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Omnicrat
2012-08-20, 08:29 AM
Knacks

The old opening paragraph for this doesn't really work anymore, so it gets an update! I first made knacks as a gestalt replacement because one of the players was very resistant to the idea o gestalt. It was intended to be similar to gestalt, but instead of mixing two classes together, you pick one standard class and one knack. I originally posted a slightly simplified version of this because that's what I was going to use with my players, but I'll have the original slightly more complex version at the bottom. Also, I'm going to try my hand at a gramarie knack. And evolutionist. And any requests/suggestions I can.

What are Knacks?
Knacks are a new tier of character progression which are separate from class, although they are similar in many ways. A knack is selected at first level and cannot be changed. A character can have only one knack. In the game world, a knack is ones innate draw to a certain field of study or topic or just an example of natural talent. Knacks grant benefits similar to classes, such as skill points, class skills,and even some spells and “class” abilities, but these are from severely limited lists and carry certain restrictions when compared to actual classes.

Why use Knacks?
The point of knacks is to allow for greater variate in the PCs and the NPCs alike. NPCs no longer have NPC classes. Instead, they have racial hit dice equal to their level, and they gain a single knack. Most NPCs have Humanoid racial hit dice and the General knack. For the PCs, it allows for both greater versatility with little additional complexity. For example, A fighter with a Parochial education would gain limited benefits from a few cleric domains along with limited access to divine spells, while a cleric would gain access to four new domains and an even greater number of divine spell per day.


Reading Knacks

TITLE: What a commoner with your knack is called.

PROFESSION: Professions people with your knack typically take.

ASSIGNED SKILLS: Assigned skills are skills that start at the maximum rank at first level and get one skill point added to them at every subsequent level, maintaining a maximum rank.

CHARACTER SKILLS: Theses are class skills that your character has no matter what class they take.

CHARACTER SKILL POINTS: The skill points given by your ET must be used on the Character Skills it provides.

TRAINED ABILITIES: Trained abilities are similar to class abilities but their progression is based on character level, not class level.

SPELLS/POWERS: Spells or powers are provided by some knacks. This section gives the spell/power list one selects from, max spell/power level, type of powers/spells, and the rate of powers/spells known.*

SPELLS PER DAY/POWER POINTS: If spells or powers are provided, so is some method of determining spells per day or power points will be present.*
*all equations will be calculated by the DM (me)

SPECIAL: This is where gramarie and mutations go. And any future stuff that doesn't fit in with the above.




Arcane Knack

TITLE: Magewright

PROFESSION: Tinkerer, Arcane Scholar, Smith, Entertainer, Arcane Researcher, Magic Researcher, Magic Scholar, Diviner

ASSIGNED SKILLS: Knowledge (Arcana)

CHARACTER SKILLS: Concentration, Craft/Profession/Preform (any one), Spellcraft, Use Magic Device

CHARACTER SKILL POINTS: 1 point per level, 4 at first level.

TRAINED ABILITIES: Familiar (as wizard)

SPELLS: Spell List: as wizard, select up to two schools to select spells from. The selected schools count as specialized schools, all others count as prohibited.
Max spell level: 6
Type: Arcane
Rate of spells know: Uses spell book, can record and use any spell he can cast at least once per day from the list given above.

SPELLS PER DAY: (Int / 5) + (Lvl / 2) + (2) – (Spell Level *2), round down to the nearest whole




Parochial/Divine Knack

TITLE: Adept

PROFESSION: Priest, Religious Scholar, Divine Scholar, Magic Scholar, Philosopher, Healer

ASSIGNED SKILLS: Knowledge (Religion/Divine)

CHARACTER SKILLS: Concentration, Knowledge (Divine/Religion), Craft/Profession/Preform (any one), Spellcraft

CHARACTER SKILL POINTS: 1 point per level, 4 at first level

TRAINED ABILITIES: gain 4 cleric domains (Must be domains your deity possesses first, then domains your deity would not oppose, no two domains can be opposed[such as selfishness and altruism])

SPELLS: Spell List: the spells granted by the selected cleric domains, along with 8 level 0 cleric spells
Max spell level: 6
Type: Divine
Rate of Spells known: spells known are gained as they can be cast at least once per day and are selected from the spell list given above.

SPELLS PER DAY: (Wis / 5) + (Lvl / 2) + (2) – (Spell Level *2), round down to nearest whole




Naturalist Knack

TITLE: Naturalist

PROFESSION: Nature Scholar, Farmer, Hunter, Wilderness Scout

ASSIGNED SKILLS: Knowledge (Nature)

CHARACTER SKILLS: Concentration, Craft/Profession/Preform (any one), Handle Animal, Survival

CHARACTER SKILL POINTS: 1 point per level, 4 at first level

TRAINED ABILITIES: animal companion (as ranger)

SPELLS: Spell List: as druid, 8 spells selected from level zero, 4 from levels one through six
Max spell level: 6
Type: Divine
Rate of Spells known: spells known are gained as they can be cast at least once per day and are selected from the list noted above.

SPELLS PER DAY: (Wis / 5) + (Lvl / 2) + (2) – (Spell Level *2), round down to the nearest whole




Cerebral Knack

TITLE: Cerebralist

PROFESSION: Seer, Advanced Labor, Scout, Psionic Scholar

ASSIGNED SKILLS: Knowledge (psionic)

CHARACTER SKILLS: Use psionic device, Autohypnosis, Psicraft, Concentration

CHARACTER SKILL POINTS: 1 points per level, 4 at first level

POWERS: Power List: Select one Psion Discipline, select all psionic powers from said discipline
Max power level: 6
Current max power level: [(Int / 5) + (lvl)] / (Power level * 3), if total is one or greater, powers of that level are known.
Type: Psionic
Rate of Powers known: (Int / 5) * (lvl), round down to nearest whole

POWER POINTS: (Int) * (lvl)




General Knack

TITLE: Expert/Warrior

PROFESSION: Any

ASSIGNED SKILLS: Any two (must be justifiable to DM)

CHARACTER SKILLS: Any other six (must be justifiable to DM)

CHARACTER SKILL POINTS: 2 points per level, 8 at first level

TRAINED ABILITIES: Any two of the following: animal companion (as ranger), familiar (as wizard) Skill specialization (add character level to one of your two assigned skills, can be selected twice choosing a new skill each time), Wild Empathy, Bonus feats* (as fighter), Sneak attack* (as rouge), Trapfinding, Item Creation** (as Artificer), Rage* (as barbarian), Use Poison, Increased save progression***, Increased hit dice***, and Increased attack progression***
*half progression, does not stack with progression of the same name.
**able to take all item creation feats
***can't increase beyond maximum possible


Gramarie Knack

TITLE: Gramatist (better name suggestions will be taken into advisement)

PROFESSION: Pretty much everything...

ASSIGNED SKILLS: Specialist skill (see below)

CHARACTER SKILLS: Knowledge (architecture and engineering), use magic device, knowledge (history), appraise

CHARACTER SKILL POINTS: 1 per level, 4 at first level

TRAINED ABILITIES: Eldirch blast (as gramarist, including eldrich wick)

SPECIAL: Select one specialization of gramarie. Use the skill that your specialization requires as your assigned skill. You gain three principles of your specialization in the following order: 100 principle, 200 non-specialist, 200 specialist. You gain these principles at first, seventh, and fourteenth level respectively.


Evolutionist Knack

TITLE: Mutant

PROFESSION: again, sky's the limit

ASSIGNED SKILLS: Survival

CHARACTER SKILLS: Any four knowledge skill that grant knowledge of monsters.

CHARACTER SKILL POINTS: 1 per level, 4 at first level

TRAINED ABILITIES: Teratomorph (half progression)

SPECIAL: You have a mutator level equal to your hit dice. Gain two mutations at your first hit dice and one mutation per hit dice afterwards. All the standard rules regarding mutations apply, except when otherwise noted. You must select two types of mutations (Basic, Innate, Extraordinary, Supernatural, Spell-like, or Psi-like) from which to select mutations. These do not include mutations from lists granted by feats which are categorized in this way. The basic mutations taken as part of this knack are altered in the following ways:
Evolve Aptitude: Only gain two skill points
Explanation: Mutants have very few class skills.

Evolve Combat Instinct
Ability Score: None
Benefit: The Evolutionist's Base Attack Bonus increases by 1. This may not exceed 20 or the Evolutionists HD, whichever is lower.
Further Mutations: -
Explanation: The cap of the Evolutionists HD negates the need for a limit on how often the mutation is taken, and the limit interacts strangely with 3/4 BAB.

Evolve [Saving Throw]
Unchanged except for the following:
The mutant may not select the Evolve [Saving Throw] mutation for any Good Save they may have.

Evolve Racial Potential
Leave unchanged
Explanation: It's not as if the Mutant has a better chassis than the Evolutionist (excepting saving throws) and they advance as a humanoid which entails a rather limited (if good) selection of racial feats.

Evolve Resilience
Change the limit of times this mutation may be taken to 12-HD size. If the HD size is greater than twelve, this mutation may not be taken.
Explanation: The Mutant has the same size hit dice as the Evolutionist, so nothing needs to be changed.

Evolve Skills
Changes: 2+1/HD skill points.

Evolve Talent
Unchanged
Explanation: See Evolve Racial Potential


At any time when you would gain a feat you may instead gain access to another mutation list. This does not change your total number of mutations. When you would receive Teratomorphs you may choose them from any of the lists you have access to.


Personal Knacks

Basically, you can mix and match the above knacks. You can only have one extensive ability. If you take an extensive ability, you gain one assigned skill, one trained ability, two character skills, and one character skill point. If you do not take an extensive ability, you gain two assigned skills, two trained abilities, six character skills, and two character skill points.

EXTENSIVE ABILITIES: Arcane knack spells and casting, Divine knack casting (spells off cleric list as naturalist knack unless trained ability is used on 4 domains, then as standard divine knack), Naturalist knack spells and casting, cerebralist knack powers and power points, Gramarie knack principles, and evolutionist knack mutations.

TRAINED ABILITIES: all under general, gramarie knack's eldrich blast, 4 domains (only gain spells if divine knack casting is taken), teratomorph (half progression), increased armored casting*, increase weapon proficiency**, increase armor proficiency**, increase shield proficiency**, improvised weapon proficiency***

*Increases each of your casting types ability to cast within armor by one step. Wizards can cast in light armor, bards can cast in medium armor and so on.


**Taking these trained abilities let you augment your proficiencies with regard to the specific type. For each purchase of this trained ability, you may select the text highest tier you qualify for OR a lower tier you do not have proficiency with. For example, a class with some martial weapon proficiencies and no simple weapon proficiencies could select all simple weapons OR all martial weapons, but not 1 exotic weapon.

proficiency tierweapon proficiencies
tier 0no weapon proficiencies
tier 11 simple weapon
tier 2all simple weapons
tier 31 martial weapon
tier 4all martial weapons
tier 51 exotic weapon
tier 6all exotic weapons

proficiency tierarmor proficiencies
tier 0no armor proficiencies
tier 11 light armor
tier 2all light armor
tier 31 medium armor
tier 4all medium armor
tier 51 heavy armor
tier 6all heavy armor

proficiency tierproficiencies
tier 0no shield proficiencies
tier 11 shield (not tower)
tier 2all shields (not tower)
tier 3tower shields

***gain proficiency with all improvised weapons.

Kish
2012-08-20, 08:51 AM
Knacks are also intended to be used in place of NPC classes, changing the rule about 1hd humanoids not advancing racially.
So a typical farmer in your world is what, now?

Omnicrat
2012-08-20, 09:37 AM
So a typical farmer in your world is what, now?

A Humanoid with a general knack. My personal farmer is usually as follows:

ASSIGNED SKILLS: Profession (farmer), Animal handeling

CHARACTER SKILLS: Knowledge (nature), Intimidate, Sense Motive, Ride, Use Rope, and Gather information

TRAINED ABILITIES: animal companion (as druid) and Skill Specialization (farmer)

Now, this is just my opinion for what a farmer would probably have as his skills, but arguments could be made for a plethora of alternatives

Kish
2012-08-20, 09:43 AM
That...doesn't answer my question. How is the farmer statted? How do "skills that start at the maximum rank at first level and get one skill point added to them at every subsequent level, maintaining a maximum rank" work for a character without a level?

Omnicrat
2012-08-20, 10:09 AM
That...doesn't answer my question. How is the farmer statted? How do "skills that start at the maximum rank at first level and get one skill point added to them at every subsequent level, maintaining a maximum rank" work for a character without a level?

He is a level 1 humanoid. He advances as a humanoid. I apologize if that was not clear. How should I edit my op to make that more clear?

Zale
2012-08-20, 10:21 AM
So, a 1 HD Humaniod.

Interesting.

Omnicrat
2012-08-20, 01:19 PM
So, a 1 HD Humaniod.

Interesting.

I thought so. I think it should balance aright.

Vadskye
2012-08-20, 02:37 PM
Instead of "Knacks are also intended to be used in place of NPC classes, changing the rule about 1hd humanoids not advancing racially." you could use "NPCs no longer have NPC classes. Instead, they have racial hit dice equal to their level, and they gain a single knack. Most NPCs have Humanoid racial hit dice and the General knack."
Does that help?

Also, you've got a knack for every casting class, making it easy for warriors to get spells, and a knack for skillmonkeys, but no knack for warriors who don't care all that much about spells or for casters/skillmonkeys who want more combat capacity. Why isn't there a Savage Knack?

Omnicrat
2012-08-20, 02:50 PM
Instead of "Knacks are also intended to be used in place of NPC classes, changing the rule about 1hd humanoids not advancing racially." you could use "NPCs no longer have NPC classes. Instead, they have racial hit dice equal to their level, and they gain a single knack. Most NPCs have Humanoid racial hit dice and the General knack."
Does that help?
That's perfect. I'll fix that line right now.


Also, you've got a knack for every casting class, making it easy for warriors to get spells, and a knack for skillmonkeys, but no knack for warriors who don't care all that much about spells or for casters/skillmonkeys who want more combat capacity. Why isn't there a Savage Knack?
I included that as part of the general knack. A fighter could boost his hd and get a barbarians rage at half progression, along with the extra skills that come with the General Knack.

If you don't think that's not good enough, what would you suggest?
(Sorry if that sounds jerkish)

Vadskye
2012-08-20, 02:52 PM
I included that as part of the general knack. A fighter could boost his hd and get a barbarians rage at half progression, along with the extra skills that come with the General Knack.

If you don't think that's not good enough, what would you suggest?
(Sorry if that sounds jerkish)

Honestly, I just missed the part in the General Knack. Don't ask me how, I just did. No complaints here, carry on.

Kish
2012-08-21, 09:43 AM
My next question is: What happens if your knack overlaps one of your classes?

That is, if I was an aspiring adventurer in a D&D world and the D&D equivalent of a guidance counselor told me, "You have a knack for arcane magic," I wouldn't think, "Oh, then I'll be a fighter!" But, it appears that a wizard or sorcerer benefits less from the arcane knack than a member of any other class benefits from the same knack.

Omnicrat
2012-08-21, 12:17 PM
My next question is: What happens if your knack overlaps one of your classes?

That is, if I was an aspiring adventurer in a D&D world and the D&D equivalent of a guidance counselor told me, "You have a knack for arcane magic," I wouldn't think, "Oh, then I'll be a fighter!" But, it appears that a wizard or sorcerer benefits less from the arcane knack than a member of any other class benefits from the same knack.

That is correct. But most people in this world are level 1 humanoids, 1 knack and no class. While an arcane knack does mechanically benefit non-arcane classes more than arcane ones, most NPCs don't create there lives with mechanics in mind.

As for the PCs, they can come up with whatever RP reasons they want to justify a fighter with an arcane knack, or whatever other knack they take. And its not like a class with a complementary knack gains no benefit, just no added versatility.

Jester of Doom
2012-08-21, 03:47 PM
My concern is the druid's animal companion. The Arcane Knack and the Naturalist Knack are almost identical, and a druid's animal companion is, all on its own, as good if not better than a familiar becomes only with the investment of multiple feats. It would probably be more balanced if you gave the Natualist and Generalist Knacks animal companion as a ranger, not as a druid.

Omnicrat
2012-08-21, 06:37 PM
My concern is the druid's animal companion. The Arcane Knack and the Naturalist Knack are almost identical, and a druid's animal companion is, all on its own, as good if not better than a familiar becomes only with the investment of multiple feats. It would probably be more balanced if you gave the Natualist and Generalist Knacks animal companion as a ranger, not as a druid.

I see your point. A druid's animal companion is more like a barbarians rage than it is a wizard's familiar. I'll change it from druid to ranger.

Omnicrat
2013-02-07, 01:20 AM
Updated knacks a bit. Added gramarie, mutations, and a build your own knack feature.

Draken
2013-02-07, 09:58 AM
The evolutionist Knack is too good. It quite simply gives five mutations at level one, which is exactly what the class itself gives at that level.

(And then it kind of stumps and gives nothing more, but access to all lists is pretty much a no brainer for anyone wanting to use mutations).

Rizban
2013-02-07, 12:54 PM
Evolutionist Knack

TITLE: Mutant

PROFFESSION: again, sky's the limit

ASSIGNED SKILLS: Any one

CHARACTER SKILLS: Any two

CHARACTER SKILL POINTS: 1 per level, 4 at first level

TRAINED ABILITIES: All feats that grant access to additional types of mutations are granted at first level as bonus feats.

SPECIAL: You have a mutator level equal to your hit dice. Gain two mutations at your first hit dice and one mutation per hit dice afterwards.Just came over from the evolutionist thread and... What?!

Five bonus feats and seven mutations at first level? That's better than the Evolutionist gets.

Arkhaic
2013-02-07, 05:16 PM
Damn it, I missed the line saying that feats which grant access to additional lists also grant a mutation when I looked over this last night. That is too powerful. I'm pretty sure omnicrat missed that too. My idea (I'm not sure if it was relayed to omnicrat or not) was to just grant access to a single list, no extra mutation needed.

Omnicrat:What would you define a passive feat as?

Draken
2013-02-07, 05:26 PM
You could change it to provide one bonus mutator feat, instead.

Arkhaic
2013-02-07, 05:57 PM
Yeah, that's basically the idea I had for it. It was really late at night when I looked over it (and it was actually morning for him) so its no wonder we both missed it.

Omnicrat
2013-02-07, 06:42 PM
The evolutionist Knack is too good. It quite simply gives five mutations at level one, which is exactly what the class itself gives at that level.

(And then it kind of stumps and gives nothing more, but access to all lists is pretty much a no brainer for anyone wanting to use mutations).

Wow. NEVER noticed that. I get to add mutations to my evolutionist now! :smallbiggrin:

With regard to the knack, I'm going to re-write it so these feats don't give mutations.

Also, where did you get 5 from? As written, the knack currently gives 6. Undead, outsiders, elemental, and construct.

edit (kinda): Forgot plant! Also, I need to completely change that granted power, as I am completely changing how the knack works. Its going to be more restrictive in what mutations you can select. That fits with the other knacks better than what I currently have. I feel I should note I went to bed right after writing this. And just got up. I was sleepy.

edit (for real this time!:smallbiggrin:): Also, do you have any suggestions for the skills beyond any one or any two?


Just came over from the evolutionist thread and... What?!

Five bonus feats and seven mutations at first level? That's better than the Evolutionist gets.

4 and 6, but the 6 is only due to misreading the feats.

edit (kinda): except for the fact that I forgot plant...


Damn it, I missed the line saying that feats which grant access to additional lists also grant a mutation when I looked over this last night. That is too powerful. I'm pretty sure omnicrat missed that too. My idea (I'm not sure if it was relayed to omnicrat or not) was to just grant access to a single list, no extra mutation needed.

Omnicrat:What would you define a passive feat as?

Hm... thinking about it, it would probably be best to restrict mutations you could get.

Any ideas for a new trained ability?

This was just a way to have the evolutionist trained ability not be the odd man out for the personalized knack. Since that is going away, so is this bad idea.

Arkhaic
2013-02-07, 07:25 PM
My original suggestion for a trained ability was a reduced teratomorph progression. As for skills, I'd say maybe control shape or heal, for mostly fluff reasons.

Draken
2013-02-07, 07:35 PM
Control Shape is exclusively used by Lycanthropes, and evolutionists have no use for the skil whatsoever.

Knowledges (used to identify creatures) and Survival are a bit more central to the class, I would say.

Arkhaic
2013-02-07, 07:58 PM
Oh, I forgot about that one. Sense motive does that too. Actually, that would make a nice trained ability for the mutant.

Omnicrat
2013-02-07, 10:28 PM
I was busy for a few hours, but the moddefied evolutionist knack is up! I think this one is a LOT better than my first one. As I said, I was very tired.

Arkhaic
2013-02-07, 11:29 PM
You know that quite a few mutations have prerequisites from other lists, right? I'd suggest just giving access to all the regular lists.

Durazno
2013-02-07, 11:33 PM
Quick pedantic note - "profession" is spelled with one F.

Edit - wait, you have it spelled right everywhere else. Is there a reason it's spelled "Proffession" in the template?

Draken
2013-02-08, 12:12 AM
You know that quite a few mutations have prerequisites from other lists, right? I'd suggest just giving access to all the regular lists.

Not so much. Mutations accept any ability that matches their prerequisites in name or at least in overall effect.

For instance, Elemental Attack requires Energy Resistance. This doesn't have to be the energy resistance mutation. It can be the resistance inherent to an aasimar, or that gained from the Improved Heat Endurance feat. Spines requires quills, these can be the ones gained from the Quills mutation or from being a Howler.

And for the most part, the categories are self-contained. I am quite positive that only the aforementioned energy resistance steps out of this rule, being extraordinaire and a prerequisite to numerous supernatural mutations.

The feat effect, however, is troublesome because the special lists were not made to function as stand-alone sources.

I would recommend granting free access to the baseline list, removing only access to Basic mutations due to class chassis issues. The mutator level granted then suffices to grant access to the special lists by spending feats.

Arkhaic
2013-02-08, 12:16 AM
Knacks

The old opening paragraph for this doesn't really work anymore, so it gets an update! I first made knacks as a gestalt replacement because one of the players was very resistant to the idea o gestalt. It was intended to be similar to gestalt, but instead of mixing two classes together, you pick one standard class and one knack. I originally posted a slightly simplified version of this because that's what I was going to use with my players, but I'll have the original slightly more complex version at the bottom. Also, I'm going to try my hand at a gramarie knack. And evolutionist. And any requests/suggestions I can.

What are Knacks?
Knacks are a new tier of character progression which are separate from class, although they are similar in many ways. A knack is selected at first level and cannot be changed. A character can have only one knack. In the game world, a knack is ones innate draw to a certain field of study or topic or just an example of natural talent. Knacks grant benefits similar to classes, such as skill points, class skills,and even some spells and “class” abilities, but these are from severely limited lists and carry certain restrictions when compared to actual classes.

Why use Knacks?
The point of knacks is to allow for greater variate in the PCs and the NPCs alike. NPCs no longer have NPC classes. Instead, they have racial hit dice equal to their level, and they gain a single knack. Most NPCs have Humanoid racial hit dice and the General knack. For the PCs, it allows for both greater versatility with little additional complexity. For example, A fighter with a Parochial education would gain limited benefits from a few cleric domains along with limited access to divine spells, while a cleric would gain access to four new domains and an even greater number of divine spell per day.


Reading Knacks

TITLE: What a commoner with your knack is called.

PROFFESSION: Professions people with your knack typically take.

ASSIGNED SKILLS: Assigned skills are skills that start at the maximum rank at first level and get one skill point added to them at every subsequent level, maintaining a maximum rank.

CHARACTER SKILLS: Theses are class skills that your character has no matter what class they take.

CHARACTER SKILL POINTS: The skill points given by your ET must be used on the Character Skills it provides.

TRAINED ABILITIES: Trained abilities are similar to class abilities but their progression is based on character level, not class level.

SPELLS/POWERS: Spells or powers are provided by some knacks. This section gives the spell/power list one selects from, max spell/power level, type of powers/spells, and the rate of powers/spells known.*

SPELLS PER DAY/POWER POINTS: If spells or powers are provided, so is some method of determining spells per day or power points will be present.*
*all equations will be calculated by the DM (me)

SPECIAL: This is where gramarie and mutations go. And any future stuff that doesn't fit in with the above.




Arcane Knack

TITLE: Magewright

PROFFESSION: Tinkerer, Arcane Scholar, Smith, Entertainer, Arcane Researcher, Magic Researcher, Magic Scholar, Diviner

ASSIGNED SKILLS: Knowledge (Arcana)

CHARACTER SKILLS: Concentration, Craft/Profession/Preform (any one), Spellcraft, Use Magic Device

CHARACTER SKILL POINTS: 1 point per level, 4 at first level.

TRAINED ABILITIES: Familiar (as wizard)

SPELLS: Spell List: as wizard, select up to two schools to select spells from. The selected schools count as specialized schools, all others count as prohibited.
Max spell level: 6
^^ Extra spaces
Type: Arcane
Rate of spells know: Uses spell book, can record and use any spell he can cast at least once per day from the list given above.

SPELLS PER DAY: (Int / 5) + (Lvl / 2) + (2) – (Spell Level *2), round down to the nearest whole




Parochial/Divine Knack

TITLE: Adept

PROFFESSION: Priest, Religious Scholar, Divine Scholar, Magic Scholar, Philosopher, Healer

ASSIGNED SKILLS: Knowledge (Religion/Divine)

CHARACTER SKILLS: Concentration, Knowledge (Divine/Religion), Craft/Profession/Preform (any one), Spellcraft

CHARACTER SKILL POINTS: 1 point per level, 4 at first level

TRAINED ABILITIES: gain 4 cleric domains (Must be domains your deity possesses first, then domains your deity would not oppose, no two domains can be opposed[such as selfishness and altruism])

SPELLS: Spell List: the spells granted by the selected cleric domains, along with 8 level 0 cleric spells
Max spell level: 6
Type: Divine
Rate of Spells known: spells known are gained as they can be cast at least once per day and are selected from the spell list given above.

SPELLS PER DAY: (Wis / 5) + (Lvl / 2) + (2) – (Spell Level *2), round down to nearest whole




Naturalist Knack

TITLE: Naturalist

PROFFESSION: Nature Scholar, Farmer, Hunter, Wilderness Scout

ASSIGNED SKILLS: Knowledge (Nature)

CHARACTER SKILLS: Concentration, Craft/Profession/Preform (any one), Handle Animal, Survival

CHARACTER SKILL POINTS: 1 point per level, 4 at first level

TRAINED ABILITIES: animal companion (as ranger)

SPELLS: Spell List: as druid, 8 spells selected from level zero, 4 from levels one through six
Max spell level: 6
Type: Divine
Rate of Spells known: spells known are gained as they can be cast at least once per day and are selected from the list noted above.

SPELLS PER DAY: (Wis / 5) + (Lvl / 2) + (2) – (Spell Level *2), round down to the nearest whole




Cerebral Knack

TITLE: Cerebralist

PROFFESSION: Seer, Advanced Labor, Scout, Psionic Scholar

ASSIGNED SKILLS: Knowledge (psionic)

CHARACTER SKILLS: Use psionic device, Autohypnosis, Psicraft, Concentration

CHARACTER SKILL POINTS: 1 points per level, 4 at first level

POWERS: Power List: Select one Psion Discipline, select all psionic powers from said discipline
Max power level: 6
Current max power level: [(Int / 5) + (lvl)] / (Power level * 3), if total is one or greater, powers of that level are known.
Type: Psionic
Rate of Powers known: (Int / 5) * (lvl), round down to nearest whole

POWER POINTS: (Int) * (lvl)




General Knack

TITLE: Expert/Warrior

PROFFESSION: Any

ASSIGNED SKILLS: Any two (must be justifiable to DM)

CHARACTER SKILLS: Any other six (must be justifiable to DM)

CHARACTER SKILL POINTS: 2 points per level, 8 at first level

TRAINED ABILITIES: Any two of the following: animal companion (as ranger), familiar (as wizard) Skill specialization (add character level to one of your two assigned skills, can be selected twice choosing a new skill each time), Wild Empathy, Bonus feats* (as fighter), Sneak attack* (as rouge), Trapfinding, Item Creation** (as Artificer), Rage* (as barbarian), Use Poison, Increased save progression***, Increased hit dice***, and Increased attack progression***
*half progression, does not stack with progression of the same name.
**able to take all item creation feats
**can't increase beyond maximum possible


Gramarie Knack

TITLE: Gramatist (better name suggestions will be taken into advisement)

PROFFESSION: Pretty much everything...

ASSIGNED SKILLS: Specialist skill (see below)

CHARACTER SKILLS: Knowledge (architecture and engineering), use magic device, knowledge (history), appraise

CHARACTER SKILL POINTS: 1 per level, 4 at first level

TRAINED ABILITIES: Eldirch blast (as gramarist, including eldrich wick)

SPECIAL: Select one specialization of gramarie. Use the skill that your specialization requires as your assigned skill. You gain three principles of your specialization in the following order: 100 principle, 200 non-specialist, 200 specialist. You gain these principles at first, seventh, and fourteenth level respectively.


Evolutionist Knack

TITLE: Mutant

PROFFESSION: again, sky's the limit

ASSIGNED SKILLS: Survival

CHARACTER SKILLS: Any two knowledge skill that grant knowledge of monsters.

CHARACTER SKILL POINTS: 1 per level, 4 at first level

TRAINED ABILITIES: Teratomorph (half progression)

SPECIAL: You have a mutator level equal to your hit dice. Gain two mutations at your first hit dice and one mutation per hit dice afterwards. You must select one type of mutation (Basic, Innate, extraordinary, supernatural, spell-like, or psi-like) from which to select all of your mutations. Alternatively, you may take one feat at first level (by normal means) that grants you access to a specialized list. If you choose to do this, you may only select mutations granted or modified by your selected feat. You may also only select teratomorphs granted or modified by your selected feat.


Personal Knacks

Basically, you can mix and match the above knacks. You can only have one extensive ability. If you take an extensive ability, you gain one assigned skill, one trained ability, two character skills, and one character skill point. If you do not take an extensive ability, you gain two assigned skills, two trained abilities, six character skills, and two character skill points.

EXTENSIVE ABILITIES: Arcane knack spells and casting, Divine knack casting (spells off cleric list as naturalist knack unless trained ability is used on 4 domains, then as standard divine knack), Naturalist knack spells and casting, cerebralist knack powers and power points, Gramarie knack principles, and evolutionist knack mutations.

TRAINED ABILITIES: all under general, gramarie knack's eldrich blast, 4 domains (only gain spells if divine knack casting is taken), and teratomorph (half progression).

I just checked the spelling of the whole thing above. If we're going to be pedantic, we might as well be thorough.

Omnicrat
2013-02-08, 12:54 AM
The feat effect, however, is troublesome because the special lists were not made to function as stand-alone sources.

I would recommend granting free access to the baseline list, removing only access to Basic mutations due to class chassis issues. The mutator level granted then suffices to grant access to the special lists by spending feats.

I'm not sure I follow. Actually, I'm pretty sure I don't follow. I realized the mutation restriction for special lists wouldn't work as well as restricted to one of the six mutation types, but it is something to build off of. If I understand, you are suggesting everyone with an evolutionist knack be given access to all six types of mutations, and people who choose to take a special list loose access to basic mutations. Either that, or saying nothing about being able to access special lists, and just letting everyone with an evolutionist knack have access to 5 of the six mutation types, leaving out basic.

With every knack that I could, the base special is reduced. Arcane casting has to pick two wizard schools to "specialize" in (all others being barred), Divine casting uses the spells off of 4 domains (plus 8 lv 0 cleric spells because), Psionics are restricted to one and only one psion discipline, and you only get the first three principles (over 14 levels) of one discipline of gramarie. Its supposed to be more restricted than take the class, or type of class, would be.

Draken
2013-02-08, 01:00 AM
I'm not sure I follow. Actually, I'm pretty sure I don't follow. I realized the mutation restriction for special lists wouldn't work as well as restricted to one of the six mutation types, but it is something to build off of. If I understand, you are suggesting everyone with an evolutionist knack be given access to all six types of mutations, and people who choose to take a special list loose access to basic mutations. Either that, or saying nothing about being able to access special lists, and just letting everyone with an evolutionist knack have access to 5 of the six mutation types, leaving out basic.

With every knack that I could, the base special is reduced. Arcane casting has to pick two wizard schools to "specialize" in (all others being barred), Divine casting uses the spells off of 4 domains (plus 8 lv 0 cleric spells because), Psionics are restricted to one and only one psion discipline, and you only get the first three principles (over 14 levels) of one discipline of gramarie. Its supposed to be more restricted than take the class, or type of class, would be.

I believe you are making a mistake in terminology here.

"Basic mutations" are not the default, general list. Basic Mutations are one of the six types of mutations, that I am recommending be stricken from accessibility through the Knack outright because having access to them can do screwy things to classes that aren't running on the awful chassis of the evolutionist.

But I guess you have a point in the limited access then.

I still recommend not allowing Basic mutations to be taken in any situation. Of things get wonky.

Omnicrat
2013-02-08, 01:41 AM
I believe you are making a mistake in terminology here.

"Basic mutations" are not the default, general list. Basic Mutations are one of the six types of mutations, that I am recommending be stricken from accessibility through the Knack outright because having access to them can do screwy things to classes that aren't running on the awful chassis of the evolutionist.

But I guess you have a point in the limited access then.

I still recommend not allowing Basic mutations to be taken in any situation. Of things get wonky.

That is a very good point. I'll make basic mutations barred under all circumstances. Any suggestion for a better special list option?

Arkhaic
2013-02-08, 01:45 AM
Wait...don't these have a worse chassis than the Evolutionist? I'd figure any warrior-type would want to be taking only basic mutations. Correct me if I'm wrong, but don't the NPCs from this system lack BAB and saves?

Omnicrat
2013-02-08, 01:49 AM
Wait...don't these have a worse chassis than the Evolutionist? I'd figure any warrior-type would want to be taking only basic mutations. Correct me if I'm wrong, but don't the NPCs from this system lack BAB and saves?

all NPCs in this system have 3/4 BaB and one good save. Humanoid HD are pretty good.

edit: I was considering making basic mutations only an npc option, but it feels odd to not give something to pcs, but give it to npcs because its better.

Arkhaic
2013-02-08, 01:56 AM
Or you could just make it so that it can't go above full save progression or BAB. Problem solved.

Rizban
2013-02-08, 02:41 PM
My personal suggestion for the Evolutionist knack is to give them access to the Innate mutations and a single bonus feat from the following list: Construct Mutator, Elemental Mutator, Outsider Mutator, Plant Mutator, or Undead Mutator.

That should cover all the basic mutation needs without making the knack significantly overpowered.

Omnicrat
2013-02-09, 12:27 AM
My personal suggestion for the Evolutionist knack is to give them access to the Innate mutations and a single bonus feat from the following list: Construct Mutator, Elemental Mutator, Outsider Mutator, Plant Mutator, or Undead Mutator.

That should cover all the basic mutation needs without making the knack significantly overpowered.

Could you elaborate your idea?

Arkhaic
2013-02-09, 03:55 AM
What Rizban said was pretty clear: free access to innate list, one free list access feat.

This definitely does not cover all basic mutation needs—it covers skill check and ability score bonuses, and that's it. Can't even qualify for a lot of the specialized stuff without basic and supernatural or spell-like mutations.

Omnicrat
2013-02-09, 06:30 AM
What Rizban said was pretty clear: free access to innate list, one free list access feat.

This definitely does not cover all basic mutation needs—it covers skill check and ability score bonuses, and that's it. Can't even qualify for a lot of the specialized stuff without basic and supernatural or spell-like mutations.

I thought that was what he was saying, but assumed I was missing something because 1) even for a knack that is too restrictive (its like if all arcane knacks only gave evocation and divination) and 2) not everyone will want an extra list.

Arkhaic
2013-02-10, 12:33 AM
Ah. That makes sense. I can think of a couple cheesy tricks involving the interaction between the evolutionist and some of the other knacks, but nothing too gamebreaking besides breaking the power-point economy at 6th level.

Rizban
2013-02-10, 02:09 PM
I thought that was what he was saying, but assumed I was missing something because 1) even for a knack that is too restrictive (its like if all arcane knacks only gave evocation and divination) and 2) not everyone will want an extra list.

That is what I was saying. Innate mutations covers stat boosts, some skill boosts, natural weapons, and a couple of other useful things. Getting access to that and a specialty list of your choice seems adequate for a not-full evolutionist. Yes, there may be some things you can't get, but my understanding of knacks is that they are supposed to be less powerful than the base class on which they're based.

Arkhaic
2013-02-10, 06:12 PM
Power is handled by limiting the number of mutations you have. Otherwise you're just an expert with some stat/skill boosts and "access" to a bunch of mutations you don't qualify for. Remember: Just because they have access to a bunch of lists doesn't mean they can actually use stuff from them. You get a bunch of melee-fighter or skill-monkey mutants, but not much else.

This is my take on the section:
SPECIAL: You have a mutator level equal to your hit dice. Gain two mutations at your first hit dice and one mutation per hit dice afterwards. All the standard rules regarding mutations apply, except when otherwise noted. You must select two types of mutations (Basic, Innate, Extraordinary, Supernatural, Spell-like, or Psi-like) from which to select mutations. These do not include mutations from lists granted by feats which are categorized in this way. The basic mutations taken as part of this knack are altered in the following ways:
Evolve Aptitude: Leave as-is.
Explanation: Mutants have very few class skills.
Edit:: Change that to two skill points.

Evolve Combat Instinct
Ability Score: None
Benefit: The Evolutionist's Base Attack Bonus increases by 1. This may not exceed 20 or the Evolutionists HD, whichever is lower.
Further Mutations: -
Explanation: The cap of the Evolutionists HD negates the need for a limit on how often the mutation is taken, and the limit interacts strangely with 3/4 BAB.

Evolve [Saving Throw]
Unchanged except for the following:
The mutant may not select the Evolve [Saving Throw] mutation for any Good Save they may have.

Evolve Racial Potential
Leave unchanged
Explanation: It's not as if the Mutant has a better chassis than the Evolutionist (excepting saving throws) and they advance as a humanoid which entails a rather limited (if good) selection of racial feats.

Evolve Resilience
Change the limit of times this mutation may be taken to 12-HD size. If the HD size is greater than twelve, this mutation may not be taken.
Explanation: The Mutant has the same size hit dice as the Evolutionist, so nothing needs to be changed.

Evolve Skills
Changes: 2+1/class level skill points.

Evolve Talent
Unchanged
Explanation: See Evolve Racial Potential


At any time when you would gain a feat you may instead gain access to another mutation list. This does not change your total number of mutations. When you would receive Teratomorphs you may choose them from any of the lists you have access to.

It isn't really stronger, but it can serve as a decent skill-monkey or melee fighter now, and the odd restrictions on mutations are no longer present.

Omnicrat
2013-02-10, 11:20 PM
Power is handled by limiting the number of mutations you have. Otherwise you're just an expert with some stat/skill boosts and "access" to a bunch of mutations you don't qualify for. Remember: Just because they have access to a bunch of lists doesn't mean they can actually use stuff from them. You get a bunch of melee-fighter or skill-monkey mutants, but not much else.

This is my take on the section:
SPECIAL: You have a mutator level equal to your hit dice. Gain two mutations at your first hit dice and one mutation per hit dice afterwards. All the standard rules regarding mutations apply, except when otherwise noted. You must select two types of mutations (Basic, Innate, Extraordinary, Supernatural, Spell-like, or Psi-like) from which to select mutations. These do not include mutations from lists granted by feats which are categorized in this way. The basic mutations taken as part of this knack are altered in the following ways:
Evolve Aptitude: Leave as-is.
Explanation: Mutants have very few class skills.

Evolve Combat Instinct
Ability Score: None
Benefit: The Evolutionist's Base Attack Bonus increases by 1. This may not exceed 20 or the Evolutionists HD, whichever is lower.
Further Mutations: -
Explanation: The cap of the Evolutionists HD negates the need for a limit on how often the mutation is taken, and the limit interacts strangely with 3/4 BAB.

Evolve [Saving Throw]
Unchanged except for the following:
The mutant may not select the Evolve [Saving Throw] mutation for any Good Save they may have.

Evolve Racial Potential
Leave unchanged
Explanation: It's not as if the Mutant has a better chassis than the Evolutionist (excepting saving throws) and they advance as a humanoid which entails a rather limited (if good) selection of racial feats.

Evolve Resilience
Change the limit of times this mutation may be taken to 12-HD size. If the HD size is greater than twelve, this mutation may not be taken.
Explanation: The Mutant has the same size hit dice as the Evolutionist, so nothing needs to be changed.

Evolve Skills
Unchanged
Explanation: See Evolve Aptitude

Evolve Talent
Unchanged
Explanation: See Evolve Racial Potential


At any time when you would gain a feat you may instead gain access to another mutation list. This does not change your total number of mutations. When you would receive Teratomorphs you may choose them from any of the lists you have access to.

It isn't really stronger, but it can serve as a decent skill-monkey or melee fighter now, and the odd restrictions on mutations are no longer present.

I see what you are going for, but it still has a few problems. 1) The minimum npc base skill points with knacks is 4. 2) Evolve save lets you make a bad save better than good (unless there was a restriction I missed) 3) Free, unrestricted access to all possible special lists seems a bit too open for a knack.

Arkhaic
2013-02-10, 11:40 PM
1) I just went by the 1 skill point per level you put there. Forgot about all the other stuff.
2) The restriction is in how many times and how often you can take Evolve [Save]
3) The relevant text was after the spoiler with the Basic modifications. The key word there is instead, you're trading a feat for another list. They start off with two of the regular lists, and can deny themself a feat to get access to any one other list. I now have an idea that uses the Evolutionist/Mutant for a superhero campaign. You can get flying power armor with astral construct...

Omnicrat
2013-02-11, 12:08 AM
1) I just went by the 1 skill point per level you put there. Forgot about all the other stuff.
2) The restriction is in how many times and how often you can take Evolve [Save]
3) The relevant text was after the spoiler with the Basic modifications. The key word there is instead, you're trading a feat for another list. They start off with two of the regular lists, and can deny themself a feat to get access to any one other list. I now have an idea that uses the Evolutionist/Mutant for a superhero campaign. You can get flying power armor with astral construct...

1) So, any change for the mutation?
2) I even looked before posting and still missed that each could only be taken three times. This is fine then.
3) That's like if the arcane knack let you sacrafice a feat for access to another school. It makes the knack too unrestrictive.

Arkhaic
2013-02-11, 12:48 AM
1)As soon as I figure out how that works, yes.
2)I had to look a couple times while I was writing it. I think it ends up with lower saves at some times and slightly higher at others, but it all evens out.
3) You only get 1 mutation per level (maybe more with Great Changer) and you can only change one each level. The Arcane graKnack, on the other hand, has spells that are changeable by the day and more than one per level. When you grant a school you are effectively granting the ability to use all the spells in that school that the Magewright can cast. The mutator is much more restricted in that regard. Though I suppose they could try to use the Anomalous Mutation Teratomorph as a prerequisite for Arcane/Psychic capacity, but that much cheese might dull my grater.

Omnicrat
2013-02-11, 01:53 AM
1)As soon as I figure out how that works, yes.
2)I had to look a couple times while I was writing it. I think it ends up with lower saves at some times and slightly higher at others, but it all evens out.
3) You only get 1 mutation per level (maybe more with Great Changer) and you can only change one each level. The Arcane graKnack, on the other hand, has spells that are changeable by the day and more than one per level. When you grant a school you are effectively granting the ability to use all the spells in that school that the Magewright can cast. The mutator is much more restricted in that regard. Though I suppose they could try to use the Anomalous Mutation Teratomorph as a prerequisite for Arcane/Psychic capacity, but that much cheese might dull my grater.

3) You make a good point for the difference. I suppose it would not be too varied to allow extra access as you have it.

Arkhaic
2013-02-11, 03:10 AM
I always enjoy debate. Especially when I'm right. And as we all very well know, I'm always right.

JCarter426
2013-02-11, 03:13 AM
Well, I'm going to interrupt the debate to mention that I really like the concept. It reminds me a bit of d20 Modern's starting occupations. Humanoid hit dice is also something I've been working on recently, though my idea is little different.

Anyway, carry on.

Arkhaic
2013-02-16, 11:54 AM
I've been thinking about making a melee mass combat knack. Angry mob pools hp, treated as a single creature so that the PCs have a reason to be scared when a mob runs them out of town.

Omnicrat
2013-02-16, 12:34 PM
I've been thinking about making a melee mass combat knack. Angry mob pools hp, treated as a single creature so that the PCs have a reason to be scared when a mob runs them out of town.

How would that work?

Arkhaic
2013-02-16, 03:21 PM
Rather than rolling for a bunch of weak NPC's they get treated as a single large creature. Members of the group still roll individually for saves, but they get aid another bonuses for every adjacent ally. '

Let's say we have a small group of 5 level two medium human soldiers with this knack, armed with Longspears:
{table=head]Soldier|Hit Points|Weapon|Damage Dice
1|15|Longspear|1d8
2|16|Longspear|1d8
3|13|Longspear|1d8
4|12|Longspear|1d8
5|13|Longspear|1d8[/table]
Let's say that an archer shoots Soldier 4 with a longbow. He is lucky, and an 8 on the damage roll. Soldier 4 is not reduced to 4 HP, but the groups total hp is now 61. When the group later splits apart they each come away with an equal amount of damage. I was going to write some stuff on attacks and bull rushes, but I can't remember it anymore.

Omnicrat
2013-02-16, 03:43 PM
Rather than rolling for a bunch of weak NPC's they get treated as a single large creature. Members of the group still roll individually for saves, but they get aid another bonuses for every adjacent ally. '

Let's say we have a small group of 5 level two medium human soldiers with this knack, armed with Longspears:
{table=head]Soldier|Hit Points|Weapon|Damage Dice
1|15|Longspear|1d8
2|16|Longspear|1d8
3|13|Longspear|1d8
4|12|Longspear|1d8
5|13|Longspear|1d8[/table]
Let's say that an archer shoots Soldier 4 with a longbow. He is lucky, and an 8 on the damage roll. Soldier 4 is not reduced to 4 HP, but the groups total hp is now 61. When the group later splits apart they each come away with an equal amount of damage. I was going to write some stuff on attacks and bull rushes, but I can't remember it anymore.

This sounds less like a knack and more like totally different rule. I'm not seeing how it works as a knack. They are naturally good at team work? Seems more like it would be a new trained ability at most, rather than a knack unto itself, and even then it doesn't feel right to me. Maybe I just don't get it enough, yet.

Arkhaic
2013-02-16, 04:30 PM
Well, I'm working on a whole progression for it. Eventually they grant the first level ability of the knack to adjacent allies. So I guess they start out as a foot-soldier and then at later levels progress into a leader. I really think that this one should be selected along with the fighter feats though.

Martial combat needs more support with the knack system. Maybe an initiator knack too...

Omnicrat
2013-02-16, 04:44 PM
Well, I'm working on a whole progression for it. Eventually they grant the first level ability of the knack to adjacent allies. So I guess they start out as a foot-soldier and then at later levels progress into a leader. I really think that this one should be selected along with the fighter feats though.

Martial combat needs more support with the knack system. Maybe an initiator knack too...

That could work. Soldier knack. Also, do you think I should post the gramarie knack on minmax with a bit of explanation of what knacks are? Also, Do you think spectroconstruction (half progression) is too good for a trained ability?

Loki_42
2013-02-16, 09:47 PM
I like the concept, at least, even if I'm not really in the right mindset for balance. Do you think you could whip one of these up for ToB classes? It seems like it would fix the problem of not really having a dedicated warrior knack, which generalist only sort of does.

Also, and this one is mainly 'cause I'm sort of interested in it, but incarnum?

Arkhaic
2013-02-17, 04:23 AM
That could work. Soldier knack. Also, do you think I should post the gramarie knack on minmax with a bit of explanation of what knacks are? Also, Do you think spectroconstruction (half progression) is too good for a trained ability?

I think that the gramarie knack would work fine in the setting. You know, I'm starting to get an idea for some gramarist ACFs. I'll make a post in that thread when I finish them.

Spectoconstruction looks fine, though having a class feature that can be completely replaced with a magic item that has easier to meet DC's is sort of disheartening.

I'm not too experienced with Incarnum, but I do intend to look at it more.I'll have to look at Welknair's Bladechild and Pyromancer999's Soulbred bloodlines again.

Omnicrat
2013-02-17, 06:55 AM
I think that the gramarie knack would work fine in the setting. You know, I'm starting to get an idea for some gramarist ACFs. I'll make a post in that thread when I finish them.

Spectoconstruction looks fine, though having a class feature that can be completely replaced with a magic item that has easier to meet DC's is sort of disheartening.

I'm not too experienced with Incarnum, but I do intend to look at it more.I'll have to look at Welknair's Bladechild and Pyromancer999's Soulbred bloodlines again.

No, not for the chamaign, just in general. Though I could link knacks in general if we might use those... Did he ever flat out say no or did he say he would look into using it more?

I'm adding Spectrocunstruction as a trained ability, then.

Yeah, I had just started reading up on incarnum when my laptop was lost to me... :smallfrown: Suffice to say, I'll have to take your word for any
incarnum special or trained ability.

Arkhaic
2013-02-17, 05:36 PM
I thought it was the old DM that said no to using knacks. Hey, are you still using the borrowed laptop? I really need to get around to absorbing the information in MoI.

Omnicrat
2013-02-22, 07:32 PM
I thought it was the old DM that said no to using knacks. Hey, are you still using the borrowed laptop? I really need to get around to absorbing the information in MoI.

I would have sworn Arcanist also said no...

Kinda. I'm primarily using my gaming PC now.

zzuxon
2013-04-11, 05:29 PM
I rally like this rule.
You should add a meldshaper knack.

Omnicrat
2013-04-11, 05:56 PM
I never really liked incarnum. If you want to make it, I'll think about adding it.

Arkhaic
2013-04-12, 06:13 PM
I'm working on one. I'll post it here when I'm done.

Rizban
2013-04-15, 03:38 PM
I never really liked incarnum.Heresy!
I'm working on one. I'll post it here when I'm done.I look forward to it.

Omnicrat
2013-06-17, 06:07 PM
I added some new abilities to the personal knack. As always, if you have a homebrew or system you want represented by a knack, either suggest it or make it yourself and I'll add it in if it seems to fit to me.