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 Post subject: DSS Character: Namfoodle "Sparklediver" Raulnor
PostPosted: Thu Jun 30, 2005 1:44 pm 
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Namfoodle "Sparklediver" Raulnor
Illusionist 6
: CR 6; small humanoid (gnome); HD 7+5d4+10; HP 29; Init +3; Spd 20; AC 14, touch 14, flatfooted 11; base atk +3; mech atk +1; Grp -1; atk --; SA spells; SQ Gnome traits, low-light vision, summon familiar, Specialist wizard(Illusion/enchantment,necromancy); AL GC; SV F+4, R+5, W+4; Str 11, Dex 16, Con 14, Int 20(18), Wis 8, Chr 6.

Skills and Feats: Bluff +1, Concentration +11, Craft(mechcraft) +7, Hide +10, Knowledge(Arcana) +11, Knowledge(Arcitecture and engineering) +11, Knowledge(Steam Engines) +11, Spellcraft +14(+16 illusion spells); scribe scroll, eschew materials, craft steam gear, craft wonderous item, Spell Focus (Illusion)

Spells Prepared (5/6/5/4):0th- detect magic, light, Ghost sound, Mage hand, Arcane mark; 1st -Color Spray-, Feather Fall, Guided Shot, Master's Touch, Mage Armor, Shield; 2nd -Minor Image-, Mirror Image, See Invisibility, Invisibility, Minor Image; 3rd Spectral Weapon, Major Image, Displacement, Shadow Binding.
(spells with '-' around then have been cast since last rest)

Spellbook: 0th all except ench & necro; 1st color spray, master's touch, silent image, tenser's floating disk, ventriloquism, shield, mage armor, feather fall, guided shot; 2nd blur, fox's cunning, minor image, mirror image, See invisibility, invisibility; 3rd Arcane sight, Dispel magic, Displacement, Invisibility sphere, Major image, Secret page, Shadow binding, Spectral weapon.

Possessions: Artisan's outfit, Masterwork Artisan's tools, Custom Spellbook (steel cover, velum pages, slipcase; hardness 8 HP 9; 270gp, 8lb), parchment x10, ink(1oz.), belt pouch +8, hammer, hooded lantern, flask of oil x3, Heward's Handy Haversack, Headband of Intelect +2, 100 gp, 2sp

Experiences
10000
+3000 (chapter 1)
13000
+???? (chapter 2 & 3)
15000+

I'd like to spend a portion of what cash is left over on buying more spells for my spell book, but i'm not sure how i should go about it, since i doubt nedderpik has any convenient magic shops to choose from. I'm also curious how much XP we have so i can know if i can scribe some scrolls or make some magic gear before the campaign starts.

I also need to write up stats for a familiar. Do you have any alternate familiars I could pick that are in keeping with the setting? preferably something along the lines of how a clockwork ranger has a different set of animals to pick as his animal companion.



--edit--
23/6 - changed to level 6 stats
11/5 - added experience section, updated
7/4 - added in purchased spells, deducted cost
7/3 - moved some skill points to cross-class skills
7/1 - fixed skill bonuses, spells per day, disabled smilies to preserve format
added feats, which i forgot to add earlier

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


Last edited by Reese on Sat Aug 05, 2006 9:28 am, edited 8 times in total.

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 Post subject:
PostPosted: Fri Jul 01, 2005 1:04 am 
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Location: Vancouver BC Canada
HD 7+4d4+8 (max hit points at 1st level [7] plus 4 hit dice and con bonus)


Headband of Intelect (what bonus?)

List your modified ability scores as; Ability Score - Modified Value (original value). With a headband of Intelligence +2 you would list as follows: Int 18 (16)

This goes for all ability scores, saves, skill checks and so forth. Make a note if the magic item isn't always used or it is a spell effect and so forth.

You have no extra XP right now. That will change.

You can buy extra spells when you find another wizard. There will be some aboard Nidderpik so get a list of what you want ready. They will want at least 10% of the ink cost as a price for access to the spell (10gp/spell level).

You could write up a mechanical version of a standard animal. It is something I could do when I have time. There might be some clockwork familiars already - I'll check sometime.

MCDM

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 Post subject:
PostPosted: Fri Jul 01, 2005 11:24 am 
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Mighty-Thewed Reaver

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fixed

He hadn't been wearing the headband regularly, since he's been working as an engineer maintaining stuff to earn his keep, so i didn't include it's bonus in his profile. I had rolled a 17 that I put into int, and I modified that to 18 with my level 4 ability boost. I realize, after the fact, that he would have been wearing it to give him a boost while doing maintainence as well.... My int based skills don't reflect the bonus I get from the headband yet, so i will change that now.

So far as a clockwork familiar goes, I was under the impression that actual clockwork familiars were restricted to the constructors mage guild, being guild supplied, and I wasn't able to find rules on construction, though a clockwork familiar would definently be in keeping with my character.

I also forgot to point out that three of the spells I have in my book come from the "Complete Adventurer" book from WotC:

1st
Guided shot: no range penalty on next single ranged attack (still limited by max range)
Master's Touch: proficient with held weapon for 1 round per level
3rd
Spectral weapon: summon a weapon you are proficient with made of shadow stuff, attacks resolve as touch attacks, target gets will save to disbelieve damage (if they save, they take only 20% per attack)

As for spells I want to aquire, I'll type up a list in a bit. I am a little surprised on the prices for spells, though. I had assumed they would be higher, since the PHB says you can normally aquire spells from other casters for spell level x 50gp, and I had assumed that spells would be somewhat marked up in price from that since magic and it's users would be somewhat rarer in this setting.

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


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 Post subject:
PostPosted: Fri Jul 01, 2005 12:55 pm 
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Quote:
As for spells I want to aquire, I'll type up a list in a bit. I am a little surprised on the prices for spells, though. I had assumed they would be higher, since the PHB says you can normally aquire spells from other casters for spell level x 50gp, and I had assumed that spells would be somewhat marked up in price from that since magic and it's users would be somewhat rarer in this setting.



Sounds good to me. I haven't seen those rules before. We'll use the 50gp/spell level.

Spells shouldn't be too big a problem at low level. The elvin nations has a dozen archmages running their city mech. Magic is hardly dead, and every citymech will require spellcasters to protect it from other spellcasters. This makes spells moderately availible in citymechs.

MCDM

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 Post subject:
PostPosted: Fri Jul 01, 2005 3:18 pm 
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The price rules are slightly hidden, they're in the section in chapter 10 of the PHB on the scibing of new spells into spellbooks

It costs 100g per page, and 1 page per level to scribe a spell, so...

1st (150g each, 450g total) DC 16
Disguise Self (PHB)*
Nystul's Magic Aura (PHB)*
Tenser's Floating Disk (PHB)

2nd (300g each, 1800g total) DC 17
Blur (PHB)*
Fox's Cunning (PHB)
Hypnotic Patern (PHB)*
Knock (PHB)
Misdirection (PHB)*
Protection from Arrows (PHB)

3rd (450g each, 3150g total) DC 18
Arcane Sight (PHB)
Daylight (PHB)
Dispel Magic (PHB)
Displacement (PHB)*
Secret Page (PHB)
Sepia Snake Sigil (PHB)
Shadow Binding (daze and entangle creatures in 10' radius burst, will negates) (Complete Arcane, p122)*

*spells of illusion school, +2 on spellcraft checks to learn

Obviously, I can't get all the spells I've listed, but I expect some will be unavailable...

I have no worries about the spellcraft check, however, since my check will be 25 (take 10, 8 ranks, +5 from augmented Int, +2 from knowledge(arcana) synergy)

My spellbook has 16 0th, 8 1st, 4 2nd and 2 3rd spells in it, which is 38/100 pages used and the above spells would take up 41 pages for a total of 79/100 pages used, so that's not a problem. I may need to buy a new spellbook soon at this rate, though!

I just noticed, I have to fix the synergy bonuses in my skill section.

I'm going to move some ranks around, too, if that's OK.

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


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 Post subject:
PostPosted: Sat Jul 02, 2005 12:56 pm 
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Quote:
It costs 100g per page, and 1 page per level to scribe a spell, so...


That is what you meant. Yes. Slight misunderstanding. I thought you had found a standard price for selling spells. I am all too familiar with the cost of scribing spells. Now that it is a reasonable time of the day and I am perfectly awake - I recal the standard rules for buying spells I have been using for years and years.

You must buy a scroll. Then you cast the scroll and attempt to learn the spell. If your Spellcraft check to learn the spell is successful, then you spend the ink cost and put it in your book.

Alternatively, you can try learn the spell directly from another wizard's spellbook. In this case he will charge you 10% of the ink cost for the privilage of copying the spell. This is in addition to the ink cost so spells cost 110gp per level.

In either case the ink cost is not considered by the seller as paid to him. This is simply the cost to write down the spell that every wizard has to pay.

Most wizard will trade spells rather than muddle through any cost system. If you research your own spells you can make a lot of money by trading 2 for 1 or more, or charging high prices for access to new spells.

MCDM

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Thinking Outside the Box
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 Post subject:
PostPosted: Sat Jul 02, 2005 1:47 pm 
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um, no, you missunderstand

It's 50 per level to buy, 100 per page to scribe, for a total of 150, I just combined the two numbers for ease of calculations on my part, they're both listed in the player's handbook in the seection i mentioned. they're both in the section on aquiring new spells in the player's handbook, but not written in the same paragraph. I assume the seperation is because players who are wizards can share spells freely should they so choose, and scrolls can be found for free in places. The book says that most wizards charge 50g per spell level atleast(possible more and requiring services, for higher level spells), it's not a hard and fast rule per se, but it is there. There's also a possibility of trading spells, should i find someone with a spell i want who wants a spell i have of the same level, but i don't know how likely that is.
(And, yes, I DO realize I'm arguing myself out of a discount. C'est la vive.)

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


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 Post subject:
PostPosted: Sat Jul 02, 2005 4:20 pm 
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Quote:
It's 50 per level to buy, 100 per page to scribe, for a total of 150


Thats fine then.

I'll go over those rules again. It looks like there is something I missed. I used to use 100gp/spell level for spells back in 2nd (plus ink cost). In 3rd we migrated to buying spells off scrolls. That is the cheaper method until you get into the higher level spells. I have a short book that touches on the topic. It would be even more embarising to see it go into print contradicting the existing rules.

MCDM

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 Post subject:
PostPosted: Mon Jul 04, 2005 2:00 am 
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I moved some skill points from knowledge skills and spellcraft to put me in a better position for a racially aligned prestige class I want to take.

This shouldn't have any major effect, since i only removed 2 points each from 4 skills (so they will not change synergies) and i'll still be able to make those spellcraft checks by taking 10 (though it's 10% less likely I make them if I have to roll...)

I'm also thinking which spells to pick from those I listed, assuming you're letting me have access to all of them, but that won't change what I have memorized, so I'm ready to put my character into play if you've no objections.

The prestige class i'm looking towards is the Shadowcraft Mage on page 120-122 of the Races of Stone book, it's a gnome only illusion (shadow) focused class, which i feel takes my character in the direction i want to take him. I won't be able to take the class for a few levels for a number of reasons, but i like to plan ahead with my characers, when possible.

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


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 Post subject:
PostPosted: Mon Jul 04, 2005 1:55 pm 
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You will be able to get all those spells except Shadow Binding. For the sake of time and the fact that you are spending starting money, you may starting knowing those spells. You will simply have arrived earlier on Nedderpik with enough time to locate the local wizards, buy the spells and spend time memorizing them.

You will have to get Shadow Binding in-game. I need to track down the relivant book and review the spell. Also shadow spells have a particular history in all the campaigns I have run in the past. I'll also check out that prestige class you're after.

MCDM

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 Post subject:
PostPosted: Mon Jul 04, 2005 2:22 pm 
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OK, the spells i picked (up to what i can afford) are:

1st
Tenser's Floating Disk (PHB)
2nd
Blur (PHB)*
Fox's Cunning (PHB)
3rd
Arcane Sight (PHB)
Dispel Magic (PHB)
Displacement (PHB)*
Secret Page (PHB)

This leaves me with 100g 2s left

i'll put those in my spellbook now

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


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 Post subject:
PostPosted: Tue Jul 05, 2005 2:06 am 
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Charke wrote:
Also shadow spells have a particular history in all the campaigns I have run in the past. I'll also check out that prestige class you're after.


I'll bear that in mind. I should also, in that case, mention that the Spectral weapon spell I have is also a shadow sub-type illusion spell.

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


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 Post subject:
PostPosted: Thu Aug 11, 2005 11:16 pm 
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just checking if you looked into that prestige class i mentioned...

also, i just watched a nature special on ravens, and i decided i'm not particularly interested in getting somehting mechanical or different from what's noramlly available, so i wrote up stats for a raven familiar

i figured i'd post them for aproval before adding them to my character sheet

<--begin stats--
Huginn
tiny animal
HD: 1/4d8 (1 hp) [5hd (12 HP)]
Init: +2
Speed: 10ft(2), fly 40ft(average)
AC: 17 (2 size, 2 dex, 3 nat), touch 14, flat 15
BA/G: +2/-11
Atk: Claws +6 melee (1d2-5)
Full Atk: Claws +6 melee (1d2-5)
spc/rch: 2.5/0
SA: --
SQ: Low-light Vision, speak common, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Saves: fort +2, ref +4, will +6
Abilities: str 1, dex 15, con 10, int 8, wis 14, cha 6
Skills: Concentration +8, Hide +12, Knowledge(Arcana) +5, Knowledge(Arch&Eng) +5, Knowledge(Steam Engines) +5, Listen +3, Spellcraft +5, Spot +5
Feats: Weapon Finesse
--end stats-->

if anyone presses me on how i got a raven, i'll remind them this is a city mech, and ravens are the smartest bird alive... they nest on clifs both natural and crated, and would be likely to survive in the entrance areas of caves such as those the dwarves lived in before the Lunar crisis, ravens are canny scavengers, and wily survivalists, and have always been able to make their living both in the wild and civilization... and civilization now offered the best of both protection and food to steal, especially with the many deaths in the poor living conditions available to refugees in the dwarf caverns. with the rise of mech technology, ravens have found the mechs to be something like humanoid hunters, someone to follow, as kills and corpses to scavenge and eat of are not far behind (though... lunar corpses make for less than perfect sources of nutrition). with the rise of city mechs, the ravens flourished in thier wake; City mechs provide many roosting points amongst their many progections and pipes, and within the chinks and cracks in their stony armor, and what even man and dwarf won't eat, the ravens are more than willing to pick over. as the citymechs rise in prominence and prosperity, and the richer people flock to them and try to gain 'land', the quality of the food thrown out has only improved with the increased excesses of the somewhat rich, and the fare availalbe to an enterprising raven thief and midden dumpings diver has ever improved along with them.

that's my story, and i'm sticking to it :p

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


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 Post subject:
PostPosted: Wed Aug 24, 2005 6:30 pm 
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hmm...

I need to fix one point, master's touch is one minute per level, not one round

casting time: 1 swift action*; Components: V,F; Range: personal; Durration: 1minute/level

gain proficiency with a single weapon or shield you hold in your hands
focus: the weapon or shield you become proficient with

*swift action: as free action, but only one swift action can be performed per round, and only durring your turn

Would it be out fo the question for a mech weapon whose controls are in your hands to count as a 'weapon or shield you hold in your hands'?

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


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 Post subject:
PostPosted: Mon Jun 12, 2006 10:54 pm 
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Character Level 6...

Wizard 6
BAB +1

fort +1
ref +1
will +1

HP 1d4+2 (2.5 + 2 = 4)

skills +6 points
+1 bluff (2 pt.)
+1 concentration (1 pt.)
+1 hide (2 pt.)
+1 spellcraft (1 pt.)

Feats (1)
Spell Focus (Illusion) (+1 DC of all [Illusion] spells)

New Spells (2)
Invisibility Sphere
SHadow Binding*

new class features
none


* shadow binding, a spell I wrote up there where I was asking what spells were available, it's from Complete Arcane, p122

I'll change it if you don't want me to use/have it, though

I'd like to have the chance to scribe some scrolls once we're out of danger (1 day per 1000gp of cost, minimum 1 day per scroll... I don't think I can do that with a basilisk out the front door)

I am also still interested in gaining levels in Shadowcraft Mage, a gnome exclusive prestige class in the Races of Stone book, but I need to get to level 7 as a mage before I can qualify. I'm just reminding you, as I recall you were still considering whether or not to allow me to pursue that path.

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Namfoodle "Sparklediver" Raulnor
{Wounds -12; HP = 11/23}


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 Post subject:
PostPosted: Thu Jun 22, 2006 10:22 pm 
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The leveling looks fine. I'll make sure you guys have time after the Neddirpik adventure to do stuff. Shadow Binding is fine. I'll worry about the Shadowcraft Mage in 2 levels but it'll probably be okay.

Mark Charke

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