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Vexander Sangreal
In Monte Cook's "Ptolus" campaign, I play a shoal elf sorcerer/rogue named Vexander Sangreal. After reading the variant sorcerer class published by Monte in his Book of Eldritch Might II, I decided to try it out.
Using Vexander's timely demise (only his second to date--lowest among all characters who have played the entire campaign) as an excuse, I retrofitted the character (at that point a Sor10/Rog2; he's since gained a rogue level to qualify for arcane trickster) to use Monte's new rules.
Here's what Vexander looks like using the normal rules:
Vexander Sangreal: Male shoal elf Sor10/Rog3; HD 10d4+13 plus 3d6+3; hp 51; Init +4; Spd 30 ft.; AC 20 (touch 16, flat-footed 20); Atk +7/+2 melee (1d8/19+, +1 longsword, or 1d4/19+, +1 dagger) or +13/+8 ranged (1d8/x3, +1 mighty [+1] composite longbow with masterwork arrow); SA spells, sneak attack +2d6; SQ evasion, uncanny dodge, shoal elf qualities; AL CN; SV Fort +4, Ref +12, Will +7; Str 9, Dex 18, Con 12, Int 16, Wis 10, Cha 22. Skills and Feats: Alchemy +4, Bluff +11, Climb +0, Concentration +11, Decipher Script +10, Disable Device +10, Escape Artist +11, Gather Information +8, Hide +9, Knowledge (arcana) +6, Knowledge (dwarven history) +4, Knowledge (local) +4, Listen +5, Move Silently +9, Open Lock +5, Profession (sailor) +3, Speak Language (Common, elf, dwarf, orc, draconic), Spellcraft +13, Spot +5, Tumble +6; Alertness (from familiar), Brew Potion (6th), Empower Spell (12th), Point Blank Shot (3rd), Spell Penetration (9th), Toughness (1st). Spells Known (6/8/7/7/6/4; DC=17+spell level): 0--dancing lights, detect magic, disrupt undead, ghost sound, light, mage hand, mental alarm, open/close, ray of frost; 1st--charm person, mage armor, magic missile, protection from evil, true strike; 2nd--endurance, invisibility, see invisibility, web; 3rd--fly, haste, lightning bolt; 4th--confusion, improved invisibility; 5th--teleport. Possessions: +1 longsword, +1 dagger, +1 mighty (+1) composite longbow, 20 masterwork arrows, bracers of armor +4, ring of protection +2, amulet of the arcanist (adds +1 to arcane save DCs), headband of intellect +2, cloak of charisma +4, staff of golden fire (can cast burning hands or fireball; 4 charges remaining), wand of chains of vengeance (2 ch), wand of shield (32 ch), wand of lesser sonic orb (37 ch), wand of bull's strength (11 ch), wand of mirror image (unknown), wand of sleep (20 ch), wand of glitterdust (47 ch), miscellaneous scrolls and potions, heward's handy haversack, miscellaneous mundane gear. Tactics: Vexander prefers to go into a fight fully juiced up with shield, empowered endurance, cat's grace, and haste. This cranks his AC up to about 33 and his hit points up to about 100.
And here's the same character, using Monte's variant:
Vexander Sangreal: Male shoal elf Sor10/Rog3; HD 10d6+13 plus 3d6+3; hp 62; Init +4; Spd 30 ft.; AC 20 (touch 16, flat-footed 20); Atk +7/+2 melee (1d8/19+, +1 longsword, or 1d4/19+, +1 dagger) or +13/+8 ranged (1d8/x3, +1 mighty [+1] composite longbow with masterwork arrow); SA spells, sneak attack +2d6; SQ evasion, uncanny dodge, shoal elf qualities; AL CN; SV Fort +4, Ref +12, Will +7; Str 9, Dex 18, Con 12, Int 16, Wis 10, Cha 22. Skills and Feats: as above. Spells Known (6/8/7/7/6/4; DC=17+spell level): 0--dancing lights, detect magic, disrupt undead, ghost sound, light, mage hand, mental alarm, open/close, ray of frost; 1st--charm person, mage armor, magic missile, protection from evil, true strike; 2nd--cat's grace, endurance, melf's acid arrow, see invisibility; 3rd--dispel magic, displacement, invisibility, lightning bolt; 4th--fly, haste, warding globes; 5th--improved invisibility, teleport. Possessions: as above.
As you can see, the only significant changes are to Vexander's hit points (thanks to the new d6 hit dice) and his spells known--fly, haste, improved invisibility, and invisibility all went up a level, a few spells dropped off the list (mostly because lower level spells replaced them), and some additional spells were added (thanks to the increased number of spells known).
Vexander the Vampire
Recently, three-quarters of the Company of the Black Lantern (Vexander's adventuring group) were transformed into vampires (using the vampire template found on www.seankreynolds.com) after losing a battle with a demonic lich named Sokalan. Here are Vexander's statistics in vampire form:
Vexander Sangreal: Male shoal elf vampire Sor10/Rog3; HD 13d12+3; hp 71; Init +11; Spd 30 ft.; AC 29 (touch 19, flat-footed 29); Atk +10/+5 melee (1d8+3/19+, +1 longsword, or 1d4+3/19+, +1 dagger) or +16/+11 ranged (1d8+2/x3, +1 mighty [+1] composite longbow with masterwork arrow); SA blood drain, spells, sneak attack +2d6; SQ darkvision, DR 10/silver, cold/electricity resistance 10, fast healing 5 or 1, turn resistance +4, evasion, uncanny dodge, shoal elf qualities; AL CE; SV Fort +10, Ref +17, Will +7; Str 15, Dex 24, Con --, Int 16, Wis 12, Cha 24. Skills and Feats: Alchemy +4, Bluff +12, Climb +2, Concentration +14, Decipher Script +10, Disable Device +10, Escape Artist +14, Gather Information +9, Hide +20, Knowledge (arcana) +6, Knowledge (dwarven history) +4, Knowledge (local) +4, Listen +15, Move Silently +20, Open Lock +5, Profession (sailor) +3, Speak Language (Common, elf, dwarf, orc, draconic), Spellcraft +13, Spot +15, Tumble +9; Alertness (from familiar), Brew Potion (6th), Combat Reflexes (vampire), Empower Spell (12th), Improved Initiative (vampire), Lightning Reflexes (vampire), Point Blank Shot (3rd), Spell Penetration (9th), Toughness (1st). Spells Known: as above. Possessions: as above.
As you can see, he makes a pretty nasty vampire. As it turns out, only really high-level clerics are a realistic threat. |
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All material copyright Andy Collins 2001-2008. |