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Re: OT: Narf has gone looney and wants to GM.
Oh my. 9k XP... and that takes me to XL17! PAARRRTY~~~
Wish for sure, probably Weird... |
Re: OT: Narf has gone looney and wants to GM.
Woooo, 18th level, and a new feat(I think). And I'm going with the slippery mind rogue ability this time.
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Re: OT: Narf has gone looney and wants to GM.
1 Attachment(s)
Okay, here's the level 18 character sheet, updated with new feats and abilities and other nifties. Ooo, I'm even better at spot now... If you spot any problems, let me know.
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Re: OT: Narf has gone looney and wants to GM.
Everyone up for tomorrow? I may have to be involved in the purchase of a lawnmower, so I may need to be absent for some amount of time. I'll try to keep you informed as to when that is.
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Re: OT: Narf has gone looney and wants to GM.
Three in the morning and I can't get to sleep.
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Re: OT: Narf has gone looney and wants to GM.
I'm always here. About 50 weeks out of the 52 weeks in a year.
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Re: OT: Narf has gone looney and wants to GM.
Server Online.
Today's Random: [100d20] -> [17,11,7,11,5,6,18,11,17,11,13,7,12,12,15,4,11,7,2, 5,19, 2,11,16,10,17,3,1,8,11,7,6,15,1,8,13,8,2,9,2,1,4,1 2,1,19,15,13,3,2,11,3,12,18,12,11, 10,6,18,8,18,14,8,6,16,11,14,12,7,20,10,9,15,17,20 ,10,10,9,4,17,19,7,14,19,16,12,3, 3,14,5,12,1,1,5,10,5,10,9,19,14,13] = (1008) |
Re: OT: Narf has gone looney and wants to GM.
I came up with a new class based on the idea of a good-based spontanious spellcaster like the warlock. Anyway, what do you think?
Touched A Touched harbors intense resevors of light energy due to either birth or circumstances. This energy can come from exposure to intense good-aligned magical spells, unprotected residence on the Positive Energy Plane (Typically, this only works for non-natives) or oaths to powerfull, good-aligned beings. This allows them to heal inflictions, aquire knowledge magically, aid their allies and smite evil. Touched tend to be at least one of cheerfull, determined, law-abiding or helpfull. Adventuring Since most touched explore their power willingly, the most common reasons for adventuring are simply to do good, expand their knowledge of their powers and to see things that they havn't before. However, to some characters, the power is something that happened to them due to accidental exposure and they'd really rather get rid of it so they can get on with their lives. Such characters tend to be either pre-occupied with other concerns or areas of study; some are also evil and resent the intrusion into their activities. Repentant touched are certainly possible. If a touched aquired their power from an oath, they also tend to adventure to further the goals and ideals of their patron. They tend also to be sent on specific errands. On the other hand, a touched with a patron can also expect backup from time to time, as well as allies in the form of other followers of the patron. The GM should scale the help to the number of errands the character is sent on. Oath-bound touched work best as NPC's. Characteristics Touched are filled with great resoviors of magical energy. The light energy filling their bodies makes them resistant to magic, especially magic with the 'Evil' descriptor. Touched do not cast spells; instead, they learn how to shape the energy they harbor to a small number specific ends. Touched also tend to be hardier than most as their energies work to sustain their life-force. Alignment Touched are typically good-aligned and tend to be law-abiding. A touched can be a fearsome and dedicated foe of evil. Known for helping others, known touched often receive requests to do so. Typically, a touched either learns what is truely important or wears themselves out trying to take care of everyone's problems. In addition, a known touched with a specific mission may find they have to deal with too many delays. Nothing prevents them from not announcing their presence, however. On the other hand, a touched can abandon their morals and turn to evil. Such characters tend to be vile and dedicated opponents of all that is good as they twist the light energy they posses. (GM's: Turning such a character into a warlock could be one result.). Religeon An oath-bound touched typically has the same religeon as their patron. Other touched may worship or not, depending on their inclination. Other Classes A touched tends to get along best with good-aligned clerics and paladins. They can get along well with anyone who is good-aligned. They tend to understand spontanieous casters better than studious casters. Characters of loose morals can get a cold shoulder. Really, you should base this on alignment and attitude. Anything else is unnessasary. Role The touched tends to serve the much the same role as a cleric. He is much more limited in capability, however, so another spellcaster is still recommended. Game Rule Information Touched have the following game statistics. Abilities: A high charisma score helps make a touched' charms more powerfull. A high dexterity score helps them aim certain charms. A high constitution helps them survive. Alignment: Should be any Good. Hit Die: d6 Class Skills The touched's class skills (and the key ability for each skill) are Concentration(Con), Diplomacy(Cha), Heal(Wis), Knowledge(Arcana)(Int), Knowledge(Religeon)(Int), Knowledge(The Planes)(Int), Sense Motive(Wis), Speak Language(None) and Use Magic Device(Cha). Skill Points at 1st Level: (2 + Int modifier) X 4 Skill Points at Each Additional Level: 2 + Int modifier Class Features Restorative Touch: Touch someone to heal them. At will. Charms: Kinda like invocations, only a different moral. Detect Magic: At will, as spell. Temporary HP: One hour, renewed every two hours at will. Resist Evil: Resist any magical effect with the Evil Descriptor. It's a save bonus. <font class="small">Code:</font><hr /><pre> Table 1-1: The Touched Base Attack Fort Ref Will Charms Level Bonus Save Save Save Special Known 1st +0 +0 +0 +2 Restorative Touch +1d6, 1 New Charm(Minor) 2nd +1 +0 +0 +3 Detect Magic 2 3rd +1 +1 +1 +3 Restorative Touch +2d6 2 4th +2 +1 +1 +4 +1d4 Temporary HP 3 5th +2 +1 +1 +4 Restorative Touch +3d6 3 6th +3 +2 +2 +5 New Charm(Minor or Small) 4 7th +3 +2 +2 +5 Restorative Touch +4d6 4 8th +4 +2 +2 +6 +1d6 Temporary HP 5 9th +4 +3 +3 +6 Restorative Touch +5d6 5 10th +5 +3 +3 +7 Resist Evil +2 6 11th +5 +3 +3 +7 Restorative Touch +6d6 7 New Charm(Minor, Smal or moderate) 12th +6/+1 +4 +4 +8 +1d8 Temporary HP 7 13th +6/+1 +4 +4 +8 Imbue Item 8 14th +7/+2 +4 +4 +9 Restorative Touch +7d6 8 15th +7/+2 +5 +5 +9 9 16th +8/+3 +5 +5 +10 New Charm(Minor, Small, Moderate 10 or Bright), +1d10 Temporary HP 17th +8/+3 +5 +5 +10 Restorative Touch +8d6 10 18th +9/+4 +6 +6 +11 11 19th +9/+4 +6 +6 +11 Resist Evil +4 11 20th +10/+5 +6 +6 +12 Restorative Touch +9d6, 12 +1d12 Temporary HP</pre><hr /> |
Re: OT: Narf has gone looney and wants to GM.
Maybe make the whole point of the class being that it's like an extremely specialized cleric? Like perhaps a portable death ward effect, maybe remove temporary HP and replace it with regeneration, remove resist evil, restorative touch on others only, maybe remove the detect magic... It seems like it would basically be a healing god, with practically no fighting capability.
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Re: OT: Narf has gone looney and wants to GM.
The new class features, after consultation:
Restorative Touch: Touch someone to heal them. At will. Can not be used on caster. Charms: Kinda like invocations, only a different moral. Death Ward: At will, one round activation, personal only. 5' radius at 10th level; 10' at 19th. Temporary HP: One hour, renewed every two hours at will. Regeneration: 1 at 15th, 2 at 18. <font class="small">Code:</font><hr /><pre> Base Attack Fort Ref Will Charms Level Bonus Save Save Save Special Known 1st +0 +0 +0 +2 Restorative Touch +1d4, 1 New Charm(Minor) 2nd +1 +0 +0 +3 Death Ward 2 3rd +1 +1 +1 +3 Restorative Touch +2d6 2 4th +2 +1 +1 +4 +1d4 Temporary HP 3 5th +2 +1 +1 +4 Restorative Touch +3d6 3 6th +3 +2 +2 +5 New Charm(Minor or Small) 4 7th +3 +2 +2 +5 Restorative Touch +4d6 4 8th +4 +2 +2 +6 +1d6 Temporary HP 5 9th +4 +3 +3 +6 Restorative Touch +5d6 5 10th +5 +3 +3 +7 Death Ward, 5' Radius 6 11th +5 +3 +3 +7 Restorative Touch +6d6 7 New Charm(Minor, Smal or moderate) 12th +6/+1 +4 +4 +8 +1d8 Temporary HP 7 13th +6/+1 +4 +4 +8 Imbue Item 8 14th +7/+2 +4 +4 +9 Restorative Touch +7d6 8 15th +7/+2 +5 +5 +9 Regeneration 1 9 16th +8/+3 +5 +5 +10 New Charm(Minor, Small, Moderate 10 or Bright), +1d10 Temporary HP 17th +8/+3 +5 +5 +10 Restorative Touch +8d6 10 18th +9/+4 +6 +6 +11 Regeneration 1 11 19th +9/+4 +6 +6 +11 Death Ward, 10' Radius 11 20th +10/+5 +6 +6 +12 Restorative Touch +9d6, 12 +1d12 Temporary HP</pre><hr /> |
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