The Fall of Brodhurst OOC and Character Gen (Full)

I'll start up a Rogue's Gallery thread, sure. Kept meaning to do it but it slipped my mind each time.

Velmont: No and no.

It might sound harsh, but in a running campaign, spellcasters don't receive extra experience to craft items, so in that respect I don't think it's really fair to the other players to make that kind of allowance. You can be level nine and use the experience it would take to reach ten to craft items, which would probably leave you quite close to gaining a level anyway.

As far as craft skills reducing costs... it seems to me the costs to craft the item are negligible compared to the costs involved with the enchantment of it. Then again, I may be wrong; feel free to prove that I am.
 

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Respect that choice!

When you have craft(poison), it start to have some effect... it is pretty good to be able to use poison without being affacted (Venom immunity of druids ;) )
 
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The concept is just fine by me. Quite nasty, in fact. As far as the class itself goes, I do think it needs some adjustment. Here's some of the things that strike me at a casual glance (if you want, later I can go through feature by feature).

I don't see the need for the random number of available ticks - it seems to me that having a set finite amount makes it too easy for the class to become pointless; roll a 2 on your initial roll, and then what are you going to do? I think that instead there should be a limit on the ticks available for use per day, determined by level.

The Share Skills ability seems to be a little too vague. Instead of mentioning rogue skills (and as a bit technicality nitpick, just what are rogue skills, for that matter), I think it would be best to provide a sensible list of skills that the ticks should be able to perform.

I don't understand why the Detect Vampirism ability is there. If it's to reinforce the background of the class, I guess that's fine, but it seems a bit unnecessary to effectively be able to permanently detect undead.

Shouldn't Consumnation be called, err, Consumption?

Apart from that, I'm not sure about the spell progression. I'll have to take more time later to compare the abilities/spell progression to some of the other prestige classes before I have any real comments on it.
 

KingOfChaos said:
http://greyhawkonline.com/pitsofevil/viewtopic.php?t=1217

There is the PrC I wrote up for this character, John. I posted it at the Pits so some of my more mechanics minded members could have a stab at any unbalancing effects. I would appreciate it if you gave me the okay on the actual concept, though, since the class will be a large part of the background for the character when he is finished :)
Ok, my thoughts on it.

Familiar: With all the ticks, it should be balanced that if the mage has a familiar, he should lose it. If the mage has a familiar, within 1d3 days it is attacked and consumed by the ticks. The mage suffers the normal penalty for losing a familiar, but the DC is 13 to save for half XP loss, rather than 15.

Eyepatch: What happens if he loses it?

Share Skills: Maybe a bit more specific, and lose the DC increase. The ticks can use any non-knowledge skill the hive possess, to a maximum of 5 ranks, and cannot take 10 to use a skill at any time. The ticks must be within 30ft to benefit from this, but multiple ticks can be using different skills at the same time. The range puts them on par with the Arcane Trickster, but they're allowed any skill, where he's only allowed limited skills.

Spell Conduit: Should also have the 30ft range limit, except for diviniation spells. And use cone of cold instead of cold fireball as a more relevant example. :)
 

Hmmm

I never thought about the familiar problem, since I hardly ever use a familiar with my wizard characters. At lower level, they're just too much a hassle because invariably the BBEG will always target your familiar in battle and kill it.

The detect vampirism is indeed for the background of the creatures themselves. I admit that it doesn't really click with the other abilities, but that's because the creatures don't normally live inside another creature, nor are they normally found on the prime material plane.

The share skills fix looks nice and I think i'll use itm plus I will get rid of the 'tick point' idea for a base per day system for the other abilities. :)
 



I've decided to pass on this game. It isn't anythign personal or anything like that, I'm just having trouble coming up with a compelling character concept to run and if I don't have that, I don't think I'll enjoy the game. Have fun withteh game, I'm certain I'll be following along.
 

I can certainly understand that. I've been eager for a game but found myself strapped for ideas a couple of times, myself.

That said, it's been a while since anybody's posted... I'm not certain this is getting off the ground now.
 

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