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Yeah I like what Heroic feat trying to do but as said its poor, needs to be 1 action and last 1 minute not matter. Probally also increase feat scaling of it that way it gives battle oracle flexibility in choice.


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Maybe instead of hail mary for when they over use their curse, it be limit burst tied to each mystery like life doing a big pulse of postive energy, fire causing a inferno. Think maybe using limit burst should leave different side effect instead of all curses doing the same.

Generally limit burst would fit theme of each mystery but still allow oracle to least be useful or somewhat useful afterwards, as you could say they their tapping into deepest part of the well and comes flooding out.


Occult spell list with Patron spefic spell types, So winterish patron give access to cold spells. Darkness type patron which likes of Zon kthon might be your secret patron could give darkness spells of any tradtion.


Alignment damage only applies to opposite so if damage is good only effects evil vice versa. If damage if lawful only affects chaos and vice versa.


Yep Patron types should be given title, which also have boon and pact price. Are familar acting as middleman between the witch and patron which inparts the lessons on to us. So witch will likely never know who gave them their powers unless they figured it out or were told by patron.

The powers given are witchs as patron taking a chance with them, but in return we should likely get pact price that was forged when making the pact. So if witch ever goes against their patron or it dies the witch still has it powers.


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This instinct was worked upon on discord with help from Syries.

Invoker Instinct
"Whether you were born magically attuned or became that way through bizarre incident or just studied hard enough for pieces to just snap into place one day, you learned to hone that energy into a formidable fury."

Anathema:
Stop searching to discover secrets of the magical world; shun or oppress magic of any type except when trying to defend yourself
Broad, but sets goals.

Table: Invoker Instinct
[Tradition] --- [Damage Type]
Arcane ------- Mental
Occult ------- Mental
Divine ------- Force
Primal ------- Force

Invoker Rage (Instinct Ability)
While raging, you can increase the additional damage from rage from 2 to 3 and change it damage type to match that of one given by your tradition above for weapon and unarmed attacks.
You gain trait of your tradition and become trained in that tradition's spell attack and DCs, and your spell attack and DC modifier is your Charisma, you also gain 1 cantrip of your tradition which gains rage trait and bonus damage from your Instinct Ability.

Specialization Ability:
When using invoker rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using invoker rage to 13.

Raging Resistance:
You resist damage from spells originating in your chosen tradition, as well as mental damage if your tradition is Arcane or Occult,
or Force damage if your tradition is Primal or Divine, regardless of the source.

<<<Feats>>>

Feat 2: Invoker Tricks
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker instinct
Your experience in drawing upon the energy of your tradition has widened. All cantrips from your tradition now gain the Rage trait, including any innate cantrips that share that spellcasting tradition. All spells from your tradition that deal damage and have the Rage trait also deals the bonus damage from your Instinct Ability. You gain a spell repertoire with two common cantrips of your tradition and can use the Cast a Spell activity.

Feat 4: Invoker Magic
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker Tricks
Your learned to expand upon your instincts, granting you more magic. All spells of your tradition that are cast from spell slots now gain Rage trait. You gain one 1st level spell slot and add one 1st level common spell to your repertoire. At 6th and 8th levels respectively, you gain one 2nd and one 3rd level spell slots, as well as one spell of 2nd and one spell of 3rd level added to your repertoire. These spells must be common spells chosen from your Instinct's tradition. You cast these spells as a spontaneous caster. You may heighten spells added in your repertoire in this manner just as if they were signature spells. Spells granted by dedication only apply rage trait when raging.

Feat 12: Invoker Call
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker Magic
You gain access to more powerful magic through your experience. Any focus spells you have in your Instinct's tradition now gain the Rage trait, and if they deal damage, benefit from the Instinct Ability's bonus damage. You gain a 4th level spell slot and 4th level spell in the same manner as Invoker Magic. At 14th level you gain one 5th level spell slot and 5th level spell, and at 16th level you gain one 6th level spell slot and 6th level spell. Your tradition spell attack and DC increase to expert. Focus Spells granted by dedication only apply rage trait when raging.

Feat 18: Invoker Might
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker Call
You harnessed the full might of your tradition. You gain one 7th level spell slot and 7th level spell and at 20th level you gain one 8th level spell slot and 8th level spell, in the same manner as Invoker Magic. Your tradition's spell attack and DC's increase to master.


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They get profiencey weaker then both caster and martials and only reliable method of damage if you run out of stuff is bow or crossbow cause melee will get you down due your weak ac.


1 per day for mutagenists flashback seems pretty limited.

What also up with bespell it already 4th level feat did they decide to change it 6th level?


This is homebrew for secondary Armiger that build to allow spellcaster to go into signfiers.

Hellknight Armiger(Caster) Dedication Feat 2
(Uncommon)(Archetype)(Dedication)
Prerequisite: Member of a Hellknight Order, trained in order favored weapon, has spellcasting class feature.
Access: You are from Old Cheliax.
Your Hellknight training has seeped into your bones the daily rhythm of wearing armor. You've been taught how to terrorize others into compliance, studied the rigid structure of Hell. You must survive painful tests of body and mind called reckonings. You become trained in light and medium armor, you also become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead.

Special You can’t select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype.

Mental Resilience Dedication Feat 4
(Archetype)
Prerequisite: Hellknight Armiger(Caster) Dedication
The reckonings have prepared your mind to withstand to greater effects of those wish to harm your mind. You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger(Caster) archetype and other Hellknight archetypes


For monk hellknight most of their class feats like stances would interfer so not much of problem, more that for martials they should get it.


Yeah their unarmed feat line are techincally worthless as your unarmed going to scale with highest weapon proficiency anyways.


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Is their any reason why hellknight armament, hellknight armor proficiency doesn't scale with your highest armor proficiency and is stuck on being expert. Since both that and order weapon seem more like caster scaling which is weird since regular hellknight for martials.


I think for newer books they should throw in methods for gaining access to like how you go about researching a ritual, tracking down specific spell, theirs x group in these areas so you could use them to get access to x class if you impress them would be more better than just having rare and uncommon be same thing. As right now mostly ever new thing seems to be gated behind rarity system and not making each tier of rarity stand out.


Wait how does unravaling mysteries have master in decipher writing as prequrestion since isn't that apart of society? So shouldn't it be master in Society instead.


Silent spells just removes verbal part of spell, but still adds it's own action to it, so spell no longer requires using the mouth and benfits from both silent/concealed spell. Now if you used 20th lvl feat meta magic mastery on it you can reduce you your most of your spells actions by 1, like fireball from 2 to 1. aslong as it starts with 2 or 3 actions.


True, I suggest changing their con to wisdom then, as orc shamans trope seems like cliche, so be str,wis,free followed by int flaw. Make them suitable for clerics.


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If your going to do chain for it limit it too atleast 3.


thought what about childhood, teenage and current background for three instead?
An example you might be of noble birth as child, in your teens you house fallen and as adult you became a solider?


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I make gliding either lvl 1 ancestery feat or heritage and have flying at lvl 9 as upgraded form, as that when flying spells also come online.

Plus if you did give them flying at as ancestery bonus, you don't need a extra flaw, as -2 hp and -5ft speed is already enough Think of ancestery wanting postive 2 or 3 AP before a heritage.

+5ft speed = 2AP
-5ft speed = -2AP
Darkvision = 4AP
Keensight = 4AP
Low-light vision = 2AP
-2 HP = -1
+2 HP = 1
Flaw = -1
Fixed boost of 2 = 0
Free boost = 1
third language or extra = 1AP

If you go by that you notice all ancestery have 3AP before heritage, except humans with 2AP as their heritages could be cosniders 3 AP.

Default package should be 8 HP
25ft Speed
2 fixed boosts, 1 free boost
1 flaw
two lanaguages.

which is 0 AP


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Thought maybe mutagentists could instead imbue the mutagens they create with minor mutations, like way old beastmorph archetype worked. So first research field they could probally have two from list, then at 9 or 15 create greater mutations. So anyone who drinks their mutagen turns into chimeric nightmare.


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Im fan on scraping drawbacks for mutagens, and have mutagenist give bonus to any mutagen they inhibit like for example +1 circumstance bonus to ac for bestial. Since it make you want to use them then.

New wording be "While under the effect of a mutagen, you gain additional benefit from that given mutagen."

Since not fan of wait 20 levels to not suck at using your mutagens.


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Think problem is specialists in any class are lacking, transmuation wizard should be best at transmutation followed by wild druid. In fact each of schools should have spells that only their school give to make them play more unique, oh sure you have complain about choice but specialization should always get the best stuff of their specility.


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Samurai wrote:
This idea is very cool! Would you mind if I added it to my house rules? I'll give you credit as the inspiration.

Sure go ahead that why I made it for.


Removed Imprecise and shortened weapon range..

Gun Ranged Weapons
--------------------------------
Name.............Category.....Price...Damage...Range...Reload...Bulk..Hands ...Group...Traits
Pistol................Advance.......16 GP.....1d8 P.........30ft............1...........1...........1.........Gun.......Fatal d10, Uncommon, Penetration 5
Musket.............Advance.......22 GP.....1d10 P.......50ft............2...........2...........2.........Gun.......Fatal d12, Uncommon, Penetration 10
Blunderbuss....Advance.......25 GP.....1d10 P.......20ft............2...........2...........2.........Gun.......Fatal d12, Uncommon, Penetration 5, Spread 10ft cone

Imprecise - This ranged weapon is less effective at far distances. Your attack against target that are at a outside range of listed distance take a -2 penalty.


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Feat 2: Alchemical Gunslinger Dedication
(Uncommon)(Archetype)(Dedication)
Prerequisites: Trained in crafting
Access: You are from the Alkenstarr region, or have been trained by someone else who has the dedication.

You know your way around the Mana Wastes and have craftsmanship that has led you able to craft the fabled guns from Alkenstarr region you have grown up in, you are gunslinger of sorts with penchant for alchemy. You become trained in Alchemical Crafting feat and Wilderness lore; if you were already trained, you become an expert instead. You also become trained in advance weapons from the gun category and gain access to pistol, blunderbuss, musket and have formulas for crafting cartridges and alchemical cartridges.

Special: You cannot select another dedication feat until you have gained two other feats from the Alchemical Gunslinger archetype.

Feat 4: Rapid Reload
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You learned out to handle a gun well when out in the field, knowing how to speed up process to allow you to fire in quick succession. Reduce the reload by 1 for those in gun category.

Feat 4: Expert Aim
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You learned out to how to keep the enemy off balance with well aimed shot, when you successful strike with weapon from gun category you leave your target flatfooted until start of your next turn.

Feat 6: Alchemical Genius
(Archetype)(Skill)
Prerequisites: Alchemical Gunslinger Dedication, Expert in Crafting
When using the crafting skill to craft items with alchemical trait you reduce minimum amount of days to craft one by 1 day and treat craft skill check critical failure as failure when making alchemical items.

Feat 8: Gun Legend
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You known for your skills when wielding a gun. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with weapons in gun category.

Gun Ranged Weapons
--------------------------------
Name.............Category.....Price...Damage...Range...Reload...Bulk..Hands ...Group...Traits
Pistol................Advance.......16 GP.....1d8 P.........40ft............1...........1...........1.........Gun.......Fatal d10, Imprecise 20ft, Uncommon, Penetration 5
Musket.............Advance.......22 GP.....1d10 P.......60ft............2...........2...........2.........Gun.......Fatal d12, Imprecise 30ft, Uncommon, Penetration 10
Blunderbuss....Advance.......25 GP.....1d10 P.......30ft............2...........2...........2.........Gun.......Fatal d12, Imprecise 10ft, Uncommon, Penetration 5, Spread 10ft cone

New Weapon Traits
Spread - This ranged weapon spreads it's attack to all targets in listed distance from the weapon.

Imprecise - This ranged weapon is less effective at far distances. Your attack against target that are at a outside range of listed distance take a -2 penalty.

Penetration - When this ranged weapon deals damage, it ignores the amount listed of resistance that the target may have.

Gun(Crit) - The gunshot viciously pierces the target, who takes 2 additional damage per weapon damage die.

Item 2: Cartridge
(Consumable)(Uncommon)(Gun)
Price 5 SP (price for 10), L Bulk
This Cartridge is made to hold black powder for firing with a gun.

Item 2: Alchemical Cartridge(Lesser)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Lesser Alchemical bomb + Cartridge.
This Cartridge is treated with Lesser Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

Item 4: Alchemical Cartridge(Moderate)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Moderate Alchemical bomb + Cartridge.
This Cartridge is treated with Moderate Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

Item 12: Alchemical Cartridge(Greater)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Greater Alchemical bomb + Cartridge.
This Cartridge is treated with Greater Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

Item 18: Alchemical Cartridge(Major)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Major Alchemical bomb + Cartridge.
This Cartridge is treated with Major Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.


Tiefling Universal Heritage:
You are descendant of a fiend whether it be a parent or some distant ancestor, or being product of planar energy influencing your bloodline. Whatever it is the fiendish influence flowing through your blood has awakened, it's form manifests differently based on what your bloodline draws from, but could be a pair of horns, goat feet, change in skin tone or any other aspect. You gain the tiefling trait and you must choose type of tiefling heritage below. In addition, you may select feat from either your mortal ancestry or those from the tiefling feats whenever you gain an ancestry feat.

Spelling fix.


Edits made. Also reason why they don't give low-light/darkvision straigtht away is most ancestries get either so you losing out then.

Tiefling Universal Heritage:
You are descendant of fiend whether it be a parent or some distant ancestor, or being product of planar energy influencing your bloodline. Whatever it is the fiendish influence following through your blood has awakened, it form manifests depending on type of fiend your bloodline drawn from, but could be a pair of horns, goat feet, change in skin tone or any other aspect. You gain the tiefling trait and you must choose type of tiefling heritage below. In addition, you may select feat from either your mortal ancestry or those from the tiefling feats whenever you gain an ancestry feat.

Feat 1: Fiendish Vision
Your fiendish blood has thickened enough to improve your sight. You gain low-light vision or darkvision if you already have low-light vision. You can select this feat twice if you started without low-light vision.

Feat 1: Mighty Weaponry
Your fiendish claw or hands grow sharper and your tail more deadlier. You trained in both claw unarmed attack that deals 1d6 slashing damage, and has the (finesse, agile) traits and you also gain a tail unarmed attack that deals 1d8 bludgeoning and has (finesse, trip) traits, both belong in unarmed weapon group. Your claws also count as weapons when using them for purpose to meet requirements to use feats such as Twin Takedown or Double Slice and counted as wielded with an empty hand.

Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown set of teeth lining your enlarged jaw. You gain an jaw unarmed attack that deals 1d6 piercing damage and recovers 1d4 temporary hitpoints back on succuessful strike with the jaws.You may also choose Abyssal as a language to start with due to your Qlippoth blood.

Shackleborn Heritage: You know pain like no other, it comes naturally to you like an art form and you know how to make the best of it. You gain a +2 circumstance bonus on rolls involving emotion effects. You may also choose Shadowtongue as a language to start with due to your Kyton blood.


Likely give them reaction that shields themself and throws out a fear type effect. Devotion maybe use savour the sting as one.


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You can use this for your cause and tenets. I have them made for homebrew champions but not finished rest.

Tenet of Evil
⦁You must uphold service to yourself and deity above all else, commit yourself to causes that bring about your own gains and not cast spells championed by those of Good aligned.
⦁You must never pass up an opportunity to improve your own strength, to extol the virtues of your deity, and to avenge yourself upon those who have done you harm.

LE: Tyrant Cause
You're loyal, cunning and have cause to strike fear into hearts of others. You gain (insert her) champion's reaction and the (insert here) devotion spell. After the tenets of evil, add these tenets:

⦁You must challenge those to establish supremacy, honor your word when given and inflict fear whenever needed.
⦁You must the respect those deemed of authority, wield the law like well made and razor sharp weapon, one to respect and always to be used.


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Tiefling Universal Heritage:
You are descendant of fiend whether it be a parent or some distant ancestor, or being product of planar energy influencing your bloodline. Whatever it is the fiendish influence following through your blood has awakened, it form manifests depending on type of fiend your bloodline drawn from, but could be a pair of horns, goat feet, change in skin tone or any other aspect. You gain the tiefling trait and you gain heritage type below. In addition, you both select feats from your mortal ancestry as well as tiefling feats whenever you gain an ancestry feat.

Pitborn Heritage: You draw upon energies granted by Abyss to you making you body more full of life force. You gain +4 Hit Points to your ancestry. You may also choose Abyssal as a language to start with due to your Demonic blood.

Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown razor-sharp teeth lining your jaw. You gain jaw unarmed attack that has deals 1d4 piercing damage and has unarmed and finesse traits and gives temporary hitpoints of 1d4 back. You may also choose Abyssal as a language to start with due to your Qlippoth blood.

Hellspawn Heritage: Your known to be rigid or organized at times, and how to demonstrate the skills to hold others attention. Whenever you use deception, diplomacy or intimidation skill you apply fascinated condition on the target upon critical success. You may also choose Infernal as a language to start with due to your Devil blood.

Shackleborn Heritage: You know pain like no other, it comes naturally to you like an art form and you know how to make the best of it. When you roll a success on a saving throw against an emotion effect, you treat it as critical success instead. You may also choose Shadowtongue as a language to start with due to your Kyton blood.

Feat 1: Fiendish Vision
Prerequisites: Fiendish Resistance.
Your fiendish blood has thickened enough to improve your sight. You gain low-light vision or darkvision if you already have low-light vision. You can select this feat twice if you started without low-light vision.

Feat 1: Otherworldly Lore
You eagerly embrace the stories and traditions told about your fiendish ancestry and place where they came from, taking note to learn techniques passed off to your bloodline. You gained trained proficiency rank in Religion and one other from heritage. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. As a Shackleborn your trained in Deception and Shadowplane Lore, as a Hellspawn your trained in Diplomacy and Hell Lore, while if Motherless you trained in Survival and Abyssal Lore or Pitborn you are trained in Intimidation and Abyssal Lore.

Feat 1: Fiendish Resistance
Your body has grown used to it's form granting you an fiendish resistance drawn from fore bearers. You gain either fire or cold resistance equal to half your level (minimum 1).

Feat 1: Mighty Weaponry
Your fiendish claw or hands grow sharper and your tail more deadlier. You trained in both claw unarmed attack that deals 1d6 slashing damage, and has the finesse, agile traits and your tail unarmed attack deals 1d4 bludgeoning and has finesse and trip trait, both belong in unarmed weapon group. Your claws count as weapons when using them for purpose to meet requirements to use feats such as Twin Takedown or Double Slice and counted as wielded with an empty hand.

Feat 1: Below Grace
Your connection to the Planes below grants you a divine innate spell, much like those of fiends. Choose one cantrip from the divine spell list. You can cast this spell as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Feat 5: Bony Wings
Your bones and muscle have twisted leaving your body with vestigial wings sprouting from them. You can use these bony wings to glide and control your descent. You can roll a DC 15 Maneuver in Flight check to descent safely from any height without taking fall damage, even if you aren’t trained in Acrobatics. If you are trained in Acrobatics you make additional DC check to move 5 feet laterally for every 20 feet you fall.

Feat 5: Mighty Cunning
Prerequisites: Mighty Weaponry.
You know how use natural weaponry your fiendish blood grants you precisely. Whenever you critically hit using an unarmed attack grant by mighty weaponry or fiend heritage, you apply the weapon’s critical specialization effect.

Feat 5: Fiendish Twin Resistance
Prerequisites: Fiendish Resistance.
Your body has grown not just to resist one type of extremity but two, you gain other resistance offered by Fiendish Resistance that you didn't take.

Feat 9: Tiefling Grace
Prerequisites: Below Grace.
Over time your fiendish magic has matured. You gain Darkness as 2nd-level divine innate spell as well one other depending on your fiend heritage, Web if Shackleborn, Blur if Motherless, Enlarge if Pitborn and flaming sphere if Hellspawn. You can cast each of these divine innate spells once per day.

Feat 9: Fiendish Flight
Prerequisites: Bony Wings.
Your bony wings have reached full form now leaving you with wings that may mistake you for your fiendish ancestor. You gain flying speed equal to your normal speed.

Feat 13: Tiefling Weapon Mastery
Prerequisites: Mighty Weaponry.
Your fiendish might comes second nature to you. Whenever you gain a class feature that grants you expert or greater proficiency in weapons you also gain that proficiency for any unarmed attack grant by mighty weaponry or fiend heritage.


It's large form so not really for sneaking but more for assaults and hiding your idenity. The form good I think from 8-12 until striking +2 runes come into play then your doing same damage as one.


Yeah you reliant on type of single spell and then what type of strike you make, which future books like expand upon.


Yeah your right that martials get easier buy in and some archtypes seem fitting for more heavy armor classes. Plus assassinatinate type rogue already get at 18 I think even then it can only kill weaker enemies. If they were gonna be doing assassinations themes for red mantis then probally give it bleed persist type or some kind of divine slice.


Wonder if shift for really long dungeons will encourage players to set up camp with traps and such. So they spend alot of time their making multiple incursions deeper into dungeon. Be useful if dungeon have lots of paths and nasty battles.


Bespell seems likely to work best with true strike then 2 action attack I can see why doesn't scale as it start giving too much dice. It more thought of does using spell to just get bespell seem worth it this turn.


Yeah timing when party should move varies about situation are they in dungeon, a forest, on a caravan travelling. It might be right around 10mins-20mins and make secret checks in background with you warning players the noise approaching in the cases patroling enemies. If player not doing anything but keeping watch maybe let them stay longer.


What people in fourm fail to account for is red mantis is kind of lacking on the theme it's meant to give off. If class meant to be suitable for rogue for example it's pretty late buy in for them.

Current one is now minor divine caster with shapeshifting ability to turn into mantis. But doesn't quite fit assassin but more illusive warrior.

Also corvo alot of complaints I seen be pretty reasonable about being worded weirdly or needing devs to tell us if something does work x way. Hopefully most of that will becovered by upcomming errta.


Think the sub heritages might be just baked into main one with short descriptions and choose a tag.

So you go human as ancestery then when pick Genie-kin heritage in it have 4 which likely either give small different bonus or same one.

Then 3 or 4 ancestery feats for example that locked to each sub heritage so sylph human can't choose undine human ancestery feats as they dont meet prequisite.


Think it's a case of how powerful do we want specialization to be, if you throw all your feat into one specfic weapon, school, skill type how powerful should it be compared to somone who didnt invest that much.


I say their more likely to be higher in numbers as sorcerer than wizards do to higher chance of coming into contact with planar influences or blood being passed down.

Wouldn't be suprised for example if Chelix noblity end up all as diabolical sorcerers sooner or later with succession crisis due to having tiefling progeny cause of hell influence.


Success or Failure will stop them helping their allies like with flanking, buffing and healing and would attack if accidentally hit by their "former" allies, while crit failure will get them to attack anyone.


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Except for insect form which not sure about viability of red mantis is probally best out of 10 in terms of mechanics. Worst of them is living monlith it should either be rare dedication at 2nd lvl or remove rarity for ka stone as it dead route.

Armiger doesnt seem to strong enough likely cause better versions be here soon but does have some nice resistances. Sidenote devs should of included sidebar telling gms and such to use the old orders by checking online or older books for now.

Aldori Dulist sword needs its price checked and better trait to make it worth using 1 handed.

Magic Warrior is just fluff thing with no mechanics to back it up. Dont ever try to do something like that if at bare minimun makes it weak.

Runescarred is pretty decent one for non spellcasters or even spellcasters although its magic to more suitable for buffing spells.

Monk one is another decent one but one of it's focus spells that xenocrat listed could do with brush up.


shroudb wrote:

also, no need to put frighten on it.

it already is an attack which is about equal to paladin getting an attack, no more riders needed.

Or, in fact, you could simply NOT have it do an attack, and only get the resistance and the Frighten.

Also:
"You must drive for power and be cunning whenever it advances your cause, harm or undermine those who seek to wrong you and value your life above others when it needed."

that's not "evil" imo. That's like the definition of neutral "don't care about others, just you survive, also punish those who are against you"

A tenet for Evil needs to promote evil, not to promote self-preservation and defense.

i'd put in something more drastic in its place, like:
"You must strive to undo good acts done by others"
or
"You must strive to accomplish your deeds in a way that brings harm to another"

or something along those lines

Yeah already have all their tenets reworked just regoing over the some other stuff for them.


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Red mantis looks good for rogue to go aslong as you spend first two skill feat on getting advance weapon for sawtooth or using human unconvential weaponary.

Although compared to regular multiclass dedications good few of theses are too weak, don't care about fluff of it if cant carry itself.


Erk Ander wrote:
I can already say that the Tyrant reaction is WAY better than its LG version. Even if you ditch the resistance its still much much better

Any thoughts on how to make it even?


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Quick edit, replace in Ravager Cause.

⦁"You must strive to be always spontaneous when possible and encourage others to be cruel when needed."

With

⦁You must follow your urges and desires, if doing so does not compromise your goals. You may act as cruel and destructively as you can.


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This was something I was working on to make evil champions possible, it still in need of evil champion specific feat but i'll post them at later date.

Tenets of Evil:
⦁You must never perform acts anathema to your deity or willingly commit an good act without selfishly gaining from it, or the casting of an good spell.
⦁You must drive for power and be cunning whenever it advances your cause, harm or undermine those who seek to wrong you and value your life above others when it needed.

Tyrant Cause (LE)
You're honorable, deceptive and committed to striking fear at the forces of righteousness. You gain the Wrathful Strike champion's reaction and the Necrotic Sting devotion spell. After the tenets of evil, add these tenets:

⦁You must act honorable, submit or show supremacy when challenged and inflict fear into opposition,
⦁You must respect the lawful authority of legitimate leadership wherever you go, and stay within thin bounds of laws.

Wrathful Strike Champion's Reaction
Trigger: An enemy damage you and within 15 feet of you.

⦁You shield yourself and hurt your foe. You gain resistance to to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it and have it become frightened 1 on success.

Divine Smite Level 9 (LE)
You punish those who strike against you. If you hit with Wrathful Strike, the target takes persistent evil damage equal to your Charisma modifier.

Exalt Level 11 (LE)
You lead by example when you use Wrathful Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.

Deceiver Cause (NE)
Your full of deceit and malice. You gain the Deceitful Glimpse champion's reaction and the Necrotic Sting devotion spell. After the tenets of evil, add these tenets:

⦁You must act to corrupt and twist those who seek your company and push others towards more extreme ends.
⦁You must prioritize your own needs above others, regardless of others authority or their station.

Deceitful Glimpse Champion's Reaction
Trigger: An enemy damage you and within 15 feet of you.
Your foe falters as visions of deceit and horror take hold and play in their mind's eye. The foe must choose one of following options.

⦁You are unharmed by the triggering damage and your foe hurts itself in the process taking 5 of triggering damage.
⦁You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

Divine Smite Level 9 (NE)
A corruptible conscience assails foes who spurn your Deceitful Glimpse. A foe that responds to your Deceitful Glimpse by dealing damage takes persistent evil damage equal to your charisma modifier.

Exalt Level 11 (NE)
You learned to shield multiple allies. You can apply resistance granted by Deceitful Glimpse to yourself and all allies within 15 feet of you.

Ravager Cause (CE)
You're committed wanton chaos and cruelty. You gain the Unbounded Step champion's reaction and the Necrotic Sting devotion spell. After the tenets of evil, add these tenets:

⦁You must strive to be always spontaneous when possible and encourage others to be cruel when needed.
⦁You must fight against all those who seek to shackle you or make you feel worthless.

Unbounded Step Champion's Reaction
Trigger: An enemy damages, grabs or grapple you and within 15 feet of you.

You free yourself from restraint. If trigger was an you taking damage, you gain resistance to all damage against the triggering damage equal to 2 + your level. You can break free of one of these effects grabbing, restraining, immobilizing or paralyzing you, and may also take a Step as a free action.

Divine Smite Level 9 (CE)
You punish those who attempt to bound you. If the triggering enemy was using any effects to make you grabbed, restrained, immobilized, or paralyzed when you used Unbounded Step, that enemy takes persistent evil damage equal to your Charisma modifier.

Exalt Level 11 (CE)
You can maneuver others into position. When you use Unbounded Step, you and your allies within 15 feet can step.

Necrotic Sting Focus 1
[Uncommon][Champion][Necromancy][Negative]
Single Action Somatic
Range touch; Targets 1 living creature or 1 undead creature

Your hand becomes infused with negative energy, hurting a living creature or healing an undead creature with touch. If you use Necrotic Sting on living target you deal 1d6 damage and it must attempt a basic Fortitude save as well a -1 status penalty to AC for 1 round. Against an undead target you restore 8 hit points.

Heightened (+1) The amount of healing for undead increases by 8, and
the damage to an living target increases by 1 die.


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Im just going to say they should of included a sidebar that noted players and gms don't need to include order and favorite weapon till new book out. Cause tell new players to go search online to just get piece of info that not included seems like bad strategy.


Yeah that does seem to be problem if you get 1/day perment item that can let you fly for 700gp and a potion of same type costs 1000gp then that seems off. Potion should be 250gp instead and wand for example 1000gp to encourage buying it.

On a sidenote I still see that enconomy of item price is still high prefer if arefacts for example were 1000gp instead of 100,000gp and potions in silvers, make the price seem less extrageted.

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