All right, then, Crimson Pounce it is.
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Whee! Awesome.
Thank you very much for the feedback, DW :smallsmile:.
I've seen two versions of rules for child's stats. One of them is a straight loss of two dice for all attributes (so 2d6b1 instead of 4d6b3), which was so unfair that I don't know why that is ever written. The other one, the flat penalty to all ability scores, I feel is also crippling, since a child that's a good wizard shouldn't really be that disadvantaged in intelligence, for one; no one likes a penalty to their main stats.
The substitution levels are intended to be a replacement. Basically, the children specialize in one area, learning more rapidly than adults, and are penalized in another; that way, I don't have to penalize classes on their main casting or battle stats.
Thanks =D. I considered perform and autohypnosis, although neither seems appropriate for a bookworm-type character. Since all knowledges and spellcraft are already class spells, I couldn't find anything else that would fit.
Yeah, I definitely overdid those two a little. I guarantee that they won't be nearly as severe in the fighter and rogue subs, although I always feel cautious whenever I add more powers to the wizard's repertoire. The intention was to force characters to take the penalties before they can take the other sub levels (the entry rules has an addendum for this), so I won't be adding even more power to the already top-tier wizard.
I'll probably tone those down a little; maybe just -2 con and str instead of all stats but int. I guess I'm just paranoid about the wizard's power (can't wait until I get to cleric, in that case =p).
EDIT: Figured it out. I put the stat bonuses and penalties into variant rules (child wizard), which is automatically applied for an under-aged character taking her first wizard level and is now one of the requirements for the sub levels. The penalties are reduced to +2 INT, -2 STR, -2 CON, and -2 Sense Motive. The additions makes the first level in the class very good, with lore replacing scribe scroll and the no spellbook ACF for free =p. It also makes child wizards a bit more attractive, since +2 int is very fair for -2 con and -2 sense motive.
Eep. I always disregarded my familiar as a wizard (traded it away for ACFs whenever I could =p), so I never actually thought about ways to overpower the familiar. I should probably make the wisp attackable and just have it regenerate automatically after an encounter instead to prevent that kind of abuse, and add a clause to get rid of the XP bomb.
EDIT: I eliminated this ability altogether. Also renamed rapid memory to imagination (memory) since I need at least one imagination for every level =p.
I'm an idiot XD. I actually warded Imagination (Flexibility) so that it works for generalist wizards, and forgot all about that for the specialists. I guess I'll add a clause that forces a generalist to discard a spell slot of the appropriate level, as well (it's harsher than specialist wizards, but no penalties is a bit unbalanced as well).
I had considered Shadowcraft Mage as well, although I figured that for a class that calls 140% miracles from low-level slots, giving them an unlimited power source won't really do much worse than what they already broke =p.
DIT: Fixed the problem. Wizards can now choose between generalist and specialist slots when obtaining their level 5 and 10 abilities, so generalist wizzies give up a general spell slot and specialists give up either (preferably a specialist slot). The level 10 ability is also more powerful for generalist wizards, so it balances out in a weird way =p.
The ability was a bit frightening to me, since I was afraid of abuse on the level of polymorphs. The will save bonus was a wording error on my part, although the high DC overall was so that a PC can't easily steal divine abilities from a solar at low levels and go to town or something to that effect. Divine abilities was supposed to be Salient Divine Abilities; I completely misworded that =p.
I guess I'm just too frightened of wizards and tier 1 characters, though. I could probably lessen some of the penalties a bit, and still have it be relatively viable (since I can't really out-cheese some of the wiz stuff out there =p).
EDIT: I fixed the wording. It's now 10 + CL + Will Save Bonus + 1d20. I do think it's fair since spellcraft/knowledge check bonuses aren't difficult for a wizard, whereas CL and Will Saves are considerably harder to increase. Also, this ability no longer nukes an eighth level slot, since the difference between generalist and specialist slots is too big at that level. It just flat-out replaces the level 15 bonus feat with nothing else added.
Thanks again for the help ^^. I'll update the wizard sub class as soon as my fighter child sub is done (who will not be penalized much thanks to being a tier 5 class).
EDIT: Thanks again for the help =D. I've updated my post with the new version of the child wizard ^^.
Okay, I've changed the Bloodseeking Poison ability to Poison in the Blood (the ninja can make poison from his blood now!), changed the fluff of the samurai from the Bloodless Daisho ("I don't want to fight, so I'll scare you away") to the Bloodstained Daisho ("I walk a precarious path between honor and dishonor because I love being unnecessarily violent in combat"), and updated Ride the Crimson River to give you a free flurry.
Thanks! I actually found that one in the Player's Guide to Faerun image gallery while looking for something that works for the warblade. Apparently, images of fantasy archers that don't involve woodland terrain are incredibly rare.
Ah, thanks. Fixed. Can't say I ever had to use that word in verb form before.
Thank you, again. Glad you like it.
I agree. If a swordsage is just taking a few maneuvers from an arcane discipline and has most of his maneuvers from outside that, then he likely won't need to make the switch since he can deal with high-SR enemies using regular maneuvers. However, an arcane-focused swordsage needs the boost against SR, since he doesn't have options that typical spellcasters have, such as Assay Spell Resistance or True Casting.
Note that I tried to word both these abilities so that you don't actually need to take the 1st sub level to benefit. This will work even on spells you gain from other spellcasting classes. The number of spellcasters with four levels of swordsage is admittedly low, but it is an option.
Yeah, this was one ability I really wish the default swordsage had. Desert Wind just isn't as strong as the other disciplines without something to negate fire resistance. This also works even without taking the 1st sub level, so you can apply it on regular Desert Wind swordsage as well.
Very happy that they work for you. This ended up far longer than I originally intended, so I wasn't sure if it was completely comprehensible to others. Glad my fears were unfounded.
The difference is that these boosts last until the beginning of your next turn, so you're gaining the invisibility defensively as well as offensively (unlike Cloak of Deception, which only lasts until the end of your turn). I felt like the 50% miss chance for 1 round warrants a two-level increase, especially as you can Extend it.
Thanks. There's probably some abuse possible in there, but I felt that the sheer breadth of options was worth it. Allowing for more interesting builds is more important than disallowing exploits, especially when the core rules already have so many possible exploits if you're out to do that.
I was really looking for ways to distinguish arcane maneuvers from "just another ToB discipline," and make them really feel like spells. Somatic/verbal components and spell resistance helped with that, but allowing metamagic probably cinched the difference there. I do hope these rules made metamagic useful without being OMG AWESOME.
Also added few more metamagic options from Sandstorm/Frostburn and BoED/VD.
Yeah, exactly. The swapping mechanic was a workaround so that there's actually some cost to the process. I couldn't find a more elegant way to do it without doubling the word count or underpowering it too much (my first idea was to make you choose "Empowered Burning Hands" in place of a maneuver known when you level up; yeah, bad idea).
Thank you a lot for the critique. Always appreciated! I'll make sure to submit it to AoW after the contest.
Heh, not much for me to respond to; I had very few criticisms to begin with, after all. The one thing is this:
I hadn't realized that about Cloak of Deception (and it certainly explains why my Swordmage with Martial Study in it was doing so well), but I disagree that this is worth two levels. One, maybe, though honestly I think I'd prefer Cloak of Deception over Greater Invisibility as you have it.
Even with Extension, it's two rounds. You're not getting far on that, and at best you have +2d6 Sneak Attack anyway without multiclassing.
Okay, I lowered Greater Invisibility, Greater Blink, and Superior Invisibility all by one level, and added Dragon Breath as a replacement 6th. 50% miss chance is pretty powerful, but I guess you're right that it's not worth 2 levels.
Looks good! I especially like the samurai's new fluff. Nothing much to complain about here.
Fantastic entries, everyone! The contest is now closed to new entries, and the voting thread is up! Give us your vote!
Entrants, go ahead and PM me your votes for the Wish I'd Thought of That! category. I'll PM anyone who hasn't PMed me in a few days.
And the voting is over! Congratulations PId6, PairO'Dice Lost, and especially Glimbur, who took the Wish I'd Thought of That category by a landslide!
I must say, though, everyone, I was really impressed by what I saw. Pretty much all of the entries were very creative and well done; solid effort was given, and it showed.
I'll get the next contest up tomorrow.
And by the by, while it's a little late for suggestions for this upcoming contest, in the future, feel free to submit ideas for contests. I may not use them immediately or exactly, but when the idea is for each contest to have a completely different subject matter in addition to theme, any help is fantastic. :smallcool:
I'd like to see something Warforged-themed in the future. That or probably feats, as I imagine feats would be something easy to make. Or both.
Best new race
Best 1-shot module :smallamused:
I'm fine with the feats but making a feat usually takes like 5 minutes. Would we be making, like, 10 of them at a time and getting them to connect?
Soulmelds! Maneuvers! Invocations! Vestiges! Utterances (just kidding)!
It would be really fiddly and weird to have us invent a new combat maneuver, like disarm or trip, and feats for it. Could be interesting though.
New race could be interesting, new parangon class could be awesome too.
A general ToM theme would be cool. Develop new soulmelds/mysteries/utterances.
Ooh, all good ideas. I especially like the one-shot idea... that'd be a lot of work, but if enough people entered, it could be pretty awesome. Continue to feel free to submit contest ideas, all of you!
Also, new contest is up! This month: Spells! Specifically, named spells. Enjoy!
This isn't necessarily portentous, but would it be ok to base our fictional wizard on a pre-existing character? Say, describe him very broadly and use the spells to hint at the 'true' identity?
Well, you need to include the spellcaster's name in the spells, but if you can do that while still making it vague, go for it!
Good idea for the contest, I think I have an idea we'll see how it pan
EDIT: While the contest is about spellbook could the spell be divine or would that go against the spirit of it ?
Not to step on the toes of the Sanguine Disciples, but I'll get the ball rolling with my first of several in a line of necromantic spells.
Themes by books would be interesting. Templates also seem to be relatively untouched by the monster contest, too, so that's another option.
And my subsition is post, I present you Kuthar martial spell. I might add more later if I'm inspired.
When I have the time I will try to peach the work of the other.
THese look really good so far. By the way, Zaydos, you may want to change "preemptive" to "preeminent" in the first line of the flavor text.
Thanks. Now I just have to wonder how I made that mistake in the first place.
I've add one more spell to my spellbook.
I found myself PEACH'ing zagan's work, so here it is.
Martial Enhancer seems not good enough to be third level. The duration really hurts it, if you made it 10 min/level so it doesn't have to be cast in combat we could talk about making it third level.
Martial Support is ok at 4th due to hour/level
Martial Extension has scary synergy. It's reasonable at the level it is at.
Martial Projection is snazzy but I would put it lower than 4th, Blood Wind is first level after all. Maybe make it second due to the free action activation.
Martial Preparation is too high level too, I'd move it down to fourth just because recovering all of your maneuvers as a swift action is nice.
No problem my first idea didn't pan out anyway.
Thanks.
I'll do that then, I don't want it to be too low level.Quote:
Martial Enhancer seems not good enough to be third level. The duration really hurts it, if you made it 10 min/level so it doesn't have to be cast in combat we could talk about making it third level.
Ok.Quote:
Martial Support is ok at 4th due to hour/level
Thanks.Quote:
Martial Extension has scary synergy. It's reasonable at the level it is at.
Yeah, probably, I'll look into it.Quote:
Martial Projection is snazzy but I would put it lower than 4th, Blood Wind is first level after all. Maybe make it second due to the free action activation.
I didn't want it to be too low, but you're right fourth level is probably enough.Quote:
Martial Preparation is too high level too, I'd move it down to fourth just because recovering all of your maneuvers as a swift action is nice.
Thanks again for the Peach.
True. Finnaly I didn't go divine so the point is moot.
EDIT: I've changed my spell as recommand by Glimbur.
Okay, as promise Peach for the other:
JACEN MAKSIM'S SPELLBOOK
Spoiler
Fluff: Very nice I like it.
Blood component:While we've recently seen a similar idea in homebrew and it also exist in official material It's still a good concept. I don't see anyway to abuse the rule as such.
Maksim's Lesser Invigoration: Does it also work on construct/ooze ? It's fine otherwise.
Maksim's Lesser Communion: Your missing saving throw and SR line, useless for this spell but it should be there. The wording is also a little lacking something like "You can use the bardic knowdlege ability of bard but use your caster level as your bard level for this purpose" Or something like that.
Maksim's Vicious Upwelling: No SR line either and for this one it matter. Does it work on creature without blood, I guess not but it need to be clear. Otherwise it's fine.
Maksim's Revivification: Very nice and could be a life saver.
Conclusions: Good work and very nice idea, I was expecting the spell to be more blood oriented however. The bardic knowledge one seem out of place here for example but that might be just me.
Zantar the Green Clad's Spellbook:
Spoiler
Fluff: Interesting but a little long for my taste.
Zantar’s Singing Flower: Flavorfull spell. Why a swift action seeing the effect I don't see why.
Zantar’s Lightning Net: A few thing first a small niptick, generraly it's better to spell the word completely such as attack roll instead of just Atk, Armor class instead of AC, reflex save instead of reflex.
Second what do you mean a move action can be use to end these effect ?
Finally as written the damage is untyped while it should probably be electricity.
Zantar’s Thunderous Claws: You don't need special rule to make multiple touch attack as part of a spell. See here for the rule. Again the damage is untyped. "dealing 1d4" isn't great it should be 1d4 point of (electricity) damage.
I don't understand the last part at all you can make a normal claws, slam or unarmed strike as part of the casting and deliver the spell in adition to the normal damage ? it's really confusing.
Zantar’s Rune Blade: Maximum +10 at level 36 ??? I've never seen a spell explaining it's effect that far into epic they generally cap at 20 or 25. The enhancement bonus is +1 to attack and +1/4 level to damage ? That's weird enhancement bonus apply to attack and damage most of the time.
For the secondary effect you need to change the duration to "10 minutes/level or until expanded"
It also seem a little weak for a 5 level spell but I'm not sure.
Zantar’s Rune Claws: Mostly the same as the previous one and same remark.
Zantar’s Eldritch Augmentation: Nice idea. First the warlock isn't the only one to use invocation, dragonfire adept also use them but they don't have an eldtrich blast how does it affect them ? Seem fine otherwise.
Zantar’s Sphere of Electric Devastation: Okay basic blasting spell but strickly stronger than polar ray of the same level but it affect an area, you don't need the touch attack and the range is greater.
Zantar’s Soul of the Storm: This one I really like and seem balanced.
Zantar’s Wall of Thunder: What do you mean near the wall for the listen penality ? Within 10-20ft ?
Apart from that it seem good to me.
Conclusions: Not bad, it need some polish but seem good otherwise. The only thing that really bothered me is the lack of unifying theme generally found with spell name after a spelcaster. There's the story and electricity in some of them but that's all but that's just my personal opinion. Good work.
I'll probably do some tweaking now that I have a fuller idea of this guy, but thanks a lot.Quote:
JACEN MAKSIM'S SPELLBOOK
Fluff: Very nice I like it.
Yeah, I kinda felt bad using the blood stuff right after the Sanguine sub levels showed up, but this particular form of necromancy is something I've liked for a long time, and finally had a chance to make some spell spells for it.Quote:
Blood component:While we've recently seen a similar idea in homebrew and it also exist in official material It's still a good concept. I don't see anyway to abuse the rule as such.
I'll make a note of it. Good catch.Quote:
Maksim's Lesser Invigoration: Does it also work on construct/ooze ? It's fine otherwise.
I left those out because similar spells in the PHB left them out. See Commune with Nature, Contact other Plane and the like. I'll play with the wording and see what works.Quote:
Maksim's Lesser Communion: Your missing saving throw and SR line, useless for this spell but it should be there. The wording is also a little lacking something like "You can use the bardic knowdlege ability of bard but use your caster level as your bard level for this purpose" Or something like that.
Ah, I did miss SR there. Drat.Quote:
Maksim's Vicious Upwelling: No SR line either and for this one it matter. Does it work on creature without blood, I guess not but it need to be clear. Otherwise it's fine.
The normal spell is already really handy. A little extra leeway is awesome.Quote:
Maksim's Revivification: Very nice and could be a life saver.
I'm trying to keep these spells from being... 'themed' I guess, and more spells this guy would come up with. As a specialized necromancer turned away from the undead, I wondered what kinds of things he might come up with so he could still use his talents without delving into the... squickier parts of necromancy. Maksim's Communion, for example, draws on the latent dead spirits of the area to gain knowledge. It felt thematic for him, and the blood component ends up being a sort of 'life' sacrifice to pay respects to those he seeks knowledge from.Quote:
Conclusions: Good work and very nice idea, I was expecting the spell to be more blood oriented however. The bardic knowledge one seem out of place here for example but that might be just me.
I'll clear that up more in the flavor as I go back to work on fleshing him out once I get his spells done.