@Azel @Goldfish @TotallyNotEvil Added to the list of things we need to do next turn, is raise wrecked ships for repairs from the bottom of the harbor. So we should have Lya use one of the remaining days from this turn to learn Raise From the Deep.
We should have records for all of the ships that were in the bay from the harbormaster as well, if not there then the city's records. So no problem raising literally
every ship lost this battle to be repurposed for either our war fleet or trade convoys.
Ah, but we have Tritons! Surely some of them will be willing to put Arcane Marks on shipwrecks they find in the ocean for money?
His heart.
What was the latest write up for their builds again?
Here is the post in question:
@DragonParadox 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 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)!
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 -1 DC 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 6 at level 1, other spells are at CL 2, cold spells are at CL 0 (cannot be cast). Fire spells are at +1 DC.
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!
You know, I'm glad we don't have hang ups about killing people.
I was just immensely enjoying a super hero quest, just for the protag to get mind raped, forced to use his powers to empower the rapist and take a smack down while she gloats how she will essentially use him as her personal enslaved Kryptonian for life,
And this pansy-ass protag goes "you can't justify killing her for that". So, no matter the crime, jail is always the solution? Even for people that can't be contained?
That's not "noble spirit", that's being a spineless coward.
Wait, what? What's this quest?