Wizard

Justin Harrell 615's page

Organized Play Member. 43 posts (1,635 including aliases). No reviews. No lists. 1 wishlist. 4 Organized Play characters. 7 aliases.


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Wait, I think I was looking at it wrong, I think I selected to start with Adventure Path 78 when I meant 79. Dunno how that happened, but if it could be fixed that would be awesome please.


Hey, I apparently put the Adventure Path subscription twice and didn't realize it. Can someone remove one of them before I get charged for two when I only want one.


This calls for a celebration!


So since it looks like our time here with the Dragon Shaman has come to a close, Let me post everything in one post for anyone new who sees this.

Torke the Dragon Shaman (keywords: Male, Dwarf, Dragon Shaman)

Strength d10 []+1 []+2 []+3 []+4 Melee +2
Constitution d8 []+1 []+2 []+3 Fort +2
Dexterity d6 []+1 []+2
Intelligence d4 []+1
Wisdom d6 []+1 []+2 []+3 Perception +2, Survival +2
Charisma d6 []+1 []+2

Hand 5 []6
Proficiency [x]light armor [x]weapon
Special 1: Discard ([]recharge) a card to add 1d6 acid, cold, electricity, or fire to a combat check.
Special 2: Once per check, you may recharge a card to add 1d4 ([]+1 []+2) to a check attempted by a character at your location.

Deck Layout
Weapon 3 []4 []5
Spells -
Armor 2 []3
Item 3[]4 []5
Ally 3 []4 []5
Blessings 4 []5

Dragonborn (Role) (I didn't see a possible name by this role, so i just put in the first thing that came to mind)
Hand 5 []6
Proficiency [x]light armor [x]weapon
Breath Weapon: Discard ([]recharge) a card to add 1d6 ([]+1 []+2) with the acid, cold, electricity, or fire ([]Magic []Force) trait to your combat check.
Aura: Once per check, you may recharge a card to add 1d4 ([]+1 []+2) to a check attempted by a character at your location.
[]Scales: Discard a card to reduce combat damage dealt to you by 2.
[]Greed: Add 2 ([]4) to your check to aquire a boon with the weapon, armor or item trait.
[]Dragonic Flight: You may move at the end of your turn.

Auramancer (Role)
Hand 5 []6
Proficiency [x]light armor [x]weapon
Breath Weapon: Discard ([]recharge) a card to add 1d6 with the acid, cold, electricity, or fire trait to your combat check.
Aura: Once per check, you may activate your aura by recharging a card. If you do, add 1d4 ([]+1 []+2 []+3 []+4) to a check attempted by a character at your location ([]adjacent location).
[]Elemental Aura: When you activate your Aura for a combat check, you can add the Magic, Fire or Cold trait instead.
[]Aura of Vigor: You can activate your Aura to reduce Damage dealt to a character in your auras range by 2 instead. You can´t activate your Aura this way if you already activated it for that encounter.
[]Aura of Life: Instead of your first exploration in a turn, you can activate your Aura to choose any amount of characters in your auras range. Shuffle a total amount of 3 ([] 4) random cards divided up as you choose from the characters discard piles into their decks. You can´t choose the same character more than 2 times.
[]My Precious: For the recharge check of an item, you get the skills Arcane: Constitution +1 and Divine: Constitution +1


Don't be modest, you and flat probably did more work than I did on the base class. I was more of the idea man while you guys made the ideas work. Without either of you, the dragon shaman probably wouldn't be here. So yeah, thanks a lot for helping bring my favorite class to this awesome game.


Well we defintly need a way to work in a healing aura that's weaker than the cleric but still useful while still unique to the dragon shaman... maybe 2 (3)? 1 (2) just seems to week to me... at least he 1 does. Maybe just a flat 2 that doesn't get feated up?


I plan to continue playing some more tonight and tomorrow with two players and hopefully more on sunday.


I plaid last night too, just two players and we started on brigadoom. I plaid our final version and it worked fairly well. My girlfriend plaid the ranger so for really tight spots we would both pump up my roll. The one thing I noticed was the face I didn't use the dragon breath power. then again, I also had found a great axe and I also didn't find any monsters with an elemental weakness so overall, I didn't feel the need to use it.


As for the spellsword, back in D&D 4e he was essentially a melee wizard. His sword was his focus and would cast spells from it. In here he'd have a 4 (5) (6) hand size with some weapons and spells. But his power would let him use his strength instead of int for arcane spells with the attack trait. Then maybe even aquiring arcane boons and stuff, or just magic in general. str d10; con, dex, wis d6; int d8; cha d4. Melee +3, Arcane +2, and another skill, maybe knowledge? I dunno.


Oh yeah, I'd have to make guns too, but I'd build off of what i know the guns to work in the pathfinder game, and then look at the ranged weapons we have now and see how can it fit. Pistols +1d6, Rifle +1d10, Shotgun +2d6 or +1d8, not 100% which it should be. Revolver, Pepperbox Rifle, and Double-barrel Shotgun all have the ability to discard to roll combat again. Then of coarse there's the magic guns that would do extra stuff.


If this goes over well, I have two other classes in mind I want to build since I'm too impatient to wait for Skull and Shackles to come out. Gunslinger and a Spellsword (kinda like a Magus).


I wanted to make special 1 unique which is why he can boost himself as well as others. Yeah it trumps Lem's, and Harsk too with the aura role i have in mind, but i didn't want it to be exactly the same. Then again, the classes are different enough that even with a similar power, they provide two distinct playing experiences...


Nice. I have no idea how many power feats the roles unlock so I don't know if that's right or too many, but it looks good. What's great for me is I'm up for soloing the play test as well as playing with my girlfriend or friends. Sunday I'll probably be starting a new game with my little brother so I can also playtest it there. Also, thanks a lot for all the help over the past day in designing this with me.


right, right. But other than that, it looks good to you? I wonder if Flat's nearby to chime in his two cents on this. If its ready for playtest I'm gonna play it probably tomorrow (if i have time between cooking and eating) or Friday.


Torke the Dragon Shaman (keywords: Male, Dwarf, Dragon Shaman)

Strength d10 1, 2, 3, 4 Melee +2
Constitution d8 1, 2, 3 Fort +2
Dexterity d6 1, 2
Intelligence d4 1
Wisdom d6 1, 2, 3 Perception +2, Survival +2
Charisma d6 1, 2

Hand 5 (6)
Proficiency light armor weapon
Special 1: Discard (recharge) a card to add 1d6 acid, cold, electricity, or fire to a combat check.
Special 2: Once per check, you may recharge a card to add 1d4 (1) (2) to a check attempted by a character at your location.

starter deck layout
Weapon 3, 4, 5 (Mace, short sword, long sword)
Spells -
Armor 2, 3 (Leather Armor, light shield)
Item 3,4, 5 (Potion of Glibness, Potion of Hiding, Codex)
Ally 3, 4, 5 (Guide, Standard Bearer, Nights watch)
Blessings 4, 5 (Blessing of the Gods)

So that's what I'm looking at right now. Not 100% one the ally's, might wanna look them over again and maybe change them.

As for the roles, maybe the aura role will be able to use the boost on characters at his location and others as well as gain access to at least one new aura, possibly a healing one. The dragon breath role will add damage to the breath weapon as well as add back the damage reduction. I think instead of just being about dragon breath, i think i'll make it about being more like a dragon. Stronger breath, stronger defenses. Dragon Adept and Dragon Scion maybe?


so special 2: recharge a card to add 1d4 to a character check at your location (adjacent location).

It's actually a bit different than Lem and Harsk because they can only affect other characters, while Torke can affect himself aswell as others.


actually since this would focus him a little more on weapons since the absense of spells, maybe "proficiency light armor (heavy armor) weapon" or "hand 5 (6) (7)". I personally think the proficiency one is better.


Hrm. Maybe we should abandon ship on the spells act as auras bit and look at it differently. What if instead the aura is the power? kinda like Lem and Harsk?

Hand 5 (6)
Proficiency light armor (weapon)
Special 1: Discard (recharge) a card to add 1d6 acid, cold, electricity, or fire to a combat check.
Special 2: Discard a card to add 1d4 (+1) to a check at your location.

One role will then add more to special 1 (new ways to work the dragon breath) while the other role will add more to special 2 (more auras).


the mechanic of auras is too complicated to really shorten it. It's probably about as short as its going to be while still conveying its purpose clearly. As for the two rolls, I dunno. I guess its more thematic than anything since the aura power is coming from the Dragon Shaman to help the other character.


Oi... that special just keeps getting longer and longer. But what if it had all spells work like cure or something like that when you cast them on someone else. you still roll the dice but they get the result... or am I suppose to roll the die when someone else casts cure on me...


Quote:
You may Display a spell instead of playing it. You may discard [recharge] a card once per turn to activate a Displayed Spell for a character at your location [adjacent location]. If activated this way, determine the effect of the displayed spell separately, then divide by 2 (rounding up) before applying it and the spell stays displayed. If you Display a new spell, you must discard any displayed spell.

better? I dunno where to squeeze in the bit about attack spells being able to be used on other characters turns.


wait, why did i need to do that, i forget. Anyway, but didn't you or someone else point out that most buffs can be plaid during anyone's turn anyway? we kinda then move full circle to then what's the point of the dragon shaman then? but wait, weren't we arguing that we could use the "for your combat check' for someone else. i think i was arguing that in the beginning. Even though I'm "casting" the spell you are the target. I'm starting to confuse myself over here...


And even though this feels like backtracking, here's a list of all the auras for my pathfinder dragon shaman. You'll see that they're all buffs except for maybe energy shield which i tried to create up there as a aura spell. when it comes to aura bonus, it starts as 1 and can get as high as 5.

aura list:
Accurate Strike: Bonus on rolls made to confirm critical hits equal to your aura bonus.
Accruacy - Bonus on attack rolls
Act of War: Bonus on CMB attacks equal to your aura bonus.
Armor Training - Decrease Armor Check penalty for armor
Motivate Care – Bonus to AC
Demand Fortitude: Bonus on Fortitude saves equal to your aura bonus
Determined Caster: Bonus on rolls to overcome spell resistance equal to your aura bonus.
Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of your aura bonus. The energy type is that of your totem dragon’s damage-dealing breath weapon.
Fervor - Spell Resistance 15+aura bonus
Force of Will: Bonus on Will saves equal to your aura bonus.
Improved Casting - Increase the caster level of all spells casted by you and allies by your aura bonus. Don't factor in the higher caster level when attempting to overcome spell resistance
Master of Tactics: Bonus on damage rolls when flanking equal to your aura bonus.
Motivate Ardor - Bonus on damage rolls
Motivate Attack - bonus on melee attack rolls
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks equal to your aura bonus.
Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks equal to your aura bonus.
Motivate Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks equal to your aura bonus.
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks equal to your aura bonus. Motivate Strength: Bonus on Strength checks and Strength-based skill checks equal to your aura bonus.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks equal to your aura bonus.
Motivate Urgency - Allies base land speed is increased to 5x the aura bonus
Over the Top: Bonus on damage rolls when charging equal to your aura bonus.
Power: Bonus on melee damage rolls equal to your aura bonus.
Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus.
Ranged tactics - bonus to damage rolls for ranged weapons
Resilient Troops - Bonus on all saves
Resistance: Resistance to energy (fire, electrictiy, cold, acid or sonic) chosen when this aura is activated. 5*aura bonus.
Senses: Bonus on Perception checks as well as on initiative checks, equal to your aura bonus.
Toughness: DR 1/magic for each point of your aura bonus (up to 5/magic at 20th level)
Steady Hand - Bonus on ranged attack rolls
Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.
Vitality - temporary hit points equal 3*aura bonus
Watchful Eye: Bonus on Reflex saves equal to your aura bonus.


It looks good to me, just long. Unfortunately there's no way to cut back on the wording, thus the curse of a new mechanic I think. I've yet to really look at the role cards, I only just got skinshaw murders last night and have yet to really play any of them and since roles to take effect to after the third adventure pack, I've been preoccupied with playing all the classes. I'm also currently at work so I can't even download the character sheets... wait, i have the character sheets on a usb on me, i'll just load them up that way to look at them.

so yeah, it looks like the base class is ready for play testing. Dragon Disciple will probably be an arcane spell focusing role while something else will fill the other role, maybe one that focuses more on melee instead of spells. give the two roles a distinct difference.


min 1 bonus. Forgot to add that bit. They end up being the same ish since rounding down had three chances of 1 while rounding up has only two chances of it. Plus two chances of 3 instead of one. Yeah, i get it. rounding up wins this time.

The wording is just the mouthful part.

Quote:
You may Display a spell instead of playing it. You may discarde [recharge] a card once per round to activate a Displayed Spell for a character at your location [adjacent location]. If activated this way, halve the total rolled for the spell's combat roll before adding it to the total combat check. If activated this way, the spell stays displayed. If you Display a new spell, you must discard any displayed spell.

better? worse?


Not necessarily. the average of 2d6 is going to be 7. half of that is 3.5 which would be rounded down to three. If we halved the dice instead to 1d6 which has the average of 3.5, you halve that and you get some number i can't think of right now which is... 1.75 which is rounded down to 1. Unless I'm missing something again...


who's to say we can't be trailblazers and have the aura feat into adjacent? It tames the aura upgrade while still mimicking the aura getting bigger as the dragon shaman gets stronger. It's the half thing... I think halving the total of the combat spell's combat dice might be better than halving the dice used. round down. it may seem a bit wordy but it stops his attack auras from being overly powerful.


Lini's the druid right? I would think with her being a full spell caster she'd have the higher die so if its either Lini or Lem, than lini has the d10. It's been awhile since I've plaid Lem so I guess i just assumed all spell casters had at least a d10 in their spell casting stat.


Lem only has a d8 for his charisma? I could have sworn it was a d10...

anyway. So maybe display the spell as an aura and it has to be activated by discarding a card, but can eventually be feated into recharging instead. This can only be used by the character of coarse and only once a round. Are there rounds in the card game, i can't remember off the top of my head.


lol, 2d2. Just flip two coins. Heads is 1, tails is 2... oi. But yeah, it'll just overly complicate things to not have 2d6 halve into 1d6, etc. Sometimes I just have to state the ridiculous before I can realize it is ridiculous.


@ Flat - Dwarf in a kilt, that's going into the character art if I ever get around to it. As for the d12, Yeah, I definitely need to tone it down to a d10 like Lem. For the original 3.5 dragon shaman, con is what was used for basing his saves for his dragon breath. His auras were just auras, they had a set value. If i change it, I'll change it to charisma because when my friend and I ported it to pathfinder, to make it stronger and therefore more aline with the standard pathfinder classes, we borrowed some spell-like invocations from another class that would derive its saves from charisma. I think that class was the Dragon Adept, what Fenris was talking about earlier. And I'm kinda liking his new post about to work the spells as auras and save spell casting for the a prestige class.

@ Fenris - see the end of what I said to Flat. I'm liking the wording but what about spells like acid arrow or lightning touch which are 2d6 and 2d5 respectively? Hell, what about inflict which is a bonus 1d6 (Does that have attack? I dunno). 1d6 and 1d4 is not half of 2d6 and 2d4 because 2d6 is not the same as 1d12 since 2d6's range is 2-12, not 1-12. Then again, maybe I'm missing something.


I kind of always plaid my Dragon Shamans tanky. Make him able to take hits while distributing buffs to my allies. I have to look over the spells (forgot to do it yesterday and I don't have time right now). The exact wording for having spells work as a permanent aura would be tricky I think. Either that or i'm just over thinking it.


Fenris235 wrote:

If i recall correctly, Dragon Shamans weren´t that bad fighters.

More like Frontlinebruisers with lots of teambuffs.

So my suggestion would be to give him weapons as a powerfeat and cut the recharge for Special 2. (If the idea is interesting, i would suggest giving him 2 weapons to start with, and perhaps cut an item or a spell for it (most likely an item))

I had thought about too when I was first jotting down the notes in my notebook, but I felt that it would pull away from the aura aspect of the character I was trying to build.

Quote:

And after that i got a question, how excatly does casting on other chars work if it´s an attackspell?

Do you attack for them with magic + bonusdice, do they have to attack with magic + bonusdice, or do they attack with whatever they were attacking + bonusdice from the spell?

Yeah, I guess i should edit that specaial to include "non-attack spells" instead of just "spells" in general. Sometimes I just assume that since I understand it, everyone will.

Quote:

Another idea would be to focus more on the Aura-aspect.

Giving you the power to put a spell in front of you and be able to cast it ones per turn for half the effect (rounded up) for free without using the spell up. But you have to discard (without the possibility to recharge) the card if you want to have a new aura active.

This would simulate the persistent nature of the aura.

That just feels slightly... broken to me. I don't know. Though doing it that way would lead me to needing fewer spells which means i could give him a couple more weapons. I'll mull it over some.

Quote:
These are my thoughts on the matter, as you can see, i really like your idea of a dragon shaman (something like the dragonfire adept would be a great prestige class for him)

oi... i always forget about the prestige classes. i'll look into the dragonfire adept when the time comes around.


I'm considering doing the same thing, not so much with characters, but with adventures, scenarios, locations, and monsters if need be. I already got one adventure down for the most part, just need to jot down everything.


Alright, so here's my new layout. I think it may work better.

Torke the Dragon Shaman (keywords: Male, Dwarf, Dragon Shaman)

Strength d6 1, 2, 3
Constitution d12 1, 2, 3, 4 Arcane +1, Divine +1, Fort +2
Dexterity d6 1, 2
Intelligence d4 1
Wisdom d6 1, 2, 3 Perception +2
Charisma d8 1, 2

Hand 5 (6)
Proficiency light armor
Special 1: Discard (recharge) a card to add 1d6 acid, cold, electricity, or fire to a combat check.
Special 2: Discard (recharge) a card to reduce combat damage dealt to you by 2
Special 3: Spells can be cast on any character at your location (spells can be used on characters at any location)

starter deck layout
Weapon 1, 2 (Mace)
Spells 5, 6, 7, 8 (Inflict, Lightning Touch, Cure, Arcane Armor, Levitate)
Armor 1, 2 (Leather Armor)
Item 3,4, 5 (Potion of Glibness, Potion of Hiding, Codex)
Ally 2, 3, 4 (Guide, Sage)
Blessings 3, 4 (Blessing of the Gods)

I changed Nights Watch to Guide because since I've given the Dragon Shaman a bonus to Perception that he didn't when I written the roughest sketch, the Guide would be better since he needs more help with survival than perception.


One of my friends pointed out that by adding an aura spell card I'm doing nothing but bogging down the game especially since no other class can use them. Instead, since I'm more or less copying the spells anyway, just make the aura ability into a power instead of a spell trait and give him +1 arcane and divine under con, kinda like how the bard gets +1 to both under his cha. This makes it a hell of a lot easier on actually play testing it since its less cards to deal with. Thoughts?


Feat into recharge... yeah, I can see it being good. I mainly didn't want it to be too similiar to the rouge's power.


oh wow, how'd I miss that. so yeah, it'll default to reduce by 2 but then that leaves an extra power feat floating around. I guess i can have special 2 increase to reduce damage by 3, but that feels borderline broken. There's also increasing his hand size again or maybe tack it onto special 1 where he can add other damage types like force or even magic. I dunno, I'll figure something out eventually.


Ever since I plaid the dragon shaman back in 3.5, I've loved him. My friend and I worked on modding a Dragon Shaman for pathfinder, and using that mod, I'm currently working on a Dragon Shaman for the card game. I myself won't have a chance to play test him until i can scrounge up money for sleeves, so bear with me on this.

First up is the new trait, aura. When designing him, I wanted his auras to be the big selling point for him. The best place for auras were under spell cards, but they weren't arcane or divine, so i created a new aura trait for them. The aura trait for the dragon shaman is listed under Constitution, as constitution is a valuable ability for the class. Because of having aura spell cards, I did attempt to create a bunch of aura cards as well, both basic and not basic... The only thing I really haven't done is the card and skill feats. Anyway, here he is.

Torke the Dragon Shaman (keywords: Male, Dwarf, Dragon Shaman)

Strength d6
Constitution d12 Aura +2, Fort +2
Dexterity d6
Intelligence d4
Wisdom d6 Perception +2
Charisma d8

Hand 5 (6)
Proficiency light armor
Special 1: Discard (recharge) a card to add 1d6 acid, cold, electricity, or fire to a combat check.
Special 2: Discard a card to reduce combat damage dealt to you by 1 (2)
Special 3: (aura spells can be used by characters at different location)

starter deck layout
Weapon 1 (Mace)
Spells 6 (Aura of Draconic Power, Aura of Lightning Strike x2, Aura of Vitality, Aura of Dragon Scales, Aura of Flight)
Armor 1 (Leather Armor)
Item 2 (Potion of Hiding, Codex)
Ally 2 (Night Watch, Sage)
Blessings 3 (Blessing of the Gods)

Alright, that's him. To explain the meaning behind his powers: Special 1 imitates his dragon breath, special 2 imitates his dragon scales which would increase his natural armor, special 3 imitates his aura changing from a 30' radius to 60'.

When it came to the basic auras, they function like most of the basic spells, but can be cast on any character at the same location as the dragon shaman since in the table top version, the dragon shaman's a party buffer. I can't remember if that's how non attack spells normally work at the moment or not...

Basic Auras
Aura of Accuracy (works like Guidance)
Aura of Dragon Scales (works like Arcane Armor)
Aura of Vitality (works like Cure)
Aura of Flight (works like Levitate)
Aura of Lightning Strike (works like Lightning Touch)
Aura of Draconic Power (works like Inflict)
Aura of Frightful Presence (works like Invisibility/Sanctuary)
Aura of Slumber (works like sleep)

Non-basic auras (where I'll probably need the most feedback because nothing seems too broken while I'm designing it.)
Aura of Prowess: is speed and strength as one aura, but can only give 3 to either a dex or str check, not both.
Aura of Energy Shield: adds 1d6 to a failed check after damage has already been done to the character. (how the actual aura works if you're wondering why I have it work this way)
Aura of Dragon Greed: Get a bonus dice when attempting to acquire a boon
Aura of Chromatic Resistance: Arcane Armor, but specifically for acid, cold, electricity, or fire damage
Aura of Motivation: Reroll a failed check, but you must keep the second roll.

Lot of stuff. That's all I have at the moment. The basic auras will have acquire and recharge checks that are the same as the basic card their emulating. The non-basic one's I'll figure out checks later when I have my cards to study. They're at home and I'm currently not. Hope everything here looks good to you guys and maybe will consider playing one.


Thanks for taking care of it. It's completely understandable and my fault for being so impatient.


Ok, my adventure 2 deck apparently just shipped today so I just want the duplicate removed from next months shipment please.


Ok, I was impatient and called yesterday to get a subscription started only to have my email from a week ago answered today and kind of screw up everything I tried to fix yesterday. However, I kinda like combining the adventure pack 2 and 3 together for cheaper shipping so long as I can get the promo for the adventure pack 2. If I can't get the promo, I want to separate the two orders, but to make sure I only get one set because right now, its set up for me to get two sets of adventure pack 2; one this month and another next month.


I've been having this same issue for three or four days now. I'm not trying to order anything from the golem sale, just start a subscription with the adventure cards path. It's technically three items; the adventure path, the promo card, and the subscription. Yet i get the same loop as all of you guys.