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Messages - kai927

#1
Side Story / Re: Hooks Skyship Express [To China]
June 26, 2015, 11:15:53 PM
Lysistrata darted up and down the deck of the skyship. She had never been on one before, never flew without the aid of her wings before. Her curiosity unbound, she dashes about the ship, generally getting in the way of the crew as she tries to see everything at once.
#2
Roleplays / Re: Dungeons and Dragons 5th Edition
June 24, 2015, 09:37:53 PM
Quote from: Wolfrin Fenris on June 23, 2015, 02:52:41 AM
I honestly haven't done much reading into the fifth edition nor would I know how to create a character for it...But I am interested if that counts for anything XD.

Alrighty then, well, that is two players.
#3
Races and Classes / Re: Shadowcaster 2.0?
June 22, 2015, 11:46:56 AM
After giving the class another look over, I think the biggest issue with the class, is that the creator is slamming two very different classes together. The Warlock was designed to be a ranged blaster (though with the right feats, warlocks were terrifying in melee) while the Shadowcaster is more of a support caster/Battlefield controller.

As the class is, it is trying to do too many things at once. Shadowblast + Mysteries want to make it a warlock-y blaster, while the spell selection seems more of a battlefield controller type. I think a lot of this could be fixed by making it choose a single focus. Something like this:

Shadowblaster: Gain the Shadowblast (without the automatic damage shifting) and Mysteries as listed, but reduced spell access, with capping the spells to 4th-6th level at the max.

OR

Shadowcaster: Reduced Shadowblast and Mysteries, but increased casting, with the spell list modding ability largely unaltered.

The rest of the abilities that don't affect either style would apply just fine, with the modifications mentioned here, and the same modifications to the spells as well.
#4
Roleplays / Re: Dungeons and Dragons 5th Edition
June 22, 2015, 09:51:36 AM
In a last ditch to gain interest, I updated the first post with the basic idea of the game I would like to run.
#5
Races and Classes / Re: Shadowcaster 2.0?
June 19, 2015, 09:02:19 AM
Oh, and I apologize if that came off as being overly harsh or rude, that was not my intention at all.
#6
Races and Classes / Re: Shadowcaster 2.0?
June 19, 2015, 08:58:28 AM
Personally, this looks like it is trying too hard to be a warlock. So, less of a shadowcaster, and more of a reskinned warlock.

When it comes to the shadowcaster, I like to use the unofficial fix that the class's creator mentioned. [spoiler]1) Charisma determines the DC to save against your mysteries. Intelligence determines the highest level mystery you can cast.

2) Grant bonus mysteries per day based on Charisma. These would work just like bonus spells. For instance, if your Cha is 14, you can cast one extra mystery of 1st-level equivalent and one of 2nd-level equivalent per day. (Note that each mystery does give an equivalent level, even though you don't learn them by level.)

3) Eliminate the rule that says you have to take mysteries in a given Path in order. If you want to jump around, so as to broaden your versatility, you can.

4) Within a category—Apprentice, Initiate, Master—you must have at least two mysteries of any given level before you can take any mysteries of the next higher level. For instance, you must have two 1st-level mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.

5) Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so.

6) You may "swap out" mysteries, just as a sorcerer does spells known. If you "un-complete" a Path in this way, however, you lose access to the bonus feat you gained from completing that Path. (You can regain access by re-completing the Path, completing a different Path and choosing that feat as your new bonus, or selecting that feat as a normal feat at your next opportunity.)

7) Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities.

Read more: http://www.enworld.org/forum/showthread.php?184955-Shadowcaster-fixes-by-Mouseferatu#ixzz3dWNLrVz2[/spoiler]  as well as pull material from here http://www.giantitp.com/forums/showthread.php?74519-Descent-of-Shadows-Project-Shadow-Returns

But if you prefer this fix, well, the first thing is that Shadowblast needs some nerfing. Functionally, it is like the warlock's Eldritch Blast, but better in almost every way. Eldritch Blast can eventually do the things that Shadowblast does, but the warlock has to spend precious invocation slots (which he only gets 13 of by level 20) to do what Shadow Blast does for free. I would make it so it only ever does untyped damage, and have a feat/Mystery or two that allows you to change it into Cold or Negative Energy damage. As well as change it from medium range to close range (25 feet + 5 feet per caster level)

QuoteAt 4th level and every four levels there after a Shadowcaster may add any spell with the [Shadow], [Acid], [Cold], or [Fire] descriptors to his spell list so long as it has a spell level no higher than his highest available spell. Any [Acid], [Cold], or [Fire] spell cast by a Shadowcaster gains the [Shadow] descriptor and deals half its damage (if any) as negative energy.

Then this, I see no conceivable reason for a Shadowcaster to be getting free Fire or Acid Spells. Shadow and Cold spells, sure, but the Fire and Acid is coming straight out of the left field for me. Also, the clause that makes and Acid, Cold, or Fire spell deal half it's damage as negative energy damage would make every undead creature effectively immune to your damaging spells.

Then there are the Mysteries, which now function identically to Warlock Invocations, and in fact seems to contain most of the Blast Shape and Eldritch Essence Invocations, as well as a handful of other Invocations. And over the course of 20 levels, this Shadowcaster gets 1 less Mystery than what the Warlock gets in Invocations. So now this class is basically getting everything the Warlock gets, plus actual spellcasting on top of that. I would suggest dropping the number of Mysteries by at least 50%-75%. Otherwise this class is essentially "Warlock, but better in every conceivable way!"

QuoteDevil's Sight (Su): At 2nd level a Shadowcaster's expertise with the mysterious shadow behind all magic grants him several advantages when dealing with other spells and magical effects.

First, he gains Darkvision out to 60ft and may even see within magical darkness.
Second, he is able to detect the presence of and the direction to any magical auras or spells being cast within 5ft per class level.
Third, he adds his class level to Spellcraft checks made to identify a spell, either as it is being cast or one that is already in effect. He may identify any spell within 5ft per class level regardless of whether he interacts with it or has line of sight to its effects.
Finally, if the Shadowcaster isn't flat-footed, he may attempt to counterspell a spell identified within 5ft per class as it is being cast once per round without having readied an action to do so. If he does, he gives up his standard action in the next round.

The first two effects are fine, a bit powerful for level two, but not game breaking. As is the first half of the third ability, though I would drop it down to 1/2 class level.  The second half of the third ability is quite strong though. As is the final ability of this class feature. I don't know of any class that gets to do either of these, and if they do exist, I doubt they can do it at level 2.  Giving up your standard action on your next round and the rather short range of it mitigates the ability some, but it still seems too much for 2nd level. I would either drop it or at least push it back so that you don't get the last 1.5 abilities until after level 10 at the earliest.

QuoteHis type changes to Outsider and his native plane becomes The Plane of Shadow. Within the Plane of Shadow his DR doubles and he gains Fast Healing 10. If the Shadowcaster is ever slain his body disperses into wisps of black smoke and fades away. Within 24 hours the body appears at a random location within The Plane of Shadow and 24 hours after that he is resurrected as if by True Resurrection. A Shadowcaster's resurrection can be prevented by any means that normally interfere with True Resurrection such as a Barghest's Feed attack or similar effects, or by a Wish or Miracle spell cast while touching the body.
At will, as a swift action, he may transform himself into a Nightwalker or an Elder Shadow Elemental as if via a Shapechange spell.
Finally, whenever he successfully counters a spell, the unfortunate victim must succeed on a Reflex save (DC 10 + 1/2 Shadowcaster level + Shadowcaster's Charisma modifier) to avoid being Dimensional Anchor'd (as the spell) and Immobilized for 1d6+1 rounds, and Paralyzed for 1 round.

Then the capstone ability. It should stop at making you an outsider with the special bonuses on the plane of shadow. The auto resurrection is iffy, perhaps change it so that instead of a random location on the shadow plane, the body appears at the location analogous to the location it died in, and does not function at all when on any plane that is not connected to the Plane of Shadow. The rest of the abilities just should not be there. The last one is a capstone ability by itself, and the second one, as a swift action, and as often as you want, allows you to turn into one of the most powerful non-template core book undead (and the Nightwalker remains in the top 10 with most of the non-epic undead added in supplement books) or turn into, well, one of the weaker elementals. Regardless, since you appear to keep all of your class features, that greatly increases the power of those forms. The ability, as is, is something for the epic levels. Nerfing it down to 1 or 2 times per day and for 1 to 2 minutes at most might drop it down to a stand alone capstone ability.

I haven't given an in depth look at the spells yet, but from a quick skim, they seem to be stronger versions of the standard Shadowcaster's Mysteries. Which may or may not be an issue depending on the spell.

So, spells aside, this class just comes off as a much more powerful warlock with a slight shadow theme.
#7
Roleplays / Re: Dungeons and Dragons 5th Edition
June 18, 2015, 09:28:14 PM
Cool. I would like to try to get at least 3 people in on it before I get serious about doing it. So, anyone else interested?

EDIT
And if it helps spark interest, the game will be set in the Forgotten Realms setting
#8
Roleplays / Dungeons and Dragons 5th Edition
June 18, 2015, 11:07:09 AM
Trouble is brewing around the town of Red Larch, in the Sumber Hills region of the Dessarin Valley. Which makes it the perfect place for the Harpers to give their newest recruits a final field test before promoting them to full Harper status. However, are these just minor isolated incidents, or are they the beginnings of worst things to come?

--------------------
So, with this little hook, who would be interested in being a Harper? More information about the group can be found here http://forgottenrealms.wikia.com/wiki/Harpers
#10
Player Name: Lysistrata
Character Country of Origin: Olympia
Character Species: Harpy (Human/Bird Chimera)
Character Role: Smart or Sensible 'Guy'
#11
Operations Board / Re: Operation: Promethius
February 18, 2015, 10:32:39 PM
Ion laughed, "Is that the best you can do? Well, can't expect too much out of you imperials. Weak and cowardly." He taunts over the comms.  Pugilist shifts into a somewhat defensive pose, readying for the next attack, "Care to try to prove me wrong Imperial?" Inside the mech, Ion's breathing slows, growing increasingly even, reminiscent of some breathing exercises meant to help someone meditate.

[spoiler]Using Danger Sense to try to predict the Imperial's attack direction and ready to attack when it comes close enough. Danger Sense, you the GM rolls an unmodified 1d10. If you roll 6 or less, my Danger Sense succeeds and Ion will get an idea of where the danger is coming from. Then readied attacks if it succeeds.

Prerolling attacks
Attack 1: This dice roll has been tampered with!
Rolled 1d10+8 : 4 + 8, total 12
Attack 2: This dice roll has been tampered with!
Rolled 1d10+8 : 5 + 8, total 13[/spoiler]
#12
Operations Board / Re: Operation: Promethius
January 28, 2015, 01:06:59 AM
Ion just laughs as the drones' bullets strike his Core, broadcasting his mirth to everyone in range. This was even better than fighting in the ring. No rules. No limits. Just kill or be killed. And if Ion is anything, he is a killer. "Come then, do not leave us in waiting for too long!" He calls back to the mystery pilot, as he continues to assault the drones.

Reflex: This dice roll has been tampered with!
Rolled 1d10+5 : 6 + 5, total 11

Attack 1: This dice roll has been tampered with!
Rolled 1d10+8 : 3 + 8, total 11

Attack 2: This dice roll has been tampered with!
Rolled 1d10+8 : 8 + 8, total 16
#13
Entering Xan Academy / Re: A Test of Courage
January 28, 2015, 12:57:26 AM
Myra jumps up out of her seat and rushes over to George, completely forgetting about her lunch. "Haunted? Really? By what? Did someone die there?" She fires off question after question, not giving anyone else a chance to reply.
#14
While not normally interested in such a pokemon, Myra had heard there was extra credit involved with filling out the pokedex. With a shrug of her shoulders, she pulls out her pokedex and scans each of the pokemon there, starting with the Sentret.
#15
General Roleplays / Re: Pok?mon Wishlist: Rotom
January 28, 2015, 12:50:58 AM
Myra clasped her hands together in front of her. "You two must be bored here. All alone with no one to play any jokes on. The townspeople barely come here any more, don't they?" She shakes her head in sadness. "But I can help you. Would you like to come with me to a place full of people to prank and devices to possess?" She asks, hoping that they will choose to join her of their own volition.

[spoiler=ROLLS!] This dice roll has been tampered with!
Rolled 4d6+5 : 4, 3, 5, 3 + 5, total 20
Mystic Senses allows me to use Intuition rather than Charm when interacting with Pokemon. Elemental Connection (Ghost) grants me a +2 bonus on Intuition (and a couple other) checks against Ghost types.[/spoiler]