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Kaywen Jondale

Female human diviner 7/loremaster 2
Dungeons & Dragons v.3.5 (Online Campaign of Doom)

Supplemental Rules

Relevant rules text for most supplemental rules used in Kaywen's creation has been quoted below. Entries from the Magic Item Compendium and Spell Compendium books have been omitted.


Energy AffinityMH [Metamagic]
You can modify a spell that uses one type of energy to use antoher type (acid, cold, electricity, or fire) instead.

Prerequisites: Knowledge (arcana) 5 ranks, able to cast at least one spell of each of these energy types: acid, cold, electricity, and fire.

Benefit: Choose acid, cold, electricity, or fire. You can modify any spell with an energy descriptor to use the chosen type of energy instead. A spell so modified works normally in all respects except the type of damage dealt.

A modified spell uses a spell slot of the spell's normal level, modified by any other metamagic feats.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of energy.

Fiery BurstCM
You channel your magical talent into a blast of fire.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.

Insightful DivinationCM
Casting a divination spell grants you an uncanny insight into danger.

Prerequisite: Spell Focus (divination) or diviner level 1st.

Benefit When you cast a divination spell, you gain an insight bonus equal to the spell's level + 1 on initiative checks and an equal insight bonus on the first save you make within the next 24 hours. After you roll this saving throw, you lose the benefit of both bonuses until you cast another divination spell.

If you cast a second divination spell when the first benefit is still active, you choose whether to retain your existing bonus or take the new one granted by the second spell.

Special: A diviner can select this feat as a wizard bonus feat.


Collector of StoriesCS [Mental]
You've heard so many tales of legendary monsters that you remember all sorts of gory details.

Prerequisites: Knowledge (any) 5 ranks.

Benefit: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.


Devil's EyeCM
When a devil's eye is used in a divination spell, the spell's level is increased by one (as if by Heighten Spell).
Weight: 1/10 lb.
Price: 150 gp.

Dragon's TearCM
When used in any fire or mind-affecting spell, a dragon's tear increases the spell's level by one, as if affected by the Heighten Spell feat.
Price: 200 gp.

Wand BracerDu
This metal forearm band takes up space on the body as a bracer and can hold up to five wands. Thin loops of thread fit over your fingers, each connected to a spring mechanism on one of the wand slots. If your hand is empty, you can flex a finger as a swift action to cause the wand of your choice to spring into your grasp. You still must activate the wand as a standard action. Replacing a wand in the sheath is tricky and requires a full-round action. Most adventurers just drop the first wand to the ground (a free action) when they need a different one.
Weight: 5 lb.
Price: 300 gp.


Arcane TurmoilCM
Level: Hexblade 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None or Will partial; see text
Spell Resistance: Yes

You affect the subject of the spell as if by the targeted version of dispel magic.

Additionally, if the subject is a spellcaster who fails a Will save, she loses one randomly determined prepared spell or spell slot from her highest level of available spells remaining. This spell or spell slot is lost as if it had been cast or used for the day.

Material Component: A broken eggshell.

Channeled PyroburstPH2
Evocation [Fire]
Level: Duskblade 4, sorcerer/wizard 4
Components: V, S
Casting Time: See text
Range: Medium (100 ft. + 10 ft./level)
Area: See text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a bolt of fiery energy that blasts your enemies. The spell's strength depends on the amount of time you spend channeling energy into it.

If you cast this spell as a swift action, it deals 1d4 points of fire damage per two caster levels (maximum 10d4) against a single target of your choice.

If you cast this spell as a standard action, it deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures in a 10-foot-radius spread.

If you cast this spell as a full-round action, it deals 1d8 points of fire damage per caster level (maximum 10d8) to all creatures in a 15-foot-radius spread.

If you spend 2 rounds casting this spell, it deals 1d10 points of fire damage per caster level (maximum 10d10) to all creatures in a 20-foot-radius spread.

You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.

Combat ReadinessDrU
Level: Assassin 1, bard 1, sorcerer/wizard 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The touched creature gains a +1 insight bonus on initiative checks for every three caster levels you have (minimum +1, maximum +6).

In addition, if the target is flanked, its opponents gain no bonus on attack rolls (but will gain any other benefits derived from flanking, such as extra sneak attack damage).

Heart of EarthCM
Transmutation [Earth]
Level: Druid 4, sorcerer/wizard 4, wu jen 4 (earth)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until expended

This spell converts part of your body into elemental earth, which toughens you considerably. You gain a +8 bonus on checks to resist a bull rush, overrun, or trip attack. You also gain temporary hit points equal to twice your caster level (up to 30 hp).

Furthermore, while this spell is active, you can activate a stoneskin effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level (or until the stoneskin's total protection is consumed), at the end of which time the spell's entire effect ends.

If heart of earth is active on you at the same time as heart of air, heart of fire, or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.

Insight of Good FortunePH2
Level: Bard 2, cleric 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject of the spell becomes unusually lucky. Once during the spell's duration, when he makes an attack roll, skill check, saving throw, or ability check, he rolls twice and takes the better roll. He must choose to use this ability before the check is attempted, and the spell expires once the second die is rolled.

Material Component: A gold die (worth 20 gp).

Mirror Image, GreaterPH2
Illusion (Figment)
Level: Bard 4, beguiler 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 immediate action
Range: Personal; see text for mirror image (PH 254)
Target: You
Duration: 1 minute/level (D)

This spell functions like mirror image, except that an additional image is created in each round after the first, up to a maximum of eight concurrent images. If all images are destroyed, the spell ends.

This spell also differs from mirror image in that you can cast this spell even when it's not your turn.

Spellcaster's BaneCM
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You gain a +2 insight bonus on dispel checks and caster level checks made to counterspell.

If you have 5 or more ranks in Spellcraft, you also automatically recognize any spell being cast, as though had succeeded on a Spellcraft check. You must have line of sight to the caster, but distance is otherwise not a factor.

If you have 15 or more ranks in Spellcraft, you not only recognize the spell being cast, but you also know the caster level of any spell being cast. Again, you must have line of sight to the caster for this effect to function.

Torrent of TearsCM
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2, sorcerer/wizard 2, wu jen 2 (water)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 5 rounds
Saving Throw: Will negates
Spell Resistance: Yes

You force the subject to cry by drawing forth the water of his tears. For the duration of the spell, the subject is sickened and blinded; a successful Will save negates the effect.

Material Component: A single tear.

Original Statistics (show)


Kaywen Jondale - CR 9
hp 33 (9 HD); 18 temporary hit points
Female human diviner 7/loremaster 2
NG Medium humanoid
Init +1; Senses Listen +1, Spot +1
Languages Celestial, Common, Draconic, Elven, Sylvan
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 mage armor)
Resist glimpse peril 6/day, heart of earth (+8 against bull rush, overrun, and trip)
Fort +3, Ref +5, Will +9
Speed 30 ft. (6 squares)
Melee unarmed strike +2 (1d3-1 nonlethal) or
Ranged ray +5 touch
Base Atk +4; Grp +3
Special Actions glimpse peril 6/day
Action Points 17
Combat Gear caustic veilMIC, chronocharm of the grand masterMIC, chronocharm of the horizon walkerMIC, hellcat gauntletsMIC, 2 potions of cure light wounds, potion of cure moderate wounds, potion of invisibility, potion of levitate, wand of hail of stoneSpC (CL 5th, 10 charges), wand of mirror image (CL 9th, 10 charges), devil's eyeCM, 2 dragon's tearsCM
Wizard Spells Prepared (CL 9th; prohibited school necromancy):
5th - cone of cold (DC 22), firebrandSpC (DC 22, CL 10th), prying eyes
4th - assay spell resistanceSpC (DC 20), acid channeled pyroburstPH2 (DC 21), explosive cascadeSpC (DC 21, CL 10th), heart of earthCM*
3rd - dispel magic, fireball (DC 20, CL 10th), acid lightning bolt (DC 20), sound lanceSpC (DC 20), unluckSpC (DC 19)
2nd - arcane turmoilCM, insight of good fortunePH2, mirror image, scorchSpC (DC 19, CL 10th), acid scorchSpC (DC 19), snowball swarmSpC (DC 19), torrent of tearsCM (DC 18)
1st - combat readinessDrU, hail of stoneSpC, mage armor*, magic missile (2), shield, swift expeditious retreatSpC
0 - acid splash (+4 ranged touch), daze (DC 16), detect magic (2), light
*Already cast.
Abilities Str 8, Dex 12, Con 12, Int 22, Wis 12, Cha 8
SQ immediate magicPH2, lore +8, secret knowledge of avoidance (loremaster secret; +2 bonus on Reflex saves)
Feats Craft WandB, Energy Affinity (acid)MH, Fiery BurstCM, Insightful DivinationCM, Scribe ScrollB, Skill Focus (Knowledge [arcana]), Spell Focus (evocation)
Skills Concentration +15, Gather Information +1, Knowledge (arcana) +18 (+23 to identify creatures), Knowledge (dungeoneering) +17 (+22 to identify creatures), Knowledge (local) +17 (+22 to identify creatures), Knowledge (nature) +17 (+22 to identify creatures), Knowledge (religion) +17 (+22 to identify creatures), Knowledge (the planes) +17 (+22 to identify creatures), Spellcraft +20, Survival +3; Collector of StoriesCS
Possessions combat gear plus circlet of magesMIC (+2 Intelligence), wand bracerDu, spell component pouch, gold die (material component for insight of good fortune), flask of alchemist's fire (material component for firebrand), belt pouch, 2 spellbooks, 29 gp
Spellbook spells prepared plus 0 - arcane mark, dancing lights, detect poison, flare, ghost sound, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance; 1st - charm person, comprehend languages, grease, identify; 2nd - see invisibility, slapping handSpC; 3rd - clairaudience/clairvoyance, greater mage armorSpC, mass snake's swiftnessSpC, slow, spellcaster's baneCM; 4th - greater invisibility, greater mirror imagePH2, know vulnerabilitiesSpC
Glimpse Peril (Sp) Six times per day as an immediate action, Kaywen may gain a flash of foresight into the danger lying in her future. She gains a +2 insight bonus on the next saving throw she makes before her next turn.
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