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| TacoClone02-14-08, 05:24 PM | Sonlara Marks In my custom campaign setting, I wanted the idea that magic is sometimes unstable, and that it sometimes even alters the creatures that live in the world of Otia (http://otianlegacies.wikispaces.com/). One way I wanted to do this was to let my PCs take feats that showed that they'd been touched by the wild arcane elements of the world. With these 'Sonlara Marks', I wanted to give someone that took them some type of ability to related to a magic school. I really like the idea of doing this, and though it is somewhat similar to the Eberron Dragonmarks, I had this in mind before I heard about them. And regardless, marks like this are always cool to have in a campaign. I also wanted to (along with some of my PCs) make it so that the marks will actually be useful many levels down the road, and also be useful to take at higher levels, unlike most feats similar to them that offer only weak abilities that don't improve. Though, I'm not entirely sure that these feats work very well, and I haven't been able to really playtest any of them, as they've not been used excessively in my games. So, I want your opinions on how to improve them, or if they work well enough. And by all means, if you have a better idea for one of the schools, feel free to post it. Your help is much appreciated. Mark of Abjuration You have manifested the Mark of Abjuration Benefit: Once per day as a swift action, you can activate the effects of your Mark of Abjuration. You gain a +1 bonus to AC. At 4th level and every 4 levels after that the bonus to AC increases by 1. In addition, when you activate your mark chose either fire, cold, acid, or electricity. You gain Resistance 5 to that element. This resistance increases to 10 at 10th level, and to 15 at 20th level. Both these effects last one minute. Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day. Mark of Conjuration You have manifested the Mark of Conjuration Benefit: Once per day as a standard action, you can summon an elemental. You can summon either a Fire, Earth, Water, or Air elemental, but each requires a specific sacrifice in order to be summoned. Fire elementals requires a fire of at least the size of a candle, Earth elementals require at least one handful of soft earth, Water elementals require at least enough water to fill a waterskin, and Air elementals require a gust of wind at least equal in intensity to that caused by waving a fan. The size of the elemental depends on your level. At 1st level it is a small elemental, at 6th level you can summon a medium elemental, at 11th level you can summon a large elemental, and at 16th level you can summon a huge elemental. This elemental appears in one square adjacent to you, and is under your complete control. It lasts for one minute, at which point it returns to sacrifice. The sacrifice is not consumed when this ability is used. Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day. Mark of Divination You have manifested the Mark of Divination Benefit: Select one Knowledge skill. This skill is now a class skill for you. In addition, once a day you can activate your Mark of Divination, allowing you to use your Knowledge skills to help you fight a creature. When you activate this ability as a swift action, make a Knowledge check against every creature you are currently fighting. The Knowledge check is based on the creature's type, as outlined in the Player's Handbook. If there is more than one creature type in the current fight, make a separate Knowledge check for each creature type. You gain a bonus on attack and damage rolls against the opponents based on the result of your Knowledge check. The bonus equals the result of your roll divided by 5, minimum 1, maximum 7. Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day. Mark of Enchantment You have manifested the Mark of Enchantment Benefit: Once per day you can activate your Mark of Enchantment, causing you to be able to effect the mind of others. For one minute, you gain the ability to daze a creature as a standard action, if they fail a Will save equal to 10 + 1/2 your character level + your CHA modifier. Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day. Mark of Evocation You have manifested the Mark of Evocation Benefit: Once per day as a standard action you can launch a missile of force at your opponent. The range of this attack is 40 feet plus 5 feet per two character levels you have. This attack deals 1d8 points of damage per two character levels you have. Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day. Mark of Illusion You have manifested the Mark of Illusion. Benefit: Once per day you can create an illusory clone of yourself which lasts for 1 minute/level. At first level this clone acts as an Unseen Servant spell, and has HP equal to 6 + your level, and an AC equal to your own. At 5th level the clone becomes more solid, and if it is adjacent to you, you can attempt a Bluff check against the opponent's Sense Motive check. If you succeed, the opponent believes the clone is you. At 10th level you can transfer your perception to your clone, allowing you to see and hear through his body. At 15th level, you can chose to make your clone completely tangible. The clone gains a STR score equal to one half your own, and non-magical versions of all equipment you carry. In addition at 15th level, you can cast spells from the clone as if it was a Familiar. Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day. Mark of Necromancy You have manifested the Mark of Necromancy Benefit: Once per day as a standard action you can temporarily revive the corpse of a fallen creature. The corpse is reanimated completely under your control for one minute, and during this minute you can control the corpse as if he was still alive - however the corpse cannot take advantage of any Ex., Su., or Sp. abilities it had in life, nor can it cast spells. At the end of this minute, you lose control of the corpse. Maximum amount of HD controlled is based on character level. Animated corpses are treated as a zombie or skeleton of its HD and its type is undead. The corpse can only carry out simple tasks and does not understand complex orders. Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day. Mark of Transmutation You have manifested the Mark of Transmutation Benefit: Once per day as a swift action, you can activate your Mark of Transmutation. Select either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You gain a +2 enhancement bonus to this stat for one minute. This bonus increases to +4 at 6th level, +6 at 12th level, and +8 at 18th level. Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day. |
| jaelis02-14-08, 11:30 PM | Mark of Abjuration -- Seems pretty reasonable, a nice feat. Mark of Conjuration -- Too powerful at low levels. At level 1, this is the equivalent of a level 3 spell, way too much to give out at that level. At sixth it's borderline, and above that fine. Mark of Divination -- Seems too strong... you can pretty easily pump a skill check through the roof. I'm assuming this lasts the entire encounter? Mark of Enchantment -- Seems reasonable. Mark of Evocation -- Do you have to make an attack roll? What type of ability is it (Su or SLA)? I think having a ranged touch and making it an SLA would be the safest. Mark of Illusion -- The high level benefits of this are too strong. (But you can't cast spells "from" a familiar, so I'm not sure what that means.) Mark of Necromancy -- You can raise a creature with HD up to 4x your caster level? Seems a bit much, particularly at low levels. But if you limit the HD too much, it will be totally useless at high levels. I'd say, upgrade the type of undead instead. But not too fast. Mark of Transmutation -- Making it a swift action is mighty nice. I'd say it's borderline too strong. |
| Eldritch_Lord02-14-08, 11:50 PM | Mark of Abjuration: I'd say this is balanced. Mark of Conjuration: I'd say make a relatively cheap component for summoning, like incense for air, gems for earth, etc. that cost about, oh, 15-45gp. That way, when you're low level and it's powerful it's actually expensive to use and won't be overpowering, but by the time you get to a level where it's balanced it'll be pocket change. You might also reduce the price every time you take it, which would remove the price eventually. Mark of Divination: Only goes up to +7, so I'd say fine overall; at 1st level you could get ranks +4, ability +5, roll 20...29/5=+5. That's a bit much...average +3, maybe a strong feat, you need Weapon Spec for +2...hmm. Overpowered at low levels, good at high levels. Perhaps make the maximum bonus equal to your Int modifier? Any martial characters who'd use this would not likely have maxed Int, so it should be balanced. Mark of Enchantment: Balanced. Mark of Evocation: Fine damage-wise, but it should probably have a shorter range. I think a fixed 25 ft range would be good, perhaps +5ft every time you take the feat. I don't think you need a touch attack, but it should definitely be (Sp) and be subject to SR. Mark of Illusion: I think you should make each ability require taking the feat an additional time, without adding uses/day--as it is, this is way overpowered at high levels. I assume you mean the familiar's Share Touch Spells ability with this. Mark of Necromancy: Fine. Mark of Transmutation: A move action at least to activate; otherwise fine. |
| TacoClone02-15-08, 06:19 PM | Thanks guys. This was a project me and my friend were working on, so I'll show him this thread and we'll work on them a bit more with your suggestions so that they're more balanced. I really appreciate the comments. :) |