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Bookwyrm
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4740 Posts

Posted - 11 Jul 2003 :  15:00:04  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
I think it to be because you have to be aware of your actions, and plan ahead. It's isn't really a matter of actions at the moment.

Of course, were it me, I'd make them both prerequisites -- dexterity and intelligence.

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 11 Jul 2003 :  15:48:41  Show Profile Send The Sage a Private Message  Reply with Quote
It seems more appropriate.




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Mournblade
Master of Realmslore

USA
1287 Posts

Posted - 11 Jul 2003 :  23:52:27  Show Profile Send Mournblade a Private Message  Reply with Quote
I have only one problem with the Knowledge anatomy skill:

I think that SKILLS in general should not be giving a benefit in combat. I would say it is OK for Subdual Damage, but that is about it. The skills I think are designed as a separate component. I would like to see KNowledge anatomy applied to the healing skill, but I would not like to see the ANATOMY skill applied to combat, UNLESS you changed it to a feat.


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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 12 Jul 2003 :  02:13:05  Show Profile Send The Sage a Private Message  Reply with Quote
That's an interesting suggestion Mournblade. Applying this skill to the heal skill could be quite beneficial indeed. Maybe instead of having DC for specific healing tasks, the anatomy skill provides DC classes for certain types of wounds to specific parts of the anatomical structure of creatures, still keeping in line with the Bookwyrm's original idea.


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Bookwyrm
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4740 Posts

Posted - 12 Jul 2003 :  07:26:34  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Hmm. Maybe I'll do that, Mournblade. You make a convincing argument.

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Bookwyrm
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Posted - 12 Jul 2003 :  07:27:38  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
And Sage, could you give me a better example of what you mean?

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The Sage
Procrastinator Most High

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Posted - 12 Jul 2003 :  08:00:25  Show Profile Send The Sage a Private Message  Reply with Quote
Well...take your original skill. With enough ranks in Knowledge (anatomy), your PC gained bonuses to damage rolls. Instead what I am saying is, having a series of DC for specific anatomical injuries that can be sustained in combat, that the user of the skill has to throw in order to strike the specific part of the body. This could work with either normal damage or subdual damage.

I still may not have illustrated my idea clearly. I am working on an example now.


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Bookwyrm
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Posted - 12 Jul 2003 :  08:05:32  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Yes, I think you'll need the example.

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The Sage
Procrastinator Most High

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Posted - 12 Jul 2003 :  09:10:09  Show Profile Send The Sage a Private Message  Reply with Quote
It seems a publisher has already attempted the same thing, or at least close to it. There is a similar skill listed in the d20 Spycraft campaign setting book which utilises exactly the idea I was thinking about. The only real difference is that it utilises the skill as a bonuses to shots with a hand-gun to score critical hits. But those bonuses are based on gaining knowledge when considerable study has been made of the human form and learning to strike vulnerable areas. Still I might try and tinker with it to make it conform more with a D&D style setting.


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Edited by - The Sage on 12 Jul 2003 09:10:44
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Bookwyrm
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Posted - 12 Jul 2003 :  09:27:50  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Okay, let me know when you've got it.

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Bookwyrm
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4740 Posts

Posted - 13 Jul 2003 :  13:59:19  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Charmer [General]

Your character is exceptionally good at charming others with magic.

Prerequisite: Spell Focus (Enchantment), Spellcraft 18 ranks.

Benefit: You add your character’s Charisma modifier (if positive) to determine the save DCs against spells from this school. If Charisma is your character’s spellcasting ability (as a bard or sorcerer), you add your Intelligence or your Wisdom modifier, if positive.

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Bookwyrm
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4740 Posts

Posted - 13 Jul 2003 :  14:00:29  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
What do you think? Is it too powerful to be anything but an Epic feat, or should I leave it as it is?

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 13 Jul 2003 :  14:53:04  Show Profile Send The Sage a Private Message  Reply with Quote
This is quite good. Simple in it's abilities and application, yet has the potential to become a considerable threat. I would leave it as is.

Although I do have the feeling that I have read this before. Are you sure there isn't anything similar to this that has been published before. It just seems very familar. Regardless I will check through my material here.


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Bookwyrm
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USA
4740 Posts

Posted - 13 Jul 2003 :  15:37:36  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Well, I don't know. I just thought of it, wrote it out, and then posted it right away. It was really just a thought on how spells like charm person should get a benefit from Charisma scores. After all, Charisma makes you more charming, right?

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 13 Jul 2003 :  15:50:41  Show Profile Send The Sage a Private Message  Reply with Quote
It's okay. I checked through my books. I simply had your feat mixed up with a similar Wisdom-based feat I had read about.


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Bookwyrm
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USA
4740 Posts

Posted - 13 Jul 2003 :  15:57:08  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
What was the name of that one?

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 13 Jul 2003 :  16:04:10  Show Profile Send The Sage a Private Message  Reply with Quote
It is a very recent one published in a GRP tome. It is called 'Wise Beyond the Years'. I really don't care for the name, but...


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Bookwyrm
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USA
4740 Posts

Posted - 13 Jul 2003 :  16:12:23  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
I don't seem to have that one in my downloads.

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 13 Jul 2003 :  16:14:38  Show Profile Send The Sage a Private Message  Reply with Quote
The tome was only released last month. Those lists that you downloaded only cover up to April 2003 if I remember correctly.


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Bookwyrm
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USA
4740 Posts

Posted - 18 Jul 2003 :  23:10:14  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Nimble Woodsman

You know to step on hard objects, such as rocks and roots, to avoid being tracked.

Prerequisite: Dex 13+, Int 13+, Track

Benefit: You can increase the DC for tracking your movements by an amount equal to your current Dexterity modifier when traveling no faster than three-fourths speed. Other persons in your group who do not have this feat can still track the person with the lowest DC as normal. However, when determining how many people are being tracked, a person with this feat does not count.

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Bookwyrm
Great Reader

USA
4740 Posts

Posted - 18 Jul 2003 :  23:11:28  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
If that wasn't very clear, I was talking about the -1 penalty to DC for each three persons being tracked.

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 19 Jul 2003 :  01:52:52  Show Profile Send The Sage a Private Message  Reply with Quote
No it was pretty clear. This is a perfect feat for any scout or ranger-subtype class. It would work especially good for my player with the Peerless Archer PrC.

I really like this Bookwyrm.




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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 19 Jul 2003 :  01:58:52  Show Profile Send The Sage a Private Message  Reply with Quote
Blessed Heritage [Initial]

Your PC was raised in a family with a history of divine spellcasting. This could be anything relating to the divine such as a saint in your family tree, or your PC may have had a divine experience, a revelation, or even an epiphany, which has left your PC with modest divine abilities.

Prerequisites: Wis 14+, Cleric

Benefit: Your PC may choose five 0-level divine spells ("orisons"). Your PC may then cast each of these spells only once per day.

Special: Your PC can only take this feat at first level.


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Edited by - The Sage on 19 Jul 2003 02:01:28
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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 19 Jul 2003 :  02:01:04  Show Profile Send The Sage a Private Message  Reply with Quote
I created this feat a few months ago for two clerics in my gaming group. However I only now realise that I forgot to enter the 'Cleric' character class into the prerequisite section .

What do you think?.


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Bookwyrm
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USA
4740 Posts

Posted - 19 Jul 2003 :  02:05:40  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
That one sounds useful.

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 24 Jul 2003 :  15:06:59  Show Profile Send The Sage a Private Message  Reply with Quote
Okay let me get started.

Bookwyrm, as per our ethereal mail discussion, here is that feat I promised -



Wizardly Demesne (from Old French demaine, domain)

Your PC has been granted the ability to manipulate all the familiar arcane energies of his chosen specialist arcane school within the area surrounding him, thus making his spells and magic more potent than ever

Prerequisites: Your PC must have the ability to cast 7th level arcane spells, 12+ ranks in Spellcraft, and 14+ ranks in Knowledge(Arcana), must be a specialist mage (player's choice), Int 15+

Benefit: Your PC's spells (from his chosen specialization) that he would cast within 30 ft all gain both an additional +2 bonus to DC and a +2 bonus to penetrate spell resistance. Your PC also is granted a permanent +2 bonus to his saves vs spells of the same school of specialization

Let me know what you think.




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Mournblade
Master of Realmslore

USA
1287 Posts

Posted - 24 Jul 2003 :  23:44:50  Show Profile Send Mournblade a Private Message  Reply with Quote
That sounds very similar to a great computer game called AGE OF WONDERS II: THE WIZARD'S THRONE. IT is a Turn based fantasy strategy game but it is great. Each wizard has an area around him he can cast in, and as he gets heroes and towers his Domain expands. I love the concept.

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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 25 Jul 2003 :  04:07:00  Show Profile Send The Sage a Private Message  Reply with Quote
That's funny because that's where my idea originally came from. I have been busy creating specific domains for my Ars Magica campaign which I am slowly converting to d20 mechanics. I like the idea of specific wizard casting areas, so I used it.




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Bookwyrm
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USA
4740 Posts

Posted - 25 Jul 2003 :  06:21:32  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
quote:
Originally posted by Mournblade

IT is a Turn based fantasy strategy game but it is great.



You know, that could be interpreted to say that you don't like turn-based games. I love 'em. Civilization and Fantasy General are my favorites. (It's unfortunate, though. I never won the latter game. Not because it's two hard, but it takes a while, and I had to go through first a computer crash, then a file wipe later on. Then with the third computer I tried to trasfer to, it refused to work. I can't get it to work on any of my computers. Funny, though; it works on a friend's, so his family now has it . . . . )



Sage, it looks good. However, it's pretty useless for my character. I don't know enough about which spells are the most useful for my sort of character, so he's a non-specialist. The only school I'd be prepared to do without would be Necromancy, but you can only pick that if you do Divination.

That sort of thing doesn't fit either of my wizard characters. The first one refused to settle down in one school over another; the second is more battle-oriented, and less of a plan-ahead sort of person. I'd give the latter one Evocation, but I'd have to give up either Transmutation or Conjuration. Both have spells I'm not yet ready to give up. Though I've been thinking about it.

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Mournblade
Master of Realmslore

USA
1287 Posts

Posted - 25 Jul 2003 :  07:16:56  Show Profile Send Mournblade a Private Message  Reply with Quote
I am pretty attached to the realms, but I have been toying with the idea of converting Age of Wonders into a D&D setting.


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