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Messages - Stratovarius

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6041
Archive / Re: Rough and Tumble: OOC
« on: May 26, 2014, 10:17:18 PM »
Thought you had as part of the cold weather gear...  :smirk

By the way,  if you would like cold and wet, I'm sure I can find an icestorm for you.  Maybe even two.   :plotting

6042
Archive / Re: The Kindred Talk [OOC]
« on: May 26, 2014, 10:04:21 PM »
It's far easier than you think, especially with something like this.

Here's a sample graft (based on a LM one):

Weakening Arm
Lesser Graft
Benefit: A weakening arm is a skeletal forelimb that grants a +4 inherent bonus to the grafted creature’s Strength. Twice per day, the grafted creature can use a weakening touch. A living creature touched takes 1d6 points of Strength damage. A touch that misses does not count against the daily limit.
Desecration: For each corpuscle invested in this graft, the grafted creature can use the weakening touch ability one more time per day. For every two corpuscles, he receives an additional +2 bonus to Strength.

All you'd really have to do make more of these is just track down an undead creature you like, snag their signature ability, and turn it into the primary benefit, then do some basic scaling via use of corpuscles (they're just a graft version of spell points, more or less). At that point, you're good to go.

6043
Archive / Re: The Kindred Talk [OOC]
« on: May 26, 2014, 09:52:58 PM »
Don't have the books or...? :P

6044
Magics of Arhosa / Re: Necromantic Races
« on: May 26, 2014, 09:44:19 PM »
That's what I figured.  :lmao

Might want to think about having their aura slightly reduce the life force of the creatures around them. -1 to Fort saves or something. And the Gollwyd gains a +1 bonus on saves if that penalty is in existence.

6045
Archive / Re: The Kindred Talk [OOC]
« on: May 26, 2014, 09:32:07 PM »
For potential grafting system ideas, take a look at this.

Think where we're going to start from, based on Venn's ideas, is a combination of Incarnum and Weapons of Legacy. But that's definitely only a starting place.

6046
Magics of Arhosa / Re: Necromantic Races
« on: May 26, 2014, 09:21:02 PM »
This is actually fairly similar to the changes I'm making for the next pass.  I'll be able to post the revision soon and see what you think.

Sounds good to me.

Do you think the other three races are complete, or just focusing on the Hegni first since it's the one you want to play as? :D

6047
Archive / Re: Part #1: Marleath and the Tunnels
« on: May 26, 2014, 09:10:27 PM »
The workers are chatting back and forth to one another, although in a language that Arcus doesn't understand. They seem to be doing a fairly large amount of talking, so much so that the sounds of the fire are almost drowned out by the hissing, barking sounds of the saurians. All the while, they're cutting down brush, but rather than do anything with it, they're just letting it rest on the ground, although any particularly tight clumps are spread out over the surrounding area.

There are barren spaces around the fire, ones that show the marks of the tools that the saurians are wielding, each wide enough that only a great gust of wind would cause the fire to jump the gap. But with the exception of the few watchers, they are paying no attention to it, merely cutting away at the brush some distance away. They most certainly weren't watchful of the surrounding terrain, but given there were more than twenty of them, all large, muscled, and carrying sharpened tools, it would take a rather brave group of individuals to rush them. Clearly, no one had in a great deal of time.

6048
Archive / Re: Part #1: Marleath and the Tunnels
« on: May 26, 2014, 08:41:29 PM »
A fairly large crowd of reptilian creatures could be seen watching the fire burn, each one holding something that vaguely resembled pole-arms seen amongst the guards of Marleath. They were each covered in leathered skin pale and golden, with long crests running along their saurian skulls. Command clearly devolved to one with a large crest, who was barking and hissing at the others around him as they worked with those long implements in advance of the fire.

Even at the distance that the floating dust was observing the goings-on, it was possible to tell they were not overly bothered about the fire, although they had set a few of the smaller members of their grouping to watch the flames. Otherwise, they were ignoring the flames and continuing on with their actions. They seemed to be entirely similar to the workers of his homeland, although what could possibly require labour in the midst of all this wasted, unbuilt land did not come to mind.

6049
Archive / Re: OOC Chatter
« on: May 26, 2014, 08:33:19 PM »
No worries, this weekend has been fairly quiet on the forums. End of school season seems to have a lot of people busy. :)

6050
Magics of Arhosa / Re: Necromant [Base]
« on: May 26, 2014, 08:25:03 PM »
Dumped in about 12 more abilities, although without assigning them to levels. Thoughts on the abilities?

6051
Arhosa / Re: Arhosa Discussion and Notes
« on: May 26, 2014, 08:06:09 PM »
Wondering if I should convert Mage of the Arcane Order into Mage of the Order of Lledrith, but otherwise keep it more or less the same...

6052
Archive / Re: The Kindred Talk [OOC]
« on: May 26, 2014, 07:51:37 PM »
So wait, a Totem Master is supposed to be good chums with not one but *two* Necros? I'm feeling a bit restricted here, roleplay-wise. I wanted to actually be Good alignment. :P

Ah, but this is Arhosa! Necromants and the like are not actually evil - they're most akin in terms of flavour to the D2 Necromancer, who was a priest using the tools at hand to save the world. Necromants are more or less the same - they don't view it as particularly different from, say, a Totem Master ordering around his companion and his summoned nature's allies. In fact, for them that's more of an efficient use of goods. Totem Master commands them while they're alive, and if they leave behind a corpse when they die, why, the Necromant will be perfectly happy to help.

Now, they're certainly ambitious, and are not exactly going to be goody-goodies or welcomed everywhere, but the only people who that is really going to upset are Death worshipers, who absolutely despise Necromantic magic. Which they should, since Lledrith created it as a screw you to their god. Only fair play, since Ritual magic was designed to steal people away from Lledrith and his Arcane magic.

Between Arcane, Divine, Natural, Spellsong, Ritual, Runecarving, Osteomancy, Chronomancy, and all the other magic systems out there, most people in Arhosa are fairly tolerant towards magic, at least outwardly. The fact it helped ruin the empire and their homes, well... they're not so happy about, but most of them recognize that was more the fault of the people wielding the magic than the magic itself. After all, magic comes direct from the gods, and it did bring society to heights never before dreamed of.

So, if someone wanted to play a Necromant as a character who requested permission from the souls of the dead, blessed their rest, and used only their physical remains to build orphanages for poor children, it's entirely possible.

6053
Magics of Arhosa / Re: Necromantic Races
« on: May 26, 2014, 07:29:42 PM »
Oh good. Means slightly less for me to worry about. I still need to finish Bone at some point, but it's good to go up until 6th level necros, so less of a problem.

Ideas for the Hegni:
Ghostly Soul: The Hegni are not quite all there; part of their physical structure has long since become one with the spirit world. They can make all items they hold or carry ghost touch for one round per hit dice. This is a swift action and the rounds do not have to be used consecutively.
Necropotent: Whenever a Hegni casts a Necros that successfully affects at least one enemy, he may choose one ally within 60 ft. That ally shifts slightly into incorporeality, gaining a 20% miss chance for a number of rounds equal to the Hegni's Charisma modifier (minimum 1 round).
Phantom's Touch: As closely tied to the spirit realm as they are, the Hegni are most disruptive to those who rely on it for their talents. Once per day, the Hegni can make a touch attack as an immediate action against a creature casting a spell (or similar). The Hegni and his target make opposed checks (HD + Charisma modifier + d20 for the Hegni, Caster level + primary ability modifier + d20 for the target). If the Hegni succeeds, the spell fails. Otherwise, it casts as per normal, unless it targets the Hegni, in which case the Hegni takes a -2 penalty on the save.

6054
Archive / Re: Homebrew Comments
« on: May 26, 2014, 07:11:05 PM »
Question for you lot: Is there a prestige class type you'd like to see that doesn't exist yet? I know there's plenty of shorter, random, ones out there, but almost nothing in the way of 10 level classes.

6055
Magics of Arhosa / Re: Necromantic Races
« on: May 26, 2014, 07:02:28 PM »
Turned it into a feat. Very first one for Necromantic magic.

So, quick question - do I need to get the Vein of Poison ready or are you good to go with the 4 (mostly) completed so far? Trying to see what needs most immediate work. As a reminder, Poison is acid & poison & disease, so it's the other Vein along with Spirit that would have the most direct damage (although Bone has a decent amount too).

6056
So, something like this:

Weakening Arm
Lesser Graft
Benefit: A weakening arm is a skeletal forelimb that grants a +4 inherent bonus to the grafted creature’s Strength. Twice per day, the grafted creature can use a weakening touch. A living creature touched takes 1d6 points of Strength damage. A touch that misses does not count against the daily limit.
Desecration: For each corpuscle invested in this graft, the grafted creature can use the weakening touch ability one more time per day. For every two corpuscles, he receives an additional +2 bonus to Strength.

If so, that's easy enough to do. Although I'd still keep the penalties as a way of paying for the basic graft. The next question, though, is do we want to keep grave tokens separate from grafting or no?

Edit: Going to vote no on using grave tokens. So have replaced with another term. I like this one. :D

6057
A few months back a PbP game died in utero that would have used a lot of grafts with a new "system". I cannot vouch for its balance (or anything else...) but thought I'd drop a link here.

It'll probably end up somewhat similar to that, in as much as I expect to be doing a lot of trolling through monsters and grabbing abilities off and turning them into grafts. Just that their level/corresponding penalties will be set more or less in advance. Which means I need to go read WoL, the one "magic" system I never really got my head around.

6058
The material is complete and playable, minus a few feats. That being said, there are still some balance issues that are likely to arise, as abilities are still being actively tuned.

I've begun work on transferring all of the Fleshgrafting content into Vivisection and Resurrection. Very slight updates to base classes and races. As per usual, PDF version trumps forum version where differences exist.

Rules
Fleshgrafting

Base Classes
Vivisector

Prestige Classes
Casglwyr Abomination
Chirurgeon
Flesh Brute
Mad Scientist
Multifarious
Necrotic Scholar

Undead Grafts
Undead Grafts

Feats
Feats

Races - Created by VennDygrem
Casglwyr

Magic Items & Artefacts
None

Monsters & Templates
None

Other
None

(click to show/hide)

6059
Archive / Re: The Kindred Talk [OOC]
« on: May 26, 2014, 04:03:56 PM »
If you could, it would certainly help.

See if you can have some that are along the lines of Strength of the Zombie or whatever it's called - ones where they're tradeoffs between different aspects, rather than just "I paid gold to get mildly better." Because if I'm doing a grafting system, I want other classes to be able to use it without blowing all their WBL on the grafts.

Also, assume that there will be ~4 tiers of grafts (Minor, Lesser, Major, Apex or something), and that they're tuned for levels 1-5, 6-10, 11-15, 16-20. Roughly.

Best basis is probably something along the lines of the Weapon of Legacy system, where you take penalties to various stats in return for benefits elsewhere. And the Vivisector gets to ignore them or some such.

In terms of graft "chains", there's probably Brute, Sneak, Caster (Undead SLAs like Bodak Eye, etc), and maybe another one that's just weird stuff like the Aberration grafts.

In fact, I'll start up a discussion thread on it.

Edit: Thread up. It's in Lost Magic, which is the general WIP forum until I get stuff finalized.

6060
Magics of Arhosa / Re: Necromantic Races
« on: May 26, 2014, 03:57:32 PM »
I'd bump up the benefit from Necropotent a bit more. More along the lines of the Aid spell, perhaps. Also, Scorn Earth might need a bit of a boost too - all it seems to do right now is ignore difficult terrain, which is nice, but often not relevant.

Not sure if this should be a feat or a racial ability, but something like "regains 1 grave token per enemy slain by necros or necromantic companion, max of ability modifier per week."

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