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Post by Rigil Kent on Jan 5, 2009 17:54:00 GMT -6
Right, since there are all sorts of threads popping up in regards to the characters, I figured I'd jump on the bandwagon. With his father's recent death (although he isn't aware of it until whenever GM makes it known), Mazrim becomes the head of House Ablar ... which, unfortunately, now consists of him, his sister Malinza, and the little bit of property he owns in Farshore. One of the reasons Mazrim broke with his late father is due to personality conflicts (differing alignments? Father was Chaotic Neutral, perhaps?). The exact nature of his father's death is TBD by the GM. Mazrim's Character SheetMazrim's Spell SheetMalinza's Character SheetMalinza's Spell SheetShim Shim the Terrible
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Post by Rigil Kent on Jan 5, 2009 20:33:07 GMT -6
One change to Malinza that I didn't want to bother Gigermann with, I changed her alignment to NG. I can only imagine how she & Mazrim bickered as children.
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Post by Rigil Kent on Apr 4, 2009 12:47:22 GMT -6
A quick heads up: when Mazrim hits Level 12, he will be exercising the Retraining Option to switch out the Chain Missile spell he picked up (3rd level) for See Invisibility (2nd level, but is treated as a 3rd level for him.) He's tired of fighting critters he can't see.
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Post by Magman on Apr 4, 2009 16:34:09 GMT -6
Can't see why , but OK
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Post by Gigermann on Apr 4, 2009 16:42:16 GMT -6
Can't see why , but OK Ha, ha… can't see why ;D
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Post by Rigil Kent on Apr 19, 2009 12:37:24 GMT -6
Okay, rather than pick up Great Fortitude as my 12th level feat, I am seriously considering picking up "Fiendish Heritage" from the Complete Mage (+4 to saves versus poison, +1 saves against spells by good creatures). The reason I'm considering this is that I could later take the "Fiendish Legacy" feat which would give me the following 1/day spell-like abilities: teleport (me + 50 lbs), summon monster V (fiends only) and unholy blight. The latter two aren't super super useful (though I must admit, I find the notion of summoning a bearded devil to help us fight against demons amusing), but giving Mazrim the ability to teleport ... yeah. That rules.
Plus, this will continue the motif of Mazrim toying with things he shouldn't be, something that was alluded to by the GM when we ran into that wizardly dude who wanted to buy and sell stuff that Aaron's cleric chased off.
Thoughts?
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Post by Magman on Apr 19, 2009 14:48:15 GMT -6
What book is that in?
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Post by Rigil Kent on Apr 19, 2009 14:51:12 GMT -6
Complete Mage. This is the text:
FIENDISH HERITAGE [HERITAGE] You are descended from creatures native to the Lower Planes. You share some of your ancestors' natural resistance to poison, and you are resistant to the magic of good foes. Prerequisite: Non-good alignment. Benefit: You gain a +4 bonus on Fortitude saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects produced by good creatures.
According to the stuff re: Heritage feats:
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Post by Magman on Apr 20, 2009 16:42:59 GMT -6
I don't see why not
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Post by Rigil Kent on Apr 25, 2009 13:31:12 GMT -6
Updated with new character sheets.
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Post by Rigil Kent on Dec 21, 2010 11:07:48 GMT -6
So, what I've been thinking re: Mazrim is thus - when Malinza arrived, she brought with her the surviving family information (patents of nobility, some of father's journals) and it was this information that caused Mazrim to realize that he has the blood of fiends in his family pedigree (thanks to some great-great-grandfather or mother.) Naturally, this has caused him some angst (which Shim Shim the Terrible mocks ... remember: that monkey is evil. Honest.), and led him to researching some less than happy things (Mazrim really cares for both Levinia and Malinza, and doesn't want this Taint to affect future generations of House Ablar.) More than before, he's got some hate going on in regards toward fiends (demons, devils, yugoloths, whatever. They all need to be exterminated.), even as he's learned to tap some of that Taint for positive effect. So basically, while he's still a warmage at heart, Mazrim is evolving into something like this: Because it's fricking cool.
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Post by Rigil Kent on Dec 22, 2010 14:28:16 GMT -6
Okay, so I'm very irked at Gigermann for daring to bring logic into the equation as he's forced me to re-evaluate some things. When Mazrim went up to level 12, I entered the Human Paragon prestige class, which means (as the name suggests) he should be a nearly ideal example of the strength and abilities of humanity ... and yet, I took Fiendish Legacy as a feat. Honestly, this doesn't really make sense, no matter how I twist the logic. As a paragon of humanity, Mazrim should be totally free of any sorts of Taint or non-human blood, which means I will probably need to adjust my character fractionally since I'm sticking to the PrC.
Thoughts, GM?
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Post by Rigil Kent on Dec 26, 2010 12:16:56 GMT -6
No comment regarding the Legacy thing? Well, I've gone ahead and swapped it out anyway and replaced it with "Improved Cohort" so technically, Malinza can be a single level lower than Mazrim instead of two. Which leads me to me next thing: Leadership score. Mazrim's base leadership score is 17 (level + charisma mod.) When it comes to attracting a cohort, this score drops to 14 (base score, -2 for having a familiar and -1 for recruiting a cohort of a different alignment), which establishes that Malinza can be (currently) no higher than 10th level (which is where she is.) When it comes to followers, though, his score is bumped up to 19 (base score, +2 for having a base of operations) - I didn't include any bonuses to the score for reputation. This score presents Mazrim with followers numbered thus: - 40 - 1st level
- 4 - 2nd level
- 2 - 3rd level
- 1 - 4th level
- 1 - 5th level
My idea regarding them is that, since the Stormcrows are in the possession of two caravels (the Miss Adventure and the Dragon Bait), I could split the 40 1st levels up into two groups of 20 to crew said ships. Ideally, I'd like to enlist Worley (Gigermann's old character) to captain the Miss Adventure, but he's 9th or 10th level (dunno which); if he's 9th, could I use the 4th, one of the 3rd and one of the 2nd level slots to sort of make that up? Sure, it's seriously bending the rules, but it's just an idea. Anyway, my thoughts involving these two ships is that they could do the back-and-forth from the Isle to Sasserine with the stuff we're exporting to the city and could thus serve as a source of income for Mazrim (and probably by default, the Stormcrows in general.) Also, I suspect a sizable portion of these followers could be coming from Sasserine and are the last remnants of House Ablar accompanying Malinza to join with the new head of the house on the Isle.
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Post by Rigil Kent on Jan 3, 2011 22:18:23 GMT -6
@gm: any reaction to the above?
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Post by Magman on Jan 5, 2011 18:00:19 GMT -6
Sorry took so long to reply.
The rules are only a guidline, that being said I can do that.
The Stormcrows are going to need to have one on hand for there own transportation uses.
And what would that be?
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Post by Rigil Kent on Jan 5, 2011 18:35:47 GMT -6
The Stormcrows are going to need to have one on hand for there own transportation uses. Groovy. The other one (probably Dragon Bait) can be pushed into service for the would-be merchant fleet. I decided against picking up the Fiendish Legacy feat, and instead got Improved Cohort which, at the moment really doesn't do a whole lot. I'm having to research what his bonus feat @ next level will be now.
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Post by Rigil Kent on Feb 13, 2011 0:24:33 GMT -6
Mazrim: Level 2 of Human Paragon.
Hit Points[dice=8]
5 skill points into Knowledge (planes), 4 skill points into Use Magic Device.
Okay, decided against Improved Familiar for a couple of reasons (not the least of which being that it would put a actual devil on the team, and that couldn't end well.) and instead opted for Spell Focus (evocation.) Also retrained Improved Cohort (which is mostly useless) for Spell Focus (conjuration.) [rand=900286288539741224361487031173865866849571944633796936989378442]
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Post by Rigil Kent on Feb 13, 2011 0:36:28 GMT -6
Malinza: Level 4 of Combat Medic
Hit Points [dice=6]
Dumped all 4 skill points into Use Magic Device (two ranks). This level of Combat Medic also grants her the Evasion SQ. Can cast 6th level spells now.[rand=54290549638576673506049670844459759620334569464513794010352006214]
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Post by Rigil Kent on Feb 14, 2011 13:27:14 GMT -6
Character sheets updated.
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Post by Rigil Kent on May 26, 2012 15:05:46 GMT -6
Planned advancement track: - 14th: Human Paragon 3, gains +2 to CHA
- 15th: Warmage 12, gains Skill Focus(Spellcraft)
- 16th: Archmage1 - High Arcana will be Mastery of Shaping (so I can do FireCone or Lightning Ball)
- 17th: Archmage2 - High Arcana will be Mastery of Elements (so I can do Sonic Ball or Acid Bolt)
- 18th to 20th: Back to Warmage.
If everything turns out as planned (which we know it won't), Mazrim will be one very scary dude to piss off...
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Post by Rigil Kent on Jun 9, 2012 0:20:05 GMT -6
FYI, Mazrim is going to be swapping Rings of Protection with Malinza; sure, her AC will only increase to 19, but it's better than the 18 it currently is. Mazrim's AC will drop to 27.
Gah, that Healer class seriously gimps you in terms of armor...
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Post by Rigil Kent on Jun 10, 2012 19:07:41 GMT -6
Ding, baby.
Mazrim gets 1d8 hp - Human Paragon 3, so ... [dice=8]
Also, gains +2 bonus to an attribute thanks to this class; this will go into CHA.
He gets 9 skill points, which will all be going into Knowledge (the planes).
@ GM: Since Mazrim's Leadership score has increased to 21, he gains a 6th level follower. Rather than that, can I increase Worley (the special follower) by one level? As before, I'm not planning on him going adventuring with us - he's the super ship captain instead...
Malinza will also level and gains 4 hp (since I've been using the 1/2 + 1 rule for HP) for her. Like her brother, she can no longer advance any further in her prestige class (Combat Medic) since she's hit the final level of it (5th.) She has 4 skill points and is putting all four into Tumble.
As a 12th level character, she gains and Attribute bump (going into Wisdom) and a Feat (taking Skill Focus: Tumble to hopefully improve her ability to survive.
She's also considering having her player see if the GM will allow her to enter the Monk class, despite being Neutral, but that hasn't been decided yet.[rand=75322398007847371982174084987491443481247057206936818693713285029]
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Post by WxMAN on Jun 11, 2012 8:25:45 GMT -6
Nice... 3 of us are at the follower's level...
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Post by Rigil Kent on Jun 11, 2012 9:15:01 GMT -6
Heh. You can be my followers too.
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Post by Magman on Jun 11, 2012 17:24:56 GMT -6
Easy answer Nope
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Post by Rigil Kent on Jun 12, 2012 14:29:46 GMT -6
No worries. Was just a random thought. @ GM: Since Mazrim's Leadership score has increased to 21, he gains a 6th level follower. Rather than that, can I increase Worley (the special follower) by one level? As before, I'm not planning on him going adventuring with us - he's the super ship captain instead...
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Post by Magman on Jun 14, 2012 20:48:57 GMT -6
Righty ho
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Post by Rigil Kent on Jun 22, 2012 8:51:58 GMT -6
Non-negligible spell components (all others are negligible and can be handled with spell component pouch - this covers only current spell capability): Mazrim- Hail of Stone: A piece of jade worth at least 5gp
- Continual Flame: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
- Fire Trap: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.
- Circle of Death: The powder of a crushed black pearl with a minimum value of 500 gp.
- Tenser's Transformation: A potion of bull’s strength, which you drink (and whose effects are subsumed by the spell effects).
Malinza- Bless Water: 5 pounds of powdered silver (worth 25 gp).
- Restoration: Diamond dust worth 100 gp that is sprinkled over the target.
- Atonement: Burning incense. In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp. When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).
- Raise Dead: Diamonds worth a total of least 5,000 gp.
- Revivify: Diamonds worth at least 1,000 gp.
- True Seeing: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.
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Post by Gigermann on Jun 22, 2012 9:37:42 GMT -6
Ulræd can handle most of the powdered this-or-that, and the potion-type stuff—he's got a good Craft: Alchemy. Getting the gems is the hard part.
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Post by Rigil Kent on Jun 22, 2012 9:47:24 GMT -6
Well, I know that I can cast Circle of Death 13 times thanks to the Black Pearls we have in inventory...
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