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[FULL] OOC: Dichotomy's Age of Worms Redux [FULL]

alright I"m thinking maybe wizard this time? I dunno, we still don't have anywhere near the funds to raise a dead guy. I could give this whole metamancer guy a chance after another death or two... There's my defeatist thought for the day...

I'll start rolling here
 

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From Breth we'll all get 15.13 gold (yay treasure! just kidding. sort of.)

Also, the below includes his stuff. Let me know what goes to whom. Is Viktor keeping the chainmail for the time being?

[The following are not divied up, sort of]
Goggles (of make see better)
Sculpting Tools
Chainmail (+1)
2 "rods" (unseen servant, shatter)
Waterskin full of sludge
Finger
7 Intricate Lanterns (hanging in the cairn)
Everburning torch
Potion
Potion
Potion
Ring (magic)
Pearl (of power... i mean magic)
shortsword (magic)
mwk leather
silver ring
ruby
Lantern, hooded
Oil, (1 pint flask), 6
Tindertwig, 14
Trail rations, 5 days
Bread loaf
Cheese hunk
Meat chunck
Alchemist's Fire (Boldak will claim if noone objects)

Sold-
Leafy Armband (worth money)
3 statuettes
Darts, 5 1.25gp
Backpack 1gp
Bedroll .05gp
Scroll Case .5gp
Paper, 5 sheets 1gp
Ink (1 oz vial) 4gp
Inkpen .05g
Traveler's outfit (not actually sold, bury with him)
Flask .01g
Waterskin .5g
Belt pouch .5g
Soap .25g
Signet Ring (not actually sold, bury with him)
 

I've been thinking about a new class for a bit now, and Ti has indicated that he is willing to playtest it. I wanted to post it so that you can all comment.

The short version:
Take a druid. Totally drop wildshape. Make it a spontaneous caster based on CHA. Give it a bit more sklil points and better saves, while lowering the BAB.

The interesting thing is that the class looks REALLY strong to me, especially compared with the sorc. However, it is also HANDS DOWN worse than the old druid.

Thoughts?
[sblock=Proposed New Class]Druids are broken. Sorcs suck. Here's a proposed fix.

The Fey Caster
Hit Die: d6
BAB: poor (as Wizard)
Saves: Good Fort, Ref, and Will
Skill Points at 1st level: (6+int modifier) x4
Skill Points at each additional Level: 6 + Int Modifier
Class Skills: The fey caster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: As druid.

Code:
[B]The Fey Caster           Hit Die: d6                                     
        Base                                                                             
        Attack    Fort   Ref    Will                                             
Level   Bonus     Save   Save   Save   Special                                    [/B]
1st     +0           +2     +2     +2     Animal companion, nature sense, wild empathy
2nd     +1           +3     +3     +3     Woodland stride
3rd     +1            +3     +3     +3     Trackless step
4th     +2           +4     +4     +4     Resist nature’s lure
5th     +2           +4     +4     +4     
6th     +3             +5     +5     +5     
7th     +3             +5     +5     +5     
8th     +4             +6     +6     +6     
9th     +4             +6     +6     +6    Venom immunity
10th    +5            +7     +7     +7     
11th    +5         +7     +7     +7     
12th    +6/+1         +8     +8     +8     
13th    +6/+1         +8     +8     +8     A thousand faces
14th    +7/+2         +9     +9     +9    
15th    +7/+2        +9     +9     +9     Timeless body
16th    +8/+3     +10    +10     +10     
17th    +8/+3     +10    +10     +10     
18th    +9/+4    +11    +11     +11     
19th    +9/+4     +11    +11     +11   
20th    +10/+5    +12    +12     +12
The listed special abilities are all as listed for the druid, except as noted below.

Wildshape
Does not exist.

Spells
A fey caster casts divine spells, which are drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a fey caster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fey caster's spell is 10 + the spell level + the fey caster's Charisma modifier.

Like other spellcasters, a fey caster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is as given on Table: The CLERIC (in the SRD), EXCEPT that instead of having a domain spell slot, the fey caster's extra slot is reserved for summon nature's ally spells (though the fey caster can still spontaneously cast such spells as a druid can). In addition, he receives bonus spells per day if he has a high Charisma score.

A fey caster's selection of spells is extremely limited. A fey caster knows spells as indicated on Table: Sorcerer Spells Known, EXCEPT the fey caster is treated for this purpose as one level higher than he actually is, and the fey caster automatically knows the [summon nature's ally[/i] chain of spells. (Unlike spells per day, the number of spells a fey caster knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the druid spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered fey caster level after that (6th, 8th, and so on), a fey caster can choose to learn a new spell in place of one he already knows. In effect, the fey caster "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level druid spell the fey caster can cast. A fey caster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a fey caster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.[/sblock]
 

I remembered the other reason (besides scrolls) that it matters whether a caster is divine or arcane. It's really big, and has the word "arcane" in it.

Any guesses?
 


i dig the new class. it does seem pretty powerful. definitely less powerful than the druid. but still quite powerful. i'm not particularly bothered by it being powerful, even if it's more powerful than the other options..... but others might be... I'd be interested to see how it works out, and i'm totally down with letting cochran play one.
 

Correct. I just talked to kurt, and the above is a divine caster, by choice of kurt.

Also, the "As druid" bit applies to the no metal armor rule, too.

Otherwise, I think this is just right (at least to start).
 

Maybe start deciding what you want to do with all of this stuff. This includes Boldak's and the stuff just found.

Goggles (of make see better)
Chainmail (+1) Viktor's wearing this
2 "rods" shatter (7))
2 "rods" (unseen servant(14)
Everburning torch
Ring (magic)
Pearl (of power... i mean magic)
shortsword (magic)
mwk leather
Lantern, hooded
Oil, (1 pint flask), 6
Tindertwig, 16
Trail rations, 5 days
Alchemist's Fire
greataxe magic
Studded Leather
Shortsword
Dagger
Spiked Light Wooden Shield
Shortbow
Waterskin
Quiver - 8
Belt Pouch
chalk
Backpack
bedroll
- Thief's Tools
silk rope
- Trail Rations (4)
- Torch (2)
longsword masterwork
shortsword
guisarme masterwork
banded mail
light crossbow
wand
scroll
brooch
spellbook
cloak
silver ring
ruby
Potion (before)
Potion (before)
Potion (before)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Finger
7 Intricate Lanterns (hanging in the cairn)
Sculpting Tools
waterskin full of sludge

122g 8s 2c
 

well breth had plans for some of this stuff, I might just take the liberty that you guys fill Llyr in on the basics of everything we now have...
 

Selling stuff...

Goggles (of make see better)
Chainmail (+1) Viktor's wearing this
2 "rods" shatter (7))
2 "rods" (unseen servant(14)
Everburning torch
Ring (magic)
Pearl (of power... i mean magic)
shortsword (magic)
mwk leather (llyr took)
Tindertwig, 16
Trail rations, 9 days
Alchemist's Fire
greataxe magic
silk rope
guisarme masterwork (MN will probably take eventually)
wand
scroll
brooch
spellbook
cloak
silver ring
ruby
Potion (before)
Potion (before)
Potion (before)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Potion (boldak died)
Finger
7 Intricate Lanterns (hanging in the cairn)
waterskin full of sludge

122g 8s 2c


Does that gold amount include what was taken from the dead and unconscious bodies this last time? Is it supposed to be above and beyond what y'all have been taking after I keep dying? Is it what Boldak had on him?
 

Into the Woods

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