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Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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The Tenebrous Bloodline for sorcerer mentions a Shadow Step feat that doesn't show up anywhere else.


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I don't think there is much of a problem with being invisible at will.

If a 4th level rogue uses vanish to stay invisible he has to roll renew the effect every 4 rounds. That's 1/4th of the time spent standing still. That's also a lot of skill checks with a lot of opportunities to roll a 1.

And it gives him a +2 to stealth. Not that much considering he is probably already running around with +10 or so.

And lastly you are in a world where invisibility is a 2nd level spell. Every halfway intelligent person and monster should know that and behave accordingly:
If there is a sound it might not just be the wind even though you don't spot anything.

Similar things apply to other effects.

Fly involves movement in my opinion so you better land at the end of your turn. etc.

The one thing I completely restrict are damage spells. If you want to be throwing bombs around take grenadier.


Sebecloki wrote:


What about Psionics -- anyone have any ideas for that (necessary for Dark Sun)?

In what relevant way do psions differ from spellcasters?

Warriorking9001 wrote:
Oh, that makes sense, although I thought the flasks of explosive liquid one was what the Bombardier talent was for.

Both produce a very similar result flavor wise but a Grenadier does not have to roll to see whether he gets to toss a bomb or not and can throw multiple of them in a turn.


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Sebecloki wrote:


Eberron, or anything with a technological component like gunslingers.

From Chapter 6A>

Essentially any magical, alchemical, or technological item can be designed and priced using the item creation guidelines in Chapter 6 and/or the spells construction rules presented in Chapter 8.

Don't know much about Dark Sun so I can't help you much there but there are racial classes which can make you become closer to a monster which sounds like something you are looking for.


Is Battle Touch still a feat? Because I can't find it but it is referenced in the paladin doc.


Warriorking9001 wrote:


4: Not related to the bastard sword thing, but related to the Frog concept. What would the cost of a constant increase person effect be? I wonder because of the idea that you could go 'grippli' or whatever would fit frog people in kirthfinder most and just increase their size. you'd lose your +2 to dex in exchange for countering your -2 to strength, and be able to fit into the crowd fairly well.

Enlarge Person is a 1st level spell with duration 1min./level so putting it on a custom item as a permanent effect costs:

1000 (base cost) x 1 (Spelllevel) x 1 (Casterlevel) x 2 (duration modifier) = 2000 numen

This theoretically only includes the size increase and the attribute boni would be priced separately but since one is a penalty they should cancel each other out.

And on the subject of spheres: I don't miss them. Between strikes, stances and the higher utility of held actions combat still is very dynamic.


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Warriorking9001 wrote:


2: I have no real problem with multiclassing personally, and like that you have the option in the first place, but I also end up kinda getting the issue feeling just a little hollow to think "I am a Wizard Barbarian Rogue in order to represent a specific combination of mechanics to represent an 'alchemist'" instead of "I am an Alchemist". Or with Armorist, "I am a fighter that grabbed multiple...

I'm the exact opposite. I've never put any more thought into my class selection beyond 'this is how I fight'. Hell, of the various monks I've played over the years I don't think even a single one of the has ever seen a monastery from the inside and the one character I played that was a proud paladin didn't have a single level in paladin.

Almost all of our characters' job just reads adventurer so do they really care what building blocks their powers are made up of?


Hey guys,

I've liked kirthfinder for a long time and since I exclusively play online I started making a sheet. It's not pretty but it makes my job a lot easier.

Here are some examples of what it does:

Calculate Attribute Modifiers, AC, CMD, Attack, CMB and Saving Throws.
Applies AC, ACP and max Dex from equipped armor and shields (which you can also unequip)
Applies the light and heavy Wound modifiers and can apply temporary Attribute buffs without changing the original field.
Calculates skills including ACP, Attributes and Class Skills.
Apply Size modifiers.

And here is my current todo list:
A checkbox for Weapon Finesse
Calculate and fill in the numen fields based on Character level
Improve how Size modifiers are handled

And a download link Google Drive

Hope someone finds this useful.


Gonna start a new campaign soon and my players requested for me to inquire about any new versions since october. (insignium@live.de)


Hey guys,

anyone here that could point me to a place to find a group for kirthfinder?
I have gm'ed 3 adventures in kirth by now but I am itching to experience it from the other side of the gm-screen.
Unfortunately my players don't feel comfortable gm-ing so I have to look somewhere else.


I'd also love an updated version. The one I have is a year old by now and from what I follow this thread it should have changed a bit. (I have the .docx documents if it matters) e-Mail: insignium@live.de


Since I have a group that's willing to try out your system an updated version would be great. Thanks in advance.

eMail:
insignium@live.de