wraithstrike wrote:
Most player I can think of would find the concept of playing an orc as less appealing because of all the negatives in their initial stats (and light blindness) would make them weaker as starting out characters.
I suggest an adaptation of the earlier D&D works of the Summoner Domain for your deity in question: Summoner Domain
SUMMONER DOMAIN SPELLS
seekerofshadowlight wrote: I myself would not allow that work around. Something far beyond mortal power made them deaf, something maybe the gods do not understand and something not even the gods control. So no I do not think it would work I’m inclined to agree – since a homunculus is created from the same blood as its master, it might reflect such significant traits as deafness? That or the Oracle cannot hear even through the bond shared with a homunculus; in the after mentioned case?
I just finished playing a Gnome who was a buzzed-out, self-centered, indifferent, narcissist, who because he was sorcerer to boot, helped support his any lifestyle to live as he saw fit to live. The best outside description of him was a Gnome version of Towlie. His only redeeming feature that he was smart enough to throw his support people to live life as he did because it gave him something to, and the could do most of the fighting in the forefront of him (i.e. let the tyrants quake in fear). I had fun playing that little Chaotic Neutral bastard...
I find the concept of the spell-less Assassin appealing. There was no particular reason, however, both for and against for them having spells. You could base a tradition of Assassins with spell like abilities after all? Right now, I'm thinking of something like the Spell-Like abilities gained from the Eagle & Jaguar Knights featured in one of the old Dragon Magazine issues; would make for good game balance...
In a twisted multi-class combo, I created a Battle Dancer / Binder NPC. She was one preeminent rebel if I ever created one. Still, I would not mind if the Battle Dancer were created with Fortitude Saves to match their Dexterity Saves. And maybe bonus feats for the ability to dodge like a Monk or Rouge?
I was thinking of the Runelord Path Series, with the spell Blood Money. Such a spell might indeed be useful to those seeking to power their Wishes. I think it would cost about 10,00 xp to do it – but it would save a magician time instead of collecting such materials to cast? I can see a very mercenary magician charging a lot of Blood for such services as wish casting. On the ability score front (and a similar modus operandi) – there could be a way to differ the ability score cost from the caster unto another willing or unwilling recipient of the negative ability score shift?
I myself view the number of skill points a character possesses per class level, is a reflection of difficulty of the abilities of that class (especially the occult ones). And in terms of game balance – Wizards (and others like Psion’s) strive to increase their intellect to increase their power and as a side bonus, more skill points…
I find an interesting concept is in creating the Paladin as a form of prestige class, instead of a core class altogether. However, this concept can still have the Paladin tradition starting out as Lawful Good in alignment, but the classes traits being passed down to other PC/NPC characters from those fallen from the Lawful Good tenets. Like the original Blackguard but encompassing all moral directions...
I can see your argument but given their powers gained – it would be wise to have a limiting factor in their progress. Not being able to progress furthermore in PC / NPC development adds to the tragedy of their condition. A steep price to pay for such power is what they gain buy becoming or choosing such conditions is appropriate.
I never cared for the “action / force points,” since seeing them introduced in concept mainly in D20 Star Wars / Eberon. It That being stated -- their usefulness in rerolls (such as Fate Points in Age of Worms) do not seem over the top in the application of the game. Much like the orgional characteristics of the Luck Domain, or binding with the Vestige Balam (sp?). I find the thought of having this reserve of points you can hold onto like a battery of sorts, as a tad abusive in my games…
Being new here I do not know if this topic has been touched or not, however, I'm curious as if the Pathfinder Unread and those beings like (the original) Shades that cost their souls for immortality, should not be able to progress in Level or Hit Dice, as was the case in first and second edition AD&D? That does not mean of course, there cannot be a way not to do so -- save a powerful rite that allows for such a progression but at as say cost of lives and money to achieve such a goal(a goal making it of interesting adventure potential to say the least, for all parties involved)?
One thought that has come to mind for a Pathfinder Wizard, is that instead of having to learn again his spell listing once every day or so -- how about the Wizard can keep his spell selection consistent until he decides that he would want a new spell in that spell selection and removes one known spell for that additional slot? One could then take away the Wizards Spell-book, but he has a already set group is spells in his memory already (in both single and multipliable uses like, 2 fireballs a day)? It would then be a change he can make if he gets his hand on his or another's spell-book? |