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| #1glak2Aug 13, 2008 14:03:13 | Hi, i'm thinking of running my next campaign in the Oriental part of my campaign world. I'll put more explanation at the end: +2 to any one ability score trained in any one skill (not limited to class) corresponding to the zodiac symbol of the month in which you were born. When you use your second wind gain an additional benefit corresponding to the element of your birth year: Water: when you make your next attack against Fort, Ref, or Will you may instead target Fort, Ref, or Will. This attack must be made before the end of your next turn. Air: when you make your next attack you may reroll one of the damage dice dealt as a result of that attack. This includes bonus dice such as sneak attack. This attack must be made before the end of your next turn. Fire: you may take an extra minor action on this turn or the next. Earth: instead of gaining +2 to all of your defenses, you gain +4 until the end of your next turn Void: your next attack is a critical instead of a miss on a 1 Choose a kingdom and gain benefits: Kingdom A (somewhat Japanese inspired): Gain the Quick Draw and Improved initiative feats +1 Ref, +1 Will Kingdom B (somewhat Chinese inspired): Gain the Firearms Familiarity feat (paragon level feat) +1 Will, +1 Fort Kingdom C (somewhat Mongol/Tibet inspired): Gain the Defensive Mobility and Combat Reflexes feats +1 Fort, +1 Ref Ok, now for a bit of an explanation. The +2 to the ability score is the same as the Human bonus. The Zodiac skill training is slightly more powerful than the human skill training, because the human is restricted to picking from within his class. The second wind add-ons are meant to replace the 3rd at-will. The kingdom powers are meant to replace the bonus feat. I wanted to give the firearms familiarity feat to one of the kingdoms but it is a little stronger than a normal feat. Thus I made it a paragon feat but a free feat for people of that kingdom. Likewise I was going to give either improved initiative or quick draw when I decided to give both, figuring that the overlap would mean that you are getting about 1.5 feats of benefit. Lastly I picked two weak feats for the third kingdom. I almost considered giving them mounted combat but eventually decided against it. Since the feats and skill bonuses are a little better than what the human gets I decided to reduce the +1 to all defenses to +1 to two defenses. As to the setting, well I have a lot of races in the setting (I've used it for two campaigns already), but not many in this part of the setting, so humans will be the only playable race initially. That's why I decided to go with all of these options, so that it feels like you have a lot of choices and you get some flavor to help you with character concepts. The part that I had the most trouble with was the elemental powers. I wanted to make them useful for every character, while at the same time slightly better for different roles. Earth is Defender, Air is Striker, Water is Controller, Fire is Leader, and Void is any. |