Thesing the Vampire

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Sovereign Court

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The Deep pockets ability is slightly confusing. As it is listed, does it allow you to declare, at the point of removal, what the items are, or do you have to list the items within that gold value before hand. As an example, I need a cure potion, but I currently do not have any. With Deep Pockets, can I produce a potions from my pocket under these conditions, or must I have declared that I have one prior.

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The Deep pockets ability is slightly confusing. As it is listed, does it allow you to declare, at the point of removal, what the items are, or do you have to list the items within that gold value before hand. As an example, I need a cure potion, but I currently do not have any. With Deep Pockets, can I produce a potions from my pocket under these conditions, or must I have declared that I have one prior.

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historically in a army setting archers were support, but there are ALOT of fighting styles that do emfacise achery from samuri to native american. What does this tell us is the game archery unrealistic ... well a game where you turn into dragons and shoot fireballs from your hands well ... yeah! Still the piont is to have fun and play the game and remeber that with time and proper training anything can happen in fantasy or real life.

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im working on the set up now when its done Ill post it for all

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ok thanks

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ok folks Have to explain this better, the web building, blogging 75% of there internet stuff is reather alien to me. I don't mind doing the work if I know how?

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ok how would I do that?

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it has come to my attention that in my almost 30 some years of playing and running rpgs that when I adjust or make modifications to rules and, convert things from other rules that alot people like my work. So my question is this how do I post my work for any and everybody so that it is readily availibe to everybody without trying to build a website. I have no web experience so that is out. Still if people like my work and want to see my mods for use in thier games how do I post a continuing list of work?

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the prevention of abuse then becomes the total level of the item, is cumalitive so when you hit the equilant of a 9th level spell that's it.

it I were to do the sudden metamagic feats it would be based on a time of use instead of usess per day, and the cost would change verses sudden and and standard.

a sudden would be usable for amount of time let's say for example half caster level + spell level + Char modifier + equal to rounds. this may seem broken but if you look at the time some of the higher level spells take to cast it evens out. Even taking quicken spell doesn't shave off enough to break the game.

then regular feats would be able to be daily use activated, but you would have to pay for each use as you put them in the item as you would for multiple spells, as well as that any item made this way I would put a rule in place that made it so when your finished your done with that item you cant go back and put new stuff on. So if you wanted to build the Broken Item it will take a long time alot of money... basically by the time you can build the God Item you no longer need it.

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that's cool, as far as I can teel between all the 3.5 stuff release from PDF and actual hardback stuff I have pretty much everything printed on necromancers and the spells, feats, monsters ect...

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the idea that I'm toying with is somewhat 2 fold. I is to base the feat on the highest level of spell the charecter can cast at that level.

example is a feat that requires the charecter to be 5th level would look at the highest level of spells for a 5th level charecter and use that. which works up to the point of meats that raise the spell level. At this point it would get tricky ... say like maximize spell if I remeber right raise a spell level by 3. so say at 5th level you can cast a 3rd level spell so the maximize feat would cost the raised amount same as a 6th level spell. ect...

its feat first the then effect, only if the effect raises the level.

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I posted an option on the general discussion thread for necromancer charecters, it's under "Testing the Undead Waters"

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I've been looking at the treads and have a interest in both necromantic spells and feats for building upgraded undead. I have the 3.5 books and the converstion rules to you guys and gals of the night the horrors you want. If you people want them let let me know and I start converting and if you are interested in my work look un the conversyion thread at convertion 3.5 spellcasters and see my conversion of the Treu Necromancer as well as the Summon Undead spell which I am considering taking up level 9 spells.

Once again if your intersted log on and post a reply and let me know

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thanks for the infro, if I were to do the spells I wouldn't intellegent undead

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I converted the summon Undead spells over but they stop at 5 where most of the summon spells go up to 9 should I make the 4 other spells or leave where it is?

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I've been toying with the idea of putting feat into items to grant the feat when worn or used with metamagic feats I think that I make look at the level required for the feat and at the spell level that you could have and base the cost off the spell level.

secondly I've also thinking about the sudden metamagic feats, and figured they can be use if you switch them over to rounds a day like the specialty abilities. 1/2 charecter level plus charisma modifier or something like that.

Anybody have any thoughts on this?

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ok folks it is done.

HD: D6

Requirements

Alignment: Any no-good
Skills: Knowledge (Arcana) 5 Ranks, Knowledge (Religion) 5 Ranks
Feats: Spell Focus (Necromancy)
Spells: Able to cast Summon Undead II as a divine spell and Command Undead as an arcane spell.
Special: ability to Turn or Rebuke
Special: access to the Death domain

Class Skills

Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Perception (Wis), Spellcraft (Int).
Skill Points at each level: 2 + Int modifier

Class Features

Level BAB Fort Reflex Will Special Spells
1 0 0 0 1 Rebuke Undead +1 to existing arcane spellcasting class
2 1 1 1 1 Create Undead/1 a day +1 to existing divine spellcasting class
3 1 1 1 2 Necromantic Prowess (+1) +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
4 2 1 1 2 Zone of Desecration +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
5 2 2 2 3 Create Undead/2 a day +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
6 3 2 2 3 Necromantic Prowess (+2)+1 to existing arcane spellcasting class
7 3 2 2 4 Major Desecration +1 to existing divine spellcasting class
8 4 3 3 4 Create Greater Undead/1 a day +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
9 4 3 3 5 Necromantic Prowess (+3) +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
10 5 3 3 5 Horrid Wilting +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
11 5 4 4 6 Create Greater Undead/2 a day +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
12 6 4 4 6 Necromantic Prowess (+4)+1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
13 6 4 4 7 Energy Drain +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
14 7 5 5 7 Wail of the Banshee +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
- - - - - -------------------------------------- ------------------------------------------------

Rebuke Undead: The True Necromancer class levels stack with levels of all other classes that grant the ability to rebuke the undead for the purpose of determining the effective level of rebuking. The bonus from his/her necromantic prowess applies once it is gained.
Create Undead: On attaining 2nd, a true necromancer can cast create undead once per day as the spell of the same name. He/she can use this ability one additional time per day at 5th level and higher. He/she must still supply the requisite material components. The true necromancer’s caster level equals her character level plus the bonus from necromantic prowess once it is gained.
Necromantic Prowess: At 3rd level, a true necromancer gains unsurpassed power over death. When he/she rebukes undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell, his/her effective caster level increases. The bonus is + 1 at 3rd level, + 2 at 6th level, + 3 at 9th level, and + 4 at 12th level and higher.
Zone of Desecration: At 4th level, a true necromancer begins to exert his/her authority over undead. This aura is identical to the effect of the desecrate spell except it only effects allied undead.
Major Desecration: At 7th level, a true necromancer extends his/her authority over undead. The supernatural aura of negative energy surrounding him/her (see Zone of Desecration, above) now extends to a radius of 10 feet per true necromancer class level.
Create Greater Undead: On reaching 8th level, a true necromancer can cast Create Greater Undead once per day as the spell. He/she can use this ability one additional time at 11th level and higher. He/she must still supply the requisite material components. The true necromancer’s caster level equals her character level plus the bonus from necromantic prowess ability.
Horrid Wilting: At 10th level and higher, a true necromancer can use Horrid Wilting once per day, with a caster level equal to his/her character level plus his/her necromantic prowess ability.
Energy Drain: At 13th level and higher, a true necromancer can use Energy Drain once per day, with a caster level equal to his/her character level plus his/her necromantic prowess ability.
Wail of the Banshee: At 14th level and higher, a true necromancer can use Wail of the Banshee once per day, with a caster level equal to his/her character level plus his/her necromantic prowess ability.

Spells Requirement

1. Summon Undead I:
Conjuration (Summoning) [Evil]
Level: Cleric 1, sorcerer/wizard 1
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One summoned creature
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No

This spell functions like the spell Summon Monster I except that you summon an undead creature. Summon Undead I conjures one of the creatures from the 1rst level list in the accompanying side bar. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total of HD you can control with Animate Dead or other command undead abilities. No undead creature can have more HD than your caster level + 1.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

2. Summon Undead II:
Conjuration (Summoning) [Evil]
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One or more summoned creatures, no two of which are more than 30ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No

This spell functions like Summon Undead I, except you can summon one undead from the 2nd level list or two of the same kind from the 1rst level list.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

3. Summon Undead III:
Conjuration (Summoning) [Evil]
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One or more summoned creatures, no two of which are more than 30ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No

This spell functions like Summon Undead I, except you can summon one undead from the 3rd level list or two of the same kind from the 2ndt level list, or 4 of the same kind from the 1rst level list.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

4. Summon Undead IV:
Conjuration (Summoning) [Evil]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One or more summoned creatures, no two of which are more than 30ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No

This spell functions like Summon Undead I, except you can summon one undead from the 4th level list or two of the same kind from the 3rd level list, or 4 of the same kind from a lower level list.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

5. Summon Undead V:
Conjuration (Summoning) [Evil]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One or more summoned creatures, no two of which are more than 30ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No
This spell functions like Summon Undead I, except you can summon one undead from the 5th level list or two of the same kind from the 4th level list, or 4 of the same kind from a lower level list.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

Summon undead list

Level 1: Human Warrior Skeleton (Bestiary 1, pg. 250) CR 1, Kobold Zombie (Bestiary 1, pg. 183,288) CR ½, Bugbear Zombie (Bestiary 1, pg. 38,288) CR 1, Ghoul (Bestiary 1, pg. 146) CR 1,
Level 2: Owlbear Skeleton (Bestiary 1, pg. 224, 250) CR 2, Ogre Zombie (Bestiary 1, pg. 220,288) CR 2, Ghast (Bestiary 1, pg. 146, 294), CR 2
Level 3: Troll Skeleton (Bestiary 1, pg. 268, 250) CR 3, Allip (Bestiary 3, pg. 12) CR 3, Shadow (Bestiary 1, pg. 245) CR 3, Wight (Bestiary 1, pg. 276) CR 3
Level 4, Wyvern Zombie (Bestiary 1, pg. 282,288) CR 4, Vampire Spawn (Bestiary 1, pg. 271) CR 4, Cairn Wight (Bestiary 1, pg. 276) CR 4, Frost Wight (Bestiary 1, pg. 276) CR 4,
Level 5: Mummy (Bestiary 1, pg. 210) CR 5, Brute Wight (Bestiary 1, pg. 276) CR 5

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ok thanks

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ok the rule for making a skeleton is that it's CR is based off it's HD 4-5 being CR 2, but if you make a creature that has a high HD into a skeleton do you lower the CR. say the Owlbear CR 4 HD 5.

So would a 5HD Skeleton Owlbear be CR 2

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alright people have a new question, the skeleton template says to use the CR based on HD, 4-5 being CR 2, but the Owlbear who has 5HD is a CR 4 so then what is a Skeleton Owlbear?

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cool thanks

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cool thanks

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new question in the 3.5 version they give spells per day but in PF they usually just give the equivalent level boost what should I choose

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will do thanks, i was thinking of gloves that have still, silent, and spectral hand

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have been thinking about building some interesting magic items but was wondering is it possible to put feats into magic items. Say still spell on a set of gloves. If so way listing do they go under extrodery or spell like ect...

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thanks all and will do as you say, this is looking good if any of you want the prestige class when im done let me know and I'll send it to you.

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this is my first attemp at convertion so will set the pattern for others so I try to get it right the first time.

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if you havent figured it out I converting the True Necromancer, and While the spells wouldn't be a problem, the next issue in the require turn and rebuke... wich in Pathfinder is channel unless your a necromancer wizard or buy the feat. so should I use the channel of the turn and rebuke?

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what if I just used the undead versions of the summon monsters

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the spells call for summon undead II wich in pathfinder is summon monster II but the other is not a problem (comand undead.

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1 person marked this as FAQ candidate.

I'm tyring to conver certain Prestige classes over but ran into a problem with one that requires spells not listed in the books, there are veriations of the spells but should I use this or though out the spell requirements