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Solo campaign in the Midnight Campaign Setting
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<blockquote data-quote="Scotley" data-source="post: 1949839" data-attributes="member: 11520"><p><strong>Finally, some spells</strong></p><p></p><p>Okay, I know it has been a while, but I am finally making progress on the spells for the cohort. I finished her Legate spells--not a major accomplishment, but a start and I'm working on Channeler, which is a bit more complex. I made choices based on her support role. Let me know what you think. I picked the Domains of Evil, which will double the caster level of evil spells to two as well as give access to the Protection from Good spell, and War which will give her access to the Magic Weapon spell and a bonus feat of weapon focus long sword--Izradore's favored weapon. The Distruction domain would grant a virtually useless cause light wounds spell which she can already trade any spell for, but it would give her a smite a day, so if think that she won't use a long sword that would be the best second choice. Death would give her a death touch ability which only kills creatures with up to 6 hp--a weapon or spell is better. The magic domain would have granted an ability she already had. Anyway, for the Bugbear the Death and magic domains or possibly distruction make more sense. Let me know which one you favor. I hope to have the Cohort's spells finished up this weekend. Here's my suggestions for her Legate spells typically memorized. Hope you had a nice holiday.</p><p></p><p>Cohort spells-Legate Gets Cleric list plus Domains-Evil and War</p><p></p><p>0 level 3x day (All can be traded for Inflict Minor Wounds as needed—Touch deals 1hp)</p><p></p><p>Cure minor wounds—Cures 1 point of damage</p><p>Detect Magic—Detects spells and magic items within 60’</p><p>Guidance--+1 on attack roll, save or skill check </p><p></p><p>1st Level 2x day+1 domain (All can be traded for Inflict Minor Wounds as needed—Touch deals 1d8+2)</p><p></p><p>Protection from Good--+2 to AC and saves, counter mind control and hedge out elementals and outsiders. (Domain bonus)</p><p>Bane—Enemies take -1 on attack rolls and saves against fear.</p><p>Cure Light Wounds—Cures 1d8 damage +1</p><p></p><p></p><p>Cohort Spells-Channeler Can be cast spontaneously up to the limit of Spell Energy (Charisma Modifier + Channeler Level=9 Note: 0 level spells after 3 + Cha Mod. (+4) or 7 total count as 1st level)</p><p></p><p>Spells Known</p><p></p><p>0 Level</p><p></p><p>Detect Magic</p><p>Flare</p><p>Ghost Sound</p><p>Mage Armor</p><p>Mage Hand</p><p>Prestidigitation</p><p>Ray of Frost</p><p></p><p>1st Level</p><p></p><p>Burning Hands</p><p>Change Self</p><p>Good Berry</p><p>Shield</p><p>Spider Climb</p><p>Undetectable Aura</p><p></p><p>2nd Level</p><p></p><p>Acid Arrow</p><p>Bull’s Strength </p><p>Lesser Restoration</p><p>Invisibility</p><p>Sound Burst</p><p></p><p>3rd Level</p><p></p><p>Cure Serious Wounds</p><p>Vampiric Touch</p><p>Keen Edge</p></blockquote><p></p>
[QUOTE="Scotley, post: 1949839, member: 11520"] [b]Finally, some spells[/b] Okay, I know it has been a while, but I am finally making progress on the spells for the cohort. I finished her Legate spells--not a major accomplishment, but a start and I'm working on Channeler, which is a bit more complex. I made choices based on her support role. Let me know what you think. I picked the Domains of Evil, which will double the caster level of evil spells to two as well as give access to the Protection from Good spell, and War which will give her access to the Magic Weapon spell and a bonus feat of weapon focus long sword--Izradore's favored weapon. The Distruction domain would grant a virtually useless cause light wounds spell which she can already trade any spell for, but it would give her a smite a day, so if think that she won't use a long sword that would be the best second choice. Death would give her a death touch ability which only kills creatures with up to 6 hp--a weapon or spell is better. The magic domain would have granted an ability she already had. Anyway, for the Bugbear the Death and magic domains or possibly distruction make more sense. Let me know which one you favor. I hope to have the Cohort's spells finished up this weekend. Here's my suggestions for her Legate spells typically memorized. Hope you had a nice holiday. Cohort spells-Legate Gets Cleric list plus Domains-Evil and War 0 level 3x day (All can be traded for Inflict Minor Wounds as needed—Touch deals 1hp) Cure minor wounds—Cures 1 point of damage Detect Magic—Detects spells and magic items within 60’ Guidance--+1 on attack roll, save or skill check 1st Level 2x day+1 domain (All can be traded for Inflict Minor Wounds as needed—Touch deals 1d8+2) Protection from Good--+2 to AC and saves, counter mind control and hedge out elementals and outsiders. (Domain bonus) Bane—Enemies take -1 on attack rolls and saves against fear. Cure Light Wounds—Cures 1d8 damage +1 Cohort Spells-Channeler Can be cast spontaneously up to the limit of Spell Energy (Charisma Modifier + Channeler Level=9 Note: 0 level spells after 3 + Cha Mod. (+4) or 7 total count as 1st level) Spells Known 0 Level Detect Magic Flare Ghost Sound Mage Armor Mage Hand Prestidigitation Ray of Frost 1st Level Burning Hands Change Self Good Berry Shield Spider Climb Undetectable Aura 2nd Level Acid Arrow Bull’s Strength Lesser Restoration Invisibility Sound Burst 3rd Level Cure Serious Wounds Vampiric Touch Keen Edge [/QUOTE]
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