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![]() Dryder wrote:
Yeah, I agree with DarkJoy, that he's probably not gonna feel bad. Plus he's gonna start on his Cleric path for 3 lvl's (part of his prerequisite for True Necromancer). Another thought to chew on, gang. This player plans on worshiping Wee Jas (the more friendlier of the 2 Death Gods of Greyhawk), yet I really don't see anything in Wee Jas's make-up that makes me think a True Necromancer would be allowed by that god's teachings. Even though he meets the alignment prereq's for both the faith and the prestige class. I will of course try to discourage any activity that I feel Wee Jas wouldn't tolerate amoung it's followers (perhaps like creating SoK's in the first place), but the True Necromancer's description appears too dark and evil. My player think's a bit too neutrally (his argument being that the undead he creates and controls will only be used for good). Honestly, I think his endeavour is doomed...maybe he should just be content with a Spell Focus on Necromantic Magic. Anyway, just a thought. Comment on it as you will. Thanks :) ![]()
![]() Thanks alot gang! You put alot of ideas into perspective. It is quite a way down the road till he's able to attempt such a feat AND it should weigh in heavily upon his shoulders whether or not he wants to do it. PLUS there is the chance that some other force (Kyuss himself perhaps) might have more control over these things. I will allow it, and I'll post anything thats happens on the board. Thanks again and take care :) ![]()
![]() OK, maybe he’s not a True Necromancer yet, but he plans to be and after finding that “Spawn of Kyuss” in a jar in Filge’s lab and doing some research on it, he’s fascinated! According the MM2, a Cleric of 16th lvl may cast Create Greater Undead on a worm from a diseased corpse to create a SoK. Now considering that you don’t HAVE to be 16th lvl to cast the spell (you can be 15th lvl and still cast it) I’m assuming that the prerequisite is an actual Class lvl requirement: you must be a 16th lvl Cleric. As a True Necromancer PC (from Liberis Mortis) gains the abilities to cast more spells per day (as an arcane or divine spellcaster), but not any other feature, which leads me to believe that a True Necromancer able to cast such a spell CANNOT create a SoK because he is not a true 16th lvl Cleric. Otherwise, the SoK description would’ve stated that you have to be able to cast 16th lvl divine spells. On another related note, the True Necromancer does get to cast Create Greater Undead as a spell-like ability as early as 8th lvl in the PC (which would roughly calculate into 14th Character Level). With the +2 Caster lvl bonus from the Necromantic Prowess ability, that would push it to 16th caster lvl. That could be seen as prerequisite enough to create a SoK. This isn’t so much a cry for help as it is a want of opinion, reflection and comparison amongst fellow gamers. Lemme know what you think. Thanks. ![]()
![]() Thanks alot, gang! I found it in the A&EG, but I'm a little fuzzy on how do you assemble this rod "correctly". The segments are 4, 5, 6, 8, 10, 12 & 15 inches long respectively. Is that also the way it should be assembled as well? From smallest piece to largest (or largest to smallest) depending on how many pieces you find? I realize also that although the Ro7P is just "mentioned" in the "Whispering Cairns" adventure and there's no guarantee that the parts will even surface in the next chapters, my players are quite beside themselves with awe that 3 artifatcs were mentioned in this game alone : The Rod of Seven Parts, The Talisman of the Sphere, and The Sphere of Annihilation. plus the fact they actually have the Talisman in their possessions. Again, thanks to everyone :) ![]()
![]() My party went in there all commando style too. It was like medieval Rainbow Six!!! It was a actually pretty good. The rogue snuck up thru the stairs silently to sneak a peek and saw Merrowahn (who failed the Spot check!!!). The rogue also got a quick layout of the bed room, got the distance between the stairways and even heard Filge's little singing one flight up!!! They decided to do a surgical strike and attack the familiar and Filge in one fell swoop. The dice were alive with crit's that night!!! With "GO,GO,GO!" and "TANGO DOWN!" being cheerfully exclaimed, Merrowahn & Filge never even knew what hit em! After that, the wizard of the group (who aspires to be a True Necromancer) stole the body and had Speak with Dead on him to interrogate him and plans on having Filge as his first zombie thrall!!! HOW IRONIC!!! ![]()
![]() Just finished the 1st installment with I think a resounding success! My groupmlooks like this: Human Wizard (trained as a Collegiate Wizard in the Free City)
I'm using the default world of Greyhawk settings. Good luck out there! ![]()
![]() Well, I just finished running my 1st installment and only 1 of my player's almost died (when he fell during the "Passage of the Face" in area 8). He got to negative 6 but was stabalized and returned to life. I got alot of guff from one player that said the trap was way too powerful for a 1st lvl party and that I should have provided more clues or more of a "barrier" against the trap itself. Oh, well., can't please them all, I guess :) ![]()
![]() Just started the 1st part of AoW last night. I'm running it with a select group of 3 of my best friends and I'm playing one of the party too. So far, after finishing the 1st part my group's party looks like this: Human Wizard 3
I gotta say, this si perhaps the most balanced party I've ever ran a game with. The adventure went without a hitch! Looking forward to running this series. Have fun, ya'll :) |