Isaac (Dead)


---Character Sheet---
Character Sheet
Inventory

---Campaign Novelization---
Names to remember

Chapter 1 Podunk introduction

Chapter 2 Podunk and goblins

Chapter 3 Sardick's city (in progress)

Chapter 4 (in progress)

Billy is Dead


---What the party knows about Isaac's backstory so far---
  • Lived in Podunk for a little over a year.
  • Probably did something(s) considered very evil , but had some kind of last second redemption/change of heart that resulted in his being sent back to the material plane for a "last chance". Dying again will probably be pretty miserable for him because of that. 
  • He didn't know that he could speak/read Dwarven.
  • Duke Sardick says that Isaac might find a way to redeem himself in the Dwarven lands.
  • Is a terrible carpenter, and a mediocre farmer at best.

---Item Wish/Shopping list (Somewhat in order from most to least)---
  • Wondrous item that casts Specteral hand. Isaac can craft this himself after getting the feat.
    • Vambraces of Enlarged and Extended Spectral Hand
  • A wrist item (Bracers or Bracelets). 
    • Something with Spell resistance 
    • Or Fire resist
  • An eye item (Goggles). 
    • Ranged attack bonus
    • Or spot/search check bonus
  • Minions' Coffin - 2,500gp CL 9th
  • Something that casts a CL2+ Tenser's floating disk
  • Ring of Baleful transposition The higher the CL the better. Faster than normal as a move action (costs extra)
  • Ring of Wizardry IV (not interested in lower level versions) – 100,000 CL 20th
  • Wand of Dimensional Anchor – 21,000gp CL 7th
  • Metamagic Rod of Chaining, Normal – 108,000gp
  • Hathran Mask of True Seeing – 75,000gp
  • Shield Guardian - 120,000gp CL 15th
  • Ring of Freedom of Movement - 40,000gp CL 7th
  • Tomb of Knowledge: The Planes - Custom item. Bonus to skill, but increases time required for check. Maybe also some kind of bonus for studying the book for several days/weeks, along the lines of a bonus check for a previous failure, or a small permanent boost to on the fly checks

---Custom Items---
Ioun Stone of Hold Monster
o    Charges: 3/day
o    Caster Level: 10
o    Detect Magic: Moderate Enchantment
o    DC 16 (Spell Level 4 + Ability Bonus 2 + 10)
o    Casting time: 1 standard action
o    Range: Medium - 200 ft
o    Target: One living creature
o    Duration: 10 rounds, save each round
o    Saving Throw: Will negates
o    Spell Resist: Yes
o    Spell Description: The subject becomes paralyzed and freezes in place, It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke an attack of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Cost: 86,400 gp= Spell Level 4 * Caster Level 10 * 1,800 gp * 2 for unlimited slot / (5/3) for limited charges per day


Vambraces of Enlarged and Extended Spectral Hand
    • Charges: 50
    • Caster Level: 7
    • Detect Magic: Moderate Necromancy
    • Casting time: 1 standard action
    • Range: Medium - 340 ft
    • Duration: 14 minutes
  • Spell Description: A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers. The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion, your save bonuses, and an AC of at least 22 plus your Int modifier. Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
Cost: 25,200 gp = Spell Level 4 * Caster Level 7 * 1,800 gp / 2 for limited charges.


---Commanding the Undead---
The following supersedes the rules as written.
  • Summons act on the controller's initiative, while persistent undead act on their own initiative order.
    • Undead without orders will stand in place and defend themselves (no AoO).
  • Orders persist until ended or fulfilled to the letter.
  • 1-3 word for all units - Free action (Attack Strangers!)
  • Complex for all units - Move action (Grapple the female bard, but don't kill her!)
  • Mental commands - Standard action (9_9~~~mental waves~~~)
  • Multiple variety - Full round (You three guard me, the rest Attack!.)

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