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![]() I did want to say for the Pikos' drilling beak ability, it allows them to grab feral combat training at 1st level in order to do things like use flurry of blows with their beak (or increase its damage with the monk's class feature). The pikos' name is derived from the latin picus, which is for woodpecker. As far as the Davi's elven blood goes, the intent of the effect was allowing you to count as though you were an elf despite being a native outsider when it would be advantageous. A change in the ordering of the words obscured the meaning somewhat, but it is supposed to be a "whenever" deal. Some of the races we had derived from monsters have abilities inspired by their monstrous parent. We kept them balanced for player characters, to give you something cool to use, not so good that the other players want to bludgeon you with the Core Rulebook. ![]()
![]() OmNomNid wrote: I love Karkus thus far; any tips though for putting a map of the place together? I did intend for the setting to be a bit mutable as far as geography and country borders go. The neighboring countries are noted in a few entries. The Nakathi Empire won back the territory of Irkamk from the Alkark Empire, for example, so it would make sense for those territories to share borders. Nakathi shares borders with Trathskan, which is a southern region, so naturally it would be somewhere in the south. Although I admit I failed to mention it, Karkus is supposed to be somewhat Pangea-like, one huge continent with a number of islands off to the sides, such as Alkar island. Alkar Island and the Alkark Empire would share borders, the former being an island that nearly hit the latter upon entry into Karkus. The kreyu as a people are fairly disorganized, being mainly large tribes and clans, but have almost total control over the northern territories. Since they're allied with the Alkark Empire, they might live nearby or simply be in an area the alkark wanted to be sure was defended. There's also a fair bit of jungle and other wild lands that I wanted to leave up to the mind of the reader, and naturally that gives the opportunity to make up some of your own tribes or secluded civilizations. The ghiskanak are almost entirely this sort of group, and the races all have good reasons for striking out on their own. There are alkark who don't buy into the government, corsath with different ideas on what lands to travel, and kreyu who want to see what other cultures are like, possibly without trampling them in the process. Thanks so much for enjoying the setting! I'd love to see your map when you're done! Let me know if there's anything else I can do to be of assistance! ![]()
![]() First of all I wanted to thank InfernosReaper for taking the time to give a review. These issues are some notable problems that arose because we were a bit too lax in what we let the playtesters build off of. Regardless on behalf of Little Red I will say a lot of playtesting time went into the class nonetheless, just could have used more editing alongside it. We are innocent on one account though: Saving throw DCs for the original document are double the incantation's level, so their saving throw DCs were in line with the other classes. Here's a list of what's been changed while you wait for the updated version: Mystic Blast (Su:)
Pacts: “Unless
Demon Pact
Hungry flames: “she may take 1d6 points of damage as part of a mystic blast attack and add half as much damage as she took (rounded up) to her
Dark Infusion: “If the invoker possesses the mystic blade blast trait, she may apply her mystic blast damage to all melee attacks made in a round that she uses this ability, and may make a full-round attack action while doing so.” Devilish Pact:
Power from Blood: “Whenever the invoker deals damage to a living, good-aligned creature with a slashing or piercing weapon, her mystic blasts deal 1 point of bonus fire damage +1 for every two levels of invoker she possesses.” Slaver’s Lash: “A slaver’s lash resembles a sinister-looking whip and may function as such. The invoker is proficient in this whip.”
Fey pact:
Star Pact:
Mastery: Standardized saving throw New Class Features: “Old Ways:
Uncanny Pact (Su):
New feats:
Renewed Endowment
Fear feeder: removed HD limit New incantation: “Flailing Tentacles
We hope to have more invoker news for you soon. Stay safe and stay red. -Caleb Aylsworth ![]()
![]() Aubrey the Malformed wrote: They are calling them these names because, as you get multiple versions of the same basic creature (troll) you want to be able to tell them apart. "Bladerager" has more flavour than, say, troll type 3. It's really that simple. They already own the IP through copyright of the books - so trademarking the names (and by the way, a trademark has "TM" written after it, which none of these monster names do) really makes no difference. You maybe need to explain what advantage WotC would gain from trademarking names like these, assuming they would even be granted. And maybe consider whether the cost of registering and policing thousands of individual trademarks would be an adequate trade-off. Especially when you consider that the basic term "troll" isn't IP anyway. I'm not a lawyer and even I can see this doesn't really hold water. You undermine your credibility with this stuff, which in any case has absolutely no bearing on whether you (or anyone else) enjoyed playing 4e. Actually, there's something in the fantasy biz called a "noun-verber", used to refer to an uncreative mash of words that sounds cool. Usually it's a person's name, like Kurin Darkslayer, or Mydys Angelpuncher. It sounds really silly and rarely has any baring on anything. SOME MMOs (And MUDs) use this naming convention. I can't think of anything else that does aside from terribad fantasy novels. The names are all noun-verber names. They sound silly. Those that aren't a mash of a noun and a verb are usually something like an adjective or two on the front that don't seem to relate to anything. At least, that was my experience. Maybe they hired a writer since I read through the MM. ![]()
![]() Caineach wrote:
What? Who would hate them for capturing an assassin? This doesn't make any sen- Oh. The PCs did this. I get it now. Quote:
As for playing with humans, I'm not sure why anyone would want to. Terribly boring lot. I myself play with a greater demon of Gluttony, a greater demon of Sloth, a Pit Fiend, a Janni, a Chaos Elemental and an Awesome Elemental. Someone should have been there to record the epic clash last week when the Janni tried to interrupt my BBEG and get a surprise round. Lightning flew and shook the heavens, possible dimensions were destroyed, and my summer castle was turned into a tornado that swept through Elfland, killing thousands. But as usual I was right, talking is TOTALLY a free action. On a related note, I need a new handbook (It didn't save against the pit fiend's fireball). ![]()
![]() We need them to do one thing really well: Be scary. I once had a mindflayer turn to a character and threaten his wife, who was at home sleeping, once it was clear the 'flayer had no way out. "Your wife, Chasra, I believe she is asleep right now at your home, far away. Imagine the chaos should my minions in your village hear of my death. Surely they would deal with it by sacrificing ones close to you in exchange... How sad." Unfortunately, the PC made his sense motive and told the barbarian to kill him anyway. So basically I would ask for a replacement who can lie to save themselves from a low wis Rogue. |