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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
Drawback - Stiff Stomach
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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? ![]()
![]() 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). ![]()
![]() 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? ![]()
![]() 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? ![]()
![]() I found The Modern Path: Heroes of the Modern World. I'm looking at it now. ![]()
![]() I'll go with the following:
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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() I updated the class sheet. Now there should be some features in the 'special' column. If not, here is a new link. ![]()
![]() Ciaran Barnes wrote:
Argh, of course I'd get them mixed up. At least they both bundle skills into somewhat sensible packages. :/ ![]()
![]() Sorry about the wait. Things got a little busy yesterday. Here it is: (Needs Naming)
Progression:
Core Features:
Feature Slots:
Spellcasting:
Switching Classes:
My Recommendations:
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