Author Topic: all-homebrew game?  (Read 51537 times)

Offline Harald

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Re: all-homebrew game?
« Reply #140 on: April 02, 2012, 04:08:17 PM »
I'm gonna drop out of this guys, I'm starting up a real life campaign shortly so I want to use most of my free time to concentrate on DMing that.
Good luck !

I've just added what kind of Formulae I'll use. Do we have Sneak Attackers or equivalent among us ? Because with Illusory Legion & Touch of Paranoia, I can offer many Flank opportunities.
As well, with Blistering Flames & Shadowy Minion, I can reduce our ennemies saves. I can boost someone across the initiative order, as well as push an ennemy down the init order. As well as many ways to put things on fire :D : with a glare, with a touch, when I'm hit or even a blessed ally. :smirk With an high Cha and the Searing Flame aura, I can be the party face if we don't have a better one.
I have enough money left for a 1rst level wand if need be. I don't have enough skill points to increase UMD 'alas, but it might be useful for someone else to use among us.

Any remarks or criticisms are welcome : I do not think I'm overpowered, but I hope the character is mechanically sound and efficient enough to contribute to the team.
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline VennDygrem

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Re: all-homebrew game?
« Reply #141 on: April 02, 2012, 05:10:21 PM »
Harald, a couple things  jump out at me from your character sheet. First, your weapon (Defending Ghost-touch warning eager dagger) is technically a +4 weapon, which would cost you 32,302 gp, not 8,302 gp. Unless you've got something I didn't see that adds an extra two enchantments for free, which I could have as easily missed. Also don't forget that using the Defending property moves the enhancement bonus from being either in AC or in attack, not both at the same time.

Speaking of AC, as an incorporeal creature you gain a deflection bonus to your AC equal to your Cha mod, though that won't stack with your Ring of Protection. Still, that gives you an extra 8000gp to play around with and higher AC. Your AC should be:
AC: 10 + 3 Dex + 7 Flame's Blessing +3 Bracer of Armor +7 Incorporeal Deflection {+X Defending weapon} = 30 even without Defending Weapon, or more depending on how much you can squeeze into your Defending Weapon Enhancement while it's active given your abilities and wealth.

Don't forget to add your ability mods and any other modifiers to your skill listings. And also don't forget about skill synergy.

Also, your Save DCs seem high. Your Flamespeaker abilities have DCs of 10+1/2 shaper levels+Cha mod. Your Shaper level ought to be 7 (6 from flamespeaker plus 1/2 other levels = 7) so that would be 3.5 rounded down to 3. You've got a Cha mod of 6, and your shaper abilities further gain a +1 from Circle Focus. That would make it 10+3+6+1=20, not 24. Where is the other +4 coming from?

Other than that, it seems very interesting and fun. Can't wait to see how your Flaming Ghost Faerie interacts with my Watery Mind-Taker. :D
« Last Edit: April 02, 2012, 05:19:09 PM by VennDygrem »

Offline Harald

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Re: all-homebrew game?
« Reply #142 on: April 02, 2012, 05:45:40 PM »
Harald, a couple things  jump out at me from your character sheet. First, your weapon (Defending Ghost-touch warning eager dagger) is technically a +4 weapon, which would cost you 32,302 gp, not 8,302 gp. Unless you've got something I didn't see that adds an extra two enchantments for free, which I could have as easily missed. Also don't forget that using the Defending property moves the enhancement bonus from being either in AC or in attack, not both at the same time.
Unless our GM say we won't use this section, I thought we were using SirPercival's house rules concerning + X items, that is, don't buy the +X, buy the special effect for the X cost, your weapon/armor will get the total of X's at the end.
Speaking of AC, as an incorporeal creature you gain a deflection bonus to your AC equal to your Cha mod, though that won't stack with your Ring of Protection. Still, that gives you an extra 8000gp to play around with and higher AC. Your AC should be:
AC: 10 + 3 Dex + 7 Flame's Blessing +3 Bracer of Armor +7 Incorporeal Deflection {+X Defending weapon} = 30 even without Defending Weapon, or more depending on how much you can squeeze into your Defending Weapon Enhancement while it's active given your abilities and wealth.
Indeed. perhaps use the 8k for a Natural Armor amulet or a Charisma enhancing Ioun Stone.

Don't forget to add your ability mods and any other modifiers to your skill listings. And also don't forget about skill synergy.
true, that part is not done yet.

Also, your Save DCs seem high. Your Flamespeaker abilities have DCs of 10+1/2 shaper levels+Cha mod. Your Shaper level ought to be 7 (6 from flamespeaker plus 1/2 other levels = 7) so that would be 3.5 rounded down to 3. You've got a Cha mod of 6, and your shaper abilities further gain a +1 from Circle Focus. That would make it 10+3+6+1=20, not 24. Where is the other +4 coming from?
I was counting Spellshaper level as 6, and I have not added Circle Focus yet... but the +5 DC more you see is from
Quote
Devoted Pyromancer: Starting at 5th level, your developing abilities with fire allow you to sear creatures that would normally be resistant to your attacks.  Your searing touch, arcane formulae, and other fire effects ignore the resistance to fire of creatures affected by them, and they still deal half damage to creatures with immunity to fire.  This effect does not cause your abilities to overcome any resistance or immunity to fire that you yourself may possess.
   In addition, you can maintain concentration on your control fire ability as a move action, rather than as a standard action.  Moreover, you can shape arcane formulae while using your control fire ability without breaking your concentration.
   Finally, any fires that you start (such as with your burn ability or with alchemist's fire) deal an extra 1 point of damage per die, and the Reflex save DC to extinguish the flames increases by 5.
Though, I thought I was with a Spellshaper level of 6 only. With a Spell Shaper level of 7, I have access to 4th level formulae, I need to modify my list a bit...

"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline VennDygrem

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Re: all-homebrew game?
« Reply #143 on: April 02, 2012, 06:08:47 PM »
Unless our GM say we won't use this section, I thought we were using SirPercival's house rules concerning + X items, that is, don't buy the +X, buy the special effect for the X cost, your weapon/armor will get the total of X's at the end.
Yes. If we weren't using his rules, your weapon would be a +5 weapon. As it is, it's still a +4 magic weapon, and costs what I mentioned. Basically, all the houserule does is keep you from having to make a weapon/armor a +1 before getting to add special abilities.

Indeed. perhaps use the 8k for a Natural Armor amulet or a Charisma enhancing Ioun Stone.
Incorporeal creatures can't benefit from a natural armor bonus to AC.  Also, a charisma-boosting item (cloak/vest of charisma) is going to cost far less than the ioun stone. If the ioun stone weren't just an enhancement bonus, perhaps it would be worth it, but they're too expensive and made mostly obsolete by magic item rules in MIC.

I was counting Spellshaper level as 6, and I have not added Circle Focus yet... but the +5 DC more you see is from
Quote
Devoted Pyromancer: ...

   Finally, any fires that you start (such as with your burn ability or with alchemist's fire) deal an extra 1 point of damage per die, and the Reflex save DC to extinguish the flames increases by 5.
This does affect the DCs to avoid catching on fire, which I admit I missed, but just make sure not to add the +5 to DCs for targets to  take half damage on attacks.

Though, I thought I was with a Spellshaper level of 6 only. With a Spell Shaper level of 7, I have access to 4th level formulae, I need to modify my list a bit...

Refer to the section on spellshaper levels and multiclassing:
Quote
Multiclass Characters
Even when you gain levels in a class that does not grant arcane formulae, your natural talent with arcane energies still increases.  If you are a multiclass spellshaper, and you learn a new formula by attaining a new level in a spellshaper class, determine your shaper level by adding together your level in that class + ½ your levels in all other classes.  Look up the result on the table below to determine the highest-level formulae you can take.  You still have to meet a formula’s prerequisite to learn it.

   For example, a 7th-level impulse mage/5th-level spellsage has a shaper level of 9th for determining the highest-level formulae he can take as an impulse mage.  As a result, he can take 5th-level impulse mage formulae.  As a spellsage, his shaper level is 8th, allowing him to take 4th-level spellsage formulae.

   This process applies to all of a character’s levels, whether they are in spellshaper classes or other classes.
Basically, it works just like with Tome of Battle classes.

I hope I'm not making things too tough for you, and that this is at least somewhat helpful. At least now you've got higher AC and higher level formulae. :D

Offline DonQuixote

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Re: all-homebrew game?
« Reply #144 on: April 02, 2012, 06:34:24 PM »
Harald. Are you sure you can take Circle focus (Eternal Moment)? I think formulas taken from circles other than Searing Flame are treated as if they belong to Searing Flame. So, and I may be mistaken, you don't really have any Eternal Moment formulas. 

I just noticed it, I am not sure my interpretation is correct, but I thought I should tell you.

So, this is a weird one.  Basically, you do know Eternal Moment formulae.  The second that you try to start shaping one, however, it becomes a Searing Flame formula.  So, for the purpose of taking feats, yes, you know Eternal Moment formulae.  Of course, since you're shaping them as Searing Flame formulae, they won't benefit from Circle Focus (Eternal Moment), but you can still pick up the Eternal Moment aura.

It's kind of weird, I admit, and I may end up reworking how that works out.  That's how it stands currently, though.


Quote from: Devoted Pyromancer
Finally, any fires that you start (such as with your burn ability or with alchemist's fire) deal an extra 1 point of damage per die, and the Reflex save DC to extinguish the flames increases by 5.

This is technically supposed to be non-magical fires, not formulae.  It shouldn't be adding to formula save DCs because, Jesus on a pogo stick, +5 is a lot for a DC.  I think I'm going to slip in and edit the wording such that it reads "any mundane fires that you start (such as with your burn ability or with alchemist's fire)," preventing shenanigans.
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Offline Quillwraith

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Re: all-homebrew game?
« Reply #145 on: April 02, 2012, 07:16:28 PM »
Oooh, can I join? Or did you already have a waiting list?
Players:
Sir Percival
Samnemath
Firesky
Littha
VennDygrem
Harald
Oslecamo
Schiezek
Total=8.
Schiezek was kinda on the waiting list; now you're either on top of it or in, I'm not sure.

Offline phaedrusxy

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Re: all-homebrew game?
« Reply #146 on: April 02, 2012, 09:20:20 PM »
Can you guys briefly summarize what everyone can do in just a few words? I don't have time to look through everyone's character classes and races, but I would like to try and make sure I'm not building something that completely overlaps with someone else, and also maybe try to fill a niche that's currently missing. I gather we have a flaming ghost faerie (sounds kinky), a thaumaturge (caster of some kind?), a ghaele (cleric outsider), a watery mind-stealer, some kind of martial adept, one of those crazy "summoners" that DonQuixote created, and Littha said maybe a finesse melee. And maybe an Indigo Trickster (in which case I'm out :P). Sound right? What am I missing that's important?

I'd really like to see that Magic User of Ziegander's in action, but I don't know if I really want to put forth the effort required to build and play a caster...

FFFFNNN.... I'm gonna remake my were-badger character, using Nanshork's version of the template class. :D

Edit2: And I'm heading into SirP's Repo Dog PrC, because what's more badassed than a were-badger Repo Dog (with that awesome homebrewed version of Steadfast Determination)? Nothing, that's what.  :cool

Build stub:

Arctic Dwarf Nord's Blade 4/Were-badger 3/Repo Dog 1
Trade EWP Urgosh for EWP Dwarven Warpike

Feats: Troll-blooded?, Combat Reflexes?, Exotic Armor Proficiency (Reinforced Suit, which will give him stacking DR 6/-)
Steadfast Determination
(click to show/hide)

Cometary Collision
(click to show/hide)

Guard Ally
(click to show/hide)

Since his IL is 5, and he can enter any stance he qualifies for, I will typically be in Thicket of Blades. Later I'll also pick up this feat:
(click to show/hide)
« Last Edit: April 05, 2012, 02:01:44 AM by phaedrusxy »
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Offline sirpercival

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Re: all-homebrew game?
« Reply #147 on: April 02, 2012, 09:26:43 PM »
A Thaumaturge is to a sorcerer as a spirit shaman is to a favored soul (in casting).  And Ritual Mage is awesome.  :D
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Offline Quillwraith

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Re: all-homebrew game?
« Reply #148 on: April 02, 2012, 10:42:51 PM »
And maybe an Indigo Trickster (in which case I'm out :P). Sound right? What am I missing that's important?
Before Ziegander left we weren't sure whether Scheizek was in or waiting; now Scheizek is definitely in, and we're not sure whether you're in or waiting.

Offline VennDygrem

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Re: all-homebrew game?
« Reply #149 on: April 02, 2012, 11:53:30 PM »
@Phaedrus: If you can somehow change your creature type from humanoid after entering into werebadger or start with the giant type (since werebadger requires humanoid or giant type), you might be able to take a level of Monster of Legend to gain Fast Healing. Plus, it'd just make you look more badass. That's actually a class feature, which works well with the rest of your build. :D

As for my character, it's hard to describe in just a few words. In-combat, she damages Int, Entangles, and makes her enemies attack eachother, turning their memories and thoughts against them. Out-of-combat... hmm. If you're familiar with Mass Effect, think of her as sort of like the Shadow Broker. If not, then just think of her as an information broker. Buying and Selling secrets, seeking information at all costs.

Offline samnemath

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Re: all-homebrew game?
« Reply #150 on: April 03, 2012, 04:17:16 AM »
I was going to play DonQ's "summoner" but in the end I decided to play a spellshaper that has more of a chance to crop up in RL games.
So no dementists here.

Well my character is pretty straighforward. Small agile fighter. He uses Maneuvers, Assasin's Stance and Two-Weapon Fighting for what I hope will be a respectable damage output.
He also uses DonQ's spellshaping formulas. I buff a little and I have little battlefield control (mainly restricted to throwing people around, making them prone).


Ps. I really Like the Sublime Shaper. By just changing the formulas and maneuvers you can create a lot of completely different characters. I am increasingly becoming enamored with a Sublime Shaper using the Circles: Gibbering Moon, Eternal Moment and the Disciplines: ErrantX's Crescent Moon to create a mind,space and time warping sublime shaper.
« Last Edit: April 03, 2012, 04:22:42 AM by samnemath »

Offline Harald

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Re: all-homebrew game?
« Reply #151 on: April 03, 2012, 04:20:44 AM »

Yes. If we weren't using his rules, your weapon would be a +5 weapon. As it is, it's still a +4 magic weapon, and costs what I mentioned. Basically, all the houserule does is keep you from having to make a weapon/armor a +1 before getting to add special abilities.
Crap. I will change that asap.

Refer to the section on spellshaper levels and multiclassing:
Quote
Multiclass Characters
Even when you gain levels in a class that does not grant arcane formulae, your natural talent with arcane energies still increases.  If you are a multiclass spellshaper, and you learn a new formula by attaining a new level in a spellshaper class, determine your shaper level by adding together your level in that class + ½ your levels in all other classes.  Look up the result on the table below to determine the highest-level formulae you can take.  You still have to meet a formula’s prerequisite to learn it.

   For example, a 7th-level impulse mage/5th-level spellsage has a shaper level of 9th for determining the highest-level formulae he can take as an impulse mage.  As a result, he can take 5th-level impulse mage formulae.  As a spellsage, his shaper level is 8th, allowing him to take 4th-level spellsage formulae.

   This process applies to all of a character’s levels, whether they are in spellshaper classes or other classes.
Basically, it works just like with Tome of Battle classes.

I hope I'm not making things too tough for you, and that this is at least somewhat helpful. At least now you've got higher AC and higher level formulae. :D
It's not that I've missed this section, I was pondering for a moment to go Joystealer 3/ Flamespeaker 5, thus only having only a SL 6... and  started to choose Formulae accordingly.
Concerning the DC, good catch, I've read this section too fast. Edit ahoy !
It's not that it's tough, I should just have paid more attention, that's all.  :)

Harald. Are you sure you can take Circle focus (Eternal Moment)? I think formulas taken from circles other than Searing Flame are treated as if they belong to Searing Flame. So, and I may be mistaken, you don't really have any Eternal Moment formulas. 

I just noticed it, I am not sure my interpretation is correct, but I thought I should tell you.

So, this is a weird one.  Basically, you do know Eternal Moment formulae.  The second that you try to start shaping one, however, it becomes a Searing Flame formula.  So, for the purpose of taking feats, yes, you know Eternal Moment formulae.  Of course, since you're shaping them as Searing Flame formulae, they won't benefit from Circle Focus (Eternal Moment), but you can still pick up the Eternal Moment aura.

It's kind of weird, I admit, and I may end up reworking how that works out.  That's how it stands currently, though.
Right. For the moment, let's keep Circle Focus/ Aura (Searing Flame). Unless I find a more interesting feat.

Quote from: Devoted Pyromancer
Finally, any fires that you start (such as with your burn ability or with alchemist's fire) deal an extra 1 point of damage per die, and the Reflex save DC to extinguish the flames increases by 5.

This is technically supposed to be non-magical fires, not formulae.  It shouldn't be adding to formula save DCs because, Jesus on a pogo stick, +5 is a lot for a DC.  I think I'm going to slip in and edit the wording such that it reads "any mundane fires that you start (such as with your burn ability or with alchemist's fire)," preventing shenanigans.
Duly noted. Though, does that mean, with your correction, that extinguishing Formulae fire is DC 15, and extinguishing mundane fire is DC 20 ?
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline Schizek

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Re: all-homebrew game?
« Reply #152 on: April 03, 2012, 04:58:55 AM »
Mechanics mostly done, I am still trying to find a way to get dex to dmg but now it looks nice,
I will be damage dealer using invisibility to get sneak attack, I do have trapfinding and good search and some other skills:social,knowledge and some nasty spells as well.

http://www.myth-weavers.com/sheetview.php?sheetid=302434

I need to do character traits,personality etc.

If there is so many players we can do something like bad guys vs good guys and after some players would die or resign from game, setting could change into good+bad guys vs bigger EVIL :P Anyway GM will decide.

Edit. Can we use Magical Locations to buy feats ? I am desperate after Iron Will and Power Attack.
« Last Edit: April 03, 2012, 05:05:42 AM by Schizek »

Offline Quillwraith

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Re: all-homebrew game?
« Reply #153 on: April 03, 2012, 07:57:47 AM »
Arctic Dwarf Ranger (trapfinding variant) 1/Were-badger 3/Crusader 1/Repo Dog 3
...
I guess I could use Warshaper levels, as I had in the original, but I was trying to stick mostly to homebrew
Classes are supposed to be only homebrew. You could probably find a ranger fix that works for this, though.

Edit. Can we use Magical Locations to buy feats ? I am desperate after Iron Will and Power Attack.
If there's a location that gives the feat you want, yes.

Offline samnemath

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Re: all-homebrew game?
« Reply #154 on: April 03, 2012, 08:06:10 AM »
Changing one of the Circles from Blustering Gale to Gibbering moon. Batlefield control was limited anyway and I might as well go full out with the character's darkness-light, day-night theme. This removes any battlefiel control I had but adds some debuff capabilities.

Offline sirpercival

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Re: all-homebrew game?
« Reply #155 on: April 03, 2012, 08:14:31 AM »
Repo-Dog, AWESOME!  I love that class, one of my fave pieces of homebrew I've ever done.  :D  You know you actually want to get an EAP for one of my exotic armors... ;)

And looking at Thaumaturge + Ritual Mage... Fwisp is going to be a serious swiss army knife.  Not only does he get to change his spells known every day (tailoring to the situation), but he can also change his ritual load-out given 45 minutes.  Like, more versatile than your normal caster.  It's a pretty brutal combo.  There's really only one drawback at all, which is that it's a little MAD Int/Wis, and that can be avoided if I choose spells which don't require saves and get items and rituals to boost my Spellcraft bonus.
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Offline sirpercival

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Re: all-homebrew game?
« Reply #156 on: April 03, 2012, 08:24:34 AM »
EDIT: Quill, will you allow flaws from here? You can just search for flaws... it includes flaws from Dragon Mag.

EDIT2: I'm specifically looking at this one.

bump?
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Offline phaedrusxy

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Re: all-homebrew game?
« Reply #157 on: April 03, 2012, 08:53:06 AM »
@Phaedrus: If you can somehow change your creature type from humanoid after entering into werebadger or start with the giant type (since werebadger requires humanoid or giant type), you might be able to take a level of Monster of Legend to gain Fast Healing. Plus, it'd just make you look more badass. That's actually a class feature, which works well with the rest of your build. :D
That's a great suggestion, but it sounds like Schizek is still in. If a slot opens up, I'll definitely be submitting a were-badger monster of legend repo dog, though.  :D

Edit: Hmm... were-badger doesn't change your type, and the MoL class says you can't be a humanoid... I guess I could start out as a homebrewed giant race of some kind, since that could qualify for were-badger and MoL.
« Last Edit: April 03, 2012, 08:55:00 AM by phaedrusxy »
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Offline Quillwraith

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Re: all-homebrew game?
« Reply #158 on: April 03, 2012, 09:36:50 AM »
EDIT: Quill, will you allow flaws from here? You can just search for flaws... it includes flaws from Dragon Mag.

EDIT2: I'm specifically looking at this one.

bump?
I thought I had already agreed to those, but apparently I forgot to say so.

Offline sirpercival

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Re: all-homebrew game?
« Reply #159 on: April 03, 2012, 10:15:41 AM »
Thanks, Quill!  And now, of course, another question... :)

The Charged armor ability caps at +5 because that's the normal enhancement cap.  Can we increase it to +10 because of the houserule?
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