@Azel If he pushes back on the offer, maybe add in "We did just kill the man who consorted with a literal fiend to murder you and take your place (by making your death look like an accident)
Example:
[] Since the Magisters paid them already and their role in the fighting is rather safe, 6000 IM as a one time bonus and you take the remaining time of the contract that was already paid for. If he pushes back on the offer: We did just kill the man who consorted with a literal fiend to murder you and take your place (by making your death look like an accident).

Just an idea :D
[X] Azel
 
To be honest, part of the reason I'm salty on this issue is that I think in my own country, we mollycoddled the ex slave holders to a ridiculous degree after they committed treason against their country. As a result, they maintained political power and oppressed the ex-slaves for a century after they had to technically free them, and to this day we are suffering the political deprecations of their ideological descendants.

Edit: realizing this cannot be solved here, I'll drop this issue now.

Point.
Thankfully, Vyserys will undoubtedly doing a better job indoctrinating their descendants and providing upwards social mobility for free slaves or their descendants.

[X] Azel
 
Well, here's for the first of many missed sacrifices of this campaign!
*sounds of a shot of tea bring drinked*

Anyway, I'm just a little bit disappointed, I mean, we totally could have tanked this death-beam with our face and walked out alive!
:/

Eh. XP is XP, I guess...

At the very least, all is going according to plan so far. That's a great consolation, actually!
Are those white walkers on the horizon :p
 
Ah, dammit. @DragonParadox, did it at least leave the belt behind or was that banished too? If everything's gone can we get its treasure value added to a loot roll?

[X] Azel

Very Good point

@DragonParadox - What happened to the belt, if it's still there/magic can we stick it in a lead box for sacrifice?

@Azel, if DP ok's it, can you add this in?

I'm assuming the belt was not really a belt at all, but the physical representation of the Daemon possessing Mero. He probably put on the "belt", believing he was gaining some measure of magical enhancement, but in truth willingly opened himself up to possession.
 
So, after this we have 1 hour to rest and then the fireworks start, with two dragons flying over Tyrosh.

I just hope the tower we took will be left alone for that long.

Edit: Hype!
 
@DragonParadox, @TotallyNotEvil here are quick substitution levels for the Scholarum Sorcerer - Sorcerers trained in the Scholarum according to the teachings of the Red Dragon Vyserys and with access to his arcane lore and obsession with organisation.
After it, you will find a build and advancement for them in the same format as all the ones already on the front page. These Sorcerers will be quite decent blasters, have some defences (Mage Armor, Alter Self, Dispel Magic) and have Craft (Alchemy)!
What do you think? Useable?

Scholarum Sorcerer:
A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from level 1 to level 6. It functions as a normal sorcerer, but with the following exceptions.
All levels: 4+Int mod skill points per level.

Level 1: No Familiar. Instead, take Awakened Blood: Draconic Heritage (red) as a bonus feat, +1CL for fire spells and -2 for Cold spells.
Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Level 2: Arcane Thesis (Pyromancy): +2 competence bonus on saves against fire abilities, +1 to the DC of [fire] spells. These bonuses double at level 6.

Level 3: Searing Spell as a bonus feat. Using it does not extend the casting time of the spell.

Level 6: Cannot ever cast [cold] spells or use items which mimic or cast those spells. Can cast [fire] spells with metamagic feats applied with no change in casting time.
After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.



Scholarum Sorcerer 1 - HP 5
STR 8 - DEX 14 - CON 13 - INT 12 - WIS 10 - CHA 15. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Bloodline of Fire, Draconic Heritage (red), Draconic Power
Flaw: Noncombatant, Vulnerable (-1 AC)

Non-human: No ranks in Bluff or Intimidate, no Draconic Power (so -1 CL and an additional -1 CL with fire spells).

Skills: Max Craft (Alchemy), Concentration, Knowledge (Arcana), Knowledge (the planes), Spellcraft, half ranks in Bluff and Intimidate

Spells Known
0th - Prestigiditation, Detect Magic, Message, Launch Item (5/day)
1st - Kelgore's Firebolt, Nerveskitter (4/day)
Fire spells are at CL 7 at level 1, other spells are at CL 2, cold spells are at CL 0 (cannot be cast).

Advancement:
2nd: learn Light,
3rd: Searing Spell (normal casting time), Versatile Spellcaster, learn Mage Armor,
4th: +1 CHA, retrain Precocious Apprentice into Expanded Arcana (Alter Self), Retrain Kelgore's Firebolt into Lesser Orb of Fire, learn Scorching Ray and Read Magic,
5th: learn Grease and [Glitterdust or Invisibility],
6th: Extra Spell (Dispel Magic), learn Fireball and Detect Poison,

Scrolls: Shield 5, Color Spray 5,
Alchemical Items: 1 Thunderstone, 2 Tanglefoot Bags, 1 Alchemist's Fire

Tactics: Use Launch Item to get Alchemical Items on target and without an attack roll. Once the target is in a tanglefoot bag, blast them to bits with fire attacks. If there's more than one enemy, get defensive spells up first!
 
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@DragonParadox, @TotallyNotEvil here are quick substitution levels for the Scholarum Sorcerer - Sorcerers trained in the Scholarum according to the teachings of the Red Dragon Vyserys and with access to his arcane lore and obsession with organisation.
After it, you will find a build and advancement for them in the same format as all the ones already on the front page. These Sorcerers will be quite decent blasters, have some defences (Mage Armor, Alter Self, Dispel Magic) and have UMD for emergency healing scroll use and item identification purposes!
What do you think? Useable?

Scholarum Sorcerer:
A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from level 1 to level 6. It functions as a normal sorcerer, but with the following exceptions.
All levels: Use Magic Device is a class skill.
Level 1: No Familiar. Instead, take Awakened Blood: Draconic Heritage (red) as a bonus feat, +1CL for fire spells and -2 for Cold spells.
Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Level 2: Arcane Thesis (Pyromancy): +2 competence bonus on saves against fire abilities, +1 to the DC of [fire] spells. These bonuses double at level 6.

Level 3: Searing Spell as a bonus feat. Using it does not extend the casting time of the spell.

Level 6: Cannot ever cast [cold] spells or use items which mimic or cast those spells. Can cast [fire] spells with metamagic feats applied with no change in casting time.
After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer, but UMD remains a class skill.



Scholarum Sorcerer 1 - HP 5
STR 8 - DEX 14 - CON 13 - INT 12 - WIS 10 - CHA 15. Feats: Precocious Apprentice (Scorching Ray), Fiery Burst, Bloodline of Fire, Draconic Heritage (red), Draconic Power
Flaw: Noncombatant, Murky-eyed

Non-human: No ranks in Use Magic Device, no Draconic Power (so -1 CL with fire spells).

Skills: Max Concentration, Knowledge (Arcana), Spellcraft, Use Magic Device.

Spells Known
0th - Prestigiditation, Detect Magic, Message, Light (5/day)
1st - Kelgore's Firebolt, Charm Person (4/day)
Fire spells are at CL 6 at level 1.

Advancement:
2nd: learn Read Magic,
3rd: Searing Spell (normal casting time), Versatile Spellcaster, learn Mage Armor,
4th: +1 CHA, retrain Precocious Apprentice into Extra Spell (Alter Self), Retrain Kelgore's Firebolt into Lesser Orb of Fire, learn Scorching Ray and Launch Item,
5th: learn Grease and Glitterdust,
6th: Extra Spell (Dispel Magic), learn Fireball and Read Magic,

Scrolls: Shield 5, Color Spray 5, Cure Light Wounds 5

Nice build.

Why not retrain Precocious Apprentice into Expanded Arcana to learn Shield and another 1st level spell, rather than Alter Self? Then learn Alter Self, Glitterdust, or Invisibility at 5th level. We'll have multiple Sorcerers with this build, so some slight variation between them in their spell selections wouldn't be amiss.
 
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