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Melee Suggestions from a Fool Who Hasn't Played Here in a Year

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  • Melee Suggestions from a Fool Who Hasn't Played Here in a Year

    I'm incredibly bored, and incredibly pumped to return home and start playing here again. I figure I can use my NWN2/Sundren geekiness to combat the boredom, so here's a list of ideas that people-smarter-than-I may wish to consider to give melee'rs more "oomph!"

    I tried to stay away from anything that would require (what I would guess) is an insane amount of coding. For the most part, these classes use abilities that are present in other classes already. Again, I know absolutely nothing about the sorcery of coding, development, or balance (how it pertains to Sundren now as opposed to a year ago).

    1. Brawler (flagrantly stolen from orcs.ca)
    The brawler is a warrior that has dedicated his martial training to learning how to better punch things. Much like the monk, his unarmed attacks become progressively stronger, and has learned to use every part of his body as a weapon. Unlike the monk, he doesn't care for any high philosophies, mastering his body, or becoming enlightened. The brawler punches stuff because he needs to punch them.

    BAB: High

    HIT DIE:
    d10

    SAVES:
    Fort

    SKILLS/LVL:
    2

    ABILITIES:

    -Can use "Flurry of Blows" as a monk of the same level for unarmed strikes while in light or no armor

    -Unarmed damage increases as the brawler gains levels (at the same rate of a monk might be overkill; perhaps at half the rate, with the brawler capping at 2d6 at level 30)

    -Receives the weapon specialization feats at 5, 15, and 25 (Spec., Greater Spec., Epic Spec.)

    -Bonus fighter feat every 3-4 levels?

    -Receives the Dash feat for free at level 1

    ***Basically, a fighter/monk with no alignment restrictions


    2. Brick Wall
    The brick wall's style of fighting is simple; to outlast the enemy, and hit them when they're tired. The wall's focus is on defense. They focus on how to get the absolute most out of their armor and expanded fighting abilities. They'll still be swinging long after everyone else is panting and soaked in sweat.

    BAB: Medium

    HIT DIE:
    d12

    SAVES:
    Fort, Reflex, Will

    SKILLS/LVL:
    2

    ABILITIES:

    -Defensive stance at level 1, with an additional use every 2 levels

    -Improved Defense (+1 dodge AC) at level 3. It improves by +1 every three levels thereafter (so a pure BW at lvl 30 will have a +10 AC bonus)

    -Damage Reduction 3/- beginning at lvl 5 and gaining another 3/- every five levels (DR 18/- for a pure lvl 30)

    -Shield Specialization at level 6. The BW receives no AB penalty when using a tower shield

    -Heavy armor optimization -- Beginning at level 6, the BW starts to become comfortable wearing armor all the time. The armor penalty for skill checks is reduced by 1, and reduces by another 1 every 4 levels.

    -Double AOO--Every time the BW is able to make an AOO, he gets two attacks at his highest AB beginning lvl 15

    -Impassible Foe -- The BW is skilled at preventing his enemies from passing. He exudes an aura to enact a slow effect on enemies, which can be toggled. DC=class level versus the target's reflex save. He gains this ability lvl 6

    ***I was going to a Dwarven Defender-styled base class, without the race requirement. While it may seem OP, I think it's offset fairly by the medium BAB

    3. Judoka
    The judoka focuses on his favorite aspect of fighting: Grappling his enemy. The judoka, through years of practice, is able to apply his expert skills regardless of the situation. Eventually, he will be far more powerful while on the ground than he could ever be standing.

    BAB: Medium

    HIT DIE:
    d8

    SAVES:
    Fort, Reflex

    SKILLS/LVL:
    4

    ABILITIES:

    -Receives Weapon Focus: Melee Touch Attack at level 1

    -Increases a creature size at level 3 for the purposes of KD/IKD and grappling checks

    -at level 4 the judoka receives +4 to STR and DEX when grappling/initial grapple check

    -gains Skill Focus: Escape Artist at level 5

    -gains Dash at level 6

    -gains +4 to melee touch attacks when initiating a grapple check at level 7

    -every round while the judoka has the enemy pinned, the enemy suffers 1d4 bludgeoning damage at lvl 10. This increases to 1d6 at lvl 13, 1d8 at lvl 15, 1d10 at level 17, and 2d8 at level 20

    -Beginning at lvl 12, the judoka is able to make two attacks per round while grappling. At level 16 he can make three attacks, and at level 20 he can make as many attacks as he can outside of grappling (with one one-handed weapon)

    ***Obviously grappling would have to get fixed/revised long before this class is considered. This would also require quite a bit of custom scripting, and I imagine the hardest class to implement.

    It'd be pretty easy for the judoka and brick wall to be PRC-erized, but I think the brawler would be best suited for base-classiness.

    That's all I've got; more to come later!
    Sago Trumperstomper--Halfling Bandit (retired)
    Hraligar Brittlefist--Dwarven Superiority Advocate
    Kraz't Goretusk--Goretusk Tribe Chieftan

  • #2
    4. Mage's Bane
    This guy is a hunter of casters; all of his skills are devoted towards taking down magic users.

    BAB: High

    HIT DIE: d6

    SAVES: Will

    SKILLS/LVL: 2

    ABILITIES:

    --All abilities work only work if the MB is wearing light armor or unarmored

    -The MB moves faster than most; he gains monk movement speeds beginning at level 5

    -Gains the various dispells as he levels. He gets a number of uses based on class level/2

    -Gains spell resistance at lvl 3 (Normal-like; I think it's 10+class lvl)

    -Gains deafen as a spell-like ability at lvl 5

    -Gains silence at lvl 10 (DC 10+class lvl/2)--can be used 1/day for every class level

    -gains invisibility as a spell like ability at lvl 14. Can be used 3/day

    -gains etheral jaunt as a spell like ability at lvl 17. Can be used 3/day

    -gains immunity to mind-affecting spells at lvl 19

    -gains super SR at lvl 20--maybe another +10?

    ***This character is intended to be the righteous smiter of pure spell casters. To balance his slew of awesome abilities, he has low HP, low AC, and low Fort/Reflex saves. If it were possible, I'd really like to see other limitations like he can't use potions/wands/scrolls, but I don't know if that's doable
    Sago Trumperstomper--Halfling Bandit (retired)
    Hraligar Brittlefist--Dwarven Superiority Advocate
    Kraz't Goretusk--Goretusk Tribe Chieftan

    Comment


    • #3
      Brawler is a large racial size fighter or tattooed monk prc. Mages bane is Inquisitor class from BGII (I like! wasnt there one called Forsaker in masters of the wild which was pretty OP?). Judoka is basically the Reaping Mauler from Complete Warrior (which I think is an excellent idea when grappling is not so problematic) and the Brick wall is sometimes refered to as the Dwarven defender PrC.. Although the devoted defender from Sword and Fist would make a great defender without the racial prejudice

      *Edit* I just looked over the forsaker class. It IS overpowered and I want :0
      Originally posted by roguethree
      If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

      Comment


      • #4
        Good to know, thanks. I'm pretty sure that any combination of skills/feats/backgrounds has been done before, by somebody, somewhere. Unfortunately, I don't have any source books , and I haven't even played PnP in years.

        I pretty much stole brawler from the excellent orcs.ca, the mage's bane from BGII, and the brick wall as a less dwarfy dwarven defender. Judoka is the culmination of my fanboy obsession with the sport and nerdiness of playing roleplaying games

        I just have an ample amount of time with few things to fill it right now, and I recall often feeling frustrated at the lack of options to be a powerful melee'r. The goals of this thread are:

        A. Give me something to do
        B. (Maybe) Inspire developers to implement some awesome stuff for us plain non-magical folk
        C. Share my vision of PC dwarves pinning dragons to the ground as they repeatedly punch them to death
        Sago Trumperstomper--Halfling Bandit (retired)
        Hraligar Brittlefist--Dwarven Superiority Advocate
        Kraz't Goretusk--Goretusk Tribe Chieftan

        Comment


        • #5
          Point C. And there is plenty more thiefy reference from that! http://www.sundren.org/forum/showthr...appling&page=7
          Originally posted by roguethree
          If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

          Comment


          • #6
            5. Beast Master
            The Beast Master is a warrior who has taken on a combat-trained animal and adopted his fighting style to best use the beast. Good BMs are friends of nature, while the evil ones tend to keep their beasts in line through cruelty

            BAB: Medium

            HIT DIE: d8

            SAVES: Reflex

            SKILLS/LVL: 4

            ABILITIES:

            -Gains an animal companion at level one--may choose from standard animals like wolves, boars, bears, spiders, rabbits, ect. The animal gains levels/HD whenever the BM levels

            -At level two the animal companion gains toughness as a bonus feat

            -The animal's attacks are considered magical weapons beginning at level 5. They progress in power as they level, becoming adamantine at level 15

            -The animal gains the dash feat at level 6

            -The BM receives +1 to hit/dmg when fighting within ten feet of the animal at level 6. This increases by +1 every 6 levels thereafter (Caps at +5 at lvl 30)

            -Custom armor: The BM creates armor for the beast, granting the creature +1 AC at level 5. The creature gains another +1 AC every five levels thereafter.

            -The animal gains the ability to grapple at lvl 10

            -BM gains +1 dodge AC when fighting within 10 feet of the animal at level 5. This increases by +1 every five levels (caps at +6 at 30)

            -BM gains various Summon Creature spell-like abilities as he progresses. This would be really awesome if they could all be summoned at once (I'm imagining the scene in Ace Ventura when he is greeted by his pets). Each summon lasts round/class level

            -BM gains an aura that gives all friendly summons/animal companions +1 AB at level 10. Goes to +2 at lvl 15, and +3 at lvl 20

            -BM and the animal companion share feats at lvl 15. All feats the animal has (toughness, poison attack, dash, natural weapon (unarmed) proficiency, specializations, KD, everything!) is given to the BM, and all of the BM's feats are given to the animal. This only works if the two are within 15 feet of each other. BMs and beasts also share their highest saves, so if the beast has a higher Fort save, the BM uses that score instead of his own.

            -The BM and the beast both gain +4 to Str, Dex, and Con when fighting within 15 feet of each other at level 17

            ***This could be quite a fun class. While the animal companion is away, the BM would largely be defenseless. I'm guessing that most city guards wouldn't welcome large beasts inside their town, so RP-wise they'd be left quite weakened while in urban areas. If the extra abilities could be coded to only work while the BM and animal are close together, then the BM would largely remain a melee class (none of that gh3y archery nonsense)
            Sago Trumperstomper--Halfling Bandit (retired)
            Hraligar Brittlefist--Dwarven Superiority Advocate
            Kraz't Goretusk--Goretusk Tribe Chieftan

            Comment


            • #7
              6. Warrior Leader
              The warrior leader is the guy in the front, encouraging his allies to press the attack while screaming maniacally, intimidating his foes.

              BAB: High

              HIT DIE: d6

              SAVES:Will

              SKILLS/LVL: 2

              ABILITIES:

              -The WL always has an aura active that gives allies (not himself) +1 to hit/damage at level one. The bonus increases by one at level 6, and every three levels thereafter (Caps at +10 for a lvl 30)

              -The WL receives Skill Focus: Intimidate for free at level 2

              -Beginning at level 5, the WL is so terrifying when leading that enemies within 5 feet of him suffer a -1 to hit/damage. This ability gets stronger as the WL levels. At lvl 10 enemies receive -1/-2 to hit/dmg; lvl 15 -2/-2 within 10 feet of the WL; lvl 20 -3/-2 within, and lvl 30 -3/-5

              -At level 6 the WL is able to cast Mass Haste once per day at a caster level of class level/2

              -The WL's aura grants allies (not himself) +1 to all saves beginning at level 6. The aura grants another +1 every six levels thereafter (caps at +5 at lvl 30)

              -The WL gains the ability to motivate a specific ally to really push himself: Once per day the WL is able to grant an ally +4 Str, +4 Dex, +4 Con, immunity to mind-affecting spells, and fast movement for a number of rounds = WL lvl/2. The ally will be greatly drained afterwards, becoming dazed for ten rounds.

              -Once per day, the WL is able to grant allies (not himself) DR 5/- for ten rounds beginning lvl 8. The WL gains one additional use/day at lvls 15, 20, and 25

              ****The WL is a bard without the spells. While the bonuses/negatives really add up, the WL doesn't receive most of the bonuses. I feel it could really add to the strategic side of combat by forcing other characters to look out for the WL. Additionally, the negative effects for enemies only work within 10 feet, requiring the WL to get close to the combat and stay close to get the most use out of his abilities. While the WL is not completely defenseless, he is rather frail (d6 HD), and prone to being poisoned/diseased/sneak attacked (no listen/spot as class skills).
              Sago Trumperstomper--Halfling Bandit (retired)
              Hraligar Brittlefist--Dwarven Superiority Advocate
              Kraz't Goretusk--Goretusk Tribe Chieftan

              Comment


              • #8
                Originally posted by 07paul87 View Post
                6. Warrior Leader
                The warrior leader is the guy in the front, encouraging his allies to press the attack while screaming maniacally, intimidating his foes.

                BAB: High

                HIT DIE: d6

                SAVES:Will

                SKILLS/LVL: 2

                ABILITIES:

                -The WL always has an aura active that gives allies (not himself) +1 to hit/damage at level one. The bonus increases by one at level 6, and every three levels thereafter (Caps at +10 for a lvl 30)

                -The WL receives Skill Focus: Intimidate for free at level 2

                -Beginning at level 5, the WL is so terrifying when leading that enemies within 5 feet of him suffer a -1 to hit/damage. This ability gets stronger as the WL levels. At lvl 10 enemies receive -1/-2 to hit/dmg; lvl 15 -2/-2 within 10 feet of the WL; lvl 20 -3/-2 within, and lvl 30 -3/-5

                -At level 6 the WL is able to cast Mass Haste once per day at a caster level of class level/2

                -The WL's aura grants allies (not himself) +1 to all saves beginning at level 6. The aura grants another +1 every six levels thereafter (caps at +5 at lvl 30)

                -The WL gains the ability to motivate a specific ally to really push himself: Once per day the WL is able to grant an ally +4 Str, +4 Dex, +4 Con, immunity to mind-affecting spells, and fast movement for a number of rounds = WL lvl/2. The ally will be greatly drained afterwards, becoming dazed for ten rounds.

                -Once per day, the WL is able to grant allies (not himself) DR 5/- for ten rounds beginning lvl 8. The WL gains one additional use/day at lvls 15, 20, and 25

                ****The WL is a bard without the spells. While the bonuses/negatives really add up, the WL doesn't receive most of the bonuses. I feel it could really add to the strategic side of combat by forcing other characters to look out for the WL. Additionally, the negative effects for enemies only work within 10 feet, requiring the WL to get close to the combat and stay close to get the most use out of his abilities. While the WL is not completely defenseless, he is rather frail (d6 HD), and prone to being poisoned/diseased/sneak attacked (no listen/spot as class skills).
                Similar to the Marshall class. I think Kael mentioned this a little while back, would be a great one to have in my opinion!
                Originally posted by roguethree
                If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

                Comment


                • #9
                  Christ! Fine, nothing I'm coming up with is original! What about the beast master? Recognize it from anything?

                  I'm going to have to come up with something so retarded that nobody has ever thought of before. Something that only the hardest of the hardcore RPers would dare take, somthing that will gimp your melee character so badly so as to make it impossible to play.

                  On a more serious note, I would like to see more base classes implemented. I think one thing that serves to help balance out these classes is the heavy investment, with the huge payoffs going pure to around lvl 20.
                  Sago Trumperstomper--Halfling Bandit (retired)
                  Hraligar Brittlefist--Dwarven Superiority Advocate
                  Kraz't Goretusk--Goretusk Tribe Chieftan

                  Comment


                  • #10
                    Originally posted by 07paul87 View Post
                    I'm going to have to come up with something so retarded that nobody has ever thought of before. Something that only the hardest of the hardcore RPers would dare take, somthing that will gimp your melee character so badly so as to make it impossible to play.
                    You mean Pure Fighter?

                    Yeah, everything you can think of has been done already. :3

                    Except possibly my homebrew class available only to Barbarians or similar of Small size.

                    (might rummage around to find it)


                    (Edit: Found it!)

                    Giantsoul
                    Some people of the smaller races find themselves having a lot to make up for. Whilst many go for the simplified routes of the rogue or mage, some set out to prove that being small dosen't stop them being a fearsome warrior. Those rare few who gain the respect of a dead giant are Giantsouls, small men with the blessing of a creature of size and strength beyond most orcs' wildest dreams.

                    Prerequisites:
                    BAB +6, Power Attack, Monkey Grip, Defeat a Giant in honourable, one-on-one combat (or otherwise gain the respect of a dead giant)

                    BAB: High
                    Saves: High Fort
                    HD: d12
                    Skills: 4+Int Modifier

                    Spirit Guardian: At level 1, the Giantsoul gains the constant attention and companionship of a giants spirit.

                    The Spirit Guardian can be detected by Detect Undead and Detect Magic, and can be seperated from the Giantsoul by any means that would affect Ethereal Undead. A Giantsoul is considered seperated from their Spirit Guardian when it is more than fifty feet away.

                    At level 1, the Giantsoul must choose the race of Giant guarding it. This must be a creature with the type of Giant, typically with Giant within the name. Standard choices are Cloud Giant, Fire Giant, Frost Giant, Hill Giant, Storm Giant, and Stone Giant. Other subtypes can be allowed, with the burden on the DM to choose appropriate abilities. The Giantsoul must choose a giant type which it has gained the respect of a deceased member of.

                    If the Giantsoul's guardian is banished or abandons the Giantsoul, they are treated as permanently without a guardian until they find one to replace it. If the new guardian is of a different race, the Giantsouls talents change accordingly.

                    Giantspeech: The Giantsoul gains the Giant language. If the Giantsoul already had this language or later learns it 'naturally', it gains a bonus on all Charisma related checks towards creatures of the Giant type equal to its Giantsoul class level.

                    Strength of the Spirit: At level 2 and every 2 levels thereafter, the Giantsoul's Strength and Constitution scores increase by one point to a maximum of +5 at level 10. This bonus is halved (rounded down) if the Giantsoul is separated from its spirit guardian.

                    Protective Boon: At level 3, the Giantsoul gains a minor ability based on the type of Giant that guards them. Minor aspects of their physical appearance begin to reflect their Giant guardian. The bonuses of this feat are halved (rounded down if applicable) if the Giantsoul is seperated from its spirit guardian, and the physical appearance changes fade over two days of seperation.

                    Cloud: Run speed increases by 10ft
                    Fire: Fire Resist 5
                    Frost: Cold Resist 5
                    Hill: Natural AC +2
                    Storm: Electricity Resist 5
                    Stone: DR 2/Adamantine

                    Bonus Feats: At levels 3, 6, and 9, the Giantsoul can choose from the following bonus feats: Improved Sunder, Improved Grapple, Improved Overrun, Cleave, Toughness, Great Fortitude,

                    Great Soul: At level 4, the Giantsoul is considered Medium size for all intents and purposes besides their actual height. Their racial ability score modifiers remain the same. They weight as much as a human of similar build. The Giantsoul may now use Large weapons as two-handed weapons without penalty.

                    Rock Hurling: At level 5, the Giantsoul gains the ability to rip rocks from the earth and hurl them. This acts as the Rock Hurling feat, bypassing requirements for it. This feat is lost if they are seperated from their Guardian Spirit.

                    Magic Boon:
                    At level 6, The Giantsoul gains an spell-like ability based on its Spirit Guardian. All are cast as a Sorcerer with a caster level equal to the Giantsoul's class level, and are activated as a Swift action, useable 2x/day. This ability is unuseable if the Giantsoul is seperated from their Guardian Spirit.

                    Cloud: Fly
                    Fire: Fire Shield
                    Frost: Ice Storm
                    Hill: Freedom of Movement
                    Storm: Call Lightning
                    Stone: Stoneskin

                    Improved Rock Hurling: At level 7, The Giantsoul gains Improved Rock Hurling, as the feat. They ignore any prerequisites. This is reduced to Rock Hurling if the Giantsoul is seperated from their Guardian Spirit.

                    Greater Boon: At level 9, The Giantsoul gains a strong ability based on their Guardian Spirit. Their physical form changes significantly.

                    Cloud: Fly speed 30ft, normal.
                    Fire: Fire Immunity
                    Frost: Cold Immunity
                    Hill: Natural AC +5
                    Storm: Electricity Immunity
                    Stone: DR 5/Adamantine

                    Giantsoul: At level 10, the Giantsoul is considered Large for all purposes outside of their actual height. Their racial ability score modifiers remain the same, and they weigh as much as a Giant of similar build. They gain the 'Giant' type, as well as the elemental subtype of their spirit guardian, if applicable.

                    The Giantsoul no longer takes penalties for being seperated from its Spirit Guardian; the two are now as one, and will be destroyed before they are seperated.





                    Homebrew feedback always appreciated.

                    I just wanted a way to be a badass halfling barbarian that grappled giants.
                    Last edited by Root; 08-25-2011, 08:43 PM.
                    Running across the mountains, attacking with an oversized scalpel, cometh Helga Great-Wyrm! And she gives a mighty bellow:
                    "Brace yourself, oh human speck of dust! You are made of meat and I am very hungry!"

                    Comment


                    • #11
                      Originally posted by Root View Post
                      You mean Pure Fighter?

                      Yeah, everything you can think of has been done already. :3

                      Except possibly my homebrew class available only to Barbarians of Small size.

                      (might rummage around to find it)
                      The angry midget? No, I've done it already. next!
                      Originally posted by roguethree
                      If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

                      Comment


                      • #12
                        I like it, Root!
                        Sago Trumperstomper--Halfling Bandit (retired)
                        Hraligar Brittlefist--Dwarven Superiority Advocate
                        Kraz't Goretusk--Goretusk Tribe Chieftan

                        Comment


                        • #13
                          7. Hamstringer
                          The Hamstringer focuses on surprising his enemies and doing as much long-term damage as possible in a furious burst. This guy fights dirty.

                          BAB: High

                          HIT DIE: d6

                          SAVES:Reflex

                          SKILLS/LVL: 4

                          ABILITIES:

                          -This is not intended to be a sneaker, so no hide/ms

                          -At lvl 1, the Ham gains sneak attack as a rogue. He gains another sneak die every five levels thereafter

                          -at lvl 2, the Ham gains Feint for free

                          -at lvl 3, the Ham gains Skill Focus: Bluff

                          -Whenever the Ham successfully sneak attacks after lvl 4, the enemy suffers 5% movement speed penalty. The penalty increases by 5% every four levels thereafter (caps at -35% at lvl 28)

                          -at lvl 10, the Ham gains Improved Feint. The Ham's feinting ability is so amazing that his enemy become enamored with his l33t skillz: The enemy remains flat-footed for two rounds instead of one.

                          -The Ham is becoming a pro at finding the enemies' weak spots at lvl 12: Every time time he succeeds at feinting an opponent, the opponent takes 1d4 dmg. This increases to 1d6 at lvl 15, 1d10 at lvl 20, and 2d10 at lvl 30.

                          -At lvl 14 the Ham does 1 point of STR dmg whenever he successfully performs a sneak attack. The damage is temporary, only lasting until the opponent can rest. This increases to 2 points at lvl 20.

                          -At lvl 15 the Ham has a chance of confusing a target with each sneak attack. Maybe DC=Class lvl vs. fort save?

                          -at lvl 16 the Ham does 1 point of CON dmg whenever he successfully performs a sneak attack. This increases to 2 points at lvl 25

                          *****I've always loved feinting, but I find it's very difficult to keep the ability competitive against equally-leveled characters after lvl 10. The Hamstringer, while he has a high BAB, has only a d4 HD, poor will and fort saves, and is a one trick pony. He'll quickly be pwned by undead, constructs, and anything with super high spot...but my the gods have mercy on anything that doesn't fall in those categories.
                          Sago Trumperstomper--Halfling Bandit (retired)
                          Hraligar Brittlefist--Dwarven Superiority Advocate
                          Kraz't Goretusk--Goretusk Tribe Chieftan

                          Comment


                          • #14
                            I'd be happy to see invisible blades get Feint Mastery as a Take10 (as per PnP. Receives at lvl4) instead of a Take5. It might at least give Feint back some functionality in the right hands! Im pretty sure its hardcoded though so I doubt it will happen
                            Originally posted by roguethree
                            If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

                            Comment

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