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<blockquote data-quote="Memnoch3434" data-source="post: 5954324" data-attributes="member: 6676476"><p><strong>Update!</strong></p><p></p><p>Thanks so much for all the feedback! Here is what we came up with (so far).</p><p></p><p>The Clown - (With a bit of a rodeo clown thrown in) High Ac, rogue(ish) tank. He has an ac bonus from his wisdom and int score. He will have a "sillyness" stat, we haven't fully discussed mechancially how it works but for every serious act done by the clown the stat diminshes. Keeping it high gives a bonus to saves, armor class, etc. It is increased by throwing whipped cream pies and such, and diminished by being too serious. The clown will also have a taunt (sort of like a knight) and sudden strike. The most interesting of all is a barrel mechanic (3 magic growing barrels that can be placed around the battle field, he can enter any one and come out any other). Finally the clown car. He walks into the car by himself and comes out with 4-5 clones for a few rounds. The clown has high Ac but low hp.</p><p></p><p>The Gypsy - The gypsy casts spells with Tarot cards as I already described but as an added bonus we threw in curses, at will. The curses will start out poorly at first but become stronger as time goes on. If we playtest her and feel like she is underpowered we may add a dervish type bellydancer mechanic.</p><p></p><p>The Mechanic (borris) - Borris was a smart Orc in a different game I played. Borris' weapon of choice is the wrench. We are thinking about giving him a steampunk leg. He should feel a bit like a wizard.</p><p></p><p>The Illusionist - A lay on hands healer that uses mechanical illusions as well. We haven't really developed a lot into the character but we do know that we want a Magic 8 ball mechanic, so that every time he tried to do something he needs to ask the 8 ball permission. Think Gaston Leroux's Phantom meets Two Face, with healing!</p><p></p><p>The knife thrower - we added a fear mechanic to make people more afraid when he narrowly misses vital parts of their anatomy.</p><p></p><p>The fire-breather sword-swallower- A martial arts master and fire breather. Has a variety of weapons he is good with, whips, swords, axes and bows. He can use his breath weapon for a five foot "line" initally, but when wielding a certain weapon he can change the direction of the flames, with the whip he can choose any squre within his threat range for the fire breath, a sword allows for a 15ft cone, and the axe allows for a 20ft line, and finally the bow simply lights arrows on fire. We will give him access to the fighter feats for weapon specialization and so on and so forth for all weapons he is proficient with at the apropriate levels</p><p></p><p>The Tatooed man - The tatooed man unlocks his Chakras through piercings, which allow him to do a healing technique that will take quite some time out of combat but is more effective than laying on hands. Basically magic acupuncture. The tattoos magicalness will be a collaboration between the player and the dm, the player draws them and the Dm will give them an idea of what it does. Generic monk stuff as well.</p><p></p><p>The Lizard man - more like the classic "tank" he will have dr from his unusual skin and high hp. My girlfriend wanted to do something like giving him access to all exotic weapons as well. We also considered giving him a lizard-like deformity such as chamelon skin, or gecko feet or frog's tongue and certainly a tail.</p></blockquote><p></p>
[QUOTE="Memnoch3434, post: 5954324, member: 6676476"] [b]Update![/b] Thanks so much for all the feedback! Here is what we came up with (so far). The Clown - (With a bit of a rodeo clown thrown in) High Ac, rogue(ish) tank. He has an ac bonus from his wisdom and int score. He will have a "sillyness" stat, we haven't fully discussed mechancially how it works but for every serious act done by the clown the stat diminshes. Keeping it high gives a bonus to saves, armor class, etc. It is increased by throwing whipped cream pies and such, and diminished by being too serious. The clown will also have a taunt (sort of like a knight) and sudden strike. The most interesting of all is a barrel mechanic (3 magic growing barrels that can be placed around the battle field, he can enter any one and come out any other). Finally the clown car. He walks into the car by himself and comes out with 4-5 clones for a few rounds. The clown has high Ac but low hp. The Gypsy - The gypsy casts spells with Tarot cards as I already described but as an added bonus we threw in curses, at will. The curses will start out poorly at first but become stronger as time goes on. If we playtest her and feel like she is underpowered we may add a dervish type bellydancer mechanic. The Mechanic (borris) - Borris was a smart Orc in a different game I played. Borris' weapon of choice is the wrench. We are thinking about giving him a steampunk leg. He should feel a bit like a wizard. The Illusionist - A lay on hands healer that uses mechanical illusions as well. We haven't really developed a lot into the character but we do know that we want a Magic 8 ball mechanic, so that every time he tried to do something he needs to ask the 8 ball permission. Think Gaston Leroux's Phantom meets Two Face, with healing! The knife thrower - we added a fear mechanic to make people more afraid when he narrowly misses vital parts of their anatomy. The fire-breather sword-swallower- A martial arts master and fire breather. Has a variety of weapons he is good with, whips, swords, axes and bows. He can use his breath weapon for a five foot "line" initally, but when wielding a certain weapon he can change the direction of the flames, with the whip he can choose any squre within his threat range for the fire breath, a sword allows for a 15ft cone, and the axe allows for a 20ft line, and finally the bow simply lights arrows on fire. We will give him access to the fighter feats for weapon specialization and so on and so forth for all weapons he is proficient with at the apropriate levels The Tatooed man - The tatooed man unlocks his Chakras through piercings, which allow him to do a healing technique that will take quite some time out of combat but is more effective than laying on hands. Basically magic acupuncture. The tattoos magicalness will be a collaboration between the player and the dm, the player draws them and the Dm will give them an idea of what it does. Generic monk stuff as well. The Lizard man - more like the classic "tank" he will have dr from his unusual skin and high hp. My girlfriend wanted to do something like giving him access to all exotic weapons as well. We also considered giving him a lizard-like deformity such as chamelon skin, or gecko feet or frog's tongue and certainly a tail. [/QUOTE]
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