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Messages - Tim4488

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Legend Mechanics & Balance / Re: Weapon Damage issues.
« on: February 12, 2018, 02:18:59 PM »
Change all weapons to a d6 damage, use the Brutal property as needed to increase damage on certain weapons. ALL weapons should have three properties (and can possibly have more, if they're magical and take Sophisticated).

Legend Homebrew / Re: Monster Manual 2018
« on: January 07, 2018, 02:55:50 AM »
The red/blue as it stands are a bit intense, but I like the concept. I'm not sure what program you're using - would it be hard to make the borders for offense red, and the borders for defense blue?

Legend Homebrew / Re: Monster Manual 2018
« on: January 05, 2018, 08:34:31 PM »
I prefer the one on page 2. Did you try aligning offense/defense as top/bottom instead of left/right? The saves in particular look kind of goofy as is.

I'd also encourage more formatting inside the block, like you did for Trained Skills and Interaction DCs, to distinguish the attack block from the other stuff.

Definitely moving in a good direction!

Legend Homebrew / Re: Monster Manual 2018
« on: January 05, 2018, 03:08:15 AM »
Glad you like them!

My impression was always that Hallow had a really cool initial idea and never went anywhere. Maybe there's some drafts floating around I haven't seen, but the plans to expand on it never really seemed to go anywhere. I run all of my stuff in homebrew worlds - the desert elemental from a dieselpunk/pulp game set in an alternate 1930s Earth (with a LOT stolen from Crimson Skies, plus magic and such), the two demons from a more like, late Renaissance demon hunters game also set on alternate Earth now that I think about it.

Glad to help. Let me know if there's anything else I can do!

Legend Homebrew / Re: Monster Manual 2018
« on: January 03, 2018, 08:04:26 PM »
I do tend to use a lot of humanoid enemies/NPCs, but I've got a few monsters I'm happy to share. Let me know if you decide you do want humanoid enemy stat blocks as well. Everything I've made follows 16 14 14 12 10 10 before racial, level, and item adjustments. Sorry the stat blocks are kind of sloppy, I made these for different campaigns years apart from each other.

Desert Elemental, CR 5

Desert Elemental 5 (appears as a swirling sandstorm, can be any size, these are [Medium])
Desert elementals primarily want privacy. They are difficult to bargain with because their primary demand is most often that any mortals leave.
Fire Elemental/Air Elemental/Discipline of the Crane
10 HP, 5 Skills, Good BAB, good Fortitude and Reflex, KOM Dex, KDM Con

Resistance Fire, Vulnerability Cold

+2 Dex, +2 Con, -2 Int

Str 14, Dex 22, Con 18, Int 8, Wis 12, Cha 10

HP 84 (DR 2) ([Resistance] to all damage in the first round of combat)
Fort +9, Ref +11, Will +3

AC 21 (+2 Crane, +4 KDM, +5 level)
Movement 65 ft (+10 Crane)

Gust: 16 damage [Medium] range, reduces movement speed by 5 ft (up to 10 ft), movement penalty lasts 2 [rounds] (+4 [Fire]) (+[Burning])
Pressure: [Melee] range, deals 6 damage to anyone within, removes Stealth check from them
Flame Kiss: Move action, 11 [Fire] damage to one target within [Medium] and they are [Burning]. (+4 [Fire]) Healed up to half damage from [Fire] attacks.
Persistent Inferno: heal 2 HP per creature [Burning] within [Close].

Quicksilver Brooch, Black Ankh, 2nd level +2 Dex

Skills: Acrobatics, Athletics, Vigor, Geography, Nature

Feats: Earthshaper Warden, Breakneck Pace, Slow and Steady

Greater Item: Greater Dustcloud (Flesheater Energized [Arcane] [Brutal 3] weapon)

Spends most of its Standards on Gust, Moves on Flame Kiss

I came up with a bit for a demon hunting game I'm running where various demons are named after the various rivers of Hell. The Styx demon is a giant vaguely humanoid lobster beast, a little like a Chuul in D&D.

Styx Demon, CR 10
Demon fast/Utter Brute Medium/Smiting slow 10
Str 18, Dex 10, Con 22, Int 10, Wis 14, Cha 22
AC 30, HP 242, DR 11, Fort +17, Ref +5, Will +14

Feat: Weaponized, Optimistic Viscera (technically should have two more - Reaver chain would make sense, Mighty Smash, Simply Smashing, Reckless Strike could all make sense)
Utter Brute C1: +4 attack rolls
Utter Brute C2: 10 [HP reduction] on first attack each round
Utter Brute C3: At the beginning of your turn, you may move 5 ft. At the end of your turn, you may move 5 ft. This movement does not provoke attacks of opportunity
Utter Brute C4: +3 attack rolls, +3 fortitude, +3 HP/level, +5 [Melee] range
Demon C3: Swift for +3 attack or +3 AC
Demon C4: +4 AC [Lesser resistance] to Physical
Masterwork Relic for +4 to hit on smash, sophisticated

Hulking Smash (Brutal 3, Reach)
Hulking Smash +27/+22 (26) (32 on 2nd hit), 10 [HP reduction] on first attack each round

The Phlegethon Demon was a flying imp that threw fire.

Phlegethon Demon, CR 9
Fire Elementalist/Fire Elemental (fast)/Demon 9
Str 10, Dex 14, Con 20, Int 10, Wis 14, Cha 24
130 HP, DR 2, Movement 60 ft, Fly

Flame Kiss: As part of a move action, you may deal 7 energy damage with the [Fire] descriptor to target creature within [Medium] range, and cause the creature to begin [Burning]. As a standard action, fire two separate Flame Kiss at two different targets.
Persistent Inferno: At the beginning of your turn, you are healed 4 hp for each creature [Burning] within [Close] range, up to 18 HP. Additionally, you may activate Flame Kiss as a move action.
[Burning] opponents within your [Melee] range cannot extinguish the flames as a move action. Furthermore, once per move action you take, you may transport yourself adjacent to any creature within [Close] range that is [Burning]. This movement does not provoke attacks of opportunity, and is not a [Teleport] effect.
Additionally, if you would take energy damage with the [Fire] descriptor, you are instead healed for the damage you would have taken. This counts as a form of [Immunity], so you take damage as normal and are not healed by any effects that specifically ignore [Immunity] to [Fire]. Any [Resistance] or [Vulnerability] you have against the [Fire] descriptor is ignored if you would be healed by that damage with the [Fire] descriptor.

Elemental Burst: At will as a Standard or Swift action, you may deal 9d6+7 fire damage to each creature in target square within [Close] range. Reflex (DC 21) halves.
Forced Vulnerability: You can hurl a bolt of energy at an opponent in [Medium] range, leaving it vulnerable to further attacks. This bolt deals 9d6 energy damage, and inflicts [Vulnerability] to your element of choice on the opponent until the end of your next turn. Reflex (DC 21) half and negates the [Vulnerability] condition.
Elemental Wave: You may create a wedge with a length of 60 ft originating from you that deals 9d6, and pushes them up to 45 ft, up to the outside edge of the wedge. A successful Reflex save (DC 21) halves the damage and negates the pushing effect.

Legend Homebrew / Re: Monster Manual 2018
« on: January 03, 2018, 04:45:53 PM »
I would advise organizing the stat blocks more based on the function of different pieces of the monster. "Defenses" are all things that are usually relevant on turns OTHER than the creature's: AC, HP, Saving Throws, Resistances, Immunities, Interaction DCs. As it is, if a character attacks a monster (AC) with an ability that also forces a Save, and does damage (HP), I'm looking above the attack block, then below the attack block, then above the attack block again.

Similarly, the attack block and skills should be near each other. Also, the passive abilities down below, I'd prefer if it was called out what was coming from where, what feat, etc. - makes it easier to do substitutions and check for interactions, etc.

That said, HUGE kudos to you for taking on this project, this is awesome. I have several monsters I've made for my games that are outside of perhaps traditional D&D - are you trying to stick to a 3.X-looking MM, or would homebrew stuff be useful too?

Legend Homebrew / Re: Players Handbook 2?
« on: December 29, 2017, 05:30:18 PM »
I'm glad the editing helped!

Comparing Leap Attack to Reign of Arrows C1: Dead-Eye, which I do like as a comparison point:

Leap Attack requires you to spend a move/part of a move action, has the potential fail, and does variable damage
Dead-Eye activates when an opponent is [Flat-footed], and does consistent damage

Making an opponent [Flat-footed] will USUALLY involve using Bluff or some other ability, often as a move/part of a move, and that ability will have variable success. However, your allies also have the opportunity to make opponents [Flat-footed] for you, which Leap Attack can't take into account.

Honestly I'd fine with changing it the same damage as Dead-Eye. Trading the ability for allies to set it up for you, for a +2 to your own chance to succeed on the check, seems fair. And I do agree that a flat value feels more elegant.

Some reference values: a 1st level Leap Attacker should have between +5 and +7 to Acrobatics (+1 rank, +3 to +5 Dex, +2 from Leap Attack), vs a DC of 11, avg 4-6 bonus damage (vs Dead-Eye's 3)
6th level Leap Attacker vs. 6th level enemy will have something like +14 to +16 (+6 rank, +4-6 Dex, +2 Adept item, +2 Leap Attack), vs DC 16, that's 8-10 bonus damage on average (vs. Dead-Eye's 9)
10th level Leap Attacker vs. 10th level enemy will be at +19 to +21 (+10 rank, +5-7 Dex, +2 Adept item, +2 Leap Attack) vs DC 20, that's 9-11 bonus damage on average (vs. Dead-Eye's 15)
20th level vs 20th level enemy at +30 to +34 (+20 rank, +6-10 Dex, +2 Adept item, +2 Leap Attack) vs DC 30, that's 10-14 bonus damage on average (vs. Dead-Eye's 30)

So at low levels Leap Attack may have a slight advantage under the current formula, and at high levels Dead-Eye is clearly better, although of course good rolls could result in some very cool things. I also didn't take into account Master Scout for an extra +2 Acrobatics.

So yeah I'd advocate for changing it to Dead-Eye's damage values.

Legend Homebrew / Re: Players Handbook 2?
« on: December 24, 2017, 07:15:52 PM »
I forgot how well written and edited TimelessError's tracks were.  If you happen to be reading this, you are definitely one of the best Home brewers. 

Hey, thanks man. I'm happy to see people are still thinking about Legend and finding uses for the stuff I wrote.

I regularly use chunks of the Fighter class for NPCs in my Legend games, especially Forger, Shining Sun, and Crashing Wave. Had a PC use Unrelenting Storm a couple years back, and Soldier crops up here and there in my games too.

Legend Homebrew / Re: Players Handbook 2?
« on: December 23, 2017, 07:03:10 PM »
Thank you for the clarification on Arcana!

You're not wrong about it being a lot of options for a single track, to be fair, but I just really loved everything TE wrote. And I do think that Iceberg has a good point that Show Fighter can synergize with e.g. Shining Sun or Crashing Wave, while I think there are very good reasons to not let people have two of the martial style tracks. And I thought the Ghost-Faced Killer rename worked nicely.

The Art of War seems like a good replacement name for Soldier.

Legend Homebrew / Re: Players Handbook 2?
« on: December 21, 2017, 02:34:32 PM »
Koeh, this looks great. Thanks so much for all of your hard work on this. I want to give it a fine-toothed read later, but one thing I noticed right away - in the Sorcerer's Magic track, I'm a little unclear how Arcana works. Let's say I have my Arcana set to Interposing Disk. Do I receive that bonus all the time, and I need my Arcana to be Charged to switch to Clenched Fist? Or does my Arcana grant no benefit at all until it's Charged, and then I can blow the Charge to switch to Clenched Fist (which then provides no benefit until I'm Charged again)? Right now it's not clear if Arcana has to be Charged to provide those basic benefits.

Also, just out of curiosity, any particular reason you didn't include the other tracks from TimelessError's Fighter class, I think they were Crashing Wave and Flickering Candle?

Really excited to use this content in my games, thanks again for putting it all together.

General Legend Discussion / Re: Super Saiyan Build
« on: April 17, 2017, 11:13:50 PM »
I might do one as FBI to add Acrobatic Adept or Path of the Ancestors to the first build (or vice versa, really).

Announcements / Re: Legend 1.1 Official Release Announcement
« on: April 17, 2017, 11:12:38 PM »
Abandoned Laboratory in the Homebrew section has a lot of semi-complete material. I don't think Lurking Terror has been posted anywhere besides when it was originally posted, though.

Legend Mechanics & Balance / Re: Older Versions of Legend
« on: April 17, 2017, 11:10:39 PM »
I have three older PDFs saved in my dropbox that I would be happy to send if you PM me your email or something like that.

Legend Homebrew / Re: I'm working on a full legend setting!
« on: March 11, 2016, 04:27:00 AM »
I love the concept. I think it may be a little underpowered - compare the free armor from Vigilante, I'm not convinced that weapons are necessarily Better than armor (unbalanced) for this purpose. C2 feels underpowered. C6 feels a little out of place on a track that generally wants you to use your Standard to attack. Typing on my phone so these are just quick reactions, can give more feedback in a few days.

Legend Homebrew / Re: I'm working on a full legend setting!
« on: January 18, 2016, 05:04:07 PM »
Also not a bot, also check your site occasionally, FWIW.

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