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    Rasso Darkstar, Arcane Sorcerer

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    Chirs2

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    Rasso Darkstar, Arcane Sorcerer

    Post  Chirs2 on Mon Feb 17, 2014 3:58 am

    Name: Rasso Darkstar
    Race: Human
    Age: 55 (old)
    Class: Sorcerer, Arcanist, Mythic Archmage of the Inner Order, Avalon Defense League


    Str   6 -3    ( 9 ) *age resistance
    Dex  9 -1    (16) *AR + belt +4
    Con 9 -1     (16) * AR + belt +4
    Int  12  +1
    Wis 16  +3
    Cha 26  +8 \\ 32 +11 (+6 CHA headband)

    *Age "old" -3 to all physical, +2 to all mental.  offset by Age Resistance Spell cast daily*

    HP  144\144
    AC  18 FF 15 Touch 15

    Saves:
    Fort +5 +3 +4
    Refl  +5 +3 +4
    Will  +10 +3 +4

    Arcane

    Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

    Class Skill: Knowledge (any one) = 1000 worlds lore

    Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

    Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

    Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

    Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

    Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).  (monkey familiar - Dr. Peabody)

    Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis. (x4 at 16th)

    New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

    School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. (evocation)

    Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


    Feats:
    Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons and firearms
    H Quick Draw
    S Riming Spell
    1 Spell Penetration +2
    3 Greater Spell Penetration +2
    5 Selective Spell
    7 Dazing Spell
    7 BL: Spell Focus: Evocation
    9  Craft Rods
    11 Craft Wondrous Item
    13 Quicken Spell
    7 BL: Spell Focus: Necromancy
    15 Spell Perfection - Fireball


    Skills  2 + 2 INT:  +1\lvl human, +3 skills from 1st-3rd level
    Class Skills: ranks\attribute\bonus
    B: Know: 1000 worlds   5+2+3 =10
    Bluff                      1+11+3 = 15
    Fly                         9 +3 +3 = 15
    Know (Arcana)        10+2+3 = 15  
    Spellcraft              15+2+3 = 20
    Use Magical Device  11+11+3 = 25

    Non class skills:
    Perception            14+3+5 = 22
    Perform  (poetry)     1+11 = 12
    Profession, golfer       1+3 = 4


    Human Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.  Spells added on levels 4-16, +3 skills added lvls 1-3

    Known Spells per level + human bonus spells (# castable per day)

    Cantrips 9 (unlimited)
    Detect Magic: Detects all spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or small object.
    Read Magic: Read scrolls and spellbooks.
    Light: Object shines like a torch.
    Ray of Frost: Ray deals 1d3 cold damage.
    Mage Hand: 5-pound telekinesis.
    Message: Whisper conversation at distance.
    Mending: heals 1d4 on construct

    1st level 5 + 2 (x9\day)
    Hydraulic Push: Wave of water bull rushes an enemy
    Windy Escape
    Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
    Feather Fall: Objects or creatures fall slowly.
    True Strike: +20 insight bonus to attack roll
    B - Identify: Gives +10 bonus to identify magic items.
    H -  Protection vs Evil
    H - Shield

    2nd level 5 + 2 (9)
    Acid Arrow
    Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3)
    Mirror Image: Creates decoy duplicates of you.
    Fog Cloud
    Glitterdust
    B - Invisibility
    H - Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
    H - Web

    3rd level 4 +2 (9)
    Invisibility sphere
    Haste
    Protection from Energy: Absorbs 12 points/level of damage from one kind of energy
    Stinking Cloud
    B - Dispel Magic
    H - Fireball
    H - Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.

    4th level 4 + 2 + 1 ( 8 )
    B - Dimension Door
    Acid Pit: Creates a pit with a layer of acid on the bottom.
    Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
    Fear: Subjects within cone flee for 1 round/level.
    Animate Dead
    H - Improved Invisibility
    H - Ice Storm
    Bloodline Bonus - Wall of Ice


    5th level 4 + 2 ( 8 )
    B - Overland Flight
    Break Enchantment
    Hungry Pit
    Cone of Cold
    Telekinesis
    H - Dominate Person
    H - Mass Pain Strike

    6th level 3 +2 +1 ( 8 )
    B - True Seeing
    Age Resistance
    Disintegrate
    Acid Fog
    Bloodline Bonus - Greater Dispel
    H - Greater Heroism
    H - Contingency *Breath of Life if caster is reduced to 0 HP or fewer hit points or becomes dead*

    7th level 2 + 2 (7)
    B - Greater Teleport
    Waves of Exhaustion
    Reverse Gravity
    H - Limited Wish
    H - Finger of Death

    8th level 1 (4)
    Prediction of Failure

    Traits:
    Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (fireball)

    Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

    Concentration Checks: d20 + caster lvl (16) + 11 (cha) +2 = d20 + 29
    DC 15 + spell level x2 (DC 31 for 8th level, only fail on a 1) all other lvls are auto-success for Def Casting

    Gear   75 cash


         


    Belt: Belt Physical (dex and con +4) 40,000 \ 20,000
    Body: Robe of Archmagi 75,000\ 37,500 (+5 armor, +4 saves, SR 18, +2 spell penetration)  (overcoat)
    Chest: Sipping jacket 5000\2500 (looks like smoking jacket) with Cure Serious Wounds in it
    Eyes: Lens of Detection (+5 perception)  3500\1750 BONDED FOCUS (glasses, see picture)
    Feet: Shoes of Lightning Leap 10,500\5,250
    Hands: Glove of Storing 10,000 \5000
    Head: Cap of the Free thinker 12,000\6000 roll twice for mind effect saves (tattered bowler hat)
    Headband: Headband of CHA +6  36,000\ 18,000  
    Neck: Necklace of Adaption 9000 \ 4,500
    Shoulders: none
    Wrists: Bracers of armor +1 Moderate Fortification 1000 + 9000
    Slotless:Candle of Invocation + lantern 8,400\4400


    Rods -
    Riming, normal 11,000 \ 5,500
    Empower, lesser - 14,000 \ 7000
    Quicken, lesser - 35,000 \ 17,500
    Quicken, lesser - 35,000 \ 17,500
    Elemental, lesser - 3,000  (electricity)  \ 1,500
    Elemental, lesser - 3000 (acid) \ 1,500
    Elemental, lesser - 3000 (cold) \ 1,500
    Extend, lesser - 3000 \ 1,500
    Rod of Absorption 50,000 \ 25,000

    Ring of Transcendent Spells +2 DC and +2 spell penetration 3\day  30,000
    Ring of Energy Dampening DR5 all elemental 31,500


    Wand Cure Serious (50)  11,250

    Carpet of Flying 20,000 \ 10,000  (thinking more like a ornithopter)
    Handy Haversack 2000 \ 1000 (120lbs, 12 cu ft) Golf bag, yes he plays, but not well
    Blood Reservoir of Physical Prowess 2000\1000 (4 pts)



    Scrolls -
    Breath of Life - 1,125 (used for contingency)
    Invisibility Purge 700 (75ft radius)


    Potions -
    Cure Serious 750 (in jacket)
    Cure Serious Pot (4)  Dr. Peabody knows to pour them down Rasso's throat if he gets KO'd

    Diamonds worth 1500 gp (4)

    Permanent Spell effects:
    See Invisible 5000
    Darkvision 5000
    Arcane Sight 7500
    Tongues 7500


    MYTHIC ARCHMAGE

    Hard to Kill, Surge d6, Mythic power 5\day

    Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

    Flexible Counterspell (Su): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.

    You have learned how to unlock the power of your spells, combining them with your mythic power.

    Prerequisite: Ability to cast spells.

    Benefit: You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell.

    Mythic Spell: Haste

    Source haste

    Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature's normal speed for that movement type.

    Special: You can select this feat multiple times. Each time you select this feat, you must select different spells.

    Mundane equipment: (25g probably less, but not doing the math)
    bedroll
    winter blanket
    ink
    ink pen
    paper (20)
    rations (5)
    waterskin (5)
    lantern
    candles (3)
    pipe
    hasish



    Dr. Peabody, Monkey Familiar
    +3 acrobatics
    INT 13
    Armor +8
    Alertness, Imp evasion, share spells, empathic link, deliver touch spells, speak with master, speak with monkeys, SR 21, scry on familiar

    all skills as master ranks

    Fort +5
    Ref  +5  +2
    Will  +10  +1

    N Tiny animal

    Init +2; Senses low-light vision; Perception +5

    Defense

    AC 22, touch 14, flat-footed 12 (+2 Dex, +2 size) armor +8

    hp 72 (half master) 16hd

    Offense

    Speed 30 ft., climb 30 ft.

    Melee bite +10\+5 melee (1d3–4)

    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5

    Base Atk +0; CMB +0; CMD 6

    Feats Weapon Finesse

    Skills Acrobatics +10, Climb +10, Perception +20; Racial Modifiers +8 Acrobatics
    plus all master skills at my ranks


    Last edited by Chirs2 on Tue Jun 17, 2014 1:27 am; edited 21 times in total
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    Robyo

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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Robyo on Tue Feb 18, 2014 7:31 am

    Liking it!
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    Chirs2

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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Chirs2 on Sat Feb 22, 2014 11:00 pm



    Rasso Darkstar (born Edward Rasputin Alexander 12 October 1825) was an English occultist, ceremonial magician, poet, golfer and world traveler.

    Born to a wealthy London family, Rasso rejected his parent's faith to pursue esotericism, poetry, and eventually magic. He was educated at Cambridge from 1843-1847, where he embraced his bisexuality. Some biographers allege that he was recruited by British intelligence there, and that he remained a spy throughout his life. Rasso spent the Mexican-AmericanWar in the United States, where he worked for British intelligence services. In 1848 he moved to Cefalù in Sicily, to run a commune known as the Abbey of Hermes.  In 1849 he joined the esoteric Hermetic Order of the Golden Dawn, taking the name Darkstar, before moving to Boleksin House by Loch Ness.
     
    From 1850-1851, he travelled back to Mexico and India to study Hindu and Buddhist practices. After spending time in Algeria, he was initiated into the Ordo Templi Orientis in 1852, rising to become the leader of its British branch, which he reformulated it in accordance with his occult beliefs.

    Rasso gained widespread notoriety during his time in Europe, as being a recreational drug experimenter, and an Individualist social critic. As a result, he was demonized in the popular press as "the wickedest man in the world" and erroneously labeled a Satanist. His libertine lifestyle led to denunciations in the London press and the British government evicted him in 1854.  He divided the following decade between Brazil, Tibet and Borneo.  Rasso studied magic and tribal shamanism from anyone who would teach him.  Though he was gifted, he was always disappointed at the lack of visible manifestations.  

    Rasso’s interest in magic and natural curiosity lead him back to the United States when the portals appeared in 1861.  He immediately discovered that his hedge-magic was real.  Rasso’s power grew quickly.  He was drawn to the rifts themselves, feeling the arcane energy surge into his world.  

    Inevitably his old contacts in MI6 found him.  They welcomed him back with open and forgiving arms.  Rasso was influential in working with government organizations world-wide, like the American FBA, European Riftpol and others to form the A.D.L., the Aerth Defense League (privately referred to by its proper name: Avalon Defense League).  Rasso is an Archmage of the Inner Order.  He volunteered to lead the first wave of Aerth mages dedicated to taking the fight back to the invaders.

    Throughout his life, Rasso has been known as many things: deviant, poet, queer, occultist, heretic…. He never thought he might one day be called hero.


    Last edited by Chirs2 on Sun Feb 23, 2014 1:44 am; edited 2 times in total
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    Chirs2

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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Chirs2 on Sat Feb 22, 2014 11:03 pm

    "The Human Spirit is alive and magic is afoot!

    It’s hard to remember Aerth whe it was just….. earth.  For so many centuries, we allowed ourselves to be blinded by wise men.  Our history is full of tales about heroes, magic and Titans.…. How could we so easily forget when our world was known as Avalon?  ……How could we forget ourselves?  

    Earth was an easy target for the invaders.  We were a dysfunctional, divided society and with only a moderately advanced technology.  But worst of all, we were a mundane people sleepwalking through a magical world.
     
    We were lied to, we were told magic was witchcraft and witchcraft came from the Devil.  Those of us who sought magic were called heretics and shunned by our brothers and evicted by our countries.   There are witches and devils.  There are demons and dragons too.  But they are not the source of magic.  We are.  Awakened sentient beings are the wellspring through which arcane power flows.

    The Human Spirit is alive and magic is afoot!

    The sleepers have awoken. … and we are pissed off.  We will defend our world and drive back the invaders.  Whatever they are or wherever they came from, we don’t care.    This is our Aerth, our Avalon.   We will make them wish they left us snoozing in our dream.  Humans, as our history has shown, are vindictive and ambitious.  We may be on our heels now, but at least we are on our feet and fighting.  

    Once we have secured our homeland, we will take the fight to them.  We will beat them down until they can no longer pose a threat to us.  We never forget and we don’t forgive.  Just like our ancestors Attila, Scipio, Abilemech and going all the way back to the Hittites and Assyranians…. We will sow their world with salt.  They will not just be denied plane-travel.  They will be denied existence.  

    The Human Spirit is alive and magic is afoot!"

    ~Rasso Darkstar, 1879, from a speech to the Inner Order of the A.D.L.
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    Robyo

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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Robyo on Sun Feb 23, 2014 10:16 am

    Now I know why Ignis and Rasso get along: in their own ways, they're both flamers! Rasso kind of sounds like an alternate Alaster Crowley. Definitely a man of his times.
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    whit10

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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  whit10 on Sun Feb 23, 2014 11:46 am

    ...both flamers eh, yeah, I'll bet they are.  Wink

    ...not that there's anything wrong with that.
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    Chirs2

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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Chirs2 on Sun Feb 23, 2014 12:08 pm

    Robyo wrote:Now I know why Ignis and Rasso get along: in their own ways, they're both flamers! Rasso kind of sounds like an alternate Alaster Crowley. Definitely a man of his times.

    ROFL, flamers, good stuff.  

    His background was inspired by Crowley for sure.  He is also loosely based on a guy a knew in college, Matty.  He was a wiccan, golden dawn, gay and a bit on the.... odd side.  

    I have never tried to play a bisexual\homosexual character before, so I thought I would give it a shot.  He is more in the vein of Patrick Stewart and Ian Mckellan, in terms of being gay but not obvious.  They are good examples of masculine, yet gay.


    I am really stuck on which Mythic Spell to take. I can't really find a different Mythic Feat for a mage, besides Mythic Spell. They must be well balanced, because non of them stand out as "must haves" at least not until the higher tier Augmented versions open up, but that makes sense given the power-level of a 6th tier, for example.
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    Chirs2

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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Chirs2 on Sun Feb 23, 2014 12:26 pm

    GM - I am thinking that Earth's mythology represents the time of the Titans. Ancient Egypt with the gods (titans) walking among the people. Ancient Greece with the stories of the gods overthrowing the Titans. These were real, just much further back in human history.

    I don't know what happened to the Fey.... maybe they faded into mythology like satyrs, minotaurs, dragons did in human stories? maybe they left earth and took some of their magic with them, so that is why earth tilted towards a more mundane type of world?
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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Robyo on Fri Feb 28, 2014 2:54 pm

    Ignis only has 100 HP, compared to Rasso's 144. Not sure how Ignis got so far below the other characters. Granted I used most of his Favored Class benefit points in skills, but still, I don't quite get it.
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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  whit10 on Fri Feb 28, 2014 3:57 pm

    you're using d6s for HD right? No more d4s for HD in Pathfinder
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    Chirs2

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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Chirs2 on Fri Feb 28, 2014 5:14 pm

    Robyo wrote:Ignis only has 100 HP, compared to Rasso's 144. Not sure how Ignis got so far below the other characters. Granted I used most of his Favored Class benefit points in skills, but still, I don't quite get it.

    becaue Ignis has a 10 CON Wink

    16 x 6 = 96

    Rasso has a 16 CON

    3 (CON) x 16 = 48

    96 + 48 = 144
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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Robyo on Fri Feb 28, 2014 6:18 pm

    Jeez, don't speak so loudly. You might knock Ignis over!


    But thanks, that makes sense now.
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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  whit10 on Fri Feb 28, 2014 6:29 pm

    Rob, do you have enough dough for the Constitution Ioun Stone or something similar?
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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Robyo on Fri Feb 28, 2014 6:40 pm

    Good idea, but only 600 gp left in the bank. Ignis spent a bunch of cash on a castle and goons which now seems like will never get used.

    And I've been trying to hustle some crafted weapons or armor to you guys, but no luck as yet. C'mon, people! Ignis will craft you a sword for half-price, plus 10% mark-up (so he can get the Ioun stone or something like it).
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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  whit10 on Fri Feb 28, 2014 7:06 pm

    Maybe dump some of the fortress stuff?

    Making weapons or what not is something that could take quite a while (and remember, you can only make up to a +5 weapon or armor right now: +1 for every 3 levels of caster)
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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  Robyo on Fri Feb 28, 2014 11:15 pm

    I see that downtime is over, so nevermind.

    Thanks for the reminder about +5 max enhancement. My top weapon (x-bow) is +4 at the moment.
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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  whit10 on Fri Feb 28, 2014 11:32 pm

    honestly, there's a bit of a problem with their math on the creation thing... the best a character could make is +6 by their math. Unless they're considering any item above that some sort of minor artifact
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    MAS
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    Re: Rasso Darkstar, Arcane Sorcerer

    Post  MAS on Mon Jun 23, 2014 6:59 pm

    Chirs2 wrote:GM - I am thinking that Earth's mythology represents the time of the Titans.  Ancient Egypt with the gods (titans) walking among the people.  Ancient Greece with the stories of the gods overthrowing the Titans.  These were real, just much further back in human history.  

    I don't know what happened to the Fey....  maybe they faded into mythology like satyrs, minotaurs, dragons did in human stories?  maybe they left earth and took some of their magic with them, so that is why earth tilted towards a more mundane type of world?

    There are lots of mention of the Fey in Human mythology...but they are referred to as fairies. Even Shakespere speaks of Oberon and Titainia!

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