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[GE] A Game Of Elves, ElfQuest d20, OOC
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<blockquote data-quote="Guilt Puppy" data-source="post: 613244" data-attributes="member: 6521"><p>I'd disagree with making Flyer/"Attack mage" separate... While flight wasn't a strictly racial characteristic of the bird-riders (since Winnowill and others didn't fly), Rayek's flight was clearly of a different nature (his was a product of his telekinesis -- in other words, all part of one phase of development, not multi-classing)... I'd say give Flight as a beast-rider ability at a certain level for those who fly birds... Or maybe even PrC it (did anyone fly aside from the Chosen Eight, or whatever they were called?)</p><p></p><p>Also, "attack mage" doesn't aptly describe what Rayek did... Although he sure <em>could</em> use his magic in a violent way, it was mainly rooted in his ability to levitate objects (including himself).</p><p></p><p>Here's how I'd rough out the magic system:</p><p></p><p>Everything has a subdual damage cost. The maximum subdual damage you can undergo in one action is equal to your class level plus your Wisdom modifier. Magic is cast as a standard action; however, in cases where it can be sustained for a full round's duration, the maximum expenditure increases to twice your class level, plus your Wisdom modifier.</p><p></p><p>If an ability has a subdual cost greater than your maximum per round, it can still be cast, though you must sustain the ritual for the appropriate length of time.</p><p></p><p><strong>Healers:</strong></p><p></p><p>(Save DC = 10 + 1/2 Class level + Int, as they require a knowledge of anatomy)</p><p></p><p>- Heal damage. (Cost: 2 per hit point healed).</p><p></p><p>- Convert damage to subdual damage. (Cost: 1 per hit point.)</p><p></p><p>- Inflict damage, touch attack, Fortitude half. (Cost: 2 per damage inflicted.)</p><p></p><p>- Heal ability score damage. (Cost: 10 per point of damage.)</p><p></p><p>- Add an enhancement bonus to a creature's physical ability score (effects disappear after one hour) (Cost: 10 XP and 10 subdual per +2 bonus, maximum +6; healer level 3+)</p><p></p><p>- Add an inherent bonus to a creature's physical ability score (permanent) (Cost: 5000 XP and 50 subdual per +1 bonus, maximum +5; healer level 11+)</p><p></p><p>- Add an enhancement bonus to a creature's physical ability score (effects disappear after one hour) (Cost: 10 XP and 10 subdual per +2 bonus, maximum +6; healer level 3+)</p><p></p><p>- Add an inherent bonus to a creature's physical ability score (permanent) (Cost: 5000 XP and 50 subdual per +1 bonus, maximum +5; healer level 11+)</p><p></p><p>et cetera... You can get into polymorph and stuff as well.</p><p></p><p>For the other shapers, you can flatten it out to volume of rock/wood shaped, with saving throws if that shaping effects living flesh (Fortitude if piercing, Reflex if you're trying to encase something). In the case of telekinesis, similar rules for how much matter can be moved, with special rules for energy bursts, cones, and the like.</p></blockquote><p></p>
[QUOTE="Guilt Puppy, post: 613244, member: 6521"] I'd disagree with making Flyer/"Attack mage" separate... While flight wasn't a strictly racial characteristic of the bird-riders (since Winnowill and others didn't fly), Rayek's flight was clearly of a different nature (his was a product of his telekinesis -- in other words, all part of one phase of development, not multi-classing)... I'd say give Flight as a beast-rider ability at a certain level for those who fly birds... Or maybe even PrC it (did anyone fly aside from the Chosen Eight, or whatever they were called?) Also, "attack mage" doesn't aptly describe what Rayek did... Although he sure [i]could[/i] use his magic in a violent way, it was mainly rooted in his ability to levitate objects (including himself). Here's how I'd rough out the magic system: Everything has a subdual damage cost. The maximum subdual damage you can undergo in one action is equal to your class level plus your Wisdom modifier. Magic is cast as a standard action; however, in cases where it can be sustained for a full round's duration, the maximum expenditure increases to twice your class level, plus your Wisdom modifier. If an ability has a subdual cost greater than your maximum per round, it can still be cast, though you must sustain the ritual for the appropriate length of time. [b]Healers:[/b] (Save DC = 10 + 1/2 Class level + Int, as they require a knowledge of anatomy) - Heal damage. (Cost: 2 per hit point healed). - Convert damage to subdual damage. (Cost: 1 per hit point.) - Inflict damage, touch attack, Fortitude half. (Cost: 2 per damage inflicted.) - Heal ability score damage. (Cost: 10 per point of damage.) - Add an enhancement bonus to a creature's physical ability score (effects disappear after one hour) (Cost: 10 XP and 10 subdual per +2 bonus, maximum +6; healer level 3+) - Add an inherent bonus to a creature's physical ability score (permanent) (Cost: 5000 XP and 50 subdual per +1 bonus, maximum +5; healer level 11+) - Add an enhancement bonus to a creature's physical ability score (effects disappear after one hour) (Cost: 10 XP and 10 subdual per +2 bonus, maximum +6; healer level 3+) - Add an inherent bonus to a creature's physical ability score (permanent) (Cost: 5000 XP and 50 subdual per +1 bonus, maximum +5; healer level 11+) et cetera... You can get into polymorph and stuff as well. For the other shapers, you can flatten it out to volume of rock/wood shaped, with saving throws if that shaping effects living flesh (Fortitude if piercing, Reflex if you're trying to encase something). In the case of telekinesis, similar rules for how much matter can be moved, with special rules for energy bursts, cones, and the like. [/QUOTE]
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