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[a]True Were (Primal)
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Topic Started: Fri Jan 8, 2016 7:48 am (1,544 Views)
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Volare
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Fri Jan 8, 2016 7:48 am
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Prerequisites Checklist:
- Who am I? Mac
- Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yes
- Do I have at least 150 gold sitting on this character's account? No; it’s sitting on an alt (Anesidora).
Why should you accept this custom PrC concept? This cPrC follows the True Were design but combines the two existing PrCs. There were certain abilities for Controlled that I disliked but certain abilities of Cursed that I really liked, so this would be a mixture that kind of straddles the line between total control and a total lack of control while shifted, thereby giving Volare the best of both cPrCs. Also, I feel that Volare’s budding reconnection to nature via the animal kingdom makes a custom version of the True Were cPrC group more fitting. Her storyline is designed not to just be a quick series of quests, so making a custom cPrC will just help her along that and allow me to make certain connections between her “curse” and her personally via the cPrC - which in turn is representing part of her IC experiences anyway.
Note: I upgraded the required Concentration skill’s level for this cPrC due the nature of the cPrC, as “straddling the line” between control and the lack thereof would require a greater mastery of one’s mind (kind of like a gray Jedi, if you want to look at it that way).
True Were (Primal) Custom PrC: Volare
Many know of the werecreatures that live in these lands, the most famous being the werewolf. This class explores those who have been cursed and chosen to channel the primal instincts of their curse, their raw emotions often driving them and only controlled enough to keep them from completely losing themselves. They walk in both worlds, straddling the line between their sentience and their animalistic instincts, and it’s not always clear to others which has more dominance.
The effects of this CPrC are non-magical except where stated otherwise. Prerequisites
- Must be or have contracted the curse of a werecreature.
- Journeyman Concentration
- Specify an animal that is your were-type (e.g. werewolf, werebear).
<This is where your pricing table will go.>
Level One
- Were Body: On the full moon, you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive properties as Leather Armor, and your natural weapons are as sharp and hard as metal. In addition to being deadlier, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape but possesses the same natural capabilities of your animal form. Your hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon; at level three, you can transform at night even when the moon is not visible; and at level four, you can transform at any time of day or night.
(Note: Sizes can vary from were to were. The above is just the average result but you may tweak this a bit to fit your character. Please use common sense for sizes.)
Level Two
- Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed, you can regenerate from light wounds in two posts and moderate wounds in four posts; when you are in your animal or hybrid form, the speed at which you regenerate is cut in half (one post for light, two posts for moderate). Severe wounds may also be healed but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the Wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.
Level Three
- Primal Shifting: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were). You may also partially shift to only change certain body parts (e.g. claws, ears, a tail). In addition, you have learned to focus your power; three time per battle, you can focus on a single or pair of limbs to enhance their reach or strength by up to half again their normal (only natural strength is multiplied). An example would be surprising your enemy by lengthening your arm to increase your reach or doing increased damage with a strike. You could also use this boost in strength to jump higher.
- Focused Instincts: You can now focus on a single sense: sight, hearing, scent, touch, or taste; the chosen sense is three times as keen as normal. This lasts until the ability is dismissed or another sense is chosen. Those with Journeyman Concentration can enhance two senses; those with Expert can enhance three senses; and those with Master can enhance all of their senses. Enhanced senses can prove to be a drawback, however. For example, having a greatly enhanced sense of smell would allow you to track someone much more easily but very strong odors could stun or repel you; enhanced hearing would allow you to detect the faintest sounds but shouted words or another sudden, loud noise could temporarily deafen you. Attacks that focus on sensory input will do triple damage while you are using Focused Instincts.
Level Four
- Moon Madness: You are a favoured child of the moon, and its light fills you with power. When this ability is activated, you gain a non-magical buff to your agility equal to the Cat’s Grace spell and a non-magical buff to your strength equal to the Bull’s Strength spell. The excess power from the moon’s light spills over into your natural weapons as well, allowing them to more easily pierce solid materials; this allows you to easily rend through light armour and heavily damage medium armour. This also allows you to more easily scale nearly any vertical obstacle by sinking your claws into its surface.
Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability causes you to revert to your most basic animalistic instincts. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts.
This is a magical rage ability that can only be used while in your Were Body, lasts for four posts, and can only be used once per battle; it cannot be used if you are in an area affected by any kind of anti-magic. After the ability wears off or if it is forcibly deactivated by any kind of anti-magic, you return to normal but are exhausted for two posts. Your wounds do not regenerate while in this magical rage state or while exhausted, but they will begin healing as normal once your exhaustion has ended.
Level Five
- Bestial Instincts: While transformed, a True Were (Primal) functions mostly on animal instinct. These instincts are enhanced at this level, making it impossible to surprise the True Were (Primal) as long as the person is on the physical plane; this also gives hir the ability to fight invisible enemies without any penalties as long as said enemies are within twenty-five feet of the True Were (Primal).
- Natural Allies: A True Were (Primal) will often form bonds with animals of hir own type. When in trouble, a True Were (Primal) can call upon up to two creatures of its type to aid hir in combat. These are often pack mates, hunting companions, etc. These companions will follow the True Were (Primal)’s lead for as long as the True Were (Primal) desires but will flee if they become seriously wounded. In battle, these companions can also use one of the True Were (Primal)’s combat-oriented skills (chosen when the companions are called into battle) EITHER at the Adept level OR at the highest level known by the True Were (Primal) (if the Adept level in the chosen skill is not owned). The companions are limited to skills they are capable of actually performing, however. For example, a lynx companion would not be able to hold a sword and thus could not use the Blade skill; however, Defense or Unarmed Combat would be perfectly acceptable. (Please use common sense when selecting an appropriate combat-oriented skill.) The skill chosen is used in addition to their natural abilities.
Edited by Volare, Fri Jan 8, 2016 7:57 am.
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redfiver
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Fri Jan 8, 2016 4:17 pm
Post #2
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Looks decently solid to me. I can not see any major flaws.
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Zolero Rossen
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Fri Jan 8, 2016 8:53 pm
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I don't see any problems with any of the abilities, either. The only possible issue is that this PrC isn't really doing anything new--most of the abilities are lifted off one of the other True Were PrCs. I can see why you'd want to have some middle ground between completely out of control and total mastery, but PrCs are designed to fill specific niches, and there's getting to be a lot of competition for the True Were niche.
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redfiver
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Fri Jan 8, 2016 9:29 pm
Post #4
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- light brown gold
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- Gold Scales
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- Kaess
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Some overlap has always been expected by me. The variations on weres are both subtle and numerous. Still there may be a bit tro much overlap here. I would recommend perhaps looking at Bestial Instincts and focused instincts. Chose one or the other as I feel the two are in direct competition in terms of control and primal urges. Put the chisen one in the level three slot.
Then make a new ability. Perhaps something like
Primal Prediction: Your awakened primal insticts are much stronger and you can interpert them with a ratoonal mind. It takes great focus to understand your raging instincts so you can not use this ability often. This gives you a sort of sixth sense that lets you start dodging one atrack before the person has finished excuting it. This greatly increase your chance to dodge most attacks. You may only do this every x posts (or x times per topic)
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Aeyliea
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Sat Jan 9, 2016 3:19 am
Post #5
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A little too much overlap here, I'm also going to say. I have no problem with three or so abilities matching out of the set, but there is really only one ability that is entirely different here, the rest are just oput of order from their places in the other two cPrC's.
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Anesidora
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Sat Jan 9, 2016 8:24 pm
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'kay. I'll do a rework soon.
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Volare
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Mon Feb 8, 2016 11:33 pm
Post #7
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- http://imythess.com/topic/5223346/1/?x=90
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True Were (Primal) Custom PrC: Volare
Many know of the werecreatures that live in these lands, the most famous being the werewolf. This class explores those who have been cursed and chosen to channel the primal instincts of their curse, their raw emotions often driving them and only controlled enough to keep them from completely losing themselves. They walk in both worlds, straddling the line between their sentience and their animalistic instincts, and it’s not always clear to others which has more dominance.
The effects of this CPrC are non-magical except where stated otherwise. Prerequisites
- Must be or have contracted the curse of a werecreature.
- Journeyman Concentration
- Specify an animal that is your were-type (e.g. werewolf, werebear).
<This is where your pricing table will go.>
Level One
- Were Body: On the full moon, you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive properties as Leather Armor, and your natural weapons are as sharp and hard as metal. In addition to being deadlier, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape but possesses the same natural capabilities of your animal form. Your hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon; at level three, you can transform at night even when the moon is not visible; and at level four, you can transform at any time of day or night.
(Note: Sizes can vary from were to were. The above is just the average result but you may tweak this a bit to fit your character. Please use common sense for sizes.)
Level Two
- Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed, you can regenerate from light wounds in two posts and moderate wounds in four posts; when you are in your animal or hybrid form, the speed at which you regenerate is cut in half (one post for light, two posts for moderate). Severe wounds may also be healed but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the Wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.
Level Three
- Primal Shifting: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were). You may also partially shift to only change certain body parts (e.g. claws, ears, a tail).
- Primal Instincts: Your awareness of your surroundings and your ability to quickly respond to them have increased to the same acuity as the Alertness and Lightning Reflexes feats. You know and understand everything that’s going on around you and can react in the blink of an eye, defending yourself or rushing in to attack or perform other actions. This makes multitasking in fast-paced, high-stress situations easy enough that others are impressed at your ability to function. However, you find it much harder to focus on a single thing requiring your attention (as though you had the Inattentive flaw).
Level Four
- Moon Madness: Your were-form can unleash a tremendous amount of power and ferocity when need be, allowing you to overcome even the most daunting foes. Your strength and speed increase equivalent to the Haste and Bull’s Strength spells; your were-form will be resilient enough during this time to mimic the protection value of medium armour and minor wounds will heal almost instantaneously.
Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability causes you to revert to your most basic animalistic instincts. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts.
This is a magical rage ability that can only be used while in your Were Body; if you are in any other form when you activate this ability, you will immediately shift into your Were Body. Moon Madness lasts for four posts, after which the protection value of your Were Body will return to being equivalent to leather armour. After the ability has ended, you are exhausted for four posts and cannot shift into any other form; the detrimental effects of mentioned above also remain until your exhaustion has worn off. Moon Madness can only be used once per battle and cannot be used if you are in an area affected by any kind of anti-magic. Anti-magic can also forcibly deactivate this ability, in which case the exhaustion you suffer will be reduced to the same number of posts in which you were enraged (e.g. two posts of exhaustion for two posts of rage). You cannot heal while exhausted but your healing ability will return to normal once your exhaustion has ended.
Level Five
- Sixth Sense: You have developed the ability to detect things that most people cannot. Natural disasters will cause a vibration to ripple through your entire body from one end to the other, while mana will have a certain smell to it that is undetectable without this ability. Detected natural disasters must occur within three posts of using this ability. If there is mana present in a given area, you can smell it in the air; it could be objects that are magical in nature that are nearby, the presence of latent magical abilities in individuals near you, or simply spells that have been cast recently. You can only detect spells that have been cast in the current posting round or the one preceding it; you can also detect mana in this way if someone is currently trying to cast a spell but the spell hasn’t been completed yet.
This ability can be used in any form and can be used to detect natural disasters in an area affected by anti-magic; however, in the latter case, you will not be able to smell any mana except that which emanates from said anti-magic. You also cannot use this ability while in any rage state. Natural disasters can only be detected once per thread but you can detect nearby mana as often as you are able to do so.
- Familial Bonds: You can communicate freely with relatives of your animal, hybrid, and Were Body forms while in those forms. Animals may or may not trust you while in your hybrid form, but they are likely to help you and give you useful information as needed while in your animal and Were Body forms. This ability cannot be used in combat or while in a rage state.
Edited by Volare, Mon Feb 8, 2016 11:36 pm.
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redfiver
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Tue Feb 9, 2016 4:47 pm
Post #8
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- Posts:
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- Build
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- Age
- 132
- Eyes
- light brown gold
- Skin
- Gold Scales
- Name
- Kaess
- Link to Inventory
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- Link to Alt Registry
- http://imythess.com/topic/5104825/1/
- Link to Extended Description
- http://imythess.com/topic/885267/1/
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I think this has certainly become more original. Six Sense seems interesting, but also a bit confusing with two things going on. Certainly hard to see what the advantage of it is as a capstone ability right now. So clean that one up and make it a clear capstone ability. Perhaps focus on the mana sensing allowing you to identify and dodge magical spells and abilities for x posts.
Then maybe move familial bonds to four. Right now familial bonds seems like a lesser ability so does not quit fit at level five in my opinion.
Final note is that you seem to be infusing a bit more magic into it. Given the fey magic i have seen form Volare in pur topics you may want to go that way. If I am incorect about the goal then ignore the bellow partz. If you want a more magic flare perhaps add a bit more in magic flavor to other abilities. Like primal shifting could change to a magical effect to say go beyond just the base animal form to sokething closer to polymorph, but entirely. Peerhaps change this cPRC. To True Were (Moon Touched) or (Mystic Moon)
Example of adding more magic: Mystic Shifiting: You can channel the mystic magic of the moon to shift into any form related to your were form. You can also make some modification such as adding wings or changing from bipedeal to centaur. These changes are effected by anti magic. If Efected you revert to humman, hybrid or animal form.
Perhaps have your moon madness armor be glowing moon magic that increase your armor and maybe magical resistance too. Switch moon madness with six sense and that might make a terifying capstone. A raging beast of magic that resists physical and magical attacks thrown at it.
Possible description addition: Mystic Moons draw on the magic of the moon on in ways other weres can not. While more vulnerable to anti magic their abilites are often slightly more powerful. However, drawing on the power of the moon is a two edged sword and can be a strugle between sentience and their animalist instincts. Draw too much power into themselves and they can lose themselves to the animal inside them.
Anyways again just ideas. If not interested in the more magic path just make sure to clean up Sixth sense and you should be good.
Edited by redfiver, Tue Feb 9, 2016 4:51 pm.
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Gilworth Petroglitch
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Tue Feb 9, 2016 9:01 pm
Post #9
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I could move the last one into L4 and maybe split the other ability into 2? Disaster Sense and Magic Sense, perhaps?
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redfiver
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Tue Feb 9, 2016 11:58 pm
Post #10
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- Posts:
- 4
- Group:
- Banned
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- #5,326
- Joined:
- June 10, 2008
- Gender
- Male
- Species
- Half-Dragon (gold) Elf
- Height
- 5’11”
- Weight
- 170lbs
- Build
- Athletic
- Age
- 132
- Eyes
- light brown gold
- Skin
- Gold Scales
- Name
- Kaess
- Link to Inventory
- http://imythess.com/topic/882967/1/#entry2704227
- Link to Alt Registry
- http://imythess.com/topic/5104825/1/
- Link to Extended Description
- http://imythess.com/topic/885267/1/
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Maximum seven abilities so spliting sixth sense would force you to drop an ability elsewhere.
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Volare
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Wed Feb 10, 2016 12:15 am
Post #11
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- Species
- Tylwyth Teg Wereleopard
- Build
- Athletic
- Height
- 5' 6"/6'
- Hair
- Red
- Eyes
- Gray
- Skin
- Pale/Black-Mottled Gray
- Link to Inventory
- http://imythess.com/topic/5223348/1/?x=90
- Link to Alt Registry
- http://imythess.com/single/?p=8068664&t=5186229
- Link to Extended Description
- http://imythess.com/topic/5223346/1/?x=90
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The only problem with making this more magical than it is now is that this is supposed to be more physical and tied more closely to nature than it is magical or tied to magic. Yes, there is magic inherent in it due to her fey blood (or another source, if someone decides they want to buy this cprc as well - someone with the Lunar prc, for example), but the cprc itself is not purely magical. It simply has certain fringe magical qualities. Anyway...
True Were (Primal) Custom PrC: Volare
Many know of the werecreatures that live in these lands, the most famous being the werewolf. This class explores those who have been cursed and chosen to channel the primal instincts of their curse, their raw emotions often driving them and only controlled enough to keep them from completely losing themselves. They walk in both worlds, straddling the line between their sentience and their animalistic instincts, and it’s not always clear to others which has more dominance.
The effects of this CPrC are non-magical except where stated otherwise. Prerequisites
- Must be or have contracted the curse of a werecreature.
- Journeyman Concentration
- Specify an animal that is your were-type (e.g. werewolf, werebear).
<This is where your pricing table will go.>
Level One
- Were Body: On the full moon, you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive properties as Leather Armor, and your natural weapons are as sharp and hard as metal. In addition to being deadlier, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape but possesses the same natural capabilities of your animal form. Your hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon; at level three, you can transform at night even when the moon is not visible; and at level four, you can transform at any time of day or night.
(Note: Sizes can vary from were to were. The above is just the average result but you may tweak this a bit to fit your character. Please use common sense for sizes.)
Level Two
- Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed, you can regenerate from light wounds in two posts and moderate wounds in four posts; when you are in your animal or hybrid form, the speed at which you regenerate is cut in half (one post for light, two posts for moderate). Severe wounds may also be healed but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the Wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.
Level Three
- Primal Shifting: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were). You may also partially shift to only change certain body parts (e.g. claws, ears, a tail).
- Primal Instincts: Your awareness of your surroundings and your ability to quickly respond to them have increased to the same acuity as the Alertness and Lightning Reflexes feats. You know and understand everything that’s going on around you and can react in the blink of an eye, defending yourself or rushing in to attack or perform other actions. This makes multitasking in fast-paced, high-stress situations easy enough that others are impressed at your ability to function. However, you find it much harder to focus on a single thing requiring your attention (as though you had the Inattentive flaw).
Level Four
- Moon Madness: Your were-form can unleash a tremendous amount of power and ferocity when need be, allowing you to overcome even the most daunting foes. Your strength and speed increase equivalent to the Haste and Bull’s Strength spells; your were-form will be resilient enough during this time to mimic the protection value of medium armour and minor wounds will heal almost instantaneously.
Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability causes you to revert to your most basic animalistic instincts. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts.
This is a magical rage ability that can only be used while in your Were Body; if you are in any other form when you activate this ability, you will immediately shift into your Were Body. Moon Madness lasts for four posts, after which the protection value of your Were Body will return to being equivalent to leather armour. After the ability has ended, you are exhausted for four posts and cannot shift into any other form; the detrimental effects of mentioned above also remain until your exhaustion has worn off. Moon Madness can only be used once per battle and cannot be used if you are in an area affected by any kind of anti-magic. Anti-magic can also forcibly deactivate this ability, in which case the exhaustion you suffer will be reduced to the same number of posts in which you were enraged (e.g. two posts of exhaustion for two posts of rage). You cannot heal while exhausted but your healing ability will return to normal once your exhaustion has ended.
- Familial Bonds: You can communicate freely with relatives of your animal, hybrid, and Were Body forms while in those forms. Animals may or may not trust you while in your hybrid form, but they are likely to help you and give you useful information as needed while in your animal and Were Body forms. This ability cannot be used in combat or while in a rage state.
Level Five
- Sixth Sense: You have developed the ability to detect things that most people cannot. If there is mana present in a given area, you can smell it in the air; it could be nearby objects that are magical in nature, the presence of latent magical abilities in individuals near you, or simply spells that have been cast recently. You can only detect spells that have been cast in the current posting round or the one preceding it; you can also detect mana in this way if someone is currently trying to cast a spell but the spell hasn’t been completed yet.
This ability can be used in any form; however, if you are in an area affected by anti-magic, you will not be able to smell any mana except that which emanates from said anti-magic. You also cannot use this ability while in any rage state. Otherwise, you can detect nearby mana as often as you are able to do so.
Edited by Volare, Wed Feb 10, 2016 12:16 am.
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redfiver
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Wed Feb 10, 2016 1:13 am
Post #12
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Alright got a feeling for what you meant and the you did not need to remove the disaster sense it was just a little unclear and mixed up in the mana detection. I have given a simple example of a way to clear things up by using a simple list. ___ Sixth Sense: You have developed the ability to detect things that most people cannot. This gives the primal were access to do the following:
- If there is mana present in a given area, you can smell it in the air; it could be nearby objects that are magical in nature, the presence of latent magical abilities in individuals near you, or simply spells that have been cast recently. You can only detect spells that have been cast in the current posting round or the one preceding it; you can also detect mana in this way if someone is currently trying to cast a spell but the spell hasn’t been completed yet.
This ability can be used in any form; however, if you are in an area affected by anti-magic, you will not be able to smell any mana except that which emanates from said anti-magic. You also cannot use this ability while in any rage state. Otherwise, you can detect nearby mana as often as you are able to do so.
- Natural disasters will cause a vibration to ripple through your entire body from one end to the other allowing you to be aware of them x posts before they happen.
This ability can be used in any form; however, if you are in an area affected by anti-magic, you will not be able to smell any mana except that which emanates from said anti-magic. You also cannot use this ability while in any rage state. Otherwise, you can detect nearby mana as often as you are able to do so. ____ Given this is a level five ability perhaps add another trait to sixth sense. Most level five abilities are big or flashy attacks, or buffs that are useful in battle. At least most of the ones approved are. Sixth Sense is more a situation occasionally useful in RP thing. Though if you like it the way it is perhaps write in an addition to Moon Madness that goes along the lines of "At level five Moon Madness mimics heavy armor instead of medium." Or some other similar buff to the ability.
Well anyways I think this is shaping up and hopefully a staff member will look at soon and give you some official opinions.
Edited by redfiver, Wed Feb 10, 2016 1:14 am.
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Volare
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Wed Feb 10, 2016 1:35 am
Post #13
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Something more like this, then?
True Were (Primal) Custom PrC: Volare
Many know of the werecreatures that live in these lands, the most famous being the werewolf. This class explores those who have been cursed and chosen to channel the primal instincts of their curse, their raw emotions often driving them and only controlled enough to keep them from completely losing themselves. They walk in both worlds, straddling the line between their sentience and their animalistic instincts, and it’s not always clear to others which has more dominance.
The effects of this CPrC are non-magical except where stated otherwise. Prerequisites
- Must be or have contracted the curse of a werecreature.
- Journeyman Concentration
- Specify an animal that is your were-type (e.g. werewolf, werebear).
<This is where your pricing table will go.>
Level One
- Were Body: On the full moon, you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive properties as Leather Armor, and your natural weapons are as sharp and hard as metal. In addition to being deadlier, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape but possesses the same natural capabilities of your animal form. Your hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon; at level three, you can transform at night even when the moon is not visible; and at level four, you can transform at any time of day or night.
(Note: Sizes can vary from were to were. The above is just the average result but you may tweak this a bit to fit your character. Please use common sense for sizes.)
Level Two
- Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed, you can regenerate from light wounds in two posts and moderate wounds in four posts; when you are in your animal or hybrid form, the speed at which you regenerate is doubled, thereby reducing the time it takes to heal (one post for light, two posts for moderate). Severe wounds may also be healed but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the Wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.
Level Three
- Primal Shifting: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were). You may also partially shift to only change certain body parts (e.g. claws, ears, a tail).
- Primal Instincts: Your awareness of your surroundings and your ability to quickly respond to them have increased to the same acuity as the Alertness and Lightning Reflexes feats. You know and understand everything that’s going on around you and can react in the blink of an eye, defending yourself or rushing in to attack or perform other actions. This makes multitasking in fast-paced, high-stress situations easy enough that others are impressed at your ability to function. However, you find it much harder to focus on a single thing requiring your attention (as though you had the Inattentive flaw).
Level Four
- Moon Madness: Your were-form can unleash a tremendous amount of power and ferocity when need be, allowing you to overcome even the most daunting foes. Your strength and speed increase equivalent to the Haste and Bull’s Strength spells; your were-form will be resilient enough during this time to mimic the protection value of medium armour and minor wounds will heal almost instantaneously.
Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability causes you to revert to your most basic animalistic instincts. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts.
This is a magical rage ability that can only be used while in your Were Body; if you are in any other form when you activate this ability, you will immediately shift into your Were Body. Moon Madness lasts for four posts, after which the protection value of your Were Body will return to being equivalent to leather armour. After the ability has ended, you are exhausted for four posts and cannot shift into any other form; the detrimental effects mentioned above also remain until your exhaustion has worn off. Moon Madness can only be used once per battle and cannot be used if you are in an area affected by any kind of anti-magic. Anti-magic can also forcibly deactivate this ability, in which case the exhaustion you suffer will be reduced to the same number of posts in which you were enraged (e.g. two posts of exhaustion for two posts of rage). You cannot heal while exhausted but your healing ability will return to normal once your exhaustion has ended.
- Familial Bonds: You can communicate freely with relatives of your animal, hybrid, and Were Body forms while in those forms. Animals may or may not trust you while in your hybrid form, but they are likely to help you and give you useful information as needed while in your animal and Were Body forms. This ability cannot be used in combat or while in a rage state.
Level Five
- Sixth Sense: You have developed the ability to detect things that most people cannot. If there is mana present in a given area, you can smell it in the air; it could be nearby objects that are magical in nature, the presence of latent magical abilities in individuals near you, or simply spells that have been cast recently. You can only detect spells that have been cast in the current posting round or the one preceding it; you can also detect mana in this way if someone is currently trying to cast a spell but the spell hasn’t been completed yet. When detecting the presence of someone currently trying to cast a spell against you or when sensing mana that is rapidly approaching you, time seems to slow down just enough for you to react even more quickly than you ordinarily can using your Primal Instincts; this allows you to avoid or otherwise respond to spells and magical attacks with astounding speed.
This ability also allows you to detect the presence of impending natural disasters. Detected natural disasters must occur within three posts of using your Sixth Sense in this manner, and the detection causes a strong vibration to ripple through your body from one end to the other.
Finally, the ability allows you to detect the presence of others that are nearby but are using their Stealth skill and other concealment abilities. You can only detect others using Stealth at Expert level or lower, as those with Master Stealth can elude you entirely. Shadow Dancers are immune to this detection.
This ability can be used in any form; however, if you are in an area affected by anti-magic, you will not be able to smell any mana except that which emanates from said anti-magic. You also cannot use this ability while in any rage state. Otherwise, you can detect nearby mana as often as you are able to do so. You can also detect natural disasters and those concealed near you as often as you are able to do so. This ability has a range of one hundred yards (three hundred feet) when detecting mana but only ten yards (thirty feet) when detecting concealment; there is no precise range for detecting natural disasters, although the impending disaster must occur in the area you’re currently occupying (please use discretion).
Edited by Volare, Tue Feb 23, 2016 7:51 pm.
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redfiver
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Tue Feb 23, 2016 6:11 pm
Post #14
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Looked this over again and it looks good to me. Now just wait for some offical staff memebrs to comment.
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Aeyliea
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Wed Mar 2, 2016 2:58 am
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I am still relatively uncertain about a third variation of one cPrC, but will review this anyway.
Level 1: Werebody: Fine.
Level 2: Fine
Level 3: Primal Shifting: Fine
Primal Instincts: Generally speaking, giving yourself a buff that can easily be purchased from the shops isn't a good idea for a cPrC ability. The feats Group Fighting, Alertness, Lightning Reflexes can achieve the same thing. It would be slightly cheaper as a cPrC ability, but you also lose out on an ability slot that could be held for something that cannot be purchased in a shop. This ability is....ok. But you should really try to make it something that can't be bought easily. If you are going to keep this, there is no need for the penalty to attention.
Level 4:
So, basically a magic RB rage with magic-based buffs instead of non-magical based buffs, right? Everything about this is fine except for four round duration. A typical PVP fight will only last about that many rounds...so you are basically going to be in rage mode the entire battle? If this were a tier 5 ability, given the loss of control, it would be fine.
Also, you do not need to be so wordy on your description of the ability. It distracts from the point of the thing. Stating the ability is magical automatically means that anti-magic effects will nullify it without needing to be spoken. Also, you can just say that the ability is very fatiguing without having to specify a length on the penalty. It is unlikely that a fight will last for eight rounds in any case, and using the ability, regardless of how long it lasts, should be equally fatiguing.
Level 5:
Same as primal instincts. You can gain the ability to detect spell casting and the like through levels of Knowledge: Arcana and Detect Magic. You can react quickly to these things with Lightning Reflexes if you have the requisite skill to detect them before they go off. [edit: Detect it with Detect Magic, identify it with Knowledge Arcana, and swiftly react to it with Lightnign Reflexes]
Detecting natural disasters....how do you mean? This sound, up front, as if it is something that does not need to be made into an ability at all, but could be played as fluff on a character since it doesn't, I think, have anything to do with combat. That might change if you are talking about epic destructive spells liek Earthquake, Call Meteor, or the like but as it reads I think you are just talking about environmental things? No need for it to be in an ability if so.
Detection of people being sneaky little devils is fine. I would even allow catching expert Stealth as a latent ability, which this is, especially given it is your apex ability. However, as with Primal Instincts, I think something with a bit more crunch could be made. If not, we'll work on this one.
Edited by Aeyliea, Wed Mar 2, 2016 3:03 am.
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