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