Grand Necromancer

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5 posts. Alias of taski.


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Chess Pwn wrote:
I was suggesting Mythic for ideas of how to work it. Not necessarily to just use those. I think your question is also to vague to get clear suggestions. I know I don't know what type of stuff to suggest. sorry can't be more helpful.

No biggy, I appreciate the suggestion to look to mythic for ideas. All I'm looking for here are ideas and suggestions. things that people think would be cool concepts behind a character. Themes that I can tweak to fit different aspects of my story and to give me some variety in order to not limit my players. This is definitely a "home brew" sort of idea.


Chess Pwn wrote:

I think you're thinking of Prestige class and not archetype. Archetypes are changes to the base class that lasts the entire character, prestige classes are classes that are usually 3-10 levels long and have prereqs to meet before you can get into them. Really, you're asking about prestige class.

Just curious, have you looked at Mythic stuff at all? I don't have any idea how they work or much, but that they have some really cool stuff. Plus there are choices, so you can pick the one right for you. Maybe modifying "one of those"/all to get what you're going for.

Honestly its a bit of both really. The idea behind this is a story based reward that alters the characters abilities and skills. I'm not sure whether I want these abilities to replace levels yet or be purely supplemental. What I'm looking for is like a prestige class in that certain requirements must be fulfilled in order for the character to receive the bonus, in this case a story arc must be completed, and it is something taken by the character later in the game. but it is also like an archetype because it should alter the character themselves, in other words some retroactive affects should take place (i.e. perhaps they are blessed by a a fire deity and all of their spells now deal additional fire or function slightly differently to incorporate a fire theme).

Unfortunately I am not interested in running a campaign using the Mythic system so that isn't something I am considering.

Sorry for the lack of clarification, hope this helps, Thanks!


I am in the middle of a long term campaign. During the course of this campaign I would like to award, well, call them supplemental archetypes to my players as the accomplish great deeds within my world. These archetypes are used as storyline boons for the players and are intended to give them addition, unique abilities that separates them from others of the same class. I have used this system for my players before and it was well received. However, I have run into situations where an archetype or template that I created ended up not being as useful for a specific class or play style as I had thought during its creation. Because of this I thought I would ask for help here on the forums to develop several of these supplemental archetypes that can be easily applied to any class.

The criteria I am looking for is this:
1) The archetypes should be between 3 and 5 lvls in progression.

2) The archetypes should be designed to be useful for high lvl characters (lvls 15 - 25)

3) The archetypes should not be evil as none of my players are evil aligned

4) The archetype must be useable by any class and play style (although it can favor certain classes or styles)

Any help would be greatly appreciated even if it is just a thought or suggestion. Thanks everyone!


Thanks, for the responses. Just needed a bit of impartial arbitration in order to sooth my players.


this should be a relatively quick fix but I'm having some interpretation issues with the adopted trait. Players in my campaigns are starting with two traits each, neither of which can be from the same set of traits (i.e. cannot take 2 social traits). The problem i am running into is a dispute between 2 players. The first says that the adopted trait simply allows you to select an additional trait from the race trait list of a race other than your own. the second player is crying foul because taken like this it allows for someone to start with 3 traits (1st, adopted, and whatever race trait). while the adopted trait serves no other purpose than to allow access to the race trait the second player insists that it is there to allow the access not an additional trait beyond 2 and characters starting with adopted should only have the adopted trait and the race trait they choose to select.

so here is the core of my question. should the adopted trait allow for the possibility of 3 starting traits? or should the race trait selected and the adopted trait count independently and thus restrict anyone taking the adopted trait to only having one trait that provides a benefit to their character outside of back story elements?