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[E6] Adventure in the Swordlands [OOC]

I like that aspect of the Spellcaster. It's whatever you want it to be, however you want to make your mage. But it's not overpowered because you have spells known like a sorcerer, so you're selections are really important.
It's kinda like my Father's world. He destroyed the rules of differences between the various spells, whilst keeping some specifically for each caster (Cures/Harms, prays, etc. for divine, nature influencing for Druids, and the like). I rather enjoyed it, especially when he took the logic of implementing the dichotomous difference between certain spells. Such that if you knew CLW, you also knew the equal Harm spell. Said that when learning spells the characters had to know the ins, outs, how to, not to say, forwards and reverse... The whole nine. Then giving a percentile up to 99% (scaling down along the line to the 8th level (9th didn't exist)) for failure. Failure meant wild surge ala AD&D style-y--it didn't happen the way intended, but determined as per what the table suggested (logically), and the DM thought to be. Was actually rather fun.

Re: Comprehend Languages. Everyone in this part of the world speaks common. The Masters had their own language that the First still know how to speak, but other than that it's common and regional dialects. I'm not advising you against taking it; I just wanted to let you know what the language situation is.
It's a "bread and butter" spell for me. Detect Poison, Tongues, Comprehend Languages, (Extended) Rope Trick, and Read Magic are all necessities. I cannot think of a situation that this could not come in handy in an environment not at the home town (even then, some times it's live-or-die situation without).

Thinking about it more, it really makes sense for a Spellcaster to have that as the Masters wrote all their magical research and tomes in their language. Good call.
^.^
Mage's intuition.

Also, expect the fluffy bits to come in a few.

EDIT: World-wise, how many mages are pure born, and how many have "awakened" above the normal (paragon)?
 

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EDIT: World-wise, how many mages are pure born, and how many have "awakened" above the normal (paragon)?

Do you mean how many mages were born with magical ability and how many came to their skill through training?

All mages have some kind of training whether it's an actual apprenticeship (rare) or finding a source of knowledge and learning through trial and error. I'm not going to say there are no mages that were born with the natural affinity for magic, but the majority of them had outside help to get them started.

So to answer your question...20% natural affinity / 80% awakened.

Although I don't like that term awakened. Let's use skilled instead to represent those that had no natural affinity.

1/5th natural affinity, 4/5th skilled.
 


...

Walking Dad

Are you sure it's in Complete Divine? I couldn't find it there. Find what book it's in and I'll check it out. It should be okay if it's WoTC. Go ahead and work on your barbarian, but I will need a page reference.

Sorry, my bad. It is in Complete Champion (Complete Divine 2 ;))

I have reread the E6 Rules. Would you allow a fighter with the capstone feat to buy IH feat up to 8th level? Fighters would be a bit weak without this (just look at the warblade...)
Got a great idea for a fighter polearm user...

Will just build both characters :D
 

Alright, I have updated, and completed just about everything that may be necessary...
Questions, concerns, comments?

[sblock=Appearance]Standing at just over 5 feet tall, and less scrany than your average military recruit. Fresh military recruit that is. Kaze isn't exactly one of the most handsome, nor outspoken human where he lives. Even with his piercing sapphire eyes, and deathly short blond locks. He does have the tendency to have bouts of holding a silvered tongue, but not as often as he does spouting off various tangents about seemingly endless theories about how the beings from outer planes continue to exist without their damned overlords.
His attire is something of a simplistic, almost tossed together managerie of colors, and styles. One piece, his shirt, is a vibrant red, whilst that which sits below is a pair of black-ink pants laying over top of a pair of some strange colored shoes. He doesn't seem to mind that he looks like he got dressed before the crack of dawn.[/sblock]

[sblock=History]Even from a young age Kaze scavenged for any knowledge he could, from perhaps even the most questionable sources. Many times he's come close to selling his soul out to various creatures of the abyss to deals which would only benefit them--each time he's narrowly avoided the temptation. Each time though, he lost a bit of his soul to the underworld, to where he stood now with an almost adamant stance that he was going to become one of them when he died. Though with the slow degrading worth of his soul, a new power arose to take its place. At first it was nothing more than short spurts of nothing more than lights, understanding odd texts at the wrong period of time, and knowing what way was the predetermined "north." All but useless.

That is until he found himself able to tap into more. As his understanding grew of what he could tap into, so too did his understanding of what he held in his grasp. Although currently he has a full understanding of what he can currently do, namely able to temporarily hop into an alternate plane for some hours of uninterrupted slumber, he also understands now that more of what he knows lies out there. The hunger to know more, to understand, to know it all, in spite of his own life.[/sblock]

[sblock=Kaze]Human Spellcaster
AC: 14 (10 +1 Dex, +3 Defensse)
HP: 22
RP: 22

STR- 10
DEX- 12 [+1]
CON- 14 [+2]
INT- 21 [+5]
WIS- 12 [+1]
CHA- 14 [+2]

Saves
Fort- +3
Ref- +2
Will- +5

Attack:
Ranged- +3
Melee- +2

Equipment
Ring of Sustenance
Quarterstaff, 1d6, x2
Backpack
Beltpouch
Bedroll
Flint and Steel
Silk Rope
Everburning Torch
Spell Component pouch
Explorer's Outfit

875 gp
9 sp

Skills
Appraise +12
Concentration +9
Spellcraft +16
Decipher Script +12
Craft (Alchemy) +12
Knowledge (Arcana) +12
Knowledge (Dungeoneering) +12
Knowledge (The Planes) +12

Feats
Human - Ability Training (Int)
Spellcaster - Magical Aptitude
1st Level - Ability Advancement (Int)
3rd Level - Eschew Materials

Spells per day (with DC):
0 - 6 (15)
1 - 5 +2 (16)
2 - 2 +1 (17)

Spells Known:
0 - 6
1 - 3
2 - 1

0 level Spells:
1 - Read Magic
2 - Light
3 - Know Direction
4 - Purify Food and Drink
5 - Resistance
6 - Detect Poison

1st level Spells:
1 - Shillelagh
2 - Comprehend Languages
3 - Magic Missle

2nd level Spells:
1 - Rope Trick[/sblock]
 
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[sblock=Ideas]

Please check, if you would allow these builds:

Harrier
3 scout 1 barbarian (ends as 5 scout / barbarian 1)

Feats (like in IH)
H TWF 1
1 Weapon Finesse 1
3 Mobility 1

(Bonus next level: Iron Will)

Optional rules
Rage Variant: Whirling Frenzy

Spiritual Totem (Lion) (Complete Champion)

--------

Harrier
4 ranger (6 ranger)

Feats

H Dodge
1 Weapon Finesse
R1 Track
R2 TWF
R3 Endurance
3 Mobility
CotW Blind Fighting

Planned
6 TW Pounce (PHB2)

Favored Enemy: Humans

Rule Variants:
Distracting Attack (PHB2 p55)
Replaces animal companion

Champion of the Wild (Complete Champion p50)
Replaces Spellcasting with Feat

-------------

Weapon Master
4 Fighter
(Polearm Master)

Feats (like in IH)
H Hafted Weapon Mastery 1
1 Armor Mastery
F1 Power Attack 1
F2 Hafted Weapon Mastery 2
3 Combat Reflexes 1
F4 Hafted Weapon Mastery 4


-------------

Armiger
4 Fighter
(Dungeon Basher)

Feats (like in IH)
H Armor Mastery 1
1 Power Attack 1
F1 Imp Bull Rush 1
3 Imp Bull Rush 3
F4 Armor Mastery 2


Rule Variants:

Dungeon Basher (Dungeonscape p10)
Replaces 2nd and 6th Fighter Feat) [/sblock]
 

wysiywg

Character update noted. Decided against the Healing Belt?

Walking Dad

The Armor Mastery feat is not allowed because we're not using armor as damage reduction. I don't have Complete Champion, but I'm guessing the Lion Totem gives them a Pounce ability. I'll temporarily OK it until I get a look at the text of the ability.

All of those builds look ok. I think the Haft Mastery feats are underpowered but it makes for an interesting concept.

Capstone feats will be available but they give different bonuses than the ones in the E6 thread. The requirements are the same: 6 levels in a single class.

Seph

Update noted.
 


wysiywg

Character update noted. Decided against the Healing Belt?

Your's killing me! I'm trying to put this choice behind me. It's an open wound, and you just peppered it with salt again! Maybe you can make this decision a little easier for me. Are we going to face more combat encounters or more sneaky situations?

I'll toss and ponder and make a decision before we start the actual game.

On that note, when are we going to start?
 

Walking Dad

Yes. Replace the text of Armor Mastery I with the following.
"Select a category of armor (Light, Medium, Heavy). When wearing armor of that type you add +1 to the armor bonus. All subsequent Expanded Mastery abilities function only when wearing the selected armor type."

Expanded Mastery 3 would add an additional +1 to the armor bonus.

How's that work for you? The primary feat is similar to the Shield Specialization feat in PHB II.

wysiwyg

Stealth in general will be useful. I see the Hat of Disguise as more 'social stealth'. It stuck out; didn't seem to fit with the character concept or stats (no ranks in bluff, disguise, or sense motive). I don't say that to say it's useless but that it seemed odd for your character. That's why I asked about it.

...

I just re-read your character background. Ok, it makes sense.
--------

General note: For those who don't have access to Iron Heroes there is a feat that may interest you. It's called Healing Lore, has no prerequisites, and grants a +4 bonus on Heal checks. In addition when you restore a characters Reserve Points with a Heal check you add +2 RP to the total.

Re: Game Start.

Recruitment will stay open until Sunday, March 8th. Then I will make the decision for characters. I will run individual preludes with the characters in the OOC thread before starting the IC thread. Nothing big or dramatic. Just something to establish your characters situation in the world before the real story begins.

Estimated Timeline:
Sunday - End of Recruitment
Monday / Tuesday - Preludes
Wednesday - Official Start
 

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