Lantern class and "Emotion Spectrum" Spheres

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Lantern class and "Emotion Spectrum" Spheres

Post by Prak »

Spectral Lantern


d8 HD
Good BAB
Good Will (Except Orange Lantern: Good Ref)

4+Int Skill points
LevelSpecial
1Power Battery and Ring, Arsenal of Light, Armoured in Light, Light Touch
2Levitate, Advanced Lantern Sphere
3Flight
4Advanced Spectrum Sphere
5Expert Lantern Sphere
6Deputize Lantern
7Expert Spectrum Sphere

Simple, Martial Weapon Proficiency

Power Battery and Ring Every spectral lantern has a power ring which is the focus and source of their power, and a power battery which recharges their ring. It is generally assumed that a spectral lantern recharges their ring each day. This requires eight hours of rest, but takes only as long as it takes for them to recite their oath. Each Corp has it's own official oath, but individual lanterns frequently have custom oaths, tailored to their race (blackest night and brightest day is meaningless to a blind race) or personal experiences (different things matter to different people). The Power Battery is almost always a literal lantern that holds the magic energy of the emotion which powers a Lantern. The main exception is Indigo Lanterns' Power Battery Staves. These power batteries are actual weapons, with the statistics of quarterstaves.
The ring of a Spectral Lantern possesses a magical link to the parent lantern of it's spectrum which acts as a magical database and head quarters for all spectrum warriors who wield its light.
Simply possessing and wearing a power ring gives it's wearer basic access to the Lantern sphere, and the spectrum sphere appropriate to it's colour. The wearer is also constantly under the effects of a Comprehend Languages effect, and, when consulting the ring's database, gains a +6 competence bonus to any skill made to know something (Knowledges, Spellcraft, etc.), but takes a standard action.
Finally, the rings possess powerful scanning capabilities, and allow their wearer's to use a detect effect at will, mimicking any spell with detect in the name (except for Detect Thoughts), or detecting for substances/phenomenon/etc. in a manner similar to the closest detect spell. Wielders of the Black Light of Death do not have this ability, and instead constantly function as if under the effects of Arcane Sight cast by a wizard of their level, with the ability to also discern the Light Spectrums (Rage/Greed/Fear/Will/Hope/Compassion/Love) dominant within them at the moment.

Arsenal of Light Spectral lanterns have the ability to create weapons from the light of their rings. If they form a ranged weapon, they fire a projectile-shaped ray from their rings. The ray is coloured appropriately for their light (green for will, yellow for fear, etc.) and is a ranged touch attack. If they form a melee weapon, they may choose to have it attack at their direction in the air, or may hold it in their hand, wielding it as a normal weapon. The weapon is a melee touch attack and may add a strength bonus as appropriate to the weapon to their damage if they hold it. Arsenal of Light weapons deal 1d6 per class level.

Armoured in Light Spectral lanterns are constantly protected by a thin shell of their light. This gives them an armour bonus equal to their character level. If the spectral lantern has an armour bonus (wearing actual armour, is affected by Mage Armour) this ability becomes an enhancement bonus equal to half the Lantern's character level to that armour bonus. As a side effect of this power, spectral lantern may also create clothing for themselves from their power. It has no special abilities, but will generally not remain dirty or damaged for long, as you need only a moment to concentrate and reform them. The clothing will always incorporate the colour of the spectral lantern's light in a large way, but can generally include other colours without difficulty.

Light Touch A spectral lantern may use the power from their ring to manipulate objects at a range. Specifically they may use Greater Mage Hand at will.

Advanced Lantern Sphere At second level, the spectral lantern gains Advanced access to the Lantern Sphere. This access becomes Expert at fifth level.

Levitate A 2nd Level spectral lantern gains the ability to Levitate at will as the spell, as cast by a sorcerer of his level.

Flight A 3rd level Lantern gains the ability to fly, at will, as the spell cast by a sorcerer of his level.

Advanced Spectrum Sphere At fourth level a lantern gains Advanced access to one spectrum sphere of their choice, (always matching the colour of ring they wear). This also determines the colour all their effects are, and their full class name. A spectral lantern who chooses Willpower is a Spectral Lantern of the Green Light of Will, Fear is Yellow, Rage is Red, Hope is Blue, Compassion is Indigo, Love is Violet, Greed is Orange, Death is Black. This access becomes Expert at seventh level.

Deputize Lantern A 6th level Lantern may, in times of great need, bestow the basic abilities of his class on another who embodies the light he serves. This may be done at will, but only one Deputy may be made and exist at a time, the deputization lasts until the end of the encounter it was initiated for. A Deputy gains the first and second level class abilities of a Lantern of the appropriate type, but not HD, BAB, Saves, or any other benefit of gaining HD.

[spoiler]
Lantern
Granted Power: You gain a Fly speed equal to your base speed with good maneuverability. If you ever gain a flight speed through another source, use the faster speed and increase by 30'
1: Nightshield (SpC)
3: Mass Conviction (SpC, below 5th level only effects 1 target/caster level)
5: Major Creation (Duration of Concentration)
7: Lantern's Tendrils (Evard's Black Tentacles)
9: Wall of Force
11: Hand of Force (Bigby's Forceful Hand)
13: Force Cage
15: Bigby's Crushing Hand
17: Telekinetic Sphere
19: Metafaculty (as the power)
[/spoiler]

The Green Light of Will
[spoiler]"In brightest day, in blackest night, no evil shall escape my sight. Let those who worship evil's might, beware my power-- Green Lantern's Light!"
Granted Power: If you successfully make a Will save that would normally reduce an ability's effect, you instead suffer no effect, on a failed save, you suffer the reduced effect.
1: Minor Creation (Concentration duration, objects composed of green force)
3: Deflection Field (as the power)
5: Ectoplasmic Cocoon (as the power, augmented once per2 levels beyond 5th. At 13th level, this becomes Mass Ectoplasmic Cocoon, augmented once per 2 levels beyond 13th)
7: Ray Deflection
9: Indomitability
11: Crushing Sphere
13: Emerald Flame Fist
15: Ultrablast (manifests as green energy, augmented 1 step per level beyond 13th)
17: Astral Construct (As if augmented with 16 extra power points, creating a 9th-level astral construct. You may apply any one Ectopic Form to the construct, and it gains one extra Menu C ability per level of Sphere access--1 at basic, 2 at advanced, 3 at expert--which can be converted into more abilities from lower menus.)
19: True Creation (psionic power, created objects are made of green force)
[/spoiler]

The Red Light of Rage
[spoiler]"With Blood and Rage of Crimson Red, Ripped from a corpse so freshly dead, Together with our Hellish Hate, We'll burn you all-- That is your fate!"
Granted Power: Your blood is converted to burning plasma. It can be spat out as a ranged touch attack, once every 1d4+1 rounds, less one round per level of access (Basic 1/1d4 rounds, Advanced 1/1d4-1, Expert 1/1d4-2). It deals 1d6/2 Character Levels hellfire damage, which is capable of damaging force effects, such as the protective auras of Lanterns.
1: Lesser Orb of Fire
3:Rage as a PHB barbarian of character level-3
5: Fireball
7: Wall of Fire
9: Haste
11: Fiendform
13: Energy Immunity (Fire Only)
15: Incendiary Cloud
17: Internal Fire
19: Meteor Swarm

Note: Red lanterns typically do little more than burn their opponents or rip into them with the messiest option they have available to them. A Red Lantern must make a concentration check (DC 10+Character Level), everytime he wishes to do something other than use one of his Rage Sphere spell like abilities, his plasma blood breath weapon, or a full attack action against his nearest opponent (or move to the nearest opponent and attack once if it is cannot attack an opponent). A Red Lantern may make a DC 20+Character Level Concentration check at the beginning of each day to be in complete control of his actions for the whole day.
Red Lanterns' blood is replaced with a burning plasma, and their entire circulatory system is rerouted to be regulated by the ring. As such, removal of their heart is, at most, incapacitating, and Red Lanterns have a 50% chance to ignore critical hits made by anyone who does not have at least 6 ranks of Knowledge the Planes.
If the ring is ever removed however, the Red Lantern will die.[/spoiler]

The Yellow Light of Fear*
[spoiler]"In Blackest day, in brightest night, beware your fears, made into light, Let those who try to stop what's right, burn like my power, Sinestro's Might!"
Granted Power: Frightful Presence- Whenever you perform some appropriately dramatic act, such as attacking, charging or snarling, opponents within 30 ft. must make a Will save (Charisma based DC). Those with HD equal to or less than yours that fail the save are frightened for 5d6 rounds. Those that succeed are immune to your Frightful Presence for 24 hours.
1: Cause Fear
3: Scare
5: Shadow Binding
7: Crushing Despair
9: Fear
11: Phantasmal Killer
13: Eyebite
15: Symbol of Fear
17: Weird
19: Wail of the Banshee[/spoiler]
*yellow was too hard to read

The Orange Light of Greed
[spoiler]"Mine!"
Granted Power: Anytime you kill a creature with any of your Greed abilities, you gain control of an effigy of that creature composed of orange force. This effigy is a mindless construct which has the stats of what you killed except that it cannot have more than 10 HD, retains only the original creature's extraordinary abilities, and has access to the Greed sphere minus it's granted ability. Effigies with 5 HD or less have basic access, effigies with 6-10 HD have advanced access.
1: Swift Expeditious Retreat
3: Entice Gift
5: Clutch of Orcus
7: Shadow Form
9: Soul Shackles
11: Guards and Wards
13: Imprison Soul
15: Phantasmal Thief
17: Steal Life
19: Mindrape[/spoiler]

The Blue Light of Hope
[spoiler]"In fearful day, in raging night, With strong hearts full, our souls ignite, When all seems lost in the War of Light, Look to the stars-- For hope burns bright!"
Granted Power: Immunity to Fear, Aura of Courage
1: Bless
3: Remove Fear
5: Aid
7: Calm Emotions
9: Cure Moderate Wounds
11: Prayer
13: Repulsion
15: Holy Aura
17: Righteous Wrath of the Faithful
19: Miracle[/spoiler]

The Violet Light of Love
[spoiler]"For hearts long lost and full of fright, For those alone in blackest night, Accept our ring and join our fight, Love conquers all-- With violet light!"
Granted Power: You may force the feeling of love upon others. As a full round action, you may target someone with a ray of Love forcing a Will save (charisma based dc). If they fail this save they are stunned for 2d4 rounds as they relive their life's moments of love in their mind.
1: Ray of Hope*
3: Lastai's Caress*
5: Heart's Ease*
7: Sustain*
9: Sacred Guardian*
11: Greater Glyph of Warding
13: Shield of the Archons*
15: Empyreal Ecstasy*
17: Sublime Revelry*
19: Lover's Embrace (This power mimics the effects of the spell Sanctify the Wicked*, save that it is usable on other Spectral Lanterns, converting them to a wielder of the Violet Light of Love, rather than good)
*From Book of Exalted Deeds[/spoiler]

The Indigo Light of Compassion
[spoiler]"Nok."
Granted Power: You have a permanent Arcane Sight ability, allowing you to see the emotional spectrum. You may also channel the emotional spectrum of others with a full round action. For a number of rounds equal to your charisma modifier+3 your own light is treated as both Indigo and the second colour at the same time. Finally, you speak a language that non-indigos can't decipher through any means, including magic. Happy Birthday.
1: Shillelagh (usable on your "power battery" staff, despite it technically being magical)
3: Detect Thoughts
5: Greater Magic Weapon
7: Shadow Conjuration* (becomes Greater Shadow Conjuration at 13th level)
9: Shadow Evocation* (becomes Greater Shadow Evocation at 15th level)
11: True Seeing
13: Greater Arcane Sight
15: Scintillating Pattern
17: Shades*
19: Foresight
*These spell likes channel other colours of the emotional spectrum rather than shadow.[/spoiler]

The Black Light of Death
[spoiler]"The Blackest Night falls from the skies, The darkness grows as all light dies, We crave your hearts and your demise, By my black hand--The dead shall rise!"
As the Death Sphere.[/spoiler]

The White Light of Life
[spoiler][no known oath]
Granted Power: The wearer of a White ring of power is fueled by life energy, and can recover from mortal wounds with surprising speed. They gain Fast Healing equal to half their character level (round up).
1: Deathwatch
3: Deathknell (yes, seriously)
5: Cure Serious Wounds
7: Hallow
9: Raise Dead
11: Undeath to Death
13: Resurrection
15: Life Aura (As Holy/Unholy Aura, save it functions only against Undead)
17: Mass Heal*
19: True Resurrection
[/spoiler]
Last edited by Prak on Sun Apr 09, 2023 4:26 am, edited 26 times in total.
PhaedrusXY
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Post by PhaedrusXY »

Granted Power: Whenever you kill someone with a power from this sphere, you gain control of an effigy of that creature composed of orange force. You cannot control any creatures with a CR greater than 2 less than yours. Otherwise there are no control limits.
This is way too freakin' powerful for a granted ability of a sphere. This is as strong as the Necromantic feats, which are insanely strong by themselves. And this is stuck on top of a Sphere...

If the "effigy" lasted only a brief time, like 1 min/lvl or something, it might be ok. Or if you could only have one at a time, or something.
Last edited by PhaedrusXY on Sat Jan 23, 2010 7:48 pm, edited 1 time in total.
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Post by Username17 »

The Indigo Tribe are known for their Death Knells, Detect Thoughts, Fears, Undeath to Death, and Prismatic Spray.

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Post by Prak »

PhaedrusXY wrote:
Granted Power: Whenever you kill someone with a power from this sphere, you gain control of an effigy of that creature composed of orange force. You cannot control any creatures with a CR greater than 2 less than yours. Otherwise there are no control limits.
This is way too freakin' powerful for a granted ability of a sphere. This is as strong as the Necromantic feats, which are insanely strong by themselves. And this is stuck on top of a Sphere...

If the "effigy" lasted only a brief time, like 1 min/lvl or something, it might be ok. Or if you could only have one at a time, or something.
Tome of Fiends wrote:Bone
Special: Any creature of 10 HD or less killed by one of your spell-like abilities rises as a zombie under your control, with no control limits.
Actually it should create mindless constructs that other wise have their stats, I suppose... I didn't specify mindless, or that they become constructs...

hmm... what about this:
"Anytime you kill a creature with any of your Greed abilities, you gain control of an effigy of that creature composed of orange force. This effigy is a mindless construct which has the stats of what you killed except that it cannot have more than 10 HD, retains only the original creature's extraordinary abilities, and has access to the Greed sphere minus it's granted ability. Effigies with 5 HD or less have basic access, effigies with 6-10 HD have advanced access."

As for the indigo tribe, would a granted ability that allowed them to channel other granted abilities be too powerful?
Last edited by Prak on Sat Jan 23, 2010 8:26 pm, edited 2 times in total.
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Post by Prak »

put up tentative abilities for Compassion and Love, changed the last spell like of Love.

Wow it feels really sappy writing up the "Love" sphere...
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Post by Username17 »

That Compassion ability is broken as fuck. Just give them Arcane Sight that tells them what emotions people got going.

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Post by Prak »

Trying to give them something like they have in the Blackest Night storyline. The Arcane Sight thing would actually be more appropriate to Death, were I to write up a new Death sphere, at least for what I've seen.

What if they didn't get the sphere when channeling, just the fact that they've got two colours? Or would that be too meaningless?

K, changed it to both what you just suggested and "you can be bicolour". The ability to channel other lights is about fuck all meaningless at the moment, and would probably remain such unless someone seriously ran a Blackest Night game, and even then it would mean that an Indigo could destroy Black Lanterns single handedly, so long as they can go channel from another party member every so often.
Last edited by Prak on Sat Jan 23, 2010 10:22 pm, edited 1 time in total.
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Post by Username17 »

Prak_Anima wrote:Trying to give them something like they have in the Blackest Night storyline. The Arcane Sight thing would actually be more appropriate to Death, were I to write up a new Death sphere, at least for what I've seen.

What if they didn't get the sphere when channeling, just the fact that they've got two colours? Or would that be too meaningless?
You could mimic that facet of them by giving them access to the Shadow-Whatever spells. Shadow Evocation, with the provision that it copies some emotion or another to do its shit. Shadow Conjuration, same deal.

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Post by Prak »

actually, that works. I'd originally been planning on Greed having that, but found another way to do his army. So yeah, that works since no one else does that yet.

So should it be limited to mimicing spells from the emotional spectrum spheres or what?
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Post by Username17 »

Prak_Anima wrote:actually, that works. I'd originally been planning on Greed having that, but found another way to do his army. So yeah, that works since no one else does that yet.

So should it be limited to mimicing spells from the emotional spectrum spheres or what?
If you wanted, you could write a spell line of Shadow Emotion, Greater Shadow Emotion, and Empathies.

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Post by Prak »

I might do that, it'd free up a few slots.


Compassion's filled out, I don't know if spell likes actually changing at certain levels is broken or not, I just didn't like the idea of more than half the spells being just different power levels of two spells.

Also the bare bones of a Lantern base class. Exceptions are annoying to include...
Last edited by Prak on Sat Jan 23, 2010 11:05 pm, edited 2 times in total.
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Post by CatharzGodfoot »

Mage armor is a terrible spell to give out in a sphere, but the rest of the spell-likes are pretty good so maybe it's balanced.
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Post by Prak »

terrible as in not useful enough? What about Greater Mage Armour (+6)?

And now I need to change the second and third powers of the Will sphere, since I've actually started writting up the class.
Last edited by Prak on Sun Jan 24, 2010 3:17 am, edited 1 time in total.
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Post by CatharzGodfoot »

Prak_Anima wrote:terrible as in not useful enough? What about Greater Mage Armour (+6)?
Yeah. For one, you can get it off wands dirt cheap. For two, most sphere users can already use chain shirts or better.
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Post by Prak »

Well, with the Lantern class giving an armour bonus, I'm not worried about Green Lanterns getting Mage Armour. Any suggestions for the first spell like?
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Post by Mask_De_H »

Greater Mage Hand?
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Post by Prak »

How's that different from Mage Hand? And shouldn't I just make that a class ability? A lot of them have that ability
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Post by Mask_De_H »

Greater Mage Hand goes to Medium and can lift up to 40 pounds. And yeah, probably; the basic GL setup is the quickie forcefield, object manipulation, and shooting freakin' laser beams. Armor bonus covers the first, Blades of Force covers the last, so that leaves manipulation.
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K wrote:That being said, the usefulness of airships for society is still transporting cargo because it's an option that doesn't require a powerful wizard to show up for work on time instead of blowing the day in his harem of extraplanar sex demons/angels.
Chamomile wrote: See, it's because K's belief in leaving generation of individual monsters to GMs makes him Chaotic, whereas Frank's belief in the easier usability of monsters pre-generated by game designers makes him Lawful, and clearly these philosophies are so irreconcilable as to be best represented as fundamentally opposed metaphysical forces.
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Post by Prak »

K, I'll put greater mage hand into the class, with Telekinesis for higher levels, I guess, what level should they get it at though? I'm almost worried first is already too much...

Edit: Moved Sphere to 2nd level, put Gtr Mage Hand at first. I think I may have inadvertantly created an awesome dip class
Last edited by Prak on Mon Jan 25, 2010 6:05 am, edited 1 time in total.
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Post by Prak »

Actually changed the Greed ability finally, and added another ability displayed in the comics, Deputize Lantern, but I'm afraid it may be too much. thoughts?
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Post by Prak »

Changed the Will sphere spell list, and took most of it's previous spells and created a general Lantern Sphere. Now Lanterns will advance in two spheres, the Lantern Sphere and the sphere appropriate to their emotion. This helps to fill out levels of the class, and now there is only a single level that doesn't have anything except getting another spell from your spheres.

Also, I need to figure out the granted ability for the basic lantern sphere, I'm considering a Detect (substance/phenomena/etc.) at will ability.
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Post by Prak »

So I'm reading through the Blackest Night storyline in it's entirety finally, and something occurred to me. The idea of the rings having a charge which is drained and refilled is fairly important for a few of the colours, but most notably blue, since it's main power is to recharge Green rings, or drain Yellow rings. Is there actually a decent "charges" system in D&D, aside from the wands/staves thing? Or should I just give the rings that can drain or charge other rings the ability to steal/grant uses per day?
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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Post by Prak »

I finished/tweaked some spheres, notably Lantern and Will/Green. I also added the Life/White sphere. Yes, finally. I'm going to do up some fluff and a skill list, and I'm thinking I'm going to change it to a PrC.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by radthemad4 »

Prak_Anima wrote:The idea of the rings having a charge which is drained and refilled is fairly important for a few of the colours, but most notably blue, since it's main power is to recharge Green rings, or drain Yellow rings. Is there actually a decent "charges" system in D&D, aside from the wands/staves thing? Or should I just give the rings that can drain or charge other rings the ability to steal/grant uses per day?
Would psionic power points work (though they'll need some converting to work with spheres)? Perhaps Blue can drain points from a Yellow ring and refill a Green Ring?
Last edited by radthemad4 on Sun Mar 30, 2014 6:05 am, edited 1 time in total.
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Post by Prak »

Conceivably, I could switch from spheres to psionic power points. I really don't want to, though.

Even if it would probably fit pretty well.

Damnit.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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