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[FULL] OOC: Dichotomy's Age of Worms Redux [FULL]
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<blockquote data-quote="Dichotomy" data-source="post: 3082029" data-attributes="member: 12941"><p><a href="http://enworld.org/misc.php?do=bbcode" target="_blank">Here's a link to the code you need.</a></p><p></p><p><a href="http://www.giantitp.com/forums/showthread.php?t=2714" target="_blank">Link to GitP's PbP guide.</a> Recall that about 1/4 down is the "Post Formatting" section. I prefer the Prose format, but in the PRESENT tense. Also, for OOC stuff, rather than using brackets, I prefer for it to be in a spoiler block.</p><p></p><p><a href="http://therpgenius.com/ageofworms/AreaMaps/General/tabid/223/Default.aspx" target="_blank">Diamond Lake map (letter sized PDF) - DM copy</a></p><p>[sblock=Proposed New Class]Druids are broken. Sorcs suck. Here's a proposed fix.</p><p></p><p><span style="color: Teal"><span style="font-size: 12px"><strong>The Fey Caster</strong></span></span></p><p><strong>Hit Die:</strong> d6</p><p><strong>BAB:</strong> poor (as Wizard)</p><p><strong>Saves:</strong> Good Fort, Ref, and Will</p><p><strong>Skill Points at 1st level:</strong> (6+int modifier) x4</p><p><strong>Skill Points at each additional Level:</strong> 6 + Int Modifier</p><p><strong>Class Skills: </strong> The fey caster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> As druid.</p><p></p><p>[code][B]The Fey Caster Hit Die: d6 </p><p> Base </p><p> Attack Fort Ref Will </p><p>Level Bonus Save Save Save Special [/B]</p><p>1st +0 +2 +2 +2 Animal companion, nature sense, wild empathy</p><p>2nd +1 +3 +3 +3 Woodland stride</p><p>3rd +1 +3 +3 +3 Trackless step</p><p>4th +2 +4 +4 +4 Resist nature’s lure</p><p>5th +2 +4 +4 +4 </p><p>6th +3 +5 +5 +5 </p><p>7th +3 +5 +5 +5 </p><p>8th +4 +6 +6 +6 </p><p>9th +4 +6 +6 +6 Venom immunity</p><p>10th +5 +7 +7 +7 </p><p>11th +5 +7 +7 +7 </p><p>12th +6/+1 +8 +8 +8 </p><p>13th +6/+1 +8 +8 +8 A thousand faces</p><p>14th +7/+2 +9 +9 +9 </p><p>15th +7/+2 +9 +9 +9 Timeless body</p><p>16th +8/+3 +10 +10 +10 </p><p>17th +8/+3 +10 +10 +10 </p><p>18th +9/+4 +11 +11 +11 </p><p>19th +9/+4 +11 +11 +11 </p><p>20th +10/+5 +12 +12 +12 [/code] </p><p>The listed special abilities are all as listed for the druid, except as noted below.</p><p></p><p><strong>Wildshape</strong></p><p>Does not exist.</p><p></p><p><strong>Spells</strong></p><p>A fey caster casts divine spells, which are drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).</p><p></p><p>To learn or cast a spell, a fey caster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fey caster's spell is 10 + the spell level + the fey caster's Charisma modifier.</p><p></p><p>Like other spellcasters, a fey caster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is as given on Table: The CLERIC (in the SRD), EXCEPT that instead of having a domain spell slot, the fey caster's extra slot is reserved for <em>summon nature's ally</em> spells (though the fey caster can still spontaneously cast such spells as a druid can). In addition, he receives bonus spells per day if he has a high Charisma score.</p><p></p><p>A fey caster's selection of spells is extremely limited. A fey caster knows spells as indicated on Table: Sorcerer Spells Known, EXCEPT the fey caster is treated for this purpose as one level higher than he actually is, and the fey caster automatically knows the [summon nature's ally[/i] chain of spells. (Unlike spells per day, the number of spells a fey caster knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the druid spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.</p><p></p><p>Upon reaching 4th level, and at every even-numbered fey caster level after that (6th, 8th, and so on), a fey caster can choose to learn a new spell in place of one he already knows. In effect, the fey caster "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level druid spell the fey caster can cast. A fey caster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.</p><p></p><p>Unlike a wizard or a cleric, a fey caster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.[/sblock]</p><p></p><p>[sblock=Houserules][sblock=Hit Points]The intention was max at first level, then a "true average" thereafter.</p><p>d4: at even levels (level 2, level 4, etc.) get 2 hit points; at odd levels get 3</p><p>d6: even 3; odd 4</p><p>d8: even 4; odd 5</p><p>d10: even 5; odd 6</p><p>d12: even 6; odd 7[/sblock]</p><p>[sblock=Spellbooks]After great discussion, we decided to keep RAW. To summarize what RAW are:</p><p>1) Either make a DC 20 + spell level spellcraft check or use read magic to decipher the spellbooks;</p><p>* Failure on this spellcraft check means you have to wait until the next day</p><p>2) Spend an entire day (for each spell) studying it, then make another spellcraft check (DC 15 + spell level) to "understand" the spell;</p><p>* Failure on this spellcraft check means you can't "understand or copy" the spell; you can't try again until you get another rank in spellcraft</p><p>3) Spend an entire day (again) and use up 1 page per spell level (at a cost of 100 gp each page) actually writing the spell in his spellbook.</p><p>* This is the copying cost and does not include any "borrowing fee" or the like</p><p>More specifics in post 200 on OOC thread page 14.[/sblock]</p><p>[sblock=Crafting]You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one casting of every required spell for every 1,000 gp in its price, and a minimum of one day. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.[/sblock]</p><p>[sblock=Death and XP]Use RAWunless the character was more than halfway to reaching the next level. In that case, the character's new XP total is set at that same fraction of the way between the minimum needed for his or her new (reduced) level and the minimum needed for the next one.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Dichotomy, post: 3082029, member: 12941"] [url=http://enworld.org/misc.php?do=bbcode]Here's a link to the code you need.[/url] [url=http://www.giantitp.com/forums/showthread.php?t=2714]Link to GitP's PbP guide.[/url] Recall that about 1/4 down is the "Post Formatting" section. I prefer the Prose format, but in the PRESENT tense. Also, for OOC stuff, rather than using brackets, I prefer for it to be in a spoiler block. [url=http://therpgenius.com/ageofworms/AreaMaps/General/tabid/223/Default.aspx]Diamond Lake map (letter sized PDF) - DM copy[/url] [sblock=Proposed New Class]Druids are broken. Sorcs suck. Here's a proposed fix. [COLOR=Teal][SIZE=3][B]The Fey Caster[/B][/SIZE][/COLOR] [b]Hit Die:[/b] d6 [b]BAB:[/b] poor (as Wizard) [b]Saves:[/b] Good Fort, Ref, and Will [b]Skill Points at 1st level:[/b] (6+int modifier) x4 [b]Skill Points at each additional Level:[/b] 6 + Int Modifier [b]Class Skills: [/b] The fey caster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). [b]Weapon and Armor Proficiency:[/b] As druid. [code][B]The Fey Caster Hit Die: d6 Base Attack Fort Ref Will Level Bonus Save Save Save Special [/B] 1st +0 +2 +2 +2 Animal companion, nature sense, wild empathy 2nd +1 +3 +3 +3 Woodland stride 3rd +1 +3 +3 +3 Trackless step 4th +2 +4 +4 +4 Resist nature’s lure 5th +2 +4 +4 +4 6th +3 +5 +5 +5 7th +3 +5 +5 +5 8th +4 +6 +6 +6 9th +4 +6 +6 +6 Venom immunity 10th +5 +7 +7 +7 11th +5 +7 +7 +7 12th +6/+1 +8 +8 +8 13th +6/+1 +8 +8 +8 A thousand faces 14th +7/+2 +9 +9 +9 15th +7/+2 +9 +9 +9 Timeless body 16th +8/+3 +10 +10 +10 17th +8/+3 +10 +10 +10 18th +9/+4 +11 +11 +11 19th +9/+4 +11 +11 +11 20th +10/+5 +12 +12 +12 [/code] The listed special abilities are all as listed for the druid, except as noted below. [b]Wildshape[/b] Does not exist. [b]Spells[/b] A fey caster casts divine spells, which are drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a fey caster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fey caster's spell is 10 + the spell level + the fey caster's Charisma modifier. Like other spellcasters, a fey caster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is as given on Table: The CLERIC (in the SRD), EXCEPT that instead of having a domain spell slot, the fey caster's extra slot is reserved for [i]summon nature's ally[/i] spells (though the fey caster can still spontaneously cast such spells as a druid can). In addition, he receives bonus spells per day if he has a high Charisma score. A fey caster's selection of spells is extremely limited. A fey caster knows spells as indicated on Table: Sorcerer Spells Known, EXCEPT the fey caster is treated for this purpose as one level higher than he actually is, and the fey caster automatically knows the [summon nature's ally[/i] chain of spells. (Unlike spells per day, the number of spells a fey caster knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the druid spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered fey caster level after that (6th, 8th, and so on), a fey caster can choose to learn a new spell in place of one he already knows. In effect, the fey caster "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level druid spell the fey caster can cast. A fey caster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a fey caster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.[/sblock] [sblock=Houserules][sblock=Hit Points]The intention was max at first level, then a "true average" thereafter. d4: at even levels (level 2, level 4, etc.) get 2 hit points; at odd levels get 3 d6: even 3; odd 4 d8: even 4; odd 5 d10: even 5; odd 6 d12: even 6; odd 7[/sblock] [sblock=Spellbooks]After great discussion, we decided to keep RAW. To summarize what RAW are: 1) Either make a DC 20 + spell level spellcraft check or use read magic to decipher the spellbooks; * Failure on this spellcraft check means you have to wait until the next day 2) Spend an entire day (for each spell) studying it, then make another spellcraft check (DC 15 + spell level) to "understand" the spell; * Failure on this spellcraft check means you can't "understand or copy" the spell; you can't try again until you get another rank in spellcraft 3) Spend an entire day (again) and use up 1 page per spell level (at a cost of 100 gp each page) actually writing the spell in his spellbook. * This is the copying cost and does not include any "borrowing fee" or the like More specifics in post 200 on OOC thread page 14.[/sblock] [sblock=Crafting]You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one casting of every required spell for every 1,000 gp in its price, and a minimum of one day. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.[/sblock] [sblock=Death and XP]Use RAWunless the character was more than halfway to reaching the next level. In that case, the character's new XP total is set at that same fraction of the way between the minimum needed for his or her new (reduced) level and the minimum needed for the next one.[/sblock][/sblock] [/QUOTE]
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