Bill Dunn wrote:
Only ever ran into one Catch 22 situation with a Paladin. And it was clearly unintentional. The GM was having Drow raid a city above ground, and the party was to put an end to it, working alongside the Drow resistance which hated their current government, and wanted to end the surface raids. Thing is, they were still evil. They'd still be doing all the horrible things drow do, they just didn't care for the surface. My paladin couldn't justify overthrowing one government for another just as bad, but she also couldn't ignore the surface raids any longer. Eventually, we got higher calling'd while the whole thing sorted itself out. I wasn't the only player playing a character who was unable to work with this revolution. My Paladins tend to be less "GOOD FOR THE GOOD GOD!" and more good people whose powers come from the fact that they're good people. A lot of GMs also misunderstand "Lawful". "Paladins can't focus on archery. It's unfair to fight enemies from a distance." Archery is totally fair game, and waaaay better for a defender of the people. Say an Orc raider wants to kill little Timmy. An armored, sword-wielding paladin can leap between them, sure. But then the Orc raider goes around Mr. Shiny and axes little Timmy. I can kill orc raider with arrows before he gets close. Also, hard to chase down evil if evil has more than a 25-foot movement speed. "Paladins can't use disable device, lockpicking is inherently chaotic." Paladins can totally use it. Disabling traps, opening dungeon doors, You do know having the key doesn't make forced entry into the next floor inherently more or less lawful, right? "Paladins can't lie." Yeah, this one's actually in the paladin's code, but I'd argue that in situations where information can be dangerous, Paladins have a right, a duty in fact, to at least not tell the whole truth. Going back to my previous story about the rebellion. Our higher calling got us sent back in time to keep the right people surviving a horrific tragedy that happened in the past. The paladin couldn't exactly tell people that she was a time traveler from the future, they'd have thought she was crazy, and that would've made helping more difficult. Instead, being a Kitsune, a race no one in the city had even heard of, she claimed that a similar calamity had been recorded in her people's history. This actually gave her credibility and authority on the matter. "Paladins can't overlook crimes." They totally can, depending on the crime, level of remorse, and how high the stakes are. Is the paladin really going to turn the rogue in for shoplifting when he may be able to help stop a warlock from taking over the world? Besides, maybe the Paladin things the rogue can change. He may have been a thief and a beggar himself before he was taken in by the church and saw the light. Perhaps saving this scoundrel's soul is his test. The Paladin code is actually pretty sparse, and doesn't require you to screw over chaotic party mates. Evil party mates are another matter, but again, maybe your Paladin thinks that they can be redeemed.
Soo....I'm incorporating a lot of different Homebrews to create a perfect Saiyan Race. I'd love some feedback. Note, this is just the Saiyans as a race. For the ki blasting, flying and all that, I'm using the Ki Master class linked here: https://drive.google.com/open?id=1x1RJt1gXph5bNV0z4FkM_2WtfIM6Rd7qpKP5OcLEx 6A (For some reason, posting it here breaks up the link) Saiyan
Misc: Alternate Form (Oozaru) acts as extended beast shape III (huge ape form only [keeps tail]; triggers upon seeing full moon or spells that mimic moonlight) 3 RP
Zenkai Boost: Whenever a Saiyan recovers from having a number of negative hit points equal half her constitution score or her character level, whichever is higher, she gains a permanent +1 enhancement bonus to a single physical ability score, to a maximum of +6 to each physical ability score. 2 RP Misc: Prehensile Tail 1 RP
Mostly looking or feedback on a few things
Air0r wrote:
It totally works. Just don't spend too much time focusing on them if you want them to live. Seriously, the more deadbeat you are, the better for their safety. Some GMs can be sadistic if you don't specifically work out that you don't want your family's deaths to become a story point. Despite this, I usually give my character surviving family members. Brothers, sisters, parents. Even played a married Vampire once, his husband was a Paladin. Honestly, you can totally say that you're sending back a bit of gold to your family every so often, and it shouldn't set you back too far treasure-wise. After all, even low-level adventurers are typically making bank.
VampByDay wrote:
Right, forgot how Google Docs was. Try this: https://docs.google.com/document/d/1x1RJt1gXph5bNV0z4FkM_2WtfIM6Rd7qpKP5OcL Ex6A/edit?usp=sharing&authuser=1
I get that you might be looking for more official stuff, But I cannot stress the awesomeness of this homebrew Ki Master class The Loading Crew made for MasakoX in their Sands of Sala'Bhim Campaign. If you're looking for DBZ, this IS it. https://docs.google.com/document/d/1x1RJt1gXph5bNV0z4FkM_2WtfIM6Rd7qpKP5OcL Ex6A/edit
Blymurkla wrote:
Actually, from my planning with another party member, it's moving from "Gay Brothel" to "Brothel City" |