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(Proposal) The Green Eyed Lady
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<blockquote data-quote="Kahuna Burger" data-source="post: 1605293" data-attributes="member: 8439"><p>Thanks for the responses. The diety is chaotic good for two reasons. One, she is the other end of the scale from an aproved rules centered ?lawful? evil diety of gaming. Second, she is based thematicly in part on the Lady from the discworld novels (shown early on as a sponsor of rincewind), and the feel I have for her is capricious but definitivly benevolent. I disagree that in fiction luck favors all equally, perhaps you could think of it as a chaotic and unpredicatable form of karma. There will be no evil pawns of the lady. </p><p></p><p>In terms of the prc, neither wis not int really worked for me, and cha seemed like the best stat for a caster who really has no idea what he's doing. This PrC isn't about channeling or harnessing the power of the Lady, after all but more trusting her and pulling through against the odds. (the somatic and verbal components of the Pawn's spells are all covering your eyes with one hand while pointing the other and yelling in fear... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> )</p><p></p><p>I want the abilities to be ballanced, and I'd be happy to get some input. The idea behind Blind luck was basicly knowing you had no chance on skill alone and striking at random - to score a debilitating hit. Closing your eyes seemed like a good way of simulating that, or making an attack roll with only your Cha as a modifier (no bab, etc). I wouldn't want to to work every time, but when it does work it should be way cool and impressive.</p><p></p><p>with impulisve action, the idea is not the two actions per round (and that could be avoided by saying you can only use the ability when you have taken the last initiative order already) but to have an "interupt" ability as it were. The character can respond to something as though they were readying for it. I'm not convinced that it's way overpowered as the tenth level ability of a prc, especially if I rewrite it slightly to avoid double actions.</p><p></p><p>I'm curious why you think the mistaken identiity is so powerful? would it be less so if it explicitly only covered the Pawn (and thus would be wasted when his association with others not under the effect was realized?)</p><p></p><p>anyway, I will dwell on this...</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 1605293, member: 8439"] Thanks for the responses. The diety is chaotic good for two reasons. One, she is the other end of the scale from an aproved rules centered ?lawful? evil diety of gaming. Second, she is based thematicly in part on the Lady from the discworld novels (shown early on as a sponsor of rincewind), and the feel I have for her is capricious but definitivly benevolent. I disagree that in fiction luck favors all equally, perhaps you could think of it as a chaotic and unpredicatable form of karma. There will be no evil pawns of the lady. In terms of the prc, neither wis not int really worked for me, and cha seemed like the best stat for a caster who really has no idea what he's doing. This PrC isn't about channeling or harnessing the power of the Lady, after all but more trusting her and pulling through against the odds. (the somatic and verbal components of the Pawn's spells are all covering your eyes with one hand while pointing the other and yelling in fear... :p ) I want the abilities to be ballanced, and I'd be happy to get some input. The idea behind Blind luck was basicly knowing you had no chance on skill alone and striking at random - to score a debilitating hit. Closing your eyes seemed like a good way of simulating that, or making an attack roll with only your Cha as a modifier (no bab, etc). I wouldn't want to to work every time, but when it does work it should be way cool and impressive. with impulisve action, the idea is not the two actions per round (and that could be avoided by saying you can only use the ability when you have taken the last initiative order already) but to have an "interupt" ability as it were. The character can respond to something as though they were readying for it. I'm not convinced that it's way overpowered as the tenth level ability of a prc, especially if I rewrite it slightly to avoid double actions. I'm curious why you think the mistaken identiity is so powerful? would it be less so if it explicitly only covered the Pawn (and thus would be wasted when his association with others not under the effect was realized?) anyway, I will dwell on this... Kahuna Burger [/QUOTE]
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