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Author Topic: Feedback on Paths: Runes, Time, Undeath and Mind  (Read 1086 times)
royalfa
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« on: March 02, 2011, 03:25:09 PM »

PATH OF RUNES
Runes I:  You may inscribe your Ritual Weapon with 2 runes (as per Rune Knight; pag. 58).
Thereafter, as a free action when you hit with your Ritual Weapon but before rolling damage,
you may activate 1 inscribed runeís benefit to the attack twice your Rune Step per scene.
Runes II:  You may cast Entropic Shield and Resist Energy once per scene.
Runes III:  You may cast Glyph of Protection I and Mark of Justice once per scene
Runes IV: You may inscribe your Ritual Weapon with 2 more runes (total 4)
Runes V:  You may cast Glyph of Protection II and Protection from Spells once per scene.

PATH OF TIME
Time I:  You gain the Lightning Reflexes feat.
Time II:  You may cast True Strike I and Freedom of Movement once per scene
Time III:  You may cast Haste and Slow once per scene
Time IV: You may cast True Strike II and Permanency once per scene
Time V:  You may cast Time Stop once and (A foresight spell) once per scene.


PATH OF UNDEATH
Undeath I:  Once per combat you may Turn Undead. You may also cast Deathwatch at will.
Undeath II:  You may cast Consecrate and Animate Dead II once per scene.
Undeath III:   You may cast Cause Wounds II  and Animate Dead III once per scene
Undeath IV: You gain the Personal Lieutenant feat (see page 108) The NPC must have Type: Undead with up to 80 XP value and you not lose Reputation if destroyed.
Undeath V:  You may cast Cause Wounds II, Mass and Animate Dead IV once per scene


PATH OF MIND
Mind I:  You gain a bonus to Knowledge checks equal to your Mind step and +2 bonus to all saving throws.
Mind II:  You gain +1 threat range with skills and attacks that you have a forte. Also, you may choose Intelligence or Wisdom, substituting that attributeís modifier in place of Dexterity when calculating Defense, and in place of Strength when making unarmed attack checks.
Mind III:  Until the end of the combat you gain have an extra half action against one character with lower Intelligence than you if the character dies you can choose a new one.
Mind IV: You are immune to spell and psychic illusions and gain +2 bonus to resist charms.
Mind V:  Once per combat you can make one non attack action affect ALL the characters that can see you or hear you with lower Intelligence than you or make a melee attack against all your adjacent opponents (roll damage separately)

Notes:
The first 3 are from the D&D Forgotten Realms setting.
Runes at first think in something like a "scribe master" or "charm/binding" but like a lot a seals/warding caster
Undeath path I want a sort of "undeath commander".
Time Initially I put Teleport I and II as cast spells but don't like "the once per scene aspect", like the idea of one or two foresight spells but don't exist yet!! lol (I realize that until now)

Mind I want to do a path without spells and like the idea of something based on Intellect with traces of Wisdom....


Please give me some feedback and need suggestions for a Path of Creation I already have a Path of Craft and want it different.

PATH OF CRAFT
Craft I:  You gain the Crafting Basics feat.
Craft II: You may cast Identify I and Repair II once per scene.
Craft III: You gain the Crafting Mastery feat.
Craft IV: You may roll twice when making Crafting checks, keeping the result you prefer
Craft V:  You gain the Crafting Supremacy feat


Thanks
Roy 
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pawsplay
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« Reply #1 on: March 02, 2011, 05:54:26 PM »

PATH OF RUNES
Runes I:  You may inscribe your Ritual Weapon with 2 runes (as per Rune Knight; pag. 58).
Thereafter, as a free action when you hit with your Ritual Weapon but before rolling damage,
you may activate 1 inscribed runeís benefit to the attack twice your Rune Step per scene.

This should be no earlier than Rune III. It's the Rune Knight's signature ability and they dont get it until career level 5.

Quote
Time I:  You gain the Lightning Reflexes feat.

I would make this +5 to Initiative instead. I'm not sure Time would necessarily make you better at dodging area effects. Plus, consider someone who already has Lighting Reflexes and takes Time I; they now get a Basic Combat feat which doens't seem time-like at all.
« Last Edit: March 02, 2011, 05:56:35 PM by pawsplay » Logged
royalfa
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« Reply #2 on: March 02, 2011, 07:06:34 PM »

I really think about making new runes but I use the one in hand...
I will check this.
Suggestions??

I really like the dodging bonus thinking as a "precognition" (a jedi like dodge "he seems to be good reflexes but really he knows what will happen") and this look well combined with the foresight spell missing in step V.

I don't consider about the feat staking and I agree with you that is not time related.

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« Reply #3 on: March 05, 2011, 07:56:40 AM »

One more path

Comments??


PATH OF THE GODS
Gods I:   You gain the Ritual Weapon of any non opposing alignment in the campaign and a trick:
Aligned Bane (Ritual Weapon or Unarmed Attack Trick): The threat range of your attack increase by 1 for each step you have along this path, against any creature with different alignment than yor self.
You may use this trick a number of times per combat equal to your Gods Step.
Gods II:  Choose another path step II benefit that you donít have access or already a step.
Gods III:  Choose another path step III benefit that you donít have access or already a step.
Gods IV: Choose another path step IV benefit that you donít have access or already a step.
Gods V:  You gain the visitation (see pag 46) if you have this by other means gain a new use but with  an avatar of a non opposing alignment, Other way do not have any affect.
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« Reply #4 on: March 05, 2011, 01:03:50 PM »

One more path

Comments??


PATH OF THE GODS
Gods I:   You gain the Ritual Weapon of any non opposing alignment in the campaign and a trick:
Aligned Bane (Ritual Weapon or Unarmed Attack Trick): The threat range of your attack increase by 1 for each step you have along this path, against any creature with different alignment than yor self.
You may use this trick a number of times per combat equal to your Gods Step.
Gods II:  Choose another path step II benefit that you donít have access or already a step.
Gods III:  Choose another path step III benefit that you donít have access or already a step.
Gods IV: Choose another path step IV benefit that you donít have access or already a step.
Gods V:  You gain the visitation (see pag 46) if you have this by other means gain a new use but with  an avatar of a non opposing alignment, Other way do not have any affect.


It's too modular. Also, for a step 1 ability, I'm thinking the bane should only affect opposing alignments. II-IV are just not going to work; pick-n-mix is giong to juke the Path system badly which is predicated on the steps accourring in order.
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« Reply #5 on: March 05, 2011, 07:28:40 PM »

I was thinking only in my campaign that have few PCs with alignment (2 of 6) and up to now only 1 NPC have an opposed align to 1 of them.

Yes I know I am responsible of that.

But yes is a great advantage to those with this then this must say

Quote
Gods I:   You gain the Ritual Weapon of any non opposing alignment in the campaign and a trick:
Aligned Bane (Ritual Weapon or Unarmed Attack Trick): The threat range of your attack increase by 1 for each step you have along this path, against any creature with opposing alignment than your self.
You may use this trick a number of times per combat equal to your Gods Step.


Now I think in this as  a Path to "mettle" with other path than your own, yes this will be a chaos but not all the steps will be useful...

The ones that say "you gain a bonus equal to your Fortune step" You can gain this because you don't have Fortune you  have Gods. Then that will be useless; I put the restriction "or already a step" because if I select Fire II as my Gods II then I can't select Fire III neither Fires IV.
This path will be only available to those with ONE alignment the SUN GOD. He's the "father" of all gods, then you can have some access to others paths/believes/abilities.

I don't understand why this wont work Or is some way to make it work??

I am creating a "complex" alignment system but need to work it out this new paths to get going.

For the SUN GOD I already have  Light and Life as granted paths and I'm working on Gods and Power paths.
Some suggestions? (Not Fire)

I will change the RUNE path (yes is overpower grant access to Rune Mage abilities) and will be based on Seal and Warding school of magic, hope found what I'm looking for in the Spellbound book.

 
Finally

Quote
Time I:  You gain the Lightning Reflexes feat if you already have this feat you gain a +2 insight bonus to Initiative instead

Thanks all for the feedback and hope have more help.
Roy

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« Reply #6 on: March 05, 2011, 07:48:08 PM »

Normally, the followers of the chief god or whatever would have one Alignment that encompassed the worshippers of the whole group of gods. It isn't strictly necessary to create one Alignment per deity. Also, the Level 14 Priest ability covers a lot of ground in terms of letting one priest do lots of things.

Have you considered making clerics be Mages or specialty casters instead of Priests?
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« Reply #7 on: March 05, 2011, 08:48:21 PM »


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It isn't strictly necessary to create one Alignment per deity.

You mean this? "2 or more deities or even an entire pantheon have the same alignment"


I'm making a Pantheon based on the "alignment" of 5 astral "beings" Sun and 4 moons
But the moons have "aspects" that complicate the things.

Example The 3rd moon have 2 aspects defined by colors: Blue and Green.

Then the 3rd Blue aspect moon grant access to this paths Water,Travel,Deceit,Chaos
And the 3rd Green aspect moon grant access to this paths Air,Rune,Nature,Order, Discipline

Then a lot of combinations are possible Sun, Blue or Sun, Green.
I have 144 combinations created. And each one will be a different alignment (at least in the sky lol).

Maybe to make things more easy I will follow your suggestion about "grouping" this.

(I hope finish this soon to have some feedback)


Quote
Have you considered making clerics be Mages or specialty casters instead of Priests?

I like a lot the idea of Priest in FC. not necessarily an spellcaster or a healer!. Even the paths I'm trying to make I want it only with Tricks, Feats or other abilities.

Path of the Gods revised: I like it but what yo think??

Quote
PATH OF THE GODS
Gods I:  You gain the Devotion Basics feat.
Gods II:   You gain the Ritual Weapon of any non opposing alignment in the campaign and a trick:
Aligned Bane (Ritual Weapon or Unarmed Attack Trick): The threat range of your attack increase by 1 for each step you have along this path, against any creature with opposing alignment than yourself.
You may use this trick a number of times per combat equal to your Gods Step.
Gods III:  You gain the Devotion Mastery feat
Gods IV: You gain the Devotion Supremacy feat.
Gods V:  You gain the visitation class ability (see pag. 46) if you have this by other means gain a new use but with an avatar of a non opposing alignment, other way this not have any affect.
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« Reply #8 on: March 05, 2011, 10:37:11 PM »

I see three issues with the revised path that make me hesitate.

First, it grants a feat at step one. That's okay, but I usually avoid doing that. In general I feel that if you can figure out a unique benefit, or a bonus that stacks with others, that is a better first level step. Just as an example, if you take the Path of Life but already have the Bandage feat, you get a bonus Gear feat, which is strange. If you take Blessed (Path of Life)... well, you spend a feat to get a feat. I think if a feat is really appropriate, that's okay. In this case, I think the feat, in general, probably works with your concept. I can give it a pass, but my inclination would be to make it step II or III. If you get a redundant feat, you gain a bonus Spellcasting feat, which is in the right ballpark.

Second, it's possible to gain the ritual weapon of another Alignment, even if you don't have a ritual weapon. Also, you aren't spelling out of this is the Priest's acolyte ability or what. Are you gaining a second physical weapon? Or does this just widen the tricks you can do Ritual Weapon tricks with?

Third, what if Path of the Gods is your only Path at present? In that case Devotion Basics is a wasted ability. I think any Path that grants Devotion Basics must include an ability that it works with at a previous Step.
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« Reply #9 on: March 07, 2011, 02:34:50 AM »

Hi pawsplay

New version:

PATH OF THE GODS
Gods I: Gain the Acolyte class ability (see pag. 44) if already has this ability then take the first Step along one of your Paths.
Gods II:  You gain the Devotion Basics feat
Gods III:  You gain the Devotion Mastery feat
Gods IV: You gain the Devotion Supremacy feat.
Gods V:  You gain the visitation class ability (see pag. 46) if you have this by other means gain a new use (twice per adventure) but with an avatar of a non opposing alignment.

Like a lot the "idea/question" about the Acolyte ability and I add a condition in case of the Priest.

Quote
Third, what if Path of the Gods is your only Path at present? In that case Devotion Basics is a wasted ability. I think any Path that grants Devotion Basics must include an ability that it works with at a previous Step.
I think a lot in this but I really like the idea of a Devotion kind of path for this even you need to have granted spells of others paths.
Devotion Mastery has a increased benefit for every path you have then, even with 1 spell, you at leas have 4 steps (Any I and Gods III).

I really like Gods V but I'm thinking in change it for an ability that relay on total steps (as per Might of the Gods Trick) or in the number of spellcasting feats you have.

IDEAS

Code:
Mind V:  Once per combat you can make one non attack action affect ALL the characters that can see you or hear you with lower Intelligence than you or make a melee attack against all your adjacent opponents (roll damage separately)

Changed to:

Quote
Mind V: Your Intelligence score rises by 4.

Working on:

Path of Suffering:
Suffering I: Your Ritual Weapon gains the bleed quality. Also you can cast Cause Wounds I once per scene.
Suffering II: You may cast Cause Wounds III and Bestow Curse once per scene.
Suffering III: You may cast Power Word: Harm and Castigate I once per scene.
Suffering IV: Your path spells gain the Wounding quality Also you may cast Cause Wounds II, mass once per scene
Suffering V: You may cast Castigate I and Cause Wounds IV, mass once per scene

Insight please.

And thanks Pawsplay.
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« Reply #10 on: March 07, 2011, 12:15:07 PM »

I think a lot in this but I really like the idea of a Devotion kind of path for this even you need to have granted spells of others paths.
Devotion Mastery has a increased benefit for every path you have then, even with 1 spell, you at leas have 4 steps (Any I and Gods III).

What I mean is that you could have Path of the Gods V only. You would have Devotion Mastery, but no spells at all.

Quote
Suffering IV: Your path spells gain the Wounding quality

What do you mean? All spells? Targeted spells? Attack spells? All spells that do damage? All spells, regardless of whether they do damage? By Path spells do you mean all spells granted by a Path, or spells from this Path?
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« Reply #11 on: March 07, 2011, 07:49:56 PM »

Quote
What I mean is that you could have Path of the Gods V only. You would have Devotion Mastery, but no spells at all.

Yes I understand. This will push to take at least 1 spell in other path and only be really useful for priest (or other class that grant access to paths)

Maybe this works:

Gods I :Gain the Acolyte class ability (see pag. 44) if already has this ability then take the first Step along one of your Paths.
Gods II: 2 spells
Gods III: Devotion Basics
Gods IV: 2 Spells
Gods V: Devotion Mastery

This leaves out Devotion Supremacy.

What happens in this "scenario" ?

Gods I :Gain the Acolyte class ability (see pag. 44) if already has this ability then take the first Step along one of your Paths.
Gods II: 2 spells
Gods III: Devotion Mastery
Gods IV: 2 Spells
Gods V: Devotion Supremacy

Quote
Suffering IV: Your path spells gain the Wounding quality

This must say
Quote
Your path "damage" spells gain the Wounding quality
(Don't know if is writhed correctly)

You think is "overpowered" if this is applied to ALL paths, at first think only in the "Suffering path" but like the idea of a Wounding Fire Ball lol

I make a simple archive in Access 2007 to storage the paths If anyone what it I can send it by email or I put in some storage space in the net.

Thanks again for the insights pawsplay
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