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[ooc] Kore | Kingdom of Harmony [terminated]
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<blockquote data-quote="doghead" data-source="post: 1525635" data-attributes="member: 8243"><p>The Nameless is the title of my other game. Commoners and adepts. Caddoc. I put up some thoughts on how I approach my games that might be useful for you here.</p><p></p><p>I like where you are going with this. Given the purpose of the Serpent Clan warriors is to <em>hunt down those who oppose the will of their hidden leader</em>, how were you planning to transpose the character to the Kingdom of Harmony?</p><p></p><p>The Barbarian is fairly similar to a Rogue in may respects - only with rage instead of sneak attack and a little more combat orientated with a better HP and BAB progression. My initial feeling is to go with the standard barbarian class, as I want to avoid going outside the SRD as much as possible, and use your regular feats to create the elements you want. ie Greater Fortitude for poison resistance, Stealthy for the Move Silently bonus.</p><p></p><p>I'm thinking about altering the Rage a little to reflect the fact that is it learnt not cultural, and also to distinguish it a little from the regular barbarian rage.</p><p></p><p>1st: Rage: detox: 24 hours. (as per barbarian, +4 str, +4 con, +2 Will save bonus, - 2 AC, fatigued after.) </p><p>4th: Cold Rage: detox: 12 hours. Character may use int and dex based combat skills and feats. </p><p>8th: Quiet Rage: detox: 8 hours. Characters may use dex based skills. </p><p>12th: Calm Rage: detox: 6 hours. Characters may use Int and Cha based skills.</p><p></p><p>Serpent clan warriors use a drug (actually, a derivative of a snake toxin) to initiate their rages. While safe enough if used according to tradition, if overused it results in a loss of fine motor control (dex). Raging again before the required recovery time requires a DC 25 Fort check (no take 10 or 20) after the Rage has finished or the character suffers a -1 Dex loss. The recovery period penalties stack: for additional each time the character rages within a recovery period, there is an additional +5 to the DC.</p><p></p><p>ie 0900 Rage - recovery period till 2100. 1300 Rage - recovery period till 0100 hours.</p><p>So the Raging at 1300 - DC 25. </p><p>If the character raged again:</p><p>- at 2000 - DC 30 </p><p>- at 2200 (but not at 2000 hours) - DC 25 </p><p>- at 0300 (but not at 2000 or 2200 hours) - no check.</p><p></p><p>Basically, the character gets the option of using rage to get out of a bad situation, but is more than likely going to suffer for it. At 4th level, with Con 16, the character gets a Fort +7, meaning a roll of 18 is required. Just doable. At 12th level, Fort +11 requiring a roll of 14 would be required. </p><p></p><p>Probably not exactly what you were looking for, but me know what you think.</p><p></p><p>DrZ, TH and Cannibal, I'd like your input on this as well. </p><p></p><p>Actually, thats a standing invitation to everyone for discussions about setting ideas.</p><p></p><p>the head of the dog</p></blockquote><p></p>
[QUOTE="doghead, post: 1525635, member: 8243"] The Nameless is the title of my other game. Commoners and adepts. Caddoc. I put up some thoughts on how I approach my games that might be useful for you here. I like where you are going with this. Given the purpose of the Serpent Clan warriors is to [i]hunt down those who oppose the will of their hidden leader[/i], how were you planning to transpose the character to the Kingdom of Harmony? The Barbarian is fairly similar to a Rogue in may respects - only with rage instead of sneak attack and a little more combat orientated with a better HP and BAB progression. My initial feeling is to go with the standard barbarian class, as I want to avoid going outside the SRD as much as possible, and use your regular feats to create the elements you want. ie Greater Fortitude for poison resistance, Stealthy for the Move Silently bonus. I'm thinking about altering the Rage a little to reflect the fact that is it learnt not cultural, and also to distinguish it a little from the regular barbarian rage. 1st: Rage: detox: 24 hours. (as per barbarian, +4 str, +4 con, +2 Will save bonus, - 2 AC, fatigued after.) 4th: Cold Rage: detox: 12 hours. Character may use int and dex based combat skills and feats. 8th: Quiet Rage: detox: 8 hours. Characters may use dex based skills. 12th: Calm Rage: detox: 6 hours. Characters may use Int and Cha based skills. Serpent clan warriors use a drug (actually, a derivative of a snake toxin) to initiate their rages. While safe enough if used according to tradition, if overused it results in a loss of fine motor control (dex). Raging again before the required recovery time requires a DC 25 Fort check (no take 10 or 20) after the Rage has finished or the character suffers a -1 Dex loss. The recovery period penalties stack: for additional each time the character rages within a recovery period, there is an additional +5 to the DC. ie 0900 Rage - recovery period till 2100. 1300 Rage - recovery period till 0100 hours. So the Raging at 1300 - DC 25. If the character raged again: - at 2000 - DC 30 - at 2200 (but not at 2000 hours) - DC 25 - at 0300 (but not at 2000 or 2200 hours) - no check. Basically, the character gets the option of using rage to get out of a bad situation, but is more than likely going to suffer for it. At 4th level, with Con 16, the character gets a Fort +7, meaning a roll of 18 is required. Just doable. At 12th level, Fort +11 requiring a roll of 14 would be required. Probably not exactly what you were looking for, but me know what you think. DrZ, TH and Cannibal, I'd like your input on this as well. Actually, thats a standing invitation to everyone for discussions about setting ideas. the head of the dog [/QUOTE]
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