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Organized Play Member. 102 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character. 2 aliases.


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Liberty's Edge

Great write up. Keep them coming.

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What a great project! My thanks to all.

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I want to be the mushroom man!

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Hello William.
When you have time I would like a copy of your work also.
eric AT kiser DOT com

Thanks, Eric

Thanael,
The the http://www.oerthjournal.com/ website is messed up.

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Just as the title says. I would like to see an Anthropomorphic Mushroom added as an avatar option. It would go well with the character Puerta Bella who is an Hispanic Mushroom.

Thank you, Eric.

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Hi Mairkurion, try this...

Avatar d20

It was developed over on the Giant in the Playground forums and it's pretty extensive. If you look through the links there is even a pdf.

Hope it helps.

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Thanks Vic.

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I still have a few days left before I decide on a name but I wanted to go ahead and say thanks to all of the folks that have posted so far. All of your suggestions have been a great help in me trying to figure out where I want to go with this.

Here is what I have learned from this thread so far.

First, I really like the idea of having a name and then having the name mean something. Such as this post from Kamelgure; Vraedesbyrd ("Burden of Wrath" in Norse). I think it gives a deeper feel to the item. So, now I have two things to work on. A name and what it means.

Second, even though it is a Paladin's sword (+2, holy) I am leaning toward giving it a name that has more of a dark feel to it. I don't see this as a conflict since war is dark.

Lastly, please keep the suggestions coming. It is greatly appreciated.

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I did a search and didn't find anything so here goes...

Do we get to see the entries from the alternates. If the answer is 'no' then why not?

Thanks,
Eric

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Congratulations to everybody that made it. I look forward to reading all of your entries.

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I still don't know yet. I want something evocative. The player is 16 years old and I want him to look back on this experience and say, "I used to play this Paladin and I had this awesome sword called ________."

There are two sides to how our games play out.

I try to keep the background, names, and details of the campaign all very serious and a bit dark. It fuels the imagination of the kids, makes for good imagery, and everybody enjoys the story lines and gets into the game.

The other side is that at some point all of our sessions devolve into jokes and laughter.

I'm leaning more toward something dark and inspiring. I think the one word that has really sparked my imagination so far was Penance. Strangely that post is now missing.

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Thanks for all the details Oliver.

About the bonded item. I thought one of the intentions for bonded items was that it either took up a space or was held in the hand.

Can someone point me to where it states one way or the other if a bonded item uses a slot?

For instance, if your bonded item is a ring can you still where two rings?

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Funny that you would mention "the pen". One of the ideas I was juggling was "The Blood Quill".

Let Iomedae's will be written with this quill.

Too much... ?

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Kthulhu wrote:
Bob the Blade

Aw man! Kthulhu, you are all over these boards and that's all I can get from you. How about something that sounds nasty and reminiscent of your name sake but could still be a weapon for good. :)

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Hello Misfit Studios folks.

How does this product fit in with Player Races: Dragon Men (Savage Worlds) PDF?

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This would be really cool!

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I agree about it being a long sword but the character uses a two handed sword. Also, he has really put forth some great effort being true to the concept of the paladin. He has made it to 6th level without even the hint of a blemish on his character. He has done a great job and I wanted to give him something special.

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Lots of good questions FireberdGnome. The player decided to take the trait that gives him a mark on his body of his deities symbol and he can use it as his holy symbol. The Paladin, Kahlias, was born with Iomedae's symbol prominently and clearly on his face. The church received a prophecy saying that he would come and they should make this blade for him. It has not been revealed what this is all for. Only that there will be great trials that will demand one of his stature to face them.

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It's a start, thanks. If it helps his god is Iomedae.

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I need to name a holy two handed sword that I am putting in my campaign for the Paladin.

And I am drawing a blank...

Please list any suggestions you have. Even if you think it's awful. It can be anything from real world words to made up words or even words in another language. You never know where inspiration might come from and right now I am needing some big inspiration.

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Wow, thanks for all the responses, particularly to Dragonchess Player for the detailed analysis.

It sure is nice to be able to get feedback on how others are interpreting the rules.

Much appreciated,
Eric

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james maissen wrote:
eric kiser wrote:


Is that right?

The table that you are looking at is merely a guideline to help DMs try to put reasonable prices on items that they create and decide that they want in their games.

-James

Hi James. Thanks for the input. I realize the intent but I was just hoping for some outside input.

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Howdy Folks. I have been trying to work through the rules on pricing some magic item. Here is what I have so far...

The Ghost Child's Bracelet
After 24 hours in contact with this item the wearer gains the ability to use Ghost Touch and True Seeing.

The intention is the wearer has True Seeing and Ghost Touch always active.

Ghost Touch 1500 (1000 + 50% for being on the bracelet)
True Seeing 90000 (5th Level spell x 9th Caster Level x 2000 x 2 for continuous)

Total 91,500

Is that right?

Wizard's Bonded Object: Bracer
The wizard wants to add Shield as a permanent affect to his bonded object.

Shield 4000 (1st level spell x 1st level caster x 2000 x 2 for continuous)

That doesn't seem right since a +2 shield is 4000 and the Shield spell also protects against magic missile and incorporeal attacks.

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Also, send me the URL's for the PBP so I can check it out. Just in case no one has mentioned it, retaining players is a common problem for folks running a PBP.

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Hi EileenProphetofIstus,
That sounds great. Feel free to contact me at eric[AT]kiser[DOT]com.

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Much appreciated YellowDingo. I have read your posts for years and never realized you had a blog.

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Thanks YellowDingo. If your willing to share I would be very interested in seeing your game engine. Keeping things simple is a design goal of mine.

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Thanks AdAstraGames.

I have read there was a rather elitist attitude on the Forge forums and that had put me off from joining. I suppose this is as good a time as any to find out for myself.

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I have been working on designing my own RPG. Nothing for production or sale. It is just a challenge I have given myself. The idea being that I would create a game that made sense to me and it would stand on its own without relying on someone else's product.

If anyone could recommend a site where others engage in such activity I would greatly appreciate it. It would be nice to have others to bounce my ideas off of and maybe I could learn something in the process.

Thanks,
Eric

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Good Mullet. Well done. Now come and let daddy brush you.

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What happened to Logue?

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Cool write up, Herbo. Thanks for posting it.

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Wow. What a great, great pair of stories. Well done, sir.
I have decided to invest in getting the AP series as soon as I get paid.

Thank you for sharing your work,
Eric

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I am currently running Monte Cook's Dragon's Delve from DungeonADay.com with a group of five players. Most of them decided to try something new and most of them ended up dissatisfied in one way or another. I want my players to have fun. If they aren't then what's the point of playing. I am in the process of working out changes for all but one of them. As a GM this can be a bit of a pain but I would rather do this than have somebody sitting at my table that isn't getting into the game.

Good Luck with your GM.
Eric

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1 person marked this as a favorite.

PathHopper is the only RPG you will ever need. Anyone who says different is an ignorant fool who deserves to be PWN'd. :)

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Hi Jeremy,
I am a conservative Christian. What you did was harsh. Although, based on what you said, it seems to have been warranted. Their is a name for what she is doing. It is called 'verbal abuse' and by her continuing to call and say these things I think that would be harassment. You should not tolerate that from anyone and it is terribly unfortunate that you have to deal with this from your mother.

Given the situation is what it is, here are my recommendations in order...

All of these need to be handled delicately and politely. Doing so will greatly increase your chances of success.

Explain to your mother that you would love to have a relationship with her on the condition that you will not tolerate any verbal abuse and that you think it would be best to start by the two of you getting together with a councilor. See if the counselor can help the two of you get to a place where you can talk peaceably.

If that is unsuccessful then go to see her pastor and explain the situation to him and ask if he can help. If he is a decent pastor he will help.

If you have had no success to this point you could try asking her to please consider her own sins before she calls you again. Then, when she calls, ask her about it. This one is tough though. If you are a Christian there is a huge biblical significance here. Whatever our sins may be, in the eyes of GOD, they are no better, no different, and no worse than hers. If you are not a Christian then she may just see you as being inflammatory. The hope is that through this statement she will take the time to think about it and come to the realization that she has an obligation to treat you with love.

Lastly, you may need to take legal action. The longer she keeps doing this the greater the chance the police will get involved for any number of reasons.

My prayers go out to you and all your family.
Eric

EDIT: +1 to ignoring me also.

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I would like to add a couple more traits but I am drawing a blank. Any suggestions would be a great help.

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Thanks for all of the insight guys. Your help has made all the difference in developing this race. I'm really comfortable with how it turned out.

I think I want to raise the level of the scent ability to 5th but I don't want to get rid of it. To me, it just feels Dragon-like. To the point that I have always given this ability to the dragons I put in the game.

As for the cohesion of playing a Dragonborne Paladin, I'm okay with that.

As for adding text about primary attacks and 'you are now qualified for monster feat x', I threw these in as helpful pointers rather than because I felt it was needed information. My intention is to add links to the appropriate rules but I didn't think that would be important yet.

Lastly, does anybody have a recommendation for an alternate name for the Draconic Scent feat. Draconic Smell and Draconic Scent make it sound as if the Dragonborne gives off an odor rather than an ability they possess.

Here are a list of changes...

Version 6:

    Changed Draconic Smell to Draconic Scent.
    Changed Draconic Scent from 3rd to 5th level.
    Changed the word requirement to prerequisite throughout feats.
    Added Dragonborne prerequisite to Dragonborne Tradition trait.

Dragonborne:

The spelling is purposelly different from that used in other fantasy games. The addition of the ‘e’ at the end of the word changes the meaning. The former spelling, without the “e”, translated to, “One the dragon had given birth to.” With the revised spelling the name translates to, “One who has endured the dragon.” and/or, “One who is accountable to the dragon.”

Dragonborne are scaled, hairless, warm blooded creatures born from eggs and are milk fed in their early youth. Their scales range from a light tan to a darker brown depending on their age. Unlike dragons they do not have tails.

Some dragonborne undergo transformations using Draconic Rituals. This allows them to take on more dragon-like qualities such as; wings, breath weapon, and superior senses. The decision to accept such transformations is not taken lightly as this sets the dragonborne apart from his clan. They are, at best, considered respected protectors. However, depending on the circumstances, it is not uncommon for them to be viewed with suspicion or seen as war mongers.

+2 Strength, +2 Charisma, and -2 Dexterity
Medium size creature
Base speed of 30’ (6 squares)
Low-light Vision
+1 Natural armor bonus (this qualifies you for the Improved Natural Armor feat)
+2 racial bonus on Intimidate skill checks
+2 racial bonus on Sense Motive skill checks
+2 racial bonus on Perception skill checks
Dragonborne are considered humanoid and un-typed dragons for any affects that target race.
Dragonborne start with the Common and Draconic languages.

Dragonborne Racial Traits

Dragonborne Tradition
Prerequisite: Dragonborne
The Dragonborne take great pride in recording and learning about the history of the world. They believe, by studying the past, great wisdom can be applied to the future. You have been raised with these beliefs instilled in you. You receive +1 trat bonus on all Knowledge: History skill checks and Knowledge: History is always considered a class skill for you.

Dragonborne Racial Feats

Blood of the Great Wyrm
Prerequisite: Dragonborne
Benefit: Choose a dragon type. You gain the coloring of that dragon and resistance 5 to the dammage type associated with that dragon. You are now considered humanoid and a dragon of your chosen type for any affects that target race.

Dragon Types
Black, Acid, 45-foot line
Blue, Electricity, 45-foot line
Green, Acid, 20-foot cone
Red, Fire, 20-foot cone
White, Cold, 20-foot cone
Brass, Fire, 45-foot line
Bronze, Electricity, 45-foot line
Copper, Acid, 45-foot line
Gold, Fire, 20-foot cone
Silver, Cold, 20-foot cone

Breath of the Dragon
Prerequisite: Blood of the Great Wyrm, 3rd level
Benefit: You gain a breath weapon matching your dragon type that you may use once per day. It does 1d6 damage per character level. The Reflex DC is 10 + ½ Level + CON. You qualify for the Ability Focus monster feat.

Breath of the Dragon, Improved
Prerequisite: Breath of the Dragon, 7th level
Benefit: Your breath weapon now uses d10’s.

Extra Breath Weapon
Prerequisite: Breath of the Dragon, 5th level
Benefit: Your Breath Weapon may be used 2 additional times per day.

Breath Weapon Control
Prerequisite: Breath of the Dragon
Benefit: Your Breath Weapon may be sprayed as a 20 foot cone or focused in a 45 foot line.

Claws of the Dragon
Prerequisite: Blood of the Great Wyrm
Benefit: You gain two Claw attacks for 1d4 damage. You claws are considered a natural weapon which qualifies you for the Improved Natural Attack monster feat. This attack is treated as a primary attack when not using weapons.

Draconic Resistance
Prerequisite: Blood of the Great Wyrm, 7th level
Benefit: Your energy resistance improves to 15 against the energy type of your dragon variant.

Draconic Resistance, Improved
Prerequisite: Draconic Resistance, 15th level
Benefit: You energy resistance improves to 30 against the energy type of your dragon variant.

Draconic Vision
Prerequisite: Blood of the Great Wyrm
Benefit: You gain Darkvision 60’.

Draconic Scent
Prerequisite: Blood of the Great Wyrm, 5th level
Benefit: You gain the Scent special ability.

Dragon Wings
Prerequisite: Blood of the Great Wyrm, 5th level
Benefit: You grow a set of draconic wings which grant you a fly speed equal to your regular movement. However, you must land at the end of your movement. Also, falling damage is negated by using your wings. These benefits are lost if you are carrying more than a Light load. Your wing span is equal to twice your height and your weight increases by 25%. You may not "run" or hover while flying.

Draconic Flight
Prerequisite: Dragon Wings, 15th level
Benefit: You gain the full ability of flight. Your fly speed is equal to your regular movement with average manueverability. You now qualify for monster feats that have a fly speed prerequisit.

Maw of the Dragon
Prerequisite: Blood of the Great Wyrm
Benefit: You gain one Bite attack at 1d6. You bite is considered a natural weapon which qualifies you for the Improved Natural Attack monster feat. This attack is treated as a primary attack when not using weapons.

Related Monster Feats
Ability Focus, Flyby Attack, Hover, Improved Natural Armor, Improved Natural Attack, Multiattack, Wingover.

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Nether Saxon,
Thanks for the kind words and thanks for keeping up with the progress. I struggled with the breath weapon for a long time before I decided what to do with it. Specifically because it had the potential to be so powerful. Maybe the upgrade to d10's will prove to be too much. I finally decided to go with it since the feat tax is so high.

Do you think I should get rid of it or leave it up to an individual GM to worry about?

Also, I removed the 'See through Invisibility' feat it seemed underpowered. Blindsight seemed like too much since Sorcerers with the Draconic bloodline only get Blindsense and that's at 20th level. Then I started thinking, what is the point in even worrying about either of those since they can just take Blind Fight.

Please let me know if there are any further recommendations.

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Nether Saxon,
Thanks for the information about primary and secondary attacks. Also, the Dragonborne do have Natural Armor +1.

Maeloke,
I believe I made all of the changes you suggested.

I look forward to your criticism. Here are a list of changes...

Version 3:

    This was the first version I posted.

Version 4:
    Changes listed in previous post.

Version 5:
    Changed +2 racial bonus on Insight to Sense Motive skill checks.
    Clarified racial abilities text to denote 'racial bonus' on skills.
    Clarified racial trait, Dragonborne Tradition, to show 'Knowledge: History' instead of 'History' and clearly stated that the bonus is a 'trait bonus'.
    Numerouse changes to racial feats. It would be easier to read than list here.

Dragonborne:

The spelling is purposelly different from that used in other fantasy games. The addition of the ‘e’ at the end of the word changes the meaning. The former spelling, without the “e”, translated to, “One the dragon had given birth to.” With the revised spelling the name translates to, “One who has endured the dragon.” and/or, “One who is accountable to the dragon.”

Dragonborne are scaled, hairless, warm blooded creatures born from eggs and are milk fed in their early youth. Their scales range from a light tan to a darker brown depending on their age. Unlike dragons they do not have tails.

Some dragonborne undergo transformations using Draconic Rituals. This allows them to take on more dragon-like qualities such as; wings, breath weapon, and superior senses. The decision to accept such transformations is not taken lightly as this sets the dragonborne apart from his clan. They are, at best, considered respected protectors. However, depending on the circumstances, it is not uncommon for them to be viewed with suspicion or seen as war mongers.

+2 Strength, +2 Charisma, and -2 Dexterity
Medium size creature
Base speed of 30’ (6 squares)
Low-light Vision
+1 Natural armor bonus (this qualifies you for the Improved Natural Armor feat)
+2 racial bonus on Intimidate skill checks
+2 racial bonus on Sense Motive skill checks
+2 racial bonus on Perception skill checks
Dragonborne are considered humanoid and un-typed dragons for any affects that target race.
Dragonborne start with the Common and Draconic languages.

Dragonborne Racial Traits

Dragonborne Tradition
The Dragonborne take great pride in recording and learning about the history of the world. They believe, by studying the past, great wisdom can be applied to the future. You have been raised with these beliefs instilled in you. You receive +1 trat bonus on all Knowledge: History skill checks and Knowledge: History is always considered a class skill for you.

Dragonborne Racial Feats

Blood of the Great Wyrm
Requirements: Dragonborne
Benefit: Choose a dragon type. You gain the coloring of that dragon and resistance 5 to the dammage type associated with that dragon. You are now considered humanoid and a dragon of your chosen type for any affects that target race.

Dragon Types
Black, Acid, 45-foot line
Blue, Electricity, 45-foot line
Green, Acid, 20-foot cone
Red, Fire, 20-foot cone
White, Cold, 20-foot cone
Brass, Fire, 45-foot line
Bronze, Electricity, 45-foot line
Copper, Acid, 45-foot line
Gold, Fire, 20-foot cone
Silver, Cold, 20-foot cone

Breath of the Dragon
Requirements: Blood of the Great Wyrm, 3rd level
Benefit: You gain a breath weapon matching your dragon type that you may use once per day. It does 1d6 damage per character level. The Reflex DC is 10 + ½ Level + CON. You qualify for the Ability Focus monster feat.

Breath of the Dragon, Improved
Requirements: Breath of the Dragon, 7th level
Benefit: Your breath weapon now uses d10’s.

Extra Breath Weapon
Requirements: Breath of the Dragon, 5th level
Benefit: Your Breath Weapon may be used 2 additional times per day.

Breath Weapon Control
Requirements: Breath of the Dragon
Benefit: Your Breath Weapon may be sprayed as a 20 foot cone or focused in a 45 foot line.

Claws of the Dragon
Requirements: Blood of the Great Wyrm
Benefit: You gain two Claw attacks for 1d4 damage. You claws are considered a natural weapon which qualifies you for the Improved Natural Attack monster feat. This attack is treated as a primary attack when not using weapons.

Draconic Resistance
Requirements: Blood of the Great Wyrm, 7th level
Benefit: Your energy resistance improves to 15 against the energy type of your dragon variant.

Draconic Resistance, Improved
Requirements: Draconic Resistance, 15th level
Benefit: You energy resistance improves to 30 against the energy type of your dragon variant.

Draconic Vision
Requirements: Blood of the Great Wyrm
Benefit: You gain Darkvision 60’.

Draconic Smell
Requirements: Blood of the Great Wyrm, 3rd level
Benefit: You gain the Scent special ability.

Dragon Wings
Requirements: Blood of the Great Wyrm, 5th level
Benefit: You grow a set of draconic wings which grant you a fly speed equal to your regular movement. However, you must land at the end of your movement. Also, falling damage is negated by using your wings. These benefits are lost if you are carrying more than a Light load. Your wing span is equal to twice your height and your weight increases by 25%. You may not "run" or hover while flying.

Draconic Flight
Requirements: Dragon Wings, 15th level
Benefit: You gain the full ability of flight. Your fly speed is equal to your regular movement with average manueverability. You now qualify for monster feats that have a fly speed prerequisit.

Maw of the Dragon
Requirements: Blood of the Great Wyrm
Benefit: You gain one Bite attack at 1d6. You bite is considered a natural weapon which qualifies you for the Improved Natural Attack monster feat. This attack is treated as a primary attack when not using weapons.

Related Monster Feats
Ability Focus, Flyby Attack, Hover, Improved Natural Armor, Improved Natural Attack, Multiattack, Wingover.

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Spyder25,
Whoops! Too much flipping back and forth between editions. I need to change that to Sense Motive. Nether Saxon caught this one also.

Maeloke and Nether Saxon,
Great information from both of you. Much appreciated.

Mr. PD Pimp,
Thanks for the invitation. I will certainly look into to doing just that.

Okay, now I'm off to research the recommended changes. Version 5 will be forthcoming.

Thanks All,
Eric

Liberty's Edge

-* bump *-

I have posted a revision and I would like to hear any feedback I can get.

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Nether Saxon,
As for giving a choice on which ability to base it on, I have been thinking a lot on this. I keep coming back to the idea that it feels like it should be based on CON.

Also, you're right about basing things on number of feats. It made sense at the time but I think it really just opens the door for an unnecessary mechanic.

Tim,
Thanks for taking a look. I appreciate the feedback. You are spot on about the saving throw. It looks like what was in my brain didn't make it to the page quite how I intended. I have included missing information about the dragons to flesh out area attacks.

Here are a list of changes...

Version 3:

    This was the first version I posted.

Version 4:

    Added +2 racial bonus on Insight skill checks.
    Removed 'x number of Dragonborne feats required' from all racial feats.
    Changed Dragon Breath to 1d6 'per character level' instead of 'per Dragonborne feat'.
    Removed generic non-Dragonborne flying feats.
    Added Dragon Flight as a feat that offers full flight ability.
    Changed Improved Draconic Senses to give the Scent ability instead of skill bonuses.
    Changed Greater Draconic Senses from Scent to See Through Invisibility.
    Changed Green and Cobalt breath weapons to sonic damage. (Like a focused thunder clap.)

Dragonborne:

The spelling is purposelly different from that used in other fantasy games. The addition of the ‘e’ at the end of the word changes the meaning. The former spelling, without the “e”, translated to, “One the dragon had given birth to.” With the revised spelling the name translates to, “One who has endured the dragon.” and/or, “One who is accountable to the dragon.”

Dragonborne are scaled, hairless, warm blooded creatures born from eggs and are milk fed in their early youth. Their scales range from a light tan to a darker brown depending on their age. Unlike dragons they do not have tails.

Some dragonborne undergo transformations using Draconic Rituals. This allows them to take on more dragon-like qualities such as; wings, breath weapon, and superior senses. The decision to accept such transformations is not taken lightly as this sets the dragonborne apart from his clan. They are, at best, considered respected protectors. However, depending on the circumstances, it is not uncommon for them to be viewed with suspicion or seen as war mongers.

+2 Strength, +2 Charisma, and -2 Dexterity

    Medium size creature
    Base speed of 30’ (6 squares)
    Low-light Vision
    +1 Natural armor bonus
    +2 on Intimidate skill checks
    +2 on Intuition skill checks
    +2 on Perception skill checks
    Dragonborne are considered humanoid and un-typed dragons for any affects that target race.
    Dragonborne start with the Common and Draconic languages.

Dragonborne Racial Traits

Dragonborne Tradition
The Dragonborne take great pride in recording and learning about the history of the world. They believe, by studying the past, great wisdom can be applied to the future. You have been raised with these beliefs instilled in you. You receive +1 on all History skill checks and History is always considered a class skill for you.

Dragonborne Racial Feats

Blood of the Great Wyrm
Requirements: Dragonborne
Benefit: Choose your dragon type. You gain the coloring of that dragon and receive +2 with the skill associated with that dragon type. You only gain this bonus if you are trained in that skill. You are now considered humanoid and a dragon of your chosen type for any affects that target race.

(I am still working out which skills to associate with which dragon type.)

    Metallic Dragon Types
    Type, Breath, Area, Skill Specialty
    Gold, Fire, 3x3, Diplomacy
    Silver, Frost, 3x3, ???
    Copper, Electricity, 1x9, Perception
    Iron, Acid, 1x9, Craft
    Cobalt, Sonic, 1x9, ???

    Chromatic Dragon Types
    Type, Breath, Area, Skill Specialty
    Red, Fire, 3x3, Intimidation
    White, Frost, 3x3, ???
    Blue, Electricity, 1x9, SpellCraft
    Black, Acid, 1x9, Stealth
    Green, Sonic, 1x9, ???


Breath of the Dragon
Requirements: Blood of the Great Wyrm
Benefit: You gain a breath weapon matching your dragon type that you may use once per day. It does 1d6 damage per character level + CON. The Reflex DC is 10 + ½ Level + CON.

Breath of the Dragon, Improved
Requirements: Breath of the Drake
Benefit: Your breath weapon now uses d10’s.

Breath of the Dragon, Greater
Requirements: Improved Breath of the Dragon
Benefit: Your Breath Weapon may be used additional times per day equal to CON.

Breath Weapon Control
Requirements: Breath of the Dragon
Benefit: Your Breath Weapon may be used in a 1x9 line or in a 3x3 area regardless of type.

Claws of the Drake
Requirements: Blood of the Great Wyrm
Benefit: You gain two Claw attacks for 1d4 damage. You are considered armed when using your claws.

Claws of the Dragon
Requirements: Claws of the Drake
Benefit: You claw attack improves to 1d6

Claws of the Wyrm
Requirements: Claws of the Dragon
Benefit: You claw attack improves to 1d8

Draconic Resistance
Requirements: Blood of the Great Wyrm
Benefit: You gain Energy Resistance 5 + CON against the energy type of your Dragon Variant and you are immune to your own breath weapon.

Draconic Resistance, Improved
Requirements: Draconic Resistance
Benefit: You gain Energy Resistance 10 + CON against the Energy Type of your Dragon Variant.

Draconic Senses
Requirements: Blood of the Great Wyrm
Benefit: You gain Darkvision 60’.

Draconic Senses, Improved
Requirements: Draconic Senses
Benefit: You gain the Scent special ability.

Draconic Senses, Greater
Requirements: Improved Draconic Senses
Benefit: You gain the ability to see through invisibility.

Dragon Wings
Requirements: Blood of the Great Wyrm
Benefit: You grow a set of draconic wings which grant you a fly speed equal to your regular movement. However, you must land at the end of your movement. Also, falling damage is negated by using your wings. These benefits are lost if you are carrying more than a Light load. Your wing span is equal to twice your height and your weight increases by 25%. You may not "run" or hover while flying.

Draconic Flight
Requirements: Dragon Wings
Benefit: You gain the full ability of flight.

Maw of the Drake
Requirements: Blood of the Great Wyrm
Benefit: You gain one Bite attack at 1d6.

Maw of the Dragon
Requirements: Maw of the Drake
Benefit: Your bite attack increases to 1d8.

Maw of the Wyrm
Requirements: Maw of the Dragon
Benefit: Your bite attack increases to 1d10.

Dragon Hide
Requirements: Blood of the Great Wyrm
Benefit: Your natural armor bonus increases to +2.

Wyrm Hide
Requirements: Dragon Hide
Benefit: Your natural armor bonus increases to +3.

Related Feats

Multi-Attack
Requirements: Three or more Natural Attacks
Benefit: You may attack once with each natural attack as a full attack.

Improved Special Ability
Requirements: Natural Special Ability
Benefit: +2 on the DC of one special ability. You may this feat more than once but it must apply to a different special ability each time you take it.

Liberty's Edge

Those are excellent observations Nether Saxon. What you posted expands nicely on the whole concept. Thanks.

Liberty's Edge

Just a happy observation that I thought others might find interesting.

Liberty's Edge

Very cool...

Liberty's Edge

My brother sent this email out to me and some friends. I thought others would find it interesting.

Eric and I spoke one night about what 'initiative' really meant and what it meant to be 'ready for anything' all of the time.

There is a concept in the shooting/law enforcement/military community called "The OODA Loop." OODA stands for:

Observe - what is going on around you
Orient - what options do you have to deal with it
Decide - what are you gonna do
Act - do it!

It is the way your mind works in any situation. Under stress your loop could get stuck in Observe - if you have not trained to break out of it (think of times when you 'freeze up'). As you guys train to get better and better, you are training to move through that loop quicker and quicker.

For the most part if ANYTHING interrupts your travel through the loop, you brain goes back to the beginning.

As for combat (real or imaginary), think of stoney faced cops who seem to have a bad attitude. When they confront people, most cops have already gone through Observe and Orient, then they press a pause button in their mind for Decide and Act. It takes HUGE amounts of mental and physical energy to walk around like that for minutes or hours (or even a whole day!). All the while, they maintain that hold AND have to process other stimuli without letting go of that Observe/Orient place holder in their mind...

See, what they know, that most folks don't, is that a maggot will have already gone through Observe, Orient AND Decide by the time he encounters the cop. He will be one step ahead...and that is usually enough. Everyone smiles and talks nice and pretends to be innocent (particularly the guilty) so the cop has to ride the bleeding edge between civility and all out war - or he will die.

Now remember back to the times you have interacted with cops who were torqued out. See, you know you would never treat them poorly. But, they don't... They HAVE to expect you will try to hurt them in order to prevent someone from killing them.

Remember their faces, their intensity, their distraction, and maybe their inability to hear what you are saying... They have effectively turned on 'improved initiative' they have jacked up every sense in their body to be ready for anything. Their muscles are tensed and ready to act. And depending on how natural it is for them, or how well trained they are, or how much experience they have, their cognitive ability may suffer and fatigue will set in over time.

You can not stay in this state all the time. I know, I try to do it when I am in public. The result is that I do not hear as well as I could. I do not process ancillary stuff as I normally would. AND...I am not fun to be around while in that state. Not to mention it is exhausting.

Hope this helps to frame the concept.

Liberty's Edge

Hey guys. Thanks a lot for your comments.

MultiClassClown, I had to look that up. One word... crepy.

Nether Saxon, Thanks for your kind words. I have made some changes based on your suggestions and I will post those tomorrow.

If anyone else wants to chime in, I'm all ears...

Liberty's Edge

Ayup... been awhile... thought I'd just give it a little bump and hope for some... reckoning.

Liberty's Edge

I am also a fan of MicroLite20 and I would really like to have a copy of Pathfinder Lite.

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