Against the Dark Tower (Inactive)

Game Master stardust

A homebrew campaign based on d20 but with significant rule differences to account for a unique campaign.


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Kimefe enters the room with an expression on her face that suggests utter boredom. She quickly makes her way to the nearest corner and slouches into it, drawing the stout blade from her side as she does so and beginning to sharpen it.
After a moment she looks up, "When are we starting?" Without waiting for an answer she returns to ignoring the rest of the world as she hones her sword's edge to a keenness beyond the level of perfection.

It should be noted that I'm not at all frustrated with the pace this has gone. That's just a glimpse of her personality.

Liberty's Edge

Very nice.

By the way, the question has come up whether to make profiles public or private information. If no one objects, please go ahead and just add them to the profile information publicly. I'm pretty sure we can keep character information in character. And out of character information out of character.


No one was entirely sure how long he had been standing there--The tall eldarith man in the robes. He just was; taking a moment to look around. As his gaze passes over you, you get the sense that he already knows a lot more about you than he rightfully should for having just met you, and he seems to carry an almost palpable air of determination about him as though he is quite aware of what he is doing and fully intends to succeed in doing it.
After spending a second longer to absorb the remainder of his surroundings, Sorad sits down near one wall with his intricately carved staff across his legs, closes his eyes and seems almost--Although not quite--to have fallen asleep.

I do have a few more questions:
1) Does the See Aura spell work the same as it does in Pathfinder, but without the alignments? Also, would either Sorad or Kimefe already have an aura?
2) How am I calculating the DC's for my spells?
3) Under the instructions you gave us, Solar Adepts are not proficient with any type of armor, but the forth level Fast Movement ability mentions that it still works while wearing light armor. Is that written the way you intended it?

Liberty's Edge

See Aura functions just as Detect Alignment does, except there are no alignments to see. Not all creatures will have an aura, but this spell will definitely find those that do.

The DC of spells is 15 + spell casting ability modifier (Wisdom or Charisma for spell-like abilities, Intelligence for learned spells, powered by Mythos)

Correction of Fast Movement: It does not work while wearing any type of armor. Apologies. I think I had copied that from someplace else other than where I should have been.

I think I should point out that I think you may have transferred the templar see aura racial ability over by mistake. Eldarith don't have a racial ability to see auras.

Liberty's Edge

However, I did say something about Solar Adepts having spellcasting ability, and looking at my notes I see that they do not. I think, however, I can add one for them without imbalancing the class too much.

Solar Meditation A solar adept may meditate for an hour in direct sunlight at the peak of day to gain knowledge of 1d3 spells. He must meditate daily to retain this knowledge. Meditation DC = 10 + adept level.

Scarab Sages

stardust wrote:
I think I should point out that I think you may have transferred the templar see aura racial ability over by mistake. Eldarith don't have a racial ability to see auras.

Dang, I knew I missed something (I realized halfway through writing my stat block that being a templar dropped my dex too low and I had to change it). My mistake.

Are those d3 spells random, or chosen (And if they are random, I'll need to know which ones I know after making my check)?

Meditation check DC 11 (Moving skill point from acrobatics to meditation): 1d20 + 7 ⇒ (7) + 7 = 14

Liberty's Edge

I'll provide a list of 5, you roll 1d3, and decide which ones you want. You *know* about the other ones, but don't have access to them yet.

Liberty's Edge

Spell Selection for Sorcerer:

Bind Human (Bind Enemy)
Power of the Arcane (Power of Nyumbe)
*arcane crystal requirement
Contact Datalente (Contact Creature)
-a Datalente is a flying creature similar to a pterodactyl. It has
-feathers, though, and is closely tied to arcane air elementals
Unmask Demon
Summon Kathrasth
-Kathrasth is a demon-like earth elemental monster. It must be bound by
-a separate spell to force it to obey you. However you can summon it at
-a location away from you (but still within range), and it would still
-do some pretty good damage.

Spell Selection for Solar Adept:

Power Drain
Find Gate
Word of Recall
Skin of the Sun (Skin of Sedefkar)
Chant of Intellect (Chant of Thoth)

You each may replace one of the Spell Selections above with a Pathfinder spell that fits your character concept before rolling to determine how many spells you have.

Liberty's Edge

Sorad Dvorak, another slight rule change that affects your character. It's been pointed out the Concentration and Meditation are now essential skills for spellcasting. For this reason, all spellcasting classes (those that have access to spells starting at 1st level), gain an additional 2 skill points each level that are automatically placed in Concentration and Meditation.


Eragar, don't forget to add Kimefe's Skill Specialization to her skills. Not sure if you plan on applying it to DEX or CHA based skills but thought I'd mention it in case it got overlooked:)

I'll have my character sheet up tomorrow night at latest:)

Liberty's Edge

Excellent, there is a discussion thread already linked. As soon as you have your characters done, feel free to post there. If you don't have your character background worked out yet, don't worry. You need to know more about the campaign. :P

Liberty's Edge

Another correction. It has been pointed out that I referenced metamagic feats for the Sorcerer class. However, I do not think the Call of Cthulhu spells are meant to be enhanced by metamagic feats. They seem dangerous enough already.

However, I will allow the following feats as our metamagic feats.

Modify Spell
Prerequisite: Must be a natural spellcaster at level 1, or have acquired a spell from a feat or class ability.
Benefit: A character who sacrifices double the cost of Sanity and ability score damage when casting a spell may choose one (and only one) of the following modifications.
Double Range (must have a range beyond personal or touch)
Double Duration (must have a duration other than concentration, permanent, or instantaneous)
Double Area or Number of Targets (does not include personal or touch spells)
Increase Power (+50% for random variable spells)

Farcaster
Prerequisite: Modify Spell
Benefit: A spellcaster can use modify spell to double range without increasing its cost in Sanity or ability score damage. Further, when modifying a spell, he can double its range in addition to a different modification.

Cursemaster
Prerequisite: Modify Spell
Benefit: As Farcaster, except for doubling the duration.

Spellblaster
Prerequisite: Modify Spell
Benefit: As Farcaster, except for doubling area or number of targets affected.

Master of Power
Prerequisite: Modify Spell
Benefit: As Farcaster, except for increasing the power of spells by 50%.

I will add these to the Campaign Information page.

Liberty's Edge

Adapting Pathfinder Spells:

When adapting Pathfinder Spells to the Call of Cthulhu spell format, you can select any (and I mean any) spell except for those relying on the alignment mechanic. However, if you choose, an 8th or 9th level spell, the costs of the spell will be respectively higher than a 1st or 2nd level spell.

Generally, the cost of the spell will be 2 sanity points x the level of the spell, or some random variation of that amount (1 sanity point for 0-level spells, 2 sanity points for 1st level spells, 1d4 sanity points for 2nd level spells, 1d6 sanity points for 3rd level spells, 1d8 sanity points for 4th level spells, 1d10 sanity points for 5th level spells, 2d6 sanity points for 6th level spells, 2d8 sanity points for 7th level spells, 3d6 sanity points for 8th level spells, 2d10 or 1d20 points for 9th level spells. Ability score damage will increase for ever 3 spell levels. A level 1 to 3 spell will cost 1d6 ability score, 4-6 will cost 2d6 ability score damage, and 7-9 will cost 3d6 ability score (or possibly more).


I might have overlooked it but what language would be considered the 'Common' tongue? Are there any languages that are commonly used in our starting area?

Liberty's Edge

Huredain


1d4 ⇒ 2 spell roll

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