Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
EN Publishing
Three more Traditions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Khaalis" data-source="post: 6300709" data-attributes="member: 2167"><p><strong>WARNING - LONG</strong></p><p></p><p>Some comments:</p><p></p><p><u>PALADIN</u></p><p>* <strong> Starting Years:</strong> This should only be 1d6 as that seems to be the standard, except Prison which is 2d6 years.</p><p></p><p>* <strong>Prerequisites:</strong> I would change this to “Squire I, <strong>Knight I</strong> or Man-at-Arms I; <em>Religion</em> skill /OR/ Cleric I; <em>Sword</em> skill”</p><p></p><p>* <strong>Spell List:</strong> Just a layout comment - I’d add the Abjure restriction note directly to the spell list section rather than foot note. Also note, if you want them to have all 4 spell lists, you either need to give them 1 free starting spell list like clerics get Charm Undead and Heal Person free; OR make it a 4 tier tradition.</p><p></p><p>* <strong>Attributes:</strong> Personal balance issue here. I would go with... <strong>STR +1, END +1, WIL +1, <em>MAG +1</em>, REP +1</strong> (see below)</p><p></p><p><u>Abilities</u></p><p>* <strong>MAGIC:</strong> As mentioned above, I would move the MAG to regular attributes. If this is only a 3 Grade Tradition, that’s only MAG 3 which at least gives the Tradition some wiggle room to actually be able to use some effective spells from their spell lists. MAG 1, really isn’t worthwhile over 3 grades of a tradition that gets magic. Even a Paladin that gets no other MAG bonuses ever should at least have the MAG 3. This also allows the Paladin to actually be able to cast Holy Sword, which they normally could not with only a MAG 1 since you max MP expenditure per spell = MAG.</p><p></p><p>* <strong>Sense Evil:</strong> I would be a bit more gracious with this and use Detect Magic/Mage I as a reference. Something like this:</p><p></p><p><strong><em>Sense Evil:</em></strong> You can sense the presence of evil easily. You do not need to make any kind of attribute check to detect a source of the Evil virtue within 30’, and are aware of its existence automatically. You may attempt a Challenging [13] INT check that takes 1 minute. If you succeed the check, you know roughly how many different Evil sources there are, and exactly where the Evil virtue(s) are radiating from.</p><p></p><p>* <strong>Spell-Like Abilities:</strong> Interesting. The same basic idea I’ve been working with for a Warlock tradition. I would slightly change how these work though. Something that states these are Spell-Like Abilities that act as a Signature Spell for casting (2 actions) but are not actually Signature Spells (thus not needing to add the comment about not counting toward max Signature Spells, nor do they need to be stored in prayer beads, etc.). </p><p></p><p>On Holy Sword, I think you need this to be more as one of the following:</p><p></p><p>Whiles breaking the Virtue restriction of Create, either</p><p></p><p> <strong>Holy Sword</strong> | Partum Beautus……..2 MP</p><p>Create Good II / Meta I</p><p><strong>Range:</strong> Touch</p><p><strong>Duration:</strong> 1 minute</p><p>You create a sword of pure good energy that deals 3 dice points of Good damage to creatures with the Evil virtue.</p><p><em>Cost:</em> 2 MP elemental object</p><p></p><p>OR</p><p></p><p><strong>Holy Weapon</strong> | Partum Beautus……..1 MP</p><p>Create Good II </p><p><strong>Range:</strong> Touch</p><p><strong>Duration:</strong> 1 minute</p><p>You imbue your weapon to deal +1 die points of Good damage to creatures with the Evil virtue.</p><p><em>Cost:</em> 1 MP elemental weapon</p><p></p><p>** <em>Personally, I think I like this one. It’s cheap and it can use any weapon rather than creating a weapon that only hits Evil creatures. It is also scalable so it could scale up with future Tradition Grades. It also matches up to Divine Aegis better.</em></p><p>* Holy Weapon I: +1 die points of Good damage for 1 MP</p><p>* Holy Weapon II: +2 die points of Good damage for 3 MP</p><p>* Holy Weapon III: +3 die points of Good damage for 5 MP / Etc.</p><p><span style="color: #A52A2A"><strong>EDIT:</strong> However, I think this only deals its damage ONCE, not for the entire minute??</span></p><p></p><p>Or you could do this, which doesn’t break the Virtue issue for Create but is more expensive.</p><p></p><p><strong>Holy Weapon</strong> | Adsumo Beautus……..4 MP</p><p>Evoke Good II / Meta IV</p><p><strong>Range:</strong> Touch</p><p><strong>Duration:</strong> 1 minute</p><p>You imbue your weapon to deal +1 die points of Good damage to creatures with the Evil virtue.</p><p><em>Cost:</em> 0 MP +1 die Good damage, 4 MP Enduring Damage (Very Short duration)</p><p></p><p></p><p><strong>Divine Aegis:</strong> I would remove the Shield restriction. There is no real reason the Paladin can’t just cast this “shielding” spell.</p><p></p><p><strong>Divine Aegis</strong> | Repello Malus ……..1 MP</p><p>Abjure Evil</p><p><strong>Range:</strong> Touch</p><p><strong>Duration:</strong> 1 minute</p><p>You gain a +2 Defense bonus and SOAK 2 against Evil creatures and effects.</p><p><em>Cost:</em> 0 MP Cantrip, 1 MP Withstanding</p><p><em><strong>Also scalable:</strong></em></p><p><em>* Divine Aegis II: +4 Defense bonus and SOAK 4 against Evil creatures and effects for 4 MP</em></p><p><em>* Divine Aegis III: +6 Defense bonus and SOAK 6 against Evil creatures and effects for 6 MP / Etc.</em></p><p></p><p></p><p></p><p><u>WITCH HUNTER</u></p><p>Firstly, I would change the “Special” section as I’m not keen on the “negative” attribute. I would make it a Pre-Requisite that you have MAG 0 and no Magical Traditions. I would also state that you lose this tradition’s special abilities if you ever gain Grades in a magical tradition. JMHO.</p><p></p><p><strong>I:</strong> I think +4 to both Defenses might be too high for first grade, however it IS just against Magic so it might be ok. Would need to be tested against some attack checks.</p><p></p><p><strong>II:</strong> This power seems useless. Not only does Abjure require a specific Source (i.e. Abjure <em>Fire</em>) a 0 MP Dispel is nearly useless except against other Cantrips. What might work better is to make a unique power, something like this. However, this absorbs the step V ability which would need to be replaced.</p><p></p><p><strong>DISPELLING:</strong> You gain the ability to dispel magical effects. This acts exactly like the Dispelling Enhancement of the Abjure spell with the following changes. </p><p>* Dispelling requires 2 actions.</p><p>* You are considered to have all Abjure spell lists. </p><p>* Rather than MP, you use a Dispelling Pool (DP) that is equal to your WIL*3. </p><p>* You use WIL instead of MAG for the difficulty checks.</p><p>Additionally, you gain the Counterspelling magical trick as a bonus trick.</p><p></p><p></p><p><strong>III:</strong> I’d alter to: “You gain +4 to all WIL checks to Disbelieve magical Illusions”.</p><p></p><p><strong>IV:</strong> I’d slightly alter this to something like, and drop the illusion tag since I’m pretty sure this is already part of disbelieving.</p><p><strong>SEE MAGIC:<strong> You are able to detect magic easily. You do not need to make any kind of attribute check to detect magic within 30', and are aware of its existence automatically. You may also see magical aura’s of any creature with a MAG score higher than 0.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>V:</strong> Since I recommended absorbing this into the Grade II ability, I would suggest the following for Grade V, stealing form Inquisitor.</strong></strong></p><p><strong><strong>V: You become resistant to magic, gaining SOAK 10 (magic).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><u>Illusionist</u></strong></strong></p><p><strong><strong><strong>Attributes:</strong> I would increase MAG to +2 like other specialists.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>I:</strong> I’m a little confused by this ability. Shouldn’t this be <strong>“You gain the <em>Weave Force</em> and <em>Weave Nature</em> spell lists as bonus spell lists”</strong>? If so this could be moved to the Spells section, just like Cleric bonus spell lists.</strong></strong></p><p><strong><strong>It’s my understanding that Weave has to have the associated source element as a spell list to use effects of that element. Having <em>Create Force</em> and <em>Weave Fire</em> doesn’t allow you to use FORCE (real damage) to Fire Illusions, you’d have to have both <em>Weave Fire</em> and <em>Weave Force</em>.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>II:</strong> I’d just spell this out rather than referencing. Considering the above, I’d also move this to Grade I.</strong></strong></p><p><strong><strong>“I: You gain a complete Weave spell list as a signature spell list. Any spell which uses only that Weave spell list (plus metamagical enhancements) is treated as a signature spell.”</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>III:</strong> I’d move this to II and word it… “People trying to make a WIL check to disbelieve your illusions take a 1 die penalty to their roll.”</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>I’d also push this to 5 Grades. Something like….</strong></strong></p><p><strong><strong><strong>III:</strong> You gain +4 to all WIL checks to Disbelieve magical Illusions.</strong></strong></p><p><strong><strong><strong>IV:</strong> You are now able to invest more MP into Weave spells. You can exceed your normal maximum expenditure (equal to your MAG attribute) when weaving any spell including a Weave spell list by 4 MP.</strong></strong></p><p><strong><strong><strong>V:</strong> You become completely immune to all Simple Weave iIllusions (i.e. those created purely from a Weave spell list).</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Hope that helps you mull some stuff over.</strong></strong></p></blockquote><p></p>
[QUOTE="Khaalis, post: 6300709, member: 2167"] [b]WARNING - LONG[/b] Some comments: [u]PALADIN[/u] * [b] Starting Years:[/b] This should only be 1d6 as that seems to be the standard, except Prison which is 2d6 years. * [b]Prerequisites:[/b] I would change this to “Squire I, [b]Knight I[/b] or Man-at-Arms I; [i]Religion[/i] skill /OR/ Cleric I; [i]Sword[/i] skill” * [b]Spell List:[/b] Just a layout comment - I’d add the Abjure restriction note directly to the spell list section rather than foot note. Also note, if you want them to have all 4 spell lists, you either need to give them 1 free starting spell list like clerics get Charm Undead and Heal Person free; OR make it a 4 tier tradition. * [b]Attributes:[/b] Personal balance issue here. I would go with... [b]STR +1, END +1, WIL +1, [i]MAG +1[/i], REP +1[/b] (see below) [u]Abilities[/u] * [b]MAGIC:[/b] As mentioned above, I would move the MAG to regular attributes. If this is only a 3 Grade Tradition, that’s only MAG 3 which at least gives the Tradition some wiggle room to actually be able to use some effective spells from their spell lists. MAG 1, really isn’t worthwhile over 3 grades of a tradition that gets magic. Even a Paladin that gets no other MAG bonuses ever should at least have the MAG 3. This also allows the Paladin to actually be able to cast Holy Sword, which they normally could not with only a MAG 1 since you max MP expenditure per spell = MAG. * [b]Sense Evil:[/b] I would be a bit more gracious with this and use Detect Magic/Mage I as a reference. Something like this: [b][i]Sense Evil:[/i][/b] You can sense the presence of evil easily. You do not need to make any kind of attribute check to detect a source of the Evil virtue within 30’, and are aware of its existence automatically. You may attempt a Challenging [13] INT check that takes 1 minute. If you succeed the check, you know roughly how many different Evil sources there are, and exactly where the Evil virtue(s) are radiating from. * [b]Spell-Like Abilities:[/b] Interesting. The same basic idea I’ve been working with for a Warlock tradition. I would slightly change how these work though. Something that states these are Spell-Like Abilities that act as a Signature Spell for casting (2 actions) but are not actually Signature Spells (thus not needing to add the comment about not counting toward max Signature Spells, nor do they need to be stored in prayer beads, etc.). On Holy Sword, I think you need this to be more as one of the following: Whiles breaking the Virtue restriction of Create, either [b]Holy Sword[/b] | Partum Beautus……..2 MP Create Good II / Meta I [b]Range:[/b] Touch [b]Duration:[/b] 1 minute You create a sword of pure good energy that deals 3 dice points of Good damage to creatures with the Evil virtue. [i]Cost:[/i] 2 MP elemental object OR [b]Holy Weapon[/b] | Partum Beautus……..1 MP Create Good II [b]Range:[/b] Touch [b]Duration:[/b] 1 minute You imbue your weapon to deal +1 die points of Good damage to creatures with the Evil virtue. [i]Cost:[/i] 1 MP elemental weapon ** [i]Personally, I think I like this one. It’s cheap and it can use any weapon rather than creating a weapon that only hits Evil creatures. It is also scalable so it could scale up with future Tradition Grades. It also matches up to Divine Aegis better.[/i] * Holy Weapon I: +1 die points of Good damage for 1 MP * Holy Weapon II: +2 die points of Good damage for 3 MP * Holy Weapon III: +3 die points of Good damage for 5 MP / Etc. [COLOR="#A52A2A"][b]EDIT:[/b] However, I think this only deals its damage ONCE, not for the entire minute??[/COLOR] Or you could do this, which doesn’t break the Virtue issue for Create but is more expensive. [b]Holy Weapon[/b] | Adsumo Beautus……..4 MP Evoke Good II / Meta IV [b]Range:[/b] Touch [b]Duration:[/b] 1 minute You imbue your weapon to deal +1 die points of Good damage to creatures with the Evil virtue. [i]Cost:[/i] 0 MP +1 die Good damage, 4 MP Enduring Damage (Very Short duration) [b]Divine Aegis:[/b] I would remove the Shield restriction. There is no real reason the Paladin can’t just cast this “shielding” spell. [b]Divine Aegis[/b] | Repello Malus ……..1 MP Abjure Evil [b]Range:[/b] Touch [b]Duration:[/b] 1 minute You gain a +2 Defense bonus and SOAK 2 against Evil creatures and effects. [i]Cost:[/i] 0 MP Cantrip, 1 MP Withstanding [i][b]Also scalable:[/b] * Divine Aegis II: +4 Defense bonus and SOAK 4 against Evil creatures and effects for 4 MP * Divine Aegis III: +6 Defense bonus and SOAK 6 against Evil creatures and effects for 6 MP / Etc.[/i] [u]WITCH HUNTER[/u] Firstly, I would change the “Special” section as I’m not keen on the “negative” attribute. I would make it a Pre-Requisite that you have MAG 0 and no Magical Traditions. I would also state that you lose this tradition’s special abilities if you ever gain Grades in a magical tradition. JMHO. [b]I:[/b] I think +4 to both Defenses might be too high for first grade, however it IS just against Magic so it might be ok. Would need to be tested against some attack checks. [b]II:[/b] This power seems useless. Not only does Abjure require a specific Source (i.e. Abjure [i]Fire[/i]) a 0 MP Dispel is nearly useless except against other Cantrips. What might work better is to make a unique power, something like this. However, this absorbs the step V ability which would need to be replaced. [b]DISPELLING:[/b] You gain the ability to dispel magical effects. This acts exactly like the Dispelling Enhancement of the Abjure spell with the following changes. * Dispelling requires 2 actions. * You are considered to have all Abjure spell lists. * Rather than MP, you use a Dispelling Pool (DP) that is equal to your WIL*3. * You use WIL instead of MAG for the difficulty checks. Additionally, you gain the Counterspelling magical trick as a bonus trick. [b]III:[/b] I’d alter to: “You gain +4 to all WIL checks to Disbelieve magical Illusions”. [b]IV:[/b] I’d slightly alter this to something like, and drop the illusion tag since I’m pretty sure this is already part of disbelieving. [b]SEE MAGIC:[b] You are able to detect magic easily. You do not need to make any kind of attribute check to detect magic within 30', and are aware of its existence automatically. You may also see magical aura’s of any creature with a MAG score higher than 0. [b]V:[/b] Since I recommended absorbing this into the Grade II ability, I would suggest the following for Grade V, stealing form Inquisitor. V: You become resistant to magic, gaining SOAK 10 (magic). [u]Illusionist[/u] [b]Attributes:[/b] I would increase MAG to +2 like other specialists. [b]I:[/b] I’m a little confused by this ability. Shouldn’t this be [b]“You gain the [i]Weave Force[/i] and [i]Weave Nature[/i] spell lists as bonus spell lists”[/b]? If so this could be moved to the Spells section, just like Cleric bonus spell lists. It’s my understanding that Weave has to have the associated source element as a spell list to use effects of that element. Having [i]Create Force[/i] and [i]Weave Fire[/i] doesn’t allow you to use FORCE (real damage) to Fire Illusions, you’d have to have both [i]Weave Fire[/i] and [i]Weave Force[/i]. [b]II:[/b] I’d just spell this out rather than referencing. Considering the above, I’d also move this to Grade I. “I: You gain a complete Weave spell list as a signature spell list. Any spell which uses only that Weave spell list (plus metamagical enhancements) is treated as a signature spell.” [b]III:[/b] I’d move this to II and word it… “People trying to make a WIL check to disbelieve your illusions take a 1 die penalty to their roll.” I’d also push this to 5 Grades. Something like…. [b]III:[/b] You gain +4 to all WIL checks to Disbelieve magical Illusions. [b]IV:[/b] You are now able to invest more MP into Weave spells. You can exceed your normal maximum expenditure (equal to your MAG attribute) when weaving any spell including a Weave spell list by 4 MP. [b]V:[/b] You become completely immune to all Simple Weave iIllusions (i.e. those created purely from a Weave spell list). Hope that helps you mull some stuff over.[/b][/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Three more Traditions
Top