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HM's Carrion Crown AP - OOC
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<blockquote data-quote="Satin Knights" data-source="post: 5490223" data-attributes="member: 6666968"><p>Firvin's turn.</p><p>A) Identify: Absolutely not. To identify a magic item requires a spellcraft check of 15+caster level. You have +10 already, and as an elf you get an additional +2. So, you identify a cure light wounds potion on a die roll of a 3. And four party members get a shot at doing it. Identify is a spell you buy on a scroll once and carry as a backup incase you roll a 1 some time.</p><p>B) Sleep is another dead spell after just a couple of levels. And it takes a full round to cast. Drop it too.</p><p>C) If you drop Sleep, drop Lullaby. Replace Lullaby with Open/Close.</p><p>D) Spells known are precious. Taking the Cure * Wounds every other level is enough. So, drop the Cure Mod. If you burn all your first level spells, you can use second level spell slots to cast 1st level spells. </p><p>E) Heroism: +2 Morale bonus for 1 person. Does not stack with the +2 Morale bonus for all with Inspire Courage. The only thing it has going for it is the 10 minutes/level. Probably drop.</p><p></p><p>Replacement Spells:</p><p>F) Saving Finale: End a bard song as an <em>immediate</em> action to allow one of the party members to reroll a save. 20%</p><p>G) Timely Inspiration: If a party member misses a roll by 1, you can cast as an <em>immediate</em> action outside your normal initiative to give them the +1 to succeed. 30%</p><p>H) Vanish: 1st level invisibility. 70%</p><p>I) Silent Image: long range illusion that has a duration of concentration and a large area. 60%</p><p>J) Blindness/Deafness: medium range save or suck at DC16 fortitude. Hit casters with it for 75% chance of success. 80%</p><p>K) Silence is a keeper. Long range save or suck.</p><p>L) Rage, The second level spell: medium range buff for your party that is concentration + CL in rounds. 70%</p><p>M) Gallant Inspiration: "I missed by 3", roll 2d4=4, "No you didn't". Another wonderful immediate spell that you can cast on another person's turn so they succeed. Although, that spell has to be the bane of GMs. 90% </p><p>N) Alter Self: Shape of Mermaid. Shape of half-orc. Wonderful utility spell. 50%</p><p>O) Blur: 20% miss chance is nice. But it is a pick up at later levels spell.</p><p></p><p>The percentages are weighting as to what I would take first over another spell. The higher the better. </p><p></p><p>Feats: Combat Casting should be your third or fifth level feat. Definitely pick it up by seventh.</p><p></p><p>Except for the Identify, these are just suggestions. I kind of tired out as it is 3:45 am, but it is a good start.</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 5490223, member: 6666968"] Firvin's turn. A) Identify: Absolutely not. To identify a magic item requires a spellcraft check of 15+caster level. You have +10 already, and as an elf you get an additional +2. So, you identify a cure light wounds potion on a die roll of a 3. And four party members get a shot at doing it. Identify is a spell you buy on a scroll once and carry as a backup incase you roll a 1 some time. B) Sleep is another dead spell after just a couple of levels. And it takes a full round to cast. Drop it too. C) If you drop Sleep, drop Lullaby. Replace Lullaby with Open/Close. D) Spells known are precious. Taking the Cure * Wounds every other level is enough. So, drop the Cure Mod. If you burn all your first level spells, you can use second level spell slots to cast 1st level spells. E) Heroism: +2 Morale bonus for 1 person. Does not stack with the +2 Morale bonus for all with Inspire Courage. The only thing it has going for it is the 10 minutes/level. Probably drop. Replacement Spells: F) Saving Finale: End a bard song as an [I]immediate[/I] action to allow one of the party members to reroll a save. 20% G) Timely Inspiration: If a party member misses a roll by 1, you can cast as an [I]immediate[/I] action outside your normal initiative to give them the +1 to succeed. 30% H) Vanish: 1st level invisibility. 70% I) Silent Image: long range illusion that has a duration of concentration and a large area. 60% J) Blindness/Deafness: medium range save or suck at DC16 fortitude. Hit casters with it for 75% chance of success. 80% K) Silence is a keeper. Long range save or suck. L) Rage, The second level spell: medium range buff for your party that is concentration + CL in rounds. 70% M) Gallant Inspiration: "I missed by 3", roll 2d4=4, "No you didn't". Another wonderful immediate spell that you can cast on another person's turn so they succeed. Although, that spell has to be the bane of GMs. 90% N) Alter Self: Shape of Mermaid. Shape of half-orc. Wonderful utility spell. 50% O) Blur: 20% miss chance is nice. But it is a pick up at later levels spell. The percentages are weighting as to what I would take first over another spell. The higher the better. Feats: Combat Casting should be your third or fifth level feat. Definitely pick it up by seventh. Except for the Identify, these are just suggestions. I kind of tired out as it is 3:45 am, but it is a good start. [/QUOTE]
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