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Death in Freeport 3.5 Re-Recruiting (Closed)
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<blockquote data-quote="Voadam" data-source="post: 4470197" data-attributes="member: 2209"><p>They are in the MM and in the srd under monster feats for empower and quicken spell-like ability. <a href="http://www.d20srd.org/indexes/monsterFeats.htm" target="_blank">Monster Feats Index :: d20srd.org</a></p><p></p><p>Complete Arcane has more (for the warlocks) such as heighten and maximize <a href="http://realmshelps.dandello.net/cgi-bin/featsform.pl" target="_blank">Feat - Feats</a> </p><p></p><p></p><p>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. <a href="http://realmshelps.dandello.net/cgi-bin/featsform.pl" target="_blank">Feat - Feats</a></p><p></p><p></p><p>We haven't talked discussed craft points, but if you mean the system from UA <a href="http://www.d20srd.org/srd/variant/buildingCharacters/craftPoints.htm" target="_blank">Craft Points :: d20srd.org</a> including the craft alchemcial items feat in there for using craft points on alchemy items then I am pretty much fine with that.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p> </p><p></p><p>We'll see as the game progresses, I don't want to get too far away from the core stuff to start.</p><p></p><p> Its a good question, truenames don't actually seem to be a benefit for straightclassed truenamers, mostly for some prc abilities.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>That's fine for the Deneir stuff, he's a servitor of Oghma by description as written anyway.</p><p></p><p>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.</p><p></p><p></p><p>I also thought of a way to get you directly into the bar scene.</p><p></p><p>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 <em>The Bloody Vengeance</em> and you have tracked an orc from the ship to the tavern <em>The Rusty Tankard</em> 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.</p><p></p><p>I will rely upon you to make a metagame effort to be able to join the party out of the situation that arises. </p><p></p><p>Sound good?</p></blockquote><p></p>
[QUOTE="Voadam, post: 4470197, member: 2209"] They are in the MM and in the srd under monster feats for empower and quicken spell-like ability. [url=http://www.d20srd.org/indexes/monsterFeats.htm]Monster Feats Index :: d20srd.org[/url] Complete Arcane has more (for the warlocks) such as heighten and maximize [url=http://realmshelps.dandello.net/cgi-bin/featsform.pl]Feat - Feats[/url] 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. [url=http://realmshelps.dandello.net/cgi-bin/featsform.pl]Feat - Feats[/url] We haven't talked discussed craft points, but if you mean the system from UA [url=http://www.d20srd.org/srd/variant/buildingCharacters/craftPoints.htm]Craft Points :: d20srd.org[/url] 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. 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. We'll see as the game progresses, I don't want to get too far away from the core stuff to start. 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 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. 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 [I]The Bloody Vengeance[/I] and you have tracked an orc from the ship to the tavern [I]The Rusty Tankard[/I] 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? [/QUOTE]
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Death in Freeport 3.5 Re-Recruiting (Closed)
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