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I need some help with some ideas...
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<blockquote data-quote="rkanodia" data-source="post: 1295257" data-attributes="member: 11681"><p>I would recommend watching the movie <em>Dark City</em>. It owns and you can get it on DVD for $10 these days.</p><p></p><p>I like the idea of World Shaping being a skill; however, for balance reasons, it should probably be enabled by racial feats or class abilities, since there's no such thing as a class-exclusive skill anymore. If you're introducing new mechanics, I think it's good to try and tie them tightly to the existing framework so that they are as intuitive as possible.</p><p></p><p>For instance:</p><p><strong>World Shaping</strong> (<strong>Su</strong>): You may attempt to World Shape (as described in the Lost Soul class description), using up to ten ranks of Concentration.</p><p></p><p><strong>Greater World Shaping</strong> (<strong>Su</strong>): You may attempt to World Shape (as described in the Lost Soul class description), using up to fifteen ranks of Concentration.</p><p></p><p>et cetera.</p><p></p><p>For suggestions on feats/abilities, here are a few ideas:</p><p></p><p><strong>No Such Things As Ghosts</strong>: 'Ghosts' are just figments of other peoples' imaginations.</p><p><em>Benefit</em>: Any weapon you use (or unarmed strike/natural weapon) is treated as having the <em>ghost touch</em> property, and incorporeal creatures may not ignore your armor bonus when they attack you.</p><p></p><p><strong>Lucid Dreaming</strong>: Your will is your own, even in dreams.</p><p><em>Benefit</em>: As the <em>slippery mind</em> special ability for rogues.</p><p></p><p><strong>What You See Is What You Get</strong>: Illusions aren't any less valid than the rest of this fake world.</p><p><em>Benefit</em>: You may treat illusions as real objects. For instance, you can walk on an illusionary bridge or climb an illusionary ladder, even if you have already disbelieved it. If you use an illusion as a tool, it affects other creatures and objects as though it were real; this effect lasts only as long as you hold the item. Magic properties emulated by an illusion are not preserved; for instance, you wield an illusionary <em>+5 vorpal longsword</em> as a masterwork longsword.</p><p><em>Alternate Benefit</em>: Others find your illusions particularly compelling, increasing the save DC of all figments, glamers, and shadow spells by 2.</p><p></p><p><strong>Fire to Farce</strong>: You can defeat some attacks by changing their nature.</p><p><em>Prerequisite</em>: Evasion as a class ability.</p><p><em>Benefit</em>: If you sucessfully negate damage from an area attack using evasion, the attack also fails against all creatures within a 10-foot radius as an explosion turns into a spray of feathers, a bolt of lightning into a bolt of cloth, or whatever other harmless objects strike your fancy.</p></blockquote><p></p>
[QUOTE="rkanodia, post: 1295257, member: 11681"] I would recommend watching the movie [i]Dark City[/i]. It owns and you can get it on DVD for $10 these days. I like the idea of World Shaping being a skill; however, for balance reasons, it should probably be enabled by racial feats or class abilities, since there's no such thing as a class-exclusive skill anymore. If you're introducing new mechanics, I think it's good to try and tie them tightly to the existing framework so that they are as intuitive as possible. For instance: [b]World Shaping[/b] ([b]Su[/b]): You may attempt to World Shape (as described in the Lost Soul class description), using up to ten ranks of Concentration. [b]Greater World Shaping[/b] ([b]Su[/b]): You may attempt to World Shape (as described in the Lost Soul class description), using up to fifteen ranks of Concentration. et cetera. For suggestions on feats/abilities, here are a few ideas: [b]No Such Things As Ghosts[/b]: 'Ghosts' are just figments of other peoples' imaginations. [i]Benefit[/i]: Any weapon you use (or unarmed strike/natural weapon) is treated as having the [i]ghost touch[/i] property, and incorporeal creatures may not ignore your armor bonus when they attack you. [b]Lucid Dreaming[/b]: Your will is your own, even in dreams. [i]Benefit[/i]: As the [i]slippery mind[/i] special ability for rogues. [b]What You See Is What You Get[/b]: Illusions aren't any less valid than the rest of this fake world. [i]Benefit[/i]: You may treat illusions as real objects. For instance, you can walk on an illusionary bridge or climb an illusionary ladder, even if you have already disbelieved it. If you use an illusion as a tool, it affects other creatures and objects as though it were real; this effect lasts only as long as you hold the item. Magic properties emulated by an illusion are not preserved; for instance, you wield an illusionary [i]+5 vorpal longsword[/i] as a masterwork longsword. [i]Alternate Benefit[/i]: Others find your illusions particularly compelling, increasing the save DC of all figments, glamers, and shadow spells by 2. [b]Fire to Farce[/b]: You can defeat some attacks by changing their nature. [i]Prerequisite[/i]: Evasion as a class ability. [i]Benefit[/i]: If you sucessfully negate damage from an area attack using evasion, the attack also fails against all creatures within a 10-foot radius as an explosion turns into a spray of feathers, a bolt of lightning into a bolt of cloth, or whatever other harmless objects strike your fancy. [/QUOTE]
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