Dawn Under Union of Darkness: characters

*smiles* yep, but my character is about furthering the power of himself and Gargauth, including converting others to his faith.

My character has several ways to get their willing signature, for instance:

Offering immortality in the form of Undeath after Death from my aptly named Pledgestone
Offering the destruction of rivals of a political figure through the use of Unliving Weapon
Offering a peasant means to destroy a hated political figure (rivaling one of my cleric of course), giving him a weapon enhanced by Greater Magic Weapon or similar
Offering spellcasting abilities (albeit limited) through Imbue with Spell Ability

Casting Touch of Jubilex and giving them 4 rounds to sign it or die, casting Remove Curse if they sign the contract.

Still thinking of other ways, but those a few, and they prolly won't work on zealots unfortunatlely :(.

Btw, I played the Heroes series of games as well, they were pretty fun IMO but got boring after a while, the adventure mode was nice. (9999 high elves pack more of a punch than most dragons ;))
 
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Thanks for all the suggestions/offers of help/offers to buy my soul, Sollir. :p

Although I'm afraid I don't own Magic of Fearun, alas. Disarming sounds intruiging- I planned it (that is, disarming) as may main form of attack against anything that has something to disarm. I almost took Snatch Weapon (Song and Silence), but then realized I didn't have a free hand with which to take advantage of it. Alertness sounds good too, although with relatively high spot and listen checks I'm not too worried on that front. Could you, as a virtual form of letting someone you game with look at your books, send me the descriptions of those? I think that's kosher within copyright laws. My e-mail's in my profile.

As for the armor, I don't have anything except the core books and MotW on a regular basis- everything else is begged and borrowed off the people I game with. IIRC, though, the Speed enchantment got errata'd (and rightly so) up to +7. Which is a bit out of my price range...

Good point about dexterity though. Bumped dexterity both mundanly and magically, got mythril armor, lost the ring. I'll edit the character sheet shortly.

As for the whole deal with protecting you in exchange for spells, sure. Looks like I get the same job whether I'm your cohort or not. :) Speaking of your cohort, when are you going to stat him? just curious.

On my AC: Oops. :o I do have an excuse about the dodge bonus, though- it applies only when I'm "actively defending my charge" or some such thing, so I'd thought I'd leave it aside. The rest is just poor math.

I think that's everything....

Edit: I missed something: Nice customs spells. :)
 
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Thanks, i'll just post them right here, and then i'll edit them out in like a week prolly once everyone in the group has them down.

Disarming-A disarming weapon has one special purpose: disarming the bearer's opponent. It eliminates the opponent's bonuses for both weapon size and two-handed weapons. This type of weapon also adds +1 to the bearer's attack roll for purposes of the disarm attempt; this bonus does not apply to any other attack roll. Other rules applicable to disarming an opponent remain intact. Market Price: +2 bonus

Warning-The wielder of a warning weapon never loses his Dexterity bonus to AC if caught flat-footed (just as if he had the uncanny dodge abilit y). This doesn't stack with any other form of the uncanny dodge ability. Market Price: +1 bonus

Edit-My cohort will be made near the end, when I can see what this party needs. I'm leaning towards another arcane spellcaster (perhaps incantrix) of Gargauth-we seem to be lacking a certain mobility that teleport and mass teleport can provide.
 
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Howling Coyote, what's your advancement plan, I think even if you want to multiclass, finding a PrC that's just right for you will really help.

Either way, you may wish to change your spell selection.

For instance, Dispel Magic at 6th caster level doesn't help very much when the average caster is 12th level, you'll find it almost impossible to dispell their powers. Fireball is nice and all, but really what you have in quantity you're lacking and quality and you're still doing 6d6 damage versus the 10d6 you could if you were single classed.

If you still want to be dual classed, featwise, you don't need magical training since you're a human and improved counterspell does you little good since you would only be able to counter level 2 spells with your limited school selection already. Iron will is an ok feat but not necessarily needed. You probably would want Spell Penetration and Greater Spell Penetration to make up for the loss of casting levels instead, and Spell Prodigy in the area which you want to further advance in never hurts.

Item wise Gloves of Arrow Snatching won't be of much use if you carry around your half-spear of wounding or wand of invisibility, and I don't think you want to drop either of them. Perhaps replace with a glove of storing (putting either the half-spear or the wand of invisibility in there), one of those can always come in handy.

Hope I could be of a help.
 

trimeulose said:
its always ok to run things by me, but you might find that I stop them before they ever get past me.
Hey!
Let's see you sheet.

Whoa - looks like he DOES have Large & In Charge on there.... :)

And the zealot comment was WAY out there - scary that we got it. ;)

Now if my PC could get Expert Necromancy somehow, and start building a Horde of Vampires.... *evil laugh*

gotta love that regeneration/resurrection ability.
 

Sollir - I really don't think that BY THE RULES, you can have something created that works less than once per day.

If you allow that, than you start seeing the kind of stuff that GE just put on his character sheet. :p

It really is a bad precedent to set - you might as well give us the ability to buy wands that only have 2 charges in them at a severely discounted rate. ;)

Before you look into it - DON'T. LOL
It's a very bad move that's been done before - I personally think the custom guidelines for magic item creation are lenient enough - I'm surprised you guys are trying to bend them beyond what's written. :confused:

P.S GE - a chain shirt is +4 armor...and i don't think Boots of S&S and Speed are only 11,ooo gp's.
 

GE - on a cursory glance, I'd think about a Ring of Improved Invisibility or Blink instead of the Ring of Healing, etc.

If you like sneak attacks, that's one way to guarantee it (as best you can).
 

Disarming it is. Thanks again sollir.

Reapersaurus- Orb of storms from the DMG. Casts Storm of Vengance once a month. So there's precedent for this sort of thing.
 

Since Hostegym already qualifies for Incantarix, I think that’s the path I will take.

I’m going to keep the fireball, because it’s still a good area effect spell for clearing out those low-level henchmen quickly. As for the dispel magic I’ll leave it out for now in favor of flashburst, a mass blind can be useful in a fight with multiple opponents. I think I’m still going to take dispel magic in the future, due to the icantarix bonuses to it.

Iron will stays because it’s a requirement for incantarix. Magical training may be useless feat for a powergamer, but it’s a great background feat, that I happen to like, so it stays too. You are right about the improved counterspell though, it’s almost useless for a multiclassed spellcaster, so I’ll replace it with spell penetration.

Yeah, gloves of arrow snatching seem pointless, especially when Hostegym has protection from arrows. That idea of taking instead a glove of storing rocks, in fact I think I’m going to take two of them since they are cheaper.
 

Some things

Im allowing the items that have 1/week and undercharged wands ect, because its actually written as a way of spending less money on items. It all balances itself out.

In this campaign you are probably going to find yourself in a situation where you wont have much time to rest. This means you are going to have to judge when to use your items, and when to simply run away.

Clerics and the like might find it hard to pray for spells, when the party is ambushed in the middle of the clerics "meditation".

Arcane spellcasters and the like are also going to be hard up for spells, which means the party is going to have rely on their items for a while, and they wont be able to use those items over and over, which intently means being careful.

As for a multiclass spellcaster, it should balance itself out with respect to bonus spells. A higher than average Int and Cha, bolstered by magic items means more bonus spells per day, and a ring of wizardry helps out even further (since it would double spells/day for each class).

The problem would of course be that it is limited in range and power. So its a matter of quality vs. quantitiy. Depends on what you are looking for.

I've decided that for the feat "know the secrets" you need either the previous mentioned favored enemy or Knowledge (undead) skill with five ranks. If you want the feat for plants or constructs you have to take it seperately (still meeting one of the requirements of course).

While reading through the Wheel of Time RPG book, I came up with an idea, there will be a feat Magicblood. Magicblood is a feat that can only be taken at first level and the only thing it allows is for someone to take the feat Spellfire. Since both feats can only be taken at first level, I feel that will balance out the idea of spell fire.
 

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