I used the dogs as him clinging to his last sense of himself. I also got a chance to signify his power when a giant accidentally hurt one, then panicked as to what the wrath of Kevoth would be.
My players tread carefully around the dogs after that.
I realized I never wrote non lethal damage there, but Lord Fyre was correct.
After a few more books, Xoud was pretty tough between incorporeal, a ring of fire resist to ignore most of the parties lasers, and his ring of force fang to block magic missiles. The bard failed his saves vs phantasmal killer after a couple rounds and dropped dead. The thought harvester went down fast when the barbarian critted with a chainsaw so that helped the fight a bit.
Book 4 has the Mi-Go, while not exactly dangerous, they are obnoxious to fight. Immune or resistant to most energy types the party uses, flight, and darkness spells mixed with superior vision makes them truly difficult to hurt. It made my players completely skip the Fungal caves sections.
Tonight starts the broken annihilator fight, I suspect this could be dangerous.
Wendigos freak me out, they drive you crazy with nightmares then kidnap you into the woods and force you to either eat someone of your race or starve.
They look horrifying, a biped monster with a fanged deer head and stumps for feet. That whole creature and all its north west native American lore are nightmare fuel.
Alright, I can post on my PC now so hopefully formatting will look nicer.
I made him back in 2014, so there may be better options he could have, but to go over all of that now would be a long process. Feel free to make suggestions or mention mistakes I made on him, I am not perfect.
This is my version of the Dark Lord Voldemort. He is highly focused on the spell Finger of death and tends to scream out the verb component "Avada Kedabra" when casting. I used the fey (Sylvan) bloodline to gain Nagini the snake and increase his dominate DC, the flight is reskinned to be his black mist he uses. The tactics of the Dark Lord are that he will always preplan his attack and never be afraid to go full power right from the start and he will leave with a teleport if the fight is going poorly but that often never happens due to his careful preparation with the contingency spell on him, should he ever be damaged too greatly (less than half his health) it will activate a Harm spell on his body to heal the wounds. His bracers make sure any would be attackers are drained of life and used to fuel his own. The main key to his success is that he avoids conflict with those who could pose a challenge, casting counter spells and hit and run tactics to be sure he stays safe. Often times he spends his days striking terror into the mortals of the world by going on mass murder sprees then leaving without a trace. He greatly wishes to kill all non-spellcasters and anyone not of a magical bloodline such as wizards and clerics as they are taking magic that rightfully belongs to the pure blood sorcerers of the world. He keeps his human looks through his ring of Gentle Repose and a spare ring in a secure location. As Nagini holds part of his soul, he does not use her in dangerous combat, preferring to have her kill helpless foes such as townsfolk and other non magical beings who pose no real threat to the Dark Lord.
His full Stat Block is in the spoiler because it will take up half the page otherwise.
• Feats: 10 +4
o Eschew Materials
o Quicken Spell
o Improved Initiative
o Heighten Spell
o Boon companion
o Nobel Scion (War)
o Racial Heritage: Aasimar
o Celestial servant (Evil*)
o Persistent Spell
o Thanatopic Spell
o Spell Perfection (Finger of Death)
o Spell Focus Necromancy
o Greater Spell Focus Necromancy
o Spell Specialization (Finger of Death)
o Spell Penetration
• SPECIAL Abilities/Equipment:
o +6 Headband of Charisma, +5 tome of charisma, +5 Ring of protection, Amulet of Natural Armor +5, Bracers of Armor +7 spell storing: Vampiric Touch CL 20, Wand of Enervate, A ring that constantly generates a Gentle Repose effect on his body, if removed the effects stay for 5 days until it wears away.
• RACIAL
o Human: +1 Feat, +1 Skill Point
o Lich: +5 NA, +4 Channel Resist, DR 15/Blunt Magic, Fear Aura, Paralyze, Rejuvenate, DC: 34
• CLASS
o +2 DC of compulsion spells, Animal Companion (Nagini), Woodland Stride, Fleeting Glance, Fey Wings, Fey Soul,
• NOTES: To better-fit Voldemort these alterations have been made to the class abilities these some are non-mechanical while others change them greatly. First the wings gained are altered to be a cloud of dark mist that encompasses the lower half of his body. (Making him a small creature still) Celestial Servant alters Nagini to be a fiendish creature not a celestial. Thomas has a special phylactery called a Horcrux, this version is split into seven parts each holding a portion of his soul, these Horcruxes are as follows; Riddle Family Ring, his former Diary, a gem on an amulet, a Diadem, a golden chalice, Nagini, and an infant child. Each of these must be destroyed before Tom can be fully killed. Should any of these Horcrux be destroyed Voldemort is wracked with pain and is stunned for 1D4 Rounds and staggered for 2D6 rounds, during this time he loses his undead immunities (he does keep all other benefits however such as charisma to HP and Darkvision) as his humanity floods back into him.
Spells: CL 20, Concentration: 34, DC: 10+14+SL (+2 Necro, +4 Finger of Death)
0) 9 Known: At Will: Acid Splash, Detect Magic, Read Magic, Mage Hand, Mending, Prestidigitation, Ghost Sound, Message, Bleed
1) 5 Known: 10/Day: Entangle, Magic Missile, Ray of Enfeeblement, Sculpt Corpse, Charm Person, Enlarge Person
2) 5 Known: 10/Day: Hideous Laughter, Scorching Rays, Limp Lash, False Life, Blindness, Certain Grip
3) 4 Known: 9/Day: Deep Slumber, Fireball, Elemental Aura, Clairvoyance, Dispel
4) 4 Known: 10/Day: Poison, Enervate, Scrying, Charm Monster, Fear
5) 4 Known: 9/Day: Dominate Person, Teleport, Magic Jar, Nightmare, Wall of Force, Feeblemind
6) 3 Known: 9/Day: Mislead, Unwilling Shield, Contingency, Flesh to Stone
7) 3 Known: 8/Day: Phase Door, Finger of Death*, Waves of Exhaustion, Simulacrum
8) 3 Known: 8/Day: Irresistible Dance, Trap The Soul, Incendiary Cloud, Demand
9) 3 Known: 8/Day: Energy Drain, Dominate Monster, Shape Change, Time Stop
SKILLS (100)
- Bluff 37
- Fly 24
- Intimidate 37
- Knowledge (Arcana) 15
- Spellcraft 15
- Use Magic Device 37
A few that I have not seen exact stats for, I could be wrong however, six bestiaries and adventure paths have hundreds of monsters.
Entering ramble mode: on mobile so forgive formatting and spelling please.
Blast end skrewts stand out to me as an odd one.
Thestrils (the skeleton horses) could just be reflavored Pegasi and tack on greater invisibility vs anyone who has not seen death.
House elves and gnomes are very different than elves and gnomes in Pathfinder. I doubt gnomes need stats, they are dealt with my children without the use of magic and can bite you for a pitiful damage.
House elves are a small sized creature with innate magical abilities like teleport at will, mage hand, and teleport object, maybe tack on prestidigitation for some generic magic stuff. Probably low on the cr side.
Basilisk is a giant (huge or gargantuan) advanced basilisk that is a snake rather than a lizard. Throw on a con damage poison and you have a Slytherin dungeon guard.
Whomping willow is a 0 int giant treant with no move speed.
Dementors could work as standard wraiths, it’s a kiss rather than a touch but functions the same. Maybe tack on one energy drain but lose the spawn ability.
Ghosts are generally mote benevolent and less twisted.
Voldemort himself is probably a crazy high level Lich. I made stats for him a while back if you are interested. He is specialized in finger of death/avada kedavra.
Hope this helps, if you can make any other creatures I will see what I can do.
While I do not think that Razmir is a real god, I should bring up this.
There is a god who has a diety stat block listing domains, profile, and so on that can be slain. This god is a mythic creature so it does throw off the system a bit.
Iron Gods:
Hellion and Unity can both be slain, Hellion can die to a group of level 7 players. While they are Mythic and grant spells as such, it's a creature with a diety write up who can easily die.
The Apostate devil would be a good choice as a planar binding at 18 HD for out of combat abilities. It has some very useful social skills with a 28 charisma and huge diplomacy/bluff. It has a host of mind control spell like abilities as well as a wisdom drain on its claws (which have 100 ft reach, sort of) 1D6 wisdom drain twice a round is a scary thought to most creatures. Plus, they claim to be gods and are supposed to be very very old.
The big issue you will run into binding things 6 hit dice over the normal limit is that they are often quite a bit stronger than you. That apostate devil if summoned at level 11 is a major threat if it breaks out. 46 AC and 27 SR means you will have a tough time hitting him if things go poorly. That to say he does not just talk to you for 5 minutes and increase the dC of his effects by 50 (that means you lose)
We were playing a 20th level Mythic game, assaulting the infernal realms. One player wanted to build the "tank" he invested everything into AC, I think he was somewhere in the mid 60s and could boost it to about 80. The downside was his Max damage was 1D6-1. All the Devils had DR 10. While his AC and saves were so incredibly high that nothing could hurt him,'he was useless in combat to the point where every enemy just pretended he did not exist. We allowed him to remake so that he was actually effective, the difference between a 50 AC and a 60 is not a whole lot because nothing can hit you anyway and an 80 AC is just unneeded.
If it were up to you, would you allow a Goliath Druid, who can only wild shape into Giants, Dinosaurs, and Megafauna to also include flying prehistoric animals such as Pterosaurs? I feel that its fits the flavor of the Goliath druid and am looking for your opinion on it, not an official response, though if one exists that would also help.
Thank you
Nope. I don't like goliaths.
Since it sounds like you're using 3.5 WotC stuff, I would direct you to the primeval prestige class in Frostburn, which is a prestige class I designed to give players an option to play a character who can change into prehistoric animals. It's not really a spellcaster class, but if you're turning into a tyrannosaurus or the like, you should probably be more interested in melee combat than spellcasting anyway.
Sorry, I was referring to the druid archetype Goliath Druid for the Pathfinder Druid. The character itself will be a dwarf who turns into Giants to fight them better.
If it were up to you, would you allow a Goliath Druid, who can only wild shape into Giants, Dinosaurs, and Megafauna to also include flying prehistoric animals such as Pterosaurs? I feel that its fits the flavor of the Goliath druid and am looking for your opinion on it, not an official response, though if one exists that would also help.
The Nycar has regeneration broken by cold iron and has ferocity. Regeneration unlike damage reduction is not beaten by high enhancement bonuses so that familiar is surprisingly tough to kill. You basically need to have a cold iron weapon or it will fight forever.
I do not think that a familiar can end the bond, the wizard may have ended it when he went evil though. I do not believe there are rules about if you are no longer the correct alignment for an improved familiar.
Just a side note: how did the rogue sarcastically almost kill someone? I feel like the wizard may have been in the right to attack the rogue for almost murdering an ally. Unless this cohort was an undead of course.
One option is to make him a mythic vampire, those get some pretty cool abilities over the normal vampire. They can ignore many weaknesses they have as Well as gain some other interesting powers like flight, better summoned creatures, and an area effect blood drain.
Puna'chong, I disagree there. A paladin is LG yes and benevolence is good, that does not mean he is a pushover. He can forgive the wizard if he admits to his crimes. Second chances are a great thing, but if the paladin forgives and then the next night the wizard steals again the paladin should be less nice. Lawful good is not nice or a pushover.
Well the first suggestion I have would be to talk to the player out of the game and ask them to stop.
If both parties are ok with the stealing in game (if you both are having fun) then confront the wizard and ask him if he is taking your things. This may only work if you have a decent sense motive and his bluff is low.
If he denies it place bell on the flap of the bag so when it is opened it will awaken you. (assuming this is done while you sleep.)
I may be mistaken on this but I think that a handy haversack would not be able to be opened in a rope trick spell.
Otherwise try these methods:
Bell on the bag
Pretend to sleep but stay awake and watch the bag (remove the fatigue with lesser restoration)
use paladin spells to detect lies
Detect evil (just in case)
Detect magic (find out if illusions have been cast recently)
9) Infinite Power: Build a crank powered generator and command the zombie/Skeleton to turn the crack forever. Stop by every week or so to cast mending on the generator to fix general wear and tear.
10) Coat Rack: Have a skeleton stand by the door with his arms out to the sides. Bonus points for animating a multi armed critter such as a Marilith for extra coats.
8) Beast of Burden Animate the farm animal when it dies, most tasks these animals do (other than food related ones) can be done. A horse can pull a plow or a dog can (maybe?) herd sheep.
11) Remove rats: Animate a dead rat or twenty as skeletons, send them into a rat plagues areas to kill off fellow rats. The undead ones are immune to the basic rats attacks (1D3-4 is 1 point of non lethal) Turn them into burning skeletons to deal with swarms with the aura or Bloody skeletons to never die (Last i checked Dire rats could not cast cleric spells)
I see mention of elemental slavery but could undead not work well if not better? A mindless undead will never tire or question orders. It follows simple commands (turn this crank forever) at this point the only spell needed is mending every so often to fix the machine.
Paladin/antipaladin are powerful fighters that make excellent use of a high charisma as it boosts their saves, smite damage and armor class, it gives extra uses of lay on hands/touch of corruption, and his spells. I think that would be the best charisma fighter out there. Mysterious stranger gunslinger uses charisma for some things but that's a gun user which is often not allowed. There is also the synthesis summoner which is extremely powerful from the start and can be a tad broken but that's a different story.
It does not have any text saying that a creature that saves is immune so it would seem that each round can kill you. To be fair I feel like if you are fighting Cthulhu with a poor will save you are asking to die.
Reactionary is a pretty good one just because going first can mean winning.
Defender of society is great for a fighter, the +1 AC so long as you are wearing medium or heavy armor.
The spell hunter and magical lineage traits are great for a metamagic user, especially a magus with intensified shocking grist for free basically. (depending if they stack or not free empower or persistent can be useful)
Generally when you have more than one multiple such as a critical with a lance while mounted you add the multiples together then (X2 +X2 is X3) so the Paladin smite and litany would likely be triple damage not quadruple.
Still pretty dangerous to that evil person though.
I have run into this as well and we generally rule that it stays as a vampire body while in the field and its timer of two hours keeps running. If he two hours are up and it is still in the field it dies but if it escapes (the field is removed) it can assume gaseous form and flee to its coffin hoping it has enough time. I do not think it would instantly kill it because that seems a bit strong but I am not fully sure. It may though as the ability is SU and anti magic field stops that fro activating.
Full Orc fighter/ranger/paladin on a mount with spirited charge, weapon spec, and power attack against the favored enemy of an evil undead while Smiting 1D8+2 WS+6 PA +9 (1.5 STR) +2 FE +4 Smite =31 X 3 =93 and it ignored all DR. This also has very high chance to hit with a 7 BAB weapon focus, charge, favored enemy and smite (if positive charisma) giving a 12+ charisma bonus. That's about all I have right now, I'm sure there are others that hurt more but this is a strange character that can really hurt.
Or swap out fighter for paladin 6 ranger 1 to get
8+2+12+9+6 (37 X3 =117) (33.5 X3 =100 damage on average)
In a 3.5 campaign I played a Gnomish sorcerer who took the vastly overpowered prestige class master transmogrifist (Now a banned class in my group) I was captured and chained up to a wall by a few Drow, I just started laughing at them as they threatened me, one ran to attack me as i used an immediate action to transform into a purple worm. bursting from my chains and devouring the attackers. I tunneled my way to the surface after that.
In a later version of that campaign now well into epic levels and any sense of balance is long gone, I can cast 25th level spells and our barbarian has a 60+ strength, we were fighting a powerful creature and needed back up so I calmly said to the DM I cast a maximized empowered energy drain on him, then maximize empower time stop to, I cast gate six times summoning Solars for free because of ignore material components epic feat, quicken a shape change into my hydra purple worm mix along with five other buffing spells. My Solars them massacred the creature and healed us after the fight. My DM was a bit shocked and scared that i cast that much in a single round. Fear the mages in 3.5 they don't play fair.
This was a 25 point build, 500,000 Gold wealth, two traits, level 20 master summoner. I think everything is correct but some numbers may be off. Please let me know if they are. Any of the shortened terms I use are hopefully easy to understand (LLV low light vision)
(Warning large spoiler)
ATTACK: (Touch) +19 (1D8+10)
SPECIAL: VS Touch, Paralyze DC: 36
• Feats: 10 +1 Bonus
o Augmented Summoning, Improved Initiative, Spell Focus Arcana, Eldritch Heritage Arcane (Scorpion), Superior Summoning, Weapon Finesse, Ability Focus (Paralyze Touch), Flyby Attack, Demonic Obedience (Mazmezz), Extra Evolution, Extra Summons
• GEAR:
o +6 charisma Headband, +5 tome of charisma, Book of Extended Summoning Greater (Evil), +5 Chain Shirt (Glammered), Ring of Protection +5, Cloak of resistance +5, Ring of Evasion, Rod of Quicken (Normal), Robe of the Gates, Rod of Empower (Normal), 27,250 Gold extra (This can be used for anything else but generally for a last resort Gate spell)
• RACIAL
o FC: HP 11, Reduce eidolon to 1 Round
o Surface Drow (LLV), Blasphemous Covens, SR: 26, Elf Immunities, SLA: Dancing Lights, Darkness, Faerie fire 1/Day
o TRAITS: Diabolical Dabbler, Reactionary
o LICH (Undead)
• DV: 60, +5 NA, Channel Resist: +4, DR: 15/Bludgeoning and Magic, Rejuvenate, Touch: 1D8+10 (Paralyze DC: 36), Fear Aura: 60 FT: DC: 34 or frightened if 5 HD or less, Shaken if +5 HD 20 rounds, +8 Perception, sense motive, and stealth. Climb, Disguise, fly, intimidate, arcana, religion, perception, sense motive, spellcraft, and stealth class skills, and Phylactery
• CLASS
o Cantrips, Spells, Eidolon (Lesser), Summoning Mastery Summon Monster IX or Gate 20/Day, Augmented Summoning, Makers Call, Transposition, Aspect, Greater Shield Ally, Life Bond, Merge Forms, Greater Aspect, Twin Eidolon
• Obedience: Mazmezz
o Web 2/Day
o Poison and Vermin Shape 1/Day
o Temporal Stasis 1/day (Wrapped in webs, can have no more than three at a time) DC: 10+9+14 (33)
Spells: CL: 20, Concentration +38, DC: 24+Spell Level
0) 6 Known: At Will: Acid Splash, Arcane Mark, Mending, Mage hand, Detect Magic, Read Magic
1) 6 Known: 9/Day: Ant Haul, Grease, Enlarge Person, Alarm, Feather Fall, Unseen servant
2) 6 Known: 9/Day: Alter Self, Haste, Slow, Barkskin, Blur, Glitter Dust
3) 6 Known: 8/Day: Non Detection, Black Tentacles, Dimensional Door, Control Summoned Monster, Mad Monkeys, Charm Monster,
4) 6 Known: 8/Day: Baleful Polymorph, Overland Flight, Magic Jar, Wall of Stone, Transmogrify, Greater Evolution Surge
5) 5 Known: 7/Day: Banishment, Ethereal Jaunt, Plane Shift, Spell Turning, Greater Teleport,
6) 5 Known: 7/Day: Mass Charm Monster, Incendiary Cloud, Greater Planar Binding, Teleportation Circle, Discern Location
Sting: +20 (1D4-4) Poison DC: 20 Sickened 1 Round
Feats: Weapon Finesse
SQ: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with master, speak with animals of kind, SR: 25, Scry on familiar
Skills: As master
Gelgizit was once a powerful summoner to the drow, though as his time grew long and his body frail he feared death. A few meeting with some demons later he knew he had to extend his life indefinitely though Lichdom. This was easy for him with his already arcane body and connections with outer realms he tore his soul out and placed it in the dagger he took his own life with. This dagger is now kept in a lead box covered in moon rock rock on the moon. This was placed there through a scroll of interplanetary teleport and he keeps three more scrolls near it.
Now that his life is never ending and his soul kept safe he spends his time pulling creatures from other realms out to do his bidding, he attacks towns by summoning the Daughters of Urgathoa generally (1D4+2 per summon.) His unbeatable force of personality has fueled his necrotic body and lets him wade into battle without fear to strike a foe with his horrid touch.
Hello all,
I am in a campaign that we will be under siege soon. We are in a fortress and I believe the attackers will be orcs. We are level 9 with a gestalt game. I was wondering what you could suggest spells, items, tactics.
Me: Wizard (Divination)/Alchemist
Magus/Wizard (Void)
Ranger/(Fighter (Maybe)
Rogue/Fighter (maybe)
The magus is more focused on fighting in melee rather than battle field control. I am a crafter with Wand, Wondrous, and scroll. I have Arcane builder in wondrous. Ratling familiar (alignment did not matter) so he can use scrolls if i want we also have ranks in UMD
Right now I plan to craft a wand of fireball to blanket the battle field in flames, that or a wand of Wall of fire (Samsuran race with the spells from another list as the summoner) we have about a week or more to prepare.
3.5 Unearthed Arcana had a system of Flaws These were more than a feet would give so the unreactive flaw gave a -6 penalty to initiative. Also the DM was the one who decided if it really was a flaw to you, the pure melee barbarian will not gain a bonus feat from shaky (a flaw that only affects ranged attack) This is if you are looking for serious ones, if you are looking for funny suggestions as mentioned in the first post I would like to offer this.
Twisted Mind
"You have a tendency to blurt out things that do not make sense in you situation such as asking about whats for dinner while fighting a dragon"
Effect: When the player says something intended to be Out of Character" it has a 10% chance to be said in character.
Although this thread was from last year if you are interested I worked with Kazarath to make a Pathfinder Conversion to Elder Scrolls. This uses Morrowind as the base area but I have races, Birth signs, materials, artifacts, subtype alterations, and monsters including the Vampire Bloodlines. I have been playing this with my group for some time now and it seems to balance fairly well. Any advice is welcome though.
In the first campaign I ever DMed I had my players go through a sewer system to deal with a rat problem (there was a were-rat at the end who was anger about being shunned, very original I know) with them not having Darkvision and for some reason brought no torches they used the light cantrip throughout the whole thing casting it on the Paladin so he was the light source. Then there was a drop that was dark at the bottom and they thought the paladin should not jump to an uncertain high they wanted to throw something to the bottom with light cast on it so they can see it. But being stingy adventures they did not want to throw any valuables they had so they looked for something and what they thought of was a dead rat from the swarm they just killed. I found this a bit disturbing but the decision was made and they started chucking dead glowing rats down pit and even picked up a few ore for later use. This became a thing that any time they need a light they look for dead rats. I have tried using a druid to tell them the error of their ways but they are persistent bunch of killers.
Another campaign after I learned the rules a bit more started with their town being attacked by undead lead by a vampire monk. The players reached the exit and a small showdown with the monk; he hit them once or twice but did not do that much once he was swarmed and forced into gaseous form. This was a smaller moment and expected them to look into the attack or something but instead it caused a personal vendetta against all vampires and they quickly all agreed that the new mission was to be vampire hunters. After a trip to the capitol city markets and a few crated of garlic, holy symbols, silver, and stakes the group began hunting them down. I wanted them to be scared of the vampires and talk to the temple about it, maybe do some missions then unravel a secret plot in the temple the vampire attack was more or less a push in the direction I was looking for but a new campaign has spawned and they are driven toward the common goal of vampiric genocide (while lighting their holy path with dead rodents.)
Find out the CR you want the creature to be, use the chart for how many HD that should be, then set the con modifier to the amount that brings it close to the suggested HP. or you have the option of not using it and name another creature what you want it to be (if you want a CR 7 wolf use a Dire bear and say it looks like a wolf, replace grab with trip if you want) its much easier than making a new creature if you are having trouble. Try any on the monster generators out there, they will tell you the CR of the monster. People are going to be less likely to give you good advice on something if you are rude and remember this is a game, if you are not having fun try something else.
Hello everybody,
I have been DMing a campaign based in the elder scrolls universe in the continent of Morrowind. The time period is between the events of Morrowind and the Oblivion crisis. My campaign is very much homebrewed as one could imagine from this. I am using the “Races of the Elder Scrolls” by Kazarath. I have been using the basic monsters off if the PFSRD but would like to get more into the feel of the land. Does anyone have ideas of what creatures on the PFSRD would be a good match for those in Morrowind? The campaign has been undead heavy due to a deep hatred to vampires from my player (except one who is trying to become one). Any advice for me would be appreciated even if its not only Morrowind creatures as I am sure they will be leaving the continent eventually.
So far I have made the matches of the following:
Dremora are Legions devils from 3.5 (more powerful ones gain class levels), most centurions are matched for constructs, clanfear are minotaurs with the young template and evil outsider subtypes, atronach are obviously elementals, and Ogrim are ogres.
Thanks for any help on this
~Falcar
Maybe suggest he goes for the Sorcerer with the arcane bloodline if he has a decent Charisma, it will give the familiar. plus more spells per day and a fighter with a dip into mage likely would not see much of a point in preparing spells.
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