| Post/Author/DateTime | Post |
|---|---|
| Aramar the Black09-26-07, 09:43 PM | Just like the title says. You may either post out the homebrew material you wish to see accepted, or simply link to it in your post. Accepted Material: Devoted Enforcer (http://forums.gleemax.com/showthread.php?t=930370) Engineer Core Class (http://forums.gleemax.com/showthread.php?p=11615012#post11615012) Dyru (http://forums.gleemax.com/showpost.php?p=15397121&postcount=14) Rejected Material: Revolver Scion (http://forums.gleemax.com/showpost.php?p=13536779&postcount=3) Senshi (http://forums.gleemax.com/showpost.php?p=12148545&postcount=3) Sanguine Master/Lord of Blood (http://forums.gleemax.com/showthread.php?t=871751) Please note that there are two archives which present homebrew material created by members of the guild house that you may wish to go through. Library of the Council of the Archmages (http://forums.gleemax.com/showthread.php?t=893611) Guild House Library (http://forums.gleemax.com/showthread.php?t=850293) |
| gabrion09-27-07, 03:00 AM | So the reason I asked about an approval thread is that I've been working on a PrC for my recently introduced character (Landas) for the past week or so. The PrC is called the Devoted Enforcer and you can find it here (http://forums.gleemax.com/showthread.php?t=930370). It's a PrC based on the mechanics from the Tome of Battle, so hopefully one or more of the GMs here have experience with that system/access to the book. If not, I can try to answer any questions you have. I posted it on the PrC forum rather than just putting here so that the folks over there could give some input about balance etc. It's probably a good idea to give it a few days there before making any decisions to see what the collective pros there think. Of course feel free to leave comments on that thread yourselves if you have suggestions! This is my first real attempt at creating a PrC, so constructive feedback is appreciated. Edit: Actually the PrC is undergoing a few modifications so don't worry about an official thumbs up or down just yet. Most mechanics will stay the same though, so do take a look if you can! |
| gabrion09-29-07, 10:46 PM | Just bumping this to let the GMs know that the Devoted Enforcer (link above) is as done as it's going to be. There is a pretty good discussion in the thread between myself and another individual who is knowledgeable about ToB stuff, so hopefully if you read through that you will get a sense of why things turned out the way they did. I would appreciate if the GMs who feel comfortable with ToB mechanics can take a look at it relatively soon to give me a thumbs up or down, since I plan to take the PrC for Landas and I would like to stat him sometime soon. If there are problems with the PrC as it stands, post them there or here (or even PM me) and I'll try to adjust. Thx! |
| Gulien10-02-07, 12:28 PM | Would a prestige class still require a feat to resist fear if a class taken previously renders the PC immune to fear? Seems a little redundant to me. Can i get a yay or nay from the dm's please? |
| CaptainShar10-02-07, 12:32 PM | This is just a first reaction: What if you lose the powers of that previous class? (I'm assuming you're talking about Paladins) Then you'd lose the PrC too. So I think the feat is necessary. |
| Orcy The Green Wonder10-03-07, 01:42 AM | In reference to Gabrion's posted PrC, we've approved it. Orcy doesn't see any problem with the PrC, though he does shudder to think what Gabrion could do with the Tome of Battle having seen a few past characters of his. Of course, Orcy has made some pretty monstrous things himself... |
| gabrion10-03-07, 02:13 AM | In reference to Gabrion's posted PrC, we've approved it. Orcy doesn't see any problem with the PrC, though he does shudder to think what Gabrion could do with the Tome of Battle having seen a few past characters of his. Of course, Orcy has made some pretty monstrous things himself... Thx Orcy (and Aramar and Shar). As for what I can do...well lets just say the more important thing is what I will do. Last time I was here my obsessive min/maxing led to quite the controversy, and while my position on powergaming in general is unchanged, I have at least come to understand that min/maxing can't be looked at in a vacuum. It's important to stay within community boundaries or things just plain aren't fun - and most characters here at the Guild House aren't trying to be exemplars of optimization. Short version - I'll try to keep it under control and I think that will be more fun for all of us. :) |
| NightScreamer2012-25-07, 02:40 AM | Whoo hoo! Hey can I get my Engineer Core Class (http://forums.gleemax.com/showthread.php?p=11615012#post11615012) approved maybe? please? |
| NightScreamer2001-18-08, 07:34 PM | Whoo hoo! Hey can I get my Engineer Core Class (http://forums.gleemax.com/showthread.php?p=11615012#post11615012) approved maybe? please? :bump: :weep: |
| CaptainShar01-19-08, 12:27 AM | Sorry, Screamer. I don't usually handle the character requests, but I try to bug the guys if they take too long... It looks good. Go ahead. |
| Von Crown02-14-08, 01:16 PM | Hey. I'm thinking about maybe trying to get a core class I made approved, but I need help with how to do the table stuff (I've never been able to get the hang of that...) |
| Bookmen02-14-08, 08:15 PM | I used to do it a lot. I can help. |
| turalisj03-11-08, 07:33 AM | http://forums.gleemax.com/showpost.php?p=13536779&postcount=3 Revolver Scion. Fun little base class. |
| Khat03-21-08, 01:13 PM | Could I please have my race approved Dyru Result of a polymorph spell gone wrong, Dyru are halfling sized former cat fimiliars. They have one or more of the following: whiskers, tail, ears, wide eyes, cat-like pupils, reflective eyes, longer canines, fetish for fish or a fear of water. They are wiser, more agile and more intelligent after serving as a cat filimiar . Personality Dyru have a wiry sense of humor and pull practical jokes when they are bored. However, they are very proud and dislike anyone who has them as the butt of the joke. Quite a few have a passion for fine jewelry and clothes. Physical Description Dyru stand from 3-4 feet tall and weight from 25-35lbs depending on the type of Dyru and gender, males being taller and heavier then females. Their eyes can be amber, green, blue, or a combination of any two. Their skin had a redish tint to it. Most Dyru do cut their hair to a manageable length and it is always clean and has some form of decoration, whether it be shells, scarf or beads. They love flash and/or elegant clothes. Alignment Often chaotic neutral, but any alignment is possible Religion No real deity though many worship Pelor, the sun god (:D). Languages Dyru speak Common and Draconic, and can learn any language except for secret ones. Names: Usually short and almost never the one given to them as a fimiliar. Traits +4 dex, +2 int and -4 str. Dyru are swift and observant, not strong Small size Base land speed of 30ft +4 on balance, and move silently +2 on spot, listen, jump and climb +2 for use magical device Favored class:Any Low-light vision and dark vision to 30ft LA:+1 |
| CaptainShar03-21-08, 05:20 PM | This race (Dyru) is overpowered. Options: Adjust LA to +3. Or, keep at LA +1, drop the WIS bonus, drop speed to 20 ft., and drop the metamagic feat. |
| Khat03-21-08, 05:36 PM | Thanks! I fixed it now. |
| Bookmen03-25-08, 08:46 PM | Eldritch Prowess Reqs: Ability to use the Eldritch Blast class feature Benefit: Add 1d6 damage to your Eldritch Blast. Is this balanced? Overpower? Underpowered? Would it be overpowered if you were allowed to take it more then once? |
| turalisj06-27-08, 01:59 PM | Puppeteer (http://forums.gleemax.com/showthread.php?t=732637) Demonfey already approved it, but I don't know if I need to get the class re-approved. |
| Bookmen07-06-08, 12:47 PM | "The Lords of Blood" (http://forums.gleemax.com/showthread.php?t=871751) Can someone please see if this is acceptable for use? |
| Orcy The Green Wonder07-06-08, 04:48 PM | Orcy is going to go with a No on that one Bookmen. He didn't even really want to read past a "d12+6" hit die. But he did... unfortunately. |
| Bookmen07-06-08, 05:22 PM | Explain please. |
| Orcy The Green Wonder07-06-08, 05:53 PM | Honestly Orcy doesn't need to explain,but here we go. To start with we'll mention that this guy would have extremely high HP, about 270 for someone with say, a 22 con, which at level 15 with a completely CON focused character is lowballing it. He gains the ability to burn his HP at relatively low costs cosidering their extremely high HP. They can utterly ignore most spell components (1 HP per 30 gold value). They gain a number of special abilities, one that gives them a free, stackable Spell Penetration feat, to add damage to their spells, and even to give themselves a higher caster level. They can increase the DC of their spells a great deal for, once again, HP (which thay have an extreme amount of). They gain bonus feats, toughness a few times, and many other feats that revolve around increasing HP (which is not taken into acount in the 270 mentioned above). Essentially, this class' negatives are completely removed with a healer cohort or an item that heals the character. |
| Bookmen07-06-08, 06:14 PM | True you dont have to explain, but it is polite. Thank you. Blood Rejection (Ex): A Sanguine Master cannot be affected by any positive or negative energy and is forever incapable of regaining hit points, being resurrected by spells with the healing descriptor, or restoring hit points to others through magic. Healing Cohorts and the like won't work. The only form of healing that they have is, other then sleeping and healing naturally, is their Blood Regeneration class feature. Which is mostly them having a more powerful nights sleep. A healer cohort could stand their all day casting cure X wounds but the spell doesn't work on Blood Mages. [EDIT] Considering the fact the BMs can't heal mid battle and the fact that they constantly injure themselves to cast spells if this class didn't have high HP then it would be underpowered. |
| Orcy The Green Wonder07-06-08, 06:18 PM | True, Orcy supposes, it is slightly more difficult to heal themselves. But it is hardly impossible. There are fast healing abilities and/or spells that may or may not have the healing domain (orcy hasn't looked them up). As well there are non-positive or negative healing abilities and the like. Orcy knows of a template just off the top of his head that grants fast healing in fact. Regardless of that, Orcy still considers the class too powerful. If you really want to play a mage with a blood-casting centered theme, Orcy would suggest the Blood Magus. |
| Bookmen07-06-08, 06:21 PM | Yes I suppose there are more ways around that then I orignally realized. I know the RP info stats that those loop-holes wouldn't work, but since the stat info doesn't then it becomes overpower I guess. Darn. So until that is fixed in the class it has no hope of approval.:( If the guy chages the stuff I'll try again. |
| Bookmen07-06-08, 09:57 PM | Senshi (http://forums.gleemax.com/showpost.php?p=12148545&postcount=3) Is this one ok to use? |
| turalisj07-07-08, 02:25 AM | That was actualy going to be my second hope after puppetteer.... |
| Bookmen07-07-08, 10:28 AM | Senshi was? Cool. Mabye we can have rival Senshis.:D @Orcy I posted our convorsation in the Blood Mage thread and got this as a responce. I would suggest that arguing with the DM on this issue isn't a good idea - but that if you do want to press the matter, it might be best to bring up that it loses the best spells in the game (the 8th & 9th level ones), that Blood Rejection stops all methods of magically restoring hit points, be they from negative/positive energy or otherwise and that it's high HP makes the few forms of healing that do work less effective than they would be on a different sort of character. Also with the issue of healing I know RP wise that the Blood rejection should be stopping all outside sources of healing, Psionic, Incarnum, Shadow, etc. None of those should heal him. Not sure abou Fast Healing and the like though. With the above in mind how overpowered is it still? I know you don't have to respond, but please do. |
| Bookmen07-08-08, 02:32 PM | Can one of the DMs please look at th Senshi? Both turalisj and I would like to know if we can use it.:) |
| Orcy The Green Wonder07-08-08, 03:00 PM | We are discussing it at the moment. |
| Orcy The Green Wonder07-12-08, 01:21 PM | Orcy is still waiting on a response from the other GMs, but since he hasn't gotten one yet. He is going to go ahead and say no across the board. Orcy doesn't believe we need more core classes, there are plenty of them as things are and plenty can be done with them. Try some Prestiege Classes, there are lots of them out there and they tend to be more balanced. In fact, you can make many of the same types of characters with PrCs... though not as blatantly powerful. Since he knows he is going to be asked... he'll get down to explaining why he doesn't like these classes, except for the pumped up Blood Magus, he's done that... The puppeteer... while it has some balancing factors in place the class has a few portions that Orcy does not like. The very fact that it can create puppets of any type and give them the creature's special abilities sets Orcy in defensive. The class looks fairly good, but it is a core class, and it has a number of things that Orcy feels break it. Orcy is saying no to it at the moment since he has asked for a vote and gotten no response from the other GMs. If they wish, they can vote to overrule Orcy. The Senshi is a flat out no for Orcy. It starts out pretty decent and well done, though it seems just a way to make a more powerful "Swashbuckler" class. The fact that it limits itself to one attack for extra damage seems decent... until it reaches later levels. It gains obscene damage bonuses on it's 'single attack' that boggle the mind. An example... A level 15 Senshi who has given themselves a high wisdom score of 20 makes a Reave attack. She is weilding a rapier (for flavor's sake) and her attack connects... She deals 8d6+50 damage to the target. An average of 78 damage without taking into account magical weapons or even strength modifier. Given a 'build' to it, that figure would much more likely end up around 9d6+60 to 70. The fact that it takes only a standard action and the class allows you to literally TELEPORT across the battlefield, completely ignoring all attacks of opportunity and getting to the enemy as a move action. This class is blatantly overpowered. |
| turalisj07-12-08, 03:47 PM | I figured no for senshi. As for puppeteer, you have to pay an increasing amount for special abilities (anything magical in nature, including flying). This means that if you want to bring out a red dragon puppet, you have a number of things to worry about: 1. You can't use anything over Large in size 2. For every special ability, the power points you pay increases at an exponential rate. Even by the time you are level 20, you can't even use half the abilities without paying your entire limit of power points. |
| Aramar the Black07-12-08, 07:25 PM | Fraking Gleemax. I will swear on Gygax's grave that I wrote a response to Orcy and hit the send button. I can only guess what happened after that. I'm saying no to the Blood Lord and the Senshi. The puppeteer...I didn't any cap on how many times a single infusion could be used on a given puppet, and that makes me wary. However, the rest of it seems okay enough to me, so I'm saying yes. |
| turalisj07-12-08, 11:00 PM | So..... We need Shar to come in as a tie breaker? Or does someone have her absentee vote? |
| Orcy The Green Wonder07-13-08, 12:59 AM | Shes on her way back home or will be soon, so Orcy believes she'll be able to cast her vote on it in the near future. He'll ask her about it when he sees her online. |
| Von Crown07-14-08, 12:55 AM | I've been working on a rebalanced version of the Senshi ('cuz I like it, but have to agree it's broken). I'm currently awaiting a reply from the class' original author for permission to post/to see what they think, but if it goes through okay might the GMs be willing to take another look at it? I think I've done ppretty well, Reave might need a bit more nerfing but I'm not sure, need to find a good comparison point. |
| turalisj07-14-08, 11:29 AM | I would have to agree the senshi, while a cool concept (the swashbuckler is worthless past level 3), is way overpowered. I can take a guess at what Von Crowned has in mind with the rebalancing (water down wanderer, put caps on reave abilities) Reave II- Bonus is reduced to +1 per 5 levels Reave III- gone Right there the power is cut in half..... |
| Von Crown07-14-08, 01:57 PM | Actually, I left Reave III in, just made it so it adds your wisdom modifier to the total damage once, instead of every die. I also cut the die type down to d4, and reduced Reave II to +1 per die. I changed a few other abilities too, like Mettle II (I tend to also keep in mind what will break in Epic levels, since I run really high-level games) |
| NightScreamer2007-15-08, 01:10 PM | Alright Gix wants to attempt a Dragonpact with Mach's Mother a powerful Mercurial Dragon... However there are no Pacts that suit Mercury Dragons and what they are good at... so I made one. It requires approval. Master of the Reflecting Sun Spell Slot: Ability Gained 2nd: color spray 2/day 3rd: color spray 3/day, mirror image 1/day 4th: color spray 3/day, mirror image 2/day 5th: color spray 3/day, mirror image 3/day, rainbow pattern 1/day 6th: color spray 3/day, mirror image 3/day, rainbow pattern 2/day 7th: color spray 3/day, mirror image 3/day, rainbow pattern 3/day, telekinesis 1/day 8th: color spray 3/day, mirror image 3/day, rainbow pattern 3/day, telekinesis 2/day 9th: color spray 3/day, mirror image 3/day, rainbow pattern 3/day, telekinesis 3/day, prismatic spray 1/day Oh and he got a 37 (http://invisiblecastle.com/roller/view/1663548/) Bluff on his Negotiating with Mach's Mother reducing the Cost to 4,800 gp... |
| Bookmen07-22-08, 04:52 PM | In MM5 there is a Phantom Template with no LA. Correct me if I am wrong (and I hope I am) but that template is one of those "not made for PCs" kind of things isn't it?:confused: |
| Orcy The Green Wonder07-22-08, 05:50 PM | That would be correct. Because it's listing says Level Adjustment: -. This means that the race is not playable where as LA +0 means there is 'no LA' |
| Bookmen07-22-08, 06:05 PM | Thats what I thought. Thanks. I would ask if I could assign an LA to it, but from the way it works the LA would likely be huge and I am not looking for an LA over 2. Well back to the drawing board.:) |
| Bookmen07-23-08, 11:03 AM | I've desided to make Deva easier and just have her be a human with a Celestial blood line. Now here is where I have to explain how I am going to make things with her design. I am explaining the kids (stat wise) by having her take leadership. Thats where the kids and the soldiers will come from. Most of the followers will be soldiers. The thing I need approval on is stat penalties for the kids being young. I asked the opti boards and got this: A 5398: There aren't any official ones that I'm aware of. I have seen a simple houserule that just simply gives -1 to all stats (though arguments exist for the mental stats) for a teenager. If they're younger than that, they shouldn't be adventuring or should be treated as a cohort/follower/etc. Since the kids will require a houseruling I am waiting on creating them. |
| turalisj07-24-08, 01:14 AM | I would use children stats from D20Modern. |
| Bookmen07-24-08, 01:19 AM | I dont have that book. Can you tell me what they are? |
| turalisj07-24-08, 02:28 AM | -3 str, -1 dex, -3 con, -1 to mental stats. 1d4 hp, +0 to all saves, +0 BaB, 20ft speed, no feats or skills. |
| Bookmen07-24-08, 10:17 AM | Wow those stat penalties are a slap in the face. @DMs Which stuff do you want me to go with? |
| Aramar the Black07-24-08, 12:53 PM | The following is off the top of my head. If the kids are 13-14, and thus teenagers, but not yet old enough to be ganted full stats, I'd go with the -1 to all scores, 1d4 hp, +0 to all scores, +0 BAB, 20 ft. spd, maybe one feat, and four skill points (the human racial perks) If the kids are any younger than that, I'd go with d20 modern stats at least. |
| Bookmen07-24-08, 01:18 PM | And what if I am going to give the kids a level or two in a class? [EDIT] I would of course explain why they have class levels. |
| Orcy The Green Wonder07-24-08, 02:34 PM | If the kids have a level in a class they must meet the minimum age for the class. For humans this would be 16 for everything except Cleics, Druids, Monks, and wizards, which are at the very least 17. (See page 109 in the PHB) This would, of course, by D&D standards make them adults however. |
| Bookmen07-24-08, 02:59 PM | Wait all classes are 16 or older? Even stuff like Warlock, Sorc, or Favored Soul? Those three atleast whould have lower ages since you can gain them at any given time. I mean the only thing that dictates when someone is a Favored Soul is when the Diety chooses to make them one. As such someone could be a FS at any age. Warlocks can gain their Warlock pack because of the fact that their ancestors had one and thus you could have a Warlock who is pretty young. As well a kid could, possibly, sell their soul for power (i.e. Warlock level). I could argue for Sorcs min age being 13 as they come into their power, but their power can awake at about any age. [EDIT] Some more evidence to back up my statments. -In Eberron there is a little girl who by the power of the Silver Flame is a level 20 Cleric. -In a FR novel there is a guy who didn't come into his Sorc talent until 20 something. -In a Pathfinder issue there is a little boy (max 12 years old) who can cast Wizards spells because his dad (a wizard) was teaching him how. -In Dragonlance and FR Kender and Halflings learn how to Pickpocket, Lockpick, hide, and move silently by the age of 10. |
| Orcy The Green Wonder07-24-08, 03:07 PM | Incorrect. While you may technically HAVE the power, the ability to use it is an entirely different thing. Indeed, the Favored Soul has a listed age in it's original printing as "same as barbarian." The whole idea of children is that they are not skilled individuals, and thus have no class. They are not skilled in the use of powers they might technically possess by backstory means, but they do not of course have the ability to use them. |
| Bookmen07-24-08, 03:19 PM | What about in the case of Eberron? She has power and has the skill to use it. She is also fully statted. In the Pathfinder issue they tell you you can have him use his spellcasting skills to help the PCs in battle. If a child has the power to shoot energy from his hands why wouldn't he? If a little girl has the power to heal and sees her mother is hurt why wouldn't she heal? If you are gifted a power by something of a vastly higher power then anything else arond why would that thing not be able to expand your understanding of the abilites so as to ensure that you can use them? [EDIT]Sure you may still not be able to do some other things as well as an adult but you can certianly do the one or two things you get from your one level well enough to be using them. On a different train of though: With your side of the debate of "you may technically HAVE the power, the ability to use it is an entirely different thing" could I take that to mean that they can have a class level, but just can't use the skills of the class well enough to be of importance (i.e. CAN shoot an Eldritch Blast but can't properly handle it to be able to hit the broad side of a barn)? |
| Orcy The Green Wonder07-24-08, 03:37 PM | Orcy doesn't really play Eberron but from your edited notes above he will comment. A little girl who is, if Orcy recalls correctly, a guardian of the silver flame can weild it's power. Sure, why not? Shes an extremely special case given extreme power by the silver flame itself. There is no way in any world that a little girl would have adventured enough to become level 20, so it has to be power that was granted to her by a special circumstance. Orcy isn't sure why you put the Sorcerer comment in, because it argues against your point in that any of these powers that the children might 'have' are not come into or usable by them until a certain age. Pathfinder, Orcy has no idea. It is obviously not a core book or anything of the sort, and it is obviously yet another special case. How a child would be able to study the arcane arts long enough to be able to weild them at age 12 is beyond Orcy. Kender are Kender. Their society doesn't train pickpockets, lockpicking, though they do perhaps train hiding and moving silently. But Kender just collect things, pickpocketing suggests something wrong about it :P From all the things you've noted save perhaps the kender who's entire society revolves around the collection of random things they 'find' one thing is quite clear. A child with special power and abilities is a Special Circumstance and by no means the Norm. Orcy would appreciate it as well if you would stop editing your posts while he is typing, its getting annoying. But Orcy's side of the "debate" does not mean they have class levels. It means they have a latent power that they cannot access and do not know they have. It boils down to the simple fact that children are NOT eligible for class levels. They are unskilled non-combatants. They do not have levels in classes, they cannot weild eldritch power, they cannot cast spells channeling powerful holy energies. That is Orcy's stand on things. |
| Aramar the Black07-24-08, 04:00 PM | I am reminded of a Dragon issue (320-something, I think) in which some 13-yr-olds were statted out. Even they didn't have full class levels, but rather somethig closed to "half-levels". The child wizard could only cast cantips, and the rogue and bard were similarly limited in thier abiltiy. (Partial skills point, missing some class features, I don't remember them all at the moment) Pathfinder, also by Paizo, might have followed similarly in that given issue of the child being taught by his father. (which was it, do you remember?) Regardless, until the children are effectively adults, they cannot have the full-benefits (if that) of a first level class. EDIT: off to work, so this'll be my only two coppers on the matter. |
| Bookmen07-24-08, 04:16 PM | @Orcy Yes the little girl was gifted by the Flame with her powers. She never adventured. As well if she ever left the main temple, where the Flame is, her power would drop to level 12 or 8 (can't remember). I added to Sorc comment to help point out that it can awaken at any time young and old. With Pathfinder the kid could only cast cantrips, I think that would fit with the "half-levels" that Aramar mentions. I surrender and agree on the Kender point. :D Well I didn't plan on the kids simply having a class level. Each child (the few that there would be) would have a backstory to explain their one (or one-half) level. My apologize on the editting thing. I just kept thinking of new point and arguments so I added them in. @Aramar It was in Pathfinder issue 4(?). Not sure which issue of Pathfinder, but the kid was only able to cast cantrips. They explained it as "he is still learning" and he was young but not a little kid. @anyone Dang I was really hoping to have some full fled lvl 1 kids. I figured that they could make for some good RP, but maybe I was thinking to long term. After all we have been in his game a few years and only recently got a King. I'm starting to think we just aren't fast pasted enough to be able to make proper use of the kids. I might be over thinking it again and the kids may still work for some good RP. Just have to get this stat stuff handled and then I can plan properly. |
| NightScreamer2007-26-08, 12:44 PM | If it would be so children should have "Child Classes". I'm no GM but I don't think a Child could be a Rogue or Cleric, but perhaps a Warrior (Squire), Expert (Pickpocket), or Adept (Apprentice)... Gaining the following... Squire (Warrior): 4 + Con mod HP; 2 + (Int mod x2) skill points @ 1st; BAB +0; Ref and Will +0; Fort +1; Proficient with Light armor, Light shields, and Simple Weapons Pickpocket (Expert): 3 + Con mod HP; 3 + (Int mod x2) skill points @ 1st; BAB +0; Fort and Will +0; Ref +1; Proficient with simple weapons Apprentice (Adept): 3 + Con mod HP; 2 + (Int mod x2) skill points @ 1st; BAB +0; Fort and Ref +0; Will +1; 3 Cantrips per day; Unproficient with any armor or weapon Farmhand (Commoner): 2 + Con mod HP; 2 + (Int mod x2) skill points @ 1st; BAB +0; All saves +0; Unproficient with any armor or weapon Ya know, that self indulged brat of a rich kid we all know (Aristocrat): 4 + Con mod HP; 4 + (Int mod x 2) skill points @ 1st; BAB +0; Fort and Ref +0; Will +1; Proficienct with Light armor, Bucklers, and Simple weapons I had fun with this. |
| Lady Rolindin08-09-08, 10:40 PM | A question for the gm's : If Wizardwood was written up. could the Wizardwood, be used if some of the peoples who know where it would grow: if they would even let out such a seceret location of such a tree grove? Wizardwood is from a book I am reading: witch reads as such "rare vessels carved from wizardwood, which ripens magically into sentient awareness" could make some good magic items also, staffs, wands and such. |
| Orcy The Green Wonder08-09-08, 10:52 PM | There is a living wood from Eberron called quite simply "livewood" that is not sentient but it is living wood that can and is used in ships. A sentient ship would be something much more expensive most likely. |
| Aramar the Black08-09-08, 11:31 PM | Intruiging. What is the name of this book? |
| Lady Rolindin08-09-08, 11:51 PM | the book is "ship of Magic: by Robin Hobb". I haven't seen any thing about any kind of trees that i can remember in any of the books that can just by letting the wood cure become sentient. my guess about cost for a ship is twice the cost of regular wood to three time for the magical properties in the wood. Which by the book describes the ships sentient awarness with some magical abilities. this is from the last sentance of the back page, "The ruthless pirate Kennit seeks a way to seize power over all the denizens of the Pirate Isles.. and the first step of his plan requires him to capture a living ship of his own and bend it to his will." this is from the book too. "you have recived my gift. here we mingle, you and I (the ship). Shall make a sweet dream together." Aligement seems to be a big thing here, if the character and wizardwood (living wood) are not capatible the ship or item will not work with the character. Nor will the wizard wood answer or connect to a charater mind. Orcy I will look up the living wood and look at the wood abilities. The only difference might be that wizardwood becomes sentient by it self. witch wizardwood then needs a history of how such a thing can happen, and what powers this sentient being has. seeing how the wood is magical already before cut down. here's facts from the book I have found out about wizardwood ships. When a wizardwood ship becomes sentient the event is called quickened. Wizardwood ships have the abilty to see through out the whole ship. wizardwood ships have the ability to talk to the captain, or to tell a wheel man if rocks or other such hazards where in their path. wizardwood ships can tell the captain if a load has shifted, or over loaded. wizardwood ships can last longer than regular wood ships. the wizardwood can keep doing a kind of healing on it self.or repair spell type. that the wizardwodd ship depending on if the captain works together or is controlled can be good or evil. such as the next book mad ship, where a ship can reflect (if controlled by an evil character) reflect evil tendicys. |
| Aramar the Black08-11-08, 12:59 AM | Hmmm... I have a couple Dragon articles (one that even stats out the living ships of the Farseer trilogy) and a couple other sources on sentient objects... I'll dig those up and see if I can't throw something together quick. |
| Lady Rolindin08-11-08, 07:15 AM | Aramar heres what I have figured out about the quicken of the Wizardwood and some other things. Quicken of wizardwood. The quicken of Wizardwood takes place in different stages accourding to the size of the object. The first step when the Wizardwood tree is cut down is that the wood has to be cured. Curing takes place by leaving the Wizardwood to dry foe 2d20 days, the nubmer of pieces of the Wizard wood will determine the quickening time. Wizardwood being a magical living tree before being cut down has no sentient awarness, but the curing prosess is the factor that gives Wizardwood sentient awarness. Wizardwood pieces while this quicking is taking place stil has the orignal abilities of the Wizardwood tree. Wizardwood has the ability to heal itself, the abiltiy to see out side it self like the arcane eye spell, the tree or wood pieces would have the magical resistance, (between 10 to 15 natural). A natural cold, lighting and fire resistance. The way the quickening takes place is when two or more pieces, (that are cured), the magical forces in each Wizardwood piece join and become one. The more pieces of The Living Wizardwood that are joined magicaly or by ship building, the longer the process of the quicking takes. Exsample fine: 1d8 hours tiny: 1d12 hours small: 1d26 hours medium: 1d30 days large: 1d 12 months huge: 1d3 years gargantuan: 1d6 years colossal: 1d8 years (I figured this out by the time it takes for a ship to quicken and worked backwards from there, accourding to sizes. as you can tell a ship such as the caravel,dhow, dromond, elf wing ship, galley, greatship, longship, ironclad, junk, theurgeme, barge, cog, are colossal sizes and other ships are of different sizes. so the time to quicken takes place accourding to size.) The Wizardwood tree gorws to 300 foot hieght, with a goldish hue on its bark. The goldish hue turns to the hue when the tree matures at seventy five years of age, when this happens the tree will eggcorns will apear. The eggcorns 2d20 will appear at maturity and every seventy five years there after. As the Wizardwood tree is maturing the goldish hue will deping every year untill it matures. Some has said that the wizardwood tree has been known to be as wide as a great dragon, while the Wizardwood trees have not been known to die of old age. Some suggest that Wizardwood trees have been killed by magical means, and are hard to kill or even cut down. What is known is that druids are the keepers of the Wizardwood trees stands and they have to be dealth with to accour the wood. It has been siad that some of the wizardwood eggcorns have been given or sold by some driuds to those they known will use the magical tree wood wisely. Letting certain indivuals grow the Wizardwood tree in locations only they know about. Things known about Wizardwood. Before the quicken takes place as a whole tree or cut pieces of the tree. The tree or pieces have the ability to see their suroundings, wizard eye ability. The tree or pieces have the ability to heal damage to it self, by heal wounds type or repair natural ability. This natural ability to heal it self makes the Wizardwood item last for life times of other curtures would have died. The tree or pieces have a natural magical abilty to resist fire, ice, lighting and magic it self. After the quickening takes place the cured wood, (witch has to be two or more pieces of wood, single pieces can't quicken.), the quickened Wizardwood becomes sentient. using the intelligent items in the dmg starting on page 268, to find out ego and such. The wizard wood has the ability to comuncate with the wearer in small items, or to one that is holding a larger piece. While a ship being made of Wizardwood can comuncate with the captian and others on the ship. Most of the comunaction is with the captian, while talking to a steeringman to avoid dangers the ship sees ahead. The ship can tell how many people are on it and where they are and who belongs and who don't. See Aramar if some of this won't help in some way. your right about the eberron living wood orcy and the cost is 50%higher than regualr wood. So the Wizardwood beiging somewhat more magical would proubaly cost 75 % to 100 % more that regular costs. And the wood is just living wood with magical powers allready not sentient while a tree, but the curing and joing makes the wood sentient. Aramar another thing that crossed my mind is how long would after the quicking takes place would the new sentient being take to figure out things. Such as sinch the Wizardwood can see while still a tree, how much does the wizardwood remember from just being a living tree? How long to figure out launges for a ship or magic item? Since when wizardwood becomes sentient and can talk to the character. How long to figure out things since it is a new sentient being now? days? months? and what kind of roll to use for the wizardwood, 1d6, 1d8 1d10 ? to figure out say what a orc is or other questions the new item will have. Witch the character will have to answer some of these questions. since the wizard does get the ability to talk to characters minds and talk directily to thier mind and oters minds, does this mean that rary's telepathic bond could be the spell that comes into exsantace when the quickening happens, or another simular spell? |
| Von Crown08-26-08, 11:10 PM | Since it's been quite a while with no response from LordPendragon, here's my attempt at a revised Senshi. The table is the same as previously. Senshi have the following game statistics. Abilities - Dexterity is the most important attribute for a Senshi, since it applies to her accuracy and damage. Wisdom is also important, as is Constitution to keep her alive. Alignment - Senshi may be any non-chaotic alignment. Chaotic characters do not have the devotion to follow this class. If a Senshi turns chaotic, they retain all class features, but may no longer progress as a Senshi. Hit Die - D8 Class Skills The Senshi's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at 1st Level - (4 + Int modifier) x 4 Skill Points at Each Additional Level - 4 + Int modifier Class Features All of the following are class features of the Senshi. Weapon and Armour Proficiencies The Senshi gains proficiency with all light and medium armour, but no shields. She also gains proficiency with all simple weapons, and one martial weapon of her choice. Speed Bonus (Ex) The Senshi adds the listed amount as an unnamed bonus to her base speeds. This bonus does not apply when she is wearing heavy armour, or wielding a tower shield. Weapon Finesse The Senshi gains the Weapon Finesse feat for free. If she already have that feat, she may choose any Fighter bonus feat instead. Finesse (Ex) The Senshi may use Weapon Finesse to apply her Dexterity modifier to attack rolls with all one-handed weapons. However, when using such a weapon in this way, her Strength modifier still applies to the attack roll if it is negative. Reave (Ex) As a standard action, the Senshi may make a single attack. This attack deals an additional 1D4 damage per 2 class levels, and ignores 1 point of hardness per class level, or 1 point of DR per 2 class levels. This extra damage is not multiplied by a critical hit, and only applies once even if the single attack deals damage multiple times. If this attack misses by more than 5, she provokes an attack of opportunity from the enemy she attacked. Any coup de grace may also be a Reave. If used against a magic item, the item gets to make a Will save against a DC equal to 10 + the Senshi's Wisdom modifier + the number of damage dice added by Reave, to negate the extra damage (normal damage still occurs). Reave only functions while she is not wearing heavy armour, and is wielding a one-handed weapon in melee. This attack requires concentration, and is the equivalent of a level X spell for the purposes of Concentration checks, where X is the number of damage dice added. Bonus Feats The Senshi may choose a bonus feat from the Senshi bonus feat list at 3rd, 7th, 11th, 15th, 17th, and 19th level. The Senshi bonus feat list consists of Dodge, Iron Will, Martial Study, and Quick Draw. In addition, all feats that require any of those 4 as a prerequisite are also considered to be on the Senshi bonus feat list. Wanderer (Su) As a move action, the Senshi may instantly transport herself to another location, as a teleportation effect. This ability may only be used once every 4 rounds, and the maximum range is equal to her fastest base speed. Line of sight is not required, nor is line of effect (shunting damage occurs if the Senshi accidentally teleports into a solid object). This ability may not be used in medium or heavy armour, or while wielding a tower shield. Mettle (Ex) As in PHBII. Also, the Senshi may make a Will save instead of a Fortitude save any time she is forced to make a save against death by a massive damage effect. Finesse II The Senshi may add her Dexterity modifier to melee damage rolls instead of her Strength modifier, to a maximum of her class level. This ability can only be used while she is wielding a weapon with which she can use Weapon Finesse. Wanderer II (Su) The wanderer ability may now be used once every other round. Mettle II (Ex) The Senshi no longer automatically collapses when she drops below 0 HP; she also no longer automatically dies when dropped to -10 HP or below. To avoid unconsciousness or death, she must make a Will save at a DC equal to how far below 10 her HP is. She must make this save at the beginning of her turn, and every time she takes damage. If she fails the save, she immediately suffers the effects of her current HP total. However, if reduced to -15, the Senshi dies, regardless of success on saving throws. Reave II (Ex) When making a reave attack, the Senshi deals an additional 1 damage per reave damage die. This extra damage is not multiplied by a critical hit, and only applies once even if the single attack deals damage multiple times. Peregrination (Su) When using the wanderer ability, the Senshi may use the Spring Attack feat as if it were normal movement. This occurs fast enough that the attack can be made while in midair or underwater, but when she finishes her movement, she is affected by gravity and such as normal. This does not prevent her from taking damage if the square she is attacking from deals continuous damage to characters in it. The total distance teleported must still be no greater than the maximum range of wanderer. Wanderer III (Su) The wanderer ability may now be used every round. Reave III (Ex) When making a reave attack, the Senshi may add her Wisdom modifier as a damage bonus to the attack. This extra damage is not multiplied by a critical hit, and only applies once even if the single attack deals damage multiple times. |
| Von Crown09-03-08, 01:59 AM | Some invocations to possibly get cleared for a character idea I'm working on. Terror from below Greater, 6th By using this invocation the Warlock gains a burrowing speed equal to his landspeed (half this speed if he want to leave a tunnel that others can use). To be able to burrow the Warlock grows large clawed hands. With these claws he can deal 1d8+str damage per claw. In a natural attack routine they count as primary weapons. He also gains the ability to spit acid, ranged touch attack, once every 1d4 rounds (Normally this acid is used to help burrowing). The acid deals 2d6 damage the first round and 1d6 the second round. The Warlock also gains tremorsense 60ft. The Warlock also forgoes the need the breath. He is immune to suffocation effect while under the influence of this invocation. Duration is 24 hours Resonating Blast Greater, 5th, Eldritch Essence This eldritch essence invocation allows you to change your eldritch blast into a resonating blast. A resonating blast deals sonic damage, lowering the damage dice of your eldritch blast to d4, but dealing double damage to objects, constructs, and creatures especially vulnerable to sound and sonic damage. This double damage supersedes the normal stipulation that eldritch blast deals only half damage to objects. Any creature struck by a resonating blast must succed on a Fortitude spell or become deafened for 1 minute. A creature already defened is not affected by the deafening aspect of a resonating blast. Creatures immune to or resistant to sonic damage(sonic resistance 1 or greater) cannot be deafened by a resonating blast. Acid Blood lesser, 4th The Warlock turns his own blood to acid with this invocation. The effect is that when he's hit, acid sprays from the wound. This acid deals 2d6 damage to everyone on the side the Warlock was hit (the three squares on one side of the Warlock). Reflex save halves damage. Duration 24 hours. Doppelganger's Skin Lesser, 2nd The Warlock calls upon the shapeshifting abilities of the Doppleganger to hide and disguise themselves. The Warlock can assume the shape of any Small or Medium humanoid as if through the Alter Self spell, freely designating the new form's minor physcial qualities (such as hair color, hair texture, skin color, and facial features) within the normal ranges for that species. The new form's significant qualities (such as hight, weight, and gender) are also under her control, provided they fall withing the normal ranges for the new form's race. When used as part of a disguise, this invocation provides a +10 circumstance bonus to Disguise checks. The Warlock can maintain this new form for 10 minutes per level. Spy the Waking Mind Lesser, 2nd By tapping into her dark powers, the Warlock can spy on the surface thoughts of others around her. The Warlock can use Detect Thoughts as the spell, except the duration is 24 hours. In roughly order of descending necessity to the concept. The first is essential, the second quite desirable, and the rest just fit with the concept I've got in mind, of a very rogue-like, subterranean/sewer-dwelling warlock. Oh, and these are all from the Warlock's circle, various authors, the library will contain necessary credits. |
| NightScreamer2009-03-08, 11:23 PM | Terror from Below Compared to any other Invocation, overpowered. Compare it to any other Greater Invocation. This Invocation shoul give the Warlock the earth glide ability much like an Earth Elemental or Xorn in addition to the Tremorsense, for 24 hours. Resonating Blast Actually the only thing I'd change is to keep the damage die and the energy damage to sonic, dealing 50% more damage to crystalline or glass objects or creatures (anything the shatter spell effects). Keep the deafening (dropping duration to 1 round) but lose the part about not being able to be deafened because of resistance to it. Acid Blood Too complicated, facing doesn't exist in DnD to a certain extent. It should be Any creature that strikes the Warlock with a melee attack or natural weapon takes 2d6 acid damage (no save). Creatures grappling the Warlock or who have swallowed or engulfed the Warlock take this damage every round they continue to do so. Creatures attacking with weapons with reach (not creatures with natural attacks with reach) do no take the additional damage. Doppelganger's Skin Should just keep it as alter self at will. The text isn't necessary. Spy the Waking Mind Same as above. Just keep it as detect thoughts usable at will. Just my 2 cp |
| Von Crown09-04-08, 12:10 AM | Could you elaborate on how Terror from Below is overpowered as-is? Most of the changes you recommended, to my mind, make it both more powerful for most purposes, and useless for what I was planning. Earth Glide allows unhindered passage through any earthen materials but metal, whereas a normal burrow speed only allows movement though dirt. I imagine that your complaint, therefore, lies in either the two attack abilities of the invocation, or in the overall versatility of an invocation that grants a movement speed and those attacks. But really, those attacks pale in comparison to an eldritch blast, and really seem to me more like flavor abilities. I think burrowing is balanced for a greater invocation,since there are official invocations that let you fly (lesser) and swim (least). As far as resonating blast, you caused me to notice an ambiguity in the wording that call into question how useful it'd be for what I have planned, the two possibilities being thus- what I initially thought but dealing double damage to (objects), (constructs), and (creatures especially vulnerable to sound and sonic damage) what it occurs to me it might be but dealing double damage to ((objects, constructs, and creatures) especially vulnerable to sound and sonic damage) If you follow my attempt at explaining the difference... See, since a normal burrow speed can't go though stone, I planned on using that to blast through when necessary, since I figured it'd do double damage... |
| NightScreamer2009-04-08, 11:38 PM | Alright. Well it grants you two claw attacks that are dramatically more powerful than any claw attack of any other creature of your size. Number two the acid spit isn't overpowered, it's pointless, it doesn't fit with the rest of the invocation at all. Not to mention not having to breathe any longer as long as you have 2 rounds a day where the invocation laps in order to cast it again. It's called Terror From Below not Acid Spitting Moleman from Planet Terror. As for resonating blast, how useful do you intend it to be? Use Hammer Blast accompanied by Eldritch Cone or Eldritch Line. It solves your problem easier than creating a new Invocation. But as for Acid Blood actually renaming it to Caustic Blood or something cooler... for the flavor at least. Maybe... Blood of the Babau. Or even, possibly, it could be an invocation that you can choose the energy type for... somehow. Maybe. |
| turalisj09-05-08, 12:01 AM | Even then, I would give Acid Blood a 2 out of 5 simply because, well, who in their right mind would let themselves get hit just to have their invocation usefull? Also, Nightscreamer, do you think Aramar or Shar would approve your Alchemist? I'm not even asking about Orcy, he basicly stated he'll shoot down any homebrew classes. |
| Orcy The Green Wonder09-05-08, 12:25 AM | That is not what Orcy stated. Orcy stated he doesn't LIKE more CORE classes. But his main problem with the ones that have been suggested is that they are broken in their own various ways. That is why he has turned them down. Orcy prefers to see things balanced, and thus he decides upon things based on balance. Not upon their 'whoa d00d badazznessocity kewlishness!' Do not say Orcy has said something he has not. |
| Von Crown09-05-08, 12:54 AM | Well, I'd be all for nerfing or even totally nixing the acid and claws, since I wasn't planning on using them anyway. The bit I need is the ability to leave a tunnel behind, and not suffocating when I don't leave a tunnel would be a nice touch, plus tremorsense so I can know where things are... Hammer blast and such was my planed backup if I couldn't get Resonating blast approved, I just very much liked the mental image of using a sonic-enhanced pick to blow through stone (hideous blow). Plus I figured if this's gonna be my specialization, I'd prefer to have a higher-level, cooler, more damaging to objects invocation. And to restate, I pulled all those out of the warlock circle library, they aren't originally mine. |
| NightScreamer2009-14-08, 04:59 PM | I honestly don't believe my Shinobi or Alchemist belong here. They are Core Classes for different campaign settings that rely on themselves for the most part, replacing most caster types in worlds where casters wouldn't fit. I imagine a Alchemist CS containing the Barbarian, Fighter, Monk, Rogue, and Alchemist classes, possibly non-caster Rangers as well. So it was made to take the space of the Bard, Sorc, Wiz, Cleric, and Druid. |
| turalisj09-21-08, 08:37 PM | Are class variants from Dragon Magazine availible to use? |
| Orcy The Green Wonder09-21-08, 08:40 PM | Those in the Dragon Magazine compendium are, others must be approved. |
| turalisj09-21-08, 10:48 PM | The online one? As far as I can tell, it doesn't even have anything in it. There are two I'm looking at specifically- The Shen in #319 and the ninja variants presented in #354. |
| Orcy The Green Wonder09-21-08, 10:53 PM | Orcy does not have dragon and thus cannot say anything about these class varients. |
| turalisj09-21-08, 11:30 PM | Well, the one I'm looking at for the ninja gives you the ability to spend a Ki point to create a 20ftx20ft cylinder of mist equal to obscuring mist. Here's an approximate quote: Deceptive Mist <fluff text> Level: 2nd Replaces: If the ninja selects the deceptive mist class feature, he does not gain the Ghost Step ability at 2nd level, the Ghost Strike class feature at 8th level, or the Improved Ghost Step feature at 10th level. Benefit: You can spend one daily use of your Ki Power to create a thick bank of fog, similar to the Obscuring Mist spell, which spreads in a cylinder 20ft high with a 20ft radius centered on you. It lasts for one round and is stationary. If you move outside the area of the deceptive mist, it instantly disperses. Your vision is not hindered by the use of your own deceptive mist and it does not provide creatures with concealment against you. For all creatures except you, the mist obscures all vision (including darkvision) beyond 5ft. Creatures 5ft away have concealment. Creatures farther away have total concealment and attackers cannot use sight to pinpoint them. At 8th level, when you create an obscuring mist, you can choose to lace it with poison (could this include positoxins from libris mortis?) for which you have enough doses (2 doses for contact, 1 for inhaled). The mist keeps it's previous properties, but every creature within it (creator is affected by contact but not inhaled) is affected by the poison. Only one poison may be used (so no black lotus extract mixed with deathblade or some other combo). Because the poison disperses in such a large quantity, every creature in the area gets a +2 bonus on fortitude saves to resist it. At 10th level when you create a deceptive mist, you may imbue it with an ability similar to a solid fog spell. This fog is so thick, a creature other than you can only move 5ft regardless of bonuses and takes a -2 penalty to all melee attack and damage rolls. Ranged attacks (except magic rays and the like) cannot penetrate the fog at all. A creature or object that falls into your solid mist is slowed so that each 10ft of vapor reduces that falling damage by 1d6 (or 2d6 for 20ft). A creature can't take a 5ft step while within the deceptive solid mist. Whew, alot of typing. Thats as close as I'm going to go typing it up, I left out some fluff stuff but the crunch is all there. |
| Bookmen10-22-08, 11:57 AM | Here are some Vestiges I would like a DM to look at: Athelas, Prince of Hope Level: 1 Binding DC: 15 Special Requirement: none Sign: A signet ring appears on your right hand, but the seal on it is blank Legend: Athelas was the third son of a minor noble house. While his elder brothers diligently studied the arts of statesmanship and war, he preferred to move among the people and help them to the best of his ability. Well liked by all who knew him, Athelas was a friend to everyone he met. However, the true nature of a man is judged in times of hardship. War came to his country, and one by one the noble houses led their troops into battle. As the youngest member of his house, Athelas was forced to stay behind. By his very youth and hope for the future, Athelas inspired the people to in his city to believe in themselves and in the victory to come. As the war dragged on, Athelas labored tirelessly to coordinate relief efforts and spent his reserves, both financial and personal, to their limit to help those who suffered. When the war at last ended, and his brothers returned, Athelas left to extend his help and hope to those who had been the enemy. Scholars lose track of him beyond that, but a man matching his description has been noted in the aftermath of every major conflict in the following century. Always, he is seen healing the wounded, helping the homeless, and encouraging all who will listen to come together and work toward a brighter future. Manifestation: The happy murmur of contented people fills the air around the seal as if a crowd of common folk stood there speaking. Their images are faint and indistinct as more enter the seal and others leave. Only a half-elf in fine white clothes remains constant. Soon, the sounds of battle can be heard as if from a great distance, and one by one the voices and grow silent and the images fall and fade away. Throughout this time, the man in white holds each who fall and seems to be speaking words of comfort. Eventually, all but the man are gone. His clothes are tattered, his pants dirtied from kneeling on the ground, and blood coats his sleeves from those he tried to save. Despite his appearance, Athelas carries himself with dignity and a quite satisfaction. His task done, he turns to the binder and offers his assistance. Influence: You are eternally optimistic and feel compelled to help the less fortunate. You must volunteer at least an hour of your time to charity in each town you visit. Granted Abilities: Third Son of a Noble House: You gain proficiency with a single martial weapon of your choice. You also gain a +4 bonus to any single skill and are considered trained in that skill. Friend to All: You gain a +2 morale bonus on diplomacy, gather information, knowledge (local) and knowledge (nobility and royalty) checks and make these checks as if trained. Voice of Hope: As a full-round action, you can use oratory to inspire confidence in your allies. An ally must listen and see you for the full round for the inspiration to take hold. Inspired allies gain a +2 morale bonus on saving throws and a +1 morale bonus on attack and damage rolls. The effects last for five rounds. The binder may inspire a number of allies equal to half his binder level per use (round up). This ability may only be used once every five rounds. The binder cannot inspire confidence in himself, only his allies. Helping Hand: When the binder makes an aid another check, he increases the bonus granted by +1 (for a total of +3). This bonus increases by an additional +1 for every for four levels of binder. The Power of One: As a full-round action, you can use oratory to inspire greatness in an ally. An ally inspired with greatness gains temporary hit points equal to d4 times your binder level, a +2 competence bonus on attack rolls and saving throws, and a +4 morale bonus on saves against fear. This effect lasts five rounds. The binder cannot inspire greatness in himself, only in an ally. You may use this ability on a particular ally only once per day. Play Notes: Try to get the rest of the party involved with the charity work, it offers an excellent opportunity to use your abilities in a non-combat fashion and can really drive home how much wealth and power adventurers really have compared to common folk. Design Notes: Third Son of a Noble House and Friend to All reflect the starting benefits of a half-elf Noble. The other abilities are meant to provide relatively non-magical party buffing early on, while encouraging the binder to spend his rounds assisting others instead of acting on his own. The Power of One in particular is meant to make sure each member of the party gets the spotlight at least once that day. 1) Belias, the Gigas: Made by the Gods in opposition to Loghril, a dark minion. He strengthens, affinity to fire, and can blast foes. Level: 1st DC: 16 Special: None Legend: Called Gigas for his appearance: man and monster fused as one. Created by the gods to create a guardian. Considered a mistake upon his making, and receiving not his intended role, the Gigas challenged the gods and lost. Scorned by his masters, he remains in the void looking for some reason to exist. Manifestation: He looks like a man and a minotaur fused. He speaks with a gruntal tone. Sign: Body gets more hairy. Influence: You become deeply concerned about fitting in. Due to his own fate as ½ before becoming a vestige, he requires you not attack ½ creatures such as ½ dragon, ½ fiend, or even ½ orc. Granted abilities: You gain supernatural abilities related to Gigas might and power. 1. Giga's Body: Fire resistance 2 level (2 at level 1, 40 resist level 20). Upon reaching EBL 10, you heal 1 damage for every 3 damage a fire spell or effect would deal before applying resistance. 2. Gigas Strength: Due to Gigas massive strength you gain the feat without the prerequisites Power Attack: . +2 enhancement bonus to Strength; this increases by +1 ever 5 levels (+3 at level 5 and +6 at level 18). 3. Flaming Blow: You can deal an extra +1d6 fire damage just like a flaming weapon with every attack. At level 10 EBL, it becomes flaming burst (this stacks with any current flaming or flaming burst weapon ability you have). Your own flame does not harm you, nor does it harm objects unless you will it to do so. [QUOTE=Nairalimis;8952260] Chinua, the Wolf Level: 1 Binding DC: 15 Legend: Born when the world was young, Chinua was the first wolf to walk the earth. Before mankind, she hunted the forests, snow covered lands of the north, and grasslands of the south. For an age, she roamed the world, untroubled by the rise of other races. In the mists of the past, three masters of magic joined together to rule the world. They devised a spell which would let them control anyone who shared the blood of the target sacrificed in the ritual. Upon hearing that the first wolf was nearby, they hatched a plot. By killing her, the three could gain mastery over all wolves, a fitting beast to be start of their armies. The three found Chinua, and bound her with powerful spells. Unnable to move, the ritual began around her, as she watched in horror as they carved mystic runes deep into her flesh. It was only when night fell, and the moon looked down to see her granddaughter trapped by the three wizards that Chinua had any help. Grandmother Moon broke the spell on Chinua, who quickly ate two of the wizards, while the third fled far away. Drained by the spells of the three wizards and her wounds, Chinua passed away that night under the eye of the moon. Unwilling to let her granddaughter die, the Moon caught Chinua's spirit, and released it into the realm of spirits called. Special Requirement: The binder must have personally caught the last food they ate. A binder with arcane caster levels may not summon Chinua. Manifestation: A wolf with yellow eyes the size of a small pony. Sign: The binder's eyes turn a shade of yellow like that of some wolves. Influence: The binder is tied to your fellows as if pack. You may not leave an ally behind without attempting to save them. Granted Abilities: Pack Tactics: The binder works well in a team, and when attacking an enemy who they are flanking, they get a +3, rather than +2 bonus. This benefit is extended to anyone who attacks a target that the binder flanks. At 10th level, flankers get a +4 bonus, rather than a +3 bonus. Hamstring: The binder gains the benefits of Improved Trip, even if they do not meet the requirements. Hunter in the Night: The binder gains the benefit of the Track feat, and a +2 bonus to survival checks when trying to track a target. Mother's Voice: As Charm Animal or Calm Animal, but only on wolves. Once used, this ability may not be used for 5 rounds. Beast Voice: The binder may speak with wolves or dogs as if using the Druid Spell, Speak with Animals. Thank you very much for all feed back in advance.:) |
| Gulien10-31-08, 02:51 PM | Hello fair and venerable DM's of the boards! I was wondering if we are currently allowing retraining as described in PHBII on pages 192-195? As always I await your answers from on high with bated breath! Happy Hallowicked! w00t w00t! |
| CaptainShar10-31-08, 09:30 PM | For which character? |
| Gulien11-01-08, 01:18 AM | Well I wanna retrain some feats on Gorad but I'm just asking in general if those rules are allowed? |
| CaptainShar11-02-08, 10:26 PM | Two against, one pro... I say no retraining unless your character has been away for a while in in-game time, giving them time to learn something new. |
| NightScreamer2011-02-08, 10:54 PM | It even states it requires time and money to retrain, so im assuming he planned Gorad to do such being that they are leaving... |
| turalisj11-03-08, 01:10 AM | It also suggests doing quests and going to locations/people that can retrain you. edit: Nightscreamer, could you please post in the CoA? We're waiting for your teleport spell. |
| Aramar the Black11-03-08, 09:28 AM | We are talking about retraining, right? Not rebuilding? Or are we talking about rebuilding? |
| CaptainShar11-03-08, 05:19 PM | Retraining. |
| Aramar the Black11-03-08, 06:29 PM | That's what I thought. But we all undertstand that retraining does not, as stated in the PHBII, require money, quests or time, right? And that, in the case of feats, only one feat can be replaced at a time? |
| CaptainShar11-04-08, 10:25 PM | Yes... and I think it should take time. |
| Gulien11-05-08, 12:40 AM | I'm not sure where it says there is no time, money or quests involved in the process of retraining seeing as how in the PHBII on Page 194 "Retraining Costs" Gives time and money that it takes to re-train. |
| Aramar the Black11-05-08, 01:38 AM | I'm not sure where it says there is no time, money or quests involved in the process of retraining seeing as how in the PHBII on Page 194 "Retraining Costs" Gives time and money that it takes to re-train. That same sidebar that suggests costs and times also states that the implementation of such costs and times is purely optional. Though, in this case, it seems majority vote prefers a time obligation for retraining. Which is fine. Quests are purely part of the rebuilding process. |
| CaptainShar11-07-08, 03:30 PM | Agreed, then. |
| Bookmen11-07-08, 03:42 PM | Can someone look at the Vestiges I posted, please? |