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Endarire
2014-08-25, 05:26 PM
Intro
Greetings, all!

My latest foray into the realm of solo campaigns (with me also as GM, like Curse of the Crimson Throne (http://www.giantitp.com/forums/showthread.php?325310-3-5-Soloing-Curse-of-the-Crimson-Throne-From-the-Start-Until-the-World-Opens-Up)) has me playing Shackled City, the book edition.

As an optimization expert for 3.5, I wanted the ability to play something I don't normally get to try - a Magic-Blooded White Dragonspawn Dragonwrought Loredrake Earth Kobold Sorcerer (phew!), going for the Web Enhancement's +1 effective Sorcerer level (http://archive.wizards.com/default.asp?x=dnd/we/20060420a). With LA buyoff (since White Dragonspawn is +1 LA in the materials I can access and I'm not looking to change it due to errata), that would put me at 4 effective Sorcerer levels ahead of my hit dice, or granting me a spell level-and-a-half advantage over an equally leveled Wizard.

The purpose of this post (or series of posts) is to gather opinions on what I should know as a PC and as a GM, preferably in a low-spoiler fashion, regarding my proposed character in this campaign.

Why Do This?
-As a PC, I've rarely played a Sorcerer as a main character. I regretted making one for a Return to the Temple of Elemental Evil campaign in 2004ish due to lack of flexibility and my general ineffectiveness. Also, my party didn't like me and eventually killed me off and banned me from playing with them. Ahem.

I have, however, played a Sorceress as a main character in the Baldur's Gate series and liked it. It felt cool and interesting once I hit BG2 and finally had the spell slots and resources to partake in magical duels, which felt like arcane puzzles to be unraveled in real time. (I also played with mods which upped the difficulty, so your mileage may vary.)

This is in contrast to the majority of characters I've played in earnest, which were, at their heart, Wizards. In 3.x, I've had my experience as at least one Cleric, Druid, Psion, Bard, and Hood (http://brilliantgameologists.com/boards/index.php?topic=2462.0), and wanted to play the spontaneous younger cousin of the Wizard. Yes, I've ragged on Sorcerers before compared to Wizards (http://www.giantitp.com/forums/showthread.php?269440-Why-Each-Class-Is-In-Its-Tier-%28Rescued-from-MinMax%29), but when I'm at least 1 spell level ahead of the curve and get a decent number of spell slots and abilities to play with, the ragging is reversed. Plus, I'm curious. So there.

-As a GM, this is a chance to tell a story to myself and perhaps the world. It's a chance to roleplay (and indeed, play) without the hassle of matching schedules with others, and without having to convince anyone else to let me play the way I want. Intraparty balance is much less of an issue when the player count is 1. (My Curse of the Crimson Throne (http://www.giantitp.com/forums/showthread.php?325310-3-5-Soloing-Curse-of-the-Crimson-Throne-From-the-Start-Until-the-World-Opens-Up) campaign allowed me to develop my main character's personality and story tremendously since it too was a story I mostly told myself.)

-As a person, I'm going into this adventure pretty much blind. (That is, inexperienced, not incapable of physical sight.) I've heard good things about this campaign (the book edition) and figure it would be a fitting challenge.

Additionally, the concept of "Why bother playing if you're both PC and GM?" comes up in question form on forums. My answer: To further understand this character, to have fun, and to create a custom story. My character's Knowledge checks (and my player's experience) will be able to cover a lot of what he should know.

Source Material
I'm not looking to incorporate Pathfinder material here unless I have good reason. I was considering it, but I realized how much of 3.5 I'm drawing from and found it better to stick to 3.5 all the way unless convinced strongly otherwise.

All of 3.5 (and of course, unupdated 3.0) is open to me. I'd prefer to stay away from homebrew and most magaine material (unless, again, there's good reason for it). Stuff I'm familiar with (like the Magic-Blooded template) I'd inclined to trust, but I'd prefer not to have to wade through a large amount of new material before I begin playing. Still, I'll take suggestions for anything that seems really cool or/and fitting.


House Rules
RACES
-A Venerable Dragonwrought Kobold isn't considered an epic creature merely because he's epic. He has to get there the normal way first.

-Bonus languages due to race are just suggestions. Any creature can get a number of bonus languages at level 1 equal to his INT bonus (plus misc. factors).

CLASSES
-Opposing a school as a non-Wizard means casting spells from that school costs 2 slots instead of one, Pathfinder style. This probably will only apply to my character due to the Incantatrix class.

-I'm nixing the Track feat prereq for Witch Hunter (http://dndtools.eu/classes/witch-hunter/). It's nonsense! Witches don't leave trails!

-Sorcerers in 3.5 automatically get the bonus feat Eschew Material Components, which allows them to ignore trivial material spell components. This functions just like the Pathfinder Sorcerer.

SPELLS
-No simulacrum. That's a large part of what ended the last campaign. At level 9, due to using lesser planar binding to grab a Mirror Mephit (Expedition to the Demonweb Pits) to make a cost-free version of himself who made simulacrums of Solars, there was very little reason to play.

-No free miracles nor wishes. Binding a genie for wishing purposes means paying 25,000G for a wish or 50,000G for three. A genie may choose to grant wishes by paying his own EXP for them, but this is something only the rare genie is both willing and able to do.

-No infinite nor nearly infinite loops. Repeatedly using a tactic is not normally a loop. Pun-Pun? A loop. Using gate to spam Solars who then use gate? Loop.

-The celerity spell line (Player's Handbook II) have a casting time of 1 swift action instead of 1 immediate action. (Immediate action? That's nuts!)

SKILLS
-I'm using the Pathfinder skills system with minor tweaks. Balance + Tumble is now Acrobatics (DEX). Spellcraft and Psicraft are the same skill, Spellcraft (INT). UMD and UPD are now the same skill, UMD (CHA).

FEATS
-A metamagic feat that reduces a spell's cast time, like Quicken Spell, doesn't increase the spell's cast time.

MAGIC ITEMS
-Knowstones from "Dragon" Magazine are in. Each costs (spell level squared * 1000) G, or the same as an equivalent-level Pearl of Power.

-Speaking of which, Pearls of Power (PoP or POP) work equally well for spontaneous casters. A first level PoP will, for example, recover one use of any first level spell that user has cast.

-Magic item body slot affinity is out. It probably won't matter, but I dislike this notion.

MAGIC & SPELLS
-Whenever a creature would get a bonus level 1 spell slot due to an ability score, he also gets a bonus level 0 spell.

-I've changed quasireality/shadow reality/that Shadowcraft Mage percentage to work as such:

For effects that heal/deal damage or deal raw numbers-based effects (like negative levels or ability damage/drain), multiply the damage by the percentage. Thus, a 20 damage ability at 60% reality will deal 12 damage instead.

For effects that aren't the above, the reality percentage is a bonus or a penalty to a subject's save. (Round down all percentages to the nearest 5%.) Thus, a phantasmal killer at 140% quasireality would inflict a -8 penalty on the subject's saves for that instance of the spell, while the same spell cast at 72% quasireality (effectively 70%) would be cast at a +6 bonus to the subject's saves.

If the above two clauses don't apply, the effect works as if it were 100% real, such as with a wall of force.

-Spells and abilities which alter one's form only grant spellcasting/manifesting if explicitly said so in that ability's description. No using shapechange to become a Solar/Modron and gaining its casting.

FEATS
-Abilities with a range of "touch" are considered persistable as per Persistent Spell and Persistent Power.

ALIGNMENT
-I'm not using alignment. Things that require alignment instead trigger off creature type, or just work in general, or are removed from the game. For example, protection from evil is now protection from type, granting the bonuses to one creature type or subtype chosen at casting time. Dictum and holy word (and similar) now have Will saves, and a subject's degree of failure on this save dictates the effects (not just the subject's HD). Detect evil is now detect type. Any plot points requiring the functionality of the old abilities will work as before.

FRACTIONAL BAB & SAVES
-I'm using fractional BAB stacking, but not fractional saves stacking.

Endarire
2014-08-25, 05:30 PM
http://blackmarches.wikidot.com/local--files/wee-worship/wee.jpg

Candle the Dragonwrought Sorcerer++
One Kobold to Rule them All

Build Notes

Intro
Candle the Kobold Sorcerer was a price to an underground kobold kingdom on the verge of war. His father, Verdun, sensing that his kingdom would soon fall, trusted his son to his advisor's care, and had this advisor (named Nepios) take him to a secure location and raise him to be a proper Kobold prince – trained in the ways of sorcery among other things.

Nepios did as his liege asked, but raised Candle his way. Candle was the subject of tremendous arcane experimentation – to make him a living weapon – and the most powerful Kobold Sorcerer ever. Nepios acted as Candle's mentor, tormentor, and magical experimenter. He wanted to instill in Candle the power of a nation - his nation - and the desire and ability to reclaim it.

Though Candle is physically vernable, it was due to magical experimentations in the realm of aging. Part of this was Nepios's desire to keep Candle mentally stable. An insane living weapon would destroy itself and him, too. Additionally, Nepios made fiendish pacts to increase Candle's power, but bargained with his own soul. (That is, Nepios's soul.) The 'boy' was stronger, far stronger than he should have been for his situation, but Nepios was trading his own life and personal security for it with the hope of being rescued (or destroyed) by the 'boy' one day, should things come to that.

And as for why he's called Candle, that's because it was his first and favorite toy as a child. Even before he knew how to light it, or what fire was, there was something compelling about playing with this waxy string that others could make light up.

OOC: As this is a solo campaign also GMed by myself, I wanted to try something I normally couldn't – a Dragonwrought Kobold Sorcerer (Venerable) with the Magic-Blooded and White Dragonspawn templates and the Loredrake Sovereign Archetype.

This is a change from my typical INT- and Wizard-based solo characters, such as for Soloing Curse of the Crimson Throne (http://www.giantitp.com/forums/showthread.php?325310-3-5-Soloing-Curse-of-the-Crimson-Throne-From-the-Start-Until-the-World-Opens-Up). Yes, it's arcane spells, but done with a sorcerous twist.

And finally, this character is inspired by (and is a reference to) Hearthstone, where the Kobold Geomancer says, "You no take candle! (http://hearthstone.gamepedia.com/Kobold_Geomancer)"


Candle's Dashboard
"TN" Small Dragon
HP: 6/6 Initiative: +6 [+5 Nerveskitter] Speed: 30' Walk, 60' Fly (Average Maneuverability)

AC: 20 Flat-Foot: 18 Touch: 13 Ghost: 13

Fortitude: +2 Reflex: +2 Will: +1

BAB: +0 Grapple: -3 Reach: 5'

Resists & Immunities
Resists
-None!

Immunities
-None!

Active Buffs and Effects
None currently!

XP: 1,000/3,000 (Due to +1 LA from White Dragonspawn Template)

Appearance
Candle is a white-skinned kobold ("albino") with white wings and a black hooded cloak He carries a black backpack on his back. He looks remarkably cute! He carries himself with an intangible noble dignity, and he looks like a pilgrim or a monk.

Despite being magically aged to Venerable, he does not look it. He instead appears to have recently reached adulthood, or not even that!

Conditions & Temporary Effects

My buffs section normally covers the relevant bits.

Build Summary

"TN" Magic-Blooded White Dragonspawn (http://guilesworld.com/role-playing-games-stuff/dragonlance/dragonspawn/) Loredrake Dragonwrought Kobold Sorcerer1/Mindbender1/Ruathar1/Shadowcraft Mage5/Witch Hunter (http://dndtools.eu/classes/witch-hunter/)1/Incantatrix10/X1

Stats - Base Form (D&D 3.5's 32 Point Buy)
06 STR [-1] (06 base)
14 DEX [+2] (12 base + 2 template)
14 CON [+2] (14 base - 2 race + 2 template)
16 INT [+8] (13 base + 3 age)
10 WIS [+0] (09 base – 2 template + 3 age)
23 CHA [+6] (18 base + 2 template + 3 age)

Defenses

Base HP @1
6 Max HP

Saves @1 (Base Form)
Fort: 02 = 0 base + 2 CON
Ref: 02 = 0 base + 2 DEX
Will: 01 = 2 base + 0 WIS - 1 Trait

Initiative @1
6 [+5 Nerveskitter] = 2 DEX + 2 Aggressive Trait + 2 Scarred Soul

AC @1 (Base Form)
20 = 10 + 2 DEX + 2 Size + 7 Natural - 1 Aggressive

Flat: 18
Touch: 13
Ghost: 13

Weapons, Accuracy, and Damage

Base Accuracy & Damage @1

Claw: +0 = -2 STR + 2 Size
Made of Flesh and Bone

Sorcerer Spells & Uses

Sorcerer Spells Known & Per Day @Sorcerer4 - ||Illusion Spell/SLA: +1 CL, +1 DC||
Spell Level 2 - 1 Known, 5 Daily Uses
-Wings of Cover

Spell Level 1 - 3 Known (+2 due to plot), 8 Daily Uses
-Charm Person
-Grease
-||(Net of Shadow)||
-Power Word Pain
-||(Silent Image)||

Spell Level 0 - 6 Known, 8 Daily Uses
-Detect Magic
-||Ghost Sound||
-Mage Hand
-Open/Close
-Prestidigitation
-Sonic Snap

Spell-like Abilities (SLAs) & Uses

SLAs from the Magic-Blooded Template (http://blackmarches.wikidot.com/magic-blooded), Caster Level = Character Level
Each Has 1 Daily Use
-Detect Magic
-Nystul's Magic Aura
-Read Magic

Skills

Skill Totals @1
NOTE
Skill totals assume my base form. "X" as a total means it can't be used untrained, or has trivial uses untrained.

-Acrobatics 3 = 1 rank + 2 DEX
-Autohypnosis X =
-Bluff 10 = 1 rank 6 CHA + 3 class
-Craft 3 = 3 INT
-Concentration 6 = 1 rank + 2 CON + 3 class
-Diplomacy 6 = 6 CHA
-Disable Device X =
-Handle Animal 6 = 6 CHA
-Hide 11 = 1 rank + 2 DEX + 8 size
-Intimidate 6 =
-Jump -2 = - 2 STR
-Knowledge: Arcana 9 = 1 rank + 3 INT + 3 class + 2 template
-Knowledge: Dungeon X = 3 INT
-Knowledge: History X = 3 INT
-Knowledge: Nature X = 3 INT
-Knowledge: Planes X = 3 INT
-Knowledge: Psionics X = 3 INT
-Knowledge: Religion X = 3 INT
-Move Silently 2 = 2 DEX
-Open Lock X = 2 DEX
-Listen 0 = 0 WIS
-Ride 2 = 2 DEX
-Search 5 = 3 INT + 2 race
-Sense Motive 0 = 0 WIS
-Spellcraft 9 = 1 rank + 3 INT + 3 class + 2 template
-Spot 0 = 0 WIS + 2 MW
-Use Magic Device X = + 6 CHA

Skill Tricks @1
-None yet!

Languages Known @1
Abyssal
Common
Draconic
Elven
Undercommon

Affiliations

None at present!

The Build!

Descendant Side!
"TN" Magic-Blooded White Dragonspawn (http://guilesworld.com/role-playing-games-stuff/dragonlance/dragonspawn/) Loredrake Dragonwrought Kobold Sorcerer1/Mindbender1/Ruathar1/Shadowcraft Mage5//Incantatrix2/Witch Hunter (http://dndtools.eu/classes/witch-hunter/)1/Incantatrix+8/X1

Feats, [Class Features], {Flaws}, {Traits}, and ((Plot Abilities))
1: {Aggressive}, {Murky-Eyed}, {Noncombatant}, {Scarred Soul}
1: [Metamagic Specialist: Apply metamagic feats to Sorcerer spells I cast at no additional cast time. Usable 6 (3 + INT mod) times per day.
1: Dragonwrought, ((Extra Spell: Net of Shadows & Silent Image)), [Eschew Material Components], Heighten Spell, Metamagic School Focus: Illusion, ((Sanctum Spell)), Spell Focus: Illusion
2: [100' Telepathy]
3: Draconic Reservoir: -300G & -1 HP, , [Gift of the Elves]
4: [Cloak of Shadow]
5: [Silent Illusion]
6: [Greater Draconic Rite of Passage: +1 Effective Sorcerer Level, -1000G, -3 HP], Reserves of Strength, [SHADOW ILLUSION!]
7: [Extended Illusion]
8: [Powerful Shadow Magic: +20% Quasireality]
9: Arcane Thesis: Silent Image, [Oppose Evocation], [@METAMAGIC FEAT@]
10: [Cooperative Metamagic!]
11: [Detect Type: In keeping with the campaign's theme, this seems appropriate.], [Kami's Grace: +CHA Bonus to all saves!], [NO CASTER LEVEL PROGRESSION!]
12: -=FEAT=-, [Metamagic Effect!]

(We'll see from here.)

-=FEAT=- Pool
-Arcane Thesis: Enervation
-Earth Spell
-Improved Initiative
-Leadership
-Summon Elemental

@METAMAGIC FEAT@ Pool
-Chain Spell
-Easy Metamagic
-Empower Spell
-Fell Drain
-Practical Metamagic
-Quicken Spell
-Split Ray
-Twin Spell


Story & Goals

Story
[i]You see a flag waving in the breeze. Upon closer inspection, it bears this writing:

"See the top of this post!"

Goals
Candle wants to know who he is, and the destiny he was meant to have. He was intended to inherit the Korthon Empire as its next king. He was intended to not be a magical experiement, but he was.

Having been forced out of his underground home by the disappearance of Nepios, his master, Candle wants to know how to live in a world that seems to be against him. Having been at the whim of Nepios for so many years, and lived the life Nepios wanted for him, Candle now wants to find out how much of the advice and life Nepios told Candle about is true. He may soon risk his life for it.

Gear from Ear to Ear


4/15 lb (06 STR - Small)
0.0G On Person
Weapons & Armor 0.00 lb/0.00

Robes, Shirts, and Cloaks 0.00
Comfy Silk Robes (Monk's Outfit)

Rings 16.66
Signet Ring of the Korthon Empire


Amulets, Neckalces, Brooches, Etc. 350.00
Masterwork Holy Symbol: Illusion /350
+1 Illusion CL /350

Animal Trainer's Whistle /0.8
-Signal Whistle /0.8

Belts, Boots, and Gloves 0.00

Headgear & Facegear 0 lb/0.00

Consumables 0.00

Unslotted & Misc. 0.00

Backpack 4.00 lb/24.90
Backpack 2 lb/24.9

Chalk Piece x10 /0.1

50' of Pink String 0.5 lb

50' of White String 0.5 lb

Small Steel Mirror 0.5 lb/10

Signal Whistle /0.8

Compass 0.5 lb/10

Deck of Cards /1

Full Set of Dice /1

Small White Candle x100 /1

Flint & Steel /1

Animals! 0.00