DnD 3.5 The Wonders of Syrael [closed!]


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Ok, to your first proposal this is my reply: I could use a little more detail. do you mean the caster gains more spells to cast? or more times to cast the 0-level spell? I think my answer would be that I could see giving you another cast(or perhaps spel) at a +1 on the attribute bonus, and another at +3 and +5 and so on.

to your second thought: as far as retroactive skill point I would perfer not to make a single point intellegence increase so powerful; i would tend to say I could see a 1/2 increase. i.e. a level 4 increasing their int by one recieves an extra 2 skill points that level (assuming that my math is correct). sound fair, everyone?

I consider level-upping an event that requires time to think, train, practice and the like. As such, usually I dont allow level-upping during adventures. I agree tho, that some dungeons can be particuarly long, but for my DM purposes, I usually split the overall adventure into a series of progressivly larger dungeons, with each split allowing rest/leveling an such. Thats just my general SOP.

And for your last point, i agree wholeheartedly; the idea of a single combat in 2 weeks is 'not' somthing that i relish. I usually lean tword a good amount of fighting. (in RL at least)

That is something we should all pay lots of atention to. thanks for your input Al!!
 
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To clarify on point one:

Normally, a wizard with an Intelligence of 12 gets a bonus 1st level spell slot. He gets another bonus 1st level spell slot at 20 Intelligence, a third bonus slot at 28 Intelligence, a fourth at 36 Intelligence, and so forth.

Likewise, a wizard with an Intelligence of 14 gets a bonus 2nd level spell slot. He gets another bonus 2nd level spell slot at 22 Intelligence, a third bonus slot at 30 Intelligence, a fourth at 38 Intelligence, and so forth.

Again, a wizard with an Intelligence of 16 gets a bonus 3rd level spell slot. He gets another bonus 3rd level spell slot at 24 Intelligence, a third bonus slot at 32 Intelligence, a fourth at 40 Intelligence, and so forth.

This is true for all spellcasters, not just wizards, albeit that the other spellcasting classes use Wisdom or Charisma as their casting attributes.

However, spellcasters don't get bonus 0-level spell slots for having a high casting Attribute (Intelligence, Charisma, or Wisdom). The progression I suggest is:

A spellcaster with a casting Attribute (Int/Cha/Wis) of 10 gets a bonus 0-level spell slot. He gets another bonus 0-level spell slot at 18 Int/Cha/Wis, a third bonus slot at 26 Int/Cha/Wis, a fourth at 34 Int/Cha/Wis, and so forth.

To use an example, Luhal has a Wisdom - his casting Attribute - score of 18. Normally, a sixth level Druid gets 5 0-level spells per day, but because Luhal's Wisdom is 18, he gets 2 extra 0-level spell slots, for a total of 7 0-level slots every day.



Second point:

Here's what I mean:

Luhal has an Intelligence of 16, so he gets three extra skill points each level. Now, let's pretend for moment that I'm going to put his bonus Attribute points into Intelligence. (Obviously, Luhal has been deluded into thinking he's a wizard under this scenario.)

At level 4, I increase his Intelligence to 17. At 17, the skill point bonus is still three points per level, so nothing changes. At level 8, Luhal still suffers under his unfortunate delusion, and increases his Int from 17 to 18.

Now his skill point bonus is 4 points per level. But, from levels 1 through 7, his skill point bonus was 3 per level. Despite having an intellect equal to someone who started out at level 1 with an Intelligence of 18, Luhal is 10 skill points short (4 skill points for level 1, 1 skill point per level for levels 2 through 7).

What I'm urging is that characters who gain permanent increases to their intelligence should be allowed to pick up the 'missing' skill points.


Of course, this may be a moot point, seeing as how we don't have any wizards in the party. That said, I guess we might stumble across a Tome of Clear Thought someday.

-Albert
 

*nods* yes, I understand the 0-level slot delemmia, and I like I'll make a DM descion to allow it. after all, it is only a 0 level, right?

(I have a strange feeling that i might regret it later on.... you sneaky PC's!! *grins*)

and as for the skill point tree, i did understand what you ment, and I dont like the thought that someone can suddenly gain all that extra skills via a simple point increase; that really leans to making int bonuses a little strong. On the other hand, I can understand your thoughts (increasing con makes you gain all the HP's retroactive, doesnt it?) Anyway, my DM desicion on that is I will give you 1/2 the skill points retroactive. That means your easily deluded friend would find themselves with 5 bonus skill points (on top of the normal ones!) I think thats a good compromise. agreed?
 

That works. Another thought might be to allow the individual to learn his 'missing' skill points by spending a week of downtime per skill point, training or practicing or studying.

-Albert
 

Al the Absentminded said:
That works. Another thought might be to allow the individual to learn his 'missing' skill points by spending a week of downtime per skill point, training or practicing or studying.



Considering the rate at which PBP prgresses, probably isn't something you'll have to worry about for a while.
 

:P yeah, ask me then. I hope the characters are going well, I just created a level 1 one the living eberron thread. :D

im going to log off now, ill check the boards in another.... 5 hours or so.

As a final note, I would appriciate everyone who is going to post to give me your email (or email me) so that I have a way to contact you outside of posting here and praying. :D

thanks!
 

My email is alpnorman@hotmail.com



Here are some magic items I'd like Luhal to start with:



Luhal's Manclaw

A +1 Scimitar fashioned by another Druid for Luhal. It has the druidic symbol for 'sharp' etched on the blade in Sungold. The enchantment is keyed to the Green - only a Druid or Ranger can be certain the enchantment will work for him. All other characters are judged on how in-tune they are with nature.

Luhal's name is written on the hilt.

An example of a pretty traditional weapon for Syrael Druids - a young Druid performs a useful task for an elder Druid, and is allowed to help enchant his own sword. (The young Druid provides the xp.) Luhal is expected to hang on to this weapon and develop it throughout his life - it will be buried with him if possible.



Luhal's Greensong Mocassins

These soft shoes are made of Darkskin leather. Like Boots of Striding and Springing, they provide a +10 to the base speed of the wearer. However, they don't provide an additional boost to jumping, and they only work in areas of Strong Green - natural surroundings, camps, farmland, and tiny villages count, but towns and most dungeons do not.

Traditional Syrael Druid shoes. Luhal is expected to upgrade them during his lifetime - normal boosts include adding an additonal +10 to movement, retaining the movement bonus while wildshaped, and allowing a +10 to movement in areas of weaker Green, such as cities and non-necropoli dungeons.

(Given the limitations, these shouldn't cost nearly as much as Boots of Striding and Springing.)



In addition, I have a number of odd items that I want Luhal to start out with.



Luhal's Healing Jar

This small jar is made of Greenwood, with runes of healing written in Moonpearl Ink on the lid.

When an appropriate mixture of herbs, loam, and water is placed within (Knowledge: Nature check of 15 to find a set of plants that will work together, maybe higher in less lush places) and the jar closed, the magic of the jar will activate. Over the course of 24 hours, the mixture will slowly turn into a green paste.

This paste can be placed on living beings who are hurt, rubbed on the bruised, cut, or broken area. A normal dose will heal the creature 1 hit point per round for 10 rounds. A small dose will heal the creature 1 hit point every other round for 10 rounds. A tiny dose will stabalize a dying creature immediately and heal it 1 hp after 10 rounds.

Attempting to put paste on a wound while the wounded individual is in active melee combat may charitably be described as "frustrating".

Each batch of paste has enough for 10 normal doses, 20 small doses, or 100 tiny doses. If the paste is removed from the jar for more than a minute without being applied to a wound, it loses its healing properties. The jar must be emptied out if new paste is to be prepared.



Luhal's Gryphonclaw Fetish

This is a small loop of Darkskin leather, from which a Gryphon's claw hangs. If a Druid or Ranger casts Magic Fang while holding this fetish, the spell duration increases by one category, from 1 hour/level to 1 day/level.



Luhal's Barkskin Fetish

This fetish is a small amount of Sungold worked into leaf shape, set with a tiny Moonpearl. If a Druid or Ranger casts Barkskin while holding this fetish, the spell duration increases by two categories, from 10 minutes/level to 1 day/level.



Luhal's Davidian Pouch

This small pouch is made of Darkskin leather with runes of preservation written in Moonpearl. If pebbles with the Magic Stone spell on them are placed in this pouch, the remaining duration on the pebbles is increased to 1 day for every 10 minutes left. However, this preservation effect only lasts as long as the pebbles are kept in the pouch. When removed, any remaining duration runs out normally.

The pouch can hold up to 100 pebbles. Luhal is thinking about enhancing the enchantment so that the pouch can preserve the Magic Stone effect for as many as 30 days instead of 3.



Depending on if I have any "item credit" left, I may come up with a few more ideas.

-Albert
 

penance said:
Ok, now we have six people that have submitted their backgrounds; All the users mentioned below have my OK to post their character sheets:

1. JKason -Undercover Cleric of Fharlanghn
2. Rhun -Ranger
3. Post Life Entity -Fighter
4. Al the Absentminded -Druid(and an excelent background for a druid!)
5. Preist Sidran -Bard
6. Lot -Fighter/Rogue

Ok, this is what i generally get as the basic backbground and motivators:
1. JKason [sblock]As per the secret rituals of the widespread Fharlanghn worshippers, this cleric vetures forth under the guise of an adventuror to gain in knowledge, and to see the land far and wide. Primary motivators would be curiousity and knowledge.[/sblock]

2. Rhun (JKason, read this too)[sblock]Right now, I veiw your ranger as the way I'm going to tie all these people together: the Ranger will ahve been captured in a slave run, and will be seen by the(some/all?) party members fleeing. They will recongise his courage and rescue him from the slavers, but not before he gets horribly wounded by them. The only way to save his life is for JKason's cleric to heal him, revealing his secret to at least some of the group. Does that sound... realistic? :D better than 'you guys are all in a tavern together,' I hope.[/sblock]


Still interested, and the background adds work fine for me. Unfortunately, this week's gotten quite heavy for me, and I probably won't have time to get the stats all figured out until the weekend. If you're looking to start sooner, I understand if you want to go with someone else.

Thanks either way,

jason
 


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