Page 19 of 19 FirstFirst ... 91516171819
Results 181 to 188 of 188

Thread: Chap 1 Rev

  1. #181
    Senior Member RaspK_FOG's Avatar
    Join Date
    May 2003
    Location
    Moschato, Athens, Greece
    Posts
    1,128
    Downloads
    1
    Uploads
    0
    Please, note here that Spellcraft is a class skill only for spell-casters and that class-skills are are assigned on a per-level basis in 3.5e, meaning that if you gain a wizard level, you buy ranks based on the wizards's list of class skills. So, a character who wants to be able to sense mebhaighl would have to roll 30. A 20th-level rogue (the only character logically able to get there without seriously hindering his career) would have +5 Intelligence, so he must roll 25, minus his maximum ranks, which are half 23, or 11 (let's just say 10), so he has a 25% chance of success, which is the same chance a 7th-level wizard should have. A very powerful rogue in BR would be of 11th-level, which accounts for a maximum of 7 ranks in cross-class skills, plus +3 Intelligence, equals +10, so he has to roll a 20 to succeed!

  2. #182
    Rasp, Spellcraft is a class skill for all Khinasi as its one of their racial background skills.

    Really, its easist to just have the requirement that the character needs the ability to cast 1st level spells (arcane and divine), like the Detect Magic idea posed by Osprey, in addition to the K/Arcana or K/Nature or Spellcraft.

    Btw we had proposed in Ch 5 Key Skills for Domain Actions thread, that sorcerers get K/Nature as a class skill because its now needed to Contest/Create/Rule Source Holdings.
    "Who was the first that forged the deadly blade? Of rugged steel his savage soul was made." --Tibullus

    "Qui desiderat pacem praeparet bellum." --Vegetius

    "Men grow tired of sleep, love, singing and dancing sooner than war." --Homer

  3. #183
    Birthright Developer irdeggman's Avatar
    Join Date
    Nov 2001
    Location
    Virginia Beach, Virginia
    Posts
    3,945
    Downloads
    0
    Uploads
    0
    I like the idea of using spellcraft and the ability to access realm magic through sources. What this does is keep those who can't access the source to not be able to detect it. What good would it do them to find one since they can't really destroy or adversely affect it anyway?

    Basically a blooded wizard, sorcerer or druid would be the only ones that could locate them.

    If spellcraft is used we could also allow a sensing of sources by those not capable of using them but not pinpointing them. Only that a manifestation is present not where it is.
    Duane Eggert

  4. #184
    Senior Member Osprey's Avatar
    Join Date
    Feb 2003
    Posts
    1,475
    Downloads
    34
    Uploads
    8
    Basically the non-source regents who would care would be the arcanists who know about sources but can't use them. Know thy enemy and all that.

    However, given that Magicians are specialists in divination, there is some merit to the idea that there might be elder magicians who are true sages in the subject of sources and mebhaighl, and may in fact have the magic or skills necessary to sense the flows of mebhaighl.

    Here are some possible Spellcraft DC's:

    DC 15 - With a week's time, the general source potential of a province may be ascertained. This lends no clues as to who or what controls that potential.

    DC 25 - Spend a week investigating the mebhaighl of a province. If successful, the character should be able to determine where the source's center is located, or whether there is more than one source regent in the province.

    DC 30 - After a week of investigation, a DC 30 Spellcraft check can detect the existence of a ley line, and trace its path through a single province. A Masked ley line adds the caster level of the Masking spell to the base DC of 30.

    DC 40 - Attempt to distinguish the signature 'imprint' on a source holding. Each source regent has a distinct magical imprint on the mebhaighl they control. A successful DC 40 check (and one week of time) will allow an investigator to read this imprint. This allows for scrying the source regent as if the character had met the target firsthand (no Will save modifier).

    DC 50 - Identify the signature of a ley line.

  5. #185
    Birthright Developer irdeggman's Avatar
    Join Date
    Nov 2001
    Location
    Virginia Beach, Virginia
    Posts
    3,945
    Downloads
    0
    Uploads
    0
    Something from the BoM pg 18 "Magicians and nonwizard characters who attempt to locate sources achieve only limited success. They can sense something unusual about an area, and - depending on their intelligence and previous exposure to things magical - can make an educated guess about whether they have located a source. But the discovery can be confirmed only by a wizard who commands true magic."
    Duane Eggert

  6. #186
    Member
    Join Date
    Jan 2004
    Posts
    69
    Downloads
    0
    Uploads
    0
    Could we not make Detect Source a Class Feature for Wizards?

    Or am I missing something obvious?

  7. #187
    Heh, that would be an easy solution... a detect source class feature being apart of the arcane casters and druid classes.

    And maybe just have a high Spellcraft DC to sense the possible presense of a source, like DC 30 or so, to fit the BoM description.
    "Who was the first that forged the deadly blade? Of rugged steel his savage soul was made." --Tibullus

    "Qui desiderat pacem praeparet bellum." --Vegetius

    "Men grow tired of sleep, love, singing and dancing sooner than war." --Homer

  8. #188
    Senior Member RaspK_FOG's Avatar
    Join Date
    May 2003
    Location
    Moschato, Athens, Greece
    Posts
    1,128
    Downloads
    1
    Uploads
    0
    Or you could use the traditional Rogue-only solutions: Make it so that only druids and masters of True (Arcane) Magic can perceive the fluctuations of mebhaighl.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.