Foxy Quickpaw |
First draft for Moira's art skill:
Moira is a medium for energy.
3/day+ 1/level uses/day as standard action
The energy can be transmitted either via touch by hand or with a wielded weapon. If it hits also vs. AC the energy damage is on top of the weapon damage.
Bright side - positive energy to heal
1st level
Stabilize at will
LoH (Ex) 1d6 (+1d6/2 levels)
5th level: Spend one use to channel energy for half healing
10th-15th*?: 5 uses for 1 Heal
switch to the dark side.
Moira's dark side comes out if she is threatened and can't evade or if she gets wounded. To return to her bright side the threat must be gone for three rounds. To willingly change from the bright to the dark side or vice versa or to prevent the change she must succeed at a DC20 Will Save. As she gets used to her two sides this becomes easier (her level as bonus on the will save).
Dark side
This is from the same pool. She can use up to double the number of uses per day but if her pool is empty she suffers the effect too.
When on the dark side the energy changes to negative to wound living creatures
Bleed at will
LoH (Ex) 1d8 (+1d8/2 levels)
5th level: Spend one use to channel energy (full damage, will save for half)
10th-15th*?: 4 uses for 1 Harm
*Cleric gets it at 11th
Jimmy Fiddle F |
Skill Art [Religion]- Flames of Purity:Nevael wields the Flames of Purity, purifying fire from the Dawnflower herself which bring healing warmth to the just and cleansing flames to the wicked.
Basic use below.Powers: [Free] Flames of Purity Burst: Waves of pure flame are released from Nevael’s body in a ring that extends thirty feet from her body in all directions, healing the non-evil as if affected by a Cure spell and damaging the evil as if affected by an Injure spell. Nevael can only release this power once without spending a minute of prayer/meditation to recover the divine power.
Additional uses can be performed in succession by expending a spell slot of the highest level she has acquired. Doing so is very tiring, however causing Fatigue. If she is Fatigued and trades a spell for a Flames of Purity Burst, she instead becomes Exhausted. If she is Exhausted and uses this ability, she is immediately rendered Unconscious [with no change to her hit points aside from the recovery granted by the Burst. so it is rage + natural casting
[Level 2] Holy Firebolt [2d6+6, reflex negates]: Channeling the Flames of Purity through her body and out through an outstretched hand, Nevael can release a powerful bolt of the flames directed at a single target within Medium [naturally short, but Medium thanks to Master Shot] Range. This bolt can carry either Flames of Justice [Injure, Reflex Save Negates] or Flames of Recovery [Cure] at her discretion. Deals Holy damage as a 2 handed weapon, usable at will as a Standard Action.
An example of lvl 1 and 2 skill art for a cleric in another game
Foxy Quickpaw |
Sarenrae fire is cool thematically. Even though I would never have thought of Jo, the traveller as a faith gal. But looks can be deceiving.
As it ready it's variant channeling but damaging and healing at once. Without using limit.
And a ranged 2d6+6 attack on level 2 is also rather powerful. But what about the higher levels? Or will that evolve as we go?
Jo, the Traveler |
That isn't mine
That is someone elses in a different game
Let me show you my level 1 spell:
Adjust Self[Target: Personal, Casting Time: Standard Action Duration: Permanent [see note]]
When casting Adjust Self, the caster alters her form in some way, whether changing an appendage or organ or growing an additional one. This does not grant any additional attacks or actions. Wings can not fly until Caster Level 5, but can provide Glide.
She gains a bonus to hit equal to 1+½ her caster level [round down.] Furthermore, she gains 2d4 temporary hit points per caster level when assuming a new form, if any Temporary Hitpoints remain from the previous casting they are overridden if the new Temporary HP roll is a higher result [or retained if the new roll is not higher than remaining Temporary HP]
Note: While the numerical bonuses to HP and to hit are Permanent bonuses, the physical changes are Instantaneous
kyrt-ryder |
As a brief note regarding Jo's spell, she's a Natural Caster built entirely around using that spell to play in the Front Lines as a Mage.
2d6+6 is what 2 handed attacks do, including a bow or crossbow. It is proving powerful but I haven't seen a problem thus far.
If absolutely necessary ranged attacks could wind up being down-graded a bit in power but for now it's working out quite well.
Foxy Quickpaw |
Now I feel stalked :P
What about feats? Do they exist in this rules set?
If there are no such things as rapid shot/many shot and such it is a good thing to have the weapons all the same. It encourages selecting weapons by flavor and not by highest damage dice.
And if that is the thing to compare it too it is balanced to that. I just get the feeling that all these powers are rather strong compared to the standard things you get in Pathfinder. It is on level or even slightly behind a fighter/barbarian/pally/ranger. But if you get that kind of firepower plus the versatility through casting it seems to become a really powerful party.
I like the idea of martials and casters being more equal in power level. But how do the encounters in the APs hold their position against that?
Jimmy Fiddle F |
Feats seem to be more focused on thematics and adjusting powers in small ways or giving small utility.
Ilina's level 1 feat gives her training in the reproduction and use of a specific poison.
My first level feat lets me get yes or no answers from animals to specific questions. We are still working on the wording
They are definitely more powerful than base pathfinder. Bear in mind it is designed around a 3 man party rather than 4, so each person is as powerful as 1 + 1/3 characters roughly.
That testing is what the entire playtest is for.
Bear in mind AP's are played by parties of up to 6.
This system gives the 3 man party as much flexibility as a full caster party I feel.
I would say it is balanced against a ranger or paladin.
Hope I made sense and dealt with all the points
Foxy Quickpaw |
The APs are written for 4 and the suggestion is to use the advanced template on single enemies or increase the number of enemies if you have too many players (6 or more) as far as I know.
I just asked if there are experiences already. It's hard to judge from the description with dice and numbers without seeing it in action.
I like it very much. I told you I don't like the full casters to be useless after using up their three spells per day. Or the bards that do 1d6+0 with their rapier and not being able to hit at all. But 2d6+6 is 13 points of damage average (if you hit). For every one of three players. That seems like a lot of damage.
But we will see how Gaedren looks when exposed to these abilities.