Dromus Prep Thread

I dropped the familiar mainly as a balance issue. I was trying to give Sorcerers an automatic major bloodline, and they don't have a whole lot to give up for it. I'll still let you take it as a feat, though.

The chains are serious overkill, though. Historically, what you do is make it easy to recognize the person as a slave, without impeding their movement. A simple mithral wristband with a sigil scribed into it, possibly magical, is plenty. You won't get much use out of her if she's chained up 24/7.

If you took the Summon Familiar feat, you could probably use it to get the undead servitor as well. I've used the variant myself, and it's pretty useful. It scales in its own way, though, it isn't an ECL you can pick from an available selection for.
 

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The Sorceror in Dromus has recieved a power boost. Read the doc file at the start of this thread titled "Droman Classes". It explains what's going on.

I like the idea of you playing a Yesheveran Underdark-dweller. That would almost certainly make you a Drow btw :D
 



@ Mad Hatter: Issues I see, in no particular order and without regard to whether I mentioned them already or not:

  1. Where is this armor you speak of? I see no armor.
  2. Base Attack Bonus should be +6/+1 - Technologist's get Cleric (really, Expert) attack bonus.
  3. Recalculate weapon attack bonuses accordingly.
  4. Jovar damage should be 1 less than it is due to alchemical silver's damage penalty, or because D&D rounds down. Take your pick. :p
  5. Saves should be Fort +5, Ref +5, Will +8.
  6. The Fundamentals of Null Magic class ability requires you to take Technologist abilities marked as antimagic, so Dynamic Linguist and Instinctual Teaching are right out.
  7. Under your devices, you have 14 gadgets listed, 5 non-free upgrades to existing devices, and two lesser technologist abilities. Tech Adept twice adds two more gadgets. That's a surplus of a whopping 6 gadgets.
  8. Contrarily, you only have one of 4 technologies listed. However, it is marked as freely upgraded, although the Master of Gadgetry class ability only applies to gadgets and not technologies.
  9. You don't need to pay for the first version of a device. The listed cost applies only to replacing lost or broken devices.
  10. You have some errors in the classification of these devices, but since I'm planning on doing a write-up of them to add to the pile anyhow, I'll sort these out later.
  11. You don't have it listed how you assigned stats for the animals. I could figure it out, but judging from the size of this list, I think I'll let you do it.
  12. We already talked about the alarmingly large ferret, so that's already being considered.
  13. You don't have your total number of stabilization points listed anywhere. You should have 160 (base) + 35 (high Cha) + 15 (Tech Adept 1) + 15 (Tech Adept 2) = 225 stabilization points per day.
 
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I posted a recruiting thread here if you want to see who your other partners will be. I'm looking for 3 people.

And Mad Hatter? RE the slavery issue, I refer you to DemonWolfZero's character sheet, like so:

Adinal said:
Male Human Psion 5/Thrallherder 3 Chaotic Good

:D
 
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Yeah, Kell I noticed the stabilization point error after I posted. I just plum forgot to list the armor. As for BAB and saves, I used the old version of the technologist, which is apparently different. I will get on the changes and have the new version soon.
 

Classes Document said:
They do not gain a familiar at first level, and they have two fewer spell slots available per day at every spell level they can cast.
Ooouuuchies... I take if I can't play a normal Sorc can I? Taking the Vamp blood line (Major) for free is great and all, but with the vision I have about the character I really don't get any thing out of it of until level 9 (+1 to Charisma), and the Improved initiative is great at level 14, but DR 5/Silver at level 20 is just not buying it for me... But Vamp is the only thing that would make any lick of sense for him to have. I can't play a Human with the Fey bloodline that will live forever and drinks blood, its just wrong...


After looking at the races and classes a Grey Elf Wizard with 3 levels in Elf Paragon sounds good since I don't have to worry about Spells Known. I just read the "Arcane Research" ability and I'm liking that a lot more then the Sorc's current set up, now I can have a familiar, the same # of spells per day and as many spells as I can find, plus the Arcane Research ability, I'm sold, I see no need to be a Sorc at this point.

Are you allowing us to play with the Wizard Variants on a character-by-character level? I still like the idea of the Skeleton warrior in place of obtaining a familiar; I mean come on, who wouldn't. But I'm still thinking about the Enhanced Undead ability, Its nice, but I'd be taking my spells per day down and be down a level in gaining spells per day already. Hmmmm… Ideas, counter ideas, any thing???


The Wolf that’s of the Demon persuasion said:
Mathilde is NOT a slave. She just likes me a lot and does whatever I tell her to and I HAVE NO IDEA WHY!
I had written it in Exar's history that Cytra was a gift as he was exiled from his home plan. She's much like an indentured servant of sorts, but the guy she was serving passed her on to me as a way to say he was sorry he had to exile me (he needed a scapegoat and fast).

Kell said:
You won't get much use out of her if she's chained up 24/7.
That's why there Mirthril and the chain is 4 feet long. I would imagine it wouldn't weigh that much.
 
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Hmm, you're probably right. I'm going to boost their BAB to Cleric and HD to d8s. Kinda like an arcane Cleric. Most bloodlines are combat-heavy for their abilities, so that'll let you use some of them without making you a fighter to be reckoned with right off the bat.

Down with Grey Elves! :eek: Er, I'd rather you go with base races here, since I'm mucking with the classes so much. :)
 

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