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Re: [HOE] d20 Goodness



Here, let's try and answer some of these questions...trim time!

> Are these conversions of any existing HOE classes or your own stuff?
Both.  I'm converting over any worthy "classes" and creating some prestige
classes and eventually i'll have the d20 versions of my own androids and
clones.  Right now i'm making the "tech-spirit" friendly junker, who has two
prestige classes..son of sitgreaves(can use low-level huckster magic but
still gains junker powers), and the tainted junker(gains actually decent
attack bonuses, gets a special doomsday device or army).  Other ones are
toxic shamans, anti-templars, librarians, and the like.

> Any particular reason why spellcasting is based on Wisdom?  From the
> description and special abilities, I would think CHA like the sorcerer...
That was a mistake on my part.  it should be a charisma-based ability..

> Do you realize that spellcraft is not listed in the Class Skills section?
>
Gaak!  I messed up again.

> Hmmmm... this would be one of the few classes proficient with armor.  In
> fact, IF I recall correctly (don't have my book with me), NONE of the
> other HOE classes have armor proficiency (which makes ACs rather low).
> Also, what are "standard" weapons? Everyone but Doomsayers are proficient
> with firearms, so are they standard?
>
Ehh, I think all the classes should be proficient with armor..ain't nothin'
stoppin' me from putting on that kevlar!

>
> Not too much detail... do the spell components for the summoning cost
> anything? Is the familiar the same as a familiar in the Player's Handbook?
>
No spell components, it would be like a "befriend animal" ranger sorta
thing.


> Maybe its just me, but I like the idea of some charisma-based special
> ability over an ability score raise... and why does her Charisma improve
> if her spell abilities are based on Wisdom?
Well, it's more useful now that her spells use charisma...and it's sort of
an anti-"witches are hags" stereotype.
>
> Lastly, how does casting work? Do witches have a Faith score or what?
The have a spellcraft roll much like a wizard, only they have components
rather than spell slots, and higher-level spells use more components.
>
> Sounds like that guy in Seattle... where do all these people get their
> syringe hands? Why would they want them? Doesn't that take away from the
> unique-ness of Needlehands?
Not according to the HOE rulebook's description of 'em.
>
> > Class Skills:Alchemy, Drivin, Heal, Knowledge(any), Listen, Profession,
> > Scroungin', Search, Spot, Survival
>
> Not Medicine?
I'm only pullin' skills off the d20 PHB here, cut me some slack..
>
> > Armor and Weapon Proficiency:Sawbones are proficient with all standard
armor
> > and all blunt weapons.
>
> See notes about armor above. And why only blunt weapons?
'cause those damn needle-hands make fine manipulation(i.e. fitting onto a
trigger) damn near impossible.  I think weapon restrictions in general are
dumb, though.  what's the deal with the doomsayer?
>
> > Poison Use:At 10th level, a sawbones gains the feat Poison Use.  The
> > sawbones may take another feat in place of poison use.
>
> Interesting that this special ability deals with harming instead of
> healing...
Ehh, it keeps him from accidentally killing himself.
>
> Well, those are my thoughts on the subject. I hope there weren't too many
> questions :)
>
> Marshal Kerry
>
>
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