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AMS: Conjuration Preparation

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AMS: Conjuration Preparation Empty AMS: Conjuration Preparation

Post  King Gidan Thu Nov 24, 2011 4:16 am

The second act of the Archmages Saga will be set in Los Torres, Salvatore in the year 1373 NS. Yes, it is the very same city that we are adventuring in during 1377 with Don at the helm.

So, the same basic character themes apply. Yes, guns have appeared. The nobles are intrusive and corrupt and the common people beg for a champion.

The plot of this act will revolve around the Academae, the school of summoning within Los Torres and a competition held each year to challenge a rare few to attempt to breach its defenses and literally come out the other side.

Common races are: Human, Halfling, Half Orc, Dragonborn, Aasimar, Gnome, Dwarf and the the others.


Last edited by King Gidan on Wed Dec 07, 2011 6:31 pm; edited 2 times in total (Reason for editing : wrong post)
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AMS: Conjuration Preparation Empty The Writeup

Post  King Gidan Tue Dec 06, 2011 1:28 pm

I have attached here the campaign writeup for the Archmages game. Same rules apply for act two, save this time we're starting at 13th level.

The important parts are as below:

Character Creation
General:
Pathfinder ruleset.
Point Buy – 20 points.
Every fourth level gain +1/+1
Alternate class features allowed.
Magic Items as normal. Magic Item Compendium allowed.
All Pathfinder and 3.5 spells allowed.

For the Masters:
Any race is acceptable; the Masters are meant to be exotic.
The Masters must have at least half of their class levels as an arcane spellcasting class.
Make sure the arcane class is specializing in the mastery you will be taking. ie: wizard specialty, sorcerer bloodline, or a specialist class such as Summoner, War Mage or possibly Magus.
Alignment: Must be some form of Neutral.

For the Allies:
Standard races from Pathfinder.
Any class.
You cannot have more than half your class levels as an arcane spellcasting class.

Edit: I figured out how to attach things. File is now attached.
Attachments
AMS: Conjuration Preparation Attachment
The Archmages Saga.pdf You don't have permission to download attachments.(388 Kb) Downloaded 0 times


Last edited by King Gidan on Wed Dec 07, 2011 6:32 pm; edited 1 time in total
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AMS: Conjuration Preparation Empty About the Character Set Up

Post  Bumpycucumbers Wed Dec 07, 2011 1:53 pm

Did you want us, since this is starting at a higher level, to purchase magical items like in Fourth Edition DnD or did you want us to just use the Character Wealth By Level Chart on page 399 of the Core Rulebook ?

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Post  King Gidan Wed Dec 07, 2011 6:09 pm

Bumpycucumbers wrote:Did you want us, since this is starting at a higher level, to purchase magical items like in Fourth Edition DnD or did you want us to just use the Character Wealth By Level Chart on page 399 of the Core Rulebook ?

If you're going to do the buy by level thing, then there is a way to do that in the 3.5 Magic Item Compendium, but otherwise just do wealth by level. The recommendation is usually half the money on a weapon (unless you are a main spellcaster), 3/4 of the rest on armor, then buy all the stat ups you can, then the rest on misc stuff like potions or wondrous items.
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Post  Beldum ThistleSTAB! Thu Dec 08, 2011 8:05 am

I have a question about Alternative Favored Classes. I would like to take the Humans Wizard alternate favored class feature. Yay or nay on this?

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AMS: Conjuration Preparation Empty Re: AMS: Conjuration Preparation

Post  King Gidan Thu Dec 08, 2011 11:28 am

Beldum ThistleSTAB! wrote:I have a question about Alternative Favored Classes. I would like to take the Humans Wizard alternate favored class feature. Yay or nay on this?

Yay.
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AMS: Conjuration Preparation Empty Something for My Character

Post  Bumpycucumbers Thu Dec 08, 2011 10:50 pm

I wanted to give my character an Oathbow for one of his magical items but I wanted it to be a unique, one of a kind item. I want it to be a STR +3 Composite Longbow instead of the standard STR +2 that it has in the description. I was also thinking that I might want to add the Huntsman Special Ability, which is a +1 bonus, to the Oathbow.

I was wondering if it was possible to do that and, if the person running the game was alright with it, how would I go about doing that as far as figuring out the cost of said item ?

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AMS: Conjuration Preparation Empty Re: AMS: Conjuration Preparation

Post  King Gidan Fri Dec 09, 2011 2:43 am

Bumpycucumbers wrote:I wanted to give my character an Oathbow for one of his magical items but I wanted it to be a unique, one of a kind item. I want it to be a STR +3 Composite Longbow instead of the standard STR +2 that it has in the description. I was also thinking that I might want to add the Huntsman Special Ability, which is a +1 bonus, to the Oathbow.

I was wondering if it was possible to do that and, if the person running the game was alright with it, how would I go about doing that as far as figuring out the cost of said item ?

That would be entirely possible. All I would request is that you pay the proper price for the item and an explanation of where you received it. Did a spellcaster make it for you, did you discover it in a dungeon somewhere, or anything else? As for the price of the item, we can calculate that on Friday.
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Post  Beldum ThistleSTAB! Sun Dec 11, 2011 6:27 pm

Got a question; Are feats from outside pathfinder allowed? Specifically feats from the Complete Arcane?

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Post  King Gidan Sun Dec 11, 2011 10:03 pm

Beldum ThistleSTAB! wrote:Got a question; Are feats from outside pathfinder allowed? Specifically feats from the Complete Arcane?

As a general rule, no. However, let me know which feats and I may allow them.
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Post  Bumpycucumbers Mon Dec 12, 2011 2:01 am

I still want the unique Oathbow but can only think of one way to do it. The item itself costs 25,600 gp. It is a +2 Composit Longbow with a STR bonus of +2. The book says that it is 100gp per STR and the cost differance between a +2 Magical Bonus and a +3 Magical Bonus is 10,000 gp. So to have a an Oathbow with a +3 STR Bonus and another +1 Special ability making essentially a +3 Magical Bonus. So, at least using that math the weapon would cost 35,700 gp. If that sounds right let me know.

The Special ability I want to add is called the Huntsman is a +1 Special Ability and it does:

A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains an enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.

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Post  Beldum ThistleSTAB! Mon Dec 12, 2011 2:13 am

My mistake, the feat i need/want is in the complete divine, and, i believe its called Rapid Spell. Since quicken spell takes up a slot FOUR levels higher, its kind of pricey >.< Also, i might want to take Persistent Spell feat. that Is in the complete arcane.

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