|
Post by blackestofmages on Oct 27, 2011 18:48:43 GMT -5
that's kinda what I was thinking but it didn;t feel right. probably the best it's going to get
|
|
|
Post by Dionon on Oct 27, 2011 18:55:17 GMT -5
With something like a Voice combat point, charm spells and shout were all I could think of lol. Glad I wasn't alone there.
|
|
|
Post by blackestofmages on Nov 7, 2011 12:34:41 GMT -5
revised versions of the combat points and modsoul designs. much thanks to Dio for the combat point (voice - Combat Point: Legs (Jump/Balance)
Benefit: the modsoul's base movement speed is increased by 10 feet at 1st level, and another 10 ft per 4 levels thereafter.
- At 1st level, the modsoul gains the Run Feat. They gain a 10 racial bonus to jump
- At 4th level, the modsoul, the modsoul gains the leap attack feat, even if they do not meet the prerequisites.
- At 7th level, the modsoul can jump and balance like a shinigami, except they cannot balance on air. The modsoul gains the spring attack feat, even if they do not meet the prerequisites.
- At 13th level, the modsoul gains the ability to pounce as long as they use their leap attack feat on the charge.
- At 17th level, the modsoul no longer suffers falling damage so long as they can reasonably land on their feet. The modsoul no longer has a maximum height that they can jump.
- Combat Point: Arms (Swim/Climb)
Benefit: the modsoul's strength is assumed to be 4 higher when determining their carrying capacity, and an extra 2 strength for breaking objects. This is increased by an additional +4/+2 every 4 levels thereafter.
- At 1st level, the modsoul counts their strength as 4 higher when they attempt to grapple, trip, disarm and bull-rush someone
- At 4th level, the modsoul can ignore the movement penalty from being over encumbered. The modsoul suffers no penalties to climb or swim tests for wearing armour.
- At 7th level, the modsoul gains the stunning fist feat, even if they do not meet the prerequisites. The modsoul can slow fall like a monk of the same level, and they can use stunning fist as a monk.
- At 13th level, the modsoul gains the Shock trooper feat, even if they do not meet the prerequisites
- At 17th level, the modsoul can climb any surface as if it had handholds. The modsoul's unarmed attacks count as adamantine for all purposes
- Combat Point: Body (Concentration/Survival)
Benefit: The modsoul counts their strength as 4 higher to resist any trip, bull-rush, disarm or grapples, or any strength-based effect that would restrain or injure them. This is increased by +4 every 4 levels.
- At 1st level, the modsoul rolls twice to determine their hit dice every level thereafter. The modsoul gains the endurance feat.
- At 4th level, the modsoul gains the hold the line feat, even if they don't meet the prerequisites.
- At 7th level, the modsoul now acts like a shinigami when reduced to less than 0 health, rather than like a construct.
- At 13th level, the modsoul's hit dice are increased to d10s, which is applied retroactively. They gain the stand-still feat, even if they do not meet the prerequisites.
- At 17th level, the modsoul's hit dice are increased to d12s, and all of their hit dice are maximized. This applies retroactively
- Combat Point: Eyes (Spot/Search)
Benefit: The modsoul gains low light vision, and darkvision out to 60ft. At 4th level, and every 4 levels thereafter, their dark vision improves by10ft respectively.
- At 1st level, the modsoul is capable of picking out extreme details with their vision. They can always take 10 on spot tests. They also increase the critical threat range of their attacks by 1.
- At 4th level, the modsoul's eyes can pick out incredible amounts of details about their foes. They can ignore 10% of their enemies concealment/fortification.
- At 7th level, the modsoul's vision runs at such a rate that artificial images simply cannot keep up. They gain a +2 bonus on saves against illusions that contain a visual element. They can choose to use the spell detect magic in place of their darkvision.
- At 13th level, the modsoul's can see invisible creatures with their dark vision. They can ignore 20% of the enemies concealment/fortification.
- At 17th level, the modsoul gains the knowledge devotion feat, even if they do not meet the prerequisites. They may use their spot skill in place of their knowledge skill for this ability
- Combat Point: Weapon (Intimidate/Iajutsu focus)
Benefit: The modsoul gains proficiency with a weapon of their choice. They also gain both weapon focus and specialization with the chosen weapon.
- At 1st level, the modsoul gains a +1 to hit and damage rolls with their chosen weapon. They can choose from either the power attack or rapid fire feats
- At 4th level, the modsoul's bonuses with the weapon increases to +2.
- At 7th level, the modsoul's bonuses with the weapon increases to +3. They can choose from either the cleave or multishot feats
- At 13th level, the modsoul's bonuses with the weapon increases to +4. They can choose from either the great cleave or greater multishot feats
- At 17th level, the modsoul's bonuses with the weapon increases to +5, and the critical threat range of the chosen weapon increases by +2.
- Combat Point: Mind (Sense Motive/Diplomacy)
Benefit: You gain Telepathy out to 100 ft, and Limited Telekinesis allowing you to manipulate an amount of matter equal to your light encumbrance with your mind as a standard action within this range. You can use either your strength or Intelligence modifier to determine how much you could move. This must remain in the range of your telepathy. You can move the controlled objects with you as you move, or up to 30 ft. You cannot effect objects in another creatures possession, or another creature with this ability, unless the creature is willing. - At 1th level, you gain the ability to throw objects using your telekinesis. This functions in all respects like you had thrown the objects yourself, save the thrown objects deal damage as your unarmed damage but one stage less, are based of intelligence rather than strength and they always count as being within their first range increment if made within your telekinesis range. Items thrown in this way function as if they where under the benefit of the Telekinetic Boomerang power You also gain the throw anything feat.
- At 4th level, you can use your telekinesis to attempt to perform a bull-rush, grapple, disarm or pin. This functions exactly as if you where adjacent to the chosen victim, save that failed attempts do not gain reactive actions from the victim. They still provoke attacks of oportunity if the target threatens you. You can use your intellect in place of your strength modifier for these abilities If you so desire. Though this is not a spell, spell resistance can be used to resist this attack, with the modsoul's caster level being equal to their class level.
- At 7th level, the range that the modsoul's telepathy functions is greatly improved. It increases to 200 ft. He also gains the brutal throw feat, even if they does not meet the prerequisites. If he already has the brutal throw feat, he may select any feat he meets the prerequisites for.
- At 14th level, the modsoul's telekinesis increases in power to such a degree that he can use it to manipulate a much greater amount of matter, or to manipulate his foes as ammunition. The modsoul can now manipulate matter up to their medium encumbrance with their Telekinesis. They can also attempt to throw a creature within their telekinesis range to the boundaries of said range, or until it hits an object, so long as it's total weight is not above the modsoul's max load. The victim is entitled to a will or fortitude save (their choice) with a dc equal to 10+ ½ character level + int modifier to resist. If they hit a solid object that would resist having their weight launched into it at high speed, then the creature suffers damage as if it had fallen the distance it was thrown.
- At 17th level, the modsoul is a master of telepathy, capable of picking up thoughts with ease. They gain an aura of detect thoughts to the range of their telepathy, and can use brain spider as a spell-like ability three times per day.
- Combat Point: Voice (Diplomacy/Bluff)
Benefit: Your voice is soothing and musical to any that hears it, you gain a +2 Bonus on Charisma Based skill checks that involve speaking of any kind. The range their voice can be heard increases by 20 ft. These abilities increase at 4th level, and every 4 levels thereafter, by 1/10ft respectively
- At 1st Level, the modsoul can emit an ear piercing screech that renders all within 30 feet deafened for 1d6 rounds on an unsuccessful Fortitude Save (DC 10 + 1/2 Level + Charisma Modifier). The modsoul is immune to magical silence
- At 4th Level, they may use the spell charm person once per day per point of charisma modifier as a spell-like ability.
- At 7th Level, they may use the spell calm emotions once per day per point of charisma modifier as a spell-like ability. The modsoul functions as if under the effects of the tounges spell at all times (caster level equal to hit dice)
- At 13th level, they can use the spell shout once per day per point of charisma modifier as a spell-like ability.
- At 17th level, they can use the spell charm monster once per day per point of charisma modifier as a spell-like ability ability.
- Supersoldier Modsoul Design:
Benefit: Whenever the Modsoul gains a modification, they can improve one attribute of their choice by 2.
- Improved Supersoldier: the modsoul becomes much more effective a fighter. Their modsoul levels now grant a full base attack bonus. This applies retroactively.
- Greater Supersoldier: The modsoul is capable of launching a devastating flurry of strikes. they gain the flurry of blows ability, as a monk of their level, and all abilities tied into flurry of blows.
- Perfect Supersoldier: The modsoul is capable of dishing out severe damage with each attack. Their unarmed damage is increased by one step. At level 20, they deal 2d12 each attack. If they already had improved damage, they instead deal 4d6 damage. This does not apply to ranged attacks
- Annihilation Mode: The modsoul gains a further + 6 strength and + 4 constitution in addition to the normal benefits
- Marksman Modsoul Design:
A marksman is exactly what it says on the tin. They are a modsoul designed to offer ranged support and battlefield control Benefit: The Modsoul increases the range increment of all their ranged attacks by 10 ft, and can ignore 10% of an enemies concealment per modification
- Improved Marksman: the modsoul becomes a deadly shot. Their modsoul levels now grant a full base attack bonus. This applies retroactively.
- Greater Marksman: The modsoul is able to group their shots together to such an extent that each hit melds into one greater one. When using ranged attacks, including thrown weapons, total all the damage from the modsoul's attacks before subtracting things like damage reduction.
- Perfect Marksman: The modsoul can fire their weapon in the blink of an eye without sacrificing any of their defences. The modsoul no longer provokes attacks of opportunity for firing a ranged weapon. Each turn, as a swift action, they can choose to threaten one square within their first ranged increment. They can increase this to 5 squares as a standard action, or 9 squares as a full-round action.
- Annihilation Mode: The modsoul can enhance their dexterity rather than their strength in modsoul design. If they use any other statistic to determine their ranged accuracy, they can enhance that instead. They gain the Tempo bankai ability.
- Reaver Modsoul Design:
A Reaver is a modsoul designed to be a devestating line breaker that fights in a heedless fury until nothing is left of the foe. Benefit: Whenever the Modsoul gains a modification, they gain a delayed damage pool equal to 5 points. This stacks with any other delayed damage the modsoul possesses (such as Steely resolve. The modsoul does not delay any effects from an attack other than damage, such as level drain or ability damage, though they can delay hp damage from effects such as poison. At the end of their next turn, they loose HP equal to their delayed damage pool, and this pool is reset. The modsoul can choose to have any healing the receive heal the delayed damage pool or their own HP, at their discretion.
- Improved Reaver: the modsoul is able to focus their pain into power. They gain a n untyped bonus to their attack and damage rolls equal to their delayed damage pool divided by 5.
- Greater Reaver: The Reaver can loose themselves in their bloodlust, becoming a whirlwind of destruction and mayhem. The Reaver can enter a berserker frenzy as a Frenzied berserker. They can use this ability a number of times per day equal to 1 + character level/4. 6 levels after they obtain the power, the strength bonus for this frenzy is improved to 10.
- Perfect Reaver: Whilst in the throes of their bloodlust, the modsoul is an unstoppable force of destruction. Whilst in a rage or frenzy, the modsoul's delayed damage pool is applied when the condition ends, rather than the end of their next turn.
- Annihilation Mode: The modsoul's delayed damage pool, and the benefit from the pool, is doubled.
- Defender Modsoul Design:
A guardian is a modsoul designed for the purpose of protecting their allies from harm. They are much more agile in armour, and can take a greater amount of damage than the average modsoul. Benefit: The modsoul is proficient in all armour and shields (other than tower shields). Each modification they receive, the modsoul receives + 2 hp and dr 2/-
- Improved Defender: the modsoul is much more comfortable in armour. Increase the AC and max dex bonus for any armour the modsoul wears by ½, and reduce the armour check penalty by ½. The modsoul ignores movement penalties for armour.
- Greater Defender: The modsoul is capable of stepping in the way of attacks directed against their allies. If an adjacent ally is hit by an attack, the modsoul can make a reflex save (dc equal to 10 + ½ enemy ECL) to take the hit for the ally. They cannot use this ability if they are denied their dex bonus to AC, or against area attacks.
- Perfect Defender: The modsoul can focus their efforts upon defence rather than attack. When making an attack of any kind, or as a standard action, the modsoul can reduce their attack bonus to gain an equal bonus to AC, or a bonus to saves equal to ½ the amount sacrificed. They cannot sacrifice more attack bonus than their character level.
- Annihilation Mode: The modsoul gains temporary HP equal to their maximum HP whilst in annihilation mode
- Healer Modsoul Design:
Healers are modsouls focused on defending the weak and alleviating suffering, rather than striking down their foes. Their precence is as welcomed on most battlefields as the specalists of the 4th division Benefit: The first time the modsoul gains a modification, they receive the healing hands feat. Each subsequent modification allows them to heal an increased amount of damage per day as if their character level was one higher.
- Improved Healer: The healer is capable of alleviating the suffering and illness of those they touch. When using the healing hands feat, they can spend an amount of healing equal to ½ their character level to remove the following conditions: Shaken, panicked, poisons with a DC less than 15, diseases, blindness, confusion, or to restore ability damage.
- Greater Healer: The healer is able to grant aid to those they cannot touch. When using Healing hands, they can heal someone up to 100 ft + 10 * class level away by paying double the cost.
- Perfect Healer: The modsoul is able to cure even the most grievous of ailments with but a touch. They can spend an amount of their healing hands pool equal to their character level to remove any status effect other than death, or to restore negative levels. They can spend an amount of their healing pool equal to 4 x character level to revive a character that died within one hour. The creature returns to life with -1 hp, unconscious but stable, though any conditions that effected them upon death remain.
- Annihilation Mode: The modsoul can use their healing hands as a 30 ft burst. They can increase their Reitsu attribute in place of their constitution
- Hunter Modsoul Design:
Also known as Assassins, a Hunter is a modsoul designed for one purpose; to track down and execute a specific foe or type of foe. Their very form is reshaped for this purpose Benefit: The Modsoul gains a a favoured enemy, as a Ranger, which can be an improvement of an already existing favoured enemy. He cannot have more favoured enemies than 1 + level/4.
- Improved Hunter: the modsoul is capable of detecting their quarry whenever it draws near, and can pinpoint them with unerring accuracy. The modsoul's favoured enemy bonus applies to any attempts to sense the Reitsu of their favoured enemy, and any knowledge checks related to them. They also gain blindsight out to 100 ft, but only for their favoured enemy.
- Greater Hunter: The Hunter is able to focus all of their efforts on one target at the exclusion of all others. Once per encounter, as a swift action, the modsoul can mark one creature as their target. They gain a morale bonus on attack and damage rolls against that creature equal to ½ their highest Favoured Enemy bonus. However, this focus comes at a cost, as they suffer a penalty to attack and damage rolls of an equal ammount whilst the target still lives.
- Perfect Hunter: The Hunter is capable of designating one target with a “Hunter's Mark”. So long as the Hunter or the marked creature are not in a Spiritual Dead-zone (a place where no spiritual energy exists), the modsoul unerringly knows the marked creatures location, and everywhere it has visited for the past 24 hours. Any scrying attempt on the marked creature aided by the Hunter automatically succeeds, so long as it is possible to scry on the creature. Grating the mark is a swift action that requires a touch attack. If the modsoul marks another creature, the previous mark fades.
- Annihilation Mode: The modsoul's favoured enemy bonus, is doubled.
- Infiltrator Modsoul Design:
An infiltrator is a modsoul designed to enter the enemies strong hold or trust and sabotage it from within. Benefit: The first time the modsoul receives a modification, they gain the ability to use Invisibility, Spider-Climb, Open/Close, Hold Portal, Detect Thoughts, Darkness or Alter Self as spell like abilities with a caster level equal to their character level. They can use spell-like abilities gained from this design in any combination up to the number of modification they have received.
- Improved Infiltrator: The Infiltrator must be able to defend themselves more effeciently without support if they are discovered. He gains a +1 morale bonus to attack and damage rolls for each adjacent enemy that is not adjacent to an ally. Ally in this sense means someone the modsoul recognizes as a companion and that they will willingly work with.
- Greater Infiltrator: The Infiltrator is capable of greater feats of stealth. Add Deeper Darkness and Greater Invisibility to their list of SLAs. They can disable devices as a rogue.
- Perfect Reaver: The Infiltrator is capable of slipping effortlessly into the most well-guarded locales. Add Glibness, Passwall and freedom of movement to their list of SLA's
- Annihilation Mode: The modsoul doubles the benefits they receive from being adjacent to enemies. Using their SLA's in Annihilation mode does not consume daily uses
- Soul-Caster Modsoul Design:
A Soul-Caster is an unusual modsoul, fitted with their own spiritual power. They are capable of manipulating kido like a shinigami, though without the same level of grace or variety. Benefit: A soul caster gains no extra benefit from each modification, instead she gains spell casting power based on her level, as outlined below:
Level | Spells Known | Highest spell level available | 1 | 3 | 1 | 2 | 4 | 1 | 3 | 5 | 1 | 4 | 7 | 2 | 5 | 8 | 2 | 6 | 9 | 2 | 7 | 11 | 3 | 8 | 12 | 3 | 9 | 13 | 3 | 10 | 15 | 4 | 11 | 16 | 4 | 12 | 16 | 4 | 13 | 18 | 5 | 14 | 19 | 5 | 15 | 20 | 5 | 16 | 22 | 6 | 17 | 23 | 6 | 18 | 24 | 6 | 19 | 25 | 6 | 20 | 26 | 6 |
The Modsoul selects their spells from the Kido spell list. She must choose of the three schools (Hádo, Reido or Bakudo) to be a barred school. She cannot learn spells from this school. The modsoul counts the level she gained the design as level 1 for the purpose of what spells she knows. Regardless of the level the modsoul gained the design, her caster level is equal to her class level. At 4th level, and every 4 levels thereafter, the modsoul can exchange one spell she knows for another of the same level.
- Improved Soul-Caster: The modsoul is capable of enhancing her strikes with magical energy. She can use a standard action to cast any non-area effect spell she knows incantationless and made a normal attack in the same action. The spell is considered part of the attack made. If the attack hits, then the spell takes effect.
- Greater Soul-Caster: The Modsoul is capable of putting more spiritual power into her kido, boosting the effectiveness. When using Kido incantationless, the spell is cast at full caster level. The price for augmentations is still doubled.
- Perfect Soul-Caster: The Modsoul can perfectly align her kido with her physical strikes, imbuing all her actions with spiritual power. As a full-round action, the modsoul can launch a full attack, or use one of their abilities, and cast a spell incantationless. The spell is assumed to be part of the attack for all intents and purposes, and effects everyone hit this round
- Annihilation Mode: The modsoul can boost their rietsu attribute instead of their strength. Any extra SEP they gain is not temporary SEP, is not lost first, and vanishes when the Modsoul exits annihilation mode. Their SEP cannot fall below 0 this way. The modsoul is assumed to know all the spells available to them as long as they remain in Annihilation mode.
- Champion Modsoul Design:
The Champion is a modsoul designed to excel at all aspects of warfare, rather than focusing one one niche of facet. A champion borrows facets from the other designs, but never to the level of specialisation. Benefit: Whenever the Modsoul gains a modification, they may choose to gain the modification benefits of any other modsoul design. They cannot select this benefit from a design that does not have benefits each modification, such as Soul-caster
- Advanced Champion: Whenever the Modsoul would gain an advancement to their design (improved/greater/perfect), they gain the benefit of the improved design from another modsoul design of their choice.
- Annihilation Mode:The modsoul can choose the benefit from another design's design when entering Annihilation Mode.
|
|
|
Post by The Dire Reverend on Nov 14, 2011 3:09:43 GMT -5
I have wikified this class! Well according to what the first post stated. I noticed some errors in the table, which I think I fixed. If I dun goof'd, let me know.
|
|
|
Post by blackestofmages on Nov 14, 2011 7:46:52 GMT -5
thank ye dire. I thinks I might need to put the combat points/designs in the same page as the ability selections though, as it does make the page rather huge ^,^
|
|
|
Post by blackestofmages on Nov 14, 2011 8:07:12 GMT -5
you forgot the new modsoul designs from your wiki-ing (or the changes to the old) though, formating wise, I think it would look better if the combat points/modsoul designs where on the same page as the abilities, rather than the main page
|
|
|
Post by blackestofmages on Nov 14, 2011 10:32:51 GMT -5
and finishing off my current plan of modsoul abilities:
Over-clocked Temporal Processor Prerequisites: level 6 The modsoul has an attachment to their internal clock that lets them move with extreme bursts of speed when acivated. For a number of rounds per day equal to their hit dice, the modsoul acts as if they where Hasted. Activating this is a free action that does not provoke an attack of opportunity. The rounds do not need to be consecutive. The modsoul may continue to act at this higher speed, if they so desire, but the strain on their body causes them to reduce their maximum hit points by 2 each round after 20. This damage recovers fully after eight hours of rest.
Wraith Drive XV1 Prerequisite: Level 7+ The modsoul is fitted with a very rare, very unstable device known as a wraith drive. This allows them to temporarily slip out of line with the rest of their plane for a short period, allowing them to operate just like a ghost. For a number of minutes per day equal to ½ the modsoul's class level, the modsoul can become ethereal. Activating this is a free action that does not provoke an attack of opportunity. The minutes do not need to be consecutive, though each use consumes a minute's use regardless of how long the modsoul remains ethereal. The Modsoul can continue to act after they have reached their daily limit, but for each minute, the modsoul must make a DC (character level + 5 + number of times ability was used over limit) or be permenantly stuck Ethereal.
Portable Image Displacement Unit Prerequisites: Over-clocked Temporal Processor, Wraith Drive XV1. The modsoul has an upgrade that lets them project a number of images of them self, or to flicker in and out of sight. The modsoul gains the ability to use Mirror Image by paying 3 SEP, or Blink by paying 5 SEP. Caster level is equal to character level
Energy Detection System Prerequisites: Level 5 or Hunter/Infiltrator modsoul design The Modsoul has inbuilt optic detectors that allow them to detect spiritual energy with but a glance, and allow them to sense the presence of creatures invisible to the normal spectrum of senses. They can use Detect Kido and See Invisibility at will, with a caster level equal to their hit dice
Gemini Protocol Prerequisites: Must be taken at level 1. The modsoul is one of a linked pair, with another modsoul built along side it to complement each others strengths. The two mod-souls share a single mind and consciousness, and one cannot live without the other. The Modsoul is 2 characters. Both of them have exactly ½ of their normal hit dice. The two modsouls must choose different Combat Points and Modsoul Designs. Niether one may choose the Soulcaster Modsoul design. Both modsouls share feats and skills, though they can have differing Modifications. Both modsouls have the same basic values for their attributes, though each value may be assigned to differet attributes (eg, one modsoul could have str 18 con 10, the other could have str 10/con 18). When levelling up, the two modsouls share EXP, and receive EXP from encounters etc as if they where a single creature. Both modsouls must take a level in a prestige class for either to receive the benefit. The two modsouls are linked by a telepathic bond at all times, except whilst in a spiritually dead zone. If they are within 1 mile of each other's position, they can communicate, otherwise they simply know the general well being and direction of their companion. They two modsouls do not necessarily need to share one mind, so long as they are linked. They can share spells (see the wizard class feature) The shock of loosing a bond they have had since they where born causes the modsouls to go into a catatonic shock if it is severed. They loose 1 point of constitution an hour, and immediately fall unconscious, until the link is re-established. After the link is re-established, they recover constitution damage as normal. In addition, due to the difficulty of conditioning two separate minds, they do not receive their improved combat point at level 4 but instead at level 7, the greater at 10, perfect at 13 etc. thus they never receive their improved second combat point.
Artificial Neurocomputer prerequisites: Mind combat point, int 17+ The Modsoul is capable of harnessing their mind in ways undreamed of by their creator, further than just telepathy, into something more. The modsoul gains the [Psionic] subtype, and can qualify for psionic feats. They add autohypnosis to their class skills. From that moment onwards, they can use SEP as power points, or power points as SEP.
Long-Range Communications Relay Prerequisites: Voice combat point or level 5 The modsoul is able to use sending as a spell-like ability. This costs the modsoul 7 SEP. The modsoul can choose to combine multiple uses of this spell at one time, so as to extend the message, as one action (though they must pay for each 25 words)
Artificial Artisan Prerequisites: craft (any) 6 ranks, any item creation feat or the 12th division tinker feat. The Modsoul is designed as a support worker, builder and supplier as well as a warrior. Choose one form of crafting, the modsoul gains a competence bonus on all attempts to make the selected item equal to ½ their class level, and can reduce the cost of the item by 25%.
|
|
|
Post by blackestofmages on Nov 14, 2011 10:33:16 GMT -5
expect a ful, wikified version of the class later today
|
|
|
Post by Dionon on Nov 14, 2011 14:05:59 GMT -5
Don't like the cost of Long Range Communications Relay. 7SEP is too much for just a Sending spell... No one's going to use it. Maybe 3SEP would be better, even if the spell itself costs more to cast as a shinigami...
|
|
|
Post by blackestofmages on Nov 14, 2011 14:23:25 GMT -5
7 sep is equal to a 4th level spell. sending is 5th, and takes ages to cast which is countered for being a SLA here. Might drp it down to 5, but a non-interceptable unlimited range message is actually rather potent in a game based more around stealth than hitting things with sticks
|
|
|
Post by blackestofmages on Nov 14, 2011 15:25:51 GMT -5
modsoul version 0.2.1 I hate wiiformating, so I didn't fully finish it, and it's probably wrong but... things I still need to dowrite u the design specific thingy for reaver, marksman, infiltrator, healer and all the other new ones. write flavour text for all the modsoul abilities (46 of them atm ) cry in a corner from wikiformating... Attachments:
|
|
|
Post by Dionon on Nov 14, 2011 15:59:48 GMT -5
5SEP sounds like a good compromise. I'll be honest, at 7SEP, I don't care what level Sending is, it was useless at least to me. 25 words for 7SEP, I'd rather send a message in a bottle lol.
|
|
|
Post by blackestofmages on Nov 14, 2011 16:35:14 GMT -5
7 sep for 25 words, four of which can be exact spatial co-ordinates so you don't need that bottle
|
|
|
Post by The Dire Reverend on Nov 14, 2011 19:36:56 GMT -5
I have 90% of the Wiki formatting done, plus extras, such as links to feats that are part of the SRD, and links to know what books feats come from if you are not familiar with them. I would like to know if I messed anything up. Sandbox 3
|
|
|
Post by blackestofmages on Nov 14, 2011 19:48:47 GMT -5
you appear to have mimiced my choice for what to do with soulcaster when turning it to a wiki... ps. what's wrong, my bulleted formating not good enough for you, huh? had to go and type everything out yourself rather than rip the fully worked document from the RTF file, just so it had DR in the author's name? theifety thief ;D edit: also, the version in the RTF has some revised wording on some stuff, to make it make more sense on class features, and a few of them have changed anyway, so yoour table be wrong...
|
|