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Thread: GitP PrC Contest Chat Thread IV

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    Owrtho's Avatar

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    Default Re: GitP PrC Contest Chat Thread IV

    Sure, I'll give it a go. Not particularly familiar with artificers though.

    Well, flavour, prerequisites, and skills seem to fit.

    Quote Originally Posted by Frog Dragon View Post
    Unarmed Damage: A Fist of the Constructed deals unarmed and slam attack damage according to the table, unless their damage as a monk or unarmed sworsage of their level + their Fist of the Constructed levels would grant them more damage. The values in the table are given for medium warforged, and change according to size as normal.
    Seems to fit for helping the unarmed combat part. That said, you don't actually make the fist of constructed levels stack with monk or unarmed swordsage for determining damage, which it is implied you intended given your mention of them not getting the damage increase if the combine levels would make their normal damage higher. You also forgot the 'd' in swordsage.

    Quote Originally Posted by Frog Dragon View Post
    Dormant Infusion: The first thing a fist of the constructed learns is how to mix the magic they create as artificers with the innate forces that make the warforged work, giving them the capability to leave arcane energies dormant within their body.
    At first level, a number of infusions with a limited duration cast on your own body equal to half your fist of the constructed level (round up) may be made dormant. Dormant infusions do not expend their duration or grant their benefits, and they cannot be dispelled until activated. They may be activated at any time with a swift action, at which point they behave as they had been cast in the round they were activated. If you have multiple dormant infusions, you may activate them separately. Once your dormant infusions have been activated, they no longer count against your limit of dormant infusions. In addition, you may not make the highest level of infusion you can cast dormant.
    Three things, first, you should note if there is a duration on how long you may keep an infusion dormant on you. If not, you should note if dormant infusions count against your infusions per day when cast or when activated, and if when cast, that they automatically expend infusions of the appropriate level when you take 8 hours of rest and would regain your infusion slots (so as to avoid things like applying all your remaining infusions as dormant ones before resting so as to have more than your normal daily allotment).
    Third, while I'd expect you may only activate a single dormant infusion at a time with a swift action, that isn't entirely clear.

    Quote Originally Posted by Frog Dragon View Post
    Shattered Dormancy
    A nice ability.

    Quote Originally Posted by Frog Dragon View Post
    Dormant Defense: At fifth level, the dormant infusions may be expended for defense. Using this option is an immediate action, and when you use it, you gain a bonus to saving throws and armor class equal to half the combined spell levels of the infusions you are activating in this manner. In addition you gain DR/- equal to half the combined spell levels of the infusions. These benefits last until the start of your next turn.
    The wording on this could use some work. It might be better to say:

    At fifth level, the dormant infusions may be expended for defence. As an immediate action, you may activate any number of dormant infusions you have. However, instead of gaining their normal benefits, you gain a bonus to AC and an amount of DR/- equal to half the combine spell levels of the infusions you are activating. These stack with other sources of AC and DR/-. These benefits last until the start of your next turn.

    Quote Originally Posted by Frog Dragon View Post
    Dormant Renewal
    Another nice ability.

    Quote Originally Posted by Frog Dragon View Post
    Lasting Modification
    Fits the theme of the class well.

    Quote Originally Posted by Frog Dragon View Post
    Combat Infusion
    Useful, though probably not overpowered.

    Quote Originally Posted by Frog Dragon View Post
    Constructed Body
    As the above.

    Quote Originally Posted by Frog Dragon View Post
    Body of Artifice: The fist of the constructed becomes able to use the innate qualities of his warforged nature better than ever before.
    Any infusion that the fist of the constructed casts on himself has its casting reduced. An infusion with a casting time of 1 minute is now in cast in half a minute, and an infusion that requires a full round action or a full round to cast now has its casting time reduced to a standard action. In addition, every time the fist of the constructed casts an infusion on his own body, he gains 5 temporary hit points (max 30).
    Might be useful to specify how this effects the casting time of infusions that are not of the mentioned casting times. Other than that looks good.


    Now to finish reviewing the dances from Dancer of the Threshold:

    Quote Originally Posted by JoshuaZ View Post
    Awakening Dance
    Nothing wrong with this that I can tell, though rather fun, and flavourful with the Perform (Dance) bonus.

    Quote Originally Posted by JoshuaZ View Post
    Dance of the Little Death
    ...
    If a creature successfully makes its save then it becomes effect immune to this dance from you for 24 hours.
    This sentence seems to need slight rewording. Most likely able to be accomplished by removing the word 'effect'.

    Quote Originally Posted by JoshuaZ View Post
    Dance of Necromantic Countering
    ... you may recover an extra spell slot in a spontaneous arcane casting class that is of level strictly lower than the level of the spell countered or may recover a prepared arcane necromancy spell that you have used in the last 24 hours. The recovered spell or spell slot must be of level strictly lower than that of the spell countered. If your check fails, then the spell proceeds normally.
    Given the next sentence states the spell must be of a lower level than the one countered, you could remove the part mentioning it specifically with regaining a spontaneous spell slot.

    Quote Originally Posted by JoshuaZ View Post
    Memory of Those Who Have Died a A Greater Death
    ...
    This Dance allows you to bind a vestige. This Dance takes one minute. As you dance, the movements of your feet inscribe in the ground below you the form of the seal of a vestige. Thus you must dance on a medium that would allow
    such inscription such as dirt, or you may use some substance on your feet to accomplish this. Your effective binder for this Dance level is equal to your ranks in Perform(Dance)-3 and it must be high enough to bind that vestige for this Dance to succeed.
    ...
    Pacts made this way are automatically bad. If you have other ability to bind vestiges (such as levels in Binder), a vestige bound this way does not count towards your usual limit on number of vestiges bound. You may not have more than one vestige bound this way at a time. The ability to bind a vestige this way also does not count as a prerequisite for any feat or prestige class that
    would require binding a vestige. In all other ways this Dance functions exactly like normal binding.
    Seems fine, but both of the paragraphs have random enters in them.

    Quote Originally Posted by JoshuaZ View Post
    Mustering of the Undead Army
    ...
    Immediately before animation commences if your number of ranks in Perform(Dance) level is higher than caster level of any hallow, consecrate, or similar effect in the area they are dispelled. You are immediately aware of undead created by this dance and their approximate locations.

    If performed in a graveyard, catacomb, or similar enviroment which the Dancer
    is attuned to by means of Graveyard Communing then this Dance also will penetrate, effecting any body less than 10 feet underground, and will include nearby beings in mausoleums and similar structures. In general, for undead buried under earth it takes about 1d6 rounds for each undead to claw their way to the surface (which they attempt to do automatically) unless there are barriers such as being buried in a metal coffin or under rock, and undead created by this effect will automatically attempt to do so.
    First thing to note, should say 'effects' in the first paragraph quoted rather than effect. In the second paragraph you again have a random enter. You also should remove one of the two spots it states buried undead will automatically try to dig out of the ground.

    Quote Originally Posted by JoshuaZ View Post
    Rapture of Pain:
    ...
    This dance takes 1 standard action to initiate, and the requires a standard action in each subsequent round to continue using. Every round you continue this dance, every creature within in radius 5 feet for every 2
    Perform(Dance) ranks of you with line-of-sight takes 2d6 damage. The first time, someone is subject to the Dance they get a fortitude save to half the damage. If one restarts the Dance(expending an additional bardic music use or spell slot), all creature make a new save. When you start this Dance you may choose to have the damage dealt by it be non-lethal.
    Should say 'radius of 5 feet'. Also, another random enter.

    Quote Originally Posted by JoshuaZ View Post
    ...
    This dance, like an Age Draining Waltz, requires a willing partner to start. However, once the dance begins, the partner will immediately realize that something is drastically wrong as they feel their soul being torn from them. Each round they they make a will save. If they
    succeed on the first such check, then they may stop dancing (and may at their option enter a grapple with you as a free action). However, after the first round, they must succeed on two such will saves in a row (over two rounds) in order to stop the effect. If in the third round, the Dance is still ongoing, then every round they do not make the will save they they must make a fortitude save at the same DC or die instantly as their soul is torn from their body. The Dancer has the option of making this resemble simple heart failure or can instead have the body immediately shrivel up in an obviously supernatural and horrifying fashion.
    Seems fine, but another random enter.

    Quote Originally Posted by JoshuaZ View Post
    Summoning Dance
    [i]You make a sweeping gesture and a skeleton appears in front of you.[/b]
    Good ability, but you tried to close the italics with a [/b].

    Quote Originally Posted by JoshuaZ View Post
    True Peace
    ...
    Third, creatures with more than 9 hit die can still be effected, but they get a +4 bonus on their fortitude save, and do not fail their save on a natural 1.
    Minor typo, but die is singular, you should use dice there. Otherwise looks good.


    Edit: Also, added a more noticeable capstone for the Sower of Strangeness. See Seed the Land ability for details.

    Owrtho
    Last edited by Owrtho; 2012-02-19 at 02:49 PM.
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