NOTE: This is a CONTINUOUS, ONGOING challenge...there is no signup period nor limitation. Within the rules spelled out, anyone and everyone is welcome to create a summoner and enter him, her, or it into the competition.
Please post your full character sheet for your participate in Conjurer’s Chess here. Include any alternate summoning choices you have made.
For now, we will presume level 6 characters. We may decide to “level up” everyone down the line as interest grows.
Please only post your characters in this thread, and NOT any discussion of them...discussion of the summoners (or anything else) belongs in this thread:
Hayvanlarla Derwydd the Ice Druid by Black Plague (0/3 record)
Teela Norin, Favored of Ehlonna by Lord Twig (1/1 record)
Yleyr Q’sab the Unhinged by Cameron (1/1 record)
Queras the Illumian by Tashalar (4/0 record)
Xandos the Mysterious by Talae
Egbert the White by ObscureInfo (0/1 record)
Savarath Asimaar, Master of Elements by Roku
‘Professor’ Sulaus Vanuiel by Nonamazing
Retired Summoners:
History of the Challenges:
Hayvanlarla Derwydd has challenged Yleyr Q’sab. Yleyr Q’sab accepted, calling for an 8-round match, and Hayvanlarla Derwydd chose the Commons of the Inn of Many Things for the venue. Victory to Yleyr Q’sab by concession in round 8.
Queras the Illumian has challenged Teela Norin. Teela accepted, calling for an 8-round match, and Queras chose the Commons of the Inn of Many Things for the venue. Victory to Queras by a score of 10 to 3.
Queras the Illumian has challenged Egbert the White. Ebert accepted, calling for a 15-round match. Queras conceded the choice of location, so Egbert also selected the Commons of the Inn of Many Things for the venue. Victory to Queras by concession in round 13.
Teela Norin has challenged Hayvanlarla Derwydd. Hayvanlarla accepted, choosing the Hedge Maze of the Arboreal Society. Teela then chose a 7-round match. Victory to Teela by concession in round 6.
Queras has challenged Yleyr to a match. Yleyr accepted, and conceded decision of location to Yleyr, who subsequently chose the Civic Square at day. Yleyr responded by proposing a 9-round match, and Queras requested the northern part of the board, to which Yleyr agreed. Victory to Queras by concession in round 6.
Queras challenenged Hayvanlarla to a match, breaking with tradition to propose the Tundra at day as a venue. Hayvanlarla accepted, and chose a 6-round match. Victory to Queras by concession in round 6.
Sulaus challenged Teela to a match, and Teela accepted, choosing the Inn of Many Things. Sulaus responded by choosing a 10-round match. Results Pending.
Yleyr has challenged Xandos to a match of Conjurer’s Chess. Xandos has accepted, selecting Pirate Cove at day. Yleyr chose an 8-round match. Results Pending.
You’re all going to get treated to Envaket’s wife, before she met Envaket.
Hayvanlarla Derwydd
Preferred color is blue.
A bit underdressed for her preffered clime, but the best representation I can find. Besides, she was complaining about it being a bit hot here.
Note:
Cheerful, optimistic and always ready with a laugh, Teela is also a little naive. She is a fair skinned young woman with long, braided blonde hair and clear blue eyes. She wears a simple green dress, a fine mithral chain shirt over that, and a grey over dress and cloak over everything else. She has a large mace slung on her belt and carries a fine longbow just about everywhere she goes.
1st: Comprehend Languages, Burning Hands, Summon Monster I, Mage Armor, Shield, Magic Missile, Alarm, Endure Elements, Identify, True Strike, Tenser’s Floating Disk, Lesser Orb of Acid, Lesser Orb of Ice, Feather Fall
2nd: Summon Monster II, Arcane Lock, Melf’s Acid Arrow, Web, Summon Swarm, See Invisibility, Darkness, Scorching Ray, Shatter, Fox’s Cunning, Orb of Fire, Orb of Sound
3rd: Summon Monster III, Dispel Magic, Fly, Tongues, Daylight, Fireball, Lightning Bolt, Haste, Slow, Water Breathing, Blink
Background:
Wild eyed, starstruck, crazy SOB. All are perfect descriptions of Y’leyr. Born Bendyr Guildson, Y’leyr quickly distinguished himself as an oddball. He was always looking up at the night sky, wondering, hoping that there was more to life than that which existed here on this drab planet. At his father’s behest he began schooling to learn the fur trade and mercantile market exchange. This work was boring and required a focus and determination. Y’leyr sought outside the normal education for his own personal gain and stumbled across an arcane tome. His interest in all things magical came to a head when his father kicked him out of the house for being a “lazy layabout, head always in the clouds. Get a job.”
Y’leyr managed to find a school of sorts that furthered his study of the arcane magics. Even there, Y’leyr was an outcast, choosing to study the outer reaches of space and the far planes over the normal studies. The one night, while sitting on a hillside, observing the movement of untold worlds, Y’leyr was startled to full consciousness. A strange gaunt man nearly stumbled over him, mumbling craziness to himself. A red tentacle honed in on the frightened young man and tried to move towards him. The old wizard stopped his mumblings and began to talk to Y’leyr, discussing the vastness of all and the ability to control, summon, and create things undreamed of even by the greatest magicians.
Y’leyr, upon returning to the dormitory, packed up his things and left. The only thing that stayed behind was a short note signed “Y’leyr Qsab” that read, “The mysteries of life of more far-reaching than the studies here. You will never understand the magics I do. It’s best for all of us if I leave.”
Alternate Summons:
Universal:
Fiendish Sea Snakes for Fiendish Vipers
Fiendish Monstrous Crabs for Fiendish Monstrous Scorpions
1st:
none
2nd:
Kaorti for Medium Sea Snake
Clockwork Mender for Lemure
3rd:
Baccae for Fiendish Wolverine
All other listed will come when needed.
Note:
Queras left his kind behind long ago. His life since has been focused on finding ways to contact and enlist outsiders to aid him in his endeavors. Haughty and mean, Queras is not one to make friends. Highly ambitious, Queras always feels the need to prove himself against others. He doesn’t care about what means he has to use to win though. Those that let themselves be tricked didn’t deserve any better. And few ever found out.
Class Features:
Wizard: Summon Familiar
Master Specialist: Expanded Spellbook (one additional spell known)
Malconvoker: Deceptive summons (Bluff vs Sense Motive to gain Extended summoned evil creature), Unrestricted conjurations (no alignment restrictions for conjuration spells)
Gear:
School Specialization: Conjuration
Prohibited Schools: Enchantment and Evocation
Caster Level: 5 (lost one at level 6)
Spells per Day: 5/6/5/4 (each level must contain at least one conjuration spell)
Spell Saves: DC17 + Spell level (+1 for conjuration school)
Typical Prepared Spells:
0-level: Acid Splash, Message, Prestidigitation, Resistance (x2)
1st-level: Blockade, Mage Armor, Summon Monster 1 (x3), Summon Undead I
2nd-level: Summon Monster II (x3), Summon Undead II, Web
3rd-level: Summon Monster III [Rapid] (x3), Mask of the Ideal
Name: Egbert the White
Race: Human
Size: Medium
Type: Humanoid (Human)
Class: Sorcerer 6
Hit Dice: 6d4+12 (33 hp)
Initiative: +5 (+1 Dex , +4 Imp Int)
Speed: 30 ft.
Armor Class: 11 (10 base, +1 Dex)
*Touch: 11 (10 base, +1 Dex)
*Flatfooted: 10 (10 base)
Base Attack: +3
Grapple: +3
Attack: +3 (1d6 Light Mace, 20x2)
OR +4 (1d8 Lt Crossbow, 19-20x2)
Full Attack: Same
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: None
Saves:
Fort +4 (2 base, +2 Con)
Ref +3 (2 base, +1 Dex)
Will +6 (5 base, +1 Wis)
Abilities:
Str 10 : +0
Dex 12 : +1
Con 14 : +2
Int 14 : +2
Wis 12 : +1
Cha 21 : +5 (16 base, +1 level, + 4 enhancement)
Skills: (45 )
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Bluff Cha 3 = +3
Concentration Con 11 (15) = +2 + 9
Diplomacy Cha 6 = +3 + 3
Knowledge (arcana) Int 11 = +2 + 9
Knowledge (planes) Int 4 = +2 + 2
Spellcraft Int 13 = +2 + 9 + 2 [arcana]
This character also has 4 ranks in Speak Languages
Feats: Augment Summoning, Spell Focus: Conjuration, Improved Initative, Extra Spell (Benign Transposition)
Languages: Common, Celestial, Abyssal, Infernal, Sylvan, Draconic, Elven
Alignment: Neutral Good
Level Adjustment: -
Items:
Cloak of Charisma +4 (16,000)
Dagger
Lt Crossbow
Potion of Cure Moderate Wounds x3 (900)
(Everything else is packed away in his haversack back in his room)
Caster Level: 6
Spell Saves: 15 + Spell Level (16 + Spell Level for Conjuration)
Spells per day: 6/8/6/4
Spells known: 7/4/2+1/1
Spells:
0th: Acid Splash, Detect Magic, Read Magic, Light, Mage Hand, Message, Prestidigitation
1st: Summon Monster I, Unseen Servant, Mage Armor, Magic Missile
2nd: Summon Monster II, Flame Sphere, Benign Transposition
3rd: Summon Monster III
Note:
Egbert the White, or Egg as he called by his friends, is lazy. He doesn’t like to work and prefers to use his magic to make his life more comfortable. He most likely would be a beggar or a wastrel if he had not been blessed with the gift of sorcery. Magic is the only thing Egg puts any effort into, and that is not saying much. He’s read some books and he is not dumb, but neither would you consider him very smart. He gets by mostly with the aid of his magic and his offbeat, likable personality. He seems completely harmless. But lurking beneath that meek exterior is a powerful sorcerer. He doesn’t like to fight. He prefers to let his summoned creatures fight for him. He even learned several unusual languages in order to better communicate with his conjured servants. But for the most part, he likes to take it easy. He makes friends easily, mostly because they find him funny and fun to be around. He joined this competition because it is “safer” than the Duel Arcana and it allows him to show off without getting hurt. He has a new lady friend, you see, and he wants to impress her. He is of average height (5’ 8”) and slightly pudgy build (200 lb). He wears all white clothing (long sleeve tunic, pants, soft shoes) with gold trim and a leather belt. His cloak of Charisma is also white with gold trim and a fox fur collar
Languages: Aquan Auran Common Druidic Ignan Terran
Feats:
Spell Focus (Conjuration)
Augment Summoning
Augment Elemental
Beckon the Frozen
Skills:
Concentration +11 = +2 CON +9 Rank
Knowledge Nature +12 = +1 INT +9 Rank +2 Druid
Knowledge The Planes +3 = +1 INT +2 Rank
Listen +14 = +7 WIS +7 Rank
Spot +14 = +7 WIS +7 Rank
Spellcraft +10 = +1 INT +9 Rank
This character also has 3 ranks in Speak Languages.
Item: Periphit of Wisdom +4
Druid Spells (5/5/5/4)
Typical Spells Prepared:
0: Cure Minor Wounds x2, Create Water, Mending, Naturewatch
1: Conjure Ice Beast I x2, Lesser Vigor, Wall of Smoke, Enrage Animal
2: Conjure Ice Beast II x2, Nature’s Favor, Snake’s Swiftness, Mass x2
3: Conjure Ice Beast III x2, Wind Wall, Mass Lesser Vigor
Animal Companion, Dai’lir, Dire Eagle.
Alternate Summonings: Trade Air Elementals for Storm Elementals.
(Note: In the MM3 It doesn’t give a tradeoff for Storm Elementals, it’s just a flat addition to the list. The problem in your ruleset, is that storm elementals are always 1 level higher than thier normal elemental counterparts, so at each spell level you end up giving up Air Elementals 2 levels BEFORE gaining access to the Storm Elemental you are trading for. Maybe instead allow a choice of a creature from the correct leveled summoning list.)
Background:
Savarath is a 40 year old Albino Human Druid. Or at least, he was. After a mishap with a Reincarnation spell, he ended up in the body of an elf, yet still retained his albino characteristics. Strangely, he shows none of the enhanced dexterity common to elves, the change seems to be only skin deep.
In any case.
From a young age, Savarath was fascinated by nature. The sound of flowing water, the strength of the mountains, the power of the wind, and the wonder of flame. Ostracised from his fellows for his ‘abnormality’, he was reviled by the spiritual as a demon. After being run out of his town he was adopted by a group of half elf and elf druids. Here he learned the druidic arts, and proved most adept at binding and controlling elemental forces. He spend a time in the frozen north, where his coloring actually saved him from being eaten several times.
In his travels he met and befriended Dai’lir, the Dire Eagle. The two are staunch allies, Dai’lir is also an Albino, and Savarath felt an instant kinship with him.
At any rate, Savarath has entered to test his mastery of the elemental forces against other summoners in a game of wits and cunning.
Here’s hoping he doesn’t accidentally burn down any bars this time.
Long story.
Edit: Forgot the 2 Ranks of Planes needed for Augment Elemental, Fixed.
Concentration: 9 ranks = +9
Knowledge (arcana): 6 ranks +7 Int = +13
Knowledge (dungeoneering): 5 ranks +7 Int = +12
Knowledge (nature): 5 ranks +7 Int = +12
Knowledge (religion): 1 rank +7 Int = +8
Knowledge (planes): 6 ranks +7 Int = +13
Listen: 2 ranks +2 racial = +4
Search: +2 Racial + 7 Int = +9
Spellcraft: 9 ranks +7 Int +2 Synergy +2 Feat = +20
Spot: 2 ranks +2 racial = +4
Use Magic Device 4 ranks +2 Cha +2 Feat = +8
Spells, Spellbook and Equipment:
~ (note: caster level is 3+1d6, check each time spell is cast)
Zero-level Conjuror spells: 5 (4+1) per day
> Typically prepared: Acid Splash, Ghost Sound, Prestidigitation, Message (x2)
First-level Conjuror spells: 6 (3+2+1) per day
> Typically prepared: Summon Monster I (x2), Summon Undead I, Silent Image, Mage Armor, Protection from Law
Second-level Conjuror spells: 5 (3+2+1) per day
> Typically prepared: Summon Monster II (x2), Summon Undead II, Minor Image, Darkvision
Third-level Conjuror spells: 4 (2+2+1) per day
> Typically prepared: Summon Monster III (x2), Summon Undead III, Reach Mage Armor
Spellbook: All spells typically prepared plus Detect Magic, Read Magic, all 1st level Conjuration spells, Magic Weapon, Identify, Bear’s Endurance, Cat’s Grace, all 2nd-level Conjuration spells, Dispel Magic, Fly
Equipment: Mis-matched robes, 1 dozen belt pouches bulging with random spell components, headband of mad intellect +4
Class and Racial Notes:
Gray Elf (MM): +2 dexterity / +2 intelligence / -2 strength / -2 constitution (already included); Immune to magical sleep; +2 racial bonus to saves vs. enchantments; Low-light vision; Proficient with longsword, rapier, longbow & shortbow; +2 racial bonus on listen, search, and spot checks; Notice secret doors
Wizard (Conjuror): Familiar (Bedraggled appearing owl named “Insight"); Bonus Feats (already included); High intelligence gains bonus spells daily; Specialist gets 1 extra conjuration spell/level/day; Forbidden Schools: Enchantment, Evocation
Wild Mage: caster level permanently decreased by 3; roll 1d6 and add to caster level each time a spell is cast.
Appearance, Background, and Character Notes:
Size: Medium / Height: 4’ 8” / Weight: 95 lb / Age: Unknown
Skin: Pale / Eyes: Blue (left) Green (right) / Hair: Silver
Sulaus Vanuiel is quite fond of referring to himself as a ‘Professor’, although it is unclear exactly what sort of institution of higher learning would have granted tenure to someone as obviously unbalanced as Sulaus is. Oh, he appears reasonable at first, if you look past his mismatched clothing and his untamed hair, but spend a few minutes speaking with him and you’ll start to notice more than a few oddities. His curiously colored eyes have a strange mad gleam to them. He never seems to blink, only staring, always staring. His accent is odd and unplaceable, the unusual cadence of his speech arrythmic and unsettling.
Sulaus is cheerfully mad, having fallen into Limbo as a result of a magical experiment early in his youth. Or at least that’s the way he usually remembers it--some days he thinks he’s always been mad, since the day he was born. Some days he believes he’s a gnome, other days he might tell you that he’s actually a fallen deity, although he can’t remember what he was once the god of. He speaks frequently of vast conspiracies against him, of his passionate ideas for the reformation of orcish society, and of his disturbingly amoral attitudes regarding live experimentation. He frequently believes his own illusion spells, and often has long, involved conversations with inscrutable beings who may or may not actually be there.
Despite all of his mental handicaps, Sulaus is an incredibly intelligent magus with remarkable cunning and insight. His approach to a game of Conjurer’s Chess may appear random and haphazard, but observers have noticed a surprising level of tactical insight. Sulaus is a regular at each year’s tournament, rarely winning but always giving his opponents an exciting and unpredictable match.
A few mages have theorized that participating in the Conjurer’s Chess tournaments is the only thing that keeps Sulaus’ weak sanity tied to this world. Without the diversion that the games provide, its possible that Sulaus would lose all grasp on reality. These same mages refuse to speculate on what might happen in such an event, but it’s worth noted that they’ve all made a point of buying themselves summer homes in locations far, far away from Sulaus.
Xavian
Male Human Cleric 6
Domains: Evil, Summoning
Age 38 Height 6’4” Weight 125lbs
Neutral Evil
STR 07 [-2] (00pts)-1 Age
DEX 08 [-1] (01pts)-1 Age
CON 13 [+1] (06pts)-1 Age
INT 10 [+0] (01pts)+1 Age
WIS 24 [+7] (16pts)+1 Age +1 lvl 4 +4 Enchantment
CHA 16 [+3] (08pts)+1 Age