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  • #151783
    Anonymous
    Inactive

    Hello everyone,

    Akira Currier chose the Chosen by Fate reward from the Kickstarter and had a level 20 Warrior of the Eternal Flame that now needs to be converted to a Tier 1.8 Arcanis character.
    Here’s what he wrote about his character:
    The character I am converting over was a val’Emman Monk/Master of the Incandescent Flame at the end of the last campaign. I am trying to keep the same concept in the new system, namely a high mobility unarmoured melee type.

    His sword is Balmung, which was a Fervidite Tempered Sarishan Steel Flamberge, enhancements were +1 Ki Focus, Holy, Anchoring, Quick Drawing. For the conversion I had been thinking Exceptional Fervidite Flamberge with Fine Sanctified: Nier and Exceptional Might (usable at T2) runes.

    For armour, he was using Bracers of Armour +8 previously. I am planning on converting with Masterful Defense. The Bracers of Blade Turning would be the closest item already in the campaign, I’m not sure whether you want to create something from scratch. My main concerns are that I’m able to place armour runes on it and that I’m able to use Masterful Defense.

    The big ticket item was that the final level of Master of the Incandescent Flame granted fire elemental form. I’m not sure how you would want to treat this in the new system, but here is my submission:

    Gain the Elemental (Fire) type
    AR 6 vs. fire (or as he is a val’Emman, could grant the bloodline talent To Withstand the Crucible of Flame)
    Monsterous Flaw: Weakness (Water)
    No need to eat, sleep or breath. Immune to poison. Still must rest 6 hours daily to avoid becoming exhausted.
    Previously physical contact caused 1d6 fire damage…which was actually a pretty big frustration as it kept me from going into certain buildings, etc. I would be fine with an elemental aura or without it, as you see fit.
    The old prestige class also granted DR 5/- by the end, one or two points of natural AR would be nice.

    This is obviously too powerful.

    Cody Bergman took a stab at fixing this and came up with this idea:

    Make a Tiered Talent that he could get, called “Blessings of Nier”
    T1 – You gain the Elemental (Fire) subtype, gaining Resistance (Fire) and the linked Talent Vulerability (Water)
    T2 – You gain the benefits of the Quick talent OR Uncanny Reactions
    T3 – You gain a NAR equal to your passive Charisma
    T4 – You gain the Elemental Aura: Fire Monstrous Trait
    T5 – You may now cast Elemental Bolt (Fire) using Charisma and your Hero Tier plus your Bloodrank as a modifier.

    This still gives him the general. . . nature of a Fire Elemental, but spreads the benefits of it over all five hero tiers. He’ll have to work towards it, but he still gets the benefits.

    Thoughts?

    #267614
    Anonymous
    Inactive

    The proposal looks interesting, but feels very delayed in terms of benefits. If we consider the equipment given to Paul B. and proposed for Jeff, this may feel light. I agree that the write up as originally proposed was too strong.

    What about providing a mix of minor benefits and options? Here’s what I put together based on all the information I can find about the Fire elemental subtype:

    Fire Subtype
    Avoidance +1, Discipline -1
    Natural Armor: 2
    Resistance: Fire
    Vulnerability: Water
    Required: Quick, Uncanny Reaction [Must be taken as part of character creation]
    Blood rank: +1
    NOTE: You may bypass taking the Bloodline talent “To Withstand the Crucible of Flame” and still qualify for higher Tier talents provided you meet all other requirements.

    Special: Should you also take “To Withstand the Crucible of Flame” your fire resistance doubles to 20. [If not this, then there should be some listed interaction with that talent.]

    The following options are available as Limited to your character.

    Monstrous Trait:
    Corona of Flame Talent [Combat, Limited]
    Benefit: As a trivial action you may engulf yourself in a fiery aura. This functions as the Elemental Aura (Fire) Monstrous Trait. The die type for the aura is tied to your Tier with d4 at Tier I and reaching d12 at Tier V. You may extinguish the corona as a trivial action. Further, if struck by a water based attack and the flames put out, you may reignite them as a trivial action after a full Turn has passed.

    Dancing Flame – Talent [Combat, Limited]
    Prerequisite: Elemental Aura
    Benefit: When engulfed in flame you are able to direct your attacks to strike your foes at a distance. You gain the following attack:

    Dancing Flame (a), Skill: Unarmed, Type: Advanced, Range 30’, Speed 5, Damage: d8(dResolve) [Charimsa?]

    So, rather than give him 2 of the talents it becomes a part of the build. For it he gains access to unique abilities including an aura that scales. The defenses are a wash. He can get everything by the time he starts play if he wants to invest the talents to do so. The Dancing Flame attack is roughly equivalent to a good quality short bow. Not as good as exceptional, but it doesn’t require a reload time. By making the attack Advanced we eliminate the possibility of broken combos with martial techniques. It’s flashy and flavorful without being overpowered. It can be disabled by placing him in water as constant exposure to his vulnerability would prevent the aura from activating that’s required as the source.

    I’d be open to other Limited options to select from. I can’t find any mechanics dealing with Elementals and eating, poison, sleep etc. I know that those were D&D specific, not sure how or if it really translates here. That might be an option for another ability perhaps open at a higher tier.

    Thoughts?

    With a sweep of his hat,

    Paul

    #267617
    drafit
    Participant

    He also receives armor and weapons like Paul.

    I’m merely concentrating on e build first.

    #267621
    Anonymous
    Inactive

    As Henry stated, Akira was also going to get a weapon and ‘armour’, possibly in the form of a gauntlet of immaculate defence.

    The main issue with the Fire Elemental is that it screws up the power curve by giving him full benefits at Tier I. That is why I suggested a tiered ability for him to effectively ‘rebuild’ his way to a 20th level character with 20th level powers. If we front load too much power on him now–especially if others at the same backer tier don’t get them–it causes resentment.

    #267623
    Anonymous
    Inactive

    Henry, thanks. Good to know. I hadn’t looked at the Kickstarter levels in a while to remember what was included with what.

    One thing that I would find helpful when trying to balance the power levels would be to see the other decisions made. Can the undead template used for the Chosen of Neroth and the Agamasi template be shared as points of reference?

    One other question from a design principle, for benefits that a character grows into an option is certainly to provide options granted or selected at each tier. Anther is closer to the way that many of the magic items work where the benefit’s bonus is tier dependent. Is there a preference for one over the other? For example, the Fire Resistance 10 ability could be made available as one of the tier options to take or could be granted as Fire Resistance of twice your current Tier.

    With a sweep of his hat,

    Paul

    #267627
    Anonymous
    Inactive

    Weapon: In the last mod I played with Akira online I asked him to use a Exceptional Fervidite OR Tempered Sarishan Steel (I vote Fervitide as it is found in the campaign right now) Flamberge with a Fine Tier I rune on it, and he chose Celerity for the adventure. I honestly see no issue with canonizing this blade for him.

    Armor: As he plays a ‘monk’, armour is in appropriate which is why it was suggested the Gauntlet of Immaculate Defence, which is treated as a Small Shield and bonuses with the Grasp the Blade weapon trick which seems entirely reasonable to me for his build.

    Fire Elemental: Akira’s general ‘history’ of his character is that when he emerged from the labyrinth he found that Nier had ‘forsaken him’ (Henry would have to make a story call about what is reasonable here), which we could use to our benefit in the ‘depowered’ aspect of his Fire Elemental-ness. The most basic attributes of a Fire Elemental is that he should gain Resistance to Fire (AR: 10) and Vulnerability to Water as was suggested. This shouldn’t overpower him as while AR10 is very good, the linked vulnerability (combined with him not wearing armour) can be a very strong downside.

    One potential that we COULD add to make him a full fire elemental at T1 is to give a series of plus and negatives:

    Avoidance +1
    Fortitude +1
    Discipline -2 (fire is a fickle thing. . . )

    Traits: Resistance (Fire), Potent Blood

    Flaws: Vulnerability (Water), Cursed/Damned (to represent his ‘being scorned by Nier’?)

    The defences more-or-less even out, and while those Qualities are good those Flaws are pretty scary as well.

    #267635
    Anonymous
    Inactive

    I do like Cody’s suggestion. However, what happens down the line if PCI decides to create a Warrior of the Eternal Flame path that is accessible to heroes? Would Akira’s character have access to both?

    Perhaps to go more in line with the Arcanis RPG rules, we create a Warrior of Eternal Flame Path, perhaps 2 or 3 tiers worth. Perhaps it can be open to future Heroes at some point where they would have to meet certain criteria / perform certain feats just like we did in the original d20 campaign. Since Akira’s Hero was chosen by Fate, he would have passed all tests from the Pillars already.

    Thoughts?

    #267640
    Anonymous
    Inactive

    Ok, based on everything that’s been shared about what Akira’s looking for, the weapon and armor being given, I’m fine with the Tiered talent as proposed. The one tweak I would consider making would be to add a +1 avoidance, -1 to discipline that matches the Fire elemental variation listed on p. 325 of the A:RPG. While the avoidance bonus will come up more often, getting hit with discipline attacks is often more painful especially things like Enemy of my Enemy, so it feels like a wash to me.

    With a sweep of his hat,

    Paul

    #267641
    Anonymous
    Inactive

    While I think of this, do we want to. . . modify his Elemental nature by adding a ‘taint’ of Larissa? After all, he was Chosen by Fate which has lead to his current depowering. I can do a pitch on this in a bit after I finish my pile of paperwork (which I am ‘taking a break’ from right now \";)\" )

    #267642
    drafit
    Participant

    Hello,

    After last night’s meeting, we decided to go with Cody’s suggestion, as seen in the first post of this thread.

    Unless there’s something else, we’re done with this one.

    Thank you all!

    #267643
    Anonymous
    Inactive

    I noticed Henry’s comment after I wrote this, but I was so amused by it that I thought I’d post it anyway.

    Purification of Fate [Unique, Tiered]
    Requirements: Knowledge (Religion) and Mettle at 2 ranks per Tier of Talent (2 ranks at Tier I, 6 at Tier III, etc), must have a Fate Score of 4 or higher, Raseri val’Emman.
    Benefits: After passing through the Labyrinth of Time in the First City, you have found yourself forever changed. Somehow, in addition to transporting you decades forward in time, you have found your connection to Nier has been diminished. While the embers of Nier glow dimmer, however, they have not gone out entirely. While diminished you retain at least a shadow of your former nature, and in its place you find that Larissa has turned her eye towards you. For you to have gained the blessings of two of the Pantheon–even in a lesser form–reenvigorated your faith and allowed you to continue on.

    Tier I: You gain a lesser version of your former Fire Elemental form. Your creature type changes to Humanoid (Val, Fire), gain the Monstrous Trait Resistance (Fire), and the Flaw Vulnerability (Water). Additionally, every time you take Fire or Water damage, roll a die. If you take Fire damage, on a high roll you your Charisma modifier to your next attack or damage roll, but on a low roll you loose one of the fate points in your Fate pool for this adventure. If you take Water damage, on a high roll you suffer a die penalty to all Might and Quickness rolls for the rest of the scene (to a minimum of d4), but on a low roll you gain one additional Fate Point to your Fate pool for that adventure.

    Tier III: As you become stronger, so does your connection to the divine. You gain a +1 bonus to your Avoidance Defense and a -1 bonus to your Discipline Defense. Additionally, every time you spend a Fate Point you gain a bonus to your Natural Armor equal to your Bloodrank. This bonus lasts until your next action.

    Tier V: Your connection with both Larissa and Nier has reached its pinnacle. You gain the Monstrous Trait Elemental Aura (Fire) and Natural Armor equal to you Fate Pool.

    Special: Should Raseri ever pass through one of the Pillars of Nier, he automatically succeeds on any test that such an act would entail.

    Edits to reflect a comment by Paul

    #267720
    Anonymous
    Inactive

    Continuing the idea from above, but making it a bit less powerful:

    Purification of Fate [Unique, Tiered]
    Requirements: Knowledge (Religion) and Mettle at 2 ranks per Tier of Talent (2 ranks at Tier I, 6 at Tier III, etc), must have a Fate Score of 4 or higher, Raseri val’Emman.
    Benefit: After passing through the Labyrinth of Time in the First City, you have found yourself forever changed. Somehow, in addition to transporting you decades forward in time, you have found your connection to Nier has been diminished. While the embers of Nier glow dimmer, however, they have not gone out entirely. While diminished you retain at least a shadow of your former nature, and in its place you find that Larissa has turned her eye towards you. For you to have gained the blessings of two of the Pantheon–even in a lesser form–reinvigorated your faith and allowed you to continue on.

    Tier I: While diminished, you retain a limited version of your previous Elemental essense. However, you find that you have earned Larissa’s attention. Your creature type changes to Humanoid (Fire, Val). You gain the Resistance (Fire) Monstrous Trait as well as the linked Vulnerability (Water) flaw. Additionally, when you spend a Fate Point roll a die. On a high result, you may add your Passive Charisma to your Attack rolls for the rest of the Scene. On a low result, you instead suffer a penalty equal to your Passive Charisma on your Attack rolls for the rest of the Scene.

    Tier III: Your survival to this point appears to have pleased Larissa, allowing you to unlock more of your previous nature. You gain a Natural Armor Rating equal to your Fate Score.

    Tier V: You have passed the test of Larissa, becoming more than you were before! You gain the Elemental Aura (Fire) Monstrous Trait. Additionally, you gain a bonus to your Perception Action Skill Rolls equal to your Fate Score.

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