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Death in Freeport 3.5 Re-Recruiting (Closed)

Flaws and traits

Consider one of these as bonus feat (descriptions are from the site you posted above):

[sblock=Gift of Tongues (G)]: Benefit: Your Intelligence is 4 points higher for the purpose of determining how many bonus languages you may start with. Speak Language is always a class skill for you. You gain a +1 bonus on all Innuendo a Sense Motive checks. (this one saves me four skill points
[/sblock]

[sblock=God Touched (Deneir)] Benefit: Once per day, while performing an act related to one of your deity's portfolios, you can call upon your deity as a free action and gain a +1 luck bonus on any one die roll. (this depends on what we agree would constitute related act :) )
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[sblock=Godsight] (this one is regional so I'm not sure it fits in your campaign)
Prerequisite: Cha 13, Mulhorandi (aasimar, human (Mulan] or tiefling), Mulhorand region.
Benefit: You gain the following spell-like abilities, each usable three times per day: detect evil, detect magic, detect poison, detect undead, read magic. Your caster level equals your character level. When you take this feat, you can choose detect chaos, detect good, or detect law instead of detect evil. Special: You can take this feat only as a 1st level character.
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Consider one of these as bonus feat (descriptions are from the site you posted above):

[sblock=Gift of Tongues (G)]: Benefit: Your Intelligence is 4 points higher for the purpose of determining how many bonus languages you may start with. Speak Language is always a class skill for you. You gain a +1 bonus on all Innuendo a Sense Motive checks. (this one saves me four skill points
[/sblock]

[sblock=God Touched (Deneir)] Benefit: Once per day, while performing an act related to one of your deity's portfolios, you can call upon your deity as a free action and gain a +1 luck bonus on any one die roll. (this depends on what we agree would constitute related act :) )
[/sblock]

[sblock=Godsight] (this one is regional so I'm not sure it fits in your campaign)
Prerequisite: Cha 13, Mulhorandi (aasimar, human (Mulan] or tiefling), Mulhorand region.
Benefit: You gain the following spell-like abilities, each usable three times per day: detect evil, detect magic, detect poison, detect undead, read magic. Your caster level equals your character level. When you take this feat, you can choose detect chaos, detect good, or detect law instead of detect evil. Special: You can take this feat only as a 1st level character.
[/sblock]

I will consider them as normal, non-bonus feats :)

Gift of tongues looks fine. Note that I have worked pretty hard to consolidate a lot of languages and most humans speak common. Ancient languages used by mortals are generally celestial, giant, and draconic.

God touched Denier I would allow to work on Truespeak checks. I might allow it on certain reseraching checks I felt were appropriate as well.

Godsight. Mulhorand is Egypt, which in this world is Hamunaptra Heliopolis in the south. I would allow the feat though through Deneir or the Assembly but it would only grant you one of those divinations, but I would give it as an at will instead of 3/day ability.
 

Item Familiar from UA

Ancestral relic or some such (this I didn't have time to look up). Item familiar is available as a feat from 3rd level on...?
Item familiar is one option, though I don't allow the xp part (I don't use xp for leveling or crafting or spells etc.).

Others include things like the kensai prestige class, weapons of legacy, artefact scion prestige classes, Path of Magic staves, using standard crafting to increase the enchantments on existing items, a few magic item sourcebooks that increase weapons capabilities over time (I was a big fan of Earthdawn's magic item system).

When do I start?

After the current bar scene. I'll weave you in for the next stage of the investigation.

Regardless of you allowing soulblade, I'd like to start with such low quality looking dagger...but with normal stats

Sure.:)
 

Ready to start

I will consider them as normal, non-bonus feats
**
You misunderstand. I didn't mean it to get them for free...but to take a flaw (I already took two traits, altough I'm not sure you allow them)The problem is that all those feats are first level only...as god gifts.

As for languages, I can take celestial as ancient. The idea is that Logan speaks Uraqi and/or that other lost civilization language.

Since I'm not starting just yet I might take Inertia Surge instead of Word of nurturing. Are there healers in the party? Immovable opponents and ignoring webs appeal to me, but

And it takes only one round (consider allowing concentration to extend the effect for one round as reverse word of nurturing does).

I'll also take skills Sense Motive, Gather Information and Heal (because finding information includes judging the informant, finding it in the first place and heal is just something good priest should know how to do :)


As for godtouched, that is very nice of you it gives me an edge and I just might replace skill focus with that...and take skill focus on 2nd level.

[sblock=Suggestions for Godtouched by Deneir]
Roll to decipher arcane phrase to activate portal
Roll to read runic script made for long forgotten ritual
Roll to detect Glyph or Symbol spells
Roll to scribe or read scrolls
Roll for teaching others how to read
Any roll that makes it easier to reach special knowledge especially books

[/sblock]

Would you allow using Arcane disciple feat to allow casting 1/day spells from selected domain even if the caster has no spell list (such as truenamer)...I'd take Rune domain (at some point in time). It contains spells such as Arcane Mark, Glyphs of warding and such (as could be expected from Rune domain). Which knowledge would include knowledge of runes? Arcana?

I'll edit character later today. May I put him in RG?
 
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Neurotic.

One of the house rules is that everyone is neutral at base, it is only clerics, paladins, or other alignment power-touched classes, outsiders with alignment descriptors, etc. who gain different alignments. If you want to be Good as a Deneir touched character that is fine, but he is NG and not LG.

I'm leaning more and more towards changing truespeak from a skill to a class level +int check vs DC 10+CR target. This is straightforward and removes the need to squeeze every possible skill enhancement from every character resource possible while maintaining the desired success ratio for equal challenge opponents. This would mean reassigning your skill focus feat and reallocating some skill points. Thoughts?

I've allowed traits but not flaws so far from UA. I have recently purchased Adamant Entertainment's Character Drawbacks product which has a neat idea for flaw type mechanics that I like. Instead of taking a flaw in return for a feat I will allow them to grant an extra set of skill points similar to the human skill point bonus. The product grants only 4 skill points extra, but I want to keep my calculation math easier and I don't think it would be too much power (I already had a feat that does exactly that). Note that this does not change the max rank cap on individual skills (level +3).
 

Truenamer

You'll need to consider the effects of changing to different mechanics in terms of feats that affect truenaming which now use extend/Empower/whatever with +5 to skill DC.

We can use empower/extend spell-like ability (as utterances are SLAs)...but I need to find these first...

This is so that I can have more the 50%+INT chance at equal level (consider warlock who can use invocations at will)

One of the house rules is that everyone is neutral at base,
**
I'm aware of this rule, I just wanted to describe his general behaviour. He is strict and 'slave of habbit' (there is different english term to this I'm sure) to the point of ritualism.

I'm leaning more and more towards changing truespeak from a skill to a class level +int check vs DC 10+CR target.
**
At level 1 this gives me vs. CR 1 opponents 1d20+1(lvl) +3 +3(INT) vs. DC 11 (roll needed 7). With skill 10 for same opponent I'd need 1d20+10 vs. DC 17 (same). At higher level level check gets more favorable, but this lowers in 'boss fights' (assuming CR +3) to only 50% :( Of course there is no SR and mostly no save :D

This would mean reassigning your skill focus feat and reallocating some skill points. Thoughts?
**
Well, most easily remedied, skill focus gets replaced by godtouched as there are no flaws.


Skill points: spend more on heal, sense motive and alchemy.

How many craft points do I get and what is needed for craft alchemy when you don't have prerequisite spells to create items?

Also, consider this: there are several utterances that are same through levels except more powerful (Speed of zephyr, knight puissance, word of nurturing). Would you allow making those SAME utterance (spending only one utterance slot) but with diferent level prerequisite (i.e. namer must be at least 3rd level to use 2nd level word of nurturing. He can ofcourse choose to use minor version.

Also, I'd research new words in the course of the campaign so we'll need to discuss exact levels, prerequisites and effects. Logan will find out personal true name of all his companions.

How would personal truename affect level check? Speaking personal truename is normaly +2 to skill DC except for +4 bonus to skill for truenamer speaking. I suggest the following: level check DC goes up by 1, personal truename effect goes down by 2 (making it easier for truenamer to affect himself) and allowing truenamer to apply ONE ADDITIONAL metanaming effect to utterance.


I added skill Knowledge (Exotic Materials) this would include knowlegdge of Pandemonium Silver or Baatorian steel just as Serenewood and such, but also knowledge of which components could be used for alchemical mixtures and how...

Also, what is needed to create let's say gorgonhide armor (aside from gorgon hide obviously :))

I might add knowledge (Rituals and Ceremonies) if you have thoughts of giving non-spellcasters magical powers/abilities by performing tasking and specific rituals (such as Beowulf who was rendered invulnerable by bathing in dragonblood)...

The idea is that Logan is very learned in specialized sort of way. If you disallow any of this, say it I'll remove it before starting game.

Also, I'd play Deneir as (semi)secret sect within Oghma temple...so Logan would be sage, Oghman, recognizable as Deneir's priest only by those learned in such matters who take time to know or study him.

you dind't comment my suggestions for Godtouched use
 
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You'll need to consider the effects of changing to different mechanics in terms of feats that affect truenaming which now use extend/Empower/whatever with +5 to skill DC.

We can use empower/extend spell-like ability (as utterances are SLAs)...but I need to find these first...

They are in the MM and in the srd under monster feats for empower and quicken spell-like ability. Monster Feats Index :: d20srd.org

Complete Arcane has more (for the warlocks) such as heighten and maximize Feat - Feats
This is so that I can have more the 50%+INT chance at equal level (consider warlock who can use invocations at will).

Doing a general search on that website for all its feats and then searching on the page for "spell-like" leads to a few more. Feat - Feats
One of the house rules is that everyone is neutral at base,
**
I'm aware of this rule, I just wanted to describe his general behaviour. He is strict and 'slave of habbit' (there is different english term to this I'm sure) to the point of ritualism.

I'm leaning more and more towards changing truespeak from a skill to a class level +int check vs DC 10+CR target.
**
At level 1 this gives me vs. CR 1 opponents 1d20+1(lvl) +3 +3(INT) vs. DC 11 (roll needed 7). With skill 10 for same opponent I'd need 1d20+10 vs. DC 17 (same). At higher level level check gets more favorable, but this lowers in 'boss fights' (assuming CR +3) to only 50% :( Of course there is no SR and mostly no save :D

This would mean reassigning your skill focus feat and reallocating some skill points. Thoughts?
**
Well, most easily remedied, skill focus gets replaced by godtouched as there are no flaws.


Skill points: spend more on heal, sense motive and alchemy.

How many craft points do I get and what is needed for craft alchemy when you don't have prerequisite spells to create items?

We haven't talked discussed craft points, but if you mean the system from UA Craft Points :: d20srd.org including the craft alchemcial items feat in there for using craft points on alchemy items then I am pretty much fine with that.

I'm not sure I understand your question on the craft alchemy without prerequisite spells, alchemical items and magical crafting are different abilities and you don't need preqrequisite spells to craft alchemical items.

Also, consider this: there are several utterances that are same through levels except more powerful (Speed of zephyr, knight puissance, word of nurturing). Would you allow making those SAME utterance (spending only one utterance slot) but with diferent level prerequisite (i.e. namer must be at least 3rd level to use 2nd level word of nurturing. He can ofcourse choose to use minor version.

I'd allow a feat to do that for a specific utterance. So if you spent a feat on the nurturing word utterance you'd get them all as you progress without spending extra utterances known on it.

Also, I'd research new words in the course of the campaign so we'll need to discuss exact levels, prerequisites and effects. Logan will find out personal true name of all his companions.

We'll see as the game progresses, I don't want to get too far away from the core stuff to start.

How would personal truename affect level check? Speaking personal truename is normaly +2 to skill DC except for +4 bonus to skill for truenamer speaking. I suggest the following: level check DC goes up by 1, personal truename effect goes down by 2 (making it easier for truenamer to affect himself) and allowing truenamer to apply ONE ADDITIONAL metanaming effect to utterance.
Its a good question, truenames don't actually seem to be a benefit for straightclassed truenamers, mostly for some prc abilities.

I looked over Arcana Evolved and their they just give a -1 penalty to saves to resist spells using a truename and otherwise integrate truenames directly into individual spell effects.

I was thinking of having the law of repetition consider utterances used in conjunction with truenames as different utterances so word of nurturing could be used on each truename target as a fresh utterance, allowing utterances to be used on a truenamer's self and close allies much easier.

I added skill Knowledge (Exotic Materials) this would include knowlegdge of Pandemonium Silver or Baatorian steel just as Serenewood and such, but also knowledge of which components could be used for alchemical mixtures and how...

Also, what is needed to create let's say gorgonhide armor (aside from gorgon hide obviously :))

I might add knowledge (Rituals and Ceremonies) if you have thoughts of giving non-spellcasters magical powers/abilities by performing tasking and specific rituals (such as Beowulf who was rendered invulnerable by bathing in dragonblood)...

The idea is that Logan is very learned in specialized sort of way. If you disallow any of this, say it I'll remove it before starting game.

I think most exotic materials fall into normal knowledges like arcana with a few like baatorian steel falling into planar. But if you want to go with a more focused knowledge one that is OK by me.

I'm not going to create a new skill ritual system. I never thought of Beowulf as being a skilled ritualist but as an accomplished heroic warrior. Alea Publishing's Mindcraft is a skill based psionics system I believe, but it does not have the questing and ritual elements you are talking about. If you see something in my list of sources that already has stuff done out let me know and I'll check it out more in depth. However Deneir focused truenaming and developed alchemy is probably enough of a split already in game powers for one character without losing too much of a character story focus.

Also, I'd play Deneir as (semi)secret sect within Oghma temple...so Logan would be sage, Oghman, recognizable as Deneir's priest only by those learned in such matters who take time to know or study him.

you dind't comment my suggestions for Godtouched use

That's fine for the Deneir stuff, he's a servitor of Oghma by description as written anyway.

The godtouched uses, those usually won't have discrete rolls but I'll consider letting the ability be an influence if the types of situations come up and you don't want to use it on actual truename utterances.


I also thought of a way to get you directly into the bar scene.

The Paragnostic Assembly sent you to find and copy some ancient Uraqi texts that Avaldunir (a high ranking member of the Assembly) divined were recently unearthed. You know that at one point they were on the ship The Bloody Vengeance and you have tracked an orc from the ship to the tavern The Rusty Tankard tonight, though this required expending some resources the Assembly sent you out with. You will be currently in the bar observing the orc as discretely as you can when the current situation erupts.

I will rely upon you to make a metagame effort to be able to join the party out of the situation that arises.

Sound good?
 
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Yay, I start early :) + Comments

yes, I do think craft points, I still need Craft Alchemical Item feat. What I meant by prereq spells is that some potions (which are alchemical, no?) need certain spells...

OK for feats for utterances, I'll start taking them after 3rd level (no luck feats it seems :))

I do want to use godtouched for truenames, but it is 1/day and it may arise a situation that I described in suggestions that will need another roll. Unless you wanted me to have +1 bonus for any utterance all time in which case I withdraw my suggestions...godtouched gives bonuses tied to gods portfolio

Research of new utterances is covered in the book and is essentialy reseaching of new spells.

I was thinking of having the law of repetition consider utterances used in conjunction with truenames as different utterances so word of nurturing could be used on each truename target as a fresh utterance, allowing utterances to be used on a truenamer's self and close allies much easier.

**
This is fine by me. So I can use utterances without cumulative penalty on someone I know truename of.


The godtouched uses, those usually won't have discrete rolls but I'll consider letting the ability be an influence if the types of situations come up and you don't want to use it on actual truename utterances.
**
OK, your call then

Logan is on accross Alcata on the other side of orc booth
 


Hey,

I am back! We still kickin'?:)

Yours,

Rafe

Yep, things have just started to get hopping, we are still in the bar scene and hostilities between the orc and the wizard have broken out. I had you duck into the latrine after the nauseated Wilbur and an even less fortunate fellow from another booth.

[sblock] A reminder that you were given the name "Thoth" as a codeword to let Brother Egil's friends know you were on their side. You told the orc that the wizard Kenzil was setting him up to kill him and that Wilbur and two guys in a booth were assassins in Kenzil's employ. The orc ordered "specials" for Wilbur and the two in the booth, one of whom is in the latrine as well.[/sblock]

A reminder that you are using royal blue as your in character speech color and you can reach the in character thread through my signature.
 
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