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Jamie Boggett (Topic #8665)

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This Character is played by Cappucina
Category: Character
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Cappucina

Courageous Warrior
12/13/2005 6:16:41 PM
PostID: 62619
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Character name: Jamie Boggett
Alignment: CG Class: Sorceror Level: 15
Race: Balthi (Human) Gender: F Age: 27+/-
XP: 116,531
Born: late 1266, 67, or early 68...exact date unknown


ABILITY SCORES
Str: 9+-1 (+1 racial)
Dex: 18+4
Con: 13+1 (+1 level)
Int: 14+2
Wis: 10+0
Cha: 26+8 (18 start, +2 racial, +2 level, +4 cloak of charisma)

DEFENSIVE COMBAT STATS
HP: 46(15d4+15)
A/C: 16 (dex, torc) Speed: 30 feet
Saving throws: Fort: 9 (5+1+2+1) Ref: 12 (5+4+2+1) Will: 12 (9+0+2+1)
Jamie wears a torc on one arm that offers +2 to AC and Saves; she wears an armband from Skaga on the other that dissolves missiles such as bolts and arrows...perhaps other ranged weapons too. Permanent Resistance is the last +1.

OFFENSIVE COMBAT STATS

Initiative bonus: +4

Melee: Total Attack bonus: +7/2bab-1str
+6/1 quarterstaff, 1d6, x2
+6/1 dagger, 1d4, 19-20x2

Ranged: Total Attack bonus: +7/2bab+4dex
+11/6 Shortbow, masterwork, 1d6+1x3, range 60 feet
+11/6 dagger, thrown 1d4, range 10 feet

BIOGRAPHY
Appearance...
Jaime is 5'3" in height and a sleight frame. She's got thick auburn hair, blue/green eyes, and freckled skin.
History...
Jaime was born in East Friesland. At age 5, her village was destroyed completely by raiding orcs. Jaime was the sole survivor. She survived somehow for a week on her own in the burned and looted village, among the corpses of her family and friends. A scholarly wanderer came to inspect the village, found her, and took her with him. He became her guardian and raised her. 10 years go flying by - the two of them are always on the move - visiting people and places Orolin knows from his eariler years. At game start, they had just traveled to Lux to attend the fair. He suggested she volunteer her services for a survey into Germania. She agreed and off she went.
Personality
Chaotic, but more often than not, decent. Tomboyish. Mischievious. Happy go lucky... a bit forgetful now and then. Likes to carouse with her chums. Likes entertainment and entertainers. Likes games. Life is fun and fun is life. However, Jaime knows right from wrong when it is really important. She can seem to be childishly naive and often acts 'younger' than her years.

SKILLS (total points 81)
Appraise, 0+2+3syn=5
Craft, Tailor 9+2=11
Craft, small metalwork and sautering (jewelrymaking) 9+2=11
Craft, woodworking and carpentry 6+2=10
Spellcraft 16+2int+2syn=19
Knowledge, Arcana 11+2=13
Concentration, 16+1+4feat=17/21
Diplomacy, 1+7+2racial=10
Languages 2+2bonus=4
Bluff 2+8=10
Intimidate 0+8=8
Perform 7+8=15
Escape Artist 2

FEATS
Combat Casting
Spell Focus: Enchantment
Craft Wondrous Items (freebie from Horseman, though need skill checks to succeed)
Extend Spell
Persistant Spell (Tome and Blood)
Greater Spell focus: Enchantment
Quicken Spell
Spell Penetration (+2 to checks vs. resistance)

CLASS FEATURES AND RACIAL TRAITS
Summon Familiar: Raven*
Balthi: +1str, +1 cha, +2 diplomacy and languages

Permanent Spells
as through the permancency spell:
comprehend languages
tongues
darkvision
resistance

LANGUAGES
Common
Orc
Draconic
Elvish - Sylvan
Dwarvish
Giant
Celestial

EQUIPMENT
On Person:
Cloak of Charisma +4
Heward's Handy Haversack
Clothes
Magic dagger (w/daggerspell stance)
mw dagger
quarterstaff
shortbow, masterwork
spell component pouch
Skaga's arm band which protects against crossbow bolts and ?
torc +2 saves and ac
ivory case with four pieces of vellum in a red/gold border worth 150 gold

In Haversack
waterskin
10 days rations
A pearl, worth 100 gp
one mw dagger, mw shortsword*couriers stuff
5 potions cure light wounds
2 potions cure moderate wounds
1 potion speak with animals
2 potions lesser restoration
Manacles, masterwork, 4 pair
parchment, ink, inkpen, sealing wax, signet ring of a bird's claw
peasant's outfit: wheat colored skirt w/ apron, tunic and grey cloak
new traveler's outfit: brown boots, brown skirt, light green shirt, drk green sweater,
new merchant class: green dress with fine leather shoes
new noble's outfit: fine gold and white dress and gold robes with embroidered borders and a gold cap for her head and slippers
new entertainer's outfit: mostly dark blue and bright green cloth
torches, lantern, 5 pints oil (300)
three green candles with naked woman etched into them (enchanted)
Scrolls from Carillo: 1st scroll, 3 spells at 3rd level
Cure Light Wounds 1d8+3 (used), Cause Fear, Command
2nd scroll, 3 spells at 5th level
Cure Moderate Wounds 2d8+5 (used in Chalon), Hold Person, Zone of Truth
3rd scroll, 3 spells at 5th level
Cure Serious Wounds 3d8+5 (used in Chalon), Resist Energy, Remove Paralysis (used on Ricula in Chalon)
lantern of revealing (made by Paulinaus Ravenfriend) (Snorgvar hoard)
crystal dagger (+2 dagger that does +5 damage and x3 damage to demons)
4 tomes from the north thread
**soaps
Wand off Prias (+5 spell points and ?)
Serpent Brooch (growing and shrinking antimagic bubble) (lent or given to Gavyn)

Money, personal
335 gold 6 silver
given 16,000+change to Hagorn
*has about 20,000 for military spending (left in Genappe)
2,550 to pay out to mercs/bribes (on herself) 3,000 to antwerp from genappe
Jonas has given her 15,000 which she carries on her person

SPELL POINTS 230 Per Day
(165 level + 65 charisma bonus)
Cantrips cost 1 spell point
1st level spells cost 2 spell points
2nd level spells cost 3 points
3rd level cost 4 points
4th level cost 5 points
5th level cost 6 points
6th level cost 7 points
7th level cost 8 points

**Staff grants Jaime the ability to cast known spells as +1 caster level (affects duration, range, damage, etc). Also turns from wood to rope and is like the spell Animate Rope.

Spells known outside of the SRD list

6th level
Wages of Sin: evil enemies attack each other via paranoia enchantment

7th level (can't cast yet)
Dragon invisibility (see gryphon feathers shop thread)

RAVEN FAMILIAR
Tiny Animal
Hit Points: 21; 43/2
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 22 (+2 size, +2 Dex, +8 natural), touch 14, flat-footed 16
Base Attack/Grapple: +7
Attack: Claws +7/2 melee (1d2)
Full Attack: Claws +8/3 melee (1d2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +4, Ref +6, Will +11 (jamie's+raven's ability bonus)
Abilities: Str 1, Dex 15+2, Con 10, Int 12, Wis 14, Cha 6
Skills: Listen +5, Spot +7 *also Jamie's skills that the familiar can use
Feats: Alertness, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1/6
Advancement: Speaks with Master, Speaks with Animals of its Kind, Deliver Touch Spells, Share Spells, Empathic Link, Alertness, Improved Evasion, Speak with Animals of its Kind, Spell Resistance, Scry on Familiar
These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack.

Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

1. A mirror of polished, reflective electrum with a silver
border inlaid with amethyst and blue and white pearls.
Enhances any scrying or Clairvoyance spells 2x when
used in casting. The mirror is 408 years old and was
made in Byzantium by the gray elven mage Quintar. Jamie
can tell at least 200 years have past since anyone has
used the mirror.
2. A pair of soft leather ladies riding gloves with spells
of preservation and warmth.
3. A black silk scarf with gray trim and gray horses
running from end to end. The scarf is magical and offers
+2 protection from gasses and poisonous vapors.
4. A mantle with black silk lining, black velvet outer face
and adorned with beaded stars, moons, and owls. Moon-
stones are set into the center of each star: 36 stones
in all, each worth roughly 50 gp each. The mantle will
change shape to suit the wearer and has an owl shaped
brooch of emerald. The mantle allows the wearer to cast
alter self for 24 hours once every 7 days.
5. Two bars of ivory colored, coconut scented soap that Remove
disease. Each bar is good for three baths each.
6. Two bars of cinnamon colored, papaya scented soap that Removes
curses. Each bar is good for three baths each.
7. One bar of light green, apple scented soap that acts as a spell
of Lesser Restoration. It is good for two baths.
8. Two vials of Eucalyptus smelling oil that relieves pain and cures
skin irritations and rashes.
9. One vial of lavender smelling, purplish oil that removes wrinkles
for 24 hrs.
10. One vial of a yellow, honey like liquid that smells of apricot
that protects from exposure to light heat and sun.(Sunscreen)

An organization called the Tyrhennian Mages Guild produced all the soaps and oils in Byzantium.

Tomes, Scrolls and books

Urwol's Claw

This tome was cared for and is in decent condition. There are 52 pages of cured gnollskin bound by covers of cured and enchanted minator lizard skin. The last eight pages have had their bottom halves torn off and there is some kind of green ichor on them. Spells of preservation and elemental warding protect the tome. There are fifteen blank pages scattered throughout the tome. The tome has an AC of 3 and weighs nine pounds.

1st level spells 2nd level spells 3rd level spells

1. Affect Normal Fires 1. Alter Self 1. Dispel Magic
2. Audible Glamour 2. Darkness 15ft 2. Fireball
3. Detect Magic 3. Scare 3. Hold Undead
4. Chill Touch 4. Spectral Hand 4. Hold Person
5. Shield 5. Stinking Cloud 5. Tongues
6. Charm Person 6. Web 6. Wraithform
7. Light
8. Protection from Good
9. Magic Missile

4th level 5th level

1. Detect Scrying 1. Cone of Cold
2. Enchanted Weapon
3. Fire Charm
4. Fear

Andrin's Reckoning
This 58 page tome is made of red vellum pages and electrum stitched lettering. The buckles are made of enchanted brass and the cover is formed out of a type of compressed red sand that has the texture of sharkskin. Spells of preservation and protection from fire and water cover the front and back of the tome. The tome is 18 inches long, 12 inches wide, has an AC of 3, and weighs 12 pounds. It is in excellent condition. The script is written in Aqualonian. It is locked and Jamie isn't yet sure how to open it. Her Identify Spell completely failed on this tome.

Tazzuls' Hand
This tome has 52 pages of cured gnoll skin and is bound by covers of cured and enchanted Subterranean Lizard skin. The last eight pages have had their bottom half torn off and there is some kind of dried yellowish ichor on them. There are also tooth marks and hammer indentations on the front and sides. The binding rings are made of electrum and are slightly bent and twisted. The tome is 16 inches tall and 12 inches wide, has an AC of 3, weighs nine pounds and is protected by spells of preservation and wards against
elementals. The script is written in Grenadan and is also locked.
Jamie's Identify would tell her that Tazzul was a Grenadan Magi of Ishtar who traveled north and lost a duel to a necromancer in the Salt Swamps. He came home broken and poor and spent several years working as a hedge wizard in small villages before returning to the north and disappearing in the Blackmoors near the ancient city of Tharbad for several years. He resurfaced in Antwerp, fought a duel against a trio of Hags in the Salt Marshes north of Antwerp seven or eight years ago. Shortly after that he disappeared in the Misty Mountains.
She has also heard Olorin mention Tazzul in respectful tones and has read several accounts of his exploits. He was reported to have been a Grenadan Magi of Ishtar, who wrote several tomes of spells and two well known treatises on enchantment. Jaime would guess he was in his mid fifties and an 8th or 9th level magi. Magi are combination mage/priests and don't exist in the Church of The West, but are said to be quite common in Grenada and lands farther east

Two other tomes written by Enrico are also in the pile. Neither of them are spell locked or trapped in anyway. They contain detailed information about the city of Worga, two temples in particular, one which was used exclusively used for summoning monstrous assasins like Invisible Stalkers, NightShades, Blood Wraiths and such and the other for ordaining priests, anti-paladins, and other horrific folk into the Nergalite Order.

In Aachen where she is free to shop, Jamie loads up on anything and everything that seems at all useful and puts them in her handy haversack:
caltrops x4
chains x4
manacles x4
flint and steel
torchesx10
grappling hook
hammer
ink refills
portable ram
spyglass
antivenom x 10
sunrod x2
alchemist firex4
smokestick x4
thunderstone x4
tindertwig x25
silver tipped arrows x 100
candles x 25




  This post last edited on 5/5/2012 8:27:58 AM   Like this post
Cappucina

Courageous Warrior
12/13/2005 8:34:17 PM
PostID: 62620




:thumb100166094:



  This post last edited on 1/6/2011 9:02:29 PM   Like this post
Cappucina

Courageous Warrior
12/13/2005 10:27:59 PM
PostID: 62621
Wages of Sin
Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Sor/Wiz 6
Components: V, Abstinence - The caster must refrain from intoxicants & stimulants for one week prior to casting this spell.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round / level
Saving Throw: Will negates
Spell Resistance: Yes

What? can't you see I'm trying to read? This Andrin's Reckoning has seen some travel. Look at these protective glyphs, it's an older style than many used today. Carillo's finger traces glyphs of protection from fire and water on the front and back and he also deftly touches the brass buckles holding the pages of the tome together, Careful, the cover is rough and scratchy, almost like sharkskin. Although Jamie would guess the tome weighs at least ten pounds or so, Carillo has no problem holding it and opening it to reveal a table of contents of spells. Touching the book herself, Jamie would guess someone managed to somehow compress sand together or finely ground red stone, that is, as Carillo pointed out, quite rough. The table of contents is a bit odd for a spell book. Jamie can't ever remember seeing such in any other.


1st level 2nd level 3rd level
Gaze Reflection Spectral Hand Hold Undead
Detect Magic Rope Trick Suggestion
Charm Person Stinking Cloud Dispel Magic
Read Magic Alter Self Wraith Form
Jump ESP
Shield
Chill Touch

4th level 5th level
Detect Scrying Cone of Cold
Charm Monster Shroud of Flame
Fire Charm

Andrin's Tome is quite worn, but the protective glyphs, which Jamie can feel are still active, have done their job well. Metheilio’s Hand, looks to have had a rougher time of it. The tome is sixteen inches tall and twelve inches wide, but only weighs two and half pounds.Part of the tome was dissolved by acid and parts of edges appear to have suffered from fire and mold. The cover glyphs have all worn away and at one time were magical. Jamie can see the pages inside the beaten electrum covers are most likely made of papyrus. The books is locked by two clasps made of a dark silver substance. On the front or what Jamie guesses to be the front is a faded picture of a what could be a solar disc, a moon, or a diadem. Carillo carefully touches it and rubs Jamie's chin like he would his own as if thinking on something, I'm guessing it's greek or Aegyptian. This Metheilio was possibly a magi. I don't know about you, but that's my guess.

One Evil target per level believes that its allies are trying to kill it & attacks the nearest Evil creature to the best of its ability. Targets do not ignore other threats, but attack other Evil creatures in preference to other foes.

3rd level spell, sorcerer/wizard

Structural Analysis: Allows the caster to locate the weakest point in any structure, substance, or device. This spell may be used to detect unsafe passageways, rotten or weakened beams, the weakest link in any chain, etc.. The spell may also be used to determine how much weight a given structure, substance of device can support before it will collapse or break. Area of effect is 10x10x10ft. Note; this spell cannot be used upon living organisms of any kind or magical constructs like golems or Baba Yaga’s Hut.

  This post last edited on 9/9/2009 7:16:19 AM   Like this post
Horseman
avatar
Philosopher
12/20/2005 5:01:25 PM
PostID: 62622

Because of the special way I do Sorcerers they generally do not receive familiars, but there are other benefits in lieu of the familiar. I will also get back to you on the spells you know.

You have clothes, 6 marks (sp), a Magical Staff +1 for purposes of casting spells, not attack, crafted by your mentor Olorin.

Check you email I sent you some good info. You will want to save that.

   Like this post
Horseman
avatar
Philosopher
12/20/2005 5:22:18 PM
PostID: 62623

Jaime Boggett's spells



Sorcerer Level 0:


Arcane Mark Inscribes a personal rune (visible or invisible).
Dancing Lights Creates torches or other lights.
Daze Humanoid creature of 4 HD or less loses next action.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Disrupt Undead Deals 1d6 damage to one undead.
Flare Dazzles one creature (-1 on attack rolls).
Ghost Sound Figment sounds.
Light Object shines like a torch.
Mage Hand 5-pound telekinesis.
Mending Makes minor repairs on an object.
Message Whispered conversation at distance.
Open/Close Opens or closes small or light things.
Prestidigitation Performs minor tricks.
Ray Of Frost Ray deals 1d3 cold damage.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 bonus on saving throws.
Touch Of Fatigue Touch attack fatigues target.

Sorcerer Level 1:

Alarm Wards an area for 2 hours/level.
Animate Rope Makes a rope move at your command.
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Charm Person Makes one person your friend.
Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage.
Comprehend Languages You understand all spoken and written languages.
Detect Secret Doors Reveals hidden doors within 60 ft.
Detect Undead Reveals undead within 60 ft.
Disguise Self Changes your appearance.
Endure Elements Exist comfortably in hot or cold environments.
Erase Mundane or magical writing vanishes.
Expeditious Retreat Your speed increases by 30 ft.
Grease Makes 10-ft. square or one object slippery.
Hold Portal Holds door shut.
Hypnotism Fascinates 2d4 HD of creatures.
IdentifyM Determines properties of magic item.
Jump Subject gets bonus on Jump checks.
Mage Armor Gives subject +4 armor bonus.
Magic Aura Alters object's magic aura.
Magic Weapon Weapon gains +1 bonus.
Mount Summons riding horse for 2 hours/level.
Obscuring Mist Fog surrounds you.
Protection From Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection From Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield Invisible disc gives +4 to AC, blocks magic missiles.
Sleep Puts 4 HD of creatures into magical slumber.
*Summon Monster I Calls extraplanar creature to fight for you.
True Strike +20 on your next attack roll.
Unseen Servant Invisible force obeys your commands.
Ventriloquism Throws voice for 1 min./level.

*Sorcerers use summon animal as Druids    Like this post
Horseman
avatar
Philosopher
12/20/2005 5:29:29 PM
PostID: 62624

Your Summoning Table

1st Level

Dire rat
Raven (animal)
Owl (animal)
Wolf (animal)

2nd Level

Bear, black (animal)
Dire badger
Hippogriff
Wolverine (animal)
Shark,(animal) or similar large fresh water creature


3rd Level

Dire weasel
Dire wolf
Eagle, giant [NG]
Lion
Owl, giant [NG]
Shark, Large1 (animal) or similar large fresh water creature


4th Level

Bear, brown (animal)
Dire boar
Dire wolverine
Elemental, Medium (any)
Shark, Huge1 (animal)
Sabre Tooth Tiger (animal)
Unicorn [CG]

5th Level

Bear, Grizzly (animal)
Dire Cave lion
Elemental, Large (any)
Griffon
Wooly Rhinoceros (animal)
Nixie (sprite)
Whale, orca1 (animal)

6th Level

Dire bear
Elemental, Huge (any)
Oliphant (animal)
Pixie* (sprite) [NG; no special arrows]

*Cant cast irresistible dance


7th Level

Dire sabre tooth tiger
Elemental, greater (any)
Invisible stalker
Pixie* (sprite) [NG; with sleep arrows]

*Cant cast irresistible dance

8th Level

Dire shark1
Roc


9th Level

Elemental, elder
Grig [NG; with fiddle] (sprite)
Pixie* (sprite) [NG; with sleep and memory loss arrows]
Unicorn, celestial charger












   Like this post
Cappucina

Courageous Warrior
12/21/2005 12:15:07 AM
PostID: 62625

Got your email. Truly interesting. I'll fix up the character sheet. What does +2 to languages mean...does she get two more bonus languages? [Edited by Althara Snapsan - 21 Dec 2005 :  12:15:46 AM]
   Like this post
Cappucina

Courageous Warrior
12/21/2005 2:33:35 AM
PostID: 62626

If she took the Craft Feat - I'm thinking Crafting Magical Items perhaps - would she have time in the game to make things? Like, could she work in a wagon while they travel? Or, is that just not possible?

- - -
I really prefer the versatility of your house ruled sorceror than the traditional one. I love mixing up spells in a creative way. I don't necessarily care to cast magic missile 6 times a day....you know what I mean? So, I'm very happy.

I emailed you back about a backgroud question. [Edited by Althara Snapsan - 21 Dec 2005 :  7:12:00 AM]
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Horseman
avatar
Philosopher
12/21/2005 4:22:47 PM
PostID: 62627

I am also really liking how this character is developing.

Yes, you get two extra languages and get a plus 2 on any check to comprehend or speak a language.

Yes, she could create things. As you know I love to have characters make things. So please take a craft feat.

Thanks for the input. Check the modified summoning list above, and put your new items on your character sheet.



   Like this post
Cappucina

Courageous Warrior
12/22/2005 1:14:55 AM
PostID: 62628

I've given her an int of 2 so I can have more skill points. Took them from str. Those I put in magical crafting. ? If she takes craft items feat, she will be making clothes and/or little magic figurines or magic feathers or all sorts of things. I'd like to confirm that is 1 craft skill, right? [Edited by Althara Snapsan - 22 Dec 2005 :  1:18:43 AM]
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Horseman
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Philosopher
12/22/2005 2:40:54 PM
PostID: 62629

What you really need is the Feat: Craft Wonderous Item. I will actually give it to you for free.

Then your normal Craft Skill should be something like this,
Craft: Tailor
Craft: Sculpture
etc.    Like this post
Cappucina

Courageous Warrior
12/23/2005 12:42:24 AM
PostID: 62630

Well, thanks! That was an unexpected perk. I've dropped 2 point from her con score to give her more craft ranks. That may or may not be a good move.

Wondrous Items is a huge range of craft skills then....clothing, jewelry, helms, books, candles, braziers, bowls, spoons, horseshoes, elixers, pipes, dust, lanterns, stones, fans, salves, scabbards, gauntlets, bracers, etc. Unfortunately, I don't think she can have that many different craft skills.

There's lots of useful clothes to make, so Craft, Tailor is an excellent suggestion. She'll be able to make boots, gloves, cloaks, hats and other magical clothing. Not too shabby.

I'll also take Craft: metalworking so she can make: brooches, goggles, periapts, circlets, helms, lanterns, braziers, metal horns maybe. That craft skill covers a lot too.

I am also interested in making Horseshoes of Speed. Could that be under the metalworking craft too? [Edited by Althara Snapsan - 23 Dec 2005 :  1:21:57 AM]
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Horseman
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Philosopher
12/23/2005 2:05:31 AM
PostID: 62631

Yes, but you would need help of a smith to make them. I think you'll find a couple in the party.    Like this post
Horseman
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Philosopher
12/27/2005 5:13:14 PM
PostID: 62632

I am going to allow you to summon a Raven Familiar in lieu of an NPC.



Raven
Master gains a +3 bonus on Appraise checks
A raven familiar can speak one language of its masters choice as a supernatural ability.

Familiar Basics: Use the basic statistics for a creature of the familiars kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the masters character level or the familiars normal HD total, whichever is higher.

Hit Points: The familiar has one-half the masters total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the masters base attack bonus, as calculated from all his classes. Use the familiars Dexterity or Strength modifier, whichever is greater, to get the familiars melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiars kind.

Saving Throws: For each saving throw, use either the familiars base save bonus (Fortitude +2, Reflex +2, Will +0) or the masters (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesnt share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the masters skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiars total skill modifiers, some skills may remain beyond the familiars ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the masters combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.: The number noted here is an improvement to the familiars existing natural armor bonus.

Int: The familiars Intelligence score.

Alertness (Ex): While a familiar is within arms reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the masters option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of You on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiars type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiars eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the toucher. The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the masters level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiars spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.



RAVEN


Tiny Animal

Hit Dice: 1/4 d8 (1 hp)

Initiative: +2

Speed: 10 ft. (2 squares), fly 40 ft. (average)

Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12

Base Attack/Grapple: +0/13

Attack: Claws +4 melee (1d25)

Full Attack: Claws +4 melee (1d25)

Space/Reach: 2-1/2 ft./0 ft.

Special Attacks:

Special Qualities: Low-light vision

Saves: Fort +2, Ref +4, Will +2

Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6

Skills: Listen +5, Spot +7

Feats: Alertness, Weapon FinesseB

Environment: Temperate forests

Organization: Solitary

Challenge Rating: 1/6
Advancement:

Level Adjustment:

These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack.

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Cappucina

Courageous Warrior
1/3/2006 11:11:45 PM
PostID: 62633

Thanks! I think she is done.

Should I add the other holiday goodies to her character sheet??
A.Token of Free Passage with any Argossean Ship
B.A pearl
C. Vial of Purple Roxo Dye
[Edited by Althara Snapsan - 04 Jan 2006 :  4:24:09 AM]
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Horseman
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Philosopher
1/5/2006 7:16:31 AM
PostID: 62634

Yep, add those items and copy her to the accepted character folder.    Like this post
SkaldSyrcha
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Scribe
6/8/2006 11:56:53 AM
PostID: 69285
Character name: Jaime Boggett
Player Name: Althara
Alignment: Chaotic Good
Classes: Sorceror Levels: 4
Race: Balthi, Human Gender: F Age: 15

ABILITY
Str: 9+-1 (+1 racial)
Dex: 18+4
Con: 12+1
Int: 14+2
Wis: 10+0
Cha: 20+5 (+1 racial, +1 level)

HP: 14: 4d4+4 A/C: 14 Speed: 30 feet

Saving throws: Fort: 2(1+1) Ref: 5 (1+4) Will: 4 (4+0)

BIOGRAPHY
Appearance
Jaime is 5'3" in height, has short thick and unruly auburn hair, green eyes, and freckled skin.
History
Jaime was born in East Friesland. At age 5, her village was destroyed completely by raiding orcs. Jaime was the sole survivor. She survived somehow for a week on her own in the burned and looted village, among the corpses of her family and friends. A scholarly wanderer came to inspect the village, found her, and took her with him. He became her guardian and raised her. She and he traveled to Lux to attend the fair. He suggested she volunteer her services for a survey into Germania. She agreed.
Personality
Chaotic, but more often than not, decent. Tomboyish. Happy go lucky... a bit forgetful now and then. Likes to carouse with her chums. Likes entertainment and entertainers. Life is fun and fun is life. However, Jaime knows right from wrong when it is really important.

COMBAT STATS

Initiative bonus: +4

Melee: Total Attack bonus: +2bab-1str
+1 quarterstaff, 1d6, x2
+1 dagger, 1d4, 19-20x2

Ranged: Total Attack bonus: +2bab+4 dex
+8 Shortbow, masterwork, 1d6+1x3 masterwork arrows, range 60 feet
+6 dagger, thrown 1d4, range 10 feet


SKILLS (total points 25+8)
Appraise, 0+2+3-5
Craft, Tailor 5+2=7
Craft, small metalwork and jewelrymaking 4+2=6
Spellcraft 5+2=7
Knowledge, Arcana 5+2=7
Concentration, 5+1+4feat=6/10
Diplmacy, 0+4+2racial=6
Languages 1+2bonus=3

FEATS
Combat Casting
Spell Focus: Enchantment
Craft Wondrous Items
Extend Spell

CLASS FEATURES AND RACIAL TRAITS
Summon Familiar: Raven
Balthi: +1str, +1 cha, +2 diplomacy and languages

LANGUAGES
Common
Orc
Draconic
Elvish
Dwarvish
Giant

EQUIPMENT
Clothes
dagger
quarterstaff
shortbow, masterwork
spell component pouch
one Acid (flask)
two Alchemists fire (flask)
one Antitoxin (vial)
one Everburning torch
two Twelve Smokestick
two holy waters
one Sunrod
one Tanglefoot bag
one Thunderstone
waterskin
one day rations
Token of Free Passage with any Argossean Ship
A pearl, worth 100 gp
Vial of Purple Roxo Dye

Money
6 silver pieces

SPELLS, Per Day
Level 0: 6
Level 1: 8 (6+2 cha bonus)
Level 2: 4 (3+1 cha bonus)

**Staff grants Jaime the ability to cast known spells as +1 caster level.

SPELLS KNOWN
Sorcerer Level 0: (DC 15, DC 16 **enchantments)
Arcane Mark Inscribes a personal rune (visible or invisible).
Dancing Lights Creates torches or other lights.
**Daze Humanoid creature of 4 HD or less loses next action.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Disrupt Undead Deals 1d6 damage to one undead.
Flare Dazzles one creature (-1 on attack rolls).
Ghost Sound Figment sounds.
Light Object shines like a torch.
Mage Hand 5-pound telekinesis.
Mending Makes minor repairs on an object.
Message Whispered conversation at distance.
Open/Close Opens or closes small or light things.
Prestidigitation Performs minor tricks.
Ray Of Frost Ray deals 1d3 cold damage.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 bonus on saving throws.
Touch Of Fatigue Touch attack fatigues target.

Sorcerer Level 1: (DC 16, DC 17 **enchantments)
Alarm Wards an area for 2 hours/level.
Animate Rope Makes a rope move at your command.
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
**Charm Person Makes one person your friend.
Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage.
Comprehend Languages You understand all spoken and written languages.
Detect Secret Doors Reveals hidden doors within 60 ft.
Detect Undead Reveals undead within 60 ft.
Disguise Self Changes your appearance.
Endure Elements Exist comfortably in hot or cold environments.
Erase Mundane or magical writing vanishes.
Expeditious Retreat Your speed increases by 30 ft.
Grease Makes 10-ft. square or one object slippery.
Hold Portal Holds door shut.
**Hypnotism Fascinates 2d4 HD of creatures.
Identify Determines properties of magic item.
Jump Subject gets bonus on Jump checks.
Mage Armor Gives subject +4 armor bonus.
Magic Aura Alters object's magic aura.
Magic Weapon Weapon gains +1 bonus.
Mount Summons riding horse for 2 hours/level.
Obscuring Mist Fog surrounds you.
Protection From Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection From Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield Invisible disc gives +4 to AC, blocks magic missiles.
**Sleep Puts 4 HD of creatures into magical slumber.
*Summon Monster I Calls extraplanar creature to fight for you. (Dire rat , Raven (animal) , Owl (animal), Wolf (animal) )
True Strike +20 on your next attack roll.
Unseen Servant Invisible force obeys your commands.
Ventriloquism Throws voice for 1 min./level.

Sorceror Level 2: (DC 17, **enchantments 18)
Arcane Lock M: Magically locks a portal or chest.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
**Daze Monster: Living creature of 6 HD or less loses next action.
**Hideous Laughter: Subject loses actions for 1 round/level.
**Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Shatter: Sonic vibration damages objects or crystalline creatures.
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantom Trap M: Makes item seem trapped.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Bears Endurance: Subject gains +4 to Con for 1 min./level.
Bulls Strength: Subject gains +4 to Str for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagles Splendor: Subject gains +4 to Cha for 1 min./level.
Foxs Cunning: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owls Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.


RAVEN


Tiny Animal

Hit Dice: 1/4 d8 (1 hp)

Initiative: +2

Speed: 10 ft. (2 squares), fly 40 ft. (average)

Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12

Base Attack/Grapple: +0/13

Attack: Claws +4 melee (1d25)

Full Attack: Claws +4 melee (1d25)

Space/Reach: 2-1/2 ft./0 ft.

Special Attacks:

Special Qualities: Low-light vision

Saves: Fort +2, Ref +4, Will +2

Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6

Skills: Listen +5, Spot +7

Feats: Alertness, Weapon FinesseB

Environment: Temperate forests

Organization: Solitary

Challenge Rating: 1/6
Advancement:

Level Adjustment:

These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack.
[Edited by Althara Snapsan - 18 Mar 2006 : 1:45:51 AM] [Edited by Althara Snapsan - 19 Mar 2006 : 4:00:36 AM]    Like this post
Horseman
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Philosopher
7/1/2006 2:24:12 AM
PostID: 72673
Spell Points

Table: Spell Points per Day
Level Sorcerer
1st 3
2nd 5
3rd 8
4th 14
5th 19
6th 29
7th 37
8th 51
9th 63
10th 81
11th 97
12th 115
13th 131
14th 149
15th 165
16th 183
17th 199
18th 217
19th 233
20th 249



The spell point system presented here allows sorcerers to more freely pick and choose which spells they cast each day.

Every sorcerer has a reserve of spell points based on level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal sorcerer would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).
Metagame Analysis: Spell Points
The spell point system dramatically expands the versatility of a sorcerer. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations.
In general, sorcerer become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level sorcerer needs to cast a light spell a dozen times during an adventure, he can do that (though not much else).

One balancing factor is the cost for sorcerer to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.
If you use this variant, consider adding other game elements that influence (or are influenced by) spell points. These might include magic items that grant (or cost) spell points, feats that grant bonus spell points (or make certain spells cost fewer spell points to cast), special abilities that drain spell points from sorcerer, and so forth.

Preparing Spells
With this variant, spellsorcerer still prepare spells as normal (assuming they normally prepare spells). In effect, sorcerer who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).

Bonus Spell Points and Bonus Spells
Table: Bonus Spell Points
Score Bonus Spell Points (by Maximum Spell Level)
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12-13 — 1 1 1 1 1 1 1 1 1
14-15 — 1 4 4 4 4 4 4 4 4
16-17 — 1 4 9 9 9 9 9 9 9
18-19 — 1 4 9 16 16 16 16 16 16
20-21 — 2 5 10 17 26 26 26 26 26
22-23 — 2 8 13 20 29 40 40 40 40
24-25 — 2 8 18 25 34 45 58 58 58
26-27 — 2 8 18 32 41 52 65 80 80
28-29 — 3 9 19 33 51 62 75 90 107
30-31 — 3 12 22 36 54 76 89 104 121
32-33 — 3 12 24 38 56 78 104 119 136
34-35 — 3 12 27 48 66 88 114 144 161
36-37 — 4 13 28 49 76 98 124 154 188
38-39 — 4 16 31 52 77 110 136 166 200
40-41 — 4 16 36 57 84 117 156 186 220
42-43 — 4 16 36 64 91 124 163 208 242
44-45 — 5 17 37 65 101 134 173 218 269
46-47 — 5 20 40 68 104 148 187 232 283
48-49 — 5 20 45 73 109 153 205 250 301
50-51 — 5 20 45 80 116 160 212 272 323
and so on…

Any sorcerer who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.
To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class.

Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.
For example, Bordak the 4th-level sorcerer has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Bordak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level sorcerer). If Bordak’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.
A character who would normally receive bonus spells from a class feature (such as from sorcerer specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.
Spontaneous Spellcasting
Sorcerers cast all their spells spontaneously, they don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points. Thus, they can cast such spells any time they have sufficient spell points.
Regaining Spell Points
Sorcerer’s regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.

Casting Spells
Table: Spell Point Costs
Spell Level Spell Point Cost
1. 0-level spells cost no spell points to cast. If a sorcerer is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.
0 01
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17

Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.
Spellsorcerer use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the sorcerer’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.
For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a sorcerer using this system, it deals 5d6 points of damage (as if cast by a 5th-level sorcerer, which is the minimum level of sorcerer capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.
A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.
For example, even at 7th level, Bordak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level sorcerer) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.
Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).

Metamagic And Spell Points
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, sorcerer need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.
For example, at 7th level Bordak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).
The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.
For example, if Bordak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.
If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level sorcerer can’t empower any spell higher than 2nd level, for instance).
You could even combine these options, allowing a sorcerer with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells.
Multiclass Spellsorcerer
A character with nonstacking spellcasting ability from multiple classes (such as a cleric/sorcerer) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.
For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.
Miscellaneous Issues
When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.
Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.

Spell Point Variant: Vitalizing
In the vitalizing system, spellsorcerer can potentially cast a great number of spells in a day, but every spell cast is a potential burden on the caster’s health and vitality. Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion.
This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. However, the sorcerer’s pool of spell points represents a physical, not just mental, limit on his spellcasting power.
When a sorcerer’s spell point pool falls to half of his maximum or less, he becomes fatigued.
When his spell points drop to one-quarter of his maximum or less, he becomes exhausted.
Recovering Spell Points
In the vitalizing system, spellsorcerer must rest to recover their spell points and restore their physical well-being. A character’s spell point total is tied directly to his level of fatigue. If an exhausted character rests for 1 hour, he becomes fatigued—and his spell point total rises to one-third of his normal maximum (round fractions down). A second hour of rest increases the sorcerer’s spell point total to two-thirds of his maximum. It takes another 6 hours of rest to replenish the last one-third of his spell points and shake the physical effects of the spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave the recipient with a spell point total equal to two-thirds of his normal maximum.
As in the standard rules, a sorcerer must rest for a full 8 hours before preparing a fresh allotment of spells for the day. Even if an exhausted sorcerer regains his lost energy and spell points, he can’t change the spells he has prepared without 8 hours of rest.
Mundane Fatigue
If a sorcerer is subjected to some other effect that would make him fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell point total drops to one-half his normal maximum (round down), and if he becomes exhausted, his spell point total drops to one-quarter his normal maximum.
Optional Vitalizing Variants
As a further variant of this system, all sorcerer gain bonus spell points based on their Constitution scores rather than the ability score that normally grants bonus spells. This variant reflects the idea that spellcasting power is tied to the caster’s physical health. It also essentially requires lsorcerer to have two high ability scores, though most spellsorcerer are happy to have a high Constitution score anyway.
A second optional variant would allow a sorcerer to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character casts a spell for which he does not have sufficient spell points and subsequently fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast. A desperate (or unwary) sorcerer can literally cast himself into unconsciousness in this manner.    Like this post
Horseman
avatar
Philosopher
7/1/2006 2:36:41 AM
PostID: 72675
MAGIC for Sorcerers a General Overview

The following overview lays out some suggestions for creating a Middle Earth "feel" using the D&D/d20 magic system. Attempts were made to use the D&D/d20 rules without resorting to the creation of new magic systems or rules. Some, all, or none of the following suggestions may be used in conjunction with each other, DM's choice.

Arcane Awareness - the use of Arcane Awareness Feat available


Sorcerers do not have dragons as ancestors. Instead, the Sorcerer class in the Western World is comprised of individuals who are the Istari, either full-blooded members of those races, or individuals with strong traces of these races in their backgrounds.

Some few spells were chosen for exclusion a bit arbitrarily, mostly due to the perception that they seem too "flashy" for Middle Earth - "Helping Hand," for example.

Some spells were not excluded that may seem too "flashy" because there is either evidence in the books of their existence, or a spell that was similar in description to a D&D spell was actually used in the books. For example, "Fireball" was not excluded because the assumption was made that since Gandalf used a number of fire-based effects in the books (a "Fire Seeds" spell in The Hobbit, his fireworks, the sheet of flame which broke the bridge in Moria, etc.), he may well have had access to this spell. Even if he had access to it through his wearing of the Elven Ring Narya, the Ring of Fire, the spell still seems possible in Middle Earth, so it was not excluded. It would be rarely used, however.

You will note that Sorcerers have nearly no powers against extra planar activities and beings. This is primarily by choice as Sorcerers feel tampering is such powers is inherintly evil. Dark Sorcerers will dabble in these powers with no remorse.


Astral Projection: Casting Time: increased from 30 minutes, to 8 hrs
Banishment: Remove or Modify
"Bigby's Hand" spells: Hands are invisible to all except caster
Blade Barrier
Clone: Change preparation duration from 2d4 months, to 2d4 years
Contact Other Plane
Dimensional Anchor
Dismissal
Drawmij's Instant Summons
Elemental Swarm
Enlarge
Flesh to Stone
Gaseous Form
Gate
Greater Planar Ally
Greater Planar Binding
Helping Hand
"Law" spells - all
"Leomund's" spells
Lesser Planar Ally
Lesser Planar Binding
Levitate
Limited Wish
Magic Jar
Major Creation
Mark of Justice
Maze
Meld Into Stone
Melf's Acid Arrow
Minor Creation
Miracle
"Mordenkainen's" spells
"Otiluke's" spells
Otto's Irresistible Dance
Planar Ally
"Polymorph" spells - all
Raise Dead
Reduce
Refuge
Regenerate
Reincarnate
Resurrection
Reverse Gravity
Righteous Might
Rope Trick
Sepia Snake Sigil
Shadow Walk
Shapechange
Shrink Item
Soul Bind
Spectral Hand
Spider Climb
Statue
Stone to Flesh
Tasha's Hideous Laughter
Telekinesis
"Teleport" spells - all
Time Stop
"Transmute" spells - all
Trap the Soul
True Resurrection
Unseen Servant
Vanish
Wall of Iron
Wind Walk
Wish
Word of Recall







Note: Some of the most powerful spellcasters in Middle Earth - the Wizards, Elves such as Galadriel - may have access to some of the spells listed here. This is either due to meddling in types of magic that are normally forbidden or "taboo" due to their association with Sauron or Morgoth (as Saruman did), or due to a character being among the oldest and wisest people in Middle Earth (such as Galadriel).
   Like this post
Cappucina

Courageous Warrior
7/1/2006 9:01:24 AM
PostID: 72681
I had no idea spells were chosen based on the books. I thought you pulled spells that were too obviously every spellcaster's choice - Magic Missile for example. So, that players would still want to play Wizards too, in order to get the 'best' spells, especially well regarded offensive spells. That's how I am going to look at the changes - as a player considering which spell caster to play. Wizards get to cast higher spells a level earlier as they advance....but Sorcerors seem to have everything else.
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"""The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level sorcerer can’t empower any spell higher than 2nd level, for instance).
You could even combine these options, allowing a sorcerer with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you’re comfortable with characters throwing around a lot of metamagic spells."""

me:
I see this as being too much in the favor of Sorceror over Wizard. Extend Feat, Permanent Feat = 3 all day buffs, every day...the wizard would have to use precious high spell slots and the sorceror would only have to use the level of the spell (2nd for Eagle's Splendor and Cat's Grace, etc). As a Sorceror player - I would love to use metamagic feats for free.
As a wizard player, I would be jealous!    Like this post
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