Post by Peacenlove on Jan 10, 2015 16:11:05 GMT
Moira Venefice
From Wikipedia:
"Moira (fate), one of the three Fates, known collectively as Moirai"
"Moira (portion) an ancient Greek word referring to a portion of the whole"
From Wikipedia:
"Moira (fate), one of the three Fates, known collectively as Moirai"
"Moira (portion) an ancient Greek word referring to a portion of the whole"
Played by: Peacenlove
Character Sheet: Link To Mythweavers Character Sheet
Other Characters: None, yet
Race: Human
Classes: Shadowcaster (5), using Grod's Fixes to classes (Type A) and the Divine adaptation Variant (Tome of Magic)
Effective Character Level: 5
Gender: Female
Age: 24
Alignment: Neutral
Deity: Mask (Neutral Evil)
Height/Weight:
Personality:
1) Moira at her best moments has an insatiable wanderlust and at her worst, she is a mercenary for hire. While claiming she has no far reaching goals whatsoever living for the next day, in reality she wants to find about shadow magic and its limits
2) While she believes that what happened in the past stays in the past, she really wants to find what happened with her family. She has met (and robbed) many dysfunctional ones, so she is prepared for the worst, but still curiosity is burning her inside.
3) She hates weapons and despises people that rely on them, or feel superior because of them.
4) She is also secretive, but unlike others of her profession, her trust isn't that hard to gain. While however, she can make long lasting alliances and even friendships, she is ultimately a loner at heart.
5) Seemingly despite the nature of her god, she is not averse on taking offers even from Good aligned parties, if the do not conflict with the guild.
6) She firmly believes that she honors Mask by fulfilling contracts. Even her worship of him, in her mind, is good business.
Appearance:
1) Moira is a young athletic girl. Her eyes are a very light blue and her natural hair color is black, although she prefers to dye it dark red. Her skin is lightly tanned white.
2) When at work, she dresses as needed for the work at hand. However when at ease, she prefers clothing that helps her pass unnoticed, usually dark brown peasant clothing.
History:
1) Moira is an orphan. She grew in the streets of Neverwinter.
2) She showed inclination for the supernatural and shadow casting at an early age, when her powers helped her hide from danger.
3) Her name is an alias, a reminder that she is both child and part of the Night.
4) Her parents died presumably in the war between Neverwinter and Luskan. She doesn't even know their names.
5) She is now under the employ of the Shadow Thieves as a scout and enforcer, and recently as a specialist spell caster for hire. She receives her spellcasting gifts directly through devotion, rather than study, a secret she has kept from everyone. Due to her powers and the nature of the guild, she operates in a semi independent manner, even taking offers that no ordinary thief would even consider.
Threads:
Party Role Proficiency:
Battlefield Control: 2 (Main focus)
-> Clinging Darkness, Carpet of Shadow
Buffer: 3
-> Thoughts of shadow is a versatile buff to mental stats
Curiosity: 3 (working on it)
-> Trail of haze can mark quarry, Carpet of shadow tactically useful, Use magic device later
Debuffer: 2
-> Mesmerising shade, clinging darkness
Dominator: 3
-> Mesmerising shade
Game Changer: 4 (working on it)
-> Low level for such spells to exist
Healer: 4 (not working on it)
Meat Shield: 4 (not working on it)
-> Respectable AC, hp for a magic caster.
Melee Damage: 4 (not working on it)
Mobility: 3 (working on it)
-> Stealth enables good positioning, quick trait, unarmored, no supporting magic (yet)
Party Face: 2 (working on it)
-> High charisma & ranks in related skills & sense motive
Ranged Damage: 3 (working on it)
-> Black fire (versatile, multitarget damage spell)
Sage: 3 (working on it)
-> High int & skill points in knowledge, no supporting magic (yet)
Scout: 1 (Main focus)
-> Darkvision, high non magical stealth & perception, supporting abilities, familiar
Thief: 3 (Working on it)
-> Only umbral hand to pilfer unattended objects, good natural stealth
Summoner: 4 (not working on it)
Trapfinder: 2 (working on it)
-> Full ranks in search & trap finding, few ranks in disable device, no gear / spells to support role (yet)
Racial Abilities:
Human: Bonus feat, skills
Feats:
1: Dark Stalker (Lords of Madness): Creatures with blindsight, blindsense, tremorsense, scent must roll vs my highest of: Spot, listen to detect me. Can flank creatures with all around vision
1: Dreadful Wrath (Player's guide to faerun): Charge, full attack, spell creates frightful presence for 1 round, 20' radius
3: Shadow familiar (Tome of Magic): Familiar with shadow template
5: Still Mystery (Tome of Magic): Remove somatic components from mysteries. Metashadow.
Class Abilities:
Weapon and Armor Proficiency: Proficient with all simple weapons.
Fundamentals of Shadow (Su): As a shadowcaster, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities usable six times per day. You begin play with three fundamentals and gain an additional fundamental at 4th level and every four additional levels beyond 4th. The save DC of any fundamental is equal to 10 + 1/2 C.L. + your Cha modifier.
Mysteries and Paths: You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know one mystery at 1st level and gain one additional mystery every class level. Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. You can choose your new mystery from any category you have access to (including fundamentals). For instance, at 8th level, you could select either a fundamental, an apprentice mystery, or an initiate mystery.
Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least two mysteries of a previous level. However, you can always select the first mystery in a path of a category you have access to, even if you didn't complete the lower category paths.
Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As you progress, however, you connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence. When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components). Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot Check to note that your shadow is making different gestures from the ones you make when you cast the mystery.
At 7th level, when you become capable of casting initiate mysteries (whether or not you choose to learn any your apprentice mysteries become so much a part of you that they now function as spell-like abilities, and they no longer require somatic components. You new initiate mysteries (when you learn them) function as arcane spells and follow the rules described above.
When you reach 13th level and become capable of casting master mysteries, another chance occurs. Your master mysteries now function as arcane spells, and your initiate mysteries function as spell-like abilities. Your apprentice mysteries become supernatural abilities.
You can learn a mystery more than once. Each time you relearn a mystery, you gain another set of uses of that mystery per day.
You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell(2/day), a spell-like ability(4/day), or a supernatural ability(6/day). You get bonus mystery uses for a high ability score. Although you do not prepare spells, you must rest for 8 hours and meditate for 15 minutes each day to regain use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots.
In order to cast a mystery, you must have an Intelligence score of at last 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Cha modifier. Even though as a shadowcaster you do not "cast spells" in the traditional sense, your levels in this class count for the purposes of determining your overall caster level.
Bonus Feats: Beginning at 5th level, you gain bonus feats equal to the total number of paths you have completed.
You must meet the prerequisite(if any) in order to select a feat as a bonus feat. The list of feats you can select includes any metamagic feat (as described in the Player's Handbook), Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Vision, and any metashadow feat.
Umbral Sight (Su): when you reach 3rd level, your vision extends slightly into the Plane of Shadow. You gain darkvision out to 30 feet. If you already have darkvision, or gain it from another source, the effective distance of that vision is increased by 30 feet. At 11th level, you become able to see perfectly in complete darkness, even magical darkness, out to 60 feet.
Equipment:
Cloak of Charisma +2 (SRD): Item Description: +2 enhancement charisma-4000
Wand: Arrow of dusk (50/50) (SRD/Tome of Magic): Item Description: -750
Mithril Chain Shirt (SRD): Light Armor: -1100
Dark Wood Buckler (SRD): Shield: -205
Handy Haversack (SRD): Extra dimensional container with 3 storage spaces: -2000
L. Crossbow, 20 Bolts (SRD): Simple ranged weapon: -27
Spiked Gauntlet (SRD): Simple Melee weapon: -1
Total Inventory Cost: 8718 out of 9000
rest will be reserved for pre-adventure preparation
Companions: Lachensis, Bat familiar
Other Misc Information:
Questions:
Item pricing/slots per MIC or DMG?
Bonus feat for shadowcaster erroneously states any metamagic feat although we don't have a use for them. Can I sub Item creation feats instead?
Depending on the situation, I might ask for some items to work for the shadowcaster as they would work on spontaneous casters. Example: Runestaves.
What is the board's stance on Dragon material?
Divine Shadowcaster adaptation (pg 116): Functions as divine rather than arcane caster (he was never arcane caster to begin with). What does it mean?
1: fluff only?
2: his mysteries function as divine rather than arcane spells?
3: eligible to use items / feats / prestige classes normally restricted to divine casting?
4: something else entirely?