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Old 08-01-2009, 11:35 PM   Top  -  End  -  #1
Limos
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Default [4e] Bio-Chromatic Breath

Bio-Chromatic Breath

Each and every natural sentient humanoid is born with one breath. Breath calls out to other breath, which is the source of people’s abilities to sense one another. The feeling of being watched is your breath connecting with another’s. Abberations and Fey do not have Breath, nor can they contain them. Different numbers of Breath have different effects on the body. Their own natural life energy mimics the effects of a single breath but is not subject to the science of Bio-Chroma.

Bio-Chroma can also be used to animate the inanimate using simple commands and the investiture of Breath. The more complex the command and the less natural the object to be animated the more breaths are required to animate it. Breath used in such ritual magic is invested and then reclaimed by the practioner, commonly called an Awakener.

The most recognizable sign of an Awakener is the aura of intense color that surrounds them. The Awakener's aura makes all colors brighter, yet does not change the hue, it just makes them more intense.



0 Breaths – Drab
Spoiler



1 Breath – Standard
Spoiler



50 Breaths – The First Heightening
Spoiler




200 Breaths – The Second Heightening
Spoiler




600 Breaths – The Third Heightening
Spoiler



1000 Breaths – The Fourth Heightening
Spoiler



2000 Breaths – The Fifth Heightening
Spoiler



3,500 Breaths – The Sixth Heightening
Spoiler




5,000 Breaths – The Seventh Heightening
Spoiler




10,000 Breaths – The Eighth Heightening
Spoiler




20,000 Breaths – The Ninth Heightening
Spoiler




50,000 Breaths – The Tenth Heightening
Spoiler


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

Bio-Chromatic Awakenings

An Awakening functions similarly to a Ritual but is usually much quicker and much less controlled than ritual magic. All Awakenings have a cost in Breath attached which must be paid in order to activate the Awakening, many also require prepared foci or materials in order to function.

Awakenings do not require a ritual book, but they do require the Ritual Caster feat due to the complex nature of the visualizations and mental strain inherent in Awakening.

All Awakenings require the Awakener to speak clearly and firmly such that his target can hear and understand what he is saying. He must speak in his native tongue without stuttering or slurring of the words. An incorrectly spoken Awakening drains the requisite number of Breaths but does not result in a functional Awakening. There is one Awakening command that can be used without the Ritual Caster feat.



My Breath to Yours
Spoiler




All Awakeners learn one other basic Awakening.



Your Breath to Mine
Spoiler





Awakened commands are very simple, and usually can be used on a variety of materials or focuses. But the visualization and mental discipline required to make it work means that each command must be learned individually and requires practice to perfect.



Hold When Thrown
Spoiler





Fetch Item
Spoiler






Protect Me
Spoiler



Strengthen My Arms
Spoiler



Be As My Legs
Spoiler


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

Last edited by Limos : 08-07-2009 at 05:27 PM.
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Old 08-02-2009, 02:47 PM   Top  -  End  -  #2
Limos
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Default Re: [4e] Bio-Chromatic Breath

Gods and Religion

There are two mainstream faiths in the setting, one worshiping Austre, God of Colors, and the other worshiping The Iridescent Tones, The God Kings and The Returned.


Austrism

Austrism is the name for the worship of Austre as well as the tenants of the faith. This is mostly practiced in the mountain kingdom of Idris.

Austrism is based on a doctrine known as The Five Visions, passed down to them by the First Returned Vo. Upon Returning Vo dictated the Five Visions then impregnated his wife before dying of his Breath Dependency one week later. His child, with the blood of the First Returned, became the first King of Hallendren. His descendants are the Idrian Royalty.

Austrism believes you should not draw attention to yourself, you must be humble in all things. They shun bright colors in favor of drab earth tones and whitewash.

Austre is a Lawful Good god, and has the Protection, Justice and Civilization domains. Worshippers of Austre with the Channel Divinity feature may take the Austre's Stoicism feat which is as follows.

Austre's Stoicism
Prerequisites: Channel Divinity class feature, must worship Austre
Benifit: You may invoke the power of your deity to use Austre's Stoicism

Austre's Stoicism
Encounter ✦ Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains a +5 power bonus to Fortitude defense until the start of your next turn.
Special: You must take the Austre's Stoicism feat to use this power.


The Iridescent Tones

The Iridescent Tones are not so much deities as they are a force of nature. Worshipers believe that the Tones choose people who die in showing some virtue and send them back to the living as The Returned in order to deal with some future challenge or to impart wisdom to those still alive.

The Returned themselves possess one intense Breath which mimics the effects of the Third Heightening. To the senses of an Awakener it registers as infinite in scope.

Expending this Breath allows the Returned to grant one Wish at the cost of their own life. It may be used to do the following.
  • Heal one person of any affliction
  • Revive the dead, regardless of the location or condition of the body or how long they have been deceased
  • Grant a +2 Inherent bonus to any ability score
  • Slay one living creature regardless of any defenses (Must be within sight)
  • Destroy an Artifact
  • Other possible usages at the DM's discretion.

Each Returned can only grant one wish and cannot be raised or revived through any means (including another Returned's Wish) upon using their wish. Their body loses all color and life and quickly crumbles into dust.

When a character Returns apply the following template.


Returned
Spoiler


Returned in Idris are usually allowed to die from their Breath Dependency as they are seen as an ephemeral glimpse at Austre's benevolence that must not be exploited or kept past it's natural time.

In Hallendren the Returned are worshiped as gods, believing them to have been sent back by the Iridescent Tones to guide the living. The Court of the Gods in the center of Hallendren City houses and pampers the Returned and provides them with their weekly Breath.

In exchange the Returned are petitioned each morning by supplicants to the court hoping to gain the benefit of a Wish. In addition the Priests of the Iridescent Tones use the Returned to divine fortunes and portents through their dreams and reactions to art or even everyday life.


The God Kings

The Rulers of Hallendren are called The God Kings. Each God King is still born and attains ascension before birth (or so the Priests claim). The Stillborn child then Returns and becomes the next God King.

Unlike normal Returned the God King is capable of granting much more powerful Wishes but still dies upon completion. Common practice is for a God King to rule for 50 to 60 years before conceiving an heir. Once an heir is born the God King seeks out some great task, a plague, a horde of monster, and uses his Divine Wish to help his people.

The true power of the God Kings lies with the Light of Peace. A very impressive name for the treasure trove of Breaths which has been passed down through the God Kings since the Manywar and the reign of Peacegiver. The Light of Peace consists of tens of thousands of Breaths and raises it's holder to the Tenth Heightening.

The God King's Bio-chromatic aura splits white light into a rainbow of colors as though through a prism. He is capable of Awakening objects with only the sound of his voice or even through just the power of his mind. He is also the only person capable of learning the Command Phrases for a Lifeless through intuition alone.


The current God King is Susebron, who has ruled for 50 years.


Last edited by Limos : 08-07-2009 at 10:54 PM.
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Old 08-03-2009, 12:25 AM   Top  -  End  -  #3
Limos
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Default Re: [4e] Bio-Chromatic Breath

The Lifeless

The science of Bio-Chroma is inextricably tied up in the creation and perfection of Lifeless. The methods of effectively creating and maintaining Lifeless are one of the main contributing factors to the Manywar.

Before the invention of Ichor alcohol and the perfect Lifeless creation ritual as found by Kalad the Usurper there was no effective way of turning Breath into military force.

The most effective Awakened warriors were amazingly complex and expensive, taking hundreds of Breaths for each one only to make a creature not significantly more effective than a human soldier.

But Kalad's Lifeless only took a single Breath to animate, could change their commands after their initial creation, retained skills from their life, and could be quickly and efficiently repaired.

With these new Lifeless each soldier could do the work of two, a Drab to wield one sword, and his Breath to animate a Lifeless to hold another.

Kalad's military force doubled nearly overnight and he quickly crushed the Royal forces and took control of Hallendren city, which officially kicked off the Manywar.


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

Lifeless Awakenings

Prepare Corpse
Spoiler



Animate Lifeless
Spoiler


Repair Lifeless
Spoiler



The D'Denir, for DM eyes only
Spoiler

Last edited by Limos : 08-08-2009 at 01:47 AM.
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Old 08-03-2009, 01:43 PM   Top  -  End  -  #4
Limos
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Default Re: [4e] Bio-Chromatic Breath

Awakened Weapons

It costs 10,000 Breaths to Awaken a weapon and grant it sentience. Once created the Investiture of Breath cannot be reclaimed and the weapon becomes self-willed and self-aware. Like all Awakened objects Awakened Weapons have at their core a single command which forms the basis of their personality.

For example, the sword Nightblood's command is "Destroy Evil." Unfortunately lumps of sharp steel have very little concept of what actually qualifies as "Evil".

Nightblood

Nightblood is a unique +3 Awakened Bastard Sword with the following properties and powers

Enhancement: Attack rolls and Damage rolls
Critical: +3d8 Necrotic damage per plus
Property: Upon reducing an enemy to 0 hitpoints, take a Standard Action
Property: The attack bonus from charging is increased to +2.
Property: Each turn that Nightblood is drawn and held it consumes 25 Breath. If this would reduce the wielder to 0 Breath they are killed instantly and cannot be resurrected except through a Returned Wish.
Property: Each turn that Nightblood is drawn and held it deals 5 damage to the wielder.
Power: At-Will (Special) ✦ Weapon, Necrotic
Standard Action Close Blast 3
Target: Each creature in blast
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier Necrotic damage.
Special You must expend a Healing surge to use this power. This power may be used as a melee basic attack on a charge.
Nightblood's Goals
  • Destroy Evil (whatever that means)
  • Figure out what morality is
  • Be used in battle

Roleplaying Nightblood
Nightblood communicates telepathically with it's wielder and cheerfully urges them to draw him in any situation. Nightblood has no concept of morality and will usually decide that anyone in opposition to it's wielder is Evil and thus deserves death.

Nightblood is able to hear any and all thoughts of it's wielder and will respond to them as though they were directed at it (As Nightblood perceives the world everything should be directed at Nightblood).

Nightblood becomes sullen if refused the opportunity to fight and will actively seek to kill the wielder if it decides they are "Evil".

Concordance
Starting Score 5
Owner gains a Level +1d10
Nightblood is used to kill (Maximum 2/day) +2
Owner draws Nightblood (Maximum 1/day) +1
Owner is Evil -6
Owner completes an Encounter without drawing Nightblood -2


Pleased (16-20)
"We've sure destroyed a lot of Evil haven't we? I'm sure Shashara would be proud of me. We should go see her! Wouldn't that be fun?

Nightblood's Enhancement Bonus increases to +5
Critical: +5d8 Necrotic Damage
Property: The attack bonus from a charge is increased to +4
Property: Upon reducing an enemy to 0 hitpoints, take a Standard Action and gain an action point.


Satisfied (12-15)
"You're not doing too bad, we are destroying Evil right? I've never been too clear on which side you're on."

Nightblood's Enhancement Bonus increases to +4
Critical: +4d8 Necrotic Damage
Property: The attack bonus from a charge is increased to +3


Normal (5-11)
"Come on come on come oooooon!!! Draw me already!!"

Nightblood urges it's wielder to draw the blade and do battle, he is not too picky as to the enemy.


Unsatisfied (1-4)
"You are weak! Draw the blade squishy one!!"

Property: You take a -4 penalty on attack rolls with any weapon other than Nightblood, this effect persists unless Nightblood is no longer in your possession.

Any time Nightblood is Unsatisfied and not in someones possession it makes the following attack against all sentient creatures within 5 squares.
At-will ✦ Charm
Free Action (1/round) Close Burst 5
Target: All creatures in burst
Attack: 1d20 + 1/2 level vs. Will
Hit: Target is Dominated until the end of their next turn.
Dominated creatures when Nightblood is Unsatisfied will move to and pick up Nightblood.


Angered (0 or Lower)
"Prepare to die creature of Evil!!!"

Nightblood has decided that you the wielder are Evil, and nothing will persuade him otherwise. He immediately attempts to dominate the wielder and kill him.

Property: Nightblood cannot be drawn while Angered and must be wielded with the sheath still in place. His [W] die is reduced to 1d8 as a result.

Property: The wielder does not fall unconscious when in negative hitpoints and is not entitled to death saves. Upon reaching -10 hitpoints the wielder is killed immediately.

Each turn Nightblood makes the following attack against the wielder.
At-will ✦ Charm
Free Action (1/round) Personal
Target: The Wielder
Attack: 1d20 + your level vs. Will
Hit: Target is Dominated (save ends)
Once dominated the Target makes a Coup De Grace attempt on itself each turn until dead or until no longer dominated. Creatures killed in this manner cannot be resurrected except through a Returned Wish.

If dropped while Angered it makes the following attack.
At-will ✦ Charm
Free Action (1/round) Ranged 5
Target: The Wielder
Attack: 1d20 + level vs. Will
Hit: Target is Dominated until the end of their next turn.

Moving On

Nightblood only leaves it's Owner if angered, and in that case they are already dead. If by some chance the Owner survived Nightblood's wrath and was separated from the weapon they lose one healing surge permanently and their weapon arm is bleached a dull gray.

Last edited by Limos : 08-08-2009 at 01:07 AM.
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Old 08-03-2009, 01:58 PM   Top  -  End  -  #5
Krazddndfreek
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Default Re: [4e] Bio-Chromatic Breath

I'm confused about how breaths are acquired. Or did you not work that out?

Not to be rude or anything

Last edited by Krazddndfreek : 08-03-2009 at 01:58 PM.
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Old 08-03-2009, 02:06 PM   Top  -  End  -  #6
Limos
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Default Re: [4e] Bio-Chromatic Breath

Each natural humanoid has 1 Breath, and everyone can use the My Breath to Yours without training or having to buy it. So basically you pay someone to give you their breath, they become a Drab and you are one Breath higher.

I guess I should link back to the main campaign setting page. But it's common practice in Hallendren to buy and sell Breaths. I haven't decided how much they will cost yet but it should be substantial.

Warbreaker, Campaign Setting

There is the link to the main thread.
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Old 08-03-2009, 02:12 PM   Top  -  End  -  #7
PairO'Dice Lost
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Default Re: [4e] Bio-Chromatic Breath

Quote:
Originally Posted by Krazddndfreek View Post
I'm confused about how breaths are acquired. Or did you not work that out?

Not to be rude or anything
In the books this comes from, each person has one Breath, and to get more you need to take them from other people; they can only be given willingly, so most often you buy Breaths if someone needs money badly (one example is someone selling his Breath to sustain one of the gods and being paid enough to live well for a year in return). Limos's question on what they should cost sort of answers the question. EDIT: Looks like Limos covered this.

As to cost, you definitely want to make them somewhat expensive (as in the example above), but (A) it shouldn't cut into expected treasure levels too much and (B) it should be possible to get the First Heightening relatively easily. I'd say take the wealth you should have at 15th level (don't play 4e, don't know it offhand) and divide it by 5000 to get the cost of a Breath; once you have 10 Breaths, the cost goes up by 10gp as you need to find Breaths from people in better health or who otherwise wouldn't want to part with them. For instance, if WBL at 15th is 100,000, each Breath would cost 20gp at 1st level. Once you have 10 Breaths, the next 10 cost 30gp, the next 40gp, and so on.

Now, I'm not sure of the 4e WBL system so that may throw things off too much, but hopefully that should let people get the Third Heightening around 16th or 17th while allowing people who really focus on it to get it earlier. And of course this is assuming you need to find people to sell you Breath--if you can pick up a couple dozen on the corner at once from a black marketeer at the Second Heightening, you'd obviously want to jack them up a bit.
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Last edited by PairO'Dice Lost : 08-03-2009 at 02:13 PM.
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Old 08-03-2009, 02:23 PM   Top  -  End  -  #8
Limos
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Default Re: [4e] Bio-Chromatic Breath

Well the WBL for 4e is pretty much the cost of 1 magic item at your level, so for Level 15 it is 25,000. So if the Third Heightening is 500 breaths, that would mean 50 gold per breath.

That would also mean that you would reach the first heightening at Level 7 (WBL = 2,600) and the Second Heightening around level 11 (WBL = 9,000)


If I made breaths cost less during Heroic tier, say 30 gold. Then you would reach the First Heightening at around level 5. The Second heightening would then be at Level 10. And then we raise the price of Breaths to 50 at that point and they shouldn't reach the Third Heightening until level 15.

So mid heroic for First, just entering Paragon for second, and mid Paragon for third.
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Old 08-03-2009, 02:24 PM   Top  -  End  -  #9
Krazddndfreek
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Default Re: [4e] Bio-Chromatic Breath

Ahh I see. Well, carry on then.
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Old 08-03-2009, 03:21 PM   Top  -  End  -  #10
douglas
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Default Re: [4e] Bio-Chromatic Breath

My comments assume you are attempting to be accurate to the source material.

20,000 breaths gets you the ninth heightening. The tenth requires 50,000.

There are specific and not at all hard to discern benefits to all ten heightenings. For example, the third heightening grants perfect color recognition and immunity to disease. The second heightening gives perfect pitch as I recall, at least in hearing though maybe not in vocal reproduction. Somewhere along the line you stop aging, too.

Returned get the fifth heightening automatically, not just the third. They also lose all memory of their past life, but retain all their skills and abilities.

As I recall even the sixth heightening is not all that incredibly rare in Hallandren, and enough people have achieved all the way through the ninth heightening over the course of history that the benefits to that point are well known to people who study the subject. The tenth heightening has only ever been achieved by the God-Kings of Hallandren, and aside from the color-splitting aura its benefits are a well kept secret, though at least two of them are revealed to the reader near the end of Warbreaker.

You left out the aura of intensified color that surrounds everyone who has extra breaths. It's barely perceptible to a normal person at the first heightening, easy to spot by the third, and blatantly obvious by the fifth.

Awakenings other than the basic breath transfers should also require a brightly colored object, which gets drained of color when the Awakening is performed.

If you haven't read Warbreaker, don't open this spoiler:
Spoiler


4e "Wealth By Level" is actually three magic items, one of each level 1 above, at, and 1 below your level, plus gold equivalent to a magic item 1 level below your level. A level 15 character gets one level 16 item, one level 15 item, one level 14 item, and gold equal to the price of a level 14 item.

I think the value you're placing on each heightening is too high. Any character who spends his entire wealth on breaths is crippling himself at high levels due to the lack of basic enhancement bonuses on his attacks and defenses. Unless either the heightenings themselves or Awakenings easy enough and cheap enough to be routine make up for those, no sensible character will spend more than a relatively small fraction of his wealth on breath.
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Old 08-03-2009, 03:29 PM   Top  -  End  -  #11
Limos
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Default Re: [4e] Bio-Chromatic Breath

I changed a few things with the Heightenings, I gave Color to second because that isn't actually as useful as Perfect pitch or so I thought.

I was thinking of adding in the Artisan script as a secret language that you need the second heightening to perceive, being based on subtle color gradients as it is.

Is it really 50,000 for the Tenth? I just guessed at 20,000 since it said that the Light of Peace measured in the "Tens of Thousands" and that he had the Tenth Heightening.

I didn't want to make any heightenings after the third simply because it was getting to be a lot of work.

Also if you look at the rituals, for instance Protect Me, it lets you push an opponent away three times per focus and you don't lose the breath afterward. It's basically the cost of the cloak for three uses of Repulsion Armor except it doesn't cut into your Daily Item uses.

Also my version is an immediate interrupt rather than an immediate reaction. So rather than just pushing away people who get close to you it actually blocks attacks.

To make up for that it requires an attack roll, but it keys off Insight which gets a big boost from the Heightenings.

I was planning on leaving Returned as not being Awakeners, just so we don't have to deal with Players trying to be Returned. I guess what I meant was that they can't go giving their Divine Breath away.


How much do you think I should make Breath cost then?
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Old 08-03-2009, 07:24 PM   Top  -  End  -  #12
Draz74
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Default Re: [4e] Bio-Chromatic Breath

Neat idea.

But the God-King as Level 35? That would make him as strong as a true minor god in a generic D&D system, and I didn't picture him being that powerful.

Warbreaker overall is not a super high-powered world. With the exception of the God-King, Vasher, and Denth (and their other ex-comrade who's mostly just mentioned in the Epilogue), I'd say the highest-level characters in the entire world are maybe Level 15. That's including the rest of the Court of Gods (who make up most of the above-Level-10 population).

With that in mind, Susebron could believably have kicked everybody's trash at the end of the book even if he was only Level 22 or so.
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Old 08-03-2009, 08:03 PM   Top  -  End  -  #13
Limos
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Default Re: [4e] Bio-Chromatic Breath

I was planning to stat out Denth and Vasher, as well as write up artifact stats for Nightblood.

I think I'll make Susebron v2 a level 20, and Vasher and Denth can be level 16. Tonk Fah will be level 10, he's nowhere near as strong as Denth.

The Returned aren't very high level at all in my mind. Just think of Blushweaver and Lightsong, they can't awaken, they can't fight. They are basically bystanders. I could see their priests as high level clerics, but the Gods themselves are more like very fragile Wishes just waiting to be made.

I know that Warbreaker isn't a very high power setting, I was planning to use that Styles variant that was floating around a while back, so that people would just be using mundane weapons and armor rather than having magic items and whatnot floating about.

Last edited by Limos : 08-03-2009 at 08:05 PM.
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Old 08-04-2009, 02:43 AM   Top  -  End  -  #14
Draz74
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Default Re: [4e] Bio-Chromatic Breath

Quote:
Originally Posted by Limos View Post
I think I'll make Susebron v2 a level 20, and Vasher and Denth can be level 16. Tonk Fah will be level 10, he's nowhere near as strong as Denth.

The Returned aren't very high level at all in my mind. Just think of Blushweaver and Lightsong, they can't awaken, they can't fight. They are basically bystanders. I could see their priests as high level clerics, but the Gods themselves are more like very fragile Wishes just waiting to be made.
Sounds good. I might still bump Susebron up into Epic tier, but not much higher than 20. Still, he should be able to whoop Vasher and Denth's trash. 10 sounds perfect for Tonk Fah.
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Old 08-04-2009, 09:47 AM   Top  -  End  -  #15
douglas
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Default Re: [4e] Bio-Chromatic Breath

Quote:
Originally Posted by Limos View Post
The Returned aren't very high level at all in my mind. Just think of Blushweaver and Lightsong, they can't awaken, they can't fight. They are basically bystanders. I could see their priests as high level clerics, but the Gods themselves are more like very fragile Wishes just waiting to be made.
Not all that fragile, they should at least typically have spectacular ability scores plus the free levels of heightening.
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Old 08-04-2009, 12:56 PM   Top  -  End  -  #16
Limos
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Default Re: [4e] Bio-Chromatic Breath

Well sure they get the free Heightenings and I already decided to give all Returned and their ilk a spectacular Constitution. They would get an above average strength just from all that free musculature. But all their mental scores would stay the same.

And I doubt they would have much skill with weapons, or any ability to awaken. Vasher seems more like an exception to the rule than the average Returned.
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Old 08-04-2009, 01:35 PM   Top  -  End  -  #17
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Default Re: [4e] Bio-Chromatic Breath

Quote:
Originally Posted by Limos View Post
And I doubt they would have much skill with weapons, or any ability to awaken. Vasher seems more like an exception to the rule than the average Returned.
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Old 08-04-2009, 01:38 PM   Top  -  End  -  #18
Limos
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Default Re: [4e] Bio-Chromatic Breath

Well yes, if they get more than their weekly allotment they would be able to awaken. But there is the cultural element to consider.

In Idris Awakened are allowed to die after their week.

In Hallendren they are locked away in the Court of the Gods and are not allowed more than their single weekly Breath.

Even though in theory it is possible for them to Awaken there is no opportunity for them to do so. That's why I say Vasher is the exception, he can hide what he is. No one else knows how to do that.
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Old 08-04-2009, 02:11 PM   Top  -  End  -  #19
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Default Re: [4e] Bio-Chromatic Breath

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Originally Posted by Limos View Post
Well yes, if they get more than their weekly allotment they would be able to awaken. But there is the cultural element to consider.

In Idris Awakened are allowed to die after their week.

In Hallendren they are locked away in the Court of the Gods and are not allowed more than their single weekly Breath.

Even though in theory it is possible for them to Awaken there is no opportunity for them to do so. That's why I say Vasher is the exception, he can hide what he is. No one else knows how to do that.
Ah, I see. In that case, you should probably make a distinction between "they wouldn't have any ability to awaken" and "they wouldn't have an opportunity to use any ability to awaken they might have." When you said they wouldn't have the ability, it implies they are literally unable to do it; saying they can but don't get the chance often means that if one of the Returned was told he could awaken if he got more Breaths than the one, he could awaken things if he went and bought a few Breaths, which is the way it actually works.
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Old 08-04-2009, 03:06 PM   Top  -  End  -  #20
Limos
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Default Re: [4e] Bio-Chromatic Breath

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Ah, I see. In that case, you should probably make a distinction between "they wouldn't have any ability to awaken" and "they wouldn't have an opportunity to use any ability to awaken they might have." When you said they wouldn't have the ability, it implies they are literally unable to do it; saying they can but don't get the chance often means that if one of the Returned was told he could awaken if he got more Breaths than the one, he could awaken things if he went and bought a few Breaths, which is the way it actually works.
The problem is that as a Returned who isn't Vasher you will literally never be able to just go out and buy Breath. It just doesn't happen.

When I say they wouldn't have the ability to Awaken, I didn't say they couldn't. Just that they won't.

Basically within the culture and magic system it's basically impossible to be an Returned who has extra Breath unless you are the God King (which no player will ever be) or Vasher (which no player will ever ever ever be no matter what they say or beg).
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Old 08-04-2009, 03:27 PM   Top  -  End  -  #21
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Default Re: [4e] Bio-Chromatic Breath

Is this from the Wheel of Time Series, or just the Warbreaker book?

Should I read this book?

These things interest me.
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Old 08-04-2009, 03:30 PM   Top  -  End  -  #22
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Default Re: [4e] Bio-Chromatic Breath

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Basically within the culture and magic system it's basically impossible to be an Returned who has extra Breath unless you are the God King (which no player will ever be) or Vasher (which no player will ever ever ever be no matter what they say or beg).
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Is this from the Wheel of Time Series, or just the Warbreaker book?

Should I read this book?

These things interest me.
This is all from Warbreaker, which is a standalone novel. There is a sequel planned, but not for several years.

Yes, you should read this book. I went short on sleep to finish it, and not many books get me to do that. You should read all of Brandon Sanderson's other books too, while you're at it. Keep in mind that Elantris was his debut novel when you get to that one, though, and it's not quite up to par compared to the rest of his work.

Oh, and if you've read the Wheel of Time, you might want to make a note on your calendar about November 3rd. That's when the next book is scheduled for release, and the two reviews I've seen so far from people who got advance manuscripts were both extremely positive and both said it's one of the best in the series.
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Old 08-04-2009, 04:06 PM   Top  -  End  -  #23
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Default Re: [4e] Bio-Chromatic Breath

You know I don't think Tonk Fah was a Returned at all. I think he was one of the mercenaries Denth was said to have stolen from other companies, or prisons. He was mean, and pretty skilled, but he wasn't inhuman like Denth or Vasher.

I think Denth, Vasher and Vahr were the only ones around. I guess technically you could end up with an Awakener Returned, but in all seriousness, I'm not letting someone just start out as Joe Random Returned. Nobody gets to start off as a Returned.

EDIT: Also notice that nobody realized that they were changing their own self image, and since Returned don't remember anything from their previous life they don't even know what they have changed. They don't know what they used to look like before Returning.

Last edited by Limos : 08-04-2009 at 04:08 PM.
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Old 08-05-2009, 02:31 PM   Top  -  End  -  #24
TheLogman
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Default Re: [4e] Bio-Chromatic Breath

Heh, I just finished Warbreaker. Looks to be about about 23 hours since I last posted.

I'm not quite sure that it's a good idea to let players purchase Breath. It seems too simple.

I dunno, I quite like the source material, but I think it's too complex to just get a purchasable item and some feats and powers.

But I dunno, I work in 3.5 mostly, so any of the following ideas are, ten to one, probably incompatible with 4.0.

I see Awakener as just being a class, kinda a combination of Truespeaker and Sorcerer maybe. Because of the limits of the Awakening things, an Awakener would get specialized versions of Animate Object, with the same limits that awakened things get. One action or command.

These, plus what amount to buffs via the other commands (Basically aid checks or circumstance bonuses to allow them to climb, swim, fight, whatever better.)

So, when the level up, Awakeners would get two things: More Breaths, and the ability to command more HD of Awakened objects, larger objects, and give larger circumstance bonuses to themselves or others.

Then they get the perks of more Breaths, too, as they level up.

This plan has several problems:

1. The DM would have to set the costs for specific HD of awakened objects and the circumstance bonuses.

2. If a player loses Breaths in a fight or something, or gives them away, is betrayed, or whatever, the class becomes exceptionally useless.

This is where my idea departs significantly from the cut and dry world of 4.0, since the DM would have to, on occasion, have the Awakener find, fight for, or bargain for Breaths once lost.

It would have a ton of RP potential, and I can see someone like the DM from the Undead Island and Magical Bugs campaign have unlimited fun with it, but it would be some work.

But, there's my two cents. I might work on this somewhat over the next couple days if I get the time, work up a 3.5 Awakener class.
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Old 08-05-2009, 03:14 PM   Top  -  End  -  #25
Limos
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Default Re: [4e] Bio-Chromatic Breath

I actually tried making a full Awakener class a while back, there just wasn't enough there for it to compete with other classes at high levels.

I'm sticking with it being a form of ritual magic, that everyone can get into without having to sacrifice combat potential. That's one reason I made Breath something you buy. If you lose it you can't do your rituals, but you don't become worthless.

It's more like losing your Magic Items and such.
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Old 08-07-2009, 05:41 PM   Top  -  End  -  #26
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Default Re: [4e] Bio-Chromatic Breath

Just finished reading the hardback copy of Warbreaker (Originally read it in .doc form when he put it on his website) and realized that there was a table of all the different Heightenings and the benifits of each one. So I redid some of the Heightenings and added all the others right up to the Tenth. Now I plan to balance costs so that it is possible to reach the Ninth heightening by level 28 and thereby have all the materials required to forge a Sentient Awakened Weapon (like Nightblood) at the cost of 10,000 Breaths and a masterwork weapon.

I'm going to add in a section on Awakened weaponry, both how to create it and the stats for several artifact weapons like Nightblood.
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Old 08-08-2009, 12:39 AM   Top  -  End  -  #27
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Default Re: [4e] Bio-Chromatic Breath

Artifact stats for Nightblood are up. I think it turned out pretty well. And mechanically if anyone evil picks up Nightblood they will immediately begin Coup de Grace'ing themselves to death.
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Old 08-16-2009, 09:40 PM   Top  -  End  -  #28
douglas
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Default Re: [4e] Bio-Chromatic Breath

Nightblood cost 1,000 breaths to make, not 10,000.

Command Breaking tires the user a lot. I'd suggest representing this by making it cost a healing surge to use.

Is there any particular reason all the heightenings give a penalty to will defense?

There is at least one more power of the tenth heightening that is revealed in the text of the book and is not in the table.
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It's more like losing your Magic Items and such.
I'd suggest taking this a bit further. Set a price for breath such that a character who spends practically all of his money on breath instead of magic items will reach the tenth heightening (or whichever you think players should normally max out at) at or slightly below 30th level. Give the 10th heightening a +6 bonus to all non-AC defenses in place of what it has now, and make the bonus type enhancement. Then calculate what level a player who invests everything in breath will get each lower heightening at and give each of them a uniform enhancement bonus to non-AC defenses equal to an appropriate neck slot item for that level.

Edit: I just calculated the table based on the assumption of getting the 10th heightening at level 29 with the total expenditure of a new made-at-level-29 character's standard wealth:
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That takes care of non-AC defenses. Now we need something to match magic armor's AC bonus. Give the Protect Me awakening, and whatever others seem suitable, a scaling enhancement bonus to AC.

Come up with some awakenings designed to aid the attacks of the user, and give them a scaling enhancement bonus to attack and damage rolls.

For designing awakening rituals in general, the Awakened item itself should almost never be destroyed by normal use of the ritual. Protect Me should not destroy the cloak involved. I'd suggest replacing that limitation with making the attack an encounter power, and allow the player to decide when to use it just like with a magic item's power.

That should take care of the basic essentials of what magic items provide, and you can add a bunch of miscellaneous awakening rituals to replace the various special effects a character might get from items.

To deal with the color aspect of awakening costs:
Designate a few categories of colors, such as grey, dull, normal, and bright, and set a cost in surface area per breath for each category. For example, you might say that awakening something with a dull color source drains a square foot of material per breath, normal drains the same area per two breaths, and bright drains the same per three breaths. Grey is the end product of the draining and cannot be used to power any awakening. The actual cost should probably be lower than this example, as Vasher's scarf was enough to pay for 50 breaths worth all by itself.

Most of the time you'd just assume there is enough color in the surroundings to draw on, and the players would drain random bits of scenery to grey. Some places may be deliberately painted a uniform grey specifically to foil awakening, however, and players may want to buy their own sources of color to deal with such situations. Set prices for objects specifically intended to serve as awakening color sources on a per breath equivalent basis so that players can easily do this and judge how much they have. The price should be pretty low, these are mundane disposable items after all.

The tenth heightening's ability to drain objects to white instead of grey should halve the amount required per breath.
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Old 08-16-2009, 09:53 PM   Top  -  End  -  #29
Limos
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Default Re: [4e] Bio-Chromatic Breath

I gave them a Will defense since I decided that an abundance of Breath would go counter to the normal bonuses from lots of magic.

Usually someone highly magical will have very high Will, and Lower Fortitude. I went the opposite direction.

I didn't bother with the last bonus of the Tenth Heightening simply because 4e lost the Verbal/Somatic component thing so there is no benefit mechanically.

I think you are right about the Item/Breath thing. I will make a variety of rituals that mimic the effects of different items but can be used in Awakenings. Guide My Strikes maybe, or Shield My Flesh for an armor bonus.
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Old 08-16-2009, 10:06 PM   Top  -  End  -  #30
TheLogman
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Default Re: [4e] Bio-Chromatic Breath

Maybe the benefit of the Tenth Heightening could manifest itself as a reduced casting time for the rituals?
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