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Creative Corner => Campaign Settings and World-Building => Homebrew and House Rules (D&D) => Verold => Topic started by: EjoThims on November 15, 2011, 08:02:46 PM

Title: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 15, 2011, 08:02:46 PM
Please post here with all reviews, comments, questions, discussions, flames, etc. for all compiled items.

Even if the item has been compiled, I would still love any input you care to offer.

Non-compiled items will stay in open threads so that more specific issues can be addressed. Once compiled those posts will be moved to this thread.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on November 16, 2011, 10:17:44 PM
You should add more racial feats.

Also, your main Verold post Prestige Classes link actually links to Feats, and none of the individual prestige class links work.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 19, 2011, 07:19:44 PM
You should add more racial feats.

Working on it... But focusing on the sub levels first.

If you do have any suggestions, for either, please feel free to let me know.  :love

Also, your main Verold post Prestige Classes link actually links to Feats, and none of the individual prestige class links work.

Fixt. Though the Winddancer is only done mechanically... Capstone may still need a bit of touch up.

Also, I would have sworn I posted this response a few days ago.  :huh
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 19, 2011, 08:02:26 PM
Slightly nerfed size boost of Hybrid Master by making the bonuses set and explicit (as well as not granting penalties, something always ambiguous about other growth spells).

Tigers, Pythons, and Bears will no longer gain huge benefits from the size boost.

Also recently Rangers overhauled, ACFs completely.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on November 19, 2011, 08:49:19 PM
I don't really have any suggestions except that ferrets more love.   :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 19, 2011, 11:05:32 PM
I don't really have any suggestions except that ferrets more love.   :P

More love?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on November 19, 2011, 11:12:08 PM
I don't really have any suggestions except that ferrets more love.   :P

More love?

Indeed.  My favorite clan doesn't have any racial feats!   :o

I'm not good at actually coming up with ideas so I'm not sure what actual help I can be.  Feel free to ignore me.   :p

Edit: I just realized that I meant to say ferrets NEED more love.  Apparently I was in a hurry.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 19, 2011, 11:29:48 PM
I don't really have any suggestions except that ferrets more love.   :P

More love?

Indeed.  My favorite clan doesn't have any racial feats!   :o

I'm not good at actually coming up with ideas so I'm not sure what actual help I can be.  Feel free to ignore me.   :p

Edit: I just realized that I meant to say ferrets NEED more love.  Apparently I was in a hurry.

rofl

They are my favorite too... So I'm actually trying not to overlove them... But I am coming up short on ideas for general racial feats for them. :huh
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on November 20, 2011, 12:05:18 AM
The best I can come up with is a feat to let a ferret in animal form use small size tools without penalty.  Hybrid form takes too much of an investment.   :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 20, 2011, 12:44:33 AM
The best I can come up with is a feat to let a ferret in animal form use small size tools without penalty.  Hybrid form takes too much of an investment.   :P

I like it, but hybrid form would only take one additional feat and gives far more other bonuses, so I almost think that alone would not be enough.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on November 20, 2011, 01:10:22 AM
The best I can come up with is a feat to let a ferret in animal form use small size tools without penalty.  Hybrid form takes too much of an investment.   :P

I like it, but hybrid form would only take one additional feat and gives far more other bonuses, so I almost think that alone would not be enough.

True, but you'd only get hybrid form for less than an hour per day.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 20, 2011, 02:17:38 PM
The best I can come up with is a feat to let a ferret in animal form use small size tools without penalty.  Hybrid form takes too much of an investment.   :P

I like it, but hybrid form would only take one additional feat and gives far more other bonuses, so I almost think that alone would not be enough.

True, but you'd only get hybrid form for less than an hour per day.

I've also just remembered one I had intended to do for Ferrets. Giving them latch from Dire Weasels. Updating with both.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on November 20, 2011, 03:42:55 PM
I like Improved Tool Use.

Was Attach meant to not include the grappled clause of the attach ability of Dire Weasels?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 21, 2011, 02:27:24 AM
Yea, I wanted it to not entirely make Hybrid and Human form obsolete.

Was Attach meant to not include the grappled clause of the attach ability of Dire Weasels?

Yes, cause with the smaller size and usually med BAB classes, grappling and pinning is a bit easier than Str vs Dex, imo, especially in Animal/Hybrid with boosted Dex.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 29, 2011, 07:27:02 PM
Fluffed out Winddancers.

I'm still at a bit of a loss on what to do with the Water Elemental Sect's PrC.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on March 01, 2012, 03:54:44 AM
You should fix your links, a lot of them still link to the BG board.

The racial sub-levels thread doesn't actually have any of the racial sub-levels in it.   :p

All the races should have at least one racial feat.  Spoilered are some ramblings on that topic.
(click to show/hide)


Racial substitution levels
(click to show/hide)


Non-racial Feats
(click to show/hide)


Classes
(click to show/hide)


Prestige Classes
(click to show/hide)

There, feedback.   :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on March 01, 2012, 07:58:18 PM
Yay Nanshork!  :love

Good to see you again, been a bit dry in the inspiration department.

You should fix your links, a lot of them still link to the BG board.

Doh. Thought I had gotten them all.

The racial sub-levels thread doesn't actually have any of the racial sub-levels in it.   :p

They're listed with the races (and classes where appropriate), but you're right... That would be quite convenient.

All the races should have at least one racial feat.

The goal is for all of them to have at least 3... eventually...  :-\

I like your ideas for focus points though, especially Infested for Rats.

The norm seems to be three per race but Wolf only has two.  Just throwing that out there.

Yes, the idea was that I am doing each Race's favored class plus two more. Since Wolves don't have a favored class, they got two.

If that is not clear and/or the difference really stands out, I wouldn't be opposed to doing a third. Any suggestions?

And yes, I know many are not finished...  :P Thinking those are the ones I'm going to do for them. Though I've been debating switching Swordsage for Spirit Shaman with Tigers.


Most of the classes that I haven't drastically altered probably won't be getting feats unless I think of (or am suggested) something setting specific/appropriate for them.

For Rangers I think I will be adding some feats to enhance their shapeshifting, when I think of them.


Your barbarian is complicated but I like him anyway, that is all.

 :lmao

Fighter: No Natural weapon fighting style?  It isn't needed, but I did notice its absence.

I've been going back and forth on this. On the one hand, with Fighter being what it is I think it is appropriate to have one, but on the other I can't help but feel that doing so would be stepping on the toes of the new Ranger and the Hybrid Master. I didn't do a throwing style for similar conflicts with Master Thrower, though I've been debating just rolling MT benefits (with some buffs) into a throwing style for Fighter.

Druids still get Elemental Wildshape.  Is this intentional?

Yes, but not something dead set on being kept. I've been considering replacing it something more like the aspects of nature; it's just not high priority.

Druidic Avenger abilities say Barbarian in a few places due to copy/paste.


Whoops, nice catch.

Spontaneous Rejuvination gives access to the healing domain.  You should probably say that you can prepare healing domain spells in your regular spell slots and mention whether or not you get the domain granted ability.

Clarified.

Monk: I can't tell if Flurry of Blows describes what happens when a morally Neutral monk hits people.  You should probably clear up the wording of the fifth paragraph.

Nuetral monk hits both good and evil at DC 10+. Evil/good only hit each other but at DC 14+. Clarified.

Ranger: Animal Spirit says that a Coyote Ranger who gives up his racial animal companion gains additional benefits.  What additional benefits?

Some of the abilities are enhanced; it's listed on each ability. Noting it.

Rogue: You might want to mention what books the non-core Combat Style bonus feats are from.

Oh, good idea. Done.

Fleshripper: Does Tearing Strike have a cap?  Make an Example references a GCD attack, wtf is that?

Class level cap added.

And it was me being lazy (and dyslexic) and no going back to fix. Should be CDG... coup de grace.

Dark Moon Cultist advances Hexblade abilities but technically any spellcaster can take that prestige class because of the Call Dark Companion feat.  Is that on purpose?

Yes, though I had meant to separate the spellcaster progression and Hexblade advancement. So while only Hexblades get the full use of the class, others can take it if the abilities interest them enough (which the capstone might). Blessing (9th level) would still apply Hexblade spells, so a caster with 9th level spells would still only get a free spell of level 1-6.

There, feedback.   :P



 :love :love :love :love :love :love :love :love :love :love

 :love :love :love :love :love :love :love :love :love :love
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on March 02, 2012, 12:16:43 AM
Glad to be of service, I really do like the system you have.  Now that I've gotten past my little ferret obsession (I do still love the ferret), I was able to actually analyze the other classes and races you made (though I was just skimming at the end there, it was early in the am and I was sleepy).

Anything I can do to help with the racial feats?

Ahh, I get the reasoning behind the wolf favored classes now.  I usually just skim over favored class information so I missed that one.  As for suggestions, the best I can do is point out that Cleric and Psychic Archer don't have any Alternate Class Features.

When I posted that comment about Barbarians I was sleepy, but it might be my favored adjusted core class.   :p

I'm all for Natural Weapon and Throwing styles for the fighter.  I'm not sure the best way to implement them though.

I'd say trade out the Druid's elemental wildshape for something else.

All the clarifications look much better.  However I'd suggest adding the word Additionally (or some phrase meaning the same thing) to the last two paragraphs of the monk's flurry of blows.

I'm not sure how I feel about the rogue gaining a bonus feat from a Dragon magazine that most people won't have access to, though a quick google search found it immediately so it isn't too bad.

Links that still go to the old boards (which seem to be all of them)   :p
(click to show/hide)

Also, Factotum is still misspelled in the Raven post.

Anything more specific you want?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on March 02, 2012, 08:38:28 PM
Anything I can do to help with the racial feats?

Feel free to toss me any more ideas you may have. :D

I usually just skim over favored class information so I missed that one.

Yea, I do too, but with the set up for the world, it kind of makes sense to actually use it. Most people are still kind of stuck in the rut of the roles they were forced into under the Wolves.

Cleric and Psychic Archer don't have any Alternate Class Features.

oOo, good point. Any suggestions for you they would be appropriate to pair with?

When I posted that comment about Barbarians I was sleepy, but it might be my favored adjusted core class.   :p

I'm all for Natural Weapon and Throwing styles for the fighter.  I'm not sure the best way to implement them though.

I may still add them, if I can find a way I like that doesn't seem to tread too many toes.

I'd say trade out the Druid's elemental wildshape for something else.

I've been thinking about this today at work, actually... With the importance of the Elemental Sects I really do want to emphasis the Druid's transition to joining with the elements more and I think I'd like to replace the Elemental Wildshape with powerful elemental themed drifts, but I'm torn between offering a set path per elemental choice and allowing them to pick from a list and combine elements.

All the clarifications look much better.  However I'd suggest adding the word Additionally (or some phrase meaning the same thing) to the last two paragraphs of the monk's flurry of blows.

I'm a bit confused as to where you are suggesting I insert this. Can you clarify where and why?

I'm not sure how I feel about the rogue gaining a bonus feat from a Dragon magazine that most people won't have access to, though a quick google search found it immediately so it isn't too bad.

Also, I feel the purpose of the feat is pretty self-explanatory. ;)

Anything more specific you want?

Anything you have to give.  :love
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on March 03, 2012, 12:27:51 AM
Ignore the monk thing, skimming missed the fact that your clarification is just fine.

You still need to fix your links.   :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on March 03, 2012, 06:33:14 PM
You still need to fix your links.   :P

I know. Bit busy this weekend, however...

I'll post again when I've done that and a couple other updates we discussed.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on March 03, 2012, 10:19:15 PM
You still need to fix your links.   :P

I know. Bit busy this weekend, however...

I'll post again when I've done that and a couple other updates we discussed.

Understandable.  Whenever you've gotten time let me know what you've changed and I'll take another look at things and see if I can get inspired.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 23, 2012, 05:36:17 PM
Oh gods... I was doing some other editing and realized I never came back to this...  :blush

I'm so bad about not thinking about that which I do not see.  :(

Monk was redone to include some of Dman's ideas for his Monk that was based off of mine.  :lmao

Still trying to flesh out the Druid's Aspect of Elements.

And, I swear... Fixing links is back to the top of my to do list after the Druid.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 24, 2012, 01:04:10 PM
Druid Aspect of Elements updated/fleshed out a bit... Still short a few ideas for it though...

Links later... Tomorrow probably.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on June 25, 2012, 10:53:06 AM
Hooray, this isn't dead!   :clap
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 25, 2012, 05:01:34 PM
Hooray, this isn't dead!   :clap

Nope, I'm just bad about coming back to projects once I have to walk away for a bit.

All links should be fixed. Some minor editing fixes, and included the Ferret feat summaries in the general thread.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on June 25, 2012, 05:12:16 PM
Anything you want me to do?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 25, 2012, 05:18:09 PM
Anything you want me to do?

Wanna give the Druid stuff a glance? See if anything sticks out as too weak/powerful or if you have suggestions for the blank spots?

Also, I'm drawing a super blank on how to proceed with the Tiger sub levels... Thought about switching Swordsage to Spirit Shaman, but no idea what abilities to swap/add.  :???
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on June 25, 2012, 05:46:49 PM
The aspects of nature are kind of all over the place with power.  I'm not sure how to fix that tough...
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 25, 2012, 07:37:08 PM
The aspects of nature are kind of all over the place with power.  I'm not sure how to fix that tough...

I figured as much... But I had sat on them too long to not put something down, even if the numbers are way off.

Should damages be lowered/raised on some of them? Are the non damaging not powerful enough? Are the ones that add to natural attacks too good with a natural attack Gish Druidic Avenger/ Rage Caster?   :plotting

Should I maybe swap the Stage 2 Aspects I have with the offensive Stage 1 Aspects?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 27, 2012, 07:27:16 PM
Racial sub level thread now includes the sub levels for easy reference.  :smirk
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on June 27, 2012, 09:44:09 PM
Racial sub level thread now includes the sub levels for easy reference.  :smirk

Hooray.   :P

Here's an example of what I'm talking about for the Aspects.  Look at Stage 5 gained at level 18
  - +6 saves against poison and 1d8 gore attack vs. 5d6 damage, Reflex save DC 10 + 1/2 Druid level + Str

If those were the only two aspects, nobody would ever pick the first one.  At 18th level poisons are nothing.  I have no clue how to balance them all out though...
Title: Re: Verold Reviews/Questions/Discussions
Post by: AfterCrescent on June 27, 2012, 09:55:32 PM
Congrats on getting me back on the boards, Ejo. :P

For water-based PrC, since you've got the other elements, my first inspiration draws from Nick's Avatar. Water is the element associated with healing, but it also does death ala bloodbending and chakra-blocking.

So a PrC that splits between the wonderful and horrible things that water can do sounds cool. Water to heal/focus spells/etc and Also to control others ala Dominate or possessions. Just food for thought. I definitely have to read through all the work you've done some time. :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 28, 2012, 07:35:25 PM
Racial sub level thread now includes the sub levels for easy reference.  :smirk

Hooray.   :P

Here's an example of what I'm talking about for the Aspects.  Look at Stage 5 gained at level 18
  - +6 saves against poison and 1d8 gore attack vs. 5d6 damage, Reflex save DC 10 + 1/2 Druid level + Str

If those were the only two aspects, nobody would ever pick the first one.  At 18th level poisons are nothing.  I have no clue how to balance them all out though...

Ah, I see... Yea, Stage 5s should be more competitive since I give fewer later now...

Also, trample is 15d6...

But within the stage itself, the poison resist is just a minor benefit... The extra natural attack (or size boost on it) is the point of that aspect... I should probably up it to at least 2d6 though...

Congrats on getting me back on the boards, Ejo. :P

For water-based PrC, since you've got the other elements, my first inspiration draws from Nick's Avatar. Water is the element associated with healing, but it also does death ala bloodbending and chakra-blocking.

So a PrC that splits between the wonderful and horrible things that water can do sounds cool. Water to heal/focus spells/etc and Also to control others ala Dominate or possessions. Just food for thought. I definitely have to read through all the work you've done some time. :D

I really like this idea, and it could totally work with the fluff line from the religion section "Worshipers of water are often subtle and sly, always finding an alternate route to victory."

But have no idea where to start with it... Especially paired with the suggestion of making it a divine caster.
Title: Re: Verold Reviews/Questions/Discussions
Post by: AfterCrescent on June 28, 2012, 11:01:38 PM
Maybe steal some inspiration from Mindbender or Thrallherd classes?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on June 29, 2012, 10:04:23 AM
I knew it was 15d6, that was a typo.   :P

EjoThims:

I buffed all the level 5 Aspects of Nature, and that one specifically I made much better. Buffed most of the 4s, and some of the 3s.

5s should now be between stage 1 AoE and stage 2 in power. Are they appropriate? Are the AoEs balanced?

Any suggestions for the missing ones?

And wow, I'm sorry... I hit modify instead of quote. :( :???
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 29, 2012, 05:10:35 PM
I knew it was 15d6, that was a typo.   :P

EjoThims:

I buffed all the level 5 Aspects of Nature, and that one specifically I made much better. Buffed most of the 4s, and some of the 3s.

5s should now be between stage 1 AoE and stage 2 in power. Are they appropriate? Are the AoEs balanced?

Any suggestions for the missing ones?

And wow, I'm sorry... I hit modify instead of quote. :( :???

Sorry, Nan... i totally hit the wrong button.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on June 29, 2012, 06:09:24 PM
 :lmao  You make me look schizophrenic. 

I'll give them a look.

Edit: Things look much better.  I don't know how balanced they are but nothing looks horrible.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 30, 2012, 05:06:29 PM
:lmao  You make me look schizophrenic. 

I'll give them a look.

Edit: Things look much better.  I don't know how balanced they are but nothing looks horrible.

 :lmao

Any ideas for the other general ones or the stage 2 dark?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 10, 2012, 06:40:57 PM
Stage 2 Dark Aspect of Elements added to Druid

(click to show/hide)

Still stuck wanting more generics for both stages but no idea what to do with them. Baby steps until I can get past writer's blocks. :(
Title: Re: Verold Reviews/Questions/Discussions
Post by: dman11235 on July 10, 2012, 11:27:59 PM
Do you want the temp HP to Stack?  Or otherwise grow more than just 1?  You might change the mechanic to just grant temp HP, which can solve that hurdle, and bring it down in power a bit.  If you don't want to bring it down in power, just say that any extra beyond what you normally can have is counted as temp HP.  "Any hit points beyond your maximum are received as temporary hit point, which disappear after one hour."  Something like that.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 11, 2012, 06:24:25 PM
Do you want the temp HP to Stack?  Or otherwise grow more than just 1?  You might change the mechanic to just grant temp HP, which can solve that hurdle, and bring it down in power a bit.  If you don't want to bring it down in power, just say that any extra beyond what you normally can have is counted as temp HP.  "Any hit points beyond your maximum are received as temporary hit point, which disappear after one hour."  Something like that.

I was confused by this response at first, since the ability already explicitly grants temp hp if druid is fully healed and they explicitly last only until the end of the druid's next turn...

Then I realized the awkward phrasing of "If the Druid is already at maximum health, he instead gains 1 temporary hitpoint..." Adding in "per 5 points of damage done" and a note that they do, in fact, stack.
Title: Re: Verold Reviews/Questions/Discussions
Post by: dman11235 on July 11, 2012, 07:07:08 PM
What if the Druid is at full-1 HP, and gets "healed" for more than 3 HP, does the Druid end up at full HP, or full HP and 2 temp HP?  That was the other half of the issues I brought up.  Hence my rewording to make it a single HP thing instead of a dual ability (first ability: heals you.  Second ability: gives you temp HP).  Or, if you want it to be actual healing, make it just be "Heals you for (whatever healing rate you use), and any HP beyond what you normally have is temporary HP that lasts (however long you want it to last)."  Probably needs a rewording, but basically you'll heal up to your full, and anything over that is temp HP.  This reduces it to a single sentence, and I think simplifies the rule a bit, only having to keep track of one thing (get HP), instead of two (get HP, get temp HP).
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 11, 2012, 07:22:19 PM
Or, if you want it to be actual healing, make it just be "Heals you for (whatever healing rate you use), and any HP beyond what you normally have is temporary HP that lasts (however long you want it to last)."


That's how it already works... But awkward to word from any angle, as you aptly point out. ;) Reworded it a bit again to try and make it clearer.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 17, 2012, 05:18:52 PM
Defending weapon property and some shield stuff up... Very rough chasis for Tiger Spirit Shaman up...
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 03, 2012, 06:47:56 PM
New Fighter Feats and a new class ability.

New Barbarian Feats, including a new rage... I'm not sure I like this style for more rages, but it seemed to clunky to mash it in the class... Thoughts?

New Druid Feats.

Feats page and Feats summary also updated.

Tiger Shaman still got me stuck.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 03, 2012, 09:00:34 PM
I like the Druid feats, but I couldn't tell which fighter feats are new.

I also couldn't tell which rage is new, it has been awhile.  Fueled by Rage and Extra Rage have some overlap.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 04, 2012, 04:48:01 PM
but I couldn't tell which fighter feats are new.

Follow Through is the first new Fighter feat. All the ones after that are also new. Mainly wanted a boost for each style so specialists could feel special since switching styles is so easy.

Combat Vigor is the new mechanic I added to Fighters. Just a passive heal when they actually use their weapon style.

I also couldn't tell which rage is new, it has been awhile.  Fueled by Rage and Extra Rage have some overlap.

The one listed with the feats, Mage Fighter Rage. Mage Eater is the other new feat.

And yea, I know Fueled by Rage also gives the extra, but Extra Rage itself now stacks up like FoI.
Title: Re: Verold Reviews/Questions/Discussions
Post by: dman11235 on August 06, 2012, 01:27:39 AM
Remind me to talk to you about your Vow of Poverty sometime.

The Fighter feats look pretty good at first glance.  Notes:

Close Quarters Shot has an extra word "to the damage you deal with." in the first sentence, you should drop that "with".  I'm also worried that it might end up being weaker than the others, especially since it doesn't work with all ranged weapons.

Deep Vigor is clumsily worded, and I'm not sure how to fix it.  Maybe get rid of the whole thing and replace with: "You heal an additional HP for each consecutive round you have been in Combat Vigor."

I'm going to echo the issue with Extra Rage and Fueled by Rage.  I think you might need to find a new thing for Fueled by Rage, or get rid of Extra Rage.  I don't really know why you need it anyways, since Rage is /encounter.

Mage Eater is probably not powerful enough, I'd mkae it straight 1 HP/class level.

I think the Extra Affinity feats need to do a bit more.  Make them scale, so that taking them gets you one of each level, and as you gain access to new levels you get a new affinity.  So take them early on, and you'll end up with two extra of each affinity at each affinity level.  That might be worth three feats.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 08, 2012, 06:52:39 PM
Remind me to talk to you about your Vow of Poverty sometime.

Yo, dman... Talk to me about my VoP sometime...

 ;)

The Fighter feats look pretty good at first glance.  Notes:

Close Quarters Shot has an extra word "to the damage you deal with." in the first sentence, you should drop that "with".  I'm also worried that it might end up being weaker than the others, especially since it doesn't work with all ranged weapons.

Whoops will take out that extra, and it works with all projectile weapons, which is all ranged weapons that the particular Fighting Style works with. Because Master Thrower.

Would it make more sense to give it 1.5 Str since most projectile weapons are 2-handed? And then just a special note that any 1-handed ones do 1x or .5x if used in off-hand? And no, don't ask me how crossbows add Str bonus...  :lol

Deep Vigor is clumsily worded, and I'm not sure how to fix it.  Maybe get rid of the whole thing and replace with: "You heal an additional HP for each consecutive round you have been in Combat Vigor."

Done. How is the Combat Vigor mechanic overall?

I'm going to echo the issue with Extra Rage and Fueled by Rage.  I think you might need to find a new thing for Fueled by Rage, or get rid of Extra Rage.  I don't really know why you need it anyways, since Rage is /encounter.

Well, when you're using 3 uses at a time, then a use to use a calm, then entering another set... Some people will be burning through rages very, very quickly. I'd honestly rather make Extra Rage more powerful if the overlap seems that bad, but Fueled felt too weak without offering something else... Though I could simply combine the two and make Fueled stack up the extra rage each time you take it again...

Mage Eater is probably not powerful enough, I'd mkae it straight 1 HP/class level.

Done.

I think the Extra Affinity feats need to do a bit more.  Make them scale, so that taking them gets you one of each level, and as you gain access to new levels you get a new affinity.  So take them early on, and you'll end up with two extra of each affinity at each affinity level.  That might be worth three feats.

You don't think that letting it scale up after being taken would be too powerful?
Title: Re: Verold Reviews/Questions/Discussions
Post by: dman11235 on August 08, 2012, 08:23:56 PM
Oh jeeze, I hate that (crossbow strength bonus).  It just makes no sense!  But, balance is balance, so it must be.  Maybe they can over-crank it or something.  Or maybe pulling the trigger really hard makes it go faster?  I don't know, but making it that 1.5x would be nice.  Heck, make it that for all of them.  I think 1-handers are rare enough, and adding a little extra damage to them (making 1x to 1.5x) won't make them more powerful than 2-handers that get the same thing.

On the Vigor: I think it needs a touch more expansion, but I think right now it's all right.  The feat might not be too hot though, unless it's a prereq for something better.

On Affinity: I know we talked about this before, I just don't know.  It just seems weak to me, since those bonuses are so tiny.  It seems like a ton of feat investment for such a small bonus.
Title: Re: Verold Reviews/Questions/Discussions
Post by: sirpercival on August 10, 2012, 10:08:37 AM
Hey Ejo, if I wanted to play as one of the Verold races in a different campaign setting, what do you think the balance point would be?  The Tiger or Coyote Clans would be absolutely perfect for a Nullblade (http://www.minmaxboards.com/index.php?topic=4740.0)...
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 10, 2012, 06:08:24 PM
Oh jeeze, I hate that (crossbow strength bonus).  It just makes no sense!  But, balance is balance, so it must be.

lol, yea... That's why I mentioned it.

On the Vigor: I think it needs a touch more expansion, but I think right now it's all right.  The feat might not be too hot though, unless it's a prereq for something better.

Well, considered that it scales up each round used, it may not be the best in combat unless you're running a prolonged battle, but it's incredible out of combat healing if you just spend time sparring or beating on a dummy...

I've been kicking around some ideas for expanding on it though, but I wouldn't be adverse to some inspiration...  ;)

On Affinity: I know we talked about this before, I just don't know.  It just seems weak to me, since those bonuses are so tiny.  It seems like a ton of feat investment for such a small bonus.

Hrmmmm.... After reviewing it again I think you're right... Because each of the bonuses are weak for the level they are granted... Though there is some potential abuse for a Druid gish stacking a fuckton of size boosts on a bunch of natural weapons...

Speaking of the Aspects... Any more ideas for the missing Elemental ones???

Hey Ejo, if I wanted to play as one of the Verold races in a different campaign setting, what do you think the balance point would be?  The Tiger or Coyote Clans would be absolutely perfect for a Nullblade (http://www.minmaxboards.com/index.php?topic=4740.0)...

An interesting question... I'd guess +2, probably +3 if you included the ability to take animal forms and feats to allow hybrid form. Doing savage progressions for their use is something I've considered, but honestly I think the staggering of it would be kind of awkward.

Also, nice to see another face around my little nook here... If you have any other questions feel free to ask...

And if you have any suggestions, I'd love to hear them.  :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: sirpercival on August 10, 2012, 06:11:25 PM
I got Coyote approved for my nullblade -- it's actually hilarious, he's going to be a pretend druid (animal companion, "wild shape" into a coyote, and a maneuver which lets me entangle).  Lol.

I could use some Coyote-specific feats :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 10, 2012, 06:22:31 PM
I got Coyote approved for my nullblade -- it's actually hilarious, he's going to be a pretend druid (animal companion, "wild shape" into a coyote, and a maneuver which lets me entangle).  Lol.

I could use some Coyote-specific feats :D

That actually sounds really interesting... I hadn't ever thought of that angle before, but it's a great spin on their racials  :lol

And to be honest I haven't given much thought to Coyote feats yet. My first instinct is something to play off their dog companion, but I'm not sure what to do that would be worth a feat but not overpowered and isn't already covered by feats that they could just take anyway...

Maybe a feat to grant them a small heal as an at will or a slightly better one as a /enc that would then benefit from their boost to healing spells?
Title: Re: Verold Reviews/Questions/Discussions
Post by: sirpercival on August 10, 2012, 06:30:16 PM
Kinda like a reserve feat?  That could be cool...
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 10, 2012, 06:57:51 PM
Kinda like a reserve feat?  That could be cool...

oOo, I had meant as an either/or but I like that...

Added this feat.

(click to show/hide)
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 19, 2012, 05:16:28 PM
I'm currently statting up a character using your barbarian so I should be able to give you some more feedback on it later on.
Title: Re: Verold Reviews/Questions/Discussions
Post by: sirpercival on August 19, 2012, 05:24:29 PM
Hey Ejo, what about a feat to let their dog be a riding dog or some other means of boosting it?  You could also say that the companion is a coyote and to use the stats for a dog...

EDIT: By the way, here's the character (http://www.minmaxboards.com/index.php?topic=6600.0;msg=99791) if you're interested.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 19, 2012, 06:27:33 PM
Hey Ejo, what about a feat to let their dog be a riding dog or some other means of boosting it?  You could also say that the companion is a coyote and to use the stats for a dog...

I've been pondering this, actually... But I'm not sure how awkward it would be to allow a medium creature to ride a medium creature, especially when I'm not sure how to balance the riding dog versus the standard...

The standard dog was chosen because it is strictly inferior to a wolf that a normal Druid gets, but not by a margin that would matter in the long run. The riding dog is superior to the wolf by the same margin, and while the difference between it and the normal dog stands out a bit more, I'm not sure if it's enough to warrant a penalty to the effective Druid level or the cost of the feat is enough of an offset.

I was also considering, as a follow up feat, giving the ability to ride them and allowing it to count as special mount or familiar, making it an alternate entry into super mount type characters. This would be, to those that could make use of it, quite strong imo for a single feat, but I don't know if I would want to reign in the power of the first feat to alleviate this...

I'm thinking too much.  :???

EDIT: By the way, here's the character (http://www.minmaxboards.com/index.php?topic=6600.0;msg=99791) if you're interested.

Very interested, and quite like how you adapted it to fit into a general setting. I also like how you summarized all the character specific pieces of the general information.

As the creator of the nullcraft template, do you feel that property counts as mundane or magical in nature for being incorporated into the animal form?

I'm currently statting up a character using your barbarian so I should be able to give you some more feedback on it later on.

oOo, I shiver with antici...

pation.

Both for the feedback and a read over of the character.  :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: sirpercival on August 19, 2012, 06:35:02 PM
Hey Ejo, what about a feat to let their dog be a riding dog or some other means of boosting it?  You could also say that the companion is a coyote and to use the stats for a dog...

I've been pondering this, actually... But I'm not sure how awkward it would be to allow a medium creature to ride a medium creature, especially when I'm not sure how to balance the riding dog versus the standard...
Well, just because something is a "riding dog" doesn't mean that it can be ridden.  It's just a particular breed of dog.

Quote
The standard dog was chosen because it is strictly inferior to a wolf that a normal Druid gets, but not by a margin that would matter in the long run. The riding dog is superior to the wolf by the same margin, and while the difference between it and the normal dog stands out a bit more, I'm not sure if it's enough to warrant a penalty to the effective Druid level or the cost of the feat is enough of an offset.
Well, if you change the fluff to a "coyote", then you can upgrade to a wolf and still call it a "coyote", just a bigger more muscley-armed one.  ;)  Given that one could just get a wolf or riding dog with Wild Cohort, I would say the feat penalty is enough.

Quote
I was also considering, as a follow up feat, giving the ability to ride them and allowing it to count as special mount or familiar, making it an alternate entry into super mount type characters. This would be, to those that could make use of it, quite strong imo for a single feat, but I don't know if I would want to reign in the power of the first feat to alleviate this...
Well, you don't need a feat to ride an animal companion, as long as it's big enough.  However, you could make a feat that lets it count as either a special mount or a familiar instead of an AC... I dunno if that would be worth it, though.  Basically it would let you trade away the original class feature and still keep one.  And the supermountness is still not useful since as a Coyote you can't take levels in Halfling Outrider ;)

Quote
I'm thinking too much.  :???
Always a problem... lol.

Quote
EDIT: By the way, here's the character (http://www.minmaxboards.com/index.php?topic=6600.0;msg=99791) if you're interested.

Very interested, and quite like how you adapted it to fit into a general setting. I also like how you summarized all the character specific pieces of the general information.

As the creator of the nullcraft template, do you feel that property counts as mundane or magical in nature for being incorporated into the animal form?
Well, I think the templates in general are supposed to be mundane.  You don't need an item creation feat for it, so I think that decides it.

Holy crap, I just read this over and I used the word "Well" way too much.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 19, 2012, 07:14:08 PM
Given that one could just get a wolf or riding dog with Wild Cohort, I would say the feat penalty is enough.

I totally forgot that feat existed... *facepalm*

My issues are reassured... Added Draft Canine.

(click to show/hide)

Though the fluff of dog vs coyote or wolf exists for a quite particular reason within the setting. I daresay that wolves are actually even less common than Wolves.

Well, you don't need a feat to ride an animal companion, as long as it's big enough.  However, you could make a feat that lets it count as either a special mount or a familiar instead of an AC... I dunno if that would be worth it, though.  Basically it would let you trade away the original class feature and still keep one.  And the supermountness is still not useful since as a Coyote you can't take levels in Halfling Outrider ;)

Yes, my point was that even with a riding dog (or wolf stat refluffed) companion instead of the standard dog, it'd not be large enough to ride without some kind of benefit in the feat.

And I meant a feat that allowed to count as a familiar or supermount in addition to an AC, thus allowing Coyotes to create their own supermount builds without the need for Halfling Outrider.

Holy crap, I just read this over and I used the word "Well" way too much.

Wellll... Don't be too hard on yourself...
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 19, 2012, 08:25:29 PM
While I'm looking at it, it's always annoyed me that barbarians could stop raging and then instantly die...
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 20, 2012, 02:21:06 AM
While I'm looking at it, it's always annoyed me that barbarians could stop raging and then instantly die...

This has always been a problem because of the Con boost... Deathless Frenzy pretty much just gives delay death for the duration of the rage...

The Resilient Rage version of Sudden Calm can circumvent this issue partially, but short of always setting a Barb's health to 0 when a rage ends (which could be a massive effective heal in certain circumstances) or not giving any extra hp from Con and removing the idea of deathless frenzy (an iconic concept imo)...

I can't think of any other ways to fix this issue...
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 20, 2012, 02:24:58 AM
There is, but I don't know how much you like it.  Just say something like, "The HP gained from the con boost is treated as temporary hit points and thus is reduced first when the barbarian takes damage.  This temp hp is lost once the rage ends."
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 20, 2012, 02:28:18 AM
There is, but I don't know how much you like it.  Just say something like, "The HP gained from the con boost is treated as temporary hit points and thus is reduced first when the barbarian takes damage.  This temp hp is lost once the rage ends."

That could fix it at lower levels or for the normal barbarian (since it's effectively removing the hp from con), but the frenzied berserker or anything else which uses deathless frenzy still will die at the end of the rage.
Title: Re: Verold Reviews/Questions/Discussions
Post by: dman11235 on August 20, 2012, 07:54:43 AM
And that's not a problem to me at all.  It's a concept that as you said Ejo is iconic.  You survive the bulk of the battle due to pure unrelenting hate for the opposition, and when it's over, your deed is done and you drop dead.  Especially in a world where dying is no real problem, this is just fine.  I would, however, do that temp HP switch, so that any extra HP from con boosts goes away first.  You'll note that the only thing this does is give you a boost of HP, and makes it a benefit at low levels instead of a problem.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 20, 2012, 11:15:39 AM
There is, but I don't know how much you like it.  Just say something like, "The HP gained from the con boost is treated as temporary hit points and thus is reduced first when the barbarian takes damage.  This temp hp is lost once the rage ends."

That could fix it at lower levels or for the normal barbarian (since it's effectively removing the hp from con), but the frenzied berserker or anything else which uses deathless frenzy still will die at the end of the rage.

I agree with dman, dying from deathless frenzy is different from dying because your max hp went down because you lost ten points of Con (which your barbarian can do).
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 20, 2012, 01:52:58 PM
There is, but I don't know how much you like it.  Just say something like, "The HP gained from the con boost is treated as temporary hit points and thus is reduced first when the barbarian takes damage.  This temp hp is lost once the rage ends."

That could fix it at lower levels or for the normal barbarian (since it's effectively removing the hp from con), but the frenzied berserker or anything else which uses deathless frenzy still will die at the end of the rage.

I agree with dman, dying from deathless frenzy is different from dying because your max hp went down because you lost ten points of Con (which your barbarian can do).

Yea. Looking again this morning I realize it's not quite clear, but I also agree with the temp hp switch making it not an issue at low levels. I just didn't actually switch it up yet; I was tired. Fixing that now real fast.  ;)
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 20, 2012, 01:58:49 PM
It should say "thus are removed first", but it looks good.   :thumb
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 20, 2012, 02:03:37 PM
It should say "thus are removed first", but it looks good.   :thumb

Fixed.  :D

Also, I included all the new feats in the summary post under the summary thread.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 20, 2012, 02:13:52 PM
It should say "thus are removed first", but it looks good.   :thumb

Fixed.  :D

Also, I included all the new feats in the summary post under the summary thread.

Hooray for organization!   :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 22, 2012, 10:00:08 PM
It should say "thus are removed first", but it looks good.   :thumb

Fixed.  :D

Also, I included all the new feats in the summary post under the summary thread.

Hooray for organization!   :D

Indeed!

Also, you should pop over the racial sub level thread and take a glimpse at the (much less) rough draft of the Tiger Spirit Shaman.

And feel free to offer advice/suggestions for any of the other sub levels. ;)
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 22, 2012, 10:22:32 PM
It's flavorful, I don't know how balanced it is but I like it.   :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on September 01, 2012, 10:55:21 AM
I just realized something.

You should give Barbarians Spot as a class skill.  They have Listen, but not Spot.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on September 01, 2012, 06:37:07 PM
It's flavorful, I don't know how balanced it is but I like it.   :D

Glad you like it. Any suggestions on how to balance it?

I just realized something.

You should give Barbarians Spot as a class skill.  They have Listen, but not Spot.

Strange. Added. Also knowledge nature. Cause (especially with removing illiteracy) it doesn't make sense that they wouldn't be able to readily learn about that shit, from a book or not.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on September 09, 2012, 09:12:10 PM
Don't have time for any real analysis, but Tiger Spirit Shaman has level 2 listed twice.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on September 09, 2012, 09:55:01 PM
Don't have time for any real analysis, but Tiger Spirit Shaman has level 2 listed twice.

Meh... my copy/paste skills are apparently lacking
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on September 09, 2012, 10:50:25 PM
Looks flavorful and interesting.  You have Wis listed twice for the DC calculations, is that intentional?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on September 10, 2012, 12:51:32 AM
Looks flavorful and interesting.  You have Wis listed twice for the DC calculations, is that intentional?

No. Fuck me... See above. :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on September 10, 2012, 10:10:26 AM
I'm good at proofreading.   :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on October 29, 2012, 09:44:04 PM
By the way, here  (http://www.minmaxboards.com/index.php?topic=6826.msg104528#msg104528)is the barbarian I statted up using your barbarian class.   :)
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 30, 2012, 09:20:28 PM
VERY rough draft of Tiger Paladin added.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 25, 2012, 08:14:42 PM
Rough Raven Archivist up.
Title: Re: Verold Reviews/Questions/Discussions
Post by: dman11235 on December 26, 2012, 03:14:29 PM
I like the flavor of those abilities, really cool.  By the way, did you change the Archivist in any way for Verold?

Overall issues: your table doesn't match your abilities, and are you subbing any abilities, or just giving some?  Looking over this and the Archivist, I think you might want to sub the abilities that they gain at those levels.  See below for details.

For the first one, I'd remove Lore Mastery, and change it to this Clan Knowledge.  Have Clan Knowledge scale as Lore Mastery did, and grant the same bonus, but it can only be applied to one of the knowledges that Clan Knowledge would apply to.

For the second one, I'd remove the 1/week restriction.  I was contemplating saying 1/day with an hour of study, but I changed my mind.  Just make it a day's study, that way they can change it whenever, but it takes 24 hours.  Gives it a little more of an eclectic feel, without letting them change mid-day.  Remember, you are giving them a penalty to all knowledges except one.  I would have this replace Still Mind.

For the last one, I'd simply remove the bonus feat at that level.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 26, 2012, 05:44:42 PM
I like the flavor of those abilities, really cool.

Thanks. :D

By the way, did you change the Archivist in any way for Verold?

I did not.

your table doesn't match your abilities

Whoops. Switched the name when I decided I wanted it to be a Devotion feat to give a small synergy with Knowledge Devotion, because I thought that having multiples granted extra uses. But only of the same one. And Archivists don't gain TU. Fixing.

I think you might want to sub the abilities that they gain at those levels.

That's what I had intended. I'll make it more clear.

Have Clan Knowledge scale as Lore Mastery did, and grant the same bonus, but it can only be applied to one of the knowledges that Clan Knowledge would apply to.

I was intending to just replace the first Lore Mastery with Clan Knowledge.

For the second one, I'd remove the 1/week restriction.  I was contemplating saying 1/day with an hour of study, but I changed my mind.  Just make it a day's study, that way they can change it whenever, but it takes 24 hours.  Gives it a little more of an eclectic feel, without letting them change mid-day.[/quote]

Very good point. With a 24 hour time anyway, it would be hard to exploit in situations where you didn't have the time to wait a week if you have the time to wait a day.



Any suggestions on how to tidy up the Tiger Paladin?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 26, 2012, 07:04:50 PM
Also threw up a coyote dn outline
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on December 27, 2012, 09:58:41 PM
What did you base racial LA on?


Also you have a lot of stuff, where do i begin?  You focused on feats or prc's or racial levels currently?
Title: Re: Verold Reviews/Questions/Discussions
Post by: dman11235 on December 28, 2012, 10:12:30 AM
Coyote first.

Is Handle Undead a new skill?  Because I'm not familiar with it.  I'm assuming it's just a new skill that I don't know about...so cool, I think this might be a required addition to DN vanilla, not just the sub levels.

Stitched Flesh Familiar seems to be...powerful...you don't give anything up, you just alter the familiar?  Gain feats?  I mean, it is just a familiar (most powerful class ability, you know), but still.  Eh, it's probably fine.

Lost Pack seems to be really powerful...You don't give anything up, but all undead animals gain an additional HD?  And no, you don't give up the familiar, remember.  You moved the familiar to an earlier spot.

Shadow Growth....wow....again, really powerful.  But maybe confusing.  Okay, so say you use negative Energy Burst.  Do you use Charnal Touch to roll for the duration?  Or something else?  Maybe simplify it bay saying it lasts for a number of rounds equal to your class level.

This one is less inspired than the Raven Archivist....Also, all power questions fly out the window if you intended it to be more powerful than the vanilla DN.  But you might want to change the vanilla one, and then add in true substitute abilities, rather than just add some.

Tiger Paladin:

The first ability needs to change.  I don't even know what the last sentence is trying to say.  For the power, it seems to be REALLY powerful.  I'd definitely take this over a non Tiger paladin.  Effectively, you are granting the level 7 detection ability at this level.  And they are protected by a non-magical avoid detection spell, because they don't give off any aura (and every aura) for alignment.  I think make it take a swift action to change your effective alignment.  The third ability would work best with this change, as well.

The second ability should be made more clear that it's an aura Tiger paladins can choose, not a new ability.  Also, you should probably add a third ability.  I don't know what, but most racial subs have three modified levels.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 28, 2012, 04:54:14 PM
What did you base racial LA on?

Only Wolves have an LA within the setting, the rest are meant to be balanced with each other, provided their strengths are used intelligently. A Ferret will, of course, not be as good a bruiser as a Bear.

The Wolf's LA was set at one because they are essentially getting 3 powerful feats, but the benefit of those feats does not scale well enough to be worth saccing 2 levels.


Also you have a lot of stuff, where do i begin?  You focused on feats or prc's or racial levels currently?

Focused on racial levels currently, but feel free to start wherever you would like.  :love

Coyote first.

Is Handle Undead a new skill?  Because I'm not familiar with it.  I'm assuming it's just a new skill that I don't know about...so cool, I think this might be a required addition to DN vanilla, not just the sub levels.

Yes, new skill. Listed in the summary thread. Basically Handle Animal for mindless undead. It would make sense as a standard addition, which is why it's given on top of the standard 3 replacements. I may make a note in the houserules section as well (or on the skill itself), but unless I decide there's too much else wrong with the DN, don't think it's worth making a DN fix just to include.

Stitched Flesh Familiar seems to be...powerful...you don't give anything up, you just alter the familiar?  Gain feats?  I mean, it is just a familiar (most powerful class ability, you know), but still.  Eh, it's probably fine.

Lost Pack seems to be really powerful...You don't give anything up, but all undead animals gain an additional HD?  And no, you don't give up the familiar, remember.  You moved the familiar to an earlier spot.

Good point. I think I was intending for something else to be lost along the way, but I don't remember what it was. Got any suggestions?

S
hadow Growth....wow....again, really powerful.  But maybe confusing.  Okay, so say you use negative Energy Burst.  Do you use Charnal Touch to roll for the duration?  Or something else?  Maybe simplify it bay saying it lasts for a number of rounds equal to your class level.

If you use Negative Energy Burst or Charnal Touch to heal it lasts for up to 6 rounds, based on how much healing your Charnal Touch does, which is 1+1/4 levels. Round/lvl would be super duper strong, especially for Burst.

This one is less inspired than the Raven Archivist....Also, all power questions fly out the window if you intended it to be more powerful than the vanilla DN.  But you might want to change the vanilla one, and then add in true substitute abilities, rather than just add some.

I honestly put more thought into this one than the Raven Archivist, but I think "less inspired" is definitely the right phrase, it was a bit harder to get out.

It was intended to be a slight power boost, just like the Wolf Warmage, but also to focus more on larger groups of weak mindless undead instead of a few very powerful ones; kind of a flip on the Coyote Druid sub level.

The first ability needs to change.  I don't even know what the last sentence is trying to say.

I said I was having difficulty with the wording... ;) I'll attempt to clarify, and maybe just should in the feat. If he is good/evil neutral, he treats both as opposed alignments, likewise if he is law/chaos neutral. So a TN Tiger Paladin would treat all other alignments as opposed, which mainly benefits auras and some smites.

For the power, it seems to be REALLY powerful.  I'd definitely take this over a non Tiger paladin.  Effectively, you are granting the level 7 detection ability at this level.  And they are protected by a non-magical avoid detection spell, because they don't give off any aura (and every aura) for alignment.  I think make it take a swift action to change your effective alignment.  The third ability would work best with this change, as well.

I hadn't realized it would be so powerful, but you're right, so many other items hinge on the Paladin's alignment even though the option is no longer restricted that this affects a lot. Making it an action to switch effective instead of counting as all potential sounds like it would limit that well though.

The second ability should be made more clear that it's an aura Tiger paladins can choose, not a new ability.  Also, you should probably add a third ability.  I don't know what, but most racial subs have three modified levels.

True, but I wanted it to mirror the Crane sub levels, which also offer a new aura as an option (creating the need to give up one of the other aura choices) in place of simply granting an ability.
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on December 28, 2012, 06:23:04 PM
WHich races have the least feats/material?
Title: Re: Verold Reviews/Questions/Discussions
Post by: dman11235 on December 29, 2012, 12:32:11 AM
Uh, Charnal Touch, unless you changed it, is 1d8+1/level....  So at level 7, your minimum is 8....wait, it's 1d8+1/4 levels.  So at level 7 your max is 9, and min is 2, average of 5.5.  We were both wrong!  But I think you should balance it based on what the abilities actually are.  I'm not too sure what that should be right now honestly...
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 29, 2012, 04:31:59 PM
WHich races have the least feats/material?

The ones in red at the top of the racial sub levels don't have all 3 of theirs done. And Ferrets and Coyotes have 2 racial feats each; Rats, Tigers, and Boars have 1 racial feat each; and the others don't have any so far.

wait, it's 1d8+1/4 levels.

When used to damage. When used to heal it's only 1+1/4 levels.  Since it happens when healing anyway, I thought the lower value was better for balance.
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on December 30, 2012, 03:49:26 AM
I'll start trying to think of something there then
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 30, 2012, 03:34:25 PM
Fixed Tiger Paladin wording a bit, can switch effective alignment as swift action, but don't count as all potential any more. Smites similarly changed, hopefully much more clear now.

Also switched up DN a bit. Growth only affects NEB, but lasts twice as long, since it's a /day, but has to heal each round to keep going. Also dropped familiar completely and rolled stitched flesh familiar into a boost of the racial companion. Included a link to Handle Undead.
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on December 31, 2012, 01:44:26 AM
Possible Raven Feats:


Eye Peck
You can blind opponents by gouging at their eyes (or near them, obscuring their vision with blood).
 Prerequisites: Raven
 Benefits:


Experimental Magic (Metamagic)
You have tinkered with a spell permanently changing it's effects when you cast it.
 Prerequisites: Raven, Any two metamagic Feats
 Benefits:


Craft Poison(Item Creation)
Your need for vengeance has led you to experiment with magical toxins.
 Prerequisites: Raven, Craft (Alchemy) 6 ranks, must be Evil, must know at least 3 spells from the Necromancy school
 Benefits:
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on February 10, 2013, 12:40:30 AM
We firing this back up Ejo?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on February 11, 2013, 11:32:50 AM
We firing this back up Ejo?

Yea, just been super busy with work the last few weeks.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on March 03, 2013, 02:52:07 PM
OMG... Time to write with? What is this, I don't even...

For the raven poison feat, I'm thinking a more general allowing them to apply their Tireless Research to Craft (alchemy) checks and a special note that it also applies to Craft (Poison) if you use the separate rules. But I'm not sure that alone is worth a feat. Maybe a numeric boost as well? Though looking at the racial, I should probably specify it applies to the magical crafting feats as well, since it was intended to; but they are separate from alchemy.

I'm honestly not sure what to do with the experimental magic idea that either isn't already covered by other metamagic feats or wouldn't need essentially an entirely new system to support. And permanently applying a metamagic effect to a spell for a lesser penalty than preparing the spell with it is already covered by other feats, no?

I'm not sure about Eye Peck, because they don't have a bite attack in either form, since the base animal does not. And two feats to get a bite and then a status effect on it for a non-physical based race seems like a lot, but even for a non-physical race, one feat for a new attack AND a status seems like a lot.

Also, I'm considering changing Dark Companion. I like everyone being able to take it, but it's a bit low return for a feat AND a class ability sac, plus that turns the Hexblade sub into "free feat." Been thinking of changing it to a generic alternate class ability, allowing anyone with a familiar to take it.

I'm also possibly considering a feat (or two) that then recombines it with the familiar. So your familiar is a standard familiar + the debuffing of the Dark Companion.

Also, possibly, allowing it to replace/recombine with ACs and special mounts...

But I'm not sure on the power changes that would cause (especially for AC/mount) or how to format/place it. Inefficient to list it as a duplicate entry on all classes that might use, but if not, where to put it so it is seen without standing out as an eye sore. And if I do a separate area, what to give Hexblades in trade?

I'm also thinking that I either want to make the Coyote Ranger sub levels have multiple companions, like the Beastmaster, or drop it in place of Wilderness Rogue sub that adds a companion to recreate the PHB Ranger. Thoughts?

And I'm gonna write up fluff for the Raven Archivist and Coyote DN and move them and Tiger Paladin to finished unless anyone has more suggestions for them?
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on March 03, 2013, 10:33:07 PM
RE:

Eye Peck: Their racial description says they have a beak in hybrid form, perhaps a beak attack could be a feat for raven warriors,  Mebbe a poison beak...

Experimental Magic: Perhaps a failed save vs a spell leaves the victim temporarily vulnerable to poison.

Craft Poison: Turning necromantic spells like Poison into potions (especially higher level spells that wouldn't normally be potions).
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on March 05, 2013, 09:50:13 PM
Aether Companion up at the bottom of the Class thread.

6 feats go along with it. Also tweaked DMC to include support for it. And I need a new Hexblade ACF, preferably one that doesn't mess the familiar so it can be combined with this.

Gotta add the feats to the general list and probably clean up loose ends referring to Dark Companion elsewhere (i know all the racial sub stuff for rats at least).

Any glaring issues? Confusion on how it works? Balance off?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on March 05, 2013, 10:01:36 PM
I can't say anything about balance but it sure looks interesting.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on March 16, 2013, 07:54:51 PM
OMG... Time to write with? What is this, I don't even...

For the raven poison feat, I'm thinking a more general allowing them to apply their Tireless Research to Craft (alchemy) checks and a special note that it also applies to Craft (Poison) if you use the separate rules. But I'm not sure that alone is worth a feat. Maybe a numeric boost as well?

Done.

Though looking at the racial, I should probably specify it applies to the magical crafting feats as well, since it was intended to

Done. And I updated the feat tags on the racial list to racial instead of general. Dire Tusk is now also a Fighter feat.

And I'm gonna write up fluff for the Raven Archivist and Coyote DN and move them and Tiger Paladin to finished unless anyone has more suggestions for them?

Done ditty done.

Eye Peck: Their racial description says they have a beak in hybrid form, perhaps a beak attack could be a feat for raven warriors,  Mebbe a poison beak...

Done.

And a channeling feat that can be combined with it. I anticipate much Factotem and Archivist gish synergy, but it lets them apply their natural talent for magic in non-caster builds as well.

Craft Poison: Turning necromantic spells like Poison into potions (especially higher level spells that wouldn't normally be potions).

Done. And it can be combined with the beak peck and the channeling feat for hilarious hijinks.

Ravens now have the most racial feats.  :lmao



Also, I'm considering changing Dark Companion...

Done. All of it. Aether Companion. Needs a review though. Should the penalties be different? Is the power scale for all three sets similiar? As it worth it to allow the dark set to stack with the others? Can you see anyone ever taking all 4? How crazy good is this with a Druid who is also taking the share drifts feat for a badass Animal Companion? Or a Coyote Paladin on a Draft Canine super mount?






I'm also thinking that I either want to make the Coyote Ranger sub levels have multiple companions, like the Beastmaster, or drop it in place of Wilderness Rogue sub that adds a companion to recreate the PHB Ranger. Thoughts?

Still haven't decided on this. Anyone have a recommendation between the two?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on March 16, 2013, 08:43:43 PM
Also... what is this???

Could that be... did I make at least one feat for each race now???

Check 'em.  :cool

Let me know if they're stupid or unbalanced too.  :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on March 17, 2013, 02:29:42 AM
Enhanced Pack: Are these allies required to be in a certain range?  Is there a theoretical upper limit on the bonus?

Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on March 17, 2013, 04:38:52 PM
Enhanced Pack: Are these allies required to be in a certain range?  Is there a theoretical upper limit on the bonus?

Now capped at 5 allies (so max of 12 bonus on the turn you've delayed if everyone else also has) and within 60'. Every 5 levels add 1 ally and 10'. With Pack Fighting and flanking, that still becomes +16 to attack. Wolf armies probably required this feat, and PA becomes super dangerous... No wonder they were stomping ass until the others actually got organized.

I like the power of this, especially since it does eat up feats from the whole party AND dictate move order (which can be a huge disadvantage at times), but I need suggestions on prereqs for this feat and all the other racials I added. Was more concerned with the concept than the prereq.
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on March 17, 2013, 10:13:07 PM
Possibilities:

Enhanced Pack: Wolfpack from Races of the Wild?

Healing Touch: Heal 4 ranks

Furious Competition: Endurance?

Skilful Adversity: Jack of All Trades or Skill Focus?

Dishonest Spellcasting: Deceitful and/or any Metamagic Feat?

Dedicated Adversary: Combat Focus

Squirm Away: Sidestep?

Zealotry: Iron WIll or Indomitable Soul?

Plagued: http://dndtools.eu/feats/sharn-city-of-towers--11/filth-eater--1127/ or Great FOrtitude?
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on April 27, 2013, 02:02:27 AM
There's 3 or 4 grappling disciplines in the Martial COmpendium that would be good alternates for Python Warblades.  We'll have to wait for GitP to reappear for most of them though.
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on April 30, 2013, 01:01:49 AM
http://sorcererstudios.com/showthread.php?126-Dragon-s-Bite-Grappling-ToB-discipline-please-review-and-assisst

http://www.giantitp.com/forums/showthread.php?t=183826#post10181180

http://www.giantitp.com/forums/showthread.php?p=4885313

one of these might work
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on April 30, 2013, 01:18:30 AM
Regarding the pythons racial sub levels:

Warblade poses a problem.  A lot of it's abilities are based off your Int modifier, which the Python take a penalty in.  Their animal/hybrid forms dont. but those forms arent suited well for most of the Maneuvers a warblade will use. 

Incarnate: Save DC's for your melds are based on wisdom which they also take a penalty in.  Plus poison use seems out of sorts.  Perhaps some race specific melds?

Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on May 09, 2013, 12:30:54 AM
Possible thoughts for warblade:

Level 1 (Replace Battle Clarity with a Bonus to AC based off Con, only usable in Grapples)

Level 3 (Change Battle Ardor to use Str Mod instead of Int)

Level 7 (Change Battle Cunning to doubling your str bonus for damage rolls made during a Grapple)

Level 11 (Replace Battle Skill with the ability to make a free grapple check without provoking an AoO if an opponent fails an opposed combat check)

Level 15 (Replace Battle Mastery with something I can't decide on yet).
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on May 16, 2013, 12:29:19 AM
just putting up the template for python.  Will have descriptions edited in soon.


Python

Python is a new Sublime Way that can be taken by members of the Python class as a substitute for one of the Hexblade's normal styles. (and maybe some PrC's).  It focuses on grappling, whether armed or not..  The Key Skill for Python is Intimidate, and the associated weapons are the Unarmed Strike, Natural Weapon (Bite), Spiked Chain, Python Bully Pole, and Grapple.

1st Level

Basic Suplex (Boost): To use this Boost you must have made a successful Grapple Check.  Your opponent and you both fall Prone, he takes 2d6 damage, and the Grapple ends.
Basic Hold (Stance): While in this Stance you gain the Constriction Ability, doing 1d3 plus your Str Bonus with a successful Grapple Check (unless you already have a Constriction ability doing more damage). If you maintain the Grapple more than 3 rounds your opponent must make a Fortitude Save or be Fatigued for 1d6 rounds.

2nd Level
Positioning Blow (Strike): Your Strike requires your target to make a Fortitude Save or take a -2 on all Opposed Combat Checks until after your next turn.
Shoulder Block (Counter): You counter a foes charge by performing a Bull Rush Attack.
Skilled Grappler (Stance): While in this Stance you gain a +4 Bonus on Opposed Grapple Checks, nor do you lose your Dexterty Bonus to AC while Grappling.

3rd Level

Hammer Fist (Strike): You replace the normal damage roll with the results of an Intimidate Check.
Takedown (Strike): Your Strike does +2d6 damage, and  your opponent must make a Fortitude Save or Fall Prone.
Intermediate Hold (Stance): While in this Stance you gain the Constriction Ability, doing 1d6 plus your Str Bonus with a successful Grapple Check (unless you already have a Constriction ability doing more damage).  If you maintain the Grapple more than 3 rounds your opponent must make a Fortitude Save or be Exhausted for 1d6 rounds.

4th Level
Vital Blow (Strike): Your Strike causes your foe to make a Fortitude Save, and if he fails he is temporarily Exhausted.
Improved Positioning Blow (Strike): As Positioning Blow but the Penalty is -4.
Reversal(Counter): Reroll a failed Grapple Check with a +2 Bonus.
Joint Manipulation (Stance): While in this stance  you have lower penalties for Grappling with less than the usual number of limbs, and a Bonus to Grapple Checks meant to move opponents around.

5th Level
Defensive Takedown (Counter): Opponent who attacks you must make a Reflex Save or fall Prone and take 2d6 damage.
Takeaway (Strike):  Your Strike causes your foe to make a Fortitude Save, and if he fails you take away his weapon (and can use it yourself if you are proficient with it).
Intermediate Suplex (Boost): To use this Boost you must have made a successful Grapple Check.  Your opponent falls Prone, he takes 5d6 damage, and the Grapple ends.

6th Level
Python's Grip (Counter): Immediately Grapple an opponent who has attacked you in melee.  If you are already in a Grapple you may use that opponent as a human shield instead.
Gator Roll (Boost): If you have your opponent Pinned in a Grapple, you may use this Boost to do 1d6 plus Str Modifier damage plus Move him 5'.  This does not expend the Maneuver and it may be repeated a number of times equal to your Str Modifier or you fail the Grapple Check.  If you fail the Grapple Check you are instead considered Pinned by your opponent.
Second Wind (Boost): Using this Boost dispels certain negative conditions like fatigue/exhaustion, as well as healing some hit point damage.

7th Level
Debilitating Blow (Strike): Your strike causes your foe to make a Fortitude Save or be temporarily limited to a single Move Action or Attack per round.
Nerve Punch (Strike):  You strike is a melee touch attack and leaves your opponent vulnerable briefly.
Riding (Boost): While in this Stance you gain the Constriction Ability, doing 1d6 plus your Str Bonus with a successful Grapple Check.  You also gain a +2 Bonus on Grapple Checks to maintain the Grapple.
Double Suplex (Stance): While in this Stance, if you have an opponent Grappled and use a Boost with the word Suplex in the title to enhance the Grapple Damage, the Boost can be used twice before being expended, and it's first use does not end the Grapple.

8th Level
Mount (Stance):  While in this Stance, if you have an opponent Pinned in a Grapple you can perform any Strike Maneuver with a successful Grapple Check.  If the Strike is 3rd Level or less using it while in this Stance does not expend it.
Pinning Suplex (Boost): To use this Boost you must have made a successful Grapple Check.  Your opponent and you both fall Prone, he takes 8d6 damage, and he is considered Pinned.
Advanced Hold (Stance): While in this Stance you gain the Constriction Ability, doing 2d6 plus your Str Bonus with a successful Grapple Check (unless you already have a Constriction ability doing more damage).  If you maintain the Grapple more than 3 rounds your opponent must make a Fortitude Save or die.

9th Level
Advanced Suplex (Boost): To use this Boost you must have made a successful Grapple Check.  Your opponent and you both fall Prone, he makes a Fortitude Save, and the Grapple ends.  If he fails the Save he is killed.  If the Save succeeds he takes 10d6 damage instead.



Break These Chains
 Prerequisites: Any 1 Python Maneuver
 Benefits: You may use your Strength Modifier instead of your Dex Modifier for Escape Artist Checks.

Feat
 Prerequisites: BAB +6, and 2 Python Maneuvers, Break These Chains
 Benefits: This Feat allows the use of 3 tactical maneuvers:


Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on May 24, 2013, 12:08:16 AM
Got initial ideas up for all the python maneuvers but two.  They look ok?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on June 06, 2013, 07:19:24 PM
Python Incarnate = awesome.
Title: Re: Verold Reviews/Questions/Discussions
Post by: bhu on June 07, 2013, 03:22:13 PM
Positioning Blow
Python (Strike)
Level: Warblade 2
Prerequisite: One Python Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw: Fort Negates

When you use this strike, if it successfully damages your opponent he must make a Fortitude Save (DC 12 plus your Str Modifier) or take a -2 on all Opposed Combat Checks until after your next turn.


Hammer Fist
Python (Strike)
Level: Warblade 3
Prerequisite: One Python Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

To use this Maneuver make a melee attack.  If it is successful do not roll damage.  Instead make an Intimidation Check, and the result is the damage done (effects that normally modify your damage such as Strength, magical bonuses, etc do not increase this damage  result).


Takedown
Python (Strike)
Level: Warblade 3
Prerequisite: One Python Maneuver
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw: Fort Negates

If you successfully hit with this Strike it does an additional +2d6 damage and your opponent must make a Fortitude Save (DC 13 plus your Str Modifier) or fall Prone.


Vital Blow
Python (Strike)
Level: Warblade 4
Prerequisite: Two Python Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw: Fort Negates

When you use this strike, if it successfully damages your opponent he must make a Fortitude Save (DC 14 plus your Str Modifier) or he is Exhausted for 1 Minute.


Improved Positioning Blow
Python (Strike)
Level: Warblade 4
Prerequisite: Two Python Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw: Fort Negates

When you use this strike, if it successfully damages your opponent he must make a Fortitude Save (DC 14 plus your Str Modifier) or take a -4 on all Opposed Combat Checks until after your next turn.


Takeaway
Python (Strike)
Level: Warblade 5
Prerequisite: Two Python Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw: Fort Negates

If you successfully hit with this Strike it does an additional +2d6 damage and your opponent must make a Fortitude Save (DC 15 plus your Str Modifier) or you may take his weapon from him.


Debilitating Blow
Python (Strike)
Level: Warblade 7
Prerequisite: Three Python Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature
Saving Throw: Fort Negates

When you use this strike, if it successfully damages your opponent he must make a Fortitude Save (DC 17 plus your Str Modifier) or he is Staggered for 1 Minute.


Nerve Punch
Python (Strike)
Level: Warblade 7
Prerequisite: Three Python Maneuvers
Initiation Action: 1 Standard Action
Range: Melee Attack
Target: One creature

This Strike is considered a melee Touch Attack, and instead of normal damage your opponent is Stunned and he takes a Penalty to his AC equal to your (Initiator level divided by 5) for 1 full round.


Basic Hold
Python (Stance)
Level: Warblade 1
Prerequisite:
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Fort Negates

While in this Stance you gain the Constriction Ability, doing 1d3 plus your Str Bonus with a successful Grapple Check (unless you already have a Constriction ability doing more damage). If you maintain a Grapple while in this Stance for more than 3 rounds your opponent must make a Fortitude Save (DC 11 plus your Str Modifier) or be Fatigued for 1d6 rounds.


Intermediate Hold
Python (Stance)
Level: Warblade 3
Prerequisite:
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Fort Negates

While in this Stance you gain the Constriction Ability, doing 1d6 plus your Str Bonus with a successful Grapple Check (unless you already have a Constriction ability doing more damage). If you maintain a Grapple while in this Stance for more than 3 rounds your opponent must make a Fortitude Save (DC 13 plus your Str Modifier) or be Exhausted for 1d6 rounds.


Joint Manipulation
Python (Stance)
Level: Warblade 4
Prerequisite:
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance


Mount
Python (Stance)
Level: Warblade 8
Prerequisite:
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance, if you have an opponent Pinned in a Grapple you can perform any Strike Maneuver with a successful Grapple Check.  If the Strike is 3rd Level or less using it while in this Stance does not expend it.


Advanced Hold
Python (Stance)
Level: Warblade 8
Prerequisite:
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Fort Negates

While in this Stance you gain the Constriction Ability, doing 2d6 plus your Str Bonus with a successful Grapple Check (unless you already have a Constriction ability doing more damage). If you maintain a Grapple while in this Stance for more than 3 rounds your opponent must make a Fortitude Save (DC 18 plus your Str Modifier) or die.


Skilled Grappler
Python (Stance)
Level: Warblade 2
Prerequisite:
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

While in this Stance you gain a +4 Bonus on Opposed Grapple Checks, nor do you lose your Dexterty Bonus to AC while Grappling.


Basic Suplex
Python (Boost)
Level: Warblade 1
Prerequisite:
Initiation Action: 1 Swift Action
Range: see text
Target: see text
Duration: 1 round
Saving Throw: No

To use this Boost you must have made a successful Grapple Check.  Your opponent and you both fall Prone, he takes 2d6 damage, and the Grapple ends.


Intermediate Suplex
Python (Boost)
Level: Warblade 5
Prerequisite:
Initiation Action: 1 Swift Action
Range: see text
Target: see text
Duration: 1 round
Saving Throw: No

To use this Boost you must have made a successful Grapple Check.  Your opponent falls Prone, he takes 5d6 damage, and the Grapple ends.


Gator Roll
Python (Boost)
Level: Warblade 6
Prerequisite:
Initiation Action: 1 Swift Action
Range: see text
Target: see text
Duration: 1 round
Saving Throw: No

If you have your opponent Pinned in a Grapple, you may use this Boost to do 1d6 plus Str Modifier damage plus Move him 5'.  This does not expend the Maneuver and it may be repeated a number of times equal to your Str Modifier or until you fail the Grapple Check.  If you fail the Grapple Check you are instead considered Pinned by your opponent.


Second Wind
Python (Boost)
Level: Warblade 6
Prerequisite:
Initiation Action: 1 Swift Action
Range: see text
Target: see text
Duration: 1 round
Saving Throw: No

When used this Boost heals hit points equal to your Initiator Level and dispels the following conditions: Confused, Dazed, Exhausted, Fatigued, Nauseated, Pinned, Sickened, Staggered, or Stunned.


Double Suplex
Python (Boost)
Level: Warblade 7
Prerequisite:
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

To use this Boost you must have made a successful Grapple Check.  You and your opponent fall Prone, and he takes 6d6 damage.  This does not end the Grapple or expend the Maneuver, and you have a +4 Bonus to maintain the Grapple next round.  On the second round you may use this Maneuver, and it is then expended whether you are successful or not.  If you choose not to use the Maneuver the following round it is expended regardless.


Riding
Python (Boost)
Level: Warblade 7
Prerequisite:
Initiation Action: 1 Swift Action
Range: see text
Target: see text
Duration: 1 round
Saving Throw: No

To use this Boost you must have made a successful Grapple Check.  You gain the Constriction Ability for the round and your Grapple Check if successful does an additional +2d6 damage, and you get a +4 Bonus to maintain the Grapple Check the next round.  This does not expend the Maneuver and it may be repeated a number of times equal to your Str Modifier or until you fail the Grapple Check.


Pinning Suplex
Python (Boost)
Level: Warblade 8
Prerequisite:
Initiation Action: 1 Swift Action
Range: see text
Target: see text
Duration: 1 round
Saving Throw: No

To use this Boost you must have made a successful Grapple Check.  Your opponent and you both fall Prone, he takes 8d6 damage, and he is considered Pinned.


Advanced Suplex
Python (Boost)
Level: Warblade 9
Prerequisite:
Initiation Action: 1 Swift Action
Range: see text
Target: see text
Duration: 1 round
Saving Throw: No
Saving Throw: Fort Negates

To use this Boost you must have made a successful Grapple Check.  Your opponent and you both fall Prone, he makes a Fortitude Save, and the Grapple ends.  If he fails the Save he is killed.  If the Save succeeds he takes 10d6 damage instead.


Shoulder Block
Python (Counter)
Level: Warblade 2
Prerequisite:
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

As an Immediate Action you may perform a Bull Rush Attack against an opponent who is performing a Charge attack on you.  If the Bull Rush is successful his attack ends and he takes your Unarmed Strike damage in addition to the normal effects of a Bull Rush Attack.


Reversal
Python (Counter)
Level: Warblade 4
Prerequisite:
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

As an Immediate Action you may re-roll a failed Grapple Check to Escape a Grapple with a +2 Bonus on the roll.  If you succeed you are considered to have taken control of the situation and are now Grappling your opponent as opposed to him Grappling you.


Defensive Takedown
Python (Counter)
Level: Warblade 5
Prerequisite:
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Saving Throw: Reflex Negates

As an Immediate Acton you may cause an opponent who has successfully attacked you in melee to make a Reflex Save (DC 15 plus Str Modifier) or he falls Prone and takes 2d6 damage.


Python's Grip
Python (Counter)
Level: Warblade 6
Prerequisite:
Initiation Action: 1 Immediate Action
Range: Personal
Target: You

As an Immediate Action you may make a successful Grapple Check against an opponent who has attacked you in melee (no roll is necessary, you are automatically Grappling your opponent).  Optionally if you are already Grappling an opponent you may place him in between you and an attacker, and all attacks made by that Opponent are rolled against him instead.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Garryl on June 13, 2013, 06:19:16 PM
Re: http://www.minmaxboards.com/index.php?topic=10272.msg170444#msg170444

Okay, so it starts off with the SRD Druid, but with poor BAB, good Ref saves (thus all good saves), 1/2 level for animal companion (thus giving it stats comparable to a ~1/2 level SNA summon), no Wild Shape, and a variety of minor statistical bonuses in Wild Shape's place. That'll certainly tone it down a notch. Are there any other systemic changes you've made that are not explicitly stated in the class that should be taken into account? I'm assuming that the HD is still d8 and the skills are still the same.

Druid Ref and Will saves don't increase at level 20 for some reason.

Animal Companion needs a (minimum 1st level) clause or something in there so you don't have an undefined effect (0th-level effective Druid level at level 1).

A few typos here and there. Things like "affects" instead of "effects" and +X to speed (meaningless without the units, which are presumably supposed to be feet).

Stage 1-4 aspects seem to be very, very minor things. You get abilities that are asynergistic with the rest of the class or are equivalent to 1st-level abilities and spells. Then stage 5 comes in and you get rather huge senses, numerical bonuses, and damage. It's all out of nowhere. I know it's level 18+, where spellcasters are running around with 9th-level spells (and the Druid is one of them), but it's completely out of left field, provided through an ability that formerly granted only minor statistical bonuses and flavorful effects. It's like if the Barbarian Trap Sense ability suddenly let you construct high-end traps in the middle of battle.

You may wish to change the formatting to make it easier to read. Putting the Aspects of Nature in a bulleted list so they don't just run into each other, bolding ability names instead of italicizing them, etc. Not vitally important, but it does help make it more accessible.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 13, 2013, 07:51:52 PM
Re: http://www.minmaxboards.com/index.php?topic=10272.msg170444#msg170444

Okay, so it starts off with the SRD Druid, but with poor BAB, good Ref saves (thus all good saves), 1/2 level for animal companion (thus giving it stats comparable to a ~1/2 level SNA summon), no Wild Shape, and a variety of minor statistical bonuses in Wild Shape's place. That'll certainly tone it down a notch.

That was quite the point, though the Ref was a bit of a concession prize.

Are there any other systemic changes you've made that are not explicitly stated in the class that should be taken into account? I'm assuming that the HD is still d8 and the skills are still the same.

Nothing that will affect the Druid specifically. The main thread summarizes all encompassing changes though.

All HD and such same unless noted otherwise.

Druid Ref and Will saves don't increase at level 20 for some reason.

Animal Companion needs a (minimum 1st level) clause or something in there so you don't have an undefined effect (0th-level effective Druid level at level 1).

A few typos here and there. Things like "affects" instead of "effects" and +X to speed (meaningless without the units, which are presumably supposed to be feet).

All editing errors. Pheex'd.

Stage 1-4 aspects seem to be very, very minor things. You get abilities that are asynergistic with the rest of the class or are equivalent to 1st-level abilities and spells.[/quote]

Overall the Aspects are supposed to be flavorful but not game changing effects for their level. Things to take away the power of Wildshape but still leave you feeling nature-y and without dead levels.

They are meant to be really minor for 1 and 2. 3 is mostly about attack forms (which will be irrelevant to most, but would help a Druidic Avenger - you'd want to look at the Barbarian variant too for all the specifics there). Stage 4 is meant to be more utility potential and some rarer attacks, and Stage 5 is meant to be something that you might actually still use by that point.

Are there any in particular that stick out as not falling into these categories? That should be moved up/down or simply buffed/nerfed? The concepts for the Aspects of Nature is pretty set for me, but the actual numbers very likely still need adjusting.

Putting the Aspects of Nature in a bulleted list so they don't just run into each other

Strange. The Aspects of Elements already were but i never did the Nature. Fixed.

Speaking of which, do you have any thoughts on those?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Garryl on June 13, 2013, 10:06:34 PM
I haven't looked at the elemental aspects.
1) They're nowhere near complete. You don't even have any for the stage 3 aspects.
2) They only come at level 18-20. The existing level 18-20 class features (stage 5 nature) are so out of whack with the 1-17 class features (no apparent progression, just a sudden jump from minor to major) that there's no baseline to compare it to.
3) New class features introduced right before the class ends tend to be capstone class features that sort of finalize what the class was doing already. These (aspects of elements, stage 5 aspects of nature) start adding in whole new ways of doing things, so it's really hard to say how they will work out. It's like if a Rogue's Trap Sense suddenly started letting the Rogue make traps of high-level spells freely in combat at level 18-20.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 14, 2013, 04:43:59 PM
I haven't looked at the elemental aspects.
1) They're nowhere near complete. You don't even have any for the stage 3 aspects.

There are no Stage 3 Elements.

As well, for the 'out of whack' boost in power. Remember that it's not only a level difference. Stage 5 AoN and Stage 2 AoE you only get to choose two of (unless you spend feats), versus the 4 stage 1-3 AoN and 3 stage 4 AoN and 1 AoE.

The increase in power relative to the last stage as you enter each new stage is intended. What I need help with is seeing if the numbers involved actually support the type of steps between each. And filling out the AoEs a bit more.

There is meant to be a big jump between 4 and 5. But are the relative jumps between the different possible options the same? or at least similar?

Same with AoEs versus early stage AoNs.


It's like if a Rogue's Trap Sense suddenly started letting the Rogue make traps of high-level spells freely in combat at level 18-20.

If there had been a move somewhere around 10-15 towards making traps at all and then making magic traps, I would actually expect that. Though I would expect to see only DD and trap themed spells, and probably no more than 7th (8th if it's weak) level spells.

But the thematic progression here is the same as the base Druid, but in addition to power of the animal it's also the degree of the change, finishing off with 'suddenly elementals,' just as the base Druid. Which I kept because, to me, it helps clarify that the Druid is not actually becoming like animals, but rather simply closer to nature as an all encompassing whole, including the elements that compose it's foundations.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Garryl on June 16, 2013, 10:24:46 PM
I haven't looked at the elemental aspects.
1) They're nowhere near complete. You don't even have any for the stage 3 aspects.

There are no Stage 3 Elements.
Quote
At 20th the Druid chooses one Aspect from the Stage 3 list
Old text from a previous version?

Quote
As well, for the 'out of whack' boost in power. Remember that it's not only a level difference. Stage 5 AoN and Stage 2 AoE you only get to choose two of (unless you spend feats), versus the 4 stage 1-3 AoN and 3 stage 4 AoN and 1 AoE.

All it takes is one thing really out of whack with the rest of things. That's why adding Zceryll, a single vestige, pushes Binders from Tier 3 into gamebreaker Tier 2. Not that these abilities are necessarily that kind of a game breaker (I'd still expect the game breaking to come from the Druids full spellcasting), just stressing quality over quantity as the important part.

Besides, you get just as many (4) of each level of power, anyways. 4x AoN 1-3, 3x AoN 4 + 1x AoE 1, 2x AoN 5 + 2x AoE 2.

Quote
The increase in power relative to the last stage as you enter each new stage is intended. What I need help with is seeing if the numbers involved actually support the type of steps between each. And filling out the AoEs a bit more.

There is meant to be a big jump between 4 and 5. But are the relative jumps between the different possible options the same? or at least similar?

Same with AoEs versus early stage AoNs.


It's like if a Rogue's Trap Sense suddenly started letting the Rogue make traps of high-level spells freely in combat at level 18-20.

If there had been a move somewhere around 10-15 towards making traps at all and then making magic traps, I would actually expect that. Though I would expect to see only DD and trap themed spells, and probably no more than 7th (8th if it's weak) level spells.

But the thematic progression here is the same as the base Druid, but in addition to power of the animal it's also the degree of the change, finishing off with 'suddenly elementals,' just as the base Druid. Which I kept because, to me, it helps clarify that the Druid is not actually becoming like animals, but rather simply closer to nature as an all encompassing whole, including the elements that compose it's foundations.

Druid Wild Shape does not fundamentally change at high levels. You start off with a variety of combat-capable, sneaky, and versatile forms, and you just progress into bigger (or smaller) and better ones. Verold Druid Aspects go from little of note (stage 1-4) to something quite serious (stage 5, elementals) both suddenly and right at the end of the class.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 17, 2013, 11:37:05 AM
Quote
At 20th the Druid chooses one Aspect from the Stage 3 list
Old text from a previous version?

Yes. The table was correct.

Verold Druid Aspects go from little of note (stage 1-4) to something quite serious (stage 5, elementals) both suddenly and right at the end of the class.

I've already explained that said progression was intended.

Do you think the numbers involved great too large a disparity? If so, which numbers on which abilities?

Are some of the abilities themselves a larger jump than others? Which?

I cannot possibly refine this further in regard to your critiques unless you are vastly more specific.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 20, 2013, 07:22:17 PM
Fixed quote issues.

Also lowered most numbers for stage 5 AoN. Don't think I changed them when I had added AoEs. Abilities themselves remain the same.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Garryl on June 20, 2013, 07:59:14 PM
Verold Druid Aspects go from little of note (stage 1-4) to something quite serious (stage 5, elementals) both suddenly and right at the end of the class.

I've already explained that said progression was intended.

Do you think the numbers involved great too large a disparity? If so, which numbers on which abilities?

Are some of the abilities themselves a larger jump than others? Which?

I cannot possibly refine this further in regard to your critiques unless you are vastly more specific.

I can accept that it is intended, I just don't think that the paradigm shift is a good thing to have that late in a class progression. Levels 1-10 are when you should be acquiring and developing core competencies. Anything after that (11-20) should be refining your existing capabilities.

I may not be able to provide any more useful insight into your classes as our design philosophies may be too far apart. Additionally, having taken a quick look some of the other Verold classes, I see that the power level of most classes is sufficiently different from the norm that I cannot properly evaluate them in their context.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on June 20, 2013, 08:14:17 PM
Additionally, having taken a quick look some of the other Verold classes, I see that the power level of most classes is sufficiently different from the norm that I cannot properly evaluate them in their context.

It is a rather extensive project, which is a big part of why I need help ironing out details and pinning down numbers.

Overall the classes should be more powerful (significantly in some cases), with the exception of the Cleric and Druid. Sorceror and Wizard sadly have so few class features that there wasn't anything to nerf.

Secondary goals have been to provide every class with interesting (not just numeric) reasons for pursuing depth into the classes as well as options in combat (over simply full attack).
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 23, 2013, 09:54:06 PM
The first thing that strikes me is that the text for Aspect of Nature is different from the table; the table has stage one at 3-6 (not 4-7), stage two at 6-9 (not 7-10), stage three at 9-12 (not 10-13), stage 4 at 13, 15, and 17 (not 13-15), and stage five at 18 and 20 (not 15-17).

Gods, I'm a terrible editor  :-\ I think the text ones were from before the aspects of elements.

Stage Two Nature: Do you need to specify +5 feet for the legs of the deer one, or is just +5 customary?

Added '. Generally, there's nothing else it could be, but specification is not a bad thing.

Stage Three Nature: How long does it take to spin a spider's web?

The entire action is an attack action. It works like web spinning monstrous spiders. I will specify more information and clarify the link.

Is it necessary to state which natural weapons are primary (and get full strength) and which are secondary, or is that inherent in their type?

"When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary.

The primary weapon is given in the creature’s Attack entry, and the primary weapon or weapons is given first in the creature’s Full Attack entry. A creature’s primary natural weapon is its most effective natural attack, usually by virtue of the creature’s physiology, training, or innate talent with the weapon."

Emphasis mine. The best natural attack you have is your primary if there's nothing specifying otherwise.

Stage Four Nature: What is the effect of the wolverine's rage if the rage ability the Druid already has comes from a template, spell, item, or other source that does not specify an effective class level for the rage?

He gains the rage of a 1st level Barbarian, since he does not have anything rage related that a +1 class level would determine.

Stage Five Nature: When curled up like a hedgehog, must the Druid take the Full Defense action each turn, unless they choose to uncurl? Or is this a "free"(-action) +10 AC and 5d6 retaliation for not being able to move?

"and is considered to be taking the total defense action" ;) Capitalizing for emphasis though.

Stage One Elements: Wrapped in Fire, and its electric and negative-energy counterparts, seem powerful (at least in comparison to the rest). They deal 6d6 damage (no save), plus 3d6 (at least) and action denial from fire, and the electric or negative-energy counterparts don't have a phrase preventing the Druid from walking back and forth, crossing the 10' line to deal 6d6 damage multiple times. Additionally, does the Acid-breath one count as a breath weapon?

None of them possess such a phrase preventing multiple hits. Adding one in. Fire doesn't deny actions though, unless you want to end it early.

And I would say that being able to use your breath as a weapon counts as a breath weapon, yes.

Stage Two Elements: Do the movement-speed granting Drifts overwrite your speed (such as the Nature-aspect fly speed, or a racial Swim speed), or use the faster speed? (Again, this is a question I feel that more experienced people would know, but it's unclear to me.)

They use the speed listed. Twice your land speed for swim, same as land speed for flight. I'm not sure I understand the question, though? They are different movement modes. The same as any creature that has a flight, swim, or climb speed.

Also, the healing-from-damage by absorbing elements one seems to they have very high heal-to-damage ratios; even making half of your save means that you'll gain the full spell's value in HP. (Taking half, and healing 1.5, means that you heal the full damage of the spell, despite only making your save for "half" damage.) From memory, I feel like I've seen that kind of healing at three damage = one healing, but I'm not sure.

I had remembered the same ratio, just had it backward. But you're right, saving even against a partial affect would give you a net gain of hit points. Reversed the ratio.

Druidic Avenger: I understand how it seems to work, though by giving Druid rage equal to a Barbarian of its level (even without Mighty/ Greater Rage), I feel that it makes the Barbarian superfluous; there aren't that many other substantial features the Barbarian gets, other than Rage.

This gets into a little murkier territory, as its meant to work wit the Barbarian variant from the same setting. It has a much expanded rage ability (including new types and larger buffs at the higher steps), as well as other abilities that compliment it.

The Avenger variant here is pretty much just how the unearthed arcana avenger variant interacts with the barbarian changes.

Coyote Druid Racial Substitutions: Fits, although I feel that the substitution levels don't make any sense for an Avenger, which bugs me because Avengers get special bonuses for being a Coyote and giving up the racial Dog companion.

That's kind of the point though. The Avenger wouldn't be able to get the cap on the generic Druid sub levels, since they don't qualify for the cap if they give up their animal companion.

Also, the level-9 row on the table is missing the Stage 3 Aspect.

Fixed.

Elemental Affinity: This scares me, because of the damage problems it could cause, thanks to the auto-damaging Elemental Drifts. However, it's only available at level 18 (you gain Aspect of Elements at level 16), so that reassures me... a little.

Those specifically would get a bit powerful, yes. But, especially at that level, there are generally better things for spellcasters to be doing than using feats to focus on direct damage.  ;)

Affinity Master: Again, damage. Scary. However, there's no way to gain this feat without extra bonus feats, or going Epic. This is thanks to the fact that Elemental Affinity can only be taken at level 18, and you don't get another feat normally until level 21, which is Epic. And honestly, there are better things for Epic feats.

;)

Share Aspects: oh god the damage[/i]. If you, say, sell your soul (Pact Certain) at level 18 (shortly after getting Elemental Affinity) to get Affinity Master and picked up Share Aspects earlier, you've got (6d6 (fire) + 12d6 (electricity) + 12d6 (negative))*2= 60d6 of damage every time you and your Animal Companion get close to something. No save. Oh, and if you have the movement to back up and then back into the 10' range? Another 48d6. Per 10' of extra movement you have. This... scares me.

Just throwing on the not causing damage twice clause to those abilities fixes this. But, you're right, if you dumped everything into nothing else, you could do some serious AoE damage passively. Think I'll drop it down to 4d6 for the auras.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Gazzien on August 23, 2013, 11:29:20 PM
Yeah, I'm sorry about the movement-speed thing. I wasn't thinking quite straight with that.

I had seen Fire, and read the 'extending duration' thing as you don't get the initial burn again.

Okay, we're good now. Looks good to me!
Title: Re: Verold Reviews/Questions/Discussions
Post by: FireInTheSky on August 28, 2013, 01:01:17 AM
I'd like to provide some critique here, but I'm a little overwhelmed by the size of this, and not really sure where to start. Do you need more on the Druid, or is there something else you'd like me to look at the most?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 29, 2013, 09:54:29 PM
I'd like to provide some critique here, but I'm a little overwhelmed by the size of this, and not really sure where to start. Do you need more on the Druid, or is there something else you'd like me to look at the most?

Need more wherever your eyes draw you. ;)

Though, I threw Druid in the exchange thread because I wanted opinions on both the nature/element balances, plus potentially ideas for the missing elementals.

Barbarian is in a similar state with the calms.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Garryl on August 30, 2013, 02:41:51 AM
Let me take a quick look at the Barbarian, since you're asking.

(click to show/hide)

Also, why did you remove the AC bonus from Monks? I'm assuming that Unarmed Strike, Tongue of the Sun and Moon, and other abilities that appear on the table but not in the text work normally, but the AC bonus doesn't appear at all. Also, Fast Movement should say a +10-foot, not +10 bonus.
Title: Re: Verold Reviews/Questions/Discussions
Post by: FireInTheSky on August 30, 2013, 04:10:56 AM
Here's a critique for the Barbarian (feel free to reject any and all of my wording suggestions):

Pseudoedit: Ninja'd by Garryl! (Yes, even though I posted an hour and a half after him. I was watching something on TV...)

(click to show/hide)

Despite the seemingly large number of wording suggestions, overall, I like it!
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 30, 2013, 09:22:34 PM
Also, why did you remove the AC bonus from Monks? I'm assuming that Unarmed Strike, Tongue of the Sun and Moon, and other abilities that appear on the table but not in the text work normally, but the AC bonus doesn't appear at all. Also, Fast Movement should say a +10-foot, not +10 bonus.

I didn't. It's, again, just my poor editing.  :shakefist

I even reference the AC bonus still in the weapon and armor profs. Adding a note like Spellcasting for Druids, since I don't want to make another table line lol.

Fixed both.

Battle Ecstasy provides no benefit with respect to DR if your highest DR is one your enemy can bypass (ex: DR/magic, which usually comes in larger quantities because its easier to bypass). In such respects, you'd be better off without that type of DR at all than with it. The +2 bonus should instead be to all DR you have (remember, multiple types of DR don't stack, so there's no double dipping here) and give DR 2/- in all cases, even if you already have DR. Ditto for Resilient Rage.

Yea, having it add to all.

Mountain Rage should increase your size by 1 category, rather than explicitly setting your size to Large. Also, is the -2 penalty to attack and AC supposed to be in addition to the normal size penalties for being larger? It's unclear if it's that or it's supposed to replace the normal -1 penalty for Large size.

Clarified.

Raging Strength's calm effect needs a time limit (probably within 1 round or something). As-is, nothing is stopping you from raging outside an encounter and immediately ending it to add a massive bonus to your first attack.

Good point.

Swift Rage's calm effect produces a ridiculous amount of attacks. Unless you're attacking with tickles, I have trouble seeing 5+Con mod extra attacks not instagibbing anything you focus on. Also, if you calm out of a Swift Rage, the wording seems to indicate that you get the attacks immediately, rather than having to make them as part of a full attack like Haste and similar effects. I don't think that's intended.

Good point, I don't think I was taking the initial 5 rounds into account.

Is Battle Ecstasy's explosive calm effect supposed to make them miss everyone? The fluff seems to imply that they should only miss attacks against you, not attacks made from and towards locations well outside your reach.

It is intended to affect all attacks by that foe. Same issue with ratio as above though, so dropped it to 1/3 instead of full.

Mountain Rage's explosive calm effect is a no save, just lose effect. Your enemies will be unable to act for about three times as long as it usually takes to win against enemies who do fight back.

Again, ratio issue. Cut in half. And added a Fort save against stun and Will save against daze to justify penalty of double loss.

Fixed a few others too. Do the ratios all look good now?

BAB is off at level 16.

Skills: A Barbarian adds Knowledge (Nature) and Spot Barbarian list of skills.

I feex.

Should Raging Strength have a minimum of 1? Also, is the bonus just to the attack roll, or to damage as well?

Rounding down is the standard assumption, no? Have to sac at least 2 rounds. But i'll clarify that it is to hit and damage.

put Swift Rage with all of the other rage types, especially since you give a Calm for Swift Rage before you actually say what it is.

Hrmm, good point. It was organized that way before I added the Calms. Switched, and reworded a bit to make the higher level option clearer.

For Mountain Rage is there a save?

There is now. ;)

In the second round of you raging all up in peoples' grills

Best way to phrase that evar.

4 full rounds' worth of actions before the end of your current turn... Also, if you take the Fueled by Rage feat a couple times, you could do it again in the same round.

Again, obviously the ratio is off. Another example of needing eyes on the numbers. ;)

But I also had not considered how that feat would interact. Nerfed the ratio to 1/6 and going to clarify the feat, noting that you can't use the same Calm twice in one round. So this limits you, even if you wanted to burn a TURN of rages, to one Sudden Calm and one Explosive Calm per round. Though each could still be giving 3 different benefits pre-epic.

What about SLAs?[/spoiler]

They are (usually) affected by things that affect spells, are they not? Added clarification, if for nothing else than to separate SUs as not counting.

Despite the seemingly large number of wording suggestions, overall, I like it!

All good... I am a horrible editor of my own ideas, as I think I've said before. ;)



And thank you both. :D

Would either of you happen to have insights on the various sub/alts as well?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Garryl on August 31, 2013, 12:13:58 AM
It just occurred to me that the duration of your rage isn't actually defined until you end your turn. What happens, then, if you calm out of a rage for a duration-dependent effect on the turn you start the rage, before the duration is set?
Title: Re: Verold Reviews/Questions/Discussions
Post by: FireInTheSky on August 31, 2013, 12:17:56 AM
Quote
Battle Ecstasy: A 3rd level Barbarian can choose to channel his rage into a battle ecstasy, giving him a +4 bonus to Dex and Con. Additionally, all forms of DR he currently possesses increase by 2, and he gains DR 2/- and a +2 bonus to all forms of DR he possesses.
Also, it appears that there's now a broken tag ([/li]?) after the description of this.

In the second round of you raging all up in peoples' grills

Best way to phrase that evar.
I thought you'd like it.  :D

Quote
4 full rounds' worth of actions before the end of your current turn... Also, if you take the Fueled by Rage feat a couple times, you could do it again in the same round.

Again, obviously the ratio is off. Another example of needing eyes on the numbers. ;)

But I also had not considered how that feat would interact. Nerfed the ratio to 1/6 and going to clarify the feat, noting that you can't use the same Calm twice in one round. So this limits you, even if you wanted to burn a TURN of rages, to one Sudden Calm and one Explosive Calm per round. Though each could still be giving 3 different benefits pre-epic.
Even at 1/6, without too much work you could get 3 rounds, and with more work, you could still get 4. You might want to just set a limit of 1 or 2 rounds.

Quote
Would either of you happen to have insights on the various sub/alts as well?
Maaaaybe...

Quote
Wolf:  You gain insight into the loyal pack of the wolves. Starting at 1st level whenever you flank an opponent, you and all allies who also flank the same opponent gain an additional +1 bonus on all attack and damage rolls against that opponent. Every level that your damage reduction would have gone up, you instead gain a “flanking point.” Each flanking point is good for an additional +1 bonus on attack and damage rolls, and as a free action can be divided as you see fit amongst any allies flanking the same target as you, including yourself.
So, it is not the case that everyone gets the accumulated boni, but instead the total is broken up however you choose between all flanking allies? If that's the case, then the wording needs some work. Unfortunately, I'm not sure of the best way to say it, because, as a free action, you could theoretically shift it all to the person attacking, then spend another free action to shift it all back to yourself, attack, and then shift it over to a 3rd flanker, etc. In any case, I don't think it's broken if all flankers get the bonus all the time anyway, so I'd probably just take out the flanking point stuff. Just say something like this:
Quote
Wolf:  You gain insight into the loyal pack of the wolves. Starting at 1st level whenever you flank an opponent, you and all allies who also flank the same opponent gain an additional +1 bonus on all attack and damage rolls against that opponent. Every level that your damage reduction would have gone up, instead this bonus increases by 1. you instead gain a “flanking point.” Each flanking point is good for an additional +1 bonus on attack and damage rolls, and as a free action can be divided as you see fit amongst any allies flanking the same target as you, including yourself.
Much simpler, much cleaner, and not broken (as far as I can tell).

Nothing jumps out at me for the other Animal Spirits and Racial Subs. Also, is it just me, or should you be taking every opportunity possible to replace "Bear Barbarian" with "Barbearian"? :hide Just me? Okay.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 31, 2013, 07:32:18 PM
It just occurred to me that the duration of your rage isn't actually defined until you end your turn. What happens, then, if you calm out of a rage for a duration-dependent effect on the turn you start the rage, before the duration is set?

A very good point. I had not considered that issue.

IT would, I suppose, be quiet a nerf to single round rage/calm novaing to have it be retroactively decided based on being back to your normal Con score at the end of the round, which I may want to keep.

But it would also be a bit too complex, especially if there were any other buffs or debuffs dropped in there.

But the point of it was to lock them in to a set duration after gaining their rage boost, instead of it changing in response to other buffs/debuffs.

Sadly, I'm not sure of a better way to phrase it. Perhaps something like:

"...plus a number of extra rounds equal to the Barbarian's Con mod immediately after activating the rage (adding more Con boosts or suffering a penalty after that does not change the rage's duration)..."

Also, it appears that there's now a broken tag ([/li]?) after the description of this.

Ugh... Feext.

Even at 1/6, without too much work you could get 3 rounds, and with more work, you could still get 4. You might want to just set a limit of 1 or 2 rounds.

Hrmmm... Thinking about it... With a feat involved, you could, essentially, imitate time stop, each encounter, with a consistent duration.

What do you think about something closer to one extra round, if you give up 10 full rounds, 2 rounds, and if you give up 20, 3 rounds? Essentially all the way down to 1/10, but with a cap still.

So, it is not the case that everyone gets the accumulated boni, but instead the total is broken up however you choose between all flanking allies?

Yea. All flankers gain +3 instead of +2, and you gain up to 5 flanking points to distribute as well.

If that's the case, then the wording needs some work. Unfortunately, I'm not sure of the best way to say it, because, as a free action, you could theoretically shift it all to the person attacking, then spend another free action to shift it all back to yourself, attack, and then shift it over to a 3rd flanker, etc.

A 1/rnd limit would solve that problem.

In any case, I don't think it's broken if all flankers get the bonus all the time anyway, so I'd probably just take out the flanking point stuff.

 Just say something like this:
Quote
Wolf:  You gain insight into the loyal pack of the wolves. Starting at 1st level whenever you flank an opponent, you and all allies who also flank the same opponent gain an additional +1 bonus on all attack and damage rolls against that opponent. Every level that your damage reduction would have gone up, instead this bonus increases by 1. you instead gain a “flanking point.” Each flanking point is good for an additional +1 bonus on attack and damage rolls, and as a free action can be divided as you see fit amongst any allies flanking the same target as you, including yourself.
Much simpler, much cleaner, and not broken (as far as I can tell).

The bonus then would be +8 for all flankers. Hrmmm... But high number of flankers isn't that common, especially at 20 where they'd be cranked that high...

Also, is it just me, or should you be taking every opportunity possible to replace "Bear Barbarian" with "Barbearian"? :hide Just me? Okay.

No, not at all... And I totally do any other time I'm talking about them. :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: FireInTheSky on August 31, 2013, 08:14:34 PM
Even at 1/6, without too much work you could get 3 rounds, and with more work, you could still get 4. You might want to just set a limit of 1 or 2 rounds.

Hrmmm... Thinking about it... With a feat involved, you could, essentially, imitate time stop, each encounter, with a consistent duration.

What do you think about something closer to one extra round, if you give up 10 full rounds, 2 rounds, and if you give up 20, 3 rounds? Essentially all the way down to 1/10, but with a cap still.
If you do this, you have to make sure you have a minimum. You can't just say "up to 10 full rounds," because then you could wait until you had 1 round left, and then sacrifice it to get a free full round action. ...Actually, I'm not sure you need to do that. It may not be a problem, because no encounter is ever going to last that long, so you're pretty much never going to use all the rounds anyway.

So you're basically proposing 1 round + 1 round per 10 sacrificed? I'd probably just do 1/10 straight-up. I feel like extra full round actions are so useful, and so rare, that it justifies a cost that high. I mean, even at 1/10, you're still basically getting a one- or two-round time stop every encounter.

Quote
So, it is not the case that everyone gets the accumulated boni, but instead the total is broken up however you choose between all flanking allies?

Yea. All flankers gain +3 instead of +2, and you gain up to 5 flanking points to distribute as well.

If that's the case, then the wording needs some work. Unfortunately, I'm not sure of the best way to say it, because, as a free action, you could theoretically shift it all to the person attacking, then spend another free action to shift it all back to yourself, attack, and then shift it over to a 3rd flanker, etc.

A 1/rnd limit would solve that problem.

In any case, I don't think it's broken if all flankers get the bonus all the time anyway, so I'd probably just take out the flanking point stuff.

 Just say something like this:
Quote
Wolf:  You gain insight into the loyal pack of the wolves. Starting at 1st level whenever you flank an opponent, you and all allies who also flank the same opponent gain an additional +1 bonus on all attack and damage rolls against that opponent. Every level that your damage reduction would have gone up, instead this bonus increases by 1. you instead gain a “flanking point.” Each flanking point is good for an additional +1 bonus on attack and damage rolls, and as a free action can be divided as you see fit amongst any allies flanking the same target as you, including yourself.
Much simpler, much cleaner, and not broken (as far as I can tell).

The bonus then would be +8 for all flankers. Hrmmm... But high number of flankers isn't that common, especially at 20 where they'd be cranked that high...
I'd just do the +8 for all flankers. It's not OP, and it's way simpler. You might potentially have more flankers at a higher level, from facing larger creatures (the Tarrasque?), but I don't think those creatures are gonna care about the extra +8 too much.

Quote
Also, is it just me, or should you be taking every opportunity possible to replace "Bear Barbarian" with "Barbearian"? :hide Just me? Okay.
No, not at all... And I totally do any other time I'm talking about them. :D
Good. I'm glad it isn't just me. :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 31, 2013, 08:37:23 PM
I'd just do the +8 for all flankers. It's not OP, and it's way simpler. You might potentially have more flankers at a higher level, from facing larger creatures (the Tarrasque?), but I don't think those creatures are gonna care about the extra +8 too much.

I think it will mostly be of benefit at low-mid levels. Being swamped by a bunch of mooks with SA and such. But that's also where the Wolf racial feat it's meant to emulate is designed to shine, so it works out. ;)

Quote
Also, is it just me, or should you be taking every opportunity possible to replace "Bear Barbarian" with "Barbearian"? :hide Just me? Okay.
No, not at all... And I totally do any other time I'm talking about them. :D
Good. I'm glad it isn't just me. :P
[/quote]

Boz even used it as the tagline in the Homebrew Compendium  :lmao
Title: Re: Verold Reviews/Questions/Discussions
Post by: FireInTheSky on August 31, 2013, 09:10:32 PM
Boz even used it as the tagline in the Homebrew Compendium  :lmao
I forgot about that.  :lol
Title: Re: Verold Reviews/Questions/Discussions
Post by: Garryl on August 31, 2013, 10:16:16 PM
Another thought for consideration. Perhaps give two forms of rage at level 1 (an offensive and a defensive version, like Raging Strength + Battle Ecstasy) so, even at the beginning, you get the feel and options of having different types of rages. You can move up the remaining rages by 2 levels apiece, thus having a lesser, baseline Swift Rage come before Greater Rage, which also lets you show an improvement to Swift Rage with Greater Rage (instead of it being left out). This, in turn, makes it look better (you don't have one rage type mysteriously left out of Greater Rage), and you can, potentially, introduce ACFs later on that trade away Greater Rage without messing up the balance between the different rage types.

It just occurred to me that the duration of your rage isn't actually defined until you end your turn. What happens, then, if you calm out of a rage for a duration-dependent effect on the turn you start the rage, before the duration is set?

A very good point. I had not considered that issue.

IT would, I suppose, be quiet a nerf to single round rage/calm novaing to have it be retroactively decided based on being back to your normal Con score at the end of the round, which I may want to keep.

But it would also be a bit too complex, especially if there were any other buffs or debuffs dropped in there.

But the point of it was to lock them in to a set duration after gaining their rage boost, instead of it changing in response to other buffs/debuffs.

Sadly, I'm not sure of a better way to phrase it. Perhaps something like:

"...plus a number of extra rounds equal to the Barbarian's Con mod immediately after activating the rage (adding more Con boosts or suffering a penalty after that does not change the rage's duration)..."

"A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier", straight from the SRD Barbarian. Change the 3 to a 5 (and maybe the "newly improved" to "possibly improved" as not all rages boost Constitution) and you're done.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 31, 2013, 11:57:01 PM
Another thought for consideration. Perhaps give two forms of rage at level 1 (an offensive and a defensive version, like Raging Strength + Battle Ecstasy) so, even at the beginning, you get the feel and options of having different types of rages. You can move up the remaining rages by 2 levels apiece, thus having a lesser, baseline Swift Rage come before Greater Rage, which also lets you show an improvement to Swift Rage with Greater Rage (instead of it being left out). This, in turn, makes it look better (you don't have one rage type mysteriously left out of Greater Rage), and you can, potentially, introduce ACFs later on that trade away Greater Rage without messing up the balance between the different rage types.

Very good idea.

"A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier", straight from the SRD Barbarian. Change the 3 to a 5 (and maybe the "newly improved" to "possibly improved" as not all rages boost Constitution) and you're done.

The reason I had shifted away from the SRD wording was to specify the duration not changing from later Con changes. For some reason, I had never thought to just drop the parenthetical into the standard wording...  :banghead
Title: Re: Verold Reviews/Questions/Discussions
Post by: FireInTheSky on November 13, 2013, 01:36:08 PM
Are SLAs usable while in Animal Form? (I'm thinking about making a Fox Naturalist.)
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 14, 2013, 04:57:45 AM
Are SLAs usable while in Animal Form? (I'm thinking about making a Fox Naturalist.)

Normally, the answer would simply be yes, as SLAs require no components (they are simply a mental effort), and even the Natural Spell and Surrogate Spellcasting feats specify they work by allowing you to substitute verbal and somatic components with appropriate counters. This is why Tibbits make great Warlocks ;)

However, here you are completely able to speak but not cast spells (normally - the intent was for spellcasters to need to take Surrogate Spellcasting)... So it is not clear that the specified rules are enough to resolve the issue.

So, obviously, it needs clarification... But I'm actually a bit unsure if I want to allow SLAs... because looking at it now I'm not sure how I could, thematically, justify that while still denying V spell components... Meaning I would have to restrict the spellcasting caveat to only disallowing somatic components... And that's not really worth the feat tax I had intended for Animal form spellcasting...

*ponder*

I would allow SLAs, yes.

But I need to properly reformat that paragraph to explicitly state and with decent fluff backing both that even with speech spellcasting is normally out and that SLAs are allowed.

If you've got any suggestions on that wording I'm all ears. ;)

I should also probably include Surrogate Spellcasting in the feats section (with that explicit note too) since it's kind of an obscure feat for some people.


Also, let me know how the character turns out :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: FireInTheSky on November 14, 2013, 06:26:11 AM
Unfortunately, the DM felt that Fox was a little too powerful for his liking, so I had to go with something else. :( (Understandable.)

Fluff-wise, I would say that SLAs are more of an intrinsic ability, that you can just, kind of, "do," whereas spells are more artificial, so it requires more study (i.e. take a feat) to be able to do that while in animal form.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 14, 2013, 08:25:23 AM
Unfortunately, the DM felt that Fox was a little too powerful for his liking, so I had to go with something else. :( (Understandable.)

Yea, I think recommendation has usually been to do them at about 2 LA in normal campaigns, though I think a few people have squeaked by with 1 when not doing super blatant synergies. See if he'll swing that for you?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 26, 2013, 02:36:19 AM
Some more Feats for Blade Wind, and still hammering at the walls of my block in terms of the rest of the racial sub levels.

But I just realized I have no feats for Sorc, Ranger, Cleric, Bard, or any PrCs yet. I may just work on those a bit to get things flowing again. Any suggestions are entirely welcome. ;)
Title: Re: Verold Reviews/Questions/Discussions
Post by: SneeR on January 28, 2014, 05:55:21 PM
I just wanted to point out in the heavy weapon fighter that Devastating Attack and Crushing blows literally get in the way of each other. Both are geared towards dealing damage, and both use the same resources to get that damage (extra attacks in a round). Basically, they are fully redundant because a smart player will just use the one that gets you more damage every time.

I mention this only because you had some nice abilities in the other weapon styles that either open more options (like some of the shield abilities) or complement each other towards the same goal (two weapon defense +dodge to strike).

You can either remove one (I like Devastating Strike more), or you can make them more each situational (like, even though Devastating strike deals less damage per round, it could pierce DR and energy resist).
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on January 28, 2014, 10:51:51 PM
I just wanted to point out in the heavy weapon fighter that Devastating Attack and Crushing blows literally get in the way of each other. Both are geared towards dealing damage, and both use the same resources to get that damage (extra attacks in a round). Basically, they are fully redundant because a smart player will just use the one that gets you more damage every time.


Most of the time, the best option will be to sack your lowest (or two lowest) attacks to Devastating Attack. But if those attacks are going to hit, then the extra damage from Crushing Blows on those attacks will be more effective.

Also, if you are going to play up Sundering Critical, then Crushing Blows is way better than it would be otherwise.

Massive Attack also makes it more of a give and take. Do you drop down to one single powerful attack against the BBEG, or do you still make your lower iterative attacks his mooks because the damage bonus from Crushing Blows will still be passed on to him through your splash damage?

Keep in mind too, that Devasting Blow increases your attack and damage by the attack bonus (and lasts through all your AoOs), but Crushing Blows only increases your damage by the base attack bonus (and only affects AoOs against that target you already hit). So your choice is between enhancing an attack you know will hit or enhancing more attacks that you think will hit.

I intended them each fill distinct roles both within different builds and in different situations in the same build.

That said, do you think the numbers actually back up that intent??

If not, I would be totally down for rounding out the one that comes in behind with a bit more utility.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on January 29, 2014, 12:20:13 AM
I just noticed that the Familiar Companion feat is inside of the Extended Aura feat spoiler block in the first post of the feats thread.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on January 29, 2014, 11:38:51 AM
Marshal up... And Crane Paladin sub level switched to Marshal sub level. http://www.minmaxboards.com/index.php?topic=1347.msg11653#msg11653
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on May 06, 2014, 03:32:59 AM
First, VERY rough pass at Raven Factotum up
Title: Re: Verold Reviews/Questions/Discussions
Post by: Stratovarius on May 06, 2014, 06:37:20 AM
Hey Ego, wanted to drop in and say hi after all the years. Glad to see Verold is still going strong :)
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on May 06, 2014, 10:55:36 AM
Raven Factotum looks like its going in an interesting direction.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on May 06, 2014, 12:57:33 PM
Hey Ego, wanted to drop in and say hi after all the years. Glad to see Verold is still going strong :)

Thanks.

Glad to see you back around too. :D

Raven Factotum looks like its going in an interesting direction.

Hopefully I can tune it well enough to work out :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 14, 2017, 08:17:57 AM
Probably should have done this (much) sooner, but this project is not fully abandoned.

Just been continuing it on google docs (https://drive.google.com/open?id=0B3RJ8tI1jq2rQ2tpdHlKWHpJRDg) for a while due to repeated forum hiccups and ease of access in games.

Been a ton of changes since I last updated things here (including to some stuff that was previously "finalized"), if anyone around these parts is still interested, I'm just as open to input as always. ;)

Working mostly on exotic weapons and armors atm, under items and equipment. Trying for at least 3 total per race that feel appropriate to be grabbed en masse with the appropriate feat, if not always entirely unique.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 14, 2017, 10:19:21 AM
Well there's a blast from the past!

I've turned into the unofficial homebrew reviewer, I assume that google docs is where you want me to look at things?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Stratovarius on July 14, 2017, 10:35:44 AM
Well there's a blast from the past!

I've turned into the unofficial homebrew reviewer, I assume that google docs is where you want me to look at things?

We can make you the official homebrew reviewer... :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 14, 2017, 10:37:32 AM
Well there's a blast from the past!

I've turned into the unofficial homebrew reviewer, I assume that google docs is where you want me to look at things?

We can make you the official homebrew reviewer... :P

I've actually been wondering if I should ask you to do just that.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 15, 2017, 01:25:46 AM
Well there's a blast from the past!

I've turned into the unofficial homebrew reviewer, I assume that google docs is where you want me to look at things?

Yea, the google docs is all the most recent versions. Not sure if there's a way to leave the comments there though?

And I suppose I will probably update on this end...

eventually...  :lmao
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 15, 2017, 03:50:14 AM
There is, you have to grant commenting permissions though.

Or I could just comment here.  :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 15, 2017, 03:53:44 AM
There is, you have to grant commenting permissions though.

Or I could just comment here.  :P

;)

Also, totally saw you looking through Classes while I was playing around with new Warlock Pact ideas  :lol
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 15, 2017, 12:54:56 PM
There is, you have to grant commenting permissions though.

Or I could just comment here.  :P

;)

Also, totally saw you looking through Classes while I was playing around with new Warlock Pact ideas  :lol

I opened a random one to see if I could comment.  :P

What do you want me to start with?
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 16, 2017, 01:52:11 AM
I opened a random one to see if I could comment.  :P

What do you want me to start with?

The exotic weapons are definitely the newest, but it looks like I did something with the PrCs. And the cosmology under history I definitely know doesn't exist on the forum copy, but otherwise I'm not entirely sure what parts are newer than the last time you might have looked at stuff  :lmao
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 16, 2017, 12:26:09 PM
I'll just start over then, it wouldn't be the first time I've done that with someone's homebrew.

So, where should I start?   :P
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 17, 2017, 06:32:12 AM
I'll just start over then, it wouldn't be the first time I've done that with someone's homebrew.

So, where should I start?   :P

Clans were the beginning lol
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 17, 2017, 02:24:38 PM
The Clans

I assume that these races are meant to be balanced against each other and not against normal D&D races?

Also, you've got a lot of "gain the effects of a feat".  Why not just grant bonus feats?

Boar
 - Why not just give them the Endurance feat and make a note that they can also sleep in heavy armor?
 - The boar Fighter 2 sub level feels a little strong. 
 - Boar Ardent has one mantle with three lists.  Are they a single mantle or are they actually three mantles?

Fox
 - Fox Sorcerer, why not grant addition class skills at first level?  Granting skills at higher levels always feels extremely awkward to me.

Ferret
 - Psionic Artificer makes me go bleh.  You're using the Complete Psionics nerf.

Raven
 - Dedicated research, why such a massive bonus?
 - Raven Wizard, lingering spell is extremely powerful at low levels.  Having spells at first level last 7 rounds instead of 1 is a gamechanger.

Crane
 - The crane racial features feel more powerful in comparison to everyone else.  Devotion feats + All In Good Order (which would effect spells like Dictum and Holy Word) + Zeal is too much.


Race stat balance concerns
(click to show/hide)
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 18, 2017, 06:50:00 AM
The Clans

I assume that these races are meant to be balanced against each other and not against normal D&D races?

Very lol

Also, you've got a lot of "gain the effects of a feat".  Why not just grant bonus feats?

Any that don't actually grant the feat should be at least minor boosts over the feats, but enumerating the bonuses and listing that it filled prereqs took up less space than granting the feat and then explaining the differences. Also less to reference, and there's plenty of that ;) Though yea, the Boar Endurance ended up back closer than it originally was, with only negatives versus the actual feat.

- Why not just give them the Endurance feat and make a note that they can also sleep in heavy armor?

It also loses the thirst benefit, but that was probably just transposition error when adding stuff back in later. Changed.

- The boar Fighter 2 sub level feels a little strong.

Its supposed to be, to draw them to the class even though they have no damage output stat boost as a race. Do you think the whole package is strong ENOUGH that other fighters are worthless? Or just that most melee-centric Boars will prefer a Fighter base?

- Boar Ardent has one mantle with three lists.  Are they a single mantle or are they actually three mantles?

One mantle that gains access to the extra lists as you level up.

Fox Sorcerer, why not grant addition class skills at first level?

Mostly to prevent dipping, but also because that's when illusions grant bonuses to those skills. And just switching their places seemed more awkward than changing the class skills late, because the restricted spells known gimmick would be meaningless at level 5.

Ferret
 - Psionic Artificer makes me go bleh.  You're using the Complete Psionics nerf.

The nerf is not mentioned directly either way, but is assumed, because it is written. Really though, the 3 together, with permanent durations, plus the 3 feats, should still outweigh the homunculus given up for them, even if using the nerf.

Raven
 - Dedicated research, why such a massive bonus?

There was a reason for it, at one time, that I can't quite recall. I think I had it as a higher base boost initially then switched it to scaling. Looking at it now its probably a too much when combined with archivist?  :plotting

Changed to scale three times as slow, because I still want them to accumulate more of a boost over others as they grow stronger. Should I maybe drop the initial down to +2 as well?

- Raven Wizard, lingering spell is extremely powerful at low levels.  Having spells at first level last 7 rounds instead of 1 is a gamechanger.

Hrm, for some reason I recall someone mentioning how weak they thought it was at one point, but you're right, its crazy right at 1st level. Capping it to level as well.

Crane
 - The crane racial features feel more powerful in comparison to everyone else.  Devotion feats + All In Good Order (which would effect spells like Dictum and Holy Word) + Zeal is too much.

You really think the choice between those two specific devotion feats is that strong?



And before I get into the stats and the reasons for them, out of curiosity, was that a random grab of clans or just the only ones whose non stat abilities you noticed possible trouble with? I DO understand there's a whole, whole lot there  :lmao


Your stat adjustments are all over the place.  Not just for the base races (we've got everything from bonuses/penalties evening out to -2 total, +2 total, +4 total, and +6 for the Crane), but also with the animal and hybrid forms.

That is deliberate, though not standard. I know it makes balancing more difficult, but I very, very much wanted numeric benefits NOT to come to the same total across all Clans and forms. How effective those stat boosts are to each Clan should come from their other granted abilities and their favored/sub-level class boosts, which is also a deliberate emphasis to reinforce caste ideal of the world. Part of it also comes from basing animal/hybrid form boosts off of the actual animal stat blocks, then making hybrid forms slightly better, and then backpedaling anything that seemed tooooo extreme.

Are there any you notice that seem counter to that ideal? Any Clans that would clearly make a superior X over the sub levels of another, because of their stats. Or any possible splatbook classes that would benefit TOO much from one particular Clan's combo?

Conversely, are there any for which a particular set of stat boosts seem not a large enough boost in light of their other abilities and sub levels?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 18, 2017, 08:42:43 PM
With the feats, I meant things like the Fox racial ability of "Spell Focus: Any illusion a Fox casts has a +2 to the DC to resist or overcome."  Why not just say that the Fox gains Spell Focus: Illusion as a bonus feat?  The only reason not to would be if you want them to be able to grab Spell Focus for a stacking +2 on top of the racial ability.  There are a handful of things like that.


Boar Fighter 2 - this is definitely a case of "most melee boars will be fighters" rather than "most fighters will be boars".  Strength bonus is one of the main early features of the Barbarian, why be a barbarian when you can get the strength bonus and all the fighter stuff at the same time?  (I know that you overhauled both classes but I'm not motivated enough to go look at classes when we're still dealing with races :P)


Boar Ardent - I barely know anything about the ardent so I can't comment on the balance of this, I was just curious.


In my experience, when class skills are gained at higher levels they're usually ignored.  People plan out their skills at first level and then just jam skill points into those same skills at every level up unless they multi-class or gain a prestige class.  There are exceptions of course, but by the time the fox gains those class skills he'll either never put points into them or will have the make the hard decision to stop focusing on other skills so they can dump extra points into the new skills to max out ranks so they're not worthless.


On Ferret Psionic Artificer, the Ectopic Form feat means that you're using the Complete Psionic nerf.  I say bleh.  That's not a balance nitpick, just bleh.


Raven: Yes, massive knowledge bonuses are an issue when you can get in game mechanical bonuses out of them.  You don't even need archivist, Knowledge Devotion will suffice.  I think that the changes are good enough now.  The scaling definitely is (although I'd like you to specify that you round down with the scaling, I know D&D assumes rounding down but as people around here will tell you I'm picky).


Wizard Raven changes look good.


Crane: It's not the choice between the devotion feats.  Let me put it this way, we just discussed Raven.  Ravens get: minor skill bonuses, Knowledge bonuses, minor spell like abilities, and crafting bonuses.  Cranes get: moderate skill bonuses, more skill bonuses, treat evil=chaos for spells, bonus feats, and a second save against mind affecting spells.  Cranes get more useful racial features than any other race.  Cranes need to be toned down.



When I review things I don't write about the stuff that I don't have an issue with.  Sorry, I forgot to warn you since most people around here already knew that.  I didn't compare skill bonuses though between the races, that might need to be done.


I disagree with your stat mentality when you've got a range of -2 to +6.  That's eight points, that's a huge gap.  Off the top of my head, why would I want to be a Fox Favored Soul when I could be a Crane?  The stats are better, the racial abilities are way better.  Tiger Paladin vs Crane?  Crane.  I know I'm harping on the crane, it's just the biggest offender to me.

Right now the races are just too all over the place for me, although if you were using actual animal stat blocks as a starting point that would make sense, I had that issue when homebrewing a werebadger class. 

I feel like you could use some input from other people so you can know I'm not being a crazy person.  I'll see if I can grab a person or two.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Garryl on July 18, 2017, 11:24:18 PM
Hey, I'd forgotten about this.

Since the Verold races seem the currnt topic of discussion, I'm going to dive right in. This (https://docs.google.com/document/d/11Aw9pP4aMI3bo6RnJ-fnN644GH3fgbNjKEzJbTrhduU/edit) is the up-to-date link, right?

A quick skim of the racial ability score adjustments table. I haven't looked at any of the racial features or anything yet, so this is just an incomplete first impression.
- Wolf are outliers with their +1 LA, although if I remember correctly they were the special snowflake ones.
- The average looks to be about Pathfinder races, with a net stat adjustment of +2. There's a lot of variance, though, all the way from net -2 (boar, ferret) up to net +6 (crane). Boar looks particularly problematic, with a penalty to all 3 mental stats.
- Coyote is another oddity as the only non-wolf race to not have any stat penalties.
- Python seems strange to have favored class monk with its Wisdom penalty.
- Not a problem, just an oddity, that only one core class is missing among favored classes, the cleric, and only one non-core class shows up, the hexblade.
- Looks like the stat table doesn't actually match up to the actual stat adjustments the descriptions give. Boar has +4 Con, -4 Wis, -2 Cha, not +4 Con, -2 Int/Wis/Cha. Haven't gone through them all yet.

Okay peeking at the actual races now.
- Okay, with animal and hybrid forms, there are tons of stat adjustments flying around. Any chance you could provide a table summarizing all of it?
- Tons of feat-like racial traits. I guess they're meant to stack with the actual feats they duplicate?

A quick peek at classes says you're using modified versions of every class. At this point you've gotten rid of pretty much every standard I'm familiar with that I could quickly compare things against. In order to evaluate the balance of anything in this context, I'd have to go through everything to get a sense of the actual context as a whole. In short, it's more work than I'm willing to put in. Sorry.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 19, 2017, 08:14:25 AM
I feel like you could use some input from other people so you can know I'm not being a crazy person.  I'll see if I can grab a person or two.

Firstly, more input is always welcome. Secondly, we both you are, indeed, a crazy person ;)

With the feats, I meant things like the Fox racial ability of "Spell Focus: Any illusion a Fox casts has a +2 to the DC to resist or overcome."  Why not just say that the Fox gains Spell Focus: Illusion as a bonus feat?

Ah! Because Spell Focus (Illusion) is only +1 and I wanted them to be stackable. Burning Trickster, the PrC Fox Sorcerers should be super good at, also has the actual feat as a prereq, forcing them to have a +3 total. It seems I forgot to change the placeholder name. Exactly the kind of reason I appreciate having more eyes again, especially from start...  :blush Feext and flavored lol


Boar Fighter 2 - this is definitely a case of "most melee boars will be fighters" rather than "most fighters will be boars". Strength bonus is one of the main early features of the Barbarian, why be a barbarian when you can get the strength bonus and all the fighter stuff at the same time?  (I know that you overhauled both classes but I'm not motivated enough to go look at classes when we're still dealing with races :P)

Good, but when/if? you get around to classes, I'd definitely like to know if you still feel that choice is so definite.  :D


Boar Ardent - I barely know anything about the ardent so I can't comment on the balance of this, I was just curious.

I don't know them super well either, so it might be really off  :lol

by the time the fox gains those class skills he'll either never put points into them or will have the make the hard decision to stop focusing on other skills so they can dump extra points into the new skills to max out ranks so they're not worthless.

Hm, the goal of turning them into class skills was to provide an option that they wouldn't be worthless, with only the spell's level as a bonus used untrained. Would maybe switching it to caster level and just dropping the class skill thing do it, perhaps? Kind of realizing now that even an 8 point range in the bonus from casting 1st vs 9th level spells isn't super impactful compared to skills invested if you chose to by the time you can cast the 9th level spells.


On Ferret Psionic Artificer, the Ectopic Form feat means that you're using the Complete Psionic nerf.  I say bleh.  That's not a balance nitpick, just bleh.

 :lmao

Though honestly didn't realize the feats necessitated the nerf lol


Crane: It's not the choice between the devotion feats.  Let me put it this way, we just discussed Raven.  Ravens get: minor skill bonuses, Knowledge bonuses, minor spell like abilities, and crafting bonuses.  Cranes get: moderate skill bonuses, more skill bonuses, treat evil=chaos for spells, bonus feats, and a second save against mind affecting spells.  Cranes get more useful racial features than any other race.  Cranes need to be toned down.

Kind of surprised to hear that, honestly. AiGO and Lawful Defender were added specifically to boost up the Crane because others felt it was so weak with the specific combination of skills and abilities (since other than Zeal and Spot, they are all non-combat abilities), and without much comment on it never thought those two boosted it that far up.

Would knocking off one of those two, between AiGO and Lawful Defender, bring it in line? Or do you really think the main problem with them is the stat boosts? I wouldn't be upset about taking Cha down to +2. Or maybe dropping the dex so both boosts are mental?

When I review things I don't write about the stuff that I don't have an issue with.

Same here, just wanted to verify with how much there all is  :lol


Off the top of my head, why would I want to be a Fox Favored Soul when I could be a Crane?  The stats are better, the racial abilities are way better.  Tiger Paladin vs Crane?  Crane.

Really? Even with the sub levels you'd take Crane over Fox for Favored Soul?

I know I'm harping on the crane, it's just the biggest offender to me.

Its also the only (non LA) one that clocks in at +6 total, with three +4 totals, Raven, Coyote, and Tiger. Two -2 totals are Boar and Ferret.

More than anything, this is making me reconsider having those two negatives (and go ahead and knock Crane down to +4 as well, though I'm still wondering about whether to drop Cha or Dex)





Hey, I'd forgotten about this.

Pretty sure everyone assumed I had too  :lmao

This (https://docs.google.com/document/d/11Aw9pP4aMI3bo6RnJ-fnN644GH3fgbNjKEzJbTrhduU/edit) is the up-to-date link, right?

- Wolf are outliers with their +1 LA, although if I remember correctly they were the special snowflake ones.

Both correct :D

- Coyote is another oddity as the only non-wolf race to not have any stat penalties.
- Python seems strange to have favored class monk with its Wisdom penalty.
- Not a problem, just an oddity, that only one core class is missing among favored classes, the cleric, and only one non-core class shows up, the hexblade.

All deliberately odd, though hopefully the first two are also not problematic? But I think the choice for Python predates my changes to Monk even though the sub level abilities do not. Definitely something to adjust if Tiger Monk still beats out Python Monk in the reach AoO/grappler role its supposed to support, especially if going for Hybrid Master (which is why Hybrid Form neutralizes the Wis penalty ;) )

Looks like the stat table doesn't actually match up to the actual stat adjustments the descriptions give. Boar has +4 Con, -4 Wis, -2 Cha, not +4 Con, -2 Int/Wis/Cha. Haven't gone through them all yet.

How did I miss that... hmmm... I think I'll just go ahead and make it -2 Wis/-2 Cha. Which leaves Ferret as only -2 race, so let's get that fixed... Removing their Con penalty looks good.

Okay, with animal and hybrid forms, there are tons of stat adjustments flying around. Any chance you could provide a table summarizing all of it?

That's a good idea. I should do that. Probably won't be for a minute, but I definitely should do that. That is a great idea.

A quick peek at classes says you're using modified versions of every class. At this point you've gotten rid of pretty much every standard I'm familiar with that I could quickly compare things against. In order to evaluate the balance of anything in this context, I'd have to go through everything to get a sense of the actual context as a whole.

Yes, it has steadily grown massively huge.

In short, it's more work than I'm willing to put in. Sorry.

I completely understand  :lol

Honestly, I am legitimately grateful for any pair of eyes even for a moment and appreciate the post; little details like the discrepancy on the Boar stat adjustments get noticed that way.  :love



OH! Wait! I just remembered why I have so many feat mimic abilities instead of granting them as bonus feats. I was being paranoid about Dark Chaos feat shuffling away racial traits. The concern does seem rather silly now though.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 19, 2017, 06:27:15 PM
Too much to quote.


I'm not sure what the fix is for the Fox Sorcerer skill points thing right now, don't have the time to get super focused into it.  However I'm glad to see you're getting where I'm coming from. 

On Crane, your playtest group isn't made out of optimizers is it?  That would explain some of the opinions I'm hearing from them.  Zeal is the racial feature I'd drop.  That's a 10th level core Rogue class feature but significantly better (Yes, I know you're not using core rogue).  AIGO is why I'd pick Crane for any class that uses the cleric spell list, there's so many alignment specific spells there that it opens up.  I wouldn't call it abusable, but it's powerful.  Lawful Defender is probably on par with the Raven's spell-like abilities.  I should probably do a racial feature tabular comparison.

Let me know when you're done fiddling with the races, I know I'm still going to want to see the gap between then shortened when you're done.  :p
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 20, 2017, 08:23:20 AM
I'm not sure what the fix is for the Fox Sorcerer skill points thing right now

Think I'll go with CL for now then. Will scale the same, but with slightly lower total for no skill cost.

Zeal is the racial feature I'd drop.

Think that works. I'll save changes or removing the others until comparing them to other abilities. ;)

Let me know when you're done fiddling with the races, I know I'm still going to want to see the gap between then shortened when you're done.  :p

With Ferret and Boar brought up to 0 total, and Crane losing Dex boost to drop to +4, that cuts the gap in half, but just shy of half of them are at +4, so the +0s still seem pretty behind... So let's move Bears up to +4 Str, drop the Wis penalty to Boars, up Ferrets to +4 Dex, and add -2 Str to Ravens. That leaves 3 +4s and the rest at +2. I almost think I want to raise at least one or two more up to +4, rather than bring them all down to +2  :lmao

But maybe that should depend on if the +4s are behind in abilities.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 20, 2017, 10:59:18 AM
Like I said, let me know when you're done fiddling and I'll do a more comprehensive comparison.   :p
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 21, 2017, 08:44:10 AM
Like I said, let me know when you're done fiddling and I'll do a more comprehensive comparison.   :p

Think I'll leave it here for now, though I did also update everything to actually match the chart  :lol
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 21, 2017, 11:12:00 AM
Well let me know when you want me to work some more on Verold.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 21, 2017, 10:06:07 PM
Well let me know when you want me to work some more on Verold.

Whenever you have the time and patience   :love ;) :love ;) :love ;) :love
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 21, 2017, 10:25:14 PM
Well let me know when you want me to work some more on Verold.

Whenever you have the time and patience   :love ;) :love ;) :love ;) :love

I assumed from your last post that you didn't want to work on the races anymore.   :???
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on July 22, 2017, 11:21:41 PM
Well let me know when you want me to work some more on Verold.

Whenever you have the time and patience   :love ;) :love ;) :love ;) :love

I assumed from your last post that you didn't want to work on the races anymore.   :???

Oh, just meant I wasn't gonna go back and forth on the stats any more, at least not before knowing if there's something else really lopsided in abilities that slipped through this far.  :lol
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on July 23, 2017, 12:59:27 AM
Ahh, got it!  Time for more in depth analysis. 

First off, tiger is listed as "Tiger:" at the table up at the top.  Get rid of that punctuation.  :p

Basic things:
 - Wolf has Dominance listed in Hybrid form when it's a base racial trait which means it already applies to all forms.
 - Why not just give Bears the Improved Grapple feat?
 - Viper "Breath Weapon" isn't a breath weapon and so should be renamed to something like "Spit Poison".
 - I think that Rat should be size Small like Ferret is all the way down.  Don't adjust anything with the size change, just change the size.
 - Speaking of Ferret, give Ferret Scent.  It gains that as an animal, why not have it as a base racial trait?
 - Viper having a tiny animal form is an outlier, I'm not sure how I feel about it.
 - Why do Bear hybrids get 15 foot reach?  Reach from Large isn't enough??
 - Raven hybrid is larger than the base race, you can bump its land speed up to 30' to match Crane.


Let's Standardize your skill bonuses.  Most of your races have +4 to two skills (We'll leave wolf alone, it has +1 LA so an exception is okay).  Give Bear another skill to gain a bonus to.  Boar is fine without skill bonuses, it has an initiative bonus.  Bump Fox Sense Motive down to +4.  Give Viper an extra skill and take a skill away from Ferret (since I expect Ferret to keep Sleight of Hand give Viper whatever Ferret loses).  Get rid of the climb and swim bonuses for Rat, it'll gain those back in animal/hybrid form from having the climb and swim speeds.  Tiger needs to lose two skills.  Raven's skills can be bumped up to +4.  Python loses a skill.  Crane gets rid of Spot, it's already in Animal form and go ahead and put it in Hybrid form as well.

For Viper's Natural Performer, I'd bump it down to +4 and remove the bonus to the second Perform skill (or make the +4 go with Sing and Dance, no choices).  This will make it match up with similar abilities from Crane, Raven, Coyote, and Python.

Crane is the only race with scaling bonus feats.  Honestly I'd just find a non-devotion feat and have them get that instead.  Or remove the bonus feats for another generic ability (but not the one we already got rid of).  :p


Holy crap, we're so close to a total of +2 for all races for stats!  Tiger, Coyote, and Crane are the only outliers.  Honestly I'd just make everyone +2 total for completeness sake at this point.


On standardizing animal and hybrid form stats: we're going to do this.  First, decide if animal forms get +6 or +8 points total (honestly I'd say +6, that's most of them and it feels like not too much).  Then adjust accordingly.  As for hybrid form, almost all hybrid forms have +2 to one of the stats from animal form (even the Wolf!).  Please standardize on that as well.


On Natural Armor and Natural Weapons:
 - Why do hybrid bears lose their bite?
 - Why is there no progression for the boar natural weapon from animal to hybrid?
 - Why do some animals get a natural armor progression and others don't?  We'll fix that, with a progression of +2 because that's what most of them have.
 - Bump Bear animal down to +4
 - Bump Boar animal down to +4
 - Bump Tiger animal down to +4


Let me know if you'd like my spreadsheet.

Edit: After no action on this I looked it over and corrected a typo.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 01, 2017, 08:20:47 AM
Oh hey, it helps to hit "Post." No wonder there weren't any more responses.  :lol

- Wolf has Dominance listed in Hybrid form when it's a base racial trait which means it already applies to all forms.

Its better in Hybrid Form. Probably should throw an Improved on there.

- Why not just give Bears the Improved Grapple feat?

Same as others, I was paranoid about Dark Chaos Feat Shuffling. Was silly.

- Speaking of Ferret, give Ferret Scent.  It gains that as an animal, why not have it as a base racial trait?

There was a reason for it, but I can't remember and it does seem rather silly now. Changed.

- Viper having a tiny animal form is an outlier, I'm not sure how I feel about it.
 - Why do Bear hybrids get 15 foot reach?  Reach from Large isn't enough??

These are actually related, as I was staggering the extreme sizes against slight/powerful build. Hybrid Bears lose Powerful Build when gaining L size, but they're still effectively a size large in different ways. Same idea with Viper, animal form becomes but loses Slight build. I think the +6 Dex was supposed to fill the role of other benefit, but its pretty much what they should have from tiny anyway, but definitely don't wanna throw them even more.  :???

- Viper "Breath Weapon" isn't a breath weapon and so should be renamed to something like "Spit Poison".
 - I think that Rat should be size Small like Ferret is all the way down.  Don't adjust anything with the size change, just change the size.
 - Raven hybrid is larger than the base race, you can bump its land speed up to 30' to match Crane.

Done, but bit leery on the Rat size. I seem to recall there was a reason I wanted them to be M. If I remember why and still think its a good idea, may change it back.

- Why do hybrid bears lose their bite?

Tiger also does, though only those two lose an attack form between them. Think Bear was to offset the reach a bit more, but Tiger not sure any more.

 
- Why is there no progression for the boar natural weapon from animal to hybrid?

Because 3d6 seemed kind of too high? Felt good for animal boars to have an extra strong attack though, as the only physical based clan with only one attack form in animal form.

- Why do some animals get a natural armor progression and others don't?  We'll fix that, with a progression of +2 because that's what most of them have.

Literally not sure what you mean here? All animal forms have NA, and all hybrid forms have more NA than the animal form.

Let's Standardize your skill bonuses.

Holy crap, we're so close to a total of +2 for all races for stats!

On standardizing animal and hybrid form stats: we're going to do this.

I'm still super wary about moving them all all being the same total bonuses, especially across stats boosts in all forms, natural attack and armor progressions, skills, AND feats. They feel way too cookie cutter that way. Would much rather have a few having more in one category and less in others.

Let me know if you'd like my spreadsheet.

Would be very interested, yes. For some reason I just don't really think like that. Literally never even occurred to me to put one together.

But will definitely help me decide how much I want to standardize within categories or try to rotate across categories still. :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 01, 2017, 01:14:40 PM
Oh hey, it helps to hit "Post." No wonder there weren't any more responses.  :lol

I was wondering what happened to you.  :p

Quote
- Wolf has Dominance listed in Hybrid form when it's a base racial trait which means it already applies to all forms.

Its better in Hybrid Form. Probably should throw an Improved on there.

Yep, adding the word Improved will help.  I didn't double check the numbers.

Quote
- Why not just give Bears the Improved Grapple feat?

Same as others, I was paranoid about Dark Chaos Feat Shuffling. Was silly.

Fair enough, just checking.

Quote
- Speaking of Ferret, give Ferret Scent.  It gains that as an animal, why not have it as a base racial trait?

There was a reason for it, but I can't remember and it does seem rather silly now. Changed.

Sounds good.

Quote
- Viper having a tiny animal form is an outlier, I'm not sure how I feel about it.
 - Why do Bear hybrids get 15 foot reach?  Reach from Large isn't enough??

These are actually related, as I was staggering the extreme sizes against slight/powerful build. Hybrid Bears lose Powerful Build when gaining L size, but they're still effectively a size large in different ways. Same idea with Viper, animal form becomes but loses Slight build. I think the +6 Dex was supposed to fill the role of other benefit, but its pretty much what they should have from tiny anyway, but definitely don't wanna throw them even more.  :???

15 foot reach feels very excessive.  Goliath Barbarian goes from Powerful Build to full on Large.  I think it's fine to just do that.

Quote
- Viper "Breath Weapon" isn't a breath weapon and so should be renamed to something like "Spit Poison".
 - I think that Rat should be size Small like Ferret is all the way down.  Don't adjust anything with the size change, just change the size.
 - Raven hybrid is larger than the base race, you can bump its land speed up to 30' to match Crane.

Done, but bit leery on the Rat size. I seem to recall there was a reason I wanted them to be M. If I remember why and still think its a good idea, may change it back.

Rat just feels small to me.  Rats aren't bigger than Ferrets.  The only reason I can see is to have a sneaky race of each size category (Medium and Small).

Quote
- Why do hybrid bears lose their bite?

Tiger also does, though only those two lose an attack form between them. Think Bear was to offset the reach a bit more, but Tiger not sure any more.

I actually didn't notice that with Tiger, how'd I miss that on my spreadsheet?

Quote
- Why is there no progression for the boar natural weapon from animal to hybrid?

Because 3d6 seemed kind of too high? Felt good for animal boars to have an extra strong attack though, as the only physical based clan with only one attack form in animal form.

I like progressions.  :P

Quote
- Why do some animals get a natural armor progression and others don't?  We'll fix that, with a progression of +2 because that's what most of them have.

Literally not sure what you mean here? All animal forms have NA, and all hybrid forms have more NA than the animal form.

I mean fixed progressions, not numbers that feel arbitrary.

Quote
Let's Standardize your skill bonuses.

Holy crap, we're so close to a total of +2 for all races for stats!

On standardizing animal and hybrid form stats: we're going to do this.

I'm still super wary about moving them all all being the same total bonuses, especially across stats boosts in all forms, natural attack and armor progressions, skills, AND feats. They feel way too cookie cutter that way. Would much rather have a few having more in one category and less in others.

I don't understand your mindset at all on this one.  Balanced between each other does not equal cookie cutter.  Right now everything feels like arbitrary numbers you made up because they sounded good.

Quote
Let me know if you'd like my spreadsheet.

Would be very interested, yes. For some reason I just don't really think like that. Literally never even occurred to me to put one together.

But will definitely help me decide how much I want to standardize within categories or try to rotate across categories still. :D

I'll figure out a way to get it to you when I'm at home.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on August 06, 2017, 03:57:52 AM
15 foot reach feels very excessive.  Goliath Barbarian goes from Powerful Build to full on Large.  I think it's fine to just do that.

May have been why I threw the reach in there, to make it more extreme than that progression. Definitely adding bite back if taking away the reach.

Bit worried that will make them seem pigeonholed into NAers in hybrid form though? The reach and no bite explicitly supports being a weapon wielder over NAer. Think that concern may be why I took bite from Hybrid Tigers too?

Rat just feels small to me.  Rats aren't bigger than Ferrets.  The only reason I can see is to have a sneaky race of each size category (Medium and Small).

I think that may have been part of it. Perhaps with some appeal to the classic Wererats at M? :shrug S for now at least ;)

I don't understand your mindset at all on this one.  Balanced between each other does not equal cookie cutter.  Right now everything feels like arbitrary numbers you made up because they sounded good.

To me +2 stats, +4 skills, 2 feats to every race seems very cookie cutter, especially if they're all also getting the same total numeric boosts from their animal and hybrid forms.

I will totally acknowledge the current (and past) randomness was probably a bit extreme, but starting with the base animal stats, its quite clear that picking arbitrary numbers was exactly how those were originally designed  :lol

I had tried to just round out that with racial ability and role specialization boosts; finding the middle ground is what, obviously, still eludes me.

Gonna play around with the spreadsheet back and forth for a minute and update some things (already noticing some standouts like forgetting to specify speed for hybrid bear  :-\ ) and see how I feel about how where things end up there  :D
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on August 06, 2017, 09:46:29 AM
15 foot reach feels very excessive.  Goliath Barbarian goes from Powerful Build to full on Large.  I think it's fine to just do that.

May have been why I threw the reach in there, to make it more extreme than that progression. Definitely adding bite back if taking away the reach.

Bit worried that will make them seem pigeonholed into NAers in hybrid form though? The reach and no bite explicitly supports being a weapon wielder over NAer. Think that concern may be why I took bite from Hybrid Tigers too?


Weapons can still be used for iterative attacks, and also you can bite as a secondary while using a weapon.  Also the 15 foot reach can be used with natural weapons and there is feat support for iterative attacks with natural weapons so don't rule that out.  Also, now I'm envisioning the hybrid bear weilding a spiked chain.  Removing the extra reach and adding the bite back in should be fine.

Quote
Rat just feels small to me.  Rats aren't bigger than Ferrets.  The only reason I can see is to have a sneaky race of each size category (Medium and Small).

I think that may have been part of it. Perhaps with some appeal to the classic Wererats at M? :shrug S for now at least ;)

I never knew that classic wererats were M.  It's not a big deal either way, rats just don't feel larger than ferrets to me.  :p

Quote
I don't understand your mindset at all on this one.  Balanced between each other does not equal cookie cutter.  Right now everything feels like arbitrary numbers you made up because they sounded good.

To me +2 stats, +4 skills, 2 feats to every race seems very cookie cutter, especially if they're all also getting the same total numeric boosts from their animal and hybrid forms.

I will totally acknowledge the current (and past) randomness was probably a bit extreme, but starting with the base animal stats, its quite clear that picking arbitrary numbers was exactly how those were originally designed  :lol

I had tried to just round out that with racial ability and role specialization boosts; finding the middle ground is what, obviously, still eludes me.

Gonna play around with the spreadsheet back and forth for a minute and update some things (already noticing some standouts like forgetting to specify speed for hybrid bear  :-\ ) and see how I feel about how where things end up there  :D

Okay, sounds good.  I'm glad I sent you the spreadsheet since it seems I forgot to mention some problems like the hybrid bear speed.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on November 18, 2017, 08:26:01 AM
Alright, after going back and forth on it for a (long, distracted) while, I've standardized initial stat bonuses to +2 total. :P

It was tough, but in the end, made more sense to get rid of the last few exceptions here and allow the remaining exceptions to trends in animal form to stand out a bit more.

Varied skills a bit more again though, adding sleight of hand to rats.

Nerfed Cranes some more, taking out Spot bonus and AiGO.

Bears lost reach, and they and Tigers got bite back.

Tigers got nerfed too, removing Str bonuses and shifting skills they can take 10 on down to +2.

Mostly standardized NA and stat boosts in animal form and from animal form to hybrid.

NA is now +1 and +3, with bears, pythons, and boars having more (and boars having even more than the other two), but still only gaining +2 between animal and hybrid.

Stats are now +6 in animal form, with boars, rats, and pythons gaining +8 instead.

Couple of other little tweaks to things like speeds in different forms as well, mostly to standardize. There are few random outliers, but can't remember each specifically.

Everything on Clan pages should be updated, but haven't gotten around to modifying charts yet.

If you wanna see how the spreadsheet ended up, I can send that your way too.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on November 18, 2017, 10:56:52 AM
I was actually thinking about you and your resistance to stat standardization last night!

Yeah, if you have an updated spreadsheet that includes all of your changes I'd love to see it.  A few exceptions are fine in my opinion as long as they're obviously exceptions and not too extreme.

If it helps none of the classes are going to have so many changes that I'll make a spreadsheet for them.   :lol
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 16, 2017, 03:07:18 AM
I was actually thinking about you and your resistance to stat standardization last night!

Yeah, if you have an updated spreadsheet that includes all of your changes I'd love to see it.  A few exceptions are fine in my opinion as long as they're obviously exceptions and not too extreme.

If it helps none of the classes are going to have so many changes that I'll make a spreadsheet for them.   :lol

Somehow completely missed the notification for this response. @.@

I sent you the spreadsheet I was using through FB, couldn't remember how to attach links through PM here lol

Went ahead and updated the two charts in the google docs too ;)
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on December 16, 2017, 03:10:55 PM
I can't interpret your spreadsheet.   :???
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 16, 2017, 08:48:37 PM
I can't interpret your spreadsheet.   :???

I'm not the most organized, even in a spreadsheet  :lol

Averages are used to determine midpoints for each section, red text are below midpoint, blue above.

Overall is consolidation of averages.

Speed and damage normalized to medium and divided by 10 so they weren't skewing the averages nearly so much.

Hrmm, unless there's been some formatting mishap between versions of open office?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on December 16, 2017, 09:06:23 PM
No, it's more that you assigned values to things and I have no idea what's going on.   :lol
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on December 16, 2017, 09:16:03 PM
No, it's more that you assigned values to things and I have no idea what's going on.   :lol

 :???

I switched everything to unit numbers instead of value (so 1 stat bonus instead of +2 stats, 1 skill bonus instead of +4 skills), is that what you're referring to?
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on March 08, 2018, 10:52:53 PM
We should probably get back to working on this...
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on March 10, 2018, 02:25:56 AM
We should probably get back to working on this...

I always am, just usually incrediably slowly... ;)

Right now, for new stuff, I'm bogged down in exotic equipment, on one set/type of items in particular, trying to figure out where to draw what lines without it becoming super convuluted... Trying to figure out the details of doing some loose chain based armor for the bears, modeled vaguely around both the idea of torcs/bracers (and other jewelry) in place of full armor and using extensive imprisonment chains as both armor and weapons in an uprising... but been up in the air for _months_ about how many different items to make it and which of them should have what bonuses if I do... but no matter how I slice it, it starts feeling clunky in item/weapon slot usage, since its not technically armor at all  :lol

I've had the google docs pages and charts updated to match that spreadsheet I sent you for a good while now (I know that sheet was near incomprehensible from the outside, but that's how my brain is organized), so unless you were expecting another drop to look it back over or if there's still something jumping out as troublesome with that set of changes, then classes would be the next logical step...

If you're still intent on helping with a top to bottom review, that is  :love :love :love
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on March 11, 2018, 10:02:29 PM
I think you're overcomplicating things.  :P

I'll try to remember to give the races another look and then we'll move on to classes.
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on April 01, 2018, 11:50:01 PM
Ugh, I'm falling behind.  I need to remember to look at this.
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on April 06, 2018, 01:11:51 AM
Ugh, I'm falling behind.  I need to remember to look at this.

All good, I've never not been behind on this ;)
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on April 08, 2018, 03:51:43 PM
So, I can't find the link to your stuff on google docs...
Title: Re: Verold Reviews/Questions/Discussions
Post by: EjoThims on April 15, 2018, 03:38:05 AM
So, I can't find the link to your stuff on google docs...

Sorry, frantic week.

https://drive.google.com/drive/folders/0B3RJ8tI1jq2rQ2tpdHlKWHpJRDg?usp=sharing
Title: Re: Verold Reviews/Questions/Discussions
Post by: Nanshork on April 21, 2018, 07:01:45 PM
Sorry, forgot about this.

I'm not making another race chart. 

Boar Fighter Fury of the Beast feels excessive.  For Headstrong, base bonus or total bonus?  Or just roll Fort instead of Will?

Fox Favored Soul is a little intense, but it's favored soul so it's probably okay.

Viper Swashbuckler Biting Tongue says it deals damage as it the target had been hit.  Does that include weapon specific bonuses such as flaming?

I remember the Ferret I made for your game that never got off the ground.  Apparently that sheet has been deleted from myth-weavers and no longer exists, all I have left is the name Chimchim.  I'm so glad I moved away from using that site.

Tiger Paladin, can paladins choose to exclude people from their auras (too lazy to look it up, sorry).

Raven Wizard Lingering Spell is a huge boost at first level.  All low level wizards should be ravens unless they're blasters.  Rigorous Casting should specify that it can only be used to fuel spell slots that the raven can cast normally.

All of your links in the document need to be updated to point to minmaxforum.com