Cadrilkasta

Lazaryus's page

883 posts (949 including aliases). No reviews. No lists. No wishlists. 1 alias.



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Lathiira wrote:
728) You didn't leave town. You went to the inn, got a room, went to sleep. When you woke up, you were lying atop a pile of grass. The town left you.

In Soviet Russia...


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There is The Four Horsemen's Guide to Living Items.


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I'm making this thread as a place to share homebrewed background traits and drawbacks as well as a place to get balance feedback. I'll start with a trait and a drawback:

Region Trait - Wasteland Survivor
You were born and raised in lands where food and water were especially scarce, and can survive on much less than your peers from kinder lands. You only require 1/4 as much food and water as others of your kind.

Drawback - Stiff Stomach
Your stomach is not as elastic as those of your peers, and it is painful to properly indulge at feasts and eating competitions. (I'm still trying to think of an effect)


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We want humans from first world countries in the 21st century in the campaign. The best way to build them with the right feel is probably to compare them with 16th century humans (for whom we will use corebook humans) as the control group:

• 21st century humans are put through a mandatory education regiment that teaches literacy as well as a moderate understanding of math and science, and college is highly recommended (borderline required). The only education in the 16th century that comes close was reserved for nobility and high clergy. (+2 INT)

• 21st century humans almost never do any heavy lifting unassisted, unlike 16th century humans. (-2 Str)

• 21st century humans, generally speaking, are quite sure of their scientific understanding of the universe, whereas 16th century human often fostered various superstitions. (-2 to Knowledge Arcana, Knowledge Planes, Spellcraft, and Use Magic Device checks)

• 21st century humans are far more familiar with complex mechanisms and advanced technology than 16th century humans. (Technologist as a bonus feat, probably +2 Dex)

Is there anything I'm forgetting?


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You could have the deck deal 1d6 damage per card drawn as it takes your blood to fuel its magic.


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352. A floating head, hands, and forearms (the rest of their body is a nebulous mass of black fog).

353. A race that stands a solid foot taller than elves, but has stubby legs.

354. Scaly centauric creatures with such a dense build that it is often joked that they take everything from home that isn't bolted down whenever they leave the house.

355. A race that can only learn spells by injecting alchemical fluids into their bloodstream (inspired by BioShock).


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29) Rather than teleport to their destination, their destination teleports to them. Whether they get crushed under the land mass or appear on top is up to the GM.


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344. Reptilian people who can float in the air supernaturally with perfect maneuverability, but painfully slowly (like 10 feet)
345. Outsiders with claws, horns, the ability to jump thrice their land speed, and breathes fire


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I'll go with the kidnapper being a Rougarou born to human parents.

Before becoming a villain, or something, the kidnapper had a respectable profession where it's appropriate to cover one's face, and even fell in love with a noble lady. She later dumped him for nothing other than his wierd head. He now hates the notion of love, since most if not all nobles seem unable to look past appearances. After each kidnapping, he posts an anonymous letter on his former lover's door describing the results of that kidnapping with clear, simple handwriting, followed by something along the lines of "you nobles are all pathetic" or "these two are better than you" written in harsh anglar strokes, depending on the outcome of the kidnapping.

Since I need him to stay out of towns, I think I need him to be able to cast Remove Curse and at least Form of the Dragon I, and to Craft Wonderous Item.

While I'm at it, can someone purposefully craft cursed magic items?


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How about if I had it as only 1/day, but they can use it additional times by taking 1 special negative level that cannot be removed by any means other than Divine intervention or a full day of complete bed rest to remove 1 negative level attained in this way, and if they would accrue a number of these negative levels equal to a quarter of their character level or more, they disintegrate and die when the duration ends, and can only be ressurected through the use of True Ressurection, Wish, Miracle, or other similarly powerful means of ressurection? How long should the duration be then?


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275. Draken - a cephalopod variant that has some Draconic traits.


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I found The Modern Path: Heroes of the Modern World. I'm looking at it now.


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I'll go with the following:
Humans gain Still Mind, Purity of Body, Wholeness of Body(with a ki pool that holds a number of point equal to 1/2 their character level + their Wisdom modifier and replenishes after 8 hours of rest), Diamond Body, Diamond Soul, Timeless Body, and Perfect Self at the same time as a Monk, but they will lose these abilities if they become a Dragon, at which point they may train with another Dragon to gain the Draconic bloodline powers they are of level to gain.

Those who start as a Dragon gain bloodline powers from the Draconic bloodline at the same time as a Sorcerer. At 20th level, they lose Dragon's Trauma. If their psyche is broken again before they reach 20th level, they are forever doomed to become a Phantom with no rational thought.


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I will definitely give my players a piece of advice through the locals before they have the chance to undertake their trials; either:

"Don't expect to get what you want"(if I don't give them a choice with their classes)

Or

"Try to form a 'Top 3' or a 'Top 5' before you go"(if I give them 3-5 classes to choose from)

Hopefully that will keep them from being disappointed with whatever I offer.


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Did some updates; now specialization functions more like background traits and drawbacks rolled into one, and are categorized under Culture (some exotic weapons get considered as martial weapons, while some martial weapon get considered as exotic weapons; will be done as cultural packages) and Weapon (bonus to hit and damage with a single weapon (as Weapon Focus) with a penalty to hit and damage with other weapons), with potentially more categories to come.


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I'm working on a Specialist class. It's a WIP.


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I decided to make the Specialist kind of like a martial version of SoP's Incanter, though I'm still working on what options to offer.


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Updated the class sheet. It's only needs a capstone ability and fluff at this point.


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I updated the class sheet. Now there should be some features in the 'special' column. If not, here is a new link.


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I have started on the class sheet here.


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Yeah, and the new fad's jump scares. I prefer the early Silent Hill series and Harvester because I'm always unnerved by how skewed the "normal" world is. That is called the Uncanny Valley.


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Constant lava rain will ruin just about anyone's day. You got to whip out your stone umbrella that is so heavy, it takes two hands to hold. Also, Pompeii.


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Ciaran Barnes wrote:

In the case of athletics I think you mean consolidated skills. But your list of class skills is not using consolidated or grouped skills. You have a mixture. Why would someone put skill points into both swim and athletics? If you are writing a class then you should use the standard skills. Consolidated and group skills are alternate rules.

The psionic spell combat looks fine, but some of the language is clunky.

Argh, of course I'd get them mixed up. At least they both bundle skills into somewhat sensible packages. :/


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Sorry about the wait. Things got a little busy yesterday. Here it is:

(Needs Naming)
In this system, characters can have anywhere between 2-10 classes progressing independently of each other.

Progression:
The character has two separate progression rates, Class and Universal. Classes progress as normal, while The Universal level is determined by averaging the class levels. The core features (HD, BAB, saves, skill ranks, ability score increases, and spell point progression ) uses the Universal progression. Any other features (feats, spellcasting ability, and special class features) progress with their respective class (see below for feat rules).

Core Features:
The character chooses the highest HD, BAB, saves, skill ranks, ability score increases, and spells per day from the classes they have access to.

Feature Slots:
At 1st Universal level, and at regular intervals (I still need a formula), the character gains a feature slot, to a maximum of 2 slots for each class they have access to at level 20. These slots are used to store a single class feature or chosen feat from any class they have access to, allowing them to be used when their originating classes are inactive. Feats and features stored in these slots functions using the Universal level or the originating class's level, whichever is worse.

Spellcasting:
The character has three spell point pools (Arcane, Divine, and Psychic; I can't decide if extracts should have it's own pool or draw from the Arcane pool). In determining the best spell point progression for each pool, first find the maximum spell level (4th<6th<9th), then find the maximum base spells per level (4<5<6), and then find the starting spells per level (1<2<3). They use the ability score tied to that spell point progression to determine your bonus spell points. They transfer spell slots for spell points at the rate of one point per spell level. Spells cost a number of charges equal to it&apos;s highest spell level among classes the character has with the same magic type. They cannot use spells from a class unless that class is active or the spellcasting ability is stored in one of the feature slots.

Switching Classes:
Switching the active class can be done at will, but takes 1 minute of quiet meditation each time. During this time, they may choose new features to store in their feature slots.

My Recommendations:
Players should keep and maintain a cheat sheet summarizing the features each of their classes can use at their level. The DM should not allow any of their players to become Swiss army knives (being able to fill any role in the party).&nbsp; The characters should have a theme and choose classes, archetypes, feats, spells, and other options that adhere to that theme (examples include Tactical Genius, Pyromancer, Guardian Angel, Eldrich Engineer, and Lore Master).