D&D3.5 PBP: Now with Basic Tutorial!
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- Twinconclusive
- Liquid Metal Slime
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Oh, didn't notice this.Twinconclusive wrote:(Having a fey turn you into a Paladin of the Dragon King seems a little)
I picked a god at random. I know very little about DnD cosmology, as I tend to be a rouge or wizard, and my normal DM uses custom gods. If there's a more appropriate god, I'll pick that. Or is there an issue besides "wrong god"? I'll work around it if and when I put backstory up.
So, the party is:
Peanut the Halfling Ranger (Newbie Newtype)
Aldrick Silvertongue the Human Bard (Mogri)
Aisling Sullivan the Human Paladin (Momoka)
Ferumbras the Orc Barbarian (Spoonweaver)
Beardthar the Dwarf Druid (James)
Aisling, with two levels of Paladin and a Charisma of 15, can heal 4 hp per day. This makes her the best healer in the group.
I'm doing my brother's taxes tonight (*groan*), but I'll have my backstory up either late late tonight when I'm done, or tomorrow.
You could respec? The problem with paladins is that they rely on nearly every stat.Momoka wrote:Aisling, with two levels of Paladin and a Charisma of 15, can heal 4 hp per day. This makes her the best healer in the group.
Actually, though, with the potential to cast Cure Light Wounds 3/day (1d8+4), Aldrick is the group's best healer. That's assuming he never wants to cast Featherfall or Charm Person. (But since resting takes him two hours, he could potentially do a lot of healing this way.)
Edit: Taking a closer look, I think you get one level 1 Paladin spell. Level 4 Paladin gets 0 level 1 spells, boosted by your Cha to 1.
http://www.d20srd.org/srd/classes/paladin.htm
http://www.d20srd.org/srd/theBasics.htm#theAbilities
Last edited by Mogri on Tue May 11, 2010 5:59 am, edited 1 time in total.
I'm not a level 4 Paladin. I'm a level 2 Fighter and a Level 2 Paladin. I cross-classed, although in a way that's not crippling, but isn't good enough to be cheesy. Taxes are done (
), so I'll write up the backstory behind that now.
While my healing and HOLY MAGIC are lagging, I can hit harder and more accurately as a result.
Though...I may indeed want to re-spec a bit, looking at it now. Restricted to Core, there aren't many super-good feats, so I'm not getting that much for the fighter levels (Blind-Fight? Really?)
Going straight Pallie, I'll run out of things to look forward to really fast, but maybe at level 7 or 8 I can talk to Twinconclusive about some kind of prestige class.
I'll play around and think about it for a bit.
While my healing and HOLY MAGIC are lagging, I can hit harder and more accurately as a result.
Though...I may indeed want to re-spec a bit, looking at it now. Restricted to Core, there aren't many super-good feats, so I'm not getting that much for the fighter levels (Blind-Fight? Really?)
Going straight Pallie, I'll run out of things to look forward to really fast, but maybe at level 7 or 8 I can talk to Twinconclusive about some kind of prestige class.
I'll play around and think about it for a bit.
Last edited by Momoka on Tue May 11, 2010 8:04 am, edited 1 time in total.
- Twinconclusive
- Liquid Metal Slime
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Druids can also heal (Cure Light Wounds is a 1st level spell for them, but they have a delayed healing-spell progression afterward).
However, this is not to say that you guys should be packing all your slots with Cure Light Wounds.
And then there is spell-recharge time.
For Arcane Casters, you must get a full 8 hours of rest and then 15 minutes of concentration.
After this, you get your spell slots back.
http://www.d20srd.org/srd/magicOverview ... ngofSpells

After which, your Special Mount gets cooler stuff than you.
Now, I wanted to stay Core because it's a source that everybody has access to.
Some of the supplements are also noticeably stronger than Core.
I was hesistant, but Wizards of the Coast sometimes releases samples of their supplemental books which are actually functional (New prestige classes, monsters, magic items, spells).
If you really want to look through it, feel free to check it out.
If you end up using any of it, pop in some sort of indication.
http://brilliantgameologists.com/boards ... ic=1109.80
However, this is not to say that you guys should be packing all your slots with Cure Light Wounds.
There is sleeping time (Resting so you aren't fatigued the next day).Actually, though, with the potential to cast Cure Light Wounds 3/day (1d8+4), Aldrick is the group's best healer. That's assuming he never wants to cast Featherfall or Charm Person. (But since resting takes him two hours, he could potentially do a lot of healing this way.)
And then there is spell-recharge time.
For Arcane Casters, you must get a full 8 hours of rest and then 15 minutes of concentration.
After this, you get your spell slots back.
http://www.d20srd.org/srd/magicOverview ... ngofSpells
Paladin spells are based off of WisdomTaking a closer look, I think you get one level 1 Paladin spell. Level 4 Paladin gets 0 level 1 spells, boosted by your Cha to 1.
In Core, a Fighter is pretty much either going to be an Archer or go Two-Handed weapon + Power Attack + Cleave.Though...I may indeed want to re-spec a bit, looking at it now. Restricted to Core, there aren't many super-good feats, so I'm not getting that much for the fighter levels (Blind-Fight? Really?)
I would say that Paladins run out of neat things after Lv.5.Going straight Pallie, I'll run out of things to look forward to really fast, but maybe at level 7 or 8 I can talk to Twinconclusive about some kind of prestige class.
After which, your Special Mount gets cooler stuff than you.
Now, I wanted to stay Core because it's a source that everybody has access to.
Some of the supplements are also noticeably stronger than Core.
I was hesistant, but Wizards of the Coast sometimes releases samples of their supplemental books which are actually functional (New prestige classes, monsters, magic items, spells).
If you really want to look through it, feel free to check it out.
If you end up using any of it, pop in some sort of indication.
http://brilliantgameologists.com/boards ... ic=1109.80
Last edited by Twinconclusive on Tue May 11, 2010 1:42 pm, edited 2 times in total.
- Twinconclusive
- Liquid Metal Slime
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Also, don't worry too much about being optimal or whatnot for this campaign.
It will primarily be a basic run-through of the system.
It will primarily be a basic run-through of the system.
Last edited by Twinconclusive on Tue May 11, 2010 1:44 pm, edited 1 time in total.
- Spoonweaver
- Liquid Metal King Slime
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- Twinconclusive
- Liquid Metal Slime
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- Joined: Mon Oct 15, 2007 6:45 pm
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- Twinconclusive
- Liquid Metal Slime
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Adventure Started:
http://www.slimesalad.com/forum/viewtopic.php?t=3634
As a final note, I would heavily recommend that you spend as much of your gold as possible before starting.
http://www.slimesalad.com/forum/viewtopic.php?t=3634
As a final note, I would heavily recommend that you spend as much of your gold as possible before starting.
- Newbie Newtype
- Reigning Smash Champion
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- Twinconclusive
- Liquid Metal Slime
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- NeoSpade
- Slime Knight
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I'm up for this, I've already started stating up (I take a long long time to stat, I'm very indecisive) also, I'd like to bring up an interesting core rule;

^ This is from a campaign (can't remember which) but basically if a Sphere of Ahhnilation and a Well of many Worlds touch, the Material Plane is removed from existance. Also, in addition to this, should a gate spell be cast on it too...then all the Multiverse implodes. Well appart from Rods of Cancellation, they'll stick around.
So here's the question? What would you do with 1d12+6 minutes?

^ This is from a campaign (can't remember which) but basically if a Sphere of Ahhnilation and a Well of many Worlds touch, the Material Plane is removed from existance. Also, in addition to this, should a gate spell be cast on it too...then all the Multiverse implodes. Well appart from Rods of Cancellation, they'll stick around.
So here's the question? What would you do with 1d12+6 minutes?

