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  1. - Top - End - #451
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    Default Re: GitP PrC Contest Chat Thread IV

    I LIVE ONCE MORE!

    Having just acquired internet once more, I shall check up on my PMs, clear my box, and eagerly await the next PrC contest ^_^


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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  2. - Top - End - #452
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    Default Re: GitP PrC Contest Chat Thread IV

    Welcome back LG, been a while since i've seen you active on the boards
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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  3. - Top - End - #453
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    Default Re: GitP PrC Contest Chat Thread IV

    Great to see you back, Mi'lord. Sadly, I'm going to drop from this contest. I just couldn't focus.

  4. - Top - End - #454
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    Default Re: GitP PrC Contest Chat Thread IV

    PEACH! Scion of Ashardalon!

    It looks like it's a Warlock/DFA PrC. Obvious entry is DFA 2 Warlock 3. I'm a little unclear why a class with Binder fluff is double invoker based, but we'll see how it goes.

    4+ skills is fine, Warlock is kind of shafted with 2+ anyway. UMD is really good, but the original classes have it so it's probably fine.

    3/4 BAB and only good Will is very Warlock. If you want a power boost you could throw in good Fort, we'll see if that's advisable.

    Demonic Heart makes this multiclassing not hurt very much. Throw in a Practiced Spellcaster and you can be a nearly full Warlock, similar to the Ultimate Magus trick.

    Breath of A is lacking something: it lets you stack warlock and DFA levels for breath weapon damage, but it doesn't include Scion of A levels meaning you just do 5th level DFA damage until 15th level. This is probably not as intended. You might also consider letting them trade any blast shapes they have now for different invocations of the same grade.

    Bonus AC is thematic and not that worrisome.

    Presence of the Draconian Demon... can people tell the source of the non-lethal damage? Because undetectable damage can be very mean in nominally non-combat situations. The 10th level ability of this Presence is pretty brutal, as it turns Shaken into Frightened i.e. '-2 to stuff' becomes instead 'must run away'. Since this doesn't seem to be limited to fear only from this ability this gives potential for serious fear stacking. The only thing keeping this from being zomgwtfgood is that only the frightful presence ignores fear immunity and it only works on people with fewer hit dice than you i.e. chumps. Does the 6th level telepathy still cause 1 nonlethal/round?

    Memories of the Primeval Sorcerer will be used for Wings of Cover. What is the caster level on these spells? Depending on that answer, it will probably also be used for Wings of Flurry. Wraithstrike is less likely but still scary. There are other spells which shouldn't be at will.

    Rebuke... is it an immediate action, or a free action that can be taken out of turn? It's probably more balanced as an immediate action.

    Archetype is probably not a big deal, I"m too lazy to look at the spells and verify that.

    Fluff looks fine. I'm worried about the power of a few things, and you're kind of hemmed in by the fact that "pact" is associated with binders, but you're using the term responsibly.

  5. - Top - End - #455
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    Default Re: GitP PrC Contest Chat Thread IV

    Added two more seed of strangeness augments to the sower of strangeness. For those curious as to which, they are the two dealing with swallow whole. Wording looks a bit messy on them, so suggestions to fix that would be appreciated.

    Owrtho
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  6. - Top - End - #456
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    Default Re: GitP PrC Contest Chat Thread IV

    I finally manage to finish and post my Eldritch soul Prc, I was afraid of missing the deadline with all the trouble I had with my PC. It's not my best work, particularly the fluff, which is way rushed, but still the result is nice. Not a winner but I've taken pleasure working on it and it's enough.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
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  7. - Top - End - #457
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    BlackDragon

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    Default Re: GitP PrC Contest Chat Thread IV

    Nearly done with a warforged artificer/warrior class hybrid. In the meantime, PEACH?

    Edit: Finished, down to the sample encounter. It's kind of specific, but ah well.
    Last edited by Frog Dragon; 2012-02-16 at 01:19 PM.
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  8. - Top - End - #458
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    Default Re: GitP PrC Contest Chat Thread IV

    Made a few edits to sower of strangeness. Most notably changed entry requirements after Kellus was kind enough to point out the HD requirement on the Unknowable Amputation ability that I had missed. You may now enter the class at level 6 as intended. Also fixed Preternatural Predomination to automatically succeed if the host is mindless, as they can't mentally oppose you using your features on them. Other than that I also fixed a few typos.

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    other hombrew

  9. - Top - End - #459
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    Default Re: GitP PrC Contest Chat Thread IV

    Are the contest entries supposed to be finished by midnight tonight or is the deadline midnight tomorrow night?
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  10. - Top - End - #460
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    Default Re: GitP PrC Contest Chat Thread IV

    I'm rather pleased with my work for this contest, although I am worried I will be deducted points for having a similar idea to someone else, although quite honestly I hadn't seen the other Commissar prestige class before I had started my own.
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    Just one of those guys vs girls things. Guys like giant, fighting robots that shoot lazerz out their eyes while girls like pretty jewelry that sparkle in the moonlight after having a romantic interlude with a charming gentleman.

    Completely sexist, yes! Completely true, pretty much...
    I have Steam cards and other stuff! I am selling/trading them.

  11. - Top - End - #461
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    Default Re: GitP PrC Contest Chat Thread IV

    Ok. I just added a picture for mine. I had another picture in mind, but there doesn't seem to be any copy of it on the web. It is a certain painting that I know the physical location of. If the contest is still open tomorrow (still uncertain about whether entries need to be done tonight or midnight of tomorrow), I'll go and take a picture.
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  12. - Top - End - #462
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    Default Re: GitP PrC Contest Chat Thread IV

    In my experience, the date listed as the deadline is the last day you have to work on it. So you would have until the end of the 19th. That said, I may be wrong. So anyone care to exchange last minute critiques?

    Owrtho
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    other hombrew

  13. - Top - End - #463
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    Default Re: GitP PrC Contest Chat Thread IV

    Quote Originally Posted by Owrtho View Post
    So anyone care to exchange last minute critiques?

    Owrtho
    Sure. I haven't gotten any real PEACHing of mine, so any input at this point would be great.

    Regarding your class: It is really well done, and combines two really neat homebrew base classes that deserved to be combined. The total set of class features seems small, especially the last two levels. Lots of class features depend numerically on the class level, so this should't be too bad. But something at 10th level would still seem to make sense. An obvious ability for 10th level would be something that made it so that levels of other classes and PrCs which advance grafting also count as ozodrin levels for purposes of total Form Points.

    Also, it may make sense for Strange Bonds to be (Su) rather than (Ex) given what it does. Feels more supernatural than extraordinary.

    Sense Seeds may need to specify the level of accuracy that one gets for the distance and direction. Also, what happens if the target is on another plane?

    Minor nitpicks:

    The shadow of the black forest on the other hand seemed to seek improvement of what was once a pleasant and safe forest an hours ride from a quaint town.
    Shadow is a proper noun here, right? If so it should be capitalized.

    Due to his work it came to be considered a dangerous place where abominations roamed and men might emerge something else. It is said nothing in there is incapable of killing a normal man with ease, not even things like squirrels.
    I'm not sure I'm parsing the second sentence correctly, but I don't understand what it means. It seems like a very roundabout and awkward was of saying that everything can easily kill people. Maybe you mean something like "It is said that every living thing there is capable of killing a normal man with ease, even things like squirrels."
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  14. - Top - End - #464
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    Default Re: GitP PrC Contest Chat Thread IV

    Well then, lets see about your class. First, I'll note I quite like the concept. It's always fun to see a dancing based class, and necromancy is one of my favourite schools of magic.

    Quote Originally Posted by JoshuaZ View Post
    ENTRY REQUIREMENTS
    Skills: Perform(Dance) 8 ranks, 2 rank in another Perform skill, Knowledge(religion) 2 ranks, knowledge(arcana) 2 ranks, spellcraft(2) ranks
    Well, first thing I noticed, on spellcraft you seem put the ranks in parentheses, while not doing so for the other skills.

    Skills seem fine, they match the theme of the class.

    The spellcasting progression makes me a bit wary, but seeing as you need levels in a different class from the one being advanced (even if it is a class with minor progression of its own), it may be fine.

    Bardic music usage advancement fits fine.

    Quote Originally Posted by JoshuaZ View Post
    Dark Lore(ex):Dancers have deep understanding of the darker aspects of the world. They gain an ability functions like the bardic knowledge class feature with their Dancer level as their effective bard level. This ability applies only to knowledge about necromancy, the undead, or other morbid or macabre subjects. If the Dancer has the bardic lore class feature or some similar feature from another class, the Dancer levels stack for issues that Dark Lore would apply. So for example, someone were Bard 2/Wiz 4/Dancer 1, their effective Bard level for information about an ancient undead lord would treat their bard level as 3, but a question about elven archery would use the default bard level of 2.
    Nice and flavourful. However, it seems you are missing the word 'that' in the second sentence.

    Quote Originally Posted by JoshuaZ View Post
    While dancing, generally you may take no more than a five foot step, but may take any free actions as usual, and may take one move action. You may not take any other actions except as where noted.
    This line doesn't quite make sense. Might want to clarify it.

    Quote Originally Posted by JoshuaZ View Post
    Similarly, a too much Dancing on a single day can be tiring. If you danced more than your three times your class number * your con modifier rounds (minimum 3) without having had a chance to rest
    for at least 8 hours then you must make a fortitude save each time you begin a Dance equal to 5 + the total number of rounds you have Danced since you last rested above your normal Dacing limit (3 * class number * con modifier).
    Just some minor typos, but you need to remove 'a' in the first sentence, and should change class number to class level in the second.

    Quote Originally Posted by JoshuaZ View Post
    The save DC for any Dance is Ranks in Perform Dance + charisma modifier + dex modifier.
    Don't see any real problem with the non-standard DC.

    Quote Originally Posted by JoshuaZ View Post
    Unless stated otherwise, the effective caster level for a dance that mimics a spell is equal to your number of ranks in Perform(Dance).
    I'd suggest stating this can't exceed your total level.

    Quote Originally Posted by JoshuaZ View Post
    Due to the obscure nature of Dancers' magic, they are difficult to recognize. To recognize that someone is engaging in a magical form of Dance, one must make a DC 20 Spellcraft check (people with at least 2 ranks in Perform(Dance) get a +2 bonus on this check.) A Dancer of the Threshold automatically succeeds at this check.
    I might suggest making the bonus require 5 ranks in Perform (Dance) so as to better match with other skill synergies.

    Quote Originally Posted by JoshuaZ View Post
    Dueling Dance (su):
    ... Each dance for a round, marshaling your necromantic power through your dance
    ...
    A Dueling Dance dances may not have any benefit from others, such as assistance from backup undead dancers.
    A fun ability, if not one likely to be used often. Might be worth expanding it in some way to be usable with willing non-dancers. Anyway, a few typos. The first sentence above should either start with 'they' or have an 's' on the end of dance. The second I'd recommend changing 'dances' to participant.


    Disciplined Mind is a nice flavourful ability.

    Sense the Opening Door is an interesting ability. Given the flavour of it, it may also be fitting to at some point grant an ability to easily identify creatures as living, non-living, dead, or undead.

    Quote Originally Posted by JoshuaZ View Post
    Smooth Movements (ex):
    At 3rd level, on rounds during which you have initiated a Dance or continued any Dance.you get a +2 competence bonus on all reflex saves and to AC, this becomes +4 at 6th level and +6 at 9th level.
    I'd suggest altering the wording to be since the start of your most recent turn, rather than during rounds. Mainly as it currently does not grant the bonus at the start of rounds before your turn arrives in initiative order if you started or continued a dance the previous round.


    Quote Originally Posted by JoshuaZ View Post
    Death Knows Her Own (ex):
    ...
    Additionally, Dancers may automatically recognize if someone who is dancing is undead.
    I might suggest altering this to letting them recognize undead while dancing. As it is, most undead are unlikely to dance. Perhaps alter it to granting the effects of the deathwatch spell while dancing.


    Last Dance is an interesting capstone, and while powerful, doesn't seem problematic given its ability to only be used successfully once.

    On Age Draining Waltz, I'm not sure the use limit on specific creatures is needed, given the time required to pull it off. Then again, I may be slightly biased with regard to that, as the limit prevents the interesting idea of a Dancer dancing with someone as they gradually get younger, while the other person gradually gets older, until the ageing person eventually dies.

    Only skimmed the rest of the dances, though I'l try to look them over in more detail later today. That said, it might be worth adding a feat that allows you to learn additional dances you qualify for, possibly with the prerequisite of already knowing 9 dances, or noting dances learned by the feat don't count for learning other dances. This was a Dancer may continue advancing their dances after reaching level 10.



    Quote Originally Posted by JoshuaZ View Post
    Regarding your class: It is really well done, and combines two really neat homebrew base classes that deserved to be combined. The total set of class features seems small, especially the last two levels. Lots of class features depend numerically on the class level, so this should't be too bad. But something at 10th level would still seem to make sense. An obvious ability for 10th level would be something that made it so that levels of other classes and PrCs which advance grafting also count as ozodrin levels for purposes of total Form Points.
    I'll admit, I did have some trouble trying to come up with a capstone. Initially the implant seed was going to be it, but then I decided that should come sooner. I though the ability to grant others the ability to make seeds and graft them for you might cut it, but it is rather situational. Perhaps I could add the idea I'd had for a feat that would let you graft your seeds onto inanimate things like plants or walls as a capstone. As for the class features depending numerically on class level, I'd thought they mainly were based on the total graft level of seeds hosts had on them. Odd, I'll take a look at that.

    Quote Originally Posted by JoshuaZ View Post
    Also, it may make sense for Strange Bonds to be (Su) rather than (Ex) given what it does. Feels more supernatural than extraordinary.
    Hmm, your right, the ones that mimic spells should likely be supernatural. That said, the others are more intended to show that the grafts are a part of the sower still, and as such have some connection.

    Quote Originally Posted by JoshuaZ View Post
    Sense Seeds may need to specify the level of accuracy that one gets for the distance and direction. Also, what happens if the target is on another plane?
    Well, as I see it they could generally point to in the direction of a seed and estimate about how far it is (depending on their sense of distance). As for if the host is on another plane, I should specify that. They may tell what plane the seed is on, but not what distance or direction it is (and they don't actually know the name of the plane unless they've been there, or know it from another host of a seed going there, then coming back and telling them what the name was).

    Quote Originally Posted by JoshuaZ View Post
    Shadow is a proper noun here, right? If so it should be capitalized.
    Gah, missed that. The Black Forest should be capitalized as well. I'll see to fixing it.

    Quote Originally Posted by JoshuaZ View Post
    I'm not sure I'm parsing the second sentence correctly, but I don't understand what it means. It seems like a very roundabout and awkward was of saying that everything can easily kill people. Maybe you mean something like "It is said that every living thing there is capable of killing a normal man with ease, even things like squirrels."
    I suppose it is somewhat roundabout, though I'd not really noticed it. I was somewhat thinking about it more like locals assuring people there is nothing that is safe to be near in the forest.

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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  15. - Top - End - #465
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    BlackDragon

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    Default Re: GitP PrC Contest Chat Thread IV

    Anyone willing to exchange PEACHes with me? *waves around a basket full of peaches.*
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    Default Re: GitP PrC Contest Chat Thread IV

    I will critique your work Frog.


    Quote Originally Posted by Frog Dragon View Post
    Fist of the Constructed
    Just as some warforged reject the fact that they were made as tools of war,
    Interesting fluff about a warforged embracing their history of war, but doesn't seem entirely inspired, but I suppose it's a bit late to fix this.

    ENTRY REQUIREMENTS
    Race: Warforged
    Spells: Ability to cast second level infusions.
    Feats: Improved Unarmed Strike, any Warforged Feat
    Skills: 8 Ranks in a craft skill which the warforged can use to repair itself.
    Base Attack Bonus: +4
    The requirements tell me you'll be level 6 by the time you qualify for this, about where I like prestige classes to be entered, also fits in with most PrC's.
    Class Skills
    The Fist of the Constructed's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Jump (Str) Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Tumble (Dex) and Use Magic Device (Cha)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8


    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Damage|Spellcasting

    1st|
    +0
    |
    +2
    |
    +2
    |
    +2
    |Dormant Infusion|1d6|
    [/table]
    Same Chassis and skills a monk, with artificer skills added in, same setup as most Hybrids.
    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.

    Spellcasting: At levels other than 1 and 6, you gain new spells per day and an increase in caster level as if you had also gained a level in an infusion using class to which he belonged to before adding the prestige class levels. You do not, however, gain any other benefit a character of the class would have gained. If you had more than one infusion using class prior to becoming a fist of the constructed, you must decide to which class to add each level for the purpose of determining caster level and spells per day.
    Seems right for a monk gish setup, this seems a bit like a fixed version of enlightened fist for a artificer. I don't think it would hurt to change Unarmed Damage to all monk abilities ala Enlightened Fist.
    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.
    Interesting, but it could be overpowered, but I don't know Infusions very well.
    Shattered Dormancy: At third level, the dormant energies may also be released in an offensive manner. As a swift action, the fist of the constructed may activate up to two dormant infusions. However, instead of gaining their normal benefits, the next attack within the same turn made by the fist of the constructed deals extra untyped damage equal to 2d6 x the combined spell level of the activated infusions.
    Useful for a Niche when you need the extra damage, but seems like a lot for not a lot of damage.
    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.
    Another ability, perhaps less Niche, but the armour class bonus seems small to me, everything else seems fine.
    Dormant Renewal: At seventh level, the dormant infusions may instead be expended as renewing energies.
    As a swift action, any number of dormant infusions may be expended to repair 2d6 damage x the combined levels of the expended infusions.
    I think this ability is fine
    Lasting Modification: At second level, the fist of the constructed gains a +1 to his caster level for the purpose of the durations of infusions cast on himself. This bonus increases by one at levels 4, 6, 8 and 10.
    Sounds good for a class based around buffs, so this seems fine. Maybe add in the bonus for level 2 as well.
    Combat Infusion: At second level, times per day as indicated in the table, the fist of the constructed may cast an infusion with a casting time of one minute or less as a swift action.
    A way around something Artificer players hate, no change suggested.
    Bonus Feat: At levels 3 and 7, the fist of the constructed gains a bonus warforged feat.
    Keep it, although the feats are of limited usefulness.
    Constructed Body: The fist of the constructed eventually learns to augment his body using just the energies that are already there.
    The fist of the constructed gains a +2 to constitution and becomes immune to critical hits.
    A nice ability for something without a standard melee sized HD at most levels.
    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).
    The first part doesn't seem too useful, since actions like that rarely matter when it comes to spend a minute or half a minute on something.
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    Quote Originally Posted by Chained Birds View Post
    Just one of those guys vs girls things. Guys like giant, fighting robots that shoot lazerz out their eyes while girls like pretty jewelry that sparkle in the moonlight after having a romantic interlude with a charming gentleman.

    Completely sexist, yes! Completely true, pretty much...
    I have Steam cards and other stuff! I am selling/trading them.

  17. - Top - End - #467
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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
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  18. - Top - End - #468
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    Default Re: GitP PrC Contest Chat Thread IV

    I edited the Fist of the Constructed. And the Dormant Infusions actually were intended to be activated all at once if the player so wishes. I clarified that as well.

    Don't know much about Marshals, but here goes. Comments in blue.

    Quote Originally Posted by Hazzardevil View Post
    Finished
    The Commissar of the Emperor



    I didn't give you permission to die coward! On your feet!
    Commissar Yarrick, during the first war of Armageddon

    Humans have the astounding ability to be inspired to fight beyond any normal limits, however there are limits to how this can be accomplished.
    The Commissar however, surpasses these limits by scaring his men while inspiring them. A quick execution of cowards does wonders for morale in the heat of battle.

    BECOMING A COMMISSAR
    A commisar is is generally appointed after having extensive experiance in the battlefield and shown the ability to lead large numbers of men against the enemy.

    ENTRY REQUIREMENTS
    Skills: Intimidate 8 ranks, Perform (Oratory) 8 ranks
    Feats: Intimidating Strike (PHB2)
    Auras: Must be able to project a minor aura and a major aura
    Special: Must be able to use Inspire courage 2/day and must be able to grant a move action 1/day
    :

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are
    Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skills Points at Each Level: 6 + int mod

    Hit Dice: d10
    So the intended entry is Marshal 4/Bard 2. Okay. The skills look pretty much pasted from the respective entry classes. I do find it kind of odd that this has full BAB and d10 HD, when the marshal has medium bab and d8 hd, and the bard has medium bab and d6 hd. Also, I'd find a good will save more suitable to this guy than a good reflex save.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Auras and Spells

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Drill Sergeant|+1 level of Auras and +1 level of existing bard casting

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Intimidating Shot|+1 level of Auras and +1 level of existing bard casting

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Fear me, not the enemy|+1 level of Auras and +1 level of existing bard casting

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Fear is better than persuasion|+1 level of Auras and +1 level of existing bard casting

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |An example to you all|+1 level of Auras and +1 level of existing bard casting

    6th|
    +6
    |
    +5
    |
    +5
    |
    +2
    |It is better to be feared by everyone than no-one|+1 level of Auras and +1 level of existing bard casting

    7th|
    +7
    |
    +5
    |
    +5
    |
    +2
    |Fear is better than persuasion|+1 level of Auras and +1 level of existing bard casting

    8th|
    +8
    |
    +6
    |
    +6
    |
    +2
    |Preparations against Poison|+1 level of Auras and +1 level of existing bard casting

    9th|
    +9
    |
    +6
    |
    +6
    |
    +3
    |It is better to be feared by everyone than no-one|+1 level of Auras and +1 level of existing bard casting

    10th|
    +10
    |
    +7
    |
    +7
    |
    +3
    |Fear is better than persuasion, On your feet coward!|+1 level of Auras and +1 level of existing bard casting[/table]

    Weapon Proficiencies: A Commissar is proficient with all simple and martial weapons and any one-handed ranged weapons. (This does not include throwing weapons) They are also proficient with light and medium armour and All shields (except tower shields) Pretty much made redundant by the entry class proficiencies. I assume the one-handed ranged weapon thing is meant to facilitate gun-wielding?

    Drill Sergeant (Ex)
    At 1st level a Commissar learns that the best way to lead is through fear.
    When a Commissar uses inspire courage, he may make a ranged attack roll on an ally (This attack does not provoke an AoO). This attack will automatically deal the lowest possible outcome for damage and if it hits, the damage dealt will be added to the bonus to attack rolls, damage rolls and saves made against fears made by allies.

    The bonus on fear saves is not added on saves against fear caused by the Commissar.
    This sounds like it could get pretty brutal if you start stacking flat damage bonuses on that ranged attack. Most character's wouldn't mind taking 10 damage if they gain that as a bonus to a whole bunch of rolls. Also, "fears" should probably be referred to as "fear effects".

    Intimating shot (Ex)
    At second level you may apply an intimidating strike to your ranged attacks. Okay. Not much to say about this really. Also, this should be "Intimidating Shot", not "Intimating shot."

    Fear me, not the enemy (3rd level): when you succede on a intimadate (*intimidate) check against a enemy, any allies in LoS gain a 5+ morale bonus to will saves aganist enemy fear and mind-effecting abilty. You should probably state that as "any allies with line of sight to you. Also, it's "mind-affecting abilities. Also, I nearly missed this ability because it wasn't bolded.

    Fear is better than persuasion: (Ex) At 4th level and every 3 levels after, a Commissar may use a use of bardic music and make a perform (oratory) check and an intimidate check.
    If the result of the intimidate check is higher you may use one of the following effects depending on level.
    4th: You may add half your Commissar level to your inspire courage bonus
    7th: You may either double your inspire courage or half your Commissar level to your inspire courage bonus.
    10th: You may double your inspire courage bonus and add half your commissar level to it. Half your Commissar level is not doubled.
    This seriously encourages intimidate optimization, while.... encouraging you to stunt your perform. That's weird. Anyway, "half your commissar level" is a pretty big deal, given that normal bards get +4 at level 20...

    Preparations against Poison (Ex)
    A level 8 Commissar has either learned from experience or being told, that a scary and abusive general doesn't live long when poison is easily acquired from the black market, and the easiest way to deal with this is to take deadly poisons in small doses regularly, and you have now done it often enough to become immune to all ingested poisons. Ingested poisons are poisons placed in either food or drink. This will not make you immune to poisons when something with poison dripping from its fangs decides to insert your arm inside its mouth. You could just use the categorizations for "injury poison/ingested poison/inhaled poison" and so on. Honestly, it wouldn't break the bank to just make the guy immune to poison.

    An example to you all (Ex)
    As a full-round action a level 5 Commissar can make an ally within reach/1 range incriment dies. Make an Intimidate check, 1/6th of the result is added to allies within Line of Sights attack rolls, damage rolls and Armour Class. So the commissar can autokill an ally as a full-round action? This is... weird. And sounds hard to adjudicate too. What if you have a traitor in your midst who doesn't consider you their ally, but you consider them to be your ally. What if someone mindrapes you to think the BBEG is your ally? Apart from abuses, the only way I can see this being very useful is if you have leadership+ minions, and doing this is going to murder your leadership score pretty fast.

    A spell and Aura, combined to scare them ****less (Su)
    At level 6, a Commissar has found a way to weave their spell into an aura, for a brief surge of power that will make enemies inside their aura sickened for the round (Fort Neg) DC: Commissar level + Cha Mod + Aura Bonus At levl 8, this ability becomes more powerful and an Aura this ability is used with has its bonsu increased by 2 until the end of your next round. This ability is used as a swift action. "...I'm not even sure what this is supposed to do. Combine an aura with a bardic spell? Okay, but it doesn't even seem to offer any mechanics to do so."

    On your feet coward! (Ex)
    At 10th level a Commissar learns his most powerful ability in war.If an ally is dropped, make an intimidate check as a free action. If your result is higher then the damage dealt to the ally they survive with 1HP Immunity to HP damage for all! Unless someone is ubercharging you, their damage rolls probably won't exceed optimized intimidate rolls.
    The class is very powerful just for its chassis, but the abilities honestly drive it straight into overpowered, since they are so easy to horribly abuse.


    I doubt I could give a very informed PEACH for Owrtho, since I know next to nothing about the two classes being hybridized. Ah well.
    Last edited by Frog Dragon; 2012-02-19 at 02:55 PM.
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  19. - Top - End - #469
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    Default Re: GitP PrC Contest Chat Thread IV

    Quote Originally Posted by Owrtho View Post

    Well, first thing I noticed, on spellcraft you seem put the ranks in parentheses, while not doing so for the other skills.
    Fixed.

    Skills seem fine, they match the theme of the class.

    The spellcasting progression makes me a bit wary, but seeing as you need levels in a different class from the one being advanced (even if it is a class with minor progression of its own), it may be fine.
    Yeah, I can see it as a bit worrisome. I was thinking of having them lose a casting level at 1. Maybe I should do that.



    [quote]
    Nice and flavourful. However, it seems you are missing the word 'that' in the second sentence.[/quote[

    Thanks, and fixed.

    This line doesn't quite make sense. Might want to clarify it.
    Er, yeah. As written it doesn't make sense. I'm going to replace it just with continuing a Dance requires a standard action.


    Don't see any real problem with the non-standard DC.
    Good. Mechanically, this was one of my biggest worries.


    I'd suggest stating this can't exceed your total level.



    I might suggest making the bonus require 5 ranks in Perform (Dance) so as to better match with other skill synergies.
    Both good ideas. Done and done.


    A fun ability, if not one likely to be used often. Might be worth expanding it in some way to be usable with willing non-dancers.
    Good idea. Done. I've made it take slightly more resources to do that form to make up for the fact that one of them isn't a Dancer.

    Anyway, a few typos. The first sentence above should either start with 'they' or have an 's' on the end of dance. The second I'd recommend changing 'dances' to participant.
    Yep. Done.


    Sense the Opening Door is an interesting ability. Given the flavour of it, it may also be fitting to at some point grant an ability to easily identify creatures as living, non-living, dead, or undead.

    I'd suggest altering the wording to be since the start of your most recent turn, rather than during rounds. Mainly as it currently does not grant the bonus at the start of rounds before your turn arrives in initiative order if you started or continued a dance the previous round.
    Good call. Done.



    I might suggest altering this to letting them recognize undead while dancing. As it is, most undead are unlikely to dance. Perhaps alter it to granting the effects of the deathwatch spell while dancing.
    Hmm, I'm not sure. A lot of that is already added in by the modified form of Sense the Opening Door. Also, I like the idea of some vampire giving themselves away when they go out to the Dance floor. But overall, it doesn't seems like a decent idea, so done.

    On Age Draining Waltz, I'm not sure the use limit on specific creatures is needed, given the time required to pull it off. Then again, I may be slightly biased with regard to that, as the limit prevents the interesting idea of a Dancer dancing with someone as they gradually get younger, while the other person gradually gets older, until the ageing person eventually dies.
    Hmm, that is an interesting idea. Modifying that Dance accordingly.

    Only skimmed the rest of the dances, though I'l try to look them over in more detail later today. That said, it might be worth adding a feat that allows you to learn additional dances you qualify for, possibly with the prerequisite of already knowing 9 dances, or noting dances learned by the feat don't count for learning other dances. This was a Dancer may continue advancing their dances after reaching level 10.
    Very good idea. Done.

    Edit: Ok. Now looking over the EACHing for the specific other Dances.


    This sentence seems to need slight rewording. Most likely able to be accomplished by removing the word 'effect'.
    Yep.


    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.
    Fixed the various extra enters. I think those slipped in because I was writing this in Notepad before moving it over here. Much thanks for the other points which I've now fixed.
    Last edited by JoshuaZ; 2012-02-19 at 03:14 PM.
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  20. - Top - End - #470
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    Default Re: GitP PrC Contest Chat Thread IV

    Quote Originally Posted by JoshuaZ View Post
    Yeah, I can see it as a bit worrisome. I was thinking of having them lose a casting level at 1. Maybe I should do that.
    Well, looking at it, the class seems to only require one level of bard, meaning a sorcerer or wizard can get rather notable benefits for the cost of one caster level. Also makes me notice that while the class continues to get bardic music uses, it doesn't actually learn any new songs. That tends to make a few of the other abilities that have your bardic music interact with the dancing somewhat lacklustre. I'd suggest possibly dropping a level or two of casting progression and granting some progression of learning more bardic music.

    Quote Originally Posted by JoshuaZ View Post
    Hmm, I'm not sure. A lot of that is already added in by the modified form of Sense the Opening Door. Also, I like the idea of some vampire giving themselves away when they go out to the Dance floor. But overall, it doesn't seems like a decent idea, so done.
    Well, as you have it now, it seems to work reasonably well, as the deathwatch provides a somewhat intermediary way of identifying undead until you gain the ability to identify them even when not dancing with sense the opening door three levels later. As a side note, on sense the opening door, you change from second to third person partway through the new last sentence.

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    Default Re: GitP PrC Contest Chat Thread IV

    Quote Originally Posted by Owrtho View Post
    Well, looking at it, the class seems to only require one level of bard, meaning a sorcerer or wizard can get rather notable benefits for the cost of one caster level. Also makes me notice that while the class continues to get bardic music uses, it doesn't actually learn any new songs. That tends to make a few of the other abilities that have your bardic music interact with the dancing somewhat lacklustre. I'd suggest possibly dropping a level or two of casting progression and granting some progression of learning more bardic music.
    Good points. Changing level one so that it drops a caster level, and adding language which increases bardic music learning progression.


    As a side note, on sense the opening door, you change from second to third person partway through the new last sentence.

    Owrtho
    Good point, fixed.


    Also- I like your new capstone.
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    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



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    Default Re: GitP PrC Contest Chat Thread IV

    Well, looks like the deadline has come. Looking forward to the voting on this one.

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    other hombrew

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    Default Re: GitP PrC Contest Chat Thread IV

    Quote Originally Posted by Owrtho View Post
    Well, looks like the deadline has come. Looking forward to the voting on this one.
    Yeah, I'm going to have a tough choice on which to vote for. A lot of the entries are very good.

    And of course it figures that I notice another extra enter and a typo a few minutes after the deadline has passed...
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    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



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    Default Re: GitP PrC Contest Chat Thread IV

    Current contest is closed, no more entries or edits please. I'll be going over this later this evening and I'll post the contest voting then. Good show folks!

    -X
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    Default Re: GitP PrC Contest Chat Thread IV

    Quote Originally Posted by ErrantX View Post
    Current contest is closed, no more entries or edits please. I'll be going over this later this evening and I'll post the contest voting then. Good show folks!

    -X
    Just thought I would bump to see what is going on with the voting thread.

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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  26. - Top - End - #476
    Ogre in the Playground
     
    boomwolf's Avatar

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    Aug 2007
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    Default Re: GitP PrC Contest Chat Thread IV

    And on another note: do we REALLY need to wait for voting to end so that we can begin a new contest? wont doing it parallel be more brew-efficient?


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

  27. - Top - End - #477
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    Morph Bark's Avatar

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    Default Re: GitP PrC Contest Chat Thread IV

    Quote Originally Posted by boomwolf View Post
    And on another note: do we REALLY need to wait for voting to end so that we can begin a new contest? wont doing it parallel be more brew-efficient?
    We don't, but usually the time is used to get a breather and to decide what the theme of the next one will be.

    Especially the first one seems important to me. If I'd want to participate every time and the contests would line up very quickly after the last ones, I'd keep pumping out homebrew yes, but it would be mediocre. I know some people prefer to keep going and going, but I prefer to just let inspiration strike and then nurture it into something that can grow.
    Strawberries = awesome avatarist.
    Current Projects:
    EMPIRE! -- A Community World-Building Game full of role-playing and strategy
    Analyzing RPG Systems
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    Campaign setting! Homebrew Tier Compendium! NPCs!
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  28. - Top - End - #478
    Ogre in the Playground
    Join Date
    Apr 2007
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    Boston, MA

    Default Re: GitP PrC Contest Chat Thread IV

    Quote Originally Posted by boomwolf View Post
    And on another note: do we REALLY need to wait for voting to end so that we can begin a new contest? wont doing it parallel be more brew-efficient?
    I like having a small bit of downtime between contests. Among other things, it gives me time to repost a version of my entry with any issues fixed that weren't dealt with by the time the deadline for the contest ran out. This contest's entry for example has at least two typos, two extraneous line segments, and a minor rule issue that wasn't pointed out to me until after the deadline for editing.
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  29. - Top - End - #479
    Dwarf in the Playground
     
    cooperflood's Avatar

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    Oct 2009

    Default Re: GitP PrC Contest Chat Thread IV

    Bump. It's been a week since the contest closed, it would be nice to get a voting thread.

  30. - Top - End - #480
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    Owrtho's Avatar

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    Jul 2008

    Default Re: GitP PrC Contest Chat Thread IV

    Perhaps someone else should try making the thread for now if ErrantX is too busy. I can try doing it if no one else is able or willing.

    Skimming through EdroGrimshell's Fusionist is lacking class skills, NineThePuma's Magitech Crafter is lacking fluff, and MoleMage's Vindictive Fists is lacking fluff. Other than that the rest of the classes seem to be complete, though I didn't check to see if they are lacking any abilities.

    Owrtho
    Tables
    Want them to look nice? Have a guide

    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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