Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[AU] Double Manifestations
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dead_radish" data-source="post: 1607627" data-attributes="member: 5560"><p>Here's a house rule I'm proposing for our campaign. I can't see any real issues with it, and the group seems to see it as balanced, but I wanted to throw it out there.</p><p></p><p>A Double Manifested witch has forsaken other powers to expand his primary witchery. The effect varies, depending on the manifestation. A witch can double manifest at any point he would normally gain an additional manifestation type. </p><p></p><p>The effect of being Doubly Manifested varies, depending on the manifestation. </p><p></p><p>A manifestation that has a number of uses per day gains 50% more uses (so a 4/day power can be used 6/day). A once/week power can be used twice per week. </p><p></p><p>A manifestation that has only one use per day gains another use.</p><p></p><p>For Blade manifestations, the witch gains the ability to manifest a second blade identical to the first, or to manifest a more powerful single blade (chosen when the manifestation is picked). An iron witch gains an additional bonus to hit (but not damage) of +1/4 levels, a wind witch gets a deflection bonus of +1/3 levels, rather than 4, a cold witch deals an additional 1.5 points of cold damage per 2 levels rather than +1 (round down), a mind blade deals 1d6+1.5/level, a wood witch deals 1.5*wisdom mod in bonus damage, and counts 1s and 2s as 3s when attacking undead, and a Sea Witch sucks just a little less (Sorry sea witches)</p><p></p><p>Some manifestations don't fit either mold, so their effects are below: </p><p></p><p>Armor Song: The Iron Witch can manifest a shield as well, which has a shield bonus of 1/2 wisdom mod, and an enhancement of +1/6 levels), and also has no armor check penalty. The shield may the witches' size or smaller. </p><p></p><p>Nature's Warding Word: In addition to a natural AC, the witch gains DR 1/- for every 6 levels (yes, taking it as your 2nd manifestation gets you squat. This is intentional) </p><p></p><p>Fire Lance: A fire lance deals an additional 1.5 points of fire damage per 2 witch levels. </p><p></p><p>Sea Song: The chance for hostile encounters is 25%, rather than 50%. </p><p></p><p>These abilities stack with Witchery Lord, but the Witchery Lord is applied to the base ability and then the Double Wed bonuses are added on.</p><p></p><p></p><p>Basically, there are a few purposes for this. It allows low stat witches to focus on something, and make it usable on par with a high stat witch. It allows a blade user to boost their blade, though not (imho) to an extreme level. And it creates variety in a simple way - you don't know if a 5th level witch has 2 manifestations, or a more powerful one. A 20th level witch could have 2 double manifested powers, one with a witchery lord, and one single, with another. And if you just don't like a manifestation for whatever reason, you can focus somewhere else. </p><p></p><p>Each double is less than a full ability, though, other than the 1/day, so you're losing out (assuming manifestations are balanced).</p><p></p><p>Thoughts? Problems? Abuses?</p><p></p><p>The most powerful potential I see is the 2/day double damage hails, which pale in comparison to a magister, or the double mind blade, which at 20th level is 1d6+40 subdual, which isn't all that nasty for a 20th level character.</p></blockquote><p></p>
[QUOTE="dead_radish, post: 1607627, member: 5560"] Here's a house rule I'm proposing for our campaign. I can't see any real issues with it, and the group seems to see it as balanced, but I wanted to throw it out there. A Double Manifested witch has forsaken other powers to expand his primary witchery. The effect varies, depending on the manifestation. A witch can double manifest at any point he would normally gain an additional manifestation type. The effect of being Doubly Manifested varies, depending on the manifestation. A manifestation that has a number of uses per day gains 50% more uses (so a 4/day power can be used 6/day). A once/week power can be used twice per week. A manifestation that has only one use per day gains another use. For Blade manifestations, the witch gains the ability to manifest a second blade identical to the first, or to manifest a more powerful single blade (chosen when the manifestation is picked). An iron witch gains an additional bonus to hit (but not damage) of +1/4 levels, a wind witch gets a deflection bonus of +1/3 levels, rather than 4, a cold witch deals an additional 1.5 points of cold damage per 2 levels rather than +1 (round down), a mind blade deals 1d6+1.5/level, a wood witch deals 1.5*wisdom mod in bonus damage, and counts 1s and 2s as 3s when attacking undead, and a Sea Witch sucks just a little less (Sorry sea witches) Some manifestations don't fit either mold, so their effects are below: Armor Song: The Iron Witch can manifest a shield as well, which has a shield bonus of 1/2 wisdom mod, and an enhancement of +1/6 levels), and also has no armor check penalty. The shield may the witches' size or smaller. Nature's Warding Word: In addition to a natural AC, the witch gains DR 1/- for every 6 levels (yes, taking it as your 2nd manifestation gets you squat. This is intentional) Fire Lance: A fire lance deals an additional 1.5 points of fire damage per 2 witch levels. Sea Song: The chance for hostile encounters is 25%, rather than 50%. These abilities stack with Witchery Lord, but the Witchery Lord is applied to the base ability and then the Double Wed bonuses are added on. Basically, there are a few purposes for this. It allows low stat witches to focus on something, and make it usable on par with a high stat witch. It allows a blade user to boost their blade, though not (imho) to an extreme level. And it creates variety in a simple way - you don't know if a 5th level witch has 2 manifestations, or a more powerful one. A 20th level witch could have 2 double manifested powers, one with a witchery lord, and one single, with another. And if you just don't like a manifestation for whatever reason, you can focus somewhere else. Each double is less than a full ability, though, other than the 1/day, so you're losing out (assuming manifestations are balanced). Thoughts? Problems? Abuses? The most powerful potential I see is the 2/day double damage hails, which pale in comparison to a magister, or the double mind blade, which at 20th level is 1d6+40 subdual, which isn't all that nasty for a 20th level character. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[AU] Double Manifestations
Top