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Faolchulan--A scout PrC--Help balance, please.
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<blockquote data-quote="drexes" data-source="post: 2941586" data-attributes="member: 24176"><p><strong>Creothmionn effects</strong></p><p></p><p>Creothmionn (Blood Oath) effects for the Faolchulan are dependant on the type of creature whose blood marks the character's face as follows. Not all effects are equal, becasue some blood is rarer than others. Those creatures that have no blood can obviously not give benefit. </p><p></p><p>Each of these effects lasts one day per class level and the effects of two handprints do not stack, only the most recent handprint has any effect. Blood for this effect must be fresh (no more than 1 hr. old per class level) and cannot be stored in anyway. A Faolchulan must dip his hand in the natural pool of the creatures blood or upon its wounded body and immediately press his hand to his face for this to have an effect.</p><p></p><p>Aberrations: +1 resistance to saves/3 class levels (rounded up)</p><p>Animal: Endurance as a bonus feat and the scent ability</p><p>Construct: No effect</p><p>Dragon: +1 natural AC/2 class levels (round up)</p><p>Elemental: No effect</p><p>Fey: Spell Resistance equal to 12 + class level</p><p>Giant: +2 strength/3 class levels (round up)</p><p>Humanoid: +4 to Listen, Spot, Survival and Damage vs Humanoids</p><p>Magical Beast: +10 Movement</p><p>Monstrous Humanoid: Darkvision 60ft, Blindsense 30ft</p><p>Ooze: No effect</p><p>Outsider: Energy Resistance 5 (all types)</p><p>Plant: Plant blood would be VERY rare. +10 on Hide checks when in natural surroundings.</p><p>Undead: Undead blood would be Very rare. Negative Energy Immunity.</p><p>Vermin: Poison Immunity</p><p></p><p>I would use this list for the abilities and remove the scent class ability from the earlier post.</p><p>What do you think? I thought about giving them favored enemy against the type of creature they were initially bloodsworn to kill. Would these changes make it balanced or would it be too much?Too little?</p><p></p><p>Drexes</p></blockquote><p></p>
[QUOTE="drexes, post: 2941586, member: 24176"] [b]Creothmionn effects[/b] Creothmionn (Blood Oath) effects for the Faolchulan are dependant on the type of creature whose blood marks the character's face as follows. Not all effects are equal, becasue some blood is rarer than others. Those creatures that have no blood can obviously not give benefit. Each of these effects lasts one day per class level and the effects of two handprints do not stack, only the most recent handprint has any effect. Blood for this effect must be fresh (no more than 1 hr. old per class level) and cannot be stored in anyway. A Faolchulan must dip his hand in the natural pool of the creatures blood or upon its wounded body and immediately press his hand to his face for this to have an effect. Aberrations: +1 resistance to saves/3 class levels (rounded up) Animal: Endurance as a bonus feat and the scent ability Construct: No effect Dragon: +1 natural AC/2 class levels (round up) Elemental: No effect Fey: Spell Resistance equal to 12 + class level Giant: +2 strength/3 class levels (round up) Humanoid: +4 to Listen, Spot, Survival and Damage vs Humanoids Magical Beast: +10 Movement Monstrous Humanoid: Darkvision 60ft, Blindsense 30ft Ooze: No effect Outsider: Energy Resistance 5 (all types) Plant: Plant blood would be VERY rare. +10 on Hide checks when in natural surroundings. Undead: Undead blood would be Very rare. Negative Energy Immunity. Vermin: Poison Immunity I would use this list for the abilities and remove the scent class ability from the earlier post. What do you think? I thought about giving them favored enemy against the type of creature they were initially bloodsworn to kill. Would these changes make it balanced or would it be too much?Too little? Drexes [/QUOTE]
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