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Dawn Under Union of Darkness: characters
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<blockquote data-quote="trimeulose" data-source="post: 497595" data-attributes="member: 1527"><p><strong>Some things</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Clerics and the like might find it hard to pray for spells, when the party is ambushed in the middle of the clerics "meditation".</p><p></p><p>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.</p><p></p><p>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). </p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="trimeulose, post: 497595, member: 1527"] [b]Some things[/b] 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. [/QUOTE]
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