Evaunit02mark1
S-s-smell the Prey, S-s-start the Hunt.
[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.
Are those white walkers on the horizonWell, 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!
The last update definitely put a new spin on the term "corpsing".
Eh? Eh?!
Ah, dammit. @DragonParadox, did it at least leave the belt behind or was that banished too?
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've got a distant hope that the belt is still there and we'll be able to use it for Day of Change.Well, everything that was on Mero's mortal body should still be there.
The belt was more likely something directly connected to the Daemon, or the thing itself, as Goldfish said.I've got a distant home that the belt is still there and we'll be able to use it for Day of Change.
Divination confirmed that nobody will bother the tower in the meantime.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 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