Across a World to The Kingdom Nirvana
(Inactive)
Game Master
♣♠Magic♦♥
You play a group from the dead kingdom of Martell as nomads to the sister kingdom called Nirvana on the other side of the world. Includes system changes, new feats and new, better Martial classes! ^_^
Flight breaks the game. Badly.
Getting it at first level is... Redicoulus.
It's not up to me though. If magic wants to allow the selection of flight, that's alright.
he is auditioning for the legendary fighter
True, but flight still breaks almost everything.
This game is expected to be played in 2d. It allows for flight, but it can cause endless problems.
Then again, with poor maneuverability wearing a splint mail, he'd have to roll high just to take off...
Heh, reminds me of pit.
Traits are in Campaign info.
I will allow flight with a limit of 2 rounds a day per level. It evens things out with casters who can do so at the level it becomes helpful.
2 rounds per day per level is really crappy with his given maneuverability and speed
his flight is worth the same RP as daylight spell 1/day in race points
how about the DR 5/evil one that one is useful
I am almost done with my character just need to figure out equipment.
I chose a race that is already base size small.
magic sent you a PM
We have reviewed the Flight and it really isn't that good, I would actual suggest something better... you have to take several turns to turn in the air and can only move two squares at a time.
If you want it, you can have it in full, but I would suggest something else at this point of it.
Must move at least 2 squares at a time, not can only. This will get better with ranks in fly and armor training.
Maximum is 8, if you double move, 16 if you run.
However, wearing medium armor, the speed reduces to 15ft, so you can move 6 with a double move, and 12 on run.
With the penalty you have to fly, -9 from armor -4 from poor maneuverability, you can only turn 45 degrees per turn, and must keep flying 10feet on that turn.
Dispite this, it is useful for crossing gaps, rising slowly, and is far from useless- you could fly above an obsticle, or other things, it just won't be terribly useful in combat.
guys if it matters when the same question was posed in my game I said no to flight but it was not because of the power. it was because of what I had in mind concerning the adventure and I though flight was going to too easily overcome some good opportunities for story development.
it was really a campaign thing.
I did the same thing with magic and an item he wanted. it was purely story based that I didn't want him to have it.
so what I am saying... look at the ability and the key encounters or events that move the story to see if that ability could eliminate or remove good opportunities for the party.
Indeed, flight can be disruptive...
I don't know. It's magic's choice.
there /is/ a good chance that this could brick several non-encounter obstacles...
what do you think, TG?
The player that wants to play the character we're talking about?
I think it's fair. I played a campaign where I could fly and teleport yet instead of breaking the game it offered out of the box solutions. Flying up into a second story window to get past guards, scout ahead by landing in a high tree. Yes if the obstacle is simple like a cavern I would have no difficulty. The problem is that I could cross it, but what about the rest of the party? I'm stuck with them so me just flying accross is pointless. This flight like you said won't be useful in combat, and I think that is a fair trade off. But it's your game. Also thank you for spoting my screw up the angel blood and flesh being feats not traits. =)
I'm going to back out of this one. I have another recruitment I was in already that I should focus on before taking up others. Thanks for the chance though.
That's OK. Thanks for the look!
You can use the classes in other things if you like. ^_^
Go ahead with flying. Just one character that can get altitude will be helpful at this level. It's better than +2 str. XD
On a side note, crossing the others would be easy with your str score.
I will get flying once I am high enough level for it.
Lord Foul II wrote: he probably just assumed you could take it without asking
also, how many traits are we allowed, 2 or 3 or a different number (most of the time I see 2 or 3 I have once seen 5 and once "one of each kind" but usually it's 2 or 3 + any from drawbacks)
going to ask this again, it was one of the last posts on the page I believe it got missed
Alright my character sheet should be fixed.
Also icehawk, what do you mean by "crossing the others"?
Taking the others across the hypothetical chasm- you could fly them over.
Also your fort save is off it should be +5 not +4
Um...
Your stats seem a bit high. (On the mythweavers sheet) Can you tell me what they are before modifiers?
Also, angelic blood and flesh, and thier bonuses, are still listed...
And your reflex or will (your choice) saves should be 3 2 higher
You only get a +2 to your good save at 1st level....
Derp, sorry,
Ok your reflex or will (your choice) should be 2 higher
Didn't update mythweavers, I'll take that off. Sry for the confusion. Also, where are you getting my reflex/will should be higher?
It's something we gave to all fighters.
You get a progression as per your fortitiude save for your choice of will or reflex.
Also, i quite like your backsotory.
Lord Foul II wrote: Lord Foul II wrote: he probably just assumed you could take it without asking
also, how many traits are we allowed, 2 or 3 or a different number (most of the time I see 2 or 3 I have once seen 5 and once "one of each kind" but usually it's 2 or 3 + any from drawbacks) going to ask this again, it was one of the last posts on the page I believe it got missed ♣♠Magic♦♥ wrote: Traits are in Campaign info.
I will allow flight with a limit of 2 rounds a day per level. It evens things out with casters who can do so at the level it becomes useful.
Havnt read through all the discussion here, but this seems very much like its not open to just anyone applying? First 10+ posts make it seem like this is just a thread for discussion by a pre-selected group.
Is it?
No. You can come in and check it out. A few people were invited, but we very much like it when people find their way to us! ^_^
Ok effects of traits I've selected
+1 damage with axes
+3 rounds of bardic performances
Energy resist 2 fire
Drawback power hungry, -2 to saves if the caster offers power or wealth
No drawbacks. Sorry. :(
A small and circumstantial negative isn't worth a well tailored trait. :/
Well, I dunno.
If you actually play it in your character and I can see it in their actions and not just the stat block, I think you can keep it, but if there is an opportunity to play that and you don't take it, I reserve the right to remove that and a trait of /my/ choice.
This for everyone, I suppose. Just so long as it makes a character more interesting.
Dotting for interest. What classes/races have applied and/or already been accepted? Reading on my phone, gonna read all the Campaign Info next to see what changes, other than boons, are being included.
The concept is quite interesting, should be fun to create a character.
Thus far we have:
A spell-less Summoner
A Legendary Rogue
A Legendary Fighter
A Sorcerer
A Cleric that keeps changing his mind, but is definately a healer.
An Arcane Duelist Bard.
One more interested.
Will you allow ACG classes, such as the Swashbuckler, Warpriest or Slayer?
♣♠Magic♦♥ wrote: No drawbacks. Sorry. :(
A small and circumstantial negative isn't worth a well tailored trait. :/
dang it,
well i already planed to portray him as rather power hungry, so ah well
I'm afraid I can't do play test classes, as I post mostly from my phone and I don't have access to the required reading. :(
Lord Foul II wrote: ♣♠Magic♦♥ wrote: No drawbacks. Sorry. :(
A small and circumstantial negative isn't worth a well tailored trait. :/
dang it,
well i already planed to portray him as rather power hungry, so ah well Did you read the post below it?
No problem, will think something up.
Possibly Druid or Monk, anything is possible.
♣♠Magic♦♥ wrote: Lord Foul II wrote: ♣♠Magic♦♥ wrote: No drawbacks. Sorry. :(
A small and circumstantial negative isn't worth a well tailored trait. :/
dang it,
well i already planed to portray him as rather power hungry, so ah well Did you read the post below it? yes, yes I did,
If you want, I'll work on some buff-balance for monks.
I'm on my phone right now. Trying to figure out what class would work well as a nomad.
Nomad may not be the best term.
Hobo is actually fairly accurate.
Your metropolis city was destroyed and you are the only survivors on your way to the only other major city, as smaller towns are not accepting of outsiders longer than a night's stay. The empire you lived in was an oasis in the desert and you are on your way to the other empire city on the other side of the (level 20 plot sized) world to the other empire city Nirvana.
Because the city you are going to and you lived in were total elitists, the smaller towns in between were not allowed in and hold the people from there in bad esteem. As your city was well off, you get max gold for your class to spend.
While not outright hostile, the towns would not tolerate you long enough to settle there, but will sell you things for the influx to the economy if nothing else.
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