For Valor
2010-07-19, 06:55 PM
Too many people with too many different ideas about Charisma. I dislike it. All the mental stats should be on equal ground, and they're not.
... So here goes:
The three mental stats:
Intelligence is your know-how. Once you have information, your intelligence determines how well you figure out what to do with it. It affects your skill points.
Perception is observation and the making of instinctive connections. Perception is the stat for learning information. It affects your initiative.
Willpower is your dedication and determines how hard you try at what you do and how steadfast you are in your work. It affects your will save.
New casting assignments:
Intelligence (Wizards and Bards) is the study of magic
Perception (Druids and Rangers) is attunement to the natural flows of magic
Willpower (Sorcerers, Paladins, and Clerics) is the direct channeling of magic
None of that changes the spontaneity of casting.
Skill rehash (taking the skills from all 3 mental stats and rearranging them)
Intelligence: Appraise, Bluff, Decipher Script, Disable Device, Disguise, Heal, Knowledge, Spellcraft, (Intimidate)
Perception: Diplomacy, Forgery, Listen, Sense Motive, Spot, UMD
Willpower: Craft, Perform, Profession, Gather Information, Handle Animal, Search, Survival, (Concentration)
Concentration can be moved from a Con-based skill to a willpower-based skill.
Intimidate can be either an intelligence or a strength skill. you pick.
Since skill points can be ignored with skill-boosting items, and saves can be ignored with save-boosting items, I'm thinking about writing up initiative-boosting items as well, in order to even the playing field. My desire is for all 3 of the mental stats to be balanced, so that a spellcaster can choose between any of the three at creation (not to fit flavor purposes, simply for crunch).
INITIATIVE-BOOSTING ITEMS:
So there are a few init-boosting items from the magic item compendium, but they're mostly weapon augments, and the two that aren't don't progress. So here's what I've got.
For Normal D&D Treasure:
Helm of Warning
This helm offers a magical edge in combat in the form of a +1 to +5 insight bonus to initiative.
Faint abjuration; CL 3rd; Craft Wondrous Item, Kaupaer's Skittish Nerves (Magic of Faerun); creator’s caster level must be at least three times the helm's bonus; Price 3,000gp (+1), 6,000gp (+2), 11,000gp (+3), 18,000gp (+4), 27,000gp (+5); Weight 3 lb.
Turqouise, Disc-Shaped Ioun Stone
This does the same damn thing as a helm of warning, but doesn't take an item space and costs twice as much.
In case you can't see it, the cost for enchantment is 2,000 + (bonus)^2 in gp. Go knock yourself out.
----------------------------------------------------------------------
For Book of Gears Treasure:
Item of Warning
This helm offers an insight bonus to your initiative equal to 1/3 your level.
... So here goes:
The three mental stats:
Intelligence is your know-how. Once you have information, your intelligence determines how well you figure out what to do with it. It affects your skill points.
Perception is observation and the making of instinctive connections. Perception is the stat for learning information. It affects your initiative.
Willpower is your dedication and determines how hard you try at what you do and how steadfast you are in your work. It affects your will save.
New casting assignments:
Intelligence (Wizards and Bards) is the study of magic
Perception (Druids and Rangers) is attunement to the natural flows of magic
Willpower (Sorcerers, Paladins, and Clerics) is the direct channeling of magic
None of that changes the spontaneity of casting.
Skill rehash (taking the skills from all 3 mental stats and rearranging them)
Intelligence: Appraise, Bluff, Decipher Script, Disable Device, Disguise, Heal, Knowledge, Spellcraft, (Intimidate)
Perception: Diplomacy, Forgery, Listen, Sense Motive, Spot, UMD
Willpower: Craft, Perform, Profession, Gather Information, Handle Animal, Search, Survival, (Concentration)
Concentration can be moved from a Con-based skill to a willpower-based skill.
Intimidate can be either an intelligence or a strength skill. you pick.
Since skill points can be ignored with skill-boosting items, and saves can be ignored with save-boosting items, I'm thinking about writing up initiative-boosting items as well, in order to even the playing field. My desire is for all 3 of the mental stats to be balanced, so that a spellcaster can choose between any of the three at creation (not to fit flavor purposes, simply for crunch).
INITIATIVE-BOOSTING ITEMS:
So there are a few init-boosting items from the magic item compendium, but they're mostly weapon augments, and the two that aren't don't progress. So here's what I've got.
For Normal D&D Treasure:
Helm of Warning
This helm offers a magical edge in combat in the form of a +1 to +5 insight bonus to initiative.
Faint abjuration; CL 3rd; Craft Wondrous Item, Kaupaer's Skittish Nerves (Magic of Faerun); creator’s caster level must be at least three times the helm's bonus; Price 3,000gp (+1), 6,000gp (+2), 11,000gp (+3), 18,000gp (+4), 27,000gp (+5); Weight 3 lb.
Turqouise, Disc-Shaped Ioun Stone
This does the same damn thing as a helm of warning, but doesn't take an item space and costs twice as much.
In case you can't see it, the cost for enchantment is 2,000 + (bonus)^2 in gp. Go knock yourself out.
----------------------------------------------------------------------
For Book of Gears Treasure:
Item of Warning
This helm offers an insight bonus to your initiative equal to 1/3 your level.