Welcome Guest [Log In] [Register]
Welcome to Imythess, the border between dreams and reality. We hope you enjoy your visit.

Imythess is a creative writing board where you narrate the story of a character in the medieval land of Imythess, on the planet Chaon. Each topic is an opportunity for your character to interact with the world and its peoples by cooperatively writing pieces of a story with other members, one post at a time. We call this role-playing, because you assume the identity of your character as if it were your own.

In order to play, you must register an account for each character you would like to write about, and begin their tale by filling out their basic profile information: Race (human, elf, demon, etc.), class (warrior, mage, etc.), physical appearance, and any other personal details you would like to describe. You are also encouraged to come up with some background history information for what your character's life has been like up to the point at which their story in Imythess begins.

There is no approval process or application required to join, so long as you follow the rules then you are free to write whatever character details you choose. Registration is simple, fast, and completely free.


Create a character now!


If you're already a member, you can log into your account below:


Username:   Password:
Locked Topic
[a]Irregular Roamer
Topic Started: Sat Oct 7, 2017 12:06 am (1,058 Views)
Logan
Member Avatar


Prerequisites Checklist:

  • Who am I? Ogichi
  • 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? Yes


Why should you accept this custom PrC concept?
This cPrC is largely inspired by the sort of "Lone Wanderer" trope from stories around the world. The lone ronin, the man with no name, the mysterious heroes and villains that go from town to town in some of the most legendary stories. The abilities are to play off the cliches from those stories, from the silliest to the most incredible moments and let whoever uses it justify it with in-character powers.



Irregular Roamer
Custom PrC: Logan

Mysterious Strangers, Ronin, Hobos. They go by many names. but all around the world the wanderers going from town to town, leaving stories of great heroism and wicked deeds in their wake.

These abilities are non-magical.

Prerequisites

  • Quick Draw
  • Adept Combat or Arcane Skill


<This is where your pricing table will go.>

Level One:

  • Quick Getaway: When the going gets tough, the tough get going, and the tough who get going do not have time to worry about what mount belongs to who. In the process of escaping you can temporarily take control of a single non-sentient creature large enough support your weight and ride it into the sunset as the mount receives a speed boost as if under the Haste spell. Charger mounts not belonging to the Mysterious Wanderer are too well trained and as a result are immune to this ability.


Level Two:

  • Tricky Flourish: You have carried your weapons for so long that you were bound to get fidgety with them. Outside of battle you can flourish and twirl your weapons to distract people until something breaks them out of their trance-like watching. Twice in battle you can flourish your weapons to effectively half your opponent's ability to defend themselves. Individuals with at least Journeyman Concentration are harder to distract and can only be fooled in combat once.


Level One:

  • Dope Roping: You're used to taking down bigger targets than yourself, but that usually requires actually stopping them first. Through years of practice you are capable of wrestling foes up to one size larger than yourself, (eg: Medium-Large Mysterious Wanderers can wrestle Large opponents,) and tie them up in an instant with whatever you have available. It will take a full post for enemies of any size to escape without the Escape Artist Feat, leaving them open to attack.

  • Not Big Enough: Whether this town, this building, or this room, something just isn't big enough for both you and your enemies. During combat, you and your allies will gain a slight boost to offense and defense, hitting a bit harder and being able to take a few more hits than enemies of equal skill.


Level Four:

  • Spurred Approach: Everybody can hear you coming, but you make no secret of it. Your steps instill a primal sense of anticipation within all who hear you coming, seeming to echo above even the noisiest fights. When you come into view, everything comes to a stop and it's all eyes on you, waiting to see what you do. So long as you do not engage in previously ongoing combat, all attacks will seem to miraculously miss you, but you can still be subject to spells and abilities that do not specify a target.


Level Five:

  • Calling Coffins You know how this is going to go down, and in your head you can already guess how many coffins your enemies are going to take up. During the first round of battle you can instantly strike at your enemies. You can select a target and attack them and every enemy within ten feet of them, or strike at every enemy within teen feet of yourself. During Calling Coffins, your attacks are slightly stronger. If using a melee weapon, you may reappear five feet behind your target if there is space, but if using a ranged weapon then you can dive for cover after finishing your attack.

  • Showdown: It all comes down to a single blow. You stand in the open and issue a challenge to a single enemy. On your next turn you strike. While standing still, projectiles miss you and area of effect abilities and spells spread around you. If the person you issued the challenge to attacks you before your turn, you instantly retaliate, doubling the effectiveness of whatever attack you use. If they do not attack, then you can strike them from any range without penalty. This ability can only be used once per fight.
Edited by Logan, Sat Oct 7, 2017 10:18 pm.
Offline Profile To Top
 
Seele
Member Avatar


First pass and comments

  • Formatting: You didn't provide a justification for this cPrC and level 3 is mislabeled.
  • Prerequisites: Fine
  • Quick Getaway: You mean sapient, not sentient. Animals are all sentient, or something? I would also not include mounts with Combat Training or from Animal Charmer. Hijacking inventories is typically frowned upon though, so this is kind of a concern of mine. Maybe make it so that if you're realistically in a location where a mount could be found, one appears as if by magic? Hammy but less likely to ruffle feathers.
  • Tricky Flourish: I would say in combat this only works once per person per battle regardless of Concentration levels. Fool me once, etc.
  • Dope Roping: One full post of being completely immobilized is kind of shitty towards our larger PCs. Maybe specify this traps them in place, but doesn't restrict their ability to defend themselves or attack from that position.
  • Not Big Enough: This is really strong as a latent buff. I'd make it activated, like declaring that the town ain't big enough. Extra ham +1.
  • Spurred Approach: So if a Champion NPC specifically targets you, they can't hit you? This ability seems odd to me. You draw all the attention, but then no one can hit you? It's kind of oxymoronic. I'd consider reworking it.
  • Calling Coffins: I'd prefer this being activated by you actually calling out your enemies. Like a bonus for making your intentions known. Otherwise this is an insane ambush ability, which doesn't jive with the concept of this cPrC as I understand it (although see my comment below).
  • Showdown: Interesting but I think it's ok.
  • General Comment: I'm struggling to see the common theme in this ability beyond "doing cool shit." Maybe this is due to a lack of the justification for the concept, but I'd like to see more of a theme in abilities that get re-worked.
Offline Profile To Top
 
Logan
Member Avatar


whoops, alright, forgot about the reason. Thought something slipped my mind

I've added a line to Quick Getaway specifying a 1-post duration for mounts not belonging to them.

I'll argue for Tricky Flourish twice per person below a certain level of concentration because of things, but I've added a diminishing effect to it. Some people are simply less-focused and easier to distract with the same trick.

Dope Roping I've modified to choosing between upper and lower body for restriction.

Not Big Enough I've added a challenge function

Calling Coffins I've specified once




Prerequisites Checklist:

  • Who am I? Ogichi
  • 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? Yes


Why should you accept this custom PrC concept?
This cPrC is largely inspired by the sort of "Lone Wanderer" trope from stories around the world. The lone ronin, the man with no name, the mysterious heroes and villains that go from town to town in some of the most legendary stories. The abilities are to play off the cliches from those stories, from the silliest to the most incredible moments and let whoever uses it justify it with in-character powers.



Irregular Roamer
Custom PrC: Logan

Mysterious Strangers, Ronin, Hobos. They go by many names. but all around the world the wanderers going from town to town, leaving stories of great heroism and wicked deeds in their wake.

These abilities are non-magical.

Prerequisites

  • Quick Draw
  • Adept Combat or Arcane Skill


<This is where your pricing table will go.>

Level One:

  • Quick Getaway: When the going gets tough, the tough get going, and the tough who get going do not have time to worry about what mount belongs to who. In the process of escaping you can temporarily take control of a single non-sapient creature large enough support your weight and ride it into the sunset as the mount receives a speed boost as if under the Haste spell. This effect lasts for one post on creatures not belonging to the Roamer. Charger mounts not belonging to the Roamer are too well trained and as a result are immune to this ability. Quick Getaway mounts not belonging to the Roamer cannot be used in combat or else they will immediately throw the rider despite skills, feats, items, abilities, etc.


Level Two:

  • Tricky Flourish: You have carried your weapons for so long that you were bound to get fidgety with them. Outside of battle you can flourish and twirl your weapons to distract people until something breaks them out of their trance-like watching. Twice in battle you can flourish your weapons to effectively half your opponent's ability to defend themselves, though the second time will only lower their relevant defensive skill by one level. Individuals with at least Journeyman Concentration are harder to distract and can only be fooled in combat once.


Level One:

  • Dope Roping: You're used to taking down bigger targets than yourself, but that usually requires actually stopping them first. Through years of practice you are capable of wrestling foes up to one size larger than yourself, (eg: Medium-Large Mysterious Wanderers can wrestle Large opponents,) and tie up either their upper bodies to restrict their combat ability or their lower bodies to restrict their movement. It will take a full post for enemies of any size to escape without the Escape Artist Feat.

  • Not Big Enough: Whether this town, this building, or this room, something just isn't big enough for both you and your enemies. You issue a warning to your enemies, but if they engage combat with you or your allies up to an hour afterwards you and your allies will gain a slight boost to offense and defense, hitting a bit harder and being able to take a few more hits than enemies of equal skill. This ability cannot be used in combat.


Level Four:

  • Spurred Approach: Everybody can hear you coming, but you make no secret of it. Your steps instill a primal sense of anticipation within all who hear you coming, seeming to echo above even the noisiest fights. When you come into view, everything comes to a stop and it's all eyes on you, waiting to see what you do. So long as you do not engage in previously ongoing combat, all attacks not specifically aimed towards you will seem to miraculously miss as if everybody is trying to avoid hitting you.


Level Five:

  • Calling Coffins You know how this is going to go down, and in your head you can already guess how many coffins your enemies are going to take up. During the first round of battle you can instantly strike at your enemies once. You can select a target and attack them and every enemy within ten feet of them, or strike at every enemy within teen feet of yourself. During Calling Coffins, your attacks are slightly stronger. If using a melee weapon, you may reappear five feet behind your target if there is space, but if using a ranged weapon then you can dive for cover after finishing your attack.

  • Showdown: It all comes down to a single blow. You stand in the open and issue a challenge to a single enemy. On your next turn you strike. While standing still, projectiles miss you and area of effect abilities and spells spread around you. If the person you issued the challenge to attacks you before your turn, you instantly retaliate, doubling the effectiveness of whatever attack you use. If they do not attack, then you can strike them from any range without penalty. This ability can only be used once per fight.
Offline Profile To Top
 
Leyanni[Adm]
Member Avatar


This looks okay, pending a second staff member's review of course.
Offline Profile To Top
 
Aeyliea
Member Avatar


I see no problem with this.

There are a couple of things that need to be fixed before this can recieve final approval. There are some minor spelling mistakes, and your level 3 header read level one instead.

Pricing:

Level 1: 50 gold
Level 2: 75 gold
Level 3: 70 gold
Level 4: 60 gold
Level 5: 125 gold
Offline Profile To Top
 
Logan
Member Avatar


Hope this cleans it up adequately.




Prerequisites Checklist:

  • Who am I? Ogichi
  • 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? Yes


Why should you accept this custom PrC concept?
This cPrC is largely inspired by the sort of "Lone Wanderer" trope from stories around the world. The lone ronin, the man with no name, the mysterious heroes and villains that go from town to town in some of the most legendary stories. The abilities are to play off the clichés from those stories, from the silliest to the most incredible moments and let whoever uses it justify it with in-character powers.



Irregular Roamer
Custom PrC: Logan

Mysterious Strangers, Ronin, Hobos. They go by many names. but all around the world the wanderers going from town to town, leaving stories of great heroism and wicked deeds in their wake.

These abilities are non-magical.

Prerequisites

  • Quick Draw
  • Adept Combat or Arcane Skill


Training Costs
Level OneLevel TwoLevel ThreeLevel FourLevel Five
Buyingx
Sellingx
Buyingx
Sellingx

Buyingx
Sellingx

Buyingx
Sellingx

Buyingx
Sellingx



Level One:

  • Quick Getaway: When the going gets tough, the tough get going, and the tough who get going do not have time to worry about what mount belongs to who. In the process of escaping you can temporarily take control of a single non-sapient creature large enough support your weight and ride it into the sunset as the mount receives a speed boost as if under the Haste spell. This effect lasts for one post on creatures not belonging to the Roamer. Charger mounts not belonging to the Roamer are too well trained and as a result are immune to this ability. Quick Getaway mounts not belonging to the Roamer cannot be used in combat or else they will immediately throw the rider despite skills, feats, items, abilities, etc.


Level Two:

  • Tricky Flourish: You have carried your weapons for so long that you were bound to get fidgety with them. Outside of battle you can flourish and twirl your weapons to distract people until something breaks them out of their trance-like watching. Twice in battle you can flourish your weapons to effectively halve your opponent's ability to defend themselves, though the second time will only lower their relevant defensive skill by one level. Individuals with at least Journeyman Concentration are harder to distract and can only be fooled once in combat.


Level Three:

  • Dope Roping: You're used to taking down bigger targets than yourself, but that usually requires actually stopping them first. Through years of practice you are capable of wrestling foes up to one size larger than yourself, (e.g.: Medium-Large Roamers can wrestle Large opponents,) and tie up either their upper bodies to restrict their combat ability or their lower bodies to restrict their movement. It will take a full post for enemies of any size to escape without the Escape Artist Feat.

  • Not Big Enough: Whether this town, this building, or this room, something just isn't big enough for both you and your enemies. You issue a warning to your enemies, but if they engage combat with you or your allies up to an hour afterwards, you and your allies will gain a slight boost to offense and defense, hitting a bit harder and being able to take a few more hits than enemies of equal skill. This ability cannot be used in combat.


Level Four:

  • Spurred Approach: Everybody can hear you coming, but you make no secret of it. Your steps instill a primal sense of anticipation within all who hear you coming, seeming to echo above even the noisiest fights. When you come into view, everything comes to a stop and it's all eyes on you, waiting to see what you do. So long as you do not engage in previously ongoing combat, all attacks not specifically aimed towards you will seem to miraculously miss, as if everybody is trying not to hit you.


Level Five:

  • Calling Coffins You know how this is going to go down, and in your head you can already guess how many coffins your enemies are going to take up. During the first round of battle you can instantly strike at your enemies once. You can select a target and attack them and every enemy within ten feet of them, or strike at every enemy within teen feet of yourself. During Calling Coffins, your attacks are slightly stronger. If using a melee weapon, you may reappear five feet behind your target if there is space, but if using a ranged weapon then you can dive for cover after finishing your attack.

  • Showdown: It all comes down to a single blow. You stand in the open and issue a challenge to a single enemy. On your next turn you strike. While standing still, projectiles miss you and area of effect abilities and spells spread around you. If the person you issued the challenge to attacks you before your turn, you instantly retaliate, doubling the effectiveness of whatever attack you use. If they do not attack, then you can strike them from any range without penalty. This ability can only be used once per fight.

Edited by Logan, Sat Nov 4, 2017 5:47 am.
Offline Profile To Top
 
Leyanni[Adm]
Member Avatar


Don't forget to put in your price table with Aey's prices!
Offline Profile To Top
 
Logan
Member Avatar


I have no idea what to put for sales price. . . Look, there, I just slapped the table in.
Offline Profile To Top
 
Snellopy[Adm]
Member Avatar
Shop Ninja

Congratulations, mate! Your custom Prestige Class has been accepted. A staff member will post a copy of the final PrC in the Accepted Custom PrCs forum so you and anyone else can start buying levels.

I got selling prices by looking back through other shops and price matched.
Edited by Snellopy, Wed Nov 8, 2017 1:38 am.
Offline Profile To Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Enjoy forums? Start your own community for free.
« Previous Topic · Custom PrC Submissions · Next Topic »
Locked Topic

Top RP SitesVote for Imythess at Top Site List Planet
Top Site Lists
Misty Woods created by Helena & Cory of ZNR