[Recruitment/Discussion] Serial Superheroes Game


log in or register to remove this ad

I'm kinda clueless on how to put mine together, but I'll give it a go later. I'm thinking of basing it on the Strong Hero.
 
Last edited:

psycho: Some things need to be clarified... Does the empathic link only come into play while the dragon is "manifested" (ie, can it only fly so far away and report on what it sees while manifested?) Also, is there any limit to how often it can be
manifested, or the duration it can be manifested?

The dragon stats themselves look reasonable at a glance... Just want a better idea of how the abilities work.

GWolf: Pretty solid, although I think there's too much emphasis on the "Way" (it seems like his main ability, but only ever comes into play for a few rounds per day...) Also, it seems to make sense for this character to have a +1 BAB progression... The haste-style standard action it provides covers the "whole slew of attacks" aspect, and you could include Flurry of Blows to up that... This leads into:

In both cases, I'd prefer you do something specific in lieu of the Bonus Feats... I know they're very d20-modern, but in this case the class is meant to map out the progress of your powers specifically... If you want to supplement these with something to round them out, feel free to multi-class -- remember, I'm dropping any m-c penalties. (On that note, you might want to revise the class skills to reflect things which somehow relate to the development of your specific power...)

psycho, in exchange for the Bonus Feats you could do some stuff to improve the mount abilities, et cetera... You could introduce some new ways to use the power (or improvements on specific ways of using the power), such as improving communication beyond empathy, doing some stuff with mounted combat, and so forth...

GWolf, you could move most of the abilities to even levels (except unarmed strike), and then shift the Way to progress more continuously at the odd levels... (1/day at first through 5/day at ninth). With some of the remaining space, you could add in some more appropriately flavored abilities (I see this character being able to effectively Time Stop, once per day, as an extraordinary ability at tenth level... One lightning quick flurry of actions, you know?)

Of course, how you use it is infinitely more important than the class abilities themselves, but certain developments in power need to occur in a more unpredictable fashion.
 

Guilt Puppy said:
psycho: Some things need to be clarified... Does the empathic link only come into play while the dragon is "manifested" (ie, can it only fly so far away and report on what it sees while manifested?) Also, is there any limit to how often it can be
manifested, or the duration it can be manifested?

The Emphatic Link only works when the dragon is manifested. So no having an invisible dragon scout out for the group. ;) I also noticed the fact that I'd missed the duration of the manifestation, and I think that 1 hour/Dragon Keeper level seems reasonable, after which time the dragon disappears... on the other hand my class doesn't make heavy use of the intelligence score that it is based on, so perhaps 1+Int Bonus hours could do... in the end it's your call, you're the DM. And as for how often, perhaps 1/day is enough. I don't see myself calling on Smoky unless he's really needed.

Guilt Puppy said:
psycho, in exchange for the Bonus Feats you could do some stuff to improve the mount abilities, et cetera... You could introduce some new ways to use the power (or improvements on specific ways of using the power), such as improving communication beyond empathy, doing some stuff with mounted combat, and so forth...

Not a bad idea, but since Matt isn't a really combat oriented character Mounted Combat feats don't seem to fit him... perhaps some abilities to increase his control on Smoky. I'll see to it.
 



GWolf: I definitely like the changes... Nothing too powerful, but still useful cool stuff that fits the character. (Meticulous Memory, for instance, is just a nice ability -- in no way over-powering, but still really frickin useful.)

One thing: I'd change the time stop ability a little, so that it doesn't work exactly like time stop... The fact that time stop doesn't allow attacks is kind of a hindrance -- If I were to restat it, I'd say 1/day, you can take 1 + Wis modifier rounds of action as one full round action, if you understand what I mean. If you want 2/day, specify that it can only be used while during "The Way" (which makes sense), and that the extra standard action for the Way does not apply to rounds gained through the Time Release ability... As an extraordinary ability, it seems to fit more to act really lightning-quick than necessarily to step outside of time.

If you prefer it as is, though, that would be fine with me -- just thought I'd make the suggestion.

Also, is there a reason there's no Way 3/day at fifth level? You can feel free to add that in -- it improves continuity, and doesn't throw off the power level much (considering it's an ability you can already use)

(Edit: Oh, if you change Time Release, be sure to leave in some flavor text about "how it works" -- ie, is he slowing down time, or just speeding up himself? It makes some difference, since I do want to be able to work loosely with these rules -- for instance, if at some point you encounter a villain who is able to control time, that ability may or may not be countered. It will also effect how you'll be able to use the ability, if you want to slip from the rules a little -- like spending that round focused on charging someone while dodging through a hail of bullets, or something. The charging might only count as one round of action, and the unused rounds can be subbed out to account for you avoiding bullets, giving an ad hoc +2 dodge bonus each or somesuch.)
 
Last edited:

Sure, I like your first idea of 1/day. With the whole 1+Wis Mod. Number of rounds. I'll be sure to change it asap.

I can't wait to get started. Are we starting in present day?

If so, Fritz will be about 81 years old, but I'd like him to effectivly (for health and stats) 45.

The only other thing I haven't been able to include is his great senses. I was thinking maybe like having the age and spot bonus being part of a racial template. More of something he was born with, then something he learned or gained over time.

I was thinking an inherent +4 to Spot, Listen, And Sense Motive.
And the age thing is more for flavor.

I'll get the Tiem Relase ability reworked probably tonight or tomorrow. Come on other people I want to start!
 


Sorry Guilt Puppy, I really can't come up with anything to replace the bonus feats for the Dragon Keeper... you'll need to help me out on this. I guess the end of school's draining all of my creativity. :p

Edit: I'm also open to suggestions from the other players. If you've any idea how I can improve on the Dragon Keeper, just tell me.
 
Last edited:

Pets & Sidekicks

Remove ads

Top