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Cultist
Feb 11, 2008 9:53:21 GMT -5
Post by hilathic on Feb 11, 2008 9:53:21 GMT -5
Do these take skill points? How many can be choosen?
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Cultist
Feb 11, 2008 15:21:14 GMT -5
Post by Stix on Feb 11, 2008 15:21:14 GMT -5
You'll only get one invocation to start, but more as you gain levels. Skill points are only spent on skills.
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Cultist
Feb 11, 2008 18:25:36 GMT -5
Post by hilathic on Feb 11, 2008 18:25:36 GMT -5
Let's take Eldritch Spear (range increases to 250')
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Cultist
Feb 11, 2008 18:53:05 GMT -5
Post by hilathic on Feb 11, 2008 18:53:05 GMT -5
Bluff +4 Diplomacy +4 Disguise +4 Gather Information +4 Perform +4 Use Magic Device +4
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Cultist
Feb 11, 2008 19:08:44 GMT -5
Post by Stix on Feb 11, 2008 19:08:44 GMT -5
Sounds good. Perform is a subset of skills (think of it like the Musical Instrument proficiency). Choose one of the following varieties of performance:
Acting Comedy Dance Keyboard instruments Oratory Percussion instruments Singing String instruments Wind instruments
You should also pick up at least one point each of Knowledge (the planes) and Knowledge (factions).
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Cultist
Feb 19, 2008 10:09:08 GMT -5
Post by hilathic on Feb 19, 2008 10:09:08 GMT -5
Let's also do:
Knowledge: Planes +4 Knowledge: Factions +4
Perform: Wind Insturment +4 Perform: Acting +4
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Cultist
Feb 20, 2008 17:28:51 GMT -5
Post by Stix on Feb 20, 2008 17:28:51 GMT -5
Sounds good to me; we can leave the rest 'til you get a feel for the game. If you want to jump into the Blood Pit, the Weary Head, or another scene, feel free to do so.
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Cultist
Mar 17, 2008 10:08:59 GMT -5
Post by hilathic on Mar 17, 2008 10:08:59 GMT -5
Cool character creation has me frustrated anyways. I can't believe I haven't checked here in almost a month.
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Cultist
Mar 20, 2008 11:25:59 GMT -5
Post by hilathic on Mar 20, 2008 11:25:59 GMT -5
So what kind of authority do I have in this cult. What plot hooks do I have? It looks like from reading the story, Wraith has her son back but he is sick? Do I have some kind of cure to gain her trust?
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Cultist
Mar 21, 2008 12:55:56 GMT -5
Post by Stix on Mar 21, 2008 12:55:56 GMT -5
Wraith only believes the boy is sick -- she knows there's a plague going around the Ward, and that he's not speaking. You do know of a passage under the rubble that can take them to safety, but the thug(s) on the scene might complicate things.
As far as the cult is concerned, you're an established member -- not someone of thrall authority (though you could undergo the rites to become a thrall eventually, if you wanted to move up in the world), but you're more likely to be trusted than new members or visitors from outside Sigil.
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Cultist
Mar 24, 2008 19:10:52 GMT -5
Post by hilathic on Mar 24, 2008 19:10:52 GMT -5
I really do not like having an incomplete character and zero understanding of my skills and abilities.
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Cultist
Mar 27, 2008 13:54:38 GMT -5
Post by Stix on Mar 27, 2008 13:54:38 GMT -5
I'd be happy to shed some light on things. At the moment, you have 8 skill points left to divide up as you like. I'd give some thought to some Wisdom-based skills like Spot, Listen, Sense Motive, Search, and so forth. These are the skills you've maxed out so far: - Knowledge: Planes
- Knowledge: Factions
- Bluff
- Diplomacy
- Disguise
- Gather Information
- Perform: Wind Instrument
- Perform: Acting
- Use Magic Device
Your Knowledge skills are Intelligence-based, which means you're ridiculously good with them (maximum skill points and a whopping +5 bonus). Everything else is Charisma-based, so you're pretty good with them, too (+2 bonus). You still need to pick two weapon proficiency groups (things like Light Blades, Bows, Claw and Punching Weapons, Slings and Projectiles, etc. -- see the Weapons List). Any choices are open to you. Equipment will then complete your sheet (though I assume he doesn't have much). He'll start with 828 GP. With all gains afterward, he'll owe a tithe to the Temple of the Abyss or the Tai Harith (the cult). Now, for a summary of your abilities: Once a day, you can use your musical ability to do one of the following things: - Counter a sound-based magical effect
- Fascinate an audience
- Inspire a courage-based bonus on saving throws
These are all basically the same abilities as the 2e bard. Bardic Knowledge is similar to the bard's ability to know a little about everything, unchanged from 2e except for the type of die roll. Instead of percentile, now it's a d20 + your Bard level + your Intelligence modifier. Eldritch Blast is a bolt of infernal energy that you can fire at will at a target you can see, up to 250' away. You make an attack roll against their AC without armor adjustment. If you succeed, you deal 1d6 damage. Due to your tiefling heritage, you suffer five fewer points of damage from cold and electricity. You have darkvision to 120' (like infravision, but not heat-based, you're just able to see black-on-black). Once per week, you can use suggestion, and twice per day, you can detect law or chaos. Furthermore, you have Spell Resistance, which means that anyone/thing using a spell or spell-like ability on you has to roll d20 + their caster level; their result must exceed your level + 5. Favored Class: Rogue means that you can multiclass into Rogue at any point (in case you want some sneak attack ability, perhaps) without an XP penalty.
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Cultist
Mar 27, 2008 19:39:52 GMT -5
Post by hilathic on Mar 27, 2008 19:39:52 GMT -5
Flails and Chains Slings and Projectiles
Spot +2 Listen +2 Sense Motive +2 Search +2
Equipment: Harmonica and simple lodgings
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Cultist
Apr 1, 2008 21:21:43 GMT -5
Post by hilathic on Apr 1, 2008 21:21:43 GMT -5
Going back here for character creation stuff.
Bard Schools
All Bards may add choose either or both of these spells to add to their repertoires: 0. Detect Magic: Detects spells and magic items within 60 ft. 0. Read Magic: Read scrolls and spellbooks.
Sojourn
0. Know Direction: You discern north. 1. Expeditious Retreat: Your speed increases by 30 ft. 1. Jump: Subject gets bonus on Jump checks. 1. Longstrider: Increases your speed. 1. Pass without Trace: One subject/level leaves no tracks. 2. Spider Climb: Grants ability to walk on walls and ceilings. 3. Fly: Subject flies at speed of 60 ft. 3. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. 3. Locate Object: Senses direction toward object (specific or type). 3. Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls. 3. Water Breathing: Subjects can breathe underwater. 3. Water Walk: Subject treads on water as if solid. 4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle). 4. Freedom of Movement: Subject moves normally despite impediments. 4. Locate Creature: Indicates direction to familiar creature. 5. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. 6. Find the Path: Shows most direct way to a location. 6. Wind Walk: You and your allies turn vaporous and travel fast.
Conjuring
0. Summon Instrument: Summons one instrument of the caster’s choice. 1. Grease: Makes 10-ft. square or one object slippery. 1. Mount: Summons riding horse for 2 hours/level. 1. Summon Monster I: Calls extraplanar creature to fight for you. 1. Unseen Servant: Invisible force obeys your commands. 2. Pyrotechnics: Turns fire into blinding light or choking smoke. 2. Summon Monster II: Calls extraplanar creature to fight for you. 2. Summon Swarm: Summons swarm of bats, rats, or spiders. 3. Phantom Steed: Magic horse appears for 1 hour/level. 3. Summon Monster III: Calls extraplanar creature to fight for you. 4. Minor Creation: Creates one cloth or wood object. 4. Summon Monster IV: Calls extraplanar creature to fight for you. 5. Mage’s Faithful Hound: Phantom dog can guard, attack. 5. Major Creation: As minor creation, plus stone and metal. 5. Summon Monster V: Calls extraplanar creature to fight for you. 6. Summon Monster VI: Calls extraplanar creature to fight for you.
Fascination
1. Charm Person: Makes one person your friend. 1. Hypnotism: Fascinates 2d4 HD of creatures. 2. Enthrall: Captivates all within 100 ft. + 10 ft./level. 3. Suggestion: Compels subject to follow stated course of action. 4. Charm Monster: Makes monster believe it is your ally. 5. Suggestion, Mass: As suggestion, plus one subject/level. 6. Charm Monster, Mass: As charm monster, but all within 30 ft.
Veils
1. Disguise Self: Changes your appearance. 1. Ventriloquism: Throws voice for 1 min./level. 2. Alter Self: Assume form of a similar creature. 2. Invisibility: Subject invisible 1 min./level or until it attacks. 2. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). 2. Obscure Object: Masks object against scrying. 3. Blink: You randomly vanish and reappear for 1 round/level. 3. Gaseous Form: Subject becomes insubstantial and can fly slowly. 3. Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. 3. Invisibility Sphere: Makes everyone within 10 ft. invisible. 3. Nondetection M: Hides subject from divination, scrying. 4. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. 5. False Vision M: Fools scrying with an illusion. 5. Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. 5. Seeming: Changes appearance of one person per two levels. 6. Mislead: Turns you invisible and creates illusory double. 6. Veil: Changes appearance of group of creatures.
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Cultist
Apr 3, 2008 22:37:39 GMT -5
Post by hilathic on Apr 3, 2008 22:37:39 GMT -5
So where I am hoping to go with this... I think I have earned Wraith's trust, and Hilathic is truly enraged by what what the cult leaders have done to Wraith, he believes her to be like a Jesus to the cult. Whether she agree's to it or not I would like to try to gain the imprisonment of one of the men who was holding the boy so I can bring Wraith to him and hopefully she will slip a little closer to evil by killing him or allowing me to torture him for clues/leads.
I know this is free form but how free form can I be?
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Cultist
Apr 3, 2008 22:52:21 GMT -5
Post by Stix on Apr 3, 2008 22:52:21 GMT -5
Awesome -- hell, maybe you could even bring one of the cult leaders low and move up the ranks.
What do you have in mind?
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Cultist
Apr 3, 2008 22:56:39 GMT -5
Post by hilathic on Apr 3, 2008 22:56:39 GMT -5
I will tell Wraith that I am going to contact my "lead" of course am the lead and I will go to my higher up and explain to him what I have accomplished and that I will need a patsy, a higher-up that is maybe less devote or a tool would be perfect. I have him beaten, tied up and delivered to my house. I then go get Wraith and bring her back for "questioning". This would need to be someone who did not know me though. Or so I think does not know me!
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Cultist
Apr 3, 2008 22:57:02 GMT -5
Post by hilathic on Apr 3, 2008 22:57:02 GMT -5
I posted in my journal also.
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Post by Stix on Apr 4, 2008 0:39:19 GMT -5
Sounds like a plan -- where does he get the muscle? Or is the cult excising one of its own?
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Cultist
Apr 4, 2008 11:38:05 GMT -5
Post by hilathic on Apr 4, 2008 11:38:05 GMT -5
I'm hoping the cult excises one of it's own. It is in our best interest. If I have to I can try to find others like myself who feel we should not be harming Wraith, and are willing to help me.
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