| El Nik |
Howdy, been a while since I ran 3rd and first time running Pathfinder... I've got a Jack Kirby style post-human "gods" game planned; basically a setting where humanity has evolved into a new species of natural super-folk. Not sure about how to nut out a race... Its for newby players, so I basically want something with no level adjustment and a spell-like ability (with the ability to gain more through Feats)... Essentially I guess you could call what I'm looking for a "superhero" race (or "mutant" in the style of X-men or "Asgardian" in the style of Thor). Here's what I've come up with (callin the race in question the "Ur")...
• Medium: As Medium creatures, Ur have no special bonuses or penalties due to their size.
• Ur base land speed is 30 feet.
• +2 Dexterity, -2 Constitution.
• Automatic Language: Common & Ur. Bonus Languages: Any (other than secret languages).
• Amazing Powers: All Ur have at least one great power born of cosmic energy, selected as a Spell, which functions as a Spell-like Ability of the characters choice. To use this power the Ur must first make Concentration check using Dexterity as the ability score modifier with a DC equal to 15 + the Spell’s level.
| El Nik |
Don't see the design goals as conflicting... The whole thing with Kirby's post-humans isn't that they're beyond human, they're after human... Their abilities are varied and amazing yet limited with few having more than one (hell, the Forever People's Serifan doesn't even have anything obvious), they're immortal but only in a functional sense - dying from unnatural causes. I see the point with the -2 Constitution though... probably more in line with an unstable evolutionary soup like the Deviants...
| El Nik |
Hmm... fair point ironic, the idea was something that had evolved from human, a "pot that calls the kettle black" so to speak. So human it is with the +2 going to con and ditching the feat/skills for 1 spell-like ability that can be used with a roll (which I'm thinking I'll use for all magic in the campaign since its all the "manipulation of cosmic energy", maybe?).
Don't see how "system" really makes a difference, LazarX... I've always seen system in terms of "style" not genre (Vertigo's weird supers work great in WOD).
| El Nik |
Huge, glaring problem:There's no limits on the spell they select as their "power"
this should be limited to a certain spell level, limited to a certain number of uses per day, and the concentration check should not be dex based (maybe cha), and the DC should be 15+2*spell level or higher.
If you don't mind me asking; why?
LurkingSooner
|
pick a 9th level spell, say... Summon Monster IX.
I now can, once every 2 minutes on average with an 18 dex (DC is only 24 with no penalty for failing, and I have a +2 racial bonus to dex!), summon a trumpet archon.
so rather than just the one spell, I really also have mass cure serious wounds, heal, dispel evil, mass cure light wounds, plane shift, raise dead, dismissal, divine power, neutralize poison, spell immunity, cure serious wounds, daylight, invisibility purge, magic vestment, protection from energy, bull's strength, consecrate, cure moderate wounds, lesser restoration, owl's wisdon, bless, cure light wounds, divine favore, shield of faith, and sanctuary
All these at 1st level.
THAT'S THE PROBLEM
| El Nik |
I'm sorry but... how is that a problem? I'm definently running a high-powered game to be sure. Still, the real problem I see is that players who take a 0 level spell will only be slightly more advantaged... And what is to stop a level 1 character "Summon Monster IX"ing their way through an adventure... Hmm..... 10 point flexible "power pool" of Cosmic energy. All Spells & Ur Spell-like abilities "drain" this pool, regarges at a rate of 1 point every day, all spells have a cost of 1+Spell Level paid before the roll (that way if the big 1/10 days spell fails, its still a bit of a blow to the party)... :)