I will admit to finding a huge problem in his first ability. When combined with Illuminate he gives all ranged combat + 1d8 I'm thinking to change it to "When you cast these spells on your turn" Otherwise that just turns into a powerhouse. I think I like the recharge because he's a very weak character otherwise. With a hand size of 6 monsters can tear him apart. Though I guess his first power if kept the same is a bit tacky. I've played a couple times with him and I can say that being able to through a force bolt all the time puts him in line with people like the swashbuckler without the extra ability to discard the weapon. I'm mostly also trying to keep the warlock theme. The reveal is because warlocks could throw the same thing all day but I didn't want to jump on the "discard a card so your combat check is X". The ally part is meant to keep with the using up people to charge your rituals. One original Idea was to banish an ally to add a d12.
Raynair wrote:
100% sorry I didn't type in the clarity i thought I had. Though i've just played a game with it and here are my changes. Choose 1 ([] 2) spell(s) with that have the arcane trait. When you cast these spells treat them as a reveal instead of a discard. - When casting a combat spell you may recharge an ally for an extra 1d6 ( [ ] 2d6 ) on the combat check. The first one is worded the same as the magus. Since we weren't clear on how it worked I kept the same wording so people with their own ruling would be able to use their ruling here. We play it as once per scenario on your turn.
Shent the Human Warlock.
POWERS
- When casting a combat spell you may, reveal,recharge,discard,bury, or banish for a d4, d6 ,d8 ,10, or d12 respectively.
Here's some people i liked D'shawn- He the the crime boss of a one side of a supernatural gang war Aspect: Ghoul Gang Lord Gredel- He is a necromancer living out in the swamps and leader of the gang boss Aspect: All dead shall rise Lindsey Kirink - a psychic cursed with Cassandra's tears Aspect: Seer of the strangest futures Ed Bowers P.D. - Only supernatural person in the police he can see the history of objects at a touch Aspect: Cursed with Psychometry Rumplestiltskin - Resident leader of the goblin market Aspect: Pending Andy - Bar keep of the Mistress of the Mississippi Aspect: Sounds advise/ Knows when to be quite
Okay this is where we need to have a dm ruling because sorry to burst your bubble byt true mortals can't take items of power ass seen by " Pure mortals may take as many mortal stunts as they can afford without putting them at or over the zero refresh cut-off. That said, some NPC mortals do exactly that." the game system is designed so that true mortals can only take mortal stunts as to balance their plus two ability otherwise all true mortals would be wandering around with items of power. Now i have dm's rule that item of power isn't supernatural and some have but i'm just pointing this out.
Pierre Gustave Toutant Beauregard was the most famous Civil War soldier from New Orleans and fought in the Battle of Shiloh; his ghost is said to roam the streets of New Orleans whispering “Shiloh“, which means “place of peace” Another possible person. Also updated one of my characters on the site under player one
Apparently New Orleans is a big vampire place also with a nearby swamp it could be easy to write about unearthed tombs that hold powerful entities, Maybe we could have a location named Swamp with the aspect of
Also apparently the french quarter is a hotspot for supernatural activity and could easily be another location.
I was planning on two character as seeing which one you guys would want me to play. My first is CoG who until now flies solo going down the streets with blessed Molotov cocktails taking down evil. My other is a New Orleans witch doctor style character who uses Thaumaturgy to make deals with people for a living.
Sounds like a pretty good idea. Though i'm still confused on what this research is for. Also new site is looking pretty good. I do have a couple questions just in general to you guys/gals. First to the site manager: Are we going to be editing our players in the player slots or you. Second: How many players do we want. Third: does anyone have character concepts they need help with or any help in general?
Okay guys been reading your comments and what I like for the templet is "small problems in the big easy". Also I love the autumn court idea and have played in a couple games that included them. They make for a really good game because they are not too powerful like the winter or summer courts. However, sometimes their "parent" court can come in and stop the players if things get to out off hand. City building seems really confusing because primarily it is. What i have seen is three different ways city's building can go down. First being the Gm creates it all. Second being each player makes his/her section and you put them all into the city. And finally the best but longest and most complicated is to create each part of the city as a whole group. For power level, i find that submerged is best because it allows for character ideas to be more filled out. On the other hand unfortunately at that power level playing a true mortal becomes less appealing because the bonus it give isn't proportional. Also for game style I prefer Mystery( though it is hard to write) with few serious fights that require planning on the players part ( only one or two a Story).
That works, Dresden takes slightly shorter than normal to learn though there is a couple things in the system which are unspecific, most groups have ruled different things. Though i'd be happy help people along and the GM(If you want help). I can also tell a couple things that need to be house ruled.
So I was looking to play a Duel Cursed Oracle. Now I know that one of my curses is Deaf (Got this thing going with my sister where she speaks for my character) and was wondering how a couple of combinations would work for example Deaf + Legalistic (I can kinda see this one with written vows but is does say break your word) Deaf + Tongues(A deaf person talking?) Deaf + Wolf-scarred face (Great combo because all spells I SPEAK get 20% fail but they are all silent due to Deaf) Also final side note I haven't found a straight answer on this: For Tiefling and Assimar i know the other abilities aren't useable but what about the stat adjustments?(Before you look it up) Other: variant tiefling abilities are not legal for Pathfinder Society; oracle curses on page 26 are legal; Inquisitons on pages 26–27 are legal; Other: variant assimar abilities are not legal for Pathfinder Society; Oracle Curses on page 26 are legal; Inquisitons on pages 26–27 are legal; |