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| Tuneless Bard08-31-05, 11:06 AM | For my campaign I would like to develop something I would like to call partitional magic... It is something that can be learned or developed by any class provided he has the base requirements needed for the partition... The partitions can be combined in any order in an attempt to create an additional effect... In order to learn a partition, you must discover it somehow...in a tomb usually, scribed on a wall, or even granted through divine or magical means... The partition is usually skill based and requires an addiquite skill check to learn...and then a comenserable skill check in order to perform it each time you would like to use the partition... For example, Willam the Ranger stumbles upon the tomb where it is described to him the scribing techniques used to invoke the Defensive Partition... Willam attempts a craft (calligrophy) check DC 10 in order to learn this partition... once learned....he may use a standard action to repeat this partition in order to invoke the power of Defense (+1 dodge to AC) Later, he is explained by the great monk Ai Tu Fat how to enter a deep state of concentration...by making a consentration check DC 15...Thereby invoking the Bastion Partition (+2 will saves)... If he chooses to combine the defense and bastion partitions... DC 10 calligrophy, DC 15 concentration...he can create a state of Sanctuary...as the spell... I understand that it would be easier for high skill rank classes to use...but it doesnt concern me horribly, because some partitions may require certine feats or BAB or even the expense of spell slots or turn attempts... the partitions would mostly be temporary use of feats, while the combinations would produce low level magical effects... It may be complex, but i think i can set up the partitions so that they are easy to understand... Maybe something like this: Unless otherwise stated the duration is 1 round +1 round per 5 over the DC. If more than one check is required, than whatever check would result in the lower duration is counted. You may not use any partion more than once per day per character level. A Double partition counts as two uses of a partition. A Triple partition counts as three uses. Action: The time it takes to initiate the partion. Initiating a combined double partion is allways a full round action. Initiating a combined triple partion takes a full round action to prepair, and then an immediate standard action the following round to complete. Accuracy A simple calculation before your shot allows you to send it farther than one would expect. Recieving: The power of Accuracy is usually gained through studying a special tomb titled The Physics and Mathematics of Projectiles. Required Skill: Knowledge(Engineering) DC: 10 Action: Move Benifit: Range increment for Ranged weapon increases by 50%. Combonations: Attack: Keen. Bastion: Zen Archery. Blue Stone: Defense: Arrow Mind. Life Whistle: Sacred Circle: Everyone within 30 ft gains the benifits of Coordinated Shot. Whirling Spin: skirmish +1d6. Attack Partition You've been trained in a special method to wield a weapon against a foe. Recieving: The Attack Focus is a special hand placement usually passed through generations by weapon masters. Required Skill: BAB (you use your BAB as the modifier to you check) DC: 10 Action: Move Benifit: You gain a +2 enhancement bonus to damage with one weapon. Combonations: Accuracy: Keen. Bastion: Cannot Be Flanked. Blue Stone: Defense: +4 to attack when making attacks of Oppertunity Life Whistle: Sacred Circle: Everyone within 30 ft gains a +4 flanking bonus instead of +2. Whirling Spin: You may add you Charisma modifer(as well as strength) to your attack roll. Bastion You've been trained to focus your mind and clear it of unwanted thoughts. Recieving: The ability of Bastion can only be tought by the Cleansed Ones, an order of Monks who live atop a high mountain. Required Skill: Concentration Action: Standard DC: 15 Benifit: +2 to Will Saves Combonations: Accuracy: Zen Archery. Attack: You Cannot Be Flanked. Blue Stone: Defense: Sanctuary. Life Whistle: Sacred Circle:Magic Circle Against Alignment. Whirling Spin: Protection from Arrows. Defense Partition You have learned a protective glyph which wards away attacks. Recieving: This glyph appears in many ancient texts but the only writing that reviels its true nature is inscribed on the walls of Oxlon's Tomb. Required Skill: Craft(calligrophy) Action: Standard DC: 10 Benifit: +1 deflection bonus to AC. Combonations: Accuracy: Arrow Mind. Attack: +4 to attack when making attacks of Oppertunity. Bastion: Sanctuary. Blue Stone: Life Whistle: Sacred Circle: Everyone within 30 ft gains a +1 dodge bonus to AC. Whirling Spin: Blur. Blue Stone You have learned the secrets of the blue stone, when pressed in your hand in allows better control over your center of gravity. Recieving: A blue stone must be ripped from the floor of the Luminous Caverns deep below the surface where it is said that many deadly creatures hide, waiting for someone to enter the light. A Strength Check DC 15 is required to remove the stone. Required Skill:Strength Check Action: Standard DC: 15 Benifit: You gain +4 bonus to resist bull rush and trip attempts. Combonations: Accuracy: Attack: +1 to attack and damage as long as you and your foe are touching the ground. Attack + Whirling Spin: You can enter a Rage with a modified duration. Bastion: +2 Natural Armor. Bastion + Sacred Circle: Demension Door. Bastion + Defense:Stone Skin. Defense: Life Whistle: Sacred Circle: Whirling Spin: Life Whistle You can sound the note on which life itself resides, providing great sustaining power. Recieving: You must travel through the east to the place where a river flows both ways and the rabbits rests with the wolves, when the wind whistles through the bamboo, it resonates the sound of life. Requires Listen Check DC 20 to adequitely register the sound to duplicate it. Required Skill: Perform (Whistle) Action: Standard DC: 20 Benifit: You may heal 1 point of damage each round to any target. Combonations: Accuracy: Attack: Bastion: Bastion + Sacred Circle: Mass Cure Light Wounds. Blue Stone: Defense: Life Whistle: Sacred Circle: Whirling Spin: Sacred Circle Your hand is so steady, you can create a perfect circle in the air which unlocks great uniting power. Recieving: You must trace your finger around the edge of the circle in the temple of unity 1000 times. However, the temple is infested with small constructs. Required Skill: Slight of Hand Action: Standard DC: 20 Benifit: +1 moral bonus to attack and damage to all allies within 30ft. Combonations: Accuracy: Everyone within 30 ft gains the benifits of Coordinated Shot. Attack: Everyone within 30 ft gains a +4 flanking bonus instead of +2. Bastion: Magic Circle Against Alignment. Bastion + Life Whistle: Cure Serious Wounds. Blue Stone: Defense: Everyone within 30 ft gains a +1 dodge bonus to AC. Life Whistle: Whirling Spin: Everyone within 30 ft can move freely and attack within the same square as an ally. Whirling Spin You have learned to perform a graceful spin which confuses enemies. Recieving: This dance is quite common among the savage desert dervishes, who may be inclined to teach someone, provided they dont kill them first. Required Skill: Perform(Dance) DC: 10 Action: Move Benifit: Opponent is flat-footed for next attack. They may make a Sense Motive Check opposed your Perform(Dance) check to avoid this effect. Combonations: Accuracy: Skirmish +1d6. Attack: You may add you Charisma(as well as strength) modifier to your attack roll. Blue Stone: Bastion: Protection from Arrows. Defense: Blur. Life Whistle: Sacred Circle: Everyone within 30 ft can move freely through and attack while within the same square as an ally. thought? criticisms? |
| Merryadocc08-31-05, 02:49 PM | I like it. Put a limit on how many partitions they can learn based off level (e.g. HD+3) and make all the skills you need to do it class skills for everyone and I'd love to come to your place to try it out. Do a heap of creating and play testing then if it works use the OGL to release it. I love it when people use roleplaying games to bring out their creativity. |
| Tuneless Bard08-31-05, 03:13 PM | I dont think a maximum would really apply, concidering most partitions would be given as rewards or the basis for plotlines...but its understandable that a limit may be in order... So I think HD + 3 works rather well...though i think i'd rather limit per day only... As far as skills, I think I'm going to use a variety of different ones so that certine classes would be better suited for certine partitions...but none are really off limits... |
| Ilium08-31-05, 03:40 PM | This is a neat idea, but why "partitions"? Where does the name come from? |
| Jarlaxle_The_Rogue08-31-05, 04:56 PM | I like it. I like it a lot. Could use a few more though. |
| makeshiftwings08-31-05, 05:14 PM | Sounds pretty cool, and not too unbalanced. But I agree with Ilium... the name "partition" doesn't seem to fit. Partition of what? They don't seem to be parts of a whole that have been divided. |
| Tuneless Bard08-31-05, 07:30 PM | I know its a lame name... paritions as it you assemble parts to get better powers... I cant think of a flashy cool name....if you have any ideas im open... And I know it needs some more... Any ideas to pitch for some more? Edit: I've also added some fluff text to show a possible way for the ability to be learned. :) I love non-treasure non-xp awards... Post-Edit-Edit: How about I just call them techniques? Techniques and Combos...I think it fits...though I dont plan on all of them just being techniques...i plan on having alot like Defense...which is more magical.... |
| Jarlaxle_The_Rogue08-31-05, 11:03 PM | I think partitional magic gives it a bit of an edge. It may sound a bit awkward but I like it. And I dunno, for something new you could try more combinations. like: Sacred Circle+bastion+whirling spin= Stoneskin |
| Gilean09-01-05, 08:05 AM | Interesting. Is it intentional for accuracy to increase the range by 150%, or should it be increased to 150% of normal? Just wondering. These seem quite functional, and are a good idea on top of that. Combined partitions: Do the original effects apply at all? |
| Tuneless Bard09-01-05, 10:46 AM | I fixed the Accuracy ability... The original thought is that when activating them as a combination, the original effects would not apply... though it would be neet if they did...thoughts? |
| Tuneless Bard09-01-05, 11:24 AM | How about a change in format Ability Prerequisites Accuracy - Arrow Mind Accuracy + Defense Coordinated Shot 30' Accuracy + Sacred Circle Keen Accuracy + Attack Rage Attack + Blue Stone + Whirling Spin Skirmish +1d6 Accuracy + Whirling Spin Zen Archery Accuracy + Bastion something like that...with just a discription of each effect...follows more of a standard d20 format... |
| Gilean09-04-05, 05:12 AM | Hmm... I think that each combination should be learned separately. That way, there will be no exponential increases in potential abilities. You coul include combinations of more than 3 partitions, that way. |
| Tuneless Bard09-04-05, 05:47 PM | How about having the combinations be feats? Arrow Mind Combination [Partitional] You can activate a defensive arrow technique by scribing a defensive rune unto your bow. Prerequisites: Accuracy Partition, Know(Engineering) 5 ranks, Defensive Partition, Know(Calligrophy) 5 ranks. Benifits:You gain the ability to threaten the area around with with a bow, and can fire without provoking attacks of oppertunity. This effect counts as activating both the defensive and accuracy partitions(though you do not gain the benifits from the partitions), using the lower of the two rolled durations. EDIT: I deffinatly think i've decided against this idea. |
| dragonman40709-04-05, 10:46 PM | :OMG! :banghead: why :banghead: does :banghead: everyone :banghead: post :banghead: things :banghead: i'm :banghead: working :banghead: on :banghead: before :banghead: i'm :banghead: done! :banghead: sorry about that. do you have any rules on letting players have partions at first level (i.e. 1st lv. monk from monastary that teaches Bastion)? |
| Gilean09-05-05, 08:04 AM | How about having the combinations be feats?I was thinking about suggesting that, but the effects are not all that strong (all of them...). Should work that way, too. But rolling the duration twice is cumbersome, not worth the effort. Only single roll per combination, I'd say. |
| Tuneless Bard09-05-05, 11:55 PM | dragonman407: Though I originally designed them to be reward items, i see no problem with a character beginning play knowing a partition, provided the appropriate skill check is possible... Sacred Circle and Life Whistle for example wouldnt be appropriate for someone with a 9 dex/cha (respectively) and no ranks in slight of hand/perform(whistle) respectively... Gilean I think I agree that it would be too hard to balance the feats... As far as duration...I think its imparitive to require both skill checks to be made...because its a two part effect...you activate one partition, you activate the next partition...since both checks are being made anyway then i dont see the harm in using the lesser of the two rolled durations... Or Maybe, the duration could be more simplified...like one round per level...one round per rank...one round per skill ability modifier... thoughts? |