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RobbyPants
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« on: March 16, 2010, 09:30:33 PM »

Okay guys.  We've got our board!  Post your character sheets here, please.
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My balancing 3.5 compendium
Elemental mage test game

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VennDygrem
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« Reply #1 on: March 16, 2010, 09:32:13 PM »

Grizz, Goblin Geomancer reporting for duty!

Portrait:
« Last Edit: June 25, 2010, 01:27:56 AM by VennDygrem » Logged

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« Reply #2 on: March 16, 2010, 11:30:31 PM »

Ixen, all fired up.
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« Reply #3 on: March 17, 2010, 12:52:35 AM »

Thorden Arglarak, Dwarf Geomancer, "Off my beer!"

Thorden the Elder (v. 3) - Modded Spontaneous Caster
« Last Edit: June 04, 2011, 06:54:24 PM by Flay Crimsonwind » Logged

veekie
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« Reply #4 on: March 17, 2010, 02:56:59 AM »

Serias Wandering-River
Hydromancer 4
N Small Humanoid (Aquatic, Halfling)
Init +8; Senses Listen +10, Spot +0,
Languages Aquan, Common, Halfling
_____________________________________________________________

AC 19, touch 15, flat-footed 15(+1(size)+4(dex)+4(armor))
hp 25(4d6+8), fast heal -, regeneration -; DR -
Immune -
Resist +2 morale vs fear; SR -
Fort +4, Ref +2, Will +5
_____________________________________________________________

Speed 20ft. (4 squares), Swim 20ft(4 squares)
Melee -1 Dagger 1d3-2 19-20/x2 Piercing/Slashing
Melee -1 touch
Ranged +8 touch
Ranged +8 Hail Stone(4d4 bludgeoning, 130ft)
Ranged +8 touch Water Jet(4d6 subdual, 60ft)
Ranged(30ft) +9 touch Water Jet(4d6+1 subdual, 60ft)
Ranged(30ft) +9 Hail Stone(4d4+1 bludgeoning, 130ft)
Ranged(Thrown) +8 Dagger 1d3-2 19-20/x2 Piercing/Slashing
Ranged(Thrown) +8 Sling 1d3-2 19-20/x2 Bludgeoning
Space 5ft.; Reach 5ft.
Base Atk +2; Grp -4
Atk Options
Hail Stone 4d4 ranged 130ft
Water Jet 4d6 ranged touch 60ft
Weaponized Blast 15ft cone (4d6 Fire/Cold/Acid) Ref DC 14 half
Special Actions
_____________________________________________________________

Elmental Power - Spell-like Abilities (CL 1, DC 14)
At Will:
Cloak of Fog: 4 minutes of concealment, self
Create Water: 4 cubic feet within 5ft
Hail Stone: Ranged Medium(100+10/CL), 4d4 bludgeoning
Water Jet: Ranged Touch 60ft,4d6 nonlethal jet of water.
Water of Life: Heal 2d6+cha, touch
Encounter:
Fog: Fog Cloud
_____________________________________________________________

Abilities Str 6, Dex 18, Con 14, Int 14, Wis 12, Cha 17
SQ Armored Mage(light), Aquatic, Water Magic
Feats Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus(Ranged Touch)
Flaws Poor Reflexes, Noncombatant,
Traits -
Skills Climb +0, Concentration +9, Craft(alchemy) +8, Heal +8, Hide +8 Jump -6, Knowledge(Arcana) +8, Listen +10, Move Silently +7, Spellcraft +9, Swim +6,
Possessions 900gp worth+1800gp+2700gp
15gp
+2 Gloves of Dexterity 4,000gp
Mw Chain Shirt 250gp 12.5lbs
Small Dagger 2gp 0.5lbs
Everburning Torch 110gp 1lb
Scroll of 1st level spell 25gp each x1
-Cloudburst CL 1 SpC
Scroll of 2nd level spell 150gp each x0
Potion of Protection from Evil x1 50gp
Potion of Reduce Person x1 50gp
Sling 0gp 0lb
Chronocharm of the Horizon Walker 500gp
Tanglepatch x2 400gp MIC 188
_____________________________________________________________

Organization
Environment
Advancement
_____________________________________________________________

Weapon and Armor Proficiency:  Hydromancers are proficient with all simple weapons plus the trident, hand crossbow, repeating crossbow, and net.  Hydromancers are proficient with light armor, but not with shields.

Armored Mage (Ex):  A hydromancer can use elemental powers (see below) while wearing light armor without risking arcane spell failure.  He may also take the Battle Caster feat (Complete Arcane, pg 75) and apply its bonus to his elemental powers.

Elemental Power (Sp): As a hydromancer gains levels, he learns how to harness the power of his element.  These powers are similar to spells in many ways, but are not treated the same.

All elemental powers are subject to arcane spell failure (see Armored Mage above).  While using an elemental power, if the hydromancer is interrupted, he must roll a Concentration check to keep the spell from failing the same as a caster would.  Unless noted otherwise, elemental powers are subject to spell resistance.  Using an elemental power provokes an attack of opportunity, but the hydromancer may choose to cast defensively with a Concentration check.

A hydromancer’s caster level with his elemental powers is equal to his hydromancer level.  The save DC for an elemental power (if any) is 10 + ½ the hydromancer’s class level + the hydromancer’s Charisma modifier.

Elemental powers do not use up spell slots, but instead are either available once per encounter or at will.  Each individual power will list its availability.  Unless otherwise noted, elemental powers take a standard action to use.

Water Jet (Sp) [WATER]: The hydromancer learns his first elemental power: the ability to shoot a pressured jet of water.  The hydromancer can target the jet up to a range of 60 feet with a ranged touch attack.  If the attack is successful, it deals 1d6 points of nonlethal damage per caster level.  This damage is not subject to damage reduction or energy resistance.  This ability also puts out all non-magical fires in the target square.
This power may be used at will.

Create Water (Sp) [WATER]: The hydromancer learns a new elemental power: creating water out of thin air.  The hydromancer can create one cubic foot of water per caster level within five feet of himself.  This power can be used at will.

Hail Stone (Sp):  The hydromancer learns a new elemental power: the ability to create and propel a solid ball of ice.  The hydromancer can shoot the ball as a ranged attack (not a touch attack) at any target within medium range (100 feet + 10/caster level).  The ice deals 1d4 points of bludgeoning damage per caster level, which is affected by damage reduction as normal.  This power bypasses spell resistance and can be used at will.


Water Magic (Ex): A hydromancer can use any spell completion or spell trigger item for any spell with the [WATER] descriptor as though she had the spell on her spell list.

Aquatic (Ex): The hydromancer gains the aquatic subtype, but is also amphibious, able to breath both above and below water.  He gains a swim speed equal to his base land speed and may take 10 on swim checks even when distracted.  He may use the run action or charge while swimming so long as it is in a straight line.

Water of Life (Sp) [WATER](Healing):  At 2nd level, the hydromancer learns a new elemental power: channeling life-giving energy through water.  The hydromancer can heal any living creature he touches, healing 1d6 points of damage per two caster levels, plus his Charisma modifier.  This healing does not come from positive energy, so it has no effect on undead creatures.  This power can be used at will.

Fog (Sp) [WATER]:  At 3rd level, the hydromancer learns a new elemental power: creating a cloud of fog.  This power functions exactly like the Fog Cloud spell.  If the hydromancer creates a second cloud of fog while an earlier one is still in place, the first one disappears.  This power can be used once per encounter.

At 7th level, this power can be used at will.

Weaponized Blast (Sp) [WATER][ACID, COLD, or FIRE]: At 3rd level, the hydromancer learns a new offensive elemental power: attacking with a blast weaponized water in the form of ice, acid, or steam.  The blast takes the form of a 15-foot cone originating from the hydromancer’s square.  Everything inside the blast takes 1d6 damage per level, with a successful Reflex save halving the damage.  At the time the power is used, the hydromancer chooses whether to use acid, ice, or steam.  The power gains the [ACID], [COLD], or [FIRE] descriptor respectively.  When using acid, the damage decreases to 1d4 points per level, but the power bypasses spell resistance.
This power can be used once per encounter.
At 7th level, this power can be used at will, and the hydromancer can create a 30-foot cone instead.  At 11th level, he can create a 60-foot cone.

Cloak of Fog (Sp) [WATER]: At 4th level, the hydromancer learns a new elemental power: shrouding himself in fog.  Wisps of fog surround the hydromancer, granting him concealment from attacks.  This fog does not affect his vision or affect his chance to hit opponents.  This power lasts one minute per caster level and can be used at will.

Carrying Capacity(Light): 14/15lbs
« Last Edit: August 10, 2010, 08:27:07 AM by veekie » Logged

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It's also a little cold because of that.
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archangel.arcanis
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« Reply #5 on: March 17, 2010, 09:40:59 AM »

aepa my aeromancer halfling.

Aepa Mk2 Spontaneous version.
Spreadsheet
« Last Edit: September 28, 2010, 09:25:27 AM by archangel.arcanis » Logged

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