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Post by Stix on Jul 14, 2008 17:22:21 GMT -5
Wraith 2e XP: 94530
Suggestions: Wraith could dual-class between Bard and Necromancer with a little bit of reworking, and this would allow her to keep some of the abilities from both halves of her current gestalt. If you want to go for the highest spellcasting level, you could go with something like Bard 3, Necromancer 8; if you'd rather keep them closer together, then Bard 6, Necromancer 7 is certainly doable. If you're not attached to the bard class, you could always be a single-classed Necromancer with musical instrument and singing proficiencies.
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Post by Uathach Blackmantle on Jul 14, 2008 18:46:00 GMT -5
I'm undecided at the moment. I still want to keep Necromancy as the primary class of this character, as that is what she started off as, but I also want to retain the aspect of her that can influence others witb her music.
If she went a single class Specialist, what level would she be?
With the changes, obviously she'll be losing many of her spells; enchantment/charm, Illusions [with can be substituted through her bardic casting], and healing. How can she retain her ability to cast healing spells?
Also, is it possible to keep the Anatomist kit that she started off with?
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Post by Stix on Jul 15, 2008 17:08:53 GMT -5
Single-classing would make Wraith a level 8 Necromancer.
If she does end up with some Bard levels, you'll be able to keep the spells of other schools in that class's spell repertoire; you can also buy a Bard class feature that would afford you minor access to Healing.
Whichever way you choose to go with her, the Anatomist kit is fair game.
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Post by Uathach Blackmantle on Jul 16, 2008 5:09:03 GMT -5
Cool. I've given it some thought, and level 6 Bard/level 7 Necromancer [Anatomist] is the best way to go, I believe; that way with minor access to Healing, she'll have a decent number of healing spells at her disposal. And it's a bit closer to how she is for 3e. Since her opposition spells have changed, does this mean I get to select new spells for her? Also, how do you feel about including spells from the Necromancer's Handbook? Thanks for answering my questions quickly.
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Post by Stix on Jul 17, 2008 0:34:58 GMT -5
Sure thing, I'm trying to get to everybody in order, but the days have been busy lately. Any spellbook material that's invalidated in the change, you can replace level to level with something else. Necromancer's Handbook spells are available, but are rare (I was planning to have the Luminiferous Aether mage offer a couple of those to Wraith before I lost track of that thread again :/). The spells that you'd lose from Necromancy you could try to learn as Bard spells instead. Just a thought.
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Post by Uathach Blackmantle on Jul 17, 2008 1:11:14 GMT -5
Understandable. At some point I'd very much like to see Wraith research some of the spells I've posted here for the other players' opinions; among her other long-term goals. I'm assuming the same rules are in effect for White/Grey/Black Necromancy? [it would be interesting to see how storyline, attitude changes, and acquired knowledge might affect her stance on harmful magic.] Another question: with Traits and Disadvantages, is there a cap on how many Disadvantages can be taken for cps [aside from common sense ]? Also, am I correct in assuming that total cps acquired from class restrictions, disadvantages, racial penalties, racial starting points, intelligence and level can be allocated freely? Or are there some restrictions too? again, cheers.
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Post by Stix on Jul 17, 2008 2:23:26 GMT -5
Spell research: Great goal. Necromancy varieties: Same deal. Disadvantages: Ehn, I don't really have a hard and fast limit for them. I'll tell you if I feel like you've gone overboard. CP versatility: You are correct.
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Post by Uathach Blackmantle on Jul 17, 2008 20:56:13 GMT -5
Some questions I wanted to ask regarding spells, stats and hitpoints: Since Wraith will now have the ability to cast 4th level spells, will she have spells for every spell level? And I understand that a class feature allows me to select one necromancy spell for every spell level. Also, are we all rerolling stats? Or can we keep the stats we started off with? I would like Wraith to have a slightly higher intelligence as a trade-off for a slightly lower strength. Lastly, I understand Wraith will end up with less hit points. Will her total be rerolled, and how do hit points, saving throws and proficiency slots work out for dual-classed characters? I apologise for the annoying questions. It's been a while since I had a dual-classed character.
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Post by Uathach Blackmantle on Jul 17, 2008 21:03:26 GMT -5
Another thought just occured to me: Wraith needs a higher charisma and dexterity to qualify for dual-classed Bard-Necromancer, right? Or have you thrown out the restrictions of dual-classing?
Also, I've had some thoughts regarding Disadvantages: Could her clumsiness be a result of a nervous condition that makes her fall over, or feel faint; or could this be another type of disadvantage?
Would you allow Absent-mindedness as another type of Disadvantage?
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Post by Stix on Jul 18, 2008 11:12:40 GMT -5
Since Wraith will now have the ability to cast 4th level spells, will she have spells for every spell level? And I understand that a class feature allows me to select one necromancy spell for every spell level. For 3.X spells that aren't in 2e, you can add the total spell levels together and divide them among 2e spells of the levels you can cast. Otherwise, new spells must still be sought by normal means (buying them from NPCs or working out an arrangement with PC spellslingers). Also, are we all rerolling stats? Or can we keep the stats we started off with? I would like Wraith to have a slightly higher intelligence as a trade-off for a slightly lower strength. Stats will be done by the new numbers given in the Sounding Board thread. See below for the dual-classing requirements. Lastly, I understand Wraith will end up with less hit points. Will her total be rerolled, and how do hit points, saving throws and proficiency slots work out for dual-classed characters? We'll assume that Wraith has leveled in Bard before Necromancer. At 1st level, she'll have 6 HP, and for Bard levels 2-6, she'll have another 5d6 HP. When she switches to Necromancer, she'll gain no HP for levels 1-6 (she already got HP for those levels from the Bard class), and then a d4 hit die at 7th. For proficiencies, she'll have 2 WP and 3 NWP as a Bard, and gain another WP and NWP each at 4th level. When she switches to Necromancer, she'll get an additional NWP at 6th. Saving throws are the best values she could get from either class at her given level in them. Wraith needs a higher charisma and dexterity to qualify for dual-classed Bard-Necromancer, right? Or have you thrown out the restrictions of dual-classing? She'll need Dex/Cha 15, Int/Wis 17 to dual-class from Bard into Necromancer. If she hopes to go back to leveling in Bard, her Dex and Charisma will both have to hit 17 as well (which is doable over time with the stat points gained every 4 levels). Also, I've had some thoughts regarding Disadvantages: Could her clumsiness be a result of a nervous condition that makes her fall over, or feel faint; or could this be another type of disadvantage? Would you allow Absent-mindedness as another type of Disadvantage? If you write them up with a point cost and the game effects of the drawback, I'll consider them.
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Post by Uathach Blackmantle on Jul 18, 2008 13:13:37 GMT -5
Disadvantages: Frail [+10-12 character points] game effect: with a weak body and immune system, resulting from harsh living conditions, pollution and manutrition, the frail character is far more susceptible to illness than most; suffering a -2 penalty to saving throws vs poison and disease. When poisoning or infection occurs, duration and damage is increased by 1 round [+1 damage] per die rolled [where applicable]. Disease duration is increased by 1d4 days or weeks [where applicable]. Additionally, because they can't regulate body temperature well, they're more susceptible to heat and cold; suffering a -1 penalty to dexterity and attack rolls due to extreme heat or cold, and they're more likely to suffer from hyper/hypothermia than most. Come to think of it, I'm giving Wraith the Empathy trait, which wouldn't mix well with absentmindedness. I'll post my idea for an alternative to Clumsiness later, when something good comes to mind.
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Post by Uathach Blackmantle on Jul 18, 2008 13:25:20 GMT -5
Since Wraith will now have the ability to cast 4th level spells, will she have spells for every spell level? And I understand that a class feature allows me to select one necromancy spell for every spell level. For 3.X spells that aren't in 2e, you can add the total spell levels together and divide them among 2e spells of the levels you can cast. Otherwise, new spells must still be sought by normal means (buying them from NPCs or working out an arrangement with PC spellslingers). Does this only apply to spells she currently has in her repoirtoire [mage and bard], or spells that she was able to cast from the 3.x spell lists? I only ask because if the latter is the case, she would have 2 spell levels to work with for Necromancer, and 4 for Bard. Thanks for answering my questions so quickly.
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Post by Stix on Jul 18, 2008 15:08:43 GMT -5
Her Necromancer spellbook will look something like this:
1st: Avoid Planar Effects Cantrip Chill Touch Comprehend Languages/Confuse Languages Detect Magic Detect Undead Erase Hold Portal Identify Ray of Fatigue Read Magic Shield Wizard Mark
2nd: Blood Bridge
...with ten remaining spell levels (one of each spell level 1/2/3/4?) and one additional Necromancy spell per spell level. The only 1st-level Necromancy spell she doesn't have is Corpse Visage. The 2nd-levels are Choke, Death Recall, Ghoul Touch, and Spectral Hand. 3rd level: Bone Club, Delay Death, Feign Death, Hold Undead, Hovering Skull, Pain Touch, Spirit Armor, Vampiric Touch. 4th: Contagion, Enervation, Mask of Death.
For Bard stuff, she'll start with [dice=4] 1st-level spells of your choice, and can either translate others from her spellbook into her bardic notes, or can attempt to learn entirely new spells from PCs or NPCs.
For the record, her tiefling racial abilities will be:
Infravision, 120' Half damage from acid Half damage from electricity Suggestion 1/week Pyrotechnics 3/week
I've added the flaws "Sickly" (-2 vs. poison/disease) and "Temperature Sensitivity" (-2 vs. heat/cold) to the list. They're not verbatim like your proposal, but they work as a substitute, I'd say.[rand=82259733008464934182765062181181770765918108915073352432875154]
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Post by Uathach Blackmantle on Jul 18, 2008 15:45:33 GMT -5
Thankyou very much for compiling all of this, Stix. I appreciate it.
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Post by Uathach Blackmantle on Jul 18, 2008 19:59:40 GMT -5
I have another question to ask regarding stat increase every four levels: After allocating initial starting points, is this stat increase in addition to base stats? Or is this already factored in with the initial point allotment? Aside from this, I think my character sheet for Wraith is almost finished.
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Post by Stix on Jul 18, 2008 20:19:41 GMT -5
The stat increase (+1 to a score, for Wraith, another +1 at 8th) is added on top of your starting stats.
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Post by Uathach Blackmantle on Jul 18, 2008 20:46:08 GMT -5
Cool. Thanks. Wraith's hit points [I'm assuming I roll these]: [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=4][rand=0316965389569239250120667168885911780305287748242347726700927436913879]
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Post by Stix on Jul 18, 2008 21:02:47 GMT -5
Minimum half the hit die, so
6+3+3+4+6+5+2= 29 HP
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Post by Uathach Blackmantle on Jul 18, 2008 21:10:26 GMT -5
Sweet. That fits quite nicely with the restrictions I've taken for her. One fine point still confuses me a little: character points per level. Am I right in thinking she'd have 41 character points from her levels [5 per level for Bard to 6th, 1 per level for Necromancer to 6th, and another 5 points at 7th level]?
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Post by Stix on Jul 18, 2008 22:09:31 GMT -5
You are correct. However, Wraith shouldn't take the Cult of Graz'zt as an enemy. While she may be on the run from them, the last thing they want is to kill her.
A tiefling's max Wisdom is 17, so that'll free up a couple more ability score points.
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