Khorvarian Days & Knights [FULL -Recruiting alternates]

DEFCON 1 said:
OOC:So the best advice I can give to everyone is that if you want some more specific info about something I've written, put an applicable skill check roll in your roleplay and based on how you succeed or fail will determine what more info I give you. :-)

Hope this helps! Thanx much guys! You've been awesome thus far!

I appreciate the style in Dice Mastering this game. :cool:

I’m a more real life player, and with that comes the face expressions, and mimic generally. I tend to forget that the character got various skills and take for granted a lot of times, that DM will give me more info that I strictly need to success in a task. happens also when playing with the samme friends for some years.

And as a god DM you are, and a bad bad bad person :p , will not give info that easy. Is part of the fun right?.

Wonder what is on that second floor. Maybe it’s just a cat liking (licking) his own face and some chicken laying eggs to the party’s breakfast :o

-*-*-​

As a disclaimer: Engish is a second language for me, you have sure noticed that.
If any of you detect a repetitive error, please make a error notice to me in the ooc tread.
I apreciate it.
:)
 

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Badger, the dwarven Evocation wizard character works for me. That's cool. If you also have the Complete Arcane book, I wouldn't be against you taking the Warmage class either if you'd prefer. Up to you. Go ahead and put the numbers, bio, and appearance in the Knightmares of Khorvaire rogue's gallery thread and I'll see about getting you into the action. By the way... when completing your character history, please put in some stuff about how you got your abberent dragonmark and the reactions of your families and such. Because the dwarves only have one dragonmark, somewhere up the line there had to be a mixing of bloodlines with either humans or gnomes from another house that when it filtered down and arrived at your birth, the dwarven dragonmark bloodline of one of your parents mixed with the human/gnomish/whatever bloodline of your other parent's ancestor, which produced the abberent dragonmark. Thanx!

Oh and also... you get full HP for all four levels of your character, and then we'll take the average on all subsequent levels. That's what Torillan started with and I don't want to change the characters already in existance. And also, your starting character gold is 5400gp (as per Torillan), and while you can only buy up to Minor magic items, I'll allow you to build Medium level Wonderous Magic Items since you'll have the feat.

DarkMaster... I understand your concern, and it does seem a little bit like overkill, but since Torillan started everyone that way, I'm not going to take everyone's HPs away just because I've taken over. So we'll stick with full HP for the four levels, then average HP for each level past that.

And Tor L'Tha... no worries on the translation front. As long as we can understand what you're intending to say (which we have been thus far), it's all good. :)
 

I don't have the complete Arcane just yet. Could someone send me the info offline? My e-mail addy is badger_fan_123 at yahoo.com.

Could you give me a brief rundown of the class Defcon? Is it like a battlemage PRC, or is it a real "class"?

Sorry for so many questions, but I like the name, and it would make sense as he is primarily going to be a "blast it until it stops moving" sorta mage.
 

Well, I don't have any complete books, but I think I read somewhere that he's a guy with a rather limited spell list and who can wear armor and use some more weapons.
The Warmage Spell list from the online preview seems to head strongly in the direction your character is aiming at though. (i.e. a wide variety of artillery spells and not much else.

WotC said:
Warmage Spells

0-Level Warmage Spells (Cantrips)
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

1st-Level Warmage Spells
Accuracy*: Doubles weapon's range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.

2nd-Level Warmage Spells
Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round.
Continual Flame[M]: Makes a permanent, heatless torch.
Fire Trap[M]: Opened object deals 1d4 +1/level fire damage.
Fireburst*: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage,
or deals 1d8 cold damage in 10-ft.-radius burst.
Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling Blade[F]*: Hurled slashing weapon magically attacks all foes in 60-ft. line.

3rd-Level Warmage Spells
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.

4th-Level Warmage Spells
Blast of Flame*: 60-ft. cone of fire (1d6/level damage).
Contagion: Infects subject with chosen disease.
Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread.
Orb of Acid*: Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold*: Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity*: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire*: Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force*: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound*: Ranged touch, 1d4/level sonic damage and target might be deafened.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing
through wall deals 2d6 damage +1/level.
 

I also do not have Complete Arcane yet either. My apologies. If we aren't able to get that class up and going... let me present another possible scenario that I'm more than willing to go with that might work within your character concept.

Since you state that the character was trying to be a runesmith... how about playing a sorcerer but we just change the flavor text of the class a bit to fit in with your concept? Rather than saying that your dwarf has magic "within" him (as is normally the case for a sorcerer), we can instead say that your dwarf knows a number of "runes" that he is able to transcribe as many times per day as a normal sorcerer can. The semantic components involve the dwarf drawing the rune on various objects or even just in the air in front of him, the verbal components are normal, and material components are the small items you draw the runes on (bits of rock, wood, paper, the ground, yourself, etc.). Then each time you add to your Spells Known list, it means you've learned a new "rune" you can transcribe. I think this works well, because you only know how to draw a certain number of runes total, but you can draw them many times per day. So a Mage Armor rune might be drawn on your person, a Lightning Bolt rune might be drawn on a small handheld blackboard with chalk and the energy blasts out of it... etc. etc. This is different than an artificer, because only the runemage is able to activate the runes he draws, plus he gets a wider number of spells he can create runes for.

So that's another idea you might want to go with. What it all boils down to is the standard sorcerer class with no changes to it, other than the flavor text of how he gets his arcane power is different than a typical sorcerer.
 

If you also want someone able to fight (since you were looking for a warmage) you can also look at the battle sorcerer from UA. Basically you can choose any one handed weapon and be proficient in it, wear light armor without spell failure, d8 hp, 3/4 BAB, replace bluff by intimidate for the cost of 1 spell less/levelofspell/day and 1 spell less/levelofspell known.
 

Well, I really like the idea of the runesmith, but with his Charisma so low (6), I wouldn't be able to really do anything. If we really wanted to "home brew" it up, I would be willing to accept the sorc spell limitation, but still use his INT for the spell level that he would be able to learn and give him a bonus with his INT, smarter = learn more runes.

Hmm...I could also twist around his Strength and Dex to make him stronger, but less mobile, also a result of the burns as while he was still strong, his joints and skin would be stiffened from the burn scars.

Does any of this seem like it could work?

Stats for Kort at the moment

Str: 10 (+0)
Dex: 16 (+3)
Con: 14 (12+2) (+2)
Int: 17 (+3) (4th level increase stat)
Wis: 14 (+2)
Chr: 6 (8-2) (-2)

Just as an FYI, the Runesmith I was talking about him becoming was a PrC class presented in the Races of Stone book. I think it was a five level PrC and it allowed them to cast runes while in heavy armor, but I like the concept of the class you were presenting alot better in terms of "flavor".
 
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Well, the actual Runesmith PrC can prepare spells as runes, no longer needing somatic components. Spells without a somatic component (such as Feather Fall, or those prepared with the Still Spell metamagic) are not subject to spell failure. Thats more or less it.


Like most PrC though, you won't get it until 6th level or so, which in a pbp game is a terribly long wait I guess. You'll also need Armor Proficiency (heavy) as a prerequisite for the Runesmith PrC.

And again, there seems to be some sort of class in Complete Arcane that does that runes-in-the-air trick, though I got no more information about that one for you.

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[edit]
reading your characters background, have you considered the Artificer Class?
 
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I did, but again with the low Chr score, it would make being an artificer extremely hard due to his low Chr score....

I almost think I should just keep it simple and stick to the simple Evoc specialist route, and go from there. I know I could juggle the scores around and come up with a playable artificer, but as I am playing a Warforged one in Eluvan's game, I was trying to do something a little different.

I really want to play a dwarf, that much I am certain, as they are my favorite race, with warforged now coming in second, and the prospect of getting to play an atypical, character really appealed to me. I was even going to go as far as to make him a Fig 1/Evoc 3 to show his time as a soldier before he got badly burned by the fireball.

*sigh*

I'm sorry if it seems I am nuking this, but I am just excited on the prospect of helping you guys out and getting to branch out some as far as the char concept goes.
 

Okay Badger, as I tend to be very lenient when it comes to modifying classes to make the characters people really want to play, I'll tell you what I'll do.

I can offer up two options that you can choose from, whichever one works best for you. If you do wizard specialist (evocation), then create the character however you want and it's all good. The second option is that I will also allow you to create a sorcerer (aka "runemage") whose main attribute is Intelligence rather than Charisma (for determining save DCs and extra spells per day), however you need to give up the Find Familiar class ability to get it.

So I leave the choice up to you... whichever works best. Of course the third option is if you do happen to acquire the Complete Arcane before you get introduced into the story, and you decide to create a character using one of the three classes within that (Warlock, Warmage, or Wu-Jen), which is also cool. So go ahead, make your choice, and then feel free to post the character in the Rogue's Gallery. Thanx much!
 

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