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Old 04-27-2020, 02:27 PM   #3
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
Intaria, 5th level Path Mage (Fivefold Mage), Diplomat, Queen of the Kingdom of the Mighty

Lawful Neutral
Human

Str: 11
Dex: 16
Con: 11
Wis: 15
Int: 17
Cha: 16

Hit Points: 19
THACO: 18
AC: -6 (Cloak, Iuon Stone, etc)
Age 22, Body 22

XP: 20,000

Non-Weapon Proficiencies:

Etiquette 16
Diplomacy 12
Riding, Land
Swimming
Reading/Writing
Necrology 16
Netherworld Knowledge 16
Herbalism 17
Alchemy 15
Spellcraft 13


Languages – Pandius Prime, Dwarf, Halfling, Elf

Traits:

Empathy
Glibness

(4 points left)

+2 reaction to rolls due to kit

Weapon Proficiencies:

Quarterstaff
Dagger

Class Abilities


Mage Class Ability:

1). Fivefold Path Mages can control undead as an evil Priest of the same level, and this ability extends to extra planar beings which are considered undead with the same hit dice for this purpose.
2). One Extra Spell/Level is Gained, must be Path.
3). Fivefold Mages reduce the spell level by one when researching spells in The Path.
4). Chance to Learn spell in The Path increased by +15%
5). Saving Throw of Targets when targeted by spells from The Path at -1.
6). No more than one spell per level can be from the group: Abjuration, Alteration, Alchemy and Geometry barring a highly unusual and temporary circumstance. They cannot learn spells from the Evocation or Illusion schools.
7). Fivefold Mage must invest a focus item as the method through which magic is cast. (Signet Ring from Hamedh, kept on necklace.)
8). Must have a lab and library and workbench with 1,000 gp value per level, and an upkeep of 50 gp/level/month
9). They can store spells like an Artificer, but cannot begin to do so until level 6
10). Fivefold Mages have a chance to identify a magical item by spending a turn peering at it closely and examining it - chance is their level times 5.
11). Fivefold Mages never suffer from a negative reaction penalty due to controlling or animating undead.

Like her father Alzar, a wish resulted in - An interdimensional Pocket which only she can access by reaching out his hand, or concentrating to send himself there. It’s sort of like a giant Bag of Holding. It can hold up to 500,000 coins of items, and it’s the size of a large room. Due to the size and volume, it cannot be accessed as readily as the items in a Bag of Holding can be, and therefore, he cannot find items during combat from it. She also can’t step into it during combat, it takes a minute of meditation to translocate the form there.


Quarter Immortal –

-2 AC, half damage from elemental effects, +1 save vs spell

Items:

+4 Quarterstaff
Rings – G of Sustenance, Of Wizardry level 1,2
Rock Jellaba – Turn into a statue twice/day
Iuon Stones - +1 spell level and -1 AC
Boots of Springing and Striding - -1 AC
Cloak of Displacement - -2 AC, missiles miss first round
Bracers of Defense 2 AC

Unifex - +2 Dagger made from unicorn horn, AC2 given and can teleport once/day

Amulet of Power - Detect Magic, Read Magic at will; Fireball (12 HD) 1/day; Teleport w/o Error 1/week; gives the wearer 50% Magic Resistance. Any non-wizard donning it is feebleminded.

Spells:


Spellbook, 5 (10)/ 3 (6) /2:

First Level:

Alarm
Alzar’s Undead Porter
Armor
Animate Dead Animals
Cantrip
Charm Person
Chill Touch
Chromatic Orb
Comprehend Languages
Dance Macabre
Detect Magic
Detect Undead
Emrikol’s Question
Enlarge
Friends
Identify
Innocent Bearing (D271
Hypnotism
Light
Locate Remains
Mount
Nefti’s Spell Recall (J: I of D) *
Preserve Dead
Protection from Chaos
Protection from Good
Protective Amulet
Read Magic
Sleep
Spoil Holy Water
Talon’s Waterproof
Unseen Servant
Wandbane
Warning Trumpet
Wizard Mark

Second Level:

Alzar’s Bookcopy
Alzar’s Bookmend
Alzar’s Bookread
Alzar’s Familiar
Ambulate Object (J: I of D)
Attract Ghoul
Baltar’s Lightening
Blastbones
Bone Block (D271)
Choke
Continual Light
Continual Wind
Death Armor
Embalm
Empathic Control
ESP
Forget
Ghoul Touch
Hold Person (Hamedhi)
Ink Transfer (D262)
Knock
Leomund’s Trap
Locate Object
Melf’s Acid Arrow
Ray of Enfeeblement
Ray of Ondovir
Repair Machine (J: I of D)
Scare
Skeletal Hands
Spectral Hand
Speak with Dead
Summon Swarm
Tasha’s Uncontrollable Hideous Laughter
Tenser’s Hunting Hawk
Undead Mount
Unpickable Lock
Vocalize
Wall of Gloom
Wild Swing (D271)
Wizard Lock
Zala’s Lifeforce Guardian

Third Level:

Bewilder
Bone Knit
Control Bats
Curse Tablet
Dire Charm
Dispel Magic
ESP Barricade (College)
Enchant Automaton (J: I of D)
Explosive Runes
Fly
Genie Contract
Haste
Hold Undead
Ink Luminance (D262)
Know Command Word (D253)
Leomund’s Tiny Hut
Lesser Rhabdomancy (D229)
Lightning Rod (Volo)
Mummy Touch
Proof Against Teleportation
Protection from Chaos, 10’ Radius
Protection from Normal Missiles
Protection from Good 10’ Radius
Searing Serpent
Sepia Snake Sigil
Slumber
Skulltrap *
Suggestion
Teleport Object (Volo)
Tongues
Undead Summoning I
Vampiric Touch *
Watery Double




Inherited includes:

Potions - of Sweet Waterx2, Diminutionx7, Gaseous Formx9, Poisonx6, Telekinesis, Extra-Healingx8; Healingx15, Levitationx6, Spider Climbingsx6, ESPx3 Animal Control – Horses, Clairvoyancex3, Clairaudiencex4, Fire Resistancex3, Philter of Lovex3, Control Plantsx3, Neutralize Poison, Speedx11, Cure Disease, Water Breathingx4, Invisibilityx6; Invulnerabilityx5, Undead Controlx5 (Wight, Vampire, Ghoulx2), Heroismx7, Flyingx5, White, Silverx2, Greenx2, Blue Dragon Control; Oil of Etherealnessx2, Strengthx2, Treasure Findingx2, Human Controlx6, Growthx2, Animal Controlx4 Philter of Persuasivenessx2, Super-Heroismx4, Polymorph Selfx13, Titan Strengthx3, Agilityx4, Seeing, Fire Giant Controlx2, Freedomx4, Mammal Control, Fire Breathx4, Storm Giant Strengthx2, Oil of Slipperiness; Hill Giant Strengthx2; Plant Controlx2; Vitalityx3; Tonguesx3; Pursuit, Nutritionx3, Fish Control, Levitation; Cold Resistancex5; Lycanthrope Control; Infravisionx2, Fire Giant Strengthx2, Devil Control, Shielding, Clear Thought, Oil of Acid Resist; Oil of Disenchantment; 2 Jars Keoghtom's Ointment – 6 applications left; Ointment of Blessing, of Poison; Potion of Sustenancex3, Bug Repellant, Elemental Formx3, Blending, Agilityx3, Sightx2; 5x Ethereality; Super-Healingx2; Dreamspeechx3; Fortitudex4; Mergingx3; Ventriloquism; Oil of Slipperiness; Mind Control; Cold Breath; 11xAcid Breath; Oil of Earth Elemental Invulnerability; Oil of Fiery Burningx3; Frost Giant Strength; Longevity;

Wand of Paralyzation 16 charges; Wand of Magic Missiles – 20 charges, 7 charges, 16 charges, 63 charges; Wand of Wonder – 45 charges, 63 charges, 19 charges; Wand of Force – 90 charges; Wand of Negation – 5 charges; Wand of Opening – 10 charges; Wand of Frost – 9 charges, 12 charges; Wand of Ice Storms – 42 charges; Wand of Lightning – 10 charges; Wand of Viscid Globs – 79 charges; Wand of Metal Command – 19 charges; Wand of Fire – 43 charges; Spider Wand – 64 charges; Wand of Fear – 22 charges; Wand of Rust – 27 charges; Wand of Secret Door and Trap Det – 7 charges; Wand of Salt – 19 charges;

Crystal Ball with Clairaudiencex3; Crystal Ball;
Carpet of Flying (6 Passengers);
Star of Mo-Pilar (Gem of Seeing),
Rope of Entanglement; Rope of Climbingx3;
2x Warp Marble; Iron Flask; Prison of Zazig; Iron Bands of Bilarro;
Chime of Opening; Grave Key - Magical item that opens any locked coffin, tomb, crypt, etc.

Etc.
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Last edited by Abe Sargent : 03-31-2022 at 08:48 PM.
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