Posts from Expedition: general discussions.
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Your experience and intellect enable you to create prescient plans and contingencies.
Prerequisites: Int 13, character level 5th.
Benefit: You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan.
Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat’s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any nonmagical service you gain by using this feat as being appropriate for the location selected.
Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
A hero killer creature discovers a strange gem which transforms it from its humble original form into a virtual engine of destruction. The gem also imparts an overwhelming desire in the creature: destroy great heroes of the land. It can sense the greatest living legend within hundreds of miles, and it will track this creature resolutely, brooking no interruptions to its destiny. If the hero killer creature encounters a group of adventurers which counts its target as a member, the creature will casually cast aside all obstacles to achieve its overriding goal.
The gem empowering the hero killer hones its abilities to the fullest in pursuit of its goal. As a side effect, the creature gains incredible power when dealing with all “distractions.” For any creature other than its target, the hero killer doubles its armor, deflection, and insight bonuses (effectively tripling the base creature’s bonuses); its DR becomes 5/- (or 10/- for CR 15 or higher creatures); it gains a +8 circumstance bonus to its CMD; and the creature benefits from improved evasion and improved uncanny dodge (as if it were a barbarian or rogue with levels equal to its Hit Dice). Finally, the hero killer gains immunity to any mind-affecting effects, regardless of the source.
Once the creature has attempted to collect its target (see below), it loses all the above benefits until it fixes upon a new target 24 hours later. Additionally, any victim of the hero killer who has returned to life after the creature has attempted to collect it treats the creature as if it didn’t benefit from eyes on the prize.
e si ieu muoir, er mi grans deliuriers
1) Do you prefer systems with linear progression (like classes and levels) or a more typical experience system without classes and clear progression, where there may not be much progression or it is heavily tied to luck and other similar aspects?
2) How do players feel about the concept of classes in general, regardless of the approach to progression?
3) Are players interested in systems that are more flexible/complex than what is usually found in expeditions?
I even found the classes in Oblivion appealing, despite their lack of coherence.