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Shifter notes I think most will agree that the shifter is perhaps a touch underwhelming, so I've decided to try my hand at sprucing it up a bit. Lemme know what you think these changes and feel to leave your own suggestions here. My thoughts on each feature and some possible ways I might tweak them. 1.Shifter Aspect: Don't have any specific grievances with the aspects themselves other than the enhancement bonus stacking issue, so I'd make them untyped bonuses instead. Don't know how to feel about some of the individual aspects yet, though I can recognize that some are clearly more useful than others. 2.Shifter Claws: First, its criminal that a full bab character starts with a friggin d4 on their primary weapon and doesn't get a die increase until 7th level. So just start with a d6, then continue to increase the die with each claw improvement, still capping at d10. I'd probably also add the crit multiplyer and DR adamantine at earlier levels too, though I'm not certain where just yet. Second, why does it have to be claws? Why not two tail slams that do bludgeoning or some other equivalent based on the animal? Third, you shouldn't be penalized for having an aspect that doesn't normally have claws, so as long as the animal is one of your aspects, it gets the full claw bonuses. 3.Wild Empathy: Only thing I'd add is a wisdom bonus on checks made against your aspect animals. 4.Defensive Instinct/Track/Woodland Stride/Trackless Step: These all seem fine to me overall. 5.Wild Shape: I like that this functions as beast shape II immediately, but I really don't get why you're limited to only your aspects. I suggest letting it function exactly like the druid version (possibly including the beast shape III improvement at 8th level), but saving the additional aspect goodies for the chosen animals. 6.Chimeric Aspect: In the case of mixing aspects that would have different natural attacks, I'd add the ability to choose which two you'd want (like two claws or a slam and a claw). 7.Bonus Feats: I doubt it would hurt to throw a few feats in every two or three levels, but I'm undecided on whether to make these from a specific feat list or just make them combat only feats. Thoughts?
Looks like my group's Oracle just dropped out, so I suppose they'll be needing a new healer. Anyone interested in a treasure hunt? Heres some info... .I need a third level character for the "Risen from the Sands" module, using the standard method for stats (4d6 drop the lowest) with two traits. .Classes and races can be from anything as long as its not third party. . I will not be using unchained rules with the exception being the alt classes. . Starting wealth is standard for second level characters . I'm using the 3D virtual tabletop app for our maps . Non-evil characters only please. . I'm looking for a commitment of at least one post per day Additionally, the party is already in the midst of exploring the modules dungeon, as such you will need a decent reason for them to run into you. I will allow a week long recruitment period before I make my decision. Feel free to ask me about anything that I might have missed.
The city of Eto has always thrived on trade, though not with any fine silks or prized cattle. Indeed, any citizen of Eto will tell you that their lifeblood can be found buried in the past, a past of untold riches and forgotten relics waiting to be revealed by the winds that relentlessly scour the land.
Does anyone know if there are maps floating around for the grey maiden's fortress/recruitment center? Crown of Fangs mentions that Sabina would want to rescue the women trapped within and yet none of that is detailed in any way. Am I expected to come up with something on my own if I decide to run it? Also, if no official resources are available, I would greatly appreciate some recommendations.
So I'll come clean with you guys, I've never run pbp before. This thread is primarily meant to get me more comfortable with the medium by running smaller scale adventures until I feel confident that I can handle full on campaigns. Now that being said, this is not my first time GMing (I'm currently nearing the end of a crimson throne game), so all I need is a little patience from you lovely gamers as I adjust to this new realm. However, if the idea of working with a pbpnewb bothers you, I suggest you leave now. For everyone else, here's the rundown. .I need 4-5 third level characters for a quick romp through the "Risen from the Sands" module. .Use the standard method for stats with two traits. .Classes and races can be from anything as long as its not third party. . I will not be using unchained rules with the exception being the alt classes. .Roll20 Will be used for maps. .Non-evil characters only please. I will allow a two week recruitment period before I make my decision. Feel free to ask me about anything that I might have missed.
I'm working on a kitsune arcane trickster who has levels in rogue and witch but the only thing that's been giving me trouble is how I'm getting my new spells. The core rule book says that the AT gets spells per day based on the previous spell casting class as well as new spells for the sorcerer, but I can't find anything that explains whether or not you can continue adding spells to your familiar like normal. Can anyone help me with this? |