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Ebb

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Contents

Stats

Male Changeling, Sorcerer of Mystra, Level 3

Str 14 (+2), Dex 16(+3), Con 16(+3), Int 15(+2), Wis 12(+1), Cha 18(+4)

Hit Points 16, Initiative +3, Speed 30ft, AC 13, Base Attack Bonus +1, Saves: Fort +4, Ref +4, Will +4

Attack

Quarter staff +3 Damage: 1d6/1d6 Range: 5ft (2 1/2 feet=Double Attack)

Light Crossbow +4 Damage: 1d8 Range: 80 ft

Skills

Bluff +13, Concentration +5, Craft (Gemcutting) +2, Hide +7, Knowledge (Arcana) +4, Move Silently +6, Profession (Enchanter) +1, Profession (Guide) +1, Sense Motive +6, Spellcraft +2

Spells

Dancing Lights, Flare, Light, Ray of frost, Ghost Sound, Magic Missle, Tensers Magic Floating Disc, Charm Person

UNDER CONSTRUCTION

Feats

Shatter The Glass Ceiling [Magical]

Though taxing, you can amaze your tutors and cast spells beyond your normal ability to do so.

Benefit

Choose one spellcasting class. For the purposes of determining the maximum spell level that you can cast in your chosen class only, treat your spellcasting attribute as two points higher than its actual value.

Special

This feat can be taken more than once and stacks with itself. When selected, you can apply it to a different spellcasting class or increase your existing benefit by an additional +2 in a class previously selected with this feat.

Extend Spell List [Magical]

You gain the use of the spells of one domain.

Prerequisite

Spellcasting level 1st

Benefit

With this feat, you get to add the spells of one clerical domain to the spell list of one of your classes, regardless of your spellcasting class. You cast these spells as if they were normal spells of your spellcaster class. The new spells become arcane spells if you have an arcane spellcaster class but in this case you must still learn the spells in the normal manner; this feat only adds them to your spell list. If the domain power of the domain you picked is a spell-like ability, you get this spell added to your spell lists, as well. Examples include speak with animals of the Animal Domain and freedom of movement of the Travel Domain.

Special

A wizard must always research these spells from scratch, using the standard game rules. As a divine spellcaster, you cannot learn domains inappropriate to the powers you serve. You can learn this feat multiple times. Each time you learn it you can choose to add the knowledge of the spells of one additional domain to one of your spellcasting classes. This can be a domain you already know if you are adding it to a different spellcasting class.

Notes

Use this feat with caution: it fits in open-ended campaigns, where characters are allowed to step outside the usual class limitations. It lets sorcerers and wizards learn healing spells. Revised by the Netbook of Feats Review Board


Combat Casting [General]

Benefit

You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Combat Expertise [General]

Prerequisite

Int 13.

Benefit

When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal

A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Special

A fighter may select Combat Expertise as one of his fighter bonus feats.

Toughness [General]

Benefit

+3 HP


Familiar

Small Viper (STATS UNDER CONSTRUCTION)

Flaws

Curious

Prerequisite: None

Summary: You find it hard to resist inspecting something out of the ordinary.

Effect: Whenever you encounter something out of the ordinary, you must make a Will Save (DC 25) in order to resist approaching the thing and inspecting it. On a failed Will Save, the character is a sitting duck and suffers a -5 on all Hide, Listen, Search, Spot, Tumble, et cetera (and especially Reflex Saves) for the 1d6 rounds of time spent inspecting.

Benefit: Bonus Feat

Magic Addiction

Prerequisite: Able to use magic

Summary: Your magic is more powerful but you must cast magic at least every 48 hours or you will go insane.

Detriment: If you don't cast magic you go insane.(as in the 2nd edition AD&D DMs guide pg. 83)

Benefit: Your spells are more powerful so they last longer(d4 rounds).

Quadrimurfractiphobia (FAKE FLAW FOR FUNSIES)

You are terrified of the fourth wall being broken.

Prerequisite: None

Effect: Whenever you or anyone else say something not immediately related to the game you are playing, you must make a DC 15 Will save to avoid falling prone and cowering until somebody other than yourself finds a way for whatever is said to be incorporated into the game (no matter how ridiculous or arbitrary). You must cower for at least one full round.

Benefit: None, taken for funsies.

Example: You had just cast Magic Missile into the darkness, when someone in the other room asks where the Cheetos are. You fail your will save and therefore fall and cower until the DM says that it was a kobold whose snack you just blasted who said it, rather than someone in the other room.

Background

Early Years

Ebb started life in Sharn, The city of towers. Ebb developed a curiosity for the supernatural at an early age, and therefore took an interest in the arcane arts. Unlike his family he is not a thief, though he does believe in getting paid for his work. Since many of his missions are out of curiosity and involve no provocation, he tends to take things as payment. His father was conscripted as a spy in the "Last War" and due to this they were forced to flee their homeland in search of peace. Through much magic, and a little luck they found it in waterdeep on the continent of FaeRun. They were happy here until one day his father went into debt for a local thieves guild. He was subsequently killed for this, and his mother disowned him due to his lack of changeling racial favored class. He wandered until he found Yarthkins, and made his way to the Vast.

Current

Ebb has taken up two lives. He is a gemcutter in the city of Ghere, and a Guide in the city of Rhathr. He travels between the two "on business" for weeks at a time, visiting his two families. Secretly he despises both families since they are human, but it is fun and sort of interesting to toy with the two. He seeks to find a changeling elder to teach him the ways of their racial disguise. He also plans to avenge his father, but his curious nature usually gets in the way.

Appearance

Eyes: Grey, Hair: Grey, Skin: Grey (Assuming changeling form)

Other appearances vary depending on the person Ebb is impersonating