http://wiki.memphisgamers.com/api.php?action=feedcontributions&user=TooMuchPete&feedformat=atomSourcebook Wiki - User contributions [en]2024-03-29T10:07:02ZUser contributionsMediaWiki 1.26.2http://wiki.memphisgamers.com/index.php?title=Category:Mefighter_Gamma_Team&diff=18271Category:Mefighter Gamma Team2016-07-25T02:23:23Z<p>TooMuchPete: /* Language Aptitudes */</p>
<hr />
<div>an unborn and untested group.<br />
<br />
[http://mefightclub.com/discussion/3989/dd-pathfinder-the-call-goes-out-for-smurder-hoboss-heroes-recruitment-thread/#Item_98 MFC Thread]<br />
==PCs==<br />
<br />
{| class="wikitable<br />
!|PC||Race||Classes||general party role||Player<br />
|-<br />
|[[Astrid Kordt|Astrid]] or [[Theo Kordt|Theo]]...||Human||Alchemist ([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/ascension-games-llc/metallurgist Metallurgist]) 1/Fighter 1||2nd-line tank, reach weapons, buffing/debuffing||[[user:feantari|Feantari]]<br />
|-<br />
|[[Beladriendir Nameroc Shimeran|Bel]]||Elf||Swashbuckler ([http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler/archetypes/paizo---swashbuckler-archetypes/inspired-blade Inspired Blade]) 1 / Investigator ([http://www.d20pfsrd.com/classes/hybrid-classes/investigator/archetypes/paizo---investigator-archetypes/empiricist Empiricist]) 1||non-social skills, fencing, high dex/low hp||[[user:bartley|Bartley]]<br />
|-<br />
|[[Dohrn Bend-Ear]]||Dwarf||Bard|| bard, performance, weapon/instrument creation ||[[user:SmartDalek|Smart Dalek]]<br />
|-<br />
|[[Mellifluous_Brightkettle|Mell]]||Halfling||Paladin 1 / Rogue 1||little tank, kind of a face early on||[[user:fleacircus|fleacircus]]<br />
|-<br />
|[[Orson_Pryce|Orson]]||Human||Hunter||Ranged Damage, companion off-tank, light healing||[[TooMuchPete]]<br />
|}<br />
<br />
==Notable Deeds==<br />
==Language Aptitudes==<br />
{| border="1" cellspacing="0" cellpadding="2" style="text-align:center"<br />
|+Languages by Member(x=free, X=int bonus, *=linguistics point<br />
|-<br />
!| !!Ubrekti(common)!!Celesti!!Flaneri!!Fresian!!Odessan!!Dwarven!!Hakni!!Halfling!!Sidhe!!Orc!!Unassigned<br />
|-<br />
!Astrid (8) ||x || || ||xx || ||x || || || || ||gnome, old ubrekti, yarnich, goblin<br />
|-<br />
!Bel (7) ||x || || ||X ||X ||X ||X || ||x ||* ||<br />
|-<br />
!|Mathis || || || || || || || || || || ||<br />
|- <br />
!Mell (4) ||x || || ||x || ||X || ||x || || ||<br />
|-<br />
!Orson (3) ||x || || ||x || ||X || || || || ||<br />
|}<br />
<br />
==Skill Aptitude==<br />
- Particularly terrible at, or no ranks and not a class skill<br />
&lt;blank&gt; Not particularly notable<br />
+ Can do if pressed, or can aid another without being completely awful<br />
++ Notably good at<br />
+++ Expert within the party<br />
++++ Completely exceptional<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" style="text-align:center"<br />
!!!Astrid!!Bel!!Mell!!Mathis||Player5<br />
|-<br />
|Acrobatics||- ||++||+++||++++||<br />
|-<br />
|Appraise||+++||++ || || ||<br />
|-<br />
|Bluff|| ||- ||+++ ||+++||<br />
|-<br />
|Climb||- || ||+++ ||++||<br />
|-style="background-color:#eee"<br />
|Craft (alchemy)||++++|| || || ||<br />
|-style="background-color:#eee"<br />
|Craft (armor)||+++|| || || ||<br />
|-style="background-color:#eee"<br />
|Craft (bows)||+++|| || || ||<br />
|-style="background-color:#eee"<br />
|Craft (weapons)||+++|| || || ||<br />
|-<br />
|Diplomacy|| ||-||+++ ||+++||<br />
|-<br />
|Disable Device|| ||+++ ||+++ ||++++||<br />
|-<br />
|Disguise|| || || || ||<br />
|-<br />
|Escape Artist||- || || ||++++||<br />
|-style="background-color:#eee"<br />
|Fly||- || || || ||<br />
|-style="background-color:#eee"<br />
|Handle Animal|| || ||+++ || ||<br />
|-style="background-color:#eee"<br />
|Heal|| || || || ||<br />
|-style="background-color:#eee"<br />
|Intimidate|| || ||++++ || ||<br />
|-<br />
|Knowledge (Arcana)||++||++||||||<br />
|-<br />
|Knowledge (Dungeoneering)||++ ||++|| ||||<br />
|-<br />
|Knowledge (Engineering)||++ ||++|| || ||<br />
|-<br />
|Knowledge (Geography)|| ||++|| ||||<br />
|-style="background-color:#eee"<br />
|Knowledge (History)|| ||++||||||<br />
|-style="background-color:#eee"<br />
|Knowledge (Local)||||++||||++||<br />
|-style="background-color:#eee"<br />
|Knowledge (Nature)||++||++||||||<br />
|-style="background-color:#eee"<br />
|Knowledge (Nobility)||++ ||++|| ||||<br />
|-<br />
|Knowledge (Planes)|| ||++|| ||||<br />
|-<br />
|Knowledge (Religion)|| ||++||++ ||||<br />
|-<br />
|Linguistics||||++|| || ||<br />
|-<br />
|Perception||+||+++||++||+++||<br />
|-style="background-color:#eee"<br />
|Perform (Oration)|| |||| ||||<br />
|-style="background-color:#eee"<br />
|Profession (Sailor)|||| || || ||<br />
|-style="background-color:#eee"<br />
|Ride||+ || ||+++ || ||<br />
|-style="background-color:#eee"<br />
|Sense Motive||+ ||+||+++ ||++++||<br />
|-<br />
|Sleight of Hand|| ||++ ||+++ ||++++||<br />
|-<br />
|Spellcraft||++||++|| || ||<br />
|-<br />
|Stealth||- ||++ ||+++ ||+++||<br />
|-<br />
|Survival|| ||++ || || ||<br />
|-style="background-color:#eee"<br />
|Swim||- || || || ||<br />
|-style="background-color:#eee"<br />
|Use Magic Device||+||+ || || ||<br />
|}<br />
<br />
==Resources==<br />
* [https://docs.google.com/spreadsheets/d/1VI3fuMbpyg0nbU359AmU9JPkb7vHDLES9P5-E0s-4wI/edit?usp=sharing xp spreadsheet]<br />
* [https://docs.google.com/spreadsheets/d/1B_tBVlmPAQWqjWYvLKvv4v5BtrrOnVsE3yA1EY7Mj2s/edit?usp=sharing inventory spreadsheet]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Category:Mefighter_Gamma_Team&diff=18270Category:Mefighter Gamma Team2016-07-25T02:22:59Z<p>TooMuchPete: /* Language Aptitudes */</p>
<hr />
<div>an unborn and untested group.<br />
<br />
[http://mefightclub.com/discussion/3989/dd-pathfinder-the-call-goes-out-for-smurder-hoboss-heroes-recruitment-thread/#Item_98 MFC Thread]<br />
==PCs==<br />
<br />
{| class="wikitable<br />
!|PC||Race||Classes||general party role||Player<br />
|-<br />
|[[Astrid Kordt|Astrid]] or [[Theo Kordt|Theo]]...||Human||Alchemist ([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/ascension-games-llc/metallurgist Metallurgist]) 1/Fighter 1||2nd-line tank, reach weapons, buffing/debuffing||[[user:feantari|Feantari]]<br />
|-<br />
|[[Beladriendir Nameroc Shimeran|Bel]]||Elf||Swashbuckler ([http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler/archetypes/paizo---swashbuckler-archetypes/inspired-blade Inspired Blade]) 1 / Investigator ([http://www.d20pfsrd.com/classes/hybrid-classes/investigator/archetypes/paizo---investigator-archetypes/empiricist Empiricist]) 1||non-social skills, fencing, high dex/low hp||[[user:bartley|Bartley]]<br />
|-<br />
|[[Dohrn Bend-Ear]]||Dwarf||Bard|| bard, performance, weapon/instrument creation ||[[user:SmartDalek|Smart Dalek]]<br />
|-<br />
|[[Mellifluous_Brightkettle|Mell]]||Halfling||Paladin 1 / Rogue 1||little tank, kind of a face early on||[[user:fleacircus|fleacircus]]<br />
|-<br />
|[[Orson_Pryce|Orson]]||Human||Hunter||Ranged Damage, companion off-tank, light healing||[[TooMuchPete]]<br />
|}<br />
<br />
==Notable Deeds==<br />
==Language Aptitudes==<br />
{| border="1" cellspacing="0" cellpadding="2" style="text-align:center"<br />
|+Languages by Member(x=free, X=int bonus, *=linguistics point<br />
|-<br />
!| !!Ubrekti(common)!!Celesti!!Flaneri!!Fresian!!Odessan!!Dwarven!!Hakni!!Halfling!!Sidhe!!Orc!!Unassigned<br />
|-<br />
!Astrid (8) ||x || || ||xx || ||x || || || || ||gnome, old ubrekti, yarnich, goblin<br />
|-<br />
!Bel (7) ||x || || ||X ||X ||X ||X || ||x ||* ||<br />
|-<br />
!|Mathis || || || || || || || || || || ||<br />
|- <br />
!Mell (4) ||x || || ||x || ||X || ||x || || ||<br />
!Orson (3) ||x || || ||x || ||X || || || || ||<br />
|}<br />
<br />
==Skill Aptitude==<br />
- Particularly terrible at, or no ranks and not a class skill<br />
&lt;blank&gt; Not particularly notable<br />
+ Can do if pressed, or can aid another without being completely awful<br />
++ Notably good at<br />
+++ Expert within the party<br />
++++ Completely exceptional<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" style="text-align:center"<br />
!!!Astrid!!Bel!!Mell!!Mathis||Player5<br />
|-<br />
|Acrobatics||- ||++||+++||++++||<br />
|-<br />
|Appraise||+++||++ || || ||<br />
|-<br />
|Bluff|| ||- ||+++ ||+++||<br />
|-<br />
|Climb||- || ||+++ ||++||<br />
|-style="background-color:#eee"<br />
|Craft (alchemy)||++++|| || || ||<br />
|-style="background-color:#eee"<br />
|Craft (armor)||+++|| || || ||<br />
|-style="background-color:#eee"<br />
|Craft (bows)||+++|| || || ||<br />
|-style="background-color:#eee"<br />
|Craft (weapons)||+++|| || || ||<br />
|-<br />
|Diplomacy|| ||-||+++ ||+++||<br />
|-<br />
|Disable Device|| ||+++ ||+++ ||++++||<br />
|-<br />
|Disguise|| || || || ||<br />
|-<br />
|Escape Artist||- || || ||++++||<br />
|-style="background-color:#eee"<br />
|Fly||- || || || ||<br />
|-style="background-color:#eee"<br />
|Handle Animal|| || ||+++ || ||<br />
|-style="background-color:#eee"<br />
|Heal|| || || || ||<br />
|-style="background-color:#eee"<br />
|Intimidate|| || ||++++ || ||<br />
|-<br />
|Knowledge (Arcana)||++||++||||||<br />
|-<br />
|Knowledge (Dungeoneering)||++ ||++|| ||||<br />
|-<br />
|Knowledge (Engineering)||++ ||++|| || ||<br />
|-<br />
|Knowledge (Geography)|| ||++|| ||||<br />
|-style="background-color:#eee"<br />
|Knowledge (History)|| ||++||||||<br />
|-style="background-color:#eee"<br />
|Knowledge (Local)||||++||||++||<br />
|-style="background-color:#eee"<br />
|Knowledge (Nature)||++||++||||||<br />
|-style="background-color:#eee"<br />
|Knowledge (Nobility)||++ ||++|| ||||<br />
|-<br />
|Knowledge (Planes)|| ||++|| ||||<br />
|-<br />
|Knowledge (Religion)|| ||++||++ ||||<br />
|-<br />
|Linguistics||||++|| || ||<br />
|-<br />
|Perception||+||+++||++||+++||<br />
|-style="background-color:#eee"<br />
|Perform (Oration)|| |||| ||||<br />
|-style="background-color:#eee"<br />
|Profession (Sailor)|||| || || ||<br />
|-style="background-color:#eee"<br />
|Ride||+ || ||+++ || ||<br />
|-style="background-color:#eee"<br />
|Sense Motive||+ ||+||+++ ||++++||<br />
|-<br />
|Sleight of Hand|| ||++ ||+++ ||++++||<br />
|-<br />
|Spellcraft||++||++|| || ||<br />
|-<br />
|Stealth||- ||++ ||+++ ||+++||<br />
|-<br />
|Survival|| ||++ || || ||<br />
|-style="background-color:#eee"<br />
|Swim||- || || || ||<br />
|-style="background-color:#eee"<br />
|Use Magic Device||+||+ || || ||<br />
|}<br />
<br />
==Resources==<br />
* [https://docs.google.com/spreadsheets/d/1VI3fuMbpyg0nbU359AmU9JPkb7vHDLES9P5-E0s-4wI/edit?usp=sharing xp spreadsheet]<br />
* [https://docs.google.com/spreadsheets/d/1B_tBVlmPAQWqjWYvLKvv4v5BtrrOnVsE3yA1EY7Mj2s/edit?usp=sharing inventory spreadsheet]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Category:Mefighter_Gamma_Team&diff=18269Category:Mefighter Gamma Team2016-07-25T02:21:36Z<p>TooMuchPete: /* PCs */</p>
<hr />
<div>an unborn and untested group.<br />
<br />
[http://mefightclub.com/discussion/3989/dd-pathfinder-the-call-goes-out-for-smurder-hoboss-heroes-recruitment-thread/#Item_98 MFC Thread]<br />
==PCs==<br />
<br />
{| class="wikitable<br />
!|PC||Race||Classes||general party role||Player<br />
|-<br />
|[[Astrid Kordt|Astrid]] or [[Theo Kordt|Theo]]...||Human||Alchemist ([http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/ascension-games-llc/metallurgist Metallurgist]) 1/Fighter 1||2nd-line tank, reach weapons, buffing/debuffing||[[user:feantari|Feantari]]<br />
|-<br />
|[[Beladriendir Nameroc Shimeran|Bel]]||Elf||Swashbuckler ([http://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler/archetypes/paizo---swashbuckler-archetypes/inspired-blade Inspired Blade]) 1 / Investigator ([http://www.d20pfsrd.com/classes/hybrid-classes/investigator/archetypes/paizo---investigator-archetypes/empiricist Empiricist]) 1||non-social skills, fencing, high dex/low hp||[[user:bartley|Bartley]]<br />
|-<br />
|[[Dohrn Bend-Ear]]||Dwarf||Bard|| bard, performance, weapon/instrument creation ||[[user:SmartDalek|Smart Dalek]]<br />
|-<br />
|[[Mellifluous_Brightkettle|Mell]]||Halfling||Paladin 1 / Rogue 1||little tank, kind of a face early on||[[user:fleacircus|fleacircus]]<br />
|-<br />
|[[Orson_Pryce|Orson]]||Human||Hunter||Ranged Damage, companion off-tank, light healing||[[TooMuchPete]]<br />
|}<br />
<br />
==Notable Deeds==<br />
==Language Aptitudes==<br />
{| border="1" cellspacing="0" cellpadding="2" style="text-align:center"<br />
|+Languages by Member(x=free, X=int bonus, *=linguistics point<br />
|-<br />
!| !!Ubrekti(common)!!Celesti!!Flaneri!!Fresian!!Odessan!!Dwarven!!Hakni!!Halfling!!Sidhe!!Orc!!Unassigned<br />
|-<br />
!Astrid (8) ||x || || ||xx || ||x || || || || ||gnome, old ubrekti, yarnich, goblin<br />
|-<br />
!Bel (7) ||x || || ||X ||X ||X ||X || ||x ||* ||<br />
|-<br />
!|Mathis || || || || || || || || || || ||<br />
|- <br />
!Mell (4) ||x || || ||x || ||X || ||x || || ||<br />
|}<br />
<br />
==Skill Aptitude==<br />
- Particularly terrible at, or no ranks and not a class skill<br />
&lt;blank&gt; Not particularly notable<br />
+ Can do if pressed, or can aid another without being completely awful<br />
++ Notably good at<br />
+++ Expert within the party<br />
++++ Completely exceptional<br />
<br />
{| border="1" cellspacing="0" cellpadding="2" style="text-align:center"<br />
!!!Astrid!!Bel!!Mell!!Mathis||Player5<br />
|-<br />
|Acrobatics||- ||++||+++||++++||<br />
|-<br />
|Appraise||+++||++ || || ||<br />
|-<br />
|Bluff|| ||- ||+++ ||+++||<br />
|-<br />
|Climb||- || ||+++ ||++||<br />
|-style="background-color:#eee"<br />
|Craft (alchemy)||++++|| || || ||<br />
|-style="background-color:#eee"<br />
|Craft (armor)||+++|| || || ||<br />
|-style="background-color:#eee"<br />
|Craft (bows)||+++|| || || ||<br />
|-style="background-color:#eee"<br />
|Craft (weapons)||+++|| || || ||<br />
|-<br />
|Diplomacy|| ||-||+++ ||+++||<br />
|-<br />
|Disable Device|| ||+++ ||+++ ||++++||<br />
|-<br />
|Disguise|| || || || ||<br />
|-<br />
|Escape Artist||- || || ||++++||<br />
|-style="background-color:#eee"<br />
|Fly||- || || || ||<br />
|-style="background-color:#eee"<br />
|Handle Animal|| || ||+++ || ||<br />
|-style="background-color:#eee"<br />
|Heal|| || || || ||<br />
|-style="background-color:#eee"<br />
|Intimidate|| || ||++++ || ||<br />
|-<br />
|Knowledge (Arcana)||++||++||||||<br />
|-<br />
|Knowledge (Dungeoneering)||++ ||++|| ||||<br />
|-<br />
|Knowledge (Engineering)||++ ||++|| || ||<br />
|-<br />
|Knowledge (Geography)|| ||++|| ||||<br />
|-style="background-color:#eee"<br />
|Knowledge (History)|| ||++||||||<br />
|-style="background-color:#eee"<br />
|Knowledge (Local)||||++||||++||<br />
|-style="background-color:#eee"<br />
|Knowledge (Nature)||++||++||||||<br />
|-style="background-color:#eee"<br />
|Knowledge (Nobility)||++ ||++|| ||||<br />
|-<br />
|Knowledge (Planes)|| ||++|| ||||<br />
|-<br />
|Knowledge (Religion)|| ||++||++ ||||<br />
|-<br />
|Linguistics||||++|| || ||<br />
|-<br />
|Perception||+||+++||++||+++||<br />
|-style="background-color:#eee"<br />
|Perform (Oration)|| |||| ||||<br />
|-style="background-color:#eee"<br />
|Profession (Sailor)|||| || || ||<br />
|-style="background-color:#eee"<br />
|Ride||+ || ||+++ || ||<br />
|-style="background-color:#eee"<br />
|Sense Motive||+ ||+||+++ ||++++||<br />
|-<br />
|Sleight of Hand|| ||++ ||+++ ||++++||<br />
|-<br />
|Spellcraft||++||++|| || ||<br />
|-<br />
|Stealth||- ||++ ||+++ ||+++||<br />
|-<br />
|Survival|| ||++ || || ||<br />
|-style="background-color:#eee"<br />
|Swim||- || || || ||<br />
|-style="background-color:#eee"<br />
|Use Magic Device||+||+ || || ||<br />
|}<br />
<br />
==Resources==<br />
* [https://docs.google.com/spreadsheets/d/1VI3fuMbpyg0nbU359AmU9JPkb7vHDLES9P5-E0s-4wI/edit?usp=sharing xp spreadsheet]<br />
* [https://docs.google.com/spreadsheets/d/1B_tBVlmPAQWqjWYvLKvv4v5BtrrOnVsE3yA1EY7Mj2s/edit?usp=sharing inventory spreadsheet]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=12297Thoven's Character Sheet (3.5e)2012-04-17T23:33:25Z<p>TooMuchPete: /* Spell List */ spell finagling.</p>
<hr />
<div>{{DING! [[User:Detarame|absalom]] 17:54, 16 April 2012 (EDT)}}<br />
{{statsbox|ExampleCharPic.jpg|8|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/8<br /><br />
Experience: 28471<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: N<br /><br />
Origin: ??, Gildenhome<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
* STR: 8<br />
* DEX: 12<br />
* CON: 10<br />
* INT: 14<br />
* WIS: 14<br />
* CHA: 18<br />
<br />
HP: 25<br />
<br />
AC: 11<br />
<br />
Base Attack: +3<br />
<br />
Saves:<br />
:''+2 to all Save vs. Spells or Poisons''<br />
*Fort (+2) : +2 Class + 0 Attribute<br />
*Reflex (+3) : +2 Class + 1 Attribute<br />
*Will (+8) : +6 Class + 2 Attribute<br />
<br />
Speed : 20<br />
<br />
==Languages==<br />
Dwarvish, Fresian (??? variant), Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
* FAMILIAR: Pseudodragon.<br />
* Familiar Granted Alertness<br />
* 1st Level: Combat Casting<br />
* 3rd Level: Improved Init<br />
* 6th Level: Improved Familiar<br />
<br />
===Class abilities===<br />
* Spellcasting (1st- and 0th-level Arcane)<br /><br />
* Simple Weapon Proficiency<br /><br />
<br />
===Race Abilities===<br />
*Darkvision, 60'<br />
*+1 attack vs Orc<br />
<br />
*+4 AC vs. Giants<br />
*+2 Save vs. Spells & Poisons<br />
<br />
*+2 Appraise Stone or Magic<br />
*+2 Craft Check with Stone<br />
*Stability (+4 vs Knockdown & Push Back)<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 9<br />
<br />
Forgery: 2<br />
<br />
Knowledge (Arcana): 5<br />
<br />
Knowledge (The Planes): 3<br />
<br />
Knowledge (Dungeoneering) : 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 7<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
:6/day; DC 14<br />
* Dancing Lights<br />
* Detect Magic<br />
* Ghost Sound<br />
* Mage Hand<br />
* Ray of Frost<br />
* Resistance<br />
* Disrupt Undead<br />
* Read Magic<br />
<br />
====1st Level====<br />
:7+1B/day; DC 15<br />
* Burning Hands<br />
* Disguise Self<br />
* Enlarge Person<br />
* Magic Missile<br />
* Mage Armor<br />
<br />
====2nd Level====<br />
:6+1B/day; DC 16<br />
* Flaming Sphere<br />
* Scorching Ray<br />
* False Life<br />
<br />
====3rd Level====<br />
:4+1B/day; DC 17<br />
* Fireball<br />
* Vampiric Touch<br />
<br />
====4th Level====<br />
:3+1B/day; DC 18<br />
* Invisibility, Greater<br />
<br />
==Important Gear==<br />
*[[Baton of Arcanic Sculpture]]<br />
*[[Ring of Elemental Transmogrification]]<br />
*[[Robe of Mists]]<br />
*Bag of Holding, Type I<br />
*Wand of Flame Arrow (22 charges)<br />
*Wand of Darkvision (24 charges)<br />
*Wand of Web (29 charges)<br />
<br />
<br />
<br />
<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=12292Thoven's Character Sheet (3.5e)2012-04-17T20:34:31Z<p>TooMuchPete: </p>
<hr />
<div>{{DING! [[User:Detarame|absalom]] 17:54, 16 April 2012 (EDT)}}<br />
{{statsbox|ExampleCharPic.jpg|8|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/8<br /><br />
Experience: 28471<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: N<br /><br />
Origin: ??, Gildenhome<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
* STR: 8<br />
* DEX: 12<br />
* CON: 10<br />
* INT: 14<br />
* WIS: 14<br />
* CHA: 18<br />
<br />
HP: 25<br />
<br />
AC: 11<br />
<br />
Base Attack: +3<br />
<br />
Saves:<br />
:''+2 to all Save vs. Spells or Poisons''<br />
*Fort (+2) : +2 Class + 0 Attribute<br />
*Reflex (+3) : +2 Class + 1 Attribute<br />
*Will (+8) : +6 Class + 2 Attribute<br />
<br />
Speed : 20<br />
<br />
==Languages==<br />
Dwarvish, Fresian (??? variant), Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
* FAMILIAR: Pseudodragon.<br />
* Familiar Granted Alertness<br />
* 1st Level: Combat Casting<br />
* 3rd Level: Improved Init<br />
* 6th Level: Improved Familiar<br />
<br />
===Class abilities===<br />
* Spellcasting (1st- and 0th-level Arcane)<br /><br />
* Simple Weapon Proficiency<br /><br />
<br />
===Race Abilities===<br />
*Darkvision, 60'<br />
*+1 attack vs Orc<br />
<br />
*+4 AC vs. Giants<br />
*+2 Save vs. Spells & Poisons<br />
<br />
*+2 Appraise Stone or Magic<br />
*+2 Craft Check with Stone<br />
*Stability (+4 vs Knockdown & Push Back)<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 9<br />
<br />
Forgery: 2<br />
<br />
Knowledge (Arcana): 5<br />
<br />
Knowledge (The Planes): 3<br />
<br />
Knowledge (Dungeoneering) : 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 7<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
:6/day; DC 13<br />
* Dancing Lights<br />
* Detect Magic<br />
* Ghost Sound<br />
* Mage Hand<br />
* Ray of Frost<br />
* Resistance<br />
* Disrupt Undead<br />
* Read Magic<br />
<br />
====1st Level====<br />
:7+1B/day; DC 14<br />
* Burning Hands<br />
* Disguise Self<br />
* Enlarge Person<br />
* Magic Missile<br />
* Mage Armor<br />
<br />
====2nd Level====<br />
:6+1B/day; DC 15<br />
* Flaming Sphere<br />
* Scorching Ray<br />
* False Life<br />
<br />
====3rd Level====<br />
:4+1B/day; DC 16<br />
* Fireball<br />
* Dispel Magic<br />
<br />
====4th Level====<br />
:3+1B/day; DC 17<br />
* Phantasmal Killer<br />
<br />
==Important Gear==<br />
*[[Baton of Arcanic Sculpture]]<br />
*[[Ring of Elemental Transmogrification]]<br />
*[[Robe of Mists]]<br />
*Bag of Holding, Type I<br />
*Wand of Flame Arrow (22 charges)<br />
*Wand of Darkvision (24 charges)<br />
*Wand of Web (29 charges)<br />
<br />
<br />
<br />
<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=12291Thoven's Character Sheet (3.5e)2012-04-17T20:34:09Z<p>TooMuchPete: /* Spell List */ adding phantasmal killer</p>
<hr />
<div>{{DING! [[User:Detarame|absalom]] 17:54, 16 April 2012 (EDT)}}<br />
{{statsbox|ExampleCharPic.jpg|6|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/8<br /><br />
Experience: 28471<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: N<br /><br />
Origin: ??, Gildenhome<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
* STR: 8<br />
* DEX: 12<br />
* CON: 10<br />
* INT: 14<br />
* WIS: 14<br />
* CHA: 18<br />
<br />
HP: 25<br />
<br />
AC: 11<br />
<br />
Base Attack: +3<br />
<br />
Saves:<br />
:''+2 to all Save vs. Spells or Poisons''<br />
*Fort (+2) : +2 Class + 0 Attribute<br />
*Reflex (+3) : +2 Class + 1 Attribute<br />
*Will (+8) : +6 Class + 2 Attribute<br />
<br />
Speed : 20<br />
<br />
==Languages==<br />
Dwarvish, Fresian (??? variant), Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
* FAMILIAR: Pseudodragon.<br />
* Familiar Granted Alertness<br />
* 1st Level: Combat Casting<br />
* 3rd Level: Improved Init<br />
* 6th Level: Improved Familiar<br />
<br />
===Class abilities===<br />
* Spellcasting (1st- and 0th-level Arcane)<br /><br />
* Simple Weapon Proficiency<br /><br />
<br />
===Race Abilities===<br />
*Darkvision, 60'<br />
*+1 attack vs Orc<br />
<br />
*+4 AC vs. Giants<br />
*+2 Save vs. Spells & Poisons<br />
<br />
*+2 Appraise Stone or Magic<br />
*+2 Craft Check with Stone<br />
*Stability (+4 vs Knockdown & Push Back)<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 9<br />
<br />
Forgery: 2<br />
<br />
Knowledge (Arcana): 5<br />
<br />
Knowledge (The Planes): 3<br />
<br />
Knowledge (Dungeoneering) : 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 7<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
:6/day; DC 13<br />
* Dancing Lights<br />
* Detect Magic<br />
* Ghost Sound<br />
* Mage Hand<br />
* Ray of Frost<br />
* Resistance<br />
* Disrupt Undead<br />
* Read Magic<br />
<br />
====1st Level====<br />
:7+1B/day; DC 14<br />
* Burning Hands<br />
* Disguise Self<br />
* Enlarge Person<br />
* Magic Missile<br />
* Mage Armor<br />
<br />
====2nd Level====<br />
:6+1B/day; DC 15<br />
* Flaming Sphere<br />
* Scorching Ray<br />
* False Life<br />
<br />
====3rd Level====<br />
:4+1B/day; DC 16<br />
* Fireball<br />
* Dispel Magic<br />
<br />
====4th Level====<br />
:3+1B/day; DC 17<br />
* Phantasmal Killer<br />
<br />
==Important Gear==<br />
*[[Baton of Arcanic Sculpture]]<br />
*[[Ring of Elemental Transmogrification]]<br />
*[[Robe of Mists]]<br />
*Bag of Holding, Type I<br />
*Wand of Flame Arrow (22 charges)<br />
*Wand of Darkvision (24 charges)<br />
*Wand of Web (29 charges)<br />
<br />
<br />
<br />
<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=12290Thoven's Character Sheet (3.5e)2012-04-17T18:06:22Z<p>TooMuchPete: 7 => 8 (Not finished with spells)</p>
<hr />
<div>{{DING! [[User:Detarame|absalom]] 17:54, 16 April 2012 (EDT)}}<br />
{{statsbox|ExampleCharPic.jpg|6|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/8<br /><br />
Experience: 28471<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: N<br /><br />
Origin: ??, Gildenhome<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
* STR: 8<br />
* DEX: 12<br />
* CON: 10<br />
* INT: 14<br />
* WIS: 14<br />
* CHA: 18<br />
<br />
HP: 25<br />
<br />
AC: 11<br />
<br />
Base Attack: +3<br />
<br />
Saves:<br />
:''+2 to all Save vs. Spells or Poisons''<br />
*Fort (+2) : +2 Class + 0 Attribute<br />
*Reflex (+3) : +2 Class + 1 Attribute<br />
*Will (+8) : +6 Class + 2 Attribute<br />
<br />
Speed : 20<br />
<br />
==Languages==<br />
Dwarvish, Fresian (??? variant), Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
* FAMILIAR: Pseudodragon.<br />
* Familiar Granted Alertness<br />
* 1st Level: Combat Casting<br />
* 3rd Level: Improved Init<br />
* 6th Level: Improved Familiar<br />
<br />
===Class abilities===<br />
* Spellcasting (1st- and 0th-level Arcane)<br /><br />
* Simple Weapon Proficiency<br /><br />
<br />
===Race Abilities===<br />
*Darkvision, 60'<br />
*+1 attack vs Orc<br />
<br />
*+4 AC vs. Giants<br />
*+2 Save vs. Spells & Poisons<br />
<br />
*+2 Appraise Stone or Magic<br />
*+2 Craft Check with Stone<br />
*Stability (+4 vs Knockdown & Push Back)<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 9<br />
<br />
Forgery: 2<br />
<br />
Knowledge (Arcana): 5<br />
<br />
Knowledge (The Planes): 3<br />
<br />
Knowledge (Dungeoneering) : 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 7<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
:6/day; DC 13<br />
* Dancing Lights<br />
* Detect Magic<br />
* Ghost Sound<br />
* Mage Hand<br />
* Ray of Frost<br />
* Resistance<br />
* Disrupt Undead<br />
* Read Magic<br />
<br />
====1st Level====<br />
:7+1B/day; DC 14<br />
* Burning Hands<br />
* Disguise Self<br />
* Enlarge Person<br />
* Magic Missile<br />
* Mage Armor<br />
<br />
====2nd Level====<br />
:6+1B/day; DC 15<br />
* Flaming Sphere<br />
* Scorching Ray<br />
* False Life<br />
<br />
====3rd Level====<br />
:4+1B/day; DC 16<br />
* Fireball<br />
* Dispel Magic<br />
<br />
====4th Level====<br />
:3+1B/day; DC 17<br />
<br />
==Important Gear==<br />
*[[Baton of Arcanic Sculpture]]<br />
*[[Ring of Elemental Transmogrification]]<br />
*[[Robe of Mists]]<br />
*Bag of Holding, Type I<br />
*Wand of Flame Arrow (22 charges)<br />
*Wand of Darkvision (24 charges)<br />
*Wand of Web (29 charges)<br />
<br />
<br />
<br />
<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=5939Thoven's Character Sheet (3.5e)2010-06-23T21:37:07Z<p>TooMuchPete: /* Skill Ranks */ Retcon to fix the boneheaded training of Knowledge (history) -- GM approved.</p>
<hr />
<div>{{statsbox|ExampleCharPic.jpg|6|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/6<br /><br />
Experience: ??<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: ??<br /><br />
Origin: ??<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
* STR: 8<br />
* DEX: 12<br />
* CON: 10<br />
* INT: 14<br />
* WIS: 14<br />
* CHA: 17<br />
<br />
HP: 16<br />
<br />
AC: 11<br />
<br />
==Languages==<br />
Dwarvish, Fresian, Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
* FAMILIAR: None yet.<br />
* 1st Level: Combat Casting<br />
* 3rd Level: Improved Init<br />
* 6th Level: Improved Familiar<br />
<br />
===Class abilities===<br />
* Spellcasting (1st- and 0th-level Arcane)<br /><br />
* Simple Weapon Proficiency<br /><br />
<br />
===Familiar===<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 8<br />
<br />
Forgery: 2<br />
<br />
Knowledge (Arcana): 4<br />
<br />
Knowledge (The Planes): 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 6<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
* Dancing Lights<br />
* Detect Magic<br />
* Ghost Sound<br />
* Mage Hand<br />
* Ray of Frost<br />
* Resistance<br />
* Disrupt Undead<br />
<br />
====1st Level====<br />
* Burning Hands<br />
* Disguise Self<br />
* Enlarge Person<br />
* Magic Missile<br />
<br />
====2nd Level====<br />
* Flaming Sphere<br />
* Scorching Ray<br />
<br />
====3rd Level====<br />
* Fireball<br />
<br />
==Important Gear==<br />
===Sack of Holding===<br />
*Bag of Holding, Type I<br />
<br />
===[[Ring of Elemental Transmogrification]]===<br />
<br />
===Wand of Flame Arrow===<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Talk:Flame_Disciple&diff=5938Talk:Flame Disciple2010-06-23T21:07:11Z<p>TooMuchPete: </p>
<hr />
<div>I've not been playing for a particularly long time, so I have no idea how well (or poorly) balanced this is. Specifically, I'm not sure if the minor elemental storm is actually useful or if it's just cool sounding. I've also thought about spell-like abilities like the following that could be used in place of the ones listed or possibly in the 2nd and 4th level slots:<br />
<br />
Wildfire: all creatures (enemies?) currently on fire explode, dealing some nominal damage to themselves and catching enemies within 10' on fire (chance to save by reflex).<br />
<br />
Living bomb: small damage per round, larger AoE on death/expiration of the DoT/dispel. <br />
<br />
Combustion(?): Causes a small explosion under the caster's feet, dealing some small amount of damage and knocking everyone within 5' backwards 10' (used to disengage from melee enemies), possibly a chance to knock the opponent prone?<br />
<br />
Engulfing flames: Some sort of stacking effect where each fire damage by the caster causes the target to be more susceptible to fire for N rounds. <br />
<br />
...<br />
<br />
If more balance is needed, I think it would be appropriate for non-fire based offensive spells to count as one level higher than they are listed for purposes of spells known / per day.<br />
<br />
Another option I've considered would be to flesh out all of the spells so far and provide them as a supplemental spell list that the caster could take as necessary.<br />
<br />
Thoughts? Suggestions? Be gentle.<br />
<br />
[[User:TooMuchPete|TooMuchPete]] 17:27, 21 June 2010 (EDT)<br />
<br />
<br />
----<br />
<br />
I'm sure Matt or Slitherrr will chime in on the numbers and rulesy stuff, they're good with that. I like the idea, overall, and think we can do some more interesting stuff with it. First off, as far as becoming half elemental, we can do that. To whit: <a href="http://www.crystalkeep.com/d20/rules/DnD3.5Index-Templates.pdf">Templates</a>. I'm not sure about the half-elemental in there, but other ones abound, might even have one in a dragon somewhere. Essentally you'd become an Fire Outsider instead of a Humanoid and some other fire related bonuses. I'll put some thought in and see what other kind of suggestions pop up. I think, probably, some of these might be underpowered or impractical (2 minute activation time! That's 20 rounds. The ENTIRE of last sundays game was like 15), and a couple need to be scaled back or gradated or even degradated. I like the idea of taking extra damage from cold, but I don't know that it needs to scale that much. 50% extra at third and double at 5th or something, since working in halves is kind of a mechanical normalcy. <br />
<br />
Also: If it's going to have one good save, it's will. It's a good start, should be fun to work on -gm<br />
:Ditto on will save, but the elemental swarm ability is pulled almost verbatim from the [http://www.d20srd.org/srd/spells/elementalswarm.htm SRD], so I think its point is to be cast outside of battle. I also agree with the 1/3/5 resist/vulnerability step, for the same reasons, although numbers will take tweaking. Something like 10/20/immune-x1/x1.5/x2 would probably work, although vulnerability in the SRD is only a +50%, so inspecting those numbers might be worthwhile. Perhaps +1d4/+1d8/vulnerability (+50%)? We'll have to look into some cold-damage spells and see what numbers they do to figure those out. Talking in IRC, Pete and I both think that 1d4 is probably too much self-damage per round for self-immolate. Obviously the damage can't be resistible, or it might as well not be there, but having a cost is important, too. It might be best to just make the ability a pure toggle--that would make the self-damage less scary, but allow it to still be the fairly large (for a sorc's hp) 1d4/round amount. -[[User:Slitherrr|Slitherrr]]<br />
: Excellent thought. Let me bring a DM's eye to this - the less die the better. I would suggest something more along the lines of sacrificing X HP in order to generate some factor of Xd4 in damage, with a cap influenced by level. It makes the math very easy, and scales with level, which I think is an important aspect of prestige classes. I almost always include at least one scaling ability per package. <br />
:: I think for GENERAL energy resistance, 1/3/5 is the way to go, but for a discrete damage type - especially coupled with a vulnerability - I think 5/10/15 or even 5/10/20 is appropriate. 20 isn't IMMUNE, but you could still probably play at least one game of ping pong while standing in a wall of fire. <br />
::: This is hard to balance. Those are pretty small numbers when you start talking about the sorts of damage fire can do, ESPECIALLY if coupled with vulnerability. I say that, if the resistance numbers are this "small" (and it's pretty small, since fire spells really start racking up the damage at higher levels, and it's not like this resist can stack with Resist Energy casts), we should consider also really reducing the cold vulnerability, or removing it altogether. After all, elementals aren't vulnerable to opposite-aligned elemental spells, the vulnerability was just to balance the fairly powerful (on a PC) immunity, and possibly other abilities.<br />
:::: Yeah, balance tweaking is in order here, but I don't think something like 5xDisciple Level in Flame DR is bad. 25 is quite a lot of resistance. The spells it won't soak up most of are things like delayed blast, which you don't need to be shrugging off, regardless. For any of the spells involved in the self-center mechanic, it should be more than enough - especially if that DR is doubled for that specific purpose.<br />
:::: Oh, and elementals most certainly DO have vulnerabilities to opposite alignment. It's right there under "Special Qualities." Of course, it's not scaling, it's just <i>Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. </i>. I do like this idea, but perhaps as part of the level 5 "turning into a half elemental" package. -gm<br />
::::: Holy fuck, how did I miss the vulnerability every single time I looked at that page, and the qualities section on same? Damn, man. But yeah, the vulnerability comes along with immunity, so 25 DR with 2.0x puts him at a severe disadvantage by comparison. I dunno, needz tweakz, but that's probably a secondary concern right now anyway.-[[User:Slitherrr|Slitherrr]]<br />
<br />
::It feels somewhat weird to go from 1d8 to +50%, as it's not difficult to imagine a situation in which +8 would be more than 50% of the incoming damage. +25% might be awkward to do at level 3, and x2.0 might be a little high, but I think the x2 could be balanced a bit by adding another ability or somehow improving the survivability a bit in some other way. --[[User:TooMuchPete|TooMuchPete]] 11:15, 22 June 2010 (EDT)<br />
: I'd prefer not to add extra dice in the singular, so for something like cold vulnerability, the more likely way to go is a penalty to save coupled with some straight % of damage increase. <br />
<br />
:Also, the extent of transformation into an Elemental type would matter, since there are attributes that apply.<br />
<br />
From the SRD:<br />
# Darkvision out to 60 feet.<br />
# Immunity to poison, sleep effects, paralysis, and stunning.<br />
# Not subject to critical hits or flanking.<br />
# Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.<br />
# Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.<br />
# Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.<br />
# Elementals do not eat, sleep, or breathe.<br />
<br />
5 and 6 obviously don't apply, and 3 and 4 probably don't, since crits/flanking is based on not having a discernible front or anatomy, and the usual trope for 4 is for members of transformation PrCs to still count as their base type for purposes of resurrection (not that it matters in THIS particular campaign), but the rest are fair game. The dragon disciple even gains stats, but I think that the spells and extraordinary abilities offset that particular bit for this guy. -[[User:Slitherrr|Slitherrr]]<br />
<br />
:: Yeah. I think a full on elemental type would me a little much. There are two or three different half-elemental templates floating around out there, to say nothing of a character race set (the Gensai, et al) based around half elementalism. The 5th level of the prestige class could be the acquisition of the template, which I think is preferable to a wholesale race substitution. But, either way, I think Outsider (Fire) getting added is a given considering the description. <br />
::: Right. PrCs of this sort generally add a creature type, rather than substituting one completely (so Humanoid/Fire Elemental, or Humanoid/Outsider(Fire), which is a difference in degree), generally meaning that effects that target one or the other will affect the character (with some exceptions made, like being able to be resurrected and whatnot). -[[User:Slitherrr|Slitherrr]]<br />
<br />
Most of the additional ideas above seem impractical or not terribly useful, but I'd like to find a way to work Wildfire in. The two big problems I see with it now are: a) It would need to use a spell slot. Maybe level 1 or 2? Otherwise I could imagine it being a bit over-powered. b) there aren't a ton of spells that actually set the enemy on fire, so there's not a ton of usefulness to it. The only solution I could see to that is that fire damage dealt could have a chance to set the target on fire (maybe coupled with self-immolate?). That might be more useful than the Minor Elemental Swarm, which I added just because sounds cool. --[[User:TooMuchPete|TooMuchPete]] 11:15, 22 June 2010 (EDT)<br />
:Well, if it uses a spell slot, you might be better off just adding a fire-only spell slot to the class at the levels where he gains caster level, and then fleshing Wildfire out into a spell. Extraordinary/supernatural abilities tend to be limited by the x/day thing, or by repercussions (i.e. self-damage), or not limited at all.-[[User:Slitherrr|Slitherrr]]<br />
:: s/Wildfire/Self-immolate. Damn your WoW-centric vocabulary! -[[User:Slitherrr|Slitherrr]]<br />
::: Alright, I like the idea of where you're going with this, but I think that the stuff gained by the class needs to not be a spell like ability, but rather things that augment your spells. Consider, perhaps, the ability to cast any fire spell as a 10' radius (it could grow with character levels) spell centered on yourself. Either a set number of times per day, perhaps based on an attribute, or as a metamagic feat with sometihng like +1 spell level. You'd damage yourself, getting the immolation idea in, but the elemental resistance would eat up a lot of that. If the math works out to be too punishing, we could have the innate DR double when using the ability (so 5/10/20 or 30 becomes 10/20/40 or 60). So, for example, you could cast Burning Hands as a radius effect spell on yourself and you'd take whatever damage your fire resistance did not eat up, or a Searing Ray, or a Fireball or whatever. <br />
::: Better, even, if the DR scales something like 5 per level, maxing out at 25 at level five? Likewise, perhaps, the character level would restrict the spell level for the ability: first level could only cast first level spells that way, through 5th level. Anything higher than that, really, even with 40 or 60 DR you might kill yourself. <br />
<br />
::: As for Elemental Swarm - I think, especially considering you're going for the Pseudodragon, you would be better of developing it as a spell that you can pick up at the appropriate level. Something like what you are looking for, in spell form, probably exists in the wild<br />
<br />
Thoughts? -gm<br />
: For the record, I see that there are two options as far as the immolation thing goes - the metamagic feat or extraordinary ability that turns spells into radius effects or a scaling X nonpreventable damage for Yd4 effect. I prefer the former, because it has built in scaling (by picking the spell) and mimics in mechanics what I think you are going for (centering firestorms on yourself.) <br />
: As for the firestorm idea, another option would be to include a metamagic feat that allows you to learn any elemntal tag spell as a fire version of that spell. So, cone of cold becomes cone of fire, etc. This way, there are actually a couple of options for firestorms at various levels, allowing you to get one or both. Ice Storm, which also impairs movement, and Acid Raid (or some such) which just does a megafuck damage. I think this is preferable, again, because it keeps the primary engine of your damage as the spell slot.<br />
::I think we might be combing two different ideas here that I had not intended to be related. The tl;dr on self-immolation (as I've proposed it) is a damage buff to fire-spells that costs HP. The small, caster-centered AOE is more of a result of the way the ability was conceived... which is basically that the caster becomes engulfed in raging flames, doing damage to himself and surroundings, but making his fire spells more powerful. Wildfire is more of a way to make fire contagious. When the ability is used, enemies who are on fire have a chance to set nearby enemies on fire, too. [[User:TooMuchPete|TooMuchPete]] 11:07, 23 June 2010 (EDT)<br />
<br />
----<br />
<br />
I updated the article to reflect something of a consensus on the way to do fire resist (FR 5x Disciple Level), although I'm still not sure the best way to handle cold damage. In Elementals, Immunity to fire yields +50% cold damage, so anything that big seems like it would be bad news. One suggestion from [[slitherrr] was +1 to each cold damage die rolled, which is significant at high levels without being absurd. That would make sense to take effect on the 5th level. If something was needed in the interim, +1 per 2 dice could be done at level 3 or something.<br />
<br />
I moved caster level advancement from levels 1,3,5 to levels 2,4 to provide a bit of room to do more fun stuff. <br />
<br />
I also removed Minor Elemental Swarm -- the idea is neat, but it seems impractical and like it would be rarely used for it to be a 5th level ability. <br />
<br />
Some ideas so far for filling in other abilities (etc):<br />
* Metamagic feats don't cost anything for fire-based spells<br />
* Possibly the option between two different styles of new metamagic feat:<br />
** Fire spells all get a knockback/knockdown, or<br />
** Fire spells apply a damage over time effect<br />
* A caster-centered explosion (presumably to deal with being swarmed)<br />
* The ability to learn druid/cleric/etc fire spells at some sort of level penalty<br />
<br />
I'm open to suggestions for others, it seems (at least to me) like there's a bit of room to push more cool stuff in without making the class over-powered.<br />
<br />
-[[User:TooMuchPete|TooMuchPete]] 17:07, 23 June 2010 (EDT)</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Flame_Disciple&diff=5937Flame Disciple2010-06-23T20:38:23Z<p>TooMuchPete: </p>
<hr />
<div>{{draft}}<br />
<br />
'''Description:''' After years of study and practice, a sorcerer who begins to favor fire with a single-minded focus can discover ways to acquire its qualities and properties, culminating in the caster becoming half-elemental, himself. Once an elemental path is chosen, the transformation is permanent and may not be changed or undone.<br />
<br />
<br />
'''Prerequisites:''' the ability to cast a 3rd-level or greater offensive Fire spell. 7 ranks of Spellcraft, 5 ranks of Knowledge(Arcana), and 3 ranks of Knowledge(The Planes). Must not have an elemental creature type (wholly or partially).<br />
<br />
'''Hit Dice: d8'''<br />
<br />
'''Skill Points:''' 2+INT<br />
<br />
'''Class Skills:''' Spot, Listen, Concentration, Knowledge (Arcana), Knowledge (The Planes), Spellcraft<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|+<br />
|-<br />
! &times; Level !! Natural AC Bonus !! BaB !! Fort !! Ref !! Will !! Ability<br />
|-<br />
! 1<br />
| +0 || +1 || +0 || +1 || +0 || ''Soul Furnace'' || <br />
|-<br />
! 2<br />
| +1 || +1 || +0 || +2 || +0 || ???, +1 to caster level ||<br />
|-<br />
! 3<br />
| +1 || +2 || +1 || +3 || +1 || ''Burn''||<br />
|-<br />
! 4<br />
| +2 || +2 || +1 || +4 || +1 || ???, +1 to caster level ||<br />
|-<br />
! 5<br />
| +2 || +3 || +2 || +5 || +2 || ???||<br />
|}<br />
<br />
''Fire Resistance'' - Flame Disciples develop flame resistance equal to 5x their Disciple level.<br />
<br />
''Cold Susceptibility'' - (some effect to balance FR)<br />
<br />
''Soul Furnace (Sp)'' - For fire-based spells, the caster sacrifices some of his own life-force to empower them, trading from 1 to 2x spell level hit points in order to add 1d4 per HP to the damage output of the spell. This effect is limited to spell levels less than or equal to the disciple level. <br />
<br />
''Burn (Ex)'' - When struck in melee combat, the attacker must make a reflex save (DC 14+Disciple level) or be set ablaze for 1d4 rounds per disciple level. The fire effect does 1d6 fire damage per round. The burning creature may extinguish itself as a full-round action.<br />
<br />
[[Category:Prestige Classes]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=User:TooMuchPete&diff=5933User:TooMuchPete2010-06-23T16:14:10Z<p>TooMuchPete: New page: toomuchpete@mefightclub.com Player of Thoven with Team MeFight.</p>
<hr />
<div>toomuchpete@mefightclub.com<br />
<br />
Player of [[Thoven]] with [[Main Page#Team_MeFight_.28Kred_Region.2C_Gildenhome.29 | Team MeFight]].</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Flame_Disciple&diff=5932Flame Disciple2010-06-23T15:41:09Z<p>TooMuchPete: Change from Self-immolation to Soul Furnace</p>
<hr />
<div>{{draft}}<br />
<br />
'''Description:''' After years of study and practice, a sorcerer who begins to favor fire with a single-minded focus can discover ways to acquire its qualities and properties, culminating in the caster becoming half-elemental, himself. Once an elemental path is chosen, the transformation is permanent and may not be changed or undone.<br />
<br />
<br />
'''Prerequisites:''' the ability to cast a 3rd-level or greater offensive Fire spell. 7 ranks of Spellcraft, 5 ranks of Knowledge(Arcana), and 3 ranks of Knowledge(The Planes). Must not have an elemental creature type (wholly or partially).<br />
<br />
'''Hit Dice: d8'''<br />
<br />
'''Skill Points:''' 2+INT<br />
<br />
'''Class Skills:''' Spot, Listen, Concentration, Knowledge (Arcana), Knowledge (The Planes), Spellcraft<br />
<br />
{| class="wikitable" style="text-align:center"<br />
|+<br />
|-<br />
! &times; Level !! Natural AC Bonus !! BaB !! Fort !! Ref !! Will !! Ability<br />
|-<br />
! 1<br />
| +0 || +1 || +0 || +1 || +0 || ''Soul Furnace'', FR 2, +10% Cold Dmg || <br />
|-<br />
! 2<br />
| +1 || +1 || +0 || +2 || +0 || ??? FR 4, +20% Cold Dmg, +1 to caster level ||<br />
|-<br />
! 3<br />
| +1 || +2 || +1 || +3 || +1 || ''Burn'', FR 8, +30% Cold Dmg||<br />
|-<br />
! 4<br />
| +2 || +2 || +1 || +4 || +1 || ???, FR 16, +40% Cold Dmg, +1 to caster level ||<br />
|-<br />
! 5<br />
| +2 || +3 || +2 || +5 || +2 || ''Minor Elemental Swarm'', Fire Immune, +50% Cold Dmg||<br />
|}<br />
<br />
''Soul Furnace (Sp)'' - For fire-based spells, the caster sacrifices some of his own life-force to empower them, trading from 1 to 2x spell level hit points in order to add 1d4 per HP to the damage output of the spell. This effect is limited to spell levels less than or equal to the disciple level. <br />
<br />
''Burn (Ex)'' - When struck in melee combat, the attacker must make a reflex save (DC 14+Disciple level) or be set ablaze for 1d4 rounds per disciple level. The fire effect does 1d6 fire damage per round. The burning creature may extinguish itself as a full-round action.<br />
<br />
''Minor Elemental Swarm (Sp)'' - Casting time: 2 minutes. Duration: 10 minutes / caster level. This spell opens a portal to an Elemental Plane and summons elementals from it.<br />
<br />
When the spell is complete, 2d4 small fire elementals appear. Five minutes later, 1d4 medium elementals appear. Five minutes after that, one large elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell. <br />
<br />
The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time <br />
<br />
[[Category:Prestige Classes]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Talk:Flame_Disciple&diff=5931Talk:Flame Disciple2010-06-23T15:07:57Z<p>TooMuchPete: </p>
<hr />
<div>I've not been playing for a particularly long time, so I have no idea how well (or poorly) balanced this is. Specifically, I'm not sure if the minor elemental storm is actually useful or if it's just cool sounding. I've also thought about spell-like abilities like the following that could be used in place of the ones listed or possibly in the 2nd and 4th level slots:<br />
<br />
Wildfire: all creatures (enemies?) currently on fire explode, dealing some nominal damage to themselves and catching enemies within 10' on fire (chance to save by reflex).<br />
<br />
Living bomb: small damage per round, larger AoE on death/expiration of the DoT/dispel. <br />
<br />
Combustion(?): Causes a small explosion under the caster's feet, dealing some small amount of damage and knocking everyone within 5' backwards 10' (used to disengage from melee enemies), possibly a chance to knock the opponent prone?<br />
<br />
Engulfing flames: Some sort of stacking effect where each fire damage by the caster causes the target to be more susceptible to fire for N rounds. <br />
<br />
...<br />
<br />
If more balance is needed, I think it would be appropriate for non-fire based offensive spells to count as one level higher than they are listed for purposes of spells known / per day.<br />
<br />
Another option I've considered would be to flesh out all of the spells so far and provide them as a supplemental spell list that the caster could take as necessary.<br />
<br />
Thoughts? Suggestions? Be gentle.<br />
<br />
[[User:TooMuchPete|TooMuchPete]] 17:27, 21 June 2010 (EDT)<br />
<br />
<br />
----<br />
<br />
I'm sure Matt or Slitherrr will chime in on the numbers and rulesy stuff, they're good with that. I like the idea, overall, and think we can do some more interesting stuff with it. First off, as far as becoming half elemental, we can do that. To whit: <a href="http://www.crystalkeep.com/d20/rules/DnD3.5Index-Templates.pdf">Templates</a>. I'm not sure about the half-elemental in there, but other ones abound, might even have one in a dragon somewhere. Essentally you'd become an Fire Outsider instead of a Humanoid and some other fire related bonuses. I'll put some thought in and see what other kind of suggestions pop up. I think, probably, some of these might be underpowered or impractical (2 minute activation time! That's 20 rounds. The ENTIRE of last sundays game was like 15), and a couple need to be scaled back or gradated or even degradated. I like the idea of taking extra damage from cold, but I don't know that it needs to scale that much. 50% extra at third and double at 5th or something, since working in halves is kind of a mechanical normalcy. <br />
<br />
Also: If it's going to have one good save, it's will. It's a good start, should be fun to work on -gm<br />
:Ditto on will save, but the elemental swarm ability is pulled almost verbatim from the [http://www.d20srd.org/srd/spells/elementalswarm.htm SRD], so I think its point is to be cast outside of battle. I also agree with the 1/3/5 resist/vulnerability step, for the same reasons, although numbers will take tweaking. Something like 10/20/immune-x1/x1.5/x2 would probably work, although vulnerability in the SRD is only a +50%, so inspecting those numbers might be worthwhile. Perhaps +1d4/+1d8/vulnerability (+50%)? We'll have to look into some cold-damage spells and see what numbers they do to figure those out. Talking in IRC, Pete and I both think that 1d4 is probably too much self-damage per round for self-immolate. Obviously the damage can't be resistible, or it might as well not be there, but having a cost is important, too. It might be best to just make the ability a pure toggle--that would make the self-damage less scary, but allow it to still be the fairly large (for a sorc's hp) 1d4/round amount. -[[User:Slitherrr|Slitherrr]]<br />
: Excellent thought. Let me bring a DM's eye to this - the less die the better. I would suggest something more along the lines of sacrificing X HP in order to generate some factor of Xd4 in damage, with a cap influenced by level. It makes the math very easy, and scales with level, which I think is an important aspect of prestige classes. I almost always include at least one scaling ability per package. <br />
:: I think for GENERAL energy resistance, 1/3/5 is the way to go, but for a discrete damage type - especially coupled with a vulnerability - I think 5/10/15 or even 5/10/20 is appropriate. 20 isn't IMMUNE, but you could still probably play at least one game of ping pong while standing in a wall of fire. <br />
::: This is hard to balance. Those are pretty small numbers when you start talking about the sorts of damage fire can do, ESPECIALLY if coupled with vulnerability. I say that, if the resistance numbers are this "small" (and it's pretty small, since fire spells really start racking up the damage at higher levels, and it's not like this resist can stack with Resist Energy casts), we should consider also really reducing the cold vulnerability, or removing it altogether. After all, elementals aren't vulnerable to opposite-aligned elemental spells, the vulnerability was just to balance the fairly powerful (on a PC) immunity, and possibly other abilities.<br />
:::: Yeah, balance tweaking is in order here, but I don't think something like 5xDisciple Level in Flame DR is bad. 25 is quite a lot of resistance. The spells it won't soak up most of are things like delayed blast, which you don't need to be shrugging off, regardless. For any of the spells involved in the self-center mechanic, it should be more than enough - especially if that DR is doubled for that specific purpose.<br />
:::: Oh, and elementals most certainly DO have vulnerabilities to opposite alignment. It's right there under "Special Qualities." Of course, it's not scaling, it's just <i>Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. </i>. I do like this idea, but perhaps as part of the level 5 "turning into a half elemental" package. -gm<br />
<br />
::It feels somewhat weird to go from 1d8 to +50%, as it's not difficult to imagine a situation in which +8 would be more than 50% of the incoming damage. +25% might be awkward to do at level 3, and x2.0 might be a little high, but I think the x2 could be balanced a bit by adding another ability or somehow improving the survivability a bit in some other way. --[[User:TooMuchPete|TooMuchPete]] 11:15, 22 June 2010 (EDT)<br />
: I'd prefer not to add extra dice in the singular, so for something like cold vulnerability, the more likely way to go is a penalty to save coupled with some straight % of damage increase. <br />
<br />
:Also, the extent of transformation into an Elemental type would matter, since there are attributes that apply.<br />
<br />
From the SRD:<br />
# Darkvision out to 60 feet.<br />
# Immunity to poison, sleep effects, paralysis, and stunning.<br />
# Not subject to critical hits or flanking.<br />
# Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.<br />
# Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.<br />
# Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.<br />
# Elementals do not eat, sleep, or breathe.<br />
<br />
5 and 6 obviously don't apply, and 3 and 4 probably don't, since crits/flanking is based on not having a discernible front or anatomy, and the usual trope for 4 is for members of transformation PrCs to still count as their base type for purposes of resurrection (not that it matters in THIS particular campaign), but the rest are fair game. The dragon disciple even gains stats, but I think that the spells and extraordinary abilities offset that particular bit for this guy. -[[User:Slitherrr|Slitherrr]]<br />
<br />
:: Yeah. I think a full on elemental type would me a little much. There are two or three different half-elemental templates floating around out there, to say nothing of a character race set (the Gensai, et al) based around half elementalism. The 5th level of the prestige class could be the acquisition of the template, which I think is preferable to a wholesale race substitution. But, either way, I think Outsider (Fire) getting added is a given considering the description. <br />
::: Right. PrCs of this sort generally add a creature type, rather than substituting one completely (so Humanoid/Fire Elemental, or Humanoid/Outsider(Fire), which is a difference in degree), generally meaning that effects that target one or the other will affect the character (with some exceptions made, like being able to be resurrected and whatnot). -[[User:Slitherrr|Slitherrr]]<br />
<br />
Most of the additional ideas above seem impractical or not terribly useful, but I'd like to find a way to work Wildfire in. The two big problems I see with it now are: a) It would need to use a spell slot. Maybe level 1 or 2? Otherwise I could imagine it being a bit over-powered. b) there aren't a ton of spells that actually set the enemy on fire, so there's not a ton of usefulness to it. The only solution I could see to that is that fire damage dealt could have a chance to set the target on fire (maybe coupled with self-immolate?). That might be more useful than the Minor Elemental Swarm, which I added just because sounds cool. --[[User:TooMuchPete|TooMuchPete]] 11:15, 22 June 2010 (EDT)<br />
:Well, if it uses a spell slot, you might be better off just adding a fire-only spell slot to the class at the levels where he gains caster level, and then fleshing Wildfire out into a spell. Extraordinary/supernatural abilities tend to be limited by the x/day thing, or by repercussions (i.e. self-damage), or not limited at all.-[[User:Slitherrr|Slitherrr]]<br />
:: s/Wildfire/Self-immolate. Damn your WoW-centric vocabulary! -[[User:Slitherrr|Slitherrr]]<br />
::: Alright, I like the idea of where you're going with this, but I think that the stuff gained by the class needs to not be a spell like ability, but rather things that augment your spells. Consider, perhaps, the ability to cast any fire spell as a 10' radius (it could grow with character levels) spell centered on yourself. Either a set number of times per day, perhaps based on an attribute, or as a metamagic feat with sometihng like +1 spell level. You'd damage yourself, getting the immolation idea in, but the elemental resistance would eat up a lot of that. If the math works out to be too punishing, we could have the innate DR double when using the ability (so 5/10/20 or 30 becomes 10/20/40 or 60). So, for example, you could cast Burning Hands as a radius effect spell on yourself and you'd take whatever damage your fire resistance did not eat up, or a Searing Ray, or a Fireball or whatever. <br />
::: Better, even, if the DR scales something like 5 per level, maxing out at 25 at level five? Likewise, perhaps, the character level would restrict the spell level for the ability: first level could only cast first level spells that way, through 5th level. Anything higher than that, really, even with 40 or 60 DR you might kill yourself. <br />
<br />
::: As for Elemental Swarm - I think, especially considering you're going for the Pseudodragon, you would be better of developing it as a spell that you can pick up at the appropriate level. Something like what you are looking for, in spell form, probably exists in the wild<br />
<br />
Thoughts? -gm<br />
: For the record, I see that there are two options as far as the immolation thing goes - the metamagic feat or extraordinary ability that turns spells into radius effects or a scaling X nonpreventable damage for Yd4 effect. I prefer the former, because it has built in scaling (by picking the spell) and mimics in mechanics what I think you are going for (centering firestorms on yourself.) <br />
: As for the firestorm idea, another option would be to include a metamagic feat that allows you to learn any elemntal tag spell as a fire version of that spell. So, cone of cold becomes cone of fire, etc. This way, there are actually a couple of options for firestorms at various levels, allowing you to get one or both. Ice Storm, which also impairs movement, and Acid Raid (or some such) which just does a megafuck damage. I think this is preferable, again, because it keeps the primary engine of your damage as the spell slot.<br />
::I think we might be combing two different ideas here that I had not intended to be related. The tl;dr on self-immolation (as I've proposed it) is a damage buff to fire-spells that costs HP. The small, caster-centered AOE is more of a result of the way the ability was conceived... which is basically that the caster becomes engulfed in raging flames, doing damage to himself and surroundings, but making his fire spells more powerful. Wildfire is more of a way to make fire contagious. When the ability is used, enemies who are on fire have a chance to set nearby enemies on fire, too. [[User:TooMuchPete|TooMuchPete]] 11:07, 23 June 2010 (EDT)</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Talk:Flame_Disciple&diff=5918Talk:Flame Disciple2010-06-22T15:15:19Z<p>TooMuchPete: </p>
<hr />
<div>I've not been playing for a particularly long time, so I have no idea how well (or poorly) balanced this is. Specifically, I'm not sure if the minor elemental storm is actually useful or if it's just cool sounding. I've also thought about spell-like abilities like the following that could be used in place of the ones listed or possibly in the 2nd and 4th level slots:<br />
<br />
Wildfire: all creatures (enemies?) currently on fire explode, dealing some nominal damage to themselves and catching enemies within 10' on fire (chance to save by reflex).<br />
<br />
Living bomb: small damage per round, larger AoE on death/expiration of the DoT/dispel. <br />
<br />
Combustion(?): Causes a small explosion under the caster's feet, dealing some small amount of damage and knocking everyone within 5' backwards 10' (used to disengage from melee enemies), possibly a chance to knock the opponent prone?<br />
<br />
Engulfing flames: Some sort of stacking effect where each fire damage by the caster causes the target to be more susceptible to fire for N rounds. <br />
<br />
...<br />
<br />
If more balance is needed, I think it would be appropriate for non-fire based offensive spells to count as one level higher than they are listed for purposes of spells known / per day.<br />
<br />
Another option I've considered would be to flesh out all of the spells so far and provide them as a supplemental spell list that the caster could take as necessary.<br />
<br />
Thoughts? Suggestions? Be gentle.<br />
<br />
[[User:TooMuchPete|TooMuchPete]] 17:27, 21 June 2010 (EDT)<br />
<br />
<br />
----<br />
<br />
I'm sure Matt or Slitherrr will chime in on the numbers and rulesy stuff, they're good with that. I like the idea, overall, and think we can do some more interesting stuff with it. First off, as far as becoming half elemental, we can do that. To whit: <a href="http://www.crystalkeep.com/d20/rules/DnD3.5Index-Templates.pdf">Templates</a>. I'm not sure about the half-elemental in there, but other ones abound, might even have one in a dragon somewhere. Essentally you'd become an Fire Outsider instead of a Humanoid and some other fire related bonuses. I'll put some thought in and see what other kind of suggestions pop up. I think, probably, some of these might be underpowered or impractical (2 minute activation time! That's 20 rounds. The ENTIRE of last sundays game was like 15), and a couple need to be scaled back or gradated or even degradated. I like the idea of taking extra damage from cold, but I don't know that it needs to scale that much. 50% extra at third and double at 5th or something, since working in halves is kind of a mechanical normalcy. <br />
<br />
Also: If it's going to have one good save, it's will. It's a good start, should be fun to work on -gm<br />
:Ditto on will save, but the elemental swarm ability is pulled almost verbatim from the [http://www.d20srd.org/srd/spells/elementalswarm.htm SRD], so I think its point is to be cast outside of battle. I also agree with the 1/3/5 resist/vulnerability step, for the same reasons, although numbers will take tweaking. Something like 10/20/immune-x1/x1.5/x2 would probably work, although vulnerability in the SRD is only a +50%, so inspecting those numbers might be worthwhile. Perhaps +1d4/+1d8/vulnerability (+50%)? We'll have to look into some cold-damage spells and see what numbers they do to figure those out. Talking in IRC, Pete and I both think that 1d4 is probably too much self-damage per round for self-immolate. Obviously the damage can't be resistible, or it might as well not be there, but having a cost is important, too. It might be best to just make the ability a pure toggle--that would make the self-damage less scary, but allow it to still be the fairly large (for a sorc's hp) 1d4/round amount. -[[User:Slitherrr|Slitherrr]]<br />
<br />
::It feels somewhat weird to go from 1d8 to +50%, as it's not difficult to imagine a situation in which +8 would be more than 50% of the incoming damage. +25% might be awkward to do at level 3, and x2.0 might be a little high, but I think the x2 could be balanced a bit by adding another ability or somehow improving the survivability a bit in some other way. --[[User:TooMuchPete|TooMuchPete]] 11:15, 22 June 2010 (EDT)<br />
<br />
:Also, the extent of transformation into an Elemental type would matter, since there are attributes that apply.<br />
<br />
From the SRD:<br />
# Darkvision out to 60 feet.<br />
# Immunity to poison, sleep effects, paralysis, and stunning.<br />
# Not subject to critical hits or flanking.<br />
# Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.<br />
# Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.<br />
# Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.<br />
# Elementals do not eat, sleep, or breathe.<br />
<br />
5 and 6 obviously don't apply, and 3 and 4 probably don't, since crits/flanking is based on not having a discernible front or anatomy, and the usual trope for 4 is for members of transformation PrCs to still count as their base type for purposes of resurrection (not that it matters in THIS particular campaign), but the rest are fair game. The dragon disciple even gains stats, but I think that the spells and extraordinary abilities offset that particular bit for this guy. -[[User:Slitherrr|Slitherrr]]<br />
<br />
<br />
Most of the additional ideas above seem impractical or not terribly useful, but I'd like to find a way to work Wildfire in. The two big problems I see with it now are: a) It would need to use a spell slot. Maybe level 1 or 2? Otherwise I could imagine it being a bit over-powered. b) there aren't a ton of spells that actually set the enemy on fire, so there's not a ton of usefulness to it. The only solution I could see to that is that fire damage dealt could have a chance to set the target on fire (maybe coupled with self-immolate?). That might be more useful than the Minor Elemental Swarm, which I added just because sounds cool. --[[User:TooMuchPete|TooMuchPete]] 11:15, 22 June 2010 (EDT)</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=5914Thoven's Character Sheet (3.5e)2010-06-22T14:52:08Z<p>TooMuchPete: </p>
<hr />
<div>{{statsbox|ExampleCharPic.jpg|5|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/6<br /><br />
Experience: ??<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: ??<br /><br />
Origin: ??<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
* STR: 8<br />
* DEX: 12<br />
* CON: 10<br />
* INT: 14<br />
* WIS: 14<br />
* CHA: 17<br />
<br />
HP: 16<br />
<br />
AC: 11<br />
<br />
==Languages==<br />
Dwarvish, Fresian, Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
* FAMILIAR: None yet.<br />
* 1st Level: Combat Casting<br />
* 3rd Level: Improved Init<br />
* 6th Level: Improved Familiar<br />
<br />
===Class abilities===<br />
* Spellcasting (1st- and 0th-level Arcane)<br /><br />
* Simple Weapon Proficiency<br /><br />
<br />
===Familiar===<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 8<br />
<br />
Forgery: 2<br />
<br />
Knowledge (History): 1<br />
<br />
Knowledge (Arcana): 2<br />
<br />
Knowledge (The Planes): 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 6<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
* Dancing Lights<br />
* Detect Magic<br />
* Ghost Sound<br />
* Mage Hand<br />
* Ray of Frost<br />
* Resistance<br />
* Disrupt Undead<br />
<br />
====1st Level====<br />
* Burning Hands<br />
* Disguise Self<br />
* Enlarge Person<br />
* Magic Missile<br />
<br />
====2nd Level====<br />
* Flaming Sphere<br />
* Scorching Ray<br />
<br />
====3rd Level====<br />
* Fireball<br />
<br />
==Important Gear==<br />
===Sack of Holding===<br />
*Bag of Holding, Type I<br />
<br />
===[[Ring of Elemental Transmogrification]]===<br />
<br />
===Wand of Flame Arrow===<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=5913Thoven's Character Sheet (3.5e)2010-06-22T14:51:35Z<p>TooMuchPete: /* Attributes */ Formatting</p>
<hr />
<div>{{statsbox|ExampleCharPic.jpg|5|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/5<br /><br />
Experience: ??<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: ??<br /><br />
Origin: ??<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
* STR: 8<br />
* DEX: 12<br />
* CON: 10<br />
* INT: 14<br />
* WIS: 14<br />
* CHA: 17<br />
<br />
HP: 16<br />
<br />
AC: 11<br />
<br />
==Languages==<br />
Dwarvish, Fresian, Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
* FAMILIAR: None yet.<br />
* 1st Level: Combat Casting<br />
* 3rd Level: Improved Init<br />
* 6th Level: Improved Familiar<br />
<br />
===Class abilities===<br />
* Spellcasting (1st- and 0th-level Arcane)<br /><br />
* Simple Weapon Proficiency<br /><br />
<br />
===Familiar===<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 8<br />
<br />
Forgery: 2<br />
<br />
Knowledge (History): 1<br />
<br />
Knowledge (Arcana): 2<br />
<br />
Knowledge (The Planes): 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 6<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
* Dancing Lights<br />
* Detect Magic<br />
* Ghost Sound<br />
* Mage Hand<br />
* Ray of Frost<br />
* Resistance<br />
* Disrupt Undead<br />
<br />
====1st Level====<br />
* Burning Hands<br />
* Disguise Self<br />
* Enlarge Person<br />
* Magic Missile<br />
<br />
====2nd Level====<br />
* Flaming Sphere<br />
* Scorching Ray<br />
<br />
====3rd Level====<br />
* Fireball<br />
<br />
==Important Gear==<br />
===Sack of Holding===<br />
*Bag of Holding, Type I<br />
<br />
===[[Ring of Elemental Transmogrification]]===<br />
<br />
===Wand of Flame Arrow===<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=5912Thoven's Character Sheet (3.5e)2010-06-22T14:51:06Z<p>TooMuchPete: /* Feats and Special Abilities */ Formatting</p>
<hr />
<div>{{statsbox|ExampleCharPic.jpg|5|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/5<br /><br />
Experience: ??<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: ??<br /><br />
Origin: ??<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
STR: 8<br />
DEX: 12<br />
CON: 10<br />
INT: 14<br />
WIS: 14<br />
CHA: 17<br />
<br />
HP: 16<br />
<br />
AC: 11<br />
<br />
==Languages==<br />
Dwarvish, Fresian, Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
* FAMILIAR: None yet.<br />
* 1st Level: Combat Casting<br />
* 3rd Level: Improved Init<br />
* 6th Level: Improved Familiar<br />
<br />
===Class abilities===<br />
* Spellcasting (1st- and 0th-level Arcane)<br /><br />
* Simple Weapon Proficiency<br /><br />
<br />
===Familiar===<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 8<br />
<br />
Forgery: 2<br />
<br />
Knowledge (History): 1<br />
<br />
Knowledge (Arcana): 2<br />
<br />
Knowledge (The Planes): 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 6<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
* Dancing Lights<br />
* Detect Magic<br />
* Ghost Sound<br />
* Mage Hand<br />
* Ray of Frost<br />
* Resistance<br />
* Disrupt Undead<br />
<br />
====1st Level====<br />
* Burning Hands<br />
* Disguise Self<br />
* Enlarge Person<br />
* Magic Missile<br />
<br />
====2nd Level====<br />
* Flaming Sphere<br />
* Scorching Ray<br />
<br />
====3rd Level====<br />
* Fireball<br />
<br />
==Important Gear==<br />
===Sack of Holding===<br />
*Bag of Holding, Type I<br />
<br />
===[[Ring of Elemental Transmogrification]]===<br />
<br />
===Wand of Flame Arrow===<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=5911Thoven's Character Sheet (3.5e)2010-06-22T14:50:11Z<p>TooMuchPete: /* Spell List */ (Level 6 update)</p>
<hr />
<div>{{statsbox|ExampleCharPic.jpg|5|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/5<br /><br />
Experience: ??<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: ??<br /><br />
Origin: ??<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
STR: 8<br />
DEX: 12<br />
CON: 10<br />
INT: 14<br />
WIS: 14<br />
CHA: 17<br />
<br />
HP: 16<br />
<br />
AC: 11<br />
<br />
==Languages==<br />
Dwarvish, Fresian, Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
FAMILIAR: None yet.<br /><br />
1st Level: Combat Casting<br /><br />
3rd Level: Improved Init<br /><br />
6th Level: Improved Familiar<br /><br />
<br />
===Class abilities===<br />
Spellcasting (1st- and 0th-level Arcane)<br /><br />
Simple Weapon Proficiency<br /><br />
<br />
===Familiar===<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 8<br />
<br />
Forgery: 2<br />
<br />
Knowledge (History): 1<br />
<br />
Knowledge (Arcana): 2<br />
<br />
Knowledge (The Planes): 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 6<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
* Dancing Lights<br />
* Detect Magic<br />
* Ghost Sound<br />
* Mage Hand<br />
* Ray of Frost<br />
* Resistance<br />
* Disrupt Undead<br />
<br />
====1st Level====<br />
* Burning Hands<br />
* Disguise Self<br />
* Enlarge Person<br />
* Magic Missile<br />
<br />
====2nd Level====<br />
* Flaming Sphere<br />
* Scorching Ray<br />
<br />
====3rd Level====<br />
* Fireball<br />
<br />
==Important Gear==<br />
===Sack of Holding===<br />
*Bag of Holding, Type I<br />
<br />
===[[Ring of Elemental Transmogrification]]===<br />
<br />
===Wand of Flame Arrow===<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=5910Thoven's Character Sheet (3.5e)2010-06-22T14:48:04Z<p>TooMuchPete: /* Skill Ranks */ 6th Level Update</p>
<hr />
<div>{{statsbox|ExampleCharPic.jpg|5|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/5<br /><br />
Experience: ??<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: ??<br /><br />
Origin: ??<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
STR: 8<br />
DEX: 12<br />
CON: 10<br />
INT: 14<br />
WIS: 14<br />
CHA: 17<br />
<br />
HP: 16<br />
<br />
AC: 11<br />
<br />
==Languages==<br />
Dwarvish, Fresian, Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
FAMILIAR: None yet.<br /><br />
1st Level: Combat Casting<br /><br />
3rd Level: Improved Init<br /><br />
6th Level: Improved Familiar<br /><br />
<br />
===Class abilities===<br />
Spellcasting (1st- and 0th-level Arcane)<br /><br />
Simple Weapon Proficiency<br /><br />
<br />
===Familiar===<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 8<br />
<br />
Forgery: 2<br />
<br />
Knowledge (History): 1<br />
<br />
Knowledge (Arcana): 2<br />
<br />
Knowledge (The Planes): 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 6<br />
<br />
Spot: 3<br />
<br />
==Spell List==<br />
====Cantrips====<br />
-Dancing Lights<br><br />
-Detect Magic<br><br />
-Ghost Sound<br><br />
-Mage Hand<br><br />
-Ray of Frost<br><br />
-Resistance<br><br />
<br />
====1st Level====<br />
-Burning Hands<br><br />
-Disguise Self<br><br />
-Enlarge Person<br><br />
-Magic Missile<br><br />
<br />
====2nd Level====<br />
-Flaming Sphere<br><br />
-Scorching Ray<br><br />
<br />
==Important Gear==<br />
===Sack of Holding===<br />
*Bag of Holding, Type I<br />
<br />
===[[Ring of Elemental Transmogrification]]===<br />
<br />
===Wand of Flame Arrow===<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Thoven%27s_Character_Sheet_(3.5e)&diff=5909Thoven's Character Sheet (3.5e)2010-06-22T14:47:27Z<p>TooMuchPete: /* Feats and Special Abilities */ Updated for 6th level</p>
<hr />
<div>{{statsbox|ExampleCharPic.jpg|5|Dwarf|Sorcerer|None|None|Some City, Gildenhome}}<br />
<br />
Player: TooMuchPete<br /><br />
Name: [[Thoven]]<br /><br />
Classes/Levels: [[Sorcerer]]/5<br /><br />
Experience: ??<br /><br />
Race: [[Dwarf]]<br /><br />
Alignment: ??<br /><br />
Origin: ??<br /><br />
Residence: Currently none.<br /><br />
<br />
==Attributes==<br />
STR: 8<br />
DEX: 12<br />
CON: 10<br />
INT: 14<br />
WIS: 14<br />
CHA: 17<br />
<br />
HP: 16<br />
<br />
AC: 11<br />
<br />
==Languages==<br />
Dwarvish, Fresian, Gnomish, Ubrekti<br />
<br />
==Feats and Special Abilities==<br />
FAMILIAR: None yet.<br /><br />
1st Level: Combat Casting<br /><br />
3rd Level: Improved Init<br /><br />
6th Level: Improved Familiar<br /><br />
<br />
===Class abilities===<br />
Spellcasting (1st- and 0th-level Arcane)<br /><br />
Simple Weapon Proficiency<br /><br />
<br />
===Familiar===<br />
<br />
==Skill Ranks==<br />
Bluff: 4<br />
<br />
Concentration: 8<br />
<br />
Forgery: 2<br />
<br />
Knowledge (History): 1<br />
<br />
Listen: 2<br />
<br />
Spellcraft: 6<br />
<br />
Spot: 3<br />
<br />
<br />
==Spell List==<br />
====Cantrips====<br />
-Dancing Lights<br><br />
-Detect Magic<br><br />
-Ghost Sound<br><br />
-Mage Hand<br><br />
-Ray of Frost<br><br />
-Resistance<br><br />
<br />
====1st Level====<br />
-Burning Hands<br><br />
-Disguise Self<br><br />
-Enlarge Person<br><br />
-Magic Missile<br><br />
<br />
====2nd Level====<br />
-Flaming Sphere<br><br />
-Scorching Ray<br><br />
<br />
==Important Gear==<br />
===Sack of Holding===<br />
*Bag of Holding, Type I<br />
<br />
===[[Ring of Elemental Transmogrification]]===<br />
<br />
===Wand of Flame Arrow===<br />
<br />
[[Category:PC Character Sheets]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Talk:Flame_Disciple&diff=5901Talk:Flame Disciple2010-06-21T21:27:01Z<p>TooMuchPete: </p>
<hr />
<div>I've not been playing for a particularly long time, so I have no idea how well (or poorly) balanced this is. Specifically, I'm not sure if the minor elemental storm is actually useful or if it's just cool sounding. I've also thought about spell-like abilities like the following that could be used in place of the ones listed or possibly in the 2nd and 4th level slots:<br />
<br />
Wildfire: all creatures (enemies?) currently on fire explode, dealing some nominal damage to themselves and catching enemies within 10' on fire (chance to save by reflex).<br />
<br />
Living bomb: small damage per round, larger AoE on death/expiration of the DoT/dispel. <br />
<br />
Combustion(?): Causes a small explosion under the caster's feet, dealing some small amount of damage and knocking everyone within 5' backwards 10' (used to disengage from melee enemies), possibly a chance to knock the opponent prone?<br />
<br />
Engulfing flames: Some sort of stacking effect where each fire damage by the caster causes the target to be more susceptible to fire for N rounds. <br />
<br />
...<br />
<br />
If more balance is needed, I think it would be appropriate for non-fire based offensive spells to count as one level higher than they are listed for purposes of spells known / per day.<br />
<br />
Another option I've considered would be to flesh out all of the spells so far and provide them as a supplemental spell list that the caster could take as necessary.<br />
<br />
Thoughts? Suggestions? Be gentle.<br />
<br />
[[User:TooMuchPete|TooMuchPete]] 17:27, 21 June 2010 (EDT)</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Talk:Flame_Disciple&diff=5900Talk:Flame Disciple2010-06-21T21:26:49Z<p>TooMuchPete: </p>
<hr />
<div>I've not been playing for a particularly long time, so I have no idea how well (or poorly) balanced this is. Specifically, I'm not sure if the minor elemental storm is actually useful or if it's just cool sounding. I've also thought about spell-like abilities like the following that could be used in place of the ones listed or possibly in the 2nd and 4th level slots:<br />
<br />
Wildfire: all creatures (enemies?) currently on fire explode, dealing some nominal damage to themselves and catching enemies within 10' on fire (chance to save by reflex).<br />
<br />
Living bomb: small damage per round, larger AoE on death/expiration of the DoT/dispel. <br />
<br />
Combustion(?): Causes a small explosion under the caster's feet, dealing some small amount of damage and knocking everyone within 5' backwards 10' (used to disengage from melee enemies), possibly a chance to knock the opponent prone?<br />
<br />
Engulfing flames: Some sort of stacking effect where each fire damage by the caster causes the target to be more susceptible to fire for N rounds. <br />
<br />
...<br />
<br />
If more balance is needed, I think it would be appropriate for non-fire based offensive spells to count as one level higher than they are listed for purposes of spells known / per day.<br />
<br />
Another option I've considered would be to flesh out all of the spells so far and provide them as a supplemental spell list that the caster could take as necessary.<br />
<br />
Thoughts? Suggestions? Be gentle.[[User:TooMuchPete|TooMuchPete]] 17:26, 21 June 2010 (EDT)</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Talk:Flame_Disciple&diff=5899Talk:Flame Disciple2010-06-21T21:26:38Z<p>TooMuchPete: New page: I've not been playing for a particularly long time, so I have no idea how well (or poorly) balanced this is. Specifically, I'm not sure if the minor elemental storm is actually useful or i...</p>
<hr />
<div>I've not been playing for a particularly long time, so I have no idea how well (or poorly) balanced this is. Specifically, I'm not sure if the minor elemental storm is actually useful or if it's just cool sounding. I've also thought about spell-like abilities like the following that could be used in place of the ones listed or possibly in the 2nd and 4th level slots:<br />
<br />
Wildfire: all creatures (enemies?) currently on fire explode, dealing some nominal damage to themselves and catching enemies within 10' on fire (chance to save by reflex).<br />
<br />
Living bomb: small damage per round, larger AoE on death/expiration of the DoT/dispel. <br />
<br />
Combustion(?): Causes a small explosion under the caster's feet, dealing some small amount of damage and knocking everyone within 5' backwards 10' (used to disengage from melee enemies), possibly a chance to knock the opponent prone?<br />
<br />
Engulfing flames: Some sort of stacking effect where each fire damage by the caster causes the target to be more susceptible to fire for N rounds. <br />
<br />
...<br />
<br />
If more balance is needed, I think it would be appropriate for non-fire based offensive spells to count as one level higher than they are listed for purposes of spells known / per day.<br />
<br />
Another option I've considered would be to flesh out all of the spells so far and provide them as a supplemental spell list that the caster could take as necessary.<br />
<br />
Thoughts? Suggestions? Be gentle.</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Flame_Disciple&diff=5898Flame Disciple2010-06-21T21:17:52Z<p>TooMuchPete: Initial submission</p>
<hr />
<div><i>::: DRAFT :::</i><br />
<br />
'''Description:''' After years of study and practice, a sorcerer who begins to favor fire with a single-minded focus can discover ways to acquire its qualities and properties, culminating in the caster becoming, for all intents and purposes, half-elemental. Once an elemental path is chosen, the transformation is permanent and may not be changed or undone.<br />
<BR><BR><br />
'''Prerequisites:''' the ability to cast a 3rd-level or greater offensive spell in the chosen element. 7 ranks of spellcraft, 5 ranks of Knoweldge: Arcana, and 3 ranks of Knoweldge: The Planes. Must not be wholly or partially elemental.<br />
<BR><BR><br />
'''Hit Dice: d8'''<br />
<BR><BR><br />
'''Skill Points:''' 2+INT<br />
<BR><BR><br />
'''Class Skills:''' Spot, Listen, Concentration, Knowledge (Arcana), Knowledge (The Planes), Spellcraft<br />
<br><br><br />
{| class="wikitable" style="text-align:center"<br />
|+<br />
|-<br />
! &times; Level !! AC !! BaB !! Fort !! Ref !! Will !! Ability !! Effects !! Spells/Day or Known !!<br />
|-<br />
! 1<br />
| +0 || +1 || +0 || +1 || +0 || <i>Self-Immolate</i> || FR 2, +10% Cold Dmg || Sorc lvl + 1 || <br />
|-<br />
! 2<br />
| +1 || +1 || +0 || +2 || +0 || ??? || FR 4, +20% Cold Dmg || Sorc lvl + 1 ||<br />
|-<br />
! 3<br />
| +1 || +2 || +1 || +3 || +1 || <i>Burn</i> || FR 8, +30% Cold Dmg || Sorc lvl + 2 ||<br />
|-<br />
! 4<br />
| +2 || +2 || +1 || +4 || +1 || ??? || FR 16, +40% Cold Dmg || Sorc lvl + 2 ||<br />
|-<br />
! 5<br />
| +2 || +3 || +2 || +5 || +2 || <i>Minor Elemental Swarm</i> || Fire Immune, +50% Cold Dmg || Sorc lvl + 3 ||<br />
|}<br />
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<i>Self-immolate (Sp)</i> - For three rounds per disciple level, the caster takes 1d4 damage, but deals 1d4 per caster level of fire damage to all creatures within 10'. While immolated, the caster may not cast non-fire-based spells, however those spells that are cast do an additional 1d6 per caster level / 2 of damage. This effect may be activated in place of the caster's move action to start the effect in the present round.<br />
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<i>Burn (Ex)</i> - When struck in melee combat, the attacker must make a reflex save (DC 14+Disciple level) or be set ablaze for 1d4 rounds per disciple level. The fire effect does 1d6 fire damage per round. The burning creature may extinguish itself as a full-round action.<br />
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<i>Minor Elemental Swarm (Sp)</i> - Casting time: 2 minutes. Duration: 10 minutes / caster level. This spell opens a portal to an Elemental Plane and summons elementals from it.<br />
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When the spell is complete, 2d4 small fire elementals appear. Five minutes later, 1d4 medium elementals appear. Five minutes after that, one large elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell. <br />
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The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time <br />
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[[Category:Prestige Classes]]</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Battle_of_Sacrifice&diff=5864Battle of Sacrifice2010-06-20T01:24:42Z<p>TooMuchPete: </p>
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The final encounter in the [[First War]], around 2975 [[BI]].</div>TooMuchPetehttp://wiki.memphisgamers.com/index.php?title=Battle_of_Sacrifice&diff=5863Battle of Sacrifice2010-06-20T01:24:26Z<p>TooMuchPete: New page: ({{stub}}) The final encounter in the First War, around 2975 BI.</p>
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<div>({{stub}})<br />
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The final encounter in the [[First War]], around 2975 [[BI]].</div>TooMuchPete