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Hey I had some thoughts if you are still looking for feedback. These are just my opinions.

At 17th they get immunity to compulsion, but at 15th they are immune to mind affecting. Is there non-mind affecting compulsion? Personally I would give them Tireless Unchain(ing?) at 17 instead.

Also the wording on release is unclear.
Does he have to attack them?
If not what is the range?
What kind of action is it?
If its an attack does it take a standard or can he use one of his attacks during a full attack to hit his ally?
Is there a limit to the damage he can deal?

I like the concept of slapping some sense into them but needs clarification.

I'm a little worried about how crazy their will save is going to get. You have high base on a class that wants wisdom, an untyped +2 at lvl 2 and additional +2 for unchaining. Then at 3 they get +4 vs mind affecting. So at say lvl 6 we have: 5 base +2 class +2 unchain +2 wisdom (at least) +4 aura = +15, with no resistance item and 14 wisdom. This means that a caster with 3rd level spells and 18 in their stat needs him to roll a 1 to affect him. If it was me, I would say remove the +2 during unchain, or give him low progression.

The fort save is also going to be huge, but that is more expected from a front line brawler.

Capstone could be stronger as well. In my opinion they should get mighty rage benefits with all unchainings, with the option for super damage vs chaos if they want, and maybe exhausted instead of unconscious? I feel like it would be super lame to finally get your capstone, charge the mighty chaos lord and then roll a 1 on your will save and fall unconscious in the second round. Very few capstones are "maybe this is great, maybe not."

Also you want to specify that the save DC's for all his SLA's are Wisdom based (I assume that was your intent).

Overall cool concept, good job.


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Hey Guys,

I have recently been working on a race balance concept where I'm trying to set all of the races to 15 RP. I GM for players that really like to optimize, and I'm finding that 80% of the playable races are never used. I would like players to feel confident choosing a race with cool style or RP aspects, without feeling like they are giving up the advantages of the most powerful races.

So far I have not included all the existing racial features, so unless you are familiar with the races as they are now, this might be a lot of information to deal with at once. I tried to stick with the race creator guidelines as much as possible, but there are definitely some judgement calls in there as well. I also devised a new race, after one of my players was pestering me about playing a tiny fey.

Any feedback would be appreciated, especially from a balance point of view.

Thanks for reading!
Cheers

Playable Races