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supertotoy
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Post Posted: Sun May 20, 2007 10:49 pm    Post subject: The Zealot Reply with quote
er... isn't that on the other thread Nemoi?

As for the Protoss units, I think there are a lot of online information on their flavor. Some of them are in Wikipedia as well. After checking the SC 2 website, I found some good information about the Zealot:

They are basically normal protoss with specific cybernetic implants, and have power suits as a sign of their rank. Why not make the zealot a fighter class with some perks (fixed feats), and most of their abilities can also be found in the website.

1. Each Zealot is trained... in hand-to-hand combat,
(So let's give him something like a weapons focus or specialty on psi-blades.)

2. ... pain tolerance,
Damage reduction?

3. and martial discpline
Now you decide for yourselves which feats can be equivalent to this one.

4. They can use a limited form of precognition to attack accurately and dodge attacks
I think they should have an option to use their psionic ability to increase AC and AB.

5. Some Zealots have even developed the ability to turn their body into pure energy for a few microseconds. This allows them to move at lightning fast speeds and strike suddenly against an enemy that thinks they are out of range.
These are for higher levels, and this could increase their movement speed.

For the power suit, I think you can cook that up using your D20 Future sources.
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oghma
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Post Posted: Sun May 20, 2007 11:08 pm    Post subject: Reply with quote
As for martial disciplines... how about making them initiators, at least the NPC zealots.
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supertotoy
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Post Posted: Mon May 21, 2007 1:16 am    Post subject: Reply with quote
Quote:
They have thick, otherwise hairlike stuff growing at the back of their heads, supposedly as some "extension" of their brain. But if this is so, we have to explain why having a dark templar cut their "hair" renders them invisible


That hairlike stuff connects to the Khala, in which they have pooling of psionic essences. Now the Dark Templars don't follow the Khala, and severed themselves from it (by cut off their hair). This doesn't make them invisible, it's only a symbol that they woudn't be restricted to a standard way of thinking, and a standard way of using their psionic abilities.
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Pitz-Ikko
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Post Posted: Mon May 21, 2007 4:48 am    Post subject: Re: The Zealot Reply with quote
supertotoy wrote:
er... isn't that on the other thread Nemoi?

As for the Protoss units, I think there are a lot of online information on their flavor. Some of them are in Wikipedia as well. After checking the SC 2 website, I found some good information about the Zealot:

They are basically normal protoss with specific cybernetic implants, and have power suits as a sign of their rank. Why not make the zealot a fighter class with some perks (fixed feats), and most of their abilities can also be found in the website.

1. Each Zealot is trained... in hand-to-hand combat,
(So let's give him something like a weapons focus or specialty on psi-blades.)

2. ... pain tolerance,
Damage reduction?

3. and martial discpline
Now you decide for yourselves which feats can be equivalent to this one.

4. They can use a limited form of precognition to attack accurately and dodge attacks
I think they should have an option to use their psionic ability to increase AC and AB.

5. Some Zealots have even developed the ability to turn their body into pure energy for a few microseconds. This allows them to move at lightning fast speeds and strike suddenly against an enemy that thinks they are out of range.
These are for higher levels, and this could increase their movement speed.

For the power suit, I think you can cook that up using your D20 Future sources.


How 'bout this?

1. Improved Unarmed Strike as a bonus feat.

2. Damage reduction X/-, where X ranges from 1 to 3.

3. Now, you can't equate the way StarCraft uses "martial discipline" with the way D&D uses the term. It does not automatically translate into Initiator levels. Heck, it may just as well mean that the Zealot (I'm assuming it's a Protoss-only class) is Lawful only.

4. Psi-like ability 3/day - offensive precognition, defensive precognition; manifester level is equal to half the class level (minimum 1).

5. At a certain level, the Zealot gains a supernatural ability to haste so many times per day.
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supertotoy
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Post Posted: Tue May 22, 2007 2:41 pm    Post subject: Reply with quote
All Pitz's suggestions are good Very Happy Methinks we can cook up the Zealot either as a base class (if thinking about classic d20), or a prestige class (for either classic or d20 future). I have to say playtesting fighters are not much of a problem, if anyone has the time to cook up different scenarios that a fighter class of his level should be able to take out individually or in groups.

BJ wrote:
Quote:
I'm still not closing the shield pool idea, though. Anyone else care to share on this issue?


Here are some of my ideas about the Protoss shield:

1.) To make it closer to the RTS-version, then I think all shields should be technology based. All Protoss power suits have them built-in, thus with a blasting of an EMP shockwave, they would be disabled. Protoss power suits' shields cannot be activated by just anyone, available only to those with psionic ability. The shields "feed" on psionic power, so when an EMP blast hits a unit with the power suit, it'll malfunction and would drain off some power points off its wearer. That could explain the fact that EMP shockwaves drain both energy and shield off a Protoss unit.

Now, as the power suit is made only for the Protoss' anatomy, I think most, if not all, power suits available in the forges are for Protoss only. Though, the could make one fit for another race, which is highly unlikely.

I think Protoss classes could toughen up their shields, at the cost of permanently "losing" power points while in the suit. These power points cannot be regenerated in anyway while in their suits, and if they chose to deactivate them, it will take sometime for the wearer to recover power points lost by this method.[/b]
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supertotoy
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Post Posted: Tue May 22, 2007 10:29 pm    Post subject: Reply with quote
Just a thought... To be more organized, if it will be a project of the org, assign different teams to work on certain aspects of the game, the we'll do post-ups here on the forums on the progress of each team.
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BJ
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Post Posted: Sat May 26, 2007 9:03 pm    Post subject: Reply with quote
If zealot is a class, then it's either a 10 level advanced (fastest route, fast hero) class, or a 5-level PrC.

Gimme time, I'm designing a "Psychic Warrior" Advanced class, which can be taken via fast hero, but requires wisdom for psionics. What I had in mind is, the Psychic Warrior could be baseline for qualification to the ghost/high templar PrC's.

As zealots are tier1 units, I don't think they warrant their own PrC. A protoss Psychic warrior could bear the title of zealot flavor-wise without a lot of technical issues, methinks.

Quote:
...then I think all shields should be technology based.


The archon has lots of shield, but is also naked.
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BJ
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Post Posted: Sun May 27, 2007 3:34 pm    Post subject: Reply with quote
Will start up new threads on the decisions that we have regarding this campaign setting. This thread will remain as the Discussion thread for everything posted there, so as to keep the other threads neat.

Okay, here i go...
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BJ
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Post Posted: Sun May 27, 2007 4:43 pm    Post subject: Reply with quote
Note that all my new posts are still subject to change. if you have reactions to these posts, please voice it out in this thread.
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supertotoy
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Post Posted: Sun May 27, 2007 7:55 pm    Post subject: Reply with quote
BJ wrote:
The archon has lots of shield, but is also naked.


Now, at first it may seem to be a problem at first, flavor-wise. But considering that Archons (and Dark Archons) benefit from upgrading of Protoss armor, I don't think that they're naked at all. Yes they are pure manifestations of psionic energy, But they also need the templar body to house their form.

This may not be all that accurate or correct, but I'll try to describe what might be happening during an Archon meld:

1. Two High Templars perform the ritual of "summoning." The "summoning" of an Archon is actually the process of opening oneself to the collective gestalt (see Khala)

2. Once both Templars open up themselves, the blast of psionic energy starts to consume their bodies, but, retaining their strong sense of purpose, they will themselves to control the unstable energies while trying to sustain a body to house the manifestation. This requires perfect unison of the minds of the templars, or else the ritual fails and they both die.

BJ wrote:
As zealots are tier1 units, I don't think they warrant their own PrC. A protoss Psychic warrior could bear the title of zealot flavor-wise without a lot of technical issues, methinks.


Protoss don't start out as zealots in the Khala (Path to Ascension literally) system. Instead they begin as Khalai or workers. So Zealot is fine as first level officers.
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BJ
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Post Posted: Mon May 28, 2007 11:02 pm    Post subject: Reply with quote
Quote:
Protoss don't start out as zealots in the Khala (Path to Ascension literally) system. Instead they begin as Khalai or workers. So Zealot is fine as first level officers.


Yes, they begin as such. But, the ones you mention are NPC's. Your "typical pprotoss" so to speak. Meaning, they most likely have NPC classes (or in the case of modern, they're ordinaries). Again, zealot is only tier1, which, while they most probably warrant an advanced class, something that specific is not really needed.

I still think most protoss zealots are fast3/psychic warrior1, in the long run. Remember, in the modern setting, having four levels is already special.
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supertotoy
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Post Posted: Mon May 28, 2007 11:08 pm    Post subject: Reply with quote
[quote="BJ'] I still think most protoss zealots are fast3/psychic warrior1, in the long run. Remember, in the modern setting, having four levels is already special.[/quote]

For me the zealot isn't really as quick as they are tough. So if the zealot wouldn't warrant their own PrC, then they should be tough heroes, not fast.
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BJ
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Post Posted: Mon May 28, 2007 11:15 pm    Post subject: Reply with quote
I would like to remind people that technically, we do not need to be as close to the game as possible. Instead, we are trying to recreate the setting. The feel of Starcraft.

If you want a game that simulates the nostalgia we felt while playing Starcraft some 10 years ago, wait for SC2.

Quote:
Now, at first it may seem to be a problem at first, flavor-wise. But considering that Archons (and Dark Archons) benefit from upgrading of Protoss armor, I don't think that they're naked at all. Yes they are pure manifestations of psionic energy, But they also need the templar body to house their form.


Yes, they do benefit from protoss armor upgrades. But really, this is only meant to balance the PC game. If, for example, the archons had their own upgrade tree, then it's probably a waste of time. So the developers decided to pool them together in one upgrade.

But ultimately, I'm going to go for flavor over staying true to gameplay.

**********

On another note:

You don't see human footmen wielding axes, but it doesn't mean they can't pick up an axe from a fallen orc grunt.

On a similar light, a psionically inclined terran could probably pick up a psi blade and use it. However, they will have difficulties with it (nonproficiency simulates this). So protoss weapons, methinks, should require a power point reserve to use. Protoss, being naturally psionic, can always wield it. Terrans need the Wild Talent feat. Either way, protoss weapons have their own weapons proficiency feat.

**********

Next:

I want to go back to the protoss racial abi's discussion. Please help me in finding a good consensus for it soon. So far, I like Pitz' draft is best, but it's slated to have LA+2. I'm shooting for LA+1 only here.

Also, I'm starting to doubt that they have -2Con...
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BJ
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Post Posted: Mon Jun 04, 2007 12:26 pm    Post subject: Reply with quote
I thank Revan for his weapons post... Confused However, i would like to remind him that he has posted at the "final" board. Please move post here. Thanks...
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supertotoy
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Post Posted: Mon Jun 04, 2007 6:26 pm    Post subject: Reply with quote
Some thoughts about the plasma shield:

1. Plasma shields take maximum damage regardless of damage type. Thus, with the Marine's Gauss Rifle, it automatically takes 24 damage. If the damage that would be incurred would be greater than the shield's remaining HP, then the difference is dealt directly to the character's HP (DR applies).

2. Protoss' Plasma Shields on Personnel Armor start at 20 HP by default. However, any psionic character wearing armor with Plasma shields also gain these powers:

TOUGHEN PLASMA BINDING (Personnel)
Psychometabolism
Level: Manifester 1
Display: Material & Visual
Manifesting Time: 1 stardard action
Range: Personal
Duration: See text
Power Points: 5

Your plasma shields gain DR 1/-. The damage reduction on the shield is active until shields are powered down or drained, or otherwise disabled.

Augment
You can augment this power in one or both of the following ways:

1. For every 5 power points you spend, increase DR by 1 up to a maximum of DR 5/-
2. If you spend an additional 6 power points, you can manifest this power as a swift action.

AUGMENT SHIELD CAPACITY (Personnel)
Metacreativity
Level: Manifester 1
Display: Material & Visual
Manifesting Time: 5 minutes
Range: Personal
Duration: See text
Power Points: 10

Increase plasma shield's HP by 20. This increase in HP is permanent until shields have been powered down, or if the armor has been removed, sundered, or otherwise disabled.

Augment:
For every 10 power points you spend, increase shield's HP by 20.

Special: This power can only be manifested once the armor is worn. This power cannot be used to repair damaged shields.

Any suggestions, comments?[/b]
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supertotoy
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Post Posted: Tue Jun 05, 2007 9:37 am    Post subject: Reply with quote
Uh... after thinking it over last night... I realized that the PP cost of those two powers are way too much... so I'm modifying them both... When I made these two, I didn't think of the Math anyway... Razz

*edited 6/19/2007: Due to power point limitation rules, I once again adjusted the power point cost of Toughen Plasma Binding and adjusted the augmentation rules of Augment Shield Capacity to make more viable with the high damage that it would possibly take, and as the shield does take full damage anyway, this should be fine... should playtest a lot of this later on, though. Smile

*edited 6/21/2007: Reverted augmentation rules for Augment Shield Capacity. Shield HP increase included as class feature instead. Duration of Augment Shiel Capacity had been set to 24 hours, seeing no reason for them to be made permanent. Toughen Plasma Binding Duration set to 1 minute/level or it to see multiple use considering the cheap power point cost.

TOUGHEN PLASMA BINDING (Personnel)
Psychometabolism
Level: Manifester 1
Display: Material & Visual
Manifesting Time: 1 stardard action
Range: Personal
Duration: 1 min./level
Power Points: 1

Your plasma shields gain DR 1/-. The damage reduction on the shield is active until shields are powered down or drained, or otherwise disabled.

Augment
You can augment this power in one or both of the following ways:

1. For every power point you spend, increase DR by 1. Increase in DR can only be up to a maximum of DR 5/-
2. If you spend an additional 5 power points, you can manifest this power as a swift action.

AUGMENT SHIELD CAPACITY (Personnel)
Metacreativity
Level: Manifester 1
Display: Material & Visual
Manifesting Time: 5 minutes
Range: Personal
Duration: 24 hours
Power Points: 1

Increase plasma shield's HP by 2. This increase in HP is in effect until shields have been powered down, or if the armor has been removed, sundered, or otherwise disabled.

Augment:
For every power point you spend, increase shield's HP by 2

Special: This power can be manifested once and only after the armor is worn.
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Last edited by supertotoy on Thu Jun 21, 2007 1:44 pm; edited 7 times in total
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supertotoy
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Post Posted: Tue Jun 05, 2007 9:54 am    Post subject: Reply with quote
Suggested new feat:

CONSUMING ZEAL
Requirements:Rage or Zeal as a class ability
Benefit: Whenever a character with this feat makes a Will save, he may take an immediate action to use his ability to Rage or Zeal. Additionally, if he is already in a fit of Rage or Zeal, he can expend another use of his Rage/Zeal per day to reroll any Will save that he has made with a +2 to that roll. He has to declare the reroll before determining success or failure, and he must take the result of the reroll, even if it is worse than the original. A character may use the reroll ability once per save.
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Last edited by supertotoy on Fri Jun 15, 2007 10:55 am; edited 10 times in total
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boy_bakal
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Post Posted: Tue Jun 05, 2007 10:38 pm    Post subject: Reply with quote
you can actually edit your own posts yourself. just click on edit. it's right next to quote.

these posts and the next few posts may be deleted pending your response, as it is not pertinent to the subject at hand.
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supertotoy
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Post Posted: Thu Jun 07, 2007 7:40 am    Post subject: Reply with quote
I found that out too boy_bakal, thank you, I've edited the post now. Smile
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BJ
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Post Posted: Sat Jun 09, 2007 11:46 pm    Post subject: Reply with quote
Nice so far...
Busy with my other projects, as well as academic appeals, so I won't be able to post here for a while. Razz
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supertotoy
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Post Posted: Mon Jun 11, 2007 10:52 pm    Post subject: Reply with quote
Zeal (Ex): The Zealot can focus all his mental energies to protect Aiur, gaining amazing abilities to be better able to combat its foes. The Zealot can use this extraordinary ability a number of times per day to gain a +4 bonus on all his attack and damage rolls, and a +1 morale bonus to all saves. Moreover, his mind is so focused that he can take 10 on any check that he makes while under the effects of Zeal, even under stressful situations. Zeal lasts for a number rounds equal to 3 + the character's Wisdom modifier. At the end of his Zeal the character loses all Zeal modifiers and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A Zealot can unleash his Zeal only once per encounter. At 1st level he can use his Zeal ability once per day. At 4th level and every three levels thereafter, he can use it one additional time per day (up to a maximum of four times at 10th level). Using Zeal is a free action.
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Last edited by supertotoy on Mon Jun 18, 2007 4:16 pm; edited 2 times in total
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supertotoy
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Post Posted: Fri Jun 15, 2007 11:03 am    Post subject: Reply with quote
The Zealot is here...
Definitions for class abilities would be posted later.
*edited 06/19/2007: had a lot of tweaks with the Zealot, making it accessible to the Strong, Fast, Tough and Dedicated heroes by 5th level and viable for Smart or Charismatic heroes by 7th level.
*edited 06/21/2007: Changed the Zealot more... added combat styles for a more flexible build. Adding psionics to the zealot is still a big question, and I really don't know if they'll make the final cut, but my guess is that they will..
*edited 06/24/2007: Finalized all stat tables. Psionics already included. Comments would be greatly appreciated. Very Happy
*edited 06/26/2007: due to Xtian's suggestion, I made the Reflex save progression good.
*edited 07/06/2007: made the Reflex save average in progression. Streamlined the requirements, interchanged class special abilities. Since maximum power that a character can cast would be 10+Wis mod, I lowered the level of powers known. Back to 0th to 4th level powers. Added Heroic Surge as a Zealot's bonus feat. Added Plasma Shields in the Class Information Section.
*edited 07/07/2007: replaced Heroic Surge with Extended Focus. Altered the Reflex progression into the d20 modern average save.
*edited 01/29/2008: editing the Zealot again, since there is a renewed interest back in this RPG... Very Happy Lowered PP/day, since BJ's Psion would then be useless against this bugger. Hopefully, this will make it in the campaign...
*edited 02/17/2008: Lowered PP/day again!

ZEALOT
Requirements
To qualify to become a Zealot, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skill: Knowledge (theology and philosophy) 3 ranks, Knowledge (civics) 3 ranks
Feat: Wild Talent*, Archaic Weapons Proficiency
*A naturally psionic character ignores this feat requirement

Class Information
The following information pertains to the Zealot advanced class.
Hit Die
The Zealot gains 1d8 hit points per level. The character’s Constitution modifier applies.
Plasma Shields
The character adds 6 shield points to her total shield pool per level in the Zealot advanced class.
Action Points
The Zealot gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Zealot’s class skills are as follows.
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Knowledge (khala, theology and philosophy, civics, psionics, tactics, technology) (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Swim (Str).
Skill Points at Each Level: 3 + Int modifier.

Code:

Table. The Zealot
+---------------------------------------------------------------------------+
| LEVEL | Base Attack Bonus | Fort | Ref  | Will |        Special           |
|-------+-------------------+------+------+------+--------------------------|
|  1st  |        +0         |  +2  |  +1  |  +0  |   Zeal 1/day, psionics   |
|-------+-------------------+------+------+------+--------------------------|
|  2nd  |        +1         |  +3  |  +2  |  +0  |       Battle Fervor,     |
|       |                   |      |      |      |       Combat Style 1     |
|-------+-------------------+------+------+------+--------------------------|
|  3rd  |        +2         |  +3  |  +2  |  +1  |   Leg Enhancements +1    |
|-------+-------------------+------+------+------+--------------------------|
|  4th  |        +3         |  +4  |  +2  |  +1  |    Zeal 2/day, +10 HP    |
|-------+-------------------+------+------+------+--------------------------|
|  5th  |        +3         |  +4  |  +3  |  +1  |      Combat Style 2      |
|-------+-------------------+------+------+------+--------------------------|
|  6th  |        +4         |  +5  |  +3  |  +2  |   Leg Enhancements +2    |
|-------+-------------------+------+------+------+--------------------------|
|  7th  |        +5         |  +5  |  +4  |  +2  |       Extended Focus,    |
|       |                   |      |      |      |         Zeal 3/day       |
|-------+-------------------+------+------+------+--------------------------|
|  8th  |        +6         |  +6  |  +4  |  +2  |  Combat Style 3, +10 HP  |
|-------+-------------------+------+------+------+--------------------------|
|  9th  |        +6         |  +6  |  +4  |  +3  | Master of Aiur's Blades  |
|       |                   |      |      |      |    Leg Enhancements +3   |
|-------+-------------------+------+------+------+--------------------------|
| 10th  |        +7         |  +7  |  +5  |  +3  |  Champion of the Khala,  |
|       |                   |      |      |      |         Zeal 4/day       |
+---------------------------------------------------------------------------+

Code:

Table: Defense, Reputation, and Psionics
+----------------------------------------------------------------------+
| LEVEL | Defense Bonus | Reputation Bonus | Points/Day | Powers Known |
|-------+---------------+------------------+------------+--------------+
|  1st  |      +1       |       +1         |      0*    |       2      |
|-------+---------------+------------------+------------+--------------+
|  2nd  |      +2       |       +1         |      2     |       3      |
|-------+---------------+------------------+------------+--------------+
|  3rd  |      +2       |       +2         |      4     |       5      |
|-------+---------------+------------------+------------+--------------+
|  4th  |      +3       |       +2         |      6     |       6      |
|-------+---------------+------------------+------------+--------------+
|  5th  |      +4       |       +3         |      8     |       8      |
|-------+---------------+------------------+------------+--------------+
|  6th  |      +4       |       +3         |     12     |       9      |
|-------+---------------+------------------+------------+--------------+
|  7th  |      +5       |       +4         |     16     |      11      |
|-------+---------------+------------------+------------+--------------+
|  8th  |      +6       |       +4         |     20     |      12      |
|-------+---------------+------------------+------------+--------------+
|  9th  |      +6       |       +5         |     24     |      14      |
|-------+---------------+------------------+------------+--------------+
| 10th  |      +7       |       +5         |     28     |      15      |
+----------------------------------------------------------------------+

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Last edited by supertotoy on Sun Feb 17, 2008 8:09 pm; edited 38 times in total
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boy_bakal
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Post Posted: Sat Jun 16, 2007 10:35 am    Post subject: Reply with quote
Shouldn't Zealots have good BAB?
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supertotoy
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Post Posted: Sun Jun 17, 2007 12:34 pm    Post subject: Reply with quote
Ah... but with all those class abilities that you'll see later, he'll have a very good attack bonus and damage... But everything would still be subject to modification...
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Last edited by supertotoy on Tue Jun 19, 2007 2:33 pm; edited 1 time in total
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supertotoy
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Post Posted: Mon Jun 18, 2007 4:16 pm    Post subject: Reply with quote
*edited 06/21/2007: changed Master of Aiur's Blades drastically, from feats to bonuses and transferred them to 9th level. Weapon Focus might be too late by 8th level anyway... Added Combat Styles on the table, but details on this would be posted later. Also would post psionics and a list of powers that would be included, along with powers known per level and power points per day, but still undecided if they will make the final cut... removed Consuming Zeal, and would just be available as one of the new feats in SC d20...

*edited 08/07/2007: back to work folks! Erased Combat Styles section with the exception of Akilae (the only one who made the final cut). Had some minor ramifications on class abilities' descriptions. Added Extended Rage (which is, I think, is about time...).


Class Features
All of the following features pertain to the Zealot advanced class.

Zeal (Ex): The Zealot focuses all of his mental energies to protect Aiur, gaining amazing abilities to be better able to combat its foes. The Zealot can use this extraordinary ability to gain a +4 bonus on all his attack and damage rolls, and a +1 morale bonus to all saves. Moreover, his focus is such that he can take 10 on any check that he makes while under the effects of Zeal, even under stressful situations. Zeal lasts for a number rounds equal to 3 + the character's Wisdom modifier. At the end of his Zeal the character loses all Zeal modifiers and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

A Zealot can unleash his Zeal only once per encounter. At 1st level he can use his Zeal ability once per day. At 4th level and every three levels thereafter, he can use it one additional time per day (up to a maximum of four times at 10th level). Using Zeal is a free action.

Battle Fervor: The Zealot believes in taking the initiative when in comes to Aiur's safety, striking before her enemies take the first move. At 2nd level, the Zealot gains +2 to his initiative checks. This bonus stacks with the bonus of Improved Initative.

Leg Enhancements: The Protoss' superior technology is displayed by this cybernetic improvement of the Zealot. At 3rd level, the character gains a +1 bonus to AC and Reflex saves, and increases his speed by 5 ft. At 6th level, the bonuses increase to +2, and adds an additional 5 ft. to his current speed. At 9th level, the bonuses increase further to +3, and adds another 5 ft. to the Zealot's speed.

Combat Style: Each of the five Templar tribes developed their own unique Combat style to better serve their purpose and remind them of their place in the Khala. At 3rd level, a Zealot may choose a Combat Style from any tribe that he chooses and gains the benefit of that style. He progresses at the style at 5th and finally masters it at 8th level.

Akilae:
Basic Level: the Zealot gains Two-Weapon Fighting as a bonus feat.
Advanced Level: the Zealot gains Improved Two-Weapon Fighting as a bonus feat.
Mastery Level: the Zealot gains Advanced Two-Weapon Fighting as a bonus feat.

Extended Zeal: At 5th level, your Zeal lasts for 5 additional rounds beyond its normal duration.

Master of Aiur's Blades (Ex): A Protoss Zealot is a master of all the Blades of Aiur. As his mind becomes attuned to the greater Protoss gestalt, he gains some of the knowledge of previous Protoss weaponmasters. At 9th level, the Zealot adds a +1 insight bonus to his attack and doubles the critical threat range of any Protoss Archaic Weapons he wields.

Champion of the Khala (Ex): At 10th level, the Zealot becomes the embodiment of the Templar's eternal fury. Double the bonuses granted by the following class abilities: Battle Fervor, Leg Enhancements, Master of Aiur's Blades, and Zeal.

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Last edited by supertotoy on Tue Aug 07, 2007 10:50 pm; edited 20 times in total
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supertotoy
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Post Posted: Tue Jun 19, 2007 2:53 pm    Post subject: Reply with quote
Idea for the Protoss... Since most of psionics (wisdom based mostly, giving protoss the edge in terms of psi power) will come from the classes, I just removed the psi-like abilities. It'll make the LA lower too.. Made the Protoss slower than average humans, but has the technology to somehow bypass this...

Protoss
* -2 Str, +2 Wis
* Speed: 20 ft.
* Naturally Psionic: Protoss have a reserve of 2 power points. This is in addition to any granted by a manifesting class that the Protoss has.
* Telepathy up to 100 ft.
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Xtian
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Post Posted: Tue Jun 19, 2007 6:12 pm    Post subject: Reply with quote
My take on Protoss racial traits. I might change it in the future.

"They watched over a particular species of hunters and warriors and discerned that they indeed had a purity of form, as they were incredibly adaptable and had unmatched strength and speed. "

*+4 str, +4 dex, +2 con, +2 int, -2 cha. Protoss are strong, agile and healthy but they are stubborn, close-minded, and conservative.
*Speed: 40 feet. They have digitigrade legs that make them move faster.
*Size: Medium. Protoss are over 3 meters tall, but they function more as a medium creature as they have narrow frame.
*Telepathy 100 ft.
*Plasma Shields: Any damage dealt to a protoss goes to its shield points until they are depleted. Shield points have hit points equal to charisma modifier+1d12 per hit die. This generates at a rate equal to charisma modifier per round. Plasma shields absorbs as much damage as possible. For example if a bullet that deals 2d6 points of damage would damage to a protoss, the shield absorbs 12 points of damage. Any excess damage would deal damage to the protoss equal to the rolled damage minus absorbed damage.
*Superior Low-light vision: Protoss can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination
*Naturally Psionic: Has 2 bonus power points.
*Immunity to sleep.
*+2 Natural Armor. A Protoss' skin is tough as they are adapted to different conditions and dangers of space.
Level Adjustment: +2
*Alignment: Inclination to lawful.

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edit - redundant word.
edit2 - change bonus to wis to bonus to int. Their technology is more advance than human.
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Last edited by Xtian on Sun Jun 24, 2007 3:29 am; edited 2 times in total
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supertotoy
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Post Posted: Wed Jun 20, 2007 1:52 pm    Post subject: Reply with quote
wow... now that's one tough species... but is it really worth LA +2? I'm inclined to think that it is much higher because of bonuses...

Quote:
Alignment: Inclination to lawful.


There's no alignment in d20 modern, so this is practically out.

As for the shields... they're good! But I think that you should still separate them from the racial traits. Not only would this lower the LA, I also think that they're more technology-based than an actual racial trait.

Moreover, the Protoss would have very high HP, if shields would be included. A Protoss in a Marine Battlesuit (an unlikely picture, but still possible), shouldn't have plasma shields.
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BJ
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Post Posted: Wed Jun 20, 2007 2:16 pm    Post subject: My two cents Reply with quote
I agree with Xtian that it's still LA+2. High end +2, but not yet quite a +3 LA.

I agree with supertotoy on the shields. We should make them tech-based. part of the armor. Very Happy
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Xtian
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Post Posted: Wed Jun 20, 2007 2:24 pm    Post subject: Reply with quote
Quote:
There's no alignment in d20 modern, so this is practically out.

Laughing

Quote:
As for the shields... they're good! But I think that you should still separate them from the racial traits. Not only would this lower the LA, I also think that they're more technology-based than an actual racial trait.

I was actually split on when I was deciding on that one. A dark templars do not look like they are carrying anything aside from their cloak and yet they have shields.

I think it can be both technological base (for robotic units) and racial.

Quote:
Moreover, the Protoss would have very high HP, if shields would be included.


Yes. Even in game, without the shield, a zealot has 80hp compare to a marine with 40hp. BUt a zealot is comparable to a hydra, with 80hp also.
Having high overall hp is one of their traits.

Quote:
A Protoss in a Marine Battlesuit (an unlikely picture, but still possible), shouldn't have plasma shields.

Errr ... Why?

Quote:
Not only would this lower the LA,

I am not into lowering LA. If a protoss warrants a +10 level adjustment then they should have +10 lvel adjustment. I don't think mechanical translation should be compromised so players can play them.
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