OOC: House Millithor in COSQ part 4

Status
Not open for further replies.
Isida Kep'Tukari said:
Level 1: Become specialist in Abjuration, giving up a school of magic as normal. Even if a bard or sorcerer must do this. If already an abjurer, must give up an additional school and gain a +2 to avoid having abjurations dispelled.

Does this mean that he'll get bonus Abjuration spells known and castable, only castable, or not at all?
 

log in or register to remove this ad

This was something that Isida and I discussed. Basically, we're going to fast -forward the game.

Your characters did complete the quest to defeat Irae. Sometime later, Lolth returns. But that all happens in out of playing time.

Then Isida begins a new quest. Start play time.

This avoids several issues in GM continuity, but allows the players to keep the same characters.

This also allows the Priestesses of Lolth to have full access to their clerical spells, since the game resumes after Lolth has returned.

After we resolve all of these issues, I'll work with Isida to make a transition post (what actually happened in that year you are not playing through).

Finally, some of the NPCs will be recurring in Isida's game. i.e. NPCs that survived somehow or are undead.

Isida Kep'Tukari said:
*Cough* Well as I'm probably not going to be able to take over where Endur left off in terms of plot and whatnot, that's why I wanted to do this.

And while you as players will be fast-forwarding a year, your characters will not. In the interim you will be fighting the civil war, un-silencing Lolth, and some other things, but this allows me to start with a relatively clean slate in terms of both plot and characters, and I think will be less-confusing all around.

Does that make sense?
 
Last edited:

Isida Kep'Tukari said:
Ok, so here's my thought. I'm going to read through my new City of the Spider Queen module and get some ideas. Then I believe we're just going to shift the timeline ahead a year, allowing people to get raised if necessary, allowing Lolth to un-silence herself, and allowing new characters into the fold. Put everyone around 17th level (ECLs included) or so. How does that sound?

Sounds reasonable to me, but let me make sure I've got this clear:

1) Standardize all PC's to ECL 17 (Lvl 15 +2 LA for Drow)

2) Standardize all PC's to 32pt-buy attributes.

Correct?

Also, while we're at it, do you want to:

3) Standardize PC wealth values.
(DMG lists 340k for ECL 17)
 

Serpenteye said:
Does this mean that he'll get bonus Abjuration spells known and castable, only castable, or not at all?
You get all the benefits of a school specialization, including access and bonus spells, and all that good stuff.

Pyrex, you got it right. Everyone goes to 17th level, use 32 point buy to make or re-tool your character, and everyone spend standard 17th level wealth (deducting current wealth of course). If you want a little random variety into what items you get in the interim, assign me an amount of gold, perhaps with a wish list. I'll pick/roll up some items for you. You may get something surprising. ;)
 

The sword Quertus is carrying is probably worth about that 340k (no idea about actual worth). :heh: And I've got to go through with all those friggin' scrolls again...

Quertus has also made some spells permanent on himself. Does that affect anything and how?
 
Last edited:

The Basics... Does this look right?

Human Sorcerer 6 /Incanatar (prohibited school Illusion) 8 /Archmage 3.

Str:8/-1
Dex:10/0
Con:20/+5 (14+6(item))
Int:18/+4 (14+4(item))
Wis:10/0
Cha:28/+9 (18+4(level)+6(item))

HP: 17d4+85
AC: 15, 15 flatfooted, 10 touch
Initiative: +0
BaB: +8
SR: 18
Saves: +14 Fort, +9 Ref, +18 Will.

Feats: Iron Will, Educated, Spell Focus (Evocation), Empower Spell, Spell Focus (Enchantment), Skill Focus (Spellcraft), Chain Spell.

Class Abilities Incantatrix: Send Away (Ex), See Ethereal (Su), Strike Ethereal (Su), Immune to death effects and energy drain attacks, Instant Metamagic (Su) 1/day, Improved Metamagic (Su).
Class Abilities Archmage: Arcane Reach, Mastery of Elements, Mastery of Shaping.

Skills, 120 skill points.

Bluff:...................................10+9:19
Concentration:......................21+5:26
Knowledge (Arcana):..............20+4:24
Knowledge (the Planes):..........20+4:24
Spellcraft:.............................21+4:25
Intimidate (Inc class skill):.......18+9:27
Speak Language (Draconic+Auran+Terran+Ignan+Undercommon): 10.

Languages: Common, Celestial, Abyssal, Infernal, Draconic, Auran, Terran, Ignan, Undercommon

Caster Level 17, 19 against SR.
Abjuration specialist - Illusion School prohibited.
Spells/day: 0:6+1, 1:9+1, 2:8+1, 3:8+1, 4:8+1, 5:8+1, 6:6+1, 7:6+1, 8:4+1
Spells Cast: 0:, 1:, 2:, 3:, 4:, 5:, 6:, 7:, 8:
Spells Known.
0: Acid Spray, Mage Hand, Open/Close, Prestidigitation, Detect Poison, Detect Magic, Read Magic, Mending, Message.
1: Charm Person, Chill Touch, Expeditious Retreat, Magic Missile, Shield.
2: Glitterdust, Command Undead, Rope Trick, Touch of Idiocy, Resist Energy.
3: Blink, Slow, Vampiric Touch, Magic Circle against Evil.
4: Black Tentacles, Dimension Door, Polymorph, Dimensional Anchor.
5: Baleful Polymorph, Dominate Person, Cone of Cold, Dismissal.
6: Acid Fog, Greater Dispell, True Seeing.
7: Limited Wish, Summon Monster 7, Spell Turning.
8: Irresistible Dance, Sunburst.

Wealth: 340'000 gp

Ring of The Unshackled (Sustenance 5000gp + Freedom of Movement 40'000gp): 45'000gp
Ring of Invisibility 20'000gp
Lenses of Penetrating Vision (Darkvision 60ft 24'000gp + X-ray Vision 25'000gp): 49'000gp
Greater Metamagic Rod of Extend Spell 3/day: 24'500gp
Amulet of Health +6: 36'000gp
Cloak of Charisma +6: 36'000gp
Headband of Intellect +4: 16'000gp
Portable Hole: 20'000gp
Robe of the Evil Archmagi: 75'000gp (+5 ac, +4 saves, 18 SR, Spell Penetration)

Scroll:
Mages Disjunction: 3825gp.
Clone: 3000gp -Used. lvl 16 Clone hidden in a buried stone sarcophagus in Sembia together with a pouch of spell components.

Noble Outfit*4: 100gp
11525 gp.
 
Last edited:


Serp, becoming an Abjurer doesn't grant you an extra spell known per level, it gives you an extra spell slot per level that can only be use for an abjuration spell.

Also, even though it's unclear from Isida's writeup, I think that since you weren't already an Abjurer when you started taking levels of Incantator you have to give up two schools.
 

Pyrex said:
Serp, becoming an Abjurer doesn't grant you an extra spell known per level, it gives you an extra spell slot per level that can only be use for an abjuration spell.

When I asked him about that he answered;
Isida Kep'Tukari said:
You get all the benefits of a school specialization, including access and bonus spells, and all that good stuff.

Which I interpreted as meaning that you got an extra spell known per level: "including access...". Since Sorcerers don't usually specialize one can't make a direct comparison to how it works with spec Wizards.



Pyrex said:
Also, even though it's unclear from Isida's writeup, I think that since you weren't already an Abjurer when you started taking levels of Incantator you have to give up two schools.

I interpreted it so that you had to pick a second prohibited school only if you were already an Abjurer. Since Isida's version of the class is an adapted 3.0 version the rules for 3.0 specialization and prohibited schools should probably be applied.
 

Xael said:
*Goes to weep in the corner*

*Goes over to pat Xael's back*

Your character's abilities are superior to mine, you have better SR, an unlimited spell selection, more skills, more feats, and you are only one level behind in reaching 9th level spells. He is a member of a superior race, surrounded by friends and family who love and respect him, while my character is an outsider who won't be regarded higher than Kilcif was (initially). :)
 

Status
Not open for further replies.
Remove ads

Top