Post by Nick on Mar 6, 2015 1:04:25 GMT
I've made characters for other sites in the past, but this time I feel such a...writer's block. I'd like help with putting what I have into the Forgotten Realms without doing something stupid. Now again this is IN PROGRESS, so if you say something like "dude your guy needs more of a personality," don't, because I already know that. In addition, if I'm making a mistake about a mechanic or something, such as the Party Niche ranking, just tell me; I promise I won't get mad at you if you tell me personally, preferably in a reply to this thread. It's why I made it a thread in the character workshop in the first place.
The idea I want for this character is one that's fun and zany, but can get very dark very quickly. He's supposed to be a charismatic draconic character (sorcerer/warlock) that's troubled by his temptations to delve into his red dragon hoarding nature, but I don't necessarily want him to be a tragic sob-story.
(the bio is in the spoiler below, js)
Played by: Nick
Character Sheet: www.myth-weavers.com/sheet.html#id=101846
Other Characters: none at the moment
Race: Human
Classes: Sorcerer (3), Warlock (2)
Effective Character Level: 5
Gender: Male
Age: 19 (Simple)
Alignment: Chaotic Neutral (Due to a red dragon being in his heritage, there is a tendency to succumb to the natures of solitude and greed. His conscious attempt to fight back these natures, as well as overall control of his draconic heritage, makes it a challenge for his dragon side to be able to make him evil, as well as a challenge for Enthim to be able to make himself good.)
Deity: Enthim seeks redemption through Bahamut, but is tempted by Tiamat’s philosophies.
Height/Weight: 5’ 9” and 133 lb.
Personality: What you are about to read is the personality I have planned for this character, and yes, it is very complex. My characters’ personalities like to do this thing called adapt, and the events that happen to Enthim will greatly shape his personality, so I unfortunately can’t set any of this in stone.
Appearance: Enthim used to dress himself in loose, baggy clothing, but then he got grabbed a lot, so instead went with going shirtless and with somewhat baggy and ragged trousers. His backpack and other gear-carriers have straps that go around him. He carries a spell component pouch, and carries an immovable rod that has a rock of some sort on top to cover the button that locks it in place.
His eyes and tongue reveal his Draconic nature, and has crimson hair. Every now and then, people mistake him for being fiendish.
History:
Threads: ………………………………….
Party Role Proficiency:
Battlefield Control: 3
Buffer: 4
Curiosity: 3, possibly 2
Debuffer: 4
Dominator: 4
Game Changer: 4
Healer: 4
Meat Shield: 4
Melee Damage: 3
Mobility: 4
Party Face: 2, possibly 1
Ranged Damage: 2, possibly 1
Sage: 2, would be 1 if Bardic Knowledge wasn't 10x better than Magical Affinity (dragons) and having all knowledges as class skills for all classes due to Draconic Knowledge
Scout: 3 (scent can help with tracking; otherwise, 4)
Thief: 4, but will eventually be able to make sleight of hand checks, so eventually 3
Summoner: 4 (doesn't even have a familiar)
Trapfinder: 4
Racial Abilities:
Bonus Feat: A human receives a bonus feat at first level. Yay bonus feat.
Bonus skill points: A human receives 4 bonus skill points at first level and 1 bonus skill point at all other levels. Essentially, the # in the “#+int modifier” skill point formula for a class is increased by 1 for when a human takes a level in that class.
Favored Class: Sorcerer, for he has more levels in Sorcerer than in Warlock, but we're not doing XP penalties from multiclassing.....
Feats: (Draconic Feat bonus is currently +3)
1: Draconic Heritage, Red/Fire/Intimidate (CAr, DM, Rdr): You have a greater connection with your draconic bloodline than others of your kind.
You gain the dragonblood subtype. Choose one kind of dragon from the list in the accompanying table. This is your draconic heritage, which can only be changed by undergoing the Rite of Draconic Affinity (see RDr page 59). Half-dragons must choose the same dragon kind as their dragon parent. When you declare your draconic heritage, you gain the skill indicated on the table as a sorcerer class skill. In addition, you gain a bonus equal to the number of draconic feats you have on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with a descriptor that matches the corresponding entry in the accompanying table. (See RDr p103). Draconic Heritage for All True Dragons. The table above provides the benefits of the Draconic Heritage feat for all the kinds of true dragons published in D&D products to date. Many of the draconic bloodlines listed on the table don't grant a bonus on saves against effects of a particular energy type. Instead, you gain a bonus on saves against spells and abilities associated with the effect (such as force for the Tarterian dragon) or subschool (such as compulsion for the chaos dragon) that matches the entry on the table, as well as the normal bonus provided by the feat against magic sleep and paralysis effects.
1: Draconic Knowledge (Dragon Magic, Draconomicon): Your draconic blood lets you access ancient draconic knowledge.
You gain a bonus on Knowledge checks equal to the number of draconic feats you have. All Knowledge skills are class skills for all your classes.
3: Draconic Claw (CAr, RDr): You develop the natural weapons of your draconic ancestors.
You gain claws. You can make a natural attack with your claw, dealing damage based on your size (Small 1d4, Medium 1d6, Large 1d8). In any round when you cast a spell with a casting time of 1 standard action, you can make a single claw attack as a swift action (see page 86) against an opponent you threaten
Class Abilities:
Weapon and armor Proficiencies: Enthim is proficient with all simple weapons and light armors, but not with shields. Armor of any type interferes with sorcerer spellcasting (given that it has arcane spell failure chance). Since the somatic components of invocations, however, are rather simple, Enthim can cast warlock invocations in light armor without incurring arcane spell failure chance. Enthim is also proficient with his natural claw attack (duh).
Summon Familiar (Sp): “A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.”
Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:
A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level.The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier.
Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark (Enthim will never be able to learn dark invocations). A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade.
Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is an invocation and is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell.
When a warlock uses a blast shape and an essence invocation to alter an eldritch blast, the spell level equivalent is equal to the spell level of the eldritch blast, the level of the eldritch essence invocation, or the level of the blast shape invocation, whichever is higher.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2.
Magical Affinity (Ex): The Dead Levels article (http://archive.wizards.com/default.asp?x=dnd/cwc/20061013a) gave the Sorcerer class an ability that grants a +2 bonus on Knowledge (arcana) checks to identify creatures of the type of the sorcerer’s source of sorcery. This is how the ability reads: “Starting at 2nd level, a sorcerer can identify a certain creature type during an encounter by virtue of inheriting his magical ability from a member of that creature type. The type must include at least one creature with an arcane spell-like ability (such as dragon, magical beast, or outsider). Once this choice is made, it cannot be reversed. The sorcerer gains a +2 bonus on Knowledge (arcana) checks to identify such creature types, but he gains no insight about their special powers or vulnerabilities. See Knowledge on page 78 of the Player's Handbook. Moreover, the sorcerer can make these Knowledge (arcana) checks untrained. This bonus increases by +1 for each sorcerer level the character takes after 2nd level.” Obviously the choice is dragon. The ability comes with a Designer’s Note (think “Behind the Curtain” sidebar), which reads, “The magical affinity ability merely allows sorcerers to say, ‘That's a dragon!’ or ‘That's a magical beast!’ The advantage of this ability surfaces when, for example, a dragon or magical beast assumes a form with a type other than its own.” Now, I understand that this may be a little bit much since Enthim would be able to see through a dragon’s alternate form, but, in all honesty, I would try to voluntarily fail this check 90% of the time if the opportunity arose (for example, voluntarily failing a check to see if that squirrel is a dragon or not, and then argue with the rest of the party that the squirrel is a dangerous, draconic deviant that shouldn’t be underestimated). Yes, it’s stupid, I know, just a heads up if you let me use Magical Affinity. Currently, Enthim’s magical affinity bonus on these checks is +3, and, since it’s untyped, would stack with the Draconic Knowledge’s bonus.
Detect Magic: At second level of warlock, Enthim received the ability to use detect magic at will as the spell. His caster level equals his total warlock level.
Equipment:
Item Name (Sourcebook): Item Description: -Item Cost
Item Name (Sourcebook): Item Description: -Item Cost
Item Name (Sourcebook): Item Description: -Item Cost
Total Inventory Cost:Total GP Cost of all items and equipment
Companions:Links to Companions Mythweaver Sheet
Invocations Known:
LEAST
2nd - Hammer Blast (CM): Eldritch blast deals normal/full damage to objects.
Enthim transforms his eldritch blast into a hammer blast. The blast deals normal damage to objects, rather than half.
2nd - Serpent’s Tongue (CM): Enthim’s tongue transforms into that of a serpent, and he gains the scent ability (MM 314). Additionally, he gains a +5 bonus on saves against poison. This invocation lasts for 24 hours. (I intend to have this invocation be active as much as possible for thematic purposes. I think a serpent tongue would make him look more draconic. I’d like to ask for this bonus to be a racial bonus. While this wouldn’t then make sense for Enthim to lose the ability in an antimagic field or similar, it would provide a great opportunity for character development later, since Enthim would realize that his forked tongue is the source of magic, not genetics, and would question if he really is descended of a dragon, as would anyone else that noticed he lost his serpent tongue in the field. There’s also the potential for him to become addicted to being in antimagic fields, for it would allow him to feel as much like a normal human as possible, creating many trap-involved opportunities for his enemies that know him too well…)
Spells Known:
0- Ghost sound, launch item (SpC 130-131), prestidigitation, read magic, open/close
LAUNCH ITEM (Transmutation)
LvL: 0
Component: S
Casting Time: 1 standard action
Range: Touch
Target: One Fine item in possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Cause a Fine item in possession to fly at great speed to a specified target or location, out to medium range (100+10ft./level).
This spell can be used to make attack rolls (usually with a splash weapon being launched), which are made as normal ranged attack rolls, with no penalties suffered from the range.
kmalloy.cloudapp.net/dndtools.eu/spells/spell-compendium--86/launch-item--4338/index.html
1ST- Disguise self, guided shot (SpC 108), greater mage hand (SpC 136)
Guided Shot: 1 swift action to cast this spell. Verbal component only. Lasts for 1 round. While in effect, Enthim’s ranged attacks (aka eldritch blast) do not take penalties from a long distance, and ignore AC bonuses granted to targets by anything less than total cover, as well as ignoring any miss chance granted to targets by anything less than total concealment. The range of the ranged attack still has a limit, and Enthim still can’t hit anything with total cover. My intent is to combo this with hammer blast to make escape from Enthim’s eldritch powers to be next to impossible. MUAHAHAHAHAHA.
Greater Mage Hand: Medium range (currently 130 ft.), concentration, will negates if the subject is being held by someone or is sentient. It’s identical to the cantrip in other ways, except it can lift an object weighing up to 40 lb. It can propel a target up to 20 feet, and the “hand” has an effective strength score of 10.
The idea I want for this character is one that's fun and zany, but can get very dark very quickly. He's supposed to be a charismatic draconic character (sorcerer/warlock) that's troubled by his temptations to delve into his red dragon hoarding nature, but I don't necessarily want him to be a tragic sob-story.
(the bio is in the spoiler below, js)
Enthim "Emmett" Ari-Luem
Optional Character Picture is Optional
Optional Character Picture is Optional
Played by: Nick
Character Sheet: www.myth-weavers.com/sheet.html#id=101846
Other Characters: none at the moment
Race: Human
Classes: Sorcerer (3), Warlock (2)
Effective Character Level: 5
Gender: Male
Age: 19 (Simple)
Alignment: Chaotic Neutral (Due to a red dragon being in his heritage, there is a tendency to succumb to the natures of solitude and greed. His conscious attempt to fight back these natures, as well as overall control of his draconic heritage, makes it a challenge for his dragon side to be able to make him evil, as well as a challenge for Enthim to be able to make himself good.)
Deity: Enthim seeks redemption through Bahamut, but is tempted by Tiamat’s philosophies.
Height/Weight: 5’ 9” and 133 lb.
Personality: What you are about to read is the personality I have planned for this character, and yes, it is very complex. My characters’ personalities like to do this thing called adapt, and the events that happen to Enthim will greatly shape his personality, so I unfortunately can’t set any of this in stone.
- Due to red dragon heritage, tends to be a bit of a hoarder of odd things. This is currently shown with his (growing, for he only has one) collection of immovable rods.
- He can get pretty emotional, and is very quick to anger, as well as forget, laugh, fall in love, become frustrated, amused, or annoyed.
- Enthim can get pretty snarky and rude. Definitely not the best in pretending to be polite, so any Diplomacy check to improve an NPC attitude to someone that values manners, proper etiquette, or similar, automatically fail.
- While Enthim can be restless and may try to have fun instead of act correctly, he is surprisingly very true to his word. He in fact values promises and giving his word highly. However, he only gives his word when he so chooses. Enthim hates being forced into contracts or promises of any sort.
- Enthim, while confidant in himself, is far from arrogant. Since he's not even sure if he wants his Draconic power yet, being questioned on his ability or potential can have mixed reactions from Enthim.
Appearance: Enthim used to dress himself in loose, baggy clothing, but then he got grabbed a lot, so instead went with going shirtless and with somewhat baggy and ragged trousers. His backpack and other gear-carriers have straps that go around him. He carries a spell component pouch, and carries an immovable rod that has a rock of some sort on top to cover the button that locks it in place.
His eyes and tongue reveal his Draconic nature, and has crimson hair. Every now and then, people mistake him for being fiendish.
History:
Threads: ………………………………….
Party Role Proficiency:
Battlefield Control: 3
Buffer: 4
Curiosity: 3, possibly 2
Debuffer: 4
Dominator: 4
Game Changer: 4
Healer: 4
Meat Shield: 4
Melee Damage: 3
Mobility: 4
Party Face: 2, possibly 1
Ranged Damage: 2, possibly 1
Sage: 2, would be 1 if Bardic Knowledge wasn't 10x better than Magical Affinity (dragons) and having all knowledges as class skills for all classes due to Draconic Knowledge
Scout: 3 (scent can help with tracking; otherwise, 4)
Thief: 4, but will eventually be able to make sleight of hand checks, so eventually 3
Summoner: 4 (doesn't even have a familiar)
Trapfinder: 4
Racial Abilities:
Bonus Feat: A human receives a bonus feat at first level. Yay bonus feat.
Bonus skill points: A human receives 4 bonus skill points at first level and 1 bonus skill point at all other levels. Essentially, the # in the “#+int modifier” skill point formula for a class is increased by 1 for when a human takes a level in that class.
Favored Class: Sorcerer, for he has more levels in Sorcerer than in Warlock, but we're not doing XP penalties from multiclassing.....
Feats: (Draconic Feat bonus is currently +3)
1: Draconic Heritage, Red/Fire/Intimidate (CAr, DM, Rdr): You have a greater connection with your draconic bloodline than others of your kind.
You gain the dragonblood subtype. Choose one kind of dragon from the list in the accompanying table. This is your draconic heritage, which can only be changed by undergoing the Rite of Draconic Affinity (see RDr page 59). Half-dragons must choose the same dragon kind as their dragon parent. When you declare your draconic heritage, you gain the skill indicated on the table as a sorcerer class skill. In addition, you gain a bonus equal to the number of draconic feats you have on saving throws against magic sleep and paralysis effects, as well as on saves against spells and abilities with a descriptor that matches the corresponding entry in the accompanying table. (See RDr p103). Draconic Heritage for All True Dragons. The table above provides the benefits of the Draconic Heritage feat for all the kinds of true dragons published in D&D products to date. Many of the draconic bloodlines listed on the table don't grant a bonus on saves against effects of a particular energy type. Instead, you gain a bonus on saves against spells and abilities associated with the effect (such as force for the Tarterian dragon) or subschool (such as compulsion for the chaos dragon) that matches the entry on the table, as well as the normal bonus provided by the feat against magic sleep and paralysis effects.
1: Draconic Knowledge (Dragon Magic, Draconomicon): Your draconic blood lets you access ancient draconic knowledge.
You gain a bonus on Knowledge checks equal to the number of draconic feats you have. All Knowledge skills are class skills for all your classes.
3: Draconic Claw (CAr, RDr): You develop the natural weapons of your draconic ancestors.
You gain claws. You can make a natural attack with your claw, dealing damage based on your size (Small 1d4, Medium 1d6, Large 1d8). In any round when you cast a spell with a casting time of 1 standard action, you can make a single claw attack as a swift action (see page 86) against an opponent you threaten
Class Abilities:
Weapon and armor Proficiencies: Enthim is proficient with all simple weapons and light armors, but not with shields. Armor of any type interferes with sorcerer spellcasting (given that it has arcane spell failure chance). Since the somatic components of invocations, however, are rather simple, Enthim can cast warlock invocations in light armor without incurring arcane spell failure chance. Enthim is also proficient with his natural claw attack (duh).
Summon Familiar (Sp): “A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.”
Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:
A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level.The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier.
Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark (Enthim will never be able to learn dark invocations). A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade.
Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is an invocation and is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell.
When a warlock uses a blast shape and an essence invocation to alter an eldritch blast, the spell level equivalent is equal to the spell level of the eldritch blast, the level of the eldritch essence invocation, or the level of the blast shape invocation, whichever is higher.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2.
Magical Affinity (Ex): The Dead Levels article (http://archive.wizards.com/default.asp?x=dnd/cwc/20061013a) gave the Sorcerer class an ability that grants a +2 bonus on Knowledge (arcana) checks to identify creatures of the type of the sorcerer’s source of sorcery. This is how the ability reads: “Starting at 2nd level, a sorcerer can identify a certain creature type during an encounter by virtue of inheriting his magical ability from a member of that creature type. The type must include at least one creature with an arcane spell-like ability (such as dragon, magical beast, or outsider). Once this choice is made, it cannot be reversed. The sorcerer gains a +2 bonus on Knowledge (arcana) checks to identify such creature types, but he gains no insight about their special powers or vulnerabilities. See Knowledge on page 78 of the Player's Handbook. Moreover, the sorcerer can make these Knowledge (arcana) checks untrained. This bonus increases by +1 for each sorcerer level the character takes after 2nd level.” Obviously the choice is dragon. The ability comes with a Designer’s Note (think “Behind the Curtain” sidebar), which reads, “The magical affinity ability merely allows sorcerers to say, ‘That's a dragon!’ or ‘That's a magical beast!’ The advantage of this ability surfaces when, for example, a dragon or magical beast assumes a form with a type other than its own.” Now, I understand that this may be a little bit much since Enthim would be able to see through a dragon’s alternate form, but, in all honesty, I would try to voluntarily fail this check 90% of the time if the opportunity arose (for example, voluntarily failing a check to see if that squirrel is a dragon or not, and then argue with the rest of the party that the squirrel is a dangerous, draconic deviant that shouldn’t be underestimated). Yes, it’s stupid, I know, just a heads up if you let me use Magical Affinity. Currently, Enthim’s magical affinity bonus on these checks is +3, and, since it’s untyped, would stack with the Draconic Knowledge’s bonus.
Detect Magic: At second level of warlock, Enthim received the ability to use detect magic at will as the spell. His caster level equals his total warlock level.
Equipment:
Item Name (Sourcebook): Item Description: -Item Cost
Item Name (Sourcebook): Item Description: -Item Cost
Item Name (Sourcebook): Item Description: -Item Cost
Total Inventory Cost:Total GP Cost of all items and equipment
Companions:Links to Companions Mythweaver Sheet
Invocations Known:
LEAST
2nd - Hammer Blast (CM): Eldritch blast deals normal/full damage to objects.
Enthim transforms his eldritch blast into a hammer blast. The blast deals normal damage to objects, rather than half.
2nd - Serpent’s Tongue (CM): Enthim’s tongue transforms into that of a serpent, and he gains the scent ability (MM 314). Additionally, he gains a +5 bonus on saves against poison. This invocation lasts for 24 hours. (I intend to have this invocation be active as much as possible for thematic purposes. I think a serpent tongue would make him look more draconic. I’d like to ask for this bonus to be a racial bonus. While this wouldn’t then make sense for Enthim to lose the ability in an antimagic field or similar, it would provide a great opportunity for character development later, since Enthim would realize that his forked tongue is the source of magic, not genetics, and would question if he really is descended of a dragon, as would anyone else that noticed he lost his serpent tongue in the field. There’s also the potential for him to become addicted to being in antimagic fields, for it would allow him to feel as much like a normal human as possible, creating many trap-involved opportunities for his enemies that know him too well…)
Spells Known:
0- Ghost sound, launch item (SpC 130-131), prestidigitation, read magic, open/close
LAUNCH ITEM (Transmutation)
LvL: 0
Component: S
Casting Time: 1 standard action
Range: Touch
Target: One Fine item in possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Cause a Fine item in possession to fly at great speed to a specified target or location, out to medium range (100+10ft./level).
This spell can be used to make attack rolls (usually with a splash weapon being launched), which are made as normal ranged attack rolls, with no penalties suffered from the range.
kmalloy.cloudapp.net/dndtools.eu/spells/spell-compendium--86/launch-item--4338/index.html
1ST- Disguise self, guided shot (SpC 108), greater mage hand (SpC 136)
Guided Shot: 1 swift action to cast this spell. Verbal component only. Lasts for 1 round. While in effect, Enthim’s ranged attacks (aka eldritch blast) do not take penalties from a long distance, and ignore AC bonuses granted to targets by anything less than total cover, as well as ignoring any miss chance granted to targets by anything less than total concealment. The range of the ranged attack still has a limit, and Enthim still can’t hit anything with total cover. My intent is to combo this with hammer blast to make escape from Enthim’s eldritch powers to be next to impossible. MUAHAHAHAHAHA.
Greater Mage Hand: Medium range (currently 130 ft.), concentration, will negates if the subject is being held by someone or is sentient. It’s identical to the cantrip in other ways, except it can lift an object weighing up to 40 lb. It can propel a target up to 20 feet, and the “hand” has an effective strength score of 10.