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  1. - Top - End - #271
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by DMofDarkness View Post
    1st order power: Autumn's Razor. 1/encounter/2 zealot levels, when you would deal damage to an opponent, you may instead deal the damage in a 15ft cone, DC 10+1/2 zealot level+con modifier for half damage.

    Also, feedback on the Riptide ability would be appreciated.

    And no, I have not had time to view the video yet, before you ask.
    Possible on Autumn's Razor. Just not sure right now.

    Riptide seems interesting, though summoning a wave while landlocked doesn't make vast amounts of sense, but eh, magic did it, which is fair enough.

    'salright.

    Quote Originally Posted by unosarta View Post
    Oooh! Can we talk about Orlyndal/Techelves?
    Sure, I can do Orlyndol and/or Alykandor.

    The lighting isn't that bad, you don't really ramble altogether too much (although you do speak slowly, but then again, I have been told I speak to fast), and the length is just fine. I like that you are actually describing the design process, it probably also helps prospective designers and world builders.
    I naturally speak very quickly, I purposefully slowed it down for this, reasoning that people would probably prefer I spoke slower but clearer.

    You know, I should consider expanding the base of people that I reach out to with this series to more than just this thread. Hmm.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by arguskos View Post
    Sure, I can do Orlyndol and/or Alykandor.
    Awesome. Didn't get to see all of the history vid (which I should probably get on...), but the rest looks awesome.

    Quote Originally Posted by arguskos View Post
    I naturally speak very quickly, I purposefully slowed it down for this, reasoning that people would probably prefer I spoke slower but clearer.

    You know, I should consider expanding the base of people that I reach out to with this series to more than just this thread. Hmm.
    I don't know, you seemed really slow in the introductory vid, almost gratingly so.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by unosarta View Post
    Awesome. Didn't get to see all of the history vid (which I should probably get on...), but the rest looks awesome.
    No worries.

    I don't know, you seemed really slow in the introductory vid, almost gratingly so.
    Hmm. I'll speed it up somewhat then.

    Anyone else out there who saw these (if anyone else even has), let me know your thoughts ASAP please, so I know where to go with the series.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by arguskos View Post
    Possible on Autumn's Razor. Just not sure right now.
    Alright. Just putting it out there, this power actually does have a use out of combat: it can be used to, rather effectively, harvest grain. Which I think fits it very well, personally.
    Quote Originally Posted by arguskos View Post
    Riptide seems interesting, though summoning a wave while landlocked doesn't make vast amounts of sense, but eh, magic did it, which is fair enough.

    'salright.
    Another potential use for it: Assuming the bull rush check has a bonus of the zealot level+wis modifier, at high levels at sea, you could capsize a small vessel... which, honestly, would make the Intolian Navy one of the scariest things on the planet.
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by DMofDarkness View Post
    Alright. Just putting it out there, this power actually does have a use out of combat: it can be used to, rather effectively, harvest grain. Which I think fits it very well, personally.

    Another potential use for it: Assuming the bull rush check has a bonus of the zealot level+wis modifier, at high levels at sea, you could capsize a small vessel... which, honestly, would make the Intolian Navy one of the scariest things on the planet.
    Both of these are pretty awesome. Just saying.

    For the grain thingy; does cutting grain count as part of an encounter?
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by DMofDarkness View Post
    Alright. Just putting it out there, this power actually does have a use out of combat: it can be used to, rather effectively, harvest grain. Which I think fits it very well, personally.
    I... really didn't catch that.

    Yeah, ok, that's pretty much a shoe-in.

    Scyllua is such a... yeah. I have no idea how to make a warrior of Scyllua that couldn't better be replicated by saying "Druid" and pointing at these pictures.

    Another potential use for it: Assuming the bull rush check has a bonus of the zealot level+wis modifier, at high levels at sea, you could capsize a small vessel... which, honestly, would make the Intolian Navy one of the scariest things on the planet.
    I have no idea how that'd work, but it sounds neat to see.

    Quote Originally Posted by unosarta View Post
    For the grain thingy; does cutting grain count as part of an encounter?
    Well, technically, no. I'll be adding a note about that.

    I'll probably record another video in a bit here, then hack away at the Zealot and/or the Monk. Maybe do something else for a bit. I've been considering starting the Savant.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by arguskos View Post
    Scyllua is such a... yeah. I have no idea how to make a warrior of Scyllua that couldn't better be replicated by saying "Druid" and pointing at these pictures.
    Well, you could make a "season" theme- autumn, winter, spring, summer, and have different abilities reflecting that.
    Quote Originally Posted by arguskos View Post
    I have no idea how that'd work, but it sounds neat to see.
    Well, if it works as intended, you make a wave (possibly a note about this in the ability description, if you decide to go with this) and, getting an effective result on the opposed strength check equal to 1d20+zealot level+wis modifier, you attempt to bull rush the ship (with the ship not getting an opposed roll). If you succeed in bull rushing it enough that it would completely move out of the space it previously occupied (so, if it was a 15ft wide ship, it you moved it 15ft to the left or right), it capsizes as the keel and bottom of the hull are unable to right the ship if it is moved at that angle. This could also be used to spur on the Zealot's own ship, by bull rushing it from behind. It still has the same risk of being capsized, but to a much lesser degree that turning them on their sides.
    Quote Originally Posted by arguskos View Post
    I'll probably record another video in a bit here, then hack away at the Zealot and/or the Monk. Maybe do something else for a bit. I've been considering starting the Savant.
    I would stay to stick with the Zealot for a little while... I don't want to get distracted by the savant while I'm on such a roll making Zealot abilities.
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by DMofDarkness View Post
    Well, you could make a "season" theme- autumn, winter, spring, summer, and have different abilities reflecting that.
    That's a good idea, one I'll probably roll with.

    Well, if it works as intended, you make a wave (possibly a note about this in the ability description, if you decide to go with this) and, getting an effective result on the opposed strength check equal to 1d20+zealot level+wis modifier, you attempt to bull rush the ship (with the ship not getting an opposed roll). If you succeed in bull rushing it enough that it would completely move out of the space it previously occupied (so, if it was a 15ft wide ship, it you moved it 15ft to the left or right), it capsizes as the keel and bottom of the hull are unable to right the ship if it is moved at that angle. This could also be used to spur on the Zealot's own ship, by bull rushing it from behind. It still has the same risk of being capsized, but to a much lesser degree that turning them on their sides.
    While nice, I may skip that (good feat for later supplemental work). I'm actually having character limits.

    I would stay to stick with the Zealot for a little while... I don't want to get distracted by the savant while I'm on such a roll making Zealot abilities.
    Trust me, you most certainly will be distracted by the Savant. I'm about to start hacking away at the 3rd Order Abilities (I have some ideas already) and I'll be doing Spell Reflection, Divine Channel, and Captain as well (probably).

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by arguskos View Post
    While nice, I may skip that (good feat for later supplemental work). I'm actually having character limits.
    ...If that's already happening, then I don't think that it will be enough... See if Roland (Or another mod) is willing to add another post or two right after the Zealot... you got another one inserted for the Lattice, so why not try to get one for the Zealot? Save on spacing issues, get all of the fluff you need in there, as well as mechanics for capsizing things and other awesome abilities.

    Quote Originally Posted by arguskos View Post
    I'm about to start hacking away at the 3rd Order Abilities (I have some ideas already) and I'll be doing Spell Reflection, Divine Channel, and Captain as well (probably).
    Any particular theme or anything for the third order abilities?
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Xiombarg: The corruption of the fell god has begun to warp your anatomy, reinforcing it with unholy power, shapeable to your will. You gain the benefits of any two of the following abilities:
    • Jagged Skin: You gain natural armor equal to 1/2 of your Zealot level. In addition, at will, you may tear your skin to spray your foes with your acidic blood, taking 2d4 points of damage, but dealing damage equal to your Acid Blood damage to all foes within 15ft (Reflex half). Using this power takes a swift action to activate.
    • Claws of Tearing: Your hands shape into claws, and you gain a claw attack dealing 1d6 damage. In addition, you gain Rend as a special attack, dealing 2d6+2*your strength modifier if you hit with both claws. You may only rend once per turn.
    • Arms of the Scissor God: You grow an extra pair of arms, and the benefits of the multiweapon fighting feat.
    • Face of the Predator: Your face grows into a maw, like that of a wolf. You gain a bite attack as a secondary natural weapon that deals 1d8+1/2 strength modifier damage. In addition, you gain the ability to use Scare, as the spell, whenever you hit with a bite attack.

    You may change one of the selected benefits as a swift action at-will.

    You may choose to add more to the list later...

    Ean: Commanding Presence: 1/day/2 Zealot levels, you may assume the command of a situation. When you do, all weapons within 100ft are affected by Peacebond (Cityscape), and all people within 100ft are affected by a Sanctuary effect (CL = your Zealot level). In addition, every person within that range must make a will save or sheathe their weapon. During this time, you gain a +4 bonus to diplomacy, bluff, and intimidate checks, and you may use Suggestion, as the spell, once during the duration of this effect. This effect lasts for up to 1 minute/level, but it may be dismissed as a free action by the Zealot.

    Jhaelan: You gain the ability to create objects with your mind, adding small pleasures to life- or the right tool to complete a job. At-will, as a swift action, you may use Minor Psionic Creation, manifester level = 1/2 your Zealot level. In addition, you may use Major Psionic Creation, at will, as a full-round action, and Fabricate 1/week as a minute-long ritual.

    Sorry if these are too powerful; they would be fine as 4th order abilities, as well...
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by DMofDarkness View Post
    ...If that's already happening, then I don't think that it will be enough... See if Roland (Or another mod) is willing to add another post or two right after the Zealot... you got another one inserted for the Lattice, so why not try to get one for the Zealot? Save on spacing issues, get all of the fluff you need in there, as well as mechanics for capsizing things and other awesome abilities.
    Well, there's an issue: there are no other posts that apply in that time frame. They can't add posts, since posts are dated, they can just shuffle them around some, which is what Roland did for the Lattice.

    I'm around 25,000 right now, and I've got the 3rd, 4th, 5th, and Final Order Abilities, plus a bunch of other stuff, so I'm being slightly stingy for now.

    Any particular theme or anything for the third order abilities?
    No. From here on out, just throw out ideas for stuff. Don't tie them to any level, just list ideas and I'll sort it out.

    Also, the third vid is going up, be about a hour or so. It's Orlyndol. I get a touch ramble-ish, but I tried to always tie it together. Also, I sped up the speed of my talking somewhat as well, tried to cover more information. Hope I did well.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by arguskos View Post
    Well, there's an issue: there are no other posts that apply in that time frame. They can't add posts, since posts are dated, they can just shuffle them around some, which is what Roland did for the Lattice.

    I'm around 25,000 right now, and I've got the 3rd, 4th, 5th, and Final Order Abilities, plus a bunch of other stuff, so I'm being slightly stingy for now.
    Perhaps shuffle the Apprentice into the Prestige Class posts, at least for a while, and use the bulk of the post for the Zealot? Also, I ninja'd in some abilities for you to look at...

    Elwher: You gain the ability to walk on anything, even air or water. You gain the benefits of a constant Freedom of Movement effect, the benefits of the Spider Climb spell, the ability to walk on water, as per Water Walk 1 minute/Zealot level (Not necessarily used continuously, but must be used in 1-round increments. Activating this power is a free action.), and you may walk on air, as the Air Walk spell, for 1 round/level (Not necessarily used continuously, but must be used in 1-round increments. Activating this power is a free action.).

    Hawkmoon: Masterful Tutor: You can give any other person the benefit of your experiences, teaching them masterful skill instantly. For a total of 1 round/zealot level/day, divided as you wish (though they must be used in 1-round increments), you may grant any ally within the ability to use your base attack bonus instead of their own, or your caster level in place of their own. Activating this power is a swift action.

    Awaiting feedback before I add more...
    Last edited by Fable Wright; 2011-03-22 at 06:07 PM.
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by DMofDarkness View Post
    Perhaps shuffle the Apprentice into the Prestige Class posts, at least for a while, and use the bulk of the post for the Zealot? Also, I ninja'd in some abilities for you to look at...
    The Apprentice is going to be shuffled into Overflow at some point anyways, and that post will be used for the Balance over the Divide at some point in the future.

    Honestly, that class may wait for a future release. It is less vital than the others right now, and the Necromancer Specialist Wizard can do just fine for the moment.

    Quote Originally Posted by DMofDarkness View Post
    Xiombarg: The corruption of the fell god has begun to warp your anatomy, reinforcing it with unholy power, shapeable to your will. You gain the benefits of any two of the following abilities:
    • Jagged Skin: You gain natural armor equal to 1/2 of your Zealot level. In addition, at will, you may tear your skin to spray your foes with your acidic blood, taking 2d4 points of damage, but dealing damage equal to your Acid Blood damage to all foes within 15ft (Reflex half). Using this power takes a swift action to activate.
    • Claws of Tearing: Your hands shape into claws, and you gain a claw attack dealing 1d6 damage. In addition, you gain Rend as a special attack, dealing 2d6+2*your strength modifier if you hit with both claws. You may only rend once per turn.
    • Arms of the Scissor God: You grow an extra pair of arms, and the benefits of the multiweapon fighting feat.
    • Face of the Predator: Your face grows into a maw, like that of a wolf. You gain a bite attack as a secondary natural weapon that deals 1d8+1/2 strength modifier damage. In addition, you gain the ability to use Scare, as the spell, whenever you hit with a bite attack.

    You may change one of the selected benefits as a swift action at-will.

    You may choose to add more to the list later...
    There's enough ideas here to fill out several of his Order Abilities. I'll take these, and build on them to do so.

    Ean: Commanding Presence: 1/day/2 Zealot levels, you may assume the command of a situation. When you do, all weapons within 100ft are affected by Peacebond (Cityscape), and all people within 100ft are affected by a Sanctuary effect (CL = your Zealot level). In addition, every person within that range must make a will save or sheathe their weapon. During this time, you gain a +4 bonus to diplomacy, bluff, and intimidate checks, and you may use Suggestion, as the spell, once during the duration of this effect. This effect lasts for up to 1 minute/level, but it may be dismissed as a free action by the Zealot.
    Neat idea. This might work somewhere. Ean is also keeper of time, which I planned on using here too.

    Jhaelan: You gain the ability to create objects with your mind, adding small pleasures to life- or the right tool to complete a job. At-will, as a swift action, you may use Minor Psionic Creation, manifester level = 1/2 your Zealot level. In addition, you may use Major Psionic Creation, at will, as a full-round action, and Fabricate 1/week as a minute-long ritual.
    Nice idea, way powerful. Not sure where to put this.

    Elwher: You gain the ability to walk on anything, even air or water. You gain the benefits of a constant Freedom of Movement effect, the benefits of the Spider Climb spell, the ability to walk on water, as per Water Walk 1 minute/Zealot level (Not necessarily used continuously, but must be used in 1-round increments. Activating this power is a free action.), and you may walk on air, as the Air Walk spell, for 1 round/level (Not necessarily used continuously, but must be used in 1-round increments. Activating this power is a free action.).
    Good as well. Again, not sure where to put it, but it'll find a home (and I was planning something similar anyways).

    Hawkmoon: Masterful Tutor: You can give any other person the benefit of your experiences, teaching them masterful skill instantly. For a total of 1 round/zealot level/day, divided as you wish (though they must be used in 1-round increments), you may grant any ally within the ability to use your base attack bonus instead of their own, or your caster level in place of their own. Activating this power is a swift action.
    This is pretty good, but I don't know how useful it'd really end up being. I like it though.
    Last edited by arguskos; 2011-03-22 at 06:27 PM.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by arguskos View Post
    There's enough ideas here to fill out several of his Order Abilities. I'll take these, and build on them to do so.
    Glad to hear it. However, please consider the possibilities of a shifting, chaotic form, as well... might be awesome.
    Quote Originally Posted by arguskos View Post
    Neat idea. This might work somewhere. Ean is also keeper of time, which I planned on using here too.
    Third order power: Undo the Mistake: 1/encounter, a Zealot of Ean may undo the effects of one action performed in the last round. For example, he may undo the effects of one attack, negating the damage dealt, or undo a move action, putting an ally or enemy back where it was at the start if it's move. Or, undo the effects of a spell, negating fear effects, negative levels, and/or damage dealt. Even complex things like bull rushes can be negated, moving both people back to their original positions. This negation may even bring the dead back to life; for example, negating an ally's accidental fall off a cliff puts them back where they were at the start of their move action, and at their hit points before the fall.
    Quote Originally Posted by arguskos View Post
    Nice idea, way powerful. Not sure where to put this.
    5th order power?
    Quote Originally Posted by arguskos View Post
    Good as well. Again, not sure where to put it, but it'll find a home (and I was planning something similar anyways).
    Again, 5th order?
    Quote Originally Posted by arguskos View Post
    This is pretty good, but I don't know how useful it'd really end up being. I like it though.
    It depends on the situation. It might really help that gish build you're friend's trying o giving a novice spellcaster to change the course of battle with a spell more powerful than what he might have been capable of. One thing it does it allow your friends to be more free in their multiclassing, as you can help them out in a jam if they need it. It especially helps rogues, giving them a full BAB for that sneak-attack nova, or that new recruit right behind the enemy about to power-attack his sorry flat-footed behind. It could probably be a good third-order power.
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by DMofDarkness View Post
    It depends on the situation. It might really help that gish build you're friend's trying o giving a novice spellcaster to change the course of battle with a spell more powerful than what he might have been capable of. One thing it does it allow your friends to be more free in their multiclassing, as you can help them out in a jam if they need it. It especially helps rogues, giving them a full BAB for that sneak-attack nova, or that new recruit right behind the enemy about to power-attack his sorry flat-footed behind. It could probably be a good third-order power.
    Maybe you could, in addition, grant them use of a feat that you possess, if they do not possess it?
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by DMofDarkness View Post
    Glad to hear it. However, please consider the possibilities of a shifting, chaotic form, as well... might be awesome.
    I have. Thoroughly.

    Third order power: Undo the Mistake: 1/encounter, a Zealot of Ean may undo the effects of one action performed in the last round. For example, he may undo the effects of one attack, negating the damage dealt, or undo a move action, putting an ally or enemy back where it was at the start if it's move. Or, undo the effects of a spell, negating fear effects, negative levels, and/or damage dealt. Even complex things like bull rushes can be negated, moving both people back to their original positions. This negation may even bring the dead back to life; for example, negating an ally's accidental fall off a cliff puts them back where they were at the start of their move action, and at their hit points before the fall.
    I like this idea... but it's far too annoying to adjudicate to actually implement since logically, rewinding one action rewinds others that were based on it. I have a method to implement this though, so don't worry.

    5th order power?

    Again, 5th order?
    Possibly.

    It depends on the situation. It might really help that gish build you're friend's trying o giving a novice spellcaster to change the course of battle with a spell more powerful than what he might have been capable of. One thing it does it allow your friends to be more free in their multiclassing, as you can help them out in a jam if they need it. It especially helps rogues, giving them a full BAB for that sneak-attack nova, or that new recruit right behind the enemy about to power-attack his sorry flat-footed behind. It could probably be a good third-order power.
    Perhaps. I think I'll alter it somewhat though, to make it more universally useful, since currently it's only good for patching up sub-par characters who just ****ed around, something I'm not a big fan of. I'd prefer that characters be mechanically competent without someone else having to pick up the slack (and with 3.5's MASSIVE library, anything can be competent). The idea of giving someone else skill is good though, and that's something I can get behind.

    It'll have to wait till tomorrow though, I think. I'm pretty tired.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by arguskos View Post
    I like this idea... but it's far too annoying to adjudicate to actually implement since logically, rewinding one action rewinds others that were based on it. I have a method to implement this though, so don't worry.
    I look forward to it.
    Quote Originally Posted by arguskos View Post
    Perhaps. I think I'll alter it somewhat though, to make it more universally useful, since currently it's only good for patching up sub-par characters who just ****ed around, something I'm not a big fan of. I'd prefer that characters be mechanically competent without someone else having to pick up the slack (and with 3.5's MASSIVE library, anything can be competent). The idea of giving someone else skill is good though, and that's something I can get behind.

    It'll have to wait till tomorrow though, I think. I'm pretty tired.
    It also grants massive benefits to the person who actually decided to bring subordinates of lower level along. Just saying. However, I can see where you come from there, and perhaps granting a feat known, or a bonus on a skill check might also be appropriate.

    Also, I refute the claim that everything can be made competent. What about that Samurai/Truenamer character concept?
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    Quote Originally Posted by DMofDarkness View Post
    I look forward to it.
    Working on it now. Did it. Not perfect (wording is... choppy), but I think it works for the intent better without the adjudication issues. Your was far more powerful though. Sacrifices.

    It also grants massive benefits to the person who actually decided to bring subordinates of lower level along. Just saying. However, I can see where you come from there, and perhaps granting a feat known, or a bonus on a skill check might also be appropriate.
    I believe you'll be happy with the changes made, and you'll see how it is both better and worse this way (trade-offs, of course).

    Also, I refute the claim that everything can be made competent. What about that Samurai/Truenamer character concept?
    The former: It can be done.
    The latter: It can be done.

    Both can be made effective, and I bet it can be done together. Ye of little faith.
    Last edited by arguskos; 2011-03-23 at 12:50 AM.

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    Quote Originally Posted by arguskos View Post
    Both can be made effective, and I bet it can be done together. Ye of little faith.
    Ah, but the samurai was feat intensive and a motley of various classes, many whose levels would have to be replaced. Truespeak quickening is rather worthless without high-level utterences, which this build would be deprived of, and even getting Truespeak as a class skill for the entire build would cost a feat, something that there is precious little of. (Yes, I have seen both before. I continue to not believe that they can be used effectively together.)

    (I give three internets to the first person to show me a Samurai/Truespeaker gish build that actually works, assuming that it can be competent before level 5, and can peak before level 15.)

    Hm... no riptide yet. So, I assume this means that it's a higher-order power for the Zealots of Pyaray?
    Scylla: Frozen Breath: 1/encounter/2 Zealot levels, the Zealot can emanate a 15ft cone of frost as an attack action. Each creature in the cone must make a fortitude save or take 1d4 points of cold damage/2 zealot levels, a -4 penalty to dexterity and become fatigued for 1 round/Zealot level. A successful save negates the fatigue and lessens the penalty to dexterity to -2.
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    Quote Originally Posted by DMofDarkness View Post
    (I give three internets to the first person to show me a Samurai/Truespeaker gish build that actually works, assuming that it can be competent before level 5, and can peak before level 15.)
    I can't do it pre level 5. I maintain an effective gish could be built with Truenamer though (Samurai isn't providing much here, let's be honest about the deal, just some HP and BAB).

    Also, have you bothered to check out the YouTubes?

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    Quote Originally Posted by arguskos View Post
    I can't do it pre level 5. I maintain an effective gish could be built with Truenamer though (Samurai isn't providing much here, let's be honest about the deal, just some HP and BAB).
    I know a truenamer gish can be done. I wouldn't give an internet for that. You get three internets for using the samurai to do it.
    Quote Originally Posted by arguskos View Post
    Also, have you bothered to check out the YouTubes?
    Speakers broke on my home computer, can't watch it at school, will do so after they get fixed.

    Also, proposed a new power for Scylla's Zealots above.
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    Quote Originally Posted by DMofDarkness View Post
    I know a truenamer gish can be done. I wouldn't give an internet for that. You get three internets for using the samurai to do it.
    Check below the spoiler. This is all out-dated now.
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    Samurai's big sin is not HAVING ANYTHING. I literally can't make it pre-5, due to Samurai not getting anything pre-5.

    Well, a Samurai 3/Truenamer 2 using Knight's Puissance and Minor Word of Nuturing wouldn't be the worst thing ever. You would need very strong stats to make it work half-way decently though (so, a 40+ point buy), and Samurai would likely never be taken again, due to there being zero gish PrCs for Truenaming.

    A Samurai 3/Truenamer 3/Acolyte of the Ego 10/Truenamer +4 could be decent, I think. I'd have to run some numbers, but I do think it could work well. It doesn't peak pre-15 (ie. finish Acolyte), but it doesn't really have to. Acolyte is pretty meh, and you can leave it by level 5 (cadence mastery is good) or 6 (another cadence is better). Perhaps Samurai 3/Truenamer 3/Acolyte of the Ego 6/Truenamer +8? That "peaks" at level 12, and the remaining 8 levels are yours to play with.

    Decent enough? Understand that you gave me literally garbage, so that I can do anything with it at all should be good enough for you. I got you Kiai Smite, Truenaming, morphic cadences, and you can take more Samurai if you want (Samurai 6 is ok for Staredown, I guess; an alternate could be Samurai 3/Truenamer 3/Acolyte 6/Samurai +3/whatever +5). This will NEVER match, say, a Barbarian.

    EDIT: Brainwave. Here's an idea.
    Human Truenamer 1 (take Able Learner [Truespeak] so it is always a class skill)/Samurai 3/Truenamer +2/Acolyte 6/Ronin 2/Spirit Lion Totem Whirling Frenzy Barbarian 1/whatever +5. You have ****ty truenaming, but you have the cadences, which should count. You have a BAB of +18 and are a crappy charge build, but thanks to Ronin, Kiai Smite, and a hopefully good Cha score, you're not as bad as you could be. This is as good as I can do right now, sorry.


    LATEREDIT:
    Ok, I did one better (couldn't sleep, figured I'd sharpen the build).
    Human Truenamer 1/Samurai 3/Truenamer +2/Acolyte 6/Ronin 2/Spirit Lion Totem Whirling Frenzy Barbarian 1/whatever +5. Your feats are, in order (human, 1, 3, 6, 9, 12, 15): Truename Training, Skill Focus (Truespeak), Power Attack, Improved Bull Rush, Shock Trooper, Improved Sunder, Combat Brute. You have full ranks in Truespeak (18 at this level), a +3 from the feat, an item of +10 (in ToM), for a standing total of 31 pre ability scores, and you get another +4 for your personal truename, so 35 pre-scores (use Item Familiar or buy a better item to be really well off). Your morphic cadences are Mighty Bull, Distant Step, and Frightful Mind, and your utterances are Knight's Puissance, Minor Word of Nurturing, and Strike of Might.

    The general combat method for you is as follows:
    -Pre-Combat: Use Mighty Bull+Frightful Mind on yourself thanks to Cadence Mastery, along with Knight's Puissance, and Strike of Might just before you attack.
    -Charge, using Kiai Smite+Banzai Charge+Shock Trooper+Strike of Might+Whirling Frenzy+Pounce, and wield something huge and heavy. If you can swing it, convince your DM to let you Dark Chaos Feat Shuffle your EWP (bastard sword) into something useful, like EWP (fullblade) or EWP (greathorn minotaur greathammer). Otherwise, just wield a greatsword. Pray to any god that will listen that you hit. You're adding your entire AC in massive damage+12 from the utterances and have like 4 attacks, all of which are insane damage-wise. You also have an AC of literally zero.
    -Next round (if there even is one), Combat Brute your way to victory. If it gets sticky, use Distant Step to set up another attempt. Hope and pray it works this time.

    You are very squishy, but you should be able to kill anything you need to make dead. Of course, Dungeoncrashers were doing this at level 6, so yeah.

    I could make this better with Flaws/book diving/items and if I wasn't using SAMURAI. Also, Banzai Charge fills a funny hole here. PA can only pull your BAB worth from your AC. Banzai Charge can pull the rest of your AC, thus adding more damage to the charge (it's not much, but it's something).

    I do think this is sufficient to prove it's possible though. You're never very good, however. It's the best I think I can do right now.

    Speakers broke on my home computer, can't watch it at school, will do so after they get fixed.
    Okie dokie. Is this going to happen before, say, Half-Life 2 Episode 3 is released?

    Also, proposed a new power for Scylla's Zealots above.
    Will examine in detail later. Am tired. Should be sleeping.
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    Xauldred Heritage [Xauldred]
    Your innate connection with Pyaray is stronger than most, and you start to adopt the traits of his charges...
    Benefit: You gain a +2 bonus on all saving throws to resist the following abilities: Poison, sleep effects,

    Xauldred Necromancer [Xauldred]
    Prerequisites: Knowledge (Religion) 9 ranks, Xauldred Heritage
    Your affinity with the deceased has manifested itself in the form of the ability to animate the remains of the deceased.
    Benefit: You may use each of the following spells as spell-like abilities 1/day (CL = character level): Desecrate, Animate Dead, Speak with Dead. You must pay any material components required for casting the spell, as normal. Save DCs are wisdom-based.

    Xauldred Gravelord [Xauldred]
    Prerequisites: Knowledge (Religion) 12 ranks, Xauldred Heritage, Xauldred Necromancer
    Your skills with the dead continue to increase, granting you power over negative energy.
    Benefit: You may use each of the following spells as spell-like abilities 1/day (CL = character level): Enervate, Magic Jar, Evard's Black Tentacles. You must provide any foci for the spells, as if you were casting them. Save DCs are wisdom-based.

    Xauldred Gravetender [Xauldred]
    Prerequisites: Rebuke undead 1/day, Xauldred Heritage
    You are a keeper of the souls of the restless dead, and guide their otherwise wasted potential to better use.
    Benefit: You gain the ability to rebuke undead an additional number of times per day equal to twice the number of Xauldred feats you have. These additional uses of Rebuke Undead may not be used to power Divine feats that you possess, though they may be permanently sacrificed to gain extra uses of the Death devotion feat or the Water devotion feat.

    Blessed of the Octopus [Xauldred]
    Prerequisites: Xauldred Heritage, Knowledge (Religion) 4 ranks
    The blessing of the Octopus courses through you, giving you the power to summon the sea, should you need it.
    Benefit: You may cast Create Water at will as a spell-like ability (CL = character level). In addition, you gain a swim speed equal to 10ft + the number of Xauldred feats you possess, and the ability to breathe underwater.

    Blessed of the Crypt[Xauldred]
    Prerequisites: Xauldred Heritage, Knowledge (Religion) 6 ranks
    The power of the dead courses through your veins, reinforcing your tissue and granting you resistance against most wounds.
    Benefit: You gain DR/Magic and Bludgeoning equal to the number of Xauldred feats you possess, as well as the Light Fortification power, as per the armor ability.


    ...aaand, that, I believe, allows for necromancer-Zealots of Pyaray, as well as neat things that didn't have room in the Zealot class. Comments/critiques/editing them into the Xauldred spoiler in the Feats of Intolar post are appreciated.
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    Quote Originally Posted by DMofDarkness View Post
    Scylla: Frozen Breath: 1/encounter/2 Zealot levels, the Zealot can emanate a 15ft cone of frost as an attack action. Each creature in the cone must make a fortitude save or take 1d4 points of cold damage/2 zealot levels, a -4 penalty to dexterity and become fatigued for 1 round/Zealot level. A successful save negates the fatigue and lessens the penalty to dexterity to -2.
    Seems ok-ish. The damage is... really bad, and the penalties are not really that great either. This is great for a low level effect, but by level 8, it's nothing to write home about. Given that things like growing four extra arms or casting spells as a full-BAB stealth warrior are at level 8 for this class, a crappy breath weapon isn't much to talk about, even at high levels where it's an attack action for 10d4 cold.

    What about an ability that involved falling snow? Does light damage, creates a BC effect, has a long duration, is part of the weather theme. Thoughts?

    Quote Originally Posted by DMofDarkness View Post
    Xauldred Heritage [Xauldred]
    Your innate connection with Pyaray is stronger than most, and you start to adopt the traits of his charges...
    Benefit: You gain a +2 bonus on all saving throws to resist the following abilities: Poison, sleep effects,
    Crappy effects, but is a feat tax for things that will hopefully be better. Fine.

    Xauldred Necromancer [Xauldred]
    Prerequisites: Knowledge (Religion) 9 ranks, Xauldred Heritage
    Your affinity with the deceased has manifested itself in the form of the ability to animate the remains of the deceased.
    Benefit: You may use each of the following spells as spell-like abilities 1/day (CL = character level): Desecrate, Animate Dead, Speak with Dead. You must pay any material components required for casting the spell, as normal. Save DCs are wisdom-based.

    Xauldred Gravelord [Xauldred]
    Prerequisites: Knowledge (Religion) 12 ranks, Xauldred Heritage, Xauldred Necromancer
    Your skills with the dead continue to increase, granting you power over negative energy.
    Benefit: You may use each of the following spells as spell-like abilities 1/day (CL = character level): Enervate, Magic Jar, Evard's Black Tentacles. You must provide any foci for the spells, as if you were casting them. Save DCs are wisdom-based.
    I dislike these, and am not permitting them. You'll understand why in a bit.

    Xauldred Gravetender [Xauldred]
    Prerequisites: Rebuke undead 1/day, Xauldred Heritage
    You are a keeper of the souls of the restless dead, and guide their otherwise wasted potential to better use.
    Benefit: You gain the ability to rebuke undead an additional number of times per day equal to twice the number of Xauldred feats you have. These additional uses of Rebuke Undead may not be used to power Divine feats that you possess, though they may be permanently sacrificed to gain extra uses of the Death devotion feat or the Water devotion feat.

    Blessed of the Octopus [Xauldred]
    Prerequisites: Xauldred Heritage, Knowledge (Religion) 4 ranks
    The blessing of the Octopus courses through you, giving you the power to summon the sea, should you need it.
    Benefit: You may cast Create Water at will as a spell-like ability (CL = character level). In addition, you gain a swim speed equal to 10ft + the number of Xauldred feats you possess, and the ability to breathe underwater.

    Blessed of the Crypt[Xauldred]
    Prerequisites: Xauldred Heritage, Knowledge (Religion) 6 ranks
    The power of the dead courses through your veins, reinforcing your tissue and granting you resistance against most wounds.
    Benefit: You gain DR/Magic and Bludgeoning equal to the number of Xauldred feats you possess, as well as the Light Fortification power, as per the armor ability.
    These are far more appropriate and much more thematic. I approve heartily, and have no objections.

    ...aaand, that, I believe, allows for necromancer-Zealots of Pyaray, as well as neat things that didn't have room in the Zealot class.
    Ok, look, what is the issue with being a Cleric? I've made this clear, Zealots are hyper-specialized warriors of the gods, they are not utility and they are not casters (unless of course you're a Secretseeker, and even that is limited). You want to be a necromancer in Pyaray's service? Take 5 levels of Cleric and have a great time, that's something the Cleric class was expressly expected to do (they get Rebuke after all, one of only two classes to natively do so). The Zealot is not a hordemaster. If you wish to be such, play a Cleric then multi-class into Zealot at level 6 (and I will provide tools to make that viable, since it's the intention for many zealots; Pyaray, Jhaelen, Arioch, Scyllua, Hawkmoon, and Slortar all will have options in that regard). Shake, stir, enjoy.

    Neither will I approve any feat that involves giving high-level spell-like abilities (this is more on principle than anything else, but I'm still not letting it happen). Just as how I am altering casters to stop being all "ohai fighters, nice lack of class features you have there. What's that? You want me to stop rearranging the universe at whim and making you useless? Tough luck!" I am also not permitting fighters to be all "ohai wizards, look at me being just like you!" It doesn't solve anything. The idea I have is that each class or group of classes should have a unique "core mechanic". Spellcasters cast spells. Fighters fight. Monks run around. Shadows stand there. Techmages make stuff. Binders bind. You get the idea. Some limited feats that let people dabble are fine, but feats that give a Fighter the ability to cast 4th level spells, that's no longer a dabble, that's a break, and I do dislike breaks so.

    I mean, I get that you want to shoehorn animate dead into EVERY. SINGLE. THING. But really man, this isn't the place for it, as I've said a dozen times now. You know I respect you, but let it drop, please. There is a time and place for the undead, and the Zealot sure as hell isn't it. Save that energy for the Savant (which is looking to be the most modular thing on the face of the planet, and a worthy successor to the Factotum, IMO).

    Look, if you want to make more Xauldred stuff (though I'd really prefer you didn't at this point, there's other, more pressing, work at hand), ok, cool. Make ACFs for the Necromancer (Wizard) or the Cleric, but leave the Zealot alone, it just isn't the place for this.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Quote Originally Posted by arguskos View Post
    Seems ok-ish. The damage is... really bad, and the penalties are not really that great either. This is great for a low level effect, but by level 8, it's nothing to write home about. Given that things like growing four extra arms or casting spells as a full-BAB stealth warrior are at level 8 for this class, a crappy breath weapon isn't much to talk about, even at high levels where it's an attack action for 10d4 cold.

    What about an ability that involved falling snow? Does light damage, creates a BC effect, has a long duration, is part of the weather theme. Thoughts?
    Attack action. With no cooldown. Full attack ahoy, mate?
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Quote Originally Posted by unosarta View Post
    Attack action. With no cooldown. Full attack ahoy, mate?
    Limited uses, penalties from the same source don't stack, and fatigued isn't that great a condition. It's ok, but nothing to write home about, like I said.

    I feel like a large scale battlefield control ability might be more useful, but that's why I asked.
    Last edited by arguskos; 2011-03-24 at 12:53 AM.

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    Quote Originally Posted by arguskos View Post
    Limited uses, penalties from the same source don't stack, and fatigued isn't that great a condition. It's ok, but nothing to write home about, like I said.

    I feel like a large scale battlefield control ability might be more useful, but that's why I asked.
    It's per encounter, dude.

    Giving it more uses would be nice, but it can still be used for some fairly high damage output.
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    Quote Originally Posted by unosarta View Post
    It's per encounter, dude.
    I saw that. That's why I said limited uses, not /day. /encounter is still technically limited, though I'll admit, that was perhaps a bit overly picky. I retract the concern. Apologies, it's been... one of those days, and perhaps I am overly prickly.

    Giving it more uses would be nice, but it can still be used for some fairly high damage output.
    It can be decent, but again, penalties don't stack and fatigued is meh. Besides, you're a full BAB class. While being able to, at level 8, drop a pair of 4d4 cones in a round is nice, that's a total of 8d4, min damage 8, max 32. That's... really unimpressive damage. You can just HIT someone for that amount with a scythe and a half-way decent strength. Power Attack+a Str of 16-18 can probably push you into that range.

    Even at level 20, where a possible 40d4 can be had (min 40, max 160), it's not much. 160 cold damage at level 20 is... really bad. Almost everything you'll care about is immune/resistant to cold and it's in 40 damage chunks, making resistance really hurt. You could just hit them with a stick and be more effective.

    It's not a bad ability by any means, it's just not amazing or super exciting. I do like the idea of using the attack action in that way though, it's an unexplored design space and it is an excellent idea (one I'd thought of, but never bothered with really). Do you have a replacement idea, perhaps?

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Quote Originally Posted by arguskos View Post
    What about an ability that involved falling snow? Does light damage, creates a BC effect, has a long duration, is part of the weather theme. Thoughts?
    I'm all for it. Something like Kelgore's Grave Mist, except more powerful?

    Quote Originally Posted by arguskos View Post
    I dislike these, and am not permitting them. You'll understand why in a bit.

    Ok, look, what is the issue with being a Cleric? I've made this clear, Zealots are hyper-specialized warriors of the gods, they are not utility and they are not casters (unless of course you're a Secretseeker, and even that is limited). You want to be a necromancer in Pyaray's service? Take 5 levels of Cleric and have a great time, that's something the Cleric class was expressly expected to do (they get Rebuke after all, one of only two classes to natively do so). The Zealot is not a hordemaster. If you wish to be such, play a Cleric then multi-class into Zealot at level 6 (and I will provide tools to make that viable, since it's the intention for many zealots; Pyaray, Jhaelen, Arioch, Scyllua, Hawkmoon, and Slortar all will have options in that regard). Shake, stir, enjoy.
    ...I honestly dislike the cleric class, for one thing, and this was not intended only for Zealots. I made the feat so that a number of characters could get access to animate dead. So, pick a place where the undead are already common, and roll with it. I'm not trying to make the Zealot a hordemaster. That was never my intention. What might be fun is one or two powerful skeletons/zombies to act as bodyguards, or awesome mounts. Shambling armies? Pass. Too clunky, and not exactly fun for anyone. I don't care that the Zealot is not going to get Animate Dead. I can live with this. I would appreciate it if you would stop thinking that I'm trying to put this all in the Zealot class. I'm not. I'm trying to make necromancer an option for a variety of classes, which this allows. If this gets in, I drop trying to add animate dead in anywhere else. However, I feel that it's under-represented and that now that Dread Necromancers are gone, Clerics have absolute control over the Animate Dead market (the Keepers will probably have something, but still... it would be nice to make the option more available). I understand the roles of the Zealots. I understand that, being the advanced crusaders that they are, they probably meet giant, powerful monsters that would be better suited to guarding Intolar than eating it's citizens/armies. But that's irrelevant.
    Quote Originally Posted by arguskos View Post
    Neither will I approve any feat that involves giving high-level spell-like abilities (this is more on principle than anything else, but I'm still not letting it happen). Just as how I am altering casters to stop being all "ohai fighters, nice lack of class features you have there. What's that? You want me to stop rearranging the universe at whim and making you useless? Tough luck!" I am also not permitting fighters to be all "ohai wizards, look at me being just like you!" It doesn't solve anything. The idea I have is that each class or group of classes should have a unique "core mechanic". Spellcasters cast spells. Fighters fight. Monks run around. Shadows stand there. Techmages make stuff. Binders bind. You get the idea. Some limited feats that let people dabble are fine, but feats that give a Fighter the ability to cast 4th level spells, that's no longer a dabble, that's a break, and I do dislike breaks so.
    *Looks at complete mage page 43*. Wizards of the Coast seems fine with it... as are most DMs, seeing as it's in a complete... and it's a third level spell if you take it from the Cleric list, as I intended.
    Quote Originally Posted by arguskos View Post
    I mean, I get that you want to shoehorn animate dead into EVERY. SINGLE. THING. But really man, this isn't the place for it, as I've said a dozen times now. You know I respect you, but let it drop, please. There is a time and place for the undead, and the Zealot sure as hell isn't it. Save that energy for the Savant (which is looking to be the most modular thing on the face of the planet, and a worthy successor to the Factotum, IMO).
    Again, this is not only for the zealot. I understand if the quote at the end made you think that. That's just a sidenote. Again, not the main point. I'm not trying to add Animate Dead to Zealot class. I'm just making it an option.
    Quote Originally Posted by arguskos View Post
    Look, if you want to make more Xauldred stuff (though I'd really prefer you didn't at this point, there's other, more pressing, work at hand), ok, cool. Make ACFs for the Necromancer (Wizard) or the Cleric, but leave the Zealot alone, it just isn't the place for this.
    No, that was it, really, unless you want me to try to make more feats to get around the no spell-like abilities thing.

    Donblas: Inescapable Justice: So long as you remain within 1 mile of you, you automatically know what direction they are in relative to you. In addition, you may use Knight's Move 1/encounter/2 Zealot levels as long as the creature flanked is your mark.

    Jhaelan: You may use Illusionary Feast 1/day/2 Zealot levels.
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    Default Re: [3.5, Zaaman-Rul] Mechanical Guide to Zaaman-Rul

    Quote Originally Posted by arguskos View Post
    I saw that. That's why I said limited uses, not /day. /encounter is still technically limited, though I'll admit, that was perhaps a bit overly picky. I retract the concern. Apologies, it's been... one of those days, and perhaps I am overly prickly.
    No problemo.

    Quote Originally Posted by arguskos View Post
    Do you have a replacement idea, perhaps?
    Scylla: 1/Encounter/2 Zealot levels you possess, you may fill your weapon with frost and cold, and strike an opponent. As an attack action, you may make a single melee attack against an opponent within melee range. If you hit, that opponent takes an extra 1d4 cold damage per two Zealot levels you possess (Minimum 1d4), in addition to your weapon damage. This extra damage is multiplied by critical hits, and other weapon damage multipliers. They also must make a Fortitude save (DC 10 + 1/2 Zealot levels + Charisma (?) modifier) or gain a -6 penalty to Dexterity, and become fatigued. An opponent that fails the saving throw twice, in two separate instances instead becomes exhausted.
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