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    Default [3.5 Race] Sharnite

    Sharnite

    Despite their name, Sharnite are not truly the offspring of Sharns. Instead, they are the result of such creatures' chaotic pull on the world. In exceedingly rare cases, a child born of Human parents instead becomes a Sharnite. The change is gradual, but starts at the moment of birth. The infant's irises turn black over the course of the first week, and its sclera follow suit over the next few days. The child's ears slowly dimish in size at the same time, until they are little more than small holes on the side of the head. After these changes, the Sharnite's skin gradually takes on a darker and darker color over the course of its childhood, finally becoming a coal black when it reaches adolesence. A Sharnite never grows hair after its transformation is complete, and what hair it does have at that time falls out over the next few weeks.

    Sharnites do not often have an easy childhood; many cultures look upon them as abominations or worse, and their parents must go to great lengths to keep them safe - if they have a desire to do so at all. Not a few Sharnite children have been left on the doorstep of a chuch or orphanage, to make of their own lives as they will. Despite these setbacks - or perhaps because of them - Sharnites have a strong sense of self, and often develop their own moral code to replace the flawed, biased views of the world around them. Unlike their namesakes, Sharnites are no more prone to chaotic acts than any human, and often take up the mantle of paladinhood, seeking to bring equality to a world that treated them so unjustly.


    Sharnite Traits:
    Sharnites possess the following racial traits.

    • Aberration (augmented humanoid): Sharnites are treated as both aberrations and humanoids for the purpose of determining which spells and abilities can affect them.
    • +2 charisma, -2 constitution. Sharnites possess strong senses of self, but do not often have the fortitude of their namesakes.
    • Medium size.
    • Sharnite base land speed is 30 feet.
    • Unlike most aberrations, Sharnites do not possess darkvision.
    • Special Qualities (see below): Hex Portals
    • +4 racial bonus on saving throws against polymorph effects. Sharnites possess some measure of their namesake's resistance to shapechanging effects.
    • Automatic Languages: Common.
    • Favored Class: Any. Sharnites, like the humans they are birthed from, have no predetermined calling from birth. Many Sharnites become paladins or sorcerers.
    • Level Adjustment: +0


    Hex Portals (Su): A Sharnite can maintain a pair of hex portals - ethereal windows - through which it can see and launch melee attacks. Each portal is a translucent hexagonal window of purple light, approximately 3 feet in diameter. As a full-round action, a Sharnite can form this pair of windows anywhere within 20 feet of its body, each portal coalescing out of a swirl of purple motes. Thereafter, each hex portal can move independently up to 20 per round at the beginning of each of the Sharnite's turns. The hex portals do not block movement, line of sight, or missile fire. A creature can occupy the same space as a hex portal with no adverse effect other than proximity to the Sharnite's attacks. A Sharnite can cause one or both of its hex portals to disappear as a free action.

    If a Sharnite moves further than 100 feet from one of its hex portals, that portal disappears.

    A Sharnite can launch melee attacks through one of its portals by reaching through the other, but only with a 5 foot reach, regardless of the equipped weapon. To attack through a hex portal, the Sharnite must be either adjacent to or in the same square as one of its hex portals. While in such a position, a Sharnite threatens an area 5 feet around its other hex portal, and as such can contribute to flanking or take attacks of opportunity. A Sharnite can never flank with itself in this fashion.

    Opponents cannot attack a Sharnite through one of its hex portals, but they can ready an action to attack its limb when it attacks through a portal. Assuming the creature is able to detect the Sharnite when it makes its attack, it may do so at no penalty, and may even disarm the Sharnite of its weapon if such an action was readied. A Sharnite may not, however, be grappled or tripped by an opponent on the other end of its hex portal.

    Hex portals can be dispelled, but a Sharnite can reform any dispelled hex portals as a free action on its turn. Hex portals reformed in this fashion appear adjacent to the Sharnite.


    Sharnite Racial Feats

    Improved Hex Portals [Racial, Sharnite]
    Prerequisites: Sharnite, 3HD.
    Benefit: Whenever you create hex portals, you may create a third portal at the same time. A Sharnite with this feat can attack out of either of its other portals through a given portal, and as such threatens the area around both other portals.

    Spelltouched Hex Portals [Racial, Sharnite]
    Prerequisites: Sharnite, 3HD, ability to cast 1st level spells.
    Benefit:You may cast spells with a range of touch through your hex portals. Casting such a spell through your portals follows all the normal rules for attacking with a melee weapon through a portal.
    Last edited by Jarian; 2011-02-08 at 02:19 PM.
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  2. - Top - End - #2
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    Default Re: [3.5 Race] Sharnite

    First of all, this is pretty darn cool. I like it.

    At first glance, it seems quite strong for a +0 race, but on consideration I don't think the Hex Portals ability is any stronger than, say, an Illumian's sigils.

    I do have a suggestion for a bunch more racial feats:
    Spoiler
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    Long-Distance Portals [Racial, Sharnite]
    Prerequisites: Sharnite
    Benefit: The distance at which you may create and maintain portals is doubled. You may create portals as a full-round action at up to 40'. You may reform portals as a free action at up to 10'. Your portals may be up to 200' from you before disappearing.
    You may take this feat up to twice. Its effects stack (remember that two doublings is a tripling, so the distances go to 60', 15', and 300').

    Swift Portals [Racial, Sharnite]
    Prerequisites: Sharnite
    Benefit: The distance you may move your portals increases to thirty feet per round. Any ability or effect that increases your land speed also increases the speed of your portals by the same amount. On any round in which you do not act through a given portal, that portal may move its speed a second time.

    Subtle Portals [Racial, Sharnite]
    Prerequisites: Sharnite, Hide 8 ranks
    Benefits: As a move action, you can cause one or more of your portals to fade into near-transparency. You cannot act through your portals while they are faded. Opponents must make a Spot check, opposed by your Hide check, to notice the portal. Opponents who do not notice a portal cannot ready actions against it.
    Restoring any number of faded portals is a swift action. If you make an attack through the portal against an opponent who had been unaware of the portal in the same round you restore it to visibility, your opponent is flat-footed against your first attack (or your first attack with each weapon, if you are using Two-Weapon Fighting).

    Shared Portal [Racial, Sharnite]
    Prerequisites: Sharnite, 3HD, at least one of the following: familiar, animal companion, wild cohort, special mount, psicrystal.
    Benefit: Your <companion(s)> may use your portals exactly as if it were you. It does not gain portals of its own, and you still control your portals' movement, but the <companion(s)> may use your portals normally as the unmodified Sharnite racial ability.
    Special: The benefit of this feat applies to all of the listed companion types, even those acquired after taking this feat.

    Improved Shared Portal [Racial, Sharnite]
    Prerequisites: Sharnite, 6HD, Shared Portal
    Benefit: Your <companion(s)> gain the benefit of all your Sharnite racial feats, though they may not have the ability to make use of these enhanced portal abilities (i.e. Spelltouched isn't much good to animals that don't cast spells!). As long as your <companion> is within 1 mile of you, you may maintain a portal within the usual distance of it, rather than yourself, and you may transfer control over one or more of your portals to your companion if you wish. As long as you and your <companion> each have a portal in your square, you count as being within 5' for purposes of Share Spells and similar abilities, to a maximum range of 1 mile.

    Strong Hex Portal [Racial, Sharnite]
    Prerequisites: Sharnite, Improved Hex Portals
    Benefits: You can combine two of your Hex Portals into a single Greater Portal. The movement speed of the Greater Portal is increased by 50%, and its maximum distance from you is increased by 10' per two HD. Special: The effect of this feat stacks with, but is not multiplied by, the Long-Distance Portals racial feat. If you have the Long-Distance Portals feat twice, your portal's maximum distance is increased by 15' per two HD.

    Tactical Hex Portal [Racial, Sharnite, Fighter]
    Prerequisites: Sharnite, BAB +4, Improved Hex Portals, Weapon Focus (ray) OR proficiency with all martial weapons
    Benefits: This feat gives you three benefits:
    Spoiler
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    1. When wielding a weapon that allows you to use it to attempt combat maneuvers with it (such as a whip's ability to trip and disarm, or a mancatcher's ability to grapple), you may perform these maneuvers through a hex portal. You provoke attacks of opportunity if you would normally do so, but your opponent cannot attempt to trip or grapple you back on a failed attempt. He may attempt to disarm you back if he could normally do so; if he succeeds, the weapon falls in the square where the hex portal you attempted the maneuver through is, not in your square.
    2. You may use ranged weapons through your hex portals, calculating line of effect and range increments from the portal you're firing from. Opponents to whom you do not have line of sight from your own location have total concealment against your ranged attacks. Doing so provokes attacks of opportunity from opponents who threaten you if it normally would, but you do not have to reach through your hex portal to fire through it, so opponents' readied actions to attack your limb when you reach through the portal are not triggered. Special: You may also fire your own ray spells and powers, Spellfire blasts, and Eldritch Blasts through your portals. If you have a caster/manifester level of 12 or higher, you may fire any spell or power that requires a ranged touch attack through your portals. You may only fire spells/blasts from your own abilities through your portals, not effects from items.
    3. When wielding a reach weapon and in the same square as one of your hex portals, you may attack and threaten the area around your portals as though you had the reach of your weapon (i.e., 10' for a longspear, 15' for an awl pike, 10' and adjacent with a spiked chain, etc.). The number of iterative attacks you may make is reduced by 1, to a minimum of 1 (so a Sharnite wielding a longspear with a base attack bonus of +12/+7/+2 could threaten squares 10' from his portal, but not the portal's own square or those adjacent to it, and he could make two attacks at +12/+7 when making a full-attack).


    Hex Portal Flanker [Racial, Sharnite, Fighter]
    Prerequisites: Sharnite, 9HD, Improved Hex Portals, Two-Weapon Fighting OR Improved Feint
    Benefit: You can strike your opponents simultaneously from multiple directions. You may flank opponents with yourself and a hex portal, or two of your hex portals. If you have Improved Feint, you get a +3 circumstance bonus to Bluff checks to feint through portals.

    Improved Spelltouched Hex Portal [Racial, Sharnite]
    Prerequisites: Sharnite, Spelltouched Hex Portal, ability to cast 3rd-level spells, manifest 3rd-level powers, or use Lesser Invocations.
    Benefit: You may use spells, powers, spell- or psi-like abilities, or invocations with a range greater than touch through your hex portals. Doing so provokes attacks of opportunity from opponents who threaten you if it normally would, but you do not have to reach through your hex portal to cast/manifest through it, so opponents' readied actions to attack your limb when you reach through the portal are not triggered. Calculate range and line of effect from the hex portal. You cannot affect a target to which you do not have line of sight, unless the effect requires a ranged touch attack. Targets to which you do not have line of sight have total concealment.
    You may use any spell or power through your portals of up to one level lower than the highest you can cast. Spell- and psi-like abilities and invocations are not subject to this limitation. As a specific exception, effect modified with the Transdimensional Spell metamagic feat or equivalent cannot be used through hex portals.

    Greater Spelltouched Hex Portal [Racial, Sharnite]
    Prerequisites: Sharnite, Spelltouched Hex Portal, Improved Spelltouched Hex Portal, ability to cast 6th-level spells, manifest 6th-level powers, or use Greater Invocations
    Benefit: As a move action, you may do one of the following...
    --expend a prepared spell of level N (Special: Spells of the Divination school count as 1 level higher for this purpose.[/i]
    --expend a spell slot of level N
    --expend N*2 psionic power points
    --expend your psionic focus and N psionic power points
    --prematurely end an ongoing effect of one of your invocations or spell- or psi-like abilities of effect level N (Special: You cannot use that invocation or ability again while this feat's effect is active; doing so ends the effect of the feat.)
    ...to gain one of the following benefits:
    Spoiler
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    --For N rounds, minimum 1, you can see normally through one of your hex portals, as well as from your location. This is your normal racial vision only; vision-enhancing abilities from other effects do not function through the portal. You may calculate line of sight for any purpose from either your location or the location of the portal, whichever is more beneficial to you.
    While doing so, you take a -2 circumstance penalty to vision-related Search and Spot checks and a -2 circumstance penalty to ranged attack rolls due to distraction.
    You are vulnerable to gaze attacks both at your location and at the location of the portal; if both locations are affected by a gaze attack, you must roll separately to see if you succeed in averting your eyes for yourself and your portal vision, and may have to roll two saving throws against the effect if you are affected in both locations, though a single gaze attack can only successfully affect you once in any given round. You do gain a +4 circumstance bonus on saving throws against gaze attacks- your split vision makes you more likely to be caught in the gaze, but less likely to catch the full weight of it.
    You may change which portal you are seeing through as a swift action.
    --For N/2 rounds, rounded up, minimum 0, you may use the above ability through all of your hex portals. Your circumstance penalty to ranged attack rolls and skill checks increases to -4, and your circumstance bonus to saves against gaze effects increases to +6. You may calculate line of sight from your own location or that of any of your portals, whichever is more beneficial to you.
    --For N/2 rounds, rounded up, minimum 0, you can use any of your senses normally, including magical ones, through one of your hex portals. This includes, but is not limited to, sight, hearing, smell (including the Scent special quality), blindsight, blindsense, mindsight, lifesense, and magical and supernatural enhancements to any of these, such as arcane sight or deeper darkvision. Tremorsense may only be used if the portal is within six inches of, in contact with, or contained in a substance that could transmit vibrations (normally solid ground or water). If you have the Telepathy ability, you may also use telepathy through your portal. You may calculate line of sight from your own location or that of the portal, whichever is more beneficial to you.
    You take a -2 penalty on ranged attack rolls and Listen, Search, Spot, and any other sensory-dependent skill checks due to distraction.
    You are subject to special attacks that rely on any of the above senses (for example, a medusa's gaze attack [vision], a cloaker's moan [hearing], and a troglodyte's stench [smell]) at both locations you're sensing from. As described above for gaze attacks, you may have to save twice against these effects if both your own location and the location of the portal would be subject to them, but you gain a +4 circumstance bonus on those saving throws. Regardless, no single sensory-based attack can successfully affect you more than once per round (so if you fail the first saving throw, you need not roll the second one).
    You may change which portal you are sensing through as a swift action.
    --For N/3 rounds, rounded down, minimum 0, you may gain the above effect through all of your hex portals. Your circumstance penalty on ranged attack rolls and skill checks increases to -4, and your circumstance bonus on saves against sensory-dependent effects increases to +6. You may calculate line of sight from your own location or that of any of your portals, whichever is most beneficial to you.
    While using this ability, you can see or sense from your portals even if you do not have another portal adjacent or in your own square. You may end this ability early as a swift action; it also ends if the portal you are currently sensing through is dispelled or disappears.


    Comments: Shared Portal + Improved Shared Portal + Spelltouched Hex Portal + Improved Spelltouched Hex Portal + Greater Spelltouched Hex Portal = familiar can be your spotter and you can fireball things from a mile away. Possibly broken; on the other hand, it's five feats, and I somehow think a wizard could do a lot more damage with five feats worth of metamagic, particularly with how fragile familiars are. *shrug* DM caution, to be sure, but I'm going to leave it how it is for now and see what people think.

    PEACH!
    Last edited by Psyborg; 2011-02-08 at 01:49 PM.

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    Default Re: [3.5 Race] Sharnite

    Seconded on the cool. I always liked Sharns.

    Anyway, I think it should be fine as a +0 LA. Doesn't seem too OP, lol.

    As for psy's feats.

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    Long-Distance Portals: Cool, Was thinking it needed this myself.

    Swift Portals: Cool, but I don't see why increasing your speed would increase the portal's speed. -shrug-

    Subtle Portals: Cool.

    Shared Portal: Don't really have an opinion here. Seems strange, but I suppose I can see the reason in it. xD

    Improved Shared Portal: Also seems... strange. I can see it for a familiar and a psicristal, but....

    Strong Hex Portal: Cool.

    Tactical Hex Portal: Looks pretty sweet. I dig.

    Hex Portal Flanker: Cool. As far as the prereq's, it could probably afford to be lowered from 9HD, and TWF seems a bit odd. -shrug-

    Improved Spelltouched Hex Portal: Cool.

    Greater Spelltouched Hex Portal: Lotta reading, haha. But I like it. No complaints.



    Also, psy, remember when I had you fight that Sharn?
    Last edited by Seraphiel; 2011-02-10 at 04:09 AM. Reason: At least doing something productive?
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    Default Re: [3.5 Race] Sharnite

    Responding to PEACH (thanks for that, by the way). Responses in bold:
    Quote Originally Posted by Seraphiel View Post
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    Swift Portals: Cool, but I don't see why increasing your speed would increase the portal's speed. -shrug-
    This is purely for convenience- so that your portals can keep up with you. If you want, fluff it as the portals being an extension of your essence, so you can bring them along with you as easily as you could bring your own arm along.

    Shared Portal: Don't really have an opinion here. Seems strange, but I suppose I can see the reason in it. xD

    Improved Shared Portal: Also seems... strange. I can see it for a familiar and a psicristal, but....
    All of these (except Wild Cohort) are companions that you would normally have the Share Spells (or Share Powers, for psicrystals) ability for. It seems strange that a bond close enough to share acquired magic or even that cast from items wouldn't allow sharing of your innate magical ability. The Improved one was purely because I thought it'd be cool to have a familiar sneak a Subtle Portal in somewhere you couldn't get yourself for you to spy/assassinate through.

    Hex Portal Flanker: Cool. As far as the prereq's, it could probably afford to be lowered from 9HD, and TWF seems a bit odd. -shrug-
    Actually, this is the one I was concerned might be too powerful to be a feat at all. Self-flanking, particularly with something that's not subject to bull-rush, trip, hindered movement, or attacks of opportunity to move into flanking position, is extremely powerful. This feat by itself makes Sharn the single best race for a rogue or other sneak-attacker, because they can _always_ get Sneak Attack.
    As for the prerequisite feats, I figured in order to threaten from two places at once, you'd either need to be able to attack from two places at once (Two-Weapon Fighting) or have practiced fooling people (Improved Feint).


    Improved Spelltouched Hex Portal: Cool.

    Greater Spelltouched Hex Portal: Lotta reading, haha. But I like it. No complaints.
    It is bloody long. This is actually the one I might cut, just for being too bloody complicated. The idea of expend-a-spell-slot-to-have-line-of-sight-from-the-portal is simple enough, but good grief did it get verbose when I tried to cover all the implications to make sure everything was clear.



    Also, psy, remember when I had you fight that Sharn?
    I do. It was epic. Also tricksy. Also frustrating. Also oh-so-satisfying when we finally got the darn thing itself within reach and butchered the heck out of it
    Last edited by Psyborg; 2011-02-11 at 12:05 PM.

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    Default Re: [3.5 Race] Sharnite

    I think the free action to restore a dispelled portal might be a bit much.
    Not sure you thoughts on the mechanics, but if it takes a standard action to set up the portals. And it takes a standard action and at least a 3rd lvl spell to dispell, a free action seems a tad unbalanced.
    If another standard action to set it up again seems too much, perhaps a swift action?

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    Default Re: [3.5 Race] Sharnite

    Quote Originally Posted by Escheton View Post
    I think the free action to restore a dispelled portal might be a bit much.
    Not sure you thoughts on the mechanics, but if it takes a standard action to set up the portals. And it takes a standard action and at least a 3rd lvl spell to dispell, a free action seems a tad unbalanced.
    If another standard action to set it up again seems too much, perhaps a swift action?
    Well, for one thing, it's the same wording used by the actual ability of the Sharns. For another, the portals appear adjacent to the Sharnite, meaning they're practically useless until the start of the next round, since they only move at the start of a turn, and free actions cannot be taken out of turn unless otherwise specified.
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    Default Re: [3.5 Race] Sharnite

    Quote Originally Posted by Jarian View Post
    Well, for one thing, it's the same wording used by the actual ability of the Sharns. For another, the portals appear adjacent to the Sharnite, meaning they're practically useless until the start of the next round, since they only move at the start of a turn, and free actions cannot be taken out of turn unless otherwise specified.
    Uh... no, no they don't. Your text says "As a full-round action, a Sharnite can form this pair of windows anywhere within 20 feet of its body, each portal coalescing out of a swirl of purple motes." Unless the Sharnite is actually a 20-ft cube and no one noticed, that's not adjacent.

    Personally, as written in the first post, I find them good, perhaps a touch too good. The ability to create portals wherever is pretty strong at LA +0. They have the ability to gain movable 20-ft reach to wherever they'd like. The issue is really the movement speed of the portals. Also, this causes a lot of rules questions. What happens if a Sharnite creates a portal next to themselves and one 10-ft from an enemy? Can they use a reach weapon through the portal against that enemy? If no, then you've shut off reach weapons to Sharnites, since there is literally no point to using them, is this intentional? Do they also threaten within 5-ft of that portal? What happens if there is an enemy adjacent to a Sharnite with a reach weapon that also has a hex portal next to them? Can a Sharnite use hex portals to "close" the reach on their reach weaponry? What about awl pikes or whips, items with 15-ft reach? How do they interact with portals? If you adjacent to a hex portal, do you threaten every square *it* threatens (effectively giving you mobile threaten expansions as you see fit)?

    What about spells? Can you cast a ranged touch spell through a hex portal, in essence using it as a range extender for your spells? Can you pull yourself THROUGH a hex portal (I see no reason you can't)? Can you move other things through a hex portal, like, say, a rope with a hook on the end? If you have an object through a portal, then close it, what happens? Does the object get destroyed? Does it magically extend to cover the distance? Can you "chain" objects through portals from multiple Sharnites? If you grow extra arms, do you gain more portals (Sharns have three limbs, and can make three portals; Sharnites have two limbs, and can make two portals; possible trend is possible)?

    Can hex portals sustain magical devices? Can you use hex portals for magical item creation? Do you have line of effect through a hex portal? Can hex portals move through walls?

    This, while a very cool idea, suffers from the Dvati issue (though less so, thank god). It's awesome, but causes SOOOOO many rule questions that it's an issue. Don't want to squish your race (which I absolutely love, by the way), but you HAVE to be ready for stuff like 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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    Default Re: [3.5 Race] Sharnite

    Quote Originally Posted by arguskos View Post
    Uh... no, no they don't. Your text says "As a full-round action, a Sharnite can form this pair of windows anywhere within 20 feet of its body, each portal coalescing out of a swirl of purple motes." Unless the Sharnite is actually a 20-ft cube and no one noticed, that's not adjacent.
    You missed the last line of the ability.
    Quote Originally Posted by Hex Portals
    Hex portals can be dispelled, but a Sharnite can reform any dispelled hex portals as a free action on its turn. Hex portals reformed in this fashion appear adjacent to the Sharnite.
    Quote Originally Posted by arguskos
    What happens if a Sharnite creates a portal next to themselves and one 10-ft from an enemy? Can they use a reach weapon through the portal against that enemy?
    No.
    Quote Originally Posted by Hex Portals
    A Sharnite can launch melee attacks through one of its portals by reaching through the other, but only with a 5 foot reach, regardless of the equipped weapon.
    Quote Originally Posted by arguskos
    Do they also threaten within 5-ft of that portal?
    Yes.
    Quote Originally Posted by Hex Portals
    While in such a position, a Sharnite threatens an area 5 feet around its other hex portal, and as such can contribute to flanking or take attacks of opportunity.
    Quote Originally Posted by arguskos
    What happens if there is an enemy adjacent to a Sharnite with a reach weapon that also has a hex portal next to them?
    Then the Sharnite can stab through a hex portal with a 5 ft reach. Proximity doesn't matter, and it isn't indicated that it does anywhere.

    Quote Originally Posted by arguskos
    Can a Sharnite use hex portals to "close" the reach on their reach weaponry?
    If they're willing to devote both of their portals to doing so, yes. See above.

    Quote Originally Posted by arguskos
    What about awl pikes or whips, items with 15-ft reach? How do they interact with portals?
    See above answers. The reach is explicitly defined as 5ft, regardless of the melee weapon.

    If you adjacent to a hex portal, do you threaten every square *it* threatens (effectively giving you mobile threaten expansions as you see fit)?
    Hex Portals do not threaten. The Sharnite itself threatens through its portals. So, yes.

    Edit to clarify: You cannot attack out of a single hex portal. An attack through one comes out the other, not itself.

    Quote Originally Posted by arguskos
    What about spells? Can you cast a ranged touch spell through a hex portal, in essence using it as a range extender for your spells?
    No. The ability makes no mention of spells. It specifies melee weapons. The Spelltouched Hex Portals feat lightens this restriction somewhat, allowing melee touch spells to go through.

    Quote Originally Posted by arguskos
    an you pull yourself THROUGH a hex portal (I see no reason you can't)?
    Not only can you not grapple through the other side of a Hex Portal, but there is no mention of transportation capability anywhere in the ability. No, you cannot.

    Quote Originally Posted by arguskos
    Can you move other things through a hex portal, like, say, a rope with a hook on the end?
    That's a DM call as to whether or not that counts as a melee attack, and not one I can answer definitively.

    Quote Originally Posted by arguskos
    If you have an object through a portal, then close it, what happens?
    There is no way to close a hex portal mid-attack. It would either be dispelled prior to the attack as a readied action, or after the attack. Paradox resolved.

    Quote Originally Posted by arguskos
    If you grow extra arms, do you gain more portals (Sharns have three limbs, and can make three portals; Sharnites have two limbs, and can make two portals; possible trend is possible)?
    I have no idea where you got that idea from, but no. A Sharnite can gain a third portal by taking the Improved Hex Portals feat, however.

    Quote Originally Posted by arguskos
    Can hex portals sustain magical devices? Can you use hex portals for magical item creation? Do you have line of effect through a hex portal? Can hex portals move through walls?
    Uncertain what you mean exactly, uncertain what you mean exactly, yes (with the limitation of melee attacks), and no (force effect), in that order.
    Last edited by Jarian; 2011-03-18 at 01:45 AM.
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    Default Re: [3.5 Race] Sharnite

    Quote Originally Posted by Jarian View Post
    You missed the last line of the ability.



    Addressing other issues presently.
    Uh... no, I didn't. When you MAKE THEM, they can be anywhere. That's what you, specifically, said. I know the guy was talking about a free action to restore after a dispel, but as an english nerd, I was compelled to point out that your response left ambiguity in the air about their general creation method. Dispelled portals I have nothing wrong with (or would have said so, and honestly, that strikes me as kinda crappy; it'd make more sense to just burn the full-round action and make them elsewhere to save your time). That's another good question: if you remake them while some already exist, can you even do that? If so, do you just make them as normal?

    Also, these guys are kinda AoO-tastic. You threaten anything your portals are near. AoOs are provoked by movement OUT of threatened squares. Again, intentional?

    Oh, and by the way, that battery of questions? I could answer all of them plenty fine (and already did in my head according to what'd be balanced in my own games; since it's brew the term "RAW" fails to matter ). The point was more "did you account for all of this? Did you run out every scenario when balancing these guys?" I find it useful personally, and I like this race, and don't want to see the creator be hammered down by rules questions that were never accounted for (something that WotC is famously bad about).

    EDIT: Yet another question or two for thought:
    -Does the creation of these make noise? Do they themselves make or transmit noise/light/smell/anything like that? Relevant for infiltration purposes.

    EDIT2: Don't think I dislike your work. I don't do this for work I don't like a great deal (it takes time, and I have little enough of that ). Just want to help you sharpen your creation.
    Last edited by arguskos; 2011-03-17 at 07:30 PM.

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    Default Re: [3.5 Race] Sharnite

    Quote Originally Posted by arguskos View Post
    I know the guy was talking about a free action to restore after a dispel
    You should make a note when you're being pedantic, then. It's a little frustrating to answer pointless questions.

    Another battery of replies coming up.
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    Default Re: [3.5 Race] Sharnite

    Quote Originally Posted by Jarian View Post
    You should make a note when you're being pedantic, then. It's a little frustrating to answer pointless questions.
    It's not pedantry for the sake of pedantry, but ok, I'll make a note to not ask such questions of you in the future. Sorry to offend, was not the intention.

    Another battery of replies coming up.
    Don't bother. I got what I was curious about, which is that only melee attacks matter for Sharnites. Slightly sad to see it, but fair enough.

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    Default Re: [3.5 Race] Sharnite

    Quote Originally Posted by arguskos View Post
    It's not pedantry for the sake of pedantry, but ok, I'll make a note to not ask such questions of you in the future. Sorry to offend, was not the intention.
    I'm not offended, just a little frustrated that you would ask so many questions with obvious answers when you already knew them. The comment wasn't meant to be snappish.

    Quote Originally Posted by arguskos View Post
    Don't bother. I got what I was curious about, which is that only melee attacks matter for Sharnites. Slightly sad to see it, but fair enough.
    Given that you'd be using homebrew already, I recommend taking a look at the additional homebrewed [Sharnite] feats below the first post. There are some great ideas in there if you want to make a ranged Sharnite.
    Last edited by Jarian; 2011-03-17 at 07:42 PM.
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    Default Re: [3.5 Race] Sharnite

    Pedantic isn't retorical. It's just being (overly)thorough.
    Because these issues will come up in a game when used. It is usually best to get it out the way before such an event. And then probably better by the person who designed it in the first place.
    Which I take it is what the barrage of questions was for.

    The answers might be obvious to some, but not so for others, who then might use it differently than what your intention was.

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    Default Re: [3.5 Race] Sharnite

    I know what pedantry is, and I don't see how it conflicts with anything I said.

    None of these issues presented thus far will come up if people read the rules, as you can see by the slew of responses that are essentially direct quotes from the ability.
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