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Autor Thema: Uskale Somniphem  (Gelesen 12644 mal)

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Lord Aldebaran

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Uskale Somniphem
« am: 03.02.2009, 16:48:41 »
Uskale Somniphem

Wizard 16, Dreamwalker 1, Archmage 2

Mensch, 1,85 m gross, 44 Jahre alt, männlich
Gesinnung: NG
Gottheit: Fharlangh

STR: 13
DEX: 17 (11+6 gloves)
CON: 24 (18+6 amulet)
INT: 26 (20+6 headband)
WIS: 13
CHA: 15

HP: 197 (132+65 amulet)
AC: 26 (10+8+5+3)
Touch: 18
Flat-footed: 23

Initiative: +3
Speed: 30 ft.

Fortitude: +17 (5+7+5)
Reflex: +15 (5+3+2 (Wiesel)+5)
Will: +19 (13+1+5)

BAB: +10/+5

Skills:
- Lucid Dreaming: 22 (MotP)
- Knowledge the Planes: 22
- Knowledge Arcana: 22
- Knowledge Local: 18
- Spellcraft: 25
- Concentration: 22

Feats:
- Familiar (Wiesel)
- Scribe Scroll
- Craft Wands
- Silent Spell
- Still Spell
- Spellmastery (Teleport, Planeshift, ???)
- Quicken Spell
- Spell Penetration
- Greater Spell Penetration
- Spell Focus (Illusion)
- Greater Spell Focus (Illusion)
- Eschew Material
- Skill Focus (Spellcraft)
- Mastery of Shaping
- High Arcana: Mastery of Elements

Dreamwalker:
BAB +0 F: +0 R: +0 W: +2   +1lvlclass Dreamsight, Dreamspeach

Dreamsight:
Ability to see the dreams of others. She sees what others are dreaming, but may not interact with it. Hoewever, the dreams of an individual may well give way to their personalities. To enter anyones mind, the target makes a Will Save (as scry).
Failiure means, that she may not enter the subjects dreams until he falls asleep again. The dreamwalker may be awake to perform this power. However, if she attemps to use the power during her sleep, she adds a +2 to the will save.

Dreamspeech:
She may speek to the slumbering individual. This costs nothing, but she must first have contacted the subject using dreamsight. She may then say anything she wants up until the person awakes. The subjekt will hear her and may respond, but is under no compulsion to do as she says. Dreamspeech has no direct adverse on an individual other than possible annoyance.

Items:
Headband of Intellect +6
Amulet of Health +6
Cloak of Resistance +5
Gloves of Dexterity +6
Ring of Wizardry III
Winged Boots
Quarterstaff +1
Rod Metamagic, Quicken, lesser
Rod Metamagic, Empower, greater
Ring of Fire Resistance, Greater

15.000 Goldpieces

Spells:
Per day starting with 0 level: (4, 6, 6, 10, 6, 5, 4, 5, 3, 3)

0 level:
all

1st level
Alarm
Shield
Grease
Comprehend Languages
Detect Secret Doors
Identify
True Strike
Magic Missile
Color Spray
Silent Image
Ventriloquism
Ray of Enfeeblement
Feather Fall

2nd level
Protection from Arrows
Resist Energy
Web
Locate Object
See Invisibility
Blur
Invisibility
Minor Image
Mirror Image
Misdirection
False Life
Darkvision
Knock
Rope Trick
Spider Climb
Whispering Wind

3rd level
Dispel Magic
Arcane Sight
Tongues
Heroism
Fireball
Lightning Bolt
Displacement
Invisibility Sphere
Major Image
Blink
Fly
Slow

4th level
Dimensional Anchor
Stoneskin
Dimension Door
Arcane eye
Scrying
Wall of Fire
Illusory Wall
Greater Invisibility
Rainbow Pattern
Fear
Mass Enlarge Person
Secure Shelter
Phantasmal Killer
Resilient Sphere
Assay Ressistance
Orb of Fire

5th level
Break Enchantment
Dismissal
Teleport
Wall of Stone
Prying eyes
Hold Monster
Wall of Force
Dream
False Vision
Nightmare
seeming
Passwall
Permanency
Fire Shield, Mass

6th level
Antimagic Field
Greater Dispel Magic
Repulsion
Wall of Iron
True Seeing
Chain Lightning
Mislead
Permanent Image
Programmed Immage
Veil
Shadow Walk
Disintegrate
Analyze Dweomer

7th level
Plane Shift
Greater Teleport
Vision
Power Word Blind
Mass Invisibility
Project Image
Simulacrum
Limited Wish
Mage’s Magnificent Mansion
Force Cage
Delayed Blast Fireball

8th level
Dreamtravel (MotP)
Mind Blank
Prismatic Wall
Scintillating Pattern
Greater Shadow Evocation
Polar ray

9th level
Weird
Shades
Time Stop
M.s Disjunction
Fire Shield, Mass

Evocation [Fire or Cold]

Level: Sorcerer/Wizard 5, Warmage 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more allied creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a few frenzied motions you complete the spell, bathing your allies in halos of magical flame.
This spell functions like fire shield (PH 230), except as noted above.
Source: Spell Compendium 3.5 (SpC)

DREAM TRAVEL
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: You plus one additional creature touched per level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes


You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into the Region of Dreams. You can take more than one creature along with you (subject to your level limit), but all must be touching each other when you cast the spell. You physically enter the plane of Dream, leaving nothing behind.

In Dream, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through Dream (which is only a single round on the Material Plane), you can "wake" to find yourself five miles displaced in the waking world. Thus, a character can use this spell to travel rapidly by physically entering where only dreams prowl, moving the desired distance, and stepping back into the waking world. You know where you will come out in the waking world.

Dream travel can also be used to travel to other planes that contain creatures who dream, but this requires crossing into the Dreamheart, where you are subject to the vagaries of violent dream realities. Transferring to another plane of existence requires ld4 hours on Dream (which corresponds to 1 d4x6 minutes as time is measured on most other planes).

Any creatures touched by you when dream travel is cast also makes the transition to the borders of unconscious thought. They may opt to follow you, wander into other dreamscapes, or stumble back into the waking world '50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Region of Dreams receive a Will saving throw, negating the effect if successful.

Note: Unlike the normal rules for dreaming, items you use, spells you cast, and other consumables are still gone when you return to the waking world after being under the effect of this spell. Likewise, items you gain and experience you accumulate while under the effect of this spell stay with you.
« Letzte Änderung: 16.09.2010, 13:50:01 von Lord Nibbler »

Geran

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Uskale Somniphem
« Antwort #1 am: 07.02.2009, 18:09:55 »
Ich würde mich freuen wenn er einen Spruch wie
Anticipate Teleportation, Greater
Superior Invisibilty
Fire Shield, mass
irgendeinen von Leomunds Haus Sprüchen

hätte.

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #2 am: 08.02.2009, 02:27:19 »
und vielleicht statt improved initiative quicken spell oder empower spell? (Still und silent finde ich sehr wichtig)

Lord Aldebaran

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Uskale Somniphem
« Antwort #3 am: 08.02.2009, 10:26:05 »
+ Mage’s Magnificent Mansion (7th)
+ Secure Shelter (4th)

ich finde zwar inproved ini besser als quicken spell. aber soll mir recht sein.

+fire shield, mass (5th)

http://r4bid.net/LoreWeaver/BookOvDreams

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #4 am: 10.02.2009, 00:04:05 »
ginge noch forcecage?

Außerdem wären ein paar Permanancy Spells nett:

Arkane Sight
See Invisible
Read Magic
und Darkvision...

wenn das ginge, ohne ein lvl zu verlieren.

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #5 am: 10.02.2009, 00:11:28 »
Aja...

Analyze Dweomer

wäre noch ein wichtiger Zauber, wenn es den gibt.

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #6 am: 06.05.2009, 17:06:25 »
Lvl-up auf Stufe 18:

Feat: Skillfokus: Spellcraft

Erzmagier 1

Mastery of Shaping
Will Save +2
CL +1

Spells: Force Cage; Swift Spell Assay Ressistance (CArc p. 98)
Slots: je ein Grad 8 und 9 zusätzlich, ein Grad, ein Grad 6 Slot weniger (Mastery of Shaping)

Skills: 2+5=7
 Spellcraft +1, Concentration +1, Knowledge the Planes +1, Knowledge Arcana +4

Hit-Dice: 1d4+7

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #7 am: 06.05.2009, 17:06:55 »
HP Würfeln: 1d41d4+7 = (2) +7 Gesamt: 9

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #8 am: 11.05.2009, 09:18:47 »
Heroes Feast: 1d81d8+10 = (8) +10 Gesamt: 18

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #9 am: 13.05.2009, 23:57:52 »
1d201d20+3 = (11) +3 Gesamt: 14  ini

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #10 am: 16.07.2009, 23:09:04 »
1d201d20+17 = (3) +17 Gesamt: 20 Dispellcheck

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #11 am: 21.07.2009, 20:42:57 »
9d69d6 = (3, 4, 6, 1, 1, 3, 3, 5, 6) Gesamt: 32 Fireball, dc 21

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #12 am: 02.08.2009, 13:57:58 »
1d201d20+15 = (5) +15 Gesamt: 20 1. reflex
1d201d20+15 = (9) +15 Gesamt: 24 2. reflex

haben auch noch prot from fire 30...

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #13 am: 02.08.2009, 13:58:58 »
beide verhaun, aber dank der prot nur 7 Schaden.

Sylvester Stinkfuß

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Uskale Somniphem
« Antwort #14 am: 26.08.2009, 21:14:38 »
So.

Zuerst läuft Usk ein kleines Stück (5')

Alles Casts sind defensiv.

Wenn der Kobold keine Abjuration Aura des Grades 7-9 (strong) auf sich liegen hat, wirkt Usk dann quick true strike und disintegrate.

Angriffswurf: 1d201d20+34 = (2) +34 Gesamt: 36 (Ohne Invi Boni, Ohne Mali für in den Nahkampf)
SR Wurf 1d201d20+22 = (7) +22 Gesamt: 29
Schadenswurf 36d636d6 = (3, 1, 2, 2, 2, 5, 6, 3, 4, 6, 3, 6, 5, 5, 2, 5, 6, 6, 5, 5, 6, 2, 3, 3, 2, 5, 3, 3, 4, 1, 3, 6, 6, 1, 1, 6) Gesamt: 137

Fortitude Save Partial: DC 24

Sonst: Ready-Action:
Code: (Ready Action) [Auswählen]
sobald der Kobold handelt (Egal was er macht, hauptsache er macht was): Quick Spell Assay Resistance auf den Kobold, dann Irresistable Dance. Wenn der Kobold vorher stirbt das selbe direkt auf den Grizzly.

1d201d20+32 = (5) +32 Gesamt: 37 gegen die Spellresistance,


Angriffswurf: 1d201d20+37 = (1) +37 Gesamt: 38

Schaden: 1d81d8+11 = (4) +11 Gesamt: 15

Fortitude um nicht stunned zu werden: DC 26

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