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2013-06-22, 06:24 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Just a question. What are the sanity that you are curing (and from what rule system)? I can't seem to find a 3.5 rule for that...
As for the class, it doesn't seem to be overpowered in anyway. I'm also of the belief that Zone of Truth's design is faulty as it is anyway, so to further nerf it may be unneeded.
EDIT: Looking back, my class seems to be more of psychic surgeon than a psychotherapist with the lobotomy and stuff. Or not. Anyone can suggest of a more proper term? As for the main class features (still to add a few minor ones), does it seem too confusing (pun intended)?
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2013-06-22, 06:48 PM (ISO 8601)
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- May 2012
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- In the Playground. Duh.
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Voila, sanity.
I don't feel that I nerfed Zone of Truth, so much as took it differently.White is my color for internal monologue. (without the black highlight, of course)
Judge's choice in the Pathfinder Grab Bag XIX
Spoiler
Avatar by the ever-brilliant Ceika
Paizocarnum - A 3.p update of Incarnum, now in PDF!
The Beastmaster: Master of Beasts! (Pathfinder homebrew class)
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2013-07-01, 06:14 AM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Renamed to Otherborn, and all instances of Eldritch Conduit and Conduit (and in on case, Soul Conduit ) should have been replaced. If anyone notices some vestige of the old naming, feel free to mention it.
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2013-07-07, 12:32 AM (ISO 8601)
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- Nov 2008
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- Minnesota
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2013-07-08, 03:03 PM (ISO 8601)
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- Oct 2011
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Okely dokely do, the Panphobic's mechanics are complete, and I have a good complement of Phobias to choose from (though I'm sure I'll add more as time passes).
So... next step is the fluff. Thoughts on what I have already?(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
minmaxboards extended sig (more stuff)
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2013-07-08, 04:22 PM (ISO 8601)
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- Sep 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Looks pretty sweet so far!
A couple ideas/questions:
-Claustrophobia Tier 5: Freedom
-Necrophobia Tier 4/5: Turn undead as a Cleric of X level
-Ophidiophobia Tier 1: For the natural bite attack, if you boost the tier (dealing additional d4's, are the extra d4's base damage or bonus damage (i.e. do they multiply on a crit)?
-Trypophobia Tier 1: see Ophidiophobia
Keep up the good work!
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2013-07-10, 04:42 PM (ISO 8601)
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- Nov 2010
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- CA
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Okay I think I have most of the Black Blood Vanguard up.
Incantations and their rules are here: http://www.giantitp.com/forums/showt...php?p=14492054. I will make it easier to find in the main base class challenge post but I still need to finish the Terror School so I will wait till then.
Any peaches will be greatly appreciated as I think I made the class a bit too strong ATM.Awesome Avatar by Derjuin
My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
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2013-07-10, 08:13 PM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I have added the sanity system in a "sidebar" (spoiler) under the class' table. I would be grateful to anyone that can tell me if it's clear (or where/how I should clarify), and of course PEACHes are welcome.
Basically, I'm roughly going for first insanity=unpredictable unconsciousness, and it goes downhill from there.
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2013-07-10, 10:16 PM (ISO 8601)
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- Nov 2010
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Well I am going to note that the sanity system has a bit of a problem with low level combat, especially with commoners. Tell me if I am doing the calculations wrong.
Bob is a commoner who has 10 in all ability scores:
Maximum Sanity: (4.5 * 1 +0)/2 = 2 (Round Down)
Life Unit: 2/2 = 1
So therefore any damage inflicted upon Bob will deal 4 sanity damage and cause him to permanently snap. Tell me if I am doing the calculations wrong.
Also the system has a difficult time when a subject heals hit point damage but the sanity damage remains. I think casting a spell such as a heal, restoration, or similar spell should remove or reduce sanity damage.Awesome Avatar by Derjuin
My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
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2013-07-10, 11:51 PM (ISO 8601)
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- Nov 2008
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I think it might not be the modifiers that are added on. Rather, it's Wisdom and Charisma scores.
So Bob would have 1/2(4.5*1+10+10) = 12 (rounded down)
Life unit = 2/12 = 1/6.
Uh. Xhosant probably means to divide the maximum sanity by maximum hit points, not the other way around. I'll do that.
Life unit = 12/2 = 6.
What I don't get is the part before the equation. It says to take your hit die, find the average, and divide max hp by that, then the equation is completely different.Last edited by Temotei; 2013-07-10 at 11:52 PM.
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2013-07-11, 05:37 AM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
You shouldn't be dividing the 4.5 (or average hit dice). Also, the stat mods are added, not multiplied. So it would be 4.5 +(1+0)/2= 5, and that multiplied by HD (1).
Life Unit: 1d4 hp, divided by "half d4" or 2. We're looking at 1 or 2.
First of all, he'd only snap for a little while (4 hours, if he gets to calm down and take no more sanity damage).
Second, you forgot an important note: sanity damage from Hp loss does not trigger snapping, regardless of damage taken. You could go down to -10 sanity and still be fine. But if he took any sanity damage from a properly disturbing source after that, he'd immediately snap. He's been brought to the edge (after all, he IS almost dead), but it takes something properly maddening to push him over.
It was intentional, the mental strain of nearing death would persist until you can calm down. I could give some of the heals sanity healing, or make a sanity heal too.
Anyway, case in point. If it can be that confusing, it needs rewriting :/
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2013-07-11, 05:39 AM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
The part before the equation calculates the "life unit", or a given chunk of HP that you have roughly as many as your hit dice, constitution aside.
Maximum sanity is calculated irrelevantly, i'll edit it to make it clearer. Any tips on how to make it make sense to other people too? :P
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2013-07-12, 06:32 PM (ISO 8601)
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- Jun 2010
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Question: Would a base class that was also a monster class that went for 20 levels be acceptable?
Newest Work: Pyromancer - My submission for Base Class Contest X
Vote here.
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Finall got an Extended Homebrew Signature, courtesy of Cipherthe3vil
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2013-07-14, 01:40 AM (ISO 8601)
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- May 2011
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Hmm.. so I think most of the base work for my entry is already done.
I was hoping someone would try to take a look and see if at least the base class features are clear enough or are just plain confusing. PEACHES would be very much welcomed and appreciated!
I'm not quite so satisfied with the Chirurgery options, though, so I might add a few more in the following days to give it some versatility. My goal is for a solid T3, but I have a feeling that someone could (easily) come up with a way to make it too overpowered in certain situations.
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2013-07-15, 05:46 AM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Although I cannot be sure, i would guess it to be ok.
I have considerably simplified the sanity system, at least in regards to understanding. It will require an extra die on attack rolls when sanity damage has been inflicted (and a variable die at that, depending on target's atributes), but other than that it's just a "second hitpoint set, save-or-take-damage". Can someone try to read through it and say what they get?
Also finished part 2 of abilities and started part 3 (the "misc" categore, plus the illusion list), so class is almost done.
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2013-07-15, 08:23 AM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2013-07-15, 08:29 AM (ISO 8601)
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- Oct 2011
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
In-depth PEACH exchange with the Panphobic, anyone?
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
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2013-07-18, 05:40 AM (ISO 8601)
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- Dec 2012
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2013-07-18, 03:49 PM (ISO 8601)
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- Dec 2006
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- CA
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Sure, let's do this.
I like the resource mechanic. Kinda have a soft spot for literal per encounter resources (that is, you actually need an encounter to refresh them) that make sense.
An issue I have, fluff-wise, is how enemy fear effects don't accrue Dread, and the phobias themselves being present have no impact. I'd maybe suggest something that causes fear effects to be potentially more severe (say, every five points you fail the Will save by, the fear increases one step, or something) but also produce Dread corresponding to the level of fear they inflict.
Likewise, perhaps something where the phobia actually being present automatically sets it to a certain Tier (my thought would be 1 + the Continuous Anxiety bonus), but requires a periodic Will save to avoid a fear result, scaling either by the Tier or by how much the save fails by. It just seems odd to me that a Panphobic with Arachnophobia could be fighting giant spiders without effect but be working itself up into a state of near-panic over heights, or something.
Makes sense.
I was wondering if this might be problematic at the higher levels where you could be dual-wielding 15-20 threat range weapons for a pretty solid chance of getting two crits fairly quickly, but I think given the Will save you should be fine. Gods know there are more efficient ways to remove a foe from combat at that level.
Maybe at some point, an ability to sneak attack targets who are shaken, frightened, panicked, or cowering in addition to the normal options would make sense?
I do like this, makes it so even if the Panphobic resists a fear effect, it still scares them a little...just in a beneficial way.
I like the premise, although this one feels a bit weird, especially as an Exceptional ability. They basically move really fast and become near-invisible. I think I'd hold off on the no cover and concealment for a later, Supernatural ability, and have this one let them hide even while observed if they move twice their speed, and maybe just flat-out ignore all Hide and Move Silently penalties for speed of movement.
Contagious paranoia (Ex): Upon reaching 6th level, a Panphobic's constant state of distress can rub off on her enemies. Any enemy with 30 feet of her loses any immunity to fear that it had (though not immunity to mind-affecting effects, if any) for as long as it remains in the area, instead receiving a +5 bonus to saves vs fear effects.
Compound fright (Ex): By 7th level, the raw, acrid fear that runs through a Panphobic's veins can spur her to heights she never knew were possible. As a standard action at any time, she may spend 2 Dread so that she may take 20 on the next skill check that she makes in the encounter, even if circumstances (or the skill description itself) would prevent it. Taking 20 in this manner takes no extra time -- instead, she simply functions as if she rolled a 20 on the attempt.
Lets you use some of your abilities outside of combat, which is nice. Sadly, some of the really good out of combat ones (divination immunity, forbiddance, teleport, etc) are beyond what Continuous Anxiety will ever give you, but whatever.
This is cool. Would also be a good place to put the "no need cover/concealment" ability from Run and Hide, if you go with that suggestion.
Cool cool.
Hrm...I wonder if rather than suffering no ill effects on a failed save, let the Panphobic choose what level of fear to suffer. Less conflict with the previous "unable to gain fear immunity".
Nice.
I like it. No save keeps it relevant at this level, the cost keeps it from being too powerful.
The Phobias generally look fine I think (although a plain description of what they mean would be helpful ). The Summon of Monophobia seems shaky; Summon Monster doesn't scale all that well at its normal rate, let alone one spell level per five class levels. And it's using a Full Round action and competing with the really good (since you're a Sneak Attacker) +2/tier bonus on flank attacks.
Overall:
I think the class looks good. I was a bit worried that it had too many niche abilities at the lower levels, but there are enough generally useful ones (flank bonus, ranged attack bonus, one-round invisibility, and Xenophobia's awesome aura) that they should be able to contribute. Once Sneak Attack, the stealth options, and Tier 2 Phobias kick in around level 5, the class should be perfectly able to contribute.A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.
If brevity is the soul of wit, I'm witty like a vampire!
World of Aranth
M&M 3e Character Guide
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2013-07-19, 12:46 PM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I may hop back in with a new idea that dawned on me, but it's unlikely i'll post it until it's ready. Suffice to say, it takes the phrase "seed of insanity" literally, relying on "planting" various negative emotions and disorders into enemies (and occasionally themselves), 'reaping" them by manifesting them as actual flowers, and using these flowers to plant the effect into a new victim.
Due to the high amount of bonuses and penalties, however, and the shortage of testing time, I'd like to ask a favor I'd like a "reference" (a table, formula, or the such) for save DC and roll bonuses/penalties by level. No need for full level table, just a rough guideline, every 3 levels or something.
DCs should be average, penalties are readily accessible (applied by standard action, not limited/day etc.)
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2013-07-19, 12:52 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Save DCs are easy.
{table=head]Hit Dice/Level|Base DC
1|10
2|11
3|11
4|12
5|12
6|13
7|13
8|14
9|14
10|15
11|15
12|16
13|16
14|17
15|17
16|18
17|18
18|19
19|19
20|20[/table]
Add the key ability modifier to the base DC for total save DC. The only exception in a base class I've seen is in Derjuin's zodiac, in which he used 11 instead of 10 as the base.
Bonuses and penalties by level are much harder, as their value changes based on type, what they're applied to, how many targets are affected, how often they can be applied, and duration. Therefore, I won't make a table for it. Sorry.Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2013-07-19, 06:57 PM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Thanks for the DCs.
To narrow it down: penalties are mostly Morale, occasionally insight, never untyped. They affect 1 or 2 skill checks, AC, attack rolls or initiative rolls and the amount of penalties per enemy is severely limited by level (only one of the above each, and they don't stack). They can be applied at will with a basic attack to a single target and last a few hours (so the entire encounter).
I came upon Divine Favor, which gives a bonus of +1 per 3 levels. How is it, power-wise, to balance around?
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2013-07-19, 07:47 PM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
It's a luck bonus, so super rare type. It also scales really well for a 1st-level spell.
To illustrate, at early levels, magic weapon beats it out mainly because of duration, but later, divine favor scales too hard for it to keep up.
Strong, but not overpowered. Decent balance point.
How does the initiative penalty work? Does it alter the enemy's place in the initiative order?Last edited by Temotei; 2013-07-19 at 07:49 PM.
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2013-07-19, 08:43 PM (ISO 8601)
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- Oct 2011
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
minmaxboards extended sig (more stuff)
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2013-07-20, 12:42 AM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Sorry, I'm still pretty new to this and I forgot to snag a second post for my "new rules" section.
Would it be possible for me to post it and have it moved to be after my original post? If not, is there another way to fix this?
Edit: I'm talking about on the contest thread
Also I just added all the fluff to my entry and ask that you all PEACH away if you have any free timeLast edited by BlasphemousSlug; 2013-07-20 at 03:49 AM.
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2013-07-20, 05:27 AM (ISO 8601)
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- Oct 2011
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
(member in good standing of the troll-feeder's guild)
I am the assassin of productivity.
Super boss Muscle Wizard avvie by Ceika.
gitp extended sig
minmaxboards extended sig (more stuff)
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2013-07-20, 05:48 AM (ISO 8601)
- Join Date
- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
I meant numerically. If my penalties are 1/3 my level, is that balanced?
I was thinking that subsequent initiative rolls are penalized, so it wouldn't have much use in the current fight. But I could consider forcing him to delay under circumstances too.
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2013-07-20, 10:59 AM (ISO 8601)
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2013-07-20, 11:06 AM (ISO 8601)
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- Dec 2012
Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
The class will be at an advantage in more diplomatic campaigns or generally when they can slowly weaken the enemy beforehand. The debuffs will be applicable through non-threatening touch attacks as well, letting them weaken enemies pre-battle.
The ideal situation for them is to spend a month or so near the target, plant their seeds and come back a year or so later when the seeds have "grown" and weakened the enemy, to proceed for a Massive Damage-scale attack Unlikely parameters, but that's the ideal scenario.
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2013-07-21, 11:17 AM (ISO 8601)
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- Nov 2008
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Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).