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Messages - Stratovarius

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6061
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."

6062
Magics of Arhosa / Re: Necromant [Base]
« on: May 26, 2014, 03:53:28 PM »
Becoming fully incorporeal may be more of a hindrance than a benefit, since they would no long be able to interact with the physical world,  at least without some way to turn it off. It also requires them to have all ghost touch effects on all their equipment or some way to interact with physical objects to have equipment they can use. Just something to think about while expanding on the class features.

Sorted it. It's at will instead of permanent.

Now I need to start cooking up a few more abilities that are a little more active in nature.

6063
Archive / Re: The Kindred Talk [OOC]
« on: May 26, 2014, 02:58:02 PM »
It's going to have a whole magic system based on grafts... But if you're willing to live with a skeletonized system I might be able to get it done. Don't count it likely though. Not much free time for the next three weeks.

6064
Magics of Arhosa / Re: Necromant [Base]
« on: May 26, 2014, 01:52:13 PM »
Well, the Necromant now does a lot of work with incorporeal undead, although a few of them might need to be expanded upon.

6065
Magics of Arhosa / Re: Necromant [Base]
« on: May 26, 2014, 12:27:39 PM »
Slow for me always means as per the spell. So, lost actions and all. Was thinking of using the zombie trait, but decided it wasn't quite appropriate.

6066
Magics of Arhosa / Re: Necromantic Races
« on: May 26, 2014, 12:14:11 PM »
Oh, that's fine - I just meant you starting the threads, otherwise you wouldn't be able to edit them, which would be a bit silly.

And there's no need to post them all at once, just whenever you think they're ready for final polishing. Trying to get everything ready for We Who Once Were Thieves :)

6067
Magics of Arhosa / Re: Necromant [Base]
« on: May 26, 2014, 12:11:32 PM »
Not 100% sure where I want to go with the Necromant, but definitely trying to head towards something closest in line to the Vein of Spirit (and Curses). However, first ability is in place, meaning the Necromant is now playable in Setras Ra.

6068
Magics of Arhosa / Re: Necromantic Races
« on: May 26, 2014, 11:42:08 AM »
BTW, Venn, I'd prefer if you posted these when you get a chance, since it'll let you edit the posts that way. I already can, it being my campaign setting and all. :P

6069
Magics of Arhosa / Re: Ancient Martial Feats
« on: May 26, 2014, 10:06:17 AM »
Added 5 feats to the Totem Feat list:
(click to show/hide)

6070
The Scrolls of Lost Magic / Re: Magic Systems & To-Do List
« on: May 26, 2014, 08:55:52 AM »
Dropping this here partially as a note to myself and partially as a note to all the others who have been kind enough to work with me on these projects. I tend to work with two sizes of magic systems, full, and small. I'll eventually add the counts for everything.

Full:
3 Base Classes
10 Prestige Classes
100 "Spells"
50 Feats
4 Races
1 Skill
20 Magic Items
10 Monsters

Small:
1 Base Class
5 Prestige Classes
50 "Spells"
20 Feats
10 Magic Items
5 Monsters

Existing Systems:
Rituals - Complete
PPF - Needs Monsters, Races, Magic Items (does have a large number of new weapons). Probably needs more Feats and Prestige classes for Chronomancer & Echocaller
Runecarving - Everything
Necromantic - Everything
Osteomancy - Feats, Magic Items, Monsters
Arx - Feats, Magic Items, Monsters
Astral - Everything
Spellsong - Everything

6071
Arhosa / Re: Totem Master [Base]
« on: May 26, 2014, 08:52:05 AM »
Formatted up the template and posted it over in PPF.

6072
Magics of Arhosa / Primeval [Template]
« on: May 26, 2014, 08:51:01 AM »
Primeval

Primeval creatures existed when the world was young, at a time when the magic of creation had not yet been diluted. Where the lingering "creation of nature" magic was strongest, animals and other creatures of nature would gather and drink from the springs, gaining great strength and vitality in the process. These animals dominated the regions and became the ancesters of today's animals, though that granted power has waned over the successive generations. A few such springs might exist even today, but if so, no one knows where.

Creating a Primeval Creature

“Primeval”  is an acquired template that can be added to any animal, fey, plant, or vermin or other creature of nature, as appropriate to the setting (hereafter referred to as the base creature).

Size and Type: If the creature's type is animal or vermin, it change to magical beast with the appropriate augmented subtype. Do not recalculate base attack bonus, base saves, or skill points. Other types remain unchanged. Size is unchanged.
Hit Dice: Unchanged.
Natural Armour: The primeval creature's natural armour increases by +5 over the base creature.
Attack: The primeval creature retains all the attacks of the base creature.
Full Attack: A primeval creature fighting without weapons uses its natural weapons (if it has any). If armed with a weapon, it uses the weapon as its primary attack along with a natural weapon (if it has any) as a secondary attack.
Special Attacks: A primeval creature's special attacks that have specific damage dice associated with them, such as Constrict, Rend or Powerful Charge, improve in damage by one size category. The creature gains no additional special attacks.
Special Qualities: A Primeval creature retains all the special qualities of the base creature and also gains the following qualities.
    • Blindsense 60 ft (Ex): Primeval creatures have powerful senses and can automatically sense the location of anything within 60 feet, provided that it has line of effect. Any opponent the creature cannot see still has total concealment (50% miss chance), and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense and the creature is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
    • Damage Reduction (Ex): A primeval creature has damage reduction 10/magic and slashing. A primeval creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
    • Fast Healing (Ex): A primeval creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points in combat, it is slain.
    • Powerful Build (Ex): Whenever a primeval creature is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the primeval creature is treated as one size larger if doing so is advantageous. A primeval creature is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A primeval creature that can wield weapons can use weapons designed for a creature one size larger without penalty. However, the space and reach of the creature remain those of a creature of its actual size. The benefits of this racial trait stack other effects that change the subject’s size category.
    • Resistance to Cold and Fire (Ex): A primeval creature gains resistance 10 to cold and fire. It also suffers no harm from being in a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Con +4, Cha +4.
Skills: A primeval creature gains a +8 racial bonus on Hide and Move Silently checks made in the type of natural terrain where it normally lives (see the "Environment" entry in the creature's description).
Environment: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Treasure: Standard
Alignment: Same as the base creature.
Advancement: By character class or as base creature.
Level Adjustment: Same as the base creature +4

6073
The PacRim sequel is said to be inspired by Voltron...

Inspired by Voltron and ripped off Evangelion?  :p

I'm not sure a deliberate homage to counts as ripping off...

6074
Archive / Re: Rough and Tumble: OOC
« on: May 26, 2014, 08:36:35 AM »
And we're off. Welcome to the frozen north. :D

6075
Archive / Re: Cities from the Sky
« on: May 26, 2014, 08:35:42 AM »
A blue nimbus began to form across the edge of the platform, replacing what was once open space with a shimmering, opaque, surface. Soon it spread until it filled the space where once there had been open air, closing off that end of the structure. It looked as if it was an ocean, ripples swirling back and forth across the surface, caused by some far away storm. Hanging over the open air, some inches from the edge of the projection, exacerbated the air of barely contained danger it was already radiating.

When the company next glanced at the mageguard, he was sweating even in the cold, clear, mountain air, and was most insistently gesturing at them to go through the teleport gate. Whatever type of spell he was using to create this, it was right on the edge of his capacity, one that was going to wear down quickly.

(click to show/hide)

6076
Magics of Arhosa / Re: Overlord [Base]
« on: May 25, 2014, 07:20:26 AM »
The current plan, such as it is, was for the class features to include "trash" undead (cheap, plentiful summons) and some kind of negative energy ray, along with active AoE buffs. Granted, that wasn't fully finalized by any means, more just noodling around. So, in the battle, but at the back and tossing in throw away undead to keep himself safe, while able to heal and support the actual big boys from range.

Also, Garryl, I think the Thrallherd would like a word about hordes of minions, cohorts, etc.

6077
Archive / Re: Rough and Tumble: OOC
« on: May 25, 2014, 07:13:57 AM »
Right, teleport post coming up later this morning if people don't tell me not to. :D

6078
Archive / Re: OOC Chatter
« on: May 25, 2014, 07:12:35 AM »
:facepalm

6079
Magics of Arhosa / Re: Necromantic Races
« on: May 24, 2014, 07:47:42 PM »
Looking good to go there, and I like the flavour text you've worked up. Just let me know if I need to finish the grafting mechanics ASAP because you're planning on using one of these guys for the campaign. Otherwise, I'd say they're ready to be posted as a standalone.

6080
The Scrolls of Lost Magic / Magic Systems & To-Do List
« on: May 24, 2014, 04:27:24 PM »
To-Do List (ranked by rough priority order):
Vein of Poison - Now underway
Necromantic Feats - partial
Necromancer class abilities - Only Poison to go, plus templates
Undead Grafts - Partial
Vivisector class abilities
Spellsong Prestige Classes/rest of system
Runecarver class features - partial
Runcarving Runes - partial
Activate Gateway skill
Gatehunter prestige class

Everything else.

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