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Farland's Runelords in DnD?
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<blockquote data-quote="s/LaSH" data-source="post: 467945" data-attributes="member: 6929"><p>The point about being too strong for your own bones is a good one. I suppose there'd have to be some way to penalise warriors of unbalanced aspect; metabolism and strength sort of support each other, and metabolism would probably cause all sorts of problems without a hefty helping of Grace endowments. (That's why I didn't suggest a Dex bonus from Met, although a haste bonus would probably be a good idea. What is it, +2AC per haste?)</p><p></p><p>These are oriented towards high Runelords. A single endowment character is probably just enjoying the benefits of a magic item, as discussed previously, but to do Raj Ahten you'd want these.</p><p></p><p>Grace: Buffs up DEX. Don't apply this bonus to missile weapon attacks or initiative checks. Do apply it to AC and all relevant skill checks.</p><p>Penalties: None.</p><p>Synergy: Metabolism does 1 damage per action for every increment faster you are than your Grace (if you have 1000 Met but only 10 Grace, you take 2hp every time you swing your sword).</p><p></p><p>Wits: Buffs up WIS. Furthermore, with the incredible power of recall this gives you, you can search locations (with spot or listen) after you've left them; apply the penalties for time under the Track feat or something.</p><p>Penalties/Synergies: None, until you lose your dedicates... at which point you take a major hit to memory and skills. Probably an XP drain, too.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 467945, member: 6929"] The point about being too strong for your own bones is a good one. I suppose there'd have to be some way to penalise warriors of unbalanced aspect; metabolism and strength sort of support each other, and metabolism would probably cause all sorts of problems without a hefty helping of Grace endowments. (That's why I didn't suggest a Dex bonus from Met, although a haste bonus would probably be a good idea. What is it, +2AC per haste?) These are oriented towards high Runelords. A single endowment character is probably just enjoying the benefits of a magic item, as discussed previously, but to do Raj Ahten you'd want these. Grace: Buffs up DEX. Don't apply this bonus to missile weapon attacks or initiative checks. Do apply it to AC and all relevant skill checks. Penalties: None. Synergy: Metabolism does 1 damage per action for every increment faster you are than your Grace (if you have 1000 Met but only 10 Grace, you take 2hp every time you swing your sword). Wits: Buffs up WIS. Furthermore, with the incredible power of recall this gives you, you can search locations (with spot or listen) after you've left them; apply the penalties for time under the Track feat or something. Penalties/Synergies: None, until you lose your dedicates... at which point you take a major hit to memory and skills. Probably an XP drain, too. [/QUOTE]
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Farland's Runelords in DnD?
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