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Well, the Weapon Graft applies to any weapon of the type.
So, if I choose a sythe as my weapon for that level, I can use any sythe.
And if you're referring directly to the graft, grafts can't be sundered..
unosarta, I like that, I think I will change it to a resistance bonus.
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Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
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Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~
I thought I'd give an update, I'm playing this class in a PbP. So far its been T4. Not quite effective at fighting multiple targets, and other classes(Casters) can do the job a little better. We'll see if it acts like a T3 at all.
__________________
Quotes:
Spoiler
Quote:
Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
Quote:
Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~
Well some of the major components of raising tiers is utility and versatility. Dual Graft and being able to switch them greatly increase versatility, while a good portion of the grafts add utility. A fighter needs lots of money and magic items and spell caster friends to compare to using grafts. Is it wizard or sorcerer level power? No. Is that a bad thing? Not at all. From what I've seen it is good at doing its job in melee, and (since I'm in the same PbP) I think its hard to pick a tier yet since we have only tested combat so far. I think that things like Spider and Tunnling will be very useful outside of combat, and that's just from looking at arms! There are dozens of grafts and each one is unique. If your worried its not stong enough, id add more grafts. The chassis is strong enough for my tastes anyway.
You've gotten unlucky most of the time so far - and you did almost murder that spellcaster. Also bear in mind that you were not fighting enemies that were quite...normal (in any sense of the term).
Next few encounters should allow you to flex those soul-muscles a bit.
Oh, and if you didn't guess, I'm the DM of the PbP these two *points up* poor sods are taking part in. And we're just getting into the fun stuff
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Thanks guys, I'm thinking of adding more grafts soon. We'll see how the class stands up.
__________________
Quotes:
Spoiler
Quote:
Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
Quote:
Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~
A curious class indeed. I'll have to take the time to look at the Grafts in detail, but for now I'm just going to comment on a few things.
Like others have said, I think the save progression is kinda weird. You might want to consider changing it to Fort/Will Good, Refl/Bad.
The 15th level Weapon Bond ability is a bit much. A full-bab class that needs to hit touch ac is criminally easy. You could guarantee that regardless of whatever crazy penalties you apply, you will hit with every attack on certain enemies. Maybe change it to something like add Wisdom modifier to hit or automatically confirm criticals. I do like the Force effect, melee needs something nice to overcome incorporeal/ethereal enemies.
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A curious class indeed. I'll have to take the time to look at the Grafts in detail, but for now I'm just going to comment on a few things.
Like others have said, I think the save progression is kinda weird. You might want to consider changing it to Fort/Will Good, Refl/Bad.
The 15th level Weapon Bond ability is a bit much. A full-bab class that needs to hit touch ac is criminally easy. You could guarantee that regardless of whatever crazy penalties you apply, you will hit with every attack on certain enemies. Maybe change it to something like add Wisdom modifier to hit or automatically confirm criticals. I do like the Force effect, melee needs something nice to overcome incorporeal/ethereal enemies.
I will rethink it. I guess I should change the progression if there is enough problem with it. As for the Weapon Bond, I can see where you're coming from, but it wouldn't do too much to auto-hit with your weapon. At level 15 2d6+12(Greatsword with a +6 str bonus) and we'll say its magic so 4d6+12 damage. Compared to casters I don't really see a problem with 24 damage per hit. I think I'll do the Wis to Hit maybe.
__________________
Quotes:
Spoiler
Quote:
Originally Posted by Hashmir
When I die, I donate my body to the cause of whatever ******* finds it first.
Quote:
Originally Posted by Bloodgruve
Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
Blood~