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300 miles. Should be about 3 weeks travel then going by a speed of 20', which is probably reasonable, given the wagons and forest terrain.

Bye
Thanee
 

Persistent Spells

To give you a little demonstration (;)) what Allyra is capable of, I have added a list of spells to the RG sheet, which will be running 24/7 (that is, unless something happens, which requires to use the spell slots otherwise).

Allyra will usually cast these spells in the evening, roughly 8~10 hours before preparing her spells for the next day.

Some of the extended spells (namely extended Mage Armor on Kira, extended False Life on Kira, and extended Overland Flight) are prepared directly with the metamagic applied, using the slots which have been left free (that are also used for a few other spells, like the Shield on Kira, See Invisibility on Kira, Rary's Mnemonic Enhancer and Energy Buffer). The extra slot from Rary's Mnemonic Enhancer from the day before is used as well, as is the Mordenkainen's Lucubration (to cast Energy Buffer twice). The remaining ten metamagic effects are applied using the incantatrix ability with the same name (using take 10 on the Spellcraft checks).

Metamagic Effect actually seems to be quite nifty with Persistent Spell. At some point I wondered, what good that feat would be for Allyra, since the +6 levels are pretty huge, if you only know 6th level spells (and the Endless ability, which allows to use it a bit easier, is still a few levels away ;)), but then I realized, that it works perfectly well in combination with Metamagic Effect, which she had, anyways. So, there you are. :D

Bye
Thanee
 

Ok guys, I need you to do me a favor and list exactly what your followers are. I'm not asking for full stats, I just need to know if you have 30 1st level sorcerers or 30 2nd level fighters or whatever. If you have rangers, please note their favored enemy or enemies. And if you have experts, please list when their expertise is (building, brewing, administration, cobbling...)
 
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Hmm... I'd put it right now at:

10 1st level fighters - people Drakkon has recruited from among locals seeking their first adventure and skilled with the blade. Many of this type have leanings towards Kord.

1 2nd level fighter - a local armorsmith and ex-mercenary captain Drakkon recruited to be a sergeant for the other ten.

5 1st level barbarians - some ruffians Drakkon met close to the border here. After some persuasion, they took a liking to Kord's teaching, and have signed on.

Ishkabar is probably the only one that would be considered an 'expert,' and even he can lay down the stylus and break skulls when the need arises. Drakkon isn't too big on designing buildings... more on having the raw muscle to build them. All 16 of this probably could be put to use throwing up timbers if someone else was to direct them on how.
 
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rangerjohn said:
Thanee, my only question is, why the double casting? You can share spells with Kira, as your familiar.

Not quite, actually.

1) The shared spells end as soon as master and familiar are seperated by more than 5 feet.
2) Personal spells cannot be shared (so only the Mage Armor would work).

Bye
Thanee
 

@Nac: Just noticed you have "create food and water" as a prepared spell, but that spell isn't available in this campaign. ;)

Bye
Thanee
 

Notes on Phader's Followers

1st level (50)
  • 10 wilderness warriors (barbarians), concentrating on Climb, Craft (leatherworking or woodworking), Survival, and Swim. Mobile, athletic types who can handle various types of terrain and repair gear.
  • 10 ex-mercenaries or adventurers (fighters), concentrating on Handle Animal and Ride. Trained warriors who can also take care of the horses and livestock.
  • 10 scouts and explorers (rangers), concentrating on Hide, Knowledge (geography or nature), Listen, Move Silently, Spot, and Survival. They tend towards the bow over the sword. Favored enemy: giant.
  • 20 craftsman, and artisans (experts), concentrating on Craft or Profession (3-4 of either in related fields, such as blacksmithing, armorsmithing and weaponsmithing or tanning and leatherworking), with a sprinkling of a wide variety of other skills including Appraise, Handle Animal, Heal, Knowledge (various), Perform, Survival. Roughly, 4 are metalworkers (armorsmith, blacksmith, locksmith, weaponsmith), 4 are stoneworkers (stonemason, miner), 4 are woodworkers (cooper, carpenter, wheelwright), 4 work with cloth and leather (cobbler, weaver, leatherworker, furrier), and the last 4 work with food (baker, brewer, cook).

2nd level (5)
  • 1 veteran barbarian in charge of the other barbarians.
  • 1 veteran fighter in charge of the other fighters.
  • 1 veteran ranger in charge of the other rangers.
  • 2 trained experts in with ranks in Craft (calligraphy or cartography) and Profession (clerk or steward) to help map, keep records, and organize the group.

3rd level or higher (6)
  • 3 3rd-level clerics (Milil) with the Knowledge and Nobility domains.
  • 2 4th-level rogues.
  • 1 5th-level wizard with the Scribe Scroll and Craft Wand item creation feats.

All probably have fondness for music and song of some sort. Phaeder recruited with a tendency towards warrior types, partly because of Anshul's influence (that's where that group of barbarians came from :p), and partly because he knew they'd be heading into dangerous territory. He also looked for versatility-- men and women who could defend themselves but could also do odd jobs like driving wagons, mending, cooking, or bandaging a wound.

I'm leaving the actual builders and architects to Nac Mac Feegle's people since he said that was what he was recruiting. We'll need more workers than builders anyway.
 
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A quick question: Does the land we have and the set-up we hope to use count as the "has a home base" bonus to leadership?

Assuming it doesn't (I'll edit this post if it does) here's the breakdown of my followers.

35 experts:

Assuming I'm giving them standard stats arrays, they'll have 14 int, so 9 skill points a level. They'll have the following skills maxed out: Craft (Stoneworking), Craft (Leatherworking), Craft (Carpentry), Craft (Metalsmithing), Knowledge (Architecture), Knowledge (Religion), Diplomacy, Treat Injury, Wilderness Lore

Then all higher level will be clerics of Pelor (Domains: Sun, Healing).
 
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