Character Creation - Thaagulm Rhunfarag

Stats
Using Justin’s upgraded standard array (15, 14, 13, 12, 10, 10)

In case Justin changes his mind…
Ability Rolls (4d6, drop lowest, reroll 1s and 2s)
17, 16, 16, 15, 14, 13

Race
Atten’Das Dwarf PHB Dwarf + https://www.strongcitystudio.com/forums/viewtopic.php?f=46&t=36#p65
(+2 Con, +1 Intelligence)

Starting Classes
Wizard 9 (Illusion)

Starting Scores
Str 10, Dex 10, Con 14+2, Int 15+1, Wis 13, Cha 12

ASIs & Feats
Level 1 Bonus per Campaign (Resilient[Constitution]), Wizard 4 (+2 Int), Wizard 8 (+1 Wis, +1 Con)

Final Scores
Str 10, Dex 10, Con 18, Int 18, Wis 14, Cha 12

HP Rolls (drop anything below half)
1d8 (8) + 9d6 (41)
6, 6, 6, 3, 3, 6, 6, 4, 3

Starting HP
45 + Con (36) = 81

Class Abilties
Spellcasting (Wizard 9)
Arcane Recovery
Arcane Tradition (Illusion)
Malleable Illusions

Wizard
Cantrips
Arcane Wave (Modified:Ray of Frost–Damage Type Force)
Blade Ward (Bonus studies)
Dancing Lights (Bonus studies)
Mage Hand (Atten’Das Dwarf)
Light
Mending
Message
Minor Illusion (Arcane Tradition)
Prestidigitation

Spellbook
Spent additional 300gp on spells. Discovered two spells during adventures.
six 1st-level spells + 18 spells from levels

1st-level
Comprehend Languages
Detect Magic
Expeditious Retreat
Find Familiar
Fog Cloud
Grease
Illusory Script
Sleep

2nd-level
Arcane Lock
Darkness
Gust of Wind
Invisibility (Bonus studies)
Magic Mouth (Bonus studies)
Mirror Image (Bonus studies)
Misty Step
Phantasmal Force (Bonus studies)

3rd-level
Counterspell
Dispel Magic (Bonus studies)
Fear (Bonus studies)
Lightningball (Modified: Fireball–Damage Type Lightning)
Major Image
Nondetection (Bonus studies)
Sending (Bonus studies)
Slow
Tongues (Bonus studies)

4th-level
Arcane Eye (Bonus studies)
Banishment
Conjure Minor Elementals (Bonus studies)
Dimension Door
Fabricate
Greater Invisiblity
Hallucinatory Terrain (Bonus studies)
Mordenkainen’s Private Sanctum (Bonus studies)
Polymorph (Bonus studies)

5th-level
Animate Objects
Conjure Elemental
Creation (Bonus studies)
Geas
Passwall (Bonus studies)
Teleportation Circle
Wall of Stone

Runes
[October 26, 2015 at 9:01 pm]

Starting with 2,000gp
Spellbook 50gp (3 lb)
Backpack 2gp (5 lb)
Bedroll 1gp (7 lb)
Traveler’s Clothes 2gp (4lb)
Calligrapher’s Supplies 10gp (5 lb)
a letter from a dead colleague posing a question you have not been able to answer
Money Spent on Spells: 1850gp

Total Gold Spent: 1915gp
[October 26, 2015 at 9:01 pm]

Background
Sage

Starting Skills
Wizard (Investigation, Religion), Background (Arcana, History)

Language
Atten’Das Dwarf (Common, Dwarvish, Elvish), Sage (Primordial, Deep Speech)

Associations
Kingdom of Atten’Das
Arcane Templars of Atten’Das

Bonds, Flaws, Ideals, Personality Traits
[October 26, 2015 at 9:05 pm]

He is an Arcane Templar, a knight of the Atten’Das. His mission is to claim magical artifacts and to proliferate responsible magical use, while hunting down ancient magical runes.

He wears plate armor and wields a blade because of knightly features–he uses magic as he is an arcane wielder. He can’t do everything. His skills are mostly knowledge based, and I don’t intend for him to have more/different skills. The armor is there to supplement his weak defenses. He is like an Eldritch Knight, though not as formidable in hand-to-hand combat. His mount is present because of his culture–and worms aren’t necessarily the speediest of creatures this side of the racetrack. He is a specialist in illusion magic, not having much in regards to direct magical damage but focusing on utility spells and battlefield control. I was looking to get creative with his illusions, perhaps them being partially “alive” and able to psychically damage foes, perhaps through rune empowerment.

I request combat abilities only because I was expecting everyone to be relatively suped up, and mostly then because I wanted carrying limits. If I am relying on melee combat, then why do I have cantrips and why didn’t I go eldritch knight? I had to sacrifice a level of Wizard for the heavy armor and weapon proficiencies. I picked up lots of spells, but I am sacrificing better wizardry and having to keep Wisdom at least on the side–in addition, lots of cleric spells are buff spells, which fit well into his utility concept and into the Atten’Das peoples’ worship of arcane entities, artifacts, and devices.

He is an adventurer–a rarity for the Atten’Das, one of their “hunters” for lore. He is an investigator, an explorer, a researcher, equipped to survive the horrors that protect the ancient arcana of the world.

His personality is to be made–though elements of isolationism will be strong in him.
[November 16, 2015 at 9:35 pm]

My current tentative ideas. Give me feedback on what you like and don’t like, if I matched your character’s thematic well, along with suggestions if it is lacking in something you’re interested in.

[glow=purple:6o41du0r]Atten’Das Legacy:[/glow:6o41du0r]

[glow=orange:6o41du0r]Equipment of the Templar[/glow:6o41du0r]

[glow=blue:6o41du0r]Runic Blade[/glow:6o41du0r]
Forged from Arcanite–a magically infused mithral–dipped in the pools of the Atten’Das Mana Pools, etched and empowered by magic runes, this Blade is a symbol of the Arcane Templar: men dedicated to the defense, proliferation, and discovery of arcane magic.

You wield a runic longsword forged from arcanite and dipped in the mana pools of Atten’Das. Features of the weapon are as follows:

  • Weighs 3 lbs., deals 1d8 slashing damage, Versatile (1d10)
    
  • This weapon is considered magical
    
  • You are proficient with this weapon
    
  • There is a slot for your Mana Orb to be placed on the center
    
  • This blade radiates a magical glow, providing illumination in a 5ft. radius. You can toggle this passive illumination as a bonus action. The blade glows extremely bright, up to a 20ft. radius, when within 100ft. of a magical object that has not been near it in the last 24 hours. Touching the magical object with the blade will dim the blade back to its passive illumination
    

The blade also has runes inscribed along its fuller, providing several benefits:

  • Rune of Piercing – Your attacks with this weapon ignore resistances your target may have against damage or weapon material types.
    
  • Rune of Bonding – You cannot be disarmed of this weapon.
    
  • Rune of Blessing – You activate this rune by raising your greataxe into the air, expending a spell slot to release a gradual healing power. For a number of rounds equal to 1+1 per level of spell slot used, allies within 30 ft. of you are healed for 1d6+your Int. mod. per round. This effect ends early if you make an attack with this weapon or lose your concentration. The rune recharges after a long rest.
    
  • Rune of Regeneration – This weapon is harder to sunder. It gains a -1 penalty to damage and attack rolls only every 2 successful sunder attempts. The blade self-repairs any ‘sunder penalties’ after it rests for 8 consecutive hours.
    
  • Rune of Flare – On a successful attack, you can choose to have this rune unleash a bright light at your target, blinding them for 1 minute on a failed Constitution save (target makes a new saving throw at the start of every new turn). This can happen two times per short rest.
    

[glow=blue:6o41du0r]Runic Armor[/glow:6o41du0r]
Forged from Arcanite–a magically infused mithral–each individual plate dipped in the pools of the Atten’Das Mana Pools, etched and empowered by magic runes, this plate armor is worn on the body and supported not by leather straps and buckles, but by arcane magic locking each place into its position and providing its user with unparalleled protection. Prized by the Arcane Templars of Atten’Das, this armor is a crown jewel for the Atten’Das Worm Knights.

You wear a set of plate armor, forged from arcanite and dipped in the mana pools of Atten’Das. Features of the armor are as follows:

  • Weighs 20 lbs., AC 16, no Str requirement, no Stealth disadvantage (the magic of plates allow them to glide past each other silently as you move)
    
  • This armor is considered magical
    
  • You are proficient with this armor
    
  • It only takes you 1 minute to don or doff this armor
    

The armor also has runes inscribed on its plates, providing several benefits:

  • Rune of Warding – As a reaction, you can unleash the rune’s power to make you resistant to magic damage for one round. This can happen one time per short rest.
    
  • Rune of Regeneration – This armor is harder to sunder. It gains a -1 penalty to armor class only every 2 successful sunder attempts. The armor self-repairs any ‘sunder penalties’ after it rests for 8 consecutive hours.
    
  • Rune of Structure – If you are in danger of being outright killed by physical means, such as being crushed by crumbling terrain, falling toward a solid surface from an immense height, etc., or have become incapacitated while wearing this armor, this rune will automatically activate, making the armor completely rigid and hard enough to withstand the danger until the danger is gone or 10 minutes have elapsed. This dispels the magic in all of the runes on the armor, which can be recharged in a Mana Pool.
    

[glow=blue:6o41du0r]Mana Orb[/glow:6o41du0r]
This orb, made of glass, holds some of the very waters of the Mana Pools. What powers it grants its wielder are locked within the runes etched on the stones and kept in the secrets of the ancients who built the pools themselves. A gift to Arcane Templars by the Atten’Das, these Orbs allow the strength of the Pools to leave their sacred sanctuaries.

You carry with you a glass orb containing some of the mana-charged waters in Atten’Das. Features of the orb are as follows:

  • Weighs 2 lbs. Passively radiates a blue light in a 5 ft. radius at all times.
    
  • This item is considered magical.
    
  • This item acts as an arcane focus for you.
    
  • This item has 30hp, 10 hardness, and is invulnerable to slashing and piercing damage. Any damage sustained is self-repaired after 8 consecutive hours without being used.
    

This Mana Orb also provides you with a usable pool of mana that empower your magic. The features of this mana pool are as follows:

  • This pool has 8 max mana points. This pool recharges at a rate of 1 mana point every 2 turns.
  • Potent Arcane (1 mana point) – You can increase the Save DC of a spell by 2. This bonus can be stacked.
    
  • Precise Arcane (1 mana point) – You add a +2 bonus to a spell attack roll. This bonus can be stacked.
    
  • Proxy Spell (2 mana points) – When you have a familiar and it is within 100 ft. of you, your spells can originate from your familiar. Doing so imposes disadvantage on the reaction(s) of your target(s) and any counterspells being invoked against you. You must declare you are using this feature when casting the spell.
    
  • Higher Arcane (2 mana points) – You can cast a spell with the benefits of a spell slot of 1 level higher. This bonus can be stacked.
    
  • Desperate Power (4 mana points; Special) – You place the Mana Orb into the quillion of your Runic Blade, combining the power of the items. For the next minute, your attacks with the runic blade gain the benefit of the Banishing Smite spell. After this effect ends, your Mana Orb must recharge for 24 hours before being usable again.
    
  • Rune Replenishment (Special) – When you doff your runic armor, you can set your Mana Orb inside the runic armor to restore any of the dispelled powers of the runes on the armor set. This runic armor restoration process takes 48 hours. After the restoration process, the Mana Orb must recharge for 24 hours before being usable again.
    

[glow=orange:6o41du0r]Mount of the Templar[/glow:6o41du0r]
You have an Ashworm mount.

[glow=orange:6o41du0r]Rune Scribe[/glow:6o41du0r]
You have the knowledge and ability to scribe runes onto written mediums and solid surfaces.
Written Runes
To be reworked.

Etched Runes

  • You etch the rune on a stationary, solid surface (such as carving into the bark of a tree) and imbue it with a spell that you know, expending the appropriate spell slot. This process takes 1 minute per spell slot level. The size of the rune must be approximately the size of your hand. You must have the appropriate tool to etch with (a knife for wood, a stone-carving tool for stone, etc.)
    
  • You specify the conditions in which this rune’s magic triggers, such as a time delay, proximity detection, the presence of someone else’s magic, etc. If the trigger is proximity based, the proximity range cannot exceed the cast/effect range of the base spell.
    
  • When the rune triggers, it glows with a magical light for the duration of the spell effect. If the spell effect is instantaneous, a magical light flashes briefly.
    
  • After an etched rune has been triggered, the rune’s magic dissipates, leaving the rune dormant but still visible. If the rune has been dormant for at least 1 hour, you can revitalize the magic in it using your Mana Orb, expending all mana points. Your Mana Orb will not regenerate mana points for 10 minutes per spell level of the rune.
    
  • Intelligent creatures who succeed on an Investigation check can see a rune before and after it triggers, but must succeed on an Arcana check to ascertain that it is magical. The rune cannot be removed by non-magical means unless its spell has triggered and the rune is dormant.
    
  • You cannot at any time have an active amount of etched runes exceeding your Proficiency Bonus+your Int. Mod. When you etch a new rune that exceeds this limit, you can choose which of your other etched runes become dormant, losing their magic.
    

[November 17, 2015 at 1:01 pm]

Initial reaction: Awesome! They sound pretty neat.

Questions:
Do these have an enhancement bonus?
Are you suggesting by your post that I have all three instead of just one?
[November 17, 2015 at 1:21 pm]

Wow. Okay.

Enhancement bonuses are basically the same as 3.5e, some differences. You can receive an enhancement bonus to AC, attack bonus, damage. This is like a +1 sword, +1 Shield, +1 Armor, and they do +1 wands/staves, which grant their bonus on spell attack rolls (and maybe damage, can’t remember).

Other questions:
How does the orb’s rune replenishment ability work? The wording is a little confusing.

The familiar flanking thing is confusing since it would require me to be in melee. The ability as is is no different, and worse, than find familiar’s current effect.

I originally imagined having a greatsword–I like the Longsword though. Should it weigh half as much due to arcanite? If I wanted this to be a Battleax, would the be fine? Or a greataxe even?
[November 17, 2015 at 1:59 pm]

Not sure what the enhancement bonuses would be just yet, if any.

The Mana Orb’s Rune of Replenishment is for your Runic Armor. If something dispels the power of the runes on your armor, such as when your Rune of Structure activates, then the Mana Orb simulates the restorative effects of bathing the armor in the Mana Pools.

For familiar flanking, it’s not “flanking” in the traditional sense. It just means that your familiar is not in the same cardinal direction as you are in relation to an opponent. It’s just a directional flank rather than a melee flank. For example, you and your familiar are both 100 ft. away from an enemy, you are south of the enemy but your familiar is east of the enemy, so you two are flanking the enemy in this way. I’m thinking about allowing your familiar to be a source of your spell casts when your familiar is within a certain distance from you, which would prevent counterspelling and reactions from your targets.

Your weapon could be any type, I just figured you would have wanted a Versatile weapon. And it can weigh half as much because it’s made from Arcanite.

I wouldn’t think the weapon and armor could learn new runes. I’d assume that the runes are inscribed during the forging and mana bathing process. Though you could theoretically re-forge them and try to modify your items, your character may find such an act to be taboo or disrespectful to your own culture.

EDIT: I have modified the familiar feature of the Mana Orb, added a new feature for the Mana Orb, and have written out a tentative Rune Scribe feature for you.
[November 17, 2015 at 2:33 pm]

The idea would be to learn new runes and inscribe them on to the items. Similar to having a new tattoo, they would inscribe these runes on their items, bodies, etc. I imagined it being sort of like a spellbook, but rather than of spells, of runes.

What do you think about allowing for some sort of system with Runes to be able to modify cantrips and spells I already know, sort of like an invocation? I thought it’d be cool if hallucinatory terrain had say, writhing tentacles, which caused the target to be scared and suffer psychic damage from the torment, or say for my Arcane Beam/Wave cantrip to be able to be able to have new effects, or to alter the way it looks, or say to empower Minor Illusion or other effects. I guess I am thinking of being able to do more things like the level 14 Wizard Illusionist ability to make an illusion temporarily real.

Since my armor grants me proficiency, could I drop my cleric level and dump that into Wizard? Perhaps I could pick up a level or two in Rune Mage as well. Perhaps we could reflavor the Rune Mage to make it more inline with Atten’Das lore?
[November 17, 2015 at 7:27 pm]

I think when it comes to modifying spells in that way, it’s far too specific for me to make a Legacy Feature for.
So far we have a Rune Blade, Runic Armor, a Mana Orb, an Ashworm Mount, and Rune Scribing with magical uses.

If we want to go down the path of bonus spells (by means of runes), specific power additions to spells, etc., something from the above list is going to have to be traded.

Have you looked that the proposed Rune Scribe stuff that I added to your Legacy Feature post?
[November 17, 2015 at 7:42 pm]

Wow! That’s awesome. I had not read that.

I’d say this is all pretty sweet. I suppose rune empowered spells is just a new spell in my spellbook! So no need for special mechanics there. I am more than happy with all that is presented here. I’m a happy beaver. Maybe some fine tuning is I order, but this is all pretty awesome.
[November 17, 2015 at 9:48 pm]