Drejk wrote: The burn as is seems to me to suffers from a greater problem... Because each point of burn inflicts one point nonlethal damage per level that cannot be healed until the next day, it means that average kineticist cannot use more burn per day than 4.5+Con modifier. Which at higher levels is about two wild talents/metakinesis use, three or four with Constitution increasing effects. 20th level character focused on Constitution can reasonably have ability score of 36, which gives +13 modifier - about 17-18 burn points per day. Seems ok, allowing to use the max boosted powers three times per day. Assuming you don't do anything else... And you don't mind fainting ever other round when an opponent stabs you for 1d6 damage dropping you current hit points below nonlethal damage already suffered... I 100% agree with this. Burn needs to be overhauled, probably with set damage values.
Yay dark sun! I'm thinking Inquisitor, because 1) I've never done it before and 2) it'd be good for a pissed off ex-templar who was screwed over by a colleague. 4d4 + 4 ⇒ (2, 3, 4, 1) + 4 = 14
Wild Talents: 1d100 ⇒ 551d100 ⇒ 32 Ectoplasmic Trinket
I will happily provide a leader. Artificer seems like it'd be a good fit, though everyone has a decent basic attack so a Warlord could work too. Anyone have a preference? Also Sencho, taking a quick look at your sheet, my only real recommendation would be to make sure either your strength or dexterity, whichever you plan to use as your primary attack stat, is at 18 or higher.
Just a personal analysis, I kinda feel like starting PBP games by telling the players "talk among yourselves" is always a mistake. If they signed up the players did so because they're interested in the story idea you have, so delaying that is bad. I have seen a LOT of PBPs die off very early because they just didn't get going. Probably the most important thing in PBP is starting fast and maintaining that momentum.
Honestly, if you want to have damage heal at a vaguely reasonable rate, maybe just make everything nonlethal. It's not like anyone in He-man ever got hurt for real. Stripping magical healing is a thing I see done fairly often and it rarely works out well, much like when people want to remove magic items or some other random part of the system. The game's designed assuming all those things are available. With no magical healing it's *really* easy to grind a party down very quickly. Also, how does this affect items with healing spells in them? A wand has a third of the charges? IMO the best thing to do would be to just leave healing as is and handwave it. Sure, there wasn't a "Heal-Arr" or whatever in He-Man but again, nobody ever really got hurt unless the plot demanded it.
Viscount K wrote: Hm. Here's a twist - I think neither. For this game, I would allow you to switch your monk unarmed damage and brass knuckle damage. As in, your training is going into fighting with the weapon, instead of your fists. If ever deprived of your brass knuckles (or cyber-gauntlets, or whatever you reflavor them to be), you would still have Improved Unarmed Strike, but you would do damage as if you weren't a monk. How's that work for you? Oh, and you could still use up just your weapon slot (magic item wise) and be allowed to kick, provided the weapon you make up makes sense for that. As with all rules bending I'll be doing, if you like all that, justify it in your backstory and it's yours. That sounds cool to me, and speaking of backstory, I just had some ideas while I was in the shower: During the Last Great War, the Dark Lord Skeletor unleashed a horror on Eternia like none other before it: the De-Men! Savage, brutal beasts with ferocious might, the De-Men were an ancient Horde experiment that had been deemed a failure. Because while they were truly monstrous warriors, their ferocity was too great to be controlled. And so they were sealed away in underground vaults for thousands of years, waiting for someone cunning or foolish enough to loose them on the world. Skeletor was that person. Twisting secrets of Eternian science and sorcery he and his followers gleaned from the very spells and devices used to imprison Skeletor himself to dark purpose, the Dark Lord created thouands of sets of manacles and leg irons that when clapped onto the De-Men, bound them and bent their fury to his will. With this horrible new army at his command, Skeletor began his final campaign, the one which nearly brought Eternia to his knees. In the final battle with Skeletor, the tide turned when the Sorceress -- channelling all the power of Greyskull through the Swords of Power and Wisdom both -- broke Skeletor's great work. When his control over the De-Men vanished, his army fell into chaos. Many of the De-Men lashed out randomly against any they could see and fell on the battlefield that day. Some were cunning enough to flee back to the Dark Side, and haunt that shadowy realm still. One changed. Perhaps he had always been different, or perhaps the light of the Sorceress' magic struck him more deeply than the others. Even now he cannot say, and to him, the reason is immaterial. He simply knew in his heart that the freedom he had now was a great gift, and he would repay it by turning his strength against those who had made him a slave and a murderer. Immediately he turned on his commander -- the martial artist mutant Karatti. Caught completely by surprise, Karatti was severely wounded by the very skills he had taught the enslaved De-Man and fled the battlefield. He holds a grudge to this very day. When the battle was over, with both He-Man and Skeletor vanished, the De-Man surrendered to the Eternian forces. Many clamored for his execution -- De-Men were nothing but thoughtless monsters, after all. But the Sorceress, even as she grieved for her missing husband, came and spoke with him. As they talked, he didn't ask for mercy, or demand release. He simply thanked her for freeing him from Skeletor's power. So moved that she stepped forward and placed her hand over his heart and, feeling the good radiating from it, she set him free once more. "I feel something noble within you, De-Man," she said, "from today forward let justice and righteousness be the only things you are chained to." With that she let the Power of the Universe flow into him. It radiated out from his heart to the symbols of his slavery -- Skeletor's shackles and leg irons -- and changed them. Symbols etched into the steel changed from glowing a baleful red to a bright, shimmering white. "Rise, Noble De-Man," said the Sorceress, "I free you a second time, because Eternia needs hearts like yours more than ever, today." And so he rose as Noble, taking what the Sorceress had called him as his name, and he has served as the Sorceress' guardian and champion ever since.
So I'm thinking sort of a "noble monster" type here. A brutish creature with a heart of gold (Oni-Spawn Tiefling Monk) from the Dark Side of Eternia who turned against his wicked masters and put his fearsome might to work fighting for justice! I want to know your take on the whole monks and brass knuckles issue though, as I go to spend my cash. Some people think Monks get to use their unarmed damage with them, some don't. I fall on the side of "do" (mainly because Monks need all the help they can get) but its your opinion that matters here, Viscount K!
I think he means the Tattooed Sorcerer archetype. I am interested as well, but dithering over ideas.
To expand on this, I realize the *only* way to have firearms is to be from the Arman Protectorate, I'm just curious if they use the standard "Emerging Guns" rules or one of the ones where they're more common. Though considering Machinesmith has to take a trick for firearms proficiency I have probably answered my own question. Back to the crossbow then! Can I get a feat/trick/prototype/something so I can eventually use the Focused Shot feat on full attacks?
Actually never mind, back to machinesmith. I AM INDECISIVE. But nobody else has even put forth a character idea yet so I've got plenty of time to BE indecisive. I am curious about firearms rarity rules still though. I kinda want to use guns or a repeating crossbow for style purposes, but the lack of an ability modifier to damage + ridiculous reload times hurts a lot.
Actually reading machinesmith is hurting my brain. Maybe gunslinger from the Arman Protectorate? Do they get an alteration to the cost and availablility of Firearms at all? (Basically I'm hoping to get the "Guns Everywhere" level where Gun Training comes in at level 1, because waiting for level 5 suuuuuuuuucks.)
About Aardvark BarbarianA (not so brief) Brief History I began playing D&D in middle school with 1st and red box and consumed all the material I could find. The downside was I didn't have a DM to mentor me, an older friend that had played since the beginning. 2nd came out soon after and offered some explanation in the rule books that didn't seem clear in the beginning. Amongst my friends I always ran the games since I was the one who had read the books cover to cover (multiple times) and knew most of the core information by heart. Because I was never taught the game, I had only one thing to rely on, the rules. I have always been described by my friends as Lawful Lawful Neutral (with good tendencies). There were always rules that made sense and those that I felt didn't, but as the game even said, it was my game and I could change those as I saw fit. I have always run homebrew (nothing against any published worlds, but those were someone elses' worlds and followed their rules, my world followed mine). When 3rd came out I was amongst the vocal against it, but it was D&D, and I loved all things D&D (even when I don't agree with them) so I would give it a fair chance. I found that a lot of the new rules were rules I had already used of my own creation. As always I consumed all that I could find. Some things just didn't fit (monks never fit, as my world had no Asian culture). There were now rules galore, I had my fill of rules and then some, went back for seconds, circled the table buffet style then over-indulged in a horde of rules to handle almost any situation I could imagine. Over time I realized these just made me fat and slow, every action had a bunch of references that needed to be attached. There's always the "just add a situational modifier", but I'm not random, I'm LLN. If there was a rule, I'll find it and use it, if I don't agree I'll change it.. officially and inform all the players of the new state of things. Soooo, 4th appears and again I rally against the intruder into my happy world, but all things D&D must be given the benefit of the doubt and consumed. Lo and behold, they took all those rules in 3rd that answered my queries, and compact them into a simple easily digestable format. Stats placeholder:
Johann Iorra
Male human (Kellid) summoner (synthesist) 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80) NG Medium humanoid (human) Init +2; Senses Perception +1 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 7 (1d8-1) Fort -1, Ref +0, Will +3 -------------------- Offense -------------------- Speed 30 ft. Summoner Spell-Like Abilities (CL 1st; concentration +4) . . 6/day—summon monster I Summoner (Synthesist) Spells Known (CL 1st; concentration +4) . . 1st (2/day)—mage armor, shield . . 0 (at will)—acid splash, daze (DC 13), detect magic, light -------------------- Statistics -------------------- Str 10, Dex 10, Con 8, Int 16, Wis 12, Cha 16 Base Atk +0; CMB +0; CMD 10 Feats Combat Casting, Fast Learner[ARG] Traits gifted adept, restless wayfarer, influence, frontier-forged Drawback attached (object) Skills Intimidate +8, Knowledge (arcana) +7, Knowledge (geography) +8, Knowledge (nobility) +7, Knowledge (planes) +7, Spellcraft +7, Use Magic Device +7 Languages Auran, Common, Dwarven, Hallit, Orc SQ fused eidolon, fused link Other Gear 150 gp -------------------- Special Abilities -------------------- Combat Casting +4 to Concentration checks to cast while on the defensive. Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif Gifted Adept (Mage Armor) A chosen spell gets +1 CL. Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Fused
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