cant play anything til new year maybe
cant play anything til new year maybe
How do you feel about this Porean class I made for Epees and Sorcilerie
Teleportation Lore: Most Poreans outside of their dimension pursue knowledge about dimensional teleportation. Poreans can add both their Wisdom and Intelligence rolls to saving throws involving teleportation devices.
Build Pressure: Instead of moving in a combat round, the Porean can build pressure. At 1 point of pressure can be built up per turn at 1st level, 2 at 4th level, 3 at 7th level, and 4 at 10th level. The maximum amount of pressure the Porean can store is equal to their level. Any pressure spent on maneuvers is considered lost, and must be regained.
Pressurized Punch: The Porean can expend pressure to gain an attack or damage bonus equal the amount of pressure lost.
Tempest: At 4th level, the Porean can expend 2 points of pressure to gain an extra attack per combat round.
Atmosphere: At 6th level, the Porean can expend points of pressure to reduce the damage of an attack. The damage reduction is reduced by the amount of pressure spent to a minimum of 1 damage.
Gale Bullet: At 8th level, the Porean can fire a bullet of pure air at their opponents. Damage is 1d6 plus pressure expended. The porean must have stored a minimum of 4 pressure in order to launch a Gale Bullet.
Flight: At 10th level, the Porean can release pressure in order to propel themselves through the air. The distance is equal to the amount of pressure expended, where 1 pressure is equal to 1 yard. This distance can be covered vertically or horizontally, or a combination of the two.
Cool, they seem p good at high level
Charge: The Swordsman may attack during the movement phase in addition to moving, though moving is not required.
Fighting Multiple Opponents: During melee combat, the Swordsman can attack a number of adversaries equal to his level each round, as long as they are within range of his weapon. If they are of a higher level, he can only attack one of them.
Special Technique: At 6th level, the Swordsman reveals his special technique. The actual description of the special technique should be left up to the player. Once per day, the Swordsman may perform a single powerful attack that deals 1d6 damage + 1d6 damage per attack bonus. For example, of the Swordsman has a +2 attack bonus, the Special technique would deal 3d6 damage.
Ultimate Technique: At 12th level, the Swordsman reveals his Ultimate Technique. The actual description of the Ultimate technique should be left up to the player. Once per day, the Swordsman can make a melee attack against every adversary currently in combat regardless of their range or position. Any enemies that survive the attack must make a morale check.
Last edited by jubeh; 12-29-2012 at 11:53 PM.
So his multiple attacks for Special Technique are from having more enemies close 2 him or wat?
Actually I need to change that from attacks to attack bonus. I confused myself.
Edit: Okay updated it and changed the thing about dividing attacks between melee and movement. It didn't really make sense.
Double Edit: no idea how to do wizards really
Irremarkable: Turnkeys are hard to notice and gain a +1 bonus to saving throws involving stealth.
Lucky: Turnkeys are incredibly lucky for some reason. Each day the Turnkey gains 1d6 + their attack bonus in luck points.
Infinite Keyring: For mysterious reasons, Turnkeys always seem to have the right keys. To find out if the Turnkey has the right key for a locked door, make a saving throw. Luck can be expended in order to add a bonus to the throw.
Fortune's Favor: The Turnkey can expend luck points in order to add a bonus to saving throws or attack rolls equal to +1 per luck points spent.
Swipes: The Turnkey can perform an attack during the movement phase if he does not move in addition to his normal attack.
Last edited by jubeh; 12-30-2012 at 12:00 AM.
ya screw emDouble Edit: no idea how to do wizards really
Its not Heaven with wizards though. Maybe you should just be able to choose 3 things you can conjure in different categories. Combat, utility, and pointless. Combat would be like swords and lightning, utility would be like food/water, and pointless would be like dookie.
I c, so would there need 2 be some chart full of stuff 2 choose from or wat
Well in E&S everything deals 1d6 damage so combat stuff wouldn't really matter. As far as the other things go I could probably just put up a list of examples.