OOC: House Millithor in COSQ part 4

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Pyrex said:
I coulda taken one. It was three at once that caused the problem.

Yes you could have. :) It's simply not a fair fight when you’re a spelless cleric. ;) If you had your spells it might have been the total opposite of what did happen.
 

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What say ye?
I'm lacking some good Touch-range spells, do you have any suggestions?

Human Sorcerer 6, Incanatar 10

Feats:
1 S Iron Will (I), Spell Penetration.
2 S
3 S Spell Focus (Evocation) (A)
4 S
5 S
6 S Empower Spell (I)
7 I Extend Spell (bonus feat)
8 I
9 I Spell Focus (Enchantment) (A)
10 I Chain Spell (bonus feat)
11 I
12 I Skill Focus (Spellcraft) (A)
13 I Maximize Spell (bonus feat)
14 I
15 I Greater Spell Penetration
16 I Quicken Spell (bonus feat)

No Necromancy after lvl 6

Spells
0: 9: Acid Spray, Mage Hand, Open/Close, Prestidigitation, Detect Poison, Detect Magic, Read Magic, Mending, Message.

1: 5: Magic Missile, Charm Person, Chill Touch, Expeditious Retreat, Shield.

2: 5: Glitterdust, Command Undead, Ghoul Touch, Mirror Image, Resist Energy.

3: 4: Haste, Slow, Displacement, Magic Circle against Evil.

4: 4: Black Tentacles, Dimensional Anchor, Polymorph, Scrying.

5: 4: Firebrand, Dominate Person, Baleful Polymorph, Cloudkill.

6: 3: Greater Dispell, Acid Fog, Antimagic Field.

7: 2: Limited Wish, Summon Monster 7.

8: 1: Greater Shadow Evocation.




Hit Die: d4.

Requirements
To qualify to become an incantatrix, a character must fulfill all the following criteria.

Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks, Spellcraft 4 ranks.

Feats: Iron Will, any metamagic feat.

Spellcasting: Able to cast 3rd-level arcane spells.

Class Skills
The incantatrix's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.


Bonus metamagic feats at 1st, 4th, 7th and 10th level.

At 1st level, they must give up a single school of magic.

At 2nd level, Incantatrix gains Cooperative Metamagic ability, which allows him to add metamagic feats (not Silent Spell, Still Spell or Quicken Spell) to spells cast by other spellcaster by readying an action and making a spellcraft check. DC for the check is 18 + (3 x Modified Spell Level). Usable 3 + Int modifier times per day.

At 3rd level, they can try to apply metamagic effect to any spell already in effect with spellcraft check. Same DC as in Cooperative Metamagic. Usable 3 + Int modifier times per day.

At 5th level, Incantatrix gains the ability to apply metamagic with spell trigger items (wands & staffs), by using a number of additional charges equal to the effective spell levels the metamagic effect would add to the spell.

At 6th level, they can try to seize the control of a spell that requires concentration (Implosion and such) from another spellcaster within 30 feet. The spellcasters make opposed caster level checks to determine if Incantatrix manages to seize the control. Divine spellcasters receive +2 bonus on this check.

At 7th level, Incantatrix can apply a single metamagic feat to a spell she casts without preparing it beforehand of extending the casting time. At 9th level they can use this power twice per day. (using Quicken Spell possible for Sorcerers)

At 8th level, Incantatrix can attemt to seize control of spells that don't depend on concentration, but still relies on caster's control (such as Summon Monsters of Spiritual Weapon). Opposed caster level checks.

At 10th level, the required increases in spell level when using metamagic feats are reduced by one, to a minimum of +1. This applies to the DC of the spellcraft checks made when using Cooperative Metamagic of similar abilities.
 
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Serpenteye said:
What say ye?
I'm lacking some good Touch-range spells, do you have any suggestions?
Vampiric Touch? And you could drop Haste, it's not that must-have anymore.



And Incantatrix has changed much from that version. First, they now get bonus metamagic feats at 1st, 4th, 7th and 10th level.

At 1st level, they must give up a single school of magic.

At 2nd level, Incantatrix gains Cooperative Metamagic ability, which allows him to add metamagic feats (not Silent Spell, Still Spell or Quicken Spell) to spells cast by other spellcaster by readying an action and making a spellcraft check. DC for the check is 18 + (3 x Modified Spell Level). Usable 3 + Int modifier times per day.

At 3rd level, they can try to apply metamagic effect to any spell already in effect with spellcraft check. Same DC as in Cooperative Metamagic. Usable 3 + Int modifier times per day.

At 5th level, Incantatrix gains the ability to apply metamagic with spell trigger items (wands & staffs), by using a number of additional charges equal to the effective spell levels the metamagic effect would add to the spell.

At 6th level, they can try to seize the control of a spell that requires concentration (Implosion and such) from another spellcaster within 30 feet. The spellcasters make opposed caster level checks to determine if Incantatrix manages to seize the control. Divine spellcasters receive +2 bonus on this check.

At 7th level, Incantatrix can apply a single metamagic feat to a spell she casts without preparing it beforehand of extending the casting time. At 9th level they can use this power twice per day. (using Quicken Spell possible for Sorcerers)

At 8th level, Incantatrix can attemt to seize control of spells that don't depend on concentration, but still relies on caster's control (such as Summon Monsters of Spiritual Weapon). Opposed caster level checks.

At 10th level, the required increases in spell level when using metamagic feats are reduced by one, to a minimum of +1. This applies to the DC of the spellcraft checks made when using Cooperative Metamagic of similar abilities.
 
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All other schools are free fodder, but you aren't getting the benefits of specialization anymore. It doesn't anymore require ranks in Knowledge (the Planes).

I'd also suggest getting ranks in Use Magic Device since you'll be having a high Cha. With a maximum of 9,5 ranks and a good Cha mod, you'll be able to pull off quite a few of the tricks allowed by UMD.
 

Does Greater Shadow Evocation allow the replication of spells with expensive material components, without the need for such components?
 

Hey all, I just caught up on pages 17-current of this thread... I am still in the middle of moving/unpacking/arranging/job search, and internet connection is sporadic, but here is my two cents...

1] List what character your playing and it's condition

2] Rather or not you would be happy with replacement characters for those dead or should we find replacements.
1.) Zieggrek Morcane, male Draegloth Barbarian, recently deseased.

2.) I would like to continue playing Zieggrek, but think that it is rather impossible short of a wish or miracle. Barring that, I wouldn't mind a replacement character. However, I would like to see where the game is going first. :) I am a newcomer, and would like to see where everyone else wants to go with the campaign... I haven't been here long enough to really have an opinion, besides scanning the previous posts. ;)
 

Serpenteye said:
Does Greater Shadow Evocation allow the replication of spells with expensive material components, without the need for such components?

That is how I read the spell. GSE has no M component and does not state that you need components for replicated spells.
 

No cleaning the RG! But, if we were going to remove posts, these are the only posts I would want agree to having deleted: 3,7-10,12-18, 20, 23-27, 33, 53. i.e. various minor comments, but none of the PCs and NPCs.
 
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