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  1. Kerrick

    Enlightened Grognard: Poisons

    I agree - when I read that, I said "Whoa!". 1 Con damage/round will kill your average person inside of a minute (maybe 2-3 rounds, depending on his luck). That would be fine for the higher-end poisons like death blade, but arsenic is supposed to be a "mild" poison. Treating poison with the Heal...
  2. Kerrick

    Armor max dex -> dex penalty

    I think I did that because no one ever wears chainmail - they go straight from hide to breastplate. I can make chain comparable to breastplate - at 50 gp cheaper, players will probably still go for it over heavier armor.
  3. Kerrick

    Epic/Immortal Prestige Classes

    Well, it's only two months or so after I promised this, but I finally got it done. I was on a roll today - 8 hours or so of inspired game design. I happened to see this thing sitting on my hard drive, and I decided to take a look, then I just burned through it in about an hour and a half. Here's...
  4. Kerrick

    Armor max dex -> dex penalty

    It was my idea. :)
  5. Kerrick

    Offensive & Defesnive Fighting, Caster or Tank or DPS

    I'm not sure I'd agree with this. Tanks should have higher BAB. They're martial classes, they're more experienced at fighting, and thus they're more likely to be able to hit things than strikers. Strikers make up for the lack of BAB with extra damage - sneak attack/skirmish/whatever. They...
  6. Kerrick

    Rules Mechanics that should be jettisoned

    Or you could simply make new spells for paladins only. Like... a knight? That's because paladins don't have L5 spells, but it fits them well. The paladin's caster level is half his class level. There aren't a whole lot of paladin/ranger spells, but there are some. I agree in part, and...
  7. Kerrick

    Full round attacks

    You kind of lost me with all that, but I think I see where you're going. You're talking about making ALL the attacks you make in a round into a standard action, called a flurry (I should've mentioned that I had a high-level feat that lets you make all your attacks as a standard action, and the...
  8. Kerrick

    Heal Skill

    Yeah, but then you can't empower or maximize them. Plus, they're still "throwaway spells" - good for 1-2 levels above where they appear, and that's it. With a scaling bonus, they remain viable for a longer period of time. Course, a flat bonus is a lot easier to handle - no dice rolling and all...
  9. Kerrick

    Revised druid - need some help

    Okay, so it didn't take quite that long. After I was done hacking stuff out, my pool of abilities was much smaller. I think I'll re-add the elemental stuff to the Elementalist PrC (custom class), which is where I got them - they're just too powerful to have without some kind of prereqs. Generic...
  10. Kerrick

    Revised cleric (take two)

    I think I'm pretty close to a "final" version of this thing. Not because I'm satisfied with what I've got, but because I'm simply tired of messing with it. I changed all the domains to grant 1+Cha bonus/day powers (interested parties can download the spells file to take a look; yeah, I know I...
  11. Kerrick

    Scenarios in the world of Selandia

    There's only one (small) problem: The site's in French. Is the module too?
  12. Kerrick

    Revised druid - need some help

    Wild shape as a spell makes sense... I'm kind of stuck on the idea of them having it as a supernatural ability, but thinking about it, it doesn't really make a lot of sense. It's not based on any kind of myth from our history; I think I'll just make it into a feat chain like I was talking about...
  13. Kerrick

    Revised druid - need some help

    So, after some playing around with things, here's what I've got for abilities. I still need a Beastlord and Verdant Lord ability at L11, and a Beastlord at L15. Suggestions are, as always, welcome. Adept (3rd) Aspect of the beast: This is identical to the ranger ability of the same name...
  14. Kerrick

    Enlightened Grognard: Poisons

    I thought I'd just toss out my system as well. It's similar to Ahnenhois', but a little more detailed - poisons have different onset and check times, and varying number of saves depending on strength (and they're not consecutive saves; the chance of making successive consecutive saves goes down...
  15. Kerrick

    Rules Mechanics that should be jettisoned

    Don't forget that just because a rule exists, it doesn't mean you have to use it. I've never seen anyone use that chart for magic items. PrCs are a great idea, but everyone jumped on the bandwagon and created a whole pile of crap with no thoughts to game balance (or deliberately twinked-out...
  16. Kerrick

    Shields

    I rather like the idea of doubling the base shield bonus for fighting defensively. It's simple and it provides a good benefit for sword/boarders. For TWD, you could sacrifice additional attacks with the off-hand to gain a bonus to AC at the rate of +1 per attack. Combat expertise is basically...
  17. Kerrick

    Arcane Spell Failure as a Spellcraft Check?

    ASF is a stupid rule. The only reason it's still around is because it's a sacred cow. Now that that's out of the way, here's what I did: I revised the armor system. There were several things about it that were really dumb/made no sense: Max Dex (penalizes high-Dex characters and forces them to...
  18. Kerrick

    Heal Skill

    You might be on to something there, Sadrik. Let's stick with 1d8, since that's what divine spells use, but use the base amount + 1d8/2 levels, +1/caster level, with the standard cap (CLW at L5, CMW at L10, CSW at L15, and CCW at L20. So, with CLW, we get... L1: 1d8+1 (same as now) L3: 2d8+3...
  19. Kerrick

    Full round attacks

    I just skimmed over this, but here's what I did: You make a partial move and still get more than 1 attack in a round, depending on how far you moved. The table (which looks a little better here shows the ratio: Attacks Move* 1 Full 2 3/4 3 1/2 4 1/3 5+ Combat stride *Round down...
  20. Kerrick

    Alternative Ranger - Need input!

    Project Phoenix. :)
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