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Post by The Shadow of Death on Apr 12, 2011 22:34:11 GMT 2
i provided the links because that is a lot for 0 ranks.
as for foresight, i had designed it to do more, but didnt want to push the limits, as i know i sometimes do. i had planned that the party get +4 on avoidance for the first round.
not familiar with 'lifesight', but i assume it is somewhat like thermal imaging, if that is mostly correct, go for it.
i agree to the self repair. i believe its a fair price to pay for it to be 0.
the natural armor i believe should go on the Endurance and Adamantine Armor
i didnt see the necrotic resistance coming up for a while, but it is a racial skill. i also agree with the rest of it for him.
i had noticed the flaw in armor, however, in doing it that way, what will the teirs do? lower the hit penalty?
and just a personal request, could you please post a fully updated version here(at the end of the thread) of all 3 characters and what i have to spend on them.
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Post by Alice on Apr 13, 2011 2:09:44 GMT 2
+4 on avoidance wouldn't make sense unless he had time to tell everyone exactly what was going to happen. But preventing surprise is quick. You'll get to see what everyone's going to do, too, if I remember (I haven't been saying it because I've actually been forgetting ^//^)
Lifesight is...pretty much thermal? Can't see through walls or anything. Just see that something's there. But yeah, that's close enough.
Self Repair didn't really change at all ^~^ In fact, it went UP a tier from where it was.
What do you mean about the natural armor? Like...keep it like it is? Or change it to the way I was saying? Or...something else?
Races aren't going to be the same in every campaign; they won't necessarily have the same bonuses and penalties. I don't even know what Necrotic Resistance IS, anyway. But it's not likely to come up in this particular campaign, I don't think.
Armor tiers do the same thing they did before; increase your chance of cutting damage done to you. However, I'm considering reworking weapon tiers; they'll actually affect the dice rolls instead of being a modifier. I'm still working on that, though, so it won't apply yet.
If you're curious, I spent Nelei's extra 3 on: Demon's Claws (spell) 3 (Can only attack for 3 turns. On the first turn, attacks deal ((rank*2)*level) damage, at the cost of (rank) defense. On the second, they deal ((rank*3)*level) damage at the cost of (rank*2) defense. On the third, attacks deal (rank*4)*level damage at the cost of (rank*3) defense.)
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Post by Alice on Apr 13, 2011 2:15:22 GMT 2
Meptoa, Soulbound Merc HP: 45/45 Lv 5 15/130
belief: "To fight is to remember" beleif: "War is my homeland" history: "I was once the bane of humans, now i am but a shell of what i was..."
Attributes: Body: 4 Mind: 2 Perception: 2 Heart: 2
traits/assets: Endurance: 4 Lifesight: 0 (Sees living things in any light (or lack thereof)) magic immunity: 4 Adamantine Armor: 4 Unarmed Fighting: 4 Wisdom: 3 Self-Repair 0 (Heals self for (d%*0.5)%) Armor Piercing: 2 (adds spikes to fists, adding 2 damage AFTER reduction) (3 points remaining)
Equipment: (unused 6)
appearance/brief racial history: 9'7" ornate adamantine armor construct. was once human, but after death, was sealed into the armor by a powerful sorceror.
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Post by Alice on Apr 13, 2011 2:21:23 GMT 2
Trobilu, Shadow Reaver Shadow Assasin HP: 31/31 Lv 5 0/130
Belief: "Death is but a simple side effect of life." Goal: "I will become the Master Assassin one way or another." History: "I found Meptoa hidden under the streets of Crifak in a dormant state, and woke him, soon we became an unstopable duo."
Attributes: body: 2 Mind: 3 Perception: 3 Heart: 2
Traits/assets: deft strike: 4 weapon improvisation: 4 dual daggers: 4 silent step: 3 hiding: 3 persuasion: 3 insubstantial: 0 (Counts as rank 2 defense) shadow step: 0 (If in a shadow, can teleport to any point also in shadow up to 10 feet away. Attacks immediately after shadow stepping are at a +2 penalty) stealth: 0 (Gets -2 on appropriate rolls) (3 points remaining)
Equipment: dagger 2 (3d2+2 damage) dagger 2 (3d2+2 damage) Medium Armor 1 (+2 hit penalty) Heavy Metal Vambraces 1 (these are highly upgradable and very useful in close combat.)
appearance/brief racial history: 5'4", wearing black robe. Shadow Reavers were created accidentaly by necromancers. they are made of shadows, but take a human form.
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Post by Alice on Apr 13, 2011 2:22:01 GMT 2
Fivlar, Aycienti Seer HP: 23/23 Lvl: 5 65/130
about 6', fairly thin, grey eyes, long white hair and full beard.
belief: "i see what i see for a reason" goal: "I will guide those with great destinies so that they may bring to fruition that which they must. history: was born into his calling as a seer, and has done as such
Attributes: Body: 2 Mind: 4 Awareness: 3 Spirit: 1
Traits/Assets: Darkvision: 0 foresight (passive ability): 4 (Nullifies surprise, sees first round of combat) Faster than normal: 4 Firestorm (spell): 4 (fire twists into a tornado, the friction fuels the fire. the firestorm is a sustained spell, able to be on the playing field for 5 turns as long as concentration is not broken. does (rank)d8 damage per hit target. if concentration is broken, one of two things happen (decided by a d2, 0=fail) if failed, the firestorm stays the rest of the five turns, but is out of control. (that roll has to be done every turn after summoning btw) if roll suceeds, it dies down. caster must concentrate until firestorm dies. if storm goes out of control, a d2 has to be rolled each turn until successful or storm dies, if successful, storm dies.) Inner Focus: 4 (makes it harder to be hit while casting) ice spear (spell): 4 (summons a spear of jagged ice that is hurled at enemy. damage of 2d6+(rank)d4 piercing and cold damage(respectively). chance of bleed.) area heal (spell): 4 (heals for ((rank)/2)d8 if successful (base roll of 15 per target in area).)
Equipment: Staff of Ages: 6 (takes 6 off of all spells hit rolls, area heal, for instance, adjusted hit roll for success =9. this staff is not made for attack, only defense and magic channeling.)
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Post by The Shadow of Death on Apr 13, 2011 4:53:14 GMT 2
Necrotic damage is what is done by dark magic, mainly necromancers and others trained in the dark arts.
as for the self repair, i was in reference to the fact that it was able to do double that when it reached top rank.
natural armor, as in keep it the way it is... i think...
as for nelei, awesome kamikaze move.
so has this helped any with bettering the system?
i have to look back into the Aycienti for rank 0 stuff if there is anymore.
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Post by Alice on Apr 13, 2011 5:02:27 GMT 2
Necrotic damage won't really be used in this particular campaign. Well...TECHNICALLY, what Nelei does is considered that, but it doesn't affect Trobilu except to heal him, so...
So...don't write natural armor at all, then.
She needed something she could do to things without blood ^~^ She NEEDED that spell.
It's helped a little ^~^
How does (tier)d(weapon size category (multiples of 2, starting with 2 for unarmed, 4 for light, etc, moving up a category if significantly larger than a human, down if smaller) sound for weapon damage? Well...I haven't determined tier for unarmed yet >< Maybe just UF's rank as the tier? Mep would do 4d4 damage, then, + other bonuses (including UF again).
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Post by The Shadow of Death on Apr 13, 2011 5:06:52 GMT 2
Aycienti are bad at bluffing and good at hiding. thus is the curse for using an unfinished and underdeveloped race.
also, on the foresight, like i said, i changed it from the original idea.
Meptoa: armor piercing: 2 (this ability makes spikes protrude from his gauntlets) save the other 3 for now.
Trobilu: (this is why i love shadow assassins) Shadow Chasm (spell): 3 (deals necrotic damage equal to ((rank)*level)d4. a shadowy rift opens to the underworld, scaring the life out of those who are targeted. the rift is variable in size, between 3' and 15' long, and as much as 2' wide at the widest point. can effect more than one person, and the rift cannot be passed through.)
the weapon thing i believe the UF or IA(Trobilu) should go by rank. Meptoa will have something much bigger when he reaches the next level anyways.
and yes, blood magic is necrotic, so if i go against any blood mages or anything, i will bring this up again. but there is no garauntee that will happen, so best to leave it out.
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Post by Alice on Apr 13, 2011 5:26:43 GMT 2
Not to mention blood mages can't generally use ANY blood magic on Trobilu ^~^ And...Trobilu has daggers. It'll use his daggers' tiers. Besides, I don't even know what IA is.
As it is, Shadow Chasm is too powerful. That's 15-60 damage, possibly to multiple targets. That goes to 16-64 next level. No. That's also taking into account that it does that much damage with no drawbacks.
Meptoa's armor piercing won't transfer ALL damage. It'll just add 2 damage that's guaranteed after all reduction.
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Post by The Shadow of Death on Apr 13, 2011 5:43:42 GMT 2
IA is Improvised Arms(i think i have it listed as weapon, not arms)
also, wouldnt Meptoa be 6d4 due to size?
and how did i know you were going to say that... what about ((rank)*level)(d2+1)? that is 15-45 and 16-49. as for drawback, i was thinking of having the base hit roll be 10+(rank) which would make it more difficult to use the more powerful it gets. there is the posibility of backfire, but then the other would come in.
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