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| [PTU] [Class] Adept; Yes, the ones from Golden Sun | |
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| Tweet Topic Started: Dec 31 2014, 03:28 PM (2,907 Views) | |
| DNA | Jan 6 2015, 02:28 PM Post #11 |
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King of Thought
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I meant to do this earlier, but between doing Pearl in 1 sitting and playing Pathfinder over the weekend, I totally forgot. I have taken the suggestions here, and made the following edits: ~All move trees will now teach the next move up after taking another Adept feature, instead of being dependent on skill ranks. You guys were right; making it depend on skill ranks was an unforeseen problem. Hopefully this fixes it. ~Quick Strike and Planetary's frequencies were both changed to "Daily x2" instead of "Scene". Quick Strike's effect remains unchanged (for now), though Planetary has gained the Smite keyword as a trade-off. ~Break's effect now just resets the combat stages of opponents to default, rather than removing positive ones. (Another loophole I didn't notice.) The rest of it remains unchanged (for now). ~Fire and Wyvern Breath now have the effect of pushing their targets 2 metres back (before, they had no effect). ~Prism is another series that had no effect, but now has a shrapnel-like effect similar to Flame Burst, in which adjacent targets will lose 10 HP if it hits (or 5, if it's the first move in the tree). In exchange, however, their DBs have all been lowered by 1. ~2 out of the 6 trees you can pick now (for each element) give an extra effect to the lowest move in the tree, if you know the whole tree. (This is so as to not completely overshadow the base move and make it obsolete.) The effects are these: Spoiler: click to toggle As before, feedback is appreciated. I'd like it poked at a bit more before I deem it ready for playtesting (I think it's close, just not totally ideal yet). |
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| DNA | Jan 19 2015, 02:28 PM Post #12 |
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King of Thought
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All right, I went ahead and ported Adept into an Excel file, so now everything is neat, orderly, and - most importantly - ready for playtesting. If anyone uses the Adept class in a campaign, please let me know how it goes. In addition, as I was porting it over, I made a few minor changes and touch-ups. They are: ~Elemental Attunement for Mars had a mistake: it said the user couldn't be Frozen, when it should have been "couldn't be Burned". It's now been fixed. ~Heat Aura, Guardian, Protector, and Death Curse were changed back to their original in-game names of Aura, Guard, Protect, and Curse respectively. (While Guardian and Protector did exist, they were copies of the original Guard and Protect.) There's also a small note on the base feature that moves learned via Adept aren't the same as moves learned outside it, if they have the same name, such as Slash and Earthquake. ~Cure Well's frequency was changed to Scene x1, and Potent Cure's to Daily x2. (Before, they were Scene x2 and Scene x1 respectively.) ~Quake move trees now have the Groundsource keyword. I forgot that keyword actually existed. (No other Venus move trees have Groundsource.) In addition, all moves that push in some way are now listed with the Push keyword, which I also forgot existed. (They're only listed as such in the Excel file, though. The post and Notepad file still have the push effect listed in the attack effect, not as a keyword.) ~Thorn, Volcano, and Cool move trees were slightly clarified. While they all place hazards in their respective ranges, they can only do so if the attack actually hit someone. (The exception is if they're used as a Swift Action, which happens without fail.) ~Haunted targets now actually have to hit with a damaging attack to make the recoil save check. (...which makes sense; you can't take recoil damage on an attack that misses.) Haunted is now also treated as a Volatile Status Condition (minor change from its existing effect). ~Psy Drain now has an AC of 2, instead of 0. ~A few minor tweaks were made here and there when porting it to Excel, but these are only done for clarity. (For example, the Aura tree moves are distinguished as not being Aura-keyword moves, and the Slash tree moves may hit up to 2 or 3 targets, and aren't required to hit exactly that many.) The only actual changes are those I listed above. (Most of those are just clarity changes as well.) Have fun! (I'm still taking feedback, of course, but as far as testing is concerned, it's good to go.) |
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| sovest555 | Feb 18 2015, 12:25 AM Post #13 |
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The Blackguard Supreme
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If only I could find a way to build for a double-specialist NPC... |
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| DNA | Feb 18 2015, 08:55 AM Post #14 |
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King of Thought
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I'm sorry, but I can't make it that easy ![]() Glad you show interest in Adept, though! |
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| sovest555 | Feb 18 2015, 06:14 PM Post #15 |
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The Blackguard Supreme
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I may just do a rough NPC build rather than a PC build for said NPC then. Just put a six-move set for him and use some decent stats, and all should be good in my campaign... |
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| DNA | Feb 18 2015, 10:53 PM Post #16 |
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King of Thought
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That could totally work too. Come to think of it, all of the Psynergy make for some very interesting non-standard move effects, so this could be an excellent surprise. |
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| sovest555 | Feb 19 2015, 06:05 PM Post #17 |
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The Blackguard Supreme
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I may even homebrew a signature move for him... Although, a question: Why are so many of the support spells marked with the 'friendly' keyword? Edited by sovest555, Feb 19 2015, 06:38 PM.
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| DNA | Feb 19 2015, 08:20 PM Post #18 |
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King of Thought
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The ones that have Friendly have an AOE in some way. Usually it's a burst or maybe a ranged blast, though Aura ones just function like Pressure's AOE. Is that a problem in some way? |
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| Kairose | Feb 19 2015, 08:48 PM Post #19 |
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Pokémon Trainer
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Strictly by RAW, if a healing move has the Friendly keyword, then it isn't really helpful. But the way it's written seems to mean "self and allies within range" rather than the Friendly keyword. |
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| DNA | Feb 19 2015, 08:50 PM Post #20 |
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King of Thought
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"Friendly" is actually "If the move is helpful, it ignores enemies; if the move is harmful, it ignores allies". I have no idea why 1.04 words it like that. It's been worded like how I wrote it for as long as I remember. |
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