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SotS's War of the Burning Sky campaign
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<blockquote data-quote="StreamOfTheSky" data-source="post: 6201645" data-attributes="member: 35909"><p>Posting here before I forget. Changes discussed with other players:</p><p></p><p>Dodge feat: This simply gives +1 dodge bonus to AC, against all foes. Anything based off the dodge mechanic of working only on your dodge buddy (like two of the maneuvers for Elusive Target) ... you just pick that dude like you would have with old dodge.</p><p></p><p>Mobility feat: It grants +4 dodge bonus to AC vs. all attacks of opportunity.</p><p></p><p>Improved Feint: I'm removing all pre-requisites and including a +4 bonus on feinting in its benefits. Feinting is really weak.</p><p></p><p>Spirited Charge and/or lance multipliers: Only apply to base weapon damage and any enhancement bonus the weapon has.</p><p></p><p>Knowledge Devotion feat: No bonus for 15 or less; +1 for DC 16; all other bonuses down-shifted by 1, culminating in +4 for DC 36.</p><p></p><p>Talented feat (psionic): It reduces the damage you take from Overchannel as if you increased your ML by one less. Thus, increasing ML by 1 does no damage, increasing by 2 does 1d8, and increasing by 3 does 3d8. The power level it can be used on is not capped to 3rd level anymore, since augmenting makes that restriction kind of pointless anyway.</p><p></p><p>I am allowing <a href="http://www.wizards.com/default.asp?x=dnd/psm/20070411a" target="_blank">Personal Construct</a>, with changes in bold:</p><p>[sblock]Personal Construct </p><p> </p><p> You have a favored astral construct form that you can summon at a moment's notice. </p><p> Level: 5th. </p><p> Replaces: The bonus feat at 5th level. </p><p> Prerequisite: You must know the astral construct power. </p><p> Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it, <strong>but it does not benefit from the Boost Construct feat (the Boost construct feature of the Constructor prestige class does apply)</strong>. Each time you gain a level, you may change the abilities and appearance of your favored construct.[/sblock]</p><p></p><p>The <a href="http://www.wizards.com/default.asp?x=dnd/psm/20040625b" target="_blank">Constructor</a> prestige class is allowed, but is being changed as follows:</p><p>[sblock]- It is being changed to a 9-level class. The final level's loss of ML does not occur, the loss at level 1 still does occur.</p><p>- The "Reach" option is being shifted to Menu C</p><p>- The "Boost Construct" feature gives a bonus Menu A option at 4th level and at 8th level you can instead select a bonus menu B option. This stacks with the feat, as before, and replaces the listed benefit of the class feature entirely.</p><p>- The "Enhanced Construction" class feature is removed from the class and not gained at all.</p><p>- "Quickened Construction" is gained at the new capstone level of 9th. To clarify the text, using it still leaves Astral Construct a standard action, manifesting the power still provokes AoOs (as normal for a standard action power), and using it has no impact on your ability to also use a swift action that same round (which could be another quickened power).[/sblock]</p><p></p><p>Ring of the Darkhidden costs 4000 gp and works like a ring of invisibility (offensive actions end it; standard action command word to re-activate).</p><p></p><p>Nightsticks are banned.</p><p></p><p>The Warning weapon property is being changed to a flat cost of +12,000 gp (so in the long run it's less penalizing to warriors on their main weapon and more penalizing to casters just holding a stick for the init bonus).</p><p></p><p>Heartseeking Amulet is a standard action to activate and applies to the first melee attack made before the end of your next turn.</p><p></p><p>Amulet of Mighty Fists only costs 4000*(bonus^2) in gp, and you can apply special properties to it without adding a +1 enhancement first. It still caps at +5, and you need either a +1 or a +1 or higher special property on it before you can start adding flat cost (ie, "+1000 gp") properties to it. Combined w/ Ki Strike or G. Magic Fang, you can get a total of +10 this way.</p><p></p><p>The Blurring and Displacement lines of weapon properties (MIC) are as follows:</p><p>Blurring: +1 property, as written in MIC (3 uses/day)</p><p>Displacement: +1 synergy (need Blurring), lets you spend 2 charges for its effect</p><p>Greater Blurring: +2 synergy (need Blurring): Unlimited blur (as in MIC), and if you have Displacment, bumps that to 2/day.</p><p></p><p>No one can benefit from White Raven Tactics more than once per encounter.</p><p></p><p>Iron Heart Surge can be used while unable to physically move (unlike all other maneuvers), but must be used to end the effect preventing the initiator from moving. If used on an area effect, it immunizes the initiator to that particular effect, but does not dispel it completely. Conditions that prohibit the ability to take actions (or actions of your free will) for reasons other than physical (stun, daze, compulsions that do not allow you a chance to use a standard action of your choice, etc...) can not be removed with Iron Heart Surge.</p><p></p><p>Divine Surge adds +6d8 damage, not +8d8.</p><p></p><p>Aura of Triumph stance: On your turn, select a foe (alignment does not matter) and an ally. Each time you hit the foe in melee, you heal 4 hp, as does the ally if s/he is within 10 ft of you. If the ally hits the foe in melee while within 10 ft of you, both of you heal 4 hp. This replaces the rules in ToB.</p><p></p><p>Swooping Dragon Strike's save DC = 10 + Jump ranks + (Land Speed / 10).</p><p></p><p>WR Hammer: Damage bonus, and Fort DC 18 + Str +2 per ally threatening target (other than initiator)</p><p>Fail: Stunned for 1 round and staggered for 1d4 rounds</p><p>Pass by < 5: Staggered for 1d4 rounds; not stunned</p><p>Pass by 5+: Not stunned or staggered</p><p></p><p>Tornado Throw: Calculate bonus on last 5 throws (BEFORE HAND); move up to double speed and make them at -40 ft, -30 ft, -20 ft, -10 ft, & 0 ft from end of move respectively w/ proper bonuses. If foes are spaced out such that you want some throws before the last 40 ft of movement, I can’t deny that. But you only get 5 throws, the bonus must match the total distance moved prior to each throw, and I expect the calculations to be done quickly to not bog down the game. Note you can just chain-throw the same guy 10 ft, move up and throw him again, over and over.</p><p></p><p>Warmaster’s Charge: Not sure what to do yet, but it's definitely getting nerfed.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 6201645, member: 35909"] Posting here before I forget. Changes discussed with other players: Dodge feat: This simply gives +1 dodge bonus to AC, against all foes. Anything based off the dodge mechanic of working only on your dodge buddy (like two of the maneuvers for Elusive Target) ... you just pick that dude like you would have with old dodge. Mobility feat: It grants +4 dodge bonus to AC vs. all attacks of opportunity. Improved Feint: I'm removing all pre-requisites and including a +4 bonus on feinting in its benefits. Feinting is really weak. Spirited Charge and/or lance multipliers: Only apply to base weapon damage and any enhancement bonus the weapon has. Knowledge Devotion feat: No bonus for 15 or less; +1 for DC 16; all other bonuses down-shifted by 1, culminating in +4 for DC 36. Talented feat (psionic): It reduces the damage you take from Overchannel as if you increased your ML by one less. Thus, increasing ML by 1 does no damage, increasing by 2 does 1d8, and increasing by 3 does 3d8. The power level it can be used on is not capped to 3rd level anymore, since augmenting makes that restriction kind of pointless anyway. I am allowing [url=http://www.wizards.com/default.asp?x=dnd/psm/20070411a]Personal Construct[/url], with changes in bold: [sblock]Personal Construct You have a favored astral construct form that you can summon at a moment's notice. Level: 5th. Replaces: The bonus feat at 5th level. Prerequisite: You must know the astral construct power. Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it, [b]but it does not benefit from the Boost Construct feat (the Boost construct feature of the Constructor prestige class does apply)[/b]. Each time you gain a level, you may change the abilities and appearance of your favored construct.[/sblock] The [url=http://www.wizards.com/default.asp?x=dnd/psm/20040625b]Constructor[/url] prestige class is allowed, but is being changed as follows: [sblock]- It is being changed to a 9-level class. The final level's loss of ML does not occur, the loss at level 1 still does occur. - The "Reach" option is being shifted to Menu C - The "Boost Construct" feature gives a bonus Menu A option at 4th level and at 8th level you can instead select a bonus menu B option. This stacks with the feat, as before, and replaces the listed benefit of the class feature entirely. - The "Enhanced Construction" class feature is removed from the class and not gained at all. - "Quickened Construction" is gained at the new capstone level of 9th. To clarify the text, using it still leaves Astral Construct a standard action, manifesting the power still provokes AoOs (as normal for a standard action power), and using it has no impact on your ability to also use a swift action that same round (which could be another quickened power).[/sblock] Ring of the Darkhidden costs 4000 gp and works like a ring of invisibility (offensive actions end it; standard action command word to re-activate). Nightsticks are banned. The Warning weapon property is being changed to a flat cost of +12,000 gp (so in the long run it's less penalizing to warriors on their main weapon and more penalizing to casters just holding a stick for the init bonus). Heartseeking Amulet is a standard action to activate and applies to the first melee attack made before the end of your next turn. Amulet of Mighty Fists only costs 4000*(bonus^2) in gp, and you can apply special properties to it without adding a +1 enhancement first. It still caps at +5, and you need either a +1 or a +1 or higher special property on it before you can start adding flat cost (ie, "+1000 gp") properties to it. Combined w/ Ki Strike or G. Magic Fang, you can get a total of +10 this way. The Blurring and Displacement lines of weapon properties (MIC) are as follows: Blurring: +1 property, as written in MIC (3 uses/day) Displacement: +1 synergy (need Blurring), lets you spend 2 charges for its effect Greater Blurring: +2 synergy (need Blurring): Unlimited blur (as in MIC), and if you have Displacment, bumps that to 2/day. No one can benefit from White Raven Tactics more than once per encounter. Iron Heart Surge can be used while unable to physically move (unlike all other maneuvers), but must be used to end the effect preventing the initiator from moving. If used on an area effect, it immunizes the initiator to that particular effect, but does not dispel it completely. Conditions that prohibit the ability to take actions (or actions of your free will) for reasons other than physical (stun, daze, compulsions that do not allow you a chance to use a standard action of your choice, etc...) can not be removed with Iron Heart Surge. Divine Surge adds +6d8 damage, not +8d8. Aura of Triumph stance: On your turn, select a foe (alignment does not matter) and an ally. Each time you hit the foe in melee, you heal 4 hp, as does the ally if s/he is within 10 ft of you. If the ally hits the foe in melee while within 10 ft of you, both of you heal 4 hp. This replaces the rules in ToB. Swooping Dragon Strike's save DC = 10 + Jump ranks + (Land Speed / 10). WR Hammer: Damage bonus, and Fort DC 18 + Str +2 per ally threatening target (other than initiator) Fail: Stunned for 1 round and staggered for 1d4 rounds Pass by < 5: Staggered for 1d4 rounds; not stunned Pass by 5+: Not stunned or staggered Tornado Throw: Calculate bonus on last 5 throws (BEFORE HAND); move up to double speed and make them at -40 ft, -30 ft, -20 ft, -10 ft, & 0 ft from end of move respectively w/ proper bonuses. If foes are spaced out such that you want some throws before the last 40 ft of movement, I can’t deny that. But you only get 5 throws, the bonus must match the total distance moved prior to each throw, and I expect the calculations to be done quickly to not bog down the game. Note you can just chain-throw the same guy 10 ft, move up and throw him again, over and over. Warmaster’s Charge: Not sure what to do yet, but it's definitely getting nerfed. [/QUOTE]
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