DnD 3.5 The Wonders of Syrael [closed!]

Ah, I see. Ok, I think I'll allow some DM work to keep your character in the game. After all, Ive already written a page long post for his intro! the first couple posts I plan on being mostly fixed, with little PC interaction at the very start. When I do give you guys the reins, it will be a disccusion followed by a bit of hard travel. You should have.... until tuesday, perhaps, before all the storywork is set and the real 'stats heavy' portion begins.

I would appriciate it if you stay with us! Also, if you need any help on character generaltion, dont hesitiate to drop me an email; or post, we've all made out share of characters, I think.


Excellent Rhun! I look forward to seeing your sheet in particular. :p

P.S. Lot's character will be up in the rouges gallery soon for you all to view. A quick double check never hurt anyone's sheet. :D
 

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penance said:
I just think it is a plus when people try to be a little realistic, i.e. preparing themselves before galavanting around in the wilderness. Usually the way I play it (and this is my house rule, so you may or may not like it) is making a survival check each day spent on the road in travel.

If you have extra rations laying around, the DC is (dependent upon conditions) not very high. If you succeed moderatly, you find enough stuff while foraging that you only need to consume one ration. If you blow away the DC, you manage to get a deer or some sort of medium sized animal, and so feed the party that night. If you get a crappy roll, you consume two rations. This rule is mostly suspended (within reason) during dungeon crawling and the like, I think I'll be making enough rolls then already..... :D Any thoughts?


This is fine. My ranger currently has a +11 on survival checks, and should be able to hunt/forage for the party.


penance said:
And as far as HP's..... I think Im just going to say take your highest possible for your class/level. I hate it when a character's HP is crippled by a couple bad HP rolls. Sound ok?


I've got no problem with this either, unless that means all of our opponents are getting maximim hit points, too! LOL! :D
 

aye, makes the survival skill useful and a good way to earn everyones good graces! definatly one of my more favorite 'eye candy' rules. :D and when it comes to HP's, it depends on whether you annoy me enough to kill you off....... lolz.

I'm just going to use that because I like it when PC's are hanging on to each dice roll, going 'no! dont die!' and then (probably) succeding. When the whole party gets wiped out by that slightly-too-high CR ooze, realistic tho it may have been, it isnt much fun. :P
 

Randmar Fairwynn (Ranger: 6) has been posted to the Rogue's Gallery. He still has a little bit of money left that I might end up spending, but he is mostly ready.

Let me know if I need to change anything! Thanks!

Oh, and I didn't use your preferred Character Sheet...would you like me to transfer him to that?
 

no, the preferred one is just the one I'm going to use for the purposes of having a written copy of all your characters. If you want to see your character the way I will, print a copy of that and use the good old pencil method. :P Here are my thoughts:

[sblock]Well, the first thing I'm going to mention is your AC (lots of AC mistakes today!) 10 + the 4 for your mithril shirt, +1 cause its magical, +2 for your dex +(conditional ac bonus for dodge) hits 18 AC instead of the listed 19. Is my math right?
also, I didnt see a god/patron deity. Do you have one?
Your pet birdy only has 1 hp? i thought it was like, half your's rounded up or something. Or am I thinking familiar or something?
I thought the HHH still counted weight to it... or maybe not. *shrugs* A note of warning, I'm not afraid to check to see if your bag gets periced and ruins everything in there. Better be careful.... :D[/sblock]
 
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penance said:
Ok, and as for Al; once again, I appluad your enthusiasm!


I really hate to throw off your numbers, because you really seem to want those items. However, I'm very much committed to keeping this party nice and balanced. Also, I'd like to think that the character start out rather 'default' and then work on their awesome items and abilites in game where it can be roleplayed. As such, I will make sure to include items similar to the ones I disallow, and make sure you have the option (should you choose to head for it) to get some or all of those items, just like I will make provisions for everyone to get good items later on. Anyways, Here Follows the Judgement: (:D)

here are a couple of my thoughts:
Having items be restricted to use by druids then having their affects be particularly powerful when used by druids is not a restriction, particularly when they're custom made for said druid.

I'm going to say that the mocassins will be 2k, and that, my friend, is a good bargan. :D

Um - the Manclaw is a +1 Scimitar that only functions as a +1 weapon in the hands of a Druid, Ranger, or someone in-tune with nature. No extra benefit for Druids.

Using 2000 gp credit for it is fine, though.

And 2000 for the Mocassins. Works. (Hey, can't blame me for trying :) )

You haven't said anything about the Davidian Pouch, so I assume that one would be okay. However, I'm about to invalidate that.

When it comes to the greater magic fang and barkskin fetish abilities, I'm going to have to say you can choose one of the two. (my math says you'd be lucky to get one of them for 2k!) Finally, any of those fetishes that extend duration becomes effectively 1 day for every two caster levels. If that proves to be troublesome, I will make it 1 day for every three. That should prevent imbalencing.

My suggested formula was

Base Price: 10 gp for a single-use fetish that enhances one pre-chosen spell by one degree in a pre-chosen category. Note: The fetish doesn't cast the spell. The spell has to be memorized and cast by the spellcaster, consuming a slot of the appropriate level.

To find the unmodified price for any given level of spell, multiply the base cost by the level of the spell squared.

To change the fetish from single-use to multiple use, multiply the cost by the number of uses, or by 100 for unlimited use.

To enhance the spell by more than one degree, double the cost for each additional degree. The suggested duration degrees were: Round, Minute, Turn, Hour, Day, (undefined). The modified duration degrees are: Round, Minute, Turn, Hour, Day/2, 5 Days, (undefined)

An unlimited - ie, Greater - Fetish can be modified by number of times per day that the Fetish may be used, and by the number of castings that can be supported by the Fetish.

The standard is 5 castings per day, and 3 castings supported at any one time. (The use of multiple castings per day is in the event of dispellings and the like.)

To alter the number of castings per day, multiply the price by the new number of castings and divide by 5. To reduce the number of castings supported simultaneously, reduce the price by 30% to get 2 castings supported, or by 60% to have a Fetish that supports just one casting.


Building the Barkskin Fetish:

Barkskin is a 2nd level spell. To make a Greater (ie, unlimited) Barkskin Fetish, the base price is 1,000 x (2 x 2), or 4,000 gp.

The duration of the Barkskin spell is 10 minutes per level. The baseline enhancing effect is to increase a category by one degree. Applied to Duration, it becomes 1 hour per level. To increase that to 1 day per 2 levels requires adding another degree of enhancement, doubling the price. The price becomes 8,000 gp.

Five times a day, this fetish may be used to enhance a casting of Barkskin. That's more capability than we need, so we'll reduce the castings per day to 1. 8000 * 1 / 5 = 1,600 gp.

No more than 3 spells enhanced by this fetish may be active at any time. The caster just needs to support a single spell - one cast on himself. This will reduce the price to 4/10ths. 1600 * 4 / 10 = 640.

Final Price: 640

The Gryphonclaw Fetish, which enhances a third level spell, winds up being 1,440 gp by the same process.

The Davidian Pouch stays 1500, but the pebbles only last a day and a half. Doubling the price to 3,000 allows the pebbles to last 15 days.

Unfortunately, you're of the opinion that this is too low a price. How about doubling the base price?, from 10 gp to 20 gp. That makes the Barkskin Fetish 1280 gp, the Gryphonclaw Fetish 2880 gp, and the Davidian Pouch 6,000 gp.

At this point, the Davidian Pouch and the Gryphonclaw Fetish go away, while I keep the Barkskin Fetish.


On the other hand, my math says if you make the healing jar have 8 full doses, it will only cost 800gp.

What formula did you use for that, by the way?

With the Manclaw, Greensong Mocassins, Barkskin Fetish, and 8-dose Healing Jar, I've spent a total of 6,080 gp.

A suit of Darkskin leather armor +1 would be 1,160 gp. I'll increase the value of the enchantment by 50%, to allow it (specifically the armor enhancement bonus) to still function if the wearer is wildshaped. Total Price: 1,660.

Total Spent: 7,740.

If you want to improve any of these abilities, you must petition the wise man of your grove to see if said 'upgrade' is feasible/possible on an individual basis. I hope this doesnt upset you, but keep in mind that there are tons of magic items out there in Syrael, and I promise not to leave you out. *grins*[/sblock]

Ah, mystic secrets and quests. I'm all for it. Note that I _am_ taking Craft Wondrous Item. I may wish to sacrifice discovered magic items to reduce the costs of making my own, if that's possible.

-Albert
 
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penance said:
Well, the first thing I'm going to mention is your AC (lots of AC mistakes today!) 10 + the 4 for your mithril shirt, +1 cause its magical, +2 for your dex +(conditional ac bonus for dodge) hits 18 AC instead of the listed 19. Is my math right?

Your math is correct, but I also added the +1 AC bonus from the Dodge feat into the AC. Common way of doing it on PBP, but if you rather I just designate which opponent it applies to in combat each round, I can do that too.

penance said:
also, I didnt see a god/patron deity. Do you have one?

My fault...unless I'm playing a cleric, I always forget to add one. You are using Greyhawk gods? Let's go with Obad-Hai.

penance said:
Your pet birdy only has 1 hp? i thought it was like, half your's rounded up or something. Or am I thinking familiar or something?

You are thinking familiar, but generally animal companions increase in hit dice as the ranger levels. I just didn't know how you wanted me to handle it with having a small companion in exchange for a feat...Slade would normally have +2 HD, +2 Natural Armor, +1 Str & Dex, know 2 bonus tricks, and have the link, share spells and evasion abilities. Do you want me to add that? I suppose that would give him more survivability, without affecting him too much. He'll never be something that can be used in combat.

penance said:
I thought the HHH still counted weight to it... or maybe not. *shrugs* A note of warning, I'm not afraid to check to see if your bag gets periced and ruins everything in there. Better be careful.... :D

http://www.d20srd.org/srd/magicItems/wondrousItems.htm#handyHaversack said:
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp;Weight 5 lb.
 

let me tell you, that was an interesting character sheet! I think what AL said before is that you can casat your level 1 spell more than once, becuase you have an 18 charisma. Under the 'bonus spell attribute' rules and the house rule for level 0 spell we've adopted, you get an extra two level-0 casts per day and also an extra level 1 spell per day.

Your perform skill should be 'perform(string instrument).'
and a quic kquestion, i looked up the hawk in my MM, was just wondering how many HP's he would have? Finally, if i were you, I would be a little concerned about that 13 AC. I wish you luck.

As for the extra spell per day Cool, the hawks HP's is the standard or up to you (and string instrument works for me I will change it next time I make changes to character sheet)

And between you and me I am very concerned about the AC...
So much so I wish that I could upgrade my Armor to something slightly better (I.E. Featherweight Scale Mail or something)

I cut and pasted the sheet together from other sources :uhoh:

When the whole party gets wiped out by that slightly-too-high CR ooze, realistic tho it may have been, it isnt much fun.

Not even for the DM....hrmmm :heh:


Any Ideas of character portraits or anything
 
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Went Ahead and made the following to make it easier to keep track of things


Syrael's Page

I just got horrendous news I have to roof tomorrow (So I will post as soon as I get back in the late afternoon (PST)

Also if anyone has a problem with the pictures I selected let me know which one you'd like to have and I will add it instead
 
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I need a rules interpretation:

Luhal's pet wolf gets +4 HD because Luhal is 6th level. That's enough hit dice to bump Bright-Tooth from Medium to Large, normally. Can magic companionship cause animal growth, or is Carper merely unusually lethal for his size?

-Albert
 

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