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Post by The Shadow of Death on Apr 11, 2011 6:23:54 GMT 2
it is 10' on average, up to 15'. this spell can seriously backfire.
as for control (this is a complex spell...), he controls its movements, but at the begining of each turn after it is summoned, the d2-1 must be calculated. if the roll is successful, the storm does his bidding. if it fails, it becomes defiant and unruly. when it goes out of control, it becomes erratic, and is controled by you as DM. just for explanation purposes: he summons it and attacks with it on turn one. at the beginning of turn 2, the roll comes out 0 and he loses control of it. you dictate its actions this turn. he MUST try to take it back over via d2-1, say he fails(round 3), and he fails next turn(round 4), and tg.e next(round 5). at the end of that turn, the storm dies by default. during those rounds, that is all he is allowed to do. if he succeeds on round 2(assuming first action), and is attacked later that turn, the inner focus kicks in, but he is still hit successfully by the enemy. a d2-1 is then calculated. if failed, storm goes out of control, if the roll succeeds, the caster is able to draw the energy back out of it and it collapses, vanishing.
did that help?
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Alice
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Post by Alice on Apr 11, 2011 6:59:20 GMT 2
Now I'm even MORE confused ><
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Post by The Shadow of Death on Apr 12, 2011 0:25:16 GMT 2
err... try reading it slowly?...
i dont know what else to tell you.
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Post by Alice on Apr 12, 2011 0:52:28 GMT 2
I tried >< It just makes less sense the more you say. Try being more precise instead of verbose ><
Creates a whirlwind of fire, roughly 10 feet across, that moves according to his will. Each turn the spell is in effect (up to the maximum of 5, when the spell ends), a d2-1 check must be made. If the result is 0, the spell loses control and arcs across the battlefield. The check is performed again the next turn to see if control is regained. He cannot perform any other action while the spell is in effect.
Does that sound about right?
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Post by The Shadow of Death on Apr 12, 2011 1:27:54 GMT 2
that is the basic jist of things. then there is the 'if hit by enemy' scenario.
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Alice
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Post by Alice on Apr 12, 2011 1:33:46 GMT 2
That's the part I didn't understand.
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Post by The Shadow of Death on Apr 12, 2011 1:41:18 GMT 2
ok... put simply, if he is hit by an enemy, a d2-1 is done. if successful, spell ends... if failed, it goes out of control and follows the rules above.
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Post by Alice on Apr 12, 2011 1:55:18 GMT 2
I'll leave it the way it's written in your character sheet, but on my ipod (where I have all of our character data), it'll be my description.
Also, you didn't answer how you want Foresight to work.
And: 4 trait/asset points to spend on Meptoa, 2 on Trobilu. Trobilu is 5 exp away from leveling up after that duel, too. Considering leveling him up for the pre-duel thing, too, so...fine, he levels up.
Trait/Asset Points: Nelei: 3 Meptoa: 4 Trobilu: 3
Trobilu gains 5 HP.
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Post by The Shadow of Death on Apr 12, 2011 4:57:25 GMT 2
ok, i will look into that and other 0 skills that are racial features.
as for foresight, it is what it says. it cannot be stopped, but i would say it would allow him to "see" the first round of a coming battle, not that long before it starts and he would be able to warn the others. if the attack is to be an ambush, he would just be able to tell when and where slightly before it happens so that the 'surprise' part is null.
dandwiki.com/wiki/soulbound_(4.1e_race) other 0 traits for Meptoa: low-light vision damage reduction born of elements natural armor
dandwiki.com/wiki/shadow_reaver_(4e_race) Trobilu 0 traits: darkvision necrotic resistance insubstantial shadow step (i was going to add this at the next opprotunity as a regular skill, but it fits the race) stealth
i want to see what you say on this before moving to spending points. if you doubt the above, just check the sites provided.
by the way, most of their stuff is copylefted.
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Post by Alice on Apr 12, 2011 15:21:43 GMT 2
I know, since a lot of it is community editable ^~^ -has "glanced" at it before-
Okay, so...foresight seems useless except to nullify surprise...well...going by how we were playing earlier, like in the first fights. I suppose it just makes me bring that back ^~^
You make it sound like I don't trust you or something ^~^ But so I could look to see what some of that meant, I went there. Those URLs came back saying they didn't exist, but I found the pages.
How about instead of "darkvision", and "Low-light Vision", you just give Mep "Lifesight", since he's a spirit, technically? (That wasn't meant to be mean, it was an actual suggestion. It also verifies that he could see Ivaylo earlier)
Born of Elements isn't explained very well. In fact, all it says is that you can absorb the material you are made of <.< So...it's basically the repair skill he has. He's not made out of a common enough material to absorb much else. So, I'll make self-repair a 0-rank (if you want), and have him heal up to 50% (d% * 0.5). Sound fair?
Natural Armor...well, to be fair, Natural armor is probably one of the thing that gives a Soulbound that balance issue mentioned on top. That and the insanely high HP. It'll count as Endurance and Adamantine Armor; can't have too many 0-rank traits. Unless you want one that raises your armor by 1 each level (to a maximum of 16), and drop ALL other damage reducing ones (except Magic Immunity).
Onto the Shadow Reaver stuff: Necrotic Resistance I can't see applying yet. Insubstantial I already gave you, but I'll add darkvision. Shadow Step I'll conditionally allow. It'll just save you from running, after all. But attacks made after shadow stepping will be at a +2 penalty to hit. And finally, stealth...you have silent step. It makes SENSE for him to have it, but not as a strong 0-rank. It'll be...-2 bonus on appropriate rolls.
I'll update what you agree with on your character sheet on my ipod, but I'm probably not updating here, anymore. I'll tell you when characters level up, though, don't worry. And I've already kept you informed of HP in most cases.
Speaking of updates, I thought about it and...the way armor works isn't...working. No armor is normal chance to hit, light is +1 penalty to hit, medium is +2, Heavy is +3. The way it was, if you had light armor, you HAD to have at least 3 ranks for it to actually protect you, pretty much. It actually LOWERED your defense if it was below that. And that "chance to hit" up there is for whoever's wearing the armor. So...Trobilu's in medium armor (tier 1), so he gets -1 to his defense roll, and +2 to his chance to hit. It obviously isn't going to affect Meptoa, since he's MADE of armor.
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