I think he meant not to worry, we'd be back home before you qualify for the PrC.. or at least back to a plane that Selune has sway in.
Armored Stealth works well with people that move by night, but lycanthropes tend to shed armour. I might exchange that for an avbility that give natural armour bonuses or gives stealth bonuses, or maybe low-light vision. the great thing about getting to custiomize OPrC is you get to do just that as a DM,, make them fit better. A lot of RKV does not fit Wee Jas at all, some of it is a pretty big stretch.
That's an interesting idea. Perhaps something like "gains darkvision but eyes glow with eerie, pale white light."
This is mainly because I don't see Armored Stealth as being all that appropriate for a character coming from something like crusader or cleric.
The whole RKV is one of those PrC that is obviously designed very specifically forr what one particular DM was looking for in his campaign, without worrying about game balance. There are a couple PrC classes like that floating around liker Thrall-Herd and Master Transmogrifist (GM Marvel and I have a little rivalry there in another game lol)
I never got into tome of battle and maneuvers but I hear they are great. Tthe Champion of Moradin is one of my favorite PrC, maybe you could change the fluff on that? Not sure if casting gets advanced though.
I will be away this weekend and most likely unable to post. Don't forget, Forge doesn't sleep so he can guard everyone while they rest!
Quote:In terms of the different plane thing...I don't know. I'm certain there are deities on this plane who fulfill similar portfolios to Selune. The one problem there may be one of specificity. She's devoted to Selune, but if she can't contact Selune on this plane, would she even try contacting any others?
For some reason, In this universe the worlds are slowly colliding into one another. The middle point seems to be the Cantus universe. As the worlds draw closer breeches are formed and people realized these breeches could be used to travel between universes. Eventually trade started to occur between the universes and this is why you can purchase pretty much any magic and any feat can be train for in the Cantus Universe. So knowing people from different worlds sometimes spill into other worlds, most gods of similar Portfolios and who are not diametrically opposed in alignment agreed to
pretend to be traveler's god. And why wouldn't they when there is a chance a traveler might spread their god's religion to another world and gain a whole new world of worshipers! (WOO HOO!)
So it's doubtful that Selina will ever know that Selune isn't powering her spells. Because the Moon god in this world grants your abilities in the hope that one day fate will have one of his/her worshipers stumble into another universe to spread his beliefs (therefore growing the congregation into a brand new world) which would require the god of that world (who could even be Selune) to power his/her cleric's spells.
I hope that makes sense.
(05-05-2017, 02:17 AM)Forge Wrote: [ -> ]I never got into tome of battle and maneuvers but I hear they are great. Tthe Champion of Moradin is one of my favorite PrC, maybe you could change the fluff on that? Not sure if casting gets advanced though.
I will be away this weekend and most likely unable to post. Don't forget, Forge doesn't sleep so he can guard everyone while they rest!
You will have to remind me what book TCoM is located.
As a GM I'd rule that no Su ability can be used more than once a round (isn't it a swift action by the way? :evil: )
But as a GM I wouldn't allow ToB in the first place
(I did. Once. And it wasn't a showstopper, really, nor overpowered, but that was because the player wasn't min/maxing and that we played at lower levels.)
Also, DI kicks in on level 12 earliest, since you need five levels in other classes before taking RKV. Clever GMs simply put in two boss fights, just in case. If you spend all your uses of the ability for the day then what remains for the next battle?
(05-05-2017, 06:59 AM)Nacesh Wrote: [ -> ]As a GM I'd rule that no Su ability can be used more than once a round (isn't it a swift action by the way? :evil: )
But as a GM I wouldn't allow ToB in the first place (I did. Once. And it wasn't a showstopper, really, nor overpowered, but that was because the player wasn't min/maxing and that we played at lower levels.)
Also, DI kicks in on level 12 earliest, since you need five levels in other classes before taking RKV. Clever GMs simply put in two boss fights, just in case. If you spend all your uses of the ability for the day then what remains for the next battle?
Thanks for the advise. As I've seem to be saying a lot lately but I really do listen to everyone's helpful hints and choose what I like. It's why I like to call my universe the Cosmic Vacuum Cleaner, because it sucks in ideas from everywhere!!
I generally don't like to purposely place players in situations to negate their abilities. I have played with DMs who like to play an adversarial role and sees each combat as a way to kill off characters or at the very least they want to beat them within an inch of there life. I never came away from those sessions feeling like I had an awesome time even though I rarely died. But there was that time when we encountered what we called the zip-lock tent. We were in a tent with a chest inside. After all the trap check rolls succeeded (2nd edition 99% chance) the Rogue opened the chest and suddenly it spewed poison gas. Before we could do anything the tent we were in zip-locked shut and we all died before anything could be done. Yay!! [emoji53]
did you see my question regarding your feats? Shouldn't you have 3 feats?
Sent from my SM-G925W8 using Tapatalk
DI is really just an extension of Divine Recovery. Both abilities involve expending turns for some benefit. And if DMM is allowed in this game, it's yet another way to expend turn attempts, so choices have to be made in any case. In any case, DMs aren't required to allow DI more than once a turn because the wording is so ambiguous and, well, they be the DM.
Divine Metamagic is allowed in this game. I understand that many DMs think it is overpowered but it does cost at least 3 feats (Extend Spell, Persistent Spell and DMM), perhaps 4 or more if you count extra turning. So it's fairly pricey. Nevertheless I have added a couple of additional limitations in my game. If DMM is something you're considering I will post game information about the feat in the rules section.
Sent from my SM-G925W8 using Tapatalk