Shenron wrote:
@ Orpheus, Yes, a lot of this is just re working what is already there. But why re-invent the wheel?
Nah; no need to reinvent the wheel. But why bother to go through the process at all and instead just say, "Use the races as written in the 3rd Edition ECG and just take out the racial feats, or use them as racial abilities instead."
I do not like the link idea, I think that is a little munchkin. Anyway, lets try this...
Mindlink: The Kalashtar can create a telepathic bond with any life form within 30 ft. The bond can only be formed with a willing subject unless the target fails an INT Save for a forced link. Once the bond is formed it works over any distance and lasts for 6 + Level + WIS Mod. rounds. This can be used a number of times per day equal to 1 + 1/3 Level + INT Mod. Once a link is established, the subject is at a -1 penalty to resist charm/illusion effects and break through bluff/disguise/diplomacy attempts. This penalty increases by -1 at 6th level and by an additional -1 at 12th level.
Well angelfish, what do you think of what I have done so far? I am trying to keep it as close to basic C&C as possible, but I am going to have a chapter of optional rules like action points or something like that. I have a really neat all put together document on my computer with pictures and everything.
Here is the Artificer Class, I need a Infusion List for them though...
ABILITIES:
Infusions: An Artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions that cast spells or hold effects of spells. Infusions are neither arcane or divine and are drawn, and are drawn from the Infusion Spell List. The Artificer does not need to prepare these spells ahead of time like the Wizard.
Extra Infusions: Artificers with high Intelligence can gain bonus Infusions per day. At INT of 13-15 they gain an extra 1st level Infusion per day, at 15 or 16 they gain an extra 2nd level Infusion per day, and at 18 or 19 they gain an extra 3rd level Infusion per day.
Artificer Knowledge (Intelligence): The Artificer can make a Decipher Object (INT) Check to learn one fact about any object he can touch or hold. This usually requires about one minute of studying. The Artificer can do this multiple times, learning more and more information. If this check fails, the Artificer cannot make another attempt on the same object for 24 hours.
Traps (Intelligence): Works just like the Rogue ability
Craft Humunculus: At 4th level, the Artificer can create a Humunculus by gathering materials roughly equal to 2,000GP. This functions exactly as the entry in the Monster & Treasure book. The Artificer can choose to create enhanced Humunculus by gathering materials equal to another 2,000GP per extra HD to a maximum of 6.
Create Magic Item: At 7th level, the Artificer can create any magic item even if he does not meet the prerequisites for it such as spells, etc.
Retain the Essence: At 8th level, the Artificer can salvage one item and retain all materials in GP value etc to create a completely new item. The Artificer must spend a day with the item being salvaged.
Thanks, I am just stuck at coming up for a spell or "infusion list" for the Artificer. Not sure how to be fair about that. Maybe reduce their options by 3 and give them some from the divine and some from the wizards list?
Oh, I am sorry the tables copied over jumbled. But they progress spells per day and Class wise like a Cleric
I like your take on the races, though I think the original "mental walkie-talkie" concept for the Kalashtar was fine.
The idea of them being able to daisy chain the effect had potential, I thought. Then again, I've always been more of a GM who lets the players loose in the sandbox.
Just to clarify for the Artificer, an item is imbued a spell that can be triggered by anyone else at a later date?
And I'm interested to see how you work with Dragon Marks.
Could you explain how the chain thing works, and I can add it in there.
As for the Artificer, If they use their Infusion Spell ability, then only another spell caster can trigger they spell with an INT check. It is their way to cast spells. I really want to say no on this.
As for the magic items they create, those are fair game.
Armor Spikes: A Juggernaut grows Adamantine armor spikes that deal 1d6 + Str. Mod. points of damage with the +4 qualities of Adamantine. These spikes deal their piecing damage on any successful grappling check. At 6th level, the base damage increases to 1d8.
Deadly Charge: When making an Charge Attack, the Warforged gains an additional +2 damage (for a total of +4 bonus damage on a successful attack) but still retains the -4 AC penalty for the combat round.
Expert Overbearing: When a Juggernaut attempts to overbear someone, he can add his class level to the check.
Reserved: Juggernauts seem to lose touch with their human sides and have a hard time relating to other living beings, they suffer -2 penalty to CHAR checks involving other living beings.
Construct Perfection I: At 4th level, the Juggernaut takes another step closer to becoming more like a golem, and is now immune to mind affecting spells/abilities and non-lethal damage.
Construct Perfection II: At 8th level, the Juggernaut takes another step closer at becoming more like a golem, and is now immune to death/necromancy effects and ability damage/ability drain.
Superior Overbearing: At 10th level, when making a Overbearing check, the Juggernaut can now choose to add its Armor Spike damage in addition to the normal results of a successful Overbearing check.
serleran wrote:
Oh, and one other thing -- can the mental link be "chained" so that Kalashar1 links to Goblin, but Kalashar2 links to K1; K3 then connects to K2, and K4 connects to K3... do they all have the ability to "channel" though to the goblin? This ability could be the most awesome mental domination effect ever.
So while on Earth Rome had roads, but in Eberrron, the Kalashar would have the ultimate game of telephone tag.
Sweet. Oh ya, here is the last class before I start working on my Dragon Marks....
ABILITIES:
Flame of the Censure (CHAR): The Exorcist can manifest a the Silver Flame to ward off extraplanar entities of the evil subtype. This ability works just like the Turn Undead Cleric ability except if the Exorcist has more HD then the extraplanar the creature is stunned for 1 round on a successful check, and if the Exorcist HD is twice as much as the extraplanar that creature is banished on a successful check.
Weapon of the Exorcist: The Exorcist chooses a weapon the he is proficient with and has at least spent 24 hours with. This weapon gains a +1 magical bonus.
Divine Aura: Exorcists emanate a permanent divine aura the wards off attacks from evil, summoned, or conjured creatures. It creates a magical barrier that gives them a +2 bonus to AC and +2 bonus and all saving throws against evil creatures. This barrier also prevents all bodily contact between evil creatures and the Exorcist, this includes natural weapons.
Weapon of Flame: At 4th level, their The Weapon of the Exorcist becomes a Flaming Weapon as well.
Weapon of Sacred Flame: At 6th level, their flaming weapon damage increases by +1d6.
Smite Evil: Once per day, a Exorcist of 9th or high may attempt to smite evil with a single melee attack. Smite Evil adds the Exorcist CHAR Mod. (if positive) to the attack roll, and it deals 1 point of extra damage per level.
Warding Flame: At 10th level, the Exorcist can sheath his body in bright silver flame. This doubles the effects of Divine Aura and any creature evil creature that strikes the Exorcist must succeed a CHAR check or be blinded. The Warding Flame illuminates a 30ft. radius like a torch.
Exorcist of the Silver Flame Class Information Table
I have been working on the Dragonmarks. I have not got to far, but I think I am going to keep them just giving them spells per day. And each Dragonmark will give a permanent +2 bonus to a "skill" check.
As for system goes, I have you have to be born with a Dragonmark and you start out with the least and every 2 levels it evolves into the next form, so at 6th level you would be sporting a Greater Dragonmark.
I would really like a way to buy a Dragonmark with XP so characters can develop Dragonmarks in game but I cannot work out the XP costs for each level, so ya, thats a no go for right now.
Some Dragon Mark ideas:
o Everyone in the party is Dragon Marked. Which is cool because:
__ Instant campaign theme "Heirs to the Houses"
__ Connections to each PC write themselves
__ No Dragon Mark system needed, it all balances out.
o Use the XP costs for magic items from d20. FFG used this idea to create "spellware" for their DnD in space game, Dragon star.
o Use CnC's GP method of magic item creation, but create a story reason why the money is gone. i.e. the PC gets the dragon mark, but the need GP is "lost" in a bad business deal or stolen.