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OOC - Mad God's Key
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<blockquote data-quote="sleepystyle" data-source="post: 2639650" data-attributes="member: 16924"><p>Today stretched on much longer than expected so I didn't get much time to work this out. I'm a pretty slow char gen kind of guy. Anyway here are the mechanics for you to look over. I'll finish equipment, description, and personality tomorrow. I also might play switcheroo with a feat or spell once I have a chance to flip through complete arcane, but working from the core book this is where I'm at.</p><p></p><p>The general idea is an heir to a nouveaux riche merchant family who has made their fortune in river boat shipping (thus facilitating a tie-in). The family bought their bright (but socially inept) younger son into a Royal Society type of arrangement of dilettante mages. He excelled and began extensively studying divinations. Never the most stable of individuals, Eldred's initial success with glimpses into the future has pushed him further in the direction of the unhinged. </p><p></p><p>I really like the idea of personalized magic and hope you do too. Nothing that changes mechanics of course, but filtering the way a spell looks visually through the theme of a character. For example- Eldred's Mage Armor would not be a force field type of deal. He would be seeing everything a split second ahead and manage to improbably step out of the way, duck, or dodge as he saw an attack coming.</p><p></p><p>If the game went on that far I might take him toward Alienist or Archmage PrC. ============================================================</p><p></p><p>Eldred Weiss, Male Human, Diviner 1 (Enchantment Barred)</p><p>Medium Humanoid; Alignment: CG</p><p></p><p>HP 6; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12)</p><p>Atk -1 base melee, +2 base ranged</p><p>SQ: RF: Quick to Master, Any Favored Class</p><p></p><p>Saves: Fort +2, Ref +2, Will +5</p><p>Abilities: STR 9, DEX 14, CON 14, INT 17, WIS 10, CHA 8.</p><p>Skills: Concentration +6, Decipher Script: +7, Knowledge: Arcana +7, Knowledge: Nobility: +7, Knowledge: The Planes +7, Spellcraft: +7.</p><p></p><p>Feats: Armor Proficiency: none, Weapon Proficiency: [Club, Dagger, Heavy/Light Crossbow, and Quarterstaff], Spells - DC 13 + Spell Level, Bonus Languages: [Draconic, Abyssal, Celestial], Familiar - undecided at present, Scribe Scroll, School of Divination [ Enchantment Barred, +2 Spellcraft on Divinations, Prepare one extra Div per level], Point Blank Shot, Precise Shot.</p><p></p><p>Spells Book:</p><p>0 Lvl: All but Enchantments</p><p>1st Lvl: True Strike*, Comprehend Lang*, Identify* Magic Missile, Mage Armor, Silent Image, Ray of Enfeeblement</p><p></p><p>[Prepared for preadventure day to day business]: Comprehend Lang*, Mage Armor, Silent Image.</p><p></p><p>[Prepared when trouble is expected]:True Strike*, Mage Armor, Magic Missile</p><p></p><p>Possessions:</p><p></p><p>Weapons: </p><p></p><p>Goods:</p></blockquote><p></p>
[QUOTE="sleepystyle, post: 2639650, member: 16924"] Today stretched on much longer than expected so I didn't get much time to work this out. I'm a pretty slow char gen kind of guy. Anyway here are the mechanics for you to look over. I'll finish equipment, description, and personality tomorrow. I also might play switcheroo with a feat or spell once I have a chance to flip through complete arcane, but working from the core book this is where I'm at. The general idea is an heir to a nouveaux riche merchant family who has made their fortune in river boat shipping (thus facilitating a tie-in). The family bought their bright (but socially inept) younger son into a Royal Society type of arrangement of dilettante mages. He excelled and began extensively studying divinations. Never the most stable of individuals, Eldred's initial success with glimpses into the future has pushed him further in the direction of the unhinged. I really like the idea of personalized magic and hope you do too. Nothing that changes mechanics of course, but filtering the way a spell looks visually through the theme of a character. For example- Eldred's Mage Armor would not be a force field type of deal. He would be seeing everything a split second ahead and manage to improbably step out of the way, duck, or dodge as he saw an attack coming. If the game went on that far I might take him toward Alienist or Archmage PrC. ============================================================ Eldred Weiss, Male Human, Diviner 1 (Enchantment Barred) Medium Humanoid; Alignment: CG HP 6; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12) Atk -1 base melee, +2 base ranged SQ: RF: Quick to Master, Any Favored Class Saves: Fort +2, Ref +2, Will +5 Abilities: STR 9, DEX 14, CON 14, INT 17, WIS 10, CHA 8. Skills: Concentration +6, Decipher Script: +7, Knowledge: Arcana +7, Knowledge: Nobility: +7, Knowledge: The Planes +7, Spellcraft: +7. Feats: Armor Proficiency: none, Weapon Proficiency: [Club, Dagger, Heavy/Light Crossbow, and Quarterstaff], Spells - DC 13 + Spell Level, Bonus Languages: [Draconic, Abyssal, Celestial], Familiar - undecided at present, Scribe Scroll, School of Divination [ Enchantment Barred, +2 Spellcraft on Divinations, Prepare one extra Div per level], Point Blank Shot, Precise Shot. Spells Book: 0 Lvl: All but Enchantments 1st Lvl: True Strike*, Comprehend Lang*, Identify* Magic Missile, Mage Armor, Silent Image, Ray of Enfeeblement [Prepared for preadventure day to day business]: Comprehend Lang*, Mage Armor, Silent Image. [Prepared when trouble is expected]:True Strike*, Mage Armor, Magic Missile Possessions: Weapons: Goods: [/QUOTE]
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