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Ah, I see you've updated the site. It looks nice! Are you looking for design issues, or shall I continue with rules nitpicks like before? :cool:
 

Mythrian:
+2 Intelligence, -2 Strength is very powerful for wizards - no downside. +2 Int, -2 Con?

Elves (all):
Proficiency is better than +1 attack bonus - less abusable and more usable. Trust me.

Hinin:
Let's compare a human Ftr2 to a hinin Ftr2. Base Str 15, both wielding big swords. The human's bonus feat is Weapon Focus (greatsword).
Human: +5 melee (2d6+3/crit 19-20, greatsword)
Hinin: +7 melee (2d8+6/crit 19-20, Huge greatsword)
It gets worse on higher levels, as hinin outshine the other races even more... most, if not all, fighters will be hinin. Consider the above example with Power Attack to even out the attack bonuses: average damage 10 vs. 17!
Perhaps there should be additional downsides... it *seems* too easy.
 

What's your question or comment?

I know I'd look into playing a Hinnin fighter in a heartbeat.
The Large size is really what would ROCK!
Righteous Might, anyone?
Think of the Weapon damage! :eek:
 


First of all, I really like the site redesign. The old look wasn't bad, but it looks quite professional now. :)

Next, I'll say that it's going to be hard to critique most of the rules - they're good as is. Still, there are a few tweaks her and there, and the spells might need looking over - they're long.

Drogian - looks great
Dwarf -as PH
Elf - good
Empyrean - good
Gemmarian - gee, all of the rules are good. ;)
Gnome - as PH
Half Elf - as PH
Half Orc - as PH, with a disturbing picture
Halfling - as Ph
Hinin - *love* the concept, but they're still powerful; I'l get back to you on this one.
Human - as PH
Limbant - suggestions below (changes in bold)

Barkskin: +2 natural armor, +1 per 3 levels (+2 at level 1, +3 on level 3, etc.)
Photosynthesis: The Limbant does not acquire nutrients in the same fashion as a normal character. The Limbant, like other plants, receives nourishment from the light of the sun. Each day he goes without exposure to sunlight he suffers 1d6 points of subdual damage. This damage cannot be healed until the character is returned to sunlight - not even magic that restores hit points (such as cure light wounds) heals this damage. (Mirroring starvation damage)
Water: The Limbant also subsists on water. He satisfies his thirst by immersing his roots in water for at least 10 minutes every two days. He can also satisfy his thirst by exposing himself to a light rain. If he goes without water for two days, he begins to suffer 1d6 points of subdual damage. This damage cannot be healed until the character is returned to sunlight - not even magic that restores hit points (such as cure light wounds) heals this damage. (Mirroring starvation damage)
Rooting: Beginning at 3rd level, the Limbant can accelerate healing by way of rooting, which he may do once per week. To do so, he must bury his feet in the earth. He must remain stationary for 1d4 hours, taking no other actions. If uninterrupted, the Limbant's feet begin to grow roots and absorb nutrients from the soil. During this process the Limbant gains 1d4 hit points per character level. (Otherwise it's not worth it.)
Fire Vulnerability: Double damage from fire, except on a succesful save. (Mirrors the treant.)
Continuous Growth: The Limbant grows 1d6 inches each year. (Trees growing 4 feet in a month, then 2 inches over the next 10 years?)
Limbing: Upon reaching 5th level, and every 5 levels thereafter, the Limbant can grow an extra limb. The extra limb slowly sprouts from the Limbant's chest, and is fully functional. The attempt requires the Limbant lie on the ground and cover himself with leaves, branches, and earth. The process takes one full day, during which time the Limbant is in a state of suspended animation. If disturbed then the effort fails and the Limbant must wait until he has gained a level to try again.
If he is undisturbed, he awakens after 24 hours with a new limb resembling whichever limb is his offhand. The benefits gained are as follows:

The Limbant can attack with an additional weapon. The normal penalties apply, and the limb is considered another off hand.
The Limbant receives +2 on his attack rolls for each additional limb when he is engaged in wrestling or grappling.
Obvious benefits include the ability to perform strenuous tasks more easily such as carrying three, instead of two, heavy objects.
 


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