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Threads
Hey I don't lurk as much as I used to here but I just had a thought and wondered if anyone else had it or if someone has done it.
I have no idea of how hard or easy this would be but I just wanted to know if anyone else had the idea and ran with it, if they did could I get a link please? Due to some unfortunate events I am able to get books from a retailer here in Australia.
Thank you for your time. I would really like some help if you could on a design idea I am working with.
Idea.
Design Goal.
Background.
The grand convergence is the catholic church to Christianity.
Crunch and then fluff.
Trinity [link]
Once you take the oaths of the trinity your lives are inextricable bound forever.
Becoming a Trinity.[bigger]
[bigger]Share ability [Trinity Feat][bigger]
Select an ability such as smite, rage, sneak attack or channel.
Your trinity shares your knowledge, instinct and skills on a level not understood by outsiders. [bigger]Share save [Trinity Feat]
Select a save all members of your trinity now use that save. Your discipline now becomes the trinity's discipline. Share skill [Trinity Feat][bigger]
Select a feat all members of your may now use that feat even if they do know have prerequisites. Your work and focus now becomes the trinity's work and focus. [bigger]Share Skill [Trinity Feat][bigger]
Select a skill all members of your trinity now use your skill and always count as assisted.
[bigger]Share Spell [Trinity Feat]
This spell now effects not only you but all members of your trinity.
Body over mind [Trinity Feat]
You no longer have a hit point total but a hit point pool.
Your link transends the normal bonds of life, you can not only take on the the other members pain and angish but also their wounds. Physical Presence
As a full round action you may use this ability which is like a casting a spell in all respects.
You trick the senses of the subjects of your ritual to see the world as you do and they should according to your doctrines. Purity of body [Trinity feat]
You gain damage reduction evil equal to the number of trinity feats the trinity has.
Your purity becomes your shield.
Pool of Knowledge [Trinity feat]
Your now track all knowledge skills on your sheet.
Your trinity shares it's thoughts in a literal sense, what one knows all know.
Through others eyes. [Trinity feat]
You now track the perception skill on your sheet.
You sense become linked suffused together.
Purity of Mind [Trinity feat]
Your trinity including you are now immune to mind effecting abilities and spells. Your purity becomes your crown.
Bonds of the spirits. [Trinity feat]
You now have telepathy with your trinity. Your bond becomes beyond that of the mortal and you now speak as the light does without words. See bonds. [Trinity feat]
You can now detect bonds between individuals and other individuals, groups, organizations or gods.
Having seen the bond that you share with your brothers in your trinity you can now see the bonds that other share. Purity of Spirit. [Trinity feat]
[Design note] I am completely stumped on this one.
Restrictions.
Body: Empathy Fuel| Share Feat
The other was brought up by my player in not understanding how the mechanics worked.
Rogue Mind: Share ability smite.
And finally I think I have something much better.
Humanity chart.
Also there is restrictions on classes that can enter certain area.
Conclusion
Hey guys! Well it been a long time since I have been on these forums you know that whole life thing...
Anyway.
Pathfinders went to retrieve a MacGuffin in Absolom but the government is getting a suspicious on this one, some of the noble houses send along some guards and of there own experts into this underground labyrinth under the city where MacGuffin is located.
So it's meant to be a trap heavy adventure with big boss with a difference. So you have a whole lot of traps and hazards that are not mechanical (man made) or magical in nature, just results of the cave in.
So at the end rather than facing off against this huge bad guy the bad guy is the trapped people.
I recon it could be really interesting but on the other hand like I said it's not very Indiana Jones movie.
Hey this is my new character and I was wondering if I could ask you guys a few question to help me out with her. She is based off this pic, Bard's can be awesome
Also I have GM'd a few games and would love to use that GM experince thingy however I am not sure on how to use it.
Thats I thank you for your help in advance. I put this here because I know where else to put it...
And one thing came up in my head.
So is it?
But not being native to there I am still not a 100% on the whole thing so I am throwing it out here to see if someone more familar with US law would be able to help. P.S before someone says just use something else.
Thanks for those whom made the PFS, who made the images of the maps extractable.
So yeah I just wanted to say thanks for keeping locks off and all that junk, you have been a huge help. Hey I am trying to set up a consistant base for pathfinder society here on the sunshine caost.
Anyway I would like to be a success ob. but more than it would be good to find some pathfinder players about and have just a place for them together once a month and have some interesting and varied characters to go about. Alright well I am hoping to see some of you there. Hey all. My names Henry Graham.
If this goes well it may become a once a month thing.
So if there is any interest please contact me.
I know it is a little far from brizzy but I am hoping that it maybe worth your time.
Ok well I thought I would put out there have a good one guys.
'Statistical Anomaly Avoidance dice' A.K.A. Action points, Drama dice, Luck rolls, Style and many others [House Rule]
This is a sister thread to this one. Basicly I think people should use this house rule, on comments for or against please comment over there.
Basic In general a 'Statistical Anomaly Avoidance dice' dice is a D6 that players can use to add to the roll of a D20.
So it would look like this. 1st to 7th = 1d6
1st = 5 points
Unless you are cruel GM you should tell the player there success or failer and then they may want to use an action point. In standard use they refresh at each level.
Expanding on the basics Without going into some more expansive concepts you may expand on a very basic ideas here. First if your game is heroic in nature.
Heroic Style[bigger] Capstone Suggestion 1st to 6th = 1d6
[bigger]Action/High intensity[bigger] exploding dice suggestion The heroic style also combos well with the action style games.
The next concept is exploding dice.
So a player rolls 3D6 and then rolls two 6s then rolls those again and gets another 6 rolls that and gets a 3.
So he adds 6-1 plus 6-1 plus 3.
That finshes the basic concepts. [bigger]Beyond basic Alternatively you may use action points to grant special abilties.
High intensity/Cinamatic[bigger] panache abilities suggestion 'Statistical Anomaly Avoidance dice' or whatever you may choose to call your version of may grant. An extra move action.
An extra attack.
Extra dodge defence.
Extra combat defence.
Spell Boost.
Initiative Bonus.
Improved Critical
[bigger]Long running games/actions More steam suggestion. More splls.
More class abilites.
Cinamatic/Long running gamesplay exploraction suggstion. Ever played a game where you just had some feat or ability that just wasn't worth it.
Well then this is for you. Feat emulation.
Advanced class ability.
Drama/Mystery plot point discovery. Mystery can be great when your pick on clue after clue and forming an idea of what is happening and then being suprised at the end.
GM Question.
Crunchy! a whole new system suggestion. In trailblazer they suggest that each time someone advances in the game they say that you also get advance in action point system.
please support bad axe games they are a small company and revealing there product will only less the number of people buying it. But they have varis rolls from the the five man band.
(now I do not want to see a women in refridgerators thread because of that)
Closing note.
I watch John Wick on Youtube.
Great game designer, Great Game master and All round mostly good guy.
Well let me tell you.
D&D lacks this, a reward for playing correctly.
Now this leads me to the second part.
Every time I have seen them, be it in wonderful Trailblazer book, Ebberon campaign setting or even Unearth Arcana, the name 'action point' could be more acculately be called, 'Statistical Anomaly Avoidance dice'.
But why even add this level of complexity to your game it is already 'balanced' enough.
The wiff factor.
Basicly the idea is despite all thats on the line that little piece of plastic doesn't care.
What a game. Now, D&D is a game of heroics, you can't denie it.
So by now your wondering what I am getting at, Action points are good, but 'Statistical Anomaly Avoidance dice' they are bad.
Here is what I suggest and no this is not a house rules/suggestion ecta area style read this goes to being a good GM.
What I suggest is, First fine a system of, 'Action points' that can work for your group.
Make them your own, I have 'Cinematic Dice' in my game.
DON'T REFRESH AT LEVELS! This is the worst possiable thing you could do.
Don't be afraid.
A final word.
They have made my game so much better.
The fear of death.
I am unsure whom said this but
Heroes, are people whom we are in awe of because they have over come and some times tragically lost their life in the process. D&D people are fearless.
Why?
Well why isn't billy being raise?
It breaks the setting.
It just seems unlike some ability or spell that maybe unbalanced that would wreck the game this seems like it is something that would.
But as all people should when they say that they want to get rid of something have an idea to fix the problem. Raise dead is wanted for the mechanical value of it.
'Breath of life'
More like a D&D Defibrillator.
Peace all. http://www.pathfinderdb.com/character-sheets/48-fan-created-sheets/132-path finder-gms-party-record-sheet I want everyone to read this to be very aware that this is not mine.
FIVE STARS. I am only using the skills side bar for this but damn is this TanFastic.
Now my players are fairly shallow.
My problem was that, make a perception roll.
Ok perhaps I am miss repesenting them to make them look extereme but anyway I wanted a shee that I could quickly refence as a DM make PASSIVE rolls for my players and just hand them a bit of paper.
My point is this. This sheet fills a need!
I know that I am gushing but here is the thing.
I didn't pay for this.
I have heard all sides of this arguement.
But more importantly does it matter? Now I have had a game 'destroyed' by a player playing a concept/character design, he was playing it wrong and some other things but that is beside the point. The point is I know designing encounters levels whatever. But you know what that player who made that character.
A good player will be able to self regulate and so by the other hand so should a good DM. but does that mean that 'bad' players need the collar of 'balance' to stop them from destroying game or do they need to be taught to be better player? I was wondering peoples thoughts. Walrus & Carpenter.
Have they not be sent stock/not allowed to sell them? I would love to get them, I saw them a GenCon Oz but my bugdet was not sufficient to buy every single map pack wile I was there.
I would love to get more of your products and I would love to support my local game store.
So if I would be able to know what products they can not sell.
Thank you in advance. All to often people myself included not recoginze what they have.
It's not that you 'delivered' the product and I have to play guessing games with what I have bought.
Anyway long story short, I want to say to you guys thanks for your efforts. What do stats mean? Before I go, perhaps you are wondering why do it matter?
See when I think about them and I look at some of the odd comparsions that have been made like take for example this. In the 3.5 players handbook a wisdom of 13 was described as on par with an owlbear.
So how strong is strength 13 how much can he bench?
But what about dexterity or constitution how do you compare there? Intellgence I have always added a zero on the end and compared with IQ.
7 and 13. I would say that 'normal' in all things ranges between 8 and 12.
I would say 13 is what denotes somebody being expectional at something thats why it has traditionally being the entry stat into many of that stat's 'speical' feats.
Stat dumping. See if you explain to someone that if they dumb intellgence to 5 look at the IQ chart add a zero and then...
Lose of a Stat.
Apperently a lose of charisma makes someone completely catatonic.
Anyway some thoughts I thought I should share.
Hello all. I want to get you more but I was unable.
Unfortunately, I took to far to many happy snaps of the costumed peoples wile I was there at the con.
I was hoping to get a preview of the Bestiary, but Jason was fairly fried from his talks and the GenCon crew made us leave before I could get him to do so.
Also I asked about character optimization forums.
Anyway I asked for you guys if there was going to be an forum for you guys to speak. (or type as the case maybe)
I asked something about optimization and the mindset behind it there was a bit more but I can't remember all of it. He said that he was going to avoid power creep because everything goes by him at some stage and thats about all my fried brain can remember at this time. Thanks guys. Alsa there will be no song here.
I will preface this by saying it is perhaps to late or at the moment early for me to be writting anything especially when it comes to something I am passionate about.
Now to the heart of the matter.
This is my gripe about this.
This gives the half-orc two choices be with the humans or with the orcs.
I would say that there pervious stats are a much better repsentation of half orc.
But I think the reason that I wanted to say something is because people don't know the half orc.
I know some of you may go those are not half orcs but I urge you to read or watch the series that they are in.
Call it a sterotypical view if you must but I don't think it is.
Yet this is what I think can be compelling about the half orc.
His wisdom is granted not by his blood but by his way of life.
And with that my gut is telling me it's getting a bit long in the tooth.
Have a good one. Hey everyone I got into some of the early playtest stuff and talked about race for a bit.
I will get to the crux of my thought.
Do you think my imagery is far off?
So without futher delay I will start getting into it.
Dwarves
Spoiler:
This is from my own campagin so you maybe what are these strange names and why is this man still typing?
Well here is the basics of it I see dwarves strength is there stalwart nature. They are the people who draw the line in the sand. So I wanted to dwarves to get some benfit from not moving. However I also have I guess you could call them anti dwarves in my camapgin which are dwarves not of the mountain but of the coast so they have movement as there benfit. The Dwarves of the realm The dwarves are sperated to seas, The sea of the exiled and the pirate sea.
Angol dwarves. Angols are short and stout.
+2 Constution +2 Wisdom -2 Charisma Angol's are stout from heavy labour and logically minded, this however makes them gruff at best. Hearty Angols recive a bonus eight hit points when they make there charater. Slow and Steady Angol's only move 20 feet per round however they are not effected by encomberment. Darkvision 60 feet Angol's spend there life in mines, so they may see 60 feet in the dark. Greed Angols always treat appraise as a class skill. Blunt Tonuge Angols do not lie or speak non truths to the clan this can cause strife, as such they recive a minus two to bluff. Sharp Ears Angol do not lie or speak non truths, so when someone does it to the it seems alien, as such they recive a plus two to appraise and sense motive. Stability when ever an Angol is bullrushed or tripped they recive a plus four bonus to there CMB. Hearty Angols recive a plus two racial bonus to posions, spells and spell like abilites. Stonecutting Angol recive a plus two bonus to perception when noticing unsual stone work such as trap or secert doors, they also recive an automatic free check when passing within 10 feet also they treat profession stonecutting as a class skill. Weapon Familiary Angols are proficent with battle axes, heavy picks and warhammers and treat any weapon with the words 'Angol' or 'Dwarven' as marshal weapons.
Favoured Classes Fighter and Cleric, Angols make great soliders and extermely relgious. This choice must be made at first level. Angol Bravery Angol dwarves may use this ability three times per day. whenever you use this ability select a sqaure on the battle grid until the end of the day your charater recives a +2 bonus to all skill checks, Amour class and attack bonus wile on that sqaure, you may use this ability as many times as you like at the start of your turn. Angol Feats All of these feats are restricted to people with the abilty Angol Bravery.
Molehill maker
Lust of Angol
Angol Clanmate
Molehill maker
Example, a First Level Angol Dwarf with one feat gets +4 to his armour class.
Mountian Climber
Example, a Third level Angol Dwarf with this ability gets a DR 3/-
Angol Stoneheart
Shield Crusher.
Example, a fourth level Angol Dwarf fighter with this ability has a base attack bonus of +4
Sword Sunder
Angol Fireheart
Heart of Magma
Lust of Angol
Heart of Truth
Example: The king is accually a mage whom has shape shifted himself to apper as the king, when storming into the king court room what would ussally fall on deaf ears becomes fact.
Angol Clanmate
Angol Clansworn
Argoth Dwarves Argoth Dwarves are also known as Happy Dwarves or Beach Dwarves.
+2 Constution +2 Charaisma -2 Wisdom Though health living and well meaning, comman sense is not comman to the average Argoth. Hearty Angols recive a bonus eight hit points when they make there charater. Normal Speed Argoths have a base speed of thirty feet. Fast Movement as long as an Argoth isn't encombered or is lightly encombered they have fast movement 10 feet. Magnanimous Argoths treat deplomacy as a class skill. Fearless Argoths have a long tradision of daring and one uping menship as such they recive a plus two bonus to all fear effects Nature sense when in the wilds Argoths recive plus two bonus to percpetion when spotting traps or secert passages in addition they recive surivial as a class skill Light Hearted Agroths are easy going people and layed back as such causing fear is against there nature they recive a minus two to intimidate. Open Hearted Argoths find it easy to relate to others and not judge as such they recive a plus two bonus to sense motive and handle animals. Stability when ever an Angol is bullrushed or tripped they recive a plus four bonus to there CMB. Hearty Angols recive a plus two racial bonus to posions, spells and spell like abilites. Weapon Familiary Argoths are proficent with spears, long spears, bolas and kama and treat any weapon with the words 'Argoth' or 'Dwarven' as marshal weapons.
Favoured Classes . Barbarian and Favoured soul. Argoths are more adpet at combat than people think and also more relgious. This choice must be made at first level. Argoth Fulx Three times per day an Argoth may use this racial ability, when you use this ability you gain a free five foot step and is treated as such, ie you not moving for full round attacks ect.
Argoth Feats
Stream line
Argoth Heart
Argoth Nomad
Stream line
River Run
Sea Swirl
Ocean Current
Dealta Pulse
For clarfication when using this ability ten feet in a streight line is considered streight line beyond that it is not a streight line
0XX
Is a streight line X0X
Is not a streight line Example: you select Ocean Current and River Run.
Riptide
Whirlpool
Argoth Heart
Argoth Fire
Argoth Nomad
Argoth Clansworn
Elves Spoiler:
The elves I see as a few different things.
The elves I could break up into four different things, arrogance and superiority which I have translated into the tebnet elves. There aloof nature taken to the extreme. The alien, this takes both the drow and the normal elf into account. The elf is something we as people can not understand. This is the Valsha elf. Also another thing about the elf taking into account both the wild elf and there ability to be unnaturally accurate. This is the Dambreth elf. And finally there empathy to magic. This is the Isis elf. Elves of the realm All though many races claim the race elves they are all very different, most however share some chateristics such as, a lacking of body hair.
Darmbeth Elves They elves of darmbreth are warrior hunters, they exist with nature trying not cause to much damage.
+2 Strength +2 Dexterity -2 Constution Elves of Darmbreth are a highly phisical people however they are still Elves and subject to that inhernt flaw. Frail Drambreths recive a plus four bonus to there starting hit points Normal Speed Darmbreths have a base speed of thirty feet. Low Light Vision Due to here constant hunting Darmbreths can see twice as far as humans in poor lighting Keen Senses Darmbreths recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not Weapon Familiarity Darmbreths are Familar with long spears, short spears, long bows inlcuding composite and short bows including composite also they treat any weapon with the word Elven or Darmbreth in as a marhsal weapon (This does not apply Isis, Tebnet or Valshar Elven weapons as these are Isis weapons rather than Elven weapons) Favoured Classes Scout and Ranger. Darmbreths are able bodied hunters and scouts.This choice must be made at first level. Stike of Darmbreth You may use this ability three times per day, when you use this ability you must use it before it is announced if you have hit your target or not, when you use this ability you gain a bonus to hit rolls equal to your dexterity and strength you must use this ability before it is declared if you hit or failed. Darmbreth Feats
Sligh of Darmbreth
Sligh of Darmbreth
Darmbreth Blink
Darmbreth Eyes
Eyes of the Hunter
Thrill of the moment
Frozen moment.
Eyes of the Warrior God
Devotee of Darmbreth
True to Damrbreth
Fantatic of Damrbeth
Soul of the Warrior God
Know thy Enemy
Know thy Self
Damrbreth Nomad
Darmbreth Dragonsworn
Isis Elves
+2 Intellgence +2 Charisma -2 Constution Isis Elves detest exerise that build muscle or enduranc this cupled with there elven fram and are highly soical and intellgent. Frail Isis Elves recive a plus four bonus to there starting hit points Normal Speed Isis have a base speed of thirty feet. Snow Vision Isis Elves can never be blinded by light, they speical membrain that goes across there eye to protect them from snow blindness and other flash of light Keen Senses Isis Elves recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not Weapon Familiarity Isis Elves are Familar with long sword and ray also they treat any weapon with the word Elven or Isis in as a marhsal weapon (This does not apply Darmbreth, Tebnet or Valshar Elven weapons as these are Darmbreth weapons rather than Elven weapons) Favoured Classes Favoured Soul and Sorcerer, magic flows through there blood. This choice must be made at first level. Isis Magic Isis Elves instentively know magic, to repesent this they have been give the following ability.
Isis Elven Feats
Right hand of Isis
Right hand of Isis
Right arm of Isis
(Addional rule.
Left Arm of Isis
Left Arm of Isis
(Addional rule.
Fading snow flake
As a standered action you may make a speical at charm attack as per the first level spell charm person.
You now gain a plus three bonus all soical checks bar intimidate with member of the oppeset sex.
Melting Ice
You may as speical ability cast calm emetions once per day on a member of the oppest sex or
Frozen Lips
You may as a full round attack make a special touch attack.
If the target is of the oppeset sex, you cast as an imidiate action the dominate monster spell on that creature.
If the target is of the same sex, as an imidiate action you deal one dice eight per bonus to charisma you have as damage and for each charisma bonus they have, you roll a dice and heal that much, if they have a negative charisma do not heal..
Kiss of Isis
All spell slots now become a new style of magic Isis magic
You gain one third level spell slot of Isis magic (Addional rule.
Secert of Pandora
You gain one fourth level spell slot of Isis magic You may sacrafice any two spell slots of a lower to level to gain one the imidate higher level.
(Addional rule.
Isis Snowbound
Advance your known Isis spells two levels
Isis Snowheart
Advance your known Isis spells two levels
Isis Snowsoul
Advance your known Isis spells two levels When in cold regions, you may make a performance sing check, when you do every non Isis must make a will check vs your perfomance or remain fasinated.
Tebnet Elves
+2 Dexterity +2 Intellgence -2 Charisma The years of strain under the sun have taken tebnets elves ussal frail elven frame and made it hard yet still it has made them hard and hard to deal with. Frail Tebnets recive a plus four bonus to there starting hit points Normal Speed Tebnets have a base speed of thirty feet. Low Light Vision Tebnets travel by night and eyes are familar with poor condisions, Tebent elves can see twice as far as humans in poorly luminated condisions Keen Senses Tebnets recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not Weapon Familiarity Tebnets are Sabers, throwing knives, daggers and Flacon also they treat any weapon with the word Elven or Tebnet in as a marhsal weapon (This does not apply Darmbreth, Isis, or Valshar Elven weapons as these are Tebnet weapons rather than Elven weapons) Favoured Classes Rouge and Assassin, Despite there orderly socity many are taught not to trust outsiders and these are the most pratical skills that one can be taught when dealing without siders. Bleeding Attack You may use this ability three times per day, when you use this ability you must use it before it is announced if you have hit your target or not, when you use this ability you gain the bleed property to your attack.
Tebnet Elven Feats
Under the knife
Under the knife
You gain one addional use of Bleeding Attack If Heal is not a class skill for you, it is now.
If you could use Bleeding Attack may instead use this ability
Example a Third level Tebnet elf with this ability would have three points damage when they use bleed attack, so the first round you would heal three point the second another two and the thrid one. Under the blade
You gain one addional use of Bleeding Attack If you could use Bleeding Attack may instead use this ability.
Gush Attack
You gain one addional use of Bleeding Attack When you use Bleeding Attack may instead use this ability.
Hemorrhage Attack
You gain one addional use of Bleeding Attack When you use Bleeding Attack may instead use this ability.
Painful Strike
You gain one addional use of Bleeding Attack When you use Bleeding Attack may instead use this ability.
Hindering Attack
You gain one addional use of Bleeding Attack When you use Bleeding Attack may instead use this ability.
Deft Strike
You gain one addional use of Bleeding Attack When you use Bleeding Attack may instead use this ability.
Stagering Attack
You gain one addional use of Bleeding Attack When you use Bleeding Attack may instead use this ability.
Vital Strike
You gain one addional use of Bleeding Attack When you use Bleeding Attack may instead use this ability.
Death Attack
You gain one addional use of Bleeding Attack You may convert uses of Bleeding Attack to uses of Death Attack as per the assassin ability with all of the requirements.
Night Trader If you do not have Bleeding Attack racial ability you now gain it. You gain an addional two uses of Bleeding Attack if you already have the ability.
Desert Sworn
You gain an addional two uses of Bleeding Attack Also the person whom selects this feat, must swear there life to a Desert Tribe of Tebnet Elves.
Val'Shar Elves
+2 Dexterity +2 Intellgence -2 Constution Elves of Val'shar inhert the elven frame and there socity makes thinkers. Frail Val'Shar recive a plus four bonus to there starting hit points Normal Speed Valshar have a base speed of thirty feet. Low Light Vision Due to there forest life Val'shar Keen Senses Val'shar recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not Weapon Familiarity Val'shar Elves are Familar with long sword, rapiers and long bows inlcuding composite, short bows including composite also they treat any weapon with the word Elven or Val'shar in as a marhsal weapon (This does not apply Darmbreth, Isis or Tebnet Elven weapons as these are Darmbreth weapons rather than Elven weapons) Favoured Classes Scout and Ranger. Darmbreths are able bodied hunters and scouts.This choice must be made at first level. Val'Shar Posion Val'shar elves are the only race that are allowed to craft posion, craft posion is always a class skill for them.
(Home Rule: when working with the raw material attempting to extract workable material that they can use on weapons they make a craft roll vs the posions DC.
Val'shar Elven Feats
Become the Worm
Become the Worm
You gain an plus one bonus vs posion
Three times per day you may use a special spit attack.
Become the Viper
You gain an plus one bonus vs posion
Your teeth and nails (both fingers and toes) contain consertrated ammounts of your posion.
Become the Dragon
You gain an plus one bonus vs posion
You may make a special breath weapon attack three times per day.
Kiss of Val'shar
You gain an plus one bonus vs posion
Your body now screates your posion in sweat and saliva.
For non Val'shar's this now means that you may craft contact posion. Embrass of Val'shar
Upon reciving this feat you may now use any Val'shar elven feat once per round.
You gain a plus two bonus vs posion Also for non Val'shars you may now take ten on your posion rolls. The Worm inside You now gain the racial ability Val'Shar Posion with following execptions
You gain an plus one bonus vs posion
The Viper outside
You may now craft injury posion and may use injury posion on yourself as your posion. You gain an plus one bonus vs posion
The Dragons breath
You may now craft injury posion and may use inhailed posion on yourself as your posion. You gain an plus one bonus vs posion
Val'shar Blood magic
You may use posion in your spells.
This is a meta magic feat Val'shar Mind magic
You may use posion in your spells.
This is a meta magic feat Lovers Embrace
If you select this feat, your posion does not effect the target until three rounds later these are cumaltive.
You may choose not use this effect however it takes you four hours to control your ability to contain it. When you consume your posion you gain bonus to the stats for rounds equal to the ammount of Val'shar elven feats you have, the bonus you gain is equal to that of how much your posion would take away. I have stuff in relation to halfing at least one race, orcs two races and some ideas for sub-human races/regional/culture humans but nothing really complete so here it is guys give me some feed back if you could.
First off I do not have any answer for those people who are looking.
I liked the racial hit point bonus presented in beta but I do not think for a moment I think I know more about game design than you however I would still like to see how you came to revert back the old way. Even if the answer was we really didn't have enough time to test all the different methods and see if it was balanced. Well thats my one but I am sure if you had a design Q and A there would be a number of readers. To anyone that is interested in a difference between pathfinder and the beta or the 3.5 system.
I looked but I did not see a thread with this name perhaps someone else has made one somewhere else.
Anyway after using the fourth ed charater generator I was quite impressed it allowed me someone who is vertiually iliterate in that system to work up a charater realtively quickly. I would love something like this so I could bang out NPC's quickly without losing quality to them.
I would buy it if it came out.
Perhaps the biggest difference in power between the classes was that between the non casters and the casters.
But perhaps one of the biggest things we have not seen them saying perhaps because they want to keep it under raps but I can see it being huge, is a massive revision on spells.
But like I am saying just speculation from me at this point but perhaps some others have some more well thought out ideas. Pretty simple.
So I am just wondering what you guys would do to change it.
Thanks in Advance for your help. Hey all I was wondering how do you make a good marshal without taking levels in bard or another class.
Flame wars is not the intention of this post so anyone whom has issue with fourth ed take it else where if your commentary is flame like I will ignore it. Something I liked from fourth ed. some other people I believe also enjoyed this was the racial powers from fourth, where your charater had an ability that only your race could do.
The powers from fourth were fun and viseral, you could see tieflings were people who didn't take abuse and made people pay, dwarves liked there personal space and it was simply more enjoyable than a mere ability modifer and some skill bonus. I know this is merely a home brew idea but I thought I would throw it out there as this is alpha test and some people may also like the idea ofcorse I am not a professional game designer but there maybe people who read this that have a better way to implement the same idea.
Spoiler:
Grace: Once per day an elf may activate grace when they are damaged.
If they do they make a reflex save equal to the ammount of damage delt adding there level to the reflex roll, if they pass they take half damage, if they pass by five or more they take no damage and if they pass by ten or more they recive a free attack of oppertunity against the attacker It is my belief that I am not in alone in this opinion.
Spoiler:
In a nut shell currently staring level difference between races are chalk and cheese, latter levels means diddly squat and raical powers equals cool, fun and viseral Wile I believe that over all 3.5 and the upgraded pathfinder is better than what I have seen of fourth (and I have done my research) This does not mean that that they didn't come up with good ideas. I am hedging my bets and I am still going to get fourth ed regardless of how well my campagins are running merely to see everything as a whole. |
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