Lael Treventhius wrote:
Awesome video Yah, I agree. Arcane duelist or Arcane duelist/shadow dancer seems right.
I see no reason for the magic items to have names in the rules. The DM can name them if he wants to. I do that most of the times - but then again I would never give them players a plain +1 or +2 longsword - I would always give it some kind a special ability that could give the play a small advantage or disadvantage ... or maybe just someting funny.
Maybe you could have them find the remains (including some statues) of them last party that tryed to figth the dracolisk. Along with the remains they could finde some usefull items. maybe: 10 keen +2 arrows of Icy Burst and some potions: 1 Protection from acid, 1 bull's strength, 1 Stoneskin and 1 Haste
If you think that one of the players could manage it, you could allow that player to play a secondary character. That character should be weaker than the other characters - at least 2 levels lower than the other characters. A idea could a cowerdly goblin rogue that have been forces to flee from his tripe because he stole something valuable from the supreme priest.
Gina Starr 248 wrote:
I would say no problem. Allow it. ... and if he does have leadership the slave will not be very loyal. If has has leadership - secretly make check intimidation check before each gamesession to see how willing the slave is to serve him. Since the slave don't serves out of his own free will. It he wants 100% loyal slave tell him to make an enchanter.
The bonus to saving throws against magic that involves runes, symbols or signs could probally be changed to +4 without any it being too powerful since the bonus is given to so few spells. Note: The reason for the saving throw bonus is that illiterate characters are more sceptical toward signs that literate characters and therefore more cautious.
Bobson wrote: That being said, your character sounds like a charismatic rogue (see the Rake archetype), bard, or possibly even paladin depending on how you see being a "icon of hope". Both the bard and paladin have magic, though, so they may not be the best choices. I agree a rogue with the Rake archetype seems like a good choice, if your DM allows alternate class features. If he doesn't use your Rake's Smile (Ex) to talk him into allowing it anyway. At 10th level it should give your a +3 bonus to your diplomacy :-)
Leonal wrote:
In my experience you get better characters and more fun out of playing if your start with the personally and background for the character and then go into the technical stuff later. Of course it is not a rule that characters with poor numbers will make it more fun to play. I just say that you should start with most important stuff - the personally and that should be the focus - worry about the numbers later.
Phage wrote:
I was thinking of spells like Explosive Runes, Sepia Snake Sigil and all the Symbol spells. You can't trigger them and if someone else trigger them while you are nearby you get +2 to your save if relevant. I agree that it isn't that powerfull. The idea was just to make it posible for a character to be illiterate and to give it some flavor at the same time. Suggestions to improving the trait are welcome. P.S. I am also thinking about a one eyed trait.
gnomewizard wrote:
I'll say forget about the numbers and try to imagine you character. Write a background story for him, then take the numbers at try fit them to your charactor as well as you can. Take feats and skill that fit your character. Characters made this way are always more fun to play, because you can know what they are about. If you start with the numbers you risk that your character will just be a bunch of number - and there will be less roleplaying and more moving a random miniature around. The numbers really doesn't matter. It is you putter life into your character that makes him powerfull.
Okay I think that I was wrong about how the spell works, so here I go again: New Social Trait: Illiterate (3rd try) A character with the illiterate trait either comes from a illiterate background or was poorly educated and isn’t able read or write. She can't learn skill or take feats the require that she can read or write. She can't read scrolls or learn spells by reading. Any spell involving reading or writing runes, symbols or signs including read magic and comprehend languages are removed from her class spell list. A illiterate character can't trigger spells, magic traps or cures that are triggered by reading, and she gain a +2 trait bonus to saving throws against magic that involves runes, symbols or signs. The character is trained in a oral tradition. she gain a +1 trait bonus to Knowledge: Local and Knowledge: Local is a class skill. It's posible for the character to learn how read and write in the course of the game - of course she would have to find a teacher. If the character learns to read she will loose all disadvantages from the feat, but her will also all other advantages than the +1 bonus to Knowledge: Local and Knowledge: Local as a class skill.
Mauril wrote:
It should just be Knowledge: Local (no history). Sorry for the confusion. Idea being that in cultures that are primary illiterate, they tell a lot of local tales around the fireplace. The tales a not just fun stories. They tell you how to behave in that culture and they ophold the culture, since there is no written language (or that the written language takes a long time to write. That being the case with runes in the Vikings culture.) Some of the stories may originate from true historic events, but the stories are told generation after generation and will change over time. The story about a boy who saved his sister from a snake, could become a story about a hero that saved the village from a dragon after a few generations. I was not trying to overwrite magic. My idea was that the comprehend language change the written foreign language into your native language, but since you can't make sense of your something writen in your own language, you still can't read it. I could be wrong on how the spells work, so that would be a rules question. Also it not meant to be irrevocable. The character can learn to read and write in the course of the game - Of course she would have to find a teacher. If the character learns to read she will loose all disadvantages from the feat, but also all other advantages than the +1 bonus to Knowledge: Local and Knowledge: Local as a class skill.
Thanks for the input. I have rewritten the trait. ----------------------------------------------------------------------- Character Trait: Illiterate A character with the illiterate trair either comes from a illiterate background or was poorly educated, and isn’t able read or write. She can't learn skill or take feats the require that she can read or write. She can't use spells involving runes, symbols or signs. She can't read scrolls or learn spells by reading. She can't get any usefull information out of a read magic spell. Comprehend languages and tongues will not enable her to understand any written text. A illiterate character can't trigger spells, magic traps or cures that are triggered by reading, and she gain a +2 trait bonus to saving throws against magic that involves runes, symbols or signs. The character is trained in a oral tradition. she gain a +1 trait bonus to Local History and Local History is a class skill. It's posible for the character to learn the read and write in the course of the game. If she do so the trait simply gives you +1 trait bonus to Local History and Local History is still a class skill for you (all other benefits and disadvantages are removed)
I have been thinking about how to make a illiterate charactor trait. Here is my first draft (... or accurately my second but don't mind that) Character Trait: Illiterate The character comes from a illiterate background and isn’t able read or write.
What do you think? Comments or suggestions on how to improve the trait is welcome.
Diego Rossi wrote:
I liked you post Diego Rossi. You have a lot of different useful toughs and some fun facs.
Thanks, I found it on page 17. When I think of a medieval or renæssance fantacy world. I wouldn't assume that the common soldier, thief or hunter would be able to read or write. Does anyone use some good house rules to cover that. Maybe I could make an background Character Trait called illiterate. That makes the character come from a illiterate background and therefore unable to read or write. This trait could give free feat at the start of the game, but if wanted to learn the read or write later in the cause of the game, it would cost you a feat. |