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DnD 3.5 The Wonders of Syrael [closed!]
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<blockquote data-quote="penance" data-source="post: 3106999" data-attributes="member: 45645"><p>Sidran, lol, no problem. [sblock]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.</p><p></p><p>Your perform skill should be '<em>perform(string instrument)</em>.'</p><p>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. <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" /> [/sblock]</p><p></p><p>Ok, and as for Al; once again, I appluad your enthusiasm!</p><p>[sblock]</p><p>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: <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="(:" />D)</p><p></p><p>here are a couple of my thoughts:</p><p>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.</p><p></p><p>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 <strong>two</strong> caster levels. If that proves to be troublesome, I will make it 1 day for every three. That should prevent imbalencing.</p><p></p><p>On the other hand, my math says if you make the healing jar have 8 full doses, it will only cost 800gp.</p><p></p><p>But back to the balancing, I'm going to say that the mocassins will be 2k, and that, my friend, is a good bargan. <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>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]</p><p></p><p>Lot: [sblock] Ok, the only question I have about your sheet are as follows: </p><p>do you intend to throw the daggers?</p><p></p><p>why do you have a +5 armor bonus listed for your chain shirt and then an additional +1 enhancment? Chain shirts are base +4, with your dex that makes an AC 18 total, not 19.</p><p></p><p>Do you not worship a diety?</p><p></p><p>Your 32 HPs makes me slightly nervous. Did you roll them all manually? If so, see my following text.</p><p></p><p>Are your dexterity gloves bonuses counted in to your ability score of 16 dex? [/sblock]</p><p></p><p>Finally, I'd like to address a couple of mechanics: the first is that I like keeping track of rations. I dont mean like 'well, you're out of rations, bob: do we kill you now or wait for you to starve?'</p><p></p><p>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. </p><p>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..... <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" /> Any thoughts?</p><p></p><p>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?</p><p></p><p>Thank you for the concerted effort and imagination you are all spending on my little world here!!</p></blockquote><p></p>
[QUOTE="penance, post: 3106999, member: 45645"] Sidran, lol, no problem. [sblock]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 '[i]perform(string instrument)[/i].' 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. :D [/sblock] Ok, and as for Al; once again, I appluad your enthusiasm! [sblock] 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. 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 [b]two[/b] caster levels. If that proves to be troublesome, I will make it 1 day for every three. That should prevent imbalencing. On the other hand, my math says if you make the healing jar have 8 full doses, it will only cost 800gp. But back to the balancing, I'm going to say that the mocassins will be 2k, and that, my friend, is a good bargan. :D 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] Lot: [sblock] Ok, the only question I have about your sheet are as follows: do you intend to throw the daggers? why do you have a +5 armor bonus listed for your chain shirt and then an additional +1 enhancment? Chain shirts are base +4, with your dex that makes an AC 18 total, not 19. Do you not worship a diety? Your 32 HPs makes me slightly nervous. Did you roll them all manually? If so, see my following text. Are your dexterity gloves bonuses counted in to your ability score of 16 dex? [/sblock] Finally, I'd like to address a couple of mechanics: the first is that I like keeping track of rations. I dont mean like 'well, you're out of rations, bob: do we kill you now or wait for you to starve?' 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? 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? Thank you for the concerted effort and imagination you are all spending on my little world here!! [/QUOTE]
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