Lord_Raven88 said:
Okay below is the character that I'm working on.
Questions
- Also what use will Knowledge(Arcana & Religion) and Spellcraft be put to. If we ever get to Epic levels will these be important in determining how many spells we can cast.
- Are we using the Spellcraft skill or the Craft(runes) skill to determine if we succeed in casting spells.
- What level spells are we able to cast up to
Good Questions. I'm basing your magics off of the Craft skill (I believe that's what I said earlier, right?), that would also be the skill used for determination of epic spells(replacing both knowledge AND spellcraft).
Knowledges
Knowledge: Religion is nonexistant b/c patryn's don't believe in higher powers than themselves, and Knowledge: Arcana is un-needed. Most Knowledges would be un-needed in fact... I'm picturing that you'll just know what you know. If you think your character would know something, ask me, and based off of background/# of gates/etc, I'll tell you what I think you should know.
The only two that You'd need/want ranks in would be :
Knowledge: The Planes, giving you a knowledge of what's beyond the labyrinth (the 4 menshc worlds, the nexus, and Death's gate).
Knowledge: Labyrinth, giving you info about various monsters/etc within the labyrinth (Since I'll be using some new made up monsters that never appeared in the books, and conceivably your characters may know stuff about them).
As for max level of castable spell - Anything with an aproximate power level equal to whatever your 'class' could cast normally.
*IMPORTANT*
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When you want to cast a spell, you pick what you want it to do. If it's a fairly standard spell(IE it's from the PHB), it's easier b/c it's more structured, you've probably done/seen it before, thus you would make a lower DC check. It's based off of Epic Spells, but make them 'on the fly' kinda things. Also, not allowing most of the tricks usually used to lower the DC's on Epic Spells.
As for how often you can do it... I'm thinking a Mana pool, you expend 1 to make a check, and you can expend mana on a 1 for 1 point basis to give a bonus to your check (Before rolling) as you push yourself to finish the job. Can't spend more mana on a spell than your caster level, though you CAN take 10.
The first time you use a (non-PHB) spell, you won't know the DC, so you'll have to decide you mana Blindly. After the first, you'll know how hard it is, and it will get easier with time.
For spells from the PHB, you can cast any spell that would normally be available to your casting class (If does not appear on your class list, but is from the PHB, you can cast it as if it were 1 lvl higher than the highest level any class gets it at.)
EX: A sorceror could treat Heal as an 8th level spell, Mass Heal as a 10th level spell
EX 2: A Cleric would treat Fireball(If it wasn't in one of their domains) as a 4th level spell.
You still can't cast a spell that breaks the rules (No Flying or intradimensional travel, among others. Always ask first if you're iffy).
DC's will be 5 + (spell level+1) squared. (EX: Fireball = DC 21 craft check,
As for the non-PHB spells, I'll decide their DC based off whether they're in your classes 'type', what you want them to do (Be as detailed or vague as you like, from "12d4+12 slashing damage as the wind slices them" to "I blow rocks at them, pummeling them for massive damage"), and what 'effective spell level' I think they are, as well as how "Probable" it is to happen based on the situation. (either of the examples would be easier outdoors than in a closed room)
MANA POOL - Add up all the spell-levels you could ordinarily cast in a day, counting 0-lvl as 1. (1 for each 1st or 0-lvl, 2 for each 2nd level, etc, and count your CHA/Int/Wis bonuses and Domain bonuses), and that's how much mana you have.
IE a 20th lvl sorceror with a 24 Charisma would have 310 Mana. Whereas a 1st level Wizard with an 18 would have 5 mana.
NON CASTERS WITH SPELLS:
If you are NOT a caster, pick a casting class. You gain one level of effective casting in this class every
even level of your character. Also, you can expend Mana to temporarily gain a power of the class other than spellcasting that you could have at your level (1 mana per level required to have the ability.) If the ability is something variable (Such as a bonus feat), it must be decided the first time it's used and cannot be changed.
EX: If you choose Warmage, at lvl 14 you could cast spells and have mana as a 7th lvl warmage, could gain use of their Warmage Edge ability for 1 extra mana(per use), or Sudden Empower (7 mana, usable 1/day).
EX2 : Your secondary class is Wizard.. If are 10th level, your effective wizard level is 5. You have an 18 Intelligence. You would have 20 Mana, and could temporarily gain their 5th level bonus feat (Say you choose Empower Spell) for 1 round by paying 5 mana.
ACTUAL CASTERS:
If you
DO have levels in a casting class, choose 1 or more types of magic (Healing, Buffing, Transmutation, Boom spells, Enchantments, Nature, etc), and please choose types that are associated with your class (IE Warmages don't take Enchantment, Sorc/wiz stay away from Healing, Clerics/druids shouldn't choose Offensive Magic's, etc... Though everyone can DO anything, certain things are easier for some). The types of magic you choose are easier to do, and you gain bonuses depending on how many types you choose.
You get a bonus = half your level(round down) divided evenly (If fractions are left over, add +1 to your 'primary' specialty) between all your specialties. (EX: lvl 12=+6. 2 specialties = +3 each, 4 would be +1 to three, with your 4th, 'primary', getting +2)
ALSO, if you choose exactly 2 specialties, you can cast spells from them as if you were 2 levels higher for purposes of effective spell level and Caster Level dependant variables.
Metamagic Feats - Yes I'd allow them, and so that they'll work on EVERYTHING, including made-up spells that have no level, they just cost extra mana to add... Double the level adjustment. (EX: Adding Maximize to a Fireball doesn't raise the casting DC, but it does cost an extra 6 mana). The 'sudden' feats will NOT cost more, as they can allready be used only a given number of times a day.
No Persistant Spells, btw.
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[sblock=Character Submission(Work in Progress)]
Code:
Solan the LVIII
Patryn [url=http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3]Archivist[/url] 3 / Wizard 3 / Mystic Theurge 6
Alignment: Neutral Evil
Size: Medium
Type: Humanoid
Base Speed: 30
Str: 10 (+0) 2 pts
Dex: 14 (+2) 6 pts
Con: 20 (+5) 6 pts +6 enhancement
Int: 28 (+9) 10 pts +2 Racial +3 level +1 bonus +6 enhancement
Wis: 14 (+2) 6 pts
Cha: 12 (+1) 4 pts
HP: 102 (9d4 + 3d6+ +60)
AC: 22 (10 base +2 Dex +7 nat +3 def)
Saves:
For: +16 ( 6 Base +5 Con +5 resist)
Ref: +11 ( 4 Base +2 Dex +5 resist)
Wil: +18 (11 Base +2 Wis +5 resist)
Init: +6
Base attack bonus: +5
Attacks:
?
Skills Total Ranks Stats Misc
Appraise 9 0.0 9 0
Balance 2 0.0 2 0
Bluff 1 0.0 1 0
Climb 0 0.0 0 0
Concentration 20 15.0 5 0
Craft (Runes) 34 15.0 9 10
Diplomacy 1 0.0 1 0
Disguise 1 0.0 1 0
Escape Artist 2 0.0 2 0
Forgery 9 0.0 9 0
Gather Information 1 0.0 1 0
Heal 2 0.0 2 0
Hide 2 0.0 2 0
Intimidate 1 0.0 1 0
Jump 0 0.0 0 0
Know(Arcana) 24 15.0 9 0
Know(Dungeoneering) 16 7.0 9 0
Know(History) 16 7.0 9 0
Know(Nature) 16 7.0 9 0
Know(Planes) 16 7.0 9 0
Know(Religion) 24 15.0 9 0
Listen 10 8.0 2 0
Move Silently 2 0.0 2 0
Perform 1 0.0 1 0
Ride 2 0.0 2 0
Search 9 0.0 9 0
Sense Motive 2 0.0 2 0
Spellcraft 24 15.0 9 0
Spot 10 8.0 2 0
Survival 2 0.0 2 0
Swim 0 0.0 0 0
Use Rope 2 0.0 2 0
Feats
1 - Improved Initiative
- Craft Tatoo (bonus)
- Inscribe Runes (bonus)
3 - Empower Spell
5 - Corrupt Spell (bonus ability)
6 - Searing Spell
9 - Malign Spell Focus
10 - +1 Intelligence (bonus ability)
12 - Maximise Spell
Languages: Patryn, Sartan, ?, ?, ?, ?, ?, ?
Equipment 16500CP
Head: +6 Intelligence (18000cp)
Eyes:
Neck:
Torso: +5 Resistance (12500cp)
Body: +3 Natural Armour(9000cp)
Belt: +6 Constitution (18000cp)
Cloak:
Arms:
Hands: +10 Craft[Runes] (5000cp)
Ring1: +3 Defection Bonus(9000cp)
Ring2:
Feet:
Other Items
Travelers Outfit 5lb
Weight Carried: 5lbs
Carrying Capacity: Light(33 lb), Medium(31-66lb), Heavy(67-100lb)
[sblock=Patryn Abilities]
Abilities: +2 racial bonus to any one stat
Skills: Bonus skills as a human, Spot Listen and Spellcraft are always class skills
Bonus Ability: One bonus ability at every 5th level. Choose from Fighter/Metamagic/Item Creation feat OR +1d6 Sneak attack OR +1 to a stat.
Defensive Runes: +4 natural armour
Bonus Feat: Craft Tatoo
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[sblock=Archivist Abilities]
Bonus Feat: Inscribe Runes
Dark Knowledge: Tactics 4/day. Can call upon knowledge of abberations, elementals, magical beast, outsiders, or undead. Using dark knowledge requires an appropriate knowledge check (DC15). +1 bonus to attack rolls against creatures if successful, the archivist recieves a further +1 bonus for every 10 points that he beats the DC check by.
Lore Mastery: +2 bonus to all decipher script checks and to all checks of any one knowledge skill of his choice.
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[sblock=Wizard Abilities]
Bonus Feat: Inscribe Runes
Summon Familiar:
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Height: 6'
Weight: 160 lbs
Eyes: Cobolt
Hair: Brown with white tips
Skin: Bronze
Appearance:
Solan is a lean hawk-nosed handsome man of above average height.
Background:
When the Labrynth was first costructed Patryns weren't the only prisoners interred there. Infact any Sartan who disagreed with the Councils decision to sunder the world (and in the process kill millions of innocent mensch) were also thrown into the Labrynth with the councils hated foe, the Patryns.
Over time the minority group of Sartans were fully incorporated into the larger Patryn population, as former petty rivalies were soon put aside as the two groups were jointly forced to fight for survival inside of their harsh prison.
Solan is a descendant of both of these groups, and for generations all of his male ancestors have named Solan in honour of the original Sartan prisoner. Not because that the believe that their Sartan ancestory is more important than their Patryn ancestory. Rather in recognistion of what can be achieved when enemies put aside their differences and learn to work together.
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OK, noticed your ??? under languages... Everyone should know Patryn + Sartan, and there ARE others... Wolfen, Draconic, Chaodyn, Orcish(yes there's orcs now), the four elemental languages, and finally Elven, Dwarven, Human (Though you'd need to explain how you learned the Mensch tongues). Patryn would be considered the 'common' tongue in the Labyrinth.
Also, will you be using a 'mage-armour' type spell? If not, maybe you should look into a tatoo of armour.