Isilda

Mariel Uth Kaldar's page

1,306 posts. Alias of JASON RODARTE.


RSS

1 to 50 of 1,306 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Lyzander
Half-elf Wizard 54/Wizard of High Sorcery 1
LN Medium humanoid (elf, human)
Init 1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 18 (+4 armor, +3 deflection, +1 Dex, +1 natural)
hp 32 (5d6+10)
Fort 3, Ref 3, Will 6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 dagger +4 (1d4+2 P or S/19+) or
. . staff of magius +5 (1d6+3 B)
Wizard Spells Prepared (CL 5th; concentration +10)
. . 3rd—dispel magic, lightning bolt (DC 19)
. . 2nd—mirror image, molten orb[ACG], rope trick
. . 1st—grease, magic missile, magic missile, shield, sleep (DC 16)
. . 0 (at will)—detect magic (at will), disrupt undead (at will), ray of frost (at will), read magic (at will)
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 13, Int 20, Wis 12, Cha 12
Base Atk +2; CMB 3; CMD 17
Feats Combat Casting, Craft Magic Arms & Armor, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation)
Skills Acrobatics -2 (-6 to jump), Appraise +12, Fly +3, Intimidate +2, Knowledge (arcana) +13, Knowledge (history) +12, Knowledge (religion) +12, Linguistics +10, Perception +5, Spellcraft +16, Survival +3, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Elven
Combat Gear scroll of color spray, scroll of magic missile, scroll of rope trick, wand of mage armor (50 charges), wand of magic missile; Other Gear +1 dagger, staff of magius, amulet of natural armor +1, bag of holding i, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 1,047 gp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elf Blood
Elven Immunities - Sleep
Hand of the Apprentice (8/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Added spells to his spellbook, free and bought a few more. Made a few magic items, scrolls and magic dagger, bought an amulet of natural armor.


Skills: Concentration 8 ranks, Spellcraft 8
ranks.
Feats: Combat Casting, Eschew Materials,
Weapon Focus.
Spells: Ability to cast 3rd-level arcane spells.

I would like to play it that now that he has passed the Test of High Sorcery he is beginning his to study war wizard techniques. I did change my brew potion out for Combat Casting though. Though, if there are no Concentration skills in PF1E any more, I don't think that Skill Requirement applies but the Spellcraft and feats are still applicable.

His plan is to take WOHS levels until he can level war wizard and then back and forth between WOHS and war wizard.


I am looking at the war wizars PRC from Age of Mortals


Members of the same or competing houses?


DM, have you decided, if we make it to Tarsis, which of us would go where?


I am undecided as to what Robes to take. Red might make a little more sense if the character is about studying magic in all its forms, but also White might be more politically easier to run with.


I have.


Any idea on who is chosen and when the game might start?


Rickton Hucleberry
Halfling cleric of Yondalla 1
NG Small humanoid (halfling)
Init 3; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 shield, +1 size)
hp 10 (1d8+2)
Fort 4, Ref 4, Will 6; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee short sword +0 (1d4-1 P/19+)
Ranged sling +4 (1d3-1 B)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of good (+1)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless[D], command (DC 14), magic stone
. . 0 (at will)—guidance (at will), resistance (at will), stabilize (at will)
. . D Domain spell; Domains Community (Family[APG] subdomain), Good
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 13, Int 11, Wis 16, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Extra Channel
Traits blessed touch, mediator
Skills Acrobatics +2 (-6 to jump), Climb -2, Diplomacy +3, Heal +7, Knowledge (religion) +4, Perception +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
Other Gear leather armor, light wooden shield, short sword, sling, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 41 gp
--------------------
Special Abilities
--------------------
Binding Ties (1 round, 6/day) (Su) Transfer touched ally's condition to self, they are immune while you bear it.
Cleric Channel Positive Energy 1d6+1 (7/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Family)
Cleric Domain (Good)
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.

Here he is again, I forgot to give him traits.


EltonJ wrote:
Albion, The Eye wrote:
I like Rickton!
I like him too.

Tallfellows are my favorite of the Greyhawk halflings. I hate that they are not in 5e unto themselves.


Albion, The Eye wrote:
I like Rickton!

Thank you!


Rickton Hucleberry
Halfling cleric of Yondalla 1
NG Small humanoid (halfling)
Init 3; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 shield, +1 size)
hp 10 (1d8+2)
Fort 4, Ref 4, Will 6; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee short sword +0 (1d4-1 P/19+)
Ranged sling +4 (1d3-1 B)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of good (+1)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless[D], command (DC 14), magic stone
. . 0 (at will)—guidance (at will), resistance (at will), stabilize (at will)
. . D Domain spell; Domains Community (Family[APG] subdomain), Good
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 13, Int 11, Wis 16, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Extra Channel
Skills Acrobatics +2 (-6 to jump), Climb -2, Heal +7, Knowledge (religion) +4, Perception +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Halfling
Other Gear leather armor, light wooden shield, short sword, sling, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 41 gp
--------------------
Special Abilities
--------------------
Binding Ties (1 round, 6/day) (Su) Transfer touched ally's condition to self, they are immune while you bear it.
Cleric Channel Positive Energy 1d6 (7/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Family)
Cleric Domain (Good)
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.

Rickton Huckleberry is a devotee of Yondalla, patroness of the halfling people. As a tall fellow halfling, he is 4 ft tall and very serious. He wears his holy symbol on his neck and it is painted on his shield, the cornucopia reminded people who he serves. As Yondalla is his patron part of his mission is to go out and help halfling communities where he finds them and he attempts to destroy evil which may impact good communities.


Starting Gold 4d6 ⇒ (1, 5, 1, 1) = 8 x 10 = 80 gp


DM, when are you looking to start?


Would a tallfellow halfling be acceptable?


1 person marked this as a favorite.

Here is the chart
https://www.d20pfsrd.com/classes/character-advancement/


No Knights of Solamnia?


Is that the version of minotaur from the DLCS?

If you all are interested, there is a great 3.5 PDF called Races of Ansalon.


Prinal magic was brought back during early Age of Mortals. This is what powered sorcery and mystics.


DM, have you decided how you are going to address the primal v. focused magic issue?


I have every edition of DL, even the travesty of 5e. I was looking over my 1st and 2nd edition materials, such classic stuff. I still really like 3.5.


Holy Orders of the Stars, in 3.5 stated that druids and paladins loose their abilities since there are no gods to grant them after the Cataclysm and the early Age of Mortals. I think some of them got spells being mystics but I don't recall.

In Knightly Orders of Ansalon as well as the DLCS in the 3.5 system the Knights of Solamnia were all PRC's.

Wizards of High Sorcery were also PRC's.


I have played DL in 1e, 2e, SAGA, 3.5 and PF1e. The systems work if the time periods are taken into account.


Wouldn't be simpler to say the magic is divine?


The problem is two fold, as I see it in terms of spells. People either gain their magic from the gods or not. Divine casters get their magic from the gods and wizards from the moons. The WoHS do provide oversight on arcane magic.

In game terms, at least 3.5 sorcerers did not re-emerge until after the Chaos War when the moons were gone. When the wizards came back primal sorcery became a whole new issue which was seen as laying outside of the provinces of the Towers. Each Order had a way with dealing with sorcerers, since they are for all intents and purposes considered renegade wizards.

Which leads to the next problem:

Wizards take the Test, or not, before they get access to more potent spells. In game terms, before they get access to fireball and other 3rd level spells. Take the Test and the Orders kind of make sure that you aren't going around casting random fireballs at people and towns. The Orders police their own. Renegades do not have that. So the WoHS monitor those that they find out about and deal with them according to the dictates of their Order. The general populace really does not know the difference between a fireball cast by a renegade or that by a White Robe, a fireball is a fireball and so the Art itself can be impacted.

In 3.5 bards regular bards had access to heal spells, which is the domain of divine magic. IIRC, DL bards could not cast those spells but a work around that I saw was to simply make bards divine casters/

I guess part of my concern is that as a character that has taken and passed the Test of High Sorcery, he would be required to follow their rules on these topics.


I love that book.

The DLCS from 3 5 did alkow bards, monks abd paladins. Sorcerers as well but those came in 3.0


GM, a few questions/questions:

1. Per the novels, primal sorcery did not re-emerge into Krynn until after Chaos was released in the Chaos War and people learned how to use it in the 5th Age. Bards and Sorcerers use this kind of magic.
2. The Orders of High Sorcery are against this type of magic. It was the type of magic that was used that necessitated their founding all those many years ago. How they deal with it in the 5th Age depends on the Order.
3. If this type of magic is allowed in a War of the Lance game, I am pondering how a WoHS would respond.
4. I know that in some games and even in 3.5 there was an option for the power of bards to be divine, given by Branchala to his followers.


GM couple of questions. Are bards and oracles going to be considered primal magic users? What about sorcerers?

Will divine casters have access to spells before the Disks of Mishakel are recovered and read?


I still have some moolah to buy and I am really thinking about changing from Red to White. I know that a White Robe would not destroy any magic because that is how the WoHS work but I also want him to learn from what ever source they may find.


How does my character look so far?


I wonder if a half elf White Robe might not be more appeopriate.


Here he is, he is a half Qualanesti elf.


Lyzander
Half-elf wizard 4/ Wizard of High Sorcery [Red]
LN Medium humanoid (elf, human)
Init 1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 17 (+4 armor, +3 deflection, +1 Dex)
hp 32 (5d6+10)
Fort 3, Ref 3, Will 6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee staff of magius +5 (1d6+3 B)
Wizard Spells Prepared (CL 5th; concentration +10)
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 13, Int 20, Wis 12, Cha 12
Base Atk +2; CMB 3; CMD 17
Feats Brew Potion, Craft Magic Arms & Armor, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation)
Skills Appraise +12, Diplomacy +3, Fly +6, Intimidate +2, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (religion) +12, Linguistics +10, Perception +5, Spellcraft +15, Survival +3, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Elven
Combat Gear scroll of , wand of mage armor (50 charges), wand of magic missile; Other Gear staff of magius, bag of holding i, cloak of resistance +1, wizard starting spellbook, 4,000 gp
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elf Blood
Elven Immunities - Sleep
Hand of the Apprentice (8/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Moon Magic All Wizards of High Sorcery
draw strength directly from the moon aligned with
their particular Order White Robe wizards from
Solinari, the White Moon; Red Robe wizards from
Lunitari, the Red Moon; Black Robe wizards from
Nuitari, the Black Moon (whose aspect only Black
Robe wizards can see).
The waxing and waning of their respective
moons has an effect upon the magic of Wizards of
High Sorcery. When a moon is at High Sanction
(from waxing gibbous, through full, to waning
gibbous), wizards of that moon's order cast spells
at + 1 caster level and with a + 1 to any spell save
DCs. When a moon is at Low Sanction (from
waning crescent, through new, to waxing crescent),
wizards of that moon's Order cast spells at -1
caster level and with a -1 to any spell save DCs.
During the waxing and waninig waning periods around the
quarter moons, wizards of that moon's Order cast
their spells normally.
The alignment of any two moons is a positive
event for wizards of both orders, even if the moons
are at Low Sanction. When two moons are in
conjunction, wizards of both moons' Orders cast
spells at + 1 caster level and with a + 1 to any spell
save DCs. These bonuses stack with any bonus
or penalty already in place for the phase of the
moons. Thus, if Lunitari and Nuitari come into
conjunction at High Sanction, Wizards of the Red
and Black Robes cast at caster level +2 and a +2
on spell save DCs. If the same two moons come
into conjunction at Low Sanction, the benefit from
the conjunction cancel out the penalty for the two
moons being at Low Sanction, and these wizards
cast spells as normal.
When all three moons come into alignment,
all magic becomes more powerful Wizards of all
three Orders cast spells at caster level +2 and with
a + 2 on spell save DCs. Again, these bonuses stack
with any bonus or penalty in place for the phase of
the moons. If the three moons are in conjunction
at Low Sanction, every wizard still casts with
+ 1 bonuses. If they align at High Sanction, the
bonuses are +3. This alignment, known as the
Night of the Eye, occurs in a cycle of 504 days
(exactly 1-1/2 years)
Tower Resources Access to Labs and Libraries in the Towers of High Sorcery


EltonJ wrote:
Mariel Uth Kaldar wrote:
I am thinking of making a Red Robed WoHS half elf. What item would he have gained in the Test so that he can use his bonded item? A certain Staff of a certain war wizard known for making light and feather fall?
The Staff of Magius? WhHooray not? :) Of course you can have it.

Hooray! I know that there are 2 versions, one in the DL campaign setting and the other Legends of the Twins, I will use the campaign setting one to start and maybe try to unlock other things from it at much higher levels than 5th


I am thinking of making a Red Robed WoHS half elf. What item would he have gained in the Test so that he can use his bonded item? A certain Staff of a certain war wizard known for making light and feather fall?


Are we doing this as a re-tell of Autumn Twilight or have the gods already appeared?


Can she reapply?


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

:(


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Are we ending?


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

no


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

The Seeker will draw her longsword and move up to a brass draconian and try to slash it
1d20 + 3 ⇒ (5) + 3 = 8


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Also, is there anything keeping us from running away now?


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Are Goldmoon and Riverwind helping?


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Which enemies are left and where is she is relation to them?


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

May his memory be a blessing.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

I am sorry to hear this. Condolenses.


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

An aurak or a bozak? Gold or bronze?


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

His roll is right above the one I made yesterday at 7"11 pm/ Did we lose our monk?


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

DM, is it possible to give a post that shows the initiative orders?


F AC 14, touch 10, flat-footed 14 (+4 armor) hp 65 (7d8+9) Fort +6, Ref +2, Will +9; +2 vs. enchantments Immune sleep

Happy Birthday

1 to 50 of 1,306 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>