Complete Feats of Strength
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05-16-2014, 11:37 AM
(This post was last modified: 05-09-2015 09:53 AM by WillyDeWulfe.)
Post: #1
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Feats of Strength
FEATS OF STRENGTH
A Versatile RPG system Last night I was inspired and suddenly it was 6PM the next day and rules for a new RPG had spewed out of me into a Word Document. It's a fairly simple DnD style RPG where your abilities are based pretty much entirely on feats. It also uses D6's for everything because I wanted to try something different than the standard D20. CLASSES (Sorta) These are only called Classes for lack of a better word. There are 3 categories (Race, Power Source, and Profession) with several options you can choose from. Each choice allows you to use a different section of feats and can affect social interactions with NPCs. That won't happen often in this adventure though, so social considerations don't need to impact your choice. (Some feats still use the Social Skill, so Social Bonuses are still useful) SKILLS Skills are just sweeping generalizations of things characters can do besides whack each other with sticks. There's no real skill training, but certain feats add bonuses to skill checks. Usually you roll 3d6 and try to get higher than an enemy's check. COMBAT FEATS These are the backbone of the system. All abilities and passive goodness are in here. Most feats have requirements like a certain race or a previous feat, but there are a few that anyone can take. Unless otherwise stated, each feat can only be taken once. SNEAKING CRAFTING AND ITEM TIERS REGAINING HP RIDING AND MOUNTS AFFLICTIONS Here's a list of all the debuffs you can get by someone making an affliction roll on you. Most debuffs can be gotten rid of by spending an action, but not all debuffs need a regular cure action. Constructs or their allies can use a Finesse Check to repair a construct instead of a Survival Check. CHARACTER CREATION AND SIGNUP I'm looking for 4 to 5 imaginative players to run through a short adventure and test out the rules. Go ahead and bend the rules and munchkin as hard as you want. A system is no good unless it's robust enough to handle some serious nonsense. That being said you will still be expected to role-play some and as a GM I tend to be biased towards helping out fun characters rather than strictly following the rules. Make a good character that you actually want to play. I'll keep track of everyone's positions and things using Roll20 and you can just post actions in the thread. |
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05-16-2014, 12:00 PM
(This post was last modified: 05-17-2014 06:29 AM by Raptarion.)
Post: #2
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RE: WIP-Feats of Strength
Character Name: Sif
Description:Enormous grey wolf Feats: Bestial (3) Gold: 5 Physical Defense: 0 Fire Defense: 0 Cold Defense: 0 Energy Defense: 0 Affliction Defense: 0 |
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05-16-2014, 01:42 PM
(This post was last modified: 05-16-2014 02:05 PM by Solaire.)
Post: #3
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RE: Feats of Strength
Can Magical Versatility be applied to Telekinesis?
EDIT: And can I Shield Bash with Improved Telekinesis??? |
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05-16-2014, 02:07 PM
(This post was last modified: 05-16-2014 02:58 PM by WillyDeWulfe.)
Post: #4
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RE: Feats of Strength
It can be applied to any attack, so yes. You want to Telekinetically whack someone with a flaming sword? Go right ahead. You want to telekinetically whack someone with a weak unarmed attack from across the room that inexplicably does Cold Damage? Go right ahead.
EDIT: You can telekinetically throw your shield at the target to perform a shield bash, yes. It's technically an armed attack, so you get the +1 damage from Improved Telekinesis too. Just to be clear, this wouldn't move you, just your shield. Though now I'm considering adding a feat that would let you just fling yourself at enemies to Shield Bash them. EDIT 2: I altered the Shield Bash feat so you can't knock down giants with it and added in the CHARGE! feat. CHARGE! lets you do a melee attack at the end of any movement, meaning it's all the same action. So using CHARGE! combined with Improved Telekinesis to throw yourself in a straight line at an enemy to Shield Bash lets you be a pinball of doom jumping around everywhere and knocking everyone down. Without CHARGE! you could still use telekinesis to shield bash from a distance, but I think you wanted the pinball thing. Now I'm gonna go nerf ranged weapons because there's no reason to ever choose a melee weapon over them. |
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05-16-2014, 02:56 PM
(This post was last modified: 06-03-2014 10:41 AM by Solaire.)
Post: #5
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RE: Feats of Strength
I think this is right.
Character Name: Malius, with Ruffles Feats: 5 Potion Bottles (Malius) Mortar and Pestle (Malius) (bonus to Apothecary) T1 Metal Longsword (Ruffles) T1 Leather Armor (Ruffles) Gold: 0 Malius' Defences: Physical Defense: 0 Fire Defense: 0 Cold Defense: 0 Energy Defense: 0 Affliction Defense: 0 Ruffles' Defences: Physical Defense: 3 Fire Defense: 0 Cold Defense: 0 Energy Defense: 0 Affliction Defense: 0 Here's a quick description of Malius. From what you can see through the mass of leather and rags he wears, he's very tall, very skinny, and has four twig arms with eight fingers on each hand. His skin the color of seaweed and eyes are jet black. He seems to be slightly slimy all the time. What you can't see under the rags is that just above where the waist of a normal humanoid would start, with their two legs and reproductive/waste producing parts, it's just tentacles for Malius. Four octopus tentacles ending in squid club-shaped things acting as feet. His head has two features. A bitchin' octopus tentacle beard is the first and far more eyes than any creature needs is the second. Other than that, he's got no mouth or nose or ears or nothin'. He also has an odd habit of going completely still when he's in deep thought. Like, "I thought he was a statue at first" still. |
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05-16-2014, 03:14 PM
(This post was last modified: 05-16-2014 03:17 PM by WillyDeWulfe.)
Post: #6
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RE: Feats of Strength
Solius: Looks correct except for the Gold. T2 Cloth Armor costs 20, Mortar and Pestle is 10, and then Potion Bottles are 2 each so 8 Gold for 4 bottles.
EDIT: Also, Never Say Die has Tough as a prerequisite! 50-(20+10+8) = 12 Gold left over. Also, Cloth Armor isn't particularly sturdy. You got some quality stuff that will survive a few attacks by weaker enemies, but if something bigger gets its claws on you that armor may quickly stop existing. With Mental Probe you can sort of give people a tickling in their skull that says: "Hey I want to talk to you", but if they don't make the knowledge check to understand they will probably reject it. You can of course force your way in if you need to, but people don't like that. Checking out Raptarion's application now… |
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05-16-2014, 03:15 PM
(This post was last modified: 05-16-2014 03:20 PM by Raptarion.)
Post: #7
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RE: Feats of Strength
I wasn't sure what to put in for the defense part of the app. I assume because I didn't buy any armor it would be zero.
Also, is this feat OK? Sweeping strike Hit all enemies in melee range |
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05-16-2014, 03:18 PM
Post: #8
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RE: Feats of Strength
There's a martial feat "flurry" which is much worse that that, but is a feat in itself.
“One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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05-16-2014, 03:23 PM
Post: #9
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RE: Feats of Strength
The flurry ability has some drawbacks. Namely, it only activates when an enemy dies. I figure there would also be some limits on my suggested feat. Maybe it takes up both of the actions in a turn to activate or something. But it would be useful I find myself against more than two enemies.
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05-16-2014, 03:24 PM
(This post was last modified: 05-16-2014 03:28 PM by Solaire.)
Post: #10
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RE: Feats of Strength
I don't know why, but I had 5 gold stuck in my head for potion bottle price. Starting gear fiddled with.
And forcing my way into people's minds just to say "HI!!!" is fun. EDIT: Feats changed too, but I might fiddle with them some more. |
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05-16-2014, 03:26 PM
(This post was last modified: 05-16-2014 03:28 PM by WillyDeWulfe.)
Post: #11
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RE: Feats of Strength
Raptarion, your App looks fine. I also like the Dark Souls Reference.
As for your suggested feat: Yes, but it's going to have an accuracy penalty. -1 to hit the first guy, and an additional -1 for each hit afterwards. So if you have 4 guys around you it's -1 to hit the first one, -2 to hit the second, -3 to hit the third, and -4 to hit the last. I'm also going to make it a Martial feat. You can still take it, but that means that anyone else who wants it needs to have the Martial Power Source. EDIT: That might still be too powerful… What if it only hit the three guys in front of you? |
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05-16-2014, 03:37 PM
Post: #12
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RE: Feats of Strength
Alright, I'm happy with my feats now.
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05-16-2014, 03:40 PM
(This post was last modified: 05-16-2014 03:41 PM by Raptarion.)
Post: #13
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RE: Feats of Strength
I assume it's still susceptible to the damage reduction? Either way I guess it sounds fine. It just makes it a more situational feat than I originally intended.
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05-16-2014, 03:50 PM
Post: #14
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RE: Feats of Strength
Raptarion, I put a version of Sweeping Strike in the Martial section that can usually hit 3 guys. I also moved CHARGE! up there.
Solaire, When/If you get in, Constructor gives you a Construct you've already made. It has two feats from the Construct Race and may get another Arcane feat if I roll an 18 (16 if you count Steady Hands) when the game starts. Go ahead and choose those feats if you can. Regardless of whether or not it gets the bonus feat, it can still telepathically link to you and you can talk through it. |
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05-16-2014, 04:05 PM
Post: #15
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RE: Feats of Strength
For the Constructor's Construct, what material is it made out of? Does this affect the material of the weapon in the Built-In feat? Will I need to/Could I spend money to make it (both the Construct and Built-In weapon) non-flammable?
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05-16-2014, 04:10 PM
Post: #16
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RE: Feats of Strength
The material of the construct is mostly for flavor, so the construct is made out of whatever you want. Usually metal, iron, or stone. So he's probably just as nonflammable as you.
The built-in weapon is the same as a regular weapon except that it's usually inside him. If he didn't just use it, it's probably protected from fire. That being said, it's a good idea to use high quality weapons. If one of the built-in weapons break it is a pain to get out the broken bits and install a new one. |
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05-16-2014, 04:15 PM
Post: #17
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RE: Feats of Strength
Alright, my starting Construct's feats have been chosen. It and its sword will be made out of steel. If you don't roll that 16, I'll just delete Arcane Push. I'm not sure what the Construct looks like. I'll need to sleep on that.
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05-16-2014, 04:17 PM
(This post was last modified: 05-16-2014 04:54 PM by DenizenShipper.)
Post: #18
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RE: Feats of Strength
Can a beast shifter shift into a moving plant themed form? Could a beastial be some sort of motile plant creature? I'm assuming yes because IMAGINATION but I guess this character could still work without it.
Character Name: The Lady Description: A ruined white marble statue of a beautiful woman, held together by vines and magic. Crafted by an ancient civilization for an unknown purpose, this figurine long sat forgotten. Much more recently, however, the magic flowers growing in amongst xyr cracks and crevases have animated xem into a natural golem construct. Xe so far enjoys living the life xe was deprived as a statue, and protecting others with xyr healing flower magic and cruel viney limbs. Feats (include choices): Construct: Nature: Craftsman: General: Equipment (include stats): Iron Armour 2: 4P 3F 1C 1E 0A Potion vials X5 Beginner Witch's Pictoral Field Guide: +2 to survival:gather potion materials. Gold: 0 Physical Defense: 4 Fire Defense:3 Cold Defense: 1 Energy Defense: 1 Affliction Defense: 0 Suggested Feats, just for fun. General: Paranoid: +3 on sense checks against sneaking enemies. Unnatural: Startling: Grants an attack that inflicts blinded. |
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05-16-2014, 04:48 PM
Post: #19
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RE: Feats of Strength
It seems to be mostly in order Denizen Shipper. There's no mechanical reason Bestial Shifting can't make you a plant. It's a bit odd, but it fits your character well.
The one thing is that the Construct's choose a race's feat is Modeled, not Malformed. It's basically the same things, but the name is different. Scribe's Books for Everything is a powerful ability, but I don't think it's broken. It's possible that it is broken, but the whole skill system is held together pretty loosely anyway. Part of this adventure is to test for broken things, so we shall see. |
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05-16-2014, 04:51 PM
(This post was last modified: 05-17-2014 04:58 AM by MQuinny1234.)
Post: #20
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RE: Feats of Strength
Character Name: Edgar
Description: Walking Scarecrow Feats: constructs 4: Equipment 25 tier 2 leather armor 25 tier 2 iron dagger built in Gold - 0 Physical Defense: 2 Fire Defense: 0 Cold defense: 1 Energy defense: 1 Affliction defense: 2 Awoke one day near the end of Spring, strapped to a rotten wooden pole, in a middle of a blighted farm with an innate belief and knowledge of the god, Grommian, God of the Land and Death, prayed to for both good crops each year, and to care for those he himself harvests. once he'd pulled himself away from his pole, he walked through the withered corn to the derelict farm. He found the elderly farmer, dead in his bed, alone in the house. Probably died in the winter. Edgar remembered that the old man had named him, and occasionaly talked idly to him, probably just for some company. He buried the farmer before searching the house for anything valuable, and then left. Wears a wide-brimmed pointed hat, has a wide cheshire grin stitched into his face as well as two black patches for eyes. His head is just an old yellow-brown sack behind this ornation. Wears large and old brown gloves and other tattered and thick clothing. Smells of wheat and earth. “One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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05-16-2014, 04:57 PM
Post: #21
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RE: Feats of Strength
K, changed, and I removed the snippy comment from my submission.
Just a couple of questions pertinent to the character. Are ALL terrain effects "smart"? Like do they all only heal allies and only harm enemies? And are vials consumed when you fail to make a potion, or just the gathered components? Also I might actually want to use startling if it gets in. My initial idea for this character was a horrifying plant construct hiding behind a porcelain mask. |
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05-16-2014, 05:02 PM
Post: #22
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RE: Feats of Strength
I think that taking natural weaponry five times would be entirely too overpowered.
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05-16-2014, 05:11 PM
Post: #23
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RE: Feats of Strength
That means you'd do 5d6+1 for five feats which...isn't really worth it I think considering you also can't make it more accurate.
“One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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05-16-2014, 07:14 PM
(This post was last modified: 05-17-2014 03:07 AM by Leafsw0rd.)
Post: #24
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RE: Feats of Strength
Name: Anuria Allevia(At least, that's her stage name; she traveled far to make sure Andrea Annabelle isn't known around the parts she travelled.)
Description: A humanoid with white cat ears and tail and a relatively boisterous individual, Anuria is a rebellious, tongue-in-cheek entertainer who lives by her rules. An arcane savant, she's surprisingly persuasive and her times of cooperation generally make her rise to the top of the group's food chain. With that said, she never fully contradicts herself - she doesn't order anyone around unless it's in a situation she'd listen to someone in. She makes a very clear distinction between orders and recommendations, and generally only operates with the latter, be it giving or receiving. She even treats soulless, mindless automatons like Sunny as if they're fully-fledged people, which is nice. With that said, she enjoys showing off her natural arcane talent and generally putting herself in the centre of attention, with powerful, flashy moves, so if she doesn't feel the need to charm you she'll tend to drive you nuts. Class: Arcane Human Entertainer-Craftsman 3P 2F 2C 2E 0A Feats: I will admit, the use of Multitalented is pure genius. :P But aside from that, this set has +2 to all skill checks and then another +2 to finesse and social, 2d6 Lightning, Cold, and Physical attacks, an aggro dropper, and basically no real defense. Squishies ahoy! |
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05-16-2014, 10:28 PM
(This post was last modified: 05-17-2014 05:30 AM by chimericWilder.)
Post: #25
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RE: Feats of Strength
Damnit Willy you cant just
Alright fine i'll bite. Raptarion already claimed the Sif concept though so i guess i'll forgo the doublebladed halberd i was thinking about Character Name: Aleshan Description: Armored Lion with a scorpion tail Feats: Bestial Martial Guardian General Equipment: Tier 4 Iron Armor Gold: 0 Physical Defense: 4 Fire Defense: 2 Cold Defense: 0 Energy Defense: 2 Affliction Defense: 4 Usually he wears a large iron shield strapped to his chest but he seems to have misplaced that as of late. so who wants to be the rider |
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05-16-2014, 11:41 PM
(This post was last modified: 05-17-2014 02:59 AM by Palamedes.)
Post: #26
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RE: Feats of Strength
Pretty sure there's more than five signups already but fuck it I'm gonna put mine forward (because you guys are not nearly ridiculous enough to make full use of this system).
Character Name: Davidov Harlisson IV Description: Sentient Motorcycle Feats (include choices): Construct: Martial Criminal: General: Equipment (include stats): Iron Spike (Tier 4); built in, giant bird mount Gold: 5 Physical Defense: 0 Fire Defense: 0 Cold Defense: 0 Energy Defense: 0 Affliction Defense: 0 I'll admit I'm not 100% clear on how the defenses work. QE: I apologize for nothing. |
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05-17-2014, 01:42 AM
Post: #27
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RE: Feats of Strength
Palamedes Wrote:…because you guys are not nearly ridiculous enough to make full use of this system… This is exactly the attitude I want to see. Ridiculousness HO! Now on to looking people's stuff over… Denizen Shipper, not all Terrain Effects are smart. Most will affect anyone who has the bad fortune to be standing on them. Healing Lands is just a special case since it's one of the Nature Power Source's signature abilities. If you step on a patch of ice you made, you're still going to slip and fall. Vials are only consumed if you make a potion that you have to throw, like a damage potion. If you just drink it, you retain the vial. Failing your potion craft roll won't destroy the bottle, but it will probably use up other ingredients. Startling seems a little OP compared to the other ways to get Blinded. It's two feats in for a Martial Character and basically two feats in for a Criminal Character (even though anyone can technically do sneak attacks). Maybe if you can come up with some restrictions. MQuinny, everything seems to be in order. He's got tons of skill bonuses, though I'm not sure he's going to be able to make use of all of them. He won't be any more susceptible to fire than anyone else (despite being made of dry straw), but I see you skimped on the fire defense which is a nice stylistic choice. Supernerd, as Quinny mentioned it can go that high because weapons are usually better. You have to burn 5 feats to get it that high and then a human martial character with a big stick is easily more accurate than you while dealing close to the same amount and spending far fewer feats. The main advantage of Natural Weaponry is that: A) It can't be stolen or destroyed. You can always count on it. B) With Natural Poison, it has the chance to apply a poison affliction every time you attack, so you don't have to spend an action applying expensive one use weapon poison for the same effect. Leafsw0rd, your application is mostly alright except for a few things. You did give the stats of your armor which is technically all I really need for defenses, but I'd prefer if you listed your total defenses somewhere as well so it's easy to see. Tools only apply to skill checks, so you can't use them to improve combat accuracy. I'm also going to make a rule that you can't use more than one tool at a time. However, I'm going to tweak some weapon properties so you can trade those tools for accuracy from these new weapons. On top of that, I'm going to add an Arcane feat that makes lightning better. Chimeric Wilder, I was pretty much literally being possessed by the spirit of gaming when I wrote this thing. I seriously can't just. Everything seems fine, except I was going to add a nerf to CHARGE! so it gives you -1 accuracy for using it. Be aware that that's coming. I'm sure you realize that you'll need a shield for shield bash and shield bearer. You'll have opportunities to get one, but it'll be pretty crap unless you have a weapon craftsman to make one for you. Palamedes, as much as I love the idea of a sentient motorcycle riding a giant bird, there are a few issues with your application. The first and most obvious being that you have to have a minimum of two feats from your Profession. You've only taken one. Pedal to the Metal might be possible in some form, but the way I'm thinking of implementing it probably wouldn't make it too useful. If you really want to burn your actions to go fast, just move twice. I like the idea of Overclocking constructs, but there aren't really any stats in this game so that ability wouldn't really do anything. |
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05-17-2014, 01:54 AM
Post: #28
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RE: Feats of Strength
Well I done goofed, sorry. Misread the OP and thought you said that you needed two points for your power and one for your job, not the other way around. As for the stat thing with Overclocking, I kind of more meant it would affect the result/die pool/whatever success/failure system you have going as opposed to a more traditional system you thought I was thinking of.
Finally, for the movement ability, it just feels weird to have my motorcycle only be as fast as a regular person (since only beasts get extra movement feats) and was trying to think of a way to counter that. |
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05-17-2014, 02:16 AM
Post: #29
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RE: Feats of Strength
I added a construct feat called "Overclocked" that lets you move fast and do a few cool things at the cost of HP.
Also Palamedes, the Criminal Profession has On the Run so you can move quickly that way. DECISION SOON I'm gonna clean up a few things and get one or two things set up, then make my decision. Get in your applications and format them nicely! Look over your feats because some may have changed! Several others have been added too, so you may want to change some up! You have a few hours, but not too long. |
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05-17-2014, 02:27 AM
(This post was last modified: 05-17-2014 05:08 AM by Purple Walrus.)
Post: #30
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RE: Feats of Strength
Character Name: Sir Silver Gear! The Steam powered Knight!
Description: A bulky, shiny, silver suit of armour with a fiery furnace in his torso. He has a little pipe coming out of his helmet. Sound like a steam engine when he charges. A construct built to protect the people and hold up the law. Sir Silver Gear fights against any evil doer for justice. Feats: CONSTRUCT (3) GUARDIAN(4) MARTIAL(3) GENERAL(1) Equipment: (Tire 2) 25 gold> Metal Tower Shield, Built in (Tire 2) 25 Gold> Iron Broadsword, Built in Gold: 0 Physical Defense: 2 Fire Defense: 2 Cold Defense: 1 Energy Defense: 1 Affliction Defense: 1 Suggestion For feat: SMITE!: You deal extra damage to evil foes. This attack gets weaker if you do bad deeds. |
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05-17-2014, 02:30 AM
Post: #31
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RE: Feats of Strength
i feel like the Nature Power is really underdeveloped in comparison to the others. It has 4 powers, and two of them are linked one of the others. It could easily have a bunch more of order/chaos themed things, though i dont have any specific ideas for that.
A guardian feat that disallows enemies from walking past your threatened squares would also be neat . I remember that being a thing in DnD |
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05-17-2014, 02:37 AM
(This post was last modified: 05-17-2014 02:41 AM by Leafsw0rd.)
Post: #32
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RE: Feats of Strength
I'm going to go ahead and call divine seriously underpowered. Healing Lands takes the trash out on Heal - If a team of four or five clusters around the Nature character using it, then they get +5 hp per turn per feat repeat. If a guy uses Heal, then on average they will get 3.5 hp per turn per feat repeat. Healing Lands can also rank up twice more and give universal damage buffs, while heal gets nothing.
Blessing is pathetic, really. +1 damage on their next attack, +1 to hit... both of these are better served by actually attacking yourself. Compare the Leadership ability, which enhances all skill checks - which actually works as some people are better at those skills than others - and it just looks really sad. Curse is better, but then again, so is everything else and everything else is better than a 33% affliction roll which might slight reduce the enemy's accuracy and make them hit not quite so hard. Meanwhile, once again, even with a 1d6 weapon on the turn you're making an Affliction roll but your own inaction means you decrease your team's damage more than you decrease your enemy's damage. Oh, and curse and blessing both only give one point per feat they take (up to SIX, EACH). Fun. They need serious buffs, to make them worth your time, before anyone takes them. Because god damn. Give them access to something good, like True damage that bypasses resistances, a leadership lookalike based on prayer, or just make Blessing a longer-lasting buff. Oh, and give heal some love, too. Edit: While Chimeric Wilder's bringing it up, All of heal's powers are nested in three base spells. F U N . Also, this highlighted that accuracy is really low. Look at the damage types - only one of them is more than 50% likely to hit, and that's BEFORE enemy defenses. For reference, Pokemon considers 70% to be unreliable and only uses it to balance really strong attacks - everything else gets higher. Hell, 30% - a base affliction or lightning attack - is One-hit KO level in pokemon. All in all, accuracy needs to go up for everything, I think, because 30% is fine on status effects but not on a standard damage type. |
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05-17-2014, 02:45 AM
(This post was last modified: 05-17-2014 02:55 AM by WillyDeWulfe.)
Post: #33
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RE: Feats of Strength
Looks acceptable Walrus, except for the defenses. That shield combined with Shield Bearer gives you +1 in all defenses and another 2 points to put in whatever defenses you want.
Defensive Stance and Protector can stack to make you almost impossible to hit, but doing so burns all your actions so you can't do anything else. Smite wouldn't work since there's no alignment system in this game. People are just people. Some are paragons and some are dick bags, but other than some social issues if you anger the wrong people there aren't any real game effects. ----- There's definitely room for improvement in Nature and most other groups of feats. Especially since about a quarter of the feats in the system just allow you to take feats from other parts of the system. I don't want to give guardians that power because A) They're already the most combat oriented profession and B) I don't want to deal with opportunity attacks and all that stuff from 4E. It made tactical movement important, but this game is supposed to be a little bit lighter. ----- Accuracy is a bit of a problem, but since it's easy to do fairly massive damage once you hit I thought it would be acceptable. That's why I thought Bless could work, because accuracy is so rare and good. I haven't checked it, but your math may also be a little off. Since we're using 3d6 instead of 1d18 it's impossible to get a 1 or a 2. So things are a little easier to hit than they first appear. That being said, bless probably does need a buff. I'm wary of buffing heal since it's relatively easy to avoid damage and there isn't much of a limit on how much you can use it. Heal also has a higher potential for healing than Healing lands and can all be used on the character that actually needs it instead of whoever spent a move action to make sure they were in the right spot. |
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05-17-2014, 02:58 AM
Post: #34
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RE: Feats of Strength
Totally missed the criminal trait, thanks!
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05-17-2014, 03:02 AM
Post: #35
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RE: Feats of Strength
Buffed Bless just slightly and upped Blessing of Power. Buffed Curse of Weakness a bit as well. Since Blessing of Change can also essentially up your accuracy I think it's good now.
Now to go do those things I was meaning to do. |
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05-17-2014, 03:23 AM
Post: #36
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RE: Feats of Strength
Okay noted.
I have removed Defence Stance. So now I'm wondering what I should replace it with. I could either get ridder and make one of you guys my mount, or I could get Modelled > teleport or Modelled > tiny little wings. So which of these would be the most fun to get. |
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05-17-2014, 03:25 AM
Post: #37
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RE: Feats of Strength
Rider => Motorcycles.
Continue the chain. |
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05-17-2014, 03:27 AM
Post: #38
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RE: Feats of Strength
be my rider. we will be the Knight Gear and Knight Lion, and together we will fight crime.
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05-17-2014, 03:35 AM
(This post was last modified: 05-17-2014 03:37 AM by Druplesnubb.)
Post: #39
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RE: Feats of Strength
I might be interested in joining, although I will be busy until early June. could you add Appendage as a Beastial Feat that gives extra range to Natural Weaponry at the cost of Natural Poison not applying? (I'm thinking of creating a creature with both a long tail and poisonous fangs.)
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05-17-2014, 03:44 AM
(This post was last modified: 05-17-2014 03:49 AM by DenizenShipper.)
Post: #40
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RE: Feats of Strength
In retrospect, I'm guessing my character would be too weak to test the limits of the system even if they get in, so I'm making a new one. Sorry for the extra reading.
And Chimeric, if your character wants a rider I guess I'll bite. Even if it's weird... Character Name: Tezzim the Parabolist Description: Despite being a square-eared Alf, Tezzim has spent much of his life in Gnomeria and has inherited the intrepid spirit of those lands. A renowned inventor, accomplished scholar and enthusiastic lion jouster, his most passionate pursuit is still applied physics (also known as launching rocks at people). Disdaining the flashier, more recent inventions in the field of siege warfare, he hopes to achieve the same level of perfectionism with the catapult that his kind is famous for reaching with the crossbow. Feats (include choices): Humanoid: Martial: Scribe: General: Equipment (include stats): Portable Trebuchet 2 (ranged, wooden) "A Study of Anatomies": +2 to Knowledge checks related to humanoid anatomy. Blueprint Drafting Kit: +2 to Weaponcrafting. Gold: 0 Physical Defense: 0 Fire Defense: 0 Cold Defense: 0 Energy Defense: 0 Affliction Defense: 0 |
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05-17-2014, 03:55 AM
(This post was last modified: 05-17-2014 03:56 AM by Purple Walrus.)
Post: #41
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RE: Feats of Strength
Now I can't decide between riding a motorcycle which is also riding a giant bird, or riding a Lion scorpion that is a knight.
Oh the choices. EDIT, It seems the choice has been made for me. Motorcycle it is! |
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05-17-2014, 03:56 AM
Post: #42
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RE: Feats of Strength
yes excellent perfect
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05-17-2014, 04:10 AM
Post: #43
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RE: Feats of Strength
Added a Lengthened Appendage feat to Bestial similar to Telekinesis except that it lets you apply your Natural Weaponry and is slightly more accurate. As a result, Telekinesis and Improved Telekinesis have been buffed.
I don't think I mentioned it, but the rule of thumb is that NPC helpers have 20 HP. So the giant bird has 20 HP. Things that are supposed to be mounts (horses) can move 5 with or without a rider. Things with special movement types (your bird) move 4 with or without a rider. I should also expand on riding. Basically you guys take up the same square and the guy on top moves with the guy on the bottom. This means the mount can spend their actions on movement, freeing up the rider to attack twice. If the rider moves, they have to get off the mount. NPC helper mounts do 1 damage with unarmed attacks and don't have weapons, but can wear armor that protects only them and not the rider. Players who are mounts can do whatever they do normally, but are probably encumbered. |
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05-17-2014, 04:58 AM
Post: #44
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RE: Feats of Strength
Yeah, I thought taking fire resistance just wouldn't make sense. Also, I'd like to change the multi-talented feat from Steady hands to Expansive knowledge.
“One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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05-17-2014, 05:01 AM
Post: #45
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RE: Feats of Strength
I assume CHARGE! still applies even if only your mount moves?
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05-17-2014, 05:06 AM
Post: #46
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RE: Feats of Strength
Character Name: Alura
Description: A feisty, slender, black female feline, slightly bigger than a big house cat, who seems eager to fight and use violence to solve her problems. Feats (include choices): Bestial Iron Armour (+6 Physical,+2 Fire, +2 Cold, +2 Energy) Gold: 10 Physical Defense: 6 Fire Defense: 2 Cold Defense: 2 Energy Defense: 2 Affliction Defense: 0 |
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05-17-2014, 05:08 AM
(This post was last modified: 05-17-2014 05:10 AM by Raptarion.)
Post: #47
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RE: Feats of Strength
Ideas for divine feats while we're on the subject.
Hymn of strength. Allies within a 3x3 area will do 1 more damage, but the caster can not move, attack, or perform any other feat while it is active. If you are attacked, the ability is interrupted. Resounding voice Hymn of strength covers 5x5 area instead of 3x3 Rapturous voice Hymn of strength increases damage by 2 instead of 1 (This is probably OP, I suck at balance.) |
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05-17-2014, 05:10 AM
(This post was last modified: 05-17-2014 05:28 AM by WillyDeWulfe.)
Post: #48
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RE: Feats of Strength
@ Palamedes:
Short answer: No Long Answer: CHARGE! only works if you're the one moving. The whole point of it is to move and attack at the same time. If you're not the one moving, you won't be making the attack. Since no regular mount will have the feat they won't be able to do a charge attack. A player who is a mount still could though if all the conditions are met. However, keep in mind that having a mount basically gives you two free move actions. So you can have your mount move you to an enemy and then attack twice. There's no need for charge. EDIT: Dischord, what Tier is that Iron Armor? EDIT: Raptarion, that's not a bad power concept, but it's basically a severely nerfed version of Healing Lands. I was also trying to make Divine more focused on single target stuff which Nature being more about zones. EDIT: Solaire, you didn't spend gold for your construct's longsword. Fix that. EDIT: Leafsw0rd, I'm only counting 10 feats. You get 11. |
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05-17-2014, 05:35 AM
(This post was last modified: 05-17-2014 05:35 AM by MQuinny1234.)
Post: #49
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RE: Feats of Strength
I'm not overly worried about the divine thing Will. I'm fine with having to stack the healing feats like that. Although, possibly a feat to help others overcome afflictions would be nice. That seems divine-y.
“One day you wake up and realize the world can be conquered.” - Doctor Impossible |
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05-17-2014, 06:10 AM
Post: #50
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RE: Feats of Strength
Finally got a chance to check things here. On phone with terrible connection so editing posts is a horrid pain. I don't even know if this post will work. I'll alter my purchases later when I'm at a computer with stable internet, along with some feats.
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