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<blockquote data-quote="Quickleaf" data-source="post: 3039611" data-attributes="member: 20323"><p>Sounds fun! </p><p></p><p></p><p>Do these limit which powers the adept can access using The Talent core ability?</p><p></p><p></p><p>First thing I noticed was that while the other traditions require expenditure of Conviction to use their benefit, Elementalism doesn't (and is considerably weaker). I would change this to make Elementalism work like the other traditions.</p><p></p><p>You say an adept can't specialize in wood - but why not? It seems to me Plant Shaping/the Cure powers/Imbue Life/Nature Reading makes the perfect "wood" themed power group. You could make it opposed to necromancy/the void (perhaps this needs a new power, but I was thinking Drain Vitality/Harm/Imbue Unlife). Give +1 Medicine and Survival.</p><p></p><p>Frankly, I think the skill check bonuses according to element are a little loose. Also, consider that a bonus to a skill which requires training (e.g. Acrobatics) isn't that helpful cause you can't make the skill check. Instead you might provide the bonus to all Knowledge checks concerning the element in question. Alternately, do what you did for the Disciple tradition and have each elemental path provide a bonus skill.</p><p></p><p></p><p>Cursing witches - looks good. Does it detect as supernatural to an adept using Second Sight? Can Ward protect you from being cursed? What about a "Dispel" type power? Must the curse be earned or can a witch curse anyone she wishes? </p><p>I posted a Curse power on the True20 Rules board...can't find it at the moment, but it's also in <em>Tales of the Caliphate Nights</em>.</p><p></p><p></p><p>So the idea is that Witchery is opposed to Elementalism? Are Elementalists penalized when trying to learn Witchery? What powers consitute Witchery?</p><p></p><p></p><p>I thought the benefits were kind of...well, odd...I get supernatural resistance, but save bonuses (Take the a feat like Lucky), attack/damage bonuses (take Favored Foe), and damage reduction (I just don't understand it and it seems too powerful). I would consider coming up with some new ones. Like take 3 "universal" disciple powers (supernatural resistance is 1), and then give each Celtic deity a unique disciple power.</p><p></p><p></p><p>Good ability, though it seems like banishment should be a power (or an extension of an existing power like Ward). Caliphate Nights has a Spirit Sense power based on Second Sight -you could easily design your own based on your campaign's mythos. The "spirit possession" thing is intriguing - what shamanic tradition are you trying to model?</p><p></p><p>[quote[Necromancy [Tradition]</p></blockquote><p>Looks solid, though I wonder why a virtuous Necromancer couldn't learn Imbue Life, Purifying Light, or Psychic powers? I can see wanting to keep Imbue Life and Purifying Light as the realm of divine worshippers, but Psychic powers?</p><p></p><p></p><p>I like the feel, but are the "powers of Hell" limited to gouts of hellfire? I mean, what about betrayal, deceit, seduction and temptation? (i see you trying to accomodate that idea with the skill check bonus, but I'd like to see it more fully developed, perhaps like the various deities for the Disciple there could be "Departments" of hell).</p><p>[/QUOTE]</p>
[QUOTE="Quickleaf, post: 3039611, member: 20323"] Sounds fun! Do these limit which powers the adept can access using The Talent core ability? First thing I noticed was that while the other traditions require expenditure of Conviction to use their benefit, Elementalism doesn't (and is considerably weaker). I would change this to make Elementalism work like the other traditions. You say an adept can't specialize in wood - but why not? It seems to me Plant Shaping/the Cure powers/Imbue Life/Nature Reading makes the perfect "wood" themed power group. You could make it opposed to necromancy/the void (perhaps this needs a new power, but I was thinking Drain Vitality/Harm/Imbue Unlife). Give +1 Medicine and Survival. Frankly, I think the skill check bonuses according to element are a little loose. Also, consider that a bonus to a skill which requires training (e.g. Acrobatics) isn't that helpful cause you can't make the skill check. Instead you might provide the bonus to all Knowledge checks concerning the element in question. Alternately, do what you did for the Disciple tradition and have each elemental path provide a bonus skill. Cursing witches - looks good. Does it detect as supernatural to an adept using Second Sight? Can Ward protect you from being cursed? What about a "Dispel" type power? Must the curse be earned or can a witch curse anyone she wishes? I posted a Curse power on the True20 Rules board...can't find it at the moment, but it's also in [i]Tales of the Caliphate Nights[/i]. So the idea is that Witchery is opposed to Elementalism? Are Elementalists penalized when trying to learn Witchery? What powers consitute Witchery? I thought the benefits were kind of...well, odd...I get supernatural resistance, but save bonuses (Take the a feat like Lucky), attack/damage bonuses (take Favored Foe), and damage reduction (I just don't understand it and it seems too powerful). I would consider coming up with some new ones. Like take 3 "universal" disciple powers (supernatural resistance is 1), and then give each Celtic deity a unique disciple power. Good ability, though it seems like banishment should be a power (or an extension of an existing power like Ward). Caliphate Nights has a Spirit Sense power based on Second Sight -you could easily design your own based on your campaign's mythos. The "spirit possession" thing is intriguing - what shamanic tradition are you trying to model? [quote[Necromancy [Tradition] [/quote] Looks solid, though I wonder why a virtuous Necromancer couldn't learn Imbue Life, Purifying Light, or Psychic powers? I can see wanting to keep Imbue Life and Purifying Light as the realm of divine worshippers, but Psychic powers? I like the feel, but are the "powers of Hell" limited to gouts of hellfire? I mean, what about betrayal, deceit, seduction and temptation? (i see you trying to accomodate that idea with the skill check bonus, but I'd like to see it more fully developed, perhaps like the various deities for the Disciple there could be "Departments" of hell). [/QUOTE]
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