Magus
The Fiendlord
Alright, this is a thread depicting some of your own old Ayenee characters, D&D characters and personal creations in the d20 system. This serves two purposes:
1. It provides a small database of characters for cameos or otherwise for d20 games set in Ayenee.
2.It's fun to see what everyone has come up with.
I finally got around to making Magus' character sheet in d20 mode, but I'm thinking of changing it around a bit (perhaps reduce his Sorcerer levels to 18). Please, show me your criticism! I'd enjoy seeing some other Ayenee characters statted out this way.
Note: This is a mere representation; all Ayenee characters are by nature freeform and thus can never be completely limited by a character sheet or a ruleset. This is simply a decent approximation.
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Janus 'Magus' Zeal
Fighter 2/Sorcerer 20
Size/Type: Medium-sized Enlightened Human
Hit Dice: 2d10+4, plus 20d4+40 (122 hp)
Initiative: +5
Speed: 30 feet (6 squares)
Armor Class: 27 (+5 Armor, +5 Dex, +5 Magical, +2 Deflection), touch 22, flat-footed 22
Base Attack/Grapple: +12/+15
Attack: +4 Adamantium Keen Scythe +20 melee (2d4+10, 17-20/x4), +17 ranged
Full Attack: +4 Adamantium Keen Scythe +20/+15 melee (2d4+10, 17-20/x4), +17/12 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Spell-like Abilities (Tome of Planar Lore)[see below], Gate Key abilities [see below]
Saves: Fort +11, Ref +11, Will +14
Abilities: Str 16, Dex 20, Con 14, Int 18, Wis 15, Cha 28
Skills: Bluff +19, Climb +8, Concentration +29, Craft [alchemy]+9, Disguise +15, Gather Information +14, Handle Animal +11, Hide +7, Intimidate +15, Jump +10, Knowledge (arcana) +26, Knowledge (geography) +9, Knowledge (history) +8, Knowledge (religion) +6, Knowledge (the planes) +18, Listen +7, Move Silently +10, Profession (cartographer) +4, Ride +7, Search +8, Sense Motive +8, Spellcraft +31, Spot +6, Survival +6, Swim +4, Tumble +9, Cthulhu Mythos (Knowledge [Hidden Lore) +4
Feats: Cleave, Combat Expertise, Dodge, Empower Spell, Enlarge Spell, Eschew Materials, Improve Critical (scythe), Maximize Spell, Power Attack, Weapon Focus (scythe), Weapon Specialization (scythe)
Location: Ayenee
Organization: Unique
Challenge Rating: 23 (ECL +1)
Treasure: See below
Alignment: Chaotic Neutral (past), Chaotic Good (current)
Advancement: None
Level Adjustment: +1
Equipment
Schala's Amulet (Su): A special amulet given to Janus by his sister Schala. It preserves his wellbeing and sometimes glows to alert him of trauma and in the presence of its partner Amulet, the one Schala herself holds.
Protects against all charms, poison, sleep effects, paralysis, stunning, disease, and death effects.
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+2 Ring of Protection: +2 to Armor Class
+3 Bracers: +3 to Armor Class
+4 Cloak of Charisma: +4 to Charisma.
Gold Stud Earring: Allows Magus 2 bonus spells (per day) from Spell Levels 1-6, and 1 bonus spell per day from Spell Levels 7-9.
Tome of Planar Lore (Su): A detailed guide to the Multiverse of Ayenee and beyond. A knowledgeable magician can use the books secret qualities, which allow communication to the chosen plane, a detailed scrying window to any of the planes within, a self-updating dweomer that adds any gained knowledge its holder experiences to the pages of the book, and even a very secret method that allows the creation of a planar Gate.
The holder of the Tome of Planar Lore recieves a +6 Bonus to all Knowledge (the planes) checks, a +2 Circumstance bonus on all Survival and Wilderness Lore checks made on other planes other than the Holders native plane, and a +1 bonus to all Knowledge (religion) checks.
In addition, the Tome can be used to create:
At Will: Scrying (Other Plane, random place or predetermined place), Message (other plane).
1/week: Gate
Gate Key: Activates Time Gates, Planar Gates, Realm Gates and most other types of static gateways in spacetime. It takes a Full-Round Action for the Gate to Open, and the weilder of the Gate Key must concentrate on opening the Gate for the entire round for success. Gates close a minute or so after the Gate Key isn't actively holding them open.
The Gate Key cannot create a Gate from nowhere. There must be an active or inactive Gate, either visible or invisible within 60 ft. of the Gate Key for it to work. One alternative exists however - if high enough energy builds up in an area where the planar bindings is weak, then the Gate Key may be able to break a Gate open. Also, if a Mage is attempting to open a Gate magically, using the Gate Key will add a +4 Circumstance Bonus to keeping the Gate open.
New Spells
New Spells
Scorching Circle (2): A variation of Scorching Ray. Scorching Circle creates an expanding circle of fire that burns everything in a circle with a maximum radius of 30 feet. The Flames do 4d6 Fire damage, +1 damage every 2 caster levels (2d6+10). Reflex Save for Half Damage.
Icey Drop (2): This spell drops large shards of Ice down upon an area of 20 ft. The Ice itself is very sharp and very cold, and everything within its effect take 1d6 Normal damage and 3d6 Cold Damage. Reflex Save for Half.
Lightning Burst (2): Arcs of intense lightning rise from the mage, shocking a number of targets within 40 ft. equal to half of the Mage's caster level. The lightning deals 2d12 Electrical damage and Stuns the opponent for 1 round. Reflex save for Half and no
stunning effect.
Dark Bomb (4): A 30-ft. wide globe of painful shadow magic balloons outward from a designated point, burning all creatures with its range. The Dark Bomb deals 1d8 damage per 2 caster levels of magical damage, Reflex save for half.
Magic Barrier (5): You or any other one target is protected by a magical barrier for 1 minute/level. Any magical damage taken while the barrier is in effect is reduced by half. This effect comes after any saving throws are made.
Dark Mist (6): Like Acid Fog, except that the fog deals magical damage instead of acid damage (2d6 every round), and everything within range must make a Fortitude Save or be struck blind and deaf for as long as they remain in the fog and for 1d6 hours afterward. Range 100 ft. + 10 ft./level. It spreads in a 20 ft. radius, 20 ft. high., gaining 20 ft. every round. It lasts 1 round/level.
Black Hole (8): This spell creates a mighty rift in the fabric of reality and an intense gravitational pull towards the center of that rift. This hole leads to the Negative Energy Plane and all creatures are stunned when they arrive there. A Reflex save allows a creature to remain where he stands, but he is still stunned. Flying creatures are not allowed a Reflex save, but they are allowed a Strength check against DC 18 to fight against the pull. Creatures on Ice or other slippery surfaces get a -4 penalty to their Saving Throws.
Dark Matter (9): The ultimate manifestation of dark magic, Dark Matter creates a mass of swirling polyhedrons of negative matter that lash out at anything within 60 feet. of the caster or a point designated by the caster. The terrible energy of the spell drains the light from that area for 5 rounds thereafter (creatures with low-light vision or better can see normally) and deals 6d10 magical damage +2 damage per caster level.
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1. It provides a small database of characters for cameos or otherwise for d20 games set in Ayenee.
2.It's fun to see what everyone has come up with.
I finally got around to making Magus' character sheet in d20 mode, but I'm thinking of changing it around a bit (perhaps reduce his Sorcerer levels to 18). Please, show me your criticism! I'd enjoy seeing some other Ayenee characters statted out this way.
Note: This is a mere representation; all Ayenee characters are by nature freeform and thus can never be completely limited by a character sheet or a ruleset. This is simply a decent approximation.
----
Janus 'Magus' Zeal
Fighter 2/Sorcerer 20
Size/Type: Medium-sized Enlightened Human
Hit Dice: 2d10+4, plus 20d4+40 (122 hp)
Initiative: +5
Speed: 30 feet (6 squares)
Armor Class: 27 (+5 Armor, +5 Dex, +5 Magical, +2 Deflection), touch 22, flat-footed 22
Base Attack/Grapple: +12/+15
Attack: +4 Adamantium Keen Scythe +20 melee (2d4+10, 17-20/x4), +17 ranged
Full Attack: +4 Adamantium Keen Scythe +20/+15 melee (2d4+10, 17-20/x4), +17/12 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Spell-like Abilities (Tome of Planar Lore)[see below], Gate Key abilities [see below]
Saves: Fort +11, Ref +11, Will +14
Abilities: Str 16, Dex 20, Con 14, Int 18, Wis 15, Cha 28
Skills: Bluff +19, Climb +8, Concentration +29, Craft [alchemy]+9, Disguise +15, Gather Information +14, Handle Animal +11, Hide +7, Intimidate +15, Jump +10, Knowledge (arcana) +26, Knowledge (geography) +9, Knowledge (history) +8, Knowledge (religion) +6, Knowledge (the planes) +18, Listen +7, Move Silently +10, Profession (cartographer) +4, Ride +7, Search +8, Sense Motive +8, Spellcraft +31, Spot +6, Survival +6, Swim +4, Tumble +9, Cthulhu Mythos (Knowledge [Hidden Lore) +4
Feats: Cleave, Combat Expertise, Dodge, Empower Spell, Enlarge Spell, Eschew Materials, Improve Critical (scythe), Maximize Spell, Power Attack, Weapon Focus (scythe), Weapon Specialization (scythe)
Location: Ayenee
Organization: Unique
Challenge Rating: 23 (ECL +1)
Treasure: See below
Alignment: Chaotic Neutral (past), Chaotic Good (current)
Advancement: None
Level Adjustment: +1
Equipment
Schala's Amulet (Su): A special amulet given to Janus by his sister Schala. It preserves his wellbeing and sometimes glows to alert him of trauma and in the presence of its partner Amulet, the one Schala herself holds.
Protects against all charms, poison, sleep effects, paralysis, stunning, disease, and death effects.
----
+2 Ring of Protection: +2 to Armor Class
+3 Bracers: +3 to Armor Class
+4 Cloak of Charisma: +4 to Charisma.
Gold Stud Earring: Allows Magus 2 bonus spells (per day) from Spell Levels 1-6, and 1 bonus spell per day from Spell Levels 7-9.
Tome of Planar Lore (Su): A detailed guide to the Multiverse of Ayenee and beyond. A knowledgeable magician can use the books secret qualities, which allow communication to the chosen plane, a detailed scrying window to any of the planes within, a self-updating dweomer that adds any gained knowledge its holder experiences to the pages of the book, and even a very secret method that allows the creation of a planar Gate.
The holder of the Tome of Planar Lore recieves a +6 Bonus to all Knowledge (the planes) checks, a +2 Circumstance bonus on all Survival and Wilderness Lore checks made on other planes other than the Holders native plane, and a +1 bonus to all Knowledge (religion) checks.
In addition, the Tome can be used to create:
At Will: Scrying (Other Plane, random place or predetermined place), Message (other plane).
1/week: Gate
Gate Key: Activates Time Gates, Planar Gates, Realm Gates and most other types of static gateways in spacetime. It takes a Full-Round Action for the Gate to Open, and the weilder of the Gate Key must concentrate on opening the Gate for the entire round for success. Gates close a minute or so after the Gate Key isn't actively holding them open.
The Gate Key cannot create a Gate from nowhere. There must be an active or inactive Gate, either visible or invisible within 60 ft. of the Gate Key for it to work. One alternative exists however - if high enough energy builds up in an area where the planar bindings is weak, then the Gate Key may be able to break a Gate open. Also, if a Mage is attempting to open a Gate magically, using the Gate Key will add a +4 Circumstance Bonus to keeping the Gate open.
New Spells
New Spells
Scorching Circle (2): A variation of Scorching Ray. Scorching Circle creates an expanding circle of fire that burns everything in a circle with a maximum radius of 30 feet. The Flames do 4d6 Fire damage, +1 damage every 2 caster levels (2d6+10). Reflex Save for Half Damage.
Icey Drop (2): This spell drops large shards of Ice down upon an area of 20 ft. The Ice itself is very sharp and very cold, and everything within its effect take 1d6 Normal damage and 3d6 Cold Damage. Reflex Save for Half.
Lightning Burst (2): Arcs of intense lightning rise from the mage, shocking a number of targets within 40 ft. equal to half of the Mage's caster level. The lightning deals 2d12 Electrical damage and Stuns the opponent for 1 round. Reflex save for Half and no
stunning effect.
Dark Bomb (4): A 30-ft. wide globe of painful shadow magic balloons outward from a designated point, burning all creatures with its range. The Dark Bomb deals 1d8 damage per 2 caster levels of magical damage, Reflex save for half.
Magic Barrier (5): You or any other one target is protected by a magical barrier for 1 minute/level. Any magical damage taken while the barrier is in effect is reduced by half. This effect comes after any saving throws are made.
Dark Mist (6): Like Acid Fog, except that the fog deals magical damage instead of acid damage (2d6 every round), and everything within range must make a Fortitude Save or be struck blind and deaf for as long as they remain in the fog and for 1d6 hours afterward. Range 100 ft. + 10 ft./level. It spreads in a 20 ft. radius, 20 ft. high., gaining 20 ft. every round. It lasts 1 round/level.
Black Hole (8): This spell creates a mighty rift in the fabric of reality and an intense gravitational pull towards the center of that rift. This hole leads to the Negative Energy Plane and all creatures are stunned when they arrive there. A Reflex save allows a creature to remain where he stands, but he is still stunned. Flying creatures are not allowed a Reflex save, but they are allowed a Strength check against DC 18 to fight against the pull. Creatures on Ice or other slippery surfaces get a -4 penalty to their Saving Throws.
Dark Matter (9): The ultimate manifestation of dark magic, Dark Matter creates a mass of swirling polyhedrons of negative matter that lash out at anything within 60 feet. of the caster or a point designated by the caster. The terrible energy of the spell drains the light from that area for 5 rounds thereafter (creatures with low-light vision or better can see normally) and deals 6d10 magical damage +2 damage per caster level.
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