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Death in Freeport 3.5 Re-Recruiting (Closed)
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<blockquote data-quote="Neurotic" data-source="post: 4462269" data-attributes="member: 24380"><p><strong>Truenamer</strong></p><p></p><p>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.</p><p></p><p>We can use empower/extend spell-like ability (as utterances are SLAs)...but I need to find these first...</p><p></p><p>This is so that I can have more the 50%+INT chance at equal level (consider warlock who can use invocations at will)</p><p></p><p>One of the house rules is that everyone is neutral at base, </p><p>**</p><p>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.</p><p></p><p>I'm leaning more and more towards changing truespeak from a skill to a class level +int check vs DC 10+CR target. </p><p>**</p><p>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% <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> Of course there is no SR and mostly no save <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>This would mean reassigning your skill focus feat and reallocating some skill points. Thoughts?</p><p>**</p><p>Well, most easily remedied, skill focus gets replaced by godtouched as there are no flaws.</p><p></p><p></p><p>Skill points: spend more on heal, sense motive and alchemy.</p><p></p><p>How many craft points do I get and what is needed for craft alchemy when you don't have prerequisite spells to create items?</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p></p><p>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...</p><p></p><p>Also, what is needed to create let's say gorgonhide armor (aside from gorgon hide obviously <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p>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)...</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>you dind't comment my suggestions for Godtouched use</p></blockquote><p></p>
[QUOTE="Neurotic, post: 4462269, member: 24380"] [b]Truenamer[/b] 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 [/QUOTE]
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Death in Freeport 3.5 Re-Recruiting (Closed)
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