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New Ability Paths

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New Ability Paths Empty New Ability Paths

Post  Captain Peanut Butter Thu Dec 04, 2008 5:48 pm

Ability paths differ from abilities in two important ways; they are an accumulation of exactly five abilities that lead up to a completion bonus, and they are meant to represent a specific theme, as noted in their title and description. Please keep this in mind, balancing the completion bonus (which should have something to do with the variable of +4) against existing completion bonuses and deciding in advance exactly what role a player with this ability path would fill in a typical group of 1st-3rd level characters if they only took this path.

That aside, the same rules apply as the New Abilities thread, but use the following code when posting new paths, removing * of course.

<*b>PATH NAME IN CAPS<*/b>
<*b>Description:<*/b> A thematic description of the path, typical character archetypes that are good for it, and what players taking this path should expect to have to reserve ability-wise.

<*b><*u>Ability Path<*/b><*/u>
1. Ability 1
2. Ability 2
3. Ability 3
4. Ability 4
5. Ability 5

<*b><*u>Completion Bonus<*/b><*/u>
The bonus granted after the character takes all five abilities in order; remember that this bonus should in some way add +4 to the character or be 4 higher in some way. Look at existing completion bonuses as your template.


Ability Paths Up For Discussion
Exorcist (Sp/Mg)




Ability Paths To Be Added




Last edited by Captain Peanut Butter on Tue Jan 27, 2009 8:08 am; edited 1 time in total
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New Ability Paths Empty Death Messenger

Post  Pepper Sun Jan 25, 2009 10:08 pm

DEATH MESSENGER
Description: In the depths of night, the shadows of day, the Death messenger creaps along waiting for the chance to strike and shed blood to the razor sharp edge of her scythe. Death messengers often worry for no one but themselves in regards to life.

Ability Path
1. Silence/Stealth (Players Choice)
2. Heal Hit Points
3. Armor (Players Choice)
4. Scythe
5. Deadly Scythe

Path Bonus
+4 on all attacks made with the Deadly Scythe. +2 Defence when using the armor for this path.
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Post  Captain Peanut Butter Sun Jan 25, 2009 10:19 pm

My first, and biggest, suggestion is that we remove the additional +2 to Defense in the completion bonus. A +4 bonus on one thing is all a completion bonus need ever add.

Beyond that, looks like an interesting and balanced ability path that should be popular with holy assassin types. Would work well in a Zasalamel-esque build.
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Post  Pepper Sun Jan 25, 2009 10:20 pm

*nod nod* ok
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Post  Captain Peanut Butter Sun Jan 25, 2009 10:25 pm

Given that, I'd word it as follows;

DEATH MESSENGER
Description: In the depths of night, the shadows of day, the death messenger creeps along waiting for the chance to strike and shed blood to the razor sharp edge of her scythe. Death messengers often worry for no one but themselves in regards to life.

Ability Path
1. Silence or Stealth (Player's Choice)
2. Heal Hit Points Alpha
3. Any armor-related physical defense ability
4. Scythe
5. Deadly Scythe

Completion Bonus
+4 on all Attack checks with the Scythe ability.
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Post  Miss Mustard Thu Jan 07, 2010 1:43 am

SHADE MASTER (Ad/Mg)
Description: A shadow mage knows how to harness the power of shadows. Then there are the ones who take it a step farther, becoming almost one with the shadows--and just as indestructible.

Ability Path
1. Must have completed the Shadow Mage ability path
2. Ethrealness
3. Resurrection
4. Contingency (must combine Resurrection and trigger must be death)
5. Must have attained 5th Level or higher

Completion Bonus
Your Animate Shadow ability now grants you four extra actions rather than two.
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Post  Miss Mustard Thu Jan 07, 2010 1:48 am

MENTALIST (Ad/Mg)
Description: The mentalist delves deeper into the potential of the mind, awakening even more of their gifts and pushing the boundaries of possibility just a bit farther.

Ability Path
1. Must have completed the Psychic ability path
2. Deep Telepathy
3. Mental Barrier
4. Precognition
5. Must have attained 5th Level or higher

Completion Bonus
+4 on all Magic rolls with Psi-Based abilities. This bonus stacks with the one earned from the Psychic ability path.
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Post  Miss Mustard Thu Jan 07, 2010 1:49 am

JUGGERNAUT
Description: Sometimes a simple fighter becomes more than someone to beat the enemy to a pulp. He becomes a formidable enemy who's capable of surviving most anything thrown at him.

Ability Path
1. Must have completed the Fighter ability path
2. Razor Edge (must be for the weapon chosen for the Fighter path)
3. Tough As Nails
4. Enhance Armor
5. Must have attained 5th Level or higher

Completion Bonus
+4 on all Attack and Defense rolls with the weapon and armor selected for the Fighter path. This bonus stacks with the bonus earned with the bonus gained from the Fighter ability path.
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Post  Master Relish Thu Jan 07, 2010 2:10 am

Nice job Mustard, our first look of something thats been hinted at previously. And thank you for including the "or higher" in the level requirements. Because if that weren't there the only time youd be able to take those paths would be at 5th level or whatever the level requirement was. This way as long as you fulfill the other requirements when you level you gain the completion bonus regardless of your current level as long as you are at least 5th.
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Post  Captain Peanut Butter Thu Jan 07, 2010 2:16 am

At last! It's great to see the ball rolling on these Mustard, thanks a ton for that. I approve these paths as is, though you'll want to note Juggernaut as (Ad/Wr) to make it uniform, and would be very interested to see counterparts for Blast Mage, Healer, and Thief, the poster children for the Mage, Support, and Stealth subtypes.
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Post  Miss Mustard Thu Jan 28, 2010 12:24 am

I know this is going to be a while in development, but I figure we can start the discussion on it while we're waiting for Regis to get back online.

WILLBENDER (Ad/Mg)
Description: The puppetmaster is a dabbler compared to the willbender, a child playing an adult game.

Ability Path
1. Must have completed the Puppetmaster ability path.
2. Contest Of Wills
3. Turn Coat
4. Program
5. Must have gained 5th level or higher

Completion Bonus
+4 on all Magic rolls with and Resistance checks against a mind-altering ability.

~@~
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Post  Captain Peanut Butter Sun Jan 31, 2010 7:32 pm



Note that the bonus stacks with the one from Puppetmaster and I'm all for it.

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Post  Miss Mustard Thu Feb 11, 2010 1:11 am

Duly noted. I'll have it up soon.
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Post  Miss Mustard Wed Jun 30, 2010 12:52 am

EXORCIST (Sp/Mg)
Description: The sanctuary of one’s own mind and soul is sacred to everyone, but to a few, this feeling translates to protective measures. An exorcist is an expert at protecting the mind and soul.

Ability Path
1. Seal Soul
2. Exorcise Spirit
3. Enhance Healing
4. Deprogrammer
5. Contingency (Enhance Healing automatically combines with Exorcise Spirit)

Completion Bonus
You gain +4 on all Magic and Resistance rolls against mind-affecting abilities.

~@~


I meant this to be a counter to the Puppetmaster and Willbender ability paths.
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Post  Captain Peanut Butter Mon Oct 04, 2010 2:53 am

The Exorcist is approved. I'm thinking about having one of my characters take this.
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