Specialty priests(Dweomerkeepers)REQUIREMENTS: Intelligence 14, Wisdom 12PRIMEREQ.: Intelligence, WisdomALIGNMENT: NG, LN, N, CNWEAPONS: All bludgeoning (wholly Type B) weaponsARMOR: AnyWINDS: Transcendent, sporadic, predictable, zephyrous, perpetual, buffering, wanderingMAGICALITEMS: Same as clerics in the PHB, plus all items normally usable by wizards except scrollsREQ. PROFS: SpellcraftBONUSPROFS: Astrology, religion (Faerûnian)• Dweomerkeepers were granted weaveglow as a boon fromMystryl upon their initiation. Weaveglow allowed dweomerkeepers to cause their own flesh—all of it, or specific areas,such as a hand—to glow at will with a soft, blue-white radiance. This radiance was enough to read by or to allow adweomerkeeper to clearly see items and surroundings within 5 feet. It could be maintained or dismissed at will.• Dweomerkeepers received a +2 bonus to their savingthrows against any sort of magic and were immune to theeffects of sporadic or prevailing winds unless they wished tobe affected by them.• Dweomerkeepers functioned normally in both dead magicand wild magic areas• Once per day, dweomerkeepers could detect magic. Theability lasted for a turn, and the dweomerkeeper had a 10%chance per level to recognize if a certain type or certainwind of magic was present. The ability functioned otherwiseas the 1st-level wizard spell detect magic.• Dweomerkeepers could read magic as the 1st-level wizardspell and could also read any unusual magical scripts (suchas those of foreign lands or spheres). This did not enablethem to cast wizard spells, merely to understand all magicalwritings. Note that the illusionist script known as Ruathlekhad not yet been invented during the time of Netheril.• At 3rd level, dweomerkeepers gained the ability to castNystul’s magical aura (as the 1st-level wizard spell) once aday. The faithful referred to this ability as Mystryl’s lingering touch. Dweomerkeepers needed only touch an appropriate object to use this ability• At 5th level, dweomerkeepers were able cast dispel magic(as the 3rd-level priest spell) once a day.• At 5th level, dweomerkeepers gained a +1 bonus to theirrolls to dispel magic when using that spell or their ability todispel magic. This bonus increased by one (+2 total at 10thlevel, +3 total at 15th level, etc.) for every five levels in experience the dweomerkeeper gains• At 7th level, dweomerkeepers could cast priest spells fasterthan other priests. Their casting time on all priest spells ofone round or less was reduced by 3 (for example, a castingtime of 7 would be reduced to 4). Spells taking more thanone round to cast still required the usual amount of time.Priest spells cast by a dweomerkeeper always had a castingtime of at least 1.• At 9th level, dweomerkeepers were able to air walk (as the5th-level priest spell) or convey the ability to air walk to amount they were riding once a day.• At 12th level, dweomerkeepers could cast up to any two wizard spells of 1st through 4th level once a day. The number ofwinds this used up is the same as the number of arcs that anarcanist expended for the same spell.• At 15th level, dweomerkeepers became immune to theeffects of any three specific spells they chose.• At 20th level, dweomerkeepers gained a 20% magic resistance. This rose by 1% for every level of experience theygained above 20th.
PORTFOLIO: Magic, spells, the weave, wizards, spellcasters, energy, creativity, knowledge, invention,song, time, springMystryl was flirtatious and profound, flighty and persistent,light-hearted and deadly serious. Her moods and state-of-mindvaried from moment to moment, but she generally tried to dowhat she thought was right. She seemed too trusting and innocent at times, and tended to overreact when she felt she hadbeen tricked. She distrusted but didn’t hate Shar, who hadsought to seize control over her for centuries, and she alsorebelled occasionally against the good-intentioned suggestionsof Selune, who she regarded as smotheringly maternal at times.Kozah and Moander, who seemed always intent on ruining thatwhich she created or inspired, were her mortal enemies.
Why send a priest? Because who better to check out the quality of the items you're buying than a priest of the god of Craftsdwarfship? Good point about the spells thing though. My other idea was a priest of Mystryl, in case that doesn't work out.
It's not the order that makes it mediocre, it's the lack of anything above 14. Anything from 9 through 14 is functionally the same for most stats. For practical purposes, 6x14 is about the same as 1x14 and 5x9 (because everyone does lose a fair bit for having under 13 in their prime requisite). It's like odd-valued ability scores in 3rd edition. Plus, I'm used to playing with more generous stat generation systems than 4d6 roll once (Baldur's Gate with its infinite rerolls, point shifting, and automatic minimum rolls by class, the gold box games that let you set your stats however you wanted, 3E's point buy, etc.) so I need to adjust my expectations accordingly. It's not like it's unplayable or anything, it's just below average. On average, someone's going to be below average.
Quote from: Garryl on May 03, 2014, 01:36:14 AMIt's not the order that makes it mediocre, it's the lack of anything above 14. Anything from 9 through 14 is functionally the same for most stats. For practical purposes, 6x14 is about the same as 1x14 and 5x9 (because everyone does lose a fair bit for having under 13 in their prime requisite). It's like odd-valued ability scores in 3rd edition. Plus, I'm used to playing with more generous stat generation systems than 4d6 roll once (Baldur's Gate with its infinite rerolls, point shifting, and automatic minimum rolls by class, the gold box games that let you set your stats however you wanted, 3E's point buy, etc.) so I need to adjust my expectations accordingly. It's not like it's unplayable or anything, it's just below average. On average, someone's going to be below average.Actually, I think you managed determinedly high-average, just not high enough in any one spot to matter.
Rolled the dice, just for fun. Nope!
They see me rollin, they hatin 7, 10, 11, 15, 17, 17.Not bad If I play a dwarf, I'd probably go 17 10 16 (+1 Dwarf) 11 17 6 (-1 Dwarf). Might swap Int and Cha, have to look up whether dumping Cha is shooting myself in the foot.
12, 12, 12, 14, 13, 12.I suppose I put 14 in Intelligence and 13 in Wisdom. His name is Joseph Average from the central region of Nowhere.
What if I use accents, apostrophes, a hyphen, and a nonstandard vowel or two to give it that fantasy je ne sais quoi?Ɉȭȿ'ǣƒ Œŵǝɼ-Ǣɉ
It's fine if you get involved in June, honestly.