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Faction Creation

brings up a good point thou i think that spell should be removed from the game. Doing that kind of damage is super op at level 3 and pretty much auto hits at higher levels unless monsters have a high dex mod
or actually if u want to expend that much magic id add 2 points of exhaustion to use the spell. That might make it a better option
Could I submit a faction idea that Gilth would creat here? It would take me some time to research but it would be rstricted to certain races.
you can put anything u want in here :) were helping regan right now post up ur ideas kinda like he did and we can def look at um.
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I believe all new factions just require Mark's approval so I guess he said once a short rest and use 3rd level spell slot was ok for mini disintegrate. Honestly if the target succeeds they take no damage so that is a downside. Nevertheless, of the perks for Soldiers of Christ two of them have two restrictions and the sword of the Spirit and helmet of salvation has one. There is the universal restriction of (All the perks require a relationship (prayer and reading scripture) with Christ, but if you are continually grieving the Holy Spirit, you will not gain any except the Helmet of Salvation ) to the three and all but the sword have specific restrictions. No other faction does restrictions in this way and I will speak with Mark on what he thinks. Mark has stated that after Soldiers of Christ is created, all future factions will need two approval votes by DMs to be approved. Mine is the last one Mark is going to approve individually. Unlike previous created factions I had agreed with Mark to allow updates to a forum where anyone may provide constructive input into creation.
sry to be combative but as of right now u have 4 no's for ur faction its marks call as it is his game but thats pretty much the majority of DM's saying it needs work
only Mix and you have said no so far.
Regan C. said: only Mix and you have said no so far. and me
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The perks do seem to be all combat related. The issue seems to be that it appears as though you are trying to make the character more powerful in combat by not having other perks.  The Blackstaff Academy list came directly from the books. Any perks in the existing factions can be tweaked if they are found to be imbalanced as well. I will go into the Silver Fire thing separately.  I think the main issue here is that the majority of the group had expressed wanting to use Order of the Gauntlet as the faction for followers of Christ. You decided that you wanted to make a separate one despite that, which is fine, but the lack of interest means that it would have to be done really well for others to be interested.  You can continue tweaking it out, but I would present each piece one at a time until it was acceptable. Faction creation is VERY time consuming and should not be expected to be something you can developed in a short period of time. Months and months of time were spent in the development of the other factions as they were passed around from one DM to another in our other campaign before they were finally approved.  Because it is a faction that is not in the FR books, it is borderline homebrew. I think that some of us are open to the idea as an exception because it further details followers of Christ. But because it is not an FR faction, I want to be sure that it is completed in a way that is acceptable to all of the other DMs that might have players gaining renown in it. If it is not, they will simply disallow it in their games. I don't want that either.  Personally, I think it would be better if you had more experience with the system. Being familiar with how things unfold from 1st - 20th level helps give clarity on how things impact the system. However, if you and others still have interest in developing this, I am not opposed to it. If others are interested, feel free to give input on it.  I like the idea of using the armor of God, but maybe there is a way to emulate some of these that are not combat related.
Sadly, the armor of God is supposed to prepare the Christian for spiritual warfare. I will however try to appease the two RP perks people keep saying by tweaking one perk to meet that limit, the problem is which of the three combat related perks should be replaced/tweaked and in what way so as to be thematic and still ok? I think I will be removing the Shield of Faith and replacing it with Feet readied with the Gospel, but change the original effects to more RP based thematic elements. Then we will have two RP perks and I will submit the revised perk for review. Thank you all, but especially Mark for helping in this endeavour.
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Blackstaff Academy The main perk in question here is Silver Fire so I wanted to open up discussion for it. I will explain it first and double check it to be sure that there was not an oversight on this (as I suspect there might be) and then you can give your concerns and ways that it might be tweaked. Here is the documentation on this rare and powerful gift of Mystra:&nbsp; <a href="https://en.wikipedia.org/wiki/Silver_Fire_(Forgott" rel="nofollow">https://en.wikipedia.org/wiki/Silver_Fire_(Forgott</a>... &nbsp; Silver Fire requires the caster to use a 3rd level spell slot (so the caster must be a minumum of 5th level). Normally, a 3rd level spell slot is capable of a fireball which deals 8d6 damage to a 20 foot radius area. Silver Fire should eventually be able to emulate a disintegrate spell. The caster must be 11 level to expend a 6th level slot to (the same as casting disintegrate) deal 10d6+40 force damage (the same as the spell).&nbsp; The easy math to this was to break that down by slots, thus the 7d6+28 force damage with a 3rd level slot +1d6+4 for each spell slot above. This is an average of 52 points of force damage to a single target instead of 28 fire damage to all creatures in a 20 foot burst.&nbsp; According to the DMG (pg 284), a 6th level spell should deal an average of 55 points to a single target. Disintegrate deals 75 points which is 136% of the norm. This factors in how the spell works, for example, deals no damage on a save.&nbsp; Let's see if this measures up, and if it doesn't, we can adjust it.&nbsp; A 3rd level spell to a single target deals 17.5 damage. 136% of this equals 24 damage. So yes, there is a major error in this ability as it currently does 52 as mentioned before.&nbsp; So... let's do a quick fix... The trick is to arrive at the right amount in increments as the spell slots increase. I am going to work backwards as it will be easier: 6th level = 10d6+40 = 75 = 136% of 55 5th level = 9d6+30 = 61 = 139% of 44 4th level = 8d6 +20 = 48 = 145% of 33&nbsp; 3rd level = 7d6+10 = 34 = 127% of 27&nbsp; So... the ability should read 7d6+10 with a 3rd level slot and an additional 1d6+10 for each slot level above 3rd. This still makes it as powerful as disintegrate when reaching the appropriate level but makes it progressive.&nbsp; And there you have it folks. Mark broke the game. Tell all of your friends. lol&nbsp; Sorry guys, but thanks for bringing this to my attention. My one player in Blackstaff didn't choose this perk so it slid past me until now. Please let Jeremy know that I screwed up big-time on this one. I apologize to anyone this may have affected... but there is the fix. I will update the handout appropriately.
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Regan C. said: Sadly, the armor of God is supposed to prepare the Christian for spiritual warfare. I will however try to appease the two RP perks people keep saying by tweaking one perk to meet that limit, the problem is which of the three combat related perks should be replaced/tweaked and in what way so as to be thematic and still ok? I think I will be removing the Shield of Faith and replacing it with Feet readied with the Gospel, but change the original effects to more RP based thematic elements. Then we will have two RP perks and I will submit the revised perk for review. Thank you all, but especially Mark for helping in this endeavour. What do others think about going with the Sanctuary thing for the Feet Readied with Peace? It should only affect intelligent creatures capable of understanding you and speech, but could lead to more RP. Just an idea.
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Daniel S. said: brings up a good point thou i think that spell should be removed from the game. Doing that kind of damage is super op at level 3 and pretty much auto hits at higher levels unless monsters have a high dex mod I think the fix should suffice. See above and let me know.
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There may have been a bit of confusion that needs to be cleared up. The Faction Creation is for developing existing factions of the Forgotten Realms. I heard talk of there being a faction dedicated to followers of Christ, but I don't think an actual vote was ever taken since this is technically a Homebrew.&nbsp; So let's pause for a moment to deal with that. Normally this should be dealt with at the DM Forum. This includes anything not directly related to the Forgotten Realms although we still vote on the release of content related.&nbsp; So let's do the vote thing first and then can discuss the development of the faction if it passes. A vote for no will assume that we will just continue to use Order of the Gauntlet. My paladin of Christ is currently on that path. I will vote YES. If done well, I would like to see the characteristics of Christianity portrayed in the game.&nbsp; We need 5 votes for a majority vote.
I will vote YES as well and will continue to edit until we can reach a balance.
I am on the fence about this faction. Being a follower of christ does mean helping the weak which involves battle but I think that most of this faction should be geared to spreading the word of god and helping the common people with there lives as a whole. I would like to see these things added to an existing factions morals (IE order of the gauntlet) not simply making a new faction so we can buff are characters to fight in gods name. As it stands I think that from what ive seen so far in development I think this faction is basically a rework of order of the gauntlet to "buff" the perks given out to players. I will respectfully say no at this current time.
A few things, I would like us to consider as we take this vote. 1. This is a Forgotten Realms Campaign played by Christians. We seem to always run away from this when doing things like this, then we have to have a reset. There is a rich lore and tons of untapped material to play with. 2. When first approaching this, I wanted to include our God in Forgotten Realms. I think He could be included in a vast number of unexplored things that are already here. Mark and I toyed around with Ao, as the over-god of Faerun, actually being Yahweh, God, perhaps introducing the tablets of faith as books of the bible. 3. Everyone has different views on how a Soldiers of Christ/Templar Faction should be done, and I'd rather not see a lot of different ones spring up. 4. Most of the temples/churches are a part of a faction, not the whole faction. I could see followers of Christ working with followers of Torm, Tyr, Lathander, Ilmater, and, Selune. So are we needing a Faction, or a Faith/Church? At this time, I will abstain, unless a tie breaker is needed. I am currently working on an existing Faction, that will include followers of Christ/Yahweh in it's ranks. Hopefully I will have enough to post here this weekend. I also agree that this vote should probably be held in the DM forum.
Daniel S. said: I am on the fence about this faction. Being a follower of christ does mean helping the weak which involves battle but I think that most of this faction should be geared to spreading the word of god and helping the common people with there lives as a whole. I would like to see these things added to an existing factions morals (IE order of the gauntlet) not simply making a new faction so we can buff are characters to fight in gods name. As it stands I think that from what ive seen so far in development I think this faction is basically a rework of order of the gauntlet to "buff" the perks given out to players. I will respectfully say no at this current time. I understand that as of now, but the faction put forward by me was meant to be worked on together, so as to represent the addition of Christ in the campaign. I love how he is included, but it would make sense for Christians to desire a faction of their own so as to strengthen one another. Christians are called to be in the world, but not of the world so it would make sense for them to want to have both an established Church and faction for Christ. I do agree that the main goal of the faction is spreading the Gospel, which is why it is listed under both the goal and beliefs of the faction. 2 Corinthians 6:14-15 14 Do not be mismatched with unbelievers. For what partnership is there between righteousness and lawlessness? Or what fellowship does light have with darkness? 15 What agreement does Christ have with Belial? Or what does a believer have in common with an unbeliever? That was my reasoning when creating the faction Soldiers of Christ, it is agreed that there should be more RP perks related to spreading the gospel I am currently working on it.
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I got a little obsessed with finishing this, so I'm going to go ahead and post this now. Ideas and suggestions are welcome, but make sure they match the material researched. Thank you. The DM's may also see this in the handouts. "Observe the waxing and waning of the moon, and watch how the Weave ebbs and flows in response. 'Tis the Daughter of the Moonmaiden responding to the tug of her mother's bosom." -Xale of the Starry Glen The Knights of the Blue Moon are elite soldiers in the endless battle against the Mistress of the Night. These mystic knights understand how the moon affects the ebb and flow of the weave, much like the tides and adjust their tactics accordingly. GOALS • To oppose the servants of Shar and their allies. • To gain understanding of the tides of the weave. • To promote good and defend against evil. • Aid the weak, poor and oppressed. BELIEFS Protect the innocent. Defeat the wicked. Study the weave. Every advantage needs be found to combat the agents of Shar. MEMBER TRAITS Knights live for the chance to battle the agents of darkness. As a group of knights errant, seldom do they work together, usually acting alone, or with groups of like minded adventurers. They are master tacticians, choosing to defend or attack as the opportunity presents itself. All members are followers of Yahweh, He who created the moon; Selune, the moon; or Mystra, the moon's daughter. As such they always seek to watch over the innocent and seek out evil. PREREQUISITES Any good alignment A follower of Yahweh, Selune, or Mystra Possess the ability to cast a spell. Title/Rank Prerequisites Renown Perks Watcher 0 renown 0 None Squire 3 renown 3 1 Knight 10 renown (5th level) 10 1 Moonknight 25 renown (11th level) 25 1 High Moonknight 50 renown (17th level) 50 1 PERKS Moon Blessing This perk changes according to the Moon. While the moon is waxing you gain offensive power; while it is waning you gain defensive power. If you know the date of your session, consider the moon waxing in the first half of the month and waning on the second half. If not, at the start of the session, roll a d6. 1-3 waxing, 4-6 waning. While the moon is Waxing, as a bonus action, you may spend one use of Channel Divinity to increase the spell DC of a single use of a spell by an amount equal to wisdom bonus. While the moon is Waning, you may spend one use of Channel Divinity as a reaction, to gain a bonus equal to your wisdom bonus to a single saving throw. This can be done after the roll, but before success or failure has been determined. Exotic Mount: The character has established a special bond with a celestial being, this being takes the form of a mount that has a challenge equal to 1/3 of his or her renown (maximum challenge is 1/3 of your level). The creature can take the form of any beast, monstrosity, fey, or celestial as long as you fit any other requirements that the mount may have. The creature type is always celestial and it's alignment is the same as yours, regardless of type. Being that the creatures are intelligent, they always act independently and still require the necessary tack and otherwise follows all of the rules for Mounted Combat on page 198 of the Player's Handbook. A mount gained in this way can only be used by you and returns to its home if no longer needed. Because of the special bond that you have, this mount can only be replaced after receiving 3 renown if the previous mount dies. Lunar Sight Gain Darkvision. If the character already has Darkvision gain blind sight 30 ft. Lunar Knowledge Gain proficiency in one of the following, Arcana, History, Navigation Tools, Medicine, or Religion. If you have proficiency in one of these, you can take this perk to receive mastery in it. Arcane Strike You can channel arcane energy into your melee attacks. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. *Material found in Waterdeep, City of Splendors (3.5 resource) pages 44, 81-84
Obviously it was originally geared toward arcane clerics or multi class arcane caster/ cleric or paladin
I think the increasing the spell dc by caster level would mean an auto fail for any monster or an auto pass for any character past level 5ish. I would like to see a time frame for the spell dc and the saving throw increase. Also would the CD only be available to clerics and paladins or all races?&nbsp;
nm on the cleric paladin thing didnt c the pre req
Daniel S. said: I think the increasing the spell dc by caster level would mean an auto fail for any monster or an auto pass for any character past level 5ish. I would like to see a time frame for the spell dc and the saving throw increase. Also would the CD only be available to clerics and paladins or all races?&nbsp; Both work on a single use of a spell or spell-like ability. It would be a bonus action for raising the spell DC and a reaction for the save bonus. Either would use a use of channel divinity. I will be sure to add that. I could do advantage/disadvantage, but the original scaled like this
also withthe supierer darkvision this grants pretty harsh down sides i would add that as well
Daniel S. said: I think the increasing the spell dc by caster level would mean an auto fail for any monster or an auto pass for any character past level 5ish. I would like to see a time frame for the spell dc and the saving throw increase. Also would the CD only be available to clerics and paladins or all races?&nbsp; One of the cleric domains already allows this with a channel divine on a single roll. So taking this will just allow it for the other domains and paladins. &nbsp;&nbsp;
i dont know about using it as a reaction but it might last for 10 min maybe? Need some input on that im not so sure how CD works
CD is what is used to activate smite, turn undead or other powers. They can use it a number of times per long rest AND I just checked. The cleric domain use of this only allows you to add +2 not caster level. So this would be a upgrade. I think I would prefur it to be the +2
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Pretty cool stuff. Glad to see other factions of Waterdeep being introduced to the game. An enemy of Shar? That brings back some good memories from the old days. Question: Is there a clear definition of what a spell-like ability is in 5e? I know it was extremely clear in 3.5, but maybe there is a better way to clarify that for 5e cause I don't think it exists in the system? Like the Lay on Hands and Detect Evil abilities were defined as supernatural abilities (they could not be affected by anti-magic and such), whereas drow Darkness and Faerie fire were defined as spell-like abilities (meaning they were subject to the rules of spells without needing V, S, or M components. Not sure if there is a way in 5e to clarify what abilities (other than spells) can be affected to exclude a multi-classed wizard/cleric from using that ability on fireball. Anyone know? Maybe it is OK for a multi-classed PC to do that? It is an arcane heavy faith after all. Saving throw progression is slower in 5e. I also like the +2 instead of caster level because of that. Giving up or turn undead or other channel divinity power is a pretty big deal, so it should definitely be worth it. I guess it would help to see what you give up to see how powerful it should be. Paladins doe not get channel divinity; only clerics do. So limiting to being able to use Channel Divinity means only clerics can join this faction. It is OK if it is that way, but wasn't sure if that was your intention. If it wasn't, consider getting rid of the CD requirement and maybe replace it with class restrictions (bard, cleric, paladin, sorcerer according to page 45 of the book). Also I would consider adding this as a prerequisite.: Clerics of this faith must have a domain associated with Selune (Light), Mystra (Arcana, SCAG), or Yahweh (Life) That is all I got at the moment. Looking good. Thanks for all of the work on this. Trust me, I know how much work this process is.
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Paladins do get channel divinity, but not until 3rd level. How about changing the bonus/penalty to the characters wisdom bonus? That would give a low level player a Max of +3 and a top out of +5 at level 12 if the character took all his ability bonuses and no feats. If that still seems too high, we'll go with the +2. I used bonus action/reaction because it was basically a free action in 3.5. These things didn't exist. It was designed to target one spell casting, not effect the whole encounter. This was the best way I could think of to do that with the new system. I'm going to hold on to the dark vision/ superior dark vision for now. I think I will take away the superior, rather than adding the penalties if necessary. I don't want God to punish the characters for using his gifts to combat evil.
Also Mark is correct. Spell like abilities aren't a thing so I'll drop it back to spell. Most of the racial abilities like the drows are spells now.
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Some more thoughts. First, I want everyone to know that this is not MY faction. All I did was some research. It is a forgotten realms faction that we are trying to restore in 5e. As such, I want everyone that wants to participate involved. I know we have several DMs that are realms fans, and it's important that we get it right. So here are some things to consider. Clerics and paladins have a very limited number of channel divinity uses, but they get them back on a short rest. This could allow a use in nearly every encounter. Multiclass was really pushed in 3.5, not so much in 5e. As a matter of fact, a lot has gone into blending class options to give the feel of multi classing, ie arcane fighter, bard of valor, while being in single class. The original prestige class required the ability to turn undead AND cast arcane spells. We could change the requirements to the ability to cast a spell instead of channel divinity. The moon blessing perk could then be changed to using a spell slot. I would suggest +1 per spell level used to a Max of +4or 5. While +5 may seem huge, it would affect a single save or spell and the character would have to burn a 5th level slot to get it, so the cost would be higher than a channel divinity use.&nbsp; I think this perk should scale as characters master the ebb and flow of the weave. I'm just seeking a balanced way to do that.
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Oh, and to Mark, on the domain issue, I'd rather not to limit Yahweh to one domain. As an everything God, he is in control of everything including, if it really existed, the weave. Just another example of master of the tides,  Each domain would be a different aspect. You could just limit the domain, but that's a pretty hefty restriction. It would be like restricting a wizard in blackstaff to the choice of three schools of magic. It would also only restrict one class and not the other/others. That's not politically correct
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Mix said: Oh, and to Mark, on the domain issue, I'd rather not to limit Yahweh to one domain. As an everything God, he is in control of everything including, if it really existed, the weave. Just another example of master of the tides,  Each domain would be a different aspect. You could just limit the domain, but that's a pretty hefty restriction. It would be like restricting a wizard in blackstaff to the choice of three schools of magic. It would also only restrict one class and not the other/others. That's not politically correct except death as he states in scripture Matthew 22:32 I am the God of Abraham, the God of Isaac, and the God of Jacob?' He is not the God of the dead, but of the living." He is in control of death, but he would not link himself to it like here. He is an Omnipotent God and therefore has control over every aspect of life.
This may be cool to use this faction as a path to redemption maybe a extra perk to do so? Just kinda spit balling not sure if thats where u want to go with this&nbsp;
Daniel S. said: This may be cool to use this faction as a path to redemption maybe a extra perk to do so? Just kinda spit balling not sure if thats where u want to go with this&nbsp; I really want to try to keep the faction true to its roots. A combination of divine and arcane wielders combating evil, and to keep its lunar theme. I don't want to take the forgotten realms elements out of it.
I'm going to change my vote on the followers of Christ to, not at this time. For a better explanation see the new thread Our God in the Realms
That makes sense so whats the final verdict on the CD?
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Ah... yes, I see now that paladins get CD as part of the Sacred Oath. It wasn't in the paladin table because of that.&nbsp; I like saying "must be a spellcaster". The only reason is that the faction is known to attract bards and sorcerers (and wizards specifically to the Knights of the Blue Moon, instead of just Order of the Blue Moon) as well. It would be cool to see some of them joining up. I think other classes will rarely have an interest in joining. It looks like it promotes multi-classing as a paladin and any of those classes which is really cool. I was only recommending the domains to avoid having PCs have a domain that doesn't make sense, like Regan mentioned. But I think if a player creates a character that makes sense, they will choose a deity and a fitting domain anyway, so just throwing ideas out there. I usually add domain requirements for religious orders. I just remembered that they are listed in the PHB starting on page 294 as "suggested". So the question would be should they be required for the faction, or still just suggested. I'll leave that up to you.&nbsp; I was also thinking about allowing them to add their ability score and almost mentioned it. I think that makes a use of Channel Divinity worth giving up the other abilities. Alternatively, we could allow them to add their proficiency bonus. This would prevent PCs from trying to find a way to break the ability with magic items. That would give them a +3 at 1st and cap out at +6 at 17th. Just another option but I think either is good. That is all I have. With the tweaking that we already mentioned, I offer your first of two APPROVED EXTRA This has nothing to do with approval and is just a tidbit I stumbled upon while reading. We aren't really limited on how many perks a faction can have, although it would be good to keep them somewhat close so it is up to you all if you want to add it. But on page 45 it mentions that most members of the Order are instructed in Arcane Strike . So I looked into it and it was presented in The Complete Warrior (3.5).&nbsp; Here is the original 3.5 details: Arcane Strike ( Complete Warrior , p. 96) [ General ] You can channel arcane energy into your melee attacks. Prerequisite Ability to cast 3rd-level arcane spells, base attack bonus +4, Benefit When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be greater than your base attack bonus. Possible 5e revision: Arcane Strike You can channel arcane energy into your melee attacks. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. Essentially, it is exactly like the paladin's divine smite ability except... You can use any kind of spell slot to activate it (divine or arcane). The damage is force (arcane damage) and therefore reduced to 1d6 instead of the usual 1d8. Force overcomes most resistances.&nbsp;
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Michael S. said: Could I submit a faction idea that Gilth would creat here? It would take me some time to research but it would be rstricted to certain races. Please look up Forgotten Realms factions that would fit and use those. I guarantee that you will find it with a bit or research. Here is an index of great books to use for research: PLEASE be sure that the faction could still exist in our current time of 1489 DR. You can use Forgotten Realms wiki to look into that. Forgotten Realms books of 3.5
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I think being required to be a follower of one of those 3 deities as well as the alignment requirement will sort out the domain issue. I could see knowledge, nature, war, tempest, Arcane, life, and light being involved in a lunar magic group concentrating on battling the agents of darkness. I do like opening the faction up to spellcasters, so the question is, should we leave the cost on the first perk as a use of channel divinity? The other classes would not be able to use it. If we do that, I'd go with my earlier suggestion of burning a spell slot, with the bonus/penalty equal to the level of the spell slot used, with a max of +5. I put in the Arcane Strike. Should we leave it at CD and Arcane Strike be an alternative for those who don't have CD? I feel that &nbsp;would kinda snub the wizards. Thinking while typing again, but hey, it's a process. I also took out the superior darkvision. Since the faction now has 5 perks to choose from, Elves, dwarves, and the like won't be shorted one.
I would add blind site at half their nomal range if they already have darkvision.&nbsp;
Mike said: I would add blind site at half their nomal range if they already have darkvision.&nbsp; Good thought. I will add it. Any suggestions on spell slot vs. channel divinity? That's the one I'm really struggling with.
Mike said: Daniel S. said: I think the increasing the spell dc by caster level would mean an auto fail for any monster or an auto pass for any character past level 5ish. I would like to see a time frame for the spell dc and the saving throw increase. Also would the CD only be available to clerics and paladins or all races?&nbsp; One of the cleric domains already allows this with a channel divine on a single roll. So taking this will just allow it for the other domains and paladins. &nbsp;&nbsp; Which of the domains does this?&nbsp;
Channel Arcane: Divine Arcane As&nbsp;a&nbsp;bonus&nbsp;action,&nbsp;you&nbsp;speak a&nbsp;prayer&nbsp;to&nbsp;control&nbsp;the&nbsp;flow of&nbsp;magic&nbsp;around&nbsp;you.&nbsp;The next spell you cast cast gains a +2 bonus to its attack roll or saving throw DC, as appropriate.
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Mix said: I think being required to be a follower of one of those 3 deities as well as the alignment requirement will sort out the domain issue. I could see knowledge, nature, war, tempest, Arcane, life, and light being involved in a lunar magic group concentrating on battling the agents of darkness. I do like opening the faction up to spellcasters, so the question is, should we leave the cost on the first perk as a use of channel divinity? The other classes would not be able to use it. If we do that, I'd go with my earlier suggestion of burning a spell slot, with the bonus/penalty equal to the level of the spell slot used, with a max of +5. I put in the Arcane Strike. Should we leave it at CD and Arcane Strike be an alternative for those who don't have CD? I feel that &nbsp;would kinda snub the wizards. Thinking while typing again, but hey, it's a process. I also took out the superior darkvision. Since the faction now has 5 perks to choose from, Elves, dwarves, and the like won't be shorted one. No need to eliminate a perk you spent all that time developing, although I did think that particular one was a bit OP since it is a permanent 2nd level spell without giving anything up. Personally, I would like to expand the number of perks available at some point. I only had so many because I wanted to get them up and going.&nbsp; I think it is all great. Wizards would probably be the most rare to join up but could benefit from Arcane Strike, Exotic Mount, and Lunar Knowledge. I like leaving the CD on the one because the Knights of the Order of the Blue Moon are supposed to be mostly paladins. That one will specifically attract them. Looks to be about wrapped up. As they say in factories... wack it and pack it, dip it and ship it. lol These are so much fun. We should find another to start working on after this one. lol I am going to start perusing the books. Any ideas?&nbsp;
Mike said: Channel Arcane: Divine Arcane As&nbsp;a&nbsp;bonus&nbsp;action,&nbsp;you&nbsp;speak a&nbsp;prayer&nbsp;to&nbsp;control&nbsp;the&nbsp;flow of&nbsp;magic&nbsp;around&nbsp;you.&nbsp;The next spell you cast cast gains a +2 bonus to its attack roll or saving throw DC, as appropriate. I thought arcana's CD was arcane abjuration.
Here's some ideas. The Gray Hands.(adventurers that defend Waterdeep) The Knights of Myth Drannor. (An expanded adventuring party located near the dalelands and myth Drannor)The Moonstars.(similar to Harper's, but use more severe methods, established by Khelben Arunson) The Black Boar Tribe.(barbarians in Waterdeep)
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Oooh... Gray Hands! Those guys are tough to join. I think you can't even join them until higher levels so they could be fun to start on soon. I'll look into them and maybe we can play around with it sometime starting next week.