Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Can't wait! I'll start sketching now. And let me thank you profusely.
__________________ zimmerwald1915 made my avatar!
Spoiler
Quote:
This is the thief who likes to hoard,
That loves the bard with the puppet Lord
That admires the fighter with the green-hilted sword,
That employs the Wizard, whose bird is ignored,
That has the gender unexplored
That intrigues the Halfling, usually bored,
That slew a mountain of the goblin horde,
That follows the cleric,
That serves the lich,
That seeks the gate,
That guards the snarl,
That lives in the prison the gods built.
This is the thief who likes to hoard,
That loves the bard with the puppet Lord
That admires the fighter with the green-hilted sword,
That employs the Wizard, whose bird is ignored,
That has the gender unexplored
That intrigues the Halfling, usually bored,
That slew a mountain of the goblin horde,
That follows the cleric,
That serves the lich,
That seeks the gate,
That guards the snarl,
That lives in the prison the gods built.
Nephilims are humans with supernatural blood. They might be part demon, part angel, part fae, part elemental, or something stanger. This guy is part fae.
Also, could you make it so he looks like he hasn't been having enough sleep for the last twenty or so years?
OKay! So I'll give him elfin ears and a slender build.
__________________ zimmerwald1915 made my avatar!
Spoiler
Quote:
This is the thief who likes to hoard,
That loves the bard with the puppet Lord
That admires the fighter with the green-hilted sword,
That employs the Wizard, whose bird is ignored,
That has the gender unexplored
That intrigues the Halfling, usually bored,
That slew a mountain of the goblin horde,
That follows the cleric,
That serves the lich,
That seeks the gate,
That guards the snarl,
That lives in the prison the gods built.
Nephilims are humans with supernatural blood. They might be part demon, part angel, part fae, part elemental, or something stanger. This guy is part fae.
How does this tie in with the halfborn/deadborn elf idea proposed upthread, or are you not using that?
Can you give me, maybe three or four more descriptions of the pre-generated characters for Magic Sword? I'll be online, but I might not have a scanner or internet for a week or two.
__________________ zimmerwald1915 made my avatar!
Spoiler
Quote:
This is the thief who likes to hoard,
That loves the bard with the puppet Lord
That admires the fighter with the green-hilted sword,
That employs the Wizard, whose bird is ignored,
That has the gender unexplored
That intrigues the Halfling, usually bored,
That slew a mountain of the goblin horde,
That follows the cleric,
That serves the lich,
That seeks the gate,
That guards the snarl,
That lives in the prison the gods built.
I am still in on this, and looking forward to more in-dept class design. So far we have the basics on the cleric, but still need to work out domains. Any ideas for the general structure of domains, people?
I am still in on this, and looking forward to more in-dept class design. So far we have the basics on the cleric, but still need to work out domains. Any ideas for the general structure of domains, people?
I already know how Domians will work. I just have other things to do before I really get to work on the game again. I plan to do so this Friday.
Domains will provide a +2 bonus to one ability score, a +2 bonus to two skills, an Encounter power, and extra powers to choose from at every level where powers are gained.
As you can probably tell, I basically took the existing Shadow-sin of the original and improved upon its base mechanics (most of which are substantially altered).
I've since changed several of the feature names, added ability score modifications and changed the skill section.
Currently working on an improved version of the Magic Sword Assassin. I'm working slowly, however, because I have other things to do. At the moment, I'm half way through writing a flavour blurb.
I can post a much-improved version two days from now.
I already know how Domians will work. I just have other things to do before I really get to work on the game again. I plan to do so this Friday.
Domains will provide a +2 bonus to one ability score, a +2 bonus to two skills, an Encounter power, and extra powers to choose from at every level where powers are gained.
Any thoughts on the anathema idea I proposed?
Further ideas:
Druids
Spoiler
Druids follow the same nonsense fairy-tale laws as the fey.
Druid blood magic: deal damage to themselves or allies for more power, gain power when they kill someone
Druids are the best at rituals (maybe even the only ritual users)
With a lock of someone’s hair, a druid (maybe only a druid of a certain level) can glamour them to appear supernaturally ugly or beautiful for a day.
With clippings of someone’s fingernails, a druid (maybe only a druid of a certain level) can make them supernaturally talented or clumsy for a day.
With seven drops of blood from someone’s right pinky a druid (maybe only a druid of a certain level) can force them to only tell the truth (or tell the truth about certain topics) for a day. With seven drops of blood from someone’s left pinky a druid (maybe only a druid of a certain level) can force them to only lie (or lie about certain topics) for a day.
With seven drops of someone’s hearts blood, a druid of a certain level can control their actions and emotions for a week. (they get to make a saving throw every day)
Fighters
Spoiler
Defender fighters of a certain level standing in the origin square of a burst or blast attack can take the attack as a critical hit and negate or reduce damage to everyone else in the area of affect. At a higher level they can shift to the origin square as a free action (maybe an immediate interrupt), then use this power.
Striker fighters of a certain level get to make a melee basic attack as a free action (maybe an immediate interrupt) against anyone who rolls a natural 1 while attacking them.
Fighters can lock up the battle field around them.
Fighters get more automatic, always on abilities as they level.
Fighters of a certain level can make a intimidate check to force nearby enemies to flee. At a higher level they can control where those enemies flee (so long as it isn’t immediately harmful)
Paladins as a Paragon Path (whatever we’re renaming those to) of fighters.
Druids follow the same nonsense fairy-tale laws as the fey.
Druid blood magic: deal damage to themselves or allies for more power, gain power when they kill someone
Druids are the best at rituals (maybe even the only ritual users)
With a lock of someone’s hair, a druid (maybe only a druid of a certain level) can glamour them to appear supernaturally ugly or beautiful for a day.
With clippings of someone’s fingernails, a druid (maybe only a druid of a certain level) can make them supernaturally talented or clumsy for a day.
With seven drops of blood from someone’s right pinky a druid (maybe only a druid of a certain level) can force them to only tell the truth (or tell the truth about certain topics) for a day. With seven drops of blood from someone’s left pinky a druid (maybe only a druid of a certain level) can force them to only lie (or lie about certain topics) for a day.
With seven drops of someone’s hearts blood, a druid of a certain level can control their actions and emotions for a week. (they get to make a saving throw every day)
Fighters
Spoiler
Defender fighters of a certain level standing in the origin square of a burst or blast attack can take the attack as a critical hit and negate or reduce damage to everyone else in the area of affect. At a higher level they can shift to the origin square as a free action (maybe an immediate interrupt), then use this power.
Striker fighters of a certain level get to make a melee basic attack as a free action (maybe an immediate interrupt) against anyone who rolls a natural 1 while attacking them.
Fighters can lock up the battle field around them.
Fighters get more automatic, always on abilities as they level.
Fighters of a certain level can make a intimidate check to force nearby enemies to flee. At a higher level they can control where those enemies flee (so long as it isn’t immediately harmful)
Paladins as a Paragon Path (whatever we’re renaming those to) of fighters.
Loving most of that. The only six classes in the core book will be Fighter, Wizard, Cleric, Rogue, Occultist, and Mashal (since there are only so many hours in a day), but I see no reason not to include other classes in supplements. The fist classes I want to include in supplements are the Druid, the Assassin, and the Barbarian: three archetypes not sufficiently represented in the Core Book.
Quote:
Originally Posted by TheWombatOfDoom
Something need doing on the artwork side of the realm?
Pretty much all of the document has been revised, refined, and expanded. It is certainly worth checking out. Also, new text-based character sheet, and major updates to the Tomb of Oberon adventure.
I like the domain idea. I actually really like the domain idea. I like it because it's elegant and simple, and less restrictive then the warpriest domains that literally created your character for you. Anyway... here is some random ideas for the wizard class. This is ALL rough, random ideas, and no way meant to be final. Just thought I would post this up, though, so a discussion on the wizard can start.
Random wizard ideas:
Role: Controller, Striker(depending on build)
Saves: Will +2
Proficiencies: Robes, Simple melee, Simple Ranged. No armor or shields
Implements: Orb, Staff, Wand, Tome
Key ability scores: Intelligence, one other(based on school selection)
Ability Score Bonus: +2 Int, +2 to one other(based on school)
Hit Points at 1st level: 10 + Con Modifier
Hit Points at each other level: 4
Healing Surges: 4+ Con Mod
Skills: Arcana, and 3 others of your choice. You get another skill at level 11 and another at level 21.
Features:
Cantrips: As the standard 4e cantrips mechanics.
Spellbook: As the 4e mage spellbook(so holds encounter powers as well as daily and utility powers)
Arcane School:
Arcane schools would grant +2 to additional ability score dictated by the school and also would also grant unique powers to the wizard. One would be an encounter or at-will, which would be the defining power of the build in some way. Schools may also add a utility power too, if that's not too broken. However, if a utility and encounter/at-will is to much then it could just grant some skill bonuses instead. Schools would also give the wizard access to school/build specific powers when they gain new powers from leveling up.
Wizard powers would all be divided into schools, and wizards could take some powers from schools that they are not specialized in. However, only some powers from each school would be available to all wizards. The "stronger" and build-specific powers in each school would be available to only specialists in that school. So, for example a "Create Undead" type power, or a minion keyword necromancy power if we go that route could be only taken by a specialist necromancer while something like, say, Cause Fear could be taken by anybody. This is very much in line with the fluff of wizards in older editions. Specialists while they focused in one school could still cast some spells from other schools. Continuing that tradition for Magic Sword would be nice. In fact, if you REALLY wanted to continue that flavor you could buff up the power level of schools some and in return bring back the "banned schools" mechanic that would make it so wizards choose two schools they cannot select any powers from.
OTHER POSSIBLE FEATURES:
Ritual Caster/equivalent:
If we ever plan on re-working the ritual system, it seems appropriate that wizards would be the best at playing with rituals. If the ritual system is reworked in such a way where a feat is not needed to play with rituals, this may not be necessary, though if that is the case I could see wizards getting some kind of ability that makes them "better" at rituals then other classes.
OR
Familiar:
This can either be a feat or a class feature. Not fully sure if this should be included, but if we do not plan on re-working the ritual system or just don't want to have class features dealing with rituals this could be a replacement for it. Familiars would not be combatants, but would provide skill bonuses as in 3.5e and possibly some other abilities useful to the wizard. Could possibly also have a penalty for losing them like 3.5e, and could possibly come in item form not much unlike pathfinder.
Again, these are all rough, random ideas, so take them as you will.