![]() A willing creature can choose to fail the saving throw. The target may attempt a Will save with DC 10+1/2 HD+Int mod, if that is successful, the process is negated and the ethereal doppelganger must begin anew. This process requires 1 hour of unbroken physical contact. It cannot Assume the identity of a creature with more HD(actual HD, not counting any modifiers like enervation or bardic music or whatever) than its Ethereal doppelganger levels+Greater Doppelganger levels. All skills are class skills for the Ethereal DoppelgangerĪssume Identity:An ethereal doppelganger can copy another creature's mind, memories and personality. Mass Brain Lock, Improved Sanctum, Adapt +6 Versatile Skin, Improved Sanctum, Adapt +4Ībduct, Ah, Another Piece For My Collection, Adapt +5 Must have spent at least 24 hours in a row in the Ethereal Plane.Īssume Identity, Plane Shift, Ethereal Sanctum, Adapt +1 But we still need to use/see others techniques before coming to a standard.-At least 4 levels of Greater Doppelganger Because the changes in the program now makes easier to do more stuff. I want to see how many of you gets around it. I want to know HOW you GM and DM out there deals with that? Do you simplify the rules or stuff? (I also was trying to deal a bit the same with equipement and skills.) With the downfall that it happens often that it erase for some reason often without warning! (Maybe learn to live happy with the bitmap drawing tool instead and then save to chest for further use or table changes.)ĭ- Use those nice cue cards and link them toghether for as many needed aspect but get lost easilly un them as I often have to move my cards in the center or my camera to see all the note I want to write on them instead of having them bottom cut after Name! And then save to chest for further use or table changes.Į- Make character sheet boards with graphical elements where we can put peons on a value and lower and higher them and lock them in place and cards over the bits that are above the value we can't use on our characters and also do the same for each abilities we take for such characters and then link and lock the elements until we need to move them and re-link and re-lock them bact and then save to chest for further use or table changes. Then each time a value diminish just unlock and move the dice markers at their new values and re-link and re-lock them to save to chest for further use or table changes!ī- Use the 0-9 Numbered Cards in the Steam Workshop and reduce them small enough to fit them into the lines of the values to keep track of copy pasting the card values required to link and lock at the correct spots of the character sheet's boards and unlock and unlink them back when it is time to change the values and then secure them all back linked and locked to save to chest for further use or table changes.Ĭ- Use the vectorial tools to write everything down. (I wonder if it works upon something that isn't yet locked upon the table). ![]() (With the hope that the set number one day can exceed the 6 numeral) But I guess it might means a lot of rolls to get them at the right positions or take as many 6 sided dies to do additions of the statistics and lock them down the Sheet board model at their right place with a link and lock over it. Here are things I tought of since I saw the dices, cards and drawing tools and I want your opinion on this Ī- Since there are 10 sided numbered dices, use them as value token. So I am ready and confident I can load any character sheet now to my games except, How to I keep track of Health and stuff? I got the Big Eyes Small Mouth 3rd edition Steam Workshop modified for my own 2nd edition modification of the game and decided to test the JustJohn's Blank Map/sheet Models Steam Workshop to get printed on the traditional Character sheets (wich worked) and mines (wich had a hicup a bit but it was nice to look at anyway).īut I couldn't do double sided sheets! :S
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