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Dark Gate OOC Thread


lurker

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Re: Dark Gate OOC Thread

To be fair, he never asked for that either.
 

Shrike7

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Re: Dark Gate OOC Thread

I think there should be more talents and such for spirit users. As it stands they are the only class with zero multiclassing options, for instance. the only two talents they have that are not simply providing them with powers are roughly equivalent to magic feats that mages can take for free. Their buff powers are pretty well meant to aid other classes that dip into spirit abilities and are much less effective for actual spirit users, and mages actually have options to take (for effectively free, again) that make powers more potent for them than they are for actual spirit users.

As it stands, spirit users as a class are pretty effectively no longer an option. Even their alpha strike capabilities have been hampered by the removal of X from a number of their more potent abilities, not to mention that pure warriors can almost match them for damage potential currently, with no expenditure of any sort of limited resource.

I have a few ideas on things to add and edit, but I figured I would wait and see popular opinion on this before i throw myself out for the wolves any further, as it has been made clear to me on several occasions that as a general rule, my opinion is not liked or wanted.
 

Unknown Squid

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Re: Dark Gate OOC Thread

This is news to me. I've always seen spirit as the most multiclass compatible due to it's simplicity and ease of using alongside warrior or succubus elements. It's not very compatible with mage, but those two classes are more or less rival styles anyway. Regardless, I'm certainly interested in seeing what your thoughts and ideas are.
 

Hafnium

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Re: Dark Gate OOC Thread

I disagree with large chunks of the argument presented. Of everything mentioned, I think the only thing I would fully agree with is that Draconic Transformation, Fell Might, and Battle Aura innately serve warriors more than they do spirit wielders, at least partially because spirit wielders would be better served spending that EP to blow things up from a range using modifiers that aren't boosted by those three powers.

This said, I'm not sure why anybody would be against more options for spirit wielders. Part of the reason why warriors, mages, and succubi are gaining so much variety is because things are actively being suggested for them. Might as well make the suggestions and then let everybody fuss over the details.
 

Courage Wolf

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Re: Dark Gate OOC Thread

I want to hear the suggestions. If no one makes them nothing improves, this is standard logic.
 

Mind Flayer

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Re: Dark Gate OOC Thread

We could maybe come up with another 1 or 2 spirit user power trees or something along with a few more talents, though that would likely take a good deal of work, and I wouldn't even know where to start.
 
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xgkf

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Re: Dark Gate OOC Thread

Nonsense, post your ideas! Ideas are the nutrients that make the universe grow! :D
 

GargantuaBlarg

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Re: Dark Gate OOC Thread

I'm always down with more fancy shit.

Okay, so right now, we've got:


Alchemist
Thematically: Item-based wizardry!

Demonologist
Thematically: Brutal dark demony magic!

Dragonfire Adept
Thematically: Turn into and shoot dragons all over the place!

Holy Magic
Thematically: White magic and faeries!

Necromancer
Thematically: Spirits, drainan, and some animatan!

Shadowmancer
Thematically: Poofing into the darkness and solid shadows! (I am vengeance, I am the night.)

Spirit Warrior
Thematically: Glowing animu fightan! Shootan your spirit at people to cut or blow them up, and also flying.

Psion
Thematically: Projecting, sharing, and overriding thoughts!


So whatever new things we come up with, they should probably not overlap and whatnot. Seven powers each, also.
1234
Off the top of my head, I'm thinking some kind of astrology-based thing. An ability that basically acts as the scrying ritual; fuckin' lasers from the sky/stars/sun; a blinding or just lighting of starlight; a buff that's like some sort of fate manipulation that increases dodge, perception...

And uh... that's all I got, for right now. I may or may not be drawing from from .

(EDIT: Actually I lied. There needs to be .)



Also, we need more Templates. I'm not sure what makes them different from just outright races, I guess, though, since Geminis and Vampires are both races, not templates, as I woulda put 'em. I was going to comb through DUNGEONS: THE DRAGONING for ideas, but the only one that really looked appropriate was the "Wraith" Exhaltation, which would make a character a ghost made of ectoplasm or somethin'.
 
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Tassadar

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Re: Dark Gate OOC Thread

Added:
Flaw = Sexual Weakness: Orgasming causes an instance of weakness until the victim has had a chance to rest.

Ritual = Travelling Winds
Ritual Cost: 10EP per Passenger
Ritual Time: 10 Minutes
Ritual Requirements: Focus in Wind
Description: Infuse a light object with wind magic granting it temporal flight for traveling purposes. Large objects take more EP and time to infuse. Infused objects moves at a speed of 60 miles per hour. Lasts Mind/10 Hours.


On Spirit Wielders:
I've been considering something of an overhaul for Spirit Wielders, including a set of unique special abilities that only they would get naturally (like mage feats for mages and skills for warriors) but it would involve fairly extensive changes to some characters, and thus I've been holding off on it. While I don't necessarily agree that they're weaker intrinsically than any of the other classes, I will say that they lack the flavor options offered by the other classes. To be fair, they're also still in almost the exact same state that they were in back when I started DG 1, while every other class has had numerous mechanics introduced to provide additional flavor and options.

My current idea includes a set of abilities of which Spirit Wielders would only get one or two of at character creation, with the option of taking a Talent in order to grab more. As is my usual problem with spirit wielders, I'm having trouble naming them. >.>

Here's what I've got so far:
Master Blaster: The character is a master of the destructive aspects of their abilities. Spirit Powers that are treated as if they had put an additional 4 points of EP into their attack. This bonus may be traded in order to force any creature's struck to make a Resistance check against a DC equal to 4 times the EP input or gain one of the followings statuses: Blinded, Paralyzed, Stunned, or Weakened. The player chooses which status effect to inflict when they make the attack.

Energy Shaper: The character can reshape the ranges of their abilities by spending more EP. By spending an additional 2 EP, the character may increase the radius of a power by 5 feet, increase the number of degrees of a cone by 60, or increase the range of line powers by an additional 40 feet. In addition, powers that could normally only be of one shape can be used as any of the other shapes by spending 3 additional EP.

Harmful Spirit: As the current Talent.

Spiritual Warrior: The character chooses a Spirit Weapon (Energy Blade, Cudgel of the Blessed, etc.) They may use that power twice in one turn instead of only once and still get their attacks. Weapon powers are treated as if 3 additional EP was put into X when they were activated, and attacks with weapon powers gain a +12 bonus to hit. In addition, the character may choose a single Warrior Talent and corresponding set of skills from the following list: Two Weapon Fighter, Duelist, Heavy Weapon's Specialist, or Shield Fighter. When wielding their chosen weapon, that character is treated as having the chosen Talent and all of the Warrior Skills under it.

Efficient Wielder: Buffs activated by the character cost 3 less EP (minimum 0) to upkeep and provide an additional bonus from the following list: +X Resistance, +X Dodge, +X bonus to attack rolls, +X bonus to damage rolls, +X Perception, +X Stealth.

Potent Spirit: Spirit Powers used by the character that require that their target make a Resistance check gain a +12 bonus to their effective Resistance or DC.

Overlord: Creatures summoned by the character through Spirit Powers gain a +10 bonus to Body and a +4 bonus to AV. The cost to activate summon powers is reduced by 2 (statically regardless of input.)
This list is obviously far from comprehensive on what is possible, and also hasn't been looked at from a balance perspective. I haven't had much time to work on it.

As for Templates, I currently have some plans for them. Vampire, Elementalkin, and Gemini will gain Template variants, and I'll be adding Daemon and probably something along the lines of Dragonborn and Prophesied. This will happen when I actually get the time, which I obviously currently don't have if my posting rate and quality of writing is any indication.
 

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Re: Dark Gate OOC Thread

In addition to the celestial school that Blarg suggested I want to put forward an idea for powers based around the water/ice element. It's the only element that isn't included in any of the existing powers, and given how the orcs originally lived in the great white North you'd think they'd have some shamanistic powers that would draw on the freezing winds of their home.
 
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Tassadar

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Re: Dark Gate OOC Thread

Celestial and Boreal power lists would bring the total up to 10, which is where I'd like it to stay for now. I think I'd probably add some Bardic flavor onto Boreal as well. Note: Boreal = a fancy word for cold/winter/etc.

Boreal
Ice Lance (probably a bolt power and/or weapon power)

Polar Binding (binding power that deals damage)

Summon Yeti

Rimewind Blast (basically cold AoE power)

Ice Barrier (HP and armor for X instead of a resistance check)

Blood Freeze (death power that uses an amount of EP depending on the target somehow, maybe optional as a debuff or something)

Ice Surf mobility power

Frost Armor, buffs armor and causes those that strike the character to make a Res check or become weakened

Aurora, AoE debuff

Celestial
Scrying/Projection

Meteor

Starblade

Some buff involving flight and/or prediction and/or fate manipulation

Starbeam

Grant EP or buff ally power

Explode people by touching them power

Druidic
Summoning Animals/Fey/Plants monsters

Wild Shape

Some sort of healing thingy

Weather Control

Entangling

Leaf Walk

Commune with Nature (talk to animals/plants)
 
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Mind Flayer

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Re: Dark Gate OOC Thread

I personally think the celestial power tree should have a healing power in it so I added one into it, I mean its supposed to be the angels personal power tree from the sounds of it, to me at least. Anyway, this is what I came up with for it after a couple of hours of thinking it over and coming up with some shit for it. Let me know what you all think about it, because I'm sure most of it may be a little too overpowered or underpowered in some way.

Celestial spirit power tree:

Starbolt[replaces Starbeam]:
The character spends their energy to strike their foes down with lightning.
-The character pays X EP.
-Then the character chooses one of the following: (note this power cannot dmg allies)
1) A bolt of holy lightning strikes 1 creature within line of sight, which takes 2d8 + 2 * X electricity dmg.
2) All creatures within a 10 foot radius of any spot within 100 feet of the character takes 2d6 * X electricity dmg.

Starblade:
The character conjures an actual sword of spiritual energy with which to vanquish their enemies.
-The character pays 3 + X EP, in addition they must pay 3 EP upkeep every round.
-The blade can be any shape or color the character desires it to be, but can only be a 3 and a half foot long sword with a 3 foot blade. Attacks with the sword deal 2d8 * X + Spirit/3 that ignores armor.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as a sword (any of the three kinds depending on how the player describes it,) and gets the attack bonus if the character has the Skill with X Talent.
(Note: Also I intend for this to be an actual sword, which is not attached to the character. Other characters can't use it, but I imagine the character could throw it or something in a last ditch effort to hit an enemy.)

Cosmic Conduit [the grant EP/buff ally power]:
The character uses the ethereal lines of force to channel their energy to their allies and replenish their energy, giving them a slight boost in a pinch.
-The character pays X EP.
-They then choose one of the following effects:
1) One ally within sight regains X EP, as well as an X bonus to dodge or resistance for 3 rounds.
2) Two or more allies within 30 feet regain X EP split between however many were targeted, as well as an X – ½ bonus to dodge or resistance for 3 rounds.

Astrologer's Boon [the flight/prediction buff]:
The character spends their energy to give themselves as well as their allies great insight to their surroundings.
-The character pays X EP. In addition they must pay X – 1 EP upkeep every round, and X – 0 upkeep every round they have the wings active.
-The character and all allies within 30 feet gain +3X bonus to perception, dodge, and stealth, and 2X to resistance.
-They can also pay an additional 3 EP and it grants the user angelic wings that they can use to fly their speed, as well as paying 3 EP more for each ally within the aura to gain the wings. For each ally that they grant the wings to, raise the upkeep by 1. (i.e. X – 0 upkeep for only the character, X + 1 for the character and 1 ally.)

Comet Fist [replaces the touch people and blow them up power.]:
The character builds up a lot of their energy into their hands, then throwing their fist out to unleash it into their foes with the force of a comet striking the ground.
-The character pays 2 + X EP.
-Targets one creature at arms reach, or two creatures if there are two within arms reach of the character. (i.e. one hand on either target.)
-Deals 3d6 * X heat/fire dmg to one or both if two creatures are able to be targeted.

Foresight [the scrying/projection power]:
The character uses their energy to give them the gift of foresight, which they use in a number of ways to aid them.
-The character chooses one of the following.
1) The character pays 5 + X EP. The character can see slightly into the future, which allows them to see oncoming ambushes and allows them to get the drop on their enemies instead. For every X EP the character pays for this power, they see into the future 1 hour.
2) The character pays 10 + X EP. The character can sense where one object or person is within range that they know what it or they looks like, unless that person or object is hidden by some means, whether by magic, or by some other force. However this power merely gives the general direction of whatever they're searching for is in, not the exact location. For every X EP the character pays for this power, they can sense whatever they're searching for 1 more mile.
3) The character pays 8 + X EP. The character casts an illusion of themselves, which can talk in their voice. This can be used to send messages over great distances or for whatever the character can think of really. For every X EP the character pays for this power, they can project an image of themselves 5 miles.

Apocalypse from the sky [Replaces Meteor]:
The character channels their energy to the heavens to call a very small portion of the apocalypse down upon their foes.
-The character pays 5 + X EP.
-All creatures within a 20 foot radius of any spot within line of sight take 1d12 +2 * X heat/fire dmg.

Soothing Rains:
The character sends forth their energy to call a light misty shower of warm soothing rain, healing those it touches save those that wish harm to the character or their allies.
-The character pays 3 + X EP.
-They then choose one of the following.
1) One target creature within line of sight regains 3X HP.
2) All creatures within a 10 foot radius of any spot within 50 feet of the character regains 2X HP.
 
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Hentaispider

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Re: Dark Gate OOC Thread

There's already Holy Magic, which is the color I think you're going for there, MF. Would be kind of redundant to have two trees with identical fluff. "Celestial" just means related to the sky/space.

EDIT: Also, those spirit feats Tass posted look really potent for something that is presumably supposed to be worth less than a talent. Spiritual Warrior effectively grants three cross-class talents, efficient wielder gives significant boost to how far you can buff yourself without upkeep cost(more than double, in most cases) and potent spirit is equivalent to a mage talent.
 
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Mind Flayer

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Re: Dark Gate OOC Thread

Well, it is all subject to change Spider. All in all though the descriptions could simply be changed around some while still keeping the powers all as they are. However saying heavens doesn't necessarily mean holy as well, so it could simply be changed to say as such. Just posting ideas up for Tass to mull over to help out as much as I can.
 
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Aurani

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Re: Dark Gate OOC Thread

People coming up with ice stuff while I'm asleep. :[

Suggestion: Ground Freeze; Freezes the ground to cover it with a layer of ice, any movement across it will suffer a Speed penalty and also require a Resistance check against hilariously falling onto your rear and get Prone status.

Whether this be a Res check against the caster or a DC of #X and have a variable AoE and magnitude based on EP spent I'll leave to the people who have a better idea of what is balanced or not. As long as it remains a multiple of 9 for obvious reasons, baka baka~
 
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Tassadar

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Re: Dark Gate OOC Thread

There's already Holy Magic, which is the color I think you're going for there, MF. Would be kind of redundant to have two trees with identical fluff. "Celestial" just means related to the sky/space.

EDIT: Also, those spirit feats Tass posted look really potent for something that is presumably supposed to be worth less than a talent. Spiritual Warrior effectively grants three cross-class talents, efficient wielder gives significant boost to how far you can buff yourself without upkeep cost(more than double, in most cases) and potent spirit is equivalent to a mage talent.
Spider is more or less correct on this point of lore, though holy magic isn't purely unique to angels. The proposed celestial power tree would have more flavor in line with cosmic powers than divine ones.

As for those, they're actually supposed to be equal to a Talent, as the abilities possessed by other classes are generally more powerful than Talents themselves. Warriors get well over three skills, mages get about 3-4 mage feats plus a lot of utility spells, succubi get the ability to drain and free succubus powers plus cheaper Talents later. This is why I was only going to give one at character creation.
 

Mind Flayer

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Re: Dark Gate OOC Thread

Well I did change some if not most of it around to give it less holy like naming and such, though I don't know if it's any good. It's yours now to do with as you will though Tass, just passing out ideas is all.

Edit: Edited some of the names and such around on the powers list I put up above.
 
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Tassadar

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Re: Dark Gate OOC Thread

I'm going to have to restructure the character creation thread to add all of this crap. ;_;
Spirit powers and mage elements will probably end up three posts each with four items apiece. Spirit might also gets its own introduction post like the one that magic already has, also including the finished versions of those as yet unnamed addons. On the bright side, I'll be able to organize it a little better, hopefully with the sections with the shop next to one another and Succubus Powers and Templates each having their own posts.

Also, on Psyker:
Spider wanted it to work differently from how I thought that it did, and I'll illustrate with an example.

Derpina has a Spirit Ceiling of 10 and uses a power that costs 15 EP.

Normally: Derpina would "burn" an extra 5 EP and 5 HP, for a total cost of 20 EP and 5 HP.

Currently with Psyker: Derpina would spend the 15 EP and roll on the Psyker table with a Magnitude of 5.

Spider's intent: Derpina would spend 10 EP and roll on the Psyker table with a Magnitude of 5.

If I were to change it to the latter, I would have to cap Spirit Ceiling at 10 for characters with Psyker, or at the very least halve Spirit Ceiling to EP/10. The average Spirit Wielder has around 15+ ceiling and thus wouldn't be bothered at all by that version of Psyker, as they'd never need to exceed their ceiling by more than a few points to alpha strike anything. Granted mages and succubi aren't quite as high, but they also spend less EP on their abilities so it would still have the same problem. Being able to break the ceiling not only with a randomized effect in place of the added cost AND not spending whatever EP went above the ceiling would be broken with a ceiling still sitting in the low 20s.

New Spirit Power Trees as created so far:

Celestial
Astral Wings - Grant the character wings that also increase AV and Dodge, and maybe Resistance.

Astrologer's Boon - Buff that can be given to an ally instead of to the character using it. Alternatively, transfer EP to another character.

Meteor - wide AoE ball power with high damage, but must be outside or risk collapsing a building or not having the power work as desired.

Scrying - see into the future to a very limited extent, see and hear at another location, or astral project to another location and communicate with someone.

Starbeam - a single target power originating from the character, or can be used as an AoE power in cone or line form.

Starblade - Weapon power, sword-like, will probably be very similar to energy blade unless I think of something for it. Might be throwable once, but then require recasting.

Void Touch - The character touches someone and makes them experience the void in some horrible manner. Can be used for damage, save or die, or save or insanity.



Druidic (taking this requires that the character not be Warped, Supernatural, or Naturally Supernatural.)
Beast Form / Wild Shape - Turn into one of a number of animals buff. Currently going to have different stats for wolf, bear, cat, eagle, fish, and maybe some others that I haven't thought of yet.

Commune with Nature - Talk to plants and animals.

Entangling - AoE debuff that can cause binding.

Leaf Walk - teleport by moving through plants.

Natural Order - bolt power that can be used to heal, to cause damage, or to apply debuffs.

Summon Nature's Ally - call magical beasts, plant-kin, or lesser fey to aid the character.

Weather Control - High cost power that lets one replicate mage rituals, possibly in more limited forms.



Daemonic (taking this requires that the character be Supernatural)
Call Daemon - Pay some EP to call up a daemon helper with PC-level stats, or one that the character has met if they've met any in game. Named daemons, like Doraleous or Matthias, have to be recruited and may have special conditions. The base daemon for a given can be fluffed however the player wants, but its stats are ultimately up to the GM. Additional costs may apply for any given daemon, even the base one.

Daemonfire - AoE power that deals 2d4 * X damage to HP and X damage to EP.

Enhanced Shell - gain 3X attack, melee damage, Resistance, and AV. Spend upkeep in HP as well.

Regenesis - restore 10X HP to self only, X+2 cost, increase X by 2 to remove physical statuses like weakened or paralyzed.

Soul Rip - touch attack, deals X * (2d10 + 2) damage, user regains some amount of EP, was thinking X/2 or X/3 times a d4 or d6.

Soul Shatter - spend absurd amount of EP (40 as of now) in order to instantly kill something unless it passes a DC 100 Resistance check. This death is permanent and irreversible, as it obliterates the soul as well as the body. Can spend additional EP to increase the DC by 2 per point. Yes I know that this one's a bit absurd, and that no one would reasonably take it unless they planned to abuse it.

Warp Shell - add or remove mutations, similar to shapeshifting but can do some special mutations too.



Boreal
Blood Freeze - Res save or die power, deals damage even if it fails.

Frost Armor - Buff that increases AV and adds cold damage to melee attacks, and also makes those striking the character make a Res check at 10 + 3X or somesuch in order to avoid being Weakened.

Aurora - AoE debuff, grants a penalty to attack, dodge, base casting, and damage to all creatures around the character. Probably like 2X or something.

Ice Lance - A weapon power that doubles as a bolt power, probably based on polearms.

Polar Binding - Can either be used to freeze the target in place ala binding while also dealing damage, or to create walls made of ice that have HP and AV depending on input.

Rimewind Blast - Cold AoE power, probably cone and line, maybe with knockback.

Summon Yeti - summon one of several creatures, similar in many respects to the summon dragon power only with more variety in cost and results.


New Mage elements to bring the options for both classes up to 12: Anti-life (possibly going to get name-changed to Oblivion or Aether) and Earth. The former will have lots of debuffs, poisons, damage, save or die spells, and some high level minion spells. The latter will have lots of battlefield control and some hefty damage, as well as navigation and such at lower levels.

Existing elements would get a couple of spells added, maybe. And maybe some changes. Luck spells would be changed, probably to d10s, Force would be getting a gravity spell or two, entropy would be getting a few more weird attack spells, Body would get some mutation granting spells and maybe a few pleasure related spells courtesy of Naltaibur's special element. Light might get some more illusions. Nature will be getting a bunch of stuff, including things that Druidism has and possibly some other stuff.
 

BlueSlime

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Re: Dark Gate OOC Thread

I know Tass mentioned it was absurd, but Soul Shatter seems like it shouldn't exist except as a GM's plot device. And if you wanted it to exist and be usable,
then have the starting Resistance DC be extremely low, and that if you wanted to obliterate someone powerful, you'd have to be able to spend an additionally ridiculous amount of EP to increase the DC check to a point where the target might fail.

If you do that, then it becomes an ability that creatures like Matthias can be capable of, but normal PCs would have to dedicate a significant amount of time and experience to getting their spirit ceiling and EP stat to a high enough level that they could reasonably use this ability.

EDIT: Also, I like the Druidic spirit tree. Its restrictions really make sense with regards to my own character's background, so I appreciate the way you had it work out.
 
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