Black campaign

Game Master DEWN MOU'TAIN

1372 DR, Year of Wild Magic.
Month: Kythorn
day: 21


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She can be the harvester of sorrow.


She can be the harvester of sorrow.


I'm spinning up a wild elven witch based at least partially on Enter Sandman. Ye olde Slumber Hex and all that jazz.

I thought about making the witch's familiar an emissary and was initially drawn to Angharradh for the pseudo-coven triumvirate aspect, but the individual aspects of Aerdrie Faenya, Hanali Celanil, and Sehanine Moonbow seem to hold little particular care or interest for a wild elf (with the possible exception of Sehanine).

So I have a concept of the witch-elf drawing up their own triumvirate with different aspects from Fenmarel Mestarine, Labelas Enoreth, and Rillifane Rallathil, the first and third of whom are explicitly affiliated with wild elves.

This is all on the way to choosing a Patron, of course, of which several are quite appealing and I'm just trying to narrow it down.

Does this concept make sense at all? I know next to nothing about Faerun except for what I have skimmed on the various fan-made wikis and source books I have been able to browse copies of. A wild elf seems to be too be one of the best elven races for a witch in a world made without the class, given their predilection for sorcery and communion with nature. So yeah, please let me know whether it makes sense to continue developing this idea or not.


Currently considering a Mad Dog Barbarian, with their War Beast being a Boar named Butler.


I have a long list of Level 1 spells that I'm interested in. By virtue of base rules, my witch will begin with 10: 3 + Intelligence (4) + 2 (Level) + 1 (Patron). For each additional spell that I want to start with beyond that, what cost should I pay out of the starting 1000 gp?

Here are a few benchmarks:

Adding Spells to a Witch’s Familiar:
Witches can add new spells to their familiars through several methods. A witch can only add spells to her familiar if those spells belong to the witch’s spell list.

Familiar Teaching Familiar wrote:
A witch’s familiar can learn spells from another witch’s familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service. If a familiar belongs to a witch that has died, it only retains its knowledge of spells for 24 hours, during which time it is possible to coerce or bribe the familiar into teaching its spells to another, subject to GM discretion.
Learn from a Scroll wrote:
A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.

A Level 1 scroll is 25 gp, but that is generally far more than the cost for a wizard to scribe spells into his spellbook (which would be 10 gp for level 1).

Furthermore,

Spells Copied from Another’s Spellbook or a Scroll wrote:
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

Which suggests that wizards pay 10-15 gp for each new spell.

So, considering the ways that witches have of teaching their familiar new spells, how much should I write off per spell? And should I roll Spellcraft checks or assume that with a starting +9 that I just nail the learn checks up front?


an update for everyone:

i am moving the starting location from Luskan to Battledale. The Dalelands, as a whole, better suit my campaign idea than luskan.

here is a link to a greater detailed map of the Dalelands in its entirety.


Probably my final questions, regarding both archetypes and the the offer of a free regional feat:

1) Would the Invoker archetype of the witch be permitted?
2) Would the Emissary archetype of the familiar be permitted?
3) I'm a bit confused by your requirements to gain a free regional feat. You say that if you choose a region and the region's preferred character class that you can get a free background feat. As far as I can tell, there are no preferred character classes for regions. Instead, each class lists a Preferred Character Region.

Details on Background Feats:
For instance, Barbarians...

Barbarian Preferred Character Regions, p. 22 wrote:
Regions in which barbarians are commonly found include the Chondalwood (ghostwise halfligns and wild elves), Chult, the Hordelands, the Moonshaes, Narfell, the Nelanther Isles, the North, Rashemen, Vaasa, and the Western Heartlands. In addition, some shield dwarven, wild elven, wood elven, and half-orc cultures give rise to barbarians.

There are also Favored Classes for some of the races. For instances, wild elves have a favored class of Sorcerer, wood elves Ranger, ghostwise halflings Barbarian, tieflings Rogue, and kir-lanans Fighter. Pathfinder changed this so that any PC can choose any favored class. I don't know for certain, but the Player's Handbook may specify additional favored classes for different races.

What I think you mean is about this part:

Regional Feats p. 28 wrote:

Regional Feats: If you choose a home region referred by your character class, you may select regional feats appropriate to that region. These feats represent the common sorts of talents that people from that region learn.

If you did not choose a character class preferred in your home region, you cannot begin play with one of those regional feats. You are still limited by the number of feats available to your character based on class and race.

You can acquire regional feats later in your adventuring career. With a few exceptions, any regional feats appropriate to your race or homeland that you don’t select at 1st level are still available the next time you gain the ability to select a feat.

You may even learn feats from a new region altogether, whether or not you belong to an encouraged class for that region. After 1st level, each 2 ranks in Knowledge (local) pertaining to the new region you have allow you to select feats from a single region (other than your home region, if applicable).

So that can sort of work for the core classes. But for any of us (like me) who are looking at base classes, are we just not able to gain this background feat?

Or do you mean that, if we select a home region that aligns with where the race is from that you can choose an aligned regional feat? For instance:

Wild Elves Regions p. 15 wrote:
Wild elves favor warm southern forests and jungles, such as the Chondalwood, the Methwood, the Forest of Amtar, and the Misty Vale. Wild elven characters may use the wild elf entry on Table 1–4: Character Regions or choose the Chondalwood, Chessenta, Chult, or the Shaar as their home region.
  • Wild Elf: Forester, Strong Soul, Survivor, Treetopper
  • Chondalwood: Forester, Survvor, Treetopper
  • Chessenta: Arcane Schooling, Artist, Street Smart
  • Chult: Foe Hunter, Snake Blood, Survivor
  • Shaar: Horse Nomad, Silver Palm, Survivor

    Ideally, with the change to the Dalelands, my witch PC would be from Cormanthor, and possibly the abandoned Elven Court, and take the Strong Soul feat.

    Strong Soul (General) wrote:

    The souls of your people are hard to separate from their bodies.

    Regions: Dalelands, Moonshaes, deep gnome, ghostwise halfling, lightfoot halfling, moon elf, rock gnome, strongheart halfling, sun elf, wild elf, wood elf. Benefit: You get a +1 bonus on all Fortitude and Will saves and an additional +1 bonus on saving throws against energy draining and death effects.

  • Grand Lodge

    Yay Luck of heroes aquired


    polyfrequencies wrote:


    3) I'm a bit confused by your requirements to gain a free regional feat. You say that if you choose a region and the region's preferred character class that you can get a free background feat. As far as I can tell, there are no preferred character classes for regions. Instead, each class lists a Preferred Character Region.

    ** spoiler omitted **

    ...

    to answer this question now.

    p 28, right column, under regional feats:
    "If you choose a home region preferred by your character class, you may select regional feats appropriate to that region"

    so, let's say you chose a barbarian as your favored class, and you have your character come from the Moonshaes, youd be eligible for bullheaded, strong soul, and survior regional feat. (found on page 31).


    The list so far...

    Completed characters
    Hellig, paladin

    making progress
    Polyfreq
    Critzable

    Rolled
    Wanderer82
    Ronmani
    RObert H
    Pad300
    Me'mori
    Corerue
    Elbototheface
    Phillip gastone

    im going to leave this open until next monday, oct 30. If we dont have more interest beyond what is currently shown, then i'll just cancel the recruitment


    polyfrequencies wrote:

    Probably my final questions, regarding both archetypes and the the offer of a free regional feat:

    1) Would the Invoker archetype of the witch be permitted?
    2) Would the Emissary archetype of the familiar be permitted?

    ** spoiler omitted **

    ...

    1) yup. i'll allow it.

    2) yes. it fits what we talked about on discord.


    I have my brawler/roadie Arrgghhh the Unclean all finished up a ways.


    I'm interested.

    But I'm interested in playing someone subtle. Like a wizard specialized in Enchantment.


    We need a manager! That can be you.


    Phillip Gastone wrote:
    We need a manager! That can be you.

    Possibly. I wanted to go for a Mentalist type character. I'm already playing a character that's out there in one of DJ's games, haha!


    I realize that you're looking for more people, not less, but I am going to have to withdraw, having been accepted into an Iron Gods game... Sorry.


    notice

    I will consider premade 2nd level characters. These would be characters you made and ran for other games.

    With this in mind, the attribute system would be changed to 25 point buy instead of rolling.

    The rest would be just converting to the FR system.

    Yes, if you have a higher level character youd like to play again, you can submit that as well,but theyd have to be lowered to 2nd level


    Ill have to tweak her but here she is a familiar face


    I'll have to withdraw. Life has conspired to drain my time recently, and I will not be able to get something satisfactory posted before the deadline.


    Apologies to everyone. Had to take care of family stuff today. I'll check this stuff out tomorrow


    Phillip Gastone wrote:
    We need a manager! That can be you.

    So not to ruin any preconceived ideas, but, we're not a band. The Adventure is inspired by a band's music.

    Anyway, never really sure what I want to play. But I've got like twenty-three characters available that have been second level sometime. So. let's see what's already on the table.

    Posted Interest
    Jason "Rion" Prince
    EltonJ

    Rolled dice
    ElbowtotheFace: invulnerable rager
    polyfrequencies: Witch-elf,
    Corerue
    Robert Henry
    Ronmani
    wanderer82: ceric or oracle?

    Crafted characters
    Ouachitonian: Hellig Usvart Male Human Paladin
    Critzible: Priscilla Springheel Female Halfling Rogue
    Phillip Gastone: Aggghhh The Unclean Male Dwarf Fighter

    I apologize if I've forgotten anyone or gotten something wrong. If this is the case, please let me know and I will adjust the list

    If ElbowtotheFace, polyfrequencies and wander82 finish their characters well have a well-rounded party.

    Rizz how many players are you taking and how long are you leaving recruitment open for?


    Robert Henry wrote:
    Phillip Gastone wrote:
    We need a manager! That can be you.

    So not to ruin any preconceived ideas, but, we're not a band. The Adventure is inspired by a band's music.

    Anyway, never really sure what I want to play. But I've got like twenty-three characters available that have been second level sometime. So. let's see what's already on the table.

    Posted Interest
    Jason "Rion" Prince
    EltonJ

    Rolled dice
    ElbowtotheFace: invulnerable rager
    polyfrequencies: Witch-elf,
    Corerue
    Robert Henry
    wanderer82: ceric or oracle?

    Crafted characters

    Ronmani: mostly crafted ironman (warforged from ebberon). crafted to an extent, waiting if this game gets off the ground.
    Ouachitonian: Hellig Usvart Male Human Paladin
    Critzible: Priscilla Springheel Female Halfling Rogue
    Phillip Gastone: Aggghhh The Unclean Male Dwarf Fighter

    Quote:

    I apologize if I've forgotten anyone or gotten something wrong. If this is the case, please let me know and I will adjust the list

    If ElbowtotheFace, polyfrequencies and wander82 finish their characters well have a well-rounded party.

    Rizz how many players are you taking and how long are you leaving recruitment open for?

    Id like to have 6 for a good group.

    5 would be fine.
    4 it'd be a lean group but still fun to do.
    3, yeah, i could do it.
    2: id cancel.


    So, this is RH's oracle, Naomi. Thanks for letting me alter the feat. I'm looking forwards to playing her again.


    Posted Interest
    Jason "Rion" Prince
    EltonJ

    Rolled dice
    ElbowtotheFace: invulnerable rager
    polyfrequencies: Witch-elf,
    Corerue

    wanderer82: ceric or oracle?

    mostly Crafted characters
    Ronmani: mostly crafted ironman (warforged from ebberon). crafted to an extent, waiting if this game gets off the ground.

    completed characters
    Ouachitonian: Hellig Usvart Male Human Paladin
    Critzible: Priscilla Springheel Female Halfling Rogue
    Phillip Gastone: Aggghhh The Unclean Male Dwarf Fighter
    RObert Henry: Naomi Human female oracle

    If you have a completed character, please take a moment and dot the discussion board. I do appreciate it.


    In case you are still recruiting, I will roll stats...

    Stats: 4d6 ⇒ (3, 6, 5, 4) = 18
    Stats: 4d6 ⇒ (4, 3, 5, 5) = 17
    Stats: 4d6 ⇒ (3, 4, 4, 5) = 16
    Stats: 4d6 ⇒ (4, 3, 6, 5) = 18
    Stats: 4d6 ⇒ (3, 6, 3, 3) = 15
    Stats: 4d6 ⇒ (2, 2, 4, 4) = 12

    Final totals 15, 14, 13, 15, 12, 10

    Or in ascending order 10, 12, 13, 14, 15, 15.


    Here is the Character sheet..

    Ah, just realized things are done differently here. Apologies, I am new to the site. Will look at setting up a character profile for them when I get time, if you are still recruiting.


    Just realized that I am not familiar enough with these forums, and will likely be too busy over the next few days to give this proper attention, so am withdrawing interest. My apologies.


    I thought I saw something about recruitment running through 12 Nov, perhaps that was a different game. Are you still recruiting? It's late but I can have something put together late tomorrow night. I'll check back in the morning.


    Sure. Put something together


    I should have some time to myself to put my Spellfire Wielder together this weekend, as long as the 12th is still viable.


    4d6 ⇒ (5, 3, 2, 3) = 13 11
    4d6 ⇒ (3, 4, 3, 3) = 13 10
    4d6 ⇒ (2, 1, 6, 1) = 10 9
    4d6 ⇒ (6, 2, 1, 3) = 12 11
    4d6 ⇒ (2, 4, 5, 3) = 14 12
    4d6 ⇒ (6, 5, 4, 6) = 21 17

    reroll
    4d6 ⇒ (4, 1, 1, 3) = 9 8

    reroll
    4d6 ⇒ (3, 3, 6, 1) = 13 12

    17 - 12 - 12 - 11 - 11 - 10

    Ouch


    This is ironperenti’s alias to be used for this submission. Will change him over to an elven bard.


    May I move a point from one 11 to the other so I end up with:

    17 - 12 - 12 - 12 - 10 - 10


    Like I said, it was late but here he is, a bard for your consideration.


    Takeda Mon'tar wrote:

    May I move a point from one 11 to the other so I end up with:

    17 - 12 - 12 - 12 - 10 - 10

    yeah, thatd be fine. it's not a huge, drastic swing in stats. im fine with that


    Jason "Rion" Prince wrote:
    I should have some time to myself to put my Spellfire Wielder together this weekend, as long as the 12th is still viable.

    i'll make an exception for you. I have a soft spot for spellfire wielder, used to play a unique female sorceress spellfire channeler... lol

    Dark Archive

    I am not sure if this is too late, but it looks like you are accepting submissions through the 12th.

    Stats: 4d6 ⇒ (2, 6, 3, 3) = 14 12
    Stats: 4d6 ⇒ (4, 6, 1, 2) = 13 12
    Stats: 4d6 ⇒ (3, 1, 5, 4) = 13 12
    Stats: 4d6 ⇒ (1, 4, 2, 5) = 12 11
    Stats: 4d6 ⇒ (6, 6, 3, 1) = 16 15
    Stats: 4d6 ⇒ (6, 5, 5, 3) = 19 16

    I plan to put together Starsoul Sorcerer. I will try and have it together later today.


    Ok, so this is Malinor's Submission. I switched over to Efreeti instead of Starsoul. It's more thematic for Calimshan.

    Ceirn:

    Name: Ceirn
    -------------------
    Human (Calimshan) Efreeti Sorcerer 2
    NG Medium humanoid (Human- Calimshan)
    Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex, +0 Dodge, +0 Natural Armor, + Deflection, +0 Shield)
    hp: 19 (2d6 + 4 Con + 3 Toughness)
    Fort +2, Ref +1, Will +3
    Defensive Abilities:
    --------------------
    Offense
    --------------------
    Speed: 30 Ft
    Melee: Club +2 (d6+1; x2)
    Ranged: Club +2 Range 10 ft. (d6+1; x2)
    Ranged Touch +2
    Special Attacks:Fire Ray (SP) 30 ft; Ranged Touch; d6 +1 /2 sorcerer levels Fire Damage; 7/day
    Spells (CL 2 ; Concentration +8)
    Level 0 (-):[5] Light, Detect Magic, Read Magic, Prestidigitation, Acid Splash
    Level 1 (5/5): [2] Burning Hands (DC 18), Shield
    --------------------
    Statistics
    --------------------
    Str 12, Dex 12, Con 15, Int 12, Wis 11, Cha 18
    Base Atk +1 ; CMB +2 ; CMD 13

    Racial Abilities:
    Skilled: +1 Skill Point per level
    Class Abilities:
    Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell’s descriptors to match this energy type.
    Bloodline Power:
    -Fire Ray (Sp) (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Cantrips:

    Traits
    Focused Mind: +2 Trait Bonus on Concentration Checks
    Seeker: +1 Trait Bonus on Perception checks and it's always a Class Skill.

    Feats:
    Eschew Materials:
    Spell Focus (Evocation):
    Human Feat- Toughness:
    Regional: Bloodline of Fire: +4 bonus on saving throws vs fire and +2 DC for my spells with fire descriptor that stacks with Spell Focus.

    Skills: Bluff +9 [2], Knowledge: Arcana +5 [1], Knowledge: History +2 [1], Knowledge: Nobility +2 [1], Knowledge: Planes +5 [1], Linguistics +3 [2], Perception +6 [2], Spellcraft +6 [2], Use Magic Device +9 [2]

    Languages: Common, Draconic, Elven, Celestial

    SQ:

    Combat Gear: Cane (Club)
    Gold: 980 Silver: 4 Copper:
    --------------------
    Tracked Resources
    -------------------- Weight
    Traveler's Outfit 1/1 5
    50 ft rope* 1/1 5 10 gp
    Grappling Hook* 1/1 4 1 gp
    Crowbar* 1/1 5 2 gp
    Rations* 7/7 7 3.5 gp
    Waterskin* 1/1 4 1 gp
    Backpack, Common* 1/1 2 2 gp
    Bedroll* 1/1 5 0.1 gp
    *= Carried in Backpack
    Total Weight 32 lbs// 43 lbs light or less/ 44-86 medium / 87-130 heavy

    Background:

    Ceirn comes from Calimshan. He was born to a family of Sages in the capital city of Calimport. Magical powers flowed through many of his family members, and from an early age Ceirn showed the ability to create minor magical effects. Unfortunately, Ceirn’s legacy of Efreeti blood reared up and led to damage to some lesser tomes he had been left to transcribe. Fire magic, although common among those with the efreeti blood, was not beloved by sages. This left Ceirn’s fate in the balance. Fire magic could be used in the Guard, but burning down a portion of the city was also not generally appreciated. So instead Ceirn’s father arranged for him to join a merchant caravan who needed a scribe and was willing to risk a potential fire for having an apprentice versed in reading and writing who could also tell if trade goods were enchanted.

    Ceirn worked on the caravan until he came of age. At that point he began seeking out individual contracts with merchants who sought the value of a magical scribe who could also offer protection for potential deals. And so now he has taken to traveling wherever his business leads him.


    1 person marked this as a favorite.

    lol
    i thought this name looked familiar


    Yep, and I am reusing the name as I have enough aliases already. :D

    I realized I need to make two changes if I make it into the game. I will move a point from UMD to Appraise to fit my mercantile background. And I will change Celestial, which I took as I was stargazing and change it to Ignan to go with my changed sorcerous background.

    Grand Lodge

    Hi Ceirn


    2 people marked this as a favorite.

    new characters up for consideration!!!

    Ceirn, sorcerer
    takeda: Bard

    ideas...

    Malinor: sorcerer
    Rion: spellfire weilder


    welcome to the group, Ceirn. we get to play again! Go ahead and post in the discussion group saying hi, and post ingame as well.

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