

To them, the hunting jaguar, the sharp-taloned hawk, and the greedy human are relentless co-conspirators, seeking to exploit, torment, and kill the wayangs. Relations: Most wayang tribes do their best to avoid the notice of others. Their culture seems morbid to most outsiders, one that idealizes a shadowy state of non-being while demonizing the fierce clarity of light. Society: Forming small, tightly knit tribes, wayangs live a communal existence, sharing what they have with their friends and families. Shy and elusive, they live in small, interdependent tribes.
MAGICAL LINEAGE WAYANG SPELLHUNTER SKIN
They readily express their beliefs through ritual scarification and skin bleaching, marking their bodies with raised white dots in ornate spirals and geometric patterns. Deeply spiritual, they follow a philosophy known as “The Dissolution,” which teaches that in passing they may again merge into the shadow. They are extremely gaunt, with pixielike stature and skin the color of deep shadow. The wayangs are a race of small supernatural humanoids who trace their ancestry to the Plane of Shadows. You have support from the Devs on this one, and it's your game. As the GM it's totally ok for you to disallow them stacking. Regardless we have a Rules As Written rule here (they stack) and we have developer input saying they shouldn't stack (though by RAW they do). A Maximized-Empowered Fireball would allow both traits to be used on the spell (with the math looking like: 3 + (3-1) + (2-1) = 6th level spell) but you couldn't use them both on a spell with only 1 metamagic feat. There is a possible middle-ground here, where the two traits can't affect the same metamagic feats, but they could both affect the same spell. That's the definition of "Stack" vs "Overlap" in this context. If they "Overlap" then Magical Lineage brings it from 5 down to 4, and Wayang Spellhunter brings it from 5 down to 4, so it would end up as a level 4 spell. If a player happens to mix things up in a way that according to you breaks the game the way you intended it, just talk to the player and house rule the effect in a way that fits your play-style.If they stack it's 3+5-1-1=3, so it ends up up as a level 3 spell. The thing is that usually magus use this trait to combine it with intensified spell and have a 10d6 damage shocking grasp in their 1th level slot (at level 10), i instead use it to apply "disruptive spell", which does little to nothing, but helps me defining an anti-mage magus from level 1, a thing otherwise impossible. When a player picks an option in your ban list keep simply your eyes open, usually an option alone doesn't break the game, usually it must be combined with other effects.įor example, my character is a magus, i picked magical lineage, which is a powerful trait and happens to be in your ban list. Keep that ban list, but don't force it on your players. So im just looking for suggestions on what to do. But I dont want some crazy abused stuff showing up. Im happy to run these fights and level them quickly to give them a chance to play higher level characters. Now im not that good at understanding exploits. Summoner & Gunslinger (Except for Bolt Ace) Its straight combat and Im opening the books for them but Im being told that this can be ripe with abuse.

They fight the fight then level up after. The idea is the group goes through a challenging encounter for their level 1-20. Im currently running what I call Quick leveling combat.
