Derrenn'ai

Derenn'ai is my character in Oneiros' DnD Planescape campaign PCT.

Chaotic Good
Male lightning genasi (elf)
Scout 4 / Warmage 6 / Stormcaster 4
41 year-old Prime from Evermeet, Faerûn

Str 12 +1 Int 20 +5
Dex 24 +7 Wis 12 +1
Con 16 +3 Cha 21 +5

HP 107 (4d8+6d6+4d4+42)
Movement 45ft

Saves
Fortitude +16
(+1 SCO, +2 WAR, +4 STO, +3 Con, +1 battle fortitude, +3 resistance, +1 luck, +1 sacred)
Reflex +22
(+4 SCO, +2 WAR, +4 STO, +7 Dex, +3 resistance, +1 luck, +1 sacred)
Will +13
(+1 SCO, +5 WAR, +1 STO, +1 Wis, +3 resistance, +1 luck, +1 sacred)
(+3 racial vs electricity / +2 racial vs enchantment / +5 vs divine magic)

Attacking
BAB +8
TAB (melee) +9 (+8 BAB, +1 Str)
TAB (grapple) +11 (+8 BAB, +1 Str, +2 bonus)
TAB (ranged/ray) +15 (+8 BAB, +7 Dex)(+1 if within 30ft)
Initiative +8 (+7 Dex, +1 battle fortitude)

+1 comp s/bow +16/+11
d6+2 (+arrow ability) (20/×3)
+1 frost longsword +10/+4
d8+2 (+d6 frost)

Armour Class
Armoured 34
(+7 armour, +4 shield, +7 Dex, +2 deflection, +2 Natural, +1 luck, +1 sacred, +skirmish)
Touch 21
(+7 Dex, +2 deflection, +1 luck, +1 sacred, +skirmish)
Flat-footed 27
(+7 armour, +4 shield, +2 deflection, +2 Natural, +1 luck, +1 sacred, +skirmish)

Feats
- Energy Substitution (electricity)
- Point Blank Shot
- Practiced Spellcaster
- Precise Shot
- Storm Bolt
- Spell Penetration

Special Qualities
Immunity to electricity
+3 on STs vs [Sonic]
Elf traits
-2 on STs vs [Earth] – creatures or spells
Advanced learning ×2
low light vision
Resistance to Fire 5
SR20 vs any divine mind-affecting spell
½ damage from any divine spell

Special Abilities

Trackless step Warmage edge Storm power
Trapfinding Skirmish (+1d6, +1 AC) Thunderclap
Battle fortitude +1 Uncanny dodge Eye of the Storm
Fast movement +10ft Armoured mage Lightning movements

SLA: Shocking Grasp (×1/day, CL 13 melee touch, 6d6 electric)
SLA: Shield of Winds (x1/day, as Wind Wall, 1 round)

Skills

Skill Mod Ranks Ability Misc
Balance +17 8 7 +2 synergy
Concentration +13 10 3
Handle Animal +7 2 5
Hide +18 6 7 +5 Cloak
Jump +13 10 1 +2 synergy
Know. (arcana) +11 6 5
Know. (dungeoneering) +11 6 5
Know. (nature) +16 9 5 +2 synergy
Listen +17 14 1 +2 racial
Move Silently +18 6 7 +5 Boots
Search +18 11 5 +2 racial
Spot +17 13 1 +2 racial
Survival +10 9 1 (+2 synergy underground/natural)
Tumble +19 10 7 +2 synergy

Languages
Common, Auran, Celestial, Elven, Ignan

Masterwork Potion Belt
1. Cure moderate wounds (2d8+5)
2.
3.
4.
5.
6.
7.
8.

Key Equipment
+1 composite shortbow (Str +1)
+3 darkwood buckler
Arrows, +1 ×25
Arrows, silver ×10
Arrows, storm ×10
Boots of the Skirmisher/Elvenkind
Cloak of Elevenkind/Resistance +3
Ring of Feywild Grace
Surcoat of Defiance
Amulet of Natural Armour +2
Headband of Intellect +4
Mithril chain shirt +3 of Quickness and Mobility
Periapt of personality
Ring of protection +2
Girdle of Agile Resilience
Torc of Faenya’s Favour
+1 Frost Longsword

Spell Slots
Caster Level 13 (16 if [Electricity], 15 if [Air], [Sonic], [Water], +2 vs Spell Resistance)
Save DC = 15 + Spell level
L0 (6): □ □ □ □ □ □
L1 (6+2): □ □ □ □ □ □ □ □
L2 (6+1): □ □ □ □ □ □ □
L3 (6+1-1): □ □ □ □ □ □
L4 (4+1): □ □ □ □ □

Item Explanations
Boots of the skirmisher – If you move at least 20ft from starting position, increase skirmish damage by +2d6, skirmish AC bonus by +2 and any damaging spell cast during turn has +2 save DC. +5 to Move Silently
Masterwork potion belt – retrieving an item from the belt is a free action.
Mobility - +4AC vs attacks of opportunity as if had Mobility feat.
Periapt of personality – +4 enhancement bonus to Wisdom, +4 enhancement bonus to Charisma.
Quickness – Adds +5ft movement provided not in medium/heavy armour or carrying more than medium load.
Storm arrow – +1d4 electricity and +1d4 sonic damage.
Ring of Feywild Grace - +1 Luck bonus to AC/saves
Torc of Faenya’s Favour - +1 Sacred bonus to AC/Saves
Girdle of Agile Resilience - +4 enhancement bonus to Dexterity, +4 enhancement bonus to Constitution
Surcoat of Defiance - +5 to Saves vs Divine Magic, SR20 vs any divine mind-affecting spell, ½ damage from any divine spell.

Spells known
All the spells on the base warmage spell list (except L2:?) plus the following spells (from Spell Compendium):
L0: electric jolt
L1: light of Lunia, sonic blast, thunderhead
L2: baleful transposition, electric loop, rainbow beam
L3: great thunderclap, resonating bolt, scintillating sphere, sound lance
L4: blistering radiance, thunderlance

Ability Explantations
Lightning movements (Su) - +2 bonus to grapple checks and automatically deal 1d4 electricity damage each round to creatures they are in a grapple with.
Storm Spell Power (Ex) – Any spell you cast that has the [Air], [Electricity], [Sonic] or [Water] descriptor is cast at +2 caster level. [Stormwrack 72]
Thunderclap (Su) – You can lose any spell slot in order to generate a 30-foot-radius burst of sonic energy. The burst deals 1d4 points of sonic damage per level of the spell slot to all targets in the area; any creature damaged by this effect is stunned for 1 round. A Fortitude save halves this damage and negates the stun effect. You are immune to your own thunderclap power. [Stormwrack 72]
Energy Substitution – Allows modification of any spell with an energy descriptor to use electricity instead – no change in spell level but spellcasting becomes a full-round action. [Complete Arcane 79]
Storm Bolt – As long as you have an electricity spell of at least 3rd level available to cast, you can fire a 20ft-line of electricity (as per lightning bolt) as a standard action dealing 1d6 damage per level of the highest level electricity spell you have available. You also gain a +1 competence bonus to caster level for all electricity spells. [Complete Mage 47]
Eye of the Storm - Ignore wind penalties to listen checks, ranged attacks and movement.

Wands
Freezing Ray (CL5 RT 4d6): □ □ □ □ □ □ □ □
Acid Orb, Lesser (CL5 RT50’ 3d8): □ □ □ □ □ □ □ □