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Sendal
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PostPosted: Sat Aug 30, 12008 3:46 pm    Post subject: Reply with quote


sorry to disapoint Ronin, but My campaign is set in the forgoten realms, Fearun. That meand different races, different locations and, unfortunatly, different gods.

The equivelent would be Kelimvore, god of death and judgment. He isn't evil, but he isn't good either.

That is not the only way to play a necromancer though, he may just see the evil powers of undeath as a means to an end, rather than something to be reveared in its own right.
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PostPosted: Sat Aug 30, 12008 3:46 pm    Post subject: Reply with quote


ah okay.. sorry..
just wanted to suggest something ^^
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Sendal
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PostPosted: Sat Aug 30, 12008 4:01 pm    Post subject: Reply with quote


Its OK, the books you have are set in the world of Greyhawk, the default D&D setting. you can also buy source books that adapt the rules to different settings. Faerun is more magic based, and eberon is more steam-punk almost, with things like war-forged, big magicaly animated robots.
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Rosur
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PostPosted: Sat Aug 30, 12008 5:25 pm    Post subject: Reply with quote


Sendal wrote:
Sorry to hear that, still more time is always good for the DM.

So Rosur, did you want to play an unspeakably evil Necromancer or someone who is willing to use evil powers to achieve their own ends, with no particular desire to cause death and destruction?


I wanted to play somone who uses evil powers to achieve their own ends. So a Neutral Evil allignment.
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Sendal
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PostPosted: Sat Aug 30, 12008 5:50 pm    Post subject: Reply with quote


I would call it chaotic neutral, but I'm not going to start another debate over the alignment system, it gets old fast. Do you want to create your own character, you sound like you know something about it, or would you like me to make you one?
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Rosur
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PostPosted: Sat Aug 30, 12008 5:55 pm    Post subject: Reply with quote


can u?
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Sendal
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PostPosted: Sat Aug 30, 12008 7:11 pm    Post subject: Reply with quote


Unknown
Level 2 Human Necromancer (Specialist Wizard)
(prohibited: evocation and conjuration)

Strength 8 (-1)
Dexterity 14 (+2)
Constitution 14 (+2)
Inteligence 16 (+3)
Wisdom 9 (-1)
Charisma 10 (---)

speed: normal

Armor: 12 wearing armour can interfere with your spells

Hit points: 11

Attacks, choose one per round:

dagger: 0 to hit, d4-1 damage
light crossbow: +3 to hit, d8 damage.

Saves:
Fortitude: +2
Reflex: +2
Will: +2

Spells Here lies your true strength

You know all of the following spells:
level 0 (cantrips):
NECROMANCY SPELLS: you are better at these than other level 1 wizards
Disrupt undead d6 damage to one undead
Touch of Fatigue target touched becomes worn out
OTHER SCHOOLS:
Resistance Target gets +1 on saves
Detect poison
Detect magic
Read Magic
Daze creatures lower than level 4 only
Ghost sound create sounds comming from no specific source
Mage hand 5 pound telekinisis
Mending minor repairs on one non-magical object
Message whispered conversation at a distance
Open/Close one small object at a distance
Arcane Mark place your signature mark, visible or invisible, on tarket
Prestidigitationperform magic tricks

Level 1 spells: (DC14)
NECROMANCY SPELLS
Cause Fear target level 5 or less creature runs away for a short time
Chill touch one touched target takes d6 damage and may be weakened
Ray of Enfeeblement Drains target of d6 strength
OTHER SCHOOLS
Shield give yourself +4 armour with a floating invisible shield. Also makes you imune to magic missiles
Detect undead
Enlarge personmakes target person bigger
Silent Image create a silent illusion of your design
Charm person Makes one person your friend


Although you know all these spells, you cannot cast them all in the same day. You must choose in the morning what spells you want to prepare for use in the following day. You may prepare 3 cantrips (level 0) and 4 level one spells, one of which must be from the Necromancy school of magic. You may prepare the same spell more than once if you want. This is an example set that I will assume you prepare unless you tell me otherwise:

Level 0: (DC13)
Touch of Fatigue
Daze
Daze

Level 1: (DC14)
Ray of enfeeblement
Shield
Charm person
Silent image

A wizard has less spells per day than a sorceror, and must choose them in advance. He does hawever know far more than a sorceror, so his strength lies in versatility. If a Wizard knowes what he will be doing in the comming day, and what he is likely to face, he is far more likely to have just the right spell for the job. Another perk of being a wizard is that it is easier for you to learn yet more spells. As well as the spells you learn as you increase in level, you can learn spells you find in other people's scrolls or spellbooks.

Trained skills:

Concentration +7 cast spells when under pressure
Decipher Script +8
Knowledge Arcana +8
Knowledge Religion +8
Knowledge of The Planes +8
Spell craft +8

Languages:
common
draconic
Abissal
Infernal

Feats:
Scribe scroll write a spell down on paper for use later. Costs a bit of gold and requires a the resources of a library
Spell focus: Necromancy you are a bit better at necromancy spells
Greater Spell Focus: Necromancy you are a lot better at necromancy spells

Proficiencies:
Wizard weapons

You have a familier, a talking Raven who acts as your trusty sidekick.


Last edited by Sendal on Mon Sep 07, 12009 8:50 pm; edited 3 times in total
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Rosur
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PostPosted: Sat Aug 30, 12008 9:47 pm    Post subject: Reply with quote


Thanks i gess when i level up i can get more spells also which are more powerful?
And my Raven will be called Valan. Also my name will be Veinlash.
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Sendal
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PostPosted: Sat Aug 30, 12008 9:58 pm    Post subject: Reply with quote


Thats how the game works. At level 2 you can look foreward to the spell "control undead", and at level 4 your first "summoning" spell: Animate dead.

I'm just trying to think how I am going to insert you into the story. Can you give me an idea of your character's ultimate goals?

[edit]Wait, I have an Idea.

you were contacted by a fellow wizard who was researching a ritual of great power. He offered you the opportunity to partake if you could provide him with some research materials. Some weeks later you agreed to meet him in the Tavern of a small Village on the edge of a swamp. This evening you arrive at the village. Sound OK to you?
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Rosur
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PostPosted: Sat Aug 30, 12008 10:21 pm    Post subject: Reply with quote


Well he mainly wants to gain power and money and knowledge he dosnt mind working with other people as long as he is gaining something.

Just want to know weather my raven i have can attack?
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PostPosted: Sat Aug 30, 12008 10:27 pm    Post subject: Reply with quote


your raven can attack, but it will probably die. It is just a raven afterall. If it does die getting a new familier takes 101 days, so it is usualy utalised as a scout more than anything else. At the moment the only interesting ability it has is that it can share spells with you, ie if it is sitting on your shoulder and someone casts a spell at you, you can choose to have the spelll afect both of you. It getes more stuff as you level up.

that seems to fit quite well with the scenario I outlined then.

You are now arriving at the village. Feel free to make your entrance as grand or as understated as you like. You can join the battle on either side, or stay out of it as your character desires.

Bear in mind that we are currently operating under combat rules, so ordinarily that means only one major action per post. We can bend that rule a little though for a grand entrance.
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PostPosted: Sat Aug 30, 12008 10:31 pm    Post subject: Reply with quote


can i control actions for my raven like making him scout for me? etc.
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PostPosted: Sat Aug 30, 12008 10:34 pm    Post subject: Reply with quote


yep, it is a part of your character. (in fact, its special abilities like the fact that it can talk come from the fact that you have implanted a portion of your soul into it.
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PostPosted: Sun Aug 31, 12008 10:10 pm    Post subject: Reply with quote


OK dark cat. DnD should be able to represent any character you care to imagine, its just about displaying that character in terms of the game statistics.

The base classes available are:

Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, sorceror and wizard
But these should not be viewed as limmiting your options, only inspiration. There is significant customisation in each class, so you can play anything you like, The only limitation is that your power level will be roughly equel to the rest of the players.
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PostPosted: Sun Aug 31, 12008 10:18 pm    Post subject: Reply with quote


Okay! How about rogue?

seeing as zombie isn't an option, lol
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Sendal
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PostPosted: Sun Aug 31, 12008 10:21 pm    Post subject: Reply with quote


Actualy, zombie is an option. That would be your race, not your profession. Ironicaly, that would make some sense in the comming storyline.

You could be a zombie-Rogue for example, rather than a Human-Rogue.
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PostPosted: Sun Aug 31, 12008 10:22 pm    Post subject: Reply with quote


How 'bout vampire?
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PostPosted: Sun Aug 31, 12008 10:23 pm    Post subject: Reply with quote


not at level 1
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PostPosted: Sun Aug 31, 12008 10:26 pm    Post subject: Reply with quote


DAMN!

okay, fine. Undead rogue, then.

Help me out with the stats?
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PostPosted: Sun Aug 31, 12008 10:29 pm    Post subject: Reply with quote


Strike that, I just read the zombie rules, they suck. You don't want to play a zombie.
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