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Posted: Sun Aug 09, 2009 12:17 am
Basic Information Name: M -Alias: Raven, Dark Sorcerer, Wing of Death Age: Unknown Race: Drow Gender: Male Height: 5' Weight: 115 lbs Alignment: Neutral Evil Deity: Unknown Language: Abyssal, Infernal, Common, Dark Elf Silent, Elven, Celestial, Goblin, Orc, Sylvan, and Draconic Profession: Sorcerer/Archmage Profession Currently: Archmage of Qu'ellar Tor'afin
Appearance Complexion: Gray Hair Color: White Style: Short and disheveled Eyes: Platinum Build: Athletic Distinguishing Features: None Clothing Usually clothed in his enchanted black robe, however, every now and then he will alter his appearance and clothing to appear like a simple black trouser and tunic. On special occasions, his dark robes will glisten with the protective runes etched into them.
History
If you ask him nicely, he might tell you...
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Posted: Sun Aug 09, 2009 12:18 am
Equipment Weapons: - Black Staff of Raven (100 charges) - Made of darkwood and covered in archaic potent writing is the Black Staff of Raven. Twisting along its body, a silver thread reaches to the crown of the staff to a pulsing ruby gem. Personally built by M, this light weight staff is enchanted to hold a variety of spells as well as carrying a special unique ability most staffs don't have: the ability to recharge after 24 hours of depletion. The Staff is able to hold up to five different spells at a time. It takes at least 8 hours of focus and concentration to alter the spell set. Charges of spells are based on level of spell. Max level of spell to be stored is level 7. Casting spells do not need spell components unless spell requires the sacrifice of life force (XP) or energy, in which case those must be provided to for successful casting.
Current list of spells stored in Staff: - Greater Teleport (7 charges) - Fireball (3 charges) - Lightening (3 charges) - Detect Thought (2 charges) - Magic Missile (1 charges)
Armor/Clothing: - Enchanted Black Robes - At first glance, the robes look nothing but overly used. Upon a closer look or under a True Seeing spell, one might see the true powers weaved within the bland fabric. Invisible arcane symbols cover all around the black surface, giving the wearer an increase in spell resistance as well as some protection from physical attacks.
Magical Accessories: - Circlet of True Seeing - This ordinary circlet has been enhanced by a True Seeing spell being permanently enchanted into it. It's wearer is granted True Seeing as long as they remain wearing the plain crown. You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
- Ring of Elemental Command (Earth) - This ring has the appearance of a regular clay ring that is mystically alters its dimensions to fit its wearer's fingers. Bound to the ring is an Earth Elemental from the Planes of Earth that has been controlled under a Gaes (or Quest). Given that, the wearer has powers equivalent to that Elemental (such as Earth Mastery or Glide) as well as a few other Earth related spells, as listed below:
* Meld into stone (unlimited use, wearer only) * Soften earth and stone (unlimited use) * Stone shape (twice per day) * Stoneskin (once per week, wearer only) * Passwall (twice per week) * Wall of stone (once per day)
- Ring of Elemental Command (Fire) - Much like the Ring of Elemental Command (Earth), this iron plain ring holds a Fire Elemental from the Planes of Fire within. Controlled by a Gaes (or Quest) much like the Earth Elemental Command Ring, the wearer has complete control over the Elemental and wields much the same power as that creature as well as the Fire related spells listed below:
* Resist energy (fire) (as a major ring of energy resistance [fire]) * Burning hands (unlimited use) * Flaming sphere (twice per day) * Pyrotechnics (twice per day) * Wall of fire (once per day) * Flame strike (twice per week)
- 2x Ring of Protection - This magical ring offers extra-protection against physical attacks as well as modest defense against magical attacks.
- Ring of Alter Self - This mystical ring looks like a plain silver ring with no noticeable markings on it. Though with a simple thought from the wearer, it can alter their appearance for at least 24 hours. The ring's ability can be used only three times a day.
Items on Person - Spell Component Pouch - Small Mirror
- Bag of Holding Type IV *Hundreds of books and scrolls on a variety of mystical secrets
- Bag of Holding Type II * Wand of Magic Missile (50 charges) * Wand of Fireball (32 charges) * 2x Potions of Cure Moderate Wounds * 5x Scrolls of Mage’s Magnificent Mansion * 5x Scrolls of Secret Chest * 2x Scrolls of Antimagic Field
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Posted: Sun Aug 09, 2009 1:27 am
Magical Powers M is of the Sorcerer class, meaning he does not have to prepare spells nor does he carry a spell book to store his books. The magical energy that creates spells come natural to him, enabling him to wield magic more fluent than wizards who have studied magic for centuries. Though spells come naturally to him and he is able to cast them with ease, there is a downside to his gifts. The ability to learn and grow in the mastery of magic is very limited. In other words, he is able to cast spells more easily and often than a wizard is, but is limited on the variation of spells he can cast. In order to learn or change the spells he currently know, M must study non-stop for 24 hours over materials involving the spell alone and in silence.
Not only being a Sorcerer, M also has adopted the prestige class of the Archmage. Sacrificing some of his higher powers in magic, M is able to alter the "Arts" into more potent and useful powers. This act of manipulations are called "High Arcane". They vary, but M mainly uses his High Arcane to make Spell-Like abilities out of his powers.
Using Spell-Like abilities has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.
A spell-like ability takes the same amount of time to complete as the spell that it mimics unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell.
0-Level Sorcerer Spells (Cantrips)
* Detect Poison: Detects poison in one creature or small object. * Detect Magic: Detects spells and magic items within 60 ft. * Read Magic: Read scrolls and spellbooks. * Daze: This enchantment clouds the mind of a humanoid creature * Ghost Sound: Figment sounds. * Disrupt Undead: direct a ray of positive energy that hurt Undead. * Mage Hand: 5-pound telekinesis. * Message: Whispered conversation at distance. * Arcane Mark: Inscribes a personal rune (visible or invisible).
1-Level Sorcerer Spells
* Alarm: Wards an area * Shield: Invisible disc that protects you from physical harm as well as magic missiles. * Comprehend Languages: You understand all spoken and written languages. * Identify: Determines properties of magic item. * Magic Missile: Five missiles of magical energy darts forth from your fingertip and strikes its target. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
2-Level Sorcerer Spells
* Arcane Lock: Magically locks a portal or chest. * Detect Thoughts: Allows “listening” to surface thoughts. * See Invisibility: Reveals invisible creatures or objects. * Command Undead: Undead creature obeys your commands. * Knock: Opens locked or magically sealed door.
3-Level Sorcerer Spells
*Dispel Magic: Cancels magical spells and effects. * Fireball: A fireball spell is an explosion of flame that detonates with a low roar. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. * Lightning Bolt: This spell releases a powerful stroke of electrical energy. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. * Blink: This spell “blinks” caster back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
4-Level Sorcerer Spells
* Black Tentacles: Tentacles grapple all within 20 ft. spread. * Detect Scrying: Alerts you of magical eavesdropping for 24 hours. * Scrying: Spies on subject from a distance. * Stone Shape: Sculpts stone into any shape.
5-Level Sorcerer Spells
* Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. * Prying Eyes: Launch a number of semitangible, visible magical orbs (called “eyes”). These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions. While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct, about the size of a small apple. * Cone of Cold: Through your palm, you release a cone of freezing mystical energy. It drains heat and damages all those who are in contact of it. * Telekinesis: Moves object, attacks creature, or hurls object or creature.
6-Level Sorcerer Spells
* Guards and Wards: Array of magic effects protect area. * Geas/Quest: A geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the geas for 24 hours, they become sick. A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do. * Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
7-Level Sorcerer Spells
* Instant Summons: Prepared object appears in your hand. * Phase Door: Creates an invisible passage through wood or stone. * Scrying, Greater: You can see and hear some creature, which may be at any distance.
8-Level Sorcerer Spells
* Trap the Soul: Imprisons subject within gem. * Shout, Greater: Devastating yell that stuns those within hearing distance. Those within 10 ft. of shouter are harmed and may suffer sonic wave damage. * Sunburst: causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe (10 ft. radius) are blinded and are dealt sever burns. A creature to which sunlight is harmful or unnatural takes even more sever damage. Undead are instantly killed.
9-Level Sorcerer Spells
* Shapechange: Transforms you into any creature, and change forms once for an hour. * Wish: An ability to alter reality itself, for a price of course.
Spell-Like Abilities
-Mislead (four times per day): You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.
-Invisibility (twice per day): The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
-Dancing Lights (Once per day): Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
-Faerie Fire (Once per day): A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
-Darkness (Once per day): This spell causes an object to radiate shadowy illumination out to a 20-foot radius.
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Posted: Sat Sep 05, 2009 7:17 pm
D&D Stats
Male Drow Elf Sorcerer 15 / Archmage 3 Neutral Evil
Strength 11 (+0) Dexterity 17 (+3) Constitution 12 (+1) Intelligence 20 (+5) Wisdom 15 (+2) Charisma 23 (+6) Total Hit Points: 63
Speed: 30 feet
Armor Class: 13 = 10 + 3 [dexterity] + 4 [robes]
Touch AC: 13 Flat-footed: 14
Initiative modifier: + 3 = + 3 [dexterity] Fortitude save: + 7 = 6 [base] + 1 [constitution] Reflex save: + 9 = 6 [base] + 3 [dexterity] Will save: + 14 = 12 [base] + 2 [wisdom] Attack (handheld): + 8/ + 3 = 8 [base] Attack (missile): + 11/ + 6 = 8 [base] + 3 [dexterity] Grapple check: + 8/ + 3 = 8 [base]
Light load:38 lb. or less Medium load:39-76 lb. Heavy load:77-115 lb. Lift over head:115 lb. Lift off ground:230 lb. Push or drag:575 lb.
Feats:
Combat Casting Magical Aptitude Skill Focus (Spellcraft) Spell Focus (Enchantment) Spell Focus (Necromancy) Spell Penetration Brew Potions
Skill Name Appraise Int 5 = +5 Bluff Cha 16 = +6 + 10 Concentration Con 22 = +1 + 21 Craft (Alchemy) Int 15 = +5 + 10 Craft (Carpentry) Int 5 = +5 Craft (Woodcutting) Int 5 = +5 Decipher Script Int 15 = +5 + 10 Diplomacy Cha 8 = +6 +2 [bluff] Disguise Cha 6 = +6 Forgery Int 5 = +5 Gather Information Cha 6 = +6 Intimidate Cha 8 = +6 +2 [bluff] Knowledge (arcana) Int 20 = +5 + 15 Knowledge (religion) Int 15 = +5 + 10 Listen Wis 4 = +2 +2 [elf] Perform (Dance) Cha 6 = +6 Search Int 15 = +5 + 8 +2 [elf] Spellcraft Int 33 = +5 + 21 +2 [Knowledge, arcane] +2 [magical aptitude] + 3 [skill focus] Spot Wis 9 = +2 + 5 +2 [elf] Use Magic Device Cha 14 = +6 + 6 +2 [magical aptitude]
* = check penalty for wearing armor
Bluff >=5 ranks gives + 2 on disguise checks to act in character. Craft_1 >=5 ranks gives + 2 on related appraise checks. Decipher Script >=5 ranks gives + 2 on use magic device checks involving scrolls. Search >=5 ranks gives + 2 on survival checks while tracking. Spellcraft >=5 ranks gives + 2 on use magic device checks on scrolls. Use Magic Device >=5 ranks gives + 2 on spellcraft checks to decipher scrolls.
Zero-level Sorcerer spells: 6 per day
First-level Sorcerer spells: 8 (6 + 2) per day
Second-level Sorcerer spells: 8 (6 + 2) per day
Third-level Sorcerer spells: 7 (6 + 1) per day
Fourth-level Sorcerer spells: 7 (6 + 1) per day
Fifth-level Sorcerer spells: 6 (5 + 1) per day
Sixth-level Sorcerer spells: 7 (6 + 1) per day
Seventh-level Sorcerer spells: 6 per day
Eighth-level Sorcerer spells: 5 per day
Ninth-level Sorcerer spells: 2 per day
Dark (Drow) Elf:
* +2 dexterity / +2 intelligence / +2 charisma / -2 constitution (already included) * Immune to magical sleep * +2 racial bonus to saves vs. enchantments * Darkvision to 120 ft. * Spell resistance 29 * Dancing lights, darkness, faerie fire once/day each * Light blindness * Proficient with longsword, rapier, longbow & shortbow * +2 racial bonus on listen, search, and spot checks * Notice secret doors; automatic search check if in five feet
Sorcerer
* Familiar / Alertness, etc. * Can know only limited numbers of spells * High charisma gains bonus spells daily
Archmage
* Additional sorcerer spell levels: 3 * High arcana (level 1) -Spell-like Ability: Mislead * High arcana (level 2) -Spell-like Ability: Invisibility * High arcana (level 3) -Arcane Fire
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