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Old 07-21-2012, 08:27 PM   Top  -  End  -  #1
Pyromancer999
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Default [3.5e Base Class]Dovahkiin

Dovahkiin



"I do more than emulate dragons. I am one."
- T'anir Vorastrix, dragonborn Dovahkiin

Thanks to the appetite of dragons for certain pleasures of the earth, there are no shortage of people in the world with Draconic ancestry. But sometimes, dragonblooded children inherit more than a draconic improvement to their body or a draconic talent for simple magic. Sometimes, a dragonblooded child is born with a draconic soul. Others are born as the reincarnated form of dragons of the ancient past. No matter how they came to be, these dragon-souled creatures have the power to gain control of Ancient Draconic, the form of Draconic spoken at the world's beginning, a language that is imbued with the magic of dragons future and past.

Adventures: Dovahkiins' powers are gained through self-examination of themselves and their draconic soul. While this can be done while having a normal life, the life of an adventurer seems to accelerate the progression of their powers.

Characteristics: Dovahkiin are capable of a variety of effects. They can serve on the front lines for a while, as well as use a variety of magical effects.

Alignment: As varied as dragons are in alignment, so are Dovahkiin. Dovahkiin are easily found as members of any alignment, although many follow the general alignment of whatever society they are raised in.

Religion: Many Dovahkiin do not worship a deity, seeing themselves as being close to being a god, and thus do not worship any deity. Many Dovahkiin, though, do worship draconic deities, or at least pay homage to a few.

Background: Dovahkiin are born, not made. Some wake up naturally, coming into their powers in a manner similar to sorcerers. Others discover theirs after pursuit of knowledge of Dovahkiin in ages past. Others come into their power after being made into Dragonborn, who account for the most numerous race amongst the Dovahkiin, rivaled only by humans.

Races: Dovahkiin are found almost exclusively amongst dragonblooded individuals. The most common race is the Dragonborn, many coming into their power after their conversion into a draconic child of Bahamut, and subsequently attend one of scarce few temples where they teach Ancient Draconic. Other than Dragonborn, dragonblooded humans tend to make up the second most numerous race due to being a populous race, and any other dragonblooded individuals are equally likely to become Dovahkiin.
Other Classes: Lawful classes, such as Paladins and Monks, tend to view Dovahkiin as abominations, having the soul of one creature while having the body of another, although Paladins do tend to give grudging respect to good-aligned Dovahkiin upon getting a change to know them. Wizards similarly view them as abominations, although fascinating ones, and tend to want to study Dovahkiin in their spare time. Sorcerers tend to treat Dovahkiin as kin, much like a sibling or cousin.

Role: Dovahkiin can make use of a variety of magical effects, although when not using such effects, tend to be found on the front lines, although not always up to par with pure melee classes.

Adaptation: Maybe they're just super-draconic children. Perhaps they're just draconic spellcaster-warriors. Any variation is up to you.

GAME RULE INFORMATION
Dovahkiin have the following game statistics.
Abilities: Charisma is definitely an important score, as abilities tend to key off of it. Second is Constitution, for extra hit points, and Dexterity, for obvious reasons, and Strength if a Dovahkiin likes to stick to the front lines.
Alignment: Any
Hit Die: d8
Starting Age: As sorcerer
Starting Gold: As sorcerer

Class Skills
The Dovahkiin's class skills (and the key ability for each skill) are Bluff(Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Handle Animal (Cha), Heal(Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana)(Int), Knowledge(Planes)(Int),Listen (Wis), Open Lock(Dex), Ride (Dex), Sleight of Hand(Dex), Spellcraft(Int), Survival (Wis), and Swim (Str)


Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME
LevelBase Attack BonusGood SaveGood SaveBad SaveSpecialDragon Shouts
1st
+1
+2
+2
+0
Dragon Shouts(Vowel), Draconic Child2
2nd
+2
+3
+3
+0
Dovahsil, Focus 3
3rd
+3
+3
+3
+1
Dragon Shouts(First), Perks(Novice) 3
4th
+4
+4
+4
+1
Dovahsil 3
5th
+5
+4
+4
+1
Perks 4
6th
+6
+5
+5
+2
Dovahsil 4
7th
+7
+5
+5
+2
Perks(Apprentice) 4
8th
+8
+6
+6
+2
Dovahsil 5
9th
+9
+6
+6
+3
Dragon Shout(Second), Perks5
10th
+10
+7
+7
+3
Dovahsil 5
11th
+11
+7
+7
+3
Perks(Adept) 6
12th
+12
+8
+8
+4
Dovahsil6
13th
+13
+8
+8
+4
Perks 6
14th
+14
+9
+9
+4
Dovahsil 7
15th
+15
+9
+9
+5
Dragon Shouts(Third), Perks(Expert) 7
16th
+16
+10
+10
+5
Dovahsil 7
17th
+17
+10
+10
+5
Perks 8
18th
+18
+11
+11
+6
Dovahsil 8
19th
+19
+11
+11
+6
Perks(Master) 8
20th
+20
+12
+12
+6
Dovah, Dovahsil 9

Class Features
All of the following are class features of the Dovahkiin.

Weapon and Armor Proficiencies: The Dovahkiin is proficient with all simple weapons, four martial weapons, and light and medium armor.

Draconic Child:At 1st level, the Dovahkiin gains Draconic Child as a bonus feat.

Dragon Shouts(Su): Dragon Shouts are the prime ability of Dovahkiin. Dragon Shouts are three-word phrases gleaned from Ancient Draconic, resonating with the power of ancient dragons. At first, Dovahkiin can only manage the most basic words of the phrases, then manage to work out more advanced words as they advance in power, eventually completing their phrase. Dovahkiin starts out with access to two shouts, gaining another at 2nd level, and gains another every three levels after. The Dovahkiin starts out with access to the Vowel ability of each shout it knows, then progresses their shouts as stated on the table above. They also gain access to a minor ability or benefit upon gaining access to a shout, called a Vowel due to the mere knowledge of the smallest part of such words altering their being. You may use Shouts once per encounter unless otherwise stated. The Dovahkiin gains access to a number of bonus Shouts equal to 1/2 their Charisma modifier. All spells and abilities that mimic them treat the caster level as being equal to the Dovahkiin's class level.

Shouts may be selected from the list below:
Spoiler


Focus: While a Dovahkiin may do well in being stealthy, good with a blade, and sometimes even casting magic, in the end, a Dovahkiin tends to excel in one of the three. At 2nd level, the Dovahkiin selects one of the following focuses, which cannot be changed once chosen, and gains its benefits. See the post below for Focuses.



Dovahsil(Ex):
At 2nd level and every two levels after, the Dovahkiin may select an option from the list below:

Fighter Bonus Feat: The Dovahkiin selects a bonus feat from the list of Fighter bonus feats. The Dovahkiin counts as a fighter of level equal to their class level for the selection of such feats.

Draconic Feat: The Dovahkiin selects a Draconic feat as a bonus feat.

Dragon's Magic: The Dovahkiin gains spell levels equal to 1/2 their class level + their Charisma modifier. They also gain access to one 1st level spell from the Sorcerer/Wizard spell list. Every four levels after, the Dovahkiin gains another spell known from the Sorcerer spell list, which may not be of level higher than the highest level spell a sorcerer of level equal to 1/2 your class level could. When casting using spell levels, the Dovahkiin expends a number of spell levels equal to the level of the spell being cast. The DC of their spells is equal to 10 + spell level + Charisma modifier. The Dovahkiin's caster level is equal to their class level. Dovahkiin may select this ability again to gain another two spell levels and another spell known, although you may not select this option twice in a row. Also, you may not choose this option at 2nd level if you have chosen the Mage focus.

Perks: A Dovahkiin gains knowledge and ability throughout their adventures, shown through a Dovahkiin's perks. At 3rd level and every odd level after, Dovahkiin may select perks. The Dovahkiin has access to Novice perks at 3rd level, Apprentice perks at 7th level, Adept at 11th, Expert at 15th, and Master at 19th. See the post below for perks.



Dovah(Su):
At 20th level, you become a true dragon. You gain the Dragon type and all of its benefits, and you also gain a fly speed equal to twice your land speed with good maneuverability. You may use all of your encounter abilities from words of your Dragon Shouts with expenditure of uses. Additionally, for a number of rounds equal to your class level, you may match your form to your soul, transforming into a Dragon of one type selected upon gaining 20th level. These rounds need not be consecutive, but you must still observe any cooldowns for such abilities as breath weapons, and abilities used for free only last for as long as the transformed state from this class feature persists or its original duration, whichever is shorter.



Note: Okay, so this was originally my entry for the most recent Base Class Contest, but seeing as it took a while just to write down the Shouts, I was not able to finish in time. So, I've decided to continue the class outside of the contest, and am now opening it for commenting and PEACHing as everything except for the perks of Apprentice level and above are done for now, although I expect to have all the Warrior and Thief Perks done in the next day or two, although the Mage perks may take a while longer to do. This is also my first multi-post class. Please feel free comment and PEACH.
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Last edited by Pyromancer999 : 07-22-2012 at 08:46 AM.
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Old 07-21-2012, 08:28 PM   Top  -  End  -  #2
Pyromancer999
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Default Re: [3.5e Base Class]Dovahkiin

Focuses

Warrior(Kendov):The Dovahkiin gains a bonus to Strength and Constitution-Based skills checks equal to 1/4 class level + the higher of their Strength and Consititution modifiers. Additionally, the Dovahkiin selects one weapon group. They gain a +1 bonus on attack and damage rolls with weapons in that weapon group. The Dovahkiin also selects one type of armor: unarmored, light, medium, or heavy. The Dovahkiin gains a +1 bonus to AC when wearing that type of armor. For every Warrior Perk the Dovahkiin takes, they may add an additional +1 bonus to attack and damage rolls to a weapon group, and for every two Warrior Perks they know, they may add +1 AC to one type of armor. Dovahkiin may not gain an attack and damage bonus to a weapon group that exceeds 1/4 their class level this way.

Thief(Tafiir): The Dovahkiin gains a bonus to Charisma- and Dexterity-based skill checks equal to 1/4 their class level + the higher of their Charisma and Dexterity modifiers. Additionally, the Dovahkiin gains a +1 bonus to attack and damage rolls with light weapons and unarmed attacks, and gain a +1 bonus to AC when wearing light or no armor. For every Thief Perk the Dovahkiin takes, they may choose to add +1 to the following: attack and damage rolls with light weapons, attack and damage rolls with unarmored attacks, AC when wearing light armor, or AC when wearing no armor. For every two Thief Perks the Dovahkiin takes, they gain +1d6 Sneak Attack damage.

Mage(Kro):
The Dovahkiin gains a bonus to Wisdom- and Intelligence-based skill checks equal to 1/4 their class level + the higher of their Wisdom and Intelligence modifiers. Additionally, the Dovahkiin gains access to a number of spell levels equal to their class level, and access to a number of 1st level spells equal to the highest of their Charisma, Wisdom, and Intelligence modifiers, selected from the Sorcerer/Wizard spell list. They gain an additional spell each class level. The Dovahkiin may not select any spell of level higher than the highest level spell a sorcerer of 1/2 their class level could. If the Dovahkiin selects the Dragon's Magic option from Dovahsil, they instead add spell levels equal 1/4 their class level upon initially selecting the option, then add 1 + their Charisma modifier spell levels each time they select it, instead of the usual benefit. When casting a spell using spell levels, the Dovahkiin expends a number of spell levels equal to the spell being cast. The DC for spells cast by the Dovahkiin is equal to 10 + spell level + the highest of their Charisma, Wisdom, and Intelligence modifiers. Also, the Dovahkiin's caster level is equal to their class level. For each Mage Perk the Dovahkiin selects, they gain one additional spell level. For every two Mage Perks the Dovahkiin selects, they gain one additional spell known, with the usual restrictions on spell level.


Perks
The perks are listed below by type and focus. Regardless of focus, the Dovahkiin has access to perks from all focuses, although they do gain a little more benefit from perks for their focus than those for other focuses. For the purpose of level-dependent and ability-score dependent perks from their focus, a Dovahkiin may treat their class level as being 1 higher, and their ability scores as though they were two points higher than they are(so a Dovahkiin with a Charisma of 16 would have it be treated as being 18 for the purpose of perks from the Dovahkiin's focus). If you may select a perk more than one time, you may not do so twice in a row. Mage Perks may not have more than 1/2 your class level in spell levels expended upon them, and Novice Mage Perks must have at least 1 spell level spent on them, and the number of minimum spell levels spent to activate an effect goes up by each level(Minimum 2 for Apprentice, 3 for Adept, and so on). If a Mage Perk would improve an existing Mage Perk, the minimum number of spell levels for its level must be spent in order to use it. The benefits of items created by Smithing perks(Any perk with Smithing in the name) only apply when the item created is being used or worn. Perks are selected from the list below:

Spoiler
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Old 07-21-2012, 08:30 PM   Top  -  End  -  #3
Pyromancer999
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Default Re: [3.5e Base Class]Dovahkiin

Reserved JIC.

Now open for posting.
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Old 07-21-2012, 08:51 PM   Top  -  End  -  #4
Grimsage Matt
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Default Re: [3.5e Base Class]Dovahkiin

I like the perks. and might use this sometime. Me pnp group is in need of a good Shouting
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Old 07-21-2012, 09:57 PM   Top  -  End  -  #5
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Default Re: [3.5e Base Class]Dovahkiin

Nice, I am liking this class. Both fluffy and strong mechanically. I dunno how it stacks up with the core classes, but it seems like it will be pretty strong when its all finished.
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Old 07-21-2012, 10:33 PM   Top  -  End  -  #6
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Default Re: [3.5e Base Class]Dovahkiin

This is one of those homebrew classes that screams highest tier 3. And that's a good thing. A wizard, cleric, druid is still going to laugh at you, but the class feels really, really cool.

Excellent work dude! Can't wait to see all the perks.
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Old 07-22-2012, 05:49 AM   Top  -  End  -  #7
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Default Re: [3.5e Base Class]Dovahkiin

Well done, Pyro. Now I will not have to kick your ass.

Under Dragon Shouts it still says the Dragon Shouts give Perks. Also, the Mage Focus could use some rewording. I can explain in greater detail later, as I am still waking up.

Will check Perks later.
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Old 07-22-2012, 10:47 AM   Top  -  End  -  #8
Pyromancer999
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Default Re: [3.5e Base Class]Dovahkiin

Quote:
Originally Posted by Morph Bark View Post
Under Dragon Shouts it still says the Dragon Shouts give Perks. Also, the Mage Focus could use some rewording. I can explain in greater detail later, as I am still waking up.
Thanks for noticing. The perks thing has been changed. Also, yeah, the Mage focus is a bit verbose as it is.

Quote:
Will check Perks later.
Cool.

Perks for the Warrior and Thief are now up to Adept Expert level done.
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Old 07-29-2012, 12:07 PM   Top  -  End  -  #9
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Default Re: [3.5e Base Class]Dovahkiin

Alright, with Warrior and Thief Perks complete, and Mage Perks up to Master level, I'd say this class is nearing completion. Any PEACHing and/or comments on the perks would be appreciated.

All perks are complete, as is the class. PEACHing and comments are appreciated, especially concerning the perks.
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Old 08-07-2012, 06:32 PM   Top  -  End  -  #10
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Default Re: [3.5e Base Class]Dovahkiin

No comments on the Perks?
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Old 08-07-2012, 07:06 PM   Top  -  End  -  #11
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Default Re: [3.5e Base Class]Dovahkiin

Looks great to me. I'm dying to try it out, expecialy the mage focus. Dead Thrall was my favorite spell in all of Skyrim.
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Old 08-08-2012, 11:57 AM   Top  -  End  -  #12
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Default Re: [3.5e Base Class]Dovahkiin

This is way, way too good to be in the same game as any of the normal base classes. Full BAB, fighter bonus feats every other level, qualify for fighter feats, and Fort save means it's about as good as a fighter. It can use a perk for Armsman or Dual-wield at every odd level, which is just flat better than a full Rogue's Sneak Attack. Or if the Dovahkiin really wanted to be a rogue, he could just take the perks for sneak attack and actually have MORE sneak attack than a rogue thanks to the stackable Assassin's blade - if your last three perks are that, you get as much Sneak Attack in the last 5 levels as a Rogue gets over their entire progression! This class is far, far better than a Gestalt Fighter/Rogue - without even touching the Draconic Shouts or the zillion other perks.
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Old 08-08-2012, 05:01 PM   Top  -  End  -  #13
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Default Re: [3.5e Base Class]Dovahkiin

Quote:
Originally Posted by Vadskye View Post
This is way, way too good to be in the same game as any of the normal base classes. Full BAB, fighter bonus feats every other level, qualify for fighter feats, and Fort save means it's about as good as a fighter. It can use a perk for Armsman or Dual-wield at every odd level, which is just flat better than a full Rogue's Sneak Attack.
Hmm...well the warrior-strongness is because this class is primarily warrior-based. As for the point you're making for Armsman and Dual-Wield, I think it's just fine. Since you can't select a perk twice in a row, at 20th, it's +5d6 damage when you're holding one weapon, and +5d6 when you're holding two(These bonuses do not stack with each other), so not really a big deal compared to a +10d6 Sneak Attack of a 20th level Rogue.

Quote:
Or if the Dovahkiin really wanted to be a rogue, he could just take the perks for sneak attack and actually have MORE sneak attack than a rogue thanks to the stackable Assassin's blade - if your last three perks are that, you get as much Sneak Attack in the last 5 levels as a Rogue gets over their entire progression! This class is far, far better than a Gestalt Fighter/Rogue - without even touching the Draconic Shouts or the zillion other perks.
Assassin's Blade cannot be taken more than once. Please read the ability again. Also, the bonus, as many other Warrior/Thief abilities, mainly dependent upon certain things, in this case, it's holding a dagger, so it should be alright. If those are your only objections, it would seem the Perks are okay.
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Old 08-09-2012, 10:49 PM   Top  -  End  -  #14
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Default Re: [3.5e Base Class]Dovahkiin

Any other comments? I'd like to hear more about the Perks, as that has the least feedback so far, and seems to be easily misunderstood, or perhaps that's just for a couple people, so more feedback on those would be appreciated.
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Old 08-10-2012, 12:21 AM   Top  -  End  -  #15
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Default Re: [3.5e Base Class]Dovahkiin

Okay, I've got a suggestion. Maybe change the name of Spell Levels? Because it gets kinda confusing since you have spell level (the cap of spells you can cast) and Spell Levels (the points you use up to cast spells?). Magic Points might be better.
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Old 08-11-2012, 07:16 AM   Top  -  End  -  #16
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Quote:
Originally Posted by Codemus View Post
Okay, I've got a suggestion. Maybe change the name of Spell Levels? Because it gets kinda confusing since you have spell level (the cap of spells you can cast) and Spell Levels (the points you use up to cast spells?). Magic Points might be better.
Hmm...well the latter use of spell level isn't really used much. Perhaps it would do to just say level of spell instead? Otherwise, I think I'll go with Magicka, to reinforce the Skyrim theme.
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Old 08-11-2012, 10:07 AM   Top  -  End  -  #17
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Default Re: [3.5e Base Class]Dovahkiin

Honestly, that may just be me being easily confused.

Hmm... I think there is enough variance within the class that you can have a whole party of Dovahkiin. The very idea of that is hilarous, everybody would be shouting all the time.
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Old 08-11-2012, 03:47 PM   Top  -  End  -  #18
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Default Re: [3.5e Base Class]Dovahkiin

A great many of the perks here just don't work as written with D&D's wealth system.

With the Haggling per 6 times (can be done by level 13), you sell items for more than you buy them for, thus allowing infinite wealth.

Cutpurse arbitrarily increases the value of a given item. Steal something from yourself or an ally over and over (Sleight of Hand is a free action if you take a -20 penalty) to increase its value over and over before selling it, thus allowing infinite wealth.

Many perks increase the potency of items you make, but do not limit them to personal use or increase the market value for resale. This (hypothetically) allows any other character in the world to purchase such items at the normal market value for an unenhanced item. Or maybe they are just unpurchaseable and unsellable, although that makes less sense. They should have some way of deciding the increase in market value for modified items.
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Orcish Smithing gives no reason to actually wear the armor except once at the beginning of the day. The temporary hit points should last for only as long as the armor is worn or until the next day (whichever comes sooner). As it is, you can still get the full benefit by changing armors after taking your first hit in combat, although at that point the cost of maintaining two suits of armor becomes prohibitive.

Nooks n' Crannies should increase your carrying capacity in weight, not volume. Unless there's some Skyrim variant of carrying capacity I've missed somewhere, in which case please show me.

For Quick Shot, what does the penalty apply to? I would assume attack rolls, but the wording does not specify and could be interpreted in many ways (including damage rolls, attack and damage rolls, and to all things that numerical penalties can possibly apply to).

For Min Now, Disarm attempts use an opposed attack roll, not a check.

For Fingersmith, normally determining whether the victim is aware of your theft is decided by an opposed Spot check. Is this meant to replace that entirely, or to modify the effective Sleight of Hand check that the victim must beat?
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Old 08-12-2012, 12:26 PM   Top  -  End  -  #19
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Default Re: [3.5e Base Class]Dovahkiin

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A great many of the perks here just don't work as written with D&D's wealth system.
Hmmm...probably true. A lot of perks from Skyrim got left out because they were pretty hard to translate to D&D.
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With the Haggling per 6 times (can be done by level 13), you sell items for more than you buy them for, thus allowing infinite wealth.
I suppose that can be done. Maybe substitute a Diplomacy check against a buyer/seller's Appraise check to reduce their Appraise check by a certain amount?

Quote:
Cutpurse arbitrarily increases the value of a given item. Steal something from yourself or an ally over and over (Sleight of Hand is a free action if you take a -20 penalty) to increase its value over and over before selling it, thus allowing infinite wealth.
Not really a given item, it's in additional valuables. Maybe make it so that it doesn't apply to someone who you know the general contents of their pockets?
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Many perks increase the potency of items you make, but do not limit them to personal use or increase the market value for resale. This (hypothetically) allows any other character in the world to purchase such items at the normal market value for an unenhanced item. Or maybe they are just unpurchaseable and unsellable, although that makes less sense. They should have some way of deciding the increase in market value for modified items.
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Hmmm.....the problem here is that the enhancement is usually less based off of materials, and more on actual skill, so it'd make less sense to increase item creation cost, while it'd sell for more. I'd be glad to hear any ideas dealing with this.
Quote:
Orcish Smithing gives no reason to actually wear the armor except once at the beginning of the day. The temporary hit points should last for only as long as the armor is worn or until the next day (whichever comes sooner). As it is, you can still get the full benefit by changing armors after taking your first hit in combat, although at that point the cost of maintaining two suits of armor becomes prohibitive.
True. I'll add in a general note that Smithing perk benefits only apply when wearing armor or using a weapon created by that perk.

Quote:
Nooks n' Crannies should increase your carrying capacity in weight, not volume. Unless there's some Skyrim variant of carrying capacity I've missed somewhere, in which case please show me.
I suppose that could work. Maybe something like 5 pounds/2 levels?

Quote:

For Quick Shot, what does the penalty apply to? I would assume attack rolls, but the wording does not specify and could be interpreted in many ways (including damage rolls, attack and damage rolls, and to all things that numerical penalties can possibly apply to).
Fixed.

Quote:

For Min Now, Disarm attempts use an opposed attack roll, not a check.
Changed to rolls instead of check.

Quote:
For Fingersmith, normally determining whether the victim is aware of your theft is decided by an opposed Spot check. Is this meant to replace that entirely, or to modify the effective Sleight of Hand check that the victim must beat?
Basically, most DMs(and the system in general) would not allow a target to have something stolen off of them while you interact with them without a steep penalty. So this sort of allows people to do that sort of stuff without penalty.
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Old 08-16-2012, 09:48 AM   Top  -  End  -  #20
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Default Re: [3.5e Base Class]Dovahkiin

Anyone else have stuff to comment, especially about the wealth system interaction with perks?
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Old 08-17-2012, 07:18 AM   Top  -  End  -  #21
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Default Re: [3.5e Base Class]Dovahkiin

FYI, the call dragon shout is basicly calling the dragon's name out loud.
Odaviing is the name of the dragon you get the shout from or somthing.
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Old 08-17-2012, 09:28 AM   Top  -  End  -  #22
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Default Re: [3.5e Base Class]Dovahkiin

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FYI, the call dragon shout is basicly calling the dragon's name out loud.
Odaviing is the name of the dragon you get the shout from or somthing.
Yes, I know. However, to make it so that a Dovahkiin doesn't have to wait until they get the Third word of the Shout to do anything, I've included some other stuff in the shout.
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Old 08-17-2012, 02:54 PM   Top  -  End  -  #23
super dark33
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Default Re: [3.5e Base Class]Dovahkiin

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Yes, I know. However, to make it so that a Dovahkiin doesn't have to wait until they get the Third word of the Shout to do anything, I've included some other stuff in the shout.
Well, it is already a powerfull shout summoning a dragon.
RP wise, it would be hard getting a dragon's loyalty, letting you shout his name.
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Old 08-17-2012, 03:03 PM   Top  -  End  -  #24
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Default Re: [3.5e Base Class]Dovahkiin

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Well, it is already a powerfull shout summoning a dragon.
It is only once a day for a few rounds, so not too powerful, really.
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RP wise, it would be hard getting a dragon's loyalty, letting you shout his name.
Perhaps, although it depends on the campaign. The fluff for this Dovahkiin is done so that it can still have a role of importance outside of a Skyrim-themed campaign, and isn't 100% like the Dovahkiin from Skyrim. It could be simply that the Dovahkiin has found out the name of a dragon they wish to summon, and can use it to summon that dragon. It really depends on how you want it to be fluff-wise.
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