Changeling Talents

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Re: Changeling Talents

Post  Dr Blight on Fri Aug 17, 2012 4:56 pm

a creature caught in goo going into combat takes a penalty to initiative?
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Re: Changeling Talents

Post  Philadelphus on Fri Aug 17, 2012 7:13 pm

Ohhh, that's a great idea. Maybe something like "creatures caught in goo going into combat have a -10 penalty to initiative"? It won't automatically put them at the end, but even if they roll a 20 (5% chance) everyone else would have a 50% chance of going before them. And of course, they do have a 50% chance of being dead last if they roll a 10 or below.

I really like that idea, I think it works very well. Smile
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Re: Changeling Talents

Post  Appkes on Thu Sep 20, 2012 6:48 pm

Crash Dive 3/day
When flying, may use this talent to Go incredibly fast, far faster than a pony can run, as long as you aim at the ground, and you cannot change course once begun. When you impact the ground, you unharmed, despite the fact you leave a crater in the ground.
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Re: Changeling Talents

Post  Xel Unknown on Thu Sep 20, 2012 6:56 pm

Appkes wrote:Crash Dive 3/day
When flying, may use this talent to Go incredibly fast, far faster than a pony can run, as long as you aim at the ground, and you cannot change course once begun. When you impact the ground, you unharmed, despite the fact you leave a crater in the ground.
Note to self: When this talent gets made official I MUST take this talent as a Changeling Pegasus... It is too awesome NOT to take for a Changeling Pegasus. Also I must try to take a crack at making a Changeling Talent myself.
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Re: Changeling Talents

Post  Appkes on Thu Oct 04, 2012 4:43 pm

Sneaky Form 2/day
You change the colour of your body slightly, making you slightly harder to detect and causing you to gain a +5 bonus to Stealth checks

Master Of Shadows - requires Sneaky Form
You are adept at matching your body to the surroundings, to the point of near - invisibility. However, this chameleon ability makes any disguises seem less real, due to the way you are accustomed to modulating colour. Gain a passive +8 to stealth, but. -10 penalty to disguises
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Re: Changeling Talents

Post  Xel Unknown on Thu Oct 04, 2012 5:20 pm

Wow... That, makes a LOT of sense...
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Re: Changeling Talents

Post  Jason Shadow on Sat Nov 17, 2012 12:37 pm

Strictly speaking, with the latest update, all these racial threads have become obsolete. But since the talent I have in mind would be for races with Changeling's Trickery, I might as well put it here.

Mismatched Mish-Mash
Prerequisite: Changeling's Trickery
You are capable of combining multiple forms into one. When you transform into any race, you may choose to mix aspects of a second race in with the first one; for this combined form, select any combination of racial abilities from both races, so long as they add up to (6) or lower. For as long as you remain in that form, you gain the use of those abilities. However, the DC of the perception check for seeing through this form is halved (rounded down).
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Re: Changeling Talents

Post  Stairc -Dan Felder on Sat Nov 17, 2012 4:00 pm

They haven't exactly become obsolete. Where do you think we'll get the ideas for more racial traits from? =)
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Re: Changeling Talents

Post  Zarhon on Sat Nov 17, 2012 9:09 pm

Funnel Love -1/day
You may have a willing ally pay for your own utility talents that require magic points, and you may offer magic points to pay for utility talent of allies. This does not include any of the element of harmony utilities.

Mesmerize - 1/day
Duration: 1d10 minutes
Choose a creatures you can touch and roll a d10. You may spend that much time in minutes distracting the target, preventing them from turning hostile or looking at or noticing anything other than you (though they can still hear nearby sounds). Suspicious/distracting sounds may force an opposing persuasion check to continue the effect at DMs discretion, while combat or hostile actions against the target will end it immediately. You cannot do any other actions whilst distracting, but may end the effect early.

Befuddle - [Magic]
Prerequisite: Mesmerize
You may expend a magic point whilst using Mesmerize to distract two extra creatures, increase its duration by 10 minutes and to prevent any other creatures from turning hostile / harming you / entering combat with you for its duration. In addition, you gain an additional use of Mesmerize per day.



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