Gaming W/Jemal : Prisoners!!(Inmates Chosen)

Jemal said:
OK, first off I need everyone to make sure they do the following :
Indicate Race, Templates(if any), Level adjustments, Racial HD, and how many levels you have of each class. Also, I'd like sections indicating Class abilities and Racial traits (This doesn't have to be seperate as long as they're all listed).

[sblock=Avalon(Xing'dao)]
You've got one more language
Might I ask why you took persistant spell when you have neither Divine Metamagic nor the higher level spellcasting required? Why not wait till later to get it?
I need info on the following spells:Close wounds, Divine Insight, Clutch of Orcus, Revenance, Earth Hammer.
Also Make sure you've done what I listed at begining of post, and I'll go over the numbers one more time.
[/sblock]

The illumian power word that I chose grants the ability to DMM 2/day. So in essence, I get DMM since lvl 2. I'll get to the spells later once I get some sleep.
 

log in or register to remove this ad

Jemal said:
[sblock=Ethandrew(Eoghan)]
HP should be 117
grapple should be +16 (you forgot your str mod)
don't forget to put down which weapon you have W.focous/Improved Crit with. (Don't worry, I'll give you the right weapon).
Also, what type of armour would you like, Medium or Heavy?
You've still got the Ring of Sustenance under your equipment.
Other than that, just do the updates I listed at begining of post, and I'll go over the numbers one more time.
Also, I think I'm going to make Paladins Literate in their primary language, so mark that somewhere.
[/sblock]

I think I have everything listed in Rogues Gallery as you've stated.

My language choice is European because I envision Eoghan coming from a place much akin to Arthurian Britain, Ireland specifically. Rolling green hills, small castles and estates littered everywhere. If we decide to make European Faerunean Common, that's fine by me, but I'm a little unfamiliar with FR, so I don't know how well my Ireland concept would translate to FR, maybe Cormyr or somewhere similar. So, I'd need help with this.

As for my ring, it's gone, I just forgot to delete it. I cannot decide what other equipment to get though, or even if I will get anything else.

Between heavy and medium armor, probably heavy over medium, but I've really got no preference really.
 

Ok, updated on Rogues Gallery. Everything you need should be in the 1st tab. let me know if you require anymore info.
 

Jemal said:
OK, the Rogue's Gallery is up, post yer characters there. I'll go over them when they get put up there.

Um, btw, ethandrew - I did state no Rings of Sustenance. Getting + keeping food will be one of the themes of this campaign.

*EDIT: On second thought, I should probably also outlaw spells like Create Food&Water, Heroes Feast, Mordenkainen's Mansion, Leomunds Hut, etc... Anything that provides temporary/magical lodging&Food.

Water will NOT be an issue, it's very plentiful, so don't even bother worrying about waterskins or such.
Okay I've posted Quill into the RG and I'm pretty much ready to play, apart from some minor item purchases.

Also is Murylund's Spoon ok, or should I remove it, and Quill knows the fabricate spell, which would allow him to errect permanent dwellings if he desired. Should I keep this or remove it?

Jemal said:
Well, since the prison is set on a post-apocalyptic Earth, there's no "maybe" about that...
Although 99% of the guns have been 'confiscated' by the guards, and the ones that haven't will be used by other prisoners against you before you can get them. And they're NOT the guns you've seen stated up in DMG or D20Modern. We're talking GOOD weapons, on par with magic.
really advanced Earth Guns are the equivalent of Techno-Magical artifacts. Normal guns are still pretty damn good. (Wait'll you see your first Machine gun)
Well since Quill is/was a guard I might will use my last feat to acquire the Exotic Weapons (Firearms) feat :)
 

[sblock=Spells you wanted info on Jemal]Earth Hammer - Casting time: 1 swift action, Range: touch, target: weapon touched, duration: 1 round/level, Effect: The base damage of the weapon improves by one step (as if it were one size larger). Weapon deals bludgeoning damage and bypasses DR as if it were made with Adamantine.

Close Wounds - Casting Time: Immediate action, Range: Close, Target: 1 creature, Duration: Instanteneous, Effect: Cure 1d4 points +1/caster level (max +5). If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to -10 hp, for example, leaving the char at negative hp but stable. Can be used against undead to damage them (Will for half)

Clutch of Orcus - Necromancy (Evil), Casting Time: 1 standard action, Range: Medium, Target: One humanoid, Duration: Concentration, up to 1 round/level, Saving Throw: Fort Negates, SR: Yes, Effect: Victim is paralyzed and takes 1d12 damage per round. Concentration is required to maintain spell each round. A conscious victim can attempt to make a new fort save each round to end spell. If victim dies as a result of this spell, his smoking heart appears in your hand.

Divine Insight - Casting Time: 1 standard action, Range: Personal, Target: You, Duration: 1 hour/level or until discharged. Effect: Once during this spell's duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + caster level (max +15) on any single skill check. Activating the effect is an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends. You can't have more than one divine insight effect active on you at the same time.

Revenance - Casting Time: Standar action, Range: touch, Target: dead ally touched, Duration: 1 minute/level, Effect: Brings a dead ally temporarily back to life. Ally can have been dead for 1 round/level. Target functions as if raise dead was cast on him, except he does not lose a level and has half of his full normal hp. He is alive for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the spell's effect, the subject is not affected by spells that raise the dead. Subject gains a +1 morale bonus on attack rolls, damage rolls, saves and checks against creatures that killed him.[/sblock]
 

OK, a couple quick things before I head back to work (on break now). Will be back later.

ethandrew - Well, the less equipment you have, the more powerful the stuff i give you, so if you want another item, it's up to you.. (You'll be getting a little more than the normal 110,000 other PC's have b/c you don't get to pick it yourself, btw)

Lordraven - The Firearms prof is ok since you were a guard, but you won't be able to smuggle one in. They would've done a VERY thorough search and confiscated it before sending you in. (Meaning you probably turned it over to prevent them from finding your other stuff)
I'll say no to Murlynd's spoon, but Fabricate's ok... IIRC, it still requires you to have the materials and skill to make the item, it just speeds it up. correct?
 

Cool spells man. My two pence...
[sblock]
Earth hammer - You have got to cast this on my hammer!! 3d8+3 + 10 + knockback - and if they slam into a wall?.... An ADDITIONAL 8d6+30!! - oh, with a x4 critical mod!!
I am not even going to attempt the math!

Close wounds - [Hackles Up] Keep it away from ME! [/Hackles Up]

Clutch of Orcus - Sweet effect, especially the roasted heart in your hand! More to the point - it doesn't work on me!

Divine Insight - Not a bad spell, but neither a good one, but then again I can see it's usefulness.

Revenance - Interesting, but how would that effect me? I mean, if I die am I still immune to raising, and if it did work, would I rise as a deathknight or living, breathing Goliath??.... This could be very interesting to play around with later...[/sblock]
 

Jemal, what are you planning for the lifebond between two characters? If one dies for example from a save or die then the other just falls down dead? If so, raise dead effects would be useless.

-SIN-, I have no idea how revenance would affect you.
 

Jemal said:
ethandrew - Well, the less equipment you have, the more powerful the stuff i give you, so if you want another item, it's up to you.. (You'll be getting a little more than the normal 110,000 other PC's have b/c you don't get to pick it yourself, btw)

The magic items I currently have on my person are simply affecting my savings throw. All the gold I've spent has just raised them all +5. While that's nice and handy, I do not mind one bit not having either the vest of the cloak. I like the idea of before Eoghan being exiled and banished, they stripped him to his skivvies and then sent him on his way.

Soooo, let's go with that. No magic items. I'll go to the RG and change that.
 

Jemal said:
Lordraven - The Firearms prof is ok since you were a guard, but you won't be able to smuggle one in. They would've done a VERY thorough search and confiscated it before sending you in. (Meaning you probably turned it over to prevent them from finding your other stuff)
I'll say no to Murlynd's spoon, but Fabricate's ok... IIRC, it still requires you to have the materials and skill to make the item, it just speeds it up. correct?
I'm more than happy to take the feat in the hope of eventually finding a firearm.

I'll remove the spoon from Quill's character sheet. Regarding Fabricate craft checks are only required if making items with a high degree of craftsmanship, so I'm guessing that it's pretty rough/average most of the time unless a craft check is used.

Quill has Knowledge (Architecture and Engineering), this is so he can make structurally sound dwelings/ fortifications. I'm not if this is the best choice or if I should choose Craft(masonry or carpentry) :heh:
 

Remove ads

Top