Shanosuke's The Sorcerers Alpha Team Editon (Inactive)

Game Master Shanosuke


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Male Human Gestalt 1 (Knife Master Rogue/Sorcerer)

I'm not as cool as Adina.

"I'm here though."


You are mush cooler, Aiden! It's in you're name after all! ;)

Dark Archive

GM W.R. Monger

Still around here ^^


Female Human Ranger (Beastmaster/Trapper)//Sorcerer (Elemental Earth Bloodline)

Ready. Been around, but forgot to check up after a few times.


Yay, that means we're all together again! <(^-^)>


Both Martian Level 20 invader

Okay, I will try and get the next step up tomorrow.


Both Martian Level 20 invader

Anyways. Here we go. I am going to put the requirements to complete each task or whatever you want to call this.

First: Number of spells.
However many you can learn. Thing about sorcerer's that makes them leagues apart from any other class is their infinite ability to learn spells. Learn as many as you can to increase your arsenal. Sweet and simple.

Second: Rules for learning Sorcerer spells
Sorcerer's can ONLY use spells based in their element. If you want mage armor for example, it has to be formed from your element and with therefore shar similar properties. For example: Earth Sorcerer can make stone armor that is strong and sturdy but carries the weaknesses of stone. A fire mage could make fire armor and therefor it would burn any one that got to close. Thats how that works.

Now that was the first rule. Second rule is that you can learn a new level of magic every level up to level nine. At that time you are at your most capable. Now even if you have the capacity to learn them, doesn't mean you get them. You still need to learn.

This is how you learn a new spell.
1st: Think of a spell.
To do this you either make it up yourself and present it to me for approval or you roll what I like to call a "creativity check" This is simply an INT roll. Then I tell you what spell you thought of.

2nd: Study the spell and practice.
This part can take a nice amount of time. In order to add the spell you have invented to your arsenal, you need to pass both an INT check, and a FORT Save. INT later on can be substituted by Spellcraft once you learn it. Now you need to succeed BOTH rolls. Fail one and your efforts for the day bear no fruit. However, the DC lowers for each consecutive day you train.

Important Weather or not you learn the spell, the training is immensely draining. It is the only thing you are allowed to do in a whole day besides eating or conversing.

That is spellmaking. Hopefully that answered your questions.

Things your character can learn
Thought I went over this but I can't find it so I'm guessing I missed it after all. Sorry for that.

Feats
In addition to the feats awarded by your class and CL. You can gain an additional feat equal to your INT modifier and how many even number levels you possess. EX: A level 6 character with a 15 INT will be allowed 5 additional feats to what he already has available.

Now it is important to note that finding the feat you want and the time to train it is the real trick. Since you wont get feats everytime you level, you need to find a trainer and have the number of days require to learn that particular feat. Now if the feat has Prereq it takes 1 day + the No. of Prerequisites it has down to it's base. Power Attack needs STR 13 and BAB +1, then to learn the feat cleave takes one additional day over that.
EX: You spend three days to Learn Power Attack, then you spend another four days to learn Cleave, then you spend another six days to learn Greater cleave.
The more prerequisites required for the feat you want, the longer it will take to learn. You'll have time here and there so don't sweat it too much.

Skills
This is a unique case cause skills are so funny. Simply put, if you already know the skill (Have a rank in it) level it as normal.
Now if you don't have any ranks in the skill, follow this pattern
Class Skill - One Day of training
Non Class skill - Two Days of Training
Trained only Class skill - Three days
Trained only Non Class Skill - Five days of training.

Again once you have a rank in the skill, you don't need to waste days training it, it goes up as normal. Also, to train a skill you have to have a skill point handy to put in it.

Class abilities and weapons proficiency, take a day. If you want an exotic Weapon proficiency you need a feat available for that but it will still only take one day to train.

Any other questions. I really went out of my way to make this complicated so please ask.


Female Human Ranger (Beastmaster/Trapper)//Sorcerer (Elemental Earth Bloodline)

I think we just need to try it out and we will get it.

The things seem pretty intuitive, so just gotta work it into the groove.


Male Human Expert 1/ Sorcerer (Elemental Bloodline Water)

very interesting way of managing those things :)


Both Martian Level 20 invader

Okay I have fallen into quite a good amount of free time and am jumping right back into this. I hope you are all still with me. There are some rules for acquirring feats and the like. I am going to put the requirements to complete each task or whatever you want to call this.

First: Number of spells.
However many you can learn. Thing about sorcerer's that makes them leagues apart from any other class is their infinite ability to learn spells. Learn as many as you can to increase your arsenal. Sweet and simple.

Second: Rules for learning Sorcerer spells
Sorcerer's can ONLY use spells based in their element. If you want mage armor for example, it has to be formed from your element and with therefore shar similar properties. For example: Earth Sorcerer can make stone armor that is strong and sturdy but carries the weaknesses of stone. A fire mage could make fire armor and therefor it would burn any one that got to close. Thats how that works.

Now that was the first rule. Second rule is that you can learn a new level of magic every level up to level nine. At that time you are at your most capable. Now even if you have the capacity to learn them, doesn't mean you get them. You still need to learn.

This is how you learn a new spell.
1st: Think of a spell.
To do this you either make it up yourself and present it to me for approval or you roll what I like to call a "creativity check" This is simply an INT roll. Then I tell you what spell you thought of.

2nd: Study the spell and practice.
This part can take a nice amount of time. In order to add the spell you have invented to your arsenal, you need to pass both an INT check, and a FORT Save. INT later on can be substituted by Spellcraft once you learn it. Now you need to succeed BOTH rolls. Fail one and your efforts for the day bear no fruit. However, the DC lowers for each consecutive day you train.

Important Weather or not you learn the spell, the training is immensely draining. It is the only thing you are allowed to do in a whole day besides eating or conversing.

That is spellmaking. Hopefully that answered your questions.

Things your character can learn

Feats
In addition to the feats awarded by your class and CL. You can gain an additional feat equal to your INT modifier and how many even number levels you possess. EX: A level 6 character with a 15 INT will be allowed 5 additional feats to what he already has available.

Now it is important to note that finding the feat you want and the time to train it is the real trick. Since you wont get feats everytime you level, you need to find a trainer and have the number of days require to learn that particular feat. Now if the feat has Prereq it takes 1 day + the No. of Prerequisites it has down to it's base. Power Attack needs STR 13 and BAB +1, then to learn the feat cleave takes one additional day over that.
EX: You spend three days to Learn Power Attack, then you spend another four days to learn Cleave, then you spend another six days to learn Greater cleave.
The more prerequisites required for the feat you want, the longer it will take to learn. You'll have time here and there so don't sweat it too much.

Skills
This is a unique case cause skills are so funny. Simply put, if you already know the skill (Have a rank in it) level it as normal.
Now if you don't have any ranks in the skill, follow this pattern
Class Skill - One Day of training
Non Class skill - Two Days of Training
Trained only Class skill - Three days
Trained only Non Class Skill - Five days of training.

Again once you have a rank in the skill, you don't need to waste days training it, it goes up as normal. Also, to train a skill you have to have a skill point handy to put in it.

Class abilities and weapons proficiency, take a day. If you want an exotic Weapon proficiency you need a feat available for that but it will still only take one day to train.

Any other questions. I really went out of my way to make this complicated so please ask.


Both Martian Level 20 invader

So....who still wants to play this? You guys still out there?


Male Human Gestalt 1 (Knife Master Rogue/Sorcerer)

Still here. Starting a new job. It's taking a lot of energy. I will do my best to get back to this in earnest very soon.


Still here, just waiting to see what happens.


Male Human Expert 1/ Sorcerer (Elemental Bloodline Water)

Still around just getting my life together with all this RL issues, but at least everything is calming down and falling into place somehow.


Both Martian Level 20 invader

Hey guys I am a little concerned about Jen. I haven't heard from her in a while. I think we need to drop her and move on?

Thoughts?

Dark Archive

GM W.R. Monger

We probably will need to do so if she doesn't show up, or just DMNPC as a "important" storywise NPC


Both Martian Level 20 invader

I am going to have to end this campaign. I cannot keep it updated and I have almost no time to go over the material. I am barely able to run bravo team as it is. That said I will offer you all this. I have two other campaigns that are short players and I do not have time for recruitment. I like you all well enough to give you a shot at joining them. I am sorry this game did not work out. can you forgive me?

If you are interested the Games are
Souls of Lost Aridia - It is a desert based campaign that is sort of a Arabian Knights, Anceint Egypt themed campaign. It is missing two players. Story is you were part of a caravan that was searching for a lost magical land called Aridia
The caravan was led by an elf named Yalandere who had already been to this land.
The Caravan was attack upon arrival and all ocupants were separated. Now you are in the lands just outside of the lost land trying to find members of your caravan or a way to cross the expanse of desert to get home. You will be fighting strange Gnoll-like creatures called Anubites who are harassing the populace of this outer land. These creatures are the ones that destroyed your caravan. Now you must survive to see home again one day.

The other campaign is Mormont's gauntlet - An ambitious warlord is terrorizing the region in which the players live. Destroying their homes and driving them off. This warlord has no interest in survivors and will go to great lengths to wipe them out. You are the survivors but you've been driven deep into the prehistoric jungles of the land that you live and now must survive not only the hostile forces hunting you down but the very jungle itself.
While this campaign is based in the jungle, there are still a few other terrain types you will be stuck in. Ocean, and mountains. Most of it is jungle though. You would be joining the party as they struggle for survival.

If any of these sound interesting let me know and I will give you more info.

Sczarni

Male Human

I'd be interested in Mormont's Gauntlet. :P

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