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Posted: Mon Jun 19, 2006 10:18 am
DimitriFate TionneDawnstar Well... the familar doesn't seem much like a familiar, but rather another character. I know that there is an improved familiar feat that allows you to take undead familiars, but not something with fighter levels. I'm rather confused about that and would appreciate some books and page numbers, but I'm pretty sure he can't qualify as a familar. The skeletons are alright, as long as you are of sufficent level to case the spells required to make the booby traps, then I have no problem with them. The golems however, I'm not sure about them, mostly just because I've never seen the templates for those specific golems, references for them would also be appreciated. I'm just afraid some of it might be a bit overpowered. However, the wizard himslef is fine, and accepted... I just need to know as a dm how to handle golems I don't know. All good points. I'll try and answer in the proper order go according to the sentances. I'm going to correct the fighter thing, what I ment was that, that was his class in life, it actually has no use to him as a familiar, meaning I never applied even a point on him that was fighter based. The skeletons are trapped with a spell made in rune form (I think I posted the feat somewhere in the Awsome Feat thread in this guild). The golems where form a Dragon magazine my friend gave me when he learned about my love for private armies and constructs, the issue #341 March 2006 page 40-45, I put all of the notes on the bottom of the page for each golem (weakness included). I think the golems are under the dm's control outside of battle but still with the comand of the master, but knowing that I'm just gonna have then wandering, carefully, and inconspicously in a 30-40 ft around/behind me, and will only be seen by the others in battle when they are signaled (the only 2 in Dimitri's comapany or in plane sight will be the only 2intelligent ones 1] Brendon 2]Tinner). Hope that clears up some of the confusion, if not, I'll try my best to eased them away. If, by the time the campaign starts and it's still causing problems, I'll just drop 2 or all the golems or replace them with skeletons. Ok, when you asked about the "personal army" I thought you were speaking of like... a golem and two or three skeletons. I'm not comfortable with so many. I would prefer it to be smaller. I'll allow 5 not counting a familar. So all golems, all skeletons or a mixture, it's just the way this whole thing starts, it might prove difficult and too over powered. Secondly, the only familars you get from the free aspect of the Wizard class are the small, magical animals. Now... if you truly want the skeleton to be a familar, it has to have intelligence, and you have to have the feat to have an undead familar. Libris Mortis has such a feat for a corpse creature, but I'll allow it for a bone creature. I believe those templets are in Libris Mortis as well... if not it's the MM2 or Eberron Campaign Setting. I don't have my books in front of me, I'm at work. I'll let you do it, but you have to take the feat and regular skeletons don't qualify, but I'll let you make him into a bone creature. If you don't want to do that, then he's going to be just a regular skeleton.
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Posted: Mon Jun 19, 2006 12:45 pm
[ Message temporarily off-line ]
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Posted: Mon Jun 19, 2006 1:20 pm
Well Crystal Keep isn't an offical place for rules. While I'm pretty flexible and will let you use pretty much anything from all the books and Dragon/Dungeon magazine, or the WotC website, stuff like third party websites and Unearthed Arcana need to be talked with me first, since they actually change rules. Cohorts are all together different then a familar, as spells and other benefits given to the familar are not bestowed upon the skeleton. Not to mention, skeletons have no brain and are not intellegent, to they can't be swayed to follow someone, they are created to follow someone. So the skeleton can follow you around and stuff, but without it being augmented or a higher level of undead with intelligence it can't serve as a familar. That is an alternate rule, not in the PHB. I don't know if you have access to Libris Mortis, but it is a very handy book for anyone that plays Necromancers. I just find some problems with that alternate rule.
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Posted: Wed Jun 21, 2006 8:34 pm
So, when is this going to happen? I'm looking forward to it heh.
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Posted: Fri Jun 23, 2006 8:11 am
I need at least one more character to be turned in before I can start it. It's suicide to start without at least 4 characters, and I don't really want to NPC one... but if in a few days more people don't turn in characters, I can.
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Posted: Fri Jun 23, 2006 9:41 am
ah okay, I thought there were 4 already, my mistake. Hmm...Yeah, I know how hard the campaign is, so I'm perfectly aware of how suicidal it will be without 4 heh. It's almost suicide with 4. You still have to be a pretty good player, and have some decent equipment heh. For instance, you definitly don't want to decide to try a spellcaster for the first time on this adventure hehe. Be a BAAAAD idea.
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Posted: Fri Jun 23, 2006 10:08 am
Oh yeah... and a cleric is a must... really you need the classic group to start out with or you're dead... fighter, wizard, cleric and rogue. The last time I played CotSQ, I played a drow ranger (No it's not what you think, he was evil!) and he died once and had to be brought back by the cleric. Actually... there was only one character that made it without dying... and believe it or not, it was the wizard!
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Posted: Fri Jun 23, 2006 10:16 am
And you really need to be experianced players. I mean, that first encounter...hehe well, I can't really say anything about it here, but when I tried to play it, I had to fudge that encounter alot just to get my PCs through it, and they still ended up dying shortly after.
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Posted: Fri Jun 23, 2006 10:54 am
So are short a cleric here or what? mrgreen
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Posted: Fri Jun 23, 2006 11:00 am
Looks that way. Yaaay! I think I'll have to try to befriend the cleric real fast. I could need Cleric services pretty bad.
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Posted: Fri Jun 23, 2006 12:16 pm
I'll be a dwarven cleric/runecaster. Does somebody have Diplomacy or should I put points into it? Or is this a more combat-oriented module? I've never played it before...
[edit: woops, i saw that we have a rogue. That's good... Means that I can put points into Calligraphy and be able to paint my runes on things. I'm better at engraving them into metal, though.]
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Posted: Fri Jun 23, 2006 3:00 pm
BTW, more then one cleric is definately not a bad thing ^_^ Dwarves are a great pick because they're hearty and can see in the dark! Just get me character sheets people and we can start! Just remember if you come in after we get into the Underdark, then you either have to start a slave or an underdark race... which could mean ECL... so it pays to get your sheets in early!
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Posted: Fri Jun 23, 2006 3:20 pm
Here he is: Ugan Deepsteel, a cleric and runecaster of Dugmaren Brightmantle, dwarven god of invention and knowledge.
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Posted: Fri Jun 23, 2006 6:43 pm
Velris the Blade Here he is: Ugan Deepsteel, a cleric and runecaster of Dugmaren Brightmantle, dwarven god of invention and knowledge. Great job! Accepted!
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Posted: Thu Jun 29, 2006 5:27 pm
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