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Month Index: April, 2006
From: Peter Aronson <pbaronson@???.net> Date: Sun, 2 Apr 2006 10:04:01 -0700 Subject: Re: Helmsman Prestige Class
----- Original Message ----- From: "Dreamer" <dreamer@??????.?????.??.uk> To: <SPELLJAMMER-L@??????.???????.com> Sent: Sunday, April 02, 2006 12:54 AM Subject: Re: [SPELLJAMMER] Helmsman Prestige Class > You obviously haven't seen how horribly effective someone who has > very good senses, and can at least warn, if not direct, their > fellows (via something like Telepthy) in a fight can be! [grin] In the case of Eyes of the Ship I, the spell being mimic'ed is a 2nd level spell. Given that your probably have to be level 5 before you take Helmsman 1, and you get this at Helmsman 4, it doesn't seem all that outrageous, even as a full-time ability. Now I admit in the case of Eyes of the Ship II, where the spell veing mimic'ed is 5th/6th level the effect is more extreme. Maybe they get these as spell-like abilites usable 2 times/day for the usual duration? > > > "Create Minor Helm", which is very powerful without some > > > downside, like being incapable of operating a Helm for a week. > > > > I was thinking that they could not cast it again until the minor helm was > > dispelled or expired. So a Helmsman could only create a single helm at a > > time. > > This is a major magical working, which you would otherwise need > an INT 16+ 11th level Wizard for (or a suitable WIS 15+ 9th level > Cleric). Don't you think the downside should be more than only > being able to create a single one at a time? Hm. Maybe instead the ability should be: Living Helm: A Helmsman may use this ability to act like a Minor Helm for 12 hours. During that time it is exactly like they are wearing a Crown of the Stars. At the end of the 12 hours, they collapse and remain unconcious for 1d4+4 hours. This ability may then not be used again for another 24 hours. (Level 10.) > > > I'm not sure if "Heal Ship" shouldn't have some sort of downside, > > > like inflicting normal damage equal to ten times the number of > > > hull points repaired on the Helmsman. > > > > Maybe if it cost 100 XP per point repairs? > > I just thought that healing the ship at the cost of your own hit > points made sense - it hurts but if you've got access to magical > healing its reasonably tolerable. Fun to roleplay! > > The ship itself isn't magical, so I'm not sure about the idea of > burning XP to repair it, as I thought you normally burnt XP in > making (or maybe repairing) magic (items)? Well, repairing a ship using the power of your mind is one of those inherently "unreasonable" powers that seems to defy reality. Defying reality at 3.5e seems to cost XP. Also, most people are more willing to take damage than give up XP! Best Regards, Peter
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Month Index: April, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Helmsman Prestige Class | Chris Paasch | |||
| Re: Helmsman Prestige Class | Sebastian Lucier | |||
| Re: Helmsman Prestige Class | Adam Miller | |||
| Re: Helmsman Prestige Class | Chris Paasch | |||
| Re: Helmsman Prestige Class | Adam Miller | |||
| Re: Helmsman Prestige Class | Chris Paasch | |||
| Re: Helmsman Prestige Class | James Gaines | |||
| Re: Helmsman Prestige Class | Chris Paasch | |||
| Re: Helmsman Prestige Class | James Gaines | |||
| Re: Helmsman Prestige Class | Chris Paasch | |||
| Re: Helmsman Prestige Class | Bruce Battle | |||
| Re: Helmsman Prestige Class | Sebastian Lucier | |||
| Re: Helmsman Prestige Class | GROG THE ALMIGHTY | |||
| Re: Helmsman Prestige Class | Chris Paasch | |||
| Re: Helmsman Prestige Class | Leroy Van Camp III | |||
| Helmsman Prestige Class | Peter Aronson | |||
| Re: Helmsman Prestige Class | Dreamer | |||
| Re: Helmsman Prestige Class | Peter Aronson | |||
| Re: Helmsman Prestige Class | Dreamer | |||
| Re: Helmsman Prestige Class | Buddy Murphy |