Birthsigns [Archive] - Wizards Community

Post/Author/DateTimePost
Braids

02-22-05, 10:17 PM
For my next campaign I am going to include Birthsigns based on those in Morrowind. For those that are not familiar with the game, Birthsigns are like Zodiac signs, except that they grant an ability depending on what time of the year they were born in [Players choice].
I tried to keep the birthsigns as close to the originals as possible as far as why they are supposed to do.
I am also considering adding optional roleplaying traits to each of them, having players roll randomly at character creation; giving roleplaying XP to characters who attempt to roleplay the traits.

I would like to keep them as powerful as The Steed, The Lord or the The Ritual.
Also, if anybody has a better way of wording any of these, please PM them to me.

The Apprentice
You gain +1 to caster level checks.
You take –1 on saving throws against spells.

The lady
+1 to Charisma checks.

The Lord
You recover hit points as if you had the fast healing feat. [This does now allow you to recover ability score damage.]

The Lover
An innate talent for magic allows you to cast charm person as a spell-like ability once per day. Save DC 10+ spell level + Charisma mod.

The Mage
You gain bonus 0 level spells per day equal to the number of bonus first level spells you gain for having a high ability score used for casting.

The Ritual
Each day you can heal your own hit points. You may heal a number of hit points equal to one half your character level (minimum 1) X your base constitution modifier.

The Serpent
Once per day, as a free action, you may poison an opponent. You must succeed at a touch attack against that foe. They take a –2 penalty to Constitution and reflex saves for 24 hours. saving throw DC 10+ 1/2 HD + con modifier

The Shadow
Once per day you may add a +5 bonus to a single hide check.
Once per day you may add a +5 bonus to a single Move Silently check.

The Steed
You add 5 feet to your land speed as long as you are wearing light or no armor or carrying a light load.

The Tower
Open lock is always considered a class skill for you.

The Thief [The Acrobat]
You gain +1 to AC.

The Warrior
You gain +1 to attack rolls against opponents of the same size category as you.


Thanks.
Sparrowlark

02-23-05, 12:11 AM
I like the idea, and have thought of doing something similar, however can you imagine the campaign implications of 8% of the population having this ability:

The Lover
An innate talent for magic allows you to cast charm person as a spell-like ability once per day. Save DC 10+ spell level + Charisma mod.
Braids

02-23-05, 01:25 AM
I like the idea, and have thought of doing something similar, however can you imagine the campaign implications of 8% of the population having this ability:

The Lover
An innate talent for magic allows you to cast charm person as a spell-like ability once per day. Save DC 10+ spell level + Charisma mod.
Lol, yea...I was prabably going to have there be a requirement to use these abilities, maybe taking ranks in a custom skill. Basically a new skill would be added to each adventuring class' list of skills and if you take one rank in it, you can use the ability. Since it doesn't appear on NPC class lists, it will usually only be PCs or opponents who can use these abilities.

I didn't mention that because I would be using the same requirements for each of the Birthsigns, so I don't think there would be a balance problem there unless one of the birthsigns was incredibly weak...which is why I posted the signs here for everybodies oppinion.
Tuneless Bard

02-23-05, 05:44 PM
There is a list of traits in the Unearthed Arcana...i think that is a better start....rather than use the morrowind birthsigns...just alter the unearthed arcana traits and make them birthsigns.

if you use the straight birthsigns than you'll have scads of compatability issues....not only because of the role playing system is totally different but because you allways have compatability issues when going from an action oriented fast paced non turn based computer game to a role play based turn based table top game.

its allways easiest to work within the realms of the game design...either give them a trait...or give them a feat and an anti-feat/flaw...
Braids

02-23-05, 08:26 PM
There is a list of traits in the Unearthed Arcana...i think that is a better start....rather than use the morrowind birthsigns...just alter the unearthed arcana traits and make them birthsigns.

if you use the straight birthsigns than you'll have scads of compatability issues....not only because of the role playing system is totally different but because you allways have compatability issues when going from an action oriented fast paced non turn based computer game to a role play based turn based table top game.

its allways easiest to work within the realms of the game design...either give them a trait...or give them a feat and an anti-feat/flaw...
I considered traits, but rather than a small bonus, I wanted to give something almost like a class ability.

I also don't like the flaw system at all.
MythMage

02-23-05, 08:38 PM
About the Lover [and any other specific power]:

8% of the population wouldn't get it under the Morrowind system; the person would have to be born on a specific day, not just anywhere in a whole month.

At least, the Morrowind manual (I think, maybe it was in the game itself) says that the power only applies to those born on a single day. (Naturally, different day for each power.)

So, that's just 0.0027% of the population that would have it.
srkingdavy

02-25-05, 10:25 AM
I wouldn't make it a skill unluess you wanted to favor bards and rogues.

do you roll before or after choosing race and class? if after, Tower and Apprentice can be lame unluess you get lucky.

an interesting way of doing it would be roll for stats, assign stats, roll for birthsign.

some specific comments:

The Lover - when you say spell level, what do you mean? A standard formula for this kind of thing would be 10+ 1/2 HD of caster + Charisma mod

how would this work for non-spellcasters? do you choose between charisma, wisdom, and intellegence?

The Ritual - this seems really strong. How long does the "ritual" take? I would say at least 5 minutes. Depending on how you want this ability flavored, I would consider having the abilitiy modified by charisma rather than constitution (remember charisma represents strength of mind...)

Serpent - with no saving throw, this is overpowered. I'd give it a saving throw equal to (10+ 1/2 HD + con modifier)

Theif - nothing wrong with it, I just don't like the name/ability combo.
Moonshadow101

02-25-05, 12:34 PM
The thief is as it is 'cause it was like that in Morrowind, I'd assume. I believe it was a sanctuary spell..10 points or so? (reduced chance to be hit)
Braids

02-25-05, 01:34 PM
I wouldn't make it a skill unluess you wanted to favor bards and rogues.

do you roll before or after choosing race and class? if after, Tower and Apprentice can be lame unluess you get lucky.

I was gonna say that if I make it random, you'd roll then choose your class and stats...but I doub't I'll make it random.

The Lover - when you say spell level, what do you mean? A standard formula for this kind of thing would be 10+ 1/2 HD of caster + Charisma mod

how would this work for non-spellcasters? do you choose between charisma, wisdom, and intellegence?

It is charisma based. Even if you are a Wizard or Cleric, it will all be based on charisma.

The Ritual - this seems really strong. How long does the "ritual" take? I would say at least 5 minutes. Depending on how you want this ability flavored, I would consider having the abilitiy modified by charisma rather than constitution (remember charisma represents strength of mind...)

Well, it's not an actual ritual, just the name of the sign. Basically the ability works like the Paladin's Lay on Hands, except it may only effect you and at half the power of LoH. I chose constitution because I didn't want to see a Paladin taking it and having access to more healing.


Serpent - with no saving throw, this is overpowered. I'd give it a saving throw equal to (10+ 1/2 HD + con modifier)

Ok, I thought I had written a saving throw in, but I must have forgot to.

Theif - nothing wrong with it, I just don't like the name/ability combo.
I simply took the ones from Morrowind and tried to give them DnD abilities. Though I may change this one to acrobat because it fits better.
Gilean

02-26-05, 02:36 AM
The Steed
You add 5 feet to your land speed as long as you are wearing light armor or carrying a light load.So this doesn't apply if you are unencumbered and not wearing an armor? Consider changing the wording a bit.
HailSpork

02-26-05, 05:02 AM
A light load is defined as anything between 0 lbs and a number based on strength and size.
Aricandor

02-27-05, 09:26 AM
So this doesn't apply if you are unencumbered and not wearing an armor? Consider changing the wording a bit.

Wording should be something like

"You add 5 feet to your land speed as long as you are wearing light or no armor and are unencumbered." (Which means carrying a light load).
Tuneless Bard

02-28-05, 02:30 PM
How about just saying that you lose the benifits when wearing medium or heavy armor or when carrying a medium or heavy load.