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Messages - Milo v3

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1
Swords and Style: Shonen Rework / Re: Class Index
« on: December 17, 2014, 07:33:17 AM »
Bard
Alignment: Bards can be any alignment in this setting.
Name: Bards are called Musicians in this setting.

2
Swords and Style: Shonen Rework / Re: Class Index
« on: December 17, 2014, 04:52:45 AM »
Barbarian
Alignment: Barbarians can be of any alignment in this setting.
Name: Barbarians are called Juggernauts in this setting.

Juggernauts are masters of martial combat, who enter a trance state that not only amplifies their skill and raw power but sometimes even warps their body granting claws, keen eyes, and wings. Different individuals have different triggers for their trance state; wild rage, controlled wrath, immense focus, fear response, and more. Juggernauts are often bodyguards, bouncers, and physical labourers such as construction workers.

3
Swords and Style: Shonen Rework / Re: Class Index
« on: December 14, 2014, 09:09:53 AM »
Pathfinder Hybrid Classes
The Advanced Class Guide added the concept of hybrid classes, two base classes combined into one. If you take a level in a hybrid class you cannot take any levels in one of that classes parent classes, while at the same time you cannot take any levels in a hybrid class if you possess levels in one of that hybrid classes parent class.

Modified Hybrid Classes
  • Arcanist
  • Bloodrager
  • Investigator
  • Shaman
  • Skald
  • Slayer
  • Swashbuckler
  • Warpriest

Removed
  • Brawler
  • Hunter

Added
  • Actor
  • Altered
  • Anabolist
  • Berserker
  • Custodian
  • Field Officer
  • Forensic
  • Geneticist
  • Guardian
  • Gunsmith
  • Monk
  • Primordial
  • Programmer
  • Rectifier
  • Rider
  • Spelljack
  • Totemist

Setting Hybrid Classes
  • Actor
  • Altered
  • Anabolist
  • Arcanist
  • Assassin
  • Berserker
  • Custodian
  • Field Officer
  • Forensic
  • Geneticist
  • Guardian
  • Gunsmith
  • Helix Warrior
  • Monk
  • Primordial
  • Programmer
  • Punk
  • Rectifier
  • Rider
  • Shaman
  • Spelljack
  • Spy
  • Swashbuckler
  • Totemist
  • Zealot

4
Swords and Style: Shonen Rework / Re: Races and Species
« on: December 10, 2014, 01:46:08 AM »
Tengu
Appearance

History

Name

Racial Traits
Tengu in Swords and Style gain the following racial traits:
  • X: Trait

Starting Ages
Adulthood:
Intuitive: +
Self-Taught: +
Trained: +

Ageing Effects
Middle Age:
Old:
Venerable:
Maximum Age: x + x years

Height and Weight
Base Height (Male):
(Female):
Base Weight (Male):
(Female):
Modifier:
Weight Modifier: x

5
Swords and Style: Shonen Rework / Re: Races and Species
« on: December 09, 2014, 07:48:41 PM »
Strix
Appearance

History

Name

Racial Traits
Half-Orcs in Swords and Style gain the following racial traits:
  • X: Trait

Starting Ages
Adulthood:
Intuitive: +
Self-Taught: +
Trained: +

Ageing Effects
Middle Age:
Old:
Venerable:
Maximum Age: x + x years

Height and Weight
Base Height (Male):
(Female):
Base Weight (Male):
(Female):
Modifier:
Weight Modifier: x

6
Swords and Style: Shonen Rework / Re: Races and Species
« on: December 09, 2014, 07:40:43 PM »
Nagaji
Appearance
Nagaji are muscularly built humanoids scaled in a dense armour of scales, with reptilian eyes and forked tongues. Their scale can be any colour, though blacks and browns are the most common. Many have patterns on their scales to help differential between each other, such as strips and dots.

History

Name

Racial Traits
Half-Orcs in Swords and Style gain the following racial traits:
  • X: Trait

Starting Ages
Adulthood:
Intuitive: +
Self-Taught: +
Trained: +

Ageing Effects
Middle Age:
Old:
Venerable:
Maximum Age: x + x years

Height and Weight
Base Height (Male):
(Female):
Base Weight (Male):
(Female):
Modifier:
Weight Modifier: x

7
Swords and Style: Shonen Rework / Re: Races and Species
« on: December 09, 2014, 07:37:59 PM »
Human
Appearance
The different species of humans are very varied, yet disturbingly similar to each other in appearance. They all possess an appearance like a real-life human; but specific species possess changes such as blue skin, pointed ears, feline eyes, small bone ridges on their heads, etc.

History
When the Four threaded the tapestry, each was given the allowance to select one species to form as their chosen people. Chance chose to write the humans into existence, but unlike the others, the deity secretly scattered them across thousands of planets rather than seeding them upon a single world. Many of these worlds ended up quickly destroyed by vast comets, asteroids, and storms in anger from the other Three. Over time, the humans that remained started to slowly adapt to their environments, causing them to become radically different in appearance despite fundamentally being the same species.

Humans were the first of the races to use (some would say abuse) outsiders to discover other planets, using planeshift based items and

Name
Humans are not one specific species, human is just the general name for the large number of humanoid races that "coincidently" look amazingly similar and possess barely any physiological differences. Each of these different species possesses a more accurate species name such as the Raxian race and the Naranese.

Some humans are greatly insulted by being classified as human, seeing their species as distinct from humanity, despite the term being an objective classification.

Racial Traits
Humans in Swords and Style do not have changed racial traits, but it is important to note that the Bonus Feat of a human is determined by what species of human they are rather than being a completely personal choice. For example, Raxian's get Fleet, Lightning Reflexes or Run feat as a bonus feat, while Naranese get Endurance, Great Fortitude or Toughness. Despite this, the number of different humans is so immense that there is basically always a type of human that will have a feat that you want, and multiple races of human can share feats.

Starting Ages
Adulthood:
Intuitive: +
Self-Taught: +
Trained: +

Ageing Effects
Middle Age:
Old:
Venerable:
Maximum Age: x + x years

Height and Weight
Base Height (Male):
(Female):
Base Weight (Male):
(Female):
Modifier:
Weight Modifier: x

8
Swords and Style: Shonen Rework / Re: Races and Species
« on: December 09, 2014, 07:34:59 PM »
Half-Orc
Appearance
Half-Orcs are tall humanoids which possess bodies nearly identical to that of an orc; with the major exceptions being that they are only as muscular as a human, and that they're generally much better groomed.

History
Despite being shaped from children, the adult forms of Orcs can reproduce with each other. These children are physically similar to their parents, but they lack the mental stasis of their progenitors leading them to slowly develop from infant-minds to child-minds to adult-minds. With their more dynamic minds, the half-orcs have been able to form small cultures in other races societies.

Despite being common in nearly every society, many half-orcs are discriminated against because it is often hard to distinguish between an orc and a half-orc until they have started speaking.

Name
Since they possess only the bodies of orcs but not their minds, they are called Half-Orcs. This term is even used by Orcs themselves, but they often use it as a pejorative.

Racial Traits
Half-Orcs in Swords and Style gain the following racial traits:
  • Orc Flesh: A half-orc gains a +2 racial bonus on disguise checks to pretend to be an orc. This replaces the orc blood racial trait and human subtype.
  • Weapon Familiarity: Half-orcs are treat weapons of the Orc weapon group as martial weapons. This modifies the Weapon Familiarity racial trait.

Starting Ages
Adulthood: 14
Intuitive: +1d4
Self-Taught: +1d6
Trained: +2d6

Ageing Effects
Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: 60 + 2d10 years

Height and Weight
Base Height (Male): 5 ft.
(Female): 4 ft. 8 in.
Base Weight (Male): 150
(Female): 110
Modifier: 2d12
Weight Modifier: x7

9
Swords and Style: Shonen Rework / Re: Races and Species
« on: December 09, 2014, 07:09:46 AM »
Halfling
Appearance
Appearance-wise halflings are effectively the same as humans but smaller in size (with width scaled appropriately), and possessing hair colour and eye colour that always match (even if one is altered by magic, dyes, eye tattoos, etc). The natural eye/hair colours of halflings are restricted to blue, green, gold, and grey, and their skin colours are restricted to that of real-life human races. With the entrance of hair dye and more common magic into their societies, a large portion of halfling culture now alters their hair colours.

History
Halfling are a race of humans who existed within the first tapestry, and when the Four decided to try again with the idea of a tapestry they sealed the first tapestry in the threads of it's own replacement. From the perspective of those within, the sky disappeared, replaced by something similar to omnipresent aurora and the planes could no longer be travelled to from it, leaving them trapped with the prehistoric wildlife such as dinosaurs, dire wolves, and imperial dragons.

The resultant realm is now known as the Trapped Age, since time appears to have travelled severely slower than the other planes of existence including the new Tapestry. But eventually the Trapped Age's seal was broken by a group of Ormanni historians and researchers, which not only returned planar travel to the realm but also caused the Trapped Age's rate of time to stabilize much closer to that of the current tapestry.

Until recently, the Trapped Age possessed only medieval technology supplemented with basic sorcerer magic. The majority dwelling in farming communities to feed the towns of nobles, who in turn served the dragon emperors. War was relatively common between these lands, as the draconians both desired to extend their power and possessed rather severe apathy towards the majority of their subjects. These dragon empires are currently experiencing a large amount of civil turmoil, generated by people of other realms nearly as much as it is the increased technology the halflings now find in their grasp.

Name
Halflings do not generally call or consider themselves halflings, and classify themselves as humans since they are simply humans from an earlier stage. Halfling is simply a name placed on them by new Tapestry humans and other species, to help make sure individuals know someone is a Trapped Age Human rather than a standard Human.

Racial Traits
Halflings in Swords and Style gain the following racial traits:
  • Imperial Heritage: All halflings have a bit of draconic blood in them (regardless of what some Dragon Empires may decree), causing every halfling to possess Sorcerer as a favoured class, in addition to their normal favoured class which they can select as normal.
  • Weapon Familiarity: Halflings treat any weapon from the Halfling weapon group as a martial weapon. This racial trait replaces weapon familiarity.

Starting Ages
Young: 8
Adulthood: 12
Intuitive: +1d4
Self-Taught: +1d6
Trained: +2d6

Ageing Effects
Middle Age: 28
Old: 40
Venerable: 56
Maximum Age: 56 + 2d10 years

Height and Weight
Base Height (Male): 2 ft. 8 in.
(Female): 2 ft. 6 in.
Base Weight (Male): 30 lb.
(Female): 25 lb.
Modifier: 2d4
Weight Modifier: x1

10
Swords and Style: Shonen Rework / Class Index
« on: November 22, 2014, 08:41:33 AM »
In swords and styles many classes are modified to better fit the setting. These are mainly represented by minor modifications such as name changes, some are replaced alternate classes, while others are removed, and two hybrid classes are counted as base classes.

Pathfinder Base Classes
Unchanged
  • Kineticist
  • Paladin
  • Psychic
  • Ranger

Modified Base Classes
  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Inquisitor
  • Medium
  • Mesmerist
  • Occultist
  • Oracle
  • Sorcerer
  • Spiritualist
  • Witch
  • Wizard

Replaced by Alternate Class
  • Alchemist
  • Cavalier
  • Gunslinger
  • Magus
  • Rogue

Removed
  • Monk
  • Summoner

Added
  • Brawler (Previously a hybrid class)
  • Hunter (Previously a hybrid class)

Setting Base Classes
  • Acolyte
  • Advocate
  • Agent
  • Artificer
  • Brawler
  • Contractor
  • Detective
  • Druid
  • Gunslinger
  • Historian
  • Hunter
  • Infiltrator
  • Jockey
  • Juggernaut
  • Kineticist
  • Musician
  • Mutant
  • Paladin
  • Politician
  • Psychic
  • Ranger
  • Savant
  • Scientist
  • Soldier
  • Wizard

11
Swords and Style: Shonen Rework / Races and Species
« on: November 18, 2014, 09:53:55 PM »
When playing a Swords and Style game, the races in the game have modified flavour and in some cases mechanical changes. Below all the races are categorized by how common they are on the tapestry. Though many of the secondary and teritary races are the majorities on other planes of existence.

Primary Races
  • Halfling
  • Half-Orc
  • Human
  • Nagaji
  • Strix
  • Tengu

Secondary Races
  • Aasimar
  • Dhampir
  • Dwarf
  • Elf
  • Gillmen
  • Gnoll
  • Gnome
  • Hobgoblin
  • Kasatha
  • Kobold
  • Lizardfolk
  • Orc
  • Oread
  • Ratfolk
  • Samsaran
  • Suli
  • Tiefling
  • Vanara
  • Vishkanya
  • Wyrwood

Tertiary Races
  • Catfolk
  • Changeling
  • Drow
  • Duegar
  • Fetchling
  • Gathlain
  • Goblin
  • Grippli
  • Half-Elf
  • Ifrit
  • Kitsune
  • Merfolk
  • Svirfneblin
  • Sylph
  • Undine
  • Wayang
  • Wyvaran

12
Malignth (WIP since tired is wearing my brain out)

There are some things that are not satisfied with the bodies they have been given, and seek to improve them, but sometimes things don't go as planned. Malignth (malignant-synths) are beings that have suffered from their bodies turning against them in a very dramatic manner.

Creating a Malignth

Malignth is an acquired or inherited template that can be added to any living creature. A malignth uses the base creature's stats and abilities except as noted here.
LA: +2

CR: +1

AL: The base creatures alignment moves one step closer to chaotic. Malignth have inherently unstable biology, and their morales and ethics happen to be sealed within that biology.

Size and Type: The base creature's type becomes aberration (shapeshifter). If this template is acquired do not recalculate class Hit Dice, BAB, or saves.

Senses: The base creature gains darkvision 60 ft.

Armour Class: The base creature gains a +2 bonus to their natural armour class bonus.

Weaknesses: The base creature gains two of the following drawbacks (randomly determined or chosen by the GM). A drawback can't be gained multiple times:
Bug Eyes: Your vision is more accurate than your mind can actually comprehend, you take a -2 racial penalty to perception checks.
Over-active Metabolism: Your body uses up more energy than it should, you take a -4 racial penalty on saves against becoming fatigued or exhausted.
Vibrant Chameleon: Your body alters it's colours between vibrant tones, and take a -2 racial penalty to Stealth checks.
Stunted Arms: Your strength score for the purpose of carry capacity is four points lower.
Numb Nerves: Your dexterity score is lowered by one point.
Wrong Proportions: When swimming, water counts as one stage more hazardous for the purpose of determining the DC of your athletics checks.

Special Attacks: Malignths gain three Stage I evolves from the Sythevolver class, these evolves must lack prerequisites. Which evolves an individual receives is normally random, though the Gamesmaster can select them if they wish. The evolves gained can be repeated if the evolves state they can be taken multiple times.

Special Qualities: Malignths gain the corrupted code special quality.

Corrupted Code (Ex): Malignths gain a +4 racial bonus on fortitude saves against mutagenic strike and similar effects that target his DNA, and if he does fail the save the effects duration is halved.

Feats: Malignths gain Improved Unarmed Strike as a bonus feat, if they don't already possess it.

13
Swords and Style: Shonen Rework / Re: Feats
« on: September 12, 2014, 10:10:20 PM »
Abrasive
You are difficult and demanding in conversation, which tends to oppress those around you.
Benefit: You gain a +4 bonus to persuasion checks that are for demoralization or intimidation.
Skill: For every 5 ranks in persuasion skill, this feat's bonus increases by +4.

Agile Maneuvers (Combat)
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You may add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Alertness
You often notice things that others might miss.
Benefit: You gain a +3 bonus to Perception and Sense Motive checks.
Skill: For every 5 ranks in Perception or Sense Motive, this feat's bonus' increases by +3.

Apostate (Divine)
You can or have turned away from your faith, and yet retain your powers.
Prerequisite: Invoker level
Benefit: When you aren't following a faith, you do not become an atheist, instead you retain all your current aspects and powers until you start to follow a new faith.
 
Arcane Armour Training (Combat, Spell)
You have learned how to cast spells while wearing armor.
Prerequisites: Light Armor Proficiency, caster level 1st.
Benefit: The spell failure chance due to the armor you are wearing is reduced by 10%.
Baste Attack Bonus: For every +5 base attack bonus you possess, spell failure chance is reduced by another 10%.

Arcane Strike (Combat, Spell)
You draw upon your chthonic power to enhance your weapons with magical energy.
Prerequisite: Ability to cast spells.
Benefit: As a swift action or whenever you cast a spell, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction until the end of your next turn.
Caster Level: For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Armour Proficiency (Combat)
Your skilled at wearing armour.
Benefit: You are proficient in wearing armour one tier higher than you could currently, going light, medium, heavy, then mecha.
Special: This feat can be gained multiple times.

Athlete
You are a master in certain kinds of movement.
Prerequisite: Athletics 1
Benefit: Select two types of movement from the following list; burrowing, climbing, flying, jumping, or swimming. You gain a +3 bonus to athletics checks that relate to those two types of movements.
Skill: For every 5 ranks of Athletics you possess, the bonus of this feat increases by +3.

Augment Enslavement (Divine)
Your divinely animated creatures are more powerful and robust.
Prerequisite: Able to use at an Enslavement aspect.
Benefit: Each creature you animate with an enslavement aspect gains a +2 enhancement bonus to Strength and Constitution for the duration of the effect that animated it.
Caster level: For every 5 invoker level you possess, the bonuses of this feat increases by +2.

Augment Summoning (Spell)
Your summoned creatures are more powerful and robust.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon effect or spell gains a +2 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Caster level: For every 5 caster level you possess, the bonuses of this feat increases by +2.

Bonded Item (Savage)
You are connected to an item by fate itself, maybe it was a curse, maybe the sword is a family heirloom, or maybe this armour was the only thing remaining of your race's technology.
Prerequisites: Masterwork Item that you've owned for at least a week.
Benefits: You gain the benefits of the Steel Soul Savage Progression, up to 10th level.
Special:  Savage feats can be taken multiple times, but an individual can only have up to three savage feats. Each time this is taken, it increases the level range of benefits by 10.

Brachiation
You can swing through trees like a monkey.
Prerequisite: Athletics 1
Benefit: You can move through wooded areas at your base land speed or climb speed (whichever is higher), ignoring any effects on movement due to terrain. You must be at least 20 feet from the ground to use this ability. This ability works only in medium to dense forests, and similar.

Celestial Leadership (Cohort)
You have gained the assistance of a celestial.
Prerequisite: Knowledge (Celestial) 4
Benefit: You gain a celestial cohort, as an Avatar three levels lower than your Knowledge (Celestial) ranks.
Special: If you possess the celestial cohort class feature, then this instead grants a second celestial cohort except that your avatar level with the outsider is equal to your Knowledge (Celestial) ranks. 

Chthonian Craftsman (Item Creation, Spell)
Your superior crafting skills allow you to create simple chthonic items.
Prerequisite: 5 ranks in any Craft or Profession skill.
Benefit: Craft or Profession skills in which you possess at least 5 ranks count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the craft or profession skill for your total caster level. You must use an appropriate skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements. You cannot use this feat to create any spell-trigger or spell-activation item.

Cold Endurance
You know how to survive in the harshest arctic.
Prerequisite: Constitution 13
Benefit: You gain cold resistance 5, and a +4 bonus on saves and checks against environmental cold.
Ability: If your Constitution is 15 or above, the cold resistance increases to 10 and the bonus from this feat increases to +8. If your Constitution is 20 or above, the cold resistance increases by 20 and the bonus from this feat increases to +12. If your Constitution is 50 or above, the cold resistance becomes immunity and the bonus from this feat increases to +16.
Special: For the purpose of prerequisites, this feat counts as Endurance.

Combat Casting (Combat)
You are adept at spellcasting when threatened or distracted.
Prerequisite: Caster level 1st.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Base Attack Bonus: For every +5 base attack bonus you possess, the bonus to concentration checks is increased by +4.

Controlled Chaos
You can force the chaotic energy of limbo to stabilize through pure willpower.
Prerequisite: Wisdom 13 or Charisma 13.
Benefit: You gain a +4 bonus on checks to control and shape Feystone.
Ability: If either your Wisdom or Charisma score is at least 15, this feats bonus increases to +8. If either your Wisdom or Charisma score is at least 20, this feats bonus increases to +12. If either your Strength or Constitution score is at least 50, this feats bonus increases to +16.   

Crafted Leadership (Cohort, Item Creation)
You have created a construct to aid you.
Prerequisite: Knowledge (Technology) 4
Benefit: You gain a homunculus, as an Artisan three levels lower than your Knowledge (Technology) ranks.
Special: If you possess the create homunculus class feature, then this instead grants a second homunculus except that your artisan level with the homunculus is equal to your Knowledge (Technology) ranks. 

Crafter's Focus (Item Creation)
Some craftsmen decide to not limit themselves to a single trade.
Prerequisite: Two or more craft skills.
Benefit: You gain a +3 bonus to all craft skills.
Skill: For every 5 ranks in your highest Craft skill, this feat's bonus increases by +3.
Special: This feat counts as Skill Focus for all Craft Skills for the purpose of prerequisites.

Critical Focus (Combat)
You are trained in the art of causing pain.
Prerequisite: Base Attack Bonus +5
Benefit: You receive a +2 circumstance bonus on attack rolls made to confirm critical hits.
Base Attack Bonus: For every +10 base attack bonus you possess, the bonus to concentration checks is increased by +2.

Crowd Walker
You are at home with the crowd.
Benefit: You can ignore difficult terrain from moving in a crowd of people, and gain a +3 bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square
Skill: For every 5 ranks in acrobatics, this feat's bonus increases by +3.

Deflect Arrows (Combat)
You can knock arrows and other projectiles off course, preventing them from hitting you.
Prerequisite: Dexterity 13.
Benefit: Once per round when you would normally be hit with an attack from a ranged weapon, you may make an attack roll with a finesse, light, or natural weapon you are wielding, that is opposed to the attack roll of the ranged attack. A success on this attack roll deflects the attack and makes it a miss.
Ability: If your Dexterity score is at least 15, this feats can be used thrice per round. If your Dexterity score is at least 20, deflecting mundane ranged attacks (lacking enchantment bonus) do not use up this feats uses per round if you're deflecting with a weapon that has an enchantment bonus of at least +2. If your Dexterity score is at least 50, this feat can be used five times per round.
Special: You can deflect all the raindrops that would hit you in a round by using up one use of this feat.

Deft Hands
You have exceptional manual dexterity.
Benefit: You gain a +3 bonus to Disable Device and Sleight of Hand checks.
Skill: For every 5 ranks in Disable Device or Sleight of Hand, this feat's bonus' increases by +3.

Diehard (Combat)
You are especially hard to kill.
Prerequisite: Constitution 13
Benefit: Whenever you would be dying, you are instead disabled. In addition, double your constitution score for the purposes of what level of negative hit points kills you.

Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dexterity 13
Benefit: You gain a +1 dodge bonus to armour class.
Ability: If your Dexterity score is at least 15, this feats bonus increases to +3. If your Dexterity score is at least 20, this feats bonus increases to +5. If your Dexterity score is at least 50, this feats bonus increases to +10.

Educated
Formal schooling has taught you a variety of subjects.
Prerequisite: Intelligence 10
Benefit: Select three skills, these skills become class skills for you.
Ability: If Intelligence score is at least 13, you gain three more class skills. If Intelligence score is at least 15, you gain another three class skills. If Intelligence score is at least 20, you gain another three class skills.

Elemental Endurance
Even if the universe is made of fire, you can adapt to it.
Prerequisite: Constitution 15
Benefit: Each week you spend on a plane, you can make a constitution check (DC 30 - 1 per failed check, minimum 15) to acclimate to the plane. After successfully acclimating to a plane, you gain immune to the planes negative effects as if you were native to that plane. This benefit is lost if you haven't been to the acclimated plane for a year.
Ability: If your Constitution score is at least 20, this feat only requires a day. If your Constitution score is at least 50, this feat only requires an hour.

Endurance
Harsh conditions or long exertions do not easily tire you.
Prerequisite: Athletics 1
Benefit: You can treat athletics as a constitution based skill rather than strength based, if your constitution modifier is higher. In addition, you gain a +4 bonus on saves and checks against becoming fatigued.
Ability: If either your Strength or Constitution score is at least 13, you can sleep in light armour without becoming fatigued. If either your Strength or Constitution score is at least 15, you can sleep in medium armour without becoming fatigued. If either your Strength or Constitution score is at least 20, you can sleep in heavy armour without becoming fatigued.

Erase the Void
You can force the static essence of Astral to materialize through pure willpower.
Prerequisite: Wisdom 13 or Charisma 13.
Benefit: You gain a +4 bonus on checks against the Static planar trait.
Ability: If either your Wisdom or Charisma score is at least 15, this feats bonus increases to +8. If either your Wisdom or Charisma score is at least 20, this feats bonus increases to +12. If either your Strength or Constitution score is at least 50, this feats bonus increases to +16. 

Eternal Hunger (Savage)
You are an immortal monster, who feeds off the living to sustain your existence.
Prerequisites: Dead.
Benefits: You gain the benefits of the Sanguine Soul Savage Progression, up to 10th level.
Special: Savage feats can be taken multiple times, but an individual can only have up to three savage feats. Each time this is taken, it increases the level range of benefits by 10.

Extra Chakra (Ki)
You can use your chakras in more techniques.
Prerequisites: Ki Pool
Benefits: Select one of your chakras, you can assign an additional technique to that chakra. This doesn't allow you to have more than one technique focused onto that chakra.
Special: This can be taken multiple times, each time targeting a different slot.

Fabled Aegis (Combat)
The universe seems to want to keep you alive, though your not certain why.
Prerequisite: Charisma 13
Benefit: You gain a +1 circumstance bonus to armour class.
Ability: If your Charisma score is at least 15, this feats bonus increases to +3. If your Charisma score is at least 20, this feats bonus increases to +5. If your Charisma score is at least 50, this feats bonus increases to +10.

Favoured Enemy (Combat)
You have specifically trained to be better at fighting a specific group.
Prerequisite: Base Attack Bonus +1.
Benefit: You gain a +2 insight bonus to Deception, Knowledge, Perception, Sense Motive, and Survival checks against creatures of a creature type you select. If you select Humanoid or Outsider, you must select a subtype of humanoid or outsider for it to apply to.
Base Attack Bonus: Every +5 base attack bonus you possess, this feat's bonuses increase by +2.
Special: When this feat is selected you must also select for it to be either defensive or offensive. If defensive, the feat's bonus also applies to armour class against attacks from your favoured enemy. If offensive, the feat's bonus also applies to attack rolls against your favoured enemy.

Great Fortitude
You are more resistant to physiological effects.
Benefit: You gain a +2 bonus on Fortitude Saving throws.
Ability: If either your Strength or Constitution are 13 or higher the bonus becomes +4. If either your Strength or Constitution are 15 or higher the bonus becomes +6. If either your Strength or Constitution are 20 or higher the bonus becomes +8. If either your Strength or Constitution are 50 or higher the bonus becomes +10.

Heat Endurance
You know how to survive in the harshest deserts.
Prerequisite: Constitution 13
Benefit: You gain fire resistance 5, and a +4 bonus on saves and checks against dehydration and environmental heat.
Ability: If your Constitution is 15 or above, the fire resistance increases to 10 and the bonus from this feat increases to +8. If your Constitution is 20 or above, the fire resistance increases by 20 and the bonus from this feat increases to +12. If your Constitution is 50 or above, the fire resistance becomes immunity and the bonus from this feat increases to +16.
Special: For the purpose of prerequisites, this feat counts as Endurance.

Improved Unarmed Strike (Combat)
Whether a drunken brawler or trained warrior, you know how to fight unarmed.
Prerequisite: Base Attack Bonus +1.
Benefit: Your unarmed strike can deal lethal damage at no penalty and do not provoke attacks of opportunity.
Base Attack Bonus: Your unarmed strikes deal more damage based on how high your base attack bonus is:
BABDamage (Medium)
1-31d6
4-71d8
8-111d10
12-152d6
16-192d8
20-232d10
24-273d8
28-303d10
Special: Any bludgeon natural weapons you possess deal Unarmed Strike damage, if it is larger than that natural weapons default damage.

Inner Beast (Savage)
Hiding within your bones is beast that wants to run wild.
Prerequisites: Bitten by your selected animal.
Benefits: You gain the benefits of the Wild Soul Savage Progression, up to 10th level.
Special: Savage feats can be taken multiple times, but an individual can only have up to three savage feats. Each time this is taken, it increases the level range of benefits by 10.

Invoke Aspect (Divine)
You know enough about faith to manifest some divine power.
Prerequisite: Knowledge (Religion) 1
Benefits: Select an aspect from a single domain, you can invoke that aspect with an invoker level equal to half your character level.
Skill: For every 5 ranks in Knowledge (Religion), you can invoke one more aspect from a domain of your choice.

Iron Will
You are more resistant to mental effects.
Benefit: You gain a +2 bonus on Will Saving throws.
Ability: If either your Wisdom or Charisma are 13 or higher the bonus becomes +4. If either your Wisdom or Charisma are 15 or higher the bonus becomes +6. If either your Wisdom or Charisma are 20 or higher the bonus becomes +8. If either your Wisdom or Charisma are 50 or higher the bonus becomes +10.

Jungle Endurance
You know how to survive in the deadliest jungles.
Prerequisite: Constitution 13
Benefit: You gain acid resistance 5, and a +4 bonus on saves against poison.
Ability: If your Constitution is 15 or above, the acid resistance increases to 10 and the bonus from this feat increases to +8. If your Constitution is 20 or above, the acid resistance increases by 20 and the bonus from this feat increases to +12. If your Constitution is 50 or above, the acid resistance becomes immunity and the bonus from this feat increases to +16.
Special: For the purpose of prerequisites, this feat counts as Endurance.

Leadership (Cohort)
You have found a companion who is willing to travel and adventure with you.
Prerequisite: Persuasion 4
Benefit: You gain a traveling cohort, as a Marshal three levels lower than your Persuasion ranks.
Special: If you possess the traveling cohort class feature, then this instead grants a second traveling cohort except that your marshal level with the cohort is equal to your Persuasion ranks.

Lightning Reflexes
You are better at dodging effects.
Benefit: You gain a +2 bonus on Reflex Saving throws.
Ability: If either your Dexterity or Intelligence are 13 or higher the bonus becomes +4. If either your Dexterity or Intelligence  15 or higher the bonus becomes +6. If either your Dexterity or Intelligence are 20 or higher the bonus becomes +8. If either your Dexterity or Intelligence are 50 or higher the bonus becomes +10.

Magical Aptitude (Spell)
You have a little magic sealed within you, granting you innate arcane knowledge and a slight mutation
Benefit: You can cast a level zero spell of your choice at-will, with a caster level equal to your character level. In addition you gain a +43 bonus to Knowledge (Arcana) checks.
Skill: For every 5 ranks in Knowledge (Arcana), this feat's bonus increases by +3.
Special: This feat counts as Skill Focus for Knowledge (Arcana) for the purpose of prerequisites.

Master Craftsman (Item Creation, Ki)
Your superior crafting skills allow you to items that take ki flow into account.
Prerequisite: 5 ranks in any Craft or Profession skill.
Benefit: Craft or Profession skills in which you possess at least 5 ranks count as your caster level for the purposes of qualifying for the Craft Flow Arms and Armor and Feng Shui feats. You can create flow items using these feats, substituting your ranks in the craft or profession skill for your total technician level. You must use an appropriate skill for the check to create the item. The DC to create the item still increases for any necessary technique requirements.

Master Technique (Ki)
Your training allows you to use a single technique.
Prerequisite: Ki Pool.
Benefit: Select one technique from any class's technique list. You can practice that technique using the normal technician rules. Once chosen, the technique granted by this feat can only be changed if you spend 8 hours in training or  meditation. If you have the ability to focus a technique to a chakra, you can focus this technique to any chakra available to you (as long as the technique can be bound to that chakra).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new  technique.

Mechanization (Savage)
Your body has started to become more technology than flesh.
Prerequisites: Possess one integrated item.
Benefits: You gain the benefits of the Automata Soul Savage Progression, up to 10th level.
Special:  Savage feats can be taken multiple times, but an individual can only have up to three savage feats. Each time this is taken, it increases the level range of benefits by 10.

Memory Cathedral
You have an amazing memory.
Prerequisite: Intelligence 13.
Benefit: Once per day, when you fail at a knowledge check you can immediately reattempt the check as though you didn't fail.
Ability: If your intelligence score is 15 or above, this can be used once per hour. If your intelligence is 20 or above, this can be used once per 10 minutes. If your intelligence is 50 or above, this can be used once per round.

Mounted Combat (Combat)
You are adept at guiding your mount through combat.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Skill: For every 5 ranks in Ride, you can use the benefit of Mounted Combat once more per round.

Nimble Moves
You can move across a single obstacle with ease.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Ability: If your dexterity score is 15 or above, you may move through 10 feet of difficult terrain each round. If your dexterity is 20 or above, you may move through 30 feet of difficult terrain each round. If your dexterity is 50 or above, you may move through any amount of difficult terrain as if it was normal terrain.

Performer's Focus
Some entertainers decide to not limit themselves to a single talent.
Prerequisite: Two or more perform skills.
Benefit: You gain a +3 bonus to all perform skills.
Skill: For every 5 ranks in your highest Perform skill, this feat's bonus increases by +3.
Special: This feat counts as Skill Focus for all Perform Skills for the purpose of prerequisites.

Persuasive
You are skilled at swaying attitudes and getting others into your way of thinking.
Benefit: You gain a +3 bonus to Deception and Persuasion checks.
Skill: For every 5 ranks in Deception or Persuasion, this feats bonuses increase by +3.

Planar Embodiment (Savage)
You are intrinsically bonded to an elemental realm.
Prerequisites: Killed by the energy damage of your select element.
Benefits: You gain the benefits of the Primordial Soul Savage Progression, up to 10th level.
Special: Savage feats can be taken multiple times, but an individual can only have up to three savage feats. Each time this is taken, it increases the level range of benefits by 10.

Planar Watcher
Your senses pierce the veil of the material realm.
Prerequisite: Perception 1
Benefit: While on the material plane, you can sense creatures and objects that are on the ethereal plane, though you take a -20 penalty to your check to sense things on the ethereal plane.
Skill: For every 5 ranks of Perception, the penalty involved in this feat is reduced by 5 until there is no penalty.

Professional Focus
Some workers decide to not limit themselves to a single profession.
Prerequisite: Two or more profession skills.
Benefit: You gain a +3 bonus to all profession skills.
Skill: For every 5 ranks in your highest Profession skill, this feat's bonus increases by +3.
Special: This feat counts as Skill Focus for all Profession Skills for the purpose of prerequisites.

Proud Heritage
You were fortunate enough to be born with a good range of racial benefits.
Prerequisites: A race that has a choice between two racial ability score bonuses.
Benefit: You gain whichever racial ability bonus you didn't select.

Relic Craftsman (Divine, Item Creation)
Your superior crafting skills allow you to create simple divine items.
Prerequisite: 5 ranks in any Craft or Profession skill.
Benefit: Craft or Profession skills in which you possess at least 5 ranks count as your invoker level for the purposes of qualifying for the Sanctify Arms and Armour and Sanctify Relic feats. You can create divine items using these feats, substituting your ranks in the craft or profession skill for your total invoker level. You must use an appropriate skill for the check to create the item. The DC to create the item still increases for any necessary aspect requirements.

Ritual Preparation (Ritual)
You have learnt one of the rituals which governs the spirits that compose reality.
Benefit: You learn and can prepare a ritual of your choice that you meet the prerequisites of, with two principle points to spend in that principle.
Special: You can take this feat multiple times, each time either learning a new ritual or gaining two more principle points that can be spent only on rituals learnt by this feat.

Run
You are swift of foot.
Prerequisite: Athletics 1
Benefit: You gain a +10 ft. bonus to all your movement modes, and the multiplier to your speed when you run is increased by 1.
Skill: For every 5 ranks in athletics, you gain another +10 ft. bonus to your movement modes and your running multiplier increases by 1 again.

Self Sufficient
You know how to get along in the wild and how to effectively treat wounds.
Benefit: You gain a +3 to all Heal and Survival checks.
Skill: For every 5 ranks in Heal or Survival, this feat's bonuses increases by +3.
Special: This feat counts as Skill Focus for Heal and Survival for the purpose of prerequisites.

Skill Focus
You're specifically talented in a skill.
Benefit: You gain a +4 bonus to a single skill of your choice.
Skill: For every 5 ranks in a skill you possess skill focus for, it's feat bonus increases by +4.
Special: This feat can be taken multiple times, but each time it must be taken for a different skill.

Sky Endurance
You know how to survive in the empty skies.
Prerequisite: Constitution 13
Benefit: You gain electricity resistance 5, and a +4 bonus on checks against altitude sickness.
Ability: If your Constitution is 15 or above, the electricity resistance increases to 10 and the bonus from this feat increases to +8. If your Constitution is 20 or above, the electricity resistance increases by 20 and the bonus from this feat increases to +12. If your Constitution is 50 or above, the electricity resistance becomes immunity and the bonus from this feat increases to +16.
Special: For the purpose of prerequisites, this feat counts as Endurance.

Spell Focus (Spell)
You're skilled in a school of chthonic magic.
Prerequisite: Caster level 1st.
Benefit: Add +3 to the Difficulty Class for all saving throws against spells from a single school of magic you select.
Caster: For every 5 caster levels you possess, this feat's bonus increases by +3.

Still Ascent
You don't require a running start before you jump.
Prerequisite: Athletics 1
Benefit: When jumping without a running start, the athletics DC's of your jumping are only multiplied by 1.5 rather than 2.
Skill: If you have 5 ranks in athletics, jumping without a running start do not increase the DC. If you have 10 ranks in athletics, and you jump with at least 10 feet of space to get a running start, the DC's are reduced by half. If you have 15 ranks in athletics, and you jump with at least 10 feet of space to get a running start, the DC's are reduced to a quarter.

Stronghold (Item Creation)
You're much better at purchasing buildings and organizing structure improvements.
Prerequisite: Intelligence 15 or Charisma 15
Benefit: When crafting or purchasing buildings and structures, it only costs you 75% of what it would normally cost.
Ability: If either your intelligence or Charisma is 20 or above, this reduces the cost to only 50%. If your intelligence is 50 or above, this reduces the cost to only 25%.

Toughness (Combat)
You have enhanced physical stamina.
Benefit: You gain +3 additional hit points per hit die you possess.

Track
You're an expert a following creatures, whether in the city or wilds.
Benefit: When tracking a creature through Knowledge (Streetwise) or Survival, you gain a +4 bonus to the check.
Skill: For every 5 ranks you possess in Knowledge (Streetwise) or Survival, this feats bonuses increases by +4.

Two-Weapon Fighting (Combat)
You skilled in the art of fighting with more than one weapon.
Prerequisite: Dex 13.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the weapons in for your off-hand lessens by 4.
Ability: If your Dexterity is 15 or above, this reduces the off-hand penalty to -4. If your Dexterity is 20 or above, this reduces the off-hand penalty to -2. If your Dexterity is 50 or above, you take no penalty to attacking with multiple weapons.

Vital Organs (Ki)
Some people have good enough control over ki that they can recreate lost limbs.
Prerequisite: Ki Pool
Benefit: You can invest ki into this feat as if it was a technique, with every point of ki invested creates a body slot out of ki that functions as if the body slot wasn't lost. This only creates ki body slots that the creature previously possessed but are currently missing. Body slots replaced by integrated objects do not count as missing.

Wandering Mind (Savage)
Your mind has reached a level were it has started to ascend past your flesh.
Prerequisites: Number of ranks in knowledge skills exceeds 15.
Benefits: You gain the benefits of the Ascetic Soul Savage Progression, up to 10th level.
Special: Savage feats can be taken multiple times, but an individual can only have up to three savage feats. Each time this is taken, it increases the level range of benefits by 10.

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Prerequisite: Dexterity 13
Benefits: With a finesse or light weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Ability: If your Dexterity is 15 or above, you can treat all one-handed weapons as if they had the finesse trait. If your Dexterity is 20 or above, you can treat all weapons as if they had the finesse trait.

Weapon Focus (Combat)
You have trained with a specific weapon so long, it surpasses the weapons normal abilities.
Prerequisite: +1.
Benefit: Select a weapon your proficient with, while using that weapon it deals damage as though it was one size larger.
Base Attack Bonus: For every +5 base attack bonus you possess, the weapon counts as though it was another size larger.

Weapon Proficiency (Combat)
You understand how to use a type of weapon in combat.
Benefit: Select one weapon group you're not completely proficient with, you gain proficiency with all weapons in that weapon group.
Special: This feat can be taken multiple times, each time you must select a different weapon group.

Wild Leadership (Cohort)
You have a special bond with a wild animal, and it is willing to travel and adventure with you.
Prerequisite: Handle Beast 4
Benefit: You gain a wild cohort, as a Druid three levels lower than your Handle Beast ranks.
Special: If you possess the wild cohort class feature, then this instead grants a second wild cohort except that your druid level with the animal is equal to your Handle Beast ranks. 

14
Swords and Style: Shonen Rework / Feats
« on: September 12, 2014, 10:02:41 PM »
PROPER TEXT DESCRIPTION THINGIE TO BE ADDED LATER

15
Swords and Style: Shonen Rework / Introduction and Comments
« on: May 12, 2014, 12:49:41 AM »
Welcome to Swords and Style, a modification of the Pathfinder Roleplaying Game which attempts to make the game more modern. Specifically modern in the manner of setting and feel; with more thematic class names, additional powers for some races, alternate classes, less unique firearm rules, new skills, further developed magic items, and lots of flavour.

Quote
Throughout this system, you'll find these quote boxes. In these boxes their may be small rule clarifications or details or just... stuff.

16
Swords and Style: Shonen Rework / Thread of Contents
« on: May 11, 2014, 10:41:19 AM »

17
Homebrew and House Rules (D&D) / Re: Homebrew and House Rules
« on: May 11, 2014, 10:28:31 AM »
So... is this going to be something like this thread? :p

Lets see.... Mecha, Plot-Armour as a racial class, classes based around having special swords that grant your magic powers, enchanting your unarmed strikes, running along walls, attacking people with your guns as giant melee weapons, leaping around on leaves on the wind, designed so I could specifically create characters from a fighting game, wielding giant swords in one hand....

Yes. I think it will.

18
Homebrew and House Rules (D&D) / Re: Homebrew and House Rules
« on: May 11, 2014, 08:09:40 AM »
Could I get a sub-board for a "Swords and Style: Shonen Rework"?

19
Homebrew and House Rules (D&D) / Re: Iconic animals and incarnum
« on: February 07, 2014, 10:23:11 PM »
Dinosaurs and Penguins

20
Introduce Yourself / Hey I guess
« on: February 06, 2014, 10:16:05 AM »
Hey Minmax, my username is Milo v3 (for a very stupid reason [poor taste was involved {Hmm... Wonder how many of these I can do without sounding like a complete idiot}]) basically everywhere on the net whether it's Giant in the Playground, here obviously, IRC chats (though for *reasons* it's missing the v3), and even on the dreaded DanD wiki which I originally went to every now and then in the horrible origin of my homebrewing.

I play things from The Window, d20 Modern, 3.5e, Pathfinder, Lords of Creation, Pokemon Tabletop Adventures, Pokemon Tabletop United, a non-homebrew homebrew system called Skies of Galtur  and am hoping to play some nWoD soon. Though I do have a life outside of tabletop gaming.... like ummm..... videogaming.... and umm.... no that's basically it.... Damn *Facepillow smilie is required*

I live in Australia, which is an immense problem when your afraid of spiders like me, and you find yourself surrounded by a million of them at all times..... each one the size of your hand and ready to devour your souls.

So... umm yeah..... Hey I guess.

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