|
![]() |
![]() |
#31 |
Sent to the cornfield
Join Date: Feb 2008
Location: A right and proper Nerd Cave
Posts: 2,460
![]() ![]() ![]() ![]() ![]() ![]() |
![]()
The original DM's ruling to encourage boarding-based combat rather than ships firing on each other was that there would be no gunpowder in the world. When one player wanted to play a gunslinger, I spoke with the DM and he's decided that gunpowder exists, but is new and extremely rare and expensive, so only small firearms have been developed so far. Since then that player has changed what they're going to play but we've kept the gunpowder changes.
Our party has grown from two members to four, and this is our composition. Our Captain, Marcus Gwent, is a Tactician who can grant teamwork feats just like the cavalier ability but gains the ability a few levels later. Our First Mate, Creed Tomran is a ninja who specifically focuses on infiltration and assassination. He has a Cloak of the Manta ray that he will use to approach enemy ships from far away. Then he will use his Hat of Disguise to pretend to be a crew member and approach the captain. The Captain will be dead before anyone knows whats going on, and then Creed will be back in the water returning to our own ship. We have another character (has not been named yet) that is an Oracle with the Waves Mystery. Her curse is the Tongues curse, and in times of duress or during combat, she can only speak and understand Aquan. Roleplay-wise, she is very valuable because the DM will be giving her cryptic revelations and clues as to the location of the treasure we're looking for. Another unnamed character is our Summoner, who is using the Aquatic base form for his Eidolon found in Ultimate Magic. I'm helping him with the evolutions and stuff so that it can be similar to a Kraken. It will eventually, when more points are available, be a huge tentacled monster that grabs enemies and pulls them off their ship. Alternately, it could just grab the enemy's ship with all of its arms and constrict it until it is destroyed. |
![]() |
![]() |
![]() |
#32 |
Professional Threadkiller
|
![]()
Going to get this thread back up for shenanigans.
You know in D&D 4e, these expertises everyone gets? My group's been playing using the Essentials expertises instead of the old ones. They give a special something for each kind of weapon that the older ones didn't, such as a reroll on a 1 for axes or more damage on a charge for spears... But staves get to ignore opportunity attacks granted from ranged and area attacks and get reach when used as melee weapons. That second part means you can use any staff as a +2 to hit, 1d8 damage, one handed weapon with reach. It's the only one handed weapon with reach as far as I know. You get a defensive staff and you can still use a shield, resulting in a pretty good combo for some classes, even if you lose some damage. |
![]() |
![]() |
![]() |
#33 | |
si vales valeo
Join Date: Jun 2004
Location: Where US HWY 59 and 80 cross
Posts: 4,470
![]() ![]() ![]() ![]() ![]() ![]() |
![]()
I have mentioned a few times that I do homebrew when I get bored and don't have a regular game night to look forward too.
Well, to sate my addiction I have been slowly making a Final Fantasy Tactics D20-ish game. It's not quite d20, but I am most familiar with D20 so it has many similarities. I was wondering if you guys might help me with some opinions the initial balance numbers for Black Mage. I am currently struggling with MP costs. I want someone who sacrifices HP growth to have lots of MP to be able to use the best spells a few times, but at the same time I don't want to make it too high to prevent mage-warrior hybrids. Let me just paste this from my documents. Black Mage A warrior who uses Black Magic to channel elemental powers into powerful offensive spells. High magic damage output but physically weak. --Stat adjustments-- (Not real sure how I am going to handle this...) --Innate Abilities-- Equip Rod Equip Dagger --Black Magic-- Fire JP: 100 Effect - Black magic erupts in a blazing inferno. Level 1 Spell. 1d4/level fire damage (max 5d4). Fira JP: 500 Effect - Black magic erupts in a blazing inferno. Level 2 Spell. 1d6/level fire damage (max 5d6). Firaga JP: 800 Effect - Black magic erupts in a blazing inferno. Level 4 Spell. 2d12 + 1d6/level fire damage (max 5d6). Firaja JP: 1000 Effect - Black magic erupts in a blazing inferno. Level 5 Spell. Deals 2d20 +1d6/level fire damage (max 10d6). Thunder JP: 100 Effect - Black magic strikes down in a flash of lightning. Level 1 Spell. 1d4/level lightning damage (max 5d4). Thundara Effect - Black magic strikes down in a flash of lightning. Level 2 Spell. 1d6/level lightning damage (max 5d6). Thundaga Effect - Black magic strikes down in a flash of lightning. Level 4 Spell. 2d12 + 1d6/level lightning damage (max 5d6). Thundaja Effect - Black magic strikes down in a flash of lightning. Level 5 Spell. Deals 2d20 +1d6/level lightning damage (max 10d6). Blizzard Effect - Black magic releases falling ice shards. Level 1 Spell. 1d4/level ice damage (max 5d4). Blizzara Effect - Black magic releases falling ice shards. Level 2 Spell. 1d6/level ice damage (max 5d6). Blizzaga Effect - Black magic releases falling ice shards. Level 4 Spell. 2d12 + 1d6/level ice damage (max 5d6). Blizzaja Effect - Black magic releases falling ice shards. Level 5 Spell. Deals 2d20 +1d6/level Ice damage (max 10d6). Poison Effect - Black magic creates poison inside one's body, gradually lowering HP as the body is consumed from inside. Level 1 Spell. Add Poison at (1d6xInt)%. Vitality Check nullifies Poison status. Bio Effect - Black magic creates corrosive poison inside one's body, dealing non-elemental damage and then gradually lowering HP as the body is consumed from inside. Level 3 Spell. 1d6/level damage (max 5d6). Add Poison at (1d6xInt)%. Vitality Check nullifies Poison status. Frog Effect - Black magic turns target into a frog. Level 3 Spell. Add Frog at (1d6xInt)%. Vitality Check nullifies Frog status. Death Effect - Black magic slays target instantly by removing its soul. Level 4 Spell. Add Death at (1d4xInt)%. Vitality and Spirit check nullifies Death. Both checks must be failed for the spell to work. Flare Effect - Black magic burns an entire area by converting ultra-energy to heat. Level 5 Spell --Reaction-- Counter Magic Effect - When attacked by magic, counter with same spell. Must have adequate MP to use the spell. --Support-- Magic Attack Up Effect - Can cause great damage with magic attack. Added 1d4 to magic damage rolls. --Move-- N/A The spell levels are for the Red Mage job, so other than that it's really not important. Any thoughts? Heh, I am actually getting pretty far with this. I might have to start up a game of my own using this...
__________________
Quote:
|
|
![]() |
![]() |
![]() |
#34 | |
Pure joy
|
![]() Quote:
e: if you're not proficient with the staff as an implement and use one as a weapon, you only get the enhancement bonus and critical hit effect anyway, no properties or powers. That limits the number of classes this combo would be useful for. Without additional feats it's pretty much just Also, whips are one-handed and have reach. |
|
![]() |
![]() |
![]() |
#35 |
Professional Threadkiller
|
![]()
Using character builder, I can use a staff as an one-handed weapon for my Warden. Again, we use essentials feats without essentials characters since we never checked if essentials feats are only for essentials characters so, yeah. It's very wonky. I can use it for any Warden power and I still gain the staff's property.
Edit: Upon reading the description of staves on PH1, yeah, it works like that, so now I'm wondering why is character builder being wonky. Last edited by Ryong; 09-04-2011 at 10:23 AM. |
![]() |
![]() |
![]() |
#36 |
Pure joy
|
![]()
I guess it's such an edge case that they didn't account for it. Most likely the reason you can equip a staff one-handed is because that's a valid way to wield it, but only if you wield it as an implement. Looks like the CB doesn't have a way to check for that.
|
![]() |
![]() |
![]() |
#37 |
Regulator
Join Date: Feb 2006
Posts: 1,842
![]() ![]() ![]() ![]() ![]() ![]() |
![]()
EVILNESS:
I'm writing you tons of stuff back. Cool game, 'bro. Anyhoo, that's a LOT of feedback, but I hope you enjoy! PIP: I'm curious if this game has gotten off the ground. Also, re: gunpowder - one way of making it rare is making it dangerous (just not to PCs) - "liable to blow at any time (because it's reactive to magic)" and requiring fiddling with "deadly alchemical concoctions (which turn into 'liable to blow at any time concoctions)" are just the kinds of things to make most people shy away from it, but make it a great boon to players. MEISTER: In 4E, did they ever release any non-monster version of a charm, compulsion, domination, or the like that didn't cause hit point damage and was, in fact, instead an actual charm, compulsion, or domination? I enjoy 4E's streamlining sometimes, but it annoys me at others, and I haven't kept up with the latest supplements.
__________________
Make the best decision ever. I look forward to seeing you there! You should watch this trailer! It's awesome! (The rest of the site's really cool, too!) I have a small announcement to make. And another! |
![]() |
![]() |
![]() |
#38 |
Pure joy
|
![]()
I'm gonna check that tomorrow, I'm sure there's stuff. Just as a pre-empt though the stuff I find isn't necessarily going to be described explicitly as charm or domination, owing to the usage of keywords in 4E.
|
![]() |
![]() |
![]() |
#39 |
Professional Threadkiller
|
![]()
I believe the vampire class - yes, class - from the heroes of the fallen lands book have just that.
|
![]() |
![]() |
![]() |
#40 |
Always Trick
Join Date: Jul 2008
Posts: 978
![]() ![]() |
![]()
My gaming group is switching to Pathfinder, and I've had an idea I'd like to share with you all. How would you feel about a tabletop D&D lets play? where I'll record every session, youtubes it, and then get feedback about what horrors to put my party through.
__________________
[color=red] Kneel before the Lord Drgon, or you will be knelt.
|
![]() |
![]() |
![]() |
|
|