| Post/Author/DateTime | Post |
|---|---|
| Elijah Snowcone09-29-04, 12:46 AM | So I've finally found some love for the Miniatures Handbook, and it came in the form of the Marshal. I thought of a couple new auras and I want to know what people think. (The Minis Forum seems more like the place to talk about the minis, not the rules). Minor Auras Master of Armor: Bonus reduces Armor Check Penalty (no lower than 0, though). Defensive Excellence: Bonus to Armor Class when fighting defensively. Shun Arrows: Bonus to Armor Class against ranged weapons. Major Auras Coordinated Assault: Bonus reduces Two-Weapon Fighting penalties (no lower than 0, though). Fluid Movements: The Marshal's allies reduce their Arcane Spell Failure rate (if any) by 5% x the amount of bonus the aura provides (For example, allies of a 14th level marshal reduce their arcane spell failure rate by 15%. These are still pretty rough, so I welcome any ideas for revision. |
| Sisyfos09-29-04, 03:45 AM | Minor Auras Master of Armor: Bonus reduces Armor Check Penalty (no lower than 0, though). This is basically much less powerful version of motivate dexterity as most ACP:s are for dexterity related skills only (exceptions: climb & jump) Defensive Excellence: Bonus to Armor Class when fighting defensively. Too powerful, an instant boost of +10 bonus to AC on top of your other bonuses is just too much to gain from an aura. Auras are generally specific to certain situations. IMO fighting defensively is too large category of such situations. Shun Arrows: Bonus to Armor Class against ranged weapons. This I kind of like. It is quite much like the last one, but it only applies to specific type of attack forms. Major Auras Coordinated Assault: Bonus reduces Two-Weapon Fighting penalties (no lower than 0, though). Why would anyone take this instead of motivate attack which grants the same bonuses to all attacks? What if it also gave bonuses to damage? Fluid Movements: The Marshal's allies reduce their Arcane Spell Failure rate (if any) by 5% x the amount of bonus the aura provides (For example, allies of a 14th level marshal reduce their arcane spell failure rate by 15%. Good, good. These are still pretty rough, so I welcome any ideas for revision. I hope I was of help. Sisyfos |
| Steelborn8609-29-04, 11:48 AM | Yes, defensive excellence is a bit overboard, especially if the character has tumble as well. -4 to hit, +7 AC. Maybe just making it affect total defense might be better, althought that would blow their AC even higher at least they couldnt attack with it. |
| Sisyfos09-29-04, 12:10 PM | Yes, defensive excellence is a bit overboard, especially if the character has tumble as well. -4 to hit, +7 AC. Maybe just making it affect total defense might be better, althought that would blow their AC even higher at least they couldnt attack with it. That is a minor aura and thus would add CHA mod to AC. Very CHA dependent characters quite regularly have CHA mods in range of +8 to +12. That is the reason I thought it was a bit too powerful. Sisyfos |
| Elijah Snowcone09-30-04, 02:03 AM | Steelborn- you're right, that should be a bonus to total defense, not fighting defensively. Cha-dependent characters would really jack-up this AC bonus, but remeber that marshals also need to use their stat increases differently than sorcerers due to their being closer to combat. Master of Armor and Coordinated Assault- I see your point Sisyfos, Dex skill-increase from Motivated Dexterity makes this largely unnecessary, as well as Motivated Attack for TWF. This is the problem with taking stats and trying to reverse-engineer the auras :D Thanks for your help! |