Page 43 of 120
Posted: Mon Jun 20, 2005 12:09 am
by Siberys
You'll have to lower that int by one seeings how it exceeds 28 points.
Posted: Mon Jun 20, 2005 12:10 am
by Magrus
Thats with the 4th level bonus.

Posted: Mon Jun 20, 2005 12:11 am
by Siberys
Yes, and if you tally that up as if it were 16 and not 17 then it would total 30, not 28.
Posted: Mon Jun 20, 2005 12:13 am
by Oskatat
true
Posted: Mon Jun 20, 2005 12:13 am
by Magrus
Really? Oh thats right, I was going with the NWN thing with 30. Crap. Well then, not much difference at all really. Umm, that would affect Skill points though. He'd have 7 less skill points altogether?
Posted: Mon Jun 20, 2005 12:14 am
by Siberys
Or, you could take the strength off seeings how he -is- a wizard. Unless he is planning on becoming a spell sword, I don't see the need for that 12 strength.
Posted: Mon Jun 20, 2005 12:16 am
by Magrus
Good point. Well then, nix the 12, make it
10
14
14
17
10
10
Keep the skills, unless you have suggestions for altering? I figure he could specialize in those.
Feats, he'd have metamagic, combat casting, and be able to create wondrous items for us.
Spells....Not sure yet.
And is he a specialist? If so, we need to pick barred schools yes?
Posted: Mon Jun 20, 2005 12:17 am
by Oskatat
gd night. se you all tomorrow and less blurry
Posted: Mon Jun 20, 2005 12:17 am
by Siberys
Two barred schools actually. I reccomend Illusion and Enchantment. Those are rather superfluous in my opinion.
Posted: Mon Jun 20, 2005 12:17 am
by Siberys
Lata.
Posted: Mon Jun 20, 2005 12:19 am
by Magrus
I agree, Oskatat has some charm-type effects, DZ can ditch those. They don't befit the necromancer IMHO either.
Posted: Mon Jun 20, 2005 12:25 am
by Siberys
Cassie
Human (Hated Aasimar)
Necromancer 7
XP-21,260
Hp- 33
AC- 15 (+1 natural, +1 Deflection, +1 armor, +2 dex)
Init- +2
Str-10
Dex-14
Con-14
Int-17
Wis-10
Cha-10
Feats-
Spellfire-1 (City)
Extend spell-1 human
Scribe Scroll-1 Wizard
Empower spell- 3
Craft wonderous item-5 Wizard
Frozen Magic-6
Skills-
Alchemy- 8+3=11
Concentration- 8+2=10
Knowledge Arcana- 8+3=11
Knowledge Dungeoneering- 8+3=11
Knowledge Religion- 8+3=11
Spellcraft- 8+3+2(synergy)=13
Saves-
Fortitude- 2+2(Con)=4
Reflex- 2+2(dex)=4
Willpower- 5 +0(Wis)=5
Spells-
Prohibited- Enchantment, Illusion.
0th-
All
1st-
Magic missle
Ray of enfeeblement
Identify
Grease
Mage armor
Detect undead
Shield
2nd
Protection from arrows
Shatter
Melf's acid Arrow
Blindness/Deafness
Scorching ray
Darkness
Bulls strength
Web
False Life
3rd
Fireball
Ray of exhaustion
Fly
Protect from energy
Haste
Dispel
Slow
4th-
Polymorph
Mindfrost
Spells Per Day(+1 Necro spell) - 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
--------------------------------4---5---4--3---1
Spells commonly preared-
0th
4 detect magics
1st
Magic Missle x2
Mage armor
Shield
Ray of enfeeblement x2
Grease
2nd
Melf's acid arrow
Darkness
Blindness/deafness
Scorching ray x2
3rd
Haste
Fireball x2
Ray of exhaustion
4th-
Polymorph
Mindfrost
Equipment
Ring of protection +1
Amulet of Natural armor +1
Bracers of armor +1
Wand of magic missle 3rd level (25 charges)
6 Cure light wound potions.
2 scrolls web
2 scrolls protect from arrows
2 scrolls dispel
1 scrolls false life
1 scroll of haste
1 potion ivisibility
2 potions haste
5 potions cat's grace
2 POTION OF CURE MODERATE WOUNDS
2 POTION OF CURE LIGHT WOUNDS
Ring of sustenance
2 potions of haste
Hat of Disguise
Money- 7942
Total value- 11,401 Gp
Feat
Spellfire- You are tainted with the weave of magic, allowing you to gain 1 extra 1st level slot of magic (if wizard)
or 1 extra spell known of 1st level (If sorcerer). Furthermore, the slots or spells draw from within your inner being
thus you can use your blood as an optional component for the following effects-
10% chance of empower for 1 point of damage.
20% chance of increasing DC by 1 for 1 one point of damage.
50% chance of extend for 1 point of damage per 2 rounds after the normal duration.
80% chance of changing it's energy into a blood energy which reduces resistance by 5 (if any) to an encounter.
These are only usable if you have at least half of your hit points.Everytime you try this, you roll percentiles and
if it is within the range, then the effect goes through. If you fail, then you only take 1 point of damage from the
prick of blood. These are only usable on the spells associated with this feat.
You may not take this feat as any other class other than wizard or sorcerer.
Posted: Mon Jun 20, 2005 12:28 am
by Magrus
Alright, how do you do the spells in your game? A certain amount given per level, or does he need to find them?

Posted: Mon Jun 20, 2005 12:29 am
by Siberys
Given per level.
Posted: Mon Jun 20, 2005 12:30 am
by Magrus
If she's going to be a necromancer, we need to pick spells that fit that personality. How many spells are we looking at for each level then?
Posted: Mon Jun 20, 2005 12:30 am
by Siberys
2+ int modifier at first level for 1st level spells.
2 every level afterwards.
Posted: Mon Jun 20, 2005 12:32 am
by Siberys
1st
Magic Missle
Identify
Ray of enfeeblement (Necro)
Shield
mage armor
Grease
Detect Undead.
2nd
Blindness/deafness (Necro)
Scorching ray
Darkness
Bulls strength
3rd
Fireball
Ray of Exhaustion (Necro)
Posted: Mon Jun 20, 2005 12:33 am
by Magrus
5 at first level, plus 8 spells then.
Cantrips/0 level spells? How many of those?
Yeah, that's fine with me, but none of those are spells from a necromancy school are they?
Posted: Mon Jun 20, 2005 12:34 am
by Siberys
All 0th level spells are in spellbook. They are rather useless at this point 'cept for detect magic.
Posted: Mon Jun 20, 2005 12:34 am
by Siberys
There are some, but I forgot about the illusion. Let me edit it some.