"The Dragon Dynasty" Announced
#76
Posté 16 juin 2011 - 10:34
#77
Posté 16 juin 2011 - 11:09
Like most things, this is far from final, but the half-oni is shaping up something like this:
Abilities: +2 Str, +2 Con, -2 Cha
Darkvision
Resist Fire, Cold and Acid 5/-
+1 to Eldritch Blast DCs
Taint resistance (but counts as Tainted)
Invisibility 1/day
Favoured class: Warlock
Level Adjustment: +1
With those stat adjustments, I worry the half-oni might make too powerful a min/maxed melee type for only a +1 LA, despite the favoured class. However, half-oni are also going to get Jade Aversion which means they can't use Jade items. This means no Jade Talisman (a potent charm providing Protection from Evil and Taint Absoprtion) and no Jade weapons for overcoming DR (and melee-types may need these). This should mean that the half-oni is generally very powerful as a melee char, but vulnerable to certain foes, such as those using mind spells and full Oni, who will have DR. The race may still need to be nerfed a bit, though.
#78
Posté 16 juin 2011 - 11:50
Unfortunately, I think this is one of those situations where the defintion of charisma ends up being pulled in strange directions. The 3.5 SRD defines it thusly:
Charisma measures a character’s force of personality, persuasiveness,
personal magnetism, ability to lead, and physical attractiveness. This
ability represents actual strength of personality, not merely how one is
perceived by others in a social setting.
So when you have a creature that has some innate affinities for strange powers but on the other hand is feared and hated, Charisma becomes ambiguous. With your half-Oni, I see that you tried to walk that line by giving a penalty to Charisma but a bonus to invocation DCs.
If I might suggest an alternative: perhaps removing the Charisma penalty and replacing it with a hefty penalty to some of the social skills? You could exclude skills based on fear or deception (Intimidate and/or Bluff). You could also broaden the definition to skills such as Appraise, which is based on the character's perception but also on their ability to get a merchant to actually agree to the price. You could apply this as a persistent feat. This would change the balance of the race, naturally, so other drawbacks might have to be introduced or benefits reduced.
Anyway, I don't mean the first response to such a reveal to be too critical, I just wanted to throw that suggestion out there. The way you're integrating your environment such that the story and the custom content mesh so well continues to impress me. You get a
Modifié par MasterChanger, 16 juin 2011 - 11:51 .
#79
Posté 17 juin 2011 - 01:57
I am just using the half-orc model, at least for now. I've cut half-orcs, so it may as wel lbe recycled.MasterChanger wrote...
(have you settled on a model you'd like to share yet?)
This is actually something I very much agree with - Tieflings, for example, actually get a Cha bonus in Pathfinder, for example (I think so, anyway). However, Oni are pretty ugly hulking brutes, so I figured a Cha penalty would make sense. Giving them Warlock as a favoured class and a Warlock bonus should counteract this so that they make at least decent Warlocks, however. I'm thinking that when I do the Heritage feats, they will just get Fiendish Heritage and possibly Fiendish Power instead, though.MasterChanger wrote...
Unfortunately, I think this is one of those situations where the defintion of charisma ends up being pulled in strange directions.
#80
Posté 17 juin 2011 - 03:00
#81
Posté 17 juin 2011 - 07:39
#82
Posté 17 juin 2011 - 10:34
www.wizards.com/default.asp
Ogre Magii are also shown here (nice page)
worldsofimagination.com/worlds%20atlantis%20Japanese%20Monsters.htm
#83
Posté 17 juin 2011 - 11:17
#84
Posté 17 juin 2011 - 11:23
Special attack: TeabagLugaid of the Red Stripes wrote...
Gotta check out the Tanuki in kamalpoe's second link.
#85
Posté 18 juin 2011 - 11:06
I'm thinking atm that Oni will basically be a subset of demons, with a few different brands. The basic Oni will be a lot cooler than the Ogre, but not quite the scheming mastermind of the Ogre Mage (that slot is reserved for tougher foes like Oni Overlords or whatever).
These are a few first-hash blueprints, though things are a bit limited with only one Ogre Mage model...
#86
Posté 21 juin 2011 - 10:47

Not sure how well you can see the item descriptions there but this dwarf has a Jade Talisman equipped to protect him from the Tainting effects of the Oni Naginata. According to Oriental Adventures, only naturally-occuring Jade has the divine balance of elements necessary to protect from dark magic this way, though there are other items you can get. I'm wondering whether Jade weapons should provide the same protection, given that too much taint makes such items darken, soften, and ultimately crumble into worthlessness.
Some spells (perhaps the Negative Energy spells for example, though they need to be re-implemented) may cause Taint to their targets as an additional effect. Other spells, such as Heal and Restoration will be able to remove Taint, but only up to a point. Oni and ther gear also inflict Taint. At the moment, equipping an Oni item inflicts one point, but there's a time limit so that rapid equipping and unequipping doesn't result in extra Taint. Resting with these items equipped will probably have the same effect.
#87
Guest_Chaos Wielder_*
Posté 21 juin 2011 - 02:17
Guest_Chaos Wielder_*
Looks good, though. I love it when I see stuff like this!
#88
Posté 21 juin 2011 - 02:35
Chaos Wielder wrote...
Out of curiosity, what kind of tutorial system will you have in place to let players know about these elaborate systems? I *love* the sound of them, but I can say that I'd be overwhelmed by just trying to figure some of this stuff out in game. Is there going to be a word doc? A friendly message pop-up? Wondering, I suppose.
Looks good, though. I love it when I see stuff like this!
I think it would be really cool to have both a general Out-of-Character guide in an external document, and some sort of in-character guide in game--as in being directed towards a scholar on the subject of Taint and having them explain it to you in some interesting (but perhaps comically long-winded) way.
#89
Posté 21 juin 2011 - 08:41
Actually, I already have a readme with a log of changes and so forth, so I'll probably make mention of it in there. Hopefully a lot of in-game descriptions will be relatively self-explanatory, though; things which inflict or cure taint will say so, and I've made new item properties (as you can see in those shots) for taint-related items. I've been also using feats as taint "markers", which ofc show up on character sheets, so that helps I think. I might add boxes to the character sheet to display current taint and ki scores, though.
I don't really want to require people to read a huge document before they play, so I'll probably introduce the concepts as they crop up, but I hadn't planned on having an actual tutorial or anything.
#90
Posté 22 juin 2011 - 12:16
Can the taint turn me into a demon?
[edit] There are some skin like effects you could use to show the taint sort of like Light side Dark Side (ugly) in Kotor I and II
Modifié par BartjeD, 22 juin 2011 - 12:18 .
#91
Posté 22 juin 2011 - 12:50
#92
Posté 22 juin 2011 - 12:52
Then you can introduce the players into the setting by having an NPC say that this is very rare and that demons are hardly ever seen but that Jade is rumored to be effective because of [x] and that historical notes comment on the relative effectiveness of remove curse and restoration spells wheras a simple heal won't cut it.
Modifié par BartjeD, 22 juin 2011 - 12:54 .
#93
Posté 22 juin 2011 - 04:59
A screenshot:

The words might not show up too well; it's a bit annoying how the projects pages don't let you see full-size images, so I might link to a dropbox version or something, but you can see the feat marker which shows you're suffering from taint. No symptoms as of yet but they'll probably be persistant feats since they make life a lot easier, and players can see what their symptoms are.
#94
Posté 22 juin 2011 - 05:05
#96
Posté 24 juin 2011 - 09:43
*Waits for Eguintir's reply.*
Modifié par Arkalezth, 24 juin 2011 - 09:52 .
#97
Posté 27 juin 2011 - 11:18
I have two new PrCs planned (though I can't promise one or both won't get cut), of a slightly darker nature for those wishing to try and turn dark magic to their benefit.
Demonbinder
The Demonbinder can forge a dark bond with a demonic creature, gaining great power - at great risk to him/herself. The Demonbinder actually summons a demon into his or her own body, as if the demon were possessing him/her, but maintains control of it so as to harness its power without having body and mind corrupted.
I haven't really built any of this class yet but it should give players a chance to experience the darker side of magic in the realm.
Shadow Warlock
The Shadow Warlock is a replacement for the Hellfire Warlock (the name may change - I wanted something similar to the original, but I'm sure there are a plethora of cooler ones out there). The Shadow Warlock may add 1d6 resistance-ignoring taint damage per level to his or her Eldritch Blasts, but each such blast inflicts a point of Depravity on the Warlock (you can turn this ability on and off using the improved mode bar I'm making). The Shadow Warlock doesn't get as much bonus damage as the Hellfire Warlock, but then suffering Taint is not quite as bad as suffering Con damage, I don't think. The Shadow Warlock will also get a few slightly different other bonuses, too (maybe summon an Oni rather than summon a D&D demon, Cloak of Taint instead of Hellfire Shield, etc).
#98
Posté 28 juin 2011 - 01:23

I'm going to replace Flurry with a new, custom version, so that I can control which weapons it's useable with. As well as just unarmed strikes, kamas, shuriken and quarterstaves, you may now also use tonfa and sai (also cesti/brass knuckles/tekko). I'm thinking of working in elements of the Warlock Buddy, too, so you can select a Hideous Blow essence to use. Possibly I'll also make it so that you can switch persistant invocations on and off here too, but I want them to have a cast time so that enemies can meaningfully dispel them and I am automatically applying them after rest already anyway.
This isn't finished yet, I need to add icons to the bar dynamically (atm anyone can use Flurry or Tainted Blast), I need to sort the Hideous Blow stuff, and I need to fix up Flurry so that the old feat is replaced with a new one.
#99
Posté 28 juin 2011 - 03:30
I had a thought about your visual taint-tracking. Could you use some sort of bar like the Spirit bar from MotB? It occurs to me that you may not be that familiar with this since you're only using the OC IIRC.
#100
Posté 28 juin 2011 - 04:51
The Fred wrote...
The Shadow Warlock may add 1d6 resistance-ignoring taint damage per level to his or her Eldritch Blasts, but each such blast inflicts a point of Depravity on the Warlock ...
I would say that going for taint damage definitely qualifies you as depraved. Out of curiosity, would that be a touch-range attack?





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