Maure Castle OOC (Full)


log in or register to remove this ad


Krauss von Espy said:
Insight: Stuff from....hmm, nothing I guess. I do own Complete Warrior, and it doesn't look like you used anything else non-Core. If I'm mistaken, please let me know.

Nope. Nothing nonstandard really. The only thing I did out of the ordinary was creating my own magic items using the rules in the SRD. Basically put two functions in one item. Nothing terribly outlandish LOL

I also wanted to mention that I think we could see a lot of fun interpersonal tension between Tanus and Voadam's character. Obviously, they must have learned to put aside their differences and work together by now....but I still see a lot of cool role-playing possibilities.

Thanks everybody! Keep up the good work!

-Heinz

I imagine that Tanus and the unnamed Paladin character (Voadam) would have worked together very well before, at least in the fact that Tanus' ability to get behind enemies and flank them, sneak attack, etc would have benefited the Pally, and Tanus would have needed a melee tank to compliment what he does.

Now that Tanus has returned a changed man, I can definitely see some interesting interchanges between the two. Tanus is no longer the happy go lucky rogue, but a solemn and determined fellow who dresses a lot differently :lol:

Still, the new Tanus is an enigma of sorts, which is fun to play!
 

I think what might be fun for all of us is to create a backstory for our group. We could work on it collectively, and come up with a mutual history of sorts. What do the rest of you think?

Also, does everyone have access to Greyhawk resources? If you don't own the Living Greyhawk Gazetteer, there are a few good websites out there with information.
 

Insight said:
I think what might be fun for all of us is to create a backstory for our group. We could work on it collectively, and come up with a mutual history of sorts. What do the rest of you think?

Also, does everyone have access to Greyhawk resources? If you don't own the Living Greyhawk Gazetteer, there are a few good websites out there with information.

I think this is a great idea! I'll be more than happy to throw in my two cents as well, if you want any additional input.

-Heinz
 


Insight said:
I think what might be fun for all of us is to create a backstory for our group. We could work on it collectively, and come up with a mutual history of sorts. What do the rest of you think?

Also, does everyone have access to Greyhawk resources? If you don't own the Living Greyhawk Gazetteer, there are a few good websites out there with information.
I think this is a good idea, too. When I post my character (sorry for the delay, but I have made some progress) his history will basically be up to the point he met the rest of the group, and we can work on the rest together.

But as Heinz has said, the history probably won't come up much in the game itself.

Heinz: So it turns out that the class features of Elemental Savant and some of the Draconic feats overlap. That's fine but it means I won't be taking as many Draconic feats as I anticipated. Here's what I'm taking:

Empower Spell
Always useful, and a Metamagic feat is a prereq for...
Energy Substitution (Electrical)
Allows me to switch any spell that has an energy description like Fire or Acid to be Electrical instead. This raises the spell level one, but is actually superseded by a feature of the Elemental Savant class (see below). Is also a prereq for Elemental Savant, along with some ranks in Knowledge(Arcana) and Knowledge(The Planes).
Sculpt Spell
Allows me to cast any spell with an are as either a 20' spread, 60' line, 40' cone or 4 10' cubes. The description doesn't say if these cubes have to be adjacent and there is considerable debate on the issue. Whatever you rule is fine by me. Raises the casting level by (I think) two. I'll check on that.
Draconic Heritage - Bronze
Prereq for other Draconic feats. Makes Electrical the draconic energy type (for Draconic Breath and other things) and makes Survival a class skill.
Draconic Power
Cast spells with associated energy descriptor (electrical) at +1 Caster Level
Draconic Breath
Convert spell slots to 2d6 electricity per spell level, 60' line. So if I gave up a 2nd level spell it would do 4d6 (reflex half) in a 60' line. If I converted a 6th leve slot it would do 12d6. This is actually not that useful, since I will have attack spells that do electrical damage that will almost always be better. I really just like the flavor.

The Elemental Savant class is a full caster progression (so I'll cast as a 12th-level sorcerer) with a d4 hit die, good Will save, poor BAB, and by 4th level gives me the following:

All damaging energy spells are automatically converted to Electrical damage. This does not raise the level of the spell so it largely supersedes Energy Substitution (which is a requirement for the class).

Energy Resistance (Electrical) 10.

Immunity to Sleep effects. The class slowly turns you into an Outsider, and this is the first step.

Ack. There's more but I can't remember it. Anyway, I'm planning to take some handy attack spells like Scorching Ray which will automatically be electrical when I cast them. Of course, I just KNOW we'll be messing with creatures that are immune to electrical damage. :D

More to follow.
 


Did anyone end up picking up item creation feats? I am perhaps interested in having one made once the game starts. Of course, the only real slots I have open are rings, and I doubt anyone has Forge Ring...
 
Last edited:

Insight said:
Did anyone end up picking up item creation feats? I am perhaps interested in having one made once the game starts. Of course, the only real slots I have open are rings, and I doubt anone has Forge Ring...
I would be eligible for it (barely). I suppose I could get rid of Draconic Breath, but it's just so...dragon-ey. :)
 

Remove ads

Top