This is the Character Creation thread for the Campaign "Drow Millennium." Rules for character creation are as follows:
Races that are allowed are as follows:
Human, Mountain Dwarf, Drow (one of three sub types), Drider (one of two sub types), Elf (one of two sub types), and the Catfolk (from Races of the Wild).
1.) Humans, Dwarves, and Catfolk cannot take any class that utilizes Magic of any type. This extends to using magic items that require the use of verbal or somatic components to activate them beyond a standard command word (i.e. they cannot use Scrolls, Wands, Rods, etc...), they cannot even use these types of items by utilizing a skill such as "Use Magic Device."
2.) Noble Born Elves will gain a specially crafted Custom Magic Item called a Blood Stone, that can only be used by Nobles of that Bloodline. Additionally they will gain access to the bonus feat "Leadership" To qualify as Noble Born you need to get DM Approval prior to the start of the campaign.
3.) Level Adjustment Buy-off is in effect. I am allowing Monster Classes to be utilized on one side of the Character's Gestalt Progression WITHIN REASON.
4.) You can buy a special type of magic item that acts as a biological addition or replacement for a component of your body (i.e. it can replace an arm, or an eye, or some other body part). However these types of magic items cost FOUR times as much as their normal counterparts. They are also completely integrated into your biogical make up, and there are certain political ties that are placed upon you if you purchase one of these biological add-on's.
5.) Books not allowed: Book of Exalted Deeds (with the exception of Vow of Poverty), Book of Vile Darkness, and Magic of Incarnum.
6.) Adding the Custom Deity Shiala who is a True Neutral Deity with the following Domains: Magic, Nobility, Knowledge, Summoner
These are the typical Black Skinned, pale haired Drows (their hair does not have to be stark white. And to contrast with standard D&D campaigns, their eyes are not glowing red balls of fury). These Drows are not necessarily evil by nature.
They have a standard elf's starting age and maximum age span in D&D.
In addition to the traits listed in the Players Handbook they have the following traits:
— +2 Intelligence
— Darkvision out to 60 feet. This trait replaces the High-Elf's Low-Light Vision.
— Weapon Proficiency: A Basic Drow is automatically Proficient with the hand-crossbow, the Rapier, and the Short Sword. This Trait replaces the High Elf's weapon Proficiency.
— Magic Arts: A Basic Drow is able to learn and use the skills of any magical class that he or she so desires.
— Automatic Languages: Common, Elven, Undercommon; Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin, Kuo-Toan. This Trait replaces the High Elf Automatic Languages and Bonus Languages.
— Favored Class: Wizard
This is the other prevalent type of Drow in existence. Unlike the previous type which has Dark Skin, and Pale hair, this type has fair skin (though still darker than it's surface cousins), and fair hair. This type of Drow is almost always of the Good Alignment.
This Drow gets the following Racial Traits in addition to those listed in the Player's Handbook:
— +2 Charisma
— Darkvision out to 60 feet. This trait replaces the High-Elf's Low-light Vision.
— Weapon Proficiency: A Grey Drow is automatically proficient with the following Weapons, the Shortbow, the Mace, and the Morning Star. This ability replaces the High Elf's Weapon Proficiencies.
— Magic Arts: This character is able to learn and use any magical abilities that they so desire.
— Automatic Languages: Common, Elven, Undercommon; Bonus Languages: Celestial, Aquan, Draconic, Drow Sign Language, Gnome, Kuo-Toan. This trait replaces the High Elf's automatic and bonus languages.
— Favored Class: Cleric, or Paladin
This type of Drow is actually able to come from either of the previously mentioned types of Drow, as it is what happens when a demonic corruption takes root in the soul of the Drow. While the Drow is still in control of their person, the demonic corruption is literally eating them from the inside out.
From the time of the corruption forward the Drow's life span is cut to a fraction of what it normally would have been. They will live at most another 100 years after the corruption occurs. After which time they will become completely possessed by the demonic entity that is corrupting them.
The following are the traits of a Demonic Drow, in addition to what comes from the Players handbook:
— +2 Intelligence, and +2 Charisma
— Darkvision out to 120 feet. This trait replaces the High Elf's low-light vision.
— Spell Resistance 11 + Character Level (this means if you are 10/10 || 5/5/10, then your spell resistance will be 31)
— +2 Racial Bonus on Will Saves against Spells and Spell Like Abilities.
— Spell-Like Abilities: Demonic Drow can make use of the following spell-like abilities once per day: Dancing Lights, Darkness, Summon Monster (the level of Summon Monster is equivalent to the highest level that a Wizard or Sorcerer of the same Character level as the Demonic Drow could cast). Caster Level equals the Drow's Character Level.
— Weapon Proficiency: This depends on whether the Demonic Drow was a Basic or Grey Drow prior to being corrupted.
— Automatic Languages: This depends on whether the Demonic Drow was a Basic or Grey Drow prior to being Corrupted.
— Light Blindness: Due to the power of the Corrupting influence in the Drow, the Drow's eyes have become accustomed to the underworlds darkness. As such exposure to bright light (such as sunlight, or the daylight spell) blinds a Demonic Drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
— Favored Class: Depends on whether the Demonic Drow was a Basic or Grey Drow prior to Corruption.
— Level Adjustment: +2
Drider come in two varieties. Natural Drider, and Artificial Drider. The difference is minimal. Natural Drider can be drawn from any class, thus they can take the monster race as outlined in the book Savage Species, and take any weapon proficiencies appropriate to whatever class they started as. Artificial Drider however have to have started as a Sorcerer, Cleric, or Wizard. Further, Natural Drider only gain the ability to cast spells as an appropriate class if they choose a spell casting class as their base class. Artificial Drider however cast spells as a Wizard, Cleric or Sorcerer of the same level as their Drider level.
Like other types of Elves, the Driders can use Magic Arts.
These are the same stats wise as the Grey Elves in the Monster's Manual.
These are the same stats wise as the standard Elf Player Race.
Like the drow, both races of Elf can use Magic Arts.
People currently signed up to play this game are as follows:
1.) Ain Soph Air — Arien Frega, CG
2.) Id Ego — On Reserve for later
3.) Sepiriel — Catfolk, NE
4.) SeraphPrime
4.) LethalShadow — Making a Character
Let me know when you guys have characters designed and I will post links to them here.
Join Planar Chaos, A Colo clan
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
I did, I decided against Tome of Battle because some of the features allowed within it just don't fit the flavor I am trying to go with. At least that is the feeling I got from it.
Quick question Sceluk, were you planning on participating in this adventure?
Private Mod Note
():
Rollback Post to RevisionRollBack
"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Could we perhaps hear what features prompted that decision? it seems like a sad thing to loose specially since it makes the melee's subpar to the casters, specially now that we are heading into epic.
Regardless i am now considering a Catfolk Rogue/Swashbuckler/Maybe Assassin//Ranger/Scout.
Thank good swift Hunter and Daring Outlaw are not banned
Other concept is a Demonic Drow Warlock//??
DC: How do you feel about the book Tome of Magic?
Also if someone could double check at LA+4 i would be able to buy off 3 levels and be effectively a level 19 character with a LA+1 correct?
Minor School Esoterica (+4 to concentration checks when casting evocation spells
+2 caster level for evocation spells
Moderate School Esoterica (Gain resistance 20 to an energy type that matches the descriptor of a spell you just cast)
War Wizard:
2 bonus feats
Weapon Focus (Falchion)
Free sudden widen spell 9/day (Apply widen spell feat without increasing casting time or taking up a higher slot)
Enhanced Area (widen spell increases area by 150% instead of 100%)
Paladin of Freedom:
Aura of good
Detect evil
Smite evil 1/day
Divine Grace
Lay on Hands
Sage:
Lore
2 bonus feats
Incantatrix:
3 bonus feats
School Specialization: Abjuration (Evocation Banned)
Cooperative Metamagic 11/day (Make Spellcraft check with a DC of 18 + (3x mod spell level) to apply a metamagic feat other than silent, still or quick spell to a spell an ally is casting without increasing its casting time or taking up a higher level spell slot
Metamagic Effect 11/day (Make a Spellcraft check with a DC of 18 + (3 x mod spell level) to apply a metamagic feat to a spell already in effect)
Metamagic Spell Trigger (If you have the appropriate item creation feat to make the magic item you are using, you can expend a number of extra charges equal to the spell level adjustment of a metamagic feat to apply that feat to the item's spell trigger)
Seize Concentration (Make opposed caster level check with enemy caster to seize control of a spell effect with duration of concentration, effectively making the spell function as if you've cast it. Divine spellcasters get a +2 bonus against you on this check, and casters receive a +2 circumstance bonus on saving throws against their own spells. If the incantatrix lapses concentration of the spell before it expires, the original caster can reassert control with a caster level check with a DC of 15 + spell level)
Snatch Spell (as seize concentration, but any spell with a persistent effect. Can attempt to dispel with caster level check, but if you fail, the spell reverts to its original caster)
Instant Metamagic (Twice per day, the incantatrix can use a single metamagic effect of any metamagic feat she knows on a spell without preparing it beforehand (if a wizard) or increasing its casting time (if a sorcerer or bard). The wizard's prepared spell works as if prepared with the metamagic feat except it uses the same spell slot. A sorcerer or bard's spell is cast without the adjustment to the casting time but works as if cast with the metamagic feat)
Archmage:
Mastery of Elements
Mastery of Shaping
Arcane Reach
Mastery of Counterspelling
Arcane Fire
Grey Drow
Warmage Spells
Caster Level: 18
Spell DC: 10 + Spell Level + 8
Spells Known (Per Day):
0 (6): Acid Splash, Disrupt Undead, Light, Ray of Frost
1 (6): Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Lesser Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, Lesser Orb of Sound, Shocking Grasp, True Strike
2 (6): Blades of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade 3 (6): Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud
4 (6): Blast of Flame, Contagion, Evard's Black Tentacles, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound, Phantasmal Killer, Shout, Wall of Fire
5 (6): Arc of Lightning, Cloudkill, Cone of Cold, Mass Fireshield, Greater Fireburst, Flame Strike, Prismatic Ray
6 (6): Acid Fog, Blade Barrier, Chain Lightning, Circle of Death, Disintegrate, Fire Seeds, Otiluke's Freezing Sphere, Tenser's Transformation
7 (6): Delayed Blast Fireball, Earthquake, Finger of Death, Firestorm, Mordenkainen's Sword, Prismatic Spray, Sunbeam, Waves of Exhaustion
8 (5): Horrid Wilting, Incendiary Cloud, Polar Ray, Prismatic Wall, Scintillating Pattern, Greater Shout, Sunburst
9 (3): Elemental Swarm, Implosion, Meteor Swarm, Prismatic Sphere, Wail of the Banshee, Weird
I started out with the necromancer//cleric idea I had and then figured that dread necromancer was better than necromancer. And then sage was just better than cleric since I can rebuke undead as DN.
But now I'm wondering if I would rather do warmage instead of dread necromancer... oy
I am going to have to get back to you on what exactly a lich IS in this campaign world though because I don't think it quite fits to have it be the exact same thing as in a standard D&D campaign.
The way I am currently invisioning it is that it is a Demonic Drow who has let the corruption of their demonic essence take complete control of them. Though this Demonic Essence was that of a much more powerful demon than usual, and is able to interact with the world just like if it were still a drow. Would that work for you?
Private Mod Note
():
Rollback Post to RevisionRollBack
"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Not sure. Lich is only there as a class feature of dread necromancer. Assuming that all the statistics are the same it doesn't matter too much to me how and why.
On the other hand, as warmage I would not have the lich template. Having to worry about my constitution score especially hurts. But I also would have less paperwork as a blaster mage instead of countless undead.
well, the stats would be the same. More or less, I just don't think you would need to worry all that much about a device such as a Phylactery. Reason I say this is because the version I have in mind doesn't contain it's essence in a spiritual box. rather it's essence would be contained on the ethereal plane. When its body is destroyed the spirit returns to the ethereal plane, where it can seek out a new host. So to speak. Thats how I envisioned it.
Private Mod Note
():
Rollback Post to RevisionRollBack
"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
With ASA taking care of the Magical fort i am gonna go ahead and make the glass cannon one i need to clear up though, right now i have level in assassin in the progression because i think there is an assassin Variation without spellcasting (need to look into that i am not quite sure), if i cannot find/provide such a variant ill go ahead and change those 5 levels into something else.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Most likely CN or NE, be aware though that i do not consider Evil to be "MWAHAHAHAHAHAHHAHAHAHA I SHALL NOW ENSLAVE ALL BEFORE ME AS I STRIVE TO STEAL AN EMPIRE AND SUBMIT MY SUBJECTS TO AS MUCH MISERY AS POSSIBLE WHILE I BATHE IN THE BLOOD OF VIRGINS!"
For me being a jerk, or just simply looking out for myself first and foremost and only helping others when im bored or it gives me brownie points is a better description of evil
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Of course, that's a bad example of evil. Or more like, that's the evil-stupid. See, taking over an empire is not an effective method of achieving power. It comes with a lot of responsibilities compared to the gains. Sure, you have thousands of peasants to send to war, but in a world where a level 3 wizard is worth than the millions, who cares?
Yes, there are uses for a number of corporeal bodies, amongst them using them as EXP factories through items of continuous wrack, sacrificing them for absurd amounts of essentia, or other benefits. You could also turn them to mindless undead and create a calculation machine with them. Still, the benefits are fairly minor.
It is much more effective to dabble in enchantment magics, telepathic disciplines or to study thrallherds. A relatively small investment gives you all the bodies you'll ever need, and no one can blame you. After all, they volunteered to be sacrificed. If you really need to have a sway over the kingdom's taxation to make your magic-item store made of pain-experience more profitable, just slip a coin the correct advisor's way. A coin infused with charm person, or any of the variants.
Indeed, death and rulership is not profitable. Safety is. Safety for the rich people who can afford to pay for it, of course. And what would make a better safeguard than your own personal half-ogre. They're large, posses rudimentary intelligence enough to follow orders, but are stupid enough to not realize when they are sacrificed for the client's benefit. As an expendable resource, however, an abundance of them is needed. I hereby suggest that we begin a production program, by breeding human females with male ogres.
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Of course, that's a bad example of evil. Or more like, that's the evil-stupid. See, taking over an empire is not an effective method of achieving power. It comes with a lot of responsibilities compared to the gains. Sure, you have thousands of peasants to send to war, but in a world where a level 3 wizard is worth than the millions, who cares?
Yes, there are uses for a number of corporeal bodies, amongst them using them as EXP factories through items of continuous wrack, sacrificing them for absurd amounts of essentia, or other benefits. You could also turn them to mindless undead and create a calculation machine with them. Still, the benefits are fairly minor.
It is much more effective to dabble in enchantment magics, telepathic disciplines or to study thrallherds. A relatively small investment gives you all the bodies you'll ever need, and no one can blame you. After all, they volunteered to be sacrificed. If you really need to have a sway over the kingdom's taxation to make your magic-item store made of pain-experience more profitable, just slip a coin the correct advisor's way. A coin infused with charm person, or any of the variants.
Indeed, death and rulership is not profitable. Safety is. Safety for the rich people who can afford to pay for it, of course. And what would make a better safeguard than your own personal half-ogre. They're large, posses rudimentary intelligence enough to follow orders, but are stupid enough to not realize when they are sacrificed for the client's benefit. As an expendable resource, however, an abundance of them is needed. I hereby suggest that we begin a production program, by breeding human females with male ogres.
General Tarquin I thought you where watching talky man and the champion battle it out?
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Races that are allowed are as follows:
Human, Mountain Dwarf, Drow (one of three sub types), Drider (one of two sub types), Elf (one of two sub types), and the Catfolk (from Races of the Wild).
Starting Gold = 760,000 GP
Starting Level = 20
Epic Gestalt Campaign
1.) Humans, Dwarves, and Catfolk cannot take any class that utilizes Magic of any type. This extends to using magic items that require the use of verbal or somatic components to activate them beyond a standard command word (i.e. they cannot use Scrolls, Wands, Rods, etc...), they cannot even use these types of items by utilizing a skill such as "Use Magic Device."
2.) Noble Born Elves will gain a specially crafted Custom Magic Item called a Blood Stone, that can only be used by Nobles of that Bloodline. Additionally they will gain access to the bonus feat "Leadership" To qualify as Noble Born you need to get DM Approval prior to the start of the campaign.
3.) Level Adjustment Buy-off is in effect. I am allowing Monster Classes to be utilized on one side of the Character's Gestalt Progression WITHIN REASON.
4.) You can buy a special type of magic item that acts as a biological addition or replacement for a component of your body (i.e. it can replace an arm, or an eye, or some other body part). However these types of magic items cost FOUR times as much as their normal counterparts. They are also completely integrated into your biogical make up, and there are certain political ties that are placed upon you if you purchase one of these biological add-on's.
5.) Books not allowed: Book of Exalted Deeds (with the exception of Vow of Poverty), Book of Vile Darkness, and Magic of Incarnum.
6.) Adding the Custom Deity Shiala who is a True Neutral Deity with the following Domains: Magic, Nobility, Knowledge, Summoner
They have a standard elf's starting age and maximum age span in D&D.
In addition to the traits listed in the Players Handbook they have the following traits:
— +2 Intelligence
— Darkvision out to 60 feet. This trait replaces the High-Elf's Low-Light Vision.
— Weapon Proficiency: A Basic Drow is automatically Proficient with the hand-crossbow, the Rapier, and the Short Sword. This Trait replaces the High Elf's weapon Proficiency.
— Magic Arts: A Basic Drow is able to learn and use the skills of any magical class that he or she so desires.
— Automatic Languages: Common, Elven, Undercommon; Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin, Kuo-Toan. This Trait replaces the High Elf Automatic Languages and Bonus Languages.
— Favored Class: Wizard
This Drow gets the following Racial Traits in addition to those listed in the Player's Handbook:
— +2 Charisma
— Darkvision out to 60 feet. This trait replaces the High-Elf's Low-light Vision.
— Weapon Proficiency: A Grey Drow is automatically proficient with the following Weapons, the Shortbow, the Mace, and the Morning Star. This ability replaces the High Elf's Weapon Proficiencies.
— Magic Arts: This character is able to learn and use any magical abilities that they so desire.
— Automatic Languages: Common, Elven, Undercommon; Bonus Languages: Celestial, Aquan, Draconic, Drow Sign Language, Gnome, Kuo-Toan. This trait replaces the High Elf's automatic and bonus languages.
— Favored Class: Cleric, or Paladin
From the time of the corruption forward the Drow's life span is cut to a fraction of what it normally would have been. They will live at most another 100 years after the corruption occurs. After which time they will become completely possessed by the demonic entity that is corrupting them.
The following are the traits of a Demonic Drow, in addition to what comes from the Players handbook:
— +2 Intelligence, and +2 Charisma
— Darkvision out to 120 feet. This trait replaces the High Elf's low-light vision.
— Spell Resistance 11 + Character Level (this means if you are 10/10 || 5/5/10, then your spell resistance will be 31)
— +2 Racial Bonus on Will Saves against Spells and Spell Like Abilities.
— Spell-Like Abilities: Demonic Drow can make use of the following spell-like abilities once per day: Dancing Lights, Darkness, Summon Monster (the level of Summon Monster is equivalent to the highest level that a Wizard or Sorcerer of the same Character level as the Demonic Drow could cast). Caster Level equals the Drow's Character Level.
— Weapon Proficiency: This depends on whether the Demonic Drow was a Basic or Grey Drow prior to being corrupted.
— Automatic Languages: This depends on whether the Demonic Drow was a Basic or Grey Drow prior to being Corrupted.
— Light Blindness: Due to the power of the Corrupting influence in the Drow, the Drow's eyes have become accustomed to the underworlds darkness. As such exposure to bright light (such as sunlight, or the daylight spell) blinds a Demonic Drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
— Favored Class: Depends on whether the Demonic Drow was a Basic or Grey Drow prior to Corruption.
— Level Adjustment: +2
Like other types of Elves, the Driders can use Magic Arts.
People currently signed up to play this game are as follows:
1.) Ain Soph Air — Arien Frega, CG
2.) Id Ego — On Reserve for later
3.) Sepiriel — Catfolk, NE
4.)
SeraphPrime4.) LethalShadow — Making a Character
Let me know when you guys have characters designed and I will post links to them here.
With the death of ToB in this game my character choices change a bit, will start sketching once i get back from school.
Which Final Fantasy Character Are You?
Outbreak
Generation B1: The first time you see this, copy and paste it into your sig and add 1 to the generation. social experiment.
Quick question Sceluk, were you planning on participating in this adventure?
Regardless i am now considering a Catfolk Rogue/Swashbuckler/Maybe Assassin//Ranger/Scout.
Thank good swift Hunter and Daring Outlaw are not banned
Other concept is a Demonic Drow Warlock//??
DC: How do you feel about the book Tome of Magic?
Also if someone could double check at LA+4 i would be able to buy off 3 levels and be effectively a level 19 character with a LA+1 correct?
:heart::heart::heart::heart:
Ok so change in progressions: Catfolk Rogue/Swashbuckler//Swordsage
Other choice is Dwarven Fighter/something Dwarven//Crusader/Deep Stone Sentinel.
Just let me know if you guys want tanker or glass cannon
Question: can we use this prestige class?
Name: Arien Frega
Height: 5'7"
Weight: 120 lbs
Eye Color: Silver
Hair Color: White
Skintone: Black
Alignment: Chaotic Good
Deity: Trithereon
Race: Grey Drow
Gender: Female
Age: 72
Size: Medium
Class/Level: Warmage 4/Paladin of Freedom 2/Master Specialist 9/Archmage 5 || Sage 6/Incantatrix 9/War Wizard 5
Strength: 16 (+3) [10 + 6 enhancement]
Dexterity: 22 (+6) [10 + 6 point buy + 6 enhancement]
Constitution: 22 (+6) [10 + 6 point buy + 6 enhancement]
Intelligence: 26 (+8) [10 + 6 point buy + 4 level + 6 enhancement]
Wisdom: 20 (+5) [10 + 4 point buy + 6 enhancement]
Charisma: 27 (+8) [10 + 2 racial + 8 point buy + 1 level + 6 enhancement]
HP: 540/540
AC: 16 [10 + 6 dex]
Touch: 16
Flat-Footed: 10
Speed: 30 ft.
Initiative: +3
Base Attack Bonus: +11/+6
Total Attack Bonus: +14/+9
Grapple: +14
Ranged Attack Bonus: +17/+12
Weapon: Falchion
Special Properties: None
Attack: +14/+9
Damage: 2d4 slashing + 3
Critical: 18-20/x2
Cost: x gp
Weapon: Composite Longbow
Special Properties:
Attack: +17/+12
Damage: 1d10 piercing
Critical: 19-20/x2
Ammunition: 100
Cost: x gp
FORT:20 [6 base + 6 con + 8 cha]
REF:20 [6 base + 6 dex + 8 cha]
WILL: 25 [12 base + 5 wis + 8 cha]
Belt of Magnificence (200,000 gp)
560,000 gp
138 skill points
Bluff: 0 [0 ranks + 5 cha]
Concentration: 0 [0 ranks + 5 cha]
Decipher Script: 0 [0 ranks + 3 int]
Diplomacy:
Disguise:
Heal:
Hide: [+8 racial]
Knowledge (Arcana): 0 [0 ranks + 3 int]
Knowledge (History):
Knowledge (The Planes):
Knowledge (Religion):
Listen: 0 [0 ranks + 0 wis + 8 racial]
Move Silently: [0 ranks + 8 racial]
Search: 0 [0 ranks + 4 int + 8 racial]
Sense Motive: 0 [0 ranks + 8 racial]
Spellcraft: 0 [0 ranks + 3 int]
Spot: 0 [0 ranks + 0 wis + 8 racial]
Spell Focus (Evocation) [First Level]
Spell Focus (Conjuration) [Flaw One]
Skill Focus (Spellcraft) [Master Specialist 1st]
Heighten Spell [Flaw Two]
Iron Will [Sage 1st]
Greater Spell Focus (Evocation) [Master Specialist 2nd]
Extend Spell [Third Level]
Greater Spell Focus (Conjuration) [Sage 2nd]
Greater Skill Focus (Spellcraft) [Sixth Level]
Enlarge Spell [Ninth Level]
Widen Spell [Incantatrix 1st]
Rapid Metamagic [Twelfth Level]
Quicken Spell [Fifteenth Level]
Empower Spell [Incantatrix 2nd]
Energy Admixture (Electricity) [Eighteenth Level]
Twin Spell [Incantatrix 3rd]
Split Ray [War Wizard 1st]
Maximize Spell [War Wizard 2nd]
Warmage:
Grey Drow
Warmage Spells
Caster Level: 18
Spell DC: 10 + Spell Level + 8
Spells Known (Per Day):
0 (6): Acid Splash, Disrupt Undead, Light, Ray of Frost
1 (6): Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Lesser Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, Lesser Orb of Sound, Shocking Grasp, True Strike
2 (6): Blades of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade
3 (6): Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud
4 (6): Blast of Flame, Contagion, Evard's Black Tentacles, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Force, Orb of Sound, Phantasmal Killer, Shout, Wall of Fire
5 (6): Arc of Lightning, Cloudkill, Cone of Cold, Mass Fireshield, Greater Fireburst, Flame Strike, Prismatic Ray
6 (6): Acid Fog, Blade Barrier, Chain Lightning, Circle of Death, Disintegrate, Fire Seeds, Otiluke's Freezing Sphere, Tenser's Transformation
7 (6): Delayed Blast Fireball, Earthquake, Finger of Death, Firestorm, Mordenkainen's Sword, Prismatic Spray, Sunbeam, Waves of Exhaustion
8 (5): Horrid Wilting, Incendiary Cloud, Polar Ray, Prismatic Wall, Scintillating Pattern, Greater Shout, Sunburst
9 (3): Elemental Swarm, Implosion, Meteor Swarm, Prismatic Sphere, Wail of the Banshee, Weird
Sage Spells
Caster Level: 20
Spell DC: 10 + Spell Level + 8
Spells Known (Per Day):
0 (5+1): 8 Amanuensis, Create Water, Detect magic, Message, Prestidigitation, Purify Food and Drink, Read magic, Resistance
1 (5+1): 5 Disguise Self, Entropic Shield, Inhibit, Protection from Evil, Shield
2 (5+1): 5 Blur, Mirror Image, Locate Object, Protection from Arrows, Remove Paralysis
3 (5+1): 4 Haste, Remove Curse, Remove Disease, Spell Vulnerability
4 (5+1): 4 Assay Spell Resistance, Death Ward, Greater Invisibility, Neutralize Poison
5 (5+1): 4 Break Enchantment, Plane Shift, Teleport, True Seeing
6 (5+1): 3 Greater Dispel Magic, Heal, Stone to Flesh
7 (5+1): 3 Greater Restoration, Limited Wish, Spell Turning
8 (4+1): 3 Discern Location, Greater Spell Immunity, Mass Cure Critical Wounds
9 (2+1): 3 Gate, Mage's Disjunction, True Resurrection
Common
Draconic
Celestial
Drow Sign
Auran
To come soon
I started out with the necromancer//cleric idea I had and then figured that dread necromancer was better than necromancer. And then sage was just better than cleric since I can rebuke undead as DN.
But now I'm wondering if I would rather do warmage instead of dread necromancer... oy
The way I am currently invisioning it is that it is a Demonic Drow who has let the corruption of their demonic essence take complete control of them. Though this Demonic Essence was that of a much more powerful demon than usual, and is able to interact with the world just like if it were still a drow. Would that work for you?
On the other hand, as warmage I would not have the lich template. Having to worry about my constitution score especially hurts. But I also would have less paperwork as a blaster mage instead of countless undead.
Hrm. Have to think more about what I'll do.
In fact, there's a high probability that I will.
For me being a jerk, or just simply looking out for myself first and foremost and only helping others when im bored or it gives me brownie points is a better description of evil
Yes, there are uses for a number of corporeal bodies, amongst them using them as EXP factories through items of continuous wrack, sacrificing them for absurd amounts of essentia, or other benefits. You could also turn them to mindless undead and create a calculation machine with them. Still, the benefits are fairly minor.
It is much more effective to dabble in enchantment magics, telepathic disciplines or to study thrallherds. A relatively small investment gives you all the bodies you'll ever need, and no one can blame you. After all, they volunteered to be sacrificed. If you really need to have a sway over the kingdom's taxation to make your magic-item store made of pain-experience more profitable, just slip a coin the correct advisor's way. A coin infused with charm person, or any of the variants.
Indeed, death and rulership is not profitable. Safety is. Safety for the rich people who can afford to pay for it, of course. And what would make a better safeguard than your own personal half-ogre. They're large, posses rudimentary intelligence enough to follow orders, but are stupid enough to not realize when they are sacrificed for the client's benefit. As an expendable resource, however, an abundance of them is needed. I hereby suggest that we begin a production program, by breeding human females with male ogres.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.