| Post/Author/DateTime | Post |
|---|---|
| aravilar_holistacia01-04-04, 08:26 PM | Here's the OOC thread for the Council of Archmages RP. Post your comments and OOC posts here so that the main thread is not clogged with offtopic posts. |
| Finwe01-04-04, 10:48 PM | *snip* |
| aravilar_holistacia01-05-04, 12:45 AM | OOC (Whole post, sorry): 3 things: Item A) Great idea. IC forums are always fun. Item B) What's the sub-genre, anyway? I mean: are we going for "dramatic," "Comedy," etc etc? If we get to vote on it, I'm goin' for comedy. That was two things ;) A)Thank you! (Don't forget Finwe either!) B)Let's just let the story go as it will for now. Post as your character would act! |
| Aramar the Black01-05-04, 09:44 PM | I like this idea. A few questions, though, if I may: Does this whole thing take place in a Forgotten Realms setting?? Are stats like Finwe gave good, bad, optional, or what? |
| aravilar_holistacia01-05-04, 09:55 PM | Stats are quite optional... I am getting ready to post mine. Yes, it takes place in FR. :rolleyes: ((I personally am from the FR setting, FYI)) :D |
| Finwe01-05-04, 09:56 PM | 1. Forgotten realms, although your character can just be a "visitor" who happened to come across the realms (like Finwe). 2. Optional, but reccomended if you want someone in Holand to know you; sculy is including the CoA in his campaign! |
| aravilar_holistacia01-05-04, 10:01 PM | Aravilar Holistacia Male water elemental (half-sun elf/half-moon elf base) (Chosen of Mystra) Wizard 44/Fighter 1/Cleric 3/Archmage 5/Chronomancer 10/Spellfire Channeler 10/Harper Mage 3/ Elven High Mage 4/Elemental Savant (water) 10 CR 94; Medium-sized humanoid; Spd 30 ft.; AL CG Str 14, Dex 15, Con 33, Int 28, Wis 17, Cha 18. SQ Detect Magic, Chosen Immunities, Chosen Spell-like abilities, enhanced Intelligence, Spellfire, Silver Fire, Archmage High Arcana, Chronomancer Abilities, Harper Abilities, Harper Pin Immunities, Seed Affinity (Reflect), Seed Affinity (Energy), Mythal Invention, Elemental Transition, Elemental Focus, Elemental Penetration. Alchemy +9, Balance +5, Climb +6, Concentration +34, Decipher Script +8, Diplomacy +7, Heal +5, Intimidate +2, Knowledge(astronomy) +10, Knowledge(arcana) +32, Knowledge(geography) +16, Knowledge(history) +11, Knowledge (Cormanthyr local) +24, Knowledge (nobility) +2, Knowledge (the planes) +22, Knowledge (religion) +8, Listen +14, Scry +12, Search +4, Sense Motive +9, Spellcraft +30, Spot +8, Swim +5, Tumble +5; Endurance, Improved Spell Resistance, Perfect Health, Polyglot, Scribe Epic Scroll, Spellfire WielderSpell Knowledge (chronomancy), Spell Opportunity, Spell Stowaway (evocation), Spontaneous Spell, Ignore Material Components, Greater Spell Focus (Evocation), Greater Spell Focus (transmutation), Greater Spell Penetration, Greater Weapon Profiency (silver fire), Greater Weapon Proficiency (spellfire), Improved Counterspell, Craft Epic Magic Arms and Armor, Craft Epic Ring, Enhance Spell, Enhance Epic Spell, Craft Epic Wondrous Item, Craft Epic Staff, Craft Epic Rods, Epic Spellcasting, Epic Skill Focus (Spellcraft), Epic Skill Focus (Knowledge[arcana]), Improved Heighten Spell, Mobility, Improved Initiative, Improved Metamagic, Improved Spell Capacity, Master Staff, Master Wand, Multispell, Spellfire Channeler, Blooded, Create Portal, Delay Spell, Improved Counterspell, Improved Familiar, Magical Artisan (Craft Epic Magic Arms and Armor), Persistent Spell, Spellcasting Prodigy, Twin Spell. Special Qualities: Enhanced Intelligence; Aravilar used wish spells to enhance his intelligence. His Intelligence score has a +5 included in its value. Chosen of Mystra Abilities; Enhanced Constituition: The Chosen of Mystra template adds +10 to the character’s Constitution score. Chosen Spell-like Abilities (Sp): The Chosen of Mystra can choose nine spells, one of each level 1-9, each to be usable as a spell-like ability once per day. These spells are cast as if the Chosen were a sorcerer with a caster level equal to his Hit Dice. Once chosen, these spells cannot be changed. Chosen Spell-like Abilities; Aravilar can use the following spells as spell-like abilities (all 1/day): expeditious retreat, continual flame, dispel magic, fire shield, permanency, disintegrate, the Simbul's Synostodweomer, dimensional lock, Elminster's Effulgent Epuration. Detect Magic (Su); Line of Sight. Chosen Spell Immunities (Ex): The Chosen of Mystra can choose nine spells, one of each level 1-9, to be granted permanent Spell Immunity to. However unlike normal Spell Immunity, a Chosen of Mystra may choose to be immune to spells that are normally not subject to Spell Resistance. Once chosen, these spells cannot be changed. Chosen Immunities; Aravilar is completely unaffected by attacks that duplicate these effects: magic missile, web, dispel magic, phantasmal killer, feeblemind, eyebite, reverse gravity, antipathy, Mordenkainen's Disjunction. Immortality (Ex): The Chosen of Mystra ceases to age, is immune to all aging effects, and cannot be aged by any magical, supernatural, or extraordinary means, nor can a Chosen die as a result of old age. He is immune to all forms of Disease, Poison, Disintegration, and all effects that duplicate those conditions. Exceptional Vitality (Su): A Chosen does not to need sleep, although he must rest normally to regain spells. A Chosen is immune to Sleep and Fatigue effects, and he may go without food or water for up to seven days at a time. A Chosen of Mystra regenerates 1 point of damage per level every hour, and subdual damage heals at a rate of 1 point per level every 5 minutes. If a Chosen loses a limb, an organ, or any other body part then it regenerates in the same fashion of a Regeneration spell. Mastery of the Weave (Ex): The Chosen receives a +5 bonus to all saving throws against spells, spell like effects, and supernatural abilities. he also receives a +5 bonus to his effective caster level by for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks. These bonuses stack with any other similar bonuses The Chosen may already possess. Enhanced Arcane Knowledge (Ex): The Chosen of Mystra gains a +10 insight bonus to all Spellcraft and Knowledge (Arcana) checks to identify a spell cast through the Weave, or to decipher any Arcane writing he comes across. *If the Chosen has levels as a Wizard, then he may scribe, learn, and research new spells at a faster rate than a normal Wizard. To scribe a new spell requires only one hour level as opposed to one day, and the costs to research a new non-epic spell requires only one tenth the amount of time and gold as the spell would normally cost. *If the Chosen has levels as a Sorcerer or Bard, he can choose to remove a known spell from his repertoire and replace it with a new one once per tenday. The new spell must be of the same spell level as the one which was removed. Removing a known spell in this fashion does not prevent a Chosen from relearning the same spell in the future. *If the Chosen has levels as a Cleric, Paladin, Druid, or Ranger, then he gain access to all spells in the Magic Domain in addition to any other spells normally available to his. Weavesight (Su): The Chosen of Mystra can detect magic at will, up to a range of 90 feet or his line of sight, whichever is greater. Name and Song Attunement (Su): Whenever any of The Chosen’s name, titles, nicknames, or his Truename is spoken, he hears it and the next nine words that person speaks. In addition The Seven Sisters can also hear the Rune of the Chosen whenever it is recited, and the next nine words spoken by the being who recited that rhyme. Silver Fire (Su): At will- the Chosen of Mystra can be protected as if under the effects of a Ring of Warmth, a Ring of Mind Shielding, or a Necklace of Adaptation. The Chosen can also purge herself of all external magical and supernatural compulsions or mind-affecting effects as if a Greater Dispelling had been cast upon his. This use of the Silverfire counts as a free action, however only one of the above effects can be in use at any one time. Once per round- If he can cast spells, then the Chosen of Mystra may channel the inherent energy of his spells or spell-like abilities into a bolt of Silverfire. The bolt is a ranged touch attack with a range of 120 feet that deals 1d12 points of damage (no save) per level of the spell channeled to create the effect. This use of the Silverfire counts as a standard action. Once per Hour- the Chosen of Mystra can unleash the Silverfire in a 5ft wide/70 ft long beam that deals 12d12 damage to any being or object in the beams path. Creatures in the path of the beam do not receive a saving throw. The beam burns through barriers and physical obstructions in the same fashion as a lightning bolt spell. Alternately this use of the Silverfire may be unleashed in a cloud-like emanation 5ft wide at the base, 70 ft long, and 70 ft wide at the end; this effect deals no damage but it permanently banishes all Dead Magic areas that is comes into contact with, and dispels all Antimagic Fields and similar magical and supernatural effects as if a Greater Dispelling had been cast upon them (even if the specified effects are not normally subject to Greater Dispelling). This use of the Silverfire counts as a standard action. Once per Day- the Chosen of Mystra may call upon the Silverfire to duplicate the effects of a Greater Teleport, to transport his to any location in which he previously had used the Silverfire in any of it’s forms. All above effects of the Silverfire function as if cast by a 20th level sorcerer, or as a sorcerer equal to the character level or effective caster level of the Chosen (whichever is greater). Unknown Powers: Many of the powers of a Chosen of Mystra remain as of yet unrevealed, in some cases even to the Chosen themselves. Spellfire (Su); Aravilar has the ability of true spellfire, and can call on it (max levels stored = Constitution x5) as a spell-like ability. Drain Charged Item (Sp): Convert one charge into one spellfire level. Increased Storage (Ex): See Magic of Faerun, page 39-40. Improved Healing (Su): Release stored spellfire levels, restoring 1d4+1 hp per spellfire energy level (rather than the normal 2 points.) Rapid Blast (Su): Three blasts per standard action, incurring a cumulative penalty (0 for first, -2 second, -4 third). Drain Permanent Item (Sp): Gain spellfire levels equal to half the item's caster level. Flight (Su): Expend one spellfire level/1 minute of flying. Deflect Arrows (Su): Expend one spellfire level/missile. Crown of Fire (Su): Expend 10 spellfire levels/round, creating a crown of flames about the wielder's head. Sheds light equivalent to a daylight spell, grants damage reduction 10/+1, melts all non-magical weapons that strike the wielder (after inflicting damage, if any), grants spell resistance 32. Maelstrom of Fire (Su): Deal 1d6 damage in a 20-foot radius/1 spellfire level expended to all creatures in the radius (Reflex half, DC 10 + class level + Charisma modifier.) Chronomancer Abilities; Temporal Hiccup (Sp): The Chronomancer using this ability is able to jump a few seconds backwards in time (i.e., a partial round) enabling them to re-roll of a single action (e.g., attack roll, skill check, save roll, or ability check). Consider this ability a Free Action. Temporal Buffer (Sp): The Chronomancer using this ability is able to place himself between two time periods (a fraction of a second between the character’s present time line and the future). As a result, the character’s outline appears blurred, shifting and wavering. This distortion grants the subject one-half concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but if the DM wishes, a true seeing spell does. Note: Opponents who cannot see the subject ignore the spell's effect. Duration: 1 minute per level. Quickening (Sp): The Chronomancer using this ability is able to speed his internal processes to a remarkable rate. She regains 2 hit points per round (up to his normal maximum), but she is also artificially aged 12 hours for each round during which she uses this ability. In addition, any poisons or diseases are accelerated by a like amount, and food and drink in his system will be processed as though the full 12 hours have passed. The Chronomancer herself does not experience the 12 hours, and so does not gain any other benefits (such as sleep or movement rate). This ability can be used for a number of consecutive rounds equal to the character's Chronomancer level. Voices of the Past (Sp): The Chronomancer using this ability is able to hear conversations that occurred in the recent past within an area (see range at the end of entry). For every round that the character concentrates using this ability, the character is able to hear one day’s worth of dialogue as to what transpired in an area for that time period. Duration: Every round the character must make a Will check to continue hearing spoken conversations for an additional day in the past. Note: to determine if the character was able to remember or understand what he/she heard in such a short period of time, the character must make an intelligence check with a circumstantial penalty of -2 for every additional day’s worth of listening. Exact results of the listening are to be determined by the DM. Range: 100-foot radius + 10 feet per Chronomancer level. Consider this ability as a Partial Action. Temporal Anchor (Sp): The Chronomancer causes a temporal "gravity well" of sorts, capturing anyone who attempts to use teleportation or time travel within range of the effect. The Anchor has a range of one mile per level of the Chronomancer who created it, and lasts one day for every mile of range or until dispelled. Anyone attempting to use time travel or to teleport into or out of an area within the Anchor's range is instead drawn unerringly to the anchor. (This includes time travellers who enter the Anchor's period of existence.) An unwilling target can make a Will save, DC (15 + the Chronomancer's level), to avoid this effect. Success means that the Anchor cannot affect that target. Temporal Distortion (Sp): The Chronomancer using this ability is able to create static like temporal field that prevents all teleport type and time traveling abilities and spells from taking effect within the affected area. The range of this ability is 20 feet + 5 feet per level of the character. Duration: 1 minutes per Chronomancer level. Temporal Jump (Sp): The Chronomancer using this ability is able to skip a round of time. During this time skip; treat the character as if he/she did not exist in any time frame or in the game world. Note that spells already in effect which have the Chronomancer as a target and which have limited duration do not lose a round of duration when this ability is used; instead, the spells skip ahead with the character, effectively doing nothing for the missing round and then extending their duration by a round. During the time of a character's temporal jump; the character is not affected by anything that happens in the normal time line (e.g., if the character used this ability just before a fireball exploded, the character will not be there to take any damage nor will he/she see the explosion). When the character comes back in the next round to the timeline, he/she will notice the after effects that happened during the previous round (e.g. a fireball's effects that may be viewed like the smoldering remains of people or the charred ground, etc.). Visions of the Past (Sp): The Chronomancer using this ability is able to view an area and see visions (visual images only) of what occurred within it in the recent past. For every round that the character concentrates using this ability, the character is able to see one day’s worth of images as to what transpired in an area (see range at the end of entry) for that time period. Duration: Every round the character must make a Will check to continue viewing the past for an additional day in the past. Note: to determine if the character was able to remember or understand what he/she saw in such a short period of time, the character must make an intelligence check with a circumstantial penalty of -2 for every additional day's worth of viewing. Exact results of the viewing are to be determined by the DM. Range: 100-foot radius + 10 feet per Chronomancer level. Consider this ability as a Partial Action. Non-Detection (Sp): The Chronomancer using this ability is able to create a temporal field around himself that shrouds the character from detection by divination spells such as clairaudience/clairvoyance, locate creature, and detection spells. Non-detection also works against such magic items as crystal balls. If a divination is attempted against the character, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC of 15 + the caster level of the spell caster who used this non-detection ability. Note that this ability also wards the character's gear as well as the character. Duration: Half an hour per Chronomancer level. Age Target (Sp): The Chronomancer using this ability is able to age a target by 10+1d6 years if the character makes a touch attack. In gaming terms, the character may also be negatively affected by old age (i.e., negative modifiers to Strength, Dexterity and Constitution that occur with aging. However, the character affected does not gain the positive modifiers that come with the aging process (i.e., increases to Wisdom and Intelligence). In addition, the target of this ability takes 2d4 points of damage due to the trauma that occurs to the target's body. If the DM allows then the reverse of this ability can be used. Decaying Touch (Sp): The Chronomancer using this ability is able to age an object to the point that it weakens or decays. For example, a character touching a sword, may be able to age it to the point that it rusts, for a door, it will age it to the point that it warps, for stone it will weather to the point that it will turn to sand, for food it will decay to the point that it becomes rotten or spoiled etc. To determine if the character can decay an object touched the character must roll against DC 10 + the targets hardness minus the character's level. For example to decay iron, a 10th level character must roll a 10 or greater (DC 10 + 10 for item's hardness - character's level) for the item to turn to rust. The area that the character can affect is a 3-foot spherical radius per Chronomancer level. Inertial Barrier (Sp): The Chronomancer is able to wrap himself/herself with a temporal field creating an effect similar to the psionic ability of Inertial Barrier. As a result, the character receives a damage reduction of 5/- for the duration of 10 minutes per level or until this ability is discharged. Once the barrier has prevented a total of 5 points of damage per character's level (maximum of 50 points) it is discharged. Inertial Barrier also absorbs up to ½ damage from a fall that also counts towards discharging the effect. The inertial barrier also delays the effects of gasses in the atmosphere for 2d4 rounds. Temporal Agitation (Sp): The Chronomancer using this ability is able to wrap time around himself/herself. As a result, the character's speed is so fast that during that round it seems that to the character the world around him/his have stopped. During this single round, the character gains a free full round to do as he/she pleases without worrying about retaliation. If the character attacks, the targets are caught flat-footed. Any other results are to be determined by the DM. Players should refer to the 9th level Time Stop spell for guidelines. Note: It is suggested that the character be able to use spells or psionic abilities that have the character as their target. Temporal Stasis (Sp): The Chronomancer using this ability is able to slow down his/his body functions without affecting the character’s surroundings. The character can slow down his/his internal body functions to the extent that for every 3 hours that pass in real time, only one round passes for that character. This ability functions only in regards to the character's internal body. For game purposes, the character can hold his/his breath for a miraculously long duration, can last long periods of time without food and water, poisons take longer to travel in a character's system, a personal spell's or psionic duration may last of an overly extended period of time, etc. There are disadvantageous to using this ability as well such as: a character cannot naturally heal and a character cannot study spells since the character's sleep patterns haven't changed. Duration: The character must make a constitution check for every 3 hours with a cumulative -3 penalty after initial round to be able to maintain this ability. Foresight (Sp): The Chronomancer using this ability is granted a powerful sixth sense in relation to his or herself. Once the ability is used, the character receives instantaneous warnings of impending danger or harm. The character is never surprised or flat-footed. In addition, the ability gives the character a general idea of what action the character might take to best protect him or herself (duck, jump right, close the eyes, and so on) and gives the character a +2 insight bonus to AC and to Reflex saves. This insight bonus is lost whenever the character would lose a Dexterity bonus to AC. Duration: 10 minutes per Chronomancer level. Time Regression (Sp): The Chronomancer using this ability is able to go back 1d4+1 rounds into the past. In effect, the character is able to replay the previous few rounds of activity. The power regresses time to the point along the time stream when you first began manifesting the power) you replay the same 1d4+1 rounds noted in the manifestation time). Once the character regressed, he/she can only retain the knowledge of the next 1-4 rounds (user's choice). However, the character can communicate that knowledge verbally to his/his companions, if desired. During the rounds that the character lived through a second time, he/she can act on knowledge gained by living through the immediate future. The activation of this power cannibalizes 250 experience points. Time Hop (Sp): The Chronomancer using this ability is able to send himself/herself or another creature touched whose weight is 600 lbs. or less (against opponents, a saved Will check negates) into 3d4 rounds into the future (never into the past). In effect, the subject of this ability seems to disappear in a shimmer of silver electricity, then reappear after 3d4 rounds. The subject reappears in exactly the same orientation and condition as before. For the subject, no time has passed at all. If the space from which the subject departed is occupied, upon its return to the time stream, it appears in the closest unoccupied space, still in the original orientation (determine the closest space randomly if necessary). Transfer the Years (Sp): A Chronomancer has gained the potential of reaching immortality by learning to drain their fellow's youth so as to replenish there own. A Chronomancer is able to swap a portion of his/his own age with that of a touched target that is of the same race as the Chronomancer. If the target is of the half breed variety, then the swapping age result is halved. To determine the amount of years that the Chronomancer is able to swap, the Chronomancer rolls 2d4. To determine if this ability works on a target, the Chronomancer must roll the following score (or higher) Base 20 + Target's level - Chronomancer's level. For example, a 10th level human chronomancer of age 80 who uses this ability against a 5th level target (e.g., fighter) of age 30 must roll a 15 (base 20 + 5 for target's level + 10 for Chronomancer level) or higher for this ability to work. The result would then be that the Chronomancer becomes 2d4 years younger while the target human ages an equal amount. If target described above was Half-Elven, the year transfer would be 1d4 instead. Note: Any target that has magic resistance, is under the effect of an anti-magic field, has timeless body ability, or somehow is prevented from being affected by magic or magical aging, is not effected by this ability. As a result, the Chronomancer in such a situation does not get younger since he/she can't age the above mentioned characters. Lastly, this ability requires that the Chronomancer expand 1,000 xp per attempt regardless if this attempt was successful or not. Harper Abilities; Harper Knowledge (Sp): See bardic Lore ability. Oghma's Insight (Su): Skill Focus (spellcraft). Arcane Theory (Su): Skill Focus (Knowledge(arcana)) Extend Spell (Sp): Use Extend Spell feat without using a higher spell slot equal to (1 + Charisma bonus) Eschew Materials (Su): See Feat. Mystra's Grace (Su): +2 insight bonus to saves vs. magical effects. Archmage High Arcana; Mastery of Elements, Mastery of Shaping, Spell Power (+3 total). Elven High Mage Abilities; Seed Affinity (Ex): The elven high mage's studies have provided insight into the finer points of epic spell creation. Whenever this class feature is attained (at 1st, 3rd, 6th, and 8th levels) the elven high mage chooses an epic spell seed from the list in Chapter 2 of the Epic Level Handbook. The base Spellcraft DC for epic spells created with this seed is two lower, so the elven high mage can achieve powerful epic spells at lower levels. Mythal Invention (Ex): Whenever the elven high mage attains this class feature (at 2nd, 4th, 7th, and 9th levels) he may develop a single epic spell for 75% of the normal development cost in gold, time, and experience points. The elven high mage doesn't have to develop an epic spell right away, but if he attains this class feature again before he develops an epic spell, the previous benefit is lost. Elemental Savant Abilities; Elemental transition (Su): The elemental savant begins to transcend to become an elemental. The Elemental Savant must first pick one element to attune to and the energy type must be one of that she can substitute with Energy Substitution. Once the energy is chosen, it can not be changed. If she picked an energy type, then she can never substitute to the opposite energy of the chosen element. First transition: he/she becomes immune to magical sleep effects. Second transition: he/she gains darkvision at 60ft range and is immune to paralysis. Third transition: Immune to stun. Resistance: The Elemental Savant gain resistance to energy allied to his energy type. The resistance is as refer to the table and a complete immunity to his allied energy when reaching level 10. Focus: The save DC of spells for his allied energy is increased according to the table, these bonus stacks with spell focus and greater spell focus. Penetration: When casting spell of his allied energy type, his spell penetration is increased according to the table shown, these bonus stacks with spell penetration and greater spell penetration feat. Elemental Perfection: The Elemental Savant transformed to the elemental type completely, she are no longer subject to spells that¡¦s targeted to humanoid (e.g charm person). She is immune to poison, sleep, paralysis, stunning, and immune to critical hits or flanking. She also gain the attack mode, movement and special quality of the appropriate elemental. Save DC against his elemental attack form (Whirlwind, burn, or vortex) is 20+Constitution modifier. his appearance is changed and she gains +2 charisma bonus towards his elemental type and other elemental savant who is of his type. However the character takes double damages from his opposing energy type, saving throws are allowed. "If I had to describe my life so far," Aravilar would put it, "I'd say I've definitely had my share of fun." Aravilar Holistacia was born in 244 D.R., the Year of the Elfsands, in the Elven capital city of Myth Drannor. He was born to a middle-class family that had gained power through contacts and favors in the local Wizards' Guild, so his family was not well-liked by the Elven nobles who had had nobility from ancient times. He grew up in the Golden Age of Myth Drannor; only 17 years after his birth, the Mythal was laid over the city. It was around this time, when all of the Elven people were rejoicing at their accomplishment, that Aravilar's parents were killed in a horrible magic accident at their alchemy shop in the Northern Heights of the city. Aravilar, now alone in the world, was taken in by his uncle Oriseus, a very wealthy aristocrat who was eager for Aravilar to begin magical training. Aravilar led a normal childhood, save for his pseudo-wealth and social power. However, he always felt saddened that he could do nothing to aid the less fortunate; his uncle forbade him from contact with anyone of less than noble status. When Aravilar reached the age of 135, in the Year of Seven Stars, he was enrolled in the Myth Drannor School of Wizardry that had just opened. The teachers at the school marveled at Aravilar's magical capacity, and they dubbed him the school's first "spellcasting prodigy." Amid all of this praise, one teacher, a diviner named Eurid, saw within Aravilar an even greater spellcasting capacity- Eurid foresaw the eventual development of strong elven high magic and other talents in the boy. Eurid feared the young apprentice mage, and when he was asked about his timidness to approach the prodigy, Eurid spouted about time, and death, and other, less savory things. Aravilar graduated from the school in record time, five years early. He graduated at the top of his class each year, and at the top of his senior class. This excellence led to rivalry and hatred among his fellow classmates, some of whom would later turn out to be spies for the approaching Armies of Darkness. Aravilar traveled abroad for the next many decades, visiting such places as Cormyr (which recently became a power), Silverymoon, and the Shining South. Little did he know that the goddess Mystra was watching his every move. She had gifted him with exceptionally long life and spell knowledge (which was the only way he had survived certain encounters with archwizards.) He was called back in 694 D.R., by his now-older uncle Oriseus when the diviner Eurid again foresaw an impending invasion, this time with the help of his close friend Darcassan. Aravilar returned to Myth Drannor in 708 D.R. after many failed attempts to travel there by foot. He was stopped in the Western Heartlands and held for ransom for a year by Calishite wizards who eventually gave up and set him free. Arriving at the city, he found the once-proud metropolis living in a state of fear and martial law. He learned that three battalions of elven mages had left the city almost defenseless while they battled fiends to the north. Aravilar worked with the local Wizards' Guild to strengthen the Mythal while he tended to his uncle, who had become ill with a terrible wasting disease that no cleric could find a cause for. Finally, his uncle perished in 713 D.R., just as the Armies of Darkness were laying siege to Myth Drannor. Aravilar, no longer held down by obligations to his uncle or anyone else, fled to Halruua, where he was imprisoned in temporal stasis by the Halruuan wizards, who were leery about having an elven mage among their people. He stayed that way until just twelve years past. The Time of Troubles led to Aravilar's heavy involvement in the ascension of Midnight to godhood, although he did not know it yet. He was given secret orders by a masked mage known only as "the Masked. When Midnight triumphed over the turmoil, she became Mystra, and finally gifted Aravilar with his well-deserved, albeit belated, powers and status. The confounded Aravilar did not realize what had happened until the spell of a rival wizard bounced clear away from him in an impromptu duel. "Never again will I allow the unjust to corrupt the just; never again will the evil defile the good in this world," cried Aravilar, and with those words did he set out for Shadowdale, beckoning Storm Silverhand for Harper status. He was met by the most unlikely of characters: the Old Mage himself, Elminster Aumar, greeted the elf in Storm's home. Aravilar, truly blessed by this encounter, finally realized the truth: Life was never going to be the same. |
| Finwe01-05-04, 10:14 PM | You are supposed to try to keep your character from ecl40-50, arv. |
| aravilar_holistacia01-05-04, 10:18 PM | I already am making the 40-50 Aravilar for sculy outside of the boards. :rolleyes: This one is just for the RP. :D:D |
| Finwe01-05-04, 10:23 PM | The RP one is ALSO supposed to be ECL40-50 |
| Finwe01-05-04, 10:25 PM | I added to half celestial template to Finwe because it makes him cooler :cool: and fits in a bit with the flavor. |
| sculyblast01-06-04, 06:51 AM | uhm you would probably have a better reason than te be a half celestial for it is cool, like a good story :D |
| Finwe01-06-04, 03:33 PM | He does have one! read the one that's in his stats! |
| sculyblast01-06-04, 04:03 PM | Quarius Citaikaira Shadow drow (chosen of shar), Wizard20/Shadow Adept10/Archmage5 STR: 24 (+7) HP: 400 Init: +9 Load: Light Speed: 30 ft. DEX: 28 (+9) AC/FF/T: 46/37/46 (Base 10, Dexterity +9, Shadow Staff +4, ring +5, braces +8, sword +10) CON: 33 (+11) BAB: +17/+12 MAB: +24/+19 RAB: +26/+21 Grapple: +24/+19 INT: 28 (+9) Alignment: lawfull and good Fort/Ref/Will: +30/+31/+38 WIS: 22 (+6) Region: The North Weight Carried: - lbs. CHA: 26 (+8) Encumbrance (L / M / H): 0 - 233 lbs. / 233 - 466 lbs. / 466 - 700 lbs. Languages: common, elf, undercommon, Halfling, dwarven, gnome, aquan, ignan, terran, auran, celestial, infernal, draconic, sylvan Skills (1): don’t feel like typing them down right now, and no one really bothers them Feats: daylight adaptation, maximize spell, spell focus (evoc), greater spell focus (evoc), shadow weave magic, twin spells, scribe scroll, extent spell, eschew materials, still spell, silent spell, persistent spell. Peersiscious magic, insidious magic, tenacious magic, power attack, skill focus(..) Special Attacks: shield of shadow: 30% concealment, +22 sr, sr 46, regeneration 2, evation, to overcome sr +40 shadow blent, cold r 20, dr 10/+1, summon shadows, summon nighshade, shadowform, shadow bolt. Special Qualities: see above Possessions: usual wizard equipment, shadowstaff, amulet of wizardy, ring of protection +5, braces of armor +8, Quarius sword(defending, and drains one level a hit, once drained 50 levels, quarius may double his stats for half an hour.) Wizard Spells Per Day: Experience: enough XP 10 / 10 / 10 / 10 / 10 / 10 / 9 / 9 / 9 / 9 Spell Difficulty Class: DC = 24 + Spell Level (+1 Illusion spells,+4 evoc spells. +5 Enchantment spells, & +1 Necromancy spells) Spells Known: not noted right now Spells Commonly Prepared: 0-Level – resistance 4x, goust sound, open close 3x, read magic, arcane mark 1st Level – magic missle 5x, charm person 2x, spirit worm, true strike, mount 2nd Level – melf’s acid arrow 3x, mirror image 3x, agrarar scorcer , cat’s grace, bull’s strength, endurance 3rd Level – fireball 2x ,lightning bolt 2x, haste 2x, vamipric touch, protection form elements, s+s charm person, Max magic missle 4th Level – shadow conjurance 2x, spell emhancer 3x, polymorph other, polymorph self, dimention door, metal melt, iron bones 5th Level – secret chest, cone of cold 4x, summon undead v, shadow hand, teleport 6th Level – summon monster 6 2x, acid storm, ball lightning 2x, legent lore, true seeing control wheater 2x, circle of death 7th Level – control undead 2x, finger of death 2x, giron quarl 2x, simbuls sunr 3x 8th Level – protectin from spells2x, incendiary could 2x, trap the soul, horrif wilting 3x 9th Level – imprison, meteor awarm 2x, timestop 2x, simbuls spell trigger, wail of banshee, raipvant avant Weapon Stats: Damage Attack Bonus Critical Range Increment Quarius sword 2d8+17 34 x4 19/20 |
| Malyss the defender01-07-04, 05:20 PM | I made most of the stats(I still have to do spells known and skills) and I wrote Malyss' story.I didn't make his stats very powerful because I dont have the ELH. Malyss Dragan, High Archmage of counterspelling and defensive magic HP:289 Sorcerer 17/ Elemental savant of cold 6/ Archmage 5 Str : 9, dex : 14, con : 26, int : 14, wis : 14, cha : 24 Magic items possessed: Staff of abjuration, staff of enchantment, staff of illusion, wand of magic missile(9th), amulet of health(+6), decanter of endless water, murlynd’s spoon, Heward’s handy haversack, cloak of charisma(+6). Familiar: toad BAB:12/7 F/R/W:16/10/21 Feats: spell focus(enchantment), greater spell focus(enchantment), silent spell, still spell, energy substitution(cold), skill focus(spellcraft), spell focus(illusion), greater spell focus(illusion), improved initiative, improved counterspell, subdual substitution(cold), bloodburn(Spells&Spellcraft), absorb(Spells&Spellcraft) Special abilities: High arcane 5x(mastery of counterspelling, spell-like ability(greater dispelling 9th level slot), mastery of shaping, spell power 2x), Spells per day: 0:6 1:6 2:6 3:6 4:6 5:4 6:5 7:5 8:6 9:5 Spells known: 0:9 1:5 2:5 3:4 4:4 5:4 6:3 7:3 8:3 9:3 DC: 17+spell level.(+greater spell focus if applicable) 0: 1: 2: 3: 4: 5: 6: 7: 8: 9: Story Malyss Dragan, who calls himself Malyss Deathblade, is a handsome 42 year-old human sorcerer who worships a god of greed and wealth. He is also an ambassador for the Kurrogath empire, a powerful empire whose capital city(also named Kurrogath)is situated in cold lands. Malyss was raised by a cleric of the wealth deity who taught him to be extremely methodical and efficient. Malyss was abandoned by his parents or at least that’s what the cleric told him. No information is known about his true parents but one of Malyss’ goals is to find them to know his origins. Malyss spent all of his childhood mastering his sorcerous powers, politics, diplomacy and various other subjects such as history, sciences, maths, biology, music and geography. He enjoyed learning all this and wanted to travel and learn more about the world. He didn’t really have any friends since he spent most of his time studying and was very arrogant so the other kids didn’t really like him. As a result, he became more and more hateful towards the rest of humanoids. Even though he doesn’t really like the company of other humanoids, he can be an extremely good diplomat when it furthers his own goals. He also understands very well the need to have others helping him (or serving him). Whenever he is adventuring, he brings his staff of illusion, his decanter of endless water, his Murlynd’s spoon, a full wand of magic missile and a box containing a large assortment of potions, poisons, acids, tinder twigs and other items that could prove useful in some situations. Moreover, he learned not to rely on his magic too much and solve most situations with cunning and intelligence. In fact, he is so obsessed with being prepared for any situation and not wasting any time (after all, time is money) that most who know him well think he is crazy. Not long before reaching his 14 years old, he started working for minor nobles and gradually became more and more important. Upon reaching 17, he had become an official diplomat and ambassador under the orders of Aleksandar Ladislas Florek III, emperor of Kurrogath. Later in that same year, an important diplomatic expedition to a large continent was organized and Malyss tried to get the role of lead ambassador but he was not chosen for lack of experience. The famous explorer and diplomat Lunardio Lokardeck was chosen to lead the expedition but Malyss decided that he had to do something about it. During the night before the start of the expedition, he killed Lokardeck with a poisoned dagger, took his possessions and impersonated him (with a little help from minor illusions). During the long months of travel, he gained more power and planned what he would do when there. When finally arrived, he took off from the ship and went off on his own to explore the continent. On the way, he met 2 young men that would change his life: a duelist named Carlos Harmasta and a greatsword-wielding priest named Tristan Amakiir. With these 2 as companions, he executed quests as a kind of mercenary and explored the whole continent. Even though Malyss didn’t like them, he knew they were powerful and could help him achieve his goals. One example among those adventures is when they cleared a troglodyte’s stronghold of its inhabitants. They then proceeded to transform the underground stronghold, which was also a small diamond mine, into their own personal base of operations. Quickly, they gained power, wealth and fame. They were known throughout the land as 3 of the most powerful warriors, but no one is unbeatable. In a dangerous mission given them by one of the continent’s lords, they were attacked by 2 beholders and both Malyss’ companions died in this fight but Tristan sacrificed himself to let Malyss escape even though he had never done anything good for the priest. At this moment, Malyss realized what friends were and it is then that he started to change. Malyss might have been more good than before but he had not forgotten his main goal: to gain power over the continent. To achieve this, he made brilliant plans involving multiple political schemes. He managed to gain control of a few cities but war followed and he decided that he had too many enemies in this place and that it was time to leave to come back when people would have forgotten him. With the underground stronghold safely hidden, he left the plane and arrived on Faerun. There, he became an Archmage of the council and slowly gained the trust of his fellow archmages. He also met a girl, Amelia, whom he married and swore that nothing bad would ever happen to her. For this reason, he chose to change his ways. From archmage of Mind-control, he became High archmage of counterspelling and defensive magic. 16 years after his arrival in Faerun, Malyss has a 12 years old son named Malar and his wife awaits another child. He is a lot less greedy and arrogant than he once was but he still has some of his old personality and intends to go back to his homeplane when he feels the time will be right. Among the council, he has become a respected member and has made some friends. Notably Quarius Citakaira,the High archmage of shadow magic. After murdering Lunardio Lokardeck, Malyss took his clothes only to impersonate him more easily but he got used to them and now always wears the same(magically cleaned,of course). Those clothes are pants and a shirt that look a lot like a Kurrogathian military officer’s uniform but embedded with multiple beautiful gems and accompanied with a cloak. The uniform is of a ocean blue color and the cloak is of a slightly lighter color with many ample pockets inside. The brooch holding the cloak is the Kurrogath symbol: a mace inside a bluish crystal with the shape of a snowflake. Malyss has very deep green eyes and black hair that seem unnatural. He is amazingly brilliant and learns faster than most people. He is also obsessed with not wasting time and achieving his goals. These characteristics and the fact that he has no knowledge of his parents make him wonder if he wouldn’t have any fiendish heritage but, as of late, he did not discover any proof of it. |
| sculyblast01-08-04, 12:29 PM | neither do I have the elh.. that's why quarius has no epic level spells |
| aravilar_holistacia01-08-04, 05:19 PM | My ladies and lords, it is not necessary to roll dice in this RP. |
| Flayhara Magerie01-08-04, 05:22 PM | hehe.. nvm |
| Leenaria The Pixie01-08-04, 05:55 PM | okay I will remember that! :D Oh, and is it necessary to post stats here? |
| aravilar_holistacia01-08-04, 06:09 PM | Of course not... although, it is helpful to people when they see your stats to know what kind of char yours is... :rolleyes: |
| Finwe01-08-04, 06:09 PM | Not neccesary but recommended. |
| Raven Dark01-09-04, 12:01 PM | I submit the following epic level spell for the DM's approval: FORGE LIFELINE Necromancy Spellcraft DC: 5 Components: V, S, XP Casting Time: 10 minutes Range: 300 ft. Target: 1 helpless living creature and 1 willing creature or object Duration: Permanent (D) Saving Throw: None (see text) Spell Resistance: Yes To Develop: 45,000gp; 1 day; 1,800 XP. Seed: transform (DC 21). Factors: add extra target (+10 DC), dismissible by caster (+2 DC), harder to dispel (+50 DC), limited target type (ad hoc -5 DC), no saving throw (ad hoc +25), transforms life force (ad hoc +20 DC). Mitigating Factors: increase casting time by 9 minutes (-18 DC), burn 10,000 XP (-100 DC) This spell uses the fell forces of necromancy to mutate the life force of a living creature into an immaterial lifeline similar to the cords found on astral travelers. The newly formed cord is in every way like a normal astral cord except for the following: · The cord does not trail from the person’s body to an astral projection, but to another willing creature or object instead. It still resides on the astral plane, however, and can still kill the subject if ever sundered. · If the object or individual that the target is bound to is ever destroyed or killed, the first target of this spell (the one who must be helpless at the time of casting) is slain just as if their true astral cord had been cut (the second target is never harmed by this spell). Lifeline creates an entirely new astral cord for the character, so if the target were to travel to the astral plane, they would effectively have two astral cords. This spell can only be cast on a helpless living creature and the resulting cord can only be attached to a willing creature or inanimate object (non-intelligent objects are always treated as willing). The cord is permanent and remains even if the targets are no longer helpless or willing after the casting of this spell. Any attempt to cast Lifeline on a living creature that is not helpless or to attach the astral cord to a creature or intelligent object that is not willing automatically causes this spell to fail. Any attempt to dispel this spell is extraordinarily difficult; the caster of this spell is treated as 25 levels higher than his actual caster level when checking to beat a foe’s dispel effect. XP Cost: 10,000 If you have not guessed already, this is the spell I intend to use on the pixie. I figured binding her actual soul and stuff would be a little over the top and that this would make it more interesting anyhow. I spent an exhorbatant amoutn of XP to get the DC down so I could create it in under a day (since I want this to be complete before the war). |
| kedi01-09-04, 12:19 PM | :bow:s RD Heh he, if our DM approves this, I will definietly use it. |
| Leenaria The Pixie01-09-04, 02:30 PM | Okay, let me get this right... Kedi is Ravendark? :confused: If so then... er.. well.. anyway.... and second of all 45th?? {EXPLETIVE DELETED}! No wonder the saves are so high... holy :censored: :rolleyes: For those wondering I will be posting Leenaria's stats within the following day, there's a lot to post on her :D |
| kedi01-09-04, 03:30 PM | Originally posted by Leenaria The Pixie Okay, let me get this right... Kedi is Ravendark? :confused: If so then... er.. well.. anyway.... and second of all 45th?? {EXPLETIVE DELETED}! No wonder the saves are so high... holy :censored: :rolleyes: For those wondering I will be posting Leenaria's stats within the following day, there's a lot to post on her :D God hell no :D He is NE, and I'm CE!! :rofl: (but its true) We are not the same person. Folowing post is my character |
| kedi01-09-04, 03:34 PM | Kedi Archmage of Life and Death http://www.wizards.com/dnd/images/mof_gallery/MonFaePG90.jpg History: When Kedi was just five years old (male sun elf NE magister 3), his father have slaughtered his mother because she turned out to be a Red Mage, and as a harper, he couldn’t let her live, and left Kedi in a crypt of an ancient lich for he lost all his interest of her creepy little boy. One of the high-members and professors of the Bleak Academy, Terimchor Antlonar (male human lich CE ncr 5/ clr 5 / true necromancer 9 / arc 2), found Kedi lonely and weak, and left dead. The weakness and the sadness of the little boy smothered the bold hearth of Terimchor, so he ordered his servants to take him to Bleak Academy. There was only one way for Kedi to stay at the Academy, he was going to learn the dark secrets of the necromancy. The High-Ranked Professors tested Kedi’s talents over the art. Kedi was found greatly intellectual and very wise, which scared the professors of the Academy at first, and they wanted to leave him to dead, showing the reason that he couldn’t pay his dues to Academy and couldn’t animate or create at least one undead creature. Terimchor accepted to pay his monthly dues, but in the end, Kedi needed to learn the secrets of creating an undead –immediately. Terimchor first taught him the art and, and its use. After seeing that Kedi was learning very quickly, he simply showed him how to become a true necromancer. When Kedi was only 15 years old (magister 5 / Cleric 5), he created his first undead: a ghost. Many people didn’t believe that Kedi created the ghost, and blamed Terimchor for creating the ghost and showing it as if Kedi created it. They killed him immediately, and left the judgment of Kedi’s fate to the Council of the Bleak Academy. The council decided that a person who could create a ghost, could simply make his way out from a crypt full of lesser and medium undead creatures, and left him in a crypt near the undermountain. Kedi got out of that place in twelve days, without any food or drink. The necromancer believed that Kedi did create that ghost, and raised Terimchor as a skeleton under Kedi’s order. After long years of study of the dark magic, Kedi (age 37 CN magister 5 / Cleric 5 / mystic theurge 5) got bored of the infernal teachers of the Bleak Academy, and asked to become a professor and teach the students of the academy. The Council of the Bleak Academy saw Kedi’s rising power and feared their lives, so they politely refused his offer. But that night, Kedi murdered most of the junior and some of the senior students of the academy, left his mark on their chests, and escaped that place, leaving his all thirty-two servants behind. He than, went to an elven crypt where he studied carefully the Elven Lore and mastered the necromancy. One day, one of the greatest archmages from the human civilization Netheril, Adros had found Kedi in the elven crypt. He realized the potent power of Kedi, and taught him the secrets of the Archmagi. Later on, Kedi realized that he could use the same ways to become a hierophant. But that wasn’t the only thing he learned from Adros, he taught him how to make peace with himself, and with life and death. Kedi (age 159 N Magister 5 / Cleric 5 / Mystic theurge 10/ Archmage 5 / Hierophant 5) now lives in the Headquarters of the Council of Archmages, an elite society found by Adros to improve the general magic knowledge. He keeps his “Archmage of Life and Death” rank in the council, and never wishes to return to the creepy Bleak Academy. Personality: Actually, a charming and persuasive person, Kedi is quiet, rarely speaks but speaks the right words. He adores reading books, and he always reads new things. He is wise and intellectual, and usually gives the right answers to the right questions. His trust is hard to gain, but once you do, he keeps his full trust on you. He is not stubborn, believes that nothing can be perfectly true, so he is open to every idea and knowledge. He is not cold, and can be a great friend time to time. Kedi Magister 5 / Cleric 5 / Mystic theurge 10/ Archmage 5 / Hierophant 5 Medium-size Incorporeal Humanoid (sun elf) Combat Rating: 33 Hit Dice: 30d12 (hp: 157)) Initiative: +6 AC: 32 Attacks: Touch Attack +27/ +22/ +17/ +12 Damage: Touch Attack 1d4 +1d8 +2 Face/Reach: 5ft by 5ft/5ft Special Attacks: Energy Drain, Create Spawn Speacial Qualities: Sun elf traits; Incorporeal creature traits; undead traits, cannot be turned or rebuked; Energy Drain (DC: 24); Create spawn; Unnatural Aura; Sunlight Powerlessness; Aspect of power, lesser: Special Eyes (blue fiery skulls); Familiarity with Magic, High Arcana (Mastery of Counterspelling, Mastery of Elements, Arcane Reach, Mastery of Shaping, Arcane Fire); Special Ability (Divine Reach, Mastery of Energy, Faith Healing, Gift of the Divine, Metamagic Feat [Still Spell]); Turn Undead, Spontaneous Casting. Saves: Fort +15; Reflex +12, Will +28 Abilities: Dex 14, Int 30, Wis 21, Cha 18 Skills: Concentration +49, Intimidate +20, Spellcraft +63, Knowledge (magic) +50*, Knowledge (Religion) +62, Knowledge (undead) +20, Knowledge (history) +28, Knowledge (planes) +28, Bluff +14, Diplomacy +22, Sneak +14**, Listen +34, Spot +34, Search +45, Heal +31, Craft (Alchemy) +18, Sense Motive +17. Feats: Eldritch Training***; Spell Focus (Necromancy); Spell Focus, greater (Necromancy); Quicken Spell; Maximize Spell; Automatic Quicken Spell (9th level spells); Epic Spell Casting; Improved Capacity; Improved Initiative. Viable Magister Spells: For he is a great magister, and a member of the Council of Archmages, Kedi has access to all spells described in PHB, MoF, FRCS and Way of the Staff. Magister Spell Slots Per Day: 12/9/9/9/8/8/7/6/5/5/3 Magister Spell DCs: Base DC: 21 (+10 from int mod, +1 for spells under eldritch theme), Base DC: 23 for Spells from necromancy school. Caster Level: 20 Cleric Spell Slots: 10/8+1/8+1/8+1/7+1/7+1/6+1/5+1/4+1/4+1 Cleric Spell DCs: Base DC: 16 (+5 from wis mod, +1 for spells under eldritch theme), Base DC: 18 for Spells from necromancy school. Caster Level: 20 Epic Spells Developed: Demise Unseen; Momento Mori; Mummy Dust. Epic Level Spells DCs: 33 Epic Spells Per Day: 3 Notes: *: Counts as Knowledge (arcana). **: Counts as both hide and move silently. ***: Feat from Way of the Staff. |
| Finwe01-09-04, 05:16 PM | Originally posted by Raven Dark I submit the following epic level spell for the DM's approval: FORGE LIFELINE Necromancy Spellcraft DC: 5 Components: V, S, XP Casting Time: 10 minutes Range: 300 ft. Target: 1 helpless living creature and 1 willing creature or object Duration: Permanent (D) Saving Throw: None (see text) Spell Resistance: Yes To Develop: 45,000gp; 1 day; 1,800 XP. Seed: transform (DC 21). Factors: add extra target (+10 DC), dismissible by caster (+2 DC), harder to dispel (+50 DC), limited target type (ad hoc -5 DC), no saving throw (ad hoc +25), transforms life force (ad hoc +20 DC). Mitigating Factors: increase casting time by 9 minutes (-18 DC), burn 10,000 XP (-100 DC) This spell uses the fell forces of necromancy to mutate the life force of a living creature into an immaterial lifeline similar to the cords found on astral travelers. The newly formed cord is in every way like a normal astral cord except for the following: · The cord does not trail from the person’s body to an astral projection, but to another willing creature or object instead. It still resides on the astral plane, however, and can still kill the subject if ever sundered. · If the object or individual that the target is bound to is ever destroyed or killed, the first target of this spell (the one who must be helpless at the time of casting) is slain just as if their true astral cord had been cut (the second target is never harmed by this spell). Lifeline creates an entirely new astral cord for the character, so if the target were to travel to the astral plane, they would effectively have two astral cords. This spell can only be cast on a helpless living creature and the resulting cord can only be attached to a willing creature or inanimate object (non-intelligent objects are always treated as willing). The cord is permanent and remains even if the targets are no longer helpless or willing after the casting of this spell. Any attempt to cast Lifeline on a living creature that is not helpless or to attach the astral cord to a creature or intelligent object that is not willing automatically causes this spell to fail. Any attempt to dispel this spell is extraordinarily difficult; the caster of this spell is treated as 25 levels higher than his actual caster level when checking to beat a foe’s dispel effect. XP Cost: 10,000 If you have not guessed already, this is the spell I intend to use on the pixie. I figured binding her actual soul and stuff would be a little over the top and that this would make it more interesting anyhow. I spent an exhorbatant amoutn of XP to get the DC down so I could create it in under a day (since I want this to be complete before the war). Hmm, this spell sounds intruiging. I would let it pass. |
| kedi01-10-04, 01:37 AM | can i use kedi as my character? is not that epic, only 30 |
| Raven Dark01-10-04, 03:38 AM | No, I am not Kedi. R.D. is only ECL 34. He relies on intellect rather than levels (unlike all you crazy munchkins! :) ) His stats can be found here: No metagaming now. (http://www.angelfire.com/scary/raven_dark64/documents/Ravendark.doc) |
| Raven Dark01-10-04, 04:35 AM | Finwe, what is a Magister? I only knowof the FR template. |
| Finwe01-10-04, 01:28 PM | Magister is a varient wizard from the book Arcana Unearthed. It is on about the same power level of the wizard, and in place for slightly less powerful spells, (unless they want to spend a bunch of feats) they gain some cool special abilities. Finwe is one as well as Kedi. |
| Aramar the Black01-12-04, 09:26 PM | I've got a question before I can create my characters stats. In the case of prestige classes, do I have to use ones from only the official D&D books? Or can I use some I've seen in the prestige class boards? |
| Finwe01-12-04, 10:12 PM | Official D&D books would be nice., Thankyou. |
| sculyblast01-13-04, 12:46 PM | uhmm finwe how can you allow only wotc official releases If... (if I am not mistaking) you, aravilar and Aon all have the chronomance prc, which is... still in no wotc official reales and a homebrew update from the 2nd edition one? |
| Finwe01-13-04, 05:08 PM | Actualy, both me and Aravilar have the 2nd edition one, and since it was taken at epic levels, the BAB and saves do not need to be taken into account. Homebrew stuff is not allowed. |
| aravilar_holistacia01-13-04, 09:56 PM | Aramar: Kedi is being held by the tower. Of course, that is up to him to RP. RD: No, Ava did not see the pixies for they were sent to retreive someone NOT IN THE TOWER. :rolleyes: |
| Leenaria The Pixie01-14-04, 04:05 PM | No homebrew? Why not, I mean are you afraid someone is going to overdue it? I mean if there are no homebrew stuff then basically I can't use Leenaria. Leenaria is from a tribe called Irielad, they are no where in D&D as it is a tribe I made up, and even has a few bonuses from being part of that tribe. No bonuses that add to stats but do give a few extra spells... oh and speaking of homebrew stuff does that mean no homebrew spells? Oh, and just a question, if you are so focused on rp and everything else.. I had brought up with Aravilar that R.D. putting Leenaria into his phylactory is bending the rules. He didn't say what he used to put her into it with, if he used Trap the Soul, then he needs a gem and it can't be his phylactory. No lich can store that stuff into their phylactory. (I don't know how its spelled but I'm not caring about that right now :P ) Anyway, so obviously the rules can be bent in this game right? |
| Finwe01-14-04, 05:26 PM | Well, Leenira is not technicaly in the phylactery. However, her soul is bound to it (via an epic spell which is perfectly legal). BY no homebrew, what is meant is that you can not use any RULES which are not published WoTC material. However, saying that you came form a certain tribe of pixies is not illegal, because the multiverse is to large to fit into a whole book. |
| Leenaria The Pixie01-14-04, 11:05 PM | Okay, thanks for the clearing on both of those! :D That is much help! :angel: |
| sculyblast01-15-04, 01:26 PM | uhmm.. *no one* ever plays dnd only by books, *everyone* makes a houserule sometimes. and a 2nd edition till 3rd edition update is homebrew as well in my vision. I think homebrew sould be allowed but not homebrew only, like one of my house rules is that elven are lawfull and dwarven chaotic.. I still can't imagion a elf acting chaotic |
| Leenaria The Pixie01-16-04, 12:26 AM | Okay but as I posted to Aravilar in a PM... I don't know if he sent you but she cast "Remove Paralysis" on herself And if that doesn't work then I basically might as well have my character kill herself as she isn't any good right now, nor will she be ever... |
| Leenaria The Pixie01-16-04, 01:00 AM | What a complete and :censored: waste... even in Freedom of Destiny she still died even though I DID NOT want her to.... Oh yeah... to you other archmages out there... at least there isn't any worry of getting an innocent killed as Ravendark :censored: should have done it to begin with as a permanent paraylzation is a complete and utter :censored: ! |
| sculyblast01-16-04, 12:00 PM | question: did leenaria blow the phylactory up aswell when she distroyed herself? or was only her body destoried? |
| Finwe01-16-04, 12:21 PM | Originally posted by Leenaria The Pixie Okay but as I posted to Aravilar in a PM... I don't know if he sent you but she cast "Remove Paralysis" on herself And if that doesn't work then I basically might as well have my character kill herself as she isn't any good right now, nor will she be ever... Ok, you should have said that you did not want Leenira to be paralyzed from the start. But if your remove paralysis is stilled, you should be just fine. :) |
| Leenaria The Pixie01-16-04, 12:25 PM | As I had asked Aravilar to send to all the DMs Dming this thread I told him that since she has still spell and silent spell feats that she was casting remove paralysis on herself. He told me to go ahead and start posting. And thats what I did.. no ever really confirmed if that had worked so I assumed it did and went from there. Depending on what is going on I suppose I could change my last post on the normal thread. BTW: from the start I had thought this was a "rolling" thread and by then it was to late to go back and change it. :rolleyes: |