Beholder Bob
First Post
I'm thinking of adding astrological signs which give minor bonuses, but I need to make the bonuses fair/even. Does what I have here seem even reletive to each other - and if not, suggestions to make it even...
Note: your sign is randomly determined after race and stats assigned....
gain +1 initiative
gain +1 save vs compulsions, +1 concentrate
gain +1 save vs death effects, go to -1 hp further before death
gain +1 save vs fear effect, act as if +1 hd vs intimidate
gain +1 save vs illusions
gain +1 save vs scry, +1 gather information
gain +2 situation mod w/ diplomacy w opposite sex
gain +2 to appraisal
gain +2 to rolls to bluff
gain 1 rank in CHA based skill - ignore cross class limit
gain 1 rank in DEX based skill - ignore cross class limit
gain 1 rank in INT based skill - ignore cross class limit
I thought about tying it to my magic system, but then the impact mainly lies with magic casters. I did think, though, I could give a penalty to saves against certain schools of magic....
My schools of magic
Khemia: Sympathetic magic, Alchemy, the manipulation of matter and release of stored energies.
Astrology: Tap into the flow of celestial lines of force, granting some divination, harnessing the local lines to create astral constructs, and the purpose (but not shape or form) of creatures and objects.
Cabalism: Manipulate the raw numbers and formula that describe creatures and objects. The power of glyphs, wards, probable fates, and temporary life to objects.
Diabolism: Mastery of earth and fire, bending it to your will. Earth is born of fire in the volcano.
Stratomany: Mastery of water and sky, thunder and lightning, weather and cold. Water is born from the air.
Necromancy: Manipulation of the soul and spirit, the animating force of life. Fear, domination, and death magic.
Sarcomancy: Magic of the flesh, blood, and bone. Animate the dead, alter your body.
Mesmerism: Alteration of thought, controlling minds, and purely mental illusions.
Oneiromancy: The magic of sleep, dreams, and illusions. Perception, the quasi real, and some divination.
Shadowmancy: Abominations, things that should not be, and annihilation. Darkness, mirrors, and madness.
Unseelie Arts: Fey minions, faerie magics, glamours, transformations, and bending realities rules.
and of course, Common Arcanus: 'nuff said.
B
B
Note: your sign is randomly determined after race and stats assigned....
gain +1 initiative
gain +1 save vs compulsions, +1 concentrate
gain +1 save vs death effects, go to -1 hp further before death
gain +1 save vs fear effect, act as if +1 hd vs intimidate
gain +1 save vs illusions
gain +1 save vs scry, +1 gather information
gain +2 situation mod w/ diplomacy w opposite sex
gain +2 to appraisal
gain +2 to rolls to bluff
gain 1 rank in CHA based skill - ignore cross class limit
gain 1 rank in DEX based skill - ignore cross class limit
gain 1 rank in INT based skill - ignore cross class limit
I thought about tying it to my magic system, but then the impact mainly lies with magic casters. I did think, though, I could give a penalty to saves against certain schools of magic....
My schools of magic
Khemia: Sympathetic magic, Alchemy, the manipulation of matter and release of stored energies.
Astrology: Tap into the flow of celestial lines of force, granting some divination, harnessing the local lines to create astral constructs, and the purpose (but not shape or form) of creatures and objects.
Cabalism: Manipulate the raw numbers and formula that describe creatures and objects. The power of glyphs, wards, probable fates, and temporary life to objects.
Diabolism: Mastery of earth and fire, bending it to your will. Earth is born of fire in the volcano.
Stratomany: Mastery of water and sky, thunder and lightning, weather and cold. Water is born from the air.
Necromancy: Manipulation of the soul and spirit, the animating force of life. Fear, domination, and death magic.
Sarcomancy: Magic of the flesh, blood, and bone. Animate the dead, alter your body.
Mesmerism: Alteration of thought, controlling minds, and purely mental illusions.
Oneiromancy: The magic of sleep, dreams, and illusions. Perception, the quasi real, and some divination.
Shadowmancy: Abominations, things that should not be, and annihilation. Darkness, mirrors, and madness.
Unseelie Arts: Fey minions, faerie magics, glamours, transformations, and bending realities rules.
and of course, Common Arcanus: 'nuff said.
B
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)