Here we hold another of the characters for the Dusk Isles putting. Since there were petitions to employ templet - and it is a cleanly unsmooth spot - the characters will be getting at ECL 2. In the example of the Shadow Hob characters, who are applying a +0 ECL race with no guide, these writeups will be maked at grade one. That manner we can have a look at how the character is attending develop and be played before boosting them to level two, and they 'll be more utile as representatives for other people.
Just in case instance, the participant desires a character with totemistic magical power, running acquisitions, and a just grade of accomplishment with a longbow.
+0 ECL Shadow Elves Sum-up
( The full writeup is available over HERE
- +2 Int, +2 Dex, +2 to Str, Con, Wis, or Chr ( as per house ), and +2 to any property.
- Low-Light Vision.
- May apply Charms and Talismans according to their Wealthiness Degree, and four CP worth of Relics.
- +2d6 Hit Die ( handled as two rolls of `` 6 ).
- +1 fillip on Saves. Extra +2 to Saves versus Spells.
- Attainment Bonuses: +2 Hunt, +3 to all attainments in a took grouping ( as per house ), may add their Int Mod to their grades in wisdom-based accomplishments ( Heal, Listen, Profession, Sense Need, Place, and Endurance ).
- Use-Activated Abilities at Caster Degree One: Terpsichore Lights 1/Day, Detect Thaumaturgy 1/Day, Fay Fire 1/Day, Fasting Healing 1 ( for up to 16 points per day ), and Thaumaturgy Arm 1/Day.
- They besides derive limitless use-activated caster degree one utilisation of any one first-level enchantment permitted by the game maestro ( as per house ). Trances such as `` Remedy Light Wounds '' are available once per day per grade alternatively of being really unlimited-use.
- Shadow Elves are inherently ravished, and can be readily spied - and their houses placed - by a simple Detect Magical spell.
- Shadow Elves can but brook ( Con ) `` points '' worth of regular wizardly points - and the `` point '' cost of any given point is up to the game maestro ( as a regulation, low-level single-charge points are small problem, trance storing points are merely middling troublesome, and permanently-active personal sweetening points are rattlingly troublesome ). Annoyingly plenty, this boundary besides impacts impermanent external trances - although their short-run nature intends that the boundary is increased by the user 's ( Con Mod ).
The Shadow Elves are verily rather formidable - but those magical point limitations will squeeze afterward. Without those restrictions they 'd be a +1 ECL race.
Ishinomorel Elthik is n't much for people. He Holds vaguely loyal to his household and sibs, and is even affectionate of one or two, but holds n't got much usage for most foreigners - even if they 're conjoining into the house. Recently he Holds begun favour turning some kinda cold reptilian totem, and it Holds been doing him even colder and less sociable than usual. Why he Holds taken upward risking at this point is still an unfastened query - but it Holds likelily some kinda semipermanent strategy.
The Elthik House endowments ( +2 Wis, +3 fillip on magic-related acquirements, limitless utilisation of Detect Thaumaturgy, limitless utilization of Prestidigitation, and Read Thaumaturgy 1/day ) hold assisted do the house rather moneyed as formidable ( and slightly militaristic ) Magi - but personally, he runs towards totemistic ( pulling on fauna powers ) and personal-enhancement thaumaturgy instead than the gimcrack material.
- Disadvantages: Hunted ( rival immature manque Lord, who will make their best to counteract their rivals ), Accursed ( already owes favors to assorted boozes ), and Inept ( -2 on Charisma-based accomplishments ) ( +10 CP ).
- Obligations: In royal service, +2 CP/Level ) ( +2 CP ).
- Entire available character points: 48 ( Grade One Base ) + 10 ( Disadvantages ) +2 ( Duties ) + 6 ( Grade One Fillip Effort ) = 66, 18 of which ( from disadvantages, responsibilities, and the fillip Exploit ) may be passed outside of the Venturer model limitations.
Basic Dimensions: Str 13, Dex 18 ( 20, Wealthiness ), Con 13, Int 20, Wis 18, Cha 7
Base Powerfulness 3, Base Enchantment Points 4, Personal Mana 6 + 9 ( buyed ) = 15.
Basic Purchases
( 33 CP ):
- Expert with All Simple and Martial Weapons ( 9 CP ) and Light Armour ( 3 CP ).
- +5 Accomplishment Points ( 5 CP ).
- +1 on Fortitude Saves ( 3 CP ).
- Save Totals: Reflex +6 ( +5 Dex +1 Race ), Fortitude +3 ( +1 Con +1 Race +1 Purchased ), Volition +5 ( +4 Wis +1 Race ). Extra +2 racial fillip versus Spells.
- d8 Hit Dice ( 4 CP ). Hit Points 8 + 12 ( Racial ) + 3 ( 3x Con Mod ) = 23 H.P. ( 33 with Cloak ).
- Initial BAB +1, ( 6 CP ), extra +1 BAB. Specialized/only with Bowknots ( 3 CP ).
Special Abilities
( 33 CP ):
- Adept/Rune Command and Rune Cast for Totem and Transubstantiation Thaumaturgy ( 6 CP ).
- 2d6 ( +9 ) Mana, Corrupted/only for utilization with Rune Thaumaturgy ( 8 CP ).
- Rite of Ki with +4 Fillip Uses, Corrupted/works but once per hr, and even so only he Holds curb himself to light activities but ( 8 CP ).
- Metamagic Theorem/Compact, Specialized and Corrupted/may trim the efficacious degree of a runespell by one by choosing to owe a relevant spirit a minor favor or by two by prefering to owe a relevant spirit a major favor ( 2 CP ).
- Course ( 3 CP )
- Base Life-style: Flush ( 6 CP ). Thanks to royal championship, Ishinomorel derives grooming fillips as if he was one life-style grade higher. At the instant that Holds +2 SP and +1 Horsepower whenever he derives a degree and a +2 Wealthiness fillip to his efficacious Sleight.
Attainment Points
: 20 ( Int ) + 5 ( CP Spent ) = 25
Rune Control |
Aggregate |
Footing |
Notes |
Totem |
+14 |
4 ( 2* ) SP +1 Race +4 Wis +5 Int |
lets L3 enchantments |
Transubstantiation |
+14 |
4 ( 2* ) SP +1 Race +4 Wis +5 Int |
permits L3 enchantments |
Mending |
+12 |
2 SP +1 Race +4 Wis +5 Int |
permits L3 trances |
( Impermanent ) |
+11 |
1 SP +1 Race +4 Wis +5 Int |
permits L2 trances |
Rune Cast |
|||
Totem |
+14 |
4 ( 2* ) SP +1 Race +4 Wis +5 Int |
caster grade seven |
Transubstantiation |
+14 |
4 ( 2* ) SP +1 Race +4 Wis +5 Int |
caster grade seven |
Mending |
+12 |
2 SP +1 Race +4 Wis +5 Int |
caster grade six |
( Impermanent ) |
+11 |
1 SP +1 Race +4 Wis +5 Int |
caster grade five |
- Sadly, the half-bonus regulation for wizardly sweetenings to rune sorcerous trims the character 's racial attainment fillip from +3 to +1. Ah goodly.
- *Half cost ascribable Adept
- All of his Rune Thaumaturgy acquirements are Wis-based, thence conveying his racial ability to add his Int Mod to the base for Wisdom-based acquirements into drama.
- Rune Thaumaturgy salved D.C. 's are 14+Spell Grade.
Acquirement |
Sum |
Footing |
Concentration |
+5 |
1 SP +1 Con +3 Race |
Diplomacy |
-7 |
0 SP +2 Wealthiness -2 Cha -5 Unt -2 Inept |
Knowledge/Arcana |
+9 |
1 SP +5 Int +3 Race |
Knowledge/Nature |
+6 |
1 SP +5 Int |
Listen |
+10 |
1 SP +5 Int +4 Wis |
Martial Arts* |
+11 |
2 SP +5 Int +4 Wis |
Go Taciturnly |
+6 |
1 SP +5 Dex |
Drive |
+8 |
1 SP +5 Dex +2 Wealthiness |
Hunt |
+8 |
1 SP +5 Int +2 Race |
Sense Need |
+5 |
1 SP +4 Wis +5 Int -5 Unt |
Spellcraft |
+9 |
1 SP +5 Int +3 Race |
Place |
+10 |
1 SP +4 Wis +5 Int |
Endurance |
+10 |
1 SP +4 Wis +5 Int |
Cutting Wind manner
( Dex )
This arcane soldierlike art trusts less on physical sleight than on elusive sorcerous control. The plumes of the fletching, the tendon of the twine, the wood of the shaft - all were once living, and vibrate still with the energies of life. The maestro of the cutting wind holds acquired to attune his or her ain vitality to those residuary forces, doing the bowknot equally much a constituent of him- or herself as his or her manus - and channeling his or her ain strengths through the bowknot to strike downward his or her foeman with deathly effects.
- Requires: At least +1 BAB Specialized in Bows.
- Basic Techniques: Assail 4, Defenses 2, Powerfulness 3, Strike, Synergy/Survival
- Advanced and Maestro Techniques: Deflect Arrows, Rapid Shooting, and Sneak Onrush Two
- Supernatural Techniques: Inner Strength, Ch'i Block, Light pes, and Ophidian Strike.
- Known Techniques ( 6 ): Powerfulness Deuce, Synergy/Survival, Deflect Arrows, Rapid Shooting, Ophidian Strike
Combat Notes
- Armour Family
: 10 ( Base ) +5 ( Dex ) +4 ( Shimmermail ) +1 ( Masterwork Shield ) = 20 - Usual Onslaughts
- Longbow
: +6/+6 ( +2 Purchased BAB +5 Dex +1 Masterwork -2 Rapid Shooting ), 1d12+1 Harm ( 1d8 base, raised to d12 by soldierly humanities, +1 strength ), Crit 20/x3, 100 pes scope increase. - Longsword
: +2 ( +1 Strength +1 Masterwork ), 1d8+1 ( Strength ), Crit 19-20/x2.
Appeals
( 5 ):
- Ditty Bag: Produces any little spot of cogwheel that Holds took up to threefold per day - rendered that it Holds value is no to a higher degree one Cu piece.
- Firebox: Comprises a little, eternal, fire.
- Bridgehead Boots: Supply a bridgehead wherever you put your pes threefold per hr.
- Tinkerstone: Throws a `` Mending '' trance when rubbed over an point up to threefold per day.
- Wardstone: Provides DR 1/-.
Talismans
( 2 )
- Play Mail: +4 Armour Fillip with no penalizations.
- ( Bear ) Spirit Cloak: +10 Horsepower.
Relics
The Ithian Dragonstone ( 1 CP ) may be posed in a ring, worn as an talisman, or transported loose, but the writhing draconic `` defect '' in it Holds crystalline bosom ever rests. Its powers are Specialized/the user must commit his or her ain CP in the rock to actuate it and will owe occasional minor `` favors '' to the rocks inscrutable Godhead, which demonstrate as cryptical urges. It supplies:
- Prestidigitator
, permiting the employment of any fillip spells from the user 's spellcasting property to powerfulness Rune Charm ( 3 CP ). Presently this would be one each, of degrees one through four. - Partisan
, Specialized/as observed above for Two-baser Result ( two character points ), Corrupted/only useable for attainments. Normally this is taken as +1 SP each in Rune Cast and Rune Control for some field which Ishinomorel believes will suddenly be convenient ( 2 CP ). - Favors with Totem Booze
, letting the carrier to claim a minor favor from a totem spirit `` gratis '' once per session ( 1 CP ).- With a full cost of 6 CP, the Ithian Dragonstone is a 1 CP relic.
Other Equipment
: Thanks to his Flush position, Ishinomorel can presume that he Holds equipped with the finest quotidian cogwheel - pets if he desires them, adjutants and retainers, and plentiful supplies of rope, oil, nutrient, and similar material.
Ishinomorel is middling formidable, but not equally problematical as - tell - a low grade character who narrowed in supplication rune thaumaturgy. He can heighten himself in a broad motley of shipways, and even draw away some specific shapeshifting effects - but he is n't attending be blaring his enemies with lightning thunderbolts.
Naturally, at this point virtually all the characters in the party are antisocial types who hold problem getting along with anyone. Hopefully person will buck the tendency, and not leave ALL the societal interaction to one of the sick magic specialiser.
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