Scarred Lands: Ask the Sage

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Dunno about the Arcana Magic -> heat concept but I believe it's because that magic is derived from the Titans. The fact that most of them are chopped up and spread around the world or sitting on the bottom of oceans without a heart (or buried under the earth with no teeth) might be the reason why magic creates heat. (I think of it like a Wheel of Time concept, where the 'magic' was tainted. Divine magic doesn't generate heat because it comes from the gods and not the titans)

But get some Coldweave for you caster anyway. He'll thank you (and you'll be glad he doesn't have to disrobe every battle).


Anyway onto my question....

I am currently in a campaign thats effectivly 'stationed' in Hollowfaust. However we are taking a 'short' expedition to Lokil to help... ah... figure out how to cure one of the party member's afflicted Lycanthropy status.

My back story says that I've been to Lokil before, I spent a week there before they threw me out (I delivered a message to them).

Now I'm wondering... what should my character know about it? I know some basic history (it's the only major library to survive the Divine war) and the fact that they won't let you into the library with anything bigger than a knife... but what else should I know?
 
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blindrage said:
Sir Nightfall,

Here is my question: What are of the domians of the returned Forsaken elves god? Someone forgot to put in the new 'spatbook.

And his write up too. :rolleyes:

The players' guides are good and make me wonders why WoTC does not give up and let S&S wrote them.

Firstly, my name isn't sir. Nightfall or Bl'ayne Nightfall or Sage of Shelzar or just Sage works fine. :)

Secondly, That Which Abides domains during his demise were Chaos, Knowledge, Magic and Trickery.
Jandaveos' domains after his ressurrection are Chaos, Good, Knowledge, Magic and Trickery

As for his write up...not sure I can give you much. What is known among we scholarly elite is that some time after the start of the God cults, on Termana, That Which Abides appeared and offered his knowledge as an alternative to these people. Mostly for their magical skills (which they focused from sorcery to wizardry), as well as other keen insights. Btw I am curious which "splat book" you mean. I mean are you talking Player's Guide or the Faithful and the Forsaken?

To your final "comment" probably because WotC figures to be generic where as much of the Scarred Lands is kind of specific. Even though I admit, a lot of the feats, prestige classes, spells and some variant rules COULD be adopted.

HonJull said:
Where did this Arcane magic generates heat thing come from? Is it something you've added, or is it in one of the Scarred Lands source books?

Arcane heat is a ruleset used in Relics and Rituals to explain two things: why Albadian sorceress can and do go topless, and also just a clever bit to try and make arcane magic different from divine magic. This is not something I "added". It's been around since the Scarred Lands came into being. (Almost)
There are numerous reasons why arcane heat occurs. Some of the more fanatical sects of the gods claim this is just another example of the taint of the titans and/or a lingering after effect of the Divine War. Some, such as myself, believe arcane heat was and is generated primarily because while Mesos' death didn't end arcane magic, his demise did instill a kind friction in the spells cast by sorcerers and wizards. Primarily because spellcasting alters the basics of fundamental realities by drawing on such forces from all around and outside of Scarn. With Mesos' disperal, his essence causes friction to occur when drawing on such forces. The druids, because they primarily work within the boundaries of Scarn itself, don't experience this. Same is true for the rangers, paladins and clerics of the gods. Since they don't tap into non-fundamental realities much like arcane spellcasters do, they don't generate heat/friction. There is also some crazy rumor of extraplanar minions of Mesos that tap into arcane magic as its cast somewhere in past the realms of the Dream Lord's planar domain. That place some call the Deep Etheral. (I just call it lots of floating stuff myself. :p ;) )

Believer said:
Dunno about the Arcana Magic -> heat concept but I believe it's because that magic is derived from the Titans. The fact that most of them are chopped up and spread around the world or sitting on the bottom of oceans without a heart (or buried under the earth with no teeth) might be the reason why magic creates heat. (I think of it like a Wheel of Time concept, where the 'magic' was tainted. Divine magic doesn't generate heat because it comes from the gods and not the titans)

But get some Coldweave for you caster anyway. He'll thank you (and you'll be glad he doesn't have to disrobe every battle).

Yeah coldweave works well. That is one theory that is often used for arcane heat. See my last reply above.

Believer said:
Anyway onto my question....

I am currently in a campaign thats effectivly 'stationed' in Hollowfaust. However we are taking a 'short' expedition to Lokil to help... ah... figure out how to cure one of the party member's afflicted Lycanthropy status.

My back story says that I've been to Lokil before, I spent a week there before they threw me out (I delivered a message to them).

Now I'm wondering... what should my character know about it? I know some basic history (it's the only major library to survive the Divine war) and the fact that they won't let you into the library with anything bigger than a knife... but what else should I know?

Firstly must comment on Hollowfaust. Nice city, but don't die there. They like corpses. Nice folks really, but odd. Much like my home town, Shelzar. Come by some time! :)

As to city-state of Lokil, besides the obvious value to scholars like myself, its home to one a large sect of the White Temple Tradition. This is basically the most widely known sect of Hedradan worshippers. They have a fair share of Hedradan monks, some of whom have trained as well as clerics. At present it has maintained as much neutrality as possible, even with the border raids by the Sutak and even other titanspawn terrors. Coupled with that the expansion minded Calastian empire, and you have a city that's pretty paraniod. Recent rumors have reached my sources in the city of some trouble. Not specificed, but certainly much like the dwarves of Burok Torn some times find something of a Slacerian or pre-Divine War monstrosity buried there, I believe their devling to deeply into depths of Mount Hederast might have woke something up. Mostly if you're asking for a description of the people, check out Hedrad. They are basically similar, but less tactiturm than their brethren. Mostly the monks, librabrians and what little of a city guard there is, are open to visitors so long as act peaceable and try to leave as much knowledge as much as they take. My advice to your friend, try finding a nice Tanil priestess or possibly a Coreanic stronghold. They have experience in such matters. But if you are bound for Lokil, say hi to my friend, Truth seeker Bremen. He tends the gardens outside the city.
 
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Found something REALLY interesting folks. On the S&SS forums, (specificially the WW reviews section), they have listed upcoming products. For April: Relics and Rituals: Excaliber and for us planar fans, Edge of Infinity is slated for May of 2004.

Not sure about that other one folks, but I'm DEFINITELY stoked about seeing Edge of Infinity.
 

And a lot sooner, 1/19... Blood Sea. MAN can't wait to see that... (well, ok, because I have work in it... but still)

Undersea adventures, babee.
 



Keep on keepin' on.

Let's see, let's see...

First! Crothian! The unofficial Shadow Walker of Drendari Prestige Class. I posted this to the Sword and Sorcery boards a few months back, and I believe another user by the name of Phoenix Real (another S&SS aficianado) posted a couple there even a few more months back, and also has them up on her web-site (http://students.mwsc.edu/~bkh5250/scarredlands).

Since my initial posting, I have revised it a bit, and still am not completely satisfied with it. Originally, its 10th level ability was the tongue in cheek "Army of Darkness" which opened a gateway to the plane of shadow and let the creatures from it run rampant. Since then, I've cut it out, but have yet to find something to truly replace it. There's also been a few other minor changes, but here's what I have at the moment:

Shadow Walkers of Drendari (ShW)
To the particularly devout priests of Drendari, there comes a point where their skills as a rogue and as a holy figure reach their apotheosis. No longer are the two a separate thing, but blend together, just as their deity exists as the melding of light and dark.
Hit Die: d6

Requirements
To qualify to become a shadow walker, a character must fulfill all of the following criteria:
Alignment: Any Chaotic
Base Reflex Save: +4
Skills: Move Silently 6, Knowledge (Religion) 6
Feats: Blind Fight
Spellcasting: Ability to cast 1st level divine spells

The Shadow Walkers class skills, and the key ability for each skill, are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int)

Skill Points at each level: 6 + Intelligence modifier.

Base Attack Bonus: x3/4 advancement (as a cleric or rogue)
Saving Throws: Good Reflex and Will saves, bad Fortitude saves

Class Features
Weapon and Armor Proficiency: Shadow walkers of Drendari gain proficiency with the dagger, sap, shortbow and shortsword and with light armor.
Spells per Day: When a new even-numbered shadow walker level is gained (2nd, 4th, etc), the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an effective level of spellcasting. If a character had more than one spellcasting class before becoming a shadow walker, he must decide to which class he adds the new level for purposes of determining spells per day.
Turning Level: Levels in this class stack for the purposes of turning-rebuking undead.
Darkvision (Su): At 1st level, a shadow walker of Drendari gains Darkvision, 60’. This will operate despite spells that state otherwise, such as darkness or eclipse.
Extra Domain: At 1st level, a shadow walker of Drendari gains access to a third domain that she grants. If Shadow is not one of the domains that the character already possesses, this must be the new domain chosen. Furthermore, those already with Shadow as a domain may choose the Trickery domain as their extra domain.
Shadow Protection (Su): Some of the creatures of shadow are less than hospitable to the living. At 4th level, shadow walkers of Drendari reduce the ability drain of all attacks against them by three. Being revered as she is by rogues, Drendari protects her shadow walkers as equally to the touch of a shadow as poison that deals ability point damage (or any other source for that matter). This will only prevent an ability drain of up to three points from any source, even if multiple abilities are drained at once. Thus, a shadow walker hearing the frightful moan of a ghost for 2 Strength, 1 Dexterity and 2 Constitution damage may ignore 2 points of Strength damage and 1 point of Constitution damage, but would still suffer the Dexterity damage and the remainder of the Constitution damage.
Shadow Mastery: At 5th level, Drendari gifts her shadow walkers with not only protection from some of her more dangerous aspects, but control over them as well. Shadow Mastery allows those shadow walkers with the ability to turn or rebuke undead to do both to any shadow-based creature, as opposed to only one. Thus, a 5th level shadow walker who turns undead may, instead, opt to use a turning attempt for the purpose of rebuking or controlling shadows. Furthermore, this ability extends to creatures that0 are essentially shadows, as well. This includes any creature native to the plane of shadows, as well as others at the DMs discretion.
Shadow Priest (Ex): At 5th the Shadow Walker gains +1d6 Sneak attack, is considered to be a Rogue of 2 levels higher than normal for purposes of Sneak Attacking characters with Improved Uncanny Dodge, and, should the Shadow Walker possess Improved Uncanny Dodge, adds 2 more levels to the minimum rogue level required to flank the character. At 10th level, these bonuses are increased by +1d6 and +2 respectively.
Shadow Walk (Sp): A 7th level shadow walker may shadow walk, as per the spell, three times per day.
Shadow Strike (Su): A shadow walker receives one of the ultimate benefits that they could from their goddess, a communion between the shadows and their blade, upon attaining 8th level. Any creature casting, covered in, or nearby a shadow is effectively considered flanked by the shadow walker. Classes with Improved Uncanny Dodge or similar abilities that render them immune to being flanked that are four levels higher than the characters combined levels in shadow walker and rogue (including the Shadow Priest bonuses) are immune to this ability.
Teleport Without Error (Sp): By stepping into a shadow, a 9th level shadow walker may teleport without error, as per the spell, up to twice per day, with a caster level equal to that of the Shadow Walkers spellcasting ability.

I've pondered on changing the casting progression, and the Shadow Priest ability isn't quite to my liking either - few entering the Prestige Class will have the Improved Uncanny Dodge ability any time soon, and the +1d6 sneak attack could just as easily be listed as +1d6 sneak attack at 5th and 10th level instead of being listed as Shadow Priest. I also believe there should be a 10th level ability thrown in there. For the current disadvantages one might see, however, I believe the Shadow Strike ability helps make up for them - seeing as how there will be few instances that an opponent doesn't cast a shadow - without going too overboard due to the diminished sneak attack capacity (likely all of +2d6 to +4d6 when it's first gained), while the full turning progression helps to deal with undead.

Perhaps it's no Blessed of Mesos, but then again, Blessed of Mesos is, quite simply put, broken. The skills it requires are the sort a sorcerer is likely to buy, anyway, and the feat requirements - metamagic feats and Bloodline of Power - are all recouped later in the Prestige Class due to the bonus feats it offers, and the bonus spells that the sorcerer knows. Throw on all the other abilities that it offers to the character, and it is absolutely, in every which way, better than a sorcerer. It has no balancing factors, and is a poorly written prestige class, in my opinion. It doesn't even have the decency to take away familiar advancement as a vague nod towards balance. Then again, none of the other prestige classes in the Wizards, Bards and Sorcerers guide looked particularly stream-lined to me, either.

As for domains of the forsaken elf god, while That Which Abides lacked it, a NPC in Faithful and the Forsaken who worships Jandaveos apparently has the Good domain, so should one run with the god being alive, it seems he'd be offering that up as well.

Not quite related to the subject at hand, but worth noting: Casting a spell does not break Invisibility, only direct, aggressive actions. The spell description specifically mentions that you can summon monsters and remain invisibile.

All right, and now that I've swung myself in, now I swing myself out. Whee.
 

As always trick you are helpful and annoying. One wonders if you truly AREN'T Enkili incarnate. :p :)

Secondly, about your little attempt, I would recommend you add in the following Requirement: Patron: Drendari.

Just to keep things moving. Plus must be able to cast spells from Shadow Domain probably wouldn't hurt either. Otherwise you have a fairly decent Pr-class there.

Regarding Blessed of Mesos...well I don't think much needs to be said anyway. Sorcerers are a just a debased lot anyway. :p ;)
 

Prestige Classes.... ah, so many, yet so few interesting ones.

I'm looking to gain a prestige class in Scarred Lands. I am currently a level 3 wizard, I asked my DM about the Mystic Theurge (he's debating based on power issues). Another idea that I think would be wickedly fun would be to put an alienist into Scarred Lands.

Any opinions on these? Or suggestions for a Veshian wizard of Tanil?
 

The patron of Drendari just slipped my mind; as for not requiring the Shadow Domain for entry into the prestige class, that would be because the extra domain already covers that - no Shadow Walker lacks it, and for those entering into the prestige class, there's already extra incentive to have had the Shadow Domain in the first place (so the Trickery Domain can be accessed, which Drendari, for some reason, doesn't offer).

And besides, I take a gleeful delight in being unbearably helpful, or helpfully unbearable...or something. Ahem.

As for prestige classes for a Veshian Wizard of Tanil, there is the Vigilant Arcanist from the Player's Guide to Rangers and Rogues. Broke that I am, and it lacking from the book store last I wandered out to one, I haven't looked through the book, but from the description, it seems that it's meant for Ranger/Wizards.

Also, in case your DM does allow the Mystic Theurge, the Players Guide to both Wizards, Bards and Sorcerers, as well as Clerics and Druids, both gave flavor to a prestige class that wasn't meant to have any in particular. They mention Mystic Theurges are rare, and really only present amongst Hedrada and Belsameth worshippers. I disagree with what was done to Mystic Theurge in the Players Guides, but it does seem worth mentioning that it might be another hurdle you have to overcome should your DM read either book.

Other than that...no other Scarred Lands prestige classes immediately come to mind as fitting. Take a look at the Vigilant Arcanist, though. It sounds like it might be just what you want, though I would assume it entails becoming a Vigilant, which might not wanted.
 

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