Michael Talley 759
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Nicholas Hall of House Merrosett
Human, LN, Arcane Bloodline Sorcerer 1
Initiative: +1 ,Senses: Perception +1
AC: 11 Touch: 11 Flat: 10
HP 11 (HD: 1d6+5 )
Fortitude +2 Reflex +1 Will +3
Melee: Cane [MWK Club] +1 (1d6, bludgeoning)
Ranged:
Str 11 Dex 13 Con 14 Int 14 Wis 12 Cha 15
Bab +0 CMB +0 CMD 11
Feats
Eschew Materials, Noble Scion [Scion of Lore], Toughness
Skills
Diplomacy 1r (+7), Knowledge[Arcana] 1r (+7), Knowledge [History] 1r (+7),
Knowledge [Nobility] 1r (+9), Spellcraft 1r (+6), Use Magic Device 1r (+6)
Bonuses: +1 to Cha-Related skills when dealing with Taldorian Nobles
Traits
Ease Of Faith (Faith)
Rich Parents (Social)
Taldorion Noble (ALT. Campaign trait -PAP: HV)
(Drawback) Family Ties
Equipment
Noble Outfit, Signet Ring, Cane (MWK Club), Arcane Bond [Amulet]
History
Nicholas Hall was born within the house of Merrosett, Famous for it's prestigious
and powerful wizard knight's, such power in fact, that it became part of the blood itself.
Thus he was thrust into Diplomatic parties, meetings, told how to act, whom to talk with
most his life. While the lies to him made it easier to use his magic, the constant attention
from family started to take it's toll in how he tried to live up to and help his house as best
he could, entering a state of melancholy when he couldn't do what his family asked of him.
As years went by his studies continued but he was far to precious to let go out an adventure
(no matter how much he asked) Oppara was his home and they'd brook no ill fate for such an important
member of the family. So he stayed, learned and continues to thrive within the city.
Help area's needed
Need help fleshing the character out more I have the earlier book on Taldor, and I'm more of an Artist than a writer, but I'm sure with other books out there (waiting for the new one as well) to hopefully flesh the history out more.
I'm trying to combine what the house is known for Conjuration and evocation, while not living up to the sickly aspect.
but not sure which way to go first or if I should just make him good at one or the other [Thoughts?]
Feats if I do both- (*Bloodline Feat)
3- Spell focus [Evocation]
5- Reach Spell
7- *Spell Focus [Conjuration]
7- Augment Summoning
9- Intensify Spell
11- Versatile Summon Monster (1 Rank added for certain of KS-Planes)
13- *Improved Initiative
13- Superior Summoning
15- Empower Spell
Feats if I do just Summoning- (*bloodline feat)
3- Spell Focus[Conjuration]
5- Augment Summoning
7- *Improved Initiative
7- Superior Summoning
9- Versatile Summon Monster (as above)
11- Craft Staff
13- *Iron Will or Spell Focus [necromancy]
13- Empower Spell / Skeletal Summoner
15- Versatile Summon Monster
Feats If I do just Evocation (*Bloodline Feat)
3- Spell Focus [Evocation]
5- Craft Wand
7- *Improved Initiative
7- Intensify Spell
9- Empower Spell
11- Elemental Spell [Fire]
13- *Combat Casting
13- Extend Spell
15- maximize Spell
Spells
O Level: Detect Magic, Prestidigitation, Ray of Frost, Read Magic
1 Level: Mage Armor, and either Burning Hands or Unseen Servant
I also have about 800 GP remaining at level 1, I want to buy gear that is useful but also rather 'fompish'? {Is that the right word?} This is for a city based adventure
coming in the future and I am trying to build it with little to no headache induction, since my wife is fairly new to being a game master, so recommendations?
| cavernshark |
For your leftover gold: Sleeves of Many Garments.
You've neglected to share your spell selection, so it's hard to judge entirely, but since you've only got 15 charisma, I'd recommend focusing on a single school if you're trying to boost DCs. Conjuration also has the advantage of not caring as much in many cases with summoning spells. I'd probably go that route if it makes sense for the rest of the party and you think you can handle summoning/applying templates without slowing things down. I think it is also consistent with a noble mage who conjures minions to do his bidding.
Michael Talley 759
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For your leftover gold: Sleeves of Many Garments.
You've neglected to share your spell selection, so it's hard to judge entirely, but since you've only got 15 charisma, I'd recommend focusing on a single school if you're trying to boost DCs. Conjuration also has the advantage of not caring as much in many cases with summoning spells. I'd probably go that route if it makes sense for the rest of the party and you think you can handle summoning/applying templates without slowing things down. I think it is also consistent with a noble mage who conjures minions to do his bidding.
I was indeed leaning pretty heavily I think towards Summoner, as for handling it, I've played them before with great effect I normally write out two every new spell level that 'normally summon' and apply templates and such to them. But other than Summon Monster, any good Conjuration spells you'd pick?
[Edit]- The sleeves are pretty nifty and Fompish. :-) seems to be a good match, have to see if my wife will allow it and added the spell selection I was thinking of starting with.
| cavernshark |
Acid Splash is generally a stronger choice than Ray of Frost. It's also Conjuration (not that it matters in this case since neither has a save) but it also has no SR. There's also generally more situations where a little bit of acid can help a situation than a bit of cold (certain plant based encounters notwithstanding).
Grease is a pretty standard sorcerer/wizard spell for Conjuration. It's super versatile and continues to effect things even if they make the initial save. I'd probably only take Unseen Servant to start out if it's more of a social campaign, but I'd definitely still take it down the line. Mount would also potentially work for your theme - it's a better body on the field than an unseen servant and would work for you summoning a noble steed to ride through town. Combat and social utility until you can get summon monster II online.
I'd probably steer clear of Burning Hands at first level. It's just 1d4 and you've got to get pretty close to use it. Alchemists fire and acid flasks more than handle most situations where you need AoE (swarms). Picking it up around 2-4 might make sense but again your DC isn't ever going to be great and it's going to cap at 5d4 right before you could pick up fireball.
Polypurpose Panacea isn't particularly useful, but it is thematic. You might have fun with it.
[edit] I just also realized you have your metamagic boosting abilities from your bloodline. You may want to pick up a single feat somewhere just to take advantage of that even in Conjuration mode. Something like Focused Spell combined with Create Pit, Glitterdust, or whatever would help boost your DCs, keep 2nd level spells relevant and let you focus on some other utility or buffs when you initially get to 3rd level slots at 6.
Michael Talley 759
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Useful conjuration spells other than summon monster:
1: grease, mage armor
2: create pit, glitterdust, web
3: mad monkeys, phantom steed, spiked pit, stinking cloud
4: acid pit, black tentacles, dimension door, solid fog
5: acid spray, cloudkill, hungry pit, teleport, wall of stone
Thank you, These seem very useful as I level :-)
Acid Splash is generally a stronger choice than Ray of Frost. It's also Conjuration (not that it matters in this case since neither has a save) but it also has no SR. There's also generally more situations where a little bit of acid can help a situation than a bit of cold (certain plant based encounters notwithstanding).
Grease is a pretty standard sorcerer/wizard spell for Conjuration. It's super versatile and continues to effect things even if they make the initial save. I'd probably only take Unseen Servant to start out if it's more of a social campaign, but I'd definitely still take it down the line. Mount would also potentially work for your theme - it's a better body on the field than an unseen servant and would work for you summoning a noble steed to ride through town. Combat and social utility until you can get summon monster II online.
I'd probably steer clear of Burning Hands at first level. It's just 1d4 and you've got to get pretty close to use it. Alchemists fire and acid flasks more than handle most situations where you need AoE (swarms). Picking it up around 2-4 might make sense but again your DC isn't ever going to be great and it's going to cap at 5d4 right before you could pick up fireball.
Polypurpose Panacea isn't particularly useful, but it is thematic. You might have fun with it.
[edit] I just also realized you have your metamagic boosting abilities from your bloodline. You may want to pick up a single feat somewhere just to take advantage of that even in Conjuration mode. Something like Focused Spell combined with Create Pit, Glitterdust, or whatever would help boost your DCs, keep 2nd level spells relevant and let you focus on some other utility or buffs when you initially get to 3rd level slots at 6.
I can certainly see the Acid Orb being more Thematic for attack, Grease is also a good substitute for Burning Hands (I've picked it because I was thinking 'look flashy' :-) but the Acid Orb & Prestidigitation can work quite well for the theme. The other spell looks hilariously fitting for the Sorcerer Noble to have. But not sure how much combat I'll actually see.
As for the feat Focus Spell, I can trade it with Craft Staff, since I'll already have an item creation ability with my Amulet.
Michael Talley 759
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Feats if I do just Summoning- (*bloodline feat)
3- Spell Focus[Conjuration]
5- Augment Summoning
7- *Improved Initiative
7- Focused Spell
9- Versatile Summon Monster (as above)
11- Extend Spell
13- *Iron Will
13- Empower Spell
15- Versatile Summon Monster
think I'll skip darkening the character a bit with the SF: Necromancy & Skeletal Summoner and stick with Iron Will & Empower Spell