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Open-Minded Adventurers Wanted for Extravagant Planes-Hopping!
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<blockquote data-quote="Kelleris" data-source="post: 1796046" data-attributes="member: 19130"><p>@ Jolmo - Wow. That's an intimidating name. As for languages, there're basically all the racial languages, plus a common tongue for each of the six original planes, plus Common, which is a trade tongue that most well-travelled people speak.</p><p></p><p>@ Argent Silvermage - "Staff master concept"? The plane you're thinking of is Tila'kun.</p><p></p><p>@ Isida Kep'tukari - Hrm, I was hoping you weren't inclined to a pure blaster concept. I've been tossing around nerfs for the energy powers and <em>mind thrust</em>, just so you know. They aren't in the house rules because I haven't decided yet.</p><p></p><p>Basically, <em>mind thrust </em>will do d8s, not d10s. The Will negates is not worth 2 die increases, and just forcing a Will save for a damage spell is good in and of itself.</p><p></p><p>The energy powers require you to pick a specific one when you get the power, and you must manifest that energy type unless you pay 2 power points to select another. The 4-for-1 nature of the energy powers, combined with the fact that they're all actively better than 1d6 of X energy, makes me leery of letting you freely pick what you want to attack with.</p><p></p><p>Chain Power strikes me as a very weak feat. Chain Spell is +3 levels and works on a larger variety of spells to boot. Besides this, I was under the impression that the "expend your focus" requirement reduced this by 1. On top of that, you don't get the damage boost with the extra points you spend to chain the power. On the whole, pretty weak; an <em>energy ray</em> that strikes 8 targets for half damage with 6d6 already taken off the top seems very weak. I'd drop the power point cost to use Chain Power to +4, or maybe even +2.</p><p></p><p>Feel free to make with the commenting; I think this is what I will do, but it's not set in stone by any means.</p></blockquote><p></p>
[QUOTE="Kelleris, post: 1796046, member: 19130"] @ Jolmo - Wow. That's an intimidating name. As for languages, there're basically all the racial languages, plus a common tongue for each of the six original planes, plus Common, which is a trade tongue that most well-travelled people speak. @ Argent Silvermage - "Staff master concept"? The plane you're thinking of is Tila'kun. @ Isida Kep'tukari - Hrm, I was hoping you weren't inclined to a pure blaster concept. I've been tossing around nerfs for the energy powers and [I]mind thrust[/I], just so you know. They aren't in the house rules because I haven't decided yet. Basically, [I]mind thrust [/I]will do d8s, not d10s. The Will negates is not worth 2 die increases, and just forcing a Will save for a damage spell is good in and of itself. The energy powers require you to pick a specific one when you get the power, and you must manifest that energy type unless you pay 2 power points to select another. The 4-for-1 nature of the energy powers, combined with the fact that they're all actively better than 1d6 of X energy, makes me leery of letting you freely pick what you want to attack with. Chain Power strikes me as a very weak feat. Chain Spell is +3 levels and works on a larger variety of spells to boot. Besides this, I was under the impression that the "expend your focus" requirement reduced this by 1. On top of that, you don't get the damage boost with the extra points you spend to chain the power. On the whole, pretty weak; an [I]energy ray[/I] that strikes 8 targets for half damage with 6d6 already taken off the top seems very weak. I'd drop the power point cost to use Chain Power to +4, or maybe even +2. Feel free to make with the commenting; I think this is what I will do, but it's not set in stone by any means. [/QUOTE]
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