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Ok, stats...

Originally
[sblock]
Strength 16
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 12

total 34 pts[/sblock]
Racial & Level
[sblock]
Strength 17 [+ 1 @ 4th]
Dexterity 18 [+1 @ 8th, +1@12th]
Constitution 10
Intelligence 14
Wisdom 10
Charisma 14 [+2 Racial]
[/sblock]

Reworking the rest at the moment...
 

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

[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
[/sblock]

[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.
[/sblock]

[sblock=Wizard Abilities]
Bonus Feat: Inscribe Runes
Summon Familiar:
[/sblock]

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.
[/sblock]
 

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*
[sblock=Review and update of the Magic System]
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.
[/sblock]

[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
[/sblock]

[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.
[/sblock]

[sblock=Wizard Abilities]
Bonus Feat: Inscribe Runes
Summon Familiar:
[/sblock]

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.
[/sblock]

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.
 

I've changed my character slightly, as there isn't much point in having levels in two spellcasting classes. And yes I will be using mage armour and greater mage to provide further protection.

Question: Is there any point in taking the Use Magic Device skill, I'm assuming that everyone will be able to use any magic item that find, due to having access to all spell list.

Also I wanted to raise a couple of points that I've been mulling over.

Firstly, I've been thinking about your revised system for spellcasting, particularly how you've calculated the DC for spell levels. Using your system it become exponentially more differcult to cast higher level spells (which make sense).

Code:
[b]   Spell Level		DC[/b]
	1		9
	2		14
	3		21
	4		30
	5		41
	6		54
	7		69
	8		86
	9		105
This system make it very differcult to cast the higher level spells. For instance a 20th level Wizard with 36 Intelligence (18 Int +5 inherent +5 levels +6 enhancement +2 bonus abilities) with 23 ranks in Craft(Runes), has a skill check bonus of 36.

Now even if we assume that they have a +20 bonus on Craft (Runes) from other sources, that still only equates to a total of +56 skill bonus. Which means he needs to roll a 49 on a d20 to cast a 9th level spell. All of this assumes that he is casting a spell from the PHB, and not from another source.

Secondly, I believe that straight spellcasters aren't as well off as non-spellcasters.

If I were to create a mad 12th level combat monster, my character would all of the abilities of the whatever classes I used plus the spellcasting ability of a 6th level spellcaster. This equates to 6 free levels of any spellcasting class of their choice, which means that non-spellcasters are getting 6 ECL for free.

On the other hand a 12th spellcaster is just a 12th level spellcaster, and they are getting nothing to balance out the 6 ECL difference between their non-spellcasting contemporaries.

[sblock=Character Submission(Work in Progress)]
Code:
Solan the LVIII
Patryn Warlock 3 / Wizard 3 / Eldritch Theurge 6

Alignment: Lawful 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: 12 (+1)  4 pts
Cha: 18 (+4)  6 pts +4 enhancement

HP: 99 (11d4 + 1d6+ +60)

AC: 22 (10 base +2 Dex +7 nat +3 def)

Saves: 
For: +13 ( 4 Base +5 Con +4 resist)
Ref: +10 ( 4 Base +2 Dex +4 resist)
Wil: +16 (11 Base +1 Wis +4 resist)

Init: +6

Base attack bonus: +7

Attacks: 
Eldritch Blast +9 5d6 20/x2

Skills                 Total     Ranks   Stats    Misc
Appraise		 9        0.0      9        0
Balance			 2        0.0      2        0
Bluff			12        8.0      4        0
Climb			 0        0.0      0        0
Concentration		20       15.0      5        0
Craft (Runes)		39       15.0      9       15
Diplomacy		 4        0.0      4        0
Disguise		 4        0.0      4        0
Escape Artist		 2        0.0      2        0
Forgery			 9        0.0      9        0
Gather Information	 4        0.0      4        0
Heal			 1        0.0      1        0
Hide			 2        0.0      2        0
Intimidate		12        8.0      4        0
Jump			 0        0.0      0        0
Know(History)		17        8.0      9        0
Know(Labyrinth)		24       15.0      9        0
Know(Planes)		16        7.0      9        0
Listen			11       10.0      1        0
Move Silently		18        6.0      2       10
Perform			 4        0.0      4        0
Ride			 2        0.0      2        0
Search			 9        0.0      9        0
Sense Motive		10        9.0      1        0
Spot			11       10.0      1        0
Survival		 1        0.0      1        0
Swim			 0        0.0      0        0
Use Magic Device	 0        9.0      4        0
Use Rope		 2        0.0      2        0

Feats
1  - Corrupt Spell 		 	-[BoVD PG 47]
   - Craft Tatoo (bonus)
2  - Inscribe Runes (bonus)
3  - Empower Spell
5  - Searing Spell* (bonus ability)	-[Sandstorm PG 53] 
6  - Maximised Spell-like Ability (Eldritch Blast)
9  - Malign Spell Focus			-[BoVD PG 49]
10 - +1 Intelligence (bonus ability)
12 - Sudden Maximise
[size=1] * Ignores fire resistance, creatures with immunity to fire take half damage, Creatures with the cold subtype take double damage. +1 spell level[/size]
Languages: Patryn, Sartan, ?, ?, ?, ?, ?, ?

Equipment 1750CP
Head: +6 Intelligence (18000cp)
Eyes:
Neck:
Torso: +4 Resistance (8000cp)
Body: +3 Natural Armour(9000cp)
Belt: +6 Constitution (18000cp)
Cloak: +4 Charisma (8000cp)
Arms:
Hands: +15 Craft[Runes] (11250cp)
Ring1: +3 Deflection Bonus(9000cp)
Ring2:
Feet: +10 Move Silently (5000cp)

Other Items
Travelers Outfit 5lb


Backpack
Bedroll
Bowl(Wooden)
Spoon (Wooden)
Flint and Steel
Silk Rope 50'
Winter Blanket
Waterskin

Weight Carried: 5lbs
Carrying Capacity: Light(33 lb), Medium(31-66lb), Heavy(67-100lb)

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

Warlock Abilities
Eldritch Blast: 5d6
Detect Magic at will
Damage Reduction: 4/cold iron
Invocations:
  • Eldritch Spear
  • Entropic Warding
  • See the Unseen*
  • Spiderwalk*
  • Walk Unseen*
* Usually active

Wizard Abilities
Bonus Feat: Inscribe Runes
Summon Familiar
Specialities: +3 to DC checks on Abjuration and Evocation spells. +2 effective caster levels on Wizard spells.

Eldritch Theurge Abilities
+6 levels of invocation class
+6 levels of arcane spellcasting class
Fiendish Resilence: Fast Healing 1 for two minutes 1/day.
Spellblast: This invocation (Lesser; 4th; Eldritch Essence), allows an Eldritch Theurge to place an arcane spell that affects an area upon an eldritch blast(EB). If the EB hits it's target, the spell's area is centred on any corner of the targets space. If the EB misses it's target the spell is lost with no effect. It takes a full round action to cast the spell and fire the EB. Only an area spell with a casting time no greater than 1 standard action can be placed upon an EB.
ELdritch Spellweave: Can apply an eldritch essence(EE) invocation you know (other than spellblast) to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spells level must be at least as high as the level of the EE. If the EE requires a saving throw, use the normal save DC for that essence. If an EE invocation changes the damage of the spell, it can only be applied to a spell that deals damage. This ability increases the spells casting time to 1 full-round action. This ability can be used 7 times per day (3+cha mod).

Favoured Spells (Mana Points 69)
1st (DC9) - Mage Armour
2nd (DC14) - Cats Grace
3rd (DC21) -
4th (DC30) - Stoneskin
5th (DC41) -
6th (DC54) - * (Antimagic Field, Bigby's Forceful Hand, Chain Lightning, Contingency, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Otiluke's Freezing Sphere, Repulsion.)
7th (DC69) - N/A
8th (DC86) - N/A
9th (DC105) - N/A
* Can only cast Abjuration and Evocation spells of this level

Height: 6'
Weight: 160 lbs
Eyes: Cobolt
Hair: Brown with white tips
Skin: Bronze

Appearance:
Solan is a lean handsome man of above average height.

Background:
When the Labyrinth was first constructed the 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 Labyrinth 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 rivalries 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 been named Solan in honour of the original Sartan prisoner. Not because that the believe that their Sartan ancestry is more important than their Patryn ancestry. Rather in recognition of what can be achieved when enemies put aside their differences and learn to work together.
[/sblock]
 
Last edited:

RE: UMD Yep, that's right, it'd also be pointless, so let's add it to the list of "skills that don't exist".

RE: Spellcasting. Yeah, that's true, which is why I'm giving you guys so much mana.

(Remember, that by lvl 20, a sorc has over 300-400 mana, and it only costs 1 (regardless of level) to attempt a spell(And additional for bonuses to the check). So, using your 'example' skill check of +56, and the fact that you can take 10.... that's a 66. NOW, if you're a casting a spell from your 'specialty' (Which only primary casters can do), you could gain a bonus of +10, meaning to get the DC 105, you'd need to spend an additional 29 mana. So, that's 30 mana for a lvl 9 spell (10 more if it's not in your specialty).
So, even assuming it's NOT in your specialty, Out of 400 Mana, that means 10 lvl 9 spells a day. OR, say 6 (What a sorc could cast at lvl 20) lvl 9 spells, with about 100 mana left for other spells.
Since you've got a base 66 skill check taking 10, you'd pay 1 mana for every spell up to lvl 6, 4 mana for a lvl 7, 21 for a lvl 8)

Allright, so 6 lvl 9 spells, 6 lvl 8 spells, 6 lvl 7 spells would cost 390 mana (which your char. in question should have, np). Everything else would cost 1 mana a piece.

OK, I am going to make ONE change.. Craft(Runes) for spellcasting uses whichever of the following stats is your highest (instead of int). Dex, or your casting class's primary casting stat.

Does that sound fair, or do we still think it needs to be worked out some more?

As for the 6 free ECL, well Gestalt is figured at +2 ECL, and that's for an ENTIRE extra class as secondary, whereas this is half level, and you need to spend mana to activate the extra features.. Maybe +1 ECL... SO, I might work on something else for primary casters.

*EDIT: Also, don't forget that the Primary Caster has a casting skill bonus = half his level, which at 12 is +6, divided between any specialties he chooses. Also, if you choose a single specialty, you get +2 to your level for all purposes surrounding that school. SO, if a sorc12 chose "Fire spells" as a single specialty, they would gain +6 to casting any fire spells(which is effectively 6 less mana cost for the spells that he can't make normally), and would be considered Sorc14 (meaning higher caster level, and access to lvl 7 spells). In addition to the fact that mana goes up fast.. The lvl 12 Sorceror(Special:fire) wouldn't have "double", but more like 4X the mana of the lvl 12 fighter(backup sorc).
 
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One more thing : RE double spellcasting

A char. with 2 spellcasting classes would add the mana for both together, and would have 2 seperate 'specialty' pools. (AKA A cleric6/Wizard6 would figure out their cleric mana, the figure out their wizard mana, and add the two together. Plus, they could choose 1 cleric specialty (which would get +3skill and +2 CL), and 1 wizard (which would get +3 skill and +2 CL). They wouldn't be allowed to choose the same specialty twice, and would normally only have access to 3rd level spells, but b/c of their comparatively high casting skill mod, would find any spell they DO try easy.
Thus, Mystic Theurge and Ultimate magus ARE really good choices, IMO.
 

Jemal said:
RE: UMD Yep, that's right, it'd also be pointless, so let's add it to the list of "skills that don't exist".

RE: Spellcasting. Yeah, that's true, which is why I'm giving you guys so much mana.

(Remember, that by lvl 20, a sorc has over 300-400 mana, and it only costs 1 (regardless of level) to attempt a spell(And additional for bonuses to the check). So, using your 'example' skill check of +56, and the fact that you can take 10.... that's a 66. NOW, if you're a casting a spell from your 'specialty' (Which only primary casters can do), you could gain a bonus of +10, meaning to get the DC 105, you'd need to spend an additional 29 mana. So, that's 30 mana for a lvl 9 spell (10 more if it's not in your specialty).
So, even assuming it's NOT in your specialty, Out of 400 Mana, that means 10 lvl 9 spells a day. OR, say 6 (What a sorc could cast at lvl 20) lvl 9 spells, with about 100 mana left for other spells.
Since you've got a base 66 skill check taking 10, you'd pay 1 mana for every spell up to lvl 6, 4 mana for a lvl 7, 21 for a lvl 8)

Allright, so 6 lvl 9 spells, 6 lvl 8 spells, 6 lvl 7 spells would cost 390 mana (which your char. in question should have, np). Everything else would cost 1 mana a piece.
I didn't realise that you could pay mana to add on to your spellcasting check, That certainly makes it more achievable.

Jemal said:
OK, I am going to make ONE change.. Craft(Runes) for spellcasting uses whichever of the following stats is your highest (instead of int). Dex, or your casting class's primary casting stat.

Does that sound fair, or do we still think it needs to be worked out some more?
Well as the resident moaning twit, I'm going to have to stick up my anally retentive hand and continue to point out any percieved flaws.

Changing the Craft(Rune) ability certainly makes it easier for everyone to cast spels but it completly breaks the Wizard class. :heh:

In the core rules Wizards and Sorcerers are relatively well balanced against each other, Wizards cast less spells per day but have the potential to learn and cast any spell they want. While the Sorcerer has access to a smaller pool of spells and is a level behind the Wizard in learning new higher level spells, but can cast more and use them on the fly.

Now with the rule changes there is little reason to go a Wizard, as Sorcerers has access to all spells, have more mana than Wizards (due to being able to cast more per day) and aren't hindered by the Craft (Runes) skill, as it is no longer driven by their Int score.

The only draw back to going a Sorcercer is being a level behind Wizards for casting higher level spells. This is partially mitigated by specialising in 1 or two fields of magic, so as to get the +2 effective caster levels.

Now im not complaining per se (honest! :heh: ) just pointing the ways that the system can and will be exploited by greedy little twinkers like myself. Although I'm not really a serious twinker like someone I could name *cough* AC 70 *cough*. :D

Jemal said:
As for the 6 free ECL, well Gestalt is figured at +2 ECL, and that's for an ENTIRE extra class as secondary, whereas this is half level, and you need to spend mana to activate the extra features.. Maybe +1 ECL... SO, I might work on something else for primary casters.

*EDIT: Also, don't forget that the Primary Caster has a casting skill bonus = half his level, which at 12 is +6, divided between any specialties he chooses. Also, if you choose a single specialty, you get +2 to your level for all purposes surrounding that school. SO, if a sorc12 chose "Fire spells" as a single specialty, they would gain +6 to casting any fire spells(which is effectively 6 less mana cost for the spells that he can't make normally), and would be considered Sorc14 (meaning higher caster level, and access to lvl 7 spells). In addition to the fact that mana goes up fast.. The lvl 12 Sorceror(Special:fire) wouldn't have "double", but more like 4X the mana of the lvl 12 fighter(backup sorc).
I obviously can't be too upset by this as I'm creating a primary spellcaster myself. Anyway it was mearly something to think about.
 

Jemal said:
One more thing : RE double spellcasting

A char. with 2 spellcasting classes would add the mana for both together, and would have 2 seperate 'specialty' pools. (AKA A cleric6/Wizard6 would figure out their cleric mana, the figure out their wizard mana, and add the two together. Plus, they could choose 1 cleric specialty (which would get +3skill and +2 CL), and 1 wizard (which would get +3 skill and +2 CL). They wouldn't be allowed to choose the same specialty twice, and would normally only have access to 3rd level spells, but b/c of their comparatively high casting skill mod, would find any spell they DO try easy.
Thus, Mystic Theurge and Ultimate magus ARE really good choices, IMO.
True, that's why my initial submission was a Archivist 3 / Wizard 3 / Mystic Theurge 6. He certainly had a lot more mana that my current submission. But the Archivist levels felt like a waste as a straight Wizard can cast any divine spell anyway, albiet as a spell of 1 level higher. But that was before you included the rules for specialisation with the bonus CL's.

I'm still pretty happy with my Warlock 3 / Wizard 3 / Eldritch Theurge 6, as being able to use the warlocks invocations and eldritch blast at no cost at will is pretty cool. I also like the Warlock as it can be explained via Solon's Sartan/Patryn heritage. Although with the new rule refinements I 'll be swapping out the Wizard levels for Sorcerer levels.
 

I see your point, Though wizards DO still gain bonus feats (Inscribe Rune at lvl 1, and a bonus metamagic every 5), as well as gaining new spell levels 1 earlier, and the ability to specialize (different from the Rune-magic specializing). Plus, the whole "Spontaneous metamagic = 1 full round casting" thing.
Im not inclined to do much for wizards, though that could be b/c of my inherent Sorc love.
In this case, though, Sorc fits the bill more than Wizard if you ask me... Casting specific, pre-memorized formula from a book doesn't seem very Patryn to me.

(And btw, normally it's Sorc's who get the short end.)

I do like your Warlock = Sartan concept, though.. I love warlocks.

Although I'm not really a serious twinker like someone I could name *cough* AC 70 *cough*.
Oh, that's not twinking... I was going Easy on them. Straight core @lvl 20 it's easy to beat 100, My friends and I have done it with 3 seperate characters(Core/SRD only, no psionics)
 

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