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Ciaran Barnes wrote:

So the concept is that the character inhales the fumes of burning metal, and instead of getting poisoned he gains a benefit of some kind. Is that right?

You're going to need to start by simplifying the wording and mechanics for the primary class feature. I'm having a hard time following everything. What you have written needs a lot of revision for clarity. Some of the specific number are odd, I think. One of the durations is 48 seconds, and one of the ranges is 85 ft. Very specific, and probably too specific. The 48 seconds might as well be 1 minute.

If the abilities are based on materials that the characters has to obtain himself, then you're going to need to expand the list of metals. I'm sure you could some up with maybe another dozen. Maybe you know a lot more about metals than me, but I don't see parallels between each metal's effect and whatever lore I personally know about that metal. Well, maybe the bit regarding iron and magnetism, but thats it. I assume you're basing the effect on something you know, but I'm not familiar.

I feel like this could be a variant on the alchemist, and that might be a simpler route to go in order to create this class.

Most of the class is based off of a fantasy series of novels called the mistborn trilogy you injest the metal and the act of using the power it gives you is called burning. And the 48 seconds one is just that pewter burns ridicously faster than all the other ones and you'd have it for around the same number of rounds per day at 1st level as a barbarian has rage


Me and a friend made a custom mistborn class to play in our campaign and i thought i might as well share it. we are not going to encounter other allomancers in our campaign so that's why their is an absence of some metals. https://docs.google.com/document/d/16C_x3-rfL9_DngGw_9C1ep_7jeb13--vxT1jVfA etdE/edit?usp=sharing


avr wrote:
For alchemical items with DCs note the alchemical strike feat, including the Special: bit at the end. It raises the item DCs by 2 immediately, then 2 more at 11th level and a further +2 at 16th level for an alchemist.

Oh dude nice thanks man that's what I was looking for


So i'm running a game for some friends recently and one of them is playing an Alchemist. We just started to reach higher levels and now that all of the alchemical items he used to use are all but useless to him now because they have no scaling for the DC and just a little bit for the damagethanks to the int bonus to splash weapons he and i both feel like he has been robbed of what was a major class feature of the alchemist so i was trying to develop a feat or maybe just a class feature to scale alchemical items up as the character levels. I just needed help with deciding what the scaling is based off of. I would definitely like to scale the DC up with the player but need help math wise to keep it balanced. I had a couple ideas replacing the DC with 10+1/2 alchemist lvls+ int mod, just adding int mod to the DC, or adding class lvl to the DC. i would also like to scale up the duration and damage to keep them relevant but haven't really thought of how much i want it to scale up i think i might make that a separate feat and have it scale by HD add a d6 to damage and a d4 to the duration for every 4 lvls any advice or help with balance issues would be


Sorry guys I forgot to mention that I didn't really want to mess with spellcasting because I have only ever played casters so I wanted to try a martial class I had to leave as I was posting so I tried to hurry one out. Characters basically Eddie dean from the dark tower novels and I got really lucky with my stat rolls so I've got a bonus of +1 or more in all of my stats


My current character is a 5th level human gunslinger and form everything ive read it's time for me to multiclass out. My gm allowed me to use the gunslinger's of porphyra book so im dual weilding pistols in close combat. He is also letting everyone use 3.5 prestige classes and feats so also looking for suggestions on that