An alchemist is essentially a magic-user with a more specialised spell list. He deals with reagents, concoctions, poisons, acids and the like. His "spells" are instead "formulae" that typically create substrates to be used later.
We had an alchemist with the party once upon a time, but alas... he is with his ancestors now
Post by waysoftheearth on Apr 19, 2013 5:23:20 GMT -6
Gerar of Szil possesses The Chimerical Onomasticon, a black velvet sheaved tome that contains the following enigmas...
The Effable Apperception: Enables the caster or touched recipient to comprehend glyphs and inscriptions written in languages otherwise unknown. It enables a spell caster to comprehend (and thereafter memorise and/or cast) an unknown spell. It does not, however, solve written puzzles or imbue any ability to communicate verbally. The magic lasts long enough to comprehend one spell, or otherwise for as long as the recipient concentrates upon the symbols to be deciphered.
The Eerie Lambent: This spell creates a host of 1d6 + caster level animated, levitating candle flames. The Eerie Lambent moves as a whole where magic-user desires, darting back and forth at pace, turning corners and navigating openings. It may attract attention, frighten animals, illuminate a passage, and so on, but winks out of existence if ever it strays further than 100ft from the caster or when the caster rests or is hit.
The Proposterous Foment: 2d6 hit dice +1 hit dice per caster level worth of creatures with normal hearing must save versus a concussive blast of sound or be stunned for a full round. Even those that save are deafened for 1d6 rounds. Creature with especially sharp ears save at -4, and ordinary animals may be panicked at the referee's discretion. Torches are 2 in 6 likely to be extinguished, candles 4 in 6. The spell is indiscriminate, affecting friend and foe alike.
The Scandent Evocation : So long as the caster goes bare-footed and -handed, he can scale vertical walls easily at 12", and even cling to ceilings with only three of his appendages, or move across such at 6" with all four. However, his normal, upright movement rate is reduced to 9". The enchantment lasts until shoes or gloves are put on, or sun up.
The Genuflect Yaw: 2d6 hp +1 hp per caster level worth of timber equipment is comprehensively warped and ruined by a mere gesture. If the caster can touch the object to be so careened he instead rolls 4d6. A stout wooden door has 12 hp, or 20 hp if reinforced with iron bindings. Shields, spears, crossbows and the like have 2 hp. Arrows have but 1 hp each. Missiles affected in flight (due to simultaneous initiative) suffer a -4 attack penalty.
Gerar can memorise exactly two spells per day. He can also purchase additional copies of the above spells for 25sp each during character creation only.
Gerar's boon shall be an exquisite bottle of red wine -- an 1134 vintage Ermitagje Ensemble; renowned to be one of the finest wines ever produced by the Duke of Maine's legendary, and now retired, personal vintner, Hedwig Elmery IV. The bottle is perfectly aged to 15 years and primed for sumptuous drinking and will fill six generous drinking horns.
hay i'm new to this and I don't know what to do a little bit
Do you mean you're entirely new to D&D? Or new to play-by-post? Either way I can help you get going.
A very good place to start is to have a read of the house rules thread here which explain your basic options. If you have any questions feel free to ask me right here in this thread.
You can replace any one die in your ability rolls with a "6" (subject to the racial limitations mentioned in the house rules thread), and you will start with 126 silver pieces, which is the maximum possible (I rolled 3d6=18!).
The cost of goods is listed here. You do not have to pay 133% of the listed costs for your starting gear.
You can discuss your character concept here, and we'll work out the details together.
D&D is, perhaps, something like warhammer, but each player controls a single individual character rather than a whole army. The idea is you kit your character out for exploring underground dungeons full of traps, monsters and treasure, and then try to get as much treasure as you can without dying. You have the best chance of success if you work together with other players trying to achieve the same thing.
The simplest type of character to play is probably a fighter. Perhaps you should start with one of those?
Loki, it looks like you're new to this sort of gaming. I, on the other hand, an an old timer, so I'm going to give you a little advice to take, or not, as you see fit, okay?
Once you're ready to go, finished your character, bought equipment and so on the Game Master (that's Ways) will describe a scene to you...maybe you'll be at the head of a set of dark stairs; or walking through a foreboding forest. You will then react to the scene that he describes...maybe you decide to light a torch and go down the stairs, or stop and listen before you descend; or if you started in a forest maybe you prepare your bow and look and listen for anything out of place before continuing along the path. After you post your reaction, Ways will post again with more information and you will post and so on. If you run into monsters that want to kill you you'll read about it and will try to avoid dying (don't be too proud to run, because you'll start pretty weak in this game and most things you run into can kill you quickly).
Finding other adventurers to team up with will give you a better chance of surviving, plus it will give you other characters (and players to talk to). Interacting with other players is a big part of the fun in this sort of game, so I'd strongly suggest teaming up as quickly as possible.
Good luck and I hope you have fun!
Kelmult Dwarven Fgt-2 Olaf, the very lucky...so far! Human Fgt-2 Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
You need to "create" your fighter before he/she can join the game.
You have to assign you abilities scores, choose an alignment (chaotic, neutral, lawful), decide whether your fighter will be human, or an elf or dwarf or halfling. Then you need to choose what armour, weapons, and other equipment you want to buy with your starting silver.
Then we can get started.
As you seem unfamiliar with all this, I'd strongly urge to you read the rules of creating characters.
If you don't have the rules already, you can download a free copy of Delving Deeper from rpgnow here. Delving Deeper is a "restatement" of the original D&D rules under the Open Game License. It's a pretty close match to the rules we're playing here. You'll be interested mainly in the first half of the first booklet. It will only take you 30 minutes to read it, and it will give you a good overview of what this is all about.
Have a read of that, then you'll better understand how to create your first fighter...