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can someone please tell me where to find the 4e MC rules?

Got it now, thanks, pathfinderq1!
 
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I'm gonna go with Paladin, likely a Warlock MC.

With that in mind, I'm going to go with "Owl"- Aiffe Northwind, "eladrin" wizard, MC with fey warlock. As part of our reskinning, I'm thinking of altering the physical traits of her spellbook (same weight, cost, and capacity). What I was thinking of was a specially prepared crystal orb, slightly larger than a clenched fist- the spells and rituals are contained within, and someone with the proper training can focus upon it to study the spells (the concept is like that of a Spellshard in the Eberron setting). It is possible that such items exist as relics of the Old People, and Aiffe is not the only wizard who uses such a "book". I'm even willing to dedicate one of her initial rituals to creating further such devices for her future "books"- cost and crafting time would be the same as for a regular spellbook, including purchasing (or finding) such a crystal.

Looks like a lot of warlocks around here- sure hope the Inquisition doesn't come looking around.;)
 

I'm thinking of dropping the MC Warlock feat because feats are so precious and letting 'tiefling' stand in for Orthanach's dire side.
 

So, with all the PC races reskinned as human, and little influence of foreign cultures, is Common the only useful language? I'm thinking of having Aiffe's language proficiency in Elven represent a bit of a "forgotten" language, one that is not in current use- would that be viable?
 

I'm thinking of dropping the MC Warlock feat because feats are so precious and letting 'tiefling' stand in for Orthanach's dire side.

Could go either way, really- you could be "full human" and use the racial bonus feat for the Warlock MC, or be a "tiefling" and do without. Either way you have one feat available. Going tiefling AND taking the MC feat might be a bit much, though- but it could be an interesting link, as Aiffe and possibly some of the other PCs have a touch of warlock.
 

The +5 fire resist, infernal wrath and bloodhunt are all too appropriate to the concept to pass up. But to link our characters we could attribute all of these dire leanings together somehow, since we don't have to abide by the fluff even a little... some or all of our non-human or non-church-sanctioned abilities could stem from a similar source, something demon-related or something alien (for the Lovecraft feel)...
 

Okay, sent in my stuff to the illustrious GM. I'm glad to see we have a secondary defender, I'm really about half of one I think - decent AC, but not much in the way of Con.

[sblock=Leif]
I just noticed your apology from page one, and dude, don't worry about it ;). I've had my share of moments on ENWorld I'm not terribly proud of ;).
[/sblock]
 


For languages, ignore the demihuman languages. Abyssal, common, those will both be useful, and I think an "old tongue" would be appropriate, any others we might just have to wait on. There might be foreign languages, other old languages, etc...If you want your character to be a linguist, just name a few languages and I will see if I can add them in.

For the spellbook reskinned as an orb, I have no intention of ever stealing your spellbook, that is always a :):):):):):) thing to do to someone. For all I care, you don't even have to have a spellbook, it is just flavor to me. Use the mechanics for spellbooks to determine what spells you know, which ones that you have memorized, and all the usual ritual stuff, but the only reason you need a spellbook is for any flavor you desire. You can replace it with an orb, you can use an orb implement instead, you can use tatoos, read the stars, consider it an "oral tradition", whatever. Use the mechanics, but don't worry about needing an actual book. It is all just flavor.

For the future, I will just give you all a +1 "item bonus" to attacks, damage, defenses, and AC at levels 3, 7, 13, 17, 23, 27. This will obviously not stack with any "item bonuses" you might get from magic items. We will work out masterwork armors later, but I want to eliminate the magic christmas tree right from the beginning. The items that you will encounter will expand your abilities, in the form of item powers, and wonderous items, but the pluses will not need to come from magic items. Also, in their stead, I will give out ritual casting resources (can't think of the term right now, residuum?). I like rituals, and I think that the resource demand often precludes their use in many groups. So to eliminate any deterance from using them, I will just give out the resources that you need to use them. You won't have to choose between a new magic item and using a ritual for a cool effect.

Also, if there are crunch things in the WotC rules that are obviously there to enforce the WotC fluff, if you want them changed, I will definitely take that into consideration (eg. elemental keywords, maybe racial ability mods, not sure what else). We will try to keep things by the book, but we don't have to be purists if it will enhance our game to stray a little.

I still need a few people's email addresses. Everything sounds like it is going along very well though. I like our group.

Swordmage
Paladin
Wizard
Ranger
Cleric

Perfect.

Edit: Nac Mac, I haven't gotten what you sent. I am not sure what happened.
 
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