Talk:Imp (SAO) (3.5e Race)
Are you ready for some feedback, or is this still in progress? Marasmusine (talk) 02:40, 12 February 2014 (MST)
Yeah shoot the feedback, i already cut the spells btw. I prefer to cut and give while it develops from others looking at it. Also did i just get noticed by Senpai?
- Okay, here we go :) It will help if you have the core rulebooks to hand for reference.
- "Magical Humanoid" isn't a creature type. You could have Humanoid, with a subtype of (elf) or I prefer (fey)
- A Fly speed of 250 is incredible, it's faster than an eagle, faster than an air elemental... faster than a great dragon! Think of a creature that you think would have a similar speed and use something similar.
- You've picked Good maneuverability, this already determines what kind of aerial maneuvers the imp can make, including the 180 degree turn (see SRD:Fly)
- What constitutes an attempt to fly? Do they take the move action but then not move? How long do they gain the fly ability for until they need to make those attempts again? When you say "fly underground" do you mean like burrowing?
- More to come... Marasmusine (talk) 01:22, 13 February 2014 (MST)
- Dark Magic - I'm not sure where the Dark descriptor spells are, so you might have to say which book they're in. Level 7 sorcerer spells are normally cast by 14th level sorcerers, so this would give your race a huge LA. You need to state how many times per day they can cast these spells - if it's at-will that raises the LA even more.
- Wall-run needs a rewrite. Is it the case that they can only run up walls (i.e. they don't have a climb speed?) Swift actions are usually to do with psionics, so this should all be handled as other actions. Something like "When an imp uses a full-round action to run, it can ascend any wall or slope with a DC of 0 or more. The imp must end the movement on a surface you can stand on, or it falls." Marasmusine (talk) 01:35, 13 February 2014 (MST)
Alright, thanks for giving me that. I will try to get everything as soon as I can. On the subject of flight, the races can outfly small birds, so i believe that the speed would be around Eagle/Hawk. When i say fly underground, the others races i am creating, need sunlight or moonlight to fly, Imps however can fly for a short duration underground without exposure. Thanks for the Feedback. c:
- Another thing is that you have distances in meters, but D&D uses feet. Marasmusine (talk) 00:55, 14 February 2014 (MST)
Check out my comments on the Spriggan for core Alfhiem race balance (I just noticed that I didn't go into much detail on speed and maneuverability for their flying ability; I'll add that to the spriggan comment for ease of reference). This race looks like it needs a couple of unique abilities to match the undines water-breathing or spriggans treasure finding. As is this class has basically nothing besides the innate spellcasting flavor and the ability to fly underground. Zau (talk) 23:03, 26 May 2014 (MDT)