Kerrick
First Post
But I have to balance flavour with ease of use. I don't want to make things obscure for their own sake - especially if they are really more or less extensions to current abilities.
Yeah, I agree that some feats lend themselves to epic progression (Two-Weapon Fighting, for example), but it seems like they went a little overboard.
Okay - what are these targeted at? Feats? Divine Abilities? Class Features?
Monster abilities.
Originally Posted by Kerrick
Flay skin - the creature can flay the skin from a living being. (0.1)
Wouldn't that be a Craft Skill?
Mm... not sure. Here's the text for it (note that a flayed one is a species of vampire):
Flay Skin (Ex): A flayed one can peel the skin from an unconscious living or dead Medium victim in a number of rounds equal to (10-the flayed one’s centuries of age). For example, a 500-year-old flayed one could flay the skin from a victim in 5 rounds. The time is doubled for each size category above Medium, and decreased by one round for each size smaller (to a minimum of one full round).
Originally Posted by Kerrick
Wear skin - it can wear the skin and adopt the original owner's form (0.2).
Definately supernatural. Likely parallels alternate form in terms of power.
Also by owners form I presume you mean as per Polymorth?
Not quite polymorph; it's more like alter self - the flayed one (the creature in question) can only wear the skin of a creature of one size category larger or smaller, and humanoid in shape.
Originally Posted by Kerrick
hypnotize - I rated this about half domination; I couldn't do it like the spell, because it's for a template.
Not sure I understand?
Sorry - I meant that I rated hypnotize (gaze attack, as the spell) at half what domination is rated (that is, 0.25 instead of 0.5).
Originally Posted by Kerrick
magic regeneration - can expend one level of stored spell energy to heal 5 hp. (this one's about the same as regen, neh?)
Isn't there a Forgotten Realms spell that lets you do something like this?
[/Quote]
I'm not sure.. can't use that stuff anyway, since this is in a product.
Originally Posted by Kerrick
nature's vigil - at will, the creature can make a Wilderness Lore check to determine if anything unusual has happened within one mile (travelers, new predators, etc.) (0.75, I think - I did this one awhile back)
Is this an extension of the Wilderness Lore boundaries (I don't have my PHB handy).
More like an alteration of commune with nature. And that reminds me - I need to change that to Survival

After looking over those when I posted them, I realized how many were simply mild alterations of spells or existing abilities, and that it wouldn't be as hard as I thought to extrapolate values for them. And here I was making guesstimates

Last edited: