Middle-aged Illumian Cloistered Cleric 3/Shadowcraft Mage 4 (did saves, hp, BAB, skills, class, spells, and gear mostly done)
Feats: Spell Focus (Illusion), Heighten Spell, Improved Sigil (Krau)
Domains: Illusion, Knowledge, Trickery
ACF: Domain Spontaneity (Illusion) (Give up spontaneous cures for spontaneous casting of one domain. Can prep Inflict/Cure spells in domain slots, also.), Divine Magician (give up a domain and replace it with one spell per level from the wiz/sorc Abjuration, Necromancy and Divination schools)
Turn Undead (5 times per day)
Alignment: True Neutral
Age: 56 (looks 36, due to illumian's aging slower than humans)
Height: 5'6"
Weight: 145 lbs
Hair: Red
Eyes: Green
Current XP/next level: 22750/?
Hit Points: 36 (6+4+3+3+2+3+2+14)
BAB/Grapple: +3/+1
AC: 16 (10+3armor+2dex+1shield), Touch 12, FF 14
Saves: F6/R4/W11 (base 4/2/7)
Attacks: Club +1 (1d6-2), Light x-bow +5 (1d8), Flame Blade (melee touch) +1 (1d6 fire) or (ranged touch) +5 (1d6 fire, 50' range increment)
Ability scores
Str 7 [8-1 (0)]
Dex 14 [15-1 (8)]
Con 14 [15-1 (8)]
Int 10 [9+1 (1)]
Wis 18 [16+1+1 (10)]
Cha 14 [13+1 (5)]
Middle aged (+1 mental, -1 physical stats), +1 wis from leveling.
Feats: Spell Focus (Illusion), Heighten Spell, Improved Sigil (Krau)
Skills: (52 skill points, ranks in parenthesis) Bluff +10(8), Disguise +5(0), Diplomacy +7(0), Hide +13(9), Knowledge (Arcane) +2(2), Know (Planes and Religion) +1 (1), Spellcraft +8(8), Concentration +15(9), Spot +17(9) (bonuses include MW tools below,and bonuses from Illumian sigils), Craft (Calligraphy) +3(1)
Skill Tricks: False Theurgy (Can make verbal and somatic components appear to be another spell as a swift action. This renders the spell immune to normal counterspelling, as it can't be correctly identified.)
Collector of Stories (+5 to knowledge checks to ID creatures)
Equipment (spent 8481 starting + 9496 ~= 17,977 gp, have 23 gp left spent on casting Divination):
Keysackran Military Robe, Keysackran Flame Blade, Ring of Darkhidden (2,000, MiC), Heward's Handy Haversack (2,000), Cloak of Elemental Protection (1,000, resist energy 10 as an immediate action 1xday), Anklet of Translocation (MiC 71, 1,400 gp, 2xday teleport 10' as a swift action), MW chitine web armor (Underdark, light, +3 AC, max dex +6, ACP -0, 10 lbs, 225 gp, breaks down in 3 months if not maintained by a chitine... or I can just cast Make Whole on it Wink ), darkwood buckler (265 gp, 2.5 lbs), light x-bow and 20 bolts (37), club, Wand of Lesser Vigor (10 8 charges, 150 gp), 4 Wooden Holy Symbols (4), Disguise kit (50), MW tools for Hide (cloak is mottled and dark), Bluff (distracting lapel pin), Diplomacy (fancy clothes), Spot (eyeglasses), Calligraphy (really nice brushes), and Concentration (prayer beads) (300), other cheap adventuring gear (50 ft. silk rope, candles, chalk, paper, pen, ink, a couple of days rations, small mirror, waterskins, etc, all 50 gold or so), 1 flasks of unholy water (50 gp), 50 gp worth of powdered silver, and 900 gp worth of onyx. He also has an extra clothes including a hooded cloak, and some sticks, that he uses to make a "decoy". He has an Unseen Servant drag this around as "bait", or to set off traps. He also has a small bag of black sand, secured tightly and safely tucked inside his haversack.
New purchases:
1 bottle of shapesand (100 gp)(haversack)
Chronocharm of the Horizon Walker (500 gp, 1xday move 1/2 speed as a swift action)(on neck)
Chronocharm of the Uncaring Archmage (500 gp, 1xday cast full round spell as a std action)(on neck)
4 block and tackle sets (20 gp) (for getting really big stuff in and out of the pit easily)(left in pit)
250' more hemp rope (5 gp)(in pit)
Pearl of Power I (1000 gp)(haversack)
Scroll of Guidance of the Avatar (150 gp)(haversack)
Healing Belt (750 gp)(worn)
1/6th scroll of Revivify (355 gp)(haversack)
a porous, flat rock just a bit bigger than 1 foot in diameter (free, in the pit)
Lesser MM Rod of Sculpt Spell (3000 gp)
exchanged my darkwood heavy shield for a darkwood buckler (166 gp)
MW Calligraphy brushes (50)
Lesser MM Rod of Extend (3,000 gp)
Keysackran Military Robe
Keysackran Flame blade
Encumbrance: 18.5 lbs (light load 23 lbs, medium 24-46, heavy 47-70)
Heward's Handy Haversack (5), Cloak of Elemental Protection (1), chitine web armor (10), darkwood buckler (2.5), Keysackran Military Robe (?), other stuff is in haversack or has negligible weight.
Prepared Cleric Spells (CL7, CL8 for Illusions; DC 14+level, 15+level for Illusions and Silent Image is auto-heightened +1):
Slots: 6 5+1 4+1 3+1 2+1
0th: 2x Cure Minor Wounds, Protection from Rain, 3x No Light (BovD 100)
1st: 2x Ebon Eyes, Resurgence (SC, ally rerolls save), Sign, Silent Image (D)
2nd: Lore of the Gods, 2x Close Wounds (heal 1d4+5 as an immediate action, Close Range), False Life, Heightened Silent Image (D)
3rd: Magic Circle vs. Evil, Mass Lesser Vigor, Mass Resist Energy, Heightened Silent Image (D)
4th: Delay Death, Air Walk, Heightened Silent Image (D)
For me to check/use out later:
Trickery Domain
Illusion domain
Divine Magician Spells known: (retrained a couple of these at 7th level)
1st Ray of Enfeeblement
2nd False Life
3rd Ray of Exhaustion
4th Ice Shield (Frostburn, grants DR 15/- for 1 min/lvl, range touch, may have a weird component, though...) or Stoneskin
Some spells Cecil can emulate via Shadow Illusion
really good database to look these up under:
http://www.virtualadept.co.uk/resources_spells_dnd.cfm?searchType=srchText0th
Caltrops
Acid Splash
Ray of Frost
Light
Flare
Electric Jolt (like RoF, but 1d3 electrical)
1st
Light of Lunia (SC, 10min/lvl give off light, can fire two bolts after casting for 1d6 each (2d6 vs undead) ending the spell)
Dawnburst (useful for revealing invisible enemies)
Hail of Stone (SC: no save, 5d4 damage in a 5' radius; being a Shadow Illusion gets rid of the drawbacks)
Magic Missile
Shocking Grasp
Floating Disk
Lesser Orb of X
Wall of Smoke (great BFC/debuff)
Grease
Mage Armor
Mount
Obscuring Mist
Unseen Servant (upon second thought, this might not work as well, as objects automatically make their saves...)
Unseen Crafter (not sure how this will work, as objects automatically make their saves. How would this work then?)
Sticky Floor
Summon Undead I
Kelgore's Fire Bolt
Create Trap
Deep Breath
2nd
Light of Mercuria (SC, fire two bolts that do 2d6 each (4d6 to undead))
Summon Monster II (fiendish squid is actually a decent grappler, Imp. Grab and a +9 check)
Cloud of Bewilderment
Fog Cloud
Summon Swarm
Glitterdust (have this 3/day as a SLA)
Ray of Ice (SC)
Scorching Ray
Acid Arrow (not so hot, but is extended for free next level, so 6 rounds of 2d4 damage)
Shatter
Web
Create Magic Tattoo
Gust of Wind
Continual Flame
Theskyn's Hearty Heave (Lost Empires of Faerun): Bull rush targets around you as Large creature with Str of 25
Ray of Resurgance (LEoF): Ray negates Str penalties (1d6+5) and damage (5), removes fatigue, and converts exhaustion to fatigue
Seeking Ray (PHB2): 4d6 electricity ray ignores concealment and cover, grants +4 to hit target with more rays
Flaming Sphere
Kelgore's Grave Mist (Evocation+Necromancy, so not sure, PHB2): 1d6 cold/lvl, fatigue
Summon Undead II
Force Ladder (ladder of force 10 to 60 feet long, 2 feet wide)
Toothed Tentacle (gain three 2d6 attacks with 30 foot reach, AB = CL + stat, dur=concentration up to 1 rnd/lvl)
3rd
Light of Venya (SC, 10min/lvl give off light, can fire two bolts after casting for 3d6 each (6d6 vs undead) ending the spell)
Corpse Candle (SC) (useful for finding hidden things, lasts 1 min/lvl)
Bands of Steel (CA): Immobilizes target
Flame Arrow
Freedom of Breath (Sandstorm): Protects against hazardous vapors, lack of air
Greater Mage Armor (CA) (+6 armor bonus)
Improved Mage Armor (Un. East) (3+1/2 armor bonus)
Mestil's Acid Breath (MoF): 1d6/lvl acid in a cone
Regal Procession (Champ. of Ruin): Mass Mount, basically
Summon Undead III
Wall of Chains (BoVD)
Forcebarb (FRCS): 10'x3' beam of force does 1d6/lvl and stuns
Light of Venya (Planar Handbook, and I think BoED): 2 bolts deal 3d6 to evil outsiders/undead or heal others.
Manyjaws (PGtF): 1 set of jaws/lvl attack for 1d4
Scintillating Sphere (MoF): Electrical Fireball, basically
Sonorous Hum (Sandstorm): Takes over concentration on next spell cast.
Sleet Storm
Stinking Cloud
Phantom Steed
Blacklight
Blade of Pain and Fear
Manyjaws (SC)
Windwall
Tiny Hut
SM 3 (the fiendish ape, hippogriff, celestial bison, fiendish centipede (good for grappling... no Imp. Grab, though), and fiendish wolverine are all decent)
Melf's Unicorn Arrow (decent direct damage + bull rush)
4th
Black Tentacles
Solid Fog
Wall of Ice
Resilient Sphere
Ice Storm
Crushing Grip (PHB2)-nice BC spell
Orb of Fire (decent damage, stunned for 1 round... automatically extended)
Summon Undead IV
Force Chest (SC, lasts 1 day/lvl)
Defenestrating Sphere (SC, inst. direct damage/BFC)
Wingbind (SC, makes flying target fall)
Wings of Flurry (RotD, area damage)
Magnetic Pulse (decent BFC if you're in the mountains)
Wall of Deadly Chains (BoVD)
Wall of Radiant Fog (like Solid Fog, but blinds, BoED)
Blast of Sand (1d6/lvl cone, Sandstorm)
Ice Web (Frostburn)
SUMMON UNDEAD LISTS
Also see these two threads:
http://community.wizards.com/go/thread/view/75882/19869246/Treantmonks_guide_to_Evocation_Spells_Gods_toolshttp://community.wizards.com/go/thread/view/75882/19869058/Treantmonks_guide_to_Conjuration_Gods_toolsProgression:
Code:
Level Class Level Feat(s)
1 Cloistered Cleric 1 Spell Focus (illusion), [Illusion and Trickery domains, Divine Magician, Domain Spontaneity (Illusion), Turn Undead]
2 Cloistered Cleric 2
3 Cloistered Cleric 3 Heighten Spell
4 Shadowcraft Mage 1 [Cloak of Shadow]
5 Shadowcraft Mage 2 [Silent Illusion]
6 Shadowcraft Mage 3 [Shadow Illusion] Improved Sigil (Krau). Also retrained his sigils.
7 Shadowcraft Mage 4 [Extended Illusion] Retrained his Divine Magician spells
Early entry trick: Heighten the spell Dark Way (SC) to 4th level to qualify for Shadowcraft Mage using the Illumian NaenHoon sigil (works like Divine Metamagic).
Cloak of Shadow (Su) as a Free Action, you may surround yourself with shadows, which causes attacks on you
to have a 15 + 5% per Class level chance of missing and allows you to make Hide checks as if you had
Concealment. Creatures that can see through magical darkness are immune. This Supernatural ability does
not work in daylight and is treated as a 3rd level [darkness] effect for overcoming [light] effects.
Silent Illusion (Ex): Illusion spells no longer has verbal components for you (except for Bard spells).
Shadow Illusion (Su): Can change certain figments into spells that function as Shadow Evocation or Shadow Conjuration. The %reality is equal to the spell level x10. See RoS for details.
Extended Illusion (Ex): After a shadowcraft mage reaches 4th level, the duration of any illusion spell she casts or and spell-like ability from the illusion school that she uses is doubled, as if the Extend Spell feat had been applied to it. The levels and casting times of these spells and spelllike abilities don’t change, however. This ability stacks with the effect of the Extend Spell feat, which still changes the spell’s effective level.