p><p>Player’s Guide to Faerun</p><p>Races of Stone</p><p></p><p>I can provide all sources to DM upon request.</p><p></p><p></p><p><strong>About Me:</strong></p><p>1. I have played DND since the original three booklets came out, way back when! I have been involved in online games since 1998, where the longest game was a two-year Amber Diceless Roleplaying Game campaign. Other online games have included DND, Feng Shui, and Everway. FtF I play DND (in all of it's forms), Shadowrun, Exalted, Call of Cthulhu, and the occasional GURPS game.</p><p>2. I can post every day, sometimes more than once, almost always in the late afternoon through the evening. </p><p></p><p></p><p>Cheers,</p><p>Erudite</p></blockquote><p></p>
[QUOTE="Erudite, post: 2628545, member: 31400"] [b]Less Filling, Tastes Great![/b] Gabrion, Here is my submission (some changes made to Ranger and Horizon Walker levels) Name: [B]Corund[/B] Classes: UA Planar Ranger 3/Shadow Creature 3/Horizon Walker 6 – UA Variant Illusionist 5/ Shadowcraft Mage 5/Shadow Adept 2 Race: [B]Shadow Creature Human (Extraplanar)[/B] (LA +2 x 1.5 = LA+3 as Shadow Creature Monster Class DR#322p45 and MotP); (native of Silverymoon) Size: Medium Gender: Male Alignment: [B]Neutral[/B] Deity: Shar BUILD PROGRESSION [sblock] Level 1 (Rgr1/Ill1)- Extraordinary Concentration*(Flaw), Improved Initiative(Flaw), Scribe Scroll (Wiz1), Shadow Weave Magic (Human)*, Track (Rgr1), Spell Focus (illusion)(Lvl1), Level 2 (Rgr2/Ill2)- Level 3 (Rgr3/Ill3)- Earth Sense* (Lvl3), Endurance (Rgr3) Level 4 (ShC1/Ill4)- Level 5 (ShC2/Ill5)- Signature Spell* (Wiz5) Level 6 (ShC3/ScM1)- Heighten Spell (Lvl6) Level 7 (HW1/ScM2)- Level 8 (HW2/ScM3- Level 9 (HW3/ScM4)- Enhanced Shadow Reality* (Lvl9) Level 10(HW4/ScM5)- Level 11(HW5/SA1)- Insidious Magic* (SA1), Pernicious Magic* (SA1), Tenacious Magic* (SA1) Level 12(HW6/SA2)- Earth Spell*(lvl12) Level 13(Rgr4/SA3)- Level 14(Rgr5/SA4)- Level 15(Rgr6/SA5)- Easy Metamagic* (heighten spell)(Dr#325) *(Lvl15) Level 16(Rgr7/SA6)- Level 17(Rgr8/SA7)- Level 18(Rgr9/SA8)- Extraordinary Spell Aim*(Lvl18) Level 19(Rgr10/SA9)- Level 20(Rgr11/SA10)- [B]Class Abbreviations:[/B] Rgr = Planer Ranger Variant (Unearthed Arcana), Ill = Unearthed Arcana Illusionist Variant, ShC = Shadow Creature Monster Class (Manual of the Planes & Dragon 322,p.45), ScM = Shadowcraft Mage(Races of Stone), HW = Horizon Walker (DMG), SA = Shadow Adept (Player’s Guide to Faerun) * Feats described further in Feats section. [/sblock] ABILITY SCORES Str: 12 +1 (12) Level: 12 XP: 72,000 Dex: 20 +5 (16) BAB: +12/+7/+2 HP: 86 (12d8+12) Con: 13 +1 (13) Grapple: +13 Dmg Red: 5/magic Int: 26 +8 (18) Speed: 45' Spell Res: - Wis: 15 +2 (15) Init: +9 Spell Save: - Cha: 10 +0 (10) ACP: +0 Spell Fail: - AC: 28 (10 +6*armor +4**shield +5 Dex +1 natural +2 deflection ) Touch: 27 Flatfooted: 24 *Shadow Emulated Greater Mage Armor **If Shield spell active SAVES Fort +11 (+8 base +1 Con +2 resistance) Ref +13 (+6 base +5 Dex +2 resistance) Will +14 (+8 base +2 Will +2 resistance) [B]Attacks[/B] +1 Swordbow (Falchion) (+14/+9/+4 melee, 2d4+2 damage, Crit.18-20/x2) +1 Str 18 Swordbow(M.C.S.Bow) (+18/+13/+8 ranged, 1d8+2 damage, Crit.20/x3) Adamantine Kukri (+13/+8/+3 melee, 1d4+1 damage, Crit 18-20/x2) [B]Languages:[/B] Common, Abyssal, Celestial, Chondathan, Infernal, Terran RACIAL ABILITIES [sblock] [B]Shadow Human(extraplanar) Racial Abilities:[/B] (+3 LA) Bonus Feat Extra 4 skill points at first level, +1 skill point at each level thereafter. Favored Class: Any Cold Resistance 17 Low-Light Vision Move Silently Racial Bonus +6 Shadow Blend: has full concealment in any lighting conditions less than full daylight. Full daylight, a Daylight spell or Darkvision will negate this concealment. Concealment allows him to hide without having anything to hide behind, and a 50% miss chance on all attacks. Opponents cannot make attacks of opportunity on this character. Darkvision 60 feet. Speed Increase: Base land speed increases by 50%. Damage Reduction 5/magic Evasion as the Rogue class feature Fast Healing 2 [/sblock] CLASS ABILITIES [sblock] UA Variant Illusionist (Unearthed Arcana, p.63) [B]Chains of Disbelief (Ex):[/B] Even if a viewer disbelieves an illusion created by an Corund and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saves to disbelieve. Further, even when presented with incontrovertible proof that the illusion is not real, the creature must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on their saving throw. Corund permanently gives up the ability to obtain a familiar. [B]Illusion Mastery (Ex): [/B]Corund receives two illusion spells to his spellbook everytime he gains a level that grants access to a new spell level. Furthermore, all illusions are treated as mastered with the Spell Mastery feat. Corund does not gain additional spells per day for being an illusionist. Shadowcraft Mage (Races of Stone, p121) [B]Cloak of Shadow(Su):[/B] Corund can cloak his form in shifting shadows, providing himself with concealment. The miss chance is 15%+5% per Shadowcraft Mage class level (Total 40% miss chance). Darkvision and low-light vision offer no help in piercing the cloak of shadow, although any creature that can see in magical darkness can ignore the miss chance, as can any creature with true seeing. Corund can dismiss or resume this effect as a free acton. While active, Corund can make Hide checks as if he had concealment. It does not function in daylight, and is considered a 3rd level darkness effect for purpose of interacting with light spells. [B]Silent Illusion(Ex):[/B] All spells from the illusion scholl that he casts no longer require a verbal component. The levels and casting times do not change. [B] Shadow Illusion(Su): [/B]Can turn silent image, minor image, major image, persistent image, and programmed image from figments to shadow subschool spells. The altered spell can mimic any sorcerer or wizard conjuration (summoning), conjuration (creation), or evocation spell of at least one level lower than the illusion. The altered spell functions identically to shadow conjuration or shadow evocation, except that the spell strength equals 10% per level of spell of the figment spell used. [B]Extend Illusion(Ex):[/B] The duration of any illusion spell Corund casts, or any spell-like ability he uses of the illusion school, is doubled. The levels and casting times do not change. This ability stacks with the use of the Extend Spell feat. [B]Powerful Shadow Magic(Su): [/B]The strength of Corund’s effects created by shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation, and shades increases by 20%. That is, these spells are 20% more likely to affect disbelieving creatures, and deal 20% more damage. This bonus also applies to figment spells transformed into shadow spells via the shadow illusion power. Shadow Adept (Player’s Guide to Faerun, p.72) [b] Shadow Feats:[/B] Corund gains Insidious Magic, Pernicious Magic, and Tenacious Magic as bonus feats. UA Planar Ranger (Unearthed Arcana, p.55) [B]Class Skills: [/B]Eliminate Knowledge (nature) and Knowledge (dungeoneering) from the ranger’s class skill list. Add Knowledge (the planes) and Speak Language (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran) to the class skill list. [B]Wild Empathy:[/B] Corund takes no wild empathy penalty on checks made to influence magical beasts with the celestial and fiendish templates. He does take a –4 penalty when using this ability against animals. His wild empathy check is 1d20+ranger level + Cha bonus (1d20+6). [B] Animal Companion: [/B]Corund will eventually have a fiendish version of a normal animal as his animal companion. [B] Spellcasting:[/B] Any ranger spell that normally affects animals also affects celestial or fiendish versions of animals when cast by Corund. [B] Favored Enemies: [/B]Human +2 [B] Combat Style:[/B] Corund is treated as having the feat Rapid Shot as long as he wears light or no armor. Horizon Walker (DMG) [B]Desert Mastery[/B] (immune to fatigue, +1 attack/damage versus desert creatures) [B]Forest Mastery[/B] (+4 competence bonus to Hide, +1 attack/damage versus forest creatures) [B]Hills Mastery[/B] (+4 competence bonus to Listen, +1 attack/damage versus Hills creatures) [B]Plains Mastery[/B] (+4 compentence bonus to Spot, +1 attack/damage versus plains creatures) [B]Shifting Mastery[/B] (Corund has the spell-like ability to use [I]dimension door[/I] every 1d4 rounds as a spell cast at his character level. He also gains a +1 insight bonus on attack/damage versus outsiders and elementals native to a shifting plane, such as Shadow or Limbo) [B]Underground Mastery [/B](increases Darkvision to 120 feet) [/sblock] FEATS(explained): [sblock] [B]Earth Sense[/B](Lvl3)(RoS,p.138):As long as Corund is touching the ground, he can take a move action to sense the number of creatures within 20 feet that are also touching the ground, and the direction to each one. He cannot pinpoint the location of any creature with this feat. [B]Earth Spell[/B](Lvl12)(RoS,p.138): As long as Corund is standing on stone or unworked earth (including normal soil), he can cast Heighten Spell to added effect. If he casts a spell using a spell slot higher than the spell’s actual level, the caster level is increased by the same increase, and the spell is treated as a spell one level higher than the slot used. For example, if Corund casts Silent Image, a first level spell, Heightened using a fourth level spell slot, it is treated as three caster levels higher, and is treated as a fifth level spell. He cannot benefit from this feat when casting a spell with the air, fire, or water descriptor. [B]Endurance[/B](Rgr3) [B]Enhanced Shadow Reality[/B](Lvl9)(Dragon 325,p.77): Corund’s illusion(shadow) spells do 20% more real damage if disbelieved. [B]Extraordinary Concentration[/B](Flaw)(Complete Adventurer,p.109): When concentrating to maintain a spell, you can make a Concentration check (DC 25 + spell level) to maintain concentration with just a move action. If Corund beats the DC by 10 or more, he can maintain concentration as a swift action. Using this ability is a free action, but if he fails the Concentration check, he loses concentration on the maintained spell, and the effect ends. This feat does not give him the ability to maintain concentration on more than one spell at a time. [B]Heighten Spell[/B](Lvl6) [B]Improved Initiative[/B](Flaw) [B]Insidious Magic[/B] (SA1)(PGtF,p.40): Any Weave user who employs a divination spell (such as detect magic), spell-like ability, or magic item that could detect the magical aura of one of your spells must make a successful level check (DC 11+ your caster level) to succeed. Similarly, a Weave user attempting to reveal the effects of one of your spells via a divination spell (such as see invisibility) must make a caster level check to succeed. The Weave user may only check one for each divination spell used, no mater how many of your spell effects are operating in that area. All creatures are considered Weave users unless they have the Shadow Weave Magic feat. This benefit does not extend to evocation and transmutation spells. [B]Pernicious Magic[/B] (SA1)(PGtF,p.42): You gain a +4 bonus on caster level checks made to defeat a Weave user’s spell resistance. All creatures are considered Weave users unless they have the Shadow Weave Magic feat. This benefit does not extend to evocation and transmutation spells. [B]Rapid Shot[/B](Rgr2) [B]Scribe Scroll[/B](Wiz1) [B]Shadow Weave Magic[/B](Human)(PGtF,.p43): Corund taps the Shadow Weave instead of the Weave. He can activate Shadow Weave items without taking damage. The saving throw for every spell he casts from enchantment, illusion, and necromancy increases by +1. He gets a +1 bonus on caster level checks to overcome spell resistance with spells from these schools. His effective caster level for evocation or transmutation spells (except those with the darkness descriptor) is reduced by one. He may no longer cast spells with the light descriptor, or magical items with the light descriptor that are spell completion or spell trigger items. Any magic item he creates is a Shadow Weave item. [B]Signature Spell[/B](silent image)(Wiz5)(PGtF,p.43): Corund may convert prepared silent images of first level or higher into your signature spell, just as a good cleric can spontaneously cast prepared spells as cure spells. [B]Spell Focus (illusion)[/B](Lvl1) [B]Tenacious Magic [/B](SA1)(PGtF,p.45):Your spells resist dispelling attempts by Weave users. When a Weave user makes a dispel attempt to dispel one of your spells, including using dispel magic to counterspell a spell you are casting, the DC is 15 plus your caster level. All creatures are considered Weave users unless they have the Shadow Weave Magic feat. This benefit does not extend to evocation and transmutation spells. [B]Track[/B](Rgr1) [/sblock] FLAWS [sblock] [B]Foe Specialist[/B](Dragon 329,p.95): Corund suffers a –1 penalty on attack rolls, Bluff, Sense Motive, Spot, and Survival checks made against creatures of any kind that isn’t one of your favored enemies. [B]Terrain Specialist[/B] (Forest)(Dragon 329,p.329): In any terrain other than forests Corund suffers a –2 penalty on all wild empathy checks, as well on Search or Survival checks made to track. He may only use camouflage and hide in plain sight abilities from Ranger levels in forest terrain. [/sblock] SKILLS [sblock] Skill Points: Max Ranks: 15/7.5 [U]Skills[/U] + 8 Appraise (Int) + 5 Balance (Dex) + 5 Bluff (Cha) (5) +0 Cha + 1 Climb (Str) +16 Concentration (Con) (15) +1 Con +12 Craft(alchemy) (Int) (4) +8 Int Decipher Script (Int)* +2 Diplomacy (Cha) +0 Cha +2 synergy Disable Device (Int)* +6 Disguise (Cha) (4) +0 Cha +2 synergy +5 Escape Artist (Dex) +8 Forgery (Int) +0 Gather Information (Cha) +1 Handle Animal (Cha)* (1) +0 Cha +2 Heal (Wis) +23 Hide (Dex) (14) +5 Dex +4 competence +0 Intimidate (Cha) +1 Jump (Str) +22 Knowledge (arcana) (Int)* (14) +8 Int +9 Knowledge (dungeoneering) (Int)* (1) +8 Int +16 Knowledge (geography) (Int)* (8) +8 Int +9 Knowledge (nature) (Int)* (1) +8 Int +14 Knowledge (the planes) (Int)* (6) +8 Int +9 Knowledge (religion) (Int)* (1) +8 Int +18 Listen (Wis) (12) +2 Wis +4 competence +29 Move Silently (Dex) (13) +5 Dex +6 racial +5 competence Open Lock (Dex)* Performance (Cha)* Profession (Wis)* +5 Ride (Dex) +5 Dex +16 Search (Int) (8) +8 Int +2 Sense Motive (Wis) +2 Wis Sleight of Hand (Dex)* +25 Spellcraft (Int)* (15) +8 Int +2 synergy +18 Spot (Wis) (12) +2 Wis +4 competence +15 Survival (Wis) (13) +2 Wis +1 Swim (Str) Tumble (Dex) * Use Magic Device (Cha)* +5 Use Rope (Dex) [/sblock] SPELLS [sblock] [B]Save DC:[/B] 18 + spell level, +1 for enchantment(*) and necromancy(*) spells, +2 for illusion(**) spells. [B]Resist Dispelling:[/B] Dispell DC 27 (15+ caster level) for Abjuration, Divination, Enchantement, Illusion, and Necromancy spells. [B]Caster level:[/B] 12, 11 for transmutation spells. [B]Detecting Corund's Magic: [/B]Requires a caster level check to detect his magical auras, or use divination against one of his spell effects. [B]Penetrate SR:[/B] +4 caster level checks to defeat Weave user, +5 if the spell is enchantment, illusion, or necrmancy. Corund casts all of his illusion spells as [B]Extended[/B] and [B]Silenced[/B] with no level adjustment. Spells per day: 4/6/6/6/5/3/2 [B]Corund’s Spellbook:[/B] Typically Prepared Spells Are Underlined 0-(4) Arcane Mark, Daze*, [U]Detect Magic[/U], Detect Poison, Disrupt Undead*, Ghost Sound**, Mage Hand, Mending, [U]Message[/U], [U]No Light (BoVD)[/U], Open/Close, Prestidigitation, Read Magic, Resistance, [U]Touch of Fatigue[/U]* 1-(6) [U]Charm Person[/U]*, Color Spray**, Disguise Self**, Feather Fall, Kauper’s Skittish Nerves(PGtF), [U]Know Protections(PGtF)[/U], Nystul’s Magic Aura**, Protection from Evil, Ray of Enfeeblement*, [U]Shield[/U], Silent Image**, [U]Spirit Worm(PGtF)[/U]*, True Strike, Ventriloquism** 2-(6) Alter Self, Blindsight(PGtF), Darkness, [U]Detect Thoughts[/U], [U]Listening Lorecall(CV)[/U], Locate Object, [U]Mirror Image[/U]**, Misdirection**, [U]Phantasmal Assailants(CA)[/U]**, Rope Trick, [U]Spectral hand[/U]*, Tasha’s Hideous Laughter*, Touch of Idiocy* 3-(6) Clairaudience/Clairvoyance, [U]Curse of the Putrid Husk(BoVD)[/U]**, [U]Dispel Magic[/U], Displacement**, Fly, Greater Magic Weapon, Haste, Lesser Shadow Tentacle(PGtF), [U]Major Image[/U]**, [U]Protection from Energy[/U], Slow 4-(5) Charm Monster*, [U]Dimensional Anchor[/U], Enervation*, Greater Invisibility**, [U]Lesser Globe of Invulnerability[/U], Phantasmal Killer**, Polymorph, [U]Scrying[/U], Shadow Conjuration** 5-(3) Dominate Person*, [U]Draconic Polymorph(Drc)[/U], Magic Jar*, [U]Mind Fog[/U]*, Mirage Arcana**, Mordenkainen’s Private Sanctum, Prying Eyes, Shadow Evocation**, Telekinesis 6-(2) Circle of Death*, Fleshshiver(PGtF)*, Globe of Invulnerability, Greater Dispel Magic, Mislead**, Permanent Image**, [U]Shadow Walk[/U]**, Stone Body(PGtF), True Seeing, Undeath to Death*, Veil** SPELL STRATEGY [B]Long-Term, Ongoing Spell Effects:[/B] [I]Nystul's Magic Aura[/I]...........................................1st lvl slot...duration 24 days Targets all of his magic items, taking two days to do so, 5 slots each day. Shadow Emulated [I]Contingency[/I]............................6th lvl slot...duration 24 days. Discharge: If grappled, Shadow Emulated [I]Summon Monster VI[/I] Large Earth Elemental. Each day he casts the following spells just before going to sleep: Shadow Emulated [I]Greater Mage Armor[/I] (CA)...........3rd lvl slot...duration 24 hours. [/sblock] SHADOW CONJURED CREATURES [sblock] Below is a list of creatures commonly summoned by Corund using a Shadow Illusion spell (not finalized. The theme involves the key words "earth, cold, darkness, dreams, hunters, nightmares, shadows"): [B]Shadow Emulated Summon Monster I[/B] Badger, Fiendish (MM). Corollax, Fiendish (MM2, p.50) Monstrous Centipede, Medium, Fiendish(MM) [B]Shadow Emulated Summon Monster II[/B] Ether Scarab (MM2) Kaorti (FF) Shadow Asp (FF152) [B]Shadow Emulated Summon Monster III[/B] Cranium Rat Swarm, Lesser (FF) Elemental, Small (MM) Hell Hound (MM) [B]Shadow Emulated Summon Monster IV[/B] Aoa Droplet (FF15) Howler (MM) Yeth Hound (MM) [B]Shadow Emulated Summon Monster V[/B] Chaos Beast (MM) Earth Elemental, Large (MM) Spriggan, Shadow (FF162) [B]Shadow Emulated Summon Monster VI[/B] Dao Genie (MotP172) Chraal (MM3,p.28) Shadow Dread Blossum Swarm (MM3,p.45) [/sblock] EQUIPMENT [sblock] [U]Item: Cost[/U] +1 Great Swordbow* (Str 18)..........................8,300 Races of the Wild,p.171 (in quiver) Adamantine, Kukri..........................................3,310 in Wrist Sheath Arrows, Dragonbreath* (20).................................50 (in quiver) Arrows, Magebane (5).......................................600 (in quiver) Arrows, Alchemical Silver (20)................................2 (in quiver) Arrows, Adamantine (5).......................................60 (in quiver) Arrows, Cold Iron (10).........................................10 (in quiver) 1st lvl scrollx4..................................................100 copied into spellbook 2nd lvl scrollx6.................................................900 copied into spellbook 3rd lvl scrollx4...............................................1,125 copied into spellbook 4th lvl scrollx4...............................................2,800 copied into spellbook 5th lvl scrollx4...............................................4,500 copied into spellbook 6th lvl scrollx4...............................................9,900 copied into spellbook Amulet of Natural Armor+1...............................2,000 +1 enhancement bonus to nat.AC Belt of Hidden Pouches*..................................5,000 Races of the Wild,p.173 Blessed Book................................................12,500 In Belt Boots of Elven Kind.........................................2,500 +5 competence bonus to MS Cloak of Resistance +2...................................16,000 +2 resistance bonus to all saves Gloves of Dexterity +4....................................16,000 +4 enhancement bonus to Dex Headband of Intellect +5................................25,000 +5 enhancement bonus to Int Quiver of Ehlonna...........................................1,800 Holds arrows and swordbow Ring of Protection+2.......................................8,000 +2 deflection bonus to AC Spell Component Pouches(2)................................10 One in Belt, another hidden on self. Wrist Sheath.....................................................20 Holds kukri Special Equipment (in Belt): Acid (flask)(2).................................................20 Acid, Stonebreaker (flask)(1).............................20 A&E Guide p.34 Alechemist's Fire (flask)(2)................................40 Antitoxin (vial) (2)..........................................100 Rations, Dehydrated (20)...................................40 A&E Guide p.33 Water Skin........................................................1 Gold: 4,415 In Belt [I]All of the magical equipment carried by Corund is from Balefire, and each is considered a Shadow Weave magical item.[/I] [B]Great Swordbow:[/B] This weapon can transform from a sword to a bow upon a mere thought by the wielder (a free action). A wielder can even interchange bow and sword attacks as part of the same full action. In sword form, the weapon features a bowlike grip and a pommel that resembles the curving tip of a bow. In bow form, the weapon is made of metal, and each half of the bow's arc resembles a sword blade. In either form, a [I]swordbow[/I] has the same enhancement bonus, and the bonuses can be improved as if improving two separate weapons. [B]Belt of Hidden Pouches:[/B] This item is a wide belt made of black silk. Hidden within the belt are ten small pockets, each of which seems big enough to hold only a few coins. Each pocket actually functions as a [I]bag of holding[/I] that can hold up to 1/2 a cubic foot or 5 pounds of nonliving material. Anything placed in the pocket weighs only 1/10 of the normal weight. In addition, two secret pockets lie behind each visible one, for a total of thirty pockets in all. The hidden pockets can only be accessed through a command word. A [I]true seeing[/I] will reveal the presence of the hidden pockets, but not the command word needed to open them. Even when a pocket is full, it never bulges, so a belt stuffed with 150 pounds of items looks like an ordinary belt. Accessing any pocket (including the hidden ones) is a move action that does not provoke attacks of opportunity. To place any object in the belt, the wearer merely presses the object into the belt. Doing so while speaking the command word places the object in one of the hidden pockets, if any are empty. Naming a stored object and speaking a second command word draws the named object out of the belt and places it in the wearer's hand. Simply frisking the wearer won't reveal any objects placed in the belt, and searching the visible pockets cannot reveal anything stored in the hidden pockets. [B]Dragonbreath Arrows:[/B] Targets hit by the arrows must make a DC 15 Reflex save or catch fire. Do 1d6 base damage. [/sblock] BACKGROUND (Can be changed to suit) [sblock] Corund fell through a gap in the world. Or more accurately, he fell through shadows into Shadow. One minute a part of the banal existence in everyday Silverymoon, he ended up in an umbral realm of nightmares, utterly lost and helpless, until his rescue by a patrol from a fantastic city of shadows, balanced between the fragile lamps that dotted it’s lanes and the utter darkness of the crack in the foundations of the world along which it tottered. The city was named Balefire*, and was ruled, for the most part, by a cabal of arcanists called the Shadowcrafters. Adopting the city as his new home, he joined the Shadowcrafter’s Guild, and helped defend Balefire on countless occasions and patrols, especially along the deadly Night’s Rift Canyon. He honed skill in blade and spell fighting every deadly denizen that called the Shadow home. His return to Faerun is caused by his worry about the dangers caused by the return of the Shades, the increasing frequency of Shadow Storms, and the apparent disappearance of Tilverton into the Deep Umbra. He thinks this activity may be the cause of the weakening of reality between the Prime and Shadow, or perhaps the effect of some larger, more profound event. Besides, he does remain fond of Silverymoon. If there is one thing he understands, it is protecting the city you love from forces bent on destroying it. His magic draws upon the forces of creation, which are tied to the Shadow itself. He respects Shar, but does not see her as important, since the Shadow Plane itself is the source of his power. He literally creates his own reality from the primal clay of Shadow itself, much as the first gods created Faerun in the darkness before time. After all, does not darkness contain all possibilities, realized in each particular instance of observation, revealed by the arrival of light? His own magics are recreations of those events, so he is a modern demiurge, who awaits a final epiphany before the true secrets of power make themselves known to him. He is tainted by the essence of Shadow, a being drawn in shades of gray, with white eyes that have no iris, or pupil. He prefers to remain cloaked in the shadows he loves so much, the darkness of possibility, desire, and dreams. He is loath of absolutism and rigid thinking, when he knows that too many possibilities exist, each moment pregnant with opportunities ripe for exploitation by those with the ability and will. It is too much to shut oneself off from so many choices, whether for ideological reasons, or smallness of mind. Greatness is achieved by the one who contemplates and accepts all potentialities. * Balefire, City of Lanterns is detailed in Dragon 322. Ask me for more details if you like! [/sblock] UTILITY [sblock] With Shadow Illusion, Heighten Spell, Earth Spell, and Signature spell, Corund can spontaneously cast Silent Image as a full round action. This lets him spontaneously convert any spell of level 1 or higher into a Shadow Evocation or Shadow Conjuration of any equivalent level. He will never lack for an evocation or conjuration spell (except calling or teleport type spells). As an Illusionist his extreme flexibility can allow other party members to do their job better. He will be able to distract the enemies, forcing them to fight Shadow opponents, letting the fighters get in their beating. He can make Shadow Conjurations to control the battlefield, allowing others to bullrush opponents into Shadow Evard’s Black Tentacles. No one who faces him can deny the reality of his creations. He is also more interesting to have around than a mage who simply drops fireballs. In addition, his wide education allows him to be a bank of knowledge for the party. As a Ranger, he is a fantastic scout. He is never too far for back up to arrive, in the form of Shadow Summoned creations, or unable to return to deliver news, via Dimension Door (Horizon Walker). He can take care of himself quite well, unlike the standard helpless wizard. In short, he makes a good party member because of his versatility and extreme party friendliness. He makes for a good character because I can write about him with a large degree of (shadowy) flavor and strongly accented world-view. [/sblock] [B]Required Sources:[/B] Book of Vile Darkness Dragon Magazine #325 & 329 (Enhanced Shadow Reality feat, Flaws) Manual of the Planes/DR#325 (Shadow Creature Levels) Player’s Guide to Faerun Races of Stone I can provide all sources to DM upon request. [B]About Me:[/B] 1. I have played DND since the original three booklets came out, way back when! I have been involved in online games since 1998, where the longest game was a two-year Amber Diceless Roleplaying Game campaign. Other online games have included DND, Feng Shui, and Everway. FtF I play DND (in all of it's forms), Shadowrun, Exalted, Call of Cthulhu, and the occasional GURPS game. 2. I can post every day, sometimes more than once, almost always in the late afternoon through the evening. Cheers, Erudite [/QUOTE]
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