View Full Version : Pawns of Fate chatter thread.
Lazarus
04-25-2008, 11:13 PM
Anyone who would like to discuss the game can discuss it here. That way I can reduce the OOC: comments going on in the game thread. Any lurkurs (non players reading the game) are free to chat here.
Tiblorian
04-26-2008, 02:23 AM
Thedeadone's aritficer's name was Alistar, If I remember correctly(how I do, is beyond me.)
Lazarus
04-26-2008, 05:02 AM
I think your right Tibby, I'll edit the name.
I'm not sure if anyone other than the current players will read this. Andy may be taking a leave of absence because of job issues and Alistar/Fin's player may have to take a break because of his newborn son. I've yet to really confirm either but it means there could be room for a new player, even if both players return to full activity I think I can comfortably run with 6.
If your interested what I need is someone who can post almost every day, and will warn me if they can't. The more easily I can marmalade (marmalading is when a player-character gets controlled by the dm) the less strictly you'll need to keep up with posts (the spell casters are awkward to marmalade because they have so many options). I'd prefer someone who can roleplay well, the more character interaction outside of combat the better.
I allow races, classes, feats, and spells from just about every book released by Wizards of the Coast for core 3.5, that said there are things I won't like/allow but there's no harm in asking. Characters are required to be non-evil but the race is not, I'm not strict on racial alignments. The game is set on a homebrew world called Hearth or Prime, but if nessessary characters can come from anywhere in the planes/multiverse. If a character is from Hearth than I'll work with you on background, if not than you probobly came thru an anomally called Rotoraks House which is guarded in Celeste (Celeste is the city-state the group is based in).
Any bites?
Xaearth
04-26-2008, 05:22 AM
Hmm... I dunno... I could possibly be persuaded into giving it a go :).
But... It's been a long time since I've done online rp, and an even longer time since I've played pnp :(.
Might I ask what the party members' levels are round-a-bouts?
And... aww, non-evil? But fallen pally blackguards are fun to rp. I would behave ;).... Muahahahahaha!
PS: I'll be honest, I dun have access to a single book atm. Left all of em with my older bro when I went outta state for college, and they all got eaten by Hurricane Katrina :rolleyes:. I have been familiarizing myself with d20srd.com though.
*shrug* Well ya said no harm asking.
Lazarus
04-26-2008, 05:57 AM
The characters just reached Level 9, so a newcomer now would be joining with 36000xp. So far new levels have been acquired on average about every 2 forum months, almost once a chapter. The original members started at level 2.
Also of note to xp, I allow level adjustments to be negating using the rules in Unearthed Arcana. For example a +1 level adjustment can be removed for 3000xp at level 6 (I think? That was from memory)
The alignment isn't just limited by DM preference, the starting city has wards which ban or even kill any evil being that tries to enter. So nobody evil would be able to be hired, and nobody who became evil would keep their job.
One option for books is to get a torrent, I think every book I've got is available as a pdf. The SRD is enough for a player, but to understand all of everyone else's abilities you'd need the Complete series (Complete Arcane, Complete Warrior, etc), the Races of series (Races of Stone, Races of the Wild, etc), Compendiums (spell and magic item), Monster Manuals (I, II, III), and Players Handbook 2. I use more sources than that but I don't think any player has used anything beyond those yet.
Player character stats are made with a variant of the point buy system (similar to that of DDO), one stat starts at 18 and 20 points are available for the other 5 stats. Base 8, one point for each increase up to 14, 2 each for 15-16, and 3 each for 17-18.
Xaearth
04-26-2008, 06:12 AM
The characters just reached Level 9, so a newcomer now would be joining with 36000xp. So far new levels have been acquired on average about every 2 forum months, almost once a chapter. The original members started at level 2.
...
Player character stats are made with a variant of the point buy system (similar to that of DDO), one stat starts at 18 and 20 points are available for the other 5 stats. Base 8, one point for each increase up to 14, 2 each for 15-16, and 3 each for 17-18.
Sounds good.
The alignment isn't just limited by DM preference, the starting city has wards which ban or even kill any evil being that tries to enter. So nobody evil would be able to be hired, and nobody who became evil would keep their job.
Hmm... Would it be possible in the scope of the realm for a geas placed upon an evil character preventing him from acting upon his evil tendencies within the city limits and towards party members be possible? I just like it for flavor reasons :D. But if it's not possible, I could look into other options...
One option for books is to get a torrent, I think every book I've got is available as a pdf. The SRD is enough for a player, but to understand all of everyone else's abilities you'd need the Complete series (Complete Arcane, Complete Warrior, etc), the Races of series (Races of Stone, Races of the Wild, etc), Compendiums (spell and magic item), Monster Manuals (I, II, III), and Players Handbook 2. I use more sources than that but I don't think any player has used anything beyond those yet.
Yeah, if I really got into the roleplaying here I would definitely look into options for getting more of the source material. Just when I left for college I left my books with my bro cuz he was starting up a new pnp group, and ever since I've had too much to deal with to worry about finding a pnp group locally.
Anyways, it does sound interesting... I'll have to think about it a bit :).
I'm assuming that combat is handled on your end with us specifying actions and such and you taking care of rolls/numbers?
Lazarus
04-26-2008, 07:06 AM
There are some remnants of the old game floating around Google if you look at the cache files. I'm not that good at tracking stuff like that down but here's an attempt:
http://www.google.co.nz/search?q=pawns+of+fate+www.housetharashk.com&hl=en&rls=GEUA,GEUA:2006-19,GEUA:en&filter=0
Chapter 9 is mostly combat so those pages are a good sugestion of how combat goes, here's what's left of a chapter 9 page:
http://209.85.173.104/search?q=cache:hU_kBnaNn-YJ:www.housetharashk.com/forums/showthread.php%3Ft%3D3031%26page%3D14+pawns+of+fat e+www.housetharashk.com&hl=en&ct=clnk&cd=6&gl=nz
I do all the dice rolls, thou players can use this dice rolling site if they want to influence important rolls such as HP:
http://www.irony.com/mailroll.html
During combat I put an initiative list at the bottom of each post such as:
Initiative:
Anduril: (39 damage) prone
Mel-telpe:
Shannon: (18 damage)
Ninja pair: 2rH
Sunduri: (20 damage)
Bixby: (21 damage), unconscious
Fin: (20 damage)
Tytha: (20 damage)
Perrin: (48 damage stable), prone, unconscious
<Dead Ninja>: 2rGI, 3rGI
Boneclaw: (62 damage stable) prone, unconscious
And I cycle thru that as I get the intended actions of players. Usually the mechanics (dice rolls, enemy stats, etc) will go unmentioned, thou I sometimes comment on crits. Anything in the main game thread that's not in-character is preceded by OOC:
An example given the above initiative:
-a possible post from andy
I fire a volley of arrows from prone at where I think the nearest Ninja is.
I'd than after numerous dice rolls and note taking, perhaps marmelading Shannon if he's already in melee becouse he usually only has 1 clear option posting something like:
Andy tries to target one of the ellusive Goblins but his best shot bounces away, the others miss altogether. Shannon shouts a challenge and flails his sword inefectually (rolled 01 and 02). From the sound of it The 2 Ninja's have flanked Shannon, one of the strikes sends a spray of blood.
Than I'd update the initiative and wait for Tibby to post if he hadn't already, becouse of his spells and frequent posting I think I hardly ever marmelade Sunduri.
I use smiley face icons with my maping, you can look thru my photobucket to see the history of that:
http://s141.photobucket.com/albums/r71/LazarusLaz/
Tiblorian
04-26-2008, 07:41 AM
One of the main problems with evil characters, is chaotic good elven wizards rarely wish to associate with lawful evil fallen paladins, geas spell or not.
A good torrent I've used is
http://www.mininova.org/tor/166552
The only one I cant find is the PHB2.
(If your wondering I have an obsessive compulsion of checking this thread every few minutes >_>)
Xaearth
04-26-2008, 07:52 AM
One of the main problems with evil characters, is chaotic good elven wizards rarely wish to associate with lawful evil fallen paladins, geas spell or not.
Buh... buh... Ah well, my reasoning falls flat in the face of fantasy... logic. (I ran outta f words off the top of my head other than the f word :p)
Well, it looks and sounds like fun. I went ahead and joined the yahoo group to check out what info you've got there... I'll see if I can tinker around with a character sheet while I decide if it's right for me :).
(Yeah yeah... I'll try to make somethin good or neutral... but I'd probly make that decision much quicker if I can rp a fallen pally-blackguard :D)
On that note, does anyone have any ideas for this kinda melee: something pally that isn't pally, blackguard that isn't evil, and that can summon a fiend 1/day? :p
PS: At least the only person that appears to be lawful good also appears to be dead xD.
Tiblorian
04-26-2008, 08:14 AM
You might be able to do some sort of battle cleric with the right domains to do what your looking for.(At least that was my first thought)
Our party makeup so far(in case you wondering) is
Sunduri the elven 5 Wizard/3rogue/1 Arcane trickster (myself)
Anduril the elven lvl 9 ranger (may be gone over the summer)
Shannon the human level 9 knight.
Boneclaw, the dwarven druid
and then theres the dead Findecano who is rerolling(I think a duskblade), though he recently has had a kid and my be MIA for the timebeing.
Lazarus
04-26-2008, 10:33 AM
EMERGENCY NOTICE: My new modem was acting up, I think it could crap out at any moment. If I stop posting for longer than a day that's why! /END NOTICE!!!
Shannon is Lawful Good, as is the Cohort Tytha if she's kept on. Both Elves are Chaotic Good, and Boneclaw is Lawful Neutral with good tendancies.
I suppose you could play a fallen-fallen-Paladin, but most people would call that a Paladin.
Rommalb
04-26-2008, 07:11 PM
correction, Im LN I just tend to lean toward good somewhat. I agree with Tibs, a PnP Battlecleric can do some serious damage with the right domains, and if you have the spell compendium you have something like 50 (I wish that was an exageration) domains to choose from
Xaearth
04-26-2008, 10:12 PM
Yeah, I know the massive options available to clerics in the form of domains :).
Thing is... I prefer something... different. When I roleplay, I like my rp-ing to be extremely unique. Guess it's the writer in me :D. I pm'd a few ideas I had character-wise to Lazarus, but here's another one I thought up, brought to you by Bing, All Powerful Djinni of the Cake:
Race: Kobold
Class: Monk/Bard/Dragon Disciple
...
It's a bird! It's a plane! NO! It's a dragon monk! :D
Anyways, thanks for the replies. Overnight I got most of the big sources (the PHB and "The Complete..." series) from torrent, still waiting on the monster manuals and a couple of the race books.
Tiblorian
04-26-2008, 10:24 PM
Isnt Shannon Lawful neutral? I thought he was true law.
edit: Nvm, Shannon replyed.
edit2: Kobolds have light sensitivity, which makes them dazzled (http://www.d20srd.org/srd/conditionSummary.htm#dazzled) which is -1 attack/search/spot.
Lazarus
04-26-2008, 11:37 PM
Something I forgot to mention. Usually for new characters I like the player to submit 3 characters to the group. Introducing them can be done as an interview process or just a message of "here's who the seers could find." from the groups boss Irrule. With the former method it would be up to the interviewee how the characters would be portrayed, for the latter I think last time they only got the detail of "Ninja, <something>, or Duskblade?" I can't remember what the something was.
Much as I like the idea of Kobolds, they are made of sux. There is a reason the NPC classes are -3cr instead of -2cr for Kobolds.
Xaearth you've mentioned wanting something similar to Paladin a bunch of times so I'll point you at all the possible sources I can think of that have/might have prestige classes suitable.
Complete Divine I hate this book but it does have multiple prestiges that are like Paladins of other alignments.
Complete Adventurer Rogue/Paladins.
Book of Exalted Deeds The goody two-shoes of goody two-shoes.
Heroes of Horror A few posibilities if I start using corruption and taint.
Complete Champion Not alot I can say about this book, I haven't read much of it but I'm sure there's paladiny stuff.
Complete Scoundrel The Grey Guard, Paladins who have less strict codes.
Variant class options: PHB2, Planar Handbook, Dungeonscape, Races of Ebberon, Races of the Dragon, Unearthed Arcana
I'm sure there's plenty I've overlooked.
If your looking for nonstandard races outside of the Monster Manuals I would suggest looking thru the 'Races of' books, each book introduces a new base race, also other races and racial varients are always detailed.
I know some people who hate the limits of the class system, but personally with all the options available I think the possibilities are limitless.
Lazarus
04-27-2008, 12:21 AM
I've responded to your pm.
You can take your time and bounce as many ideas as you like, ask about the world and the people in it. As you've no doupt noticed from checking out the yahoo group, I need to get a bunch of paperwork done, finish the level-ups and the accompaning details thread(s), and sort out the situation with Andy and Thed before I can advance into the next chapter.
Another option I haven't mentioned. If you want to try playing a creature that wouldn't have class levels at level 9, say for example a Troll. The book Savage species has rules on breaking most of the Monster Manual creatures down into class levels. Still going with the Troll example a level 9 troll would have 5 Giant HD, and 2 more Troll levels before it can start taking other class levels.
Also note that while I'm rambling all these options and sources, there are things I'll turn down because the're too broken, too complicated, or don't fit with the setting.
Xaearth
04-27-2008, 12:35 AM
And I've replied to your reply.
Thanks for pointing out that fairly massive mind blank spell I'd apparently cast on myself :D.
And yeah, I totally understand not allowing certain things. Back when I was a teenager, my older bro (in his early 30s at the time) was the DM for our local pnp games. Trust me, being my older brother he was a lot more strict on what I "could play". I remember one time, after we had a brotherly argument, I was relegated to party cook. Instead of rolling dice for success checks, I had to make pizza rolls, bagel bites, and grab a fresh bag of doritos. Ah... the good ole' days :rolleyes:.
Lazarus
04-27-2008, 03:13 AM
I checked with Thedeadone, and he's decided to take that break. So there's one less thing I'll need to worry about.
I still haven't had any contact with Andy since the big disaster. If he does need to take a few months off and doesn't mind I can take over his character as an NPC? With that option he could pop in and take over whenever he's able. Otherwise I'll have his character detained to act as a liaison with Vynen (where he was recruited from). Rommalb if you have any contact with him before I do can you get me some feedback on these options please.
Tiblorian
04-27-2008, 05:10 AM
Ya, I did really want to say it, but Kobolds seem to trade 2 str, 2 con, and add light sensitivity, for 1 natural armor over halflings.
Xaearth
04-27-2008, 06:39 AM
Ya, I did really want to say it, but Kobolds seem to trade 2 str, 2 con, and add light sensitivity, for 1 natural armor over halflings.
Halflings have several very major cons though...
Namely hairy feet and an unhealthy fascination with a certain ring...
Sure kobolds are squishier than an orc's magically animated boogey, but they're fun to play. Yark, yip! :D
On a more serious note:
How is the world in terms of magical equipment? Is it sparse, common, or somewhere in between?
Also, as far as the party goes, are there members proficient with creating items? And, if so, what sorts of items are covered?
(Browsing through source material a few classes with some nice, interesting bonuses to item creation caught my eye)
Edit: Speaking of halflings, are there any relatively short people in the group? Fling ally looks like a fun feat :D.
Lazarus
04-27-2008, 07:20 AM
For equipment you'd be starting with the level 9 standard 36000 celestials worth of gear (I'll explain coinage below), no more than half can be spent on a single item. Sunduri has Craft Wondrous and Craft Scroll, that's all the crafting from the party. Magic items are fairly readily available, Irrule often hires Frosrom a local craft master, and he gives the group good rates. I tend to overdo treasure a little so most of the party are probably still over wealth, Shannon definitely is.
Don't bother with a mount (unless it's a class feature) travel is often via teleportation or terrain inappropriate to mounts. Also the group has a rarely seen but always present henchman Ten'sing who carries camping supplies, ammunition, ropes, lamps, etc. Ten'sing has various supernatural abilities augmenting his speed, intuition, stealth, and carrying capacity. But his vows of Poverty and Servitude keep him away from the fray, if he ever breaks his vows he'll lose all his powers until he can atone.
The transmutation of one metal to another is possible on Hearth, and caused a war about a hundred years ago. So most currency is now magically minted making forgery difficult and unprofitable. Antique metal coins still hold value, usually traded to Dragons by those who can recognise their authenticity (Dragons stopped the war, nobody tells a Dragon his horde is worthless). Gems and merchant writs are used for large sums otherwise the currencies are:
Celestials (equivalent of gold) Celeste's magically minted coins have become the main trade currency for most of the continent.
Imperials (equivalent to silver) The Empire still sets the standard with their own magical coin.
Coppers Copper is still good for small change, sometimes other base metals are used but still referred to as coppers.
Elf, Elf, maybe another Elf, Dwarf, Human, Wolf, Owl, Toad, and perhaps a Goliath when he has the time to rejoin the game (assuming he doesn't get enamoured with another character by than, he's a flighty player).
Xaearth
04-27-2008, 07:45 AM
Good good, that gave me a ton of info :). Nice background behind the currency too.
Reason I was asking about item crafting:
I'm considering a Dwarf Cleric/Battlesmith (Races of Stone PrC) following Moradin with the domain of War (haven't decided on the second yet, probly either Artifice or Strength). The Battlesmith's bonuses for using his/her own crafted items is very nice, but if the party wouldn't get good use out of the crafting, kinda defeats the point xD. Seems to me, even though the party isn't lacking in gear, it still might see a bit of use, if only because there's no other armor/weapon crafter in the party :).
Also looking at some of the Goliath PrCs. The Druid/Stonespeaker Guardian combo looked interesting as well.
So... do those sound like something a bit more reasonable? :D
Lazarus
04-27-2008, 07:50 AM
Halflings in 3.5 ain't nearly as much like Hobbits as they were in earlier editions, I think it's a copyright thing. Meanwhile Gnomes have become far more like Hobbits. If you go by the 'Races of the Wild' depiction of Halflings there more like fey modern Gypsies.
A list of NPC's you'll probably want to remember:
Irrule the groups employer, running multiple adventuring groups from the foreign sector of Celeste. Very little is known of him.
Ten'sing the Sherper working for the party, and son of Irrules Sherper.
Sing'kep father of Ten'sing and Irrules trusted servant.
Effy a Goblin rescued by the party (back in chapter 3) he travelled as their companion and chef for some time, than retired to work for Irrule when he felt it was getting to dangerous.
Frosrom an old crafter running a large business from Celeste, he does frequent trade for Irrules groups sometimes visiting them in the field.
Lazarus a powerful Cleric of Palor and friend of Irrule, he hired the group to recover an artifact, and is ready to hire them again.
The group have met various other people over their months of adventure, some they may meet again. (most names were lost in the great purge of 2008)
Gods:
The way I run it is that nearly everyone follows a religion, those that don't are the freakish few (we already have 2 in the party, so you need to pick a god). I use all the base Greyhawk (PHB) gods, the racials from the 'races of' books, as well as the other pantheons in 'Dieties and Demigods', but many on this continint follow gods of my design.
Many follow the belief that one god made the world and than split into 4, Teltesta god of good, Vaugrod god of chaos, Bram god of evil, and Dorn god of order. Often two gods are followed in combination such as TeltestaDorn the prevailant religion of Celeste, also of the same belief set are followers of the scales who belief the four need to recombine or the world will fall.
Belief can also make new gods and has, some of them are Honoriag god of Man/Evil with a church outside of Celeste, Mello god of the blooded who the party have met, and Glimnel the Elven god of healing and nature (Tytha follows her).
Nogard
04-28-2008, 04:33 AM
OOC: Sorry I haven't posted in a while. I'll set aside some time in morning to upload a new spell list and look over party loot from chapter 9. Is there anything else you need from me?
Xaearth
04-28-2008, 04:37 AM
OOC: Sorry I haven't posted in a while. I'll set aside some time in morning to upload a new spell list and look over party loot from chapter 9. Is there anything else you need from me?
I think the whole point of this thread is so you don't have to use OOC :p.
Anyways, I'm still tinkering with this Cleric/Battlesmith idea.
One question since you brought up deities, is Moradin present in your world, and, if not, is there a similar deity whose favored weapon is Warhammer?
Taking war domain under Moradin saves me two feats (proficiency and focus in warhammer) :D
Rommalb
04-28-2008, 05:02 AM
if you want Battlesmith the Spell Compendium has a couple nice domanions in relation to it, both Craft domain and Creation domain and the dwarf domain isnt bad either
Lazarus
04-28-2008, 08:39 PM
I haven't read up on the new domains, it used to be you needed bonus domains, prestige class, or certain deities to use them. As to Moradin yes he's available, in fact I think he was one of the gods that a seer saw watching over the party (I wish I had kept an offsite list of them). All the gods from the Players Handbook are available, as is the Greek Pantheon, the Norse pantheon, and the Egyptian pantheon. That may weaken the setting somewhat, but it simplifies things to use gods already covered by the WotC sourcebook 'Deities and Demigods'. Most of the 'Races of' books have extra gods for each of the races. No evil gods for player characters of course, and 'The Scales' that I mentioned before is also unavailable to Clerical types because of alignment issues (their alignment changes to oppose the local norm).
Rommalb
04-28-2008, 09:25 PM
Ok Laz, I think I figured out my lvl 9 stuff. I got to say feats were a pain, I was looking at Shield Sling just because the trip aspect seemed fun, but Steadfast Determination was very tempting to reinforce my will saves and Diehard is always tempting. Ultimately I think I'll go with Leadership to maintain our cohorts and hopefully get some new ones, it also would seem to fit with Shannons personality a little better. For skills just put 1 rank into diplomacy and 1 into gather information. I'll get back to you on the loot thing a little later, im thinking im going for just the straight up cash
Lazarus
04-28-2008, 11:29 PM
I've assumed everyone taking cash with the post I sent the other day to the yahoo group. Of course it's fully reversible as long as no one wants the belt (I've assumed that's not wanted or it would have been claimed by now). I gave the 2 healing potions to Ten'sing, it's probably good if the highly mobile stealthy non combatant can revive people in emergencies. I gave Tytha a couple of minor equipment upgrades from some of Fin's loot, if you want her equipped further it'll need to come from party funds (not that she really needs much gear).
Tiblorian
04-29-2008, 12:50 AM
I think everyone took cash because the greedy wizard took all the shiny trinkets(except that necklace :P).
edit: How is :P not an emoticon O_o
Rommalb
04-29-2008, 01:08 AM
the same way its EXCEPT not ACCEPT the necklace. That being said, if no one else really wants that necklace I'll take it, I mean I dont know about you guys but I could use a few more HP
Lazarus
04-29-2008, 04:51 AM
Ah yes Necklace, I'm always mixing up Belts and Necklaces when it comes to Con items. It'll knock everyone elses wealth back about 4000cel, but I agree that it would probobly be a waste to sell it. You'll need to give up your Amulet of Natural Armour, that'll offset the difference a little. That could push you to 150hp, it probobly will.
Lazarus
04-29-2008, 06:52 AM
As I finish updating them I'll start putting up a new section of 'character sheets'. Equipments not included (I'll keep that in a different thread) but modifiers from equipment are included. I've completed 2 so far, let me know if you think I've missed something important.
I'm writing them in Rich Text Files, the forum copies are a little hard to follow becouse things like 'tabs', 'bolds', and 'underlines' were stripped out when I copy-Pasted. I'll put them in the files section of the yahoo group when I have more done, for now the forum version should be enough to check for any mistakes. I'll put up quick reference tables in another thread later. I'm gonna end up with more paperwork threads this time, but I think it should make chacking details quick and easy, and once their all up it'll be easy for me to keep them up to date with editing. (I'll try to remember to keep regular backups this time just incase!)
Lazarus
04-30-2008, 06:18 AM
I've added an equipment thread with all the latest updates.
Sunduri you've offered to craft Wonderous Items for the other PC's, what percentage are you charging or are you doing it for free? It's usual for a player crafter to charge around 80%, that way undercutting npc crafters while still getting some compensation for the spent xp. You should probobly set a rate or lack of rate now.
If I don't hear from Andy by the time we're back up and running I'll run him as a semi-npc, and I'll upgrade his dex gloves as he's currently at an odd value. I think dex gives more benefit to Andy than any stat does for the other characters.
Andy and Boneclaw still have significant funds if they want to buy, upgrade, or reclaim.
Anduril: 21049cel
Boneclaw: 14207cel
I think the only items that someone may still want to claim before it sells for 90% are the rings.
1760cel Ring of Feather Fall
3600cel Ring of Counterspells
Xaearth
04-30-2008, 06:40 AM
So how much longer you think it's gonna be before you get back up and started? Workin on the forums here my time's a bit split, just wanna make sure me getting a character nailed down won't hold you guys back :).
I think I'm gonna stick with the Cleric/Battlesmith as one of the choices. Other than that, I'm looking at a Hexblade for a second choice, since it shares some qualities of a blackguard, while only having non-good as an alignment restriction (allowing neutral). Still tossing around ideas for a third character for the seers or interview or however you'd wanna do it :).
Speaking of equipment though, there is the small dilemma of a Battlesmith's requirement of having crafted their own dwarvencraft equipment...
I haven't actually played a pc with the ability to craft in pnp that I recollect, and I definitely haven't played one that had to have made something to have progressed in a class that they already... erm... have? xD... So anyways I'm not sure how that should be handled. Do I go ahead and make it, take the xp away from my total and start shy of 9? Or do we assume that the character had made it, but it is no longer in his possession? Or wha :confused:?
Lazarus
04-30-2008, 01:07 PM
I can't promise when I'll have everything ready, essentially I could restart now but it would be messy.
The Cleric/Battlesmith and the Hexblade both sound like exceptable characters, if you want you can introduce them in the game thread (labeled chapter 9). Currently the party are in what's essentially a mansion in Celeste. Your prospective characters have been brought by various means to meet with Irrule, his offer of adventure sounds like the right thing for them. Regardless of each characters normal personality they want this job, perhaps their drawn to kindred spirits (one of the other threads explains that better, look for 'chapter 0').
Craft skills don't cost xp to use, crafting mundane items only costs time and resources. Magic items cost 1/25 the standard sale value in xp, the reason given is that the crafter invests some of their own lifeforce to power the magic, esentially magic items are similar to the Permenancy spell.
The Battlesmith gains the feat 'Craft Magic Arms and Armor' when he/she enters the class, but your not required to have used it yet, all the prerecs are of non-magical craft. Under the circumstances you can reduce to half the cost of any non-magical items you could have crafted yourself (within reason). Enchantments will be full cost, I won't be allowing starting xp penalties for crafting. If you want to have a self enchanted item for background perposes your welcome to but you'll have the same starting xp and gold available. I hope that clears up your question.
Artificers are the only class I know of that I'll allow to start with extra magic item, and that's becouse they get a crafting pool of xp each level to play with. The group had one as a member back in chapter 6, I'm sure our resident Knight can tell you all about him :D.
Anduril
04-30-2008, 01:14 PM
OOC: I back and registered, but probably only have three weeks of decent posting left, then it'll be once a week.
Lazarus
04-30-2008, 10:11 PM
Well it's good to have you back onboard, even if you do have to take a break shortly. As I've mentioned before you've got over 20000cel now the treasures split, you'll probobly want to upgrade you're dex item with some of that (price possibly mitigated by Sunduri's crafting?), what you spend/save the rest for is entirely up to you. I think dex upgrade or not you can afford to put another +1 equivelant enchantment on your weapon, but if you want a +2 such as Holy you'll need to continue saving regardless.
Rommalb
04-30-2008, 10:27 PM
Well if Im really getting the Amulet of health (seriously, no one want this?) then someone can have my old Amulet of Armor or we can sell it to add it to money pool
Xaearth
04-30-2008, 10:42 PM
Well I ventured into the main chapter thread, made a lil bit of an intro with my characters. Since I didn't know a lot about the other characters just yet, I decided it would be best to have my characters interact with each other than directly provoking interaction with other party members and/or npcs :).
And about the crafting confusion... Seems I either misread the intro in races of stone or was half-asleep at the time, but I was apparently thinking dwarvencraft required an xp cost. I guess I was thinking dwarvencraft was some kinda magical version of masterwork... which really doesn't make much sense now that I'm thinking clearly, considering it's... well... dwarven masterwork :D.
And I'm in no hurry, just asked about timeframe so I'd make sure I have my characters totally ironed out so I'm not holding anything up :).
Lazarus
04-30-2008, 11:00 PM
I'm writing a lengthly post in the roleplaying thread now, setting the scene more for your characters.
Xaearth
05-06-2008, 01:51 AM
Well, now that I'm ironing out my character, I suppose this is kinda important:
What kinda stuff does Frosrom craft? Does he only specialize with normal equipment? Or does he sell some magical equipment as well?
Reason I'm asking, of course I can craft all the normal stuff myself cheaper, but not having the spare xp the magic equipment is beyond me currently :o.
Also, how do you usually deal with xp? Do you hand it out per encounter, per quest, or per chapter? I'm just trying to figure out, if Frosrom does make magic equipment, if it would be more beneficial to buy it or hold off and work on it myself mid-adventure. With the bonuses I get for using self-crafted weapons and armor, it makes that kinda decision a bit more complex :).
Edit: I know the equip I'm starting with isn't necessarily being bought from Frosrom xD (representin stuff I may have acquired on past adventures and all), but it's still good to know for the future :).
Lazarus
05-06-2008, 02:38 AM
Frosrom can provide nearly anything, non magical gear, enchanted equipment, spell components, and spells. Most of the crafting is sub-contracted out to other crafters, and he has stock of many items. And I allow for upgrading of existing equipment. Frosrom is not the only source for equipment but he doesn't mark up his sales beyond the standard price, and he usually buys unwanted magical items for 90% of the standard price.
Combat xp is given out after fights, sometimes ad-hoc xp is awarded whenever, and roleplaying xp is awarded at the end of each chapter.
Roleplaying xp varies and I don't often tell people what they've earned or why, but I'll give a rough guide:
No combat (heavy roleplaying)=2levels/players for the base
Some combat (moderate roleplaying, this is most chapters)=level/players for the base
All combat (nearly no roleplaying)=halflevel/players for the base
Lets say the party are still level 9 when the next chapter ends, and there was enough roleplaying for the middle reward, 9k xp is needed to go from 9th to 10th so the base would be 9000/5 =1800xp.
Once I have that base I add or remove percentages. There is always a 'man of the match' for +20% (never the same player two chapters in a row). Some of the other possible modifiers are 'level difference' for +/-30% (the plus or minus depends on the party average), 'amusing the DM' +20%, 'bugging the dm' -10%, 'exceptional roleplaying' +10%, 'crappy roleplaying' -10%, and 'breaking alignment' -50%.
Lazarus
05-06-2008, 02:47 AM
For those wondering I'll let you know the 'man of the match' rewards I have on record:
Chapter 1 Anju
Chapter 2 Anduril
Chapter 3 <no record>
Chapter 4 Boneclaw
Chapter 5 Anduril
Chapter 6 Sunduri
Chapter 7 Boneclaw
Chapter 8 Anduril
Chapter 9 Fin (bonus commuted to his next characters starting xp)
Tiblorian
05-06-2008, 03:13 AM
*Tries to remember what he did in chapter 6*
was that the one I was the last person standing, and happened to have full hp vs the angah leader and the enchanter+warforged?
Lazarus
05-06-2008, 03:44 AM
It is the valley of light chapter but I'm not sure why you got the MotM award.
Chapter 6 3000rpxp
Sunduri 750 AtDM +20% MotM +20% =1050xp
Shannon 750 AtDM +20% GI +10% =975xp
Anduril 750xp
Boneclaw 750xp
That's all thats left of chapter 6, I so wish I'd finished the chapter summaries before the site went "poof".
Xaearth
05-06-2008, 06:32 AM
Woohoo... A few more questions:
1) You mentioned languages were different in your world, I've seen Dwarven and Celestial both on other character's lists in the records you have on the yahoo group, so those are covered. Question is, is there an equivalent of Undercommon (Drow language)? Araidin knows the language purely for background purposes (Being an active spiritual figure in his hometown, he learned the Drow's language so, in the times when his community had to reluctantly deal with them, he could make sure they did not lead his people down their evil path.), so if not it's not a huge deal, just wanna know.
2) Ok, my brain is stalling on the crafting numbers. Guess I dun do too well with lotsa numbers surrounded by small text :o. I >think< this is right, but I wanna make sure: Most of the numbers as far as price goes are referring to the base price and modifiers to it. Together these constitute the market value of the item (what you would pay a merchant before any discounts/price gouging), right? Then crafting, for a normal item, is half that, correct?
For some reason what's got my brain in a knot is using special materials. I'd like Araidin to have a mithril dwarvencraft battle plate to cut down on the amount of weight a bit. By my math, 9000 from mithril heavy armor (also includes masterwork cost) plus 150 (dwarvencraft cost - masterwork component cost covered by mithril) plus 2500 for the battle plate itself equals the base price. So I'd cut that by half for a cost of 5825 celestials?
PS: Included in the above question is whether or not mithril starting gear is "within reason" :D.
3) Looking through the Magic Item Compendium, I came across something fairly interesting - Shield of Mercy (MIC 21). It's a +1 heavy steel shield that allows you to use a smite attempt to heal someone for an amount equal to the bonus damage you would have done. Question here is twofold: Would that be something within reason (purchased at full price, not made)? And, if so, would it work with my Smite Giants ability from dwarven racial substitution? I'm curious because it says:
You can use a smite attempt (such as from a paladin's smite evil class feature or the granted power of the Destruction domain) to heal a creature by touch. ...
Seems the "such as" means that it isn't limited to only those two examples, and Smite Giants appears to be a form of smite :D.
And while we're at it, is it even legal for me to make "alterations" (mundane of course) to already crafted magical items? That shield sheath addition in races of stone looked like a nice place to stash a light mace in case I go crazy and throw my hammer at somebody hehe.
4) Going along with the "How about this item..." line of questioning again xD. Ran across the Amulet of Retributive Healing (MIC 69). It lets your next heal in the same turn heal you for the same amount as it heals an ally 3/day. Would that be available for purchase by chance? Me likey healy myself by poking someone else :D.
Anyways, as far as those items go, lemme know if I'm going overboard here, lil excited cuz I took a look at the MIC for the first time today since I've started workin on these characters.
Lazarus
05-06-2008, 08:55 AM
I picked a regional language from the same table I stole Elleslandic and Kurlish from, you can use Nascerine, I'll say it's as common below ground as Elleslandic is on the surface, otherwise perhaps Coradian Traders' Argot. The Drow racial language is Elven.
For your starting equipment I'll let you reduce the base price by half if it's within your crafting skills.
eg: 6cel for a Warhammer instead of 12cel
eg2: 1250cel for Battleplate instead of 2500cel
You can also reduce the Masterwork cost by half as that's still mostly paying for the crafters time.
eg: 156cel for a Masterwork Warhammer instead of 312cel
eg2: 1325cel for Masterwork Battleplate instead of 2650cel
The same applies for Dwarvencraft items for the same reason.
eg: 306cel for a Dwarvencraft Warhammer instead of 612cel
eg2: 1400cel for Dwarvencraft Battleplate instead of 2800cel
But special meterials such as Mithril and Adamantine are priced based on rarity, and the difficulty of mining and refining so no reduction there.
eg: 3006cel for an Adamantine Dwarvencraft Warhammer instead of 3312cel
eg2: 10250cel for Mithril Dwarvencraft Battleplate instead of 11650cel
And as we discussed earlier no discounts to starting gear for magic item crafting feats.
eg: 5006cel for a +1 Adamantine Dwarvencraft Warhammer instead of 5312cel
eg2: 11250cel for +1 Mithril Dwarvencraft Battleplate instead of 12650cel
Hopefully that clears all that up.
When it comes to crafting later on the craft cost for non magicals is 1/3 in raw materials (page 70 of the PHB under Craft), plus time.
Yes you can have starting gear made from special materials. No to both of the healing items from the MIC, I'm already dubious of how easy I've made it for the party to heal themselves without expending resources (I think they stopped using their potions and Cure wands around chapter 5).
Changes to an item after it's enchanted are difficult but not impossible, it's simpler if you've made such alterations before having the enchantment done.
Xaearth
05-06-2008, 09:40 AM
I picked a regional language from the same table I stole Elleslandic and Kurlish from, you can use Nascerine, I'll say it's as common below ground as Elleslandic is on the surface, otherwise perhaps Coradian Traders' Argot. The Drow racial language is Elven.
Alrighty :).
You can also reduce the Masterwork cost by half as that's still mostly paying for the crafters time.
eg: 156cel for a Masterwork Warhammer instead of 312cel
eg2: 1325cel for Masterwork Battleplate instead of 2650cel
The same applies for Dwarvencraft items for the same reason.
eg: 306cel for a Dwarvencraft Warhammer instead of 612cel
eg2: 1400cel for Dwarvencraft Battleplate instead of 2800cel
Ah cool.
But special meterials such as Mithril and Adamantine are priced based on rarity, and the difficulty of mining and refining so no reduction there.
eg: 3006cel for an Adamantine Dwarvencraft Warhammer instead of 3312cel
eg2: 10250cel for Mithril Dwarvencraft Battleplate instead of 11650cel
Had a sneaking suspicion that was the case... just seemed odd if you could reduce the value of a mineral with intrinsic value like that, 'twas mainly why I asked :).
And as we discussed earlier no discounts to starting gear for magic item crafting feats.
eg: 5006cel for a +1 Adamantine Dwarvencraft Warhammer instead of 5312cel
eg2: 11250cel for +1 Mithril Dwarvencraft Battleplate instead of 12650cel
Hopefully that clears all that up.
Yep, I looked back over the other post you made about crafting, but, like I said, the idea of special materials cheaper just seemed... odd. Thank you for clarifying.
When it comes to crafting later on the craft cost for non magicals is 1/3 in raw materials (page 70 of the PHB under Craft), plus time.
Right. That makes sense. I suppose the problem I'm having with numbers is trying to piece together parts from too many sources.
I am also assuming that, crafting done outside of town taking several days to complete will render the item I'm workin on ill-suited to fighting with in the meantime :D.
Yes you can have starting gear made from special materials. No to both of the healing items from the MIC, I'm already dubious of how easy I've made it for the party to heal themselves without expending resources (I think they stopped using their potions and Cure wands around chapter 5).
Yay and Awwww xD... Well, if anyone thinks of any neat items that are nice and cleric-y that don't involve healing people, lemme know xD. That does bring up another question though, how do you feel about starting with partial wands? (Read it somewheres in the PHB I believe)
Changes to an item after it's enchanted are difficult but not impossible, it's simpler if you've made such alterations before having the enchantment done.
Makes sense, so I should expect a modified DC in such a case, eh?
Thanks for the info, ironed out a good bit for me, should be able to finish up my char sheet and equip within the day, barring complications of the stubborn ole' recovering cancer patient marine kind :p.
Lazarus
05-06-2008, 09:55 AM
That does bring up another question though, how do you feel about starting with partial wands? (Read it somewheres in the PHB I believe).
You can perhaps have a couple of partial wands, I'll need to roll on a case by case basis to see if you could have aquired them, wands can't be crafted with partial charges.
Makes sense, so I should expect a modified DC in such a case, eh?
Normally with modifications or extensive damage to an enchanted item there's a high chance of ruining the enchantment. But there is a spell somewhere for stripping an enchantment off to put on another item (something similar should be possible during item mods), you'd need to pay for or have the spell.
Xaearth
05-06-2008, 11:47 PM
Ok, I think I've got it all about right, uploaded what I've got to the yahoo group. I decided not to worry about wands since you said the group had decent healing already, but I did sneak in a rod of lesser extend :D. If there's any problems with anything I've got there (feat, spell, or equipment wise) just lemme know.
I also didn't fill out the attack part because... well...
I have no clue how you'd want me to do that, factor in a constantly changing BAB, attack rolls, and damage bonus without making it look a jumbled mess...
Ok I probly could've done the basic-est of the basic-ness and let you worry about Divine Power, Divine Favor, wisdom bonus to warhammer damage, and bless but...
I'm lazy :p.
Edit: Doh. Silly me forgot to change the languages. Common should be Elleslandic and Undercommon should be Niscerene. Forgot to update it from when I was first tinkering around with the character idea.
PS: There's one item in the equipment list that I didn't count against my total mainly because:
1) You said not to worry about basic supplies because of the superhuman pack-mule.
2) The item is for flavor/background reasons.
It's the Everfull Mug. Basically Araidin had a close dwarven friend that used a bit of magic to make the mug supply more drink than normal. His reasoning was that dwarves drink more than the other races, so it was only natural :rolleyes:. Well, said dwarven friend lost track of how many sips he took out of his Everfull Mug one time... and well... his meeting with a few orcs the next morning didn't go over too well :eek:.
Tiblorian
05-07-2008, 04:45 AM
I'm already dubious of how easy I've made it for the party to heal themselves without expending resources (I think they stopped using their potions and Cure wands around chapter 5).
Heh, Boneclaw's belt. :P
Anduril
05-07-2008, 02:13 PM
It's not any easier to heal the monsters just make us go splat before we can do didly.
Lazarus
05-07-2008, 10:10 PM
(Dammit almost had a post finished when I bumped the wrong key, starting again)
You'll be coming across a relic soon that creates an endless fluid, it's integral to chapter 10. I worked out some of the values of such items and a will activated Wonderous Item of Create Water is worth 1000cel. However a will activated Wonderous Item that creates an intoxicating substance would be more in the 50000cel region.
As a background item I'll let you have an enchanted mug that activates whenever a magic item is put in it (at the cost of the enchantment), the Imperial and Celestial coins will activate it, and the stronger the magic the more potent the booze.
You have reminded me of a magic item from the Goblins webcomic, read http://goblinscomic.com/d/20060422.html and the following 3 strips if you havent already. An item with that power would be a relic, beyond price.
Tiblorian
05-07-2008, 11:23 PM
OOC: Ogre piss!
Sunduri spends his remaining days in Celeste either training with Anduril or remaining locked in his room, attempting to unlock the door in his room from afar, finally mastering the technique once the group is ready to depart.
Xaearth
05-11-2008, 04:35 AM
Hmm...
Now that I've posted my prepped spells... Uh...
There isn't some huge penalty to a cleric casting cures spontaneously that I'm forgetting of, is there? :D
Lazarus
05-11-2008, 04:51 AM
Nope typically the only Clerics who prep Cure Spells are those from the negative side (Rebuke/Control & Cause instead of Turn/Destroy & Cure) also remember if you want to use the Cure Mass spells you'll need to prep them.
Lazarus
05-15-2008, 10:31 PM
I found a list of names from back when I started the game, some may have been altered when I actually used them but I think most of these are what I used before the forum pogrom. Some haven't been mentioned.
Nidian -the continent your on.
Dosepp -one of the 4 princes of Vynen (Andurils liege)
Roucus -the castle of Prince Dosepp
Sovran -Dosepp's court Wizard
Doog -the Druid that recruited Boneclaw (Irrule employee)
Lanahj -the Grey Elf Wizard that recruited Sunduri and teleported Shannon?? to join the team.
Redal -the village from chapter 2-3
Shotan -the ruler of Celeste
Dom Rope -preist of Honoriag (the black church outside Celeste)
Of course none of that matters a damn, but I'm still happy I found it.
Lazarus
11-04-2008, 08:35 PM
Off topic. My play by email dm is restarting his games after a hurricane Ike induced haitus. One of his games is short on players (not the one I'm in) if anyone thinks they might be interested check it out.
http://games.groups.yahoo.com/group/dtwentythreepointfiveNecromancer/
If there are any specific questions I'll pass them on, I'll email him now to get the basic level/power/equipment details.
Lazarus
11-05-2008, 11:14 PM
I've put up a message for them in my out of character thread. Can I get basic details of level,
Starting characters will be 2nd level.
stats, equipment,
900gp to spend on equipment
and the books used to bait them with?
I'm open to a wide variety of sources, as long as I have access to it. And I have quite a few.
*The blue text is me, the black text is Garths responses.
Lazarus
11-12-2008, 06:18 AM
I've joined the game myself but there's still room for another.
My character still isn't fully decided, but it's between an exalted Orc Barbarian raised by Bears, a good Troll, and a old Dragonblooded Grey-Elf Cleric who used to be a powerful servant of Tiamat. Yeah I make some pretty oddball characters.
TheDeadOne
11-27-2008, 06:25 PM
Has/Is anyone playing sacred 2 and what do they think of it?
Aegnor
12-17-2008, 02:23 PM
I'm considering asking Laz if I may join the game. I haven't played 3.5 rules before, and it's been at least a decade since I played PnP. Any thoughts? Tips? Tricks? What resources would you recommend I get and look through? I have the PHB and a DM guide.
Lazarus
12-17-2008, 09:40 PM
If Thed's friend joins to replace Andy (I'm not sure if I got around to mentioning that), it'll bring the player count to 6, but we've technically had 6 before so unless anyone thinks that's too much than your a go. Unless there is some dramatic turn of events (such as character deaths) reinforcements won't be possible until the end of chapter 12 when the party returns to Celeste.
Most of the other source material I tend to work from:
Monster Manual I, II, and III (non standard races are allowed within reason)
The 'Complete' series such as Complete Arcane (usage of Complete Divine is strictly limited as it's a freakin' broken source)
The 'Races of' series such as Races of Stone
Miniatures Handbook
Savage Species
The Book of Exalted Deeds and The Book of Vile Darkness (Vile Darkness is DM only for the Pawns game)
Players Handbook II
Planar Handbook
Manual of the Planes
Deities and Demigods
Spell Compendium and Magic Item Compendium (the current players are highly overusing these)
Heroes of Horror
Heroes of Battle, Dungeon Masters Guide II, Dragonomicon, and Librim Mortis (I've barely opened the covers of these so try to limit use)
Unearthed Arcana (this is only listed for the level adjustment buy-off rule)
And a few other DM sources, some of them non D&D
Please note that absolutely none of the above is required by players.
I think the known world history thread is hidden away in the Minions of Fate section, if I'm remembering right the password is either Min10ns, M1ni0ns, min10ns, or m1ni0ns?
I'd like any new characters to be introduced in three's, you don't need all the details ready to do that as currently a race+class+name synopsis should be enough, I expect at least 2 of the submissions to be serious. When you've submitted 3 ideas I'll drop the details into the active game thread for the current characters to vote on, only if they fail to decide in reasonable time will I decide for them. Those votes and any reason for them can be posted publicaly or pm'd privately depending on individual player preference. If the choices are presented around the time of actual recruitment 'interviews' may be involved in which case a description and personality for each character would be required.
I can help with the finer details of character creation, and no doubt some of my other players can also give useful advice. You may want to use my (totally unfinished) character depo http://games.groups.yahoo.com/group/dndcharacterdepo/ that way you could upload .txt or .rtf files of possible character builds. My plan is to use it as a common point for all the games I play in, but I've been slack about actually putting stuff there.
Any questions?
Rommalb
12-17-2008, 10:17 PM
Spell Compendium and Magic Item Compendium (the current players are highly overusing these)
Damn right :D
Tiblorian
12-17-2008, 11:34 PM
I Didn't realize that the spell compendium and magic item compendium use was being used too much, I'll try and lighten up on those books in the future.
Lazarus
12-17-2008, 11:58 PM
I'm not complaining, but I do notice it as whenever one of those sources is used (usually by Boneclaw) as I have to go to a PDF instead of a book. I'd buy them if I could, it would save a lot of hassle.
The difference is that with PHB spells and DMG equipment I either know the details by heart or can skim quickly to the required page, easy peasy and usually I don't even need to be at at my home pc. when it's something from a pdf I need to scroll up to load up another tab with the pawns of fate thread list and go to equipment or spells to find the page reference, than I need to minimise and open up the pdf (so I need to be at home or at a friends who has all of them) than alt-tab back and forth rather than looking from page to screen.
For the most part the spells don't bother me as their often weaker than PHB spells, but they do tend to be more complicated.
Aegnor
12-20-2008, 02:58 AM
How DOES the ability score point-buy system work? It seems like in DDO, points cost more as you go up. How do I calculate that?
Lazarus
12-20-2008, 03:13 AM
Point-buy rules are explained somewhere in either the PHB or the DMG but I can never find the damn page so I'll explain it.
The first 6 stat points beyond the base of 8 cost 1 each so:
08 =0 cost
10 =2 cost
12 =4 cost
14 =6 cost
The next 2 cost 2 each so:
15 =8 cost
16 =10 cost
And not many people take stats past that as the last 2 increases cost 3 points each so:
17 =13 cost
18 =16 cost
The difference between standard Point Buy and the Fate game is instead of splitting your points between all 6 stats, your prime stat is 18 and you have 20 points to split between the other 5. So it's effectively equivalent to a 36 point game.
The only dice variable HP is rolled by me. The first HD is max (the norm for heroes in D&D), subsequent HD are rolled with low rolls rounded up to lower half (so Wizards get a minimum 2+con, Barbarians a minimum 6+con, etc).
Aegnor
12-20-2008, 03:36 AM
ok, so do I write down an 18, then roll for the other 5 and use the 20pts to buy them up?
Lazarus
12-20-2008, 03:45 AM
You don't need to roll at all, just assign stat points where you want.
Lazarus
12-20-2008, 03:55 AM
For example here's the build process for a Wood-Elf Ranger (archery path)..
Distributing points:
Str 14 (6 points)
dex 18 (prime stat)
con 14 (6 points)
int 12 (4 points)
wis 12 (4 points)
cha 8 (0 points)
=20 points spent.
Adjusted for the racial +2 str&dex -2 int&con:
Str 16
dex 20
con 12
int 10
wis 12
cha 8
And than assign the 2 confirmed stat point increases for 4th & 8th level:
Str: 16
dex: 22
con: 12
int: 10
wis: 12
cha: 8
Aegnor
12-20-2008, 04:00 AM
ok, I think I get it. So starting at 8 for the non-18 stats and buying up.
Lazarus
12-20-2008, 04:01 AM
Yep.
Rommalb
12-20-2008, 05:32 AM
one of the ways of looking at the point buy system that may help it make sense is that each point you put into something costs whatever the modifier for that stat is at the time, with a minimum of 1. so if your stat is 10 (mod 0) it costs one point, 13 (mod 1) still one point, but 14 (mod 2) it starts to cost 2 points, and so forth
Aegnor
12-20-2008, 02:51 PM
Thanks, Tomine, that does make sense.
I pm'd this to Laz, but he thought doing this in the Chatter Thread would be fine, so I've re-posted what I've got so far. I have not thought much about sub-races or prestige classes at this point (these are new concepts for me, having only played AD&D). I will be developing these further. I think the idea is for the existing players to give some sense for what character they might prefer. Laz, please steer me back on track if I'm not reading that right.
Here's what I have so far:
Elven Wizard - Aegnor
Stats: 10,16,12,18,10,12
Elven Ranger - Aman
Stats: 14,20,12,10,12,10
Eleven Rogue - Araevin
Stats: 10,20,10,16,10,10
These could change if I pick a sub-race. Per Laz' suggestion, I will likely go with Grey Elf for the Wizard or maybe Wood Elf on the Ranger. Not sure yet as I need to look in to that and see what direction I want to go. I'll probably leave the Rogue as Vanilla Elf.
Laz, are bloodlines allowed? Just curious.
Rommalb
12-20-2008, 05:26 PM
If you havent played in a while and want to keep it simple, I would say stick to the core races though admittedly I havent looked at the sub-races much. Im too tired still to do the math right now, but that rogues stats seem a tad low, i get the feeling you should have a few more points than that
Tiblorian
12-20-2008, 07:50 PM
One thing you should consider is our current party makeup
We have
A human knight
A Titan Duskblade
An Elven Ranger(Leaving after this chapter)
An Elven Arcane Trickster
A Dwarven Druid
Lazarus
12-20-2008, 08:19 PM
I don't even know what bloodlines are so that's probably a no. Source?
The Rogue is stated correctly. I might suggest changes when I know which way he's going skill wise.
Socially speaking the isle where Sunduri comes from has a mix of all the elven races, so availability isn't an issue. You could also be from somewhere else if you want but coming from 'the Elven homeland' probably works best, and would explain why 3 elven recruits were available at once.
The basic Elves portrayed in the PHB are High Elves. Statwise +2 dex -2 con.
Aquatic Elves are not a sensible option so I won't bother with the details.
Drow are typically a retarded option because of the +2 cr, but could possibly work with the buy off rules. Along with various abilities they have light sensitivity, and in addition to the High Elf stats they get +2 Int & +2 Cha. I do not recommend Drow.
Gray Elves are kinda the aristocrats of Elves, taller and preferring mountains over forests. In addition to the High Elf stats they get +2 int and -2str. My opinion as a munchkin is that you could build a slightly better build with this for either the Wizard or the Rogue above.
Wild Elves are primal Elves, Sorcerer for favoured class instead of Wizard. Not a good option with any of your plans. Instead of High Elf stats they get +2 dex and -2int.
Wood Elves are very foresty with Ranger as a favoured class instead of Wizard. In addition to the High Elf stats they get +2str and -2int. I don't doubt I could out Anduril Anduril by building a Wood Elf Ranger, but I would probably also go prestige, and take a variant Ranger option that replaces the Animal Companion.
Lazarus
12-20-2008, 08:27 PM
One thing you should consider is our current party makeup
We have
A human knight
A Titan Duskblade
An Elven Ranger(Leaving after this chapter)
An Elven Arcane Trickster
A Dwarven Druid
I'd say it's up to the other characters to consider the party makeup, their the ones picking who joins.
That's a Goliath Duskblade, a Titan would be about 17ft taller.
Also pretty much permenant members of the party makeup are an Elven Healer which the Knight has through Leadership. And also a Human Sherper (custom npc class), he can be absent at times if your numbers are an issue, but the rest of the time you need never be concerned with the weight of non essential equipment (camping gear, ropes, your loot, etc).
Aegnor
12-20-2008, 10:33 PM
Bloodlines come from Unearthed Arcana (pretty sure). I'd actually like to do a Grey Elf Fighter/Wizard, but not sure how I'd do that in PnP. I'd prolly go more fighting/ranged focused than Wizard. I looked at Drow, but with the light issue, not a good option, and I think they're overpowered as a PC Race if you don't hold to that.
The Rogue's stats prolly seem low because I used 10pts to buy up his INT for skill points, and 4 to buy his CON up to 12 so with the reduction as an Elf it keeps him from going below 10. I could let his INT drop and put more elsewhere.
TBH, the Fighter/Wiz would be my first choice, with the Ranger (range-focused) next. I could use some help with the Fighter/Wiz if someone is willing. I think it could be interesting to play and be a good addition to the party.
Perhaps my inexperience with 3.5 rules is making this more difficult that it needs to be, and so maybe I am not the best choice of player at this juncture. I'd like to try it, but not if it's making things trying for the rest.
Lazarus
12-21-2008, 12:03 AM
Bloodlines come from Unearthed Arcana (pretty sure).
I'll say a definite no to that one.
I'd actually like to do a Grey Elf Fighter/Wizard, but not sure how I'd do that in PnP. I'd prolly go more fighting/ranged focused than Wizard. I looked at Drow, but with the light issue, not a good option, and I think they're overpowered as a PC Race if you don't hold to that.
Unlike the DDO Drow pen and paper Drow have the +2 level adjustment to deal with. The only players I can recall using Drow were nubins who didn't know how much they were screwing themselves. I'd say the same with any level adjusted creature, and that's: "Don't do it unless you really know what your doing!" Even using the 'Reducing Level Adjustment' rule I think a Drow character would be starting with a 16000xp penalty, perhaps more.
This is why I've for about 5 or 6 years now had a character in reserve that I'll probably never get to use namely Edge a Half-Ogre/Half-Dragon. Half-Ogre has a +2 level adjust, and so does Half-Dragon (when you drop the +1 for breath weapon). I consider his minimum play level 9th, anyone wanna guess how many game chances I've had to start above 8th level AND play a monstrous character? The answer is zip, nada, zero. (ahem) Anyway back on topic..
The Rogue's stats prolly seem low because I used 10pts to buy up his INT for skill points, and 4 to buy his CON up to 12 so with the reduction as an Elf it keeps him from going below 10. I could let his INT drop and put more elsewhere.
Changing to Grey Elf you could have exactly the same stats with 2 unspent points left.
Or sticking with the standard High Elf it might be worth dropping the 16 back to 14, and put the 4 points into wisdom or charisma. Wisdom would grant +2 spot, listen, survival, and will save. Charisma would make Use Magic Device more viable. It really depends what your character plans are, there are numerous ways to build a Rogue.
TBH, the Fighter/Wiz would be my first choice, with the Ranger (range-focused) next. I could use some help with the Fighter/Wiz if someone is willing. I think it could be interesting to play and be a good addition to the party.
Depending what you meaning by Fighter/Mage. The party in a way has one with Ali, but his spells are fairly limited. Shannon is a formidible melee tank, Ali is a melee killing machine, Boneclaw could possibly swing either way if he fully utilises his Wildshaping. I think melee is fairly covered so I doubt the characters will want a melee type.
There are numerous ways to build a Fighter/Mage. There are the added base classes which arguably do a better job such as Warlock, Dread Necromancer, Duskblade, Warmage, and Hexblade. There are prestige classes such as Arcane Archer, Eldritch Knight, Bladesinger, Rage Mage, Spellsword, and Green Star Adept.
Regardless it''s probobly worth specialising (Diviner if nothing else), take the feat Practiced Spellcaster to add +4 to your caster level (up to your character level), and consider how much intelligence you really need (what's your highest level spell? Do you care about enemy saving throws?).
Perhaps my inexperience with 3.5 rules is making this more difficult that it needs to be, and so maybe I am not the best choice of player at this juncture. I'd like to try it, but not if it's making things trying for the rest.
Considering the Christmas time post slowdown and the ground left for the party to cover it'll probobly be well over a month before you can join. Plenty of time to discuss your options qand the metagame.
Lazarus
12-21-2008, 12:35 AM
A possible combat mage that comes to mind would be to actually do the Grey Elf Wizard but with a certain focus...
11th level Grey-Elf Transmuter (Wizard specialised in the Transmutation school, dropping say Enchantment and Conjuration). I've included 2 stat increases in the mockups below.
As a frequent Polymorpher
Str: 6
Dex: 16
Con: 14
Int: 22 (24 or higher with item)
Wis: 10
Cha: 10
As an archer and ranged speller
Str: 10
Dex: 20 (22 or higher with item)
Con: 10
Int: 20 (22 or higher with item)
Wis: 10
Cha: 8
At level 11 transmutation covers Enlarge or Reduce Person, Fly, Cat's Grace, Flame Arrow, Magic Weapon, Keen Edge, Polymorph, Mass Enlarge or Reduce Person, Overland Flight, animal growth, Mass Bull's Strength or Cat's Grace, Disintegrate, Flesh to Stone, and lets not forget Tenser's Transformation.
That's without leaving the players guide, adding full equipment, adding feats, or tweaking with class variants or racial options.
The 22 int version would have:
0lvl spells:4+1 (dc16 for saves)
1st level:6+1 (dc17 for saves)
2nd level:6+1 (dc18 for saves)
3rd level:6+1 (dc19 for saves)
4th level:4+1 (dc20 for saves)
5th level:3+1 (dc21 for saves)
6th level:2+1 (dc22 for saves)
Lazarus
12-21-2008, 01:25 AM
(can you tell I enjoy making characters)
Options you may want to consider:
If you don't want to specialise with the Wizard I think you'll want to use the Elf Wizard Racial Substitution Levels on page 157 of Races of the Wild. The first level substitutution gives bonus known spells and an extra casting of your highest level spell, and the only cost is not specialising. The 3rd level doubles the special bonus granted by the familier, but the familier loses Deliver Touch Spells and Speak with Animals of its kind. The 5th level changes the bonus feat list so you probobly don't want it.
The Ranger may want to ditch having an Animal Companion (becouse of the halved advancement Ranger companions are very squishy) in favour of Distracting Attack from page 55 of PHB2. With Distracting Attack whenever you strike an enemy they gain a flanked status for one ally strike before your next turn.
The Wizard if Specialised may want to sacrifice having a familier for one of the powers on page 69-70 of PHB2. The ability can be triggered as often as your int bonus, so 6 times per day with int22. Examples include: Evoker you can counterfire against ranged attacks or spells sent your way, at 11th level the response is a 3d6 force arrow; Transmuter you can swiftly grant yourself a climb, fly, or swim speed equal to your current land speed.
If the Ranger wants to outdo Anduril as an archer you could consider Wood-Elf Ranger4/Fighter1/Order of the Bow Initiate6. The OotBI is detailed on page 68-70 of Complete Warrior. You'd definitely want the Distracting Attack with multiclassing as an Animal Companion stuck at basic level would be a complete Kenny.
With 27 sourcebooks in stacks around me I could probobly keep this up all day. I think I'll stop and wait until your class is picked by the other characters.
Tiblorian
12-21-2008, 02:36 AM
One thing you might want to take into account with your wizard would be that my arcane trickster(5 wiz 3 rog 3 arcane trickster) has evocation focus(barred illus/necro) so transmutation would help make up for our party's deficits. As laz said the practiced spellcaster feat really helps with multiclass casters as all you lose out on is the bonus feats and the number of spells(but not spell strength). Though you might want to consider a ranged magic multiclass since Ali Shannon and Boneclaw certainly seems to blow through anything at melee range.
Aegnor
12-21-2008, 04:08 AM
I really need to dig in to Prestige Classes and some of those base classes. That may give me some interesting play options that I am not currently aware of. I'm liking the specialised Wizard, and had looked a little at that, but figured I'd go further if it looked like the party wanted another caster. I was going to try to complement Tib's Evocation focus (and those that know Naulfein in DDO know I'm a rampant buffer anyway...) with something. Would be good to take some of the buffing off Tibs and let him do what he does.
So for sourcebooks, it sounds like besides PHB, I need to look in to Complete Arcane, and the Races book(s). I'll keep developing ideas. I'm liking the specialist Grey Elf Wizard. I just need to dig in to those books and see what excites me.
Thanks, fellas!
Lazarus
12-21-2008, 04:15 AM
Having access to the higher level spells could be worthwhile, as there are currently no pure casters. Boneclaw is the closest with one level without spell progression, Tytha is effectively down 3, and Sunduri is also down 3. A pure level 11 Wizard would be coming in with spells Sunduri won't see until 14th.
If for the Ranger option you go pure Ranger than you might want to push your Wisdom to 16 to use the 3rd level spell, and possibly take Practiced Spellcaster to make up for the halved caster level (if you can spare the feats, there are plenty of archer feats). A cross class Ranger (the 4 levels mentioned in a previous post) won't need more than wisdom 12 to cast his/her spells.
Lazarus
12-21-2008, 04:18 AM
I really need to dig in to Prestige Classes and some of those base classes. That may give me some interesting play options that I am not currently aware of. I'm liking the specialised Wizard, and had looked a little at that, but figured I'd go further if it looked like the party wanted another caster. I was going to try to complement Tib's Evocation focus (and those that know Naulfein in DDO know I'm a rampant buffer anyway...) with something. Would be good to take some of the buffing off Tibs and let him do what he does.
So for sourcebooks, it sounds like besides PHB, I need to look in to Complete Arcane, and the Races book(s). I'll keep developing ideas. I'm liking the specialist Grey Elf Wizard. I just need to dig in to those books and see what excites me.
Thanks, fellas!
Complete Mage would probobly be worthwhile looking through, I only have a PDF which I've barely read so I can't tell you much. But I can say that some of the feats in there are interesting, and specialisation can be taken furthur for those so inclined.
Aegnor
12-21-2008, 08:17 PM
Laz, do you have a pdf version of PHB 2? I don't have a copy.
Tiblorian
12-21-2008, 08:35 PM
Players Handbook II Download (http://www.mininova.org/tor/316008) Or I can email it if you don't have a torrent client. Or I can just scan the wizard variant page for you.
Lazarus
12-21-2008, 08:38 PM
Yes I have it. If your looking for a torrent try here:
http://isohunt.com/torrents/?ihq=%22Player%27s+handbook+II%22
Or just try putting "Player's Handbook II" into your favourite search engine (with the quotes)/
Tiblorian
12-21-2008, 08:39 PM
You might want to try Laz's link instead of mine. Mine has a pretty low seed rate, so it will probably take a few hours to finish.
Aegnor
12-22-2008, 03:22 AM
Thanks, fellas. Downloading PHB2 and Complete Mage now.
Aegnor
12-22-2008, 01:28 PM
Ok, been doing some reading, and really liking the Specialist. I would probably drop Necro and Illusion and specialze in Transmutation, picking up the Immediate Magic Class Feature to get Sudden Shift. I see many uses for that in terms of positioning to get above a melee for better casting angles, and getting to hard-to-reach areas.
Lazarus
12-22-2008, 07:53 PM
Just encase your one of the guys who automatically think 'necromancy=undead=bad' I'll say look at the necromancy spells. Also you'd be dropping the exact same schools at Sunduri.
If your still wanting to be a bit combat capable..
Necromancy= Ray of Enfeeblement, Spectral Hand, False Life, Vampiric Touch, Bestow Curse, Blade of Blood (PHB2)...
Rommalb
12-22-2008, 07:56 PM
I agree, I know a lot of people who automatically typecast Necro as an evil school, apparently not realizing Deathward is a necromancy spell. I've always found Abjuration to be an easy one to forbid since few arcane spells use it
Lazarus
12-22-2008, 08:14 PM
Abjuration has most of the debuff spells (such as dispel magic, remove curse) and many of the protection spells (Shield, protection from arrows/energy). Admittedly most of them are plan ahead spells that the party already has access to.
The PHB doesn't have many good Conjuration spells for a non-summoner, but other sources seem to bolster it a bit.
I don't like Enchantment but I'll admit that's probably more a player prejudice against mind control than any judgement of the spell usefulness.
Aegnor
12-22-2008, 08:16 PM
Wasn't thinking in terms of good/evil, just in terms of what spells I saw myself using. However, after I posted that, I thought that I ought to find out what schools Sun dropped. So, I will prolly keep Necro and drop Evocation, as Sun has that covered nicely.
Abjuration covers Dismissal, Greater Dispel, and Break Enchantment. I'd hate to give those up. I want to keep Enchantment, as that contains the Hold and Charm/Dominate line of spells, Mind Fog, Feeblemind, and the Heroism spells.
I was wavering on Necro as it was (I do have a bit of a mischievous side...), so you guys pushed me over the edge. Illusion has some decent spells, but I'm thinking that with the range that Sun and I can cover, we won't miss it. Let me know your thoughts on that. :)
Rommalb
12-22-2008, 08:18 PM
Evocation covers 90% of the attack spells, but as you said Sunduril can use it easily enough. Considering your style of play in DDO, I dont think you would miss it too much since you tend to buff or use other spells anyway
Lazarus
12-22-2008, 08:30 PM
Sounds good.
So your options are:
High-Elf Rogue
Wood-Elf Ranger(archery path)
Grey-Elf Transmuter (ban on Evocation & Illusion)
Right?
Still not much detail on either of the first two. I know from experience that Rogue covers a vast spectrum of options (not that I think I ever played pure Rogue), and are you ready to confirm if the Rangers pure or prestige?
Aegnor
12-22-2008, 08:32 PM
Pretty much, Rommalb. You know my play-style, I tend to buff and try to shape the battlefield as opposed to damage. I feel like, after looking at the options in PnP, I can open up my playing a bit. There seems to be so many more possibilities in PnP! More depth and fullness to what you can try.
Ok, Laz, if you're giving these stats (see your previous post):
Str: 6
Dex: 16
Con: 14
Int: 22 (24 or higher with item)
Wis: 10
Cha: 10
I'll take 'em (I coudn't make the math work, so I must be missing something). Call him Araevin, a Grey Elf Transmuter. If you and the party are good with that then you and I can start fleshing him out. Now if the party wants another Ranger instead, I'll start working on that. Not sure what our other character is bringing. I'd personally prefer this Mage.
Lazarus
12-22-2008, 08:45 PM
Pretty much, Rommalb. You know my play-style, I tend to buff and try to shape the battlefield as opposed to damage. I feel like, after looking at the options in PnP, I can open up my playing a bit. There seems to be so many more possibilities in PnP! More depth and fullness to what you can try.
Ok, Laz, if you're giving these stats (see your previous post):
Str: 6
Dex: 16
Con: 14
Int: 22 (24 or higher with item)
Wis: 10
Cha: 10
I'll take 'em (I coudn't make the math work, so I must be missing something). Call him Araevin, a Grey Elf Transmuter. If you and the party are good with that then you and I can start fleshing him out. Now if the party wants another Ranger instead, I'll start working on that. Not sure what our other character is bringing. I'd personally prefer this Mage.
Those stats include the stat point you get at 4th and 8th. The strength is potentially troublesome, but if you prep a couple of Polymorphs str, dex, & con will tend to mean jack diddly. Although I do know how easy it is to abuse Polymorph (:D personal experience) so I may be a bit tight on the rules there.
Stat breakdown:
Str 6 (base 8 -2 racial)
Dex 14 (6 points +2 racial)
Con 14 (10 points -2 racial)
Int 22 (prime18 +2 level points +2 racial)
Wis 10 (2 points)
Cha 10 (2 points)
If you want to be really screwy I do allow for age penalties&bonus', but I doubt the party would want a crotchety old Grey Elf.
Aegnor
12-22-2008, 09:08 PM
I might pull CON down to 12, which would let me kick the STR up to 10 after the racial mod. BTW, where are the base Prestige Classes located?
Tiblorian
12-22-2008, 10:34 PM
One thing I would add is I do miss illusion(necromancy some, but not so much). Displacement, blur, and Invisibility alone is very powerful. Specialy if your focusing on buffs, illusion has alot of really nice buffs. Evocations a fairly fine drop though with the orb spells from the spell compendium(conjuration spells) you wont lack too much on dps. Its actually scary to think how hard it would be to hit Shannon with displacement.
Lazarus
12-22-2008, 10:40 PM
The base prestige classes are in the DMG, although I doubt any there will be useful to you considering the 3 race-class combo's your using.
Most class specific prestige class' would be found in the complete books.
'Complete Arcane' & 'Complete Mage' for your Wizard.
'Complete Warrior' for the Ranger.
'Complete Adventurer' and perhaps 'Complete Scoundrel' for the Rogue.
And because all of them are Elves 'Races of the Wild'.
If you want any suggestions give me some guidelines on what you want to be able to do and I'll do some browsing. I've already given my opinion in an earlier post on how to build an archery Ranger that can outdo Anduril in bowcraft.
Lazarus
12-22-2008, 10:44 PM
One thing I would add is I do miss illusion(necromancy some, but not so much). Displacement, blur, and Invisibility alone is very powerful. Specially if your focusing on buffs, illusion has alot of really nice buffs. Evocations a fairly fine drop though with the orb spells from the spell compendium(conjuration spells) you wont lack too much on dps. Its actually scary to think how hard it would be to hit Shannon with displacement.
Considering the gear Shannon ended up with I'm very glad his character isn't a totally focused tank. I had a character once, a Warforged Fighter that by comparison makes Shannon look like a pincushion, and I could do worse with a Human.
Aegnor
12-23-2008, 12:05 AM
Laz, for the Ranger, I am intrigued by the Nightsong Enforcer Prestige Class, as well as the Bloodhound. Thoughts?
Aegnor
12-23-2008, 12:43 AM
Scratch that, I just read the OotBI. I'm down with that!!
Aegnor
12-23-2008, 12:48 AM
If the Ranger wants to outdo Anduril as an archer you could consider Wood-Elf Ranger4/Fighter1/Order of the Bow Initiate6. The OotBI is detailed on page 68-70 of Complete Warrior.
What does the level of Fighter do for him?
Lazarus
12-23-2008, 12:58 AM
The fighter level helps by adding a feat for the prerecs, otherwise I think it would take longer to enter the prestige. And aside from the favoured enemy I think Ranger 5 gives pretty much nada.
Lazarus
12-23-2008, 01:10 AM
To be more specific there are 4 feats needed for OotBI, Ranger grants one, you'd take two more by spending your 1st & 3rd level feat, and this leaves you missing one. You can either take ranger until level 6 and spend your level 6 feat to get the last prerec, or mingle in a fighter level to already have it when your BaB reaches 5. Both ways work I just prefer the prior.
PS: For the Ranger4/Fighter1 option you must be a Wood Elf, if you were a High Elf you would be dealing with hefty cross-class penalties.
Aegnor
12-23-2008, 01:16 AM
Aman, Wood Elf Ranger6 (Order of the Bow Initiate6):
Stats(revised): 16,20 (+2 for level points, so 22),12,10,14,8
Lazarus
12-23-2008, 01:34 AM
As an archer you'd have less situation where your hit points are important so you could consider leaving your con at 12 putting 2 more in str, that would leave you 2 points to play with. Two more points into int would give you another 14 skill points (at level 11), or 2 points in wisdom would be a higher will and increasing your maximum spot, listen, and survival, all of which are class skills you'll probobly want to max.
I think you might as well forget about detailing the Rogue, all the interest so far has gone to the other two options, although there's been no comment yet by the characters.
Do you want input on feats and equipment or would you rather we butt out for awhile and let you explore for yourself?
Aegnor
12-23-2008, 02:27 AM
Actually, I plan to explore myself, but would still welcome input on feats in particular. Also, for Ranger, what bows allow for the strength modifier? Is it composite do and normal do not or the other way 'round?
Lazarus
12-23-2008, 02:57 AM
Composite Bows have the option of being strength enhanced, the bow costs an extra 100 celestials (gold) per strength point. Considering you'll probobly be spending over 18000cel or even over 32000cel on your weapon the extra few hundred is well worth it. But you'll likely want a spare bow with no strength adjuster for times when you have strength penalties.
The feats for your Ranger are pretty easy to decide as most of them are chosen for you.
1st level= Point Blank Shot
3rd Level= Precise Shot
Ranger Combat Style= Rapid Shot
Fighter Feat= Weapon Focus Composite Longbow
So you only need to think about your 6th and 9th level feats. I think Improved Crit at 9th is a no brainer. Manyshot might be desired for your 6th, you probobly won't use it much but you'll need it if you consider taking Improved Rapid Shot (Complete Warrior) in the future.
I looked through a bunch of books and didn't really find a better 6th level choice than Manyshot. I did find Penetrating Shot in PHB2, you might want to consider it when you reach 12th or 15th level, if you do like the look of it it's another reason to start with 16 instead of 14 strength.
Aegnor
12-23-2008, 03:19 AM
I looked through a bunch of books and didn't really find a better 6th level choice than Manyshot. I did find Penetrating Shot in PHB2, you might want to consider it when you reach 12th or 15th level, if you do like the look of it it's another reason to start with 16 instead of 14 strength.
In DDO, I used Manyshot with Cuthalion quite a bit. I probably will go with that for 6th lvl feat. Penetrating shot looks good for 12th, but I guess we'll see.
I'm going to print out some Character sheets tomorrow and start writing up Araevin and Aman. I can scan them to .pdf and send them to you for review, tweaking, and approval if that works. How do I equip these guys? Do you give me a budget and I outfit them or how does that work?
Lazarus
12-23-2008, 03:21 AM
You could probably find some screwy feat combo's for the Wizard if you look hard enough, but I'm inclined to suggest the following:
1st level= Spell Focus Transmutation
3rd level= Spell Penetration
Wizard 5th= Sudden Extend Metamagic (double a spells length 1/day)
6th level= Greater Spell Focus Transmutation (+2 to the save dc's of all Transmutations)
9th level= Greater Spell Penetration (+4 on Caster Level Checks vs Spell Resistance)
Wizard 10th= Sudden Maximise (Maximise a spell with dice variables 1/day)
There is also this option in Complete Mage if you were willing to drop a 3rd School of magic.
FOCUSED SPECIALIST
Every wizard who calls himself a specialist takes pride
in wielding his preferred form of magic. Those who are
exceptionally pure of purpose take this specialization to
an entirely new level, disdaining breadth of skill in favor of
even greater focus.
Class: Wizard.
Level: 1st.
Special Requirement: You must be a specialist wizard.
Replaces: You lose one spell slot from each level of wizard
spells you can cast. If you later gain the ability to cast higher level
wizard spells, you lose one spell slot from each new level
of spells you can cast.
You must also choose another prohibited school of magic,
which can't be divination.
Benefit: You can prepare two additional spells of your specialty
school per spell level each day. These extra spells are in
addition to those normally granted to a specialist wizard.
This benefit doesn't apply to spells gained from classes
other than wizard.
I'll try to make that my last bit of unsolicited advise.
Lazarus
12-23-2008, 03:28 AM
You can assume you'll have at least 66000cel (gold) worth of equipment, your not allowed to spend over half on a single item unless you have damn fine reasoning.
I can give plenty of pointers for equipping the Ranger. Such as +3 Gloves of Dex (ready for level 12), perhaps a +1 Holy Pure Good Longbow with a +3str draw, a quiver of Ehlonna, dozens of different Bane and special material arrows. (I broke that unsolisited advice promise fast didn't I)
Aegnor
12-23-2008, 03:41 AM
Price lists in DMG?
And you can give rampant unsolicited advice until I tell you to stop! ;)
Lazarus
12-23-2008, 03:54 AM
Yes use chapter 7 of the DMG for magic item costs, and PHB chapter 7 for mundane item and base weapon&armour costs. You can use items from other sources but run any such past me first and keep book and page references. The same with any non-PHB spells keep book and page references and check with me first.
Lazarus
12-23-2008, 04:01 AM
The costs for the items I suggested above..
+3 Gloves of Dex. 9000cel
+1 Holy Pure Good Longbow with a +3str draw. 32700cel
quiver of Ehlonna 1800cel
Bane arrows. I think are about 167cel each.
And I'll have to look up special arrows and get back to you.
Lazarus
12-23-2008, 04:41 AM
Another thing I should note encase you've missed it. You don't need to be concerned with purchasing camping equipment, basic ammunition, and food supplies. The groups Sherper carries all of that and the cost is covered by your employer.
Lazarus
12-23-2008, 05:36 AM
I discussed the voting with Thedeadone via messenger. He eventually swung his vote in favour of the Transmuter, sold on the fact he's probably got Disintegrate (so if you end up playing the Grey Elf I think it's only fair that one way or another you end up with Disintegrate). So we just need a couple more players to post their votes and I can move on.
As a specialist who started out with 20 int you're spellbook will start with:
All 0 level spells not in your banned schools.
10 1st level spells (at least 2 of which must be Transmutation)
4 2nd level spells (at least 2 of which must be Transmutation)
4 3rd level spells (at least 2 of which must be Transmutation)
4 4th level spells (at least 2 of which must be Transmutation)
4 5th level spells (at least 2 of which must be Transmutation)
2 6th level spells (at least 1 of which must be Transmutation)
If you want additional spells (you probobly will) scribing spells costs 50cel per level for spellbook rental and 100cel per level (aka per page) in scribing materials. Each spellbook costs 15cel, weighs 3lb, and has 100 pages (so your original spells leave you with 15 pages free). If you invest in a Boccob's Blessed Book (a magical 1lb spellbook with 1000 pages, costing 12500cel) you needn't pay the scribing cost but will still need to rent the spells.
Lazarus
12-23-2008, 05:46 AM
Oh and I should probably mention that deaths do happen. Thed has been through 2 characters, and the other four current characters have each died once and been revived (thanks to an interfering god). So you may want to write up both characters regardless how the vote goes.
Two votes in, bringing it to a tie. I'll let whoever posts next be the tiebreaker, and if neither Boneclaw or Shannon comment by Christmas I'll use Anduril to express my veto.
Tiblorian
12-23-2008, 06:40 AM
At this point disintegrate is arguably the best transmuter spell(at least phb wise) for a banned evocation specialist.(It really is one of the best non evocation single target dps spells. Mind you the mass buffs are nice, but 22d6 at lvl 11 is just so nice.) You can almost out dps Ali with it. If your trying to plan your spell list, you can view all the Pawns of Fate charecter spell lists here (http://housetharashk.net/htforum/showthread.php?t=13)
Lazarus
12-23-2008, 10:40 AM
At this point disintegrate is arguably the best transmuter spell(at least phb wise) for a banned evocation specialist.(It really is one of the best non evocation single target dps spells. Mind you the mass buffs are nice, but 22d6 at lvl 11 is just so nice.) You can almost out dps Ali with it. If your trying to plan your spell list, you can view all the Pawns of Fate charecter spell lists here (http://housetharashk.net/htforum/showthread.php?t=13)
Add the fact I suggested the Sudden Maximise metamagic above, add the fact that Disintegrate can crit, and at level 11 you end up with potentially doing 264 damage. I think that puts most evocation spells to shame.
Rommalb
12-23-2008, 04:02 PM
I would say the transmuter over the ranger, I like buff and control spells
Aegnor
12-23-2008, 04:50 PM
I would say the transmuter over the ranger, I like buff and control spells
Yeah, Tomine always was a Haste-junkie. You'll love the fact that Tibs convinced me to drop Conjuration and pick up Illusion. You'll get Displacement now...
Assuming the Transmuter wins out over the Ranger. I'm happy either way.
Rommalb
12-23-2008, 04:56 PM
its actually not haste Im addicted to, its Greater Heroism
Aegnor
12-23-2008, 05:03 PM
its actually not haste Im addicted to, its Greater Heroism
Well, there's that as well. Enchantment was one of my kept schools. I was somewhat loathe to drop Conjuration, but Tibs already has it, so we should complement each other fairly well. All schools are covered, and Evocation and Transmutation covered even more completely. Shannon should be a VERY happy Knight.
Lazarus
12-23-2008, 08:27 PM
I've confirmed the Transmuter as the sought recruit, that'll probobly be the last I mention it in the play thread until the end of chapter 12 (unless Thed's freind pops in, but I'm assuming for now he's a no show).
So your currently more or less confirming Transmuter with Conjuration and Evocation as banned schools?
Incase you have another school you'd feel happy enough to drop I'll write out the real difference between Specialist (2 schools dropped) and Master Specialist (3 schools dropped).
Based on 24 int here is what I expect you'll be casting as an 11th level Specialist:
0 4+1 transmutation
1 6+1 transmutation
2 6+1 transmutation
3 6+1 transmutation
4 4+1 transmutation
5 3+1 transmutation
6 2+1 transmutation
Or what I expect you'd be casting as an 11th level Master Specialist:
0 3+3 transmutation
1 5+3 transmutation
2 5+3 transmutation
3 5+3 transmutation
4 3+3 transmutation
5 2+3 transmutation
6 1+3 transmutation
Tempted?
TheDeadOne
12-23-2008, 10:14 PM
I forgot about master specialist. :drool:
TheDeadOne
12-23-2008, 10:15 PM
Don't he get extra spells in his spell book with that one?
Lazarus
12-24-2008, 12:45 AM
Focused Specialist not Master, I used the wrong word. No he doesn't get more in his spellbook. The full text of the class variation was copy-pasted here a couple pages back, I like the PDF's that allow that (wish there were more).
Master Specialist is a early entry prestige class designed aparently to make entering Archmage easier, I'm gonna look it up now.
Lazarus
12-24-2008, 12:58 AM
I cut out anything specific to other schools of specialisation.
MASTER SPECIALIST
"Study the categories in which you see magic and the limits they
place upon you. Only by knowing the rules can you learn how
best to beat them."
—Caphodel Berrandar, Mistress of Enchantment
Many wizards choose to specialize in a specific school, focusing
on a particular branch of magic. The master specialist
studies the very notion of specialization. Though she, too,
focuses on one school above all others, she so thoroughly
devotes her attention to mastering her chosen discipline that
she gains insight beyond the reach of any mere specialist.
If a specialist is a student of a school of magic, the master
specialist is that school's teacher.
BECOMING A MASTER SPECIALIST
The path of the master specialist requires the kind of
dedicated and studious mind that only a wizard can provide—
other arcane casters simply don't have the capability
to meet this class's needs. The best way to become a master
specialist is to be a specialist wizard and take 1st level in
the prestige class as your 4th character level. Then you can
advance through all ten levels of the class and, after completing
it at 13th level, either return to wizard or move on to
another prestige class such as archmage.
Elements of this prestige class use the term "chosen school."
This term refers to the school in which you are specialized.
ENTRY REQUIREMENTS
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
Feat: Spell Focus (school of specialization).
Spellcasting: Must be able to cast 2nd-level arcane spells.
Special: Must be a specialist wizard.
CLASS FEATURES
You are a true master of the magic of your chosen school.
What you lack in versatility, you make up through incredible
ability within your specialty.
Spellcasting: At each level, you gain new spells per day
and an increase in caster level (and spells known, if applicable)
as if you had also gained a level in the wizard class. You do
not, however, gain any other benefit a character of that class
would have gained.
Skill Focus (Spellcraft): At 1st level, you gain Skill Focus
(Spellcraft) as a bonus feat.
Expanded Spellbook: When you reach 2nd level, you can
add one spell of your chosen school to your spellbook. The
spell can be of any level that you can cast, and it is in addition
to the normal spells gained when increasing your level.
You can add another spell of your chosen school to your
spellbook at 5th and at 8th level.
Greater Spell Focus: At 3rd level, you gain Greater Spell
Focus as a bonus feat. You must apply this feat to your chosen
school.
Minor School Esoterica (Ex): At 4th level
Transmutation: When a transmutation spell
you have cast is successfully dispelled, it
remains in effect for 1 round and then ends as
normal for dispelling. If a creature is responsible
for the dispelling effect, it knows that the
spell has been dispelled but is functioning
for another round.
Caster Level Increase (Ex): Upon reaching
6th level, add 1 to your caster level
whenever you cast a spell of your chosen
school. At 9th level, you instead add 2 to
your caster level.
Moderate School Esoterica (Ex)
At 7th level, your long study of
your chosen school leads to a
breakthrough. You gain an ability
from those below based on
your chosen school. Each ability
is triggered automatically when
you cast a spell from your chosen
school and lasts for a number of
rounds equal to the spell's level.
Transmutation: You can immediately
reroll any failed Fortitude save
against a transmutation spell or ability;
you must accept the result of
the second roll.
Major School Esoterica (Ex):
At 10th level, your knowledge of your
chosen school reaches its peak. You gain
an ability from those below based on
your chosen school; each one can be
used three times per day.
Transmutation: When a creature successfully saves against
a transmutation spell you cast, it takes damage equal to the
level of the spell.
1st Skill Focus (Spellcraft)
2nd Expanded spellbook
3rd Greater Spell Focus
4th Minor school esoterica
5th Expanded spellbook
6th Caster level increase
7th Moderate school esoterica
8th Expanded spellbook
9th Caster level increase
10th Major school esoterica
It's possible to be a Focused Specialist with the Master Specialist prestige. I'm kinda glad I didn't really help any of the other players to make their characters, I'm too much the munchkin.
TheDeadOne
12-24-2008, 01:13 AM
Effective 12 lvl caster in transmutation nice
Aegnor
12-24-2008, 08:40 PM
ok, I am tempted. So I just need to drop a 3rd school?
Lazarus
12-24-2008, 09:04 PM
For the focused Specialist you would need to drop a 3rd school.
For the Master Specialist you'll need these by level 3:
ENTRY REQUIREMENTS
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
Feat: Spell Focus (school of specialization).
Spellcasting: Must be able to cast 2nd-level arcane spells.
Special: Must be a specialist wizard.
All the above is pretty easy, you've probobly got all that already if you chose to follow the basic feat tree I suggested?
If you do go Master Specialist you'll miss out on on the 2 bonus Wizard feats but pick up the various abilities detailed in post 135. At 11th level you'd be Transmuter3/Master Specialist8, as you've already dropped your Familier you probobly have no reason not to take the prestige unless you have extremely feat heavy plans?
Looking back at my post 117 suggestions of:
1st level= Spell Focus Transmutation
3rd level= Spell Penetration
Wizard 5th= Sudden Extend Metamagic (double a spells length 1/day)
6th level= Greater Spell Focus Transmutation (+2 to the save dc's of all Transmutations)
9th level= Greater Spell Penetration (+4 on Caster Level Checks vs Spell Resistance)
Wizard 10th= Sudden Maximise (Maximise a spell with dice variables 1/day)
Following the same rough plan as a Master you would instead end up with:
1st level= Spell Focus Transmutation
3rd level= Spell Penetration
Master 1st= Skill Focus (Spellcraft)
Master 2nd= Expanded spellbook
Master 3rd= Greater Spell Focus Transmutation (+2 to the save dc's of all Transmutations)
6th level= Sudden Extend Metamagic (double a spells length 1/day)
Master 4th= Minor school esoterica
Master 5th= Expanded spellbook
Master 6th= Caster level increase
9th level= Sudden Maximise (Maximise a spell with dice variables 1/day)
Master 7th= Moderate school esoterica
Master 8th= Expanded spellbook
Aegnor
12-26-2008, 05:29 AM
ok, here's what I'm thinking:
- Grey Elf Mage Araevin. Stats: 10,16,12,22 (at lvl 11, 20 base), 10,10 Transmutation Focus, dropping Evocation, Conjuration, and Illusion. I will follow your suggested feat tree. Although, do I really need Spell Pen? It sounds like my increased spell DC's for my specialization might address that?
- Take Master Specialist (can I use the Spell Compendium for additional spells? And I would like to explore the Archmage for future as well).
- As a Grey Elf, I assume I still have elven proficiencies in terms of weapons, so I would be proficient with longbow and longsword, as well as Qstaff?
- I think you mentioned a while back that you roll my HP?
- How do I know how many skill points I have to spend, or do you "spend" them for me to this level so I meet all my requirements?
I'm ready to hammer this guy out and get him ready, so let me know what's next.
Lazarus
12-26-2008, 06:11 AM
Your probobly right that you won't need Spell Penetration, not that it wouldn't be handy. I'll speculate a usage example based on the T-rex the party faced last week, it had an SR of 25. So with SP using Disintergrate against one of those would have a 50% success rate, and without would be a 40% chance. Basically Spell Penetration is 10% better odds anytime a creature could resist the spell. I'll admit that if you know your facing that kind of SR your probobly better off buffing your allies and just letting them do the work.
If your planning on Archmage I think you might as well take your second Spell Focus now instead of Spell Penetration.
Yes you can use Spell Compendium but moderation please. Also note non-PHB spells are subject to modification or banning without notice. If I need to ban a spell you'll get to choose a replacement. Currently the only banned spell is Miasma, and I've altered Belkers Claws to self only.
Yes Gray Elves have exactly the same bonus proficiencies as High Elves. Aside from the +2int -2str the only paperwork non-roleplaying difference is height. Pick a height within the Human range but cobble it with an elven build (in other words 'tall and slim').
Alright Hp rolls.
1st level max=4/d4. +con =5
2nd level 2/d4. +con =8
3rd level 4/d4. +con =13
4th level 4/d4. +con =18
5th level 3/d4. +con =22
6th level 3/d4. +con =26
7th level 3/d4. +con =30
8th level 4/d4. +con =35
9th level 3/d4. +con =39
10th level 2/d4. +con =42
11th level 3/d4. +con =46
Unless the party dings again before you get to join you have 46hp. Congratulations my speckled purple d4 likes you.
You have 102 skill points to spend. Currently your max rank in a skill is 14 (level+3).
Your class skills are= Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft.
Aegnor
12-26-2008, 06:31 AM
If your planning on Archmage I think you might as well take your second Spell Focus now instead of Spell Penetration.
Unless the party dings again before you get to join you have 46hp. Congratulations my speckled purple d4 likes you.
My thanks to your purple speckled d4! :)
Your example of the T-Rex is duly noted. I would most likely do exactly what you said, buff the party and let them smack it down. That's typically the way I play my Wizard Naulfein in DDO, watch my party and try to supplement where I can help. I will probably focus on Abjuration if I decide to go Archmage. I'll make that decision tomorrow after I read more and get some sleep!
I lose the 2 Bonus Wizard feats, correct?
Merry Christmas, Laz (although I know Xmas was over like over 18-24 hours ago for you)!
Lazarus
12-26-2008, 07:02 AM
I haven't actually built a straight Wizard since the turnover from 3.0 to 3.5 rules so my advise on this character probably isn't as good as it would be for the Ranger. But I'll try to make a few equipment suggestions.
My first and foremost suggestion is a Headband of Intellect +5 (25000cel), that will put you at an odd number but you'll want it for when you reach level 12.
My second advise is that unless you think you can get your regular AC above 30, it may not be worth bothering with AC at all.
Check if any of your spells have expensive components or focus', and stock up appropriately.
Boccob's Blessed Book (12500cel). As mentioned before it's lightweight and well worth it if you plan to buy extra spells, and you can copy all your original spells in for no cost so you can leave your original spellbook somewhere safe.
Tan Bag of Tricks (6300cel). This item contains fuzzy balls that when thrown turn into large animals, it's usable 10 times per week. One of these saved my live multiple times back when I played a Wizard.
Potions of Cure Serious Wounds (750cel). Yes the Pawns party is already rife with healing, but carrying a couple of these for emergencies wouldn't be a bad idea.
Lazarus
12-26-2008, 07:16 AM
No you don't get the Wizard Bonus feats as Master Specialist is actually a different class, nor would the Familier levels advance (so it's just as well you don't have one). If you resume Wizard at any point you'll be taking the 4th level.
Aegnor
12-26-2008, 03:56 PM
So I am actually a 3rd Level Wizard/8th Level Master Specialist, yes? Then in 2 more levels (total level 13) I can enter Archmage?
Lazarus
12-26-2008, 07:10 PM
Yes Archmage requires 7th level spells so the minimum level to start it is Wizard3/Master Specialist10.
Aegnor
12-29-2008, 12:01 AM
I'll get my feats, spells, and gear to you this week, Laz.
Rommalb
12-30-2008, 01:44 AM
You may not want to jump into Archmage right away, I've always thought most of that prestiges abilities weren't worth what you lost in spells
Lazarus
12-31-2008, 12:25 AM
With the recent high exp fights the party have been dealing with I expect Boneclaw will level when I hand out the roleplaying exp at the end of the current chapter, and perhaps also Shannon. Ali has the lowest current exp, but he'll no doubt get the roughly 3000xp he needs during chapter 12.
So Aegnor have a 12th level version of your character ready as I think unless someone loses a level that'll be your start level.
12th level has a wealth of 88000cel, no more than 44000cel on a single item.
12th level brings another feat, and another stat point.
The 9th level in your prestige gives you another tranmutation caster level boost.
I definitely suggest the +5 intelligence item as you'll have another stat point that I'm guessing you'll drop into int. Another option if you really want to pump your int would be to start with a +6 item and a +1 tome, it would be well within your wealth limit.
Aegnor
12-31-2008, 12:45 AM
Rommalb, I am going to put off Archmage for a while until I get a better handle on all this new stuff (for me. Remember, I last played PnP in AD&D!). I can do Archmage later if I still think it's worth it for me.
Laz, I will go to Level 12. I am getting feats (I used your list, tbh), skills, and spells in my spellbook. Shall I pdf you a copy of my sheet when I'm ready?
Lazarus
12-31-2008, 12:53 AM
If your giving me a pdf you can post it in the files section of our yahoo group: http://games.groups.yahoo.com/group/pawnsoffate/
I tend to use rtf's for my own character breakdowns. But having probobly crafted over 100 3.5ed characters I can work from fairly basic character sheets.
Some examples of how I tend to detail my characters are in the files section here:
http://games.groups.yahoo.com/group/dndcharacterdepo/
Aegnor
12-31-2008, 01:09 AM
I'm using the 3.5 Char Sheets if that helps. My spellbook will be on a blank sheet though for room.
Rommalb
12-31-2008, 01:37 AM
Yeah Aeg, thats basically what I was suggesting. Its a personal preference of mine really, but I dislike sacrificing spell slots for what you get from Archmage, so I would say at least get to 5th level Wizard after you complete Master Specialist before doing anything else
Aegnor
12-31-2008, 01:59 AM
Laz, can I get some assistance with 1st level Feats? There are the obvious, but what "bonus" feats do I get as a 1st lvl Wizard?
Edit: Nevermind the noob request. Got it figured out...
Aegnor
12-31-2008, 03:32 AM
Ok, was looking over the Master Specialist, and I don't see where I lose any slots under Master Specialist. As a Specialist, I just give up 2 schools, but no spell slots. Only under Focused Specialist does it require you to drop spell slots and an additional school, and as I understand it, I don't have to be a Focused Specialist to take Master. So that means at Level 12 Specialist I should have:
Spells per day with 23 int:
0 level: 4+0=4/day +1 trans
1 Level: 4+2=6/day +1 trans
2 Level: 4+2=6/day +1 trans
3 Level: 4+1=5/day +1 trans
4 Level: 3+1=4/day +1 trans
5 Level: 3+1=4/day +1 trans
6 Level: 2+1=3/day +1 trans
Now, if I am to be a Focused + Master Specialist (which I think is what we've been working on), then I lose an additional school and get (with Int bonus):
0 level: 4+0int-1=3/day +3 Trans
1 Level: 4+2int-1=5/day +3 Trans
2 Level: 4+2int-1=5/day +3 Trans
3 Level: 4+1int-1=4/day +3 Trans
4 Level: 3+1int-1=3/day +3 Trans
5 Level: 3+1int-1=3/day +3 Trans
6 Level: 2+1int-1=2/day +3 Trans
The only place our numbers disagree is 5-6th level spells. What are your thoughts?
Lazarus
12-31-2008, 03:49 AM
I'm guessing the 5th and 6th level difference is becouse I wrote that mockup for level 11.
Don't forget that the Int item counts towards your spells per day (as long as you wear it continuously), so would the tome/wish, and the tome/wish would also potentially increase your skill points from the point you used it.
Intelligence 28 (18 base +2 racial +3 level increases +5 item)
12th level Standard Specialist (2 schools dropped), and beside that in brackets the spell numbers as a Focused Specialist (3 schools dropped):
0 4+1 (3+3)
1 7+1 (6+3)
2 6+1 (5+3)
3 6+1 (5+3)
4 5+1 (4+3)
5 5+1 (4+3)
6 3+1 (2+3)
Intelligence 30 (18 base +2 racial +3 level increases +6 item +1 tome)
12th level Standard Specialist (2 schools dropped), and beside that in brackets the spell numbers as a Focused Specialist (3 schools dropped):
0 4+1 (3+3)
1 7+1 (6+3)
2 7+1 (6+3)
3 6+1 (5+3)
4 5+1 (4+3)
5 5+1 (4+3)
6 4+1 (3+3)
Lazarus
12-31-2008, 03:51 AM
The downside to using a tome/wish is if you have any intention of later saving for a +5 tome, or using 5 wishes. Tomes don't stack so the bonus would be overriden.
Aegnor
12-31-2008, 03:56 AM
I'm thinking I'm going to go with the +5 item. So I'll use those numbers.
On scribing spells in my book: If I have Boccob's, what is the process and costs for additional spells?
Lazarus
12-31-2008, 03:59 AM
Becouse Wizards get Scribe Scroll as a free feat (I think I left it off the list in previous summaries, I don't usually think about it much) it's fairly easy for them to give themselves +5 in a stat or even more than one stat by letting themselves fall behind the party level around level 18 (each wish costs 5000xp).
I don't know how I'll be keeping things interesting at that kind of level but I do think the game will probobly still be running. But it may take another year or two to reach that point.
Lazarus
12-31-2008, 04:02 AM
To scribe into a Boccob costs nothing, but you'll need to get access to the spells. The cheapest method is spellbook rental, the charge is 50cel per spell level. So for instance a 6th level spell would cost 300cel to rent, a 1st would cost 50cel. It is possible to scribe spells beyond the level you can cast, and then have them available when you can cast at that level.
Lazarus
12-31-2008, 04:06 AM
Normally you would need to make spellcraft checks to scribe a spell to your book, but for simplicity I'll ignore that for spells you've aquired before you start (with 28 int, max spellcraft, and the bonus skill focus feat you probobly wouldn't have had any trouble anyway).
Aegnor
12-31-2008, 11:14 AM
Normally you would need to make spellcraft checks to scribe a spell to your book, but for simplicity I'll ignore that for spells you've aquired before you start (with 28 int, max spellcraft, and the bonus skill focus feat you probably wouldn't have had any trouble anyway).
And the 15 ranks in Spellcraft don't hurt either... ;)
Aegnor
01-07-2009, 11:34 PM
Laz, I uploaded Araevin's sheets in .pdf format to your Yahoo Group for your review. Let me know what I may have missed or what we need to tweak.
Lazarus
01-08-2009, 12:36 AM
I've had a look and there are a few things that need tweaking:
You haven't listed an alignment.
You'll need to choose which Craft skill, and which Profession you've spent ranks on.
I'll need to review languages with you as I don't use common, or racial languages for any short lived race.
The language spoken by the party is Elleslandic, and given your land of origin your 'common' would be Elleslandic or the imperial Kurlish. You'll still have the Elven as a racial bonus, and Draconic, Gnomish, and Sylvan all exist as languages. Most of the Goblins the party has had to deal with speak Kurlish. The Orc's in Nidian mostly speak Elleslandic or Kurlish, though I can give other language options. The other fairly commonly spoken 'short span' language on the continent is the Coradian Traders Argot, otherwise you might want to choose Celestial or one of the Elemental languages for your last int given bonus?
So that revises your language list to:
Elleslandic, Elven, Draconic, Gnomish, Kurlish, Sylvan, +1 unchosen?
And just double checking your equipment:
Rented spells 15150cel (ye gods :eek:)
10x Cure Serious Potions 7500cel
Tan Bag of Tricks 6300cel
Boccob's Blessed Book 12500cel
+5 Headband of Intelect 25000cel
+1 Longbow 2375cel
+1 Longsword 2315cel
Leaving you with 16860cel of your starting 88000.
I'll double check everything else when I copy things into the character sheet thread.
Aegnor
01-08-2009, 02:27 PM
I've had a look and there are a few things that need tweaking:
You haven't listed an alignment.
You'll need to choose which Craft skill, and which Profession you've spent ranks on.
I'll need to review languages with you as I don't use common, or racial languages for any short lived race.
The language spoken by the party is Elleslandic, and given your land of origin your 'common' would be Elleslandic or the imperial Kurlish. You'll still have the Elven as a racial bonus, and Draconic, Gnomish, and Sylvan all exist as languages. Most of the Goblins the party has had to deal with speak Kurlish. The Orc's in Nidian mostly speak Elleslandic or Kurlish, though I can give other language options. The other fairly commonly spoken 'short span' language on the continent is the Coradian Traders Argot, otherwise you might want to choose Celestial or one of the Elemental languages for your last int given bonus?
So that revises your language list to:
Elleslandic, Elven, Draconic, Gnomish, Kurlish, Sylvan, +1 unchosen?
And just double checking your equipment:
Rented spells 15150cel (ye gods :eek:)
10x Cure Serious Potions 7500cel
Tan Bag of Tricks 6300cel
Boccob's Blessed Book 12500cel
+5 Headband of Intelect 25000cel
+1 Longbow 2375cel
+1 Longsword 2315cel
Leaving you with 16860cel of your starting 88000.
I'll double check everything else when I copy things into the character sheet thread.
Ok, I knew there'd be things I missed...lol:
Alignment: Chaotic Good
Craft: Alchemy
Profession: Engineer
I will be scribing some scrolls for utility use (gotta put some of that 15k cel to use!), I'll get you that list soon.
I will be buying some more equipment, so again, I'll update when I complete that.
I'll update this post as I get that info.
When do you anticipate until I might join from where we are currently?
Lazarus
01-08-2009, 07:28 PM
You don't have to spend all your money, you never know what you might want in future.
If your ready by the end of this chapter I can swap you with Andy from a distance, I'm guessing that as 2 days > 1 week. If we go with the original plan of Andy finishing the journey than I don't know how long it will take. Chapter 12 should be short compared to this one, but it will also be plot pivotal, at this point I'm wildly guessing it'll run 1 week > 2 months.
Post rates and roleplaying depth varies, sometimes they wade through a fight in a couple of days posting, and sometimes (look back to the Dragon of this chapter) it can take much longer.
I reward for good roleplaying, the more of that the better. For an example of that this chapter was almost classed as an 'all combat' chapter which would have been worth roughly 1100xp each in end chapter rewards, the interaction with the Dragon pushed it over to being a 'some combat' chapter worth about 2200xp, other bonus' push that to 2420xp (except for Andy), and the 'man of the match' will get another +20% for an expected 2860xp.
Aegnor
01-10-2009, 02:50 PM
OK, rounding out some of the final details:
Alignment: Chaotic Good
Craft: Alchemy
Profession: Engineer
Scrolls (spent 3925cel):
- Alarm (7)
- Gentle Repose (1)
- Private Sanctum (3)
Equipment:
Back:
Quiver of Ehlonna (give me your take on this item. I can see it being abused…):
- Compartment 1: 60 arrows
- Compartment 2: empty (no javelins!)
- Compartment 3: +1 Longbow (unstrung), +1 Quarterstaff
Backpack:
- Extra clothes (Tunic, blue; Pants, grey; Cloak, Green)
- Boccob’s Book
- Tan Bag of Tricks
- Sleeping Blanket
- Rope (20’)
- Component pouch (attached to backpack strap across chest)
- Pouch with cure serious pots (other strap)
Belt:
- Misc. pouch
- Longsword (left)
- Dagger (right)
I'm guesstimating I have about 10k cel left.
What else do you want me to detail?
Aegnor
01-11-2009, 06:47 AM
...any permanenced spell will die the first time your hit with a decent Dispel Magic.
My interpretation was that is was MOSTLY used to craft items as opposed to really making some spell effect permanent. It would be good as long as there isn't a Dispel, then. ;)
Lazarus
01-11-2009, 07:21 AM
My interpretation was that is was MOSTLY used to craft items as opposed to really making some spell effect permanent. It would be good as long as there isn't a Dispel, then. ;)
It certainly has it's uses, I guess I'm speaking as someone holding a grudge for the changes made to it between 3.0 and 3.5. The main player use is to give themselves ongoing buffs, but becouse the caster level is fixed at the point you cast it, in the long term it's easier to have your 'permenant' paid for with xp spells Dispelled than your 1 round per level spells, and that irks me.
Lazarus
01-11-2009, 07:46 AM
Quiver of Ehlonna is fine. For some people it's about as 'must have' as Hewards Handy Haversack.
I don't think you'll need to carry a rope or a sleeping blanket during any chapter Ten'sing is around. He has precognitive senses so if you ask for basic gear like that he'll be by your side holding it pretty much before you finish your sentence.
I haven't had time to write you a background introduction. Do you have any questions before I introduce you in the chapter thread? Questions about places, or things you may have asked Irrule? You can assume you recieved a similar mission briefing of the current quests to what I detailed in the first couple of pages of chapter 11. Irrule would also have warned you the group are carrying an artifact sought by a Goblin leader, you should probobly ask the other characters all about that.
Tiblorian
01-11-2009, 09:31 AM
Are you sure about that interpretation? At the end of the permanency description it says
Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.
Which seems to me to indicate personal castings are not vulnerable to dispel magic. However, if that's not so, I'd definitely like to change my spell choices.
Lazarus
01-11-2009, 09:51 AM
Are you sure about that interpretation? At the end of the permanency description it says
Which seems to me to indicate personal castings are not vulnerable to dispel magic. However, if that's not so, I'd definitely like to change my spell choices.
:confused: ...huh... :eek: ...your right... ...my old DM ripped me off dammit! :mad: He must have somehow missed the '(not on you)', we were sharing my PHB at the time so it's possible I never even checked him on it. Reading it properly I'd say Dispel Magic can only be used to supress spells Permenancied from the first list. Permenantable Arcane Sight, Darkvision, See Invisibility, and Tongues.. ..awesome the suck just left the spell.
Lazarus
01-11-2009, 10:05 AM
I think you'd still lose the enchantments if you lose your body or if someone uses Mordenkainen's Disjunction (but really any DM that uses that on a player-character is an evil bastard that deserves to be shot).
Edit: That was kinda what got used on the 'minions' characters, if I got that far?
Aegnor
01-11-2009, 02:44 PM
Quiver of Ehlonna is fine. For some people it's about as 'must have' as Hewards Handy Haversack.
This was more of a "What can I take OUT of it" question. The DMG makes it seem like you can fill it with ordinary items, then ask for anything you need that is similar (arrows in, arrows out, etc.). I'll try not to abuse it.
I don't think you'll need to carry a rope or a sleeping blanket during any chapter Ten'sing is around. He has precognitive senses so if you ask for basic gear like that he'll be by your side holding it pretty much before you finish your sentence.
I didn't want to assume, so I thought I'd throw that in there.
I haven't had time to write you a background introduction. Do you have any questions before I introduce you in the chapter thread? Questions about places, or things you may have asked Irrule? You can assume you recieved a similar mission briefing of the current quests to what I detailed in the first couple of pages of chapter 11. Irrule would also have warned you the group are carrying an artifact sought by a Goblin leader, you should probobly ask the other characters all about that.
Is there a primary Elven kingdom in this world?
My thought was that Araevin is from that kingdom, the son of a fairly major noble (his father is a cousin to the current king). He has always been very intense in his pursuit of threats to the kingdom, and takes his position as nobility (with all it's responsibilities) as seriously as an Elf can. He came to do this adventure because he was one of the best and brightest of the Kingdom's wizards, and had always pursued his studies with the idea that his magic was best used to support and enhance the Warriors and Rangers of his homeland. When the call came, he immediately volunteered.
He is slow to get to know "short-lived" races, as he had a friend when he was very young who was a human girl, and he watched her grow up, grow old, and die before he was even considered an adult. He is however, a steadfast friend once he lets one in.
Araevin is tall (for an elf), Silver-haired and the Amber eyes so typical of his race, always wears his family's colors: blue and green, with a green cloak. When traveling or adventuring, typically that will be comprised of a Blue Tunic, Grey Pants, High, soft boots (light brown), and the signature green hooded cloak. The clasp of his cloak is his family's symbol, a Gryphon (are there Gryphons?). When in town or at home, he will typically wear a beautiful grey robe made by his sister, with a blue panel in the chest, and trimmed in blue at the end of the sleeves and the hem. He also will wear a Gryphon pendant when in town, another family heirloom.
Lazarus
01-11-2009, 07:44 PM
Here's the local map I usually use.
http://i141.photobucket.com/albums/r71/LazarusLaz/Firstmap-scan-1.jpg
The peanut out at sea has a population that's over 99% Elven. This is where Sunduri is from, where Tytha is from, and given your background your definitely from there too. It's more of a republic than a kingdom, but there is a lingering aristocracy, especially amongst the Grey Elves.
You might want to look at the prestige class Ruathar in Races of the Wild. If your not sure about taking Archmage in future you may want to aspire towards that instead, though it's a hard class to enter.
The party is based out of Celeste marked on the coast. They're currently about at the y of Wild Territory. Anduril is from Vynen, Boneclaw is from the south east end of Muraveck, Ali is from somewhere off continent, and I'm not sure about Shannon. The rogue Goblin legion that I've used as one of the subplots has moved out deep into the Wild, from what the party knows their at the squarish corner, perhaps 30 miles from the border of jungle and Orc lands.
Tiblorian
01-11-2009, 08:59 PM
OOC: I think its because the non self permanencies are more DM material than PC material, as it is though, 4000 xp isn't cheap, but arcane sight, see invisible, and tongues is a fairly decent reward.
Tiblorian
01-11-2009, 10:44 PM
OOC: Can Prismatic Ray(SC 162, From my Garner Spellbook) be used for sneak attacking on the results that deal damage, since its a range touch attack, but not for results that don't. (Would sneak attack on red, orange, and yellow, but not the others?)
OOC: Also, if Aegnor is joining us, I have a few spell prep questions. (I'll probably repeat this in charecter when your introduced, but I want to try and get it done now incase I'm strapped for time latter. What kind of buffing are you planning on doing? Which of those buffs would you want me to also memorize for backup reasons. Up to now, I have mainly been relying on extended haste, as buffs like bull's strength(I can't cast the mass versions yet, due to multiclassing) are beginning to have outlived their usefulness as all the meleers have some form of + str/con/dex items. I have also been memorizing several crowd control spells(web, slow, glitterdust, hold person/monster, stinking cloud, etc), as well as the standard evocation spells of which the rays are the most useful due to my sneak attacks (and its rare enough I can toss more than one aoe evocation per match) In any case, my spell list is Here (http://housetharashk.net/htforum/showpost.php?p=81&postcount=3) if you want to look it over, so we can best coordinate spell selection.
OOC: Sorry for the wall of text :D
Lazarus
01-11-2009, 11:03 PM
OOC: Can Prismatic Ray(SC 162, From my Garner Spellbook) be used for sneak attacking on the results that deal damage, since its a range touch attack, but not for results that don't. (Would sneak attack on red, orange, and yellow, but not the others?)
The blindness is the primary effect of the spell, so I'd say no. Especially considering the damage has a reflex for half, that means those rays hit slowly enough that the target can avoid a direct hit.
Lazarus
01-11-2009, 11:40 PM
Araevin has arrived at Dom in a recent chapter 11 post, go ahead and introduce youself there Aegnor.
Aegnor
01-12-2009, 12:52 AM
Tibs, here (http://housetharashk.net/htforum/showpost.php?p=24454&postcount=8) is what I prepared earlier, but this is flexible. I would like for us to coordinate spell prep. If you want, save your slots for Evocation, and I'll make sure to mem any extra Transmutations needed. Let me know what you think.
Rommalb
01-12-2009, 12:52 AM
there's a feat in PHB2 that gives you permamnent Arcane Sight, so you can save xp that way though feats can almost be more expensive
Tiblorian
01-12-2009, 05:56 AM
OOC: Ya, I think I'll stick away from transmutations in the future, you seem to have plenty :P
OOC: Also, you might want to consider swapping at least one haste for slow, there are rarely three encounters a day needing haste, but slow can be a very powerful debuff. Not only can you cast it without hitting allies in the effect, it can keep foes from attacking and moving in the same round, and stops full round attacks(sometimes that alone is a 75% damage reduction).
OOC: Also, don't forget stoneskin has a semi-expensive material component(250 gp per cast_, and casting it three times a day may burn a large whole in your wallet(750gp a day).
Aegnor
01-12-2009, 04:58 PM
Good advice, Tibs. Remember, most of my casting experience is in DDO, si I may take a few days to get in the swing of PnP.
I will make some adjustments before we get too far in Ch. 12.
Tiblorian
01-13-2009, 01:28 AM
OOC: Thats why I mentioned it, I had the same problems when I first went to pnp from DDO. (Its probably why I went evoker :\)
OOC: With both of us having Baccob's holy book, we can really save ALOT of money by copying each other's spells, and with high spellcraft I don't even think we'll fail on a one. (DC15 + Spell level) With a +22 spellcraft modifier, I would have to try to copy a level 9 spell to have a(still only 5%) chance of failing.
Lazarus
01-13-2009, 04:23 AM
I've added Araevin's character sheet and his equipment to the relevent threads.
Tiblorian
01-13-2009, 04:41 AM
Hey, Araevin, I just noticed(all those transmutation spells threw me off) but you forgot(I think, its hard to tell with all those transmutation spells :P) to add in your bonus spells due to your high intelligence. Read This page (http://www.d20srd.org/srd/theBasics.htm#modifiers) To find out how many you get.
Aegnor
01-13-2009, 04:55 AM
I did. I just noticed I'm missing an extra spell on levels 1-5. I'll add those.
Lazarus
01-17-2009, 08:54 PM
One of the rules I'm used to, and I though it was written into the rules seems to be a misconception. In previous games I've played in or DM'ed we've used the rule that if your attack roll hits the melee cover (if you miss within the -4) than your ranged attack hits the cover, and that this is negated by Precise Shot. I was just looking at Precise Shot and couldn't find any reference of these rules, I then looked through the rest of the related ranged attack rules and found no reference whatsoever of a chance of striking the wrong target (except when firing into grapple, but that's a 50/50).
I'm assuming it was actually a holdover from 2nd ed, 3rd ed, or possibly just a house rule that's slipped into common use around here? Anyway unless some of you announce you love the rule I'm doing away with it, there is no longer any chance of a near miss hitting an ally or different enemy.
Nogard
01-18-2009, 12:03 AM
Didn't realize I would have so much money remaining I will definetly take the advice you gave on the wilding clasp. Gonna have to create a cheat sheet of good wildshapes if it proves beneficial.
Lazarus
01-18-2009, 01:30 AM
I think the most powerful Wildshape currently at your disposal is the Dire Lion, putting up an alternative Dire Lion character sheet is somewhere on my to do list. And I can add any other forms you think you might use to the to do list (please note that I'm currently sorta in one of my 'slack bastard' funks, so it might take me awhile).
The time you bought those 5 encyclopedia volumes is back in the lost chapters but I think the details were this:
Each volume costs 100cel, the full set is 2500cel.
Individual volumes give a +5 bonus to research, having the full set also grants a +2 synergy (the two bonus' don't stack).
Currently Boneclaw has the 5 volumes covering Animals and Magical beasts, for another 2000cel he could buy the rest and have +2 to all knowledge nature checks.
If anyone wants to buy a similar set for different Knowledge skills I'll allow Knowledge Religion, Knowledge Arcana, Knowledge Dungeoneering, and Knowledge the Planes.
Tiblorian
02-20-2009, 05:16 AM
Hey, I had a question about natural ones and twenties when it relates to skill checks. I remember reading this in the original thread, but that's gone with the data purge of 2008. I remember that a 1 and 20 count as a -10 and a +10 respectively for things such as attack rolls, but does this also work with things such as skill rolls, were a 1 would not be an auto fail with the standard rules?
Rommalb
02-20-2009, 05:35 AM
Standard rules leave that a bit up to the DM discretion, however the DMG suggestion is that a 1 will always fail and a 20 will always succeed. Even in cases where the total would be more than/less than the DC it suggests having the skill either fail or succeed by some small margin. Incidentally, the feat Steadfast Determination also addresses this by having the added effect that a natural 1 is not an auto-fail on Fort checks
Lazarus
02-20-2009, 05:38 AM
Yes I use the +10/-10 for both attack rolls and skill checks, but not for initiative or saving throws. Although I actually treat 01 as -9 becouse I include the rolled 01. So it is possible to be so good at a skill that you cannot fail a simple check, but not easily.
Saving throws always fail on 01 hence feats as Rommalb mentioned, Reflex save 01's can also cost you equipment. For initiative 01 is 01, and 20 is 20.
Tiblorian
02-20-2009, 07:42 AM
Ok, that makes sense, I was just wondering if I had been remembering wrong.
Nogard
02-23-2009, 12:06 AM
Boneclaw gear update:
Enchant current Periapt of Wisdom to +4 (or the +3 from the loot whichever is less expensive.)
Enchant Perrin's Belt of Constitution to +3
Purchase Ring of Protection +1
Boneclaw's Choice of Tome:
Kinda debating between Constitution and Intelligence (suggestion are welcome)
Lazarus
02-23-2009, 01:12 AM
I'm running late so I'll have to run those updates when I get back from Nelson. Sorry the wisdom item was used when I was updating Shannon, I should have noted that.
A Con tome would give you +13hp (increasing as you level), +1 Concentration, and +1 fort save (the concentration and fort don't count while your Wildshaped becouse you use the animal constitution).
An int tome would give you +1 skill rank to spend at future levels, and +1 to int checks and int based skill checks.
You also have the option of selling the tome for 90%, or saving it for a later +5 upgrade as both the Wizards have done.
Nogard
02-24-2009, 01:05 AM
I'll go with the Intelligence tome and read it during the stay in celeste.
Nogard
03-14-2009, 01:15 PM
Skill ranks for new level:
8 Spellcraft
2 Knowledge (Nature)
2 Knowledge (Religion)
2 Heal
2 Concentration
1 Handle Animal
Xaearth
08-22-2009, 09:12 AM
Hello everybody. In case ya missed it, I'm back here at House T.
Sorry about disappearing way back when, but my pc died on me and, after a few tweaks, was still sporadic at best. I've finally got it reworked with a fresh install of windows and everything appears to be going fine. :)
As far as Araidin goes, even if ya have a spot Laz I don't think it would feel right jumping back in with him after that absence... So for story sake feel free to make up a story if need be, or I'd suggest going with a conflict of faith after the vampire revelation and leaving Celeste on a pilgrimage of sorts, possibly returning as a craftsman working for Frosrom to support the "war effort" after news of the vampire threat spread. (Sheesh... that stuff is addictive... I meant to poke around to see what kinda big stuff went on and I ended up spending the whole day reading :eek:)
That said, if ya do have a spot, I might be persuaded to roll up a new character. :D
And if not, no worries, I'll just /lurk around and read what you guys come up with. :)
Lazarus
08-22-2009, 12:04 PM
My flavour explanation when a character leaves the party isn't very nice. When a character quites that part of them that was sought after for the group leaves them, that spark that set them beyond the scope of normal destiny. So ex-Pawns leave feeling drained, whatever lofty goals they have no longer feel attainable. Working as a craftsman would be appropriate, a humble life of little consequence. Ex members have the potential to return and regain their destiny.
The only ex-Pawn to get a continuing plot has been Anduril, mainly because the subplot he was caught up in wouldn't have made much sense transferred to another character. That and he was one of the founding members.
Right now I'm happy with the player count, any more and I'd have serious trouble setting up balanced challenges. If another player needs to quite I'll probably look for a new recruit, but as per usual character changes are unlikely to happen mid chapter (unless the party in in Celeste).
Feel free to lurk and chat in the public threads, input is always welcome. PM me if you have questions about stuff I can't share with the other players.
Rommalb
08-22-2009, 09:11 PM
yeah, Anduril got a continuing plot that ended up killing him
Lazarus
01-17-2010, 08:07 AM
I coudn't copy-paste from my Complete Adventurer PDF, so I looked them up in the Spell Compendium. A couple of them have changed level, I've listed them with the revised levels.
Complete Adventurer Ranger Spells: (only the archer spells)
1st level:
Arrow Mind:You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Guided Shot:You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Hawkeye: Increase range increments by 50%, +5 on Spot checks.
2nd level:
Exacting Shot: Your ranged weapons automatically confirm critical hits against favoured enemies.
3th Level:
Arrow Storm: You make one ranged attack against each
foe within one range increment.
ARROW MIND
Divination
Level: Ranger 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 minute/level (D)
The bow in your hand feels more like an extension of your body as you complete the spell—as if it’s become a part of your arm. Creatures nearby seem sharper to your eyes, more in focus.
While this spell is in effect and you are wielding a projectile weapon that fires arrows, such as a longbow or shortbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the bow. In addition, you do not provoke attacks of opportunity when you shoot a bow while you are in another creature’s threatened square.
Material Component: A flint arrowhead.
ARROW STORM
Transmutation
Level: Ranger 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Your bow glows blue for an instant and now feels as light as a feather in your hand. In your mind’s eye you see the arrows in your quiver, and your hand feels drawn to them.
You can cast this spell only at the beginning of your turn, before you take any other actions. After casting arrow storm, you can use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within a distance equal to the weapon’s range increment. You can attack a maximum number of individual targets equal to your character level. If you choose not to spend a full-round action in this fashion after casting the spell, the spell has no effect.
EXACTING SHOT
Transmutation
Level: Ranger 2
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: Ranged weapon touched
Duration: 1 minute/level
Saving Throw: Will negates
(harmless, object)
Spell Resistance: Yes (harmless,
object)
As you complete the complicated ritual of the spell you see in your mind’s eye the vital areas of your favored enemy’s anatomy.
All rolls made to confirm critical threats by the target weapon against your favored enemies automatically succeed, so every threat is a critical hit. The affected weapon also ignores any miss chance due to concealment whenever you fire at a favored enemy (unless the target has total concealment, in which case the normal miss chance applies). If the ranged weapon or the projectile fired has any magical effect or property related to critical hits, this spell has no effect on it.
GUIDED SHOT
Divination
Level: Ranger 1, sorcerer/
wizard 1
Components: V
Casting Time: 1 swift
action
Range: Personal
Target: You
Duration: 1 round
With a guttural utterance made with unmoving lips, you magically focus your attention on a distant foe. Upon aiming your weapon, you note how clearly defined your intended target is.
While this spell is in effect, your ranged attacks do not take a penalty due to distance. In addition, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to targets by anything less than total concealment. This spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover.
HAWKEYE
Transmutation
Level: Druid 1, ranger 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
By crying out like a hawk, you improve your eyesight. Distant objects and creatures seem closer and more distinct.
Your range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus on Spot checks.
Aegnor
01-10-2011, 11:15 AM
Hey Laz/guys,
Not sure if this is the proper place for this post, but didn't seem the main thread was the right one either.
As you've guessed, the long break has taken it's toll. I find that I just don't have the time or the inclination to keep up with the game at this point. If you want, carry Araevin on or replace him, but have fun. I'm sure I'll see you around House T.
Cheers!
Aegnor
Lazarus
01-12-2011, 08:18 PM
Fare thee well Aegnor, sorry to see you go, but I'm not too surprised to lose someone with my long hiatus earlier in the current chapter. You're welcome to chat privately or in the the OOC threads if you're ever in the mood to drop in.
The character will be phased out at the end of the current chapter, but unlike earlier characters I'm thinking he'll be phased into the background at Irrule's base rather than sent away, so the other players can still make use of his knowledge skills. I won't be seeking a replacement player unless someone comes forward extremely keen to join the game, I think 5 player characters with 4 companions is enough.
I have a conclusion in mind, which will likely end the game within a year. When I started the game all those years ago I had half planned to climax with the fight against Shabaka (which happened in chapter 14), but greater plots have grown around you since than. Back when this all began I had in mind resolving around level 10-12, it still boggles me that the characters are nearly level 20. The earliest surviving material I can put a date to is emails from Anduril of his original level 2 character sheet, dated the 23rd of January 2007, which means this month is the 4th anniversary of Pawns of Fate.
Lazarus
06-13-2011, 06:52 AM
With the Pawns of Fate game building towards a conclusion I though I'd start talking about what will come next. All three active players seem keen on continuing with a low level Pathfinder game, and I might have a friend who'll join in as a 4th player. There are a few what if questions we can discuss between now and then.
First what will the game be? I've got three campaign ideas I can run.
(a) Pawns of Fate Academy.
Set years after the current campaign in New Celeste.
(b) Minions of Fate.
Playing the bad guys, based from Hessma.
(c) Adventurers.
A break from playing Hearth based campaigns. Adventurers Guild members banding together for glory and profit.
What sort of flavour would you want? Gritty? Funny? Dramatic?
If on a ten point scale 1 would be a toonish light hearted game, and ten would be a gritty Hyborian drama where the careless die. I would say I started PoF around a 5, I aimed towards a 7, but I think where at around 6. Tell me what you'd like and/or suggest a point of that 10 point scale.
Power level. Pawns of Fate is essentially running 36 point builds by D&D's point buy scale. I have in mind running a variant point buy with base 6 instead of base 8. Would you like to be on a similar stat power level to what you've had? More stats? Less stats?
I'll be limiting to the core races and classes from the Pathfinder Core book, at least to start with.
Tiblorian
06-21-2011, 11:19 AM
Personally I would prefer either the Pawns of Fate Academy or the Minions of Fate campaigns as opposed to an adventurer's guild campaign. I think either a 6 or a 7 is a good level of of seriousness. If we where to play as evil charecters I would probably lean more towards the grittier side.
As to point buying, I don't really have an opinion.
I'm more than willing to play any type of game if the others have differing opinion. I've only browsed the pathfinder wiki so far, but it looks great. I think I'll probably play another spellcaster or psuedo-spellcaster in our next adventure.
Anduril
06-23-2011, 01:34 AM
I"m not to concerened with the stats. As for the campaign, I could go for either academy or minions, but I don't think I'd make a good bad guy. Seriousness at about a 5-6 for me.
Lazarus
06-23-2011, 09:40 AM
At the moment I'm thinking of an experimental game for one chapter, that if it goes well could continue in a different format for a further 2-3 chapters. The 'adventurers guild' part of it would be for later chapters, not the first one. I can't really explain further without giving anything away, except to say I'd be aiming for a 9-10 on that drama scale, at least for the first chapter. That's if we take a break from Hearth.
I think of the two Hearth based options I'll drop Minions for now. mainly because I'd like to run things at 1st level for awhile, and I don't really want to run a 1st level Minions game. The academy game would be 10-20 years after Vecna's fall, set in New Celeste, Tytha is the Mayor. Following in Irrule's footsteps an academy is set up in New Celeste to draw in the next generation of Fated, seeking them from around the world. Aside from the resident deity, Tytha, some visitors, and a bunch of community leaders around 5th level, everyone else will be 1st level. To start with the academy will only have 1st level 'Fated'. I'm considering giving the players the option of having multiple characters in the academy.
Lazarus
06-28-2011, 11:19 AM
I left things a bit late to write much so I'll just write out the variant point buy I'm considering for the next game.
Base 6
8 =4 points
10 =6 points
12 =8 points
14 =10 points
16 =14 points
18 =20 points
and points can be left unspent to go into a luck trait, otherwise you have a luck of 0.
The Pawns Academy game would start with 60 points, and no more than 2 stats could be left under 10. Core race options, core class options.
Chapter 1 of the Divergence game would start with 40 points. Core race options possibly some playing child characters, npc classes (eg: commoner).
Lazarus
07-08-2011, 10:11 AM
One thing I'd like to try out is separating character details by player instead of by category. So I'm going to start a thread for each of you with three dm posts, it would be good if each of you could add a few posts of your own afterwards so that post 4-6 can be edited by player and dm (for use with prepared spell lists and such).
Lazarus
07-08-2011, 10:36 AM
If anyone's wondering "Who's Squid?" that's the probable forum name for the friend I'm trying to recruit as a fourth player. It's been two weeks, but I'm giving him some leeway because a) he's been busy job hunting, and b) we haven't actually started the new game yet. When/if he does get into the game I'll hold him to a higher standard than the pitiful post frequency we had from Thedeadone.
Lazarus
07-08-2011, 08:45 PM
I'll be going with the low point game. I know some of you prefer going straight into the Academy game, but playing at least the chapter 0 of the other one will give me a break from 'fate', and time to finish winding down the last Pawns of Fate thread.
I've distractions around right now, but I'll try putting up a detailed writeup later today.
Lazarus
07-09-2011, 05:39 AM
I was gonna start writing,but my eyes just got a headache blur. II can barely read what I'm writing.
Lazarus
07-09-2011, 10:47 AM
Mkay It's late, I'm exhausted, but at least I can see. You can work on your characters here, or take it to your player thread.
Point buy 40 points Base 6
8 =4 points
10 =6 points
12 =8 points
14 =10 points
16 =14 points
18 =20 points
and points can be left unspent to go into a luck trait, otherwise you have a luck of 0.
Characters can be from any of the core races, although anyone from the story's village will be human. If you want to be Human or Half-Orc you can play below the suggested age, using the 'young creature' rebuild rules (sounds like a bad idea, but good if the game continues past chapter 0).
Starting with 1st level npc classes. Adept, Aristocrat, Commoner, Expert, or Warrior. Health will not be maxed, it'll be high average.
I'll go into more storied detail when I start the chapter but here's the basics of the premise. An age of heroes has just closed, villains were slain, monsters were vanquished or subjugated. Your living in an age of peace where the lands you know are lorded by a 'hero' elite, although their pathetic compared to the legends of days past. War and such strife are things only remembered by old Elves, most people were born to a tame life.
The game will begin on a quiet spring evening in Colickyton, a farming village a few days from any significant population. Colickyton is near the midpoint of a trade road connecting two towns and a city, making its inn a popular rest spot. Some merchants meet there periodically to trade goods. You'll all need reasons to be in the inn when the game begins.
I'm not expecting any characters with grand backgrounds of heroism and intrigue, just normal people. You could for example create a travelled merchant, a local farmer who's never been more than 20 miles from town, the innkeepers child, an elven singer travelling between taverns, or whatever you can think of that would fit within the story premise. Oh and don't get too attached to your characters.
Squid
07-10-2011, 01:20 AM
Hi all,
Lazarus invited to me join the game awhile back, and I am pleased to be able to join in (Had to secure the job situation first!).
I have done a lot of table top RPG with Lazarus over the past few years, D&D, Fallout, SAGA, etc, so lets hope he does not decide to get some DM vengeance for my last campaign(s)! I have played in his game world before and excited to explore it some more.
Hope this is the right place to post, This is my first forum use (gasp).
Thanks for having me along!
Anduril
07-10-2011, 09:28 PM
Glad to have you Squid!
Anduril
07-10-2011, 11:41 PM
You said don't get too attached to our characters. I don't want to know too much but this will be more role playing correct? As in if I build a character that is along the merchant lines it's not going to bite me too hard with combat?
And how will luck play in or is that in pathfinders?
Lazarus
07-11-2011, 08:13 AM
Luck is an ad-hoc ruling. Sometimes situations come up that are not covered by stats or other rules, for those I'll use luck. Say you do something that doesn't fit a rule, and I think there's a 25% chance it would work, so I'd role a d20 and on 16+ you succeed. If say you had a spare point and put it in luck than you'd make that check on a 15+.
It's possible everyone will die in chapter 0, if that happens I've screwed up, but it could happen. Normally I aim for a balance that should get pc's through alive unless player make really stupid choices or someone's very unlucky, but with chapter 0 I expect I'll kill anyone that isn't both very clever and very lucky. If I kill too many f you too fast I may have to let replacement characters in.
There will be combat situations, but being able to fight well could be a drawback as much as a benefit. Think survival horror, who's more likely to survive a big tough stupid jock who's instincts tell him to fight the horror, or a little girl that runs to hide in the back of a cupboard. I haven't planned much ahead so I can't really judge whether a canny merchant would survive better than say his hired guard.
Lazarus
07-11-2011, 08:29 AM
The chapter 0 game is not set on Hearth, but you should realise a connecting between the campaigns fairly quickly. Languages are the same as those listed in the Linguistics skill, so everyone has common. Races are similar to the typical stereotypes, elves mostly live in forest settlements, dwarves are mostly digging for mountain ores, and so forth. Religion is simple, the old races have their racial 'creator' gods, and there's a mostly Human followed belief in three gods known simply as The Mother, The Father, and The Child.
Lazarus
07-12-2011, 09:46 PM
I've decided on a title for the 0 chapter, but I won't actually start it until there are at least two characters fairly complete. The title will be 'Fate Diverted chapter 0 - Dead By Dawn?'
Tiblorian
07-16-2011, 10:50 PM
OOC: Sorry I haven't posted in a few days, I've been out of town. II'll try to get the chapter 0 character fleshed out by the end of today or so.
Lazarus
07-25-2011, 08:49 AM
The plan was to write some more about the new game and start the new chapter this week, but I am very very sick. Mucus , sore throat, headache, raw nose, etc. So I won't be doing those things just yet.
I'll try to answer any questions, but until my heads clear I won't do much else. Not that there's much urgency with the rest while 3/4 players still haven't posted character ideas.
Lazarus
08-07-2011, 05:35 AM
I'm glad to see a second player starting to work on a character.
I'm still quite sick and distracted. I was starting to recover when my Dad passed another flu on to me, so now I'm going through a second flu, and I've had a lot more work looking after my Dad. Freak snow, a dead Horse, and lack of Wwoofers have meant working while sick, slowing my recovery.
I should be healthyish again soon and keen to write more up. I got a new keyboard, so I'm not dealing with dropped letters and the other foibles of the old one (yay).
Anduril
08-08-2011, 02:02 AM
As you deal with the freak snow it might encourage you to know that it's 100 + degrees here for the past week. Maybe we could swap for a day!
Tiblorian
08-09-2011, 10:50 PM
It's super hot here as well, hasn't gone under a hundred degrees(F) all summer.
I've wrapped up my stats at least, do we need to go ahead and work out equipment, or just let that be?
Lazarus
09-01-2011, 09:42 AM
I don't know if I've got any players left after this long slackness, but I'm gonna try to get writing again regardless.
Sorry Tibby I didn't realise or forgot you'd left a question. Equipment isn't that important, I won't be going by a strict "you've got exactly this much", at least not yet, but there will be severe restrictions. None of you have magic items, not even a feather token or basic potion, Tibby's character can reasonably be carrying a few days worth of spell components, or less if he's local. Clothing should suit your lifestyle, not a gold value. Armour and weapons will be very limited, most people in this world are not accustomed to wearing any armour, and few people would carry more than a knife if that.
Here's some exposition, I'll probably tidy it up and modify it for use in the chapter opening:
Old Peter sits by the taverns hearth warming his bones while he nurses a mug of mead. He watches the sun wane to evening and soaking up the quiet of the nearly empty bar. His rest doesn't last for long, patrons trickle in both locals and travellers, and he knows he's expected to entertain to pay for the spare room the innkeeper lets him use. He sees little Lucy Croft enter and approach with other children and knows it'll be a night for old stories. Lucy doesn't disappoint asking him to tell them again of how the Heroes brought peace.
Peter smiles and begins to speak his tale, his voice carries, sounding strong and rich for a man of such advanced years. He tells the children of the old world when fell beasts and foul folk roamed bringing death to the weak and unwary, of how the mad kings would command men to fight and die to quench their petty lust for power. He goes on to tell of villages suffering from unseen demons spread by touch or a mere cough, of how the dead would walk by night driven by foul magicians. Most of the children listen raptly, and some of the adults pause in their cups caught by the spell of his voice, only Lucy interrupts to ask questions. "Weren't there Heroes then Peter?" Peter smiles and nods. "There were heroes child but not as we know them now, they were individuals all out for their own glory, sometimes they would work in groups, banding together in groups rarely bigger than the count of your hand. Some of those heroes would fight beasts for profit or belief in the greater good, but others would serve the mad kings, this sometimes meant heroes fighting heroes. That was the way of things for a long time until one day four of those bands came together to change our world. There were fourteen at that momentous event, fourteen of the most powerful, devout, and caring heroes..."
Lucy cuts him from his stride shaking his pant leg. "Yes child?" "What's mementos?" Peter lifts her up to his knee and answers. "Momentous means it was important and grand child, a moment to remember. They decided that the way of things was wrong, why should their be dozens of different leaders, all fighting over land, money, and petty rivalries. They decided the world would be better off if they stopped all fighting, that they themselves should govern a united world. Many of the kings opposed them, in their insanity they wouldn't accept peace. The Heroes League fought armies raised against them, and even other heroes. Many died in those battles, but the good and wise saw that their goal was a just and worthy one. Three of the original fourteen died but those losses were overshadowed by the tens, hundreds, thousands that joined them! The mad kings fought for years, but eventually the Heroes League had defeated every one, and they didn't stop there!"
"They didn't?" Whispered Lucy, her eyes glistening with rapt attention. "No child.." Replied Peter in a whisper before his voice swelled back. "..The might of the Heroes League swept out seeking every evil on the land. The restless dead gained that rest that had been denied them, healers travelled the country ending all the invisible demons, and the lesser races were brought under the laws of man."
Lazarus
09-01-2011, 10:01 AM
I was imagining Malcolm McDowell talking as I write Peters story. There is more but I think exhaustion's starting to creep up on me, I'm having trouble writing appropriate exposition.
What it means for your characters is that in your lifetimes there are no kings, no wars, no raids by Orcs or such, no bandits, no plagues, very little crime. The Heroes Alliance are the law, they are the police, and their who most of your taxes go to. Their not what they were centuries past, all of you will have met Heroes, but it's unlikely anyone will have seen magic above third level.
Anduril
09-01-2011, 09:59 PM
OOC: This sounds to be interesting. I like it!
Tiblorian
09-04-2011, 08:49 AM
Finally finished up my character sheet. I have a tenancy to keep putting these things off...
Lazarus
10-25-2011, 08:30 PM
I think it's past time I officially cancelled chapter 0 of the new game. The concept of it was set for four characters, and I've got 2 characters and less than 2 players. I really doubt I could run it without a regular input of player posts. I haven't even been feeling up to finishing the pre-game setup without player enthusiasm to feed on.
I think I'm done with running games here on the forum. For anyone who'd like to stay in touch here's my email in a hopefully spambot proof code: ku.oc.oohay@znyarrumyaj
I also have Skype (LazarusLaz), Steam (Lazloki), and Facebook (Jay Murray) as current potential contact points, all of which use my usual baby Kiwi as an avatar. The only MMO I've played for some time is Wizard 101, so gaming is not really a contact point.
Spoilers of what Id planned to do:
The plan was you'd have been npc level characters caught up in an apocalypse. As you were all sitting down to breakfast the ground shook, the sky turned crazy, day turned back to night as the entire world was thrown out of alignment. Gates ripped open around the world spewing all manner of foul things upon a world that had been at peace for too long (if it sounds familier it's because this is another place effected by the rift started in Muraveck, but this world was hit harder). The player character regain consciousness in a ruined town, some of the few scattered survivors. From there I intended to use horror after horror with the intent of eventually ending up with one survivor come the new dawn. If I found out my attacks were too effective I would have let players add in replacement characters to keep things going a little longer, than whittle back down to the one survivor. The chapter would end with me detailing how this upheaval effected society over the coming years. The survivor would be the seed of a new group for a potential chapter 01, hardened by time and his/her ordeals they'd be bumped up with bonus stat points, and allowed to rebuild from the npc class to a pc class. The time lapse is why I said starting as a child could be a good idea for a Human character, and is why I wanted exact ages for the characters, as a Human pushed past 35 would have stat adjustments.
Anduril
11-02-2011, 11:33 PM
Well I kinda figured this story wasn't going to happen after it had been so long, but I'm still sad to hear it won't happen.
Good luck to you in the future Laz.
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