Jemal
Adventurer
1. Creamsteak : Seeing as how you've had it worked into your storyline all the time, I'll let you start with 1 (ONE!) Of the swords. The other will be something you have to quest for. Possibly stolen by the evil emporer Druegellyn (Kudos to Uriel for the name)
As for the spells, how's this : For every school you give up, you can take one "Domain" as if you were a cleric, and use those domain spells instead
(Ie get rid of Necromancy but take the Plant Domain so for 1st level spells you'ld loose cause fear, chill touch, and ray of enfeeblement, but gain Entangle to your class spell-list.
Yes, this is extemely restrictive, b/c it involves going outside the norm for your class (It's almost like multiclassing, but not quite).
Sorry that's about the best I can do. If It's not good enough, I'ld suggest another character concept.
2. I don't currently have a scanner to put the map on, but I'll do my best to describe it.
The continent of Rekbar is roughly shaped like an irregular circle. It's hard to describe the kingdoms, so I'll just put below which kingdoms border which other kingdoms.
Kelt Imperium : Borders on Candara and the Wasteland
Wasteland : Borders on all.
Extoria : Borders on the Wasteland and Realms of Ukko.
Realms of Ukko : Borders on the Wasteland, Extoria, and candara
Candara : Borders on the Wasteland, Realms of Ukko, and Kelt Imperium.
I'm working on PAINT to try to do a rough map. I'll edit this to add it when I figure it out.
3. Political stucture. I think I posted that a few posts up. The Kelt Imperium is a magocracy led by a LE Emporer.
4. As to Upgrading items, it's straight from the DMG : Page 246, the last paragraph before the appendix (Many people miss it)
(DISCLAIMER : This is not the exact wording. To write the exact wording without permission would be illegal, so I paraphrase. For exact wording, READ THE BOOK)
You can add new magical abilities to any magical item without restrictions. Cost is the same as if the item was not magical. IE. a +1 Buckler can be transformed into a +3 Buckler, with the cost being the same as if you were buying/making a +3 buckler, Minus the cost of buying/making a +1 buckler. (+1 buckler costs 1,165. +3 buckler costs 9,165. SO, to go from the +1 to the +3 buckler, would cost 9,165-1,165= 8,000 GP)
This also works for other items when adding extra abilities or combining the abilities of multiple items. If the item is one that takes up a specific space on a character Ring, Helm, Gloves, etc. additional powers are added at double the cost.
IE. You could start off with boots of striding + Springing (2,500GP) and later get them further enchated to make them "Boots of Striding, Springing, and Elvenkind", for 4,000 GP (Boots of Elvenkind cost 2,000. 2000 X 2 = 4,000)
Get it? got it? Good, now GO WILD!!!
Can anyone say "Gloves of dexterity and strength +2"?
(Cost = 4,000 initially, and another 8,000 later for the upgrade.)
Just one thing - Don't try to take the same ability twice (I.E. ring of climbing + climbing), b/c it's still the same "TYPE" of bonus, and won't stack with itself.
As for the spells, how's this : For every school you give up, you can take one "Domain" as if you were a cleric, and use those domain spells instead
(Ie get rid of Necromancy but take the Plant Domain so for 1st level spells you'ld loose cause fear, chill touch, and ray of enfeeblement, but gain Entangle to your class spell-list.
Yes, this is extemely restrictive, b/c it involves going outside the norm for your class (It's almost like multiclassing, but not quite).
Sorry that's about the best I can do. If It's not good enough, I'ld suggest another character concept.
2. I don't currently have a scanner to put the map on, but I'll do my best to describe it.
The continent of Rekbar is roughly shaped like an irregular circle. It's hard to describe the kingdoms, so I'll just put below which kingdoms border which other kingdoms.
Kelt Imperium : Borders on Candara and the Wasteland
Wasteland : Borders on all.
Extoria : Borders on the Wasteland and Realms of Ukko.
Realms of Ukko : Borders on the Wasteland, Extoria, and candara
Candara : Borders on the Wasteland, Realms of Ukko, and Kelt Imperium.
I'm working on PAINT to try to do a rough map. I'll edit this to add it when I figure it out.
3. Political stucture. I think I posted that a few posts up. The Kelt Imperium is a magocracy led by a LE Emporer.
4. As to Upgrading items, it's straight from the DMG : Page 246, the last paragraph before the appendix (Many people miss it)
(DISCLAIMER : This is not the exact wording. To write the exact wording without permission would be illegal, so I paraphrase. For exact wording, READ THE BOOK)
You can add new magical abilities to any magical item without restrictions. Cost is the same as if the item was not magical. IE. a +1 Buckler can be transformed into a +3 Buckler, with the cost being the same as if you were buying/making a +3 buckler, Minus the cost of buying/making a +1 buckler. (+1 buckler costs 1,165. +3 buckler costs 9,165. SO, to go from the +1 to the +3 buckler, would cost 9,165-1,165= 8,000 GP)
This also works for other items when adding extra abilities or combining the abilities of multiple items. If the item is one that takes up a specific space on a character Ring, Helm, Gloves, etc. additional powers are added at double the cost.
IE. You could start off with boots of striding + Springing (2,500GP) and later get them further enchated to make them "Boots of Striding, Springing, and Elvenkind", for 4,000 GP (Boots of Elvenkind cost 2,000. 2000 X 2 = 4,000)
Get it? got it? Good, now GO WILD!!!
Can anyone say "Gloves of dexterity and strength +2"?
(Cost = 4,000 initially, and another 8,000 later for the upgrade.)
Just one thing - Don't try to take the same ability twice (I.E. ring of climbing + climbing), b/c it's still the same "TYPE" of bonus, and won't stack with itself.