The Order of the Stick: Utterly Dwarfed
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  1. - Top - End - #241
    Barbarian in the Playground
     
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    Exclamation Re: The Age of Warriors (Project Revived!)

    Incarnum crossover stuff. Would appreciate help balancing this and making it work well, though I know there's a bunch there to read.
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  2. - Top - End - #242
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    Default Re: The Age of Warriors (Project Revived!)

    Errata (edited and compressed version of Minmaxboards' errata) and FAQ to go at the end of the book. Pretty dry, just posting it so it's here.
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  3. - Top - End - #243
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    Default Re: The Age of Warriors (Project Revived!)

    *Pops in*

    Huh... Nice to see this project being revived.

    Can't wait to see it finished after nearly a decade now.

  4. - Top - End - #244
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    Default Re: The Age of Warriors (Project Revived!)

    Quote Originally Posted by Avalon® View Post
    Can't wait to see it finished after nearly a decade now.
    I wanted to have it ready for the 10 year anniversary which will be Dec 6, but that's unlikely now since I have much less time for this stuff than when I started the thread (basically underestimated the workload). May post the plain white "beta" documents on Dec 6 though.


    Misc note -- as cool as Pair O'Dice's Abyss and Hell disciplines are, considering instead using Dread Crown to represent both planes, since the Good planes all only get Golden Saint. It saves effort on making legacy weps and on converting Dread Crown to an epic discipline. Not sure.
    Last edited by Elves; 2019-11-12 at 05:54 PM.
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  5. - Top - End - #245
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    Default Re: The Age of Warriors (Project Revived!)

    Since maneuver save DCs will be made scaling, I'm thinking whether to have them be based off discipline or based off class.

    Path of War went the second route. It's simpler. But there is merit to the other way. It allows stronger thematics and more variance. For example: Lightning Fox (the speed discipline) maneuvers could have Dex-based DCs; there wouldn't be a risk of inappropriate-seeming DCs; it makes it less boring than "pump your one save stat". And it's more in line with what TOB does.

    In some cases you would have two eligible scores so it's not a turnoff.

    Just something to consider.
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  6. - Top - End - #246
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    Default Re: The Age of Warriors (Project Revived!)

    Editing pass 1 on the sublime swashbuckler...


    Full class table (image)

    Spoiler: Class Features by Level
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    1 - Personal style, weapon finesse
    2 - Signature move
    3 - Grace +1
    4 - Dodge bonus +1
    5 - Swaggering strike
    6 - Signature strike II
    7 - Acrobatic charge
    8 - Quick recovery
    9 - Dodge bonus +2
    10 - Signature combo
    11 - Grace +2
    12 - Panache, signature strike III
    13 - Acrobatic skill mastery
    14 - Dodge bonus +3
    15 -
    16 - ? (evasion?)
    17 -
    18 - Signature strike IV
    19 - Dodge bonus +4, grace +3
    20 - Dual strike

    Spoiler: Class Feature Descriptions
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    Increase Reflex save to good. Add Sleight of Hand and Spot to class skill list.

    Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, light armor, and bucklers, as well as with pistols, muskets, and revolvers.

    Maneuvers: A swashbuckler has automatic access to the Black Rain and Oncoming Storm disciplines, plus two more disciplines as a result of his personal style (see below).

    Upon reaching 4th level, and at every even-numbered swashbuckler level thereafter, a swashbuckler can choose to learn a new maneuver in place of one he already knows, just as other martial adepts can.

    Maneuvers Readied: A swashbuckler readies his maneuvers by exhibiting fancy bladework, taunting his opponents, and generally showing off and “psyching himself up” for at least 5 minutes.

    A swashbuckler can recover his expended maneuvers (except signature moves; see below) by taking the total defense action, during which he effortlessly parries his opponents’ attacks and bemoans their lack of skill.

    Every time a swashbuckler successfully feints against, trips, or disarms an opponent, he regains a single signature move of his choice (see below).

    Personal Style (Ex): Swashbucklers are deft bravados who pride themselves on their unique personal fighting styles. You may choose two identities from the list below, which each grant an additional discipline and an associated benefit:

    Avenger: Striking from the shadows and getting the drop on opponents, this type of swashbuckler metes out swift justice and makes bloody ends of vendettas. The swashbuckler gains access to the Shadow Hand discipline, adds Hide to his list of class skills, and gains one free manipulation skill trick for which he qualifies at 3rd, 9th, and 18th level.
    Crowd-Pleaser: This type of swashbuckler is expert at turning his enemies’ strength on its head; his whirling redirections and tendency to humiliate much larger opponents make him a favorite of crowds and a nag to foes. The swashbuckler gains access to the Setting Sun discipline and may add his Charisma modifier to grapple checks, to a maximum of +1 per swashbuckler level.
    Duelist: This type of swashbuckler is a master fencer. He executes every parry, lunge, and strike with immaculate precision, and derides any who cannot do the same. The swashbuckler gains access to the Iron Heart discipline and gains the benefit of Weapon Focus with one Iron Heart weapon.
    Hero: An inspiration to allies, this type of swashbuckler dominates the battlefield with his sheer presence and always seems to have the perfect plan. The swashbuckler gains access to the White Raven discipline and gains one free interaction skill trick for which he qualifies at 3rd, 9th, 15th and 18th level.
    Improviser: Borne into the breast of every situation with only the grease on his heels, this swashbuckler delights in pulling off clever victories with what’s at hand. The swashbuckler gains access to the Fool’s Grip discipline, a +2 bonus to hit with improvised weapons, and a +1 bonus on all untrained skill checks.
    Show-Off: Falling from heights, swinging on chandeliers, and leaping over opponents, this stunting swashbuckler enjoys acrobatic attacks with rapier and dagger. The swashbuckler gains access to the Tiger Claw discipline and gains one free movement skill trick for which he qualifies at 3rd, 9th, 15th and 18th level.


    Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level.

    Signature Move (Ex): At 2nd level, a swashbuckler develops his own idiosyncratic style and begins to favor particular strikes over others. Choose a single swashbuckler strike you know with an initiation time of one standard action. You may ready two instances of that maneuver. At 6th, 12th, and 18th level, you gain an additional signature strike.

    A second instance of a maneuver readied this way is designated with an obelus and called a signature move. That instance of the maneuver can only be refreshed in one way: when you successfully feint against, trip, or disarm an opponent, you regain a single expended signature move of your choice. Refreshing or readying your maneuvers normally, or using a feat such as Sudden Recovery, is not sufficient to recover an expended signature move. A swashbuckler's technique requires a certain flashiness, which the overuse of their signature moves would defeat.

    You can’t pick a 9th level maneuver as a signature strike, nor a maneuver accessed through a feat or item. Your choice of signature strike is permanent; if you cease to know the maneuver you don’t get to reassign it, although if you come back into knowing the maneuver it’s still a signature strike of yours, so long as you still possess the swashbuckler level that let you designate it as such.

    Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 3rd level. This bonus increases to +2 at 11th level and to +3 at 19th level. A swashbuckler gains this bonus only when unarmored or in light armor with no Armor Check Penalty and carrying no more than a light load.

    Dodge Bonus (Ex): At 4th level a swashbuckler receives a +1 dodge bonus to Armor Class. This bonus increases by 1 at 10th and 15th level. A swashbuckler gains this bonus only when unarmored or in light armor with no Armor Check Penalty and carrying no more than a light load.

    Swaggering Strike (Ex): Starting at 5th level, a swashbuckler may add his Charisma bonus, if any, to all attacks he makes as part of maneuvers, to a maximum of +1 per two swashbuckler levels. To gain this bonus he must be unarmored or wearing light armor with no Armor Check Penalty and be carrying no more than a light load, since his dramatic movements can’t be impinged.

    Acrobatic Charge (Ex): As default swashbuckler.

    Quick Recovery (Ex): Starting at 8th level, you may regain an expended signature move as a swift action once per round when you successfully attack a flanked or flat-footed opponent.

    Signature Combo: At 10th level, you may initiate one of your signature strikes as a single attack made as part of a full attack action, instead of as a standard action. At 14th level you may initiate a signature strike in place of a single attack of opportunity. However, you may not initiate a signature strike as part of another maneuver.

    Panache: A 12th level swashbuckler is an expert when it comes to outwitting his opponents. He may substitute his Charisma modifier for another discipline's key ability modifier when determining the save DC of a maneuver.

    Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler has become a master of flashy acrobatics. He may take 10 on Jump, Balance, and Tumble checks even under stress.

    Evasion (Ex)?

    Dual Strike: A 20th level swashbuckler has mastered his signature style such that he can strike twice in the time it would take another warrior to strike once. He may initiate one of his readied signature moves at the beginning of his turn as a free action.


    - Is the signature move ability good enough? Should you be able to ready a signature strike as many times as you want instead of just twice? Should signature strikes be capped at 7th instead of 8th level maneuvers?

    - Swaggering strike -- should it max out at 1 per swashbuckler level instead of 1 per 2 swashbuckler levels?

    - What should the 16th level ability be?
    Last edited by Elves; 2019-11-16 at 12:51 PM.
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  7. - Top - End - #247
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    Default Re: The Age of Warriors (Project Revived!)

    Quote Originally Posted by Elves View Post
    Since maneuver save DCs will be made scaling, I'm thinking whether to have them be based off discipline or based off class.

    Path of War went the second route. It's simpler. But there is merit to the other way. It allows stronger thematics and more variance. For example: Lightning Fox (the speed discipline) maneuvers could have Dex-based DCs; there wouldn't be a risk of inappropriate-seeming DCs; it makes it less boring than "pump your one save stat". And it's more in line with what TOB does.

    In some cases you would have two eligible scores so it's not a turnoff.

    Just something to consider.
    By discipline (or even by specific maneuver) sounds better to me.
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  8. - Top - End - #248
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    Default Re: The Age of Warriors (Project Revived!)

    Yep, that's what I decided on. Specific maneuvers can always have nonstandard DCs.

    No content update because what I've been doing is the editing and compiling for the "beta" release on the 6th (which will just be through Google Docs). Since the 3.5 forums get more traffic than Homebrew, hopefully that will bring more feedback than threads in this subforum get.



    DracoDei, any chance of doing that Frying Pan legacy weapon so I can include it? It doesn't have to be super complicated -- the backstory, three rituals, then a few funny abilities.
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  9. - Top - End - #249
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    Default Re: The Age of Warriors (Project Revived!)

    Christ it is dull QAing and editing all this stuff.

    (Blogpost) Mechanically, it's made me reflect -- a lot of attempts to empower martials in 3e involve handing out blanket immunities. But those get really repetitive and uninteresting, plus they cut out parts of the game, which isn't fun, nor is combat fun when it's just a contest of saying "no" to each other. So while QAing this I'm trying to think of more interesting ways for people to negate each other. For example, the adept hunter PRC had an anti-Stone Dragon ability that made your DR unpierceable; I replaced it with an aura that threatens to levitate enemies who approach you (because of the Stone Dragon requirement to be on the ground).


    Thread visitors: The Task Board post on page 1 is still being updated. Remaining things that you're welcome to jump in on include a dozen remaining legacy weapons (legacy weapon format), three prospective PRCs, and the creation of a shield-based tanking discipline modeled on Path of War's Iron Tortoise. Ideas for the new base classes linked in that post are great as well.
    Last edited by Elves; 2019-11-21 at 12:47 PM.
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  10. - Top - End - #250
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    Default Re: The Age of Warriors (Project Revived!)

    Not bad! I like the original ideas you used here.

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    Thumbs up Re: The Age of Warriors (Project Revived!)

    Ah, a massive expansion to my favourite book!
    Great to see it alive.

  12. - Top - End - #252
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    Default Re: The Age of Warriors (Project Revived!)

    Quote Originally Posted by Elves View Post
    DracoDei, any chance of doing that Frying Pan legacy weapon so I can include it? It doesn't have to be super complicated -- the backstory, three rituals, then a few funny abilities.
    Unfortunately the rituals are the part I would have the hardest problem with, and the backstory... I'd have to balance ease of coming up with something with not copying the original story it from TOO closely (Copyright and all that...).

    Honestly, I'll likely continue to be as flakey about working/posting as I have been. I might improve from that to "erratic" though.
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  13. - Top - End - #253
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    Default Re: The Age of Warriors (Project Revived!)

    Okay, well, if you have ideas for individual abilities post them. May have to add the discipline weapons to the playtest thread in a later "batch" anyway -- the 6th is in a week & I want to have the disciplines, classes and prestige classes all ready.


    Most of the work involved is just busywork (revision/editing/formatting). The biggest content gap is the poet class. Animist, machinist and warlord will all be ok with some tweaks, but I never finished the poet (link on first page) because it didn't come out well. The class needs to:

    - focus on support/buffing
    - succeed at being a martial adept while having 1/2 BAB
    - have a colorful "imagination" theme
    - be bardlike but be themed on language not music

    Any fresh mechanical ideas for it?
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  14. - Top - End - #254
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    Default Re: The Age of Warriors (Project Revived!)

    Quote Originally Posted by Elves View Post
    Okay, well, if you have ideas for individual abilities post them. May have to add the discipline weapons to the playtest thread in a later "batch" anyway -- the 6th is in a week & I want to have the disciplines, classes and prestige classes all ready.


    Most of the work involved is just busywork (revision/editing/formatting). The biggest content gap is the poet class. Animist, machinist and warlord will all be ok with some tweaks, but I never finished the poet (link on first page) because it didn't come out well. The class needs to:

    - focus on support/buffing
    - succeed at being a martial adept while having 1/2 BAB
    - have a colorful "imagination" theme
    - be bardlike but be themed on language not music

    Any fresh mechanical ideas for it?
    Note that I haven't looked at the Poet in years, if ever. I do have two ideas, one blindingly obvious once one hears it (and which you may have already thought of), and the other is... a bit of a "waterfall you will need to sort through to find the cup-full that BEST matches what you need"... and I think I will mention something that lies at the intersection area of the two (like on a Viene diagram) :
    1.) Poor BAB indicates that they should be doing stuff that requires saves without needing a to-hit, touch attacks flat-footed attacks(maybe?), utilities (movement/mobility, senses), healing, buffing (as you said), counters, and anything else that doesn't require a normal to-hit roll.
    2.) Look up the Grace-Gift* and/or Phileotheysia in my extended signature for ideas on a 1/2 BAB at-will buffer. You could turn Defensive Strike into a stance or three, and make the swift action abilities into maneuvers, but probably dropping the penalties they inflict on the user in exchange for the loss of mobility created by making them standard action, as well as requiring a refresh mechanic, rather than being TRULY at-will. Do note that those classes aren't so much "walls of text" as "massive citadels of verbage". Although you can probably pare away most of what Defensive Strike does by eliminating all the manifestations/upgrades/feats that can be duplicated with a decent weapon, rather than the "even with a kitchen knife I shall not fail to defend those I cherish" vibe I was going for. Or keep them swift action and/or keep the costs? Certainly Carry the Burden (increase your own load by the weight of an ally including how much they are carrying to grant them gravity-defying effects up to and including Fly) could work as a stance, boost, or miscellaneous maneuver (like with the Earthquake maneuvers: hard to categorize).
    * Don't forget to look at the feats I created, both specific to the class, and the "blocker/improved blocker" chain. I only used feats as the mechanic because I didn't realize how many of them, especial past the first few categories, would end up being unique to the class. In retrospect it would probably have been clearer to model them after the rogues special abilities, and include the list of pre-existing feats that each Roman-numeral rank gives you access to as part of that listing.
    Intersection.) One thing that I did was that while they ARE a 1/2 BAB class according to their chart, this is somewhat misleading. A common mechanic is that their BAB increases to Full when doing certain things that are "defend others" in nature. The poster-child for this is of course, the iconic ability Defensive Strike which makes the bog-standard AoOs (and actually a SUBSET of them) into a serious deterrent. Another is Weapon Denying Technique (Phileotheysia only I think?) which lets you do sunders/disarms (including variations that debuff natural weapons) with extra bonuses against weapons you have seen harm your allies.

    I might be able to make more specific suggestions some other day.

    EDIT: Okay, I took a glance at the Poet. No ideas on what you asked about yet (didn't get all the way through, let alone look at the associated disciplines). Do you pick how many maneuvers you are granted, or roll 1d3-1 (and increasing sides to the die at higher levels)? Do you get to pick which maneuvers you are granted, or is that randomly determined? Strike While the Iron is Hot would seem sorta a gimme for strikes and boosts if you get to pick which ones.
    Last edited by DracoDei; 2019-11-30 at 12:26 PM.
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    Default Re: The Age of Warriors (Project Revived!)

    Spoiler: VERY rough draft of Frying Pan of Doom, may further, also posted in the Falling Anvil thread.
    Show
    The Frying Pan of Doom
    [Description]

    Omen: This frying pan sears the hand of anyone not selected to wield it (1 point of fire damage per round if held without an oven mitt, or more if it currently has an true wielder). These burns smell faintly of freshly scrambled eggs (plain) until they heal. Upon grasping it a worthy wielder also smells eggs cooked in their favorite style (including spices, toppings, things mixed into an omelet, etc), but this odor is not detectable to those around them.

    History
    (Just copy this over from the source story? Refer readers to that story?)

    (DC 15)

    (DC 20; A)

    (DC 25; B)

    (DC 31; C)


    Legacy Rituals

    The following three rituals are required to unlock all the abilities of X.

    A: Cost: 1500gp. Feat Granted: Least Legacy ( ). ((Cooking Contest?))

    B: Cost: 13,000gp. Feat Granted: Lesser Legacy ( ). ((Trial by Heckler?))

    C: Cost: 39,000gp. Feat Granted: Greater Legacy ( ).


    Wielder RequirementsCraft (Cooking) 1, Chaotic Good or Neutral Good alignment
    Non-legacy Game statistics: +1 Frying-pan (burns hands of unworthy... with strength perhaps depending on the "activated" level of the current true wielder (so just an oven mitt being sufficient might only be for "level 0 AKA unclaimed")
    Level Abilities
    5 ?In His/Her Majesties Service? ?Ovid Transformation 1/week, NOT expended on a miss or successful fortitude save (DC 10 + 1/2 IL + Cha. Mod), but can only be attempted 1/minute (1/round???). Turns target into an egg, 1 round, hardness 10, hp as per original for target (this plus AC should make it a poor choice for a "hit vulnerable ally" at higher levels, but I should probably still allow the using of lower level effects)? (probably do both of these, but not necessarily at this level)? Does not cause penalties as if it was an improvised weapon (still counts as such for any BENEFICIAL purposes).
    6 ?Throwing?, ?Counts as Silver for DR etc, but NO damage penalty?
    7 ?Ovid Transformation (1d4 rounds, hardness 5)?, ?+2 Enhancement Bonus?
    8 ?Distance?
    9 ?Returning?(Loses all ranged enchantments until the start of your next turn when this is used?)
    10 ?Ovid Transformation (2d4 rounds)?
    11 ?Ovid Transformation (2/day)?
    12 ?Ovid Transformation (Can be ATTEMPTED 1/round)?, ?+3 Enhancement Bonus?
    13 ?Seeking?
    14 ?Merciful? ((Probably better to have this earlier?))
    15 ?+4 Enhancement Bonus?
    16 ?Ovid Transformation (3/day)?
    17 ?Ovid Transformation (4/day)?
    18 ?Ovid Transformation (1/attempt per HIT)?
    19 ?Ovid Transformation (6/day)?
    20 ?+5 Enhancement Bonus?, Ovid Transformation (Basic Transformation At-Will, 2/day at time of hit can choose to have egg hatch into a chick 1d4 rounds later. If it hatches this counts as a True Reincarnation effect that into a chick, that ignores willingness, SR, PR, and allows no save. If the egg is destroyed then this timer is PAUSED, resuming when and if the target is returned to life.)


    In His/Her Majesties Service: You may select a number of individuals who you have sworn service and at least some level of obedience to equal to your charisma modifier (Min. 1). Adding one can be done as a swift action provided they already meet the oath requirement. Removing one requires 1 minute of mediation. When making an attack with this weapon against a creature you believe is a clear and immediate (approximately: within the same combat, or 1 minute if outside initiative) danger to that individual you may substitute your charisma for your strength and/or dexterity for the purposes of to-hit and damage. If you strike a target that is not actually hostile to the specific person(s) you were trying to protect they have no chance to turn into an egg or suffer any addition negative effects other than the bludgeoning damage (which becomes subdual damage), and, in addition, you turn into an egg (Hardness 0, all damage doubled) for 1 minute or until at least one person you were specifically trying to protect at the time sincerely apologizes to your victim on your behalf (or at GMs discretion on behalf of whoever misinformed you... or at least honestly and sincerely places blame on such an individual (even nebulously if they don't know who it was) if they don not know who misinformed you, but honestly believe you MUST have been misinformed) in a way they can understand (note that this requires they be conscious!)).


    Last edited by DracoDei; 2019-12-01 at 07:21 PM.
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    Default Re: The Age of Warriors (Project Revived!)

    Thanks for delivering. I'll add that in. Confirming that when I post the playtest thread it will only have discs, base classes, prcs to start with so you have time to finish if you want.


    For the poet class, one thing that certainly makes sense is to have buffs proc off maneuvers, instead of having a separate bardic music-like action. The current "musal invocation" ability is an attempt to try and do it modularly -- you activate the ability, and then for a few rounds you get to choose a buff from a class list each time you hit with a strike (or something like that, I forget). But it might be simpler to either have it be something you don't have to activate, or to just bake the buffs into the maneuvers.

    ------------------


    Thread link: sublime warrior PRC

    There's a class that I revised that I'd like feedback on because it does a 1.5 IL progression which might turn out weird. It's short.
    Last edited by Elves; 2019-12-03 at 03:11 PM.
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    Default Re: The Age of Warriors (Project Revived!)

    Delaying til tomorrow, day after tomorrow at the latest. It's been 10 yrs, won't make a difference.

    Edit: Just to explain, some of these things I have to basically rewrite which is the cause of delay.
    Last edited by Elves; 2019-12-09 at 07:22 PM.
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    Default Re: The Age of Warriors (Project Revived!)

    Have to reformat about 1000 maneuvers. It's easy just tedious. If anyone can help and do a few, please PM me. Thanks.
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