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mplindustries wrote:
2) Remove PC access to spells and most access to magic items. Re-balance monsters accordingly.

I can understand wanting to pull magic items, but spells? Why would you want to take away spells?


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First, LG means you operate within the law, even if it appears to be immoral. You still have your lawful ethics.

No, that's not what it means. LG is lawful good, not just lawful, which means that an LG character will try her best to stay on the path of both good and law, but that good will win out if the two conflict and every attempt to follow both good and law fails. If law won out over good, the character would be LN. What differentiates LG and NG is that NG will just break the law, while LG will do her best to uphold it, then break it when she realizes that, in this circumstance, she cannot in good conscience uphold the law. An LG character is not bound to never, ever, ever violate the law. If she was, she's never be able to fight an LE character. For an example of an LG character going against the law, look at Captain America in Marvel Civil War. He's as LG as they come, but he rebels, and the reasoning he gives for rebelling is the exact reasoning I can see any LG character giving for going against the law.


Fromper has a point. Bard or multiclass bard could be a cool idea.


Kirth Gersen wrote:
Cheapy wrote:
Arcane Bonds have to be from this list: amulet, ring, staff, wand, or weapon.
Why? I mean, honestly, what purpose does that restriction serve?

Quick! To the GM fiat mobile!


Personally, I'd recommend a specialization in transmutation, because it gets you polymorphing abilities, which can be very useful in a wide variety of situations. As for the bonded item, I'd go with your hat idea or a staff. For feats, extend spell could be useful to make your polymorphs last longer. As for magic items, I'm not quite sure.


Sayer_of_Nay wrote:
Tacticslion wrote:

I'm quite surprised that you don't like the religious context: that's vaguely like saying "Hey, yeah, the clerics are great, and I love 'em, I just hate the whole 'divine' thing."

What is it that bothers you about the divine? At its most basic, I'd suggest replacing it with "nature-divine", like druid or ranger, but I don't know if that's what you're looking for.

As far as the name goes, what is it that turns you off? Only the fact that it has some religious undertones? In which case would calling it something more like "Mystic" work?

As FallofCamelot says, your reasons for not liking it are unclear and more information is probably necessary before giving better advice.

Lol, I actually do feel that way about clerics. I like the mechanical aspects of it, but hate the focus on religion. Not that I'm against religion, mind you. I just sometimes want to play a "white mage" style character that doesn't have to be some gods errand boy.

As for the inquisitor, in this case I feel the same. I like all the mechanical bits. I'm just looking for a way to reflavor them away from divine; I have a character concept that centers around the characters mistrust with divine forces. It would be silly for him to worship a good feeling the way he does.

If that is what you want, might I recommend not distinguishing between arcane and divine magic in your games, and simply having many different styles of spellcasting?