Boci
2019-12-08, 01:12 PM
I have a group of almost fairly unexpirienced players in a low level D&D game. The system is 3.5. Things seem to be going well, the players enjoy it, but I get the feeling some of them are starting to feel the limitation of core 3.5. At the same time, its not an easy system and they are still sturgling with all the rules, so I don't want to overwhelm them. As a compromise I was thinking of choosing a few splat options and give them the chance to learn these in game, via NPC mentors, desciphering scripts on abandoned temples or any number of ways. The barbarian for example will soon be visiting his homeland, so that's a good opportunity to give him some pointers. I would however like to avoid retraining class features they already have, its a little game-y, not a terrible thing but nice if it can be avoided, but more importantly confusing for new players to also now need to remember not just what their new ability does, but also what they previous had but now don't. Retraining feats are fine though and if the alternate class feature is for level 4+ then that's fine too.
They are current level 3, largely built with core only in the 3.5 system, but I am okay using pathfinder stuff too. Between raiding a dwarven treasury and some chance encounters they have a hair amoutn of custom magical items too. The 6 players are:
1. Half-elf / Ranger 3. Uses a composite longbow primarily, also carries a short sword, favoured enemy humans. Last one has come up maybe once, and another time when a human looking target turned out to not be human, which was cool but did make the ability into detect human. They also have a pet giant weasel (using tweaked PF stats) that will likely become their animal companion next level, likely with a boost beyond what the normal animal companion is in light of them been together since first level. Their magical items are the black staff, a wierd technology magic hybrid that when fuelled with distilled essence of magic give them 30 temporary hitpoints that can either be used as temp HP, or sacrificed 5 points as a swift action to be invisible for 1 round. Also has a sword bracelet, but cannot use that since its powered by spells that are not from your spell list (yes, that intentionally annoying to use, its a fey item).
Splat options to offer them: something to boost their ranged options, or better nature utility
2. Human / Cleric 3. Cleric of the sun with healing and war for domains. Seems happy with how their character performs, especially now they know they can spontenously cast cure spells and don't need to prepare them. In combat they've been casting bless a lot, and they seem to like using situational spells when the opportunity presents itself. They've been healing too, but what choice do they have? Wears medium armour, fights with a sword or mace and shield. Has a rapier made of mind metal that causes 1 extra damage to any creature struck that isn't immune to mind affecting abilities and will be cheaper to enchant with enchantment effects. Also has the schima, a slotless magical item which gives him access to all 4 elemental domains in addition to what he already has.
Splat options to offer them: some of the cooler splat spells for clerics that help with buffing the self or the party
3. Human / Barbarian 3. Fairly standard human tribesman barbarian. Wields a buckler and greatsword, has power attack and also track for feats. Seems to like how the character handles though once they were a bit dissapointed they couldn't rage for an improtant encounter because they had already raged in a random encounter earlier that day. Has a ring that allows them to animate their own shadow into a shadow, if it dies they take 2 points of charisma damage and their shadow is gone until this is healed. Hasn't used this item, there haven't been too many good opportunities for it, but I also think they don't realize how useful it could be. Also has an amulet that gives them a swim speed and allows them to hold their breath for ten times longer than normal.
Splat options to offer them: Maybe some of the rage feats from complete warrior, like extra rage?
4. Human / fighter 3. Their backstory had them coming from a tribe of mounted warriors, started with a horse and the mounted combat feat, but hasn't pursued that afgter seeing that you cannot always rely on having your horse present for an encounter. They wield a scimitar and shield. They have a deadwood shield, +1 shield that shatters whenever they are subject to a crit, which automatically makes the crit not confirm. At midnight the shield regrows, provided he has at least one piece of it in his possession. Also has the helmet of the blind hunter, which covers their eyes but summons 2 giant bats whose eyes they can then see through (though they have to make a wisdom check to avoid puking their guts out from the wacky perspective, if they fail it takes an hour to get use to it, higher rolls allow them to adjust quicker, with a 20+ mean they do so in a round.
Splat options to offer them: Something that helps with sword and board, though none of the options from Complete Warrior seemed to fit Ill need to check some other books.
5. Gnome / Rogue 2 / Spellthief 1. This is the sole exception to the all core, they started as a rogue but were worried they lacked arcane magic and so started dipping as a spellthief, though they aren't sure if they want to stick with this. Has weapon finesse now, but hasn't been able to sneak attack too much, maybe only once, between missing, not flanking, or fighting elementals/constructs. Has the artificer monacle, allowing them to cast detect magic at will and identify 3/day, and a ring that lets them get a traint from another race for 1 day (no stat modifiers).
Splat options to offer them: penatrating strike or some similar ability
6. Human / Druid 3. Has an eagle animal companion, does druid-y stuff. By far the most inexpirienced player and often finds the core spell list a bit overwhelming, but I'd still like to offer them a few things down the line. Uses shillelagh in combat, though also has the locust spear, a +1 spear that causes a locust to emerge from the wound and continue to attack the creature for 5 rounds. The locusts attacks are pretty pathetic, tiny, +2, 1d4-1, but they can also be given over commands by the spears wielder.
Splat options to offer them: one or two choice druid splat spells
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What do you think, what would be good options to highlight for them? Mostly looking for class features, feats and spells, stuff they know themselves rather than magical items.
They are current level 3, largely built with core only in the 3.5 system, but I am okay using pathfinder stuff too. Between raiding a dwarven treasury and some chance encounters they have a hair amoutn of custom magical items too. The 6 players are:
1. Half-elf / Ranger 3. Uses a composite longbow primarily, also carries a short sword, favoured enemy humans. Last one has come up maybe once, and another time when a human looking target turned out to not be human, which was cool but did make the ability into detect human. They also have a pet giant weasel (using tweaked PF stats) that will likely become their animal companion next level, likely with a boost beyond what the normal animal companion is in light of them been together since first level. Their magical items are the black staff, a wierd technology magic hybrid that when fuelled with distilled essence of magic give them 30 temporary hitpoints that can either be used as temp HP, or sacrificed 5 points as a swift action to be invisible for 1 round. Also has a sword bracelet, but cannot use that since its powered by spells that are not from your spell list (yes, that intentionally annoying to use, its a fey item).
Splat options to offer them: something to boost their ranged options, or better nature utility
2. Human / Cleric 3. Cleric of the sun with healing and war for domains. Seems happy with how their character performs, especially now they know they can spontenously cast cure spells and don't need to prepare them. In combat they've been casting bless a lot, and they seem to like using situational spells when the opportunity presents itself. They've been healing too, but what choice do they have? Wears medium armour, fights with a sword or mace and shield. Has a rapier made of mind metal that causes 1 extra damage to any creature struck that isn't immune to mind affecting abilities and will be cheaper to enchant with enchantment effects. Also has the schima, a slotless magical item which gives him access to all 4 elemental domains in addition to what he already has.
Splat options to offer them: some of the cooler splat spells for clerics that help with buffing the self or the party
3. Human / Barbarian 3. Fairly standard human tribesman barbarian. Wields a buckler and greatsword, has power attack and also track for feats. Seems to like how the character handles though once they were a bit dissapointed they couldn't rage for an improtant encounter because they had already raged in a random encounter earlier that day. Has a ring that allows them to animate their own shadow into a shadow, if it dies they take 2 points of charisma damage and their shadow is gone until this is healed. Hasn't used this item, there haven't been too many good opportunities for it, but I also think they don't realize how useful it could be. Also has an amulet that gives them a swim speed and allows them to hold their breath for ten times longer than normal.
Splat options to offer them: Maybe some of the rage feats from complete warrior, like extra rage?
4. Human / fighter 3. Their backstory had them coming from a tribe of mounted warriors, started with a horse and the mounted combat feat, but hasn't pursued that afgter seeing that you cannot always rely on having your horse present for an encounter. They wield a scimitar and shield. They have a deadwood shield, +1 shield that shatters whenever they are subject to a crit, which automatically makes the crit not confirm. At midnight the shield regrows, provided he has at least one piece of it in his possession. Also has the helmet of the blind hunter, which covers their eyes but summons 2 giant bats whose eyes they can then see through (though they have to make a wisdom check to avoid puking their guts out from the wacky perspective, if they fail it takes an hour to get use to it, higher rolls allow them to adjust quicker, with a 20+ mean they do so in a round.
Splat options to offer them: Something that helps with sword and board, though none of the options from Complete Warrior seemed to fit Ill need to check some other books.
5. Gnome / Rogue 2 / Spellthief 1. This is the sole exception to the all core, they started as a rogue but were worried they lacked arcane magic and so started dipping as a spellthief, though they aren't sure if they want to stick with this. Has weapon finesse now, but hasn't been able to sneak attack too much, maybe only once, between missing, not flanking, or fighting elementals/constructs. Has the artificer monacle, allowing them to cast detect magic at will and identify 3/day, and a ring that lets them get a traint from another race for 1 day (no stat modifiers).
Splat options to offer them: penatrating strike or some similar ability
6. Human / Druid 3. Has an eagle animal companion, does druid-y stuff. By far the most inexpirienced player and often finds the core spell list a bit overwhelming, but I'd still like to offer them a few things down the line. Uses shillelagh in combat, though also has the locust spear, a +1 spear that causes a locust to emerge from the wound and continue to attack the creature for 5 rounds. The locusts attacks are pretty pathetic, tiny, +2, 1d4-1, but they can also be given over commands by the spears wielder.
Splat options to offer them: one or two choice druid splat spells
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What do you think, what would be good options to highlight for them? Mostly looking for class features, feats and spells, stuff they know themselves rather than magical items.