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Servants of the Twilight King (full for now)

The Other Librarian said:
Blue Genie - can you post the info for Creature Loresight spell?
Thanks

CREATURE LORESIGHT
Divination
Level: Sor/Wiz 1
Components: S
Casting Time: Standard action
Range: Touch
Target: One living creature or one corpse
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

You learn something significant about a creature (living or dead) that you touch. Go through this list, in order, and the first bit of lore you do not know, you learn through this spell:
1. Creature's race or type
2. Creature's name (if none, then skip)
3. Creature's class (if none, then skip)
4. How the creature died (if not applicable, skip)
5. Creature's most recent, basic goal (obtain food, carry out the orders of its superior, get some sleep, etc.)
6. Creature's attitude toward you
7. Creature that this creature interacted with most recently (other than you)
8. Creature's most valuable possession, if any
9. Location of the creature's home or lair, if any
10. Creature's alignment

Multiple castings allow you to gain multiple bits of information. If you know all of the above information, this spell teaches you nothing.
 

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Hey Other Librarian,

My character's skills are up. Still working an a history. Do you have any plot hooks that could be tied into my char's history?

Another couple of questions:

How do antrips work with the spell point system? are they worth 1/2 points?

Do sorcerors need training to change levels, or are they born with the magical poywer that they discover with time?

Also, would you have any objections if sorcerors didn't need spel components (only those thathave a negligible value)? I've always had a problem with a sorceror (whose power is supposed to come from inside) having to gesture around some wool to create ghost sounds? This is mostly a flavor thing more than anything; if need be, the character will carry some wool.

It seems that with the spell point system, sorcerors lost a lot of their niche. The last two points might be a way to offset that.

Thanks and cheers,

SG
 

Steve Gorak said:
1. Do you have any plot hooks that could be tied into my char's history?

2. How do cantrips work with the spell point system? are they worth 1/2 points?

3. Do sorcerors need training to change levels, or are they born with the magical power that they discover with time?

4. Also, would you have any objections if sorcerors didn't need spel components (only those thathave a negligible value)? I've always had a problem with a sorceror (whose power is supposed to come from inside) having to gesture around some wool to create ghost sounds? This is mostly a flavor thing more than anything; if need be, the character will carry some wool.

1. Depends; what's your character's history? :p Seriously, though, what kind of thing are you looking for? You could also work out something with another character you may have known previously.

2. Sorcerers can cast 6 cantrips per day, wizards 5. They cost no spell points.

3. A little from column a, a little from column b.;) Fro game purposes assume that you have the innate power that you learn to master, but you cannot do this safely without some guidance. This should work itself out in-game though.

4. That's fine by me. If the spell has an appreciable cost listed for components, assume it's something he needs as a focus, if that makes more sense to you flavor-wise.
 

The Other Librarian said:
1. Depends; what's your character's history? :p Seriously, though, what kind of thing are you looking for? You could also work out something with another character you may have known previously.

4. That's fine by me. If the spell has an appreciable cost listed for components, assume it's something he needs as a focus, if that makes more sense to you flavor-wise.

Thanks Other Librarian.

Kangaxx, you may be interested in this (you took eschew material, but it's no longer necessary). Also, I see we have similar concepts. Since you wrote yours first, I want to know if my concepts bugs you. I don't want to steal you stream. Also, our characters could know each other (brothers or cousins maybe).

Other Librarian: Is it ok if my character starts with an mithral chain shirt? I want it to be an heirloom that he traces to his imperial lineage. Also, is there any sort of feat that reduces the spellcasting penalty for armored casting (Like 1feat decreases the penalty by 10%?).

Cheers

SG
 

Steve Gorak said:
Other Librarian: Is it ok if my character starts with an mithral chain shirt? I want it to be an heirloom that he traces to his imperial lineage. Also, is there any sort of feat that reduces the spellcasting penalty for armored casting (Like 1feat decreases the penalty by 10%?).

The chain shirt is fine, if you can afford it (can't remember the cost of the top of my head). As far as the feat, I can't think of one off the top of my head. Anyone?
 


The Other Librarian said:
Btw what info were you looking for re your background?

I was just trying to see if you had something in the adventure that relied on a PC's background. It makes it easier to invent a background. I didn't really have anything specific in mind. Maybe something to do with the fact that the char is a sorceror and has an imperial bloodline.

BTW, I found the following feat in a netbook of feats (http://www.datadeco.com/nbofeats/nbofeats010.html)
ARMORED CASTER [General: Magical]
You can reduce your chance of arcane spell failure when wearing armor
Prerequisite: Armor Proficiency (in Category Of Armor), Dex 13 +
Benefit: You can reduce your chance of arcane spell failure by 10%.
Special: You may take this feat multiple times, each time gaining an additional 10% reduction.

Would you accept it?

Also, How much does a house cost? with our starting gold, it could be conceivable for someone to own a house (even if it's a small one)

Finally, I've always wondered how a DM determines how many people a character knows in a city they come from. A character would conceivably have a network of friends, family and work relations. What do we do about that?

Thanks and cheers,

SG
 
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Steve Gorak said:
Thanks Other Librarian.

Kangaxx, you may be interested in this (you took eschew material, but it's no longer necessary). Also, I see we have similar concepts. Since you wrote yours first, I want to know if my concepts bugs you. I don't want to steal you stream. Also, our characters could know each other (brothers or cousins maybe).

Other Librarian: Is it ok if my character starts with an mithral chain shirt? I want it to be an heirloom that he traces to his imperial lineage. Also, is there any sort of feat that reduces the spellcasting penalty for armored casting (Like 1feat decreases the penalty by 10%?).

Cheers

SG

Yeah, I'll have to swap out that feat. Looking over the characters, I think you have a lot more overlap with Blue Genie's character than mine. Gerald is primarily a warrior, but you and him have nearly identical skill-based characters. All the same, I may want to swap out urban tracker and move some skill points around to reduce the overlap, if that's ok with our esteemed DM. Also, you have your ranger hit die listed as a d10, it should be a d8.

I also want to throw my 2 cents in on that feat you found. If it was allowed, every single spellcaster in the campaign setting would want it, which I think is a pretty clear indication that something is too good.
 

Kangaxx said:
I also want to throw my 2 cents in on that feat you found. If it was allowed, every single spellcaster in the campaign setting would want it, which I think is a pretty clear indication that something is too good.

You're probably right there. It's on par with prestige class abilities, so I think we'll leave it out.

By all means, feel free to tweak your characters up until we start.
 

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