Cheat sheet
Elven Recaster (Sorcerer)
Init:+3
Attack: +5 Melee (Finesse), +8 Ranged
Standard attack: Fireball 10d6 Fire damage (Ref 17 for half.)
AC: 21 normal, 14 Vs Touch, 17 Flat footed
Fort:+4 Ref:+6 Will:+10
Hide:+3 Silent:+3 Listen:+3(5) Spot:+3(5) Sense Motive:+7
HP: 55 Speed: 6 squares
Familiar: serpent/viper
Init:+3
Attack: +5 Melee (Finesse)
Standard attack: Bite (Poison)
AC: 23 normal, 21 Vs Touch, 20 Flat footed
Fort:+3 Ref:+6 Will:+10
Hide:+7 Silent:+3 Listen:+5 Spot:+5 Sense Motive:+1
HP: 25 Speed: 3 squares
Spells left 29 / 03 - 2010
Level 0 1 2 3 4 5
Left 6 7 7 7 5 3
Sudden Metamagic left
Maximize: 5
Empower: 5
Metamorphic spells left
Silent/still: 5
Quicken: 3
Space: 5
Boots of swift action
charges left: 5
Character Bio and Mindset
Evocation specialised Sorcerer with fire as his favored element.
The brother of Mirios.
Heian is good natured, Chaotic Good, wants to do what is right.
In his mind the end often justify the means.
He is a tactician, and prefers to prepare the battlefield to his
advantage. But when it comes to the fight, he often loses his head
and ain't afraid to stand in the way of any oposition to defend
what he think is right, or his friends and comrades.
He is fearless, which can be very dangerous, and many a time his
life would have been forfeit if it wasn't for his brother.
Heian once served in an army before joining the trading guild.
He ain't much for mentioning which army it was, but it is clear
that he was removed from service because of his magical abilities
which in this magic frightened world had become a liability to
the army he served.
In his service he was a field tactician, scout and often the first
to encounter the enemy. The enemies hidden positions blown visible
in a ball of flame. Not killing a lot of people, but creating chaos
and a good diversion for his comrades in arms to get close to the
enimies hideouts.
After getting an honourable discharge, he joined the trading guild
after getting an invitation from his brother Mirios.
He doesn't always know what's right, but he follows his heart.
And Heian believes that in doing so, he is doing it for some
greater good.
It is clear to most people that tampering with the element of
fire, clearly have something to do with his personality.
Though he sees it as inevitable, Heian don't like when innocents
gets hurt by his actions. As a paradox this only works to further
strengthen his inner flame when he is in a fight.
This also leads to what you could call, Damsel in Distress syndrom,
of which Heian seems to be having all the symtoms.
Which was seen when Heian, Mirios and Viktor rescued a princess
from a dungeon in a far away plane of existence. Heian was very
noble towards the princess, and would have nothing of exploiting
the princess for profit. He went so far as to giving Viktor gold
from Heians own pockets, and explained it as a reward from the
princess they just saved.
Stats
Total Mod Enhance Race Lv Item Misc. Original
STR 10 +0 10
DEX 17 +3 +2 15
CON 12 +1 -2 14
INT 12 +1 12
WIS 12 +1 12
CHA 18 +4 +2 16
Init : +3
Speed: 30'
Level Progression
Lvl Class BAB HP SP Saves Feats Class features
1 Sorcerer 0 5 12 0/ 0/ 2 Weapon Finese Summon Familiar
2 Sorcerer 1 10 15 0/ 0/ 3
3 Sorcerer 1 15 18 1/ 1/ 3 Empower Spell
4 Sorcerer 2 20 21 1/ 1/ 4
5 Sorcerer 2 25 24 1/ 1/ 4
6 Sorcerer 3 30 27 2/ 2/ 5 Maximize Spell
7 Recaster 3 35 30 2/ 2/ 7 Metamorphic spell (components)
8 Recaster 4 40 33 2/ 2/ 7 Expanded Knowledge, Sudden Metamagic(Maximize)
9 Recaster 4 45 36 3/ 3/ 7 Enlarge Spell Metamorphic spell (time)
10 Recaster 5 50 39 3/ 3/ 8 Expanded Knowledge, Sudden Metamagic(Empower)
11 Recaster 5 55 42 3/ 3/ 8 Metamorphic spell (space)
Skills
Skillname Total Rank Ability Misc Notes
Bluff 8 1 4 (Cha) 3 Bonus: Familiar
Concentration 11 10 1 (Con)
Diplomacy 5 1 4 (Cha) Cross class
Intimidate 5 1 4 (Cha) Cross class
Knowledge
= Arcane 6 5 1 (Int)
= Architecture 2 1 1 (Int)
= Dungeoneering 3 2 1 (Int)
= Geography 2 1 1 (Int)
Listen 5 1 (Wis) 4 Bonus: Elven + Familiar
Search 3 1 (Int) 2 Bonus: Elven
Sense Motive 7 6 1 (Wis)
Spellcraft 11 10 1 (Int)
Spot 5 1 (Wis) 4 Bonus: Elven + Familiar
Use Magic Device 5 1 4 (Cha) Cross class
Magic Items
Robe of Arcane Might +7ac, +1 caster lvl for Evocation spells
Robe of Useful items filled with mundane useful items, such as tools, ladders, very small boats (for dungeon sailing) etc.
Ring of featherfall
Boots of swift passage 5/day teleport up 20ft, movement action
Handy haver sack 3 Works as a normal Handy Haversack, but got the space of a Back of Holding type 3
Field Provision box Boring food to fill your stommach each day, and enough of it
Gem of Endure elements
Greensteel Rapier +2 masterwork rapier
Spellbook
Recaster Notes
At 1st lvl of recaster there is no spellprogression. Normal spellprogression in the rest.
Metamorphic spells
Components: Can freely ignore normal spell components. and, 5/day silent or still spell, without lvl increase
Time: 3/day quicken spell, without lvl increase
Space: 5/day
- use a touch spell as a ranged touch with 30ft range
- Alter area of effect spells (burst, emanation, spread, cylinder, or line) to create safe spaces within the area that are not subject to the spells effect. minimum of 10ft cube (5ft cube minimum for already shapeable spells)
- Alter a spells area of effect freely within the following groups
Group 1: 12-foot cone OR
10-foot-radius cylinder, 40 feet high OR
30-foot line OR
5-, 10-, or 15-foot-radius sphere
Group 2: 30-foot cone OR
20-foot-radius cylinder, 40 feet high OR
60-foot line OR
20-, 30-foot-radius sphere
Group 3: 60-foot cone OR
40-foot-radius cylinder, 40 feet high OR
120-foot line OR
40-, 80-foot-radius sphere
Sudden Metamagic
Maximize: 5/day, without lvl increase
Empower: 5/day, without lvl increase
Recaster Houserules
The race requirement, Changeling, was removed
Can cast Tensers Floating Disk as a stretcher
only works in case of humanoid "cargo"
can be used as a stretcher or bed, blankets
and such are need to sleep comfortable on it.
Fire Regulations
Casulties may occur if within range of fire!
Range ft
Close 25+25 pr. 2. lvl
Medium 100+10 pr. lvl
Long 400+40 pr. lvl
Saving throw dc (when target needs to roll)
10 + spell lvl + cha mod
Charisma mod = 4
Breaking Spellresistance DC (when caster needs to roll)
1d20 + caster lvl
Caster lvl = 9(10/Evocation)
Spell List
===== Level 0, 6/day, 9 known ====
Arcane Mark (Phb, s.201)
Detect Magic (Phb, s.219)
Detect Poison (Phb, s.219)
Flare (Phb, s.232)
Ghost Sound (Phb, s.235)
Light (Phb, s.248)
Mage Hand (Phb, s.249)
Message (Phb, s.253)
Read Magic (Phb, s. 269)
===== Level 1, 7/day, 5 known =====
Burning Hands (Phb, s.207)
Mage Armor: 1 standard action, +4 AC, 10 hours, save = will negates (harmless) (Phb, s.249)
Magic Missiles 1 standard action, 5 missiles 1d4+1 force damage each, medium, targets max 15 ft apart, save = none (Phb, s.251)
Tensers Floating Disk: 1 standard action, 3ft diameter disk of force / or 1 person stretcher, 1000pounds of weight, 10 hours (Phb, s.294)
True Strike (Phb, s.296)
===== Level 2, 7/day, 4 known =====
Fireburst: 1 Standard action, 5d8 fire damage, 10ft radius burst centered on caster, save; reflex = half (Spell Compendium, s.93)
Darkness (Phb, s.216)
Web (Phb, s. 301)
Scorching Ray: 1 standard action, 2 rays 4d6 fire damage each, close, target max 30ft apart from each other, save = none (Phb, s.274)
===== Level 3, 7/day, 3 known =====
Fireball: 1 Standard action, 10d6 fire damage, long, 20ft radius-spread, save; reflex = half (Phb, s.231)
Slow: save; 1 standard action, save; will = negate
A slowed creature can take only a single move action or standard action each turn,
but not both (nor may it take full-round actions).
Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves.
A slowed creature moves at half its normal speed (round down to the next 5-foot increment),
which affects the creature’s jumping distance as normal for decreased speed. (Phb, s.280)
Lightning Bolt: 1 Standard action, 10d6 electricity damage, 120ft line, save; reflex = half (Phb, s.248)
===== Level 4, 6/day, 2 known =====
Wall of Fire (Phb, s.298)
Wall of Ice (Phb, s.299)
==== Level 5, 3/day, 1 known ====
Fly, mass (Spell Compendium, s. 97)
Zlokky Calculations
ROBE OF
ARCANE MIGHT
Price (Item Level): 21,000 gp (15th)
Body Slot: Body
Caster Level: 5th
Aura: Faint; (DC 17) abjuration
Activation: —
Weight: 1 lb.
Mystical sigils line the hems of this bulky,
thick-shouldered robe. Minuscule gems adorn
the cuffs, collar, and hems.
A robe of arcane might grants you a +4 armor
bonus and an +3 enhancement bonus to AC.
In addition, each robe is attuned to
one of the eight schools of magic, chosen
during creation (and identifi able with
a successful DC 20 Spellcraft check).
When casting a spell from that school,
you gain a +1 competence bonus to your
caster level.
Prerequisites: Craft Wondrous Item,
mage armor, specialist wizard in the relevant
school.
Cost to Create: 10,500 gp, 840 XP,
21 days.
21000 Robe of arcane might
9000 +3 enhancement
30000 total
Planned Futures
Spellwarp Sniper, Book: "D&D 3.5 - Complete Scoundrel", Page: 64
(Approved that I take this prestige class with out the required Sneak attack or sudden strike +1d6)