SyrikDND
Enter the world of Syrik a Dungeons & Dragons 3.5 game
Wednesday, April 25, 2012
Ability Checks
Ability Checks
Anything that calls for a straight Ability check will be considered an automatic success if that characters ability score would beat the DC. Example: a task calling for an Intelligence check of DC 18 would be automatically beaten by a wizard with 18 or higher Int.
Class Changes
Sorcerer
- Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table 3–17. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. (See me for a list of Bloodline choices)
- Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table 3–17 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
- Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
- Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
- Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Chapter 5). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. (Rules on Familiars are shown in the PHB p. 52)
- Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the Universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. (See me for a list of Schools)
- Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–18 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots.
Fighter
- Fighter's Attack Bonus - Every 5th level the fighter gets an additional +1 to all attacks made that round. This bonus is an untyped bonus that stacks with all other bonuses.
- Fighter's Flavor - The fighter in this system is gestalted with one of four other classes. Those classes are: Knight, Marshal, Swashbuckler, and Samurai.
Saturday, March 31, 2012
Wednesday, March 28, 2012
Feats
Dodge (General)
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to your AC. You may also attempt to dodge incoming melee blows. If you expend an attack of opportunity, then you may make a Reflex Save (DC equal to the attack roll) to negate an incoming melee attack. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. If you have the Combat Reflexes feat, you may attempt to dodge multiple blows in one turn by expending multiple attacks of opportunity.
Weapon Finesse (General)
Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, or specified weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack and damage rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to your AC. You may also attempt to dodge incoming melee blows. If you expend an attack of opportunity, then you may make a Reflex Save (DC equal to the attack roll) to negate an incoming melee attack. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. If you have the Combat Reflexes feat, you may attempt to dodge multiple blows in one turn by expending multiple attacks of opportunity.
Weapon Finesse (General)
Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, or specified weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack and damage rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Tuesday, March 13, 2012
Syrik Calendar
http://www.startingtavern.com/calendar/campaignCalendar.cfm?calendar=1016
Day: 36, 1/36/01 [6am]
Day: 36, 1/36/01 [6am]
Gultairais
Tuesday, February 28, 2012
Friday, February 17, 2012
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