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 Epic Pathfinder Game Starting 
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Joined: Wed Dec 09, 2009 10:19 pm
Posts: 200
Post Epic Pathfinder Game Starting
I know I put a lot of posts on here, but I only do so because no one responds to them, hopefully someone responds to this one.

Basically, I plan on basing this campaign in a homebrew setting, one that has been brewing for about 4 years, it's a campaign setting I had an idea for, what if I took just a tiny bit of history for the world and then threw the players into the world and let them shape the history? And, well, so far, it's done very well, very good.

The world is called Bankivoe, the history is as follows;

At the begining of time there were eight forms of dragons, the Fire Dragon, the Steel Dragon, the Venom Dragon, the Winter Dragon, the Heaven Dragon, the Shadow Dragon, the Wind Dragon, and the Storm Dragons, these dragons soared in the skies long before men took thier first breath, but, a few thousand years after the humans claimed the surface as their own, the dragons began to dissapear, gradually they vanished without a trace, untill eventually the eight legendary dragons Gerden, Steltin, Belvin, Gestin, Tiflen, Werro, Timaro, Cestu, and Pondre, decided that they would leave the world as well, and join the dragons wereever they may be. But knew the future of the world, and wouldn't leave until they passed their magic onto the mortal races. And so they did, they waited for hundreds of years for the right mortal to come along to bear thier own unique magic.

Finally, having taught these mortals thier magic, they left the world, and dissapeared, however the eight mortals who had been blessed with the magic of dragons went out into the world and showed the strength of thier magic, soon people began to beleive that these mortals had killed the dragons with thier magic, giving it the unrightful name "Wyrm Slayer" magic, and those who used it were given the offensive title "Wyrm Slayer".

They eventually gathered together a small group of people and taught them "Wyrm Slayer" magic, and so began the "Era of the Wyrms" mortals possesing the power of dragons would continue to carve histroy out of the rocks of time, until suddenly, they too vanished slowy but deliberatly, until "Wyrm Slayers" were too thought to have been myths, and then, about came the rise of magic, great minds having studied the "Era of the Wyrms" discovered how to create and simulate a less potent from of their magic, that could in fact be spread over more than the classical eight subjects, varying from wax, to wood, or plants.

It was then that the world began to rise from their "Era of Men" and began to ascend into the "Time of Mages" with the rise of magic, "Wyrm Slayers" began to pop up here and there every few hundred years that once again brought people to beleive that perhaps the dragons haven't left us, and if they did "why?"

This is as far as the players have gotten in shaping the history of the world, basically, we started in a zero magic campaign setting, and then they went about and a few PC's became "Wyrm Slayers", from there, the players witnessed the decline of Wyrms and "Wyrm Slayers", and one of the PC's a Benton Beratone, made it his life mission to search for a way to simulate the effects of "Wyrm Slayer" magic, and eventually figure it out, in which we then rose to a moderate level of magic setting, and then brought around our first house rule, if you're going to be a arcane magician, you must take the thematical spell feat from the Complete Mage for free, but it must be done because magic is the direct manipulation of substances.

It is a level 2 game, I plan on having it go long term, every wednesday and thursday 10 PM to 1 AM PST, I will only allow PHB Races, and Aasimars, Tieflings, and Tengu, as PC races, I will allow the use of the following books; The Draconomicon
The Complete Scoundral
The Complete Warrior
The Complete Divine
The Complete Arcane
The Complete Mage
The Spell Compendium
The Necronomicon

(Not sure if The Necronomicon is a real book, but I guess oh well)

I will grant only two PCs access to the Wyrm Slayer magic, and two is the limit, if the PC were to die, the limit would still be maxed out.

I will be using OpenRPG, and I will be leniante with creative character ideas (EX: A PC that has a background that may or may not require being able to work his/her backstory into the game somehow) I can work with that.

Also, here in a short while, I will be posting the "Wyrm Slayer" class onto this thread, another thing you should know is that during combat, I tend to get a little........creative and at times, small villages may wish they had built themselves elswere, it's not uncommon to be ambushed by a group of bandits and tear up a Tavern, however "Wyrm Slayer Magic" is actually a very potent offesnive magic, so often times "Wyrm Slayers" will cause massive damage to the surrounding areas, most of the time, the town people aren't very happy at their destructive power.

If you're interest, go ahead and post to this thread, and or email me at Batman.mtweb@yahoo.com and or add me on Skype at Batman.m.t.web

THANKS!

_________________
GONNA BURN THE WORLD!


Sat Apr 09, 2011 4:20 pm
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Joined: Wed Dec 09, 2009 10:19 pm
Posts: 200
Post Re: Epic Pathfinder Game Starting
Haha, this campaign will be comprised of more powerful classes than normal, I have two home brewed classes that are tailored for this setting I have made, Wyrm Slayers, and Blade Master.

Wyrm Slayers are rare if at all real, so I will only allow a maximum of 2 Wyrm Slayers to be in the campaign, however, I may or may not allow the use of "Truntaley" which is elven for 'imposter' they are 'fake' Wyrm Slayers, they gain access to Wyrm Slayer magic not through training, but through a dangerous ceremony that binds the Wyrm Slayer magic within you.

The other Home Brewed Class is Blade Master, a Warrior that is a specialist in Slashing Weapons, and deals massive damage with thier "Chosen Blade" and can perform interesting feats of skill with said blade, this I have yet to copy over onto Word, but, Wyrm Slayer is, well, minus the Wyrm Powers, which I will do later.

Wyrm Slayers

History

Wyrm Slayers are a group of magicians that have been raised by dragons and through intense training, have gained the power to control a element, Storm; the power of lightning is at the fingertips of the Slayer, Winter; the power of frost and ice are under the command of the Slayer, Metal; the protective power and offensive prowess of the metal is under the control of the Slayer, Flame; the power of fire is the Slayers to control, Heaven; the power of heavenly light and it’s ability to assist and heal is the Slayers to control, Shadows; the seductive draining powers of shadows are under the command of the Slayer, Wind; the power to reflect and use your opponents strength against them is possible for a Wind Wyrm Slayer, Venom; the power to weaken and inevitably make it easier to take down foes is now in your grasp.

Wyrm Slayers posses the power to enhance physical attacks, and provide small useful effects if their attacks were to land. They are in all respect a Arcane user so therefore is not allowed to wear armor or suffer arcane spell failure chance.

Statistics

Wyrm Slayers don’t have spell slots, they have Energy Pool, in which the energy can be used for any of their abilities, but is severally limited in numbers, they do not have access to normal arcane spells, they in fact, depending on the form of Wyrm Slayer they’ve chosen, use Wyrm Magic, which are abilities that provide a effect at the cost of a number of Energy.

Class Skills: The class skills of the Wyrm Slayer are as follows; Appraise, Acrobatics, Handle Animal, Craft, Profession, Knowledge Nature, Knowledge Nature, Survival.

Skill Points per Level: The Wyrm Slayer receives 5 plus intelligence modifier skill points per level.
The Wyrm Slayer possesses a d10 HD

Bonus Feats: The bonus feats of a Wyrm Slayer can only be spent on feats that are used to enhance their own abilities. (EX: You gained a bonus feat, you could take weapon specialization (Claw of the Dragon))

When this class is taken, they must choose ONE of the eight Wyrm Magic types, this choice cannot be changed after choosing so, and will determine many things for the Wyrm Slayer. The type of magic they use will also be the theme for their spells, they can learn arcane spells, but their choices are limited. They may learn 20 Arcane spells per spell level they have access too, they cast them as often as a Sorcerer though. The spells chosen can only be changed on the full moon.

The eight forms of Wyrm Magic are as follows;

Heaven: The power of heavenly light is yours to control, by using the light of heaven, you hinder and distract foes, all the while assisting your allies.

Shadows: The shadows of hell are at your command, your magic drains others of everything from life force to their very strength and will. You have low offensive powers, but you effectively weaken foes while giving your allies that which you stole from your foes.

Storm: The incredible destructive power of lightning has been granted to you, allowing you to deal massive amounts of damage, but, only to single targets, you lack the ability to spread the damage to others.

Steel: The strength and hardness of steel is granted to you, allowing you to absorb and take lots of damage, but, are weak in offensive nature.

Wind: The power to repel the attacks of others and return them to the originating point is the wonder of Wind, the offensive power of Wind is moderate, but it excels in hindering opponents and taking control of the battle field.

Winter: Ice, snow, sleet, and the cold are all at your disposal, weak in nature, it excels in slowing down foes and often immobilizing them allowing for easy defeat.

Flame: Fire, pure destruction, moderate in power, it is most powerful in the way that it’s damage can be shared with large areas, effectively allowing you to handle large crowds with ease.

Venom: Poisoning all, weakening your foes to the point that they can’t even wield a blade, much less combat you.




Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +1 +1 Claw of the Dragon, Roar of the Dragon, Dragons Body, Draconic Might, Wyrm Power, Draconic Feast.
2 +2 +2 +1 +1 Bonus Feat, Wyrm Power, Wyrm’s Resistances
3 +3 +3 +3 +1 Dragons Body 2, Draconic Might 2
4 +4 +3 +3 +2 Wyrm Power
5 +5 +4 +3 +2 Dragons Body 3, Draconic Might 3, Bonus Feat
6 +6 +4 +5 +2 Wyrm Power
7 +7 +4 +5 +3 Dragons Body 4, Draconic Might 4.

8 +8 +5 +5 +3 Wyrm Power, Bonus Feat
9 +9 +5 +7 +3 Dragons Body 5, Draconic Might 5
10 +10/+1 +6 +7 +4 Wyrm Power
11 +11/+2 +7 +7 +4 Dragons Body 6, Draconic Might 6, Wyrm’s Resistances 2
12 +12/+3 +7 +8 +4 Wyrm Power, Bonus Feat
13 +13/+4 +8 +8 +6 Dragons Body 7, Draconic Might 7
14 +14/+5 +8 +8 +6 Wyrm Power
15 +15/+6 +9 +9 +6 Dragons Body 8, Draconic Might 8, Bonus Feat

16 +16/+7 +10 +9 +8 Wyrm Power, Wyrm’s Resistances 3
17 +17/+8 +10 +9 +8 Dragons Body 9, Draconic Might 9
18 +18/+9 +11 +10 +10 Wyrm Power, Bonus Feat
19 +19/+10 +11 +13 +10 Dragons Body 10, Draconic Might 10
20 +20/+11 +12 +15 +11 Wyrm Slayer, Wyrm Power.


Special

Claw of the Dragon
A Wyrm Slayer can enhance their physical attacks by effectively wrapping or transforming their hands or the body part used to attack in their element. This is in fact a natural attack, so the Wyrm Slayer is automatically proficient in it, the attack possesses a critical range of 15-20 x2. This attack can be used as often as the Wyrm Slayer needs to without cost, however, it can be enhanced by spending a single energy point to treat the next Claw of the Dragon attack as if they were one level higher.

Storm: The Claw of the Dragon attack when used by a Storm Wyrm Slayer deals 1d10 electrical damage plus an additional d10 electrical damage for every level the caster possesses. The Claw of the Dragon attack when made by a Storm Slayer, also maintains the chance to stun the target for a number of rounds equal to the Wyrm Slayers level. The percentage is a 5% chance per level the caster possesses.

Winter: Winter deals 1d6 cold damage upon impact, plus an additional d6 cold damage for every level possessed by the Wyrm Slayer. It also possesses a 10% chance per two levels to drain the target of 3 dexterity for 2 rounds.

Heaven: The attack deals 1d4 fire damage plus and additional d4 fire damage for every level possessed by the Wyrm Slayer, it also possesses a 20% chance per four levels of the Wyrm Slayer to be followed up by a “Awesome Blow” effect.

Shadows: The attack of the Shadows Claw of the Dragon deals 1d6 damage plus an additional d6 damage for every level the Wyrm Slayer possesses, it also gains the ability to drain the target of 1 attribute point from each attribute stats, this has a 5% chance per level possessed by the Wyrm Slayer of occurring.

Steel: The arm or body part of the Wyrm Slayer turns to steel, allowing them to deal 1d8 slashing/piercing/or bludgeoning damage plus and additional d8 of the same damage per level the Wyrm Slayer Possesses, the choice must be made BEFORE attacking, and the attack is treated as if it were Keen, and gains the power to overcome damage reduction of 10 or lower. The attack can also reach a distance of 2 feet per level of the Wyrm Slayer, by extending outwards from the hand.
Wind: The arm of the Slayer becomes encased in swirling winds that deal 1d6 damage to the target, as well as an additional d6 damage per level possessed by the Wyrm Slayer, it also has a 5% chance per level to function as if the Slayer possessed the “Awesome Blow” feat.
Flame: The attack of the Flame Wyrm Slayer deals 1d8 fire damage plus and additional d8 fire damage for each level possessed by the Wyrm Slayer, it also maintains the ability to explode on impact by using a Energy Point to deal the damage to all within 10 feet.
Venom: The hand of the Venom Wyrm Slayer or the body part used to attack becomes that of a dragon with red thick liquid dripping from the scales. It deals 1d4 damage plus and additional d4 damage for every level possessed by the Wyrm Slayer, it also deals 1d4 damage to constitution, strength, and dexterity on a critical.

Roar of the Dragon

Effectively, a breath weapon that can be used three times a day, each kind are a cone, that reaches out in a 30’ x 50’ cone, the saves to resist them are all reflex with a constitution based, the DC is equal to 10 + the level of the Wyrm Slayer + their intelligence modifier, saves only halve the damage, not the effects of the breath unless otherwise noted.

Storm: The Wyrm Slayer breathes a cone of lightning that deals 1d12 lightning damage for every level possessed by the Wyrm Slayer, it also causes those caught within the cone to lose control over their limbs, effectively rendering them helpless for a number of rounds equal to twice the level of the Wyrm Slayer This only works if they take damage from the breath attack, if they posses evasion and save, they do not take the penalty of being numbed. Roll a d20, on a natural 20, the cone explodes, knocking all within 20 feet of the cone back by the number of feet equal to the damage dealt.

Winter: This breath deals 1d4 cold damage plus an additional d4 cold damage for every level possessed by the Wyrm Slayer, to all those who fail the save, they take 2 Strength, Constitution, and Dexterity damage, they also lose their dexterity or any dodge bonus to AC until the effect wears of, the effect lasts for 3 rounds.

Heaven: This breath attack deals 1d4 fire damage, plus an additional d4 fire damage for every level possessed by the Wyrm Slayer, for those who fail their saves, they become blinded for 3 rounds, for those who make their saves, they become dazzled for 3 rounds, taking a -3 penalty to attack and losing their dexterity bonus to armor class. Cane be used to counter “The Roar of the Shadow Dragon”

Shadows: You release a cone of shadows that deals 2d4 damage to all stats if they fail their save, if they succeed on their save, they instead take 1d4 damage, can be used to counter the “Roar of the Heaven Dragon”

Steel: A cloud of fast moving shards of steel is released from your mouth, dealing 1d6 slashing and piercing damage plus and additional d6 slashing and piercing damage for every level possessed by the Wyrm Slayer, to those whom fail their save, they begin to take bleed damage as if stuck by a weapon of wounding.

Wind: You release a blast of air that rapidly expands causing an explosion to ensue at the end of the cone, only those at the end of the cone are forced to make a saving throw, everyone else within 30’ of the cone must make a strength check or be knocked prone. Those at the end of the cone must make a reflex saving throw that is strength based or be launched 10 feet into the air and be prone for 2 rounds before they hit the ground and take 4d6 falling damage.

Flame: A plume of superheated fire rushes forwards dealing 1d6 fire damage plus and additional d6 fire damage for every level the Wyrm Slayer possesses, roll a d6, 1-3 means that the cone of the flames is increased to 40’ x 60’, 4-6 means that the cone explodes outwards, dealing the damage to everyone within a 60’ radius, forcing everyone to take a constitution based reflex save or take full damage.

Venom: You exhale toxic fumes that start as a cone, but end up spreading outwards, moving 5’ in all directions, at a maximum of 10’ per level of the Wyrm Slayer. All those caught within the fumes must make a constitution save or begin to suffer a -1 penalty to all attributes for each round spent in the fumes.


Draconic Feast
The Wyrm Slayer can effectively eat their respective element and gain 2d10 Energy Points from eating it, Shadow and Light magic function differently than normal, Flame can eat fire, Venom can eat poison, Steel can eat steel, and so on, but when a Shadow Wyrm Slayer eats shadows, he must have a source of shadows, such as shade or inside a cave, outside in bright sunlight he cannot eat darkness, and by eating darkness, he increases the light portion of the room, if it was pitch black, then people can see as if a candle were lit, if there was that much light to begin with, it is then as bright as a torch, if a Heaven Wyrm Slayer eats light, it has the opposite effect. This effect allows the Wyrm Slayer a 5% chance per level of the Wyrm Slayer to eat any incoming attack using their element.

Body of the Dragon

The body of the slayer is physically tougher than normal, and grants them +1 Natural AC/ 2 levels, it also grants them DR/1 plus a additional DR/1 per two levels of the caster.

Draconic Might

The magic you possess makes you physically stronger, granting you a +1 Strength per two caster levels.

Wyrm’s Resistances
You gain resistances that are determined by your chosen Wyrm magic, when you reach the next Wyrm resistances, the effects of the current resistances are brought up by 50%, rounded down.
Each dragon slayer gains resistances to something;

Storm: You gain a +5 to saving throws made VS stunning effects, and similar effects.

Winter: The slayer gains damage reduction Cold/5

Heaven: You gain a +5 to saving throws made VS blindness or similar effects.

Shadows: You gain a +5 to saving throws made VS any effect that drains you in some way.

Steel: You gain damage reduction/10

Wind: You take half damage from falls, and receive a bonus of +5 against any check made to maintain balance.

Flame: You gain damage reduction Fire/10

Venom: You gain immunity to poison of any kind save the poison of other venom Wyrm Slayers.




Wyrm Slayer

When you finally reach level 20, you are more dragon than mortal, you gain damage reduction/20, your Roar of the Dragon becomes usable once every 2 rounds, your claw of the dragon attacks are made with a +5, and the damage of said attack is increased by 50%. The resistances become immunities.


Wyrm Powers

Each theme for the Wyrm Slayers gives access to 20 Wyrm powers, 10 of which you’ll never have, but they consume energy points, and each one has a certain thing in common with all of the other powers from that them.


Heaven: The power of heavenly light is yours to control, by using the light of heaven, you hinder and distract foes, all the while assisting your allies.

Shadows: The shadows of hell are at your command, your magic drains others of everything from life force to their very strength and will. You have low offensive powers, but you effectively weaken foes while giving your allies that which you stole from your foes.

Storm: The incredible destructive power of lightning has been granted to you, allowing you to deal massive amounts of damage, but, only to single targets, you lack the ability to spread the damage to others.

Steel: The strength and hardness of steel is granted to you, allowing you to absorb and take lots of damage, but, are weak in offensive nature.

Wind: The power to repel the attacks of others and return them to the originating point is the wonder of Wind, the offensive power of Wind is moderate, but it excels in hindering opponents and taking control of the battle field.

Winter: Ice, snow, sleet, and the cold are all at your disposal, weak in nature, it excels in slowing down foes and often immobilizing them allowing for easy defeat.

Flame: Fire, pure destruction, moderate in power, it is most powerful in the way that it’s damage can be shared with large areas, effectively allowing you to handle large crowds with ease.

Venom: Poisoning all, weakening your foes to the point that they can’t even wield a blade, much less combat you.




Wyrm powers are gained though leveling up, once learned, they can never be unlearned or replaced.


If you're still interested, go ahead and give me a email at Batman.mtweb@yahoo.com ^_^

_________________
GONNA BURN THE WORLD!


Sun Apr 10, 2011 2:09 am
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Location: Glendale, AZ, USA
Post Re: Epic Pathfinder Game Starting
No, the Necronomicon (aka Necronomicon Ex Mortis) is not a real book. Just fictional. Wizards of the Coast published a necromancy/undead-themed supplement for 3.5 D&D called Libris Mortis, however (a terrible name and apparently bad Latin).

In any case, I have none of the books listed, just the SRD (and a bunch of 3.0 books) and a bit else. Also I already play in a Thursday game and expect to run a game on Wednesdays.

Your stuff seems interesting enough, but homebrews (and houserules) do tend to be difficult to recruit for.

Anyway, some comments/concerns regarding your posted class, rules-wise:
Quote:
Class Skills: The class skills of the Wyrm Slayer are as follows; Appraise, Acrobatics, Handle Animal, Craft, Profession, Knowledge Nature, Knowledge Nature, Survival.

Skill Points per Level: The Wyrm Slayer receives 5 plus intelligence modifier skill points per level.
The Wyrm Slayer possesses a d10 HD

Bonus Feats: The bonus feats of a Wyrm Slayer can only be spent on feats that are used to enhance their own abilities. (EX: You gained a bonus feat, you could take weapon specialization (Claw of the Dragon))

You list Knowledge (Nature) twice; did you mean for one of those to be a different Knowledge skill, like Arcana (since Arcana is the knowledge skill for identifying dragons and general magical stuff)?

Odd-numbered skill points per level are unusual and don't fit the standard d20/PF mold. Also, Patfhinder uses skill ranks, not skill points; class skills just get a +3 bonus once you have any ranks in them, but maximum rank is just equal to character level regardless of class/cross-class.

The bonus feat restriction is odd and terribly vague; classes normally have a specific list of bonus feat options or just access to a certain feat type for them (Combat feats, Metamagic feats, Item Creation feats, etc.).

Quote:
Claw of the Dragon
A Wyrm Slayer can enhance their physical attacks by effectively wrapping or transforming their hands or the body part used to attack in their element. This is in fact a natural attack, so the Wyrm Slayer is automatically proficient in it, the attack possesses a critical range of 15-20 x2. This attack can be used as often as the Wyrm Slayer needs to without cost, however, it can be enhanced by spending a single energy point to treat the next Claw of the Dragon attack as if they were one level higher.

Storm: The Claw of the Dragon attack when used by a Storm Wyrm Slayer deals 1d10 electrical damage plus an additional d10 electrical damage for every level the caster possesses. The Claw of the Dragon attack when made by a Storm Slayer, also maintains the chance to stun the target for a number of rounds equal to the Wyrm Slayers level. The percentage is a 5% chance per level the caster possesses.

Winter: Winter deals 1d6 cold damage upon impact, plus an additional d6 cold damage for every level possessed by the Wyrm Slayer. It also possesses a 10% chance per two levels to drain the target of 3 dexterity for 2 rounds.

Heaven: The attack deals 1d4 fire damage plus and additional d4 fire damage for every level possessed by the Wyrm Slayer, it also possesses a 20% chance per four levels of the Wyrm Slayer to be followed up by a “Awesome Blow” effect.

Shadows: The attack of the Shadows Claw of the Dragon deals 1d6 damage plus an additional d6 damage for every level the Wyrm Slayer possesses, it also gains the ability to drain the target of 1 attribute point from each attribute stats, this has a 5% chance per level possessed by the Wyrm Slayer of occurring.

Steel: The arm or body part of the Wyrm Slayer turns to steel, allowing them to deal 1d8 slashing/piercing/or bludgeoning damage plus and additional d8 of the same damage per level the Wyrm Slayer Possesses, the choice must be made BEFORE attacking, and the attack is treated as if it were Keen, and gains the power to overcome damage reduction of 10 or lower. The attack can also reach a distance of 2 feet per level of the Wyrm Slayer, by extending outwards from the hand.
Wind: The arm of the Slayer becomes encased in swirling winds that deal 1d6 damage to the target, as well as an additional d6 damage per level possessed by the Wyrm Slayer, it also has a 5% chance per level to function as if the Slayer possessed the “Awesome Blow” feat.
Flame: The attack of the Flame Wyrm Slayer deals 1d8 fire damage plus and additional d8 fire damage for each level possessed by the Wyrm Slayer, it also maintains the ability to explode on impact by using a Energy Point to deal the damage to all within 10 feet.
Venom: The hand of the Venom Wyrm Slayer or the body part used to attack becomes that of a dragon with red thick liquid dripping from the scales. It deals 1d4 damage plus and additional d4 damage for every level possessed by the Wyrm Slayer, it also deals 1d4 damage to constitution, strength, and dexterity on a critical.

So if it's a natural attack, it's not combined with any regular weapon/unarmed attack, right? And if they use that Claw of the Dragon ability, then it's the only attack they'd be able to make in that round (since you don't get extra attacks for BAB when using natural weapons)? Anyway, the threat range seems awfully wide, especially given that the ability deals multiple dice of damage; you realize that a critical hit with Claw of the Dragon would do something like 4d6 damage at 1st-level, right, then like 22d6 by 10th-level, etc.?

Since it's 1dX, +1dX/level? Sneak Attack damage dice don't get doubled on crits because they're noted as "bonus damage dice", but your Claw of the Dragon ability doesn't specify if the level-based damage is bonus dice or part of the base damage. Difference being, for example, a 1st-level Storm Claw of the Dragon dealing 2d10 damage at 1st-level and 3d10 on critical hits, or instead 4d10 on critical hits if it's all base damage dice, then by 10th-level it'd be 11d10 damage or 12d10 on a critical hit, versus 22d10 damage on a critical hit if it's all treated as base damage dice.

I would strongly suggest changing the wording to indicate the level-based dice as "bonus" damage dice rather than saying "additional" damage, so that it wouldn't all get multiplied on crits. A spell like Shocking Grasp or Polar Ray can score critical hits for something like 10 or 20 or so damage dice, sure, but they have limits and an extremely narrow threat range as well as expending a limited resource with each use (a spell slot of a certain level, at minimum, which a wizard or sorcerer won't have many of). But your Claw of the Dragon ability functions at-will, which is a HUGE advantage. It's pretty much exactly like giving a Fighter an extra damage die with every attack for every level they take in that class (or close enough, since your CotD is a natural attack and thus apparently limited to 1/round).

Storm Claw of the Dragon seems especially powerful; not only is it a lot of damage, but it can stun foes for a very long time; stunning is a potent effect, screwing over the victim for however many rounds they're stunned, which is why the core rules generally limits most stunning effects to 1 round. Only paralysis is more severe (aside from death, petrification, or baleful polymorphing into a defenseless bunny/whatever, of course).

Shadows doesn't specify its damage type; is it negative energy, magical force, or something else? Also it seems a bit stronger than the Winter one, since Shadows doesn't specify a duration for its ability drain; I assume it's just normal temporary ability damage, requiring one or more days of rest (or magical means) to heal?

Steel is too powerful with the Keen property (9-20 threat range?!?!?!) unless you reduce the normal threat range for Claw of the Dragon down to something like the norm (20 or maybe 19-20). Also the extended reach is odd; should probably just make it 5 feet of extra reach per 10 levels in the class. Cuz 40 feet of extra reach, or even 20 feet, is just ridiculous; even medieval pikeman only handled pikes of up to 20-25 feet long, and that was from a stationary position with one end of the weapon anchored/set along the ground, held up at one end for a cavalryman to get impaled, or his horse, when charging the pikemen. Besides, 5 or 10 feet of extra reach is still enough to compete with giants or big dragons, more or less.

Wind should specify it's damage type, probably bludgeoning from buffeting winds.

Flame has a powerful area-attack effect when spending an energy point, so it should allow a Reflex saving throw for half damage (for anyone exposed to the area effect, not the direct hit).

Venom seems like it may create an actual claw, so it should probably deal slashing damage. The ability damage should be noted as a poison effect, so it shouldn't affect creatures with immunity to poison. Should likely allow a Fortitude save against the ability damage, but since it's otherwise weak and requires a critical hit in order to deal the ability damage, the save DC against it should probably get a special +4 or +6 bonus. However, Venom is too powerful if you keep the base threat range as 15-20; a 30% chance of critical hits with several damage dice and significant ability damage, especially Constitution damage, is serious.

Also, status effects in d20 usually allow a saving throw to negate or otherwise minimize them (default save DC against a supernatural ability, which it seems Claw of the Dragon should be classified as, is equal to 10 + Charisma modifier + half character level, rounded down). Typically Fortitude against stun or Str/Dex/Wis loss, Will against Int/Wis/Cha loss, etc. For Shadows it would probably be Fortitude.

Besides all that.......there's no indication of how much of an Energy Pool the class provides, or when/how that Energy Pool is replenished (like arcane spells? or what?).........I'm also not seeing much in the way of EP costs for the class features.........the class' BAB seems wierd, the base saving throw modifiers are out of whack.......the class generally seems way more powerful than a normal Pathfinder class, which seems to screw over anyone who plays a different class other than Wyrm Slayer.......and there's just too much for me to bother analyzing right now. Seems like a lot of its benefits should just be selectable options (like taking a +1 Strength increase at some levels instead of a normal Wyrm Power, etc.). And even then it might be a bit much, maybe.


Thu Apr 14, 2011 2:09 am
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Posts: 200
Post Re: Epic Pathfinder Game Starting
It isn't exactly finished, tbh, hence why I only allow 2, because they're definately OP, and they are in the Beta-Test run, if you'd like to realise why they're so powerful, take a look at this video, I based it off of something someone sent me, and this is were I got the major idea from, A Storm Wyrm Slayer, a Flame Wyrm Slayer, and a Steel Wyrm Slayer fighting eachother.

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Mon Apr 18, 2011 7:17 am
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Joined: Wed Dec 09, 2009 10:19 pm
Posts: 200
Post Re: Epic Pathfinder Game Starting
Ok, so far!

The PCs have arrived at a town called Silverton, were Timmy a town guard captain has stopped them, and alerted them to the presence of bandits, forcing them to be searched or denied entrance.

After entering they've decinded to look into their bandit problem, during so they were ambushed during the night by said bandits, during the attack, the Lord had been assasinated by a unknown asasin that killed him by rapidly aging him.


They gathered together that the Inn Keeper, Herold, may be the eyes and ears of the bandits, They decided to question the Inn Keeper of the crimes, and upon arriving, they find him dead, with two assasins in tow.

The two men turned out to be two Wyrm Slayers reffered to as the Truntaley, Elven for Imposter, they are Wyrm Slayers that are infused with Wyrm Magic rather than learning it from a Dragon.

Combat ensuded, causing a large section of the town to explode, creating a large crater.

After combat,t hey treated wounds and slept in a small hut off to the side of the village, and upon awakening, they find that the town semed to have been repaired rapidly, no damage at all, and the townspeople seemed to not remember them and or the fights, they also seeemd to think it was year 110 when it was in fact year 170.

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GONNA BURN THE WORLD!


Mon Apr 18, 2011 10:06 am
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Joined: Sun Jun 05, 2011 2:05 am
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Post Re: Epic Pathfinder Game Starting
Still doing this game and looking for players?


Sun Jun 05, 2011 2:07 am
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Joined: Wed Dec 09, 2009 10:19 pm
Posts: 200
Post Re: Epic Pathfinder Game Starting
I will be here soon, need to clear my schedule, e-mail me at Batman.m.t.web@hotmail.com and I will send you the character creation details to you.

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GONNA BURN THE WORLD!


Mon Oct 17, 2011 6:07 am
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