SotF
2012-05-11, 05:27 PM
I'm in Freeport campaign that just reached level 3 (We started with Dead Man's Quest and are through the first three adventures in the Revised Trillogy book according to the DM), and my character was killed so I'm replacing my Faun Bard with a Necromancer via a Sorcerer.
The listed house rules have been
Max HP
Dead level bonus' from web enhancement
Arcane Disciple spells use the standard class casting stat, Doesn't Require a Deity and 1 spell from the list is automatically learned.
Up to 2 Flaws & 1 Trait
Action Points
Certain Spells may gain additional types if they fit (Currently approved ones by the DM are that the Summon Undead and Desecrate spells may be treated as Necromacy spells, though there are others that haven't been asked about or are inapplicable)
All characters may select 1 extra skill as a class skills, they must be "Focus" skills [Such as craft, knowledge, perform, profession, or similar] and 1 extra class skill from any other
Humans gain 1 extra language known at creation of their choice
All character gain "Special XP" in addition to their normal XP which can be used for enchanting items or for other special uses equal to 1/10 the normal XP gained +1000 at character creation. This may be used to negate negative levels or similar. Anyone with a crafting feat gains an additional 1000 special xp that may only be used in crafting per feat (Casters with any Craft Feat also gain the Transference spell as an always known spell). You may spend 1000 xp to gain a bonus feat (Limited list, not going into it, but it does include the extra spell feat)
Which shifts things slightly, and as I'm not attempting to overpower the other characters in the party combined with the lack of any arcane casting (Originally was going to have a Sorcerer in the starting party, but the player dropped out and the guy joining went with a Crusader as he wasn't wanting to mess with casting).
I'm using the Battle Sorcerer combined with the Stalwart Sorcerer and Focus Caster variant abilities and a focus on Necromacy. The DM decided that I could lose the bonus martial weapon proficiency from the Battle Sorcerer in exchange for not losing Bluff as a Class skill.
I've decided to play a human with this character and go for a neutral (selfish) character with chaotic leanings that might go with an alignment shift later on.
Of the feats I get, I've picked out a few. Arcane Disciple (Evil), Precocious Apprentice (Desecrate [From Arcane Disciple]) (Special spell slot unaffected by the Stalwart Sorcerer), Necromantic Bloodline. I'm going with the Scythe for the extra proficiency & focus which is also my Focus. I'm thinking about Corpsecrafter and I have no idea about the last one. I am using the special XP to gain the "Extra Spell feat" as well.
Flaws will be Phantom Spark & Haunted; and the Spellgifted (Necromacy) as the trait.
Point buy is set at 36 points as well.
This leaves me with 4 0th level known spells, 2+1 (Bloodline) 1st level known spells, and 1+1 (Arcane Disciple) +1 (Bloodline) 2nd level spells known. Of those I've got the 1st level ones (Summon Undead I, and Chill Touch)+ Cause Fear, and the the 2nd level (Desecrate and Command Undead)+Ghoul Touch. Prestidigitation, Touch of Fatigue, Detect Magic, and Light for the 0th level spells.
The end result is a nice mix so far, just not sure what to do in order to round the character out.
The listed house rules have been
Max HP
Dead level bonus' from web enhancement
Arcane Disciple spells use the standard class casting stat, Doesn't Require a Deity and 1 spell from the list is automatically learned.
Up to 2 Flaws & 1 Trait
Action Points
Certain Spells may gain additional types if they fit (Currently approved ones by the DM are that the Summon Undead and Desecrate spells may be treated as Necromacy spells, though there are others that haven't been asked about or are inapplicable)
All characters may select 1 extra skill as a class skills, they must be "Focus" skills [Such as craft, knowledge, perform, profession, or similar] and 1 extra class skill from any other
Humans gain 1 extra language known at creation of their choice
All character gain "Special XP" in addition to their normal XP which can be used for enchanting items or for other special uses equal to 1/10 the normal XP gained +1000 at character creation. This may be used to negate negative levels or similar. Anyone with a crafting feat gains an additional 1000 special xp that may only be used in crafting per feat (Casters with any Craft Feat also gain the Transference spell as an always known spell). You may spend 1000 xp to gain a bonus feat (Limited list, not going into it, but it does include the extra spell feat)
Which shifts things slightly, and as I'm not attempting to overpower the other characters in the party combined with the lack of any arcane casting (Originally was going to have a Sorcerer in the starting party, but the player dropped out and the guy joining went with a Crusader as he wasn't wanting to mess with casting).
I'm using the Battle Sorcerer combined with the Stalwart Sorcerer and Focus Caster variant abilities and a focus on Necromacy. The DM decided that I could lose the bonus martial weapon proficiency from the Battle Sorcerer in exchange for not losing Bluff as a Class skill.
I've decided to play a human with this character and go for a neutral (selfish) character with chaotic leanings that might go with an alignment shift later on.
Of the feats I get, I've picked out a few. Arcane Disciple (Evil), Precocious Apprentice (Desecrate [From Arcane Disciple]) (Special spell slot unaffected by the Stalwart Sorcerer), Necromantic Bloodline. I'm going with the Scythe for the extra proficiency & focus which is also my Focus. I'm thinking about Corpsecrafter and I have no idea about the last one. I am using the special XP to gain the "Extra Spell feat" as well.
Flaws will be Phantom Spark & Haunted; and the Spellgifted (Necromacy) as the trait.
Point buy is set at 36 points as well.
This leaves me with 4 0th level known spells, 2+1 (Bloodline) 1st level known spells, and 1+1 (Arcane Disciple) +1 (Bloodline) 2nd level spells known. Of those I've got the 1st level ones (Summon Undead I, and Chill Touch)+ Cause Fear, and the the 2nd level (Desecrate and Command Undead)+Ghoul Touch. Prestidigitation, Touch of Fatigue, Detect Magic, and Light for the 0th level spells.
The end result is a nice mix so far, just not sure what to do in order to round the character out.