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Level-up Plan

Level Feat
Aerie Sorc HD HD Sorc Bonus Special
1 1 1 1 Trapfinding Eschew Materials
2 2 1 1 - Fly 20'
3 2 2 2 Inventor -
4 2 3 3 Lightning Reflexes -
5 3 3 3 - Fly 40'
6 3 4 4 Sly Fortune(CSc) Silent Spell 2nd lvl spells
7 3 5 5 ??? -
8 3 6 6 Improved Toughness (CW, MM3) - 3rd lvl spells
9 3 7 7 Tempting Fate(CSc) -
10 3 8 8 Dumb Luck (CSc) Still Spell 4th lvl spells
11 3 9 9 Survivor's Luck(CSc) -
12 3 10 10 ??? - 5th lvl spells, Fabricate

Hit Point Balance

Level HD HP Fireball
Avg/Max
Note
1 1 6
2 1 6
3 2 10
4 3 15
5 3 15 16.5/30
6 4 19 21/36
7 5 24 24.5/42
8 6 34 28/48 Improved Toughness
9 7 40 31.5/54
10 8 45 35/60
11 9 51 35/60
12 10 56 35/60

Items to Purchase

Item Nominal Cost Weight Source Note
Cloak Of Charisma +2, as Tattoo: lower back 4,000 - DMG
Vest Of Resistance +2, as Tattoo: chest sides 4,000 - CAr
Ring of Protection +1 2,000 - DMG
Amulet of Natural Armor +1 2,000 - DMG
Ring of Evasion 25,000 - DMG
Goggles of the Night 12,000 - DMG
Gloves of Dexterity +2 4,000 - DMG
Circlet of Persuation 4,500 - DMG
Bracers of Armor +6 36,000 0.1 lb DMG
* d20 SRG Magic Item Index
* TattooMagic
* MagicItems

Possible inventions

Swimming Equipment: Fins (for Jenniki) Invented
Swimming Equipment: Snorkle (for Jenniki)
Programmable Music Box (small to bring along and dance to, large to donate to Familiars Club)
Stethoscope
Portable Door Eye / Peephole Lens (for peeking through cracks and keyholes)
Flash Powder
Universal Lubricant (for stuck doors + escape artist attempts)
As Salve of Slipperiness, but with severely reduced effect.

Links:

* SpecialEquipment

Sorc Spells

Level 0

Spells known at class level 1: 4+0

  • Message
  • (Detect Magic)
  • Prestidigitation
  • Daze
  • (Mage Hand)
  • (Open/Close)
  • Read Magic
  • (Ghost Sound)
  • (Light)

Level 1

Spells known at class level 1: 2+2

  • Mage Armor (PH, Conj)
  • Grease (PH, Conj)
  • Color Spray (PH, Illu)
  • Sleep (PH, Ench)
  • (Remove Scent) (SComp, Tran)
  • (Instant Locksmith) (SComp, Div)
  • (Spontaneous Search) (SComp p.204, Div)

Level 2

  • (Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.) (SComp p.154, Illu)
  • (Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.) (PH, Abjur)
  • (Web: Fills 20-ft.-radius spread with sticky spiderwebs.) (PH, Conj)
  • (Detect Thoughts: Allows “listening” to surface thoughts.) (PH, Div)
  • (Knock: Opens locked or magically sealed door.) (PH, Trans)

Level 4

  • (Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.) (SComp p.178, Trans)


Feats To Take

Eschew Materials (PH, p. 94)

You can cast any spell that has a material component costing 1 gp or less without needing that component.

Improved Toughness (MM3, p. 207)

Prerequisite: Base Fortitude save bonus +2. (That is, Sorcerer level 6) Benefit: The creature gains a number of hit points equal to its current Hit Dice.

Lightning Reflexes (PH)

You get a +2 bonus on all Reflex saving throws.

Feats To Consider

New Spell

See New Spell.


Spell Focus (PH. p. 100)

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Dazzling Illusions (CM, p. 41):

Illusions cast also dazzle enemies within 30 feet

Magic Device Attunement (CMage, p. 44):

Don't need to repeat Use Magic Device tests after first sucessful test for one item. Lasts 24h.

Fey Heritage (CM, p. 43)

  • 3 Will Save vs. Enchantment -- If you can take these while already Fey

Fey Power:

  • 1 CL, +1 Save DC on Enchantment Spells_

Fey Presence:

Charm Monster, Deep Slumber, Disguise Self 1/day

Fey Skin

Damage Resistance: N/cold iron, where N is number of fey heritage feats + 1