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Forest lord elf  Duskblade.

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Forest lord elf  Duskblade

Meirdrarel Wildwood

MW was born into an ancient kingdom of the forest lord elves, this place is beyond the wilderlands, and beyond the trade routes through bandit controlled territories, a place that is difficult to get to as the valley has only a few mountain passes that move into them, no trade route runs through the area.  The land to the North is full of trade routes among kingdoms, but is untamed land where banditry is common, the kingdoms have contested these border lands before, but they are so remote that no one has ever tamed this land.

The valley of the elves, also contain other creatures that live nearby, including swamps to the south and a slough that separates the valley from any ocean port, but has boggards, tortiles, satrys, drakes, dragons and other such creatures, the woodlands are shared directly with grippli and other minor forest dwelling humaniod/demi-humans.

MW trained in the arts of swordplay and magic, the two past times that the elves enjoy, along with that is the crafting of weapons, bows, arrows and armors.  The elves also pursue alchemy and herbalism, blending science and magic.

Eventually MW completed his training and became a junior member of the scouting and trade parties that constantly patrol the elven kingdom.  Eventually a charter came out seeking heroes to map the area of bandits for the Northern kingdom and it was decided that MW would answer that call, and provide the mapping information to the kindgom to the North, but also fully to his homeland as well, so that they had the information.

MW traveled through the lands of the bandits, the trade routes were intact and he was able to move past the bandits unnoticed, until he arrived at a trading post run by a couple of humans a husband and wife, Oleg and Svetlana.  They heard his story and gave a letter to recommend him to become one of the charter bearers tasked with mapping the land South of the trading post.

MW ended up teamed with several other candidates to take on the task of mapping the distinct area often referred to as the stolen lands.  (Not sure how much goes here)...

After completeing that task he took leave of the group to return home and see what they might ask of him to do next in service to the forestlord elves.

The rulers sent him to meet up with a new group of adventurers tasked with????



30 point buy
STR 13.             (+1)
DEX 11—13.       (+1)
Con 14—-12.     (+1)               Hit points 36/36
INT 17               (+3)
WIS 12.              (+1)
CHA 10.              (+0)
Includes racial (+2 dex, -2 con)
added level adjustment +1 INT (16--17)

10-11 0
12-13 +1
14-15 +2
16-17 +3 — 1 1 1 bonus spells

5,400 gold

Steelsword, Chondathan
Available in the Dalelands, Cormyr, and Sembia, this broad-bladed one-handed sword is treated as a masterwork longsword that grants a +2 bonus when attempting to break a foe's weapon.
Martial Weapon - Melee
Cost 315 gp
Dmg(M) 1d8
Crit 19-20/x2
Weight 5 lb.
Type Slashing
Source Races of Faerûn

Guisarme
The guisarme is a curving blade that bends back far enough to form a hook. A guisarme has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Martial Weapon - Melee
Cost 9 gp
Dmg(M) 2d4
Crit x3 -
Weight 12 lb.
Type Slashing
Source Dragon #331

MW composite (+1) longbow 500 gold
Arrows...

Spiked guantlet

Spell component pouch
Survival kit?


Armor
MW breastplate
Forestwarden Shroud
Elves invented this lightweight set of tunic and leggings, though it was quickly adopted by rangers and similar characters of all races.
A forestwarden shroud is worn over a suit of armor. It can be incorporated into any suit of armor during creation, or it can be added later. Its slick surface allows branches and leaves to slide easily across it, negating the effect that undergrowth and heavy undergrowth has on the wearer's Tumble and Move Silently checks (see Forest Terrain, page 87 of the Dungeon Master's Guide).
A forestwarden shroud costs 100 gp and adds 2 pounds to the weight of a suit of armor.

Magic items:
BRACERS OF THE ENTANGLING BLAST
Price (Item Level): 2,000 gp (6th)
Body Slot: Arms
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: Swift (command)
Weight: 1 lb.
Each of these jet black bracers is set with an oval of tiny, ruby-red stones.
Bracers of the entangling blast allow you to reduce the damage dealt by your magic
to ensnare those affected by it. When you activate these bracers, the next
spell you cast or spell-like ability you use deals only half its normal damage;
however, any creature damaged by the spell becomes entangled for 1d3 rounds,
taking an additional 1 point of damage per level of the spell each round on your
turn. This damage is of the same type as normally dealt by the spell (or your choice
if the spell deals more than one type of damage). These bracers have no effect on
a spell or spell-like ability that doesn’t deal damage.
 This ability function three times per day.
Prerequisites: Craft Wondrous Item, web.
Cost to Create: 1,000 gp, 100 XP, 2 days.


Feats:
POWER ATTACK [GENERAL]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.

Combat casting (bonus)

KNOWLEDGE DEVOTION [DOMAIN]
You can use your knowledge to exploit your foes’ weaknesses and overcome their strengths.
Prerequisite: Knowledge (any) 5 ranks.
Benefit: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills.
Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a
creature, you can make a Knowledge check based on its type, as described on page 78 of the Player’s Handbook ,
provided that you have at least one rank in the appropriate Knowledge skill.
You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat.
The amount of the bonus depends on your Knowledge check result, as given on the following table.
Check Result / Bonus Granted
15 or below / +1
16-25 / +2
26-30 / +3
31-35 / +4
36 or higher / +5
You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple
types during the same combat, you can make one Knowledge check per type, thereby possibly gaining
different bonuses against different opponents.

Skills 2+int(3) X4 at first level = 20 points
2+ int(3) levels 2-4 = 15 points
Skill points assigned:
Appraise 0
Balance 1
bluff 0
Climb 1
Concentration 2
Craft 3pts weapon armor bow
decipher script 0
Diplomacy 0
Heal 0
Hide 1
Jump 1
Knowledge
-arcane 2
-dungeons 1
-geography 2
_local 3
_nature 5
-nobility 1
-religion 2
-planes 2
Listen (+2race)
Move silently 2
Search 1 (+2 race)
Sense motive 1
Spellcraft 2
Spot 2 (+2 race)
Survival 1 (+2 synergy bonus)
Swim 1
Use Magic device 1






Forestlord Elf
( Dragon Magic, p. 8)

Attributes
Size: Medium
Base speed: Land 30
Strength: +0
Intelligence: +0
Dexterity: +2
Wisdom: +0
Constitution: -2
Charisma: +0
Level adjustment: +0
Space: 5 feet
Reach: 5 feet
Automatic languages: Common , Elven
Bonus Languages: *Draconic , Gnoll , Gnome , *Goblin , Orc , *Sylvan
Description
Like most sylvan races, elves are in tune with the natural world, and this attunement extends to dragonkind as well.
In ancient times, certain elf tribes made pacts with powerful green dragons, which in turn used their magic
to imbue the elves with strange new abilities. Though the forest lord elves did not worship these evil dragons,
the two groups crafted peace accords that remain in force to this day, long after those who forged the treaties died.

Any descendant of a forestlord elf (including half-elves) can also be a forestlord elf, even if she never agreed to the ancient pacts. However, the forestlord traits are unpredictable, and no one is ever certain if they will manifest in any given elf or half-elf child.
Forestlord elves are easily distinguishable from standard elves by their smooth green skin, similar to the color of a green dragon's scales. Most also have green hair, though it ranges from brown to white on occasion.

Racial Traits
Class Skills: Hide is a class skill for forestlord elves.
Dragonblood Subtype: Forestlord elves are of the dragonblood subtype (see page 4).
Forestlord Pact: Any forestlord elf who attacks or otherwise attempts to harm a green
dragon loses her treewalk ability for 24 hours. During that time, the character also
takes a —1 penalty on attack rolls, caster level or manifester level, and saving throws.

Immunity to sleep spells and effects.
Low-light vision.

*Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.

Treewalk (Su): A forestlord elf can transport herself between trees in much
the same way that dryads and druids can. Once per day, a forestlord elf can
enter a tree by touching it as a move action; once inside the tree, she instantly
transports to any other tree within 60 feet.
The forestlord elf appears in a square adjacent to the second tree at the
beginning of her next turn. When a forestlord elf reaches 5 Hit Dice, and
for every 5 HD thereafter, she gains one additional use of this ability per day.

+2 racial bonus on Listen, Search, and Spot checks.
A forestlord elf who merely passes within 5 feet of a secret or concealed door
is entitled to a Search check to notice it as if she were actively looking for it.


Duskblade
(Player's Handbook II variant, p. 19)
If you find you can't choose between being an arcane spellcaster who zaps your enemies with powerful
spells and a nimble, powerful front-line melee character who lays them low with a sword, the duskblade
is the perfect class for you.
Hit die
d8
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Duskblades are proficient with all martial weapons, as well as all armors and shields
 (except tower shields).
Spells: You cast arcane spells, which are drawn from the duskblade spell list on page 98. You can cast any spell you
know without preparing it ahead of time.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1?3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1?1: Ability Modifers and Bonus Spells, page 8 of the Player’s Handbook).

Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.

Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell?s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster?s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade?s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, you learn to use medium armor with no chance of arcane spell failure.
At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell
you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner
does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less.
If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects
each target you hit in melee combat that round. Doing so discharges the spell at the end of the round,
 in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting
time of the spell is 1 standard action or less.  You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level
Advancement

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th
1st +1 +2 +0 +2 Arcane attunement, armored mage (light) 3 2 ? ? ? ?
2nd +2 +3 +0 +3 Combat Casting 4 3 ? ? ? ?
3rd +3 +3 +1 +3 Arcane channeling 5 4 ? ? ? ?
4th +4 +4 +1 +4 Armored mage (medium) 6 5 ? ? ? ?
5th +5 +4 +1 +4 Quick cast 1/day 6 5 2 ? ? ?
6th +6/+1 +5 +2 +5 Spell power +2 6 6 3 ? ? ?
7th +7/+2 +5 +2 +5 Armored mage (heavy shield) 6 6 5 ? ? ?
8th +8/+3 +6 +2 +6 6 7 6 ? ? ?
9th +9/+4 +6 +3 +6 6 7 6 2 ? ?
10th +10/+5 +7 +3 +7 Quick cast 2/day 6 8 7 3 ? ?
11th +11/+6/+1 +7 +3 +7 Spell power +3 6 8 7 5 ? ?
12th +12/+7/+2 +8 +4 +8 6 8 8 6 ? ?
13th +13/+8/+3 +8 +4 +8 Arcane channeling (full attack) 6 9 8 6 2 ?
14th +14/+9/+4 +9 +4 +9 6 9 8 7 3 ?
15th +15/+10/+5 +9 +5 +9 Quick cast 3/day 6 9 9 7 5 ?
16th +16/+11/+6/+1 +10 +5 +10 Spell power +4 6 10 9 8 6 ?
17th +17/+12/+7/+2 +10 +5 +10 6 10 9 8 6 2
18th +18/+13/+8/+3 +11 +6 +11 Spell power +5 6 10 10 8 7 3
19th +19/+14/+9/+4 +11 +6 +11 6 10 10 9 7


Combat Casting
( Player's Handbook v.3.5, p. 92)
[General]
You are adept at casting spells in combat.
Benefit
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140) or while you are grappling or pinned.

Battle Casting
( Races of the Wild, p. 148)
[General]
You have a knack for staying out of harm's way when casting spells.
Prerequisite
Combat Casting (PH) , Concentration 5 ranks, DEX 13,
Benefit
While casting a spell, you gain a +2 dodge bonus to your Armor Class. The bonus lasts
until the beginning of your next turn. You cannot make attacks of opportunity while claiming the dodge bonus from this feat.


Versatile Spellcaster
( Races of the Dragon, p. 101)
[General]
You can use two lower-level spell slots to cast a spell one level higher.
Prerequisite: Ability to spontaneously cast spells,
Benefit:
You can use two spell slots of the same level to cast a spell you know that is
one level higher. For example, a sorcerer with this feat can expend two 2nd-level
spell slots to cast any 3rd-level spell he knows.

Arcane Disciple
( Complete Divine, p. 79)
[General]
Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast the spells associated with that domain as arcane spells.
Prerequisite
Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment matches your deity's alignment,

Benefit
Add the chosen domain's spells to your class list of arcane spells. If you have arcane spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat applies to. Once chosen, this decision cannot be changed for that feat. You may learn these spells as normal for your class; however, you use Wisdom (rather than the normal ability for your spellcasting) when determining the save DC for the spell. In addition, you must have a Wisdom score equal to 10 + the spell's level in order to prepare or cast a spell gained from this feat. Each day, you may prepare (or cast, if you cast spells without preparation) a maximum of one of these domains spells of each level.

Special
You can take this feat more than once. Each time, you must select a different domain available to the same deity you chose the first time you selected the feat. For example, a character who chose Heironeous and the Good domain with his first selection could choose Law or War with successive selections of the same feat. He couldn't choose Protection, since that domain isn't available to clerics of Heironeous.



Spells known (the table says up to 10, but only 4 are listed on the spell list) Need to find others?
0th level:
Acid splash
Disrupt undead
Ray of frost
touch of fatigue

1st level:
Color Spray
Magic weapon
Shocking grasp


Spell List

DUSKBLADE SPELLS
0TH-LEVEL DUSKBLADE SPELLS
Source    Spell Name    Brief Description
Core Acid Splash: Orb deals 1d3 acid damage.
Core Disrupt Undead: Deals 1d6 damage to one undead.
Core Ray of Frost: Ray deals 1d3 cold damage.
Core Touch of Fatigue: Touch attack fatigues target.
1ST-LEVEL DUSKBLADE SPELLS
Source    Spell Name    Brief Description
PHBII Bigby's Tripping Hand: Hand trips subject.
Core Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
Core Burning Hands: 1d4/level fire damage (max 5d4).
Core Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Core Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Core Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Core Jump: Subject gets bonus on Jump checks.
PHBII Kelgore's Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
PHBII Lesser Deflect: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
Core Magic Weapon: Weapon gains +1 bonus.
Core Obscuring Mist: Fog surrounds you.
Core Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Core Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
PHBII Rouse: Awakens creatures in area.
Core Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
PHBII Stand: Subject stands up from prone.
PHBII Swift Expeditious Retreat: Your speed increases by 30 ft. for 1 round.
Core True Strike: +20 on your next attack roll.
2ND-LEVEL DUSKBLADE SPELLS
Source    Spell Name    Brief Description
PHBII Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
Core Bear's Endurance: Subject gains +4 to Con for 1 min./level.
PHBII Bigby's Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
Core Bull's Strength: Subject gains +4 to Str for 1 min./level.
Core Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Core Darkvision: See 60 ft. in total darkness.
PHBII Deflect: Gain bonus to AC for one attack.
PHBII Dimension Hop: Teleport subject short distance.
Core Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Core Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Core Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Core See Invisibility: Reveals invisible creatures or objects.
PHBII Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.
Core Spider Climb: Grants ability to walk on walls and ceilings.
PHBII Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
Core Sure Strike: Gain +1 bonus/3 levels on next attack.
PHBII Swift Fly: Subject flies at speed of 60 ft. for 1 round.
PHBII Swift Invisibility: Subject is invisible for 1 round or until it attacks.
Core Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
3RD-LEVEL DUSKBLADE SPELLS
Source    Spell Name    Brief Description
PHBII Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
PHBII Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
PHBII Dispelling Touch: Dispel one magical effect on touched subject.
PHBII Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
PHBII Energy Aegis: Subject gains resistance 20 against one energy type for one attack.
PHBII Energy Surge: As lesser energy surge, but 2d6 damage.
Core Greater Magic Weapon: +1/four levels (max +5).
PHBII Halt: Subject's feet become stuck to ground.
Core Keen Edge: Doubles normal weapon's threat range.
Core Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Core Ray of Exhaustion: Ray makes subject exhausted.
PHBII Regroup: Teleports nearby allies to your side.
Core Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
4TH-LEVEL DUSKBLADE SPELLS
Source    Spell Name    Brief Description
Core Bigby's Interposing Hand: Hand provides cover against one opponent.
PHBII Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
Core Dimension Door: Teleports you short distance.
Core Dispel Magic: Cancels magical spells and effects.
Core Enervation: Subject gains 1d4 negative levels.
Core Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Core Phantasmal Killer: Fearsome Illusion kills subject or deals 3d6 damage.
Core Shout: Deafens all within cone and deals 5d6 sonic damage.
PHBII Toxic Weapon: Coats weapon with poison.
5TH-LEVEL DUSKBLADE SPELLS
Source    Spell Name    Brief Description
Core Bigby's Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Core Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Core Disintegrate: Makes one creature or object vanish.
Core Hold Monster: As hold person, but any creature.
Core Polar Ray: Ranged touch attack deals 1d6/level cold damage.
PHBII Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
PHBII Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
Core Waves of Fatigue: Several targets become fatigued.
This message was last edited by the GM at 13:55, Wed 20 July 2022.
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