Tzun
Lord of the Dreadfort
Oh. Haha. That makes more sense to me now. I can see how that might be confusing. If you'll give me a couple minutes, I'd love to read the character and see what might be a better way to go about the skills.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
Is this not available to use for bonuses in acts such as jumping or somersaulting, or are the success of these dependent on flat Reflex score in any scenario?Tzun said:Acrobatics is just a +1 to Reflex, so you might want to add that in.
I originally had this as a weapon, giving only a +1 bonus to unarmed attacks while worn as a weapon around the hand. Are you wanting to be a +1 to Fort, Ref, Will, or to combat stats only?Tzun said:Sacred Beads can be a +1 to all stats, as well, if you wish, but if they are broken, or you are not wearing them, it becomes a -3 to all stats.
The drawback is a dependence on it, 12 hours without it and she's reduced to a clumsy, useless mess lying on the floor. It's also hella expensive (20-30 GP for about a week's worth, price dependent on quality)Tzun said:Addiction- What are the drawbacks of the addiction? It seems as though Aria is just wake and bake and good. To me that sounds like a lovely time.
So, a single extra ability at level 2, is the other one discarded or to be learned at a later time?Tzun said:You can choose a single one of those abilities that you listed to be learned, and performed at Level 2.
The Reflex score factors into all of those as well.Stickdom said:So, let me break this down and see if I've got it all right:
Is this not available to use for bonuses in acts such as jumping or somersaulting, or are the success of these dependent on flat Reflex score in any scenario?
I originally had this as a weapon, giving only a +1 bonus to unarmed attacks while worn as a weapon around the hand. Are you wanting to be a +1 to Fort, Ref, Will, or to combat stats only?
The drawback is a dependence on it, 12 hours without it and she's reduced to a clumsy, useless mess lying on the floor. It's also hella expensive (20-30 GP for about a week's worth, price dependent on quality)
So, a single extra ability at level 2, is the other one discarded or to be learned at a later time?
All sounds fair enough to meTzun said:The Reflex score factors into all of those as well.
The beads would still give a +1 bonus to melee anyways, but it makes more sense as a universal tool. Up to you though.
As for the addiction, fair enough, wasn't listed, so was unsure as to what you had in mind.
You get an extra ability next level, and at first level, you gain what I listed as an ability.
So, I'm going to say that, if Aria wears any armor, she'd lose all bonuses, but not penalties, to anything that requires a Reflex factor into it, and that, she can not wear any armor other than leggings, and will grant a +1 bonus to armor, but not any other bonuses or any damage resistance, does that seem fair enough? Said leggings can, however, be enchanted and imbued like you said.Stickdom said:All sounds fair enough to me
Last few questions before I call it good:
I had originally made the Armour Hinders ability as a limitation to keep her from being super-tank as well as good at fighting, she had to choose between one or the other. Do you want that to be a passive hindrance or should I get rid of it altogether and just have it be her personal preference not to wear armour?
And, finally, I was a little qualmsy about that last spell I had on there, Life Essence Rush. I figured that it would be a while before Aria buids up enough Will to actually use magic at all, is that alright if I just leave that in there until the time comes that it can be used, or would you prefer I scrap it?