@Oskatat, I forgot about your HP, I apologize. I rolled a 20 and a 4, so that'd give you 46 HP altogether.
@Blake, we'll see when I hear back from Jaypee on whether he'd like to attempt fitting the game into his schedule or not.
![Smile :)](./images/smilies/)
I could work that out I think if we decide to go with that system for altering the character's.
I thought through the wizard/sorcerer thing. Given the time differences and all, I'm going for as much ease of use and fluidity in the system as I can while still having a structured system. Providing a daily spell list doesn't seem all that difficult, however...I never liked that part of the game myself.
Here's my suggestion.
*Wizard's have a large spell list to choose from. We use the spell slot progression of the wizard normally to limit the variety of choices a wizard can have daily. If the book says 5 1st level, 4 2nd level, 3 3rd level and 1 4th level, Blake can use that many different spells per each spell level, per day, in any variation and combination he wants so long as he has the spell points. This means, he could use all his spell points on one 1st level spell repeatedly, or all on a few uses of the 1 4th level spell he memorized for the day. He couldn't cast more than 5 different 1st level spells in one day though, yet he could cast Magic Missile 10 times in one day if he wanted, it being the same spell. Make sense there?
*Doing this, Sorcerer's lose their edge. The only bonus they have given the rules would leave them with a handful more Spell Points. I'd need to adjust them as well.
1. I propose adding a number of Spell Points, say 1/2 caster level x Cha Modifier= bonus spell points? Your 6th level sorcerer with +4 modifier would give you +12 spell points (3x4=12). In addition to that, same feat progression as the wizard (1st, 5th, 10th, 15th, and 20th level earns a bonus feat). This emphasises the sorcerer's strength's while seperating it from the wizard. Low number of known spells but higher usages, just as before. Sound fair? That would put Jakal's SP almost even with Kaleb's.
2. Alternatively, you could do the feat's, and gain a number of bonus spell levels known equal to the formula of +Cha Mod Spell Level's every time you gain a level which would open up a new spell level (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th). This would give you more freedom, allowing at 4th level to choose say your CHA was at 17 there, 3 spell levels of spells to know. That could be 3 extra 1st level spells, or 1 1st and 1 second level spell. Then, at 6th level, you bumped your CHA to 18, and recieved 4 more spell level's to distribute, choosing an extra 3rd level spell, and saving the extra level for when you reached 8th level Sorcerer. Spell level's could be saved in order to gain higher level spell's know upon reaching a higher level. You wouldn't gain any extra SP with this manner however.
Does method 1 or 2 sound more appealing?
Also, Blake's spell list includes spells from the Dragonlance Campaign book.
[INDENT]2nd level:
*Elemental Dart (1d6+1/level of elemental damage {1d6+8}, choose damage type upon casting, +1 dart at 5th, 7th, 9th and 11th lvl),
*Shocking Spark (4d6 electricity damage to one target, +1 attack at 7th and 10th level),
3rd level:
*Billim's Bifrost Bride: Creates bridge, 2 5ft squares/level (10ft wide, 40 ft long, or 5 ft wide, 80ft long at 8th level), 1min/level
*Earthen Shield: 5x5x1ft Sections, 1 section/level, 100 hit points per foot of thickness, 2 sections can be put on top of one another to make a 10 ft high wall, sections can be stacked behind each other to create a thicker wall)
*Palin's Pyre: 3d6 fire damage to all within an area of a 5ft square/level (40ftx40ft at 8th level), failed Reflex save means they catch on fire
4th level:
*Storm Wall: Deals 2d4/rd electrical damage to those within 10ft and 2d4+1/lvl passing through it, double for those wearing a lot of metal, 1d4 for those between 10-20ft away, lasts until concentration has ended +1rd/level
*Spark Shield: Provides light, Half damage to electricity, anyone striking you takes 1d4+1/lvl damage, double if wearing a lot of metal or hit you with a metal melee weapon (2d4+2/level), 1rd/lvl
*Dalamar's Lighting Lance: Ranged 100+10/lvl feet, 3d6 damage, +1d6/lvl electricity damage, +1 lance at 10th and 15th lvl[/INDENT]
Feel free to adjust your spell list to include those if you wish to, keeping in mind that Blake's character
does know all schools in the Player's Handbook outside the Divination, Necromancy, and Enchantment school's, while specializing in Transmutation spells. Your list is fine, but you may wish to consider the fact a simple shield spell leaves you unable to use magic as an attack anymore.
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I won't try to deliberatly butcher the party, but I won't kill the NPC's strength's either. Mage Armor, Shield and such are standard protection spell's for magic user's, facing one could leave you nullified from attacking and just as a support character. That may be fine with you though.
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