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ThunderTitan
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Unread postby ThunderTitan » 15 Nov 2006, 18:23

Sir William S Titan wrote:
DaemianLucifer wrote:Sun and I maybe can go days without sleep,but not the others.
Not that it really matters, but the Druid is an Elf.
Last i heard Elves don't even sleep, they just meditate or something.
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Sir William S Titan
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Unread postby Sir William S Titan » 15 Nov 2006, 18:45

That's what I heard, too.
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Unread postby Omega_Destroyer » 15 Nov 2006, 19:29

Yeah, they meditate. They are immune to sleep if I'm not mistaken.
And the chickens. Those damn chickens.

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Unread postby DaemianLucifer » 15 Nov 2006, 20:11

ThunderTitan wrote: Last i heard Elves don't even sleep, they just meditate or something.
Thats why I said that before.I need to meditate only for learning spells.As for sun,I dont think she needs to rest at all.

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Unread postby asandir » 16 Nov 2006, 02:24

Well I do, gotta rest up after a hard days backstabbing, pickpocketing and assorted nefarious activities
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Unread postby Mytical » 16 Nov 2006, 06:30

You are quite right about Sun not needing to rest at all. She doesn't even have to stop to memorize spells (benifits of being a half god elflike person). This is why I have never asked you all to set up watches for nightime, as she will always be awake. Now all of the other elves will still need to meditate to 'recharge' as it was, but not really sleep. During meditation; however, they are as vulnerable as any 'sleeping' race. Its called revelry or something similar :). Now I am going to move the game on assuming that you all rest so somebody can memorize (in a relitively safe spot) detect curse.
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Unread postby Mytical » 16 Nov 2006, 07:29

Made a small gaff but I will own up to it. Was not scarsdale but scarsdeep, however NOW it is scarsdale. I appologize for the confusion.
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Unread postby DaemianLucifer » 16 Nov 2006, 08:20

Deep,...dale,...an orange veil :devil:

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Unread postby asandir » 17 Nov 2006, 00:22

that's actually rather good DL, feeling tired now?
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Unread postby Sir William S Titan » 17 Nov 2006, 20:06

After this last casting, I want Detect Curse being changed back to Produce Flame
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Unread postby Mytical » 18 Nov 2006, 07:29

Ok holding here to let everybody catch up while we wait....Ok, I believe you were all level 4 besides the special races. Since that time, you have saved somebody and learned some very valuable information. So..this puts those that were 4th level to a low lvl 5, and those that were 3rd to a mid level 4. Since we are about halfway to level 10, I am going to talk about special feats. You probably won't find these anywhere, so keep this in mind. I am trying for original feats here. Now be warned there will be 2 listed for each of you, but you can only get one.

For the Necromancer. Either Dark Presence (negative to diplomacy but a vast positive to intimidate and threatening) constantly on however. Also allows you to command additional undead you have 'raised' by 1 per 10 levels over 10 rounded up.
Other Choice is Command Undead..gives you a chance to upsurp another necromancers control of an undead. Also gives you a much smaller chance of controlling 'intelligent' undead.

For the Druid. Natures Empathy. Allows more animal compainons. 1 for every 10 levels (rounded up) past 10. So 10-19 is 1 extra, 19-29 is 2, ect.
Also things like rain, snow, ect will go 'arround you' and you will stay dry and comfortable).
Natures Respite - Enables ignoring of 1 elemental type damage per week per 5 levels (from 1 to 36) rounded down (so you at least have to have 5 levels before getting 1). Lightning, Fire, Ice, Water, Earth, Wind, Acid (natural occuring not created), and Poison (see acid). Also when camping in a forest, no need of a watch for the surrounding area will alert you to trouble (only when you sleep however).

Monk - Mastery of Mind - Gives you additional bonuses to resist all spells that effect the mind. Bonuses are cumilitive and happen every so many levels. Also apon reaching 20th level you are totally immune to any illusion spell 5th level or lower.
Mastery of Body- Gives you addtional bonuses for spells that seek to harm your body. Much Like Natures respite, but a wider selection and only bonuses to resistance, not immunity. Also, your attacks gain a +1 damage per level past 20th (above and beyond what they normally would).

EDIT: oh btw these are free skills, no points will be spent. However, when you get one the other can not be gotten at all, even with points.
Will finish up the rest in a bit :).
Last edited by Mytical on 18 Nov 2006, 07:51, edited 1 time in total.
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Unread postby DaemianLucifer » 18 Nov 2006, 07:45

Guys,I made a few explosive mixtures from the trolls blood.so,who wants those oils?I wont sure be throwing them since I have lots of spells.

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Unread postby Mytical » 18 Nov 2006, 09:25

Notice these may change before 10th level but here are the skills I am considering for the following classes.

Theif - Daring escape - Once per combat you can 'reroll' the results of a instant death (even out of combat but will get to that). Regardless of if magic or mundane causes you can get basically a 'redo' (the action remains the same but you get a save vs disentigration to avoid dying). Out of combat this applies to things like buildings falling on you, missed fatal traps, ect. And you always do it in a daring and flashy way!
Luck of the Rogue - You seem to find treasure very easy. All treasure 'rolls' are moved up to the next catagory and with consistantly better things. Also you tend to be overlooked by authority figures (not ignored as much as not suspected) because of your Luck. Also you get +15% to any one theif roll of your choice per day. (You must announce before you try something if you are using it) That is hide in shadows, find/remove trap, ect :).

Cleric - Strength of Faith - Increases your physical attributes by +2 for 20 min + 1 min per level a day. Strength, Con, Dex. Requires no memorization, can not be silenced (it is not a prayer), and can not be prevented (even if bound, gagged, and paralyzed!). Also your weapon(even normal) or Fist acts as a +3 vs undead and does double damage vs them.
Wisdom in Faith - Increases your mental attributes by +3 for 20 min +1 per day. Much like strength of faith, but you get a 5% chance per level of getting a immediate free non-memorized spell that you can cast. Also your spells last longer and are stronger.

This is what I may exchange these for, still deciding, may also mix and match.

Master of deceit(bonus to bluf,hide in shadows,steal)
Swiftness 1 point of str for one point of dex(-1 str,+1 dex)for one round per level once per day.After level 10 its 2 for 2,and level 20 gives 2 for 3.

Divine luck gives a small bonus to everything,or zealot makes him able to berzerk once per day for every 5 levels.
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Unread postby ThunderTitan » 18 Nov 2006, 11:53

I think i'll go for Mastery of Body. My high Wis modifier should help me against mind affecting spells.
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Unread postby Mytical » 18 Nov 2006, 11:55

Yes, but remember these skills add to whatever you normally have, not replace it. :)
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Unread postby ThunderTitan » 18 Nov 2006, 11:59

Yeah, but i don't actualy have any dmg reduction at all, while i do have some resistance to mind spells.
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Unread postby Omega_Destroyer » 18 Nov 2006, 16:08

I'll take the Strength of Faith feat.
And the chickens. Those damn chickens.

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Unread postby asandir » 20 Nov 2006, 00:58

Luck of the rogue all the way!
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Unread postby Mytical » 20 Nov 2006, 05:57

Ok just remember all this in 6 levels :P) of course you can change your mind up till then :).
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Unread postby asandir » 20 Nov 2006, 06:01

I was getting excited til I remembered you'd mentioned we can get these post level 10 :(
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