Hobwink is good to go. Only have one comment. 1. Don't forget that even though your adjusted attack bonus is +5, you still get 2 attacks in Gnome form due to a BAB of +6/+1. Probably won't matter, but go ahead and annotate on your sheet if you think it might. Your adjusted melee attacks would be, therefore, +5/+0.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
Planeshaper, here is your character sheet feedback:
- Everything looks good. The only thing that technically is off is the Shadow enchantment on the bracers. Typically, that is only for armor, but they are bracers of armor, and that's something you might expect a Scorpion clan member to have, so it fits and I'll allow it.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
Roger, I might have been looking 3.5 rules for adding armor enhancements to Bracers of Armor. My mistake, and thanks for the waiver.
I actually realized I did my 0-level spells slightly wrong. I'd been trying to figure out what I was supposed to be allowed to pick for my 4th 0-level spell known, before I realized that's what the "All" category is for. As in, all schools can pick from that category. As such, I've had that empty 0-level spell slot trying to figure it out. I'd like to move Detect Magic (which I had already chose and is an "All" spell) to that empty slot and add Create Water.
That's funny, I thought my count said it was good. Well, anyway, it doesn't matter since we haven't even started combat yet; so as long as you don't modify spells that you've already been using, then you are fine for swapping around the remaining, given your new understanding of the class. In other words: Go for it.
However, keep in mind that depending on how it goes this weekend, we could be seeing combat as early as Monday. So don't drag this out; please have it finalized by the end of this weekend. Thanks.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
I'm supposed to have 9 zero level spells known right now, 1 from my school, 4 from my element, and 4 from the other elements, except earth (s+4+4). The problem was that there are only 4 spells from my element on the Shugenja spell list for 0 level spells, and I already knew 1 of them from my school (Daze).
So, I had Daze listed under my school spells, then I had Guidance, Ghost Sound, and Know Direction listed under my element spells. That still left me with 1 blank line for my element spells. And then, at level 10, I was supposed to pick a 5th 0-level spell from my element, which would have left me with two blank lines. I thought it was weird that I would have 2 spells known slots that I wouldn't have been able to fill, but chalked it up to a bug in the class. Then I realized that the *rest* of the schools had the same dilemma with their respective elements.
So, my mistake was including the "All" category (which includes 2 more zero level spells, exactly the number I would need) in with the "Other Elements" list, instead of including it with my list. I was considering those spells as "non-Air" since they were "All," which I now believe is incorrect.
I listed out all that just so you could verify my thought process and decide whether it's correct or not. The only reason I really even cared is because I noticed the same problem happens with 9th level spells later: it asks Shugenja's to choose 2 9th-level spells known from their element, when each element only has 1 9th-level spell (and the "All" section has 2 spells).
In any case, I'm already done. All I did was move Detect Magic from the "Other non-Air Spells" list into the "Other Air Spells" list, and then put Create Water into the "Other non-Air Spells" list. No other spells moved or changed.
I think I know what's going on here. I will verify something when I get home, and then I'll let you know. Short story, I don't believe you are accounting for all of the spells you can learn.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
So i looked it over, and saw exactly what you referred to. I agree that the all list can be used as spells for your school. It's the only way to do that at the higher levels.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Okay, looking at that it's (from high to low) 14, 13, 12, 12, 10, 9 (At least that's what I remember. Looking in preview mode, it seems like my dice are broken. blargh.) EDIT: must be a "preview post" artifact
Tevish's Mad Rambling
It's not the best block in the world, but it's certainly usable -- the lack of a pre-racial 15+ suggests that a primary caster might not be the best idea in the world, but part of me wants to break the chains of supposed Stat Dependance and make Wizard work. I've got a single +2, growth potential into a second, and at the current time a lone penalty stat.. If I used race selection for stats, I could have as many as three "competent" spheres which would create a good and well-rounded fighter
The stats came out 14, 9, 12, 13, 12, 10. I'm not really tempted to use the in-order setup at all.
So, If I were going to build a Wizard (again, leaning towards it) I'd probably want Sun Elf with stat arrangement (post Racial) of 9, 12, 12, 15, 10, 12, maintaining +1 Con. I could also give the finger to getting 9th level spells on time without shenanigans and play a human (10, 12, 12, 14, 9, 13). The LA+1 Races also provide some options -- Fire Genasi or Tiefling would grant +int. Tiefling in particular is very tempting
But, you know, what if I don't want to rely on the whims of caltrops to remain alive, and be at the mercy of int-as-godstat? Well, the way I figure it, I've got a few options there.
I figure I can start by ruling out Paladin and Monk. While I've got a half-decent all-rounder block, those two are so stat hungry that I don't really want to deal with it, and frankly I'm leaning towards a more flexible sort of character anyway.
That still leaves a LOT of options: Barbarian, Bard, Fighter, Ranger, and Rogue, of which I'd take serious consideration for Barbarian, Fighter, and Ranger.
Fighter has a problem -- just one small flaw that keeps me from jumping aboard and that's armor. This is a nautical campaign. At some point in any nautical campaign, you are going in the drink, and if you're a fighter you'd best be prepared to swim in your full plate (somehow) or drown in your full plate: it alone applies a lovely -10 to your swim checks... which, I suppose, is not THAT much. With a good strength and full ranks, a 9th level character has a +15, enough that you can keep your head above water in Rough Water... with just the Plate. Add a Large Steel Shield (-3), Longsword (-1) and Handy Haversack (-1) containing your miscellaneous gear, and even calm water might be trying. Mithral will shave 5 points off the swim check loss, enough to at least you flail for rescue, but comes at the nasty price of 9kgp for Heavy Armor. I could, of course, go with a more lightly armored fighter -- say, aiming for the Peerless Archer PrC. But at that point Ranger or Barb might be a better base class, though a little light on those glorious feats.
My last option, of course, is to multiclass: Use a little spellcraft from Sor/Wiz to enhance fighting ability -- probably only going for up to 2nd level spells: the buffs, True Strike... possibly 3rd level to get Fly and Haste. This comes at the cost of a) not fully advancing Caster Level and Therefore Duration and b) not getting the kind of feats and BAB the fighter side wants. This isn't Ftr 2/Barb X, this is trying to work together two sides that really don't want to mix. If I went this route, Wizard/Rogue would seem best for Arcane Trickster or Wizard-dip-fighter for Spellsword. Arcane Trickster is probably better, but Spellsword is the cooler concept and handily answers both my issue with Wizard (I won't get L9 anyway, no worries about getting that 19 int) and Fighter (Wants lighter armor for lower spell fail).
So, right now I'm between three concepts, mechanically speaking. (Stats below include the +1 bumps from levels 4 and 8)
EDIT: So I know, what are your opinions on utilizing the Magic Item Creation guidelines in the DMG to make a custom item or two when outfitting characters?
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Item creation (as long as you have the feats and other pre-reqs) is permitted at the reduced prices in the DMG. Otherwise, your choices for items to this adventure are dictated by normal prices in DMG. I'm going to assume at 9th level you've had all the time you need to make what you have.
If it's a new item entirely in function, please submit to me in advance and we'll work through it. I'm not a Nazi here, either, so it shouldn't be that hard.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
Here are the basic stats for a favorite custom item of mine. Going to see about working through it while I figure out which character I want to go with. It might not be the only thing I try to make on the guidelines, but it's the only thing off the top of my head.
Heal Mark/Heal Emblem A Heal Mark is an amulet. Each round, it casts Cure Minor Wounds on the wearer. A Heal Emblem is a more powerful version that casts Cure Light Wounds (caster level 1st, healing 1d8+1) instead. Caster Level: 1st; Prerequisites Craft Wondrous Item, Cure Minor Wounds (Mark) or Cure Light Wounds (Emblem) Price Calculation: Spell Level * Caster level * 2000gp (Use Activated/Continuous spell effect) 0.5*1*2000 = 1000 gp for the Heal Mark, 2000 gp for the Heal Emblem. Item takes up the amulet/necklace slot
While the Emblem can provide substantial healing, even the Mark is useful since it happily restores hit points in downtime and stabilizes the wearer if rendered dying.
Szat's Ramblings
So, ideas for who each of the possible characters could be are crystalizing as I'm trying to decide
Tiefling Wizard Vital Stats: Gets 9th level spells at ECL 18 (Equivalent to a Sorcerer), has 4th level spells right now. 8d4+16hp (average 36) Pros: Best casting Cons: Bad hit dice (but stat points available for Con mean better prospects) Character: While I tend to think of Tieflings as metropolitan characters, that's mostly my Planescape background -- in the realms they're most commonly found in Unther, Mulhorand, and Thay and in any case woudl be quite different people than tieflings from Sigil. Wizards are, surprise surprise, also popular in all three locales. In any of those cases I would be very, VERY far from home. I'm thinking Thay, though. As a wizard hailing from that region he would be or perhaps more have accurately would have been a member of the order, but as a tiefling he couldn't take the PrC and his raw distance from Thay suggests having broken ties, likely due to being on the metaphorical chopping block as apprentices went. I get that this is someone who is prickly and determined. As a wizard from Thay he has his pride, but as a tiefling among the Red Wizards he's got a huge chip on his shoulder and a deep-seated need to be defensive Probable Build Information: Specialist in highly aggressive magic -- Evocation or Transmutation (Barring Conjuration). Tattoo Focus, and basically all the prerequs for the Red Wizard PrC I won't be taking, since that's where his background is. Not likely to be an item creator/utility type.
Human Arcane Trickster Vital Stats: Gets 9th level spells at Level 20, has 3rd level spells right now (Full progression but 3 behind) 6d4+3d6+9hp (average 36) Pros: Solid casting. Sneak Attack with rays. Impromptu Sneak Attack. Cons: Terrible HP progression (d4s and +1 con). Massive kludge of skills and skill points supported by a modest Int only Character: Feels like someone with an urban background, say from Waterdeep or Silverymoon. Plays more like a mage but thinks more like a thief: open in person, but somewhat paranoid when it comes to business, like the crazy survivalist who invites you into their rec room/fallout shelter for tea but warns you that if you try to come over when it's armageddon time, they'll shoot you. Absolutely chaotic and possibly on the wrong side of the law somewhere in the past. Thinks spellcraft is perfectly acceptable for pranks. Probable Build Information: Absolutely a generalist. Keeps a broad toolbox of combat and noncombat spells while eschewing the big AoE stuff in favor of precision instruments. Feats focused on improving magic-assisted combat like Weapon Focus (Ray)
Human Spellsword Vital Stats: Gets 6th level spells at level 19 and has 3rd level spells right now (Partial progression). 4d4+3d8+2d10+9hp (average 43) Pros: Best hp with solid growth. Pre-existing access to buffs to support fighterly combat. Gets a second attack. Armor & good weapons are great in the long haul Cons: Worst casting. Channel Spell is forever 1/day and wasted on a miss. As gear-hungry as a fighter and a mage stapled together Character: She (as I think of this one) would absolutely be from the North, particularly the Silver Marches or Sword Coast North considering that despite me getting rough-and-tumble vibes, practicing Wizardry (as opposed to Sorcery) indicates a study, not simply raw talent. Serious verging on dour. Self-reliant but not a loner: trusts other people to do their best and be honest more often than not, but believes in being able to pull her own weight. As such, I'm going to have heck with the skills -- though I suppose with three classes with different lists that was going to happen anyway. Probable Build Information: Transmuter (Barring Conjuration). It seems to me that the best spells to channel are weakening effects: you're doing consistent damage with your weapon and most low level damage spells aren't great (though pumping three magic missiles into a sword strike is great for a damage spike), but striking with a charged Hold Person, Ghoul Touch, or Tasha's Hideous Laughter seems great. Some evocations are also good alternatives to a bow. Fighter Feats and Item Creation feats are musts here.
Coming out of this, my options seem to be
Male Tiefling Evoker from Thay (Determined, standoffish) Male Human Generalist/Arcane Trickster from Waterdeep (Charming, paranoid) Female Human Transmuter/Spellsword from the Silver Marches (Serious, Self-reliant)
I'm going to keep working on builds to see if anything jumps out as a great thing to do, but if any of these characters look to be significantly easier to incorporate than others (or significantly harder), I'd appreciate it if you'd let me know
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Another option is just to roll again. I'm pretty sure everyone else has better scores, by quite a bit. Clipper ended up with monster stats, then added in the dragon disciple stat increases. I think he has 20 on two different stats!
Anyway, if you want to challenge yourself, go ahead. If you want to spin one more time to see if you get a better suite of scores, you are welcome to.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
The two types of characters that will probably upset the campaign (most notably THIS format) is likely the N/N coin flipper or an evil character.
It's a challenge to keep people motivated in this style of play pbp all the way through, and few people are really actually good at being part of the team and evil at the same time. Hell, Hollywood rarely gets it right for that matter.
As for a Thayan, I can work with that, or any of them for that matter. Shoot we already have one paranoid, might as well have an actual pair Truth, I really only care about the alignment because it can really hamper the group bonding. In truth, an evil character can get so many things done far more efficiently and help the group be successful, for their own reasons, but most people just use it as a chance to D-bag the group or DM. So, that's my philosophy on the topic.
_________________
"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Actually, that did come out better. I noticed one of your potential choices being a spellsword. I love them, it's like chewing everlasting bubble gum IMHO. I have yet to play a game where I could use them myself. Have you used them and are they as much fun as I think?
Anyway, I'm sure whatever you choose will probably work fine.
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"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
15, 15, 14, 14, 13, 12... that's far, far better. Wealth of +2s to build on. It's pretty solid for supporting any concept, but it's pretty much a godsend for hybrids without really being that much better for a pure caster... so I'm going to go with him being out. I need to cut down to one, after all.
Haven't played a spellsword per say, but I'm quite familiar with their 3.5 core class doppleganger, the Duskblade. It's a ton of fun. S I think I'll probably be going with the Spellsword unless I run face-first into a really compelling reason not to mid build.
Musings
Thunderlance (FRCS)... how did I not know about this spell already? It's one of the best (arguably) melee wizardry tricks I've seen. 20' reach and if you're not focusing on strength probably one higher than yours even for partial casters accessing it late.
Another strike against the Arcane Trickster is that skill list. Taking Cosmopolitan twice at first level could help maintain progression, but wouldn't solve it.
I think Necromancer or Enchanter might be a smarter specialty for a Spellsword than Transmuter. I remembered that there are a lot of kickass transmutations, but they essentially start with Polymorph at 4th level, which is already too high level to channel. I suppose slow is nice, but there are more options in Enchantment and Necromancy. At the very least, those schools need to not be prohibited. I could even go generalist, though, since I've got a better fallback for having one fewer spell per level per day.
Small shields and spellcasting would seem to interact oddly -- you need a hand free to cast spells with somatic components. While using a small shield you can hold items... but not wield weapons, so it seems ambiguous if your hand is "free" or not. I guess Bucklers are the same base +AC and even less restrictive if Small shields are a no go for somatic components.
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
EBWOP: As a side note, how are you handling the XP cost of items created in the pregame? Would I end up starting N XP short of the next level, or at my correct level but negative XP, or is that a bit of a savings for taking item creation feats before entering play.
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Update: How is Profession a Class Skill for Spellsword, Wizard, and Fighter but Craft a class skill for Wizard, Fighter, and not Spellsword? Craft is a class skill for literally every core class, argh... Ah well, I guess blacksmithing suffers for taking up swordplay and sorcery at once.
Update 2: I'd forgotten how ridiculously better than the other familiars Toads are. Seriously, +2 con score? Of course, there's an immediate and brutal punishment for having a toad familiar called "Having a freeking toad as your familiar". I think I'll take a Raven...
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
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