Author Topic: Verold Reviews/Questions/Discussions  (Read 58327 times)

Offline EjoThims

  • Honorary Mod
  • *****
  • Posts: 531
  • The Ferret
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #100 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?

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13393
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #101 on: March 05, 2013, 10:01:36 PM »
I can't say anything about balance but it sure looks interesting.

Offline EjoThims

  • Honorary Mod
  • *****
  • Posts: 531
  • The Ferret
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #102 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?

Offline EjoThims

  • Honorary Mod
  • *****
  • Posts: 531
  • The Ferret
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #103 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

Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #104 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?


Offline EjoThims

  • Honorary Mod
  • *****
  • Posts: 531
  • The Ferret
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #105 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.

Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #106 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?

Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #107 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.


Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #109 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?


Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #110 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).

Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #111 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:


« Last Edit: August 07, 2013, 12:28:22 AM by bhu »

Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #112 on: May 24, 2013, 12:08:16 AM »
Got initial ideas up for all the python maneuvers but two.  They look ok?

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13393
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #113 on: June 06, 2013, 07:19:24 PM »
Python Incarnate = awesome.

Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #114 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.
« Last Edit: December 03, 2013, 08:23:28 PM by bhu »

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4503
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #115 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.

Offline EjoThims

  • Honorary Mod
  • *****
  • Posts: 531
  • The Ferret
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #116 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?

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4503
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #117 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.

Offline EjoThims

  • Honorary Mod
  • *****
  • Posts: 531
  • The Ferret
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #118 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.

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4503
    • View Profile
Re: Verold Reviews/Questions/Discussions
« Reply #119 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.