Tables For Plynck Additional Features

Quick Listing of Tables:

Weapon Training
Skills Training
L L Beanstalk
Run-time Rules
Potions




Weapons  Training  in  Plynck


     In a matter deliberately parallel to named skill learning (below), characters may take Weapon Training by expending time and money, and after finding an appropriate instructor. 
    Because a character will need to find an instructor for training in a weapon, the list of available weapons in the PHB is the least restrictive of the limitations placed on excluding other source books.  Any weapon from one of the other 3.0 source books can be learned by a character: either by using the Exotic Weapon Proficiency Feat for that weapon, or by finding an instructor (and the time and money) and taking Weapon Training for that weapon.
    Basically, a weapon in which a character has no proficiency is termed Unfamiliar, and incurs a -4 ToHit penalty if used.  Weapon Training allows a character to raise their skill with a weapon in steps, as follows:
        Unfamiliar:  -4    --  no training whatsoever (also no Feat proficiency)
        Familiar:     -2
        Trained:      -1
        Skilled:         0    --  character gains Exotic Weapon Proficiency Feat with that weapon
        Expert:       +1    --  character gains Weapon Focus Feat with that weapon
        Master:      +2
    Again, basically, taking Weapon Training requires finding an instructor, and then having the money to pay for the training, and the time to take it.  The table link below  lists the time and money costs for each level of training for each weapon.
     To be an instructor for the Familiar, Trained and Skilled levels, a character (player or non-player) must have the Tutor named-skill, and be at least Expert in the weapon.  To be an instructor for the Expert or Master levels, they must have the Tutor named-skill, and be Master in the weapon.
    Training for a skill takes up one watch per day.  Characters may spend at most two watches per day on training.  It is not possible to half the time of training by doubling up and using both watches on the same skill.  A character may take training in at most one strenuous skill a day.  All Weapons Training is strenuous.   Therefore, a character may take Weapon Training for only one weapon at a time.

1.  Weapon Training  --  How to increase ToHit outside Feats.




Skills  Training  in  Plynck


    The major new aspect to Skills is the ability to learn some skills outside of the leveling-up process.  In particular, there is, in the link(s) below, a list of named skills for which this activity is possible.  Associated with each named skill will be one (or more) of the 3.0 set of Skills -- although for meany of them the associated Skill will be either Craft or Profession. 
     For each named skill, there will be a name (duh), a description [*], a list of minimum Ability stats needed to learn the skill, whether this is a strenuous skill or not (see below), a list of prerequesite other named skills which must have already been learned, and time and gold piece costs for the learning. 

[*]  The Descriptions are not posted on-line. In brief, many of the Plynck skills provide additional useful aspects outside of Modifiers to the AD&D 3.0 Skills.  Anyone who wants to read up on a particular Plynck Skill should ask about it: I can either lend them the hardcopy at a run, or send a gif of it to them via email.

    For example, Master Jeweler: cuts gems exquisitly, creates fine jewelry; requires minimum INT 14, DEX 16, and STR 10; non-strenuous; prereqs are Geologist and Jeweler; requires  four years and 2,736gp to learn; and provides a +12 Misc. Modifier to Appraise.
    Geologist, in turn: knows about land and what lies under it; requires minimum INT 12 and STR 10; strenuous; prereq is Miner; requires five months and 48.75gp to learn; and provides a +1 Misc. Modifier to Knowledge::Dungeoneering.
    Miner: digs holes in dirt, or chips through rock, twice as fast as normal people; requires STR 8; strenuous; no prereqs; requires 1 month and 4.55gp to learn; and provides a +1 Misc. Modifier in Knowledge::Dungeoneering.
    Jeweler: cuts gems finely, sets gems in art objects; requires minimum INT 12; DEX 14; STR 10; non-strenuous; prereqs are Lapidary and Goldsmith; requires seventeen months and 185.25gp to learn; and provides a +3 Misc. Modifier to Appraise.
    Lapidary: cuts gems adequately, polishes from rough; requires minimum INT 12 and DEX 14; non-strenuous; no prereqs; requires seven months and 68.20gp to learn; and provides a Misc. Modifier of +2 to Appraise.
    Goldsmith: makes (non-magical) rings, armbands, goblets, etc.; requires minimum INT 10, DEX 12, and STR 10; non-strenuous; prereq is Metalworker; requires seven months and 68.20gp to learn; and provides a +2 Misc. Modifier to Appraise
    (Finally) Metalworker: makes simple metal objects (nails, hinges, etc); requires minimum DEX 8 and STR 8; no prereqs; requires four months and 28.60gp to learn; and provides a +1 Misc. Modifier for Craft::Weaponworker.

    Some "base" skills are prereqs for a large number of "higher" skills.  Metalworker is one of these

    As you can see, learning skills outside of leveling-up is by no means a freebie.  Your character must have both time and money, as well as other per-skill requirements.  For examples, no learning to sail in the desert; no learning to mountainclimb on the prairire.  Also, unlike leveling-up, your character must have an instructor for this learning (although that was probably inherently obvious from there being a cost). 
    And since your character is part of a group, finding time for learning skills is likely to require a general agreement among all the members to take a break from adventuring for some weeks or months.  [No rule about it, but I suspect that any skill requiring years to learn will necessitate that character retiring from the group (and pursuing a career in that skill development path).
   
    Training for a skill takes up one watch per day.  Characters may spend at most two watches per day on training.  It is not possible to half the time of training by doubling up and using both watches on the same skill.   A character may take training in at most one strenuous skill a day; so training can be of one strenuous and one non-strenuous, or of two non-strenuous, or of course of just one skill at a time.  All language learning is non-strenuous.  All Weapons Training (see above) is strenuous.   All other skills will have that condition spelled out in their descriptions.
     When learning a named skill, the associated skill's Miscellaneous Modifier Ranks acquired (if any) are listed in the descriptions.  In addition to gaining Miscellaneous Modifiers in the associated skills, learning a named skill has the additional usefulness or advantage of permitting the character to attempt some actions that are simply impossible without specialized training.  Navigating a ship, for example, requires so much more than Intuit Direction. 
    Please note that the AD&D 3.0 rules still apply concerning those skills which must have at least one Skill Point Rank in the skill before the character can use that skill.  This is still  true, reguardless of how many Misc. Modifier Ranks have been acquired for that skill.

    The following three tables all have the same information in them.  They are sorted in different ways, in the hope that each ordering will be useful.

Plynck Named Skills:

2.  Ordered by Name

3.   Ordered by AD&D 3.0 Associated Skill

4.   Sorted by Learning Time



There is a degree of synergy between different skills, between races and some skills, and between some feats and skills.  The following Table shows these in two ways.  The lefthand two columns list the source of each synergy, and then those syergetic effects.  The righthand two colums list the target of synergetic effects, and then the sources which enable that synergy.

5.    Skill Synergys  

Because Plynck, with its equatorial belt of Undead havens, has such an overwhelming number of undead creatures, the religious orders of the world have invented Skills which are specifically designed to help overcome Undead.  These Skills are only available to Clerics.

6.   Special Cleric-Only Undead-Related Skills







L L Beanstalk  shopping guide:

This is organized into categories, and some sub-categories.  However, sadly, each page is an individual item and there is no means of marching directly from one to the next.  Instead you must use the browser BackPage arrow to return to the index and select a next page.

7.  L L Beanstalk Index





Run-time Rule Tables:

8.  Actions (showing fractions of a round and AoO vulnerability)

9.  Bloopers

10.  Minimum DCs for item-cast Spells





Beast body parts for making potions:  

Note: These are incomplete lists.  As the group encounters new - i.e., not yet listed herein - beasts, I will augment these lists to include them.

11.  Ordered by Beast

12.  Ordered by Potion