Vinnick would get along fine with most, he would be used to people being wary, cold, or down right confrontational most likely. Though, perhaps weary of it. He also knows it serves his own best interests to keep in peoples good graces. Even if that means sticking his own neck out from time to time. I think, to play into his original story, he came from a noble house in Tor Alva, but was exiled for his research into necromancy, which was largely just attempts to replicate life saving curative magics of the divine. After his exile, I'll say he spent some time in Sheenosek where he learned a great deal more in the art of necromancy magic and making a name for himself as troublesome to the powers that were in the nation. Before having to leave and ending up in Haven where he knew he would have a fair amount of political pull and freedom and set up a wizard tower of his own somewhere off screen, as it were. From which he has recently set out on several exhibitions to collect magical relics and artifacts or cursed items from the world.
hmm. The intent is to be a definite grey area with necromancy and create some friction. I can easily work him to having vowed never to utilize necromancy to raise the dead, which seems to be one of the bigger concerns about it in the setting. It wouldn't take or change the character enough to even blink at really. And of course, being one of the likely few high level magic users, many eyes would be on him regularly. Or is the simple act of casting necromancy spells enough to turn one evil? A "use it to defeat it" kinda vibe could be worked in as well. If you are up for the friction I'm all for it. Though if you would rather, I can see about rolling up something else. As an aside, If you are up for it, do you have any suggestions for the nation he would be from? I've read over them but was wondering your thoughts on the matter. Personally I enjoy the idea of him coming from The Free coast despite being an elf. It might also go a ways to how he managed to practice and learn necromantic magic. Tor Alva could work, but so too could he have spent some time in Sheenosek.
Here is Vinnick, a divination wizard, with a focus on "life energy" (necromancy). Its a character concept I used in another game that didn't get particularly far but I feel can be a good fit just about anywhere. quick synopsis is he uses his divination magic in order to find out about magical relics/artifacts and pursues them. He had a revenge scheme , but since that was in regards to the whispering way and a couple rival noble houses, I'll say he's more or less sufficiently accomplished those. He is level 17 after all. I find his other general goals are a good fit for most settings as well. I can fill out his story listing *how* he got 17, if you would prefer as well. More well laid out background and goals in profile as well though. Image and Mythweavers sheet are linked in his profile. Its still a bit of a Work in progress, but its by and large finished.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
For Vinnicks part, he gets off easy. After all, everyone expects the bookish wizard to keep to themselves in any adventuring group. He carried his back up spell book and put on an even more stand offish nature than usual. Well, does the town really matter? Name some town a week of travel in distance and I'm sure it would be fine. As for languages, I can make use of the message spell, although any magic is going to draw attention, sadly. Makes the enchantment school less useful in subterfuge. Thankfully, I never particularly wasted my time with it. In regards to myself, I speak Common, Elven, Draconic, Infernal, Abyssal, Celestial, Sylvan, Necril and have more than dabbled in undercommon, orcish, and even Ignan. The last one was a passing fancy. Oh, and I have knowledge, though little actual experience with, Thassilonian. He allows himself a half smile of pride. know. local: 1d20 + 14 ⇒ (11) + 14 = 25 Vinnick will then give a small list of towns for Stannis to choose from.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Oh, well I don't know, I've grown so accustomed to the walls of this keep... Vinnick mocks distress at leaving the keep. But, my work has been completed, and while much is left to be done, I don't think I'll be sitting this one out. My... friends, will help keep watch over the keep. He motions to the hulking minotuar, the horrible necrocraft, and Reginald, in his suit of armor. I don't think they would quite be welcome where we are going, nor hopefully needed.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Hearing Cori's remark Vinnick sighs. Well, that's to be expected. Did you get any leads on potential direct recruits? Those more willing to aid those winds to blow in our direction?
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
as stated, I'm "spending" my amount on a couple of items I am crafting for myself. If you can purchase scrolls, a few come to mind- Nauseating Cloud, Unflappable Mien, Appearance of life, Spiked Pit, Wind Wall, and most importantly, Secret Page. The priorities are Nauseating Cloud and Secret Page, followed by wind wall/Armor Lock. Only can afford 4 at the most. But Yes, I can craft those Ryz. If I have the time needed.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
I like Stans plans. We can sell the items, and while there people can snoop around the town to get some info. At the same time, Vinnick can remain at the tower/keep to keep tabs on things and work on his crafting and/or do some research if possible.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
for what it is worth everyone, Vinnick has craft Wondrous Item as a feat. So, techincally, I can could craft 2 +4 items over 16 days. I think. Or 1, over 16 days. I think you use the crafting price, but I may be wrong. Either way, I'll probably take the first item for himself. Greedy little bugger.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
I'd like to buy both some more spells to put in my spellbook, as well as an additional spellbook for "just in case". Also, I'd like to get some more social spells, though most social spells are actually useless because they are limited duration and all spells are noticeable while casting. Also, I'm not so sure we want to risk drawing that much attention to the keep at this time, maybe a week before we are set to attack it? I think for now, we should "play it safe" and put out some tendrils in freetown. Surely there is at least one cultist still hiding around there. Also, it would be a good way to get some intell to even see if people remember this keep and the happenings that went on here enough to warrant a response. There's also that group we worked with before.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
I did have a question regarding necrocraft sizes, would we be using the monster size adjustments here? So, a medium Necrocraft is-
While a large is-
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Yeah, I hadn't realized it was 12 HD, I thought it was 6 (I was looking at the lowest CR Minotaur I found, my bad on that honestly). Oddly enough, with undead master I'd have been able too in 1 more level haha.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
This one is going to be fairly simple, as the undead making it up are all humanoid. Its basically Vinnick (and me honestly) dipping their toes into the world of necrocrafting lol. When/if we fight/hunt down some more interesting creatures we can start applying more stuff. I also had a thought about suggesting the possibility as Vinnick gets better at it, he can apply an additional CP to the necrocraft. The idea being that, for every effective CR increase, the HD equivalent would as well. So, say I wanted to add 4 extra CP worth of stuff to my medium necrocraft. Its CR would increase by +2, so its "effective" HD would be 6, which means I would need a minimum of CL6, and an additional 100gp to create it. However its actual HD would still be 4. Or, we could simply make it 1 extra CP=1 effective HD increase in regards to cost and CL requirements if the other options seems a bit too strong. But yeah, I think the potential fun these can bring will be interesting.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Vinnick smiles as Stanislav states his commands. Make sure its directly nor indirectly as well. He says as he turns to leave. At Alexander's question Vinnick rubs his chin. Hmm... I believe it would work... but I also think it would hinder the creation... either way, I can still use the body. Alongside the 4 sailors I have remaining, and finally having finished my research, I believe am ready to take my next steps in resource management. It would be simple, had I still that Tome now destroyed by those that captured me. But, thankfully I have a decent memory, and have managed to piece it together I believe, at least enough to try my hand... But first.... He stops after arriving at the Minotaur. He goes about setting 12 small, pure black gemstones in a rough circle around the Minotaur's corpse and, after using a dagger to cut the palm of his hand, he traces an arcane rune on the forehead of the creature before stepping back and lighting a candle that emits a purple-black light. He recites a small chant in Necril, the onyx gems turning to dust and smoke as he does so. This black smoke and dust slowly starts entering the corpse of the Minotaur. Eventually the entirety of it disappears into the creature and vinnick falls silent for several seconds before the creature begins to move, as it does so, the skin and meat slowly slough off, melting away. Eventually, it stands upright with little flesh still attached to it yet continually dripping little drops of blood. So, I forgot I picked up the undead master feat, so, my effective caster level for animating and controlling undead is 5+4(from feat)+2(from spell specialization) so I can create HD up to 22HD of undead per animate dead spell, and control 44HD worth. I believe. Most of which I'll likely not bring to every combat though. At most I'll have two "minions" the rest will either be "offscreen" or doing other things. Like guarding a keep. In any case, I decided on making the Minotaur a bloody skeleton. This cost me 300gp worth of my 1100gp onyx, for 800gp left atm. I now have 6(minotaur)+4(tiger)+4(sailordeads) under control. Or, 14HD worth. He turns to alex with a grin. Now, with the easy one out of the way... if you would like, feel free to follow me, though the next bit will take several hours at a minimum. He then goes and gathers the remains of the Boggard, along with the remaining undead sailors and beings to take apart and stitch them together into a rather gruesome sight. I'll be making a Necrocraft , however I haven't entirely decided on what exactly it will be or the abilities it will have. So I'll put that in another post.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
It would be best perhaps to have one person carry a single plate. We should also give them an order to never harm any of us, just in case. Never can be too careful. Once with them, Vinnick will ask.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
well, we do have this new staff.. if the plantlife is not want to move... He thinks for a moment.
That being said, I believe there is a corpse I need to attend to, a most powerful addition to my tools. Would anyone wish to accompany me after our discussion with hex and vex? I'm sure it will be an entertaining ritual.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
appraise is +10 for vinnick. I'd also agree no more then 5k apiece, thats already 30k if everyone gets a bit, 20k if only the "old" group get it. Alternatively, as was mentioned, we could allow the people below WBL (if any of us are anymore) to take a little extra from the 30k limit also, the feat "unhindering shield" is a staple in most of my martial builds, ranged or melee.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
I never said it wasn't a nice spell, just that for a 6th level spell its a bit lacklustre, when compared to cloudkill, a spell level lower, which at a minimum is 1d4(halved on save if HD6+) con damage and would kill most people living in a village by itself with no save. It doesn't get the -2 hit and damage or movement slowing but, its great for pit spells. for acid fog, having it will be useful, but as stated, perhaps after using it 3 times, we just sell it? unless we find a way to recharge it. and true, but metamagic'd 2nd level spells are also nice ;)
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. acid fog is 6th, IIRC which is weird because its worse than cloudkill in basically every way. I just like having more prepared spells, and level 3/4 spells are pretty good in regards to utility types and combat types. Its also why I suggested much later, since I doubt financial worries will be one of our worries post level... 14ish
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
also to note, the acid staff is a 3/game casting of acid fog as it stands now. (since, level 11 is a fair ways off still) my suggestion in the immediate is, use 2-3 of the acid fogs, then pawn it off for a little under 15k value. I would also really like a headband as it stands, items I'd like in the near to "couple of levels" future-
Much later-
Potential Party purchase, if you guys would be interested-
Also, minor suggestion if it is an option, some of our charisma based characters could pick up the leadership feat. Vinnick is certainly considering the option himself. If its allowed.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
chain challenge is a feat, it lets you challenge another target within 30ft of your first if it is defeated (charisma mod times per challenge) Also, to note, you can have two of the same class, and be entirely different characters, even if the mechanical result is "full attack". Easy examples are rogues, alchemists, investigators, sorcerers, bloodragers. But it goes for almost every class. The only class that looks the same with slight variance is a warpriest.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
vampire template gives fast healing 5, so with cold resistance 10, and fast healing 5, you'll be able to wear it no problem. even if we -assumed- you rolled 5 on all 3 dice every round, you don't have to worry, average damage rounded up is 12, which is not going to affect you, the only downside is you heal 2 less per round in combat. at least once you get the full template. However, thankfully the point is null now. far as multiclassing, antipaladin is an option, 2 levels nets you- some minor healing, +2 to your saves (base, higher charisma would increase it), heavy armor, and smite good (very useful). More levels net you more healing, so thats useful. Honestly, I think its the best from a mechanical perspective. Cavalier can work, though I'm not sure what you were looking at.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Vinnick's eyes widen slightly at the golden sight before him, he almost felt like he was back home, living among his family in their noble manor. He moves to take the staff and metamagic rod. Well, these will be most useful, no doubt. I also think I will have the money needed to create my secondary spell book... just in case.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Three wishes.... that, is a most gracious, and remarkably powerful gift. That said, we should not reveal ourselves until our first mission is completed. Attracting attention on that scale as we are now would be suicidal. We must have our defenses prepared, plans within plans, and perhaps even all together fake dungeons and rituals to divert and confound those who would investigate. Anyone can see Vinnick's eyes glisten with the limitless possibilities of an unconstrained wish. of course, as in all dealings with creatures of the... evil planes.. one should tread cautiously. After all, the devil is in the details. Once the ritual is completed, and the wishes granted, what would happen then? And what would our places be?
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Vinnick stares at the shadow with red eyes before flicking through a book from his pack. Looking for information. know.: 1d20 + 13 ⇒ (16) + 13 = 29 This is arcana/planes/religion. All are the same bonus.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
know. Arcana: 1d20 + 13 ⇒ (14) + 13 = 27 The shaman's talk of visions, and traveling of the dark... I wonder if perhaps he has formed a connection of sorts with the dark tapestry... if that is the case, I have little doubt there is some madness there... in regards to the tree... He ponders for a few moments before continuing. know. nature: 1d20 + 10 ⇒ (18) + 10 = 28 Fire should work just as well as it would on any other tree. A natural enemy so to speak. I have plenty of fire spells in my arsenal if we can plan when to face it. That aside, Pitch burns hot, and clings to one like a spiders web. Would my/our characters know anything about the dominion of the black?
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Hmm. No, I do not, though I'm sure I could use it were I able to find access to the spell formula... yet again, I loathe the loss of that dark grimoire... That aside I can speak many languages, common, elven, Necril, Draconic, Celestial, Abyssal, Infernal, Ignan, Undercommon, Sylvan, Thassilonian, and Orcish, though the last one I have only really dabbled in recently, due to the nature of our allies. He pauses for a few moments in thought before continuing. And Honestly, I would prefer to have them as labor and fodder alive, then hopefully raise them for further use should they die.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
If possible, I would try to animate the Minotaur. If it's just a base one, should run me 150gp worth of onyx. I won't mark anything until it happens though to be sure. I also wonder if making it a skeleton would be interesting, I bet that would look cool. Making it a bloody skeleton would be fun too.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
alternatively, if, as suggested, we can reverse the consecrate effect to our favor, that would prove pretty beneficial, particularly for me haha. Sadly, after today I will likely be hard pressed to post for a few more.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Vinnick turns to regard the others. Good news, there are no alarms or the like to notify someone should the disks be removed. It seems the only fear we have in removing them are any lingering haunts or what have you they may be suppressing.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
again, apologies all, ISP has really left me up the river so to speak. For reference in regards to undead, atm Vinnick has an undead tiger (6HD) and 4 undead skeletons from the crew+captain (6hd?) out of his 28 HD limit of undead via animate dead, with another 5 HD worth from Command undead channel. So, yeah, the Minotaur is probably free game for Vinnick. At least once we remove those pesky pesky disks. Vinnick will remain a little behind the others to further investigate the disks. Aiding himself further with magic. cast identify spellcraft: 1d20 + 25 ⇒ (11) + 25 = 36 to try to ascertain if removing the silver disks would likely trigger an alarm, outside of the other troubles it may bring. And if removal of some would allows necromantic magics to function, or if it would require removing all of them. Apologies for my distraction, this place does truly provoke ones mind and imagination, and of course I am mildly frustrated that my magic is unable to function properly. he will look up for this studies as the illusion is revealed. How interesting... that will prove useful, though, perhaps adding a bit of realness to it would work better. A wall with a hidden door, behind an illusion. That may prove useful indeed.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
I wouldn't say no to the defending longsword, I can use it, and its basically a free point of AC for me. I could also use the ring of protection, currently my only magic item outside of consumables are the brooch and a cloak of resistance +1.
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Vinnick approaches the newcomer(s), mainly glancing Alexandr up and down. On his right side, an undead tiger stands almost at rest, staring through Alexandr with its yellow eyes, and to his left stood a hooded and cloaked figure in heavy armor and shield, and behind him the late crew of the ship they arrived in. Though minus most of their flesh. He gives a small bow. Vinnick Varzel, I do hope you are as apt as you are acclaimed. He then turns to Sakkarot. Would it be possible to join this empty hand to us? If so, what would it require?
wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision
Come now Rizzy, while I can certainly make use of the corpses of humanoids, It requires more effort and energy than simply raising the corpse of a mighty dragon... or similar, would. After all, they are much more powerful by nature. He looks to Grumble Then I suppose that means we wait. My... servants, will unload for us.
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