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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="sniffles" data-source="post: 2811644" data-attributes="member: 30035"><p>We added the Heroic Paths to our game to give our characters something special. They have received "blessings" from their deity (a homebrew deity the GM created). We spent a lot of time trying to figure out just how to do this. The deity is draconic, so we considered using the draconic bloodline from <em>Arcana Unearthed</em>, but we felt that was too limiting as it meant that everyone would get the same benefits. We wanted more variety, and the GM wanted more randomness (he likes randomness). We each randomly rolled for a choice from a predetermined selection of Heroic Paths - there were a few the GM didn't want to include. </p><p></p><p>The Heroic Paths give special abilities at every level. Some of these are similar to existing feats, some are not. As I stated previously, he's also allowing extra feats, though not at every level. My character is a bard with the Quickened Heroic Path, so for example she gets an increased base speed at certain levels. She also has a special ability called Burst of Speed that allows her an extra action per round, once per day, and leaves her fatigued afterward. As she increases in level her base speed will continue to improve, her number of Bursts of Speed per day will increase, and she'll also get an occasional increase to her Dex ability score. Other characters get Charisma boosts or the ability to have natural weapons, for example, depending on what Path they have. One player even has two Paths as the result of a random die roll (receiving a Path in our campaign works a bit like the Quickening in the Highlander movies, if you're familiar with that). </p><p></p><p>I don't personally feel that this is at all unbalancing to our campaign. It makes each character unique and special, since we are the heroes of this campaign. But our party is made up of a bard, a bard/marshal, a druid/sorcerer and a ranger/warlock, so we're not exactly a "standard" adventuring group. This particular campaign is more about roleplaying than killing monsters and taking their stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="sniffles, post: 2811644, member: 30035"] We added the Heroic Paths to our game to give our characters something special. They have received "blessings" from their deity (a homebrew deity the GM created). We spent a lot of time trying to figure out just how to do this. The deity is draconic, so we considered using the draconic bloodline from [i]Arcana Unearthed[/i], but we felt that was too limiting as it meant that everyone would get the same benefits. We wanted more variety, and the GM wanted more randomness (he likes randomness). We each randomly rolled for a choice from a predetermined selection of Heroic Paths - there were a few the GM didn't want to include. The Heroic Paths give special abilities at every level. Some of these are similar to existing feats, some are not. As I stated previously, he's also allowing extra feats, though not at every level. My character is a bard with the Quickened Heroic Path, so for example she gets an increased base speed at certain levels. She also has a special ability called Burst of Speed that allows her an extra action per round, once per day, and leaves her fatigued afterward. As she increases in level her base speed will continue to improve, her number of Bursts of Speed per day will increase, and she'll also get an occasional increase to her Dex ability score. Other characters get Charisma boosts or the ability to have natural weapons, for example, depending on what Path they have. One player even has two Paths as the result of a random die roll (receiving a Path in our campaign works a bit like the Quickening in the Highlander movies, if you're familiar with that). I don't personally feel that this is at all unbalancing to our campaign. It makes each character unique and special, since we are the heroes of this campaign. But our party is made up of a bard, a bard/marshal, a druid/sorcerer and a ranger/warlock, so we're not exactly a "standard" adventuring group. This particular campaign is more about roleplaying than killing monsters and taking their stuff. :) [/QUOTE]
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