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Post by Beeb on Jul 23, 2007 23:51:50 GMT -5
Oh. Well, do we really need a mage? I mean, we all saw how useful the previous mage was. Besides, I haven't done a rogue yet either.
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Post by Jongluer on Jul 24, 2007 11:31:31 GMT -5
Mages are quite useful steve. I really don't want to back off my already completed rogue character with the +18 to Hide and +13 to Move Silently...But I will if you feel that strongly about it. I wouldn't mind showing you all what a real mage is like...
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Post by Beeb on Jul 24, 2007 16:22:03 GMT -5
Eh, go ahead and make the rogue, I'll do arcane casting this time and do my rogue plan for the school one.
Do you mind if we make the characters at home so we can start right away the first meeting, Tynan?
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Post by Avi on Jul 24, 2007 16:31:44 GMT -5
Aw, balls. I had a Warmage 6 / FMM 2 with Chain Spell AND Quicken Spell (with the Easy Metamagic feat). Next level, it would've been something like 10 magic missiles per round. But melee character it is!
Someone's going to have crafting feats, right? We've got 27,000gp to play around with...
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Post by Beeb on Jul 24, 2007 16:33:55 GMT -5
Might go Argent Savant once we reach 10th level, if we do so. It'll help out quite a few of my Conjuration spells, which'll be my speciality.
Yes, I will. Not many other feats to take as a wizard/sorcerer.
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Post by Avi on Jul 24, 2007 16:44:00 GMT -5
Easy Metamagic applies to one metamagic feat which you have and lessens the level penalty by one (Quicken goes from +4 to +3). Can't make it below +1.
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Post by Beeb on Jul 24, 2007 17:06:09 GMT -5
Sounds good,I'll have to see what metamagic feats have only a +2 spell level slot to reduce it to just 1.
And Brian, if you play a cleric, take Sacred Boost, that awesome feat that maxes out your cure _ wounds spells. All it takes is a standard action and a use of turn undead to affect all allies in 60 ft. And Augment Healing for the +2 HP healed per spell level (CLW heals 2 more, CMW heals 4, etc) And since we'll have 4th level spells (not counting multiclassing or PrCs), Sound Lance, Divine Power, and Weapon of the Deity are your friends.
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Post by Beeb on Jul 24, 2007 17:32:52 GMT -5
Heh, my halfling's saves are Fort +6, Ref +10, Will +8. 18 Int and Dex, +1 to all saves for being halfling, and and +3 Ref for my weasel companion named Rascal. My other stats are 10 Str, 16 Con, and 13 Wis and Cha.
Yes Avi, Rascal will latch onto your character's leg for no reason.
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Post by Innocentius on Jul 24, 2007 19:02:44 GMT -5
You may make your characters at home and bring them to the meeting. Expect one last post tonight covering the leftover cities, and then I'll start writing up an adventure.
Steve, I thought Argent Savants focused on force spells...
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Post by Beeb on Jul 24, 2007 19:06:49 GMT -5
Make that a 20 Int.Headband of Int +2, plus Bracers of Armor +2, and a Returning Frost Quaterstaff. Halflings gain a +1 on thrown weapons attack rolls, and if a scimitar can be thrown so can a quaterstaff.
Heh, my Grapple modifier is a whole +0. +4 BAB, -4 size, +0 Str. Whoopedoo, I'm going down
Okay, all done.
Patin Daleery, halfling wizard 8 Str 10, Dex 18, Con 16, Int 20, Wis 13, Cha 13 Speed 20 ft Initiative +4 Grapple +0 BAB +4
Returning Frost Quaterstaff, +11 attack when thrown (+6 normally), 1d4+1d6+2 damage, x2 crit, Bludg., Masterwork. Generic Everyday Heavy Crossbow, +8 attack, 1d8 damage Generic Everyday Dagger, +4 attack, d3 damage
Fort +6, Ref +10, Will +8 AC +17 (Touch 15, FF 13)
Specialty school: Conjuration Banned schools: Necromancy and Abjuration
Feats: Empower Spell (currently empowering a Scorching Ray, might do a fireball as well), Brew Potion, Craft Magical Arms & Armor, Easy Metamagic, Alertness (with Rascal the weasel).
Features: Summon Familiar, Scribe Scroll, Bonus Feat: CMA&A (5th level).
Languages: Common, Halfling, Draconic, Dwarven, Elven, Gnome
Possessions: Headband of Int +2, Bracers of Armor +2, scholar's outfit, spellbook, spell component pouch, enough weasel feed (a companion that won't starve?!), bedroll, winter blanket, backpack, scroll case, ink pen, ink (3 oz), 10 ft ladder and pole, 10 days rations, 100 ft of silk rope, halfling-sized tent for 1 only. 708 gp. I also bought a ton of scrolls so I could copy them into my spellbook.
Potions: Expeditious Retreat, Swift (that's one spell, it's in Complete Adv.), Mage Armor, Locate Object, Identify x2, Heroism, Invisibility Sphere. (it says you can make a potion of any spell you know that's x < or = to 3rd level)
Not gonna bother to put up skills and the familair. Will PM backstory before the campaign starts.
The Orb of __ and Mage Armor spells are Conj. spells with the force description.
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Post by Jongluer on Jul 24, 2007 20:16:41 GMT -5
Most excellent. I won't be posting my character here, though I will PM it to Tynan... To keep the mystery...mwahahahaha.
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Post by Innocentius on Jul 24, 2007 21:50:41 GMT -5
This should be the last campaign setting post, hopefully, because I need to start making adventures.
Urg: Without a doubt, this is the most singularly vile place in all of Valiosant. This city make even the most squalid areas of Ulden look like shining skyscrapers. Naturally, it's attractive to the savage races, such as orcs, lizardmen, and the odd yuan-ti. Sanitation is virtually unknown in this city, and the stench that results is virtually unbearable to most races. The various houses in the city are little more than piles of sticks and rocks. The streets are ruled by gangs, who will viciously beat up anyone who refuses to pay for safe passage through the town. Humans are extraordinarily rare in the city, and elves and dwarves are even rarer than that. Nothing of use has ever been created in Urg, and if it was, it would probably be smashed to bits within moments of its creation. Everybody travels on foot in Urg, even if they can afford something else – horses and the like would only point a traveler out as someone who might have some extra gold on him, likely leading to a bad ending for him and his horse. There is no economy of note, and food is mainly supplied by hunting the numerous monsters in the surrounding Dralhi desert, although cannibalism is also quite popular. The only product sold by Urg to other cities is their beer, which is known for its ability to quickly and easily remove rust, blood, and other impurities from steel objects. Fact Sheet: Population: 12,000,000 Approximate Progress Level: 6 Notes on class: The city runs on one rule alone – survival of the fittest. It doesn't matter how much brains a resident has in his skull if said skull is bashed in. Gods: Religion is not very popular. However, an occasional cry to Erystul (god of destruction, chaotic evil) may be heard before a big gang battle. Culture: Fighting, drinking, and breaking stuff. That's pretty much it.
Walvyn/Nalvyn: These are the two halfling cities of Valiosant, and are perfect scale replicas of cities of cities of larger races. Located on the sparkling and shiny Golden and Platinum coasts, they are attractive tourist locations for many people with some extra gold to spend. Most guests travel by airship to Nalvyn, drop some gold at the gift shops, and then travel by a quaint sailing ship to Walvyn on the Golden Coast, where there are palm trees aplenty and also human-sized beach resorts. The halflings are the staff of their cities-become-amusement parks, and thus reap all the profits it has to offer. There is no such thing as a poor or out-of-work halfling, as any panhandlers found are almost immediately put to work entertaining the leisure-hungry humans. Indeed, the concept of jobs is ill-defined in itself, as the halflings will take on any job that is needed to keep the show rolling. In addition, while the city appears to be from a bygone day and age, many modern conveniences (such as indoor plumbing) are provided for the tourists, and a quick peek behind the curtain will show that there is a good deal of sophisticated equipment available to the halflings. When halflings travel away from their miniature cities, they are often the subject of many snide remarks because of their small stature and roles in the tourism industry, but they are able to take it in stride knowing that they have a big pile of gold sitting at home waiting for them. Fact Sheet: Population: Permanent 200,000 each; tourists total approximately 8,000,000 a year. Approximate Progress Level: Maintains an appearance of 15, but is actually mid 21. Notes on class: The city is run by a board of executives that maintain the tourism industry. Outside of that, everybody is a worker, so there is remarkably little class structure. Gods: There are no native halfling gods, and no religious services take place in Walvyn or Nalvyn. However, halflings who leave the city will sometimes take on the gods of the cities they live in. Culture: If it's not tourism, it doesn't happen here – the only nightlife available is what the halflings provide to the (mostly) humans.
Sultria: The city of the gnomes, on the south end of the Golden Coast. Gnomes are fairly secretive and hate virtually everyone. Rarely will a gnome ever leave Sultria, as the snide remarks that the halflings are able to brush off are too much for them to bear. Despite sharing the Golden Coast with the halflings, humans rarely visit Sultria, because there is nothing quite as unnerving as being stared down by hundreds of tiny gnome eyes. Recently, explosions have been heard near the city, and aerial flyovers have confirmed that the gnomes are actually trying to blow the Golden Coast in half, so that they will have their own secluded island. Other than that they are communal farmers, very little is known about the gnomes by those who have not taken a particular interest in them. If you want to actually play a gnome, I can send you more information on the city. If you have a perverse interest in gnomes, make a Knowledge(history) or a bardic knowledge check to find out more about the city.
Jhymrio and Vhallio: These are the two cities of Order. Unless you are a former member of Order (you will have to PM me about this if you want to have this kind of background) you know virtually nothing about these cities. All you will know about Order (unless you make some sort of Knowledge(history) check) is that they are ruthless fighters and will destroy anything in their path in the attempt to grow Order. They are also infamously terrified of water for reasons unknown, and will not cross it by bridge or ship.
You will all be starting in the Wyverlin Seat. You won't know each other at the start of the campaign. Minor side note, years on Valiosant last 240 days.
So that should be about it as far as describing the world goes. Let me know if you have any questions about setting. Other than that, I'll be making the first adventure probably tomorrow.
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Post by Beeb on Jul 24, 2007 23:43:25 GMT -5
Backstory sent. This'll be an interesting mage to play, flipping out whenever he sees what is included in the backstory.
Empowered Fireballs and Scorching Rays will be shot as soon as they appear, no questions asked.
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Post by TheBigCheese on Jul 27, 2007 23:13:02 GMT -5
I'm going to be a dwarf cleric, and I'm looking for some sort of prestige class that I can go into also. I'll post character stats when I make 'em, and I'll PM Tynan the character background.
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Post by Beeb on Jul 28, 2007 15:11:32 GMT -5
Hey Tynan, what level will we be starting at in the school campaign?
Just curious.
And I have a different idea for my character in that campaign. Still a rogue, but it'll be a nod to the past. Let's see if you can guess it. And it's not your halfling from the previous campaign.
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