Of Wealth and Taste [OOC] [Accepting Alts]

Uhhh... wow! That's certainly a very appropriate bribe, I mean generous offer. :D

I feel, however, that my conscience would forbid accepting an eBook worth $7 from somebody I've only exchanged a few words with online. I may pick it up at some point in the future - it does look cool - although currently I can't since my back account has just been transferred and I haven't got a working card at the moment.

Of course, anything from that or any other source could still be approved on a case-by-case basis. Run it by me at somebodys_fool@hotmail.com, okay?
 

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Ah, much better. Sorry about the mix up.

Now, let's see:

The feats are fine. I like them a lot, they really help to make tattoos a better option than power stones which, otherwise, they usually aren't.

The items are also fine. Nice flavour, balanced for the price, dont do anything silly - sure. Take whichever you like, at the prices given there.

Causal Loop needs tweaking. Compare it to, say, confusion. It's slightly more powerful (in my view at least - it has some really nasty applications after all), and it's a level lower (compared to the wizard spell, that is, which seems to be the best comparison). Seems to me like the duration is the main problem. Call it 2d4 rounds, and the power then seems to be much more reasonable to me.

Probability Mantle is powerful. Kind of hard to judge whether it's too powerful, because in the RAW there are no powers or spells that do anything similar. So I think I'll allow it, and if it seems too powerful then I'll just have to bear that in mind for any other games in which I come across it.

Slow Light is fine. Pretty cool, too.

Steal Item looks rather powerful, and seems pointless to me. You want to pick up a far-off item? That's what far hand is for. You want to disarm somebody? That's what telekinetic manouevre is for. I don't like this power.

Teleport Auxiliary. Yep, like it.

Temporal Concussion seems borderline, but I'll allow it. I think as a ray it should be alright.

I like the Chronorebel, right up to the level 10 ability which frankly I abhor. Full on Time Travel, even with harsh restrictions against its use to change things, just bugs the hell out of me. I don't really want to include it as a possible concept in my games. So... another ability needs to be found to replace that one if you want to take the PrC. I'm open to suggestions, so long as they don't involve time travel beyond the kind of small hop or tweak that the class' other abilities represent.
 

I looked at XPHB and Psychic Warrior, and decided I quite liked the idea, to the extent I'm pretty sure I can make the concept fit. I might want to do some negotiation on class skills, and I still kind of like the idea of a companion (purely for flavour, not for combat support), but in general there's plenty in here to make it work, and sufficient healing to at least keep the Warforged going, though probably not to make a group healer.

Actually my original thought was to have him live among the Githzerai, not the Githyanki, I made an error listing the potential favoured enemies ... but the Githyanki background kind of makes more sense this way.

And I'm quite switched on to a Warforged with the graft weapon/vampiric blade as a combined self-healing/killing mechanism ... if this is OK I'll pull together some initial stats over the next day or so ...
 

If you are going for a psychic killing machine type warforged, checking out the psionic weapons master from the mind's eye might be an idea if Eluvan will allow it. I had actually considered a psychic warrior/psionic weapons master for this game at one point. It gives full BAB and half manifester progression, more skills, and some cool abilities. You could get it by level 9 I think if you spent each of your feats on it.

My artificer is coming along, just really need to crack down and finish him. He's been sitting in a Word document that has been open for the past three days.
 


Eluvan said:
Ah, much better. Sorry about the mix up.

Now, let's see:

The feats are fine. I like them a lot, they really help to make tattoos a better option than power stones which, otherwise, they usually aren't.

The items are also fine. Nice flavour, balanced for the price, dont do anything silly - sure. Take whichever you like, at the prices given there.
Cool.

Causal Loop needs tweaking. Compare it to, say, confusion. It's slightly more powerful (in my view at least - it has some really nasty applications after all), and it's a level lower (compared to the wizard spell, that is, which seems to be the best comparison). Seems to me like the duration is the main problem. Call it 2d4 rounds, and the power then seems to be much more reasonable to me.
How about raising it a level?

Probability Mantle is powerful. Kind of hard to judge whether it's too powerful, because in the RAW there are no powers or spells that do anything similar. So I think I'll allow it, and if it seems too powerful then I'll just have to bear that in mind for any other games in which I come across it.
That's cool, and if you find issues with it when we're playing, then you can power it down on the fly, I don't mind.

Slow Light is fine. Pretty cool, too.

Teleport Auxiliary. Yep, like it.

Temporal Concussion seems borderline, but I'll allow it. I think as a ray it should be alright.
Okiday.

Steal Item looks rather powerful, and seems pointless to me. You want to pick up a far-off item? That's what far hand is for. You want to disarm somebody? That's what telekinetic manouevre is for. I don't like this power.
That's fine, then I shall not take it.

I like the Chronorebel, right up to the level 10 ability which frankly I abhor. Full on Time Travel, even with harsh restrictions against its use to change things, just bugs the hell out of me. I don't really want to include it as a possible concept in my games. So... another ability needs to be found to replace that one if you want to take the PrC. I'm open to suggestions, so long as they don't involve time travel beyond the kind of small hop or tweak that the class' other abilities represent.
There was another sidebar that said the DMs that didn't want to deal with the 10th level ability should just give another level of psionic power instead. Or something. Though you could almost consider Chronosyncrony as a kind of divination spell, though a very powerful one. I would promise not to abuse it or cause any headaches! :) At any rate, if you don't want it, then I am cool with any substitution.

My final version of Vestra should be up no later than midnight (it's 8:15 in my neck of the woods). I thank you very much for your consideration of this material. :)
 

Ferrix said:
If you are going for a psychic killing machine type warforged, checking out the psionic weapons master from the mind's eye might be an idea if Eluvan will allow it. I had actually considered a psychic warrior/psionic weapons master for this game at one point. It gives full BAB and half manifester progression, more skills, and some cool abilities. You could get it by level 9 I think if you spent each of your feats on it.
Interesting, thanks for the reference ... an intelligent weapon might fit the role of companion, and also melds well with the concept. Eluvan could you please take a look when you get the chance and (assuming the previous post also met with your approval) provide a view ...? The link is here:

http://www.wizards.com/default.asp?x=dnd/psm/20020927a

It references page 126 of the XPHB for weapon special qualities. Turns out that should be p164.
 

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