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Topics - oslecamo

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1
Super Robot Wars d20 / Everywhere You Go school
« on: April 17, 2018, 07:27:05 AM »
And another placeholder for the combining mecha school I've meaning to do for years.

2
Super Robot Wars d20 / Monado Classes
« on: April 17, 2018, 07:21:18 AM »
Half-random Thoughts:

I know I said I didn't want to do a "on foot dudes can fight mecha" years ago, but after finishing the first Xenoblade Chronicles recently I feel like doing a bunch of classes based on that. Or maybe one class with multiple paths.

They would have a "Monado Vow" or something where they can never pilot mechas, although they can ride stuff piloted by others for transportation.

The classe(s) would copycat be inspired on Xenoblade Chronicles main members.

Monado Champion-Dude with energy sword that can extend to absurd ranges, also can throw buffs while hitting enemies. Also agile fighter with some maneuvers/sneak attack, kinda jack of all trades all around.

Monado Phalanx-Shield heavy armor dude. Super tough, specialized in taking hits meant for other. Can hit hard, but not as agile as Monado Heir.

Monado Medic-SNIPER HEALER! Can shoot people so hard it heals them and leaves them tougher than before. Divine casting with gun synergy.

Monado Ancient-Crippled veteran, worn down after years of fighting mechas but can still kick ass. Less fancy stuff but better at maneuvers.

Monado Mage-Magical girl Arcane caster that can also hit stuff hard with staves, casting elemental spells is rewarded with producing orbs that provide passive bonus to party.

Monado Maid Rebel-Was forced to become a cyborg after most of original body was destroyed by mecha. Probably gets super robot upgrades so basically miniature mecha, but smaller reactor means they can't keep going for long.

3
Super Robot Wars d20 / Beam Barrage
« on: April 17, 2018, 07:19:41 AM »
Placeholder for beam-based school.


Maneuver List:

1st level
Blue Beam: Strike- Beam inflicts electricity, fire or cold damage.
Barrier Beam: Counter-
Bending Beam:Boost-Beam change direction
Body Beam:Stance–.

2nd level
Beta Beam: Strike-
Breaker Beam: Strike-
Boring Beams:Boost-
Begging Beam:Counter-

3rd level
Blinding Beam:Strike-
Bandai Beams:Stance-
Banana Beam: Counter-
Bone Beam: Boost-

4th level
: Strike-
: Counter-
: Boost-

5th level
: Boost-
Black Beam: Strike-Beam inflicts negative level.
: Counter-

6th level

: Boost-.
: Strike- .
: Stance- Anti Defensive stance.

7th level
: Counter–
: Strike-
: Boost-

8th level
: Stance-
: Strike-

9th level
: -

4
[D&D 3.5] Nintendo Universe / Temple Outside Time (OOC discussion II)
« on: March 11, 2018, 11:06:02 PM »
New OOC thread.

As for first topic:
So...Os, I just realized that I unintentionally made a combo when I rebuilt Ice Beast.

How would you like Frozen Faculty Furtherance: Spirit to interact with Leeching Cold?  As written Spirit now applies to everything (which normally wouldn't happen until level 10) since everything requies a save from Leeching Cold.

Quote from: Frozen Faculty Furtherance: Spirit
The Ice Beast is no longer subject to nonlethal damage, precision damage, or extra damage from critical hits as well as gaining immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).  In addition, any time the target of an Ice Power fails its saving throw, it succumbs to mild hypothermia and becomes fatigued for as long as it is under the effects of that Ice Power (minimum 1 round).  This is in addition to any other effects of the Ice Power.

Quote from: Leeching Cold
Any time the Ice Beast deals cold damage with an Ice Power (including Ice Magic), the target must make a Fortitude save (DC 10 + 1/2 HD + Wis mod) or be entangled for one round per 2 Ice Beast levels (minimum 1).  The target only needs to make this saving throw the first time they take cold damage from the Ice Beast each round from an Ice Power.

Add extra clause to forbid that specific interaction  before time?

5
[D&D 3.5] Nintendo Universe / Chapter Unknown-Before The Wild
« on: February 28, 2018, 05:59:30 AM »
Guided by fate, seeking fortune, random chance or some other reason you ended up together in the hall of the Hylian mercenary recruitment office. There's a huge hole in the ground with a downward slope leading downward, even three mounted riders could go in side by side. Hylian soldiers in immaculate armor stand in attention near the walls while their captain eyes you with curious eyes before speaking in a strong voice:

"Listen well you rookies. This is a test dungeon to make sure you've got what it takes for this mission. Get inside, grab the treasure, get out, don't die. The monsters and hazards inside are the real thing. We have magic sensors set up all over the place and healers ready to move in should one of you get too hurt, but that will penalize your score. If you want to back out and go back to mommy's house to train, now's the time. We can't just let anyone go near the ruins anymore, tired of picking up the pieces of hero wannabes."

6
Oslecamo's Improved Monster Classes / Varrangoin, Lesser
« on: January 30, 2018, 06:55:35 AM »
Varrangoin, Lesser



Table:  Varrangoin, LesserHD: d10


Level
1
2
3
4
5
6
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6

Fort
Save
+2
+3
+3
+4
+4
+5

Ref
Save
+2
+3
+3
+4
+4
+5

Will
Save
+0
+0
+1
+1
+1
+2


Special
Lesser Varrangoin Body, Abyss Blindness, +1 Str, +1 Dex
Malevolent Breath, Abyss Wind, +1 Str, +1 Dex
Malevolent Tail, Abyss Wings, +1 Str, +1 Dex
Malevolent Hide, Abyss Wind, +1 Str, +1 Dex
Malevolent Hide, Abyss Wings, +1 Str, +1 Dex
Malevolent Death Throes, Abyss Wind +1 Str, +1 Dex

Skills: 4+int modifier per level, quadruple at first level. Class skills: Bluff, Climb, Concentration, Jump, Intimidate, Knowledge(any), Hide, Listen, Move Silently, Sense Motive, Survival, Spot, Swim

Proficiencies: Only its natural weapons

Features:
Lesser Varrangoin Body: The Varrangoin, Lesser loses all other racial bonuses, and gains Magical Beast traits (darkvision 60 feet and low-light vision) with the Extraplanar subtype, a base speed of 20 feet and a flight speed of 30 feet with clumsy maneuverability, two natural claw attacks doing 1d4+Str mod each.  Lastly, it gains natural armor equal to 1+its Con bonus.

Ability score increase: a Varrangoin, Lesser gains +1 Str and +1 Dex for each level in this class, up to a total of  +6 Str and +6 Dex at 11th level.

Abyss Blindness: Exposure to bright light (such as sunlight or a daylight spell) blinds the Varrangoin for 1 round. Even after recovering from being blinded, they take a -1 circumstance penalty on all attack rolls, saves and skill checks while operating in bright light.

Abyss Wings: At 2nd , 4th and 6th level flight maneuverability increases one step, up to Good.

Malevolent Breath: At 2nd level the  Varrangoin, Lesser can use one of the following breath weapons at will as a standard action- a 15 feet cone of fire, a 15 feet cone of cold, a 25 feet line of acid, or a 25 feet line of electricity, 1d6 damage per 2 HD, Reflex DC 10+1/2 HD+Con mod for half. Once the choice is made it cannot be changed. In addition the  Varrangoin, Lesser becomes immune to the chosen element as well. It can also use Breath weapon as a fullround action, increasing damage to 1d6 damage per HD, but in that case must wait 1d12 rounds before being able to use it again and during this waiting time loses the elemental immunity.

Abyss Wind: At 3rd and 5th level flight speed increases by 10 feet.

Malevolent Tail: At 3rd level the  Varrangoin, Lesser gains a Tail Sting secondary natural attack that deals 1d4+1/2 Str mod damage and delivers a Poison for 1d6 Dex damage as primary/secondary effect, Fort DC 10+1/2 HD+Con mod.

Malevolent Hide: At 4th level the  Varrangoin, Lesser gains SR equal to 11+HD, DR/silver equal to ½ HD, and resistance against acid, cold, electricity and fire equal to 1+HD. In addition the  Varrangoin, Lesser may attack with both claws and the tail sting as a standard action.

Malevolent Bite: At 5th level the Varrangoin, Lesser gains a Bite secondary Natural attack dealing 1d6+1/2 Str mod damage. In addition double the range of their breath weapon and as a fullround action the  Varrangoin, Lesser may use both Bite and Malevolent Breath. If it hits a victim with the bite, they don’t get a Reflex save against the Breath!

Death Throes: At 6th level if the  Varrangoin, Lesser would be killed or left dying/unconscious, it can release the elemental energy inside its bod in a 20 feet burst centered on itself dealing the same damage as its breath weapon. The Varrangoin, Lesser can also activate this ability as a standard action, losing HP equal to its max HP in the proccess. Once this ability is used it will not work again for 1d12 rounds even if the  Varrangoin, Lesser is somehow healed or brought back to life.

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7
Super Robot Wars d20 / Soul Soldier
« on: January 26, 2018, 12:23:24 AM »
Soul Soldier

”For the souls in every life, undead and construct!”
-Alex Almer, Soul Soldier

As knowledge advanced, the divine propaganda that only a few beings have souls has been crushed. The piling of countless types of undead and constructs that blatantly had souls, and the constant failure of finding a single one that specifically did not have a soul (until the creation of the completely artificial androids and fast clones) eventually bested the lies and hate of the slaves of the divine.

And by using this simple truth, great new advances in the art of piloting and mechas could be attained.

Becoming an Soul Soldier
Either Real or Super pilots should have an easy time entering this path.

ENTRY REQUIREMENTS
-PL 4+.
-At least one level of Magitech Knight.
-Know Soul spirit.
-Must have a Soul (so anything besides Android or a sped up clone).

Class Skills
 The Soul Soldier's class skills (and the key ability for each skill) are all
Skills Points at Each  Level: 8+ Int mod

Hit Dice: d12

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+2+2Soul Speech, Soul Science, Spiritual Soul
2nd+2+3+3+3Soul Selenium
3rd+3+3+3+3Soul Symphony
4th+4+4+4+4Soul Synchro
5th+3+4+4+4Soul Star

Weapon and Armor Proficiencies:

Soul Speech: In order to use any class abilities (not only from this but any other classes they have from now on), the Soul Soldier must start or end every round by crying out one of the following line ”For the souls in every life, undead and construct!”. If the Soul Soldier is hiding, this does not give away their position, for the Soul Speech appears to come from all directions at the same time. In addition the Soul Soldier can talk and understand with any being by directly communicating with their souls.

Soul Science: Soul Soldier levels count as either super robot or real robot or a mix for purposes of mecha and maneuver advancement. Those can be changed at every level up.

Spiritual Soul: Every level of Soul Soldier grants 12 spirit points, plus they learn one spirit right away.

Soul Selenium:
At 2nd level the Soul Soldier’s mecha gains one additional Hard Point, plus another at 11th and 16th pilot levels.

Soul Symphony: At 3rd level the Soul Soldier’s mecha gains Reactor III, stacking with any other Reactor mecha property it has.

Soul Synchro: At 4th level the Soul Soldier’s mecha gains  Regeneration III, stacking with any other Regen mecha property it has.

Soul Star: At 5th level the Soul Soldier learns another Spirit plus one Pilot Feat they qualify for. If they have more super robot progression, they count as 3 levels higher for Arsenal access purposes. If they have more Real Robot progression, they gain 12 extra super robot upgrade points and also count as a Super Pilot 3 levels higher for upgrade point limits.

8
Oslecamo's Improved Monster Classes / Forest Giant
« on: December 27, 2017, 08:42:41 AM »
Forest Giant



Table: Forest GiantHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3


Special
Forest Giant Body, Powerful Build, Initiate Natural Raider, +1 Str, +1 Con
Adept  Natural Raider, +1 Str, +1 Con
Advanced  Natural Raider, +1 Str, +1 Con
Growth, Throw Stone, Catch, +1 Str, +1 Con
Trample, Mistress Natural Raider, +1 Str, +1 Con
Lady Natural Raider, +1 Str, +1 Con
Superior Natural Raider, +1 Str, +1 Con
Greater Natural Raider, +1 Str, +1 Con
Queen Natural Raider, +1 Str, +1 Con
Empress Natural Raider, +1 Str, +1 Con
Goddess Natural Raider, Path of the Wild, +1 Str, +1 Con

Skills: 4+int modifier per level, quadruple at first level. Class skills: Bluff, Climb, Concentration, Craft (Any one), Diplomacy, Jump, Intimidate, Knowledge(any), Hide, Listen, Move Silently, Perform, Profession (any) Sense Motive, Survival, Spot, Swim and Use Rope

Proficiencies: All simple and martial weapons and her own natural weapons, plus light  armor.

Features:
Forest Giant body: The Forest Giant loses all other racial bonuses, and gains giant traits (mainly low light vision), a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks.  Lastly, she gains natural armor equal to her Con bonus.


Ability score increase: a Forest Giant gains +1 Str and +1 Con for each level in this class, up to a total of  +11 Str and +11 Con at 11th level.

Powerful Build: At first level, a Forest Giant gains Powerful Build.  The physical stature of Giants lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Giant is treated as one size larger if doing so is advantageous to him. A Giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Natural Raider: Most giants have connections with the raw elements, but Forest Giants bond with the forest. At 1st level pick one of the following, which decides what bonus you gain.
(click to show/hide)

(click to show/hide)

Forest Growth: At third level, the Forest Giant finishes growing to large size but loses Powerful Build.  Her AC, bonus to hit, slam damage, grapple and skills change accordingly, but she doesn't get any ability score bonus or penalties.  Her base movement speed increases by 5' (This movement boost occurs again at 11HD and 19HD, as the giant increases in size again).

The Forest Giant continues to grow throughout her life:
At 7HD, the Forest Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 11HD, the Forest Giant grows to Huge size and loses Powerful Build.
At 15HD, the Forest Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 19HD, the Forest Giant grows to Gargantuan size and loses Powerful Build.


Throw Rock:  At fourth level, the Forest Giant may begin throwing boulders or other large objects.  A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be used as well, but they deal the same damage as a rock of same weight.

Catch: At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 17 for a Medium one, and 19 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Trample:  At fifth level, as a full-round action, The Giant can move up to twice her speed and literally run over any opponents at least one size category smaller than herself. The Giant merely has to move over the opponents in its path; any creature whose space is completely covered by the Giant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1½ times its Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against the Giant’s trample attack is 10 + ½ creature’s HD + Giant’s Str modifier. The Giant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Path of the Wild: At 11th level, Forest Giant levels now stack with Ranger for determining favored enemy bonus, or druid  for the purpose of CL and learning new spells (but does not retroactively grants the spell slots of a 11th level druid).

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9
Super Robot Wars d20 / Atreim Pilot
« on: December 22, 2017, 09:41:24 AM »
Atreim Pilot

”Entropy is coming.”
-Angelica Shartill, Atreim Pilot

Atreim was originally a relatively normal planet until it was destroyed by the followers of Entropy. A few survivors who escaped dedicated their lives to finding a way of trying to prevent this happening again by attempting to combine advanced battle data with magic, in particular ice spells based in the theory that since cold is not a type of energy but rather the lack of it, thus should be more effective in battling entropy, like freezing things helps preserve them. So far they’ve failed to save any other planets from falling to entropy, but succeeded to a degree in still surviving and teaching what they learned to those that are willing to learn.

Becoming an Atreim Pilot
Pilots mixing magic and maneuvers are the best path for following this path.

ENTRY REQUIREMENTS
-At least 2 levels of either Real Pilot or Super Pilot.
-At least 3 levels of Arcane Pilot or Divine Pilot.
-Terrorize Undead feat or a Familiar.
-Cannot have Neo Divinity nor Steel Arcanist.

Class Skills
The The Atreim Pilot's class skills (and the key ability for each skill) are Appraise, Bluff,  Balance, Craft (any), Diplomacy, Intimidate, Jump, Listen, Knowledge(any), Profession, Sense Motive, Spot
Skills Points at Each  Level: 4+ Int mod

Hit Dice: d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+0+0+2Serius System, Autumn Loneliness, Spirited
2nd+2+0+0+3Winter Call, Cold Circuit
3rd+3+1+1+3Autumn Loneliness, Winter Call
4th+4+1+1+4Autumn Loneliness, Winter Call, Spirit
5th+3+1+1+4Autumn Loneliness, Winter Call, Ice Improvement (3)
6th+4+2+2+5Autumn Loneliness, Snow System
7th+4+2+2+5Autumn Loneliness, Winter Call, Spirit
8th+8+2+2+6Autumn Loneliness, Winter Call, Ice Improvement (5)
9th+9+3+3+6Winter Call, Frost Field
10th+10+3+3+7Autumn Loneliness, Winter Call, Spirit, Glacier Generator

Weapon and Armor Proficiencies: An Atreim Pilot doesn't gain any new Proficiencies.

Class Fetures:

Serius System: Every level of Atreim Pilot keeps improving your mechas and arsenal access as if you had taken a level of Super Pilot or Real Pilot. In addition you gain Magic Reactor as a bonus feat even if you don’t meet the prerequisites.

Autumn Loneliness: At the levels shown in the table, an Atreim Pilot advances maneuvers and PL as if she had taken a level in either Real Pilot or Super Pilot.

Spirited: Every level of Atreim Pilot increases your spirit points by 4 and when Spirit shows in the table, you learn a new one.

Winter Call: At the levels shown in the table, an Atreim Pilot advances spellcasting and CL as if she had taken a level in either Divine Pilot or Arcane Pilot.

Cold Circuit: At 2nd level you can expend a Terrorize Undead use as swift action to reduce the cost of your next maneuver within 1 round to zero energy (not taking in account any extras such as actually firing an energy-consuming weapon). If you have an awake familiar, you may instead have them enter a short sleep for 1d12 rounds to activate this. Familiars sleeping due to this provide no benefits.

Ice Improvement: Starting at 5th level when you cast a spell with the [Cold] descriptor, you gain an amount of upgrade points worth of Super Robot upgrades of your choice equal to half the spell’s level, rounded down, up to 3, for 1 minute, and you can use your Pilot level instead of Super Pilot level to see what you can unlock. Multiple casts do not stack. At 8th level you round the spell level up and can gain up to 5 upgrade points.

Snow System: At 6th level by spending a Terrorize Undead use as a free action, as a fullround action you can initiate a maneuver with an initiation time of a standard action plus cast a spell with the [Cold] descriptor with a casting time of a standard action. If you have an awake familiar, you may instead have them enter a short sleep for 1d12 rounds to activate this. Familiars sleeping due to this provide no benefits.

Frost Field: At 9th level any barriers/fields/coats/similars you have only consume half energy. In addition while you have any such system active, you’re immune to Cold damage.

Glacier Generator: At 10th level you only pay half the cost of using Magic Reactor, and in addition you are immune to the effects of the Entropy feat, although your creations and spells not on your person may still be affected.

10
Super Robot Wars d20 / Conscience Android
« on: December 19, 2017, 04:06:47 AM »
Conscience Android

”Let’s fight together and protect peace in the universe, Nagisa!”
-Iczer 1, Conscience Android
”S-Sorry, but I’m in a hurry… See yah! ”
-Nagisa, Conscience Companion

Androids are not created with a soul, and most do not care for such detail, leading cold detached existences from the living.
However some androids develop a particularly close relationship with somebody else with a strong soul, and from such connection they develop their own sensation of self, and eventually a soul of their own.

Becoming a Conscience Android
Most android pilots may go down this path.

ENTRY REQUIREMENTS
-Soulless Racial Feature.
-Pilot level 5+.
-Born To Fight plus either Friendship, Devotion, Rivalry or Love towards another  one non-Soulless being.
-Cannot be somebody else's minion/cohort/follower/similar.

Class Skills
The Conscience Android's class skills (and the key ability for each skill) are Appraise, Bluff,  Balance, Craft (cheerleader outfit any), Diplomacy, Intimidate, Jump, Listen, Knowledge(yuri any), Profession, Sense Motive, Spot
Skills Points at Each  Level:  4+ Int mod

Hit Dice: d10

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+0+2Empty Machine, Super Robo, Spirited
2nd+2+3+0+3Conscience Companion
3rd+3+4+1+3Two With the Machine
4th+4+4+1+4Conscience Spirit
5th+5+4+1+4Synchro Conscience
6th+6+5+2+5Protective Conscience
7th+7+5+2+5Conscience Spirit
8th+8+6+2+6Traveling Conscience
9th+9+6+3+6Conscience Spirit
10th+10+7+3+7Synthetic Soul

Weapon and Armor Proficiencies: A Conscience Android doesn't gain any new Proficiencies.

Class Features

Empty Machine: The Conscience Android gains a +10 bonus to any checks to resist being charmed/dominated/commanded/similar and can use her mecha’s own base HP, DR, Dodge, natural armor, movement speed(s), attack bonus (if any), and save bonus (if any) if better than her own and also counts as having the same amount of energy instead of her own (including the basic 5 energy recovery per turn) as well as any special mecha properties such as transformation and barriers/coats/resistances/Regen/Reactor (do not count arsenal or benefits from others). She can also choose one in-built or arsenal weapon available to her mecha and replicate a normal-scale version on herself as a free action. This demands spending 8 hours of meditation outside her mecha and another 8 if she wishes to reverse the proccess.

Super Robo: Conscience Android levels count as Super Pilot levels for the purpose of advancing her mecha and arsenal access.

Spirited: Each Conscience Android level increases Spirit Points by 7.

Conscience Companion: At 2nd level with 8 hours of stalking bonding the Conscience Android can pick a non-soulless creature they have Love/Friendship/Devotion/Rivalry to, thereafter known as the Conscience Companion. The Conscience Android always gains the raw numeric benefits of Friendship, Devotion, Rivalry or Love as long as the Conscience Companion has a soul, is alive/functioning/active and whitin 100 mu, and double them if actually adjacent (but not if riding the same mecha, too close for comfort yet!). The Conscience Android may only have one Conscience Companion at a time, but they may be changed with another 8 of bonding.

Two with the Machine: At 3rd level the Conscience Android can force have one person that she has Friendship, Devotion, Rivalry or Love to ride along her mecha. They can only use spirits and add their Cha mod to the mecha’s saves, attack and damage rolls while both are inside the mecha. The Conscience Android still benefits from the raw numeric bonus of Love/Friendship/Devotion/Rivalry while they’re both piloting the same mecha. As a swift action the Conscience Android may switch controls to them, with the Conscience Companion also able benefit from the relationship feat between both and can give back the controls as another swift action.

Conscience Spirit: At 4th, 7th and 9th level the Conscience Android learns a new Spirit. It only costs half spirit to use if used while adjacent or piloting the same mecha as her Conscience companion and targeting either of them.

Synchro Conscience: At 5th level the Conscience Android can perform a Synchro Attack with her Conscience Companion while using Two with the Machine (both count as able to control the mecha with no need of a swift action to change during the Synchro attack), plus benefit from any of her current martial stances or one other on-going self-buffs, changeable as a swift action.

Protective Conscience: At 6th level with 1 minute of work the Conscience Android can allow somebody else adjacent to benefit from Empty Machine, using the mecha's own base stats. Only one other person can benefit from this at a time, but they can pass on the bonus to somebody else with another minute of work. The Conscience Android can void this bonus as an immediate action.

Traveling Conscience: At 8th level the Conscience Android gains telepathy 100 mu, or infinite range if towards a non-Soulless beings she has Friendship, Devotion, Rivalry or Love to. As an immediate action you can instantly teleport yourself adjacent to anybody you have Friendship, Devotion, Rivalry or Love to. In addition as a fullround action you can switch the targets of up to three picks of Friendship/Devotion/Rivalry/Love you have. Finally you gain an extra bonus from Relationship feats with your Conscience Companion while fighting adjacent or in the same mecha, stacking for multiple picks:
(click to show/hide)

Synthetic Soul: At 10th level the Conscience Android gains a Soul, losing the Soulless feature (although she still qualifies for this prc) and can add her Cha bonus to any 1d20 roll 1/round. That roll will not automatically fail on a natural 1. If this is used on an attack roll, increase your crit threat by an amount equal to your Cha bonus for that attack. Once per day as a free action she may increase her Cha by 10 for 1 hour. During this duration she may use a cha-based pilot maneuver with level equal to her PL/2. Instead of maneuvers, she may choose to be able to use  Limited Wish (or Wish if she has PL 18+) as a cha-based SLA with CL=PL. Either way after use her Cha returns to normal and she must still pay the exp cost if replicating any lasting effect. Once the decision between using a maneuver or Limited Wish/Wish is done, it can't be changed.

11
Play By Post / Nintendo/Zelda Campaign Revival/New Start
« on: December 08, 2017, 03:34:54 AM »
So 5 years ago I started a Nintendo-based campaign (two actually but the second died kinda fast). As you can see nobody has posted anything in some 10 months so this one's kinda dead at the moment.

However recently with the launch of the Switch and playing Zelda Breath of the Wild, I would really enjoy re-visiting this concept.
(click to show/hide)

Or who knows maybe the last remaining players get renewed interest, we get fresh replacements now that we actually have players able to register again, and continue the previous game.

So, anyone interested? Old players also feel free to chime in what went wrong/right from their perspective to help this go better.

12
Super Robot Wars d20 / Module Pilot
« on: November 12, 2017, 03:05:33 AM »
Module Pilot

"Just stay out of my way."
-Sleigh Presty, Module Pilot

Arrogant, prideful pilots that consider themselves too good for piloting mechas with feet. Nor giant fists for that matter.

Class Skills
The Module Pilot's class skills are Appraise, Concentration, Craft(any), Climb, Jump,  Hide, Spot, Listen, Intimidate, Knowledge(any), Move Silently, Profession (Any), Search, Survival, Swim
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ int

Hit Dice: d10
Level BAB Fort Ref Will Feature
1+1 +2+2+2Armored Module, Arsenal I, Spirited
2+2 +3+3+3Extra Upgrade
3+3 +3+3 +3Extra Upgrade
4+4 +4 +4+4Arsenal II, Spirit
5+5 +4 +4 +4Extra Upgrade
6+6 +5+5+5Extra Upgrade
7+7 +5 +5 +5Arsenal III, Spirit
8+8 +6 +6 +6Extra Upgrade
9+9  +6+6+6Extra Upgrade
10+10 +7+7+7Arsenal IV, Spirit
11+11 +7 +7+7Extra Upgrade
12+12 +8 +8+8Extra Upgrade
13+13 +8 +8 +8Arsenal V, Spirit
14+14 +9 +9 +9Extra Upgrade
15+15 +9 +9 +9Extra Upgrade
16+16 +10 +10 +10Arsenal VI, Spirit
17+17 +10 +10+10Extra Upgrade
18+18 +11+11+11Extra Upgrade
19 +19 +11 +11 +11Arsenal VII, Extra Upgrade
20+20+12 +12 +12Extra Upgrade, Celestial Vega

Weapon and Armor Proficiencies: Simple weapons, guns, Armored Module

Armored Module: The Module Pilot comes in possession of a powerful non-humanoid mecha by a cold organization (the details of which should be discussed with the DM), which, at 1st level grants her access to a basic super robot. If the super robot is reduced to 0 HP the Module Pilot will have to undergo some redeeming quest to get it repaired. If the Armored Module is at least 4th level,  she can request a replacement Armored Module, but it will be three levels lower than she would normally have access to while on her redeeming quest (including arsenal options). For Arsenal purposes, the Module Pilot progresses as a Real Pilot as shown on the table.

The Armored Module grows in power together with the Module Pilot as she gains levels. More details on the Super Robot chart.

Armored Module are picked from the Super Robot list, except those models have cumbersome non-humanoid shapes and thus unable to perform fine manipulation and inflicts a penalty on IL/PL for maneuver/stances purposes equal to its level. If the maneuver uses skills or skill ranks, an equal penalty is applied to such checks from the Module Pilot. If the Armored Module is combined with other mecha (even another Armored Module) through effects such as the HEATS feat then an humanoid form able to perform fine manipulation is possible and the skill penalties are ignored as long as the original Module Pilot is one of the pilots of the combined machine. Also the Armored Module can replace their base speed with either 60 feet swim (in which case it can only move on water), 40 feet fly average maneuverability (atmosphere only) or 50 feet average maneuverability (space only). Each of the base super-robot super weapons may be swapped for an extra 18 arsenal space each. Unlike other mecha, an Armored Module’s controls are extremely complex and anybody else takes a -20 penalty on all 1d20 rolls if trying to pilot one (-10 if they’re proficient in mechas) instead of the usual non-proficiency penalty.

When multiclassing, a Module Pilot count as Super Pilot (except for Arsenal in which case they count as a Real Pilot). A multiclass Module Armor still retains non-humanoid shape unable to perform fine manipulation nor able to use maneuvers/stances, including gestalt/similar (unless combined with another separate mecha through effects such as HEATS).

Extra Upgrade: Whenever this shows up on the table, the Armored Module gains an extra 2 Upgrade points.

Spirited: Each level of Module Pilot increases the max number of spirit points of the player by 3. In  addition they learn one Spirit right away and whenever "Spirit" appears on the table the Module Pilot learns one new Spirit. She counts as a Real Pilot for the purpose of calculating spirit costs.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration. The Module Pilot counts as a Real Pilot for the purpose of spirit costs.

Celestial Vega: At 20th level 1/day as a free action the Module Pilot can enter a state where she recovers all lost spirit points at the start of each of her turns for 1 hour.

13
Oslecamo's Improved Monster Classes / Guttersnipe Raggamoffyn
« on: October 26, 2017, 04:05:51 AM »
Guttersnipe Raggamoffyn



HD:d10
LevelBabFortRefWillFeature
1+0+0+0+0Guttersnipe Body, Raggamoffyn Grab, Wrap, Control Host, Shiny Trash, +1 Str, +1 Cha
2+1+0+0+0Patched Pride, +1 Dex, +1 Cha
3+2+1+1+1Sparkly Trash, +1 Str, +1 Cha
4+3+1+1+1Mended Pride, +1 Dex, +1 Cha
5+3+1+1+1Star Trash, +1 Str, +1 Dex, +1 Cha
Skills: (2 + Int per level, 4x at 1st level) The Tatterdemanimal Raggamoffyn's class skills are Bluff(Cha), Diplomacy(Cha), Disguise (Cha), Hide(Dex), Intimidate(Cha), Knowledge (any), Move Silently.

Proficiencies: The  Guttersnipe Raggamoffyn is proficient with its own natural weapons.

Features:
Common Body: The Guttersnipe Raggamoffyn loses all racial traits and features, and gains the construct type and traits. These include:
(click to show/hide)

A Guttersnipe Raggamoffyn is a medium sized construct with one Slam natural attack dealing 1d6+Str mod damage and has a land speed of 20ft, plus a clumsy flight speed of 20 ft. It can speak in an inhuman voice trough vibrating its body, but cannot perform fine manipulation. It has the same equiment slots as a regular humanoid.

At 5 HD a Common Raggamoffyn gains +1 bonus hitpoint per HD, this bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

In addition it gains a Natural Armor bonus equal to 2+its Str mod.

Raggamoffyn Grab:
If the  Guttersnipe Raggamoffyn hits an opponent  with its Slam attack, it deals normal damage and can attempt to start a grapple as a free action whitout provoking an attack of opportunity. From there on, each successful grapple check it makes during successive rounds automatically deals slam damage. It also gains a racial bonus on grapple checks equal to its HD.

If the  Guttersnipe Raggamoffyn has 8 HD or more, it ignores Freedom of Movement effects with this ability.

Wrap: With a successful grapple check, the  Guttersnipe Raggamoffyn can wrap itself around any foe it had already successfully grappled. The construct forms a skintight layer around the wrapped creature, covering it from head to toe, but leaving enough space for the creature to breathe trough its mouth and nose. Attacks on such a target deal half their damage to the monster and half to the wrapped creature. A victim can extract itself by making a sucessful grapple check. The  Common Raggamoffyn can let go (including ending the grapple) as a free action. The  Guttersnipe Raggamoffyn can only Wrap one creature at a time.

Control Host: As a standard action, the Guttersnipe Raggamoffyn can attempt to take control of any creature it has sucessfully used Wrap on as in Dominate Monster , with DC 10+1/2 HD+Cha mod, that specifically also works against vermin despite them being immune to mind-affecting.  It lasts while the Guttersnipe Raggamoffyn remains wrapped around the victim, but it doesn't count as grappled anymore. Someone suceeding on 3 saves in a single day against Control Host from the same Guttersnipe Raggamoffyn becomes immune to Control Host from that opponent for 24 hours.

The dominated victim uses the  Guttersnipe Raggamoffyn's own Initiative, natural armor, mental stats and saves if they are worst than its own (which, among other things, may mean it can't cast spells if the victim has them). The Guttersnipe Raggamoffyn can attempt disguise checks to look as equipment so it doesn't get targeted, but will still take half the damage the victim takes.

If the dominated victim is of a CR 1 level lower than the Guttersnipe Raggamoffyn's own level, then it can receive one level of Captured One, that lasts until the domination ends.

If the dominated victims if of a CR 2 or more levels lower than the Guttersnipe Raggamoffyn, then it can receive both levels of Captured One.

Shiny Trash: Once per day the  Guttersnipe Raggamoffyn can ignore one spell that produces Light or Darkness (no need of action, immunity lasts until another spell is chosen) plus use Flare, Light or Dancing Lights as a SLA 1/hour, save DC 10+1/2 HD+Cha mod, except it can affect any creature up to twice the  Guttersnipe Raggamoffyn’s HD.

Ability Score Increase: The Guttersnipe Raggamoffyn gains a permanent +1 to

Str at levels 1, 3, 5
Dex at levels 2, 4, 5
Cha at all levels.

For a total of +3 Str, +3 Dex and +5 Str at 5th level.

Patched Pride: At 2nd level the  Guttersnipe Raggamoffyn adds its Cha mod to all saves and grapple checks and adds Faerie Fire to its list of hourly SLAs.

Sparkly Trash: At 3rd level the  Guttersnipe Raggamoffyn can ignore one spell that produces Light and one that produces Darkness each 1/day with the same rules as Shiny Trash plus adds Glitterdust to the options of its hourly SLA.

Mended Pride: At 4th level the  Guttersnipe Raggamoffyn can increase its Natural Armor bonus by an amount equal to its Cha mod and also add Cha mod to attack rolls and adds Daylight to the options of its hourly SLA.

Star Trash: At 5th level the  Guttersnipe Raggamoffyn becomes fully immune to all spells that produce light or darkness and adds its Cha mod to HP per each HD it has. At 6 HD and every 2 HD thereafter, it may add one new [Light] spell of a level no higher than half its HD to the options of its hourly SLA.

(click to show/hide)

14
Super Robot Wars d20 / Ideal Idol
« on: October 17, 2017, 11:42:26 AM »
Ideal Idol


   
”Love shall be our weapon!
Friendship shall be our armor!
Happyness shall be our reward!"

-Tymio, Ideal Idol

In certain ways the artificial evolution of bards of old, Ideal Idols add the latest technology to enhance their performances. If there is a place for magic in cold scientific societies, surely it is in the magic of music and dance!

Class Skills
The Ideal Idol's class skills are Appraise, Bluff, Concentration, Craft(any), Climb, Diplomacy, Disable Device, Disguise, Jump, Heal, Hide, Move Silently, Open Lock, Perform, Ride, Search, Spot, Listen, Intimidate, Knowledge(any), Profession (Any), Swim
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: x6+ int

Hit Dice: d6

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+0+2+2Idol Show, Stage Ship, Countersong, Fascinate, Inspire Courage +1, Spirited, Spells
2nd+1+0+3+3Spirit
3rd+2+1+3+3Inspire Competence
4th+3+1+4+4Arsenal I
5th+3+1+4+4Spirit
6th+4+2+5+5Suggestion
7th+5+2+5+5 Arsenal II
8th+6/+1+2+6+6Inspire Courage +2, Bonus Feat
9th+6/+1+3+6+6Inspire Greatness
10th+7/+2+3+7+7Arsenal III
11th+8/+3+3+7+7Spirit
12th+9/+4+4+8+8Song of Freedom, Bonus Feat
13th+9/+4+4+8+8Arsenal IV
14th+10/+5+4+9+9Inspire Courage +3, Spirit
15th+11/+6/+1+5+9+9Inspire Heroics
16th+12/+7/+2+5+10+10Arsenal V
17th+12/+7/+2+5+10+10Spirit, Bonus Feat
18th+13/+8/+3+6+11+11Mass Suggestion
19th+14/+9/+4+6+11+11 Arsenal VI
20th+15/+10/+5+6+12+12Galactic Goddess, Inspire Courage+4
Weapon and Armor Proficiencies: Simple weapons, four martial weapons, two exotic weapons, mechas.


Idol Show: An Ideal Idol can use performances for a variety of effects. This works as Bardic Music of a Bard of the same level, except any DCs based on Charisma become Int-based and the Ideal Idol must each day spend 1 hour preparing which options she plans to spend her Idol Show uses (so for example a 2nd level Ideal Idol would be able to use Idol Show twice per day and have the options of Countersong, Fascinate and Inspire Courage, but need to decide each day if she’s gonna use only one option twice or two different options once each). Idol Show can benefit from effects that benefit Bardic Music and count as Bardic Music to qualify for prerequisites. Idol Show does not need singing, dancing to background music works just as fine.

Stage Ship: Thanks to sponsorships and fan donations, the Ideal Idol gains a Stage Ship. It works as a Ship Captain’s battleship of the same level, except it has no transport capacity. Instead this vessel is filled with hologram projectors, loudspeakers, laser shows and multiple cameras all to stream her performances in real time, increasing the range of Idol Music by 20 mu per size category above huge.

The stage ship can also be fitted with special engines to channel arcane magic, at the cost of half normal Arsenal space and Hardpoints (rounded up), plus actually have to sacrifice armor, ending up with 4/5 HP, Energy, Nat armor and DR of “regular” versions (minimum -1 at each of those stats). However scrolls and wands can be “loaded” into the Stage Ship for use during action. This takes 8 hours of work and another 8 hours can reverse the process.


The Ideal Idol gains Access to Arsenal options at the same rate as a normal Ship Captain and counts as a Ship captain for multiclassing purposes when it comes to her Stage Ship stats.

Spirited: Each level of Ideal Idol increases the max number of spirit points of the player by 9. In  addition they learn one Spirit right away and whenever "Spirit" appears on the table the Ideal Idol learns one new Spirit. She counts as a Ship Captain for the purpose of calculating spirit costs.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

Spells: An Ideal Idol learns and cast arcane spells as if she was a Bard of the same level, except her main casting stat is Int instead of Cha and she’s not a spontaneous spellcaster, needing to prepare them beforehand.

Bonus Feat: Whenever this appears on the table, the Ideal Idol gains a pilot feat for which she meets the prerequisites.

Galactic Goddess: At 20th level once per day the Ideal Idol may broadcast one of her Idol Music abilities to everybody in her current galaxy, although any of its effects will last only up to 1 hour.

15
Super Robot Wars d20 / Mecha Marine
« on: October 17, 2017, 11:41:46 AM »
Mecha Marine


   
"There’s no escape now!"
-Brooklyn Luckfield , Mecha Marine

Pilots specialized in stalking their opponents and acting in exotic areas. What they lack on rigorous martial training, they make up with the developent of strange divine abilities from being exposed to the strange places they are often deployed to.

Class Skills
The Mecha Marine's class skills are Appraise, Balance, Bluff, Concentration, Craft(any), Climb, Diplomacy, Jump, Heal, Hide, Move Silently, Spot, Listen, Intimidate, Knowledge(any), Perform, Profession (Any), Search, Survival, Swim
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ int

Hit Dice: d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+2+0Recon Robot I Spirited, Spells, Favored Target
2nd+2+3+4+0From the White Plains
3rd+3+3+4+1Spirit
4th+4+4+4+1 Recon Robot II
5th+5+4+4+12nd Favored Target
6th+6/+1+5+5+2Spirit
7th+7/+2+5+5+2 Recon Robot III
8th+8/+3+6+6+2 Bonus Feat
9th+9/+4+6+6+33rd Favored Target
10th+10/+5+7+7+3 Recon Robot IV
11th+11/+6/+1+7+7+3Spirit
12th+12/+7/+2+8+8+4Bonus Feat
13th+13/+8/+3+8+8+4 Recon Robot V
14th+14/+9/+4+9+9+4Spirit
15th+15/+10/+5+9+9+54th Favored Target
16th+16/+11/+6/+1+10+10+5 Recon Robot VI
17th+17/+12/+7/+2+10+10+5Spirit
18th+18/+13/+8/+3+11+11+6Bonus Feat
19th+19/+14/+9/+4+11+11+6Recon Robot VII
20th+20/+15/+10/+5+12+12+6Master Marine, 5th Favored Target
Weapon and Armor Proficiencies: Simple weapons, four martial weapons, two exotic weapons, mechas.

Recon Robot: The Mecha Marine was trained by a powerful organization (the details of which should be discussed with the DM), which at 1st level grants him access to a basic Recon Robot. The organization also pledges to repair non-disabling damage and refuel the mecha on any of it's branches for no cost. The organization can be assumed to have such branches in any stable city where the Mecha Marine could conduct normal business. If the mecha is reduced to 0 HP the Mecha Marine will have to undergo some redeeming quest for a replacement (assuming he  makes it back). If the Mecha Marine is at least 4th level, he  can request a Recon Robot one grade lower than he  would normally have access to while on his redeeming quest (including arsenal options).

As the Mecha Marine grows in levels he  gains access to stronger mechas as shown on the table, but he  cannot change his choices on mechas.

Recon Robots are picked from the Real Robot list, except those models are fitted with special engines to channel divine magic, and thus have only half normal Arsenal space and Hardpoints (rounded up), plus actually have to sacrifice armor, ending up with 4/5 HP, Energy, Nat armor and DR of “regular” versions (minimum -1 at each of those stats). However scrolls and wands can be “loaded” into the limbs of the robot for use during action.

Mecha Marine levels stack with Real Pilot levels for determining your Real Robot level. He can choose to swap for a Real Robot with "full" arsenal space, HP, energy and DR, in which case it can't channel spells, but still allows for other benefits of being a caster like qualifying for Funnels. He can swap between both modes with 8 hours of tinkering. He counts as a Real Pilot to multiclass with other classes for the purpose of mecha stats.

A Mecha Marine has access to Arsenal options of the same tiers of Real Robots he  has access to (so I at level 1, II at level 4 and so on).

Spirited: Each level of Mecha Marine increases the max number of spirit points of the player by 5. In  addition they learn one Spirit right away and whenever "Spirit" appears on the table the Mecha Marine learns one new Spirit. He counts as a Real Pilot for spirit point cost.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

Spells: A Mecha Marine gains the ability to cast divine spells which are drawn from the Ranger (all of them) and Druid (one per Mecha Marine level, up to a level he  can cast) spell lists. A Mecha Marine must choose and prepare his spells in advance.
To prepare or cast a spell, a Mecha Marine must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mecha Marine’s spell is 10 + the spell level + the Mecha Marine’s Intelligence modifier.
Like other spellcasters, a Mecha Marine can cast only a certain number of spells of each spell level per day. his base daily spell allotment is the same as a Bard of the same level, and he  gains extra spells for a high Int score too.
A Mecha Marine must spend 1 hour each day in silent preparation inside his Recon Robot to regain his daily allotment of spells.

Favored Target: This works as a Ranger’s Favored Enemy, except instead of creature types, it applies to pilot classes (and their respective mechas and drones in the case of an Einst Queen), plus the upgrades are gained at levels 5, 9, 15 and 20. For multiclass characters, count the highest Favored Target bonus applicable. If facing an enemy with a mecha from another class, the Mecha Marine can count them as said other class for Favored Target purposes.

From the White Plains: At 2nd level the Mecha Marine can, as a single fullround action, cast a Recon Pilot spell with a range of touch or personal that would normally take a standard action or less and attack with a non-heavy weapon by paying 5 energy per spell level.

Bonus Feat: Whenever this appears on the table, the Mecha Marine gains a pilot feat for which he  meets the prerequisites.

Master Marine:  At 20th level once per day the Mecha Marine may pick one other creature as a swift action. For 1 hour the Mecha Marine can apply their highest Favored Target bonus to said enemy and spontaneously convert his prepared spells into any other spells he  knows of the same level as long as they’re targeting the chosen enemy or the Mecha Marine himself.

16
Super Robot Wars d20 / Magitech Knight
« on: October 17, 2017, 11:33:06 AM »
Magitech Knight



"I am your end!"
Ouka Nagisa, Magitech Knight

Pilots chosen for their great physical and mental discipline, in order to pilot machines built from ancient holy designs and divine relics combined with cutting edge tech, making them so dangerously unstable that lesser pilots die or worst simply trying to control them.

Class Skills
The Magitech Knight's class skills are Appraise, Balance, Concentration, Craft(any), Climb, Diplomacy, Jump, Heal, Spot, Listen, Intimidate, Knowledge(any), Perform, Profession (Any), Ride, Swim
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ int

Hit Dice: d10

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+0+2Code of Conduct, Magitech Mecha, Detect Opponent, Spirited, Spells
2nd+2+3+0+3Smite Foe, Lay on Fists
3rd+3+3+1+3Gift
4th+4+4+1+4Divine Health, Cherry Bossom Illusion
5th+5+4+1+4Spirit
6th+6/+1+5+2+5Gift
7th+7/+2+5+2+5Bonus Feat
8th+8/+3+6+2+6Spirit
9th+9/+4+6+3+6Gift
10th+10/+5+7+3+7Bonus Feat
11th+11/+6/+1+7+3+7Spirit
12th+12/+7/+2+8+4+8Gift
13th+13/+8/+3+8+4+8Bonus Feat
14th+14/+9/+4+9+4+9Spirit
15th+15/+10/+5+9+5+9Gift
16th+16/+11/+6/+1+10+5+10Bonus Feat
17th+17/+12/+7/+2+10+5+10Spirit
18th+18/+13/+8/+3+11+6+11Gift
19th+19/+14/+9/+4+11+6+11Bonus Feat
20th+20/+15/+5+12+6+12Divine Patch, Bonus Feat
Weapon and Armor Proficiencies: Simple and martial weapons, mechas.


Code of Conduct: A Magitech Knight must be either Lawful Good, Lawful Neutral or Lawful Evil, which change some of their abilities. A Lawful neutral knight may choose to be either LG or LE for each of her Magitech abilities, but once each choice is made it cannot be changed and abilities that work against good/evil targets instead only work on neutral opponents.

In addition a  Magitech Knight must follow a strict discipline while piloting lest her body, mind and soul start to be consumed. Choose three of the below. Each time the Magitech Knight fails to follow her chosen code of conduct while piloting the Magitech Mecha, the  Magitech Knight’s own max and current HP are reduced by 1d12 per Magitech Knight level until she makes up for her mistake threefold. Multiple infractions stack. Anyone other than the Magitech Knight who owns it attempting to pilot the Magitech Mecha always counts as making an infraction as a 1st level Magitech Knight for each action taken inside the mecha. Should her max HP drop below -9, she has been fully assimilated by the machine and cannot be returned to existence short of a Wish, Miracle and Cloning from a 17th level Support Staff combined.

(click to show/hide)

Magitech Mecha: The Magitech Knight gains a personalized machine that works as either a Real Robot or Super Robot. Use your Magitech Knight level to determine the kind of robot your Magitech mecha  can emulate, including Arsenal Options (your Magitech Knight levels can count as either Real Pilot or Super Pilot levels, or any combination of those two classes), changeable at each level up,  except this unit allows her to channel her Magitech Knight spells through this mecha as long as the Code of Conduct is followed. If the Magitech Mecha is reduced to 0 HP the Magitech Knight will have to undergo some redeeming quest to make it rise again from its wrecks. If the Magitech Mecha is at least 4th level,  with 10 minutes of fervent praying the Magitech Knight can make the wrecked machine raise, but it will be three levels lower than she would normally have access to while on her redeeming quest (including arsenal options) due to the extensive damage sustained.

While piloting the Magitech Mecha, the Magitech Pilot may add her Wis mod to Concentration checks.

Detect Opponent: At will, a Magitech Knight can use Detect Evil if LG or Detect Good if LE, as the spell.

Spirited: Each level of Magitech Knight increases the max number of spirit points of the player by 10. In  addition they learn one Spirit right away and whenever "Spirit" appears on the table the Magitech Knight learns one new Spirit. She can choose to count as either a Super Pilot, Real Pilot or Ship Captain for spirit cost purposes, but once made this decision cannot be changed.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

Spells: A Magitech Knight gains the ability to cast divine spells which are drawn from the Paladin list if LG or Blackguard list if LE (either way all of them) plus Cleric (one per Magitech Knight level, up to a level she can cast) spell lists. A Magitech Knight must choose and prepare her spells in advance.
To prepare or cast a spell, a Magitech Knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Magitech Knight’s spell is 10 + the spell level + the Magitech Knight’s Wisdom modifier.
Like other spellcasters, a Magitech Knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a Bard of the same level, and she gains extra spells for a high Wis score too.
A Magitech Knight must spend 1 hour each day in quiet prayer and meditation inside her Magitech Mecha to regain her daily allotment of spells.

Smite Foe: Starting at 2nd level once per day, a Magitech Knight can call out to the powers of her cause to aid her in her struggle against. As a swift action, the Magitech Knight chooses one target within sight to smite. If this target is Evil and the Magitech Knight is Good, the Magitech Knight adds her Wis bonus (if any) to her attack rolls and adds her Magitech Knight level to all damage rolls made against the target of her smite. If the Magitech Knight is LE, then this works against good opponents instead. If the target of smite Foe is an outsider or dragon with the correct subtype, or an undead creature against a LG Magitech Knight or a deathless creature against a LE Magitech Knight, the bonus to damage on the first successful attack increases to 2 points of damage per level the Magitech Knight possesses. Regardless of the target, Smite Foe attacks automatically bypass any DR the target might possess.

In addition, while smite Foe is in effect, the Magitech Knight gains a deflection bonus equal to her Wis modifier (if any) to her AC against attacks made by the target of the smite. If the Magitech Knight targets a creature that is not of the relevant alignment, the smite is wasted with no effect.
The smite foe effect remains until the target of the smite is dead/destroyed or the next time the Magitech Knight rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Magitech Knight may smite evil one additional time per day, as indicated on the table, to a maximum of seven times per day at 19th level.

Lay On Fists: Beginning at 2nd level, a LG Magitech Knight can heal the damage of the living  and constructs (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her Magitech Knight level plus her Wis modifier. With one use of this ability, a Magitech Knight can heal 1d6 hit points of damage for every two Magitech Knight levels she possesses. Using this ability is a standard action, unless the Magitech Knight targets her own mecha, in which case it is a swift action. This can be used on a mecha, in which case the pilot(s) inside are healed for the same amount if living or constructs. Despite the name of this ability, a Magitech Knight can use this ability even with a fistless mecha, a kick or headbutt is fine too. LE  Magitech Knights instead can use Lay on Fists to harm other living creatures and constructs at the same rate, or heal themselves.
Alternatively, a LG Magitech Knight can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the Magitech Knight possesses. If used against a mecha piloted by an undead, both the mecha and pilot take damage. Using Lay on Fists in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. LE  Magitech Knights instead can use this healing power to deal damage to Deathless creatures using the same rules.

Divine Health: At 3rd level, a Magitech Knight is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Gift: At 3rd level, and every three levels thereafter, a Magitech Knight can select one gift. Each Gift adds an effect to the Magitech Knight’s lay on fists ability. Whenever a LG Magitech Knight uses lay on fists to heal damage to one target (or deal damage to others for LE Magitech Knights), the target also receives the additional effects from all of the Gifts possessed by the Magitech Knight. A LE Magitech Knight using Lay on Fists to heal herself can instead use the LG version of the gift(s). A gift can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the gift actually removes the affliction that causes the condition. If the Magitech Knight is under a condition that prevents her from acting and she knows a gift that could remove it, she can use it (so for example if the Magitech Knight was dazed but she knew the Daze gift, she could use Lay on Fists on herself to remove the dazed condition). LE versions offer a save with DC 10+1/2 HD+Wis mod to resist unless otherwise noticed, separate save per gift, in the case of replicated spells CL=PL and any spell save is replaced by the gift’s save. Fort effects may affect even constructs (Con effects affect Wis instead if they have no Con) but they gain a +5 bonus on such saves.
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These abilities are cumulative. For example, a 12th-level Magitech Knight’s Lay on Fists ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Cherry Blossom Illusion: At 4th level as a standard action the Magitech Knight may make a basic attack and cast a Magitech Knight spell, or as a fullround action full attack and cast a Magitech Knight spell. Either way the spell must normally take a standard action or less to cast and the Magitech Knight must may 10 energy per spell level.

Bonus Feat: Whenever this appears on the table, the Magitech Knight gains a [Pilot] feat for which she meets the prerequisites for.

Divine Patch: At 20th level 1/day as a free action the Magitech Knight can change her Magitech Knight spell options, Magitech Knight bonus feats and spirits.

17
Super Robot Wars d20 / Steel Soldier
« on: October 17, 2017, 11:29:36 AM »
Steel Soldier

   
"This is possible!"
-Kusuha Mizuha, Steel Soldier

A Steel Soldier is someone who manifests strange arcane abilities that although not as potent as a true esper, somehow flow better through metal and thus was assigned as a mecha pilot to a custom machine. Once they may’ve dreamed of being simple medics or shopkeepers, but don’t let yourself be fooled by those sweet, kind eyes, they can and will crush you in a myriad of exotic ways.

Class Skills
The Steel Soldier's class skills are Appraise, Balance, Bluff, Concentration, Craft(any), Climb, Disable Device, Diplomacy, Jump, Heal, Hide, Open Lock, Ride, Spot, Listen, Intimidate, Knowledge(any), Move Silently, Perform, Profession (Any), Search, Survival, Swim
Skill Points at 1st Level: (8 + int)x4
Skill Points at Each Additional Level: x8+ int

Hit Dice: d8

Level
Base
Attack Bonus
Reflex
Save
Fortitude
Save
Will
Save

Special
1st+0+0+2+0Mecha Morte, Health Drink, Spirited, Spells
2nd+1+0+3+0Towards that Blue Sky
3rd+2+1+3+1Bonus Feat
4th+3+1+4+1Arsenal I
5th+3+1+4+1Spirit
6th+4+2+5+2Bonus Feat
7th+5+2+5+2 Arsenal II
8th+6/+1+2+6+2Spirit
9th+6/+1+3+6+3Bonus Feat
10th+7/+2+3+7+3Arsenal III
11th+8/+3+3+7+3Spirit
12th+9/+4+4+8+4 Bonus Feat
13th+9/+4+4+8+4Arsenal IV
14th+10/+5+4+9+4 Spirit
15th+11/+6/+1+5+9+5Bonus Feat
16th+12/+7/+6/+1+5+10+5Arsenal V
17th+12/+7/+2+5+10+5Spirit
18th+13/+8/+3+6+11+6Bonus Feat
19th+14/+9/+4+6+11+6 Arsenal VI
20th+15/+10/+5+6+12+6Steel Strike
Weapon and Armor Proficiencies: Simple weapons, four martial weapons, two exotic weapons, mechas.



Mecha Morte: The Steel Soldier comes in possession of a powerful mecha by a shady organization (the details of which should be discussed with the DM), which, at 1st level grants her access to a basic super robot. If the super robot is reduced to 0 HP the Steel Soldier Pilot will have to undergo some redeeming quest to make it rises again from its wrecks. If the Steel Soldier is at least 4th level,  her Mecha Morte can rise itself right after 10 minutes of its pilot crying and shouting, but it will be three levels lower than he would normally have access to while on her redeeming quest (including arsenal options).

The Mecha Morte grows in power together with the Steel Soldier as she gains levels. More details on the Super Robot chart.
Mecha Morte are picked from the Super Robot list, except those models are fitted with special systems to channel Steel Soldier magic, and thus have half Arsenal space and Hardpoints (rounded up), plus actually have to sacrifice armor, ending up with 4/5 HP, Energy, Nat armor and DR of “regular” versions (minimum -1 at each of those stats). However scrolls and wands can be “loaded” into the limbs of the robot for use during action.

Steel Soldier levels stack with Super Pilot levels for determining your Super Robot level. She can choose to swap for a Super Robot with "full" arsenal space, HP, energy and DR, in which case it can't channel spells, but still allows for other benefits of being a caster like qualifying for Funnels. She can swap between both modes with 8 hours of tinkering. She counts as a Super Pilot for multiclassing with other classes for the purpose of her mecha stats.

The Steel Soldier gains Access to Arsenal options at the same rate as a normal Super Pilot. So tier I at level 4, then a tier higher at levels 7, 10, 13, 16, 19.


Spirited: Each level of Steel Soldier increases the max number of spirit points of the player by 7. In  addition they learn one Spirit right away and whenever "Spirit" appears on the table the Steel Soldier learns one new Spirit.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration. The Steel Soldier counts as a Super Pilot for the purpose of spirit costs.

Spells: A Steel Soldier learns and casts spells as a Bard of the same level, except she uses Wisdom as her main casting stat and learns spells from the Assassin spell list, plus one spell  from the Wizard spell list of a level she can cast per Steel Soldier level, instead of spells from the Bard spell list.

Health Drink: The mark of a Steel Soldier, the ability to brew a bizarre concoction that will greatly fortify the drinker while simultaneously sending them into shock. Such is its potency that even androids, mechas and constructs can be affected by its properties. The Health Drink takes 3 rounds to prepare and then must be used in 3 turns or lose its potency, although the Steel Soldier can take other actions while preparing. Any average kitchen will have enough ingredients for its preparation, and every Mecha Morte  includes supplies for it too. The Health Drink can be delivered to an ally within 30 mu as a standard action and restores HP, and energy equal to the Mecha Morte’s own max HP and energy, plus restores spirit points equal to the Steel Soldier’s own max. However the victim drinker must  also make a Fort save with DC 10+Mecha Morte level+2 per Health Drink consumed in the last 24 hours or be left unconscious/helpless for 1d12 rounds+1 round per point they failed the save. If the Steel Soldier attacks a flanked or flat-footed enemy within 30 mu while having a Health Drink  prepared, they may force the opponent to drink if they hit (including with attack spells) as part of the same action. Undeads take damage to HP/energy/spirit instead, halved if they make the save.

Towards That Blue Sky: At 2nd level the Steel Soldier can, as a single fullround action, cast a Steel Soldier ranged spell that would normally take a standard action or less to cast and attack with a non-heavy weapon by paying 5 energy per spell level.

Bonus Feat: Whenever this appears on the table, the Steel Soldier gains a pilot feat for which she meets the prerequisites.

Steel Strike: At 20th level once per day as a free action the Steel Soldier can enter a state of murderous intent while still smiling, lasting for 1 minute. While it is active when the Steel Soldier attacks a flat-footed or flanked enemy, they must make a Fort save with DC 10+1/2 HD+Int mod or die/be left helpless and unable to act for 24 hours. Enemies who save against this cannot be affected again by the same Steel Soldier’s Steel Strike for 24 hours.

18
Oslecamo's Improved Monster Classes / Miniature Creature
« on: September 25, 2017, 07:51:27 AM »
Miniature Creature

Prerequisites:
-Must be a creature that runs, climbs and/or swims a LOT.
-No levels of Titanic Creature.

Special:
-If you take any levels of Miniature Creature, you cannot take any levels of Titanic Creature.

HD:d4
Level Bab Fort Ref Will Feature
1+0 +0+2+0Miniature Body, Smaller is Sweeter, +1 Dex, +1 Cha
2+1 +0+3+0Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
3+2 +1+3+1Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
4+3 +1+4+1Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
5+3 +1+4+1Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
6+4 +2+5+2Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
7+5 +2+5+2Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
8+6 +2+6+2Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
9+6 +3+6+3Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
10+7+3+7+3Size Matters?, Smaller is Sweeter, +1 Dex, +1 Cha
11+8+3+7+3Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
12+9+4+8+4Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
13+9+4+8+4Size Matters?,  Smaller is Sweeter, +1 Dex, +1 Cha
Skills:6+int modifier per level, x4 if taken at first level.
Class Skills: Appraise, Balance, Climb, Diplomacy, Jump, Hide, Intimidate, Knowledge (any), Move Silently, Perform (any), Spot, Swim, Survival, Tumble.

Proficiencies:A Miniature creature gains no new Proficiencies

Features:
Miniature Body: If the Miniature creature was bigger than small, it shrinks to small size. Natural weapon damage is unchanged. If you're already smaller than small or become so due to Miniature Creature, your always have a melee reach of at least 5 feet minimum.


Smaller is Sweeter: At each level of Miniature creature, it can pick one of the following options. You can only pick each once unless noticed otherwise
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Ability Score Increase: The Miniature Creature gains +1 Dex and +1 Cha at each level, for a total of +13 Dex and +13 Cha at  13th level.

Size Matters?: Starting at 2nd, the Miniature Creature picks one of the following options at each level. Unless otherwise noticed, each can only be picked one time and used once every 1d4 rounds, as the Miniature creature recover its breath. Alternatively pick another from Smaller is Sweeter

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19
Super Robot Wars d20 / Personal Equipment
« on: September 20, 2017, 09:01:57 AM »
This thread for personal equipment.

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20
Touhou Battle Grimoire / Greater Fairy (racial class)
« on: September 18, 2017, 09:59:21 AM »
Greater Fairy


   
"Ordinary fairies are weaker than humans. Greater fairies are mightier than other fairies."
-Zun, Greater Deity

Powerful fairies that stand above their kind, mastering dabbling on a mix of martial techniques and danmaku barrages combined with developing their natural resilience to overwhelm all who cross their path.

MAKING A GREATER FAIRY
Abilities: The abilities a Greater Fairy would want depend heavily on the choice of her school.
Races: Only fairies may become Greater fairies.
Alignment: Greater Fairies come equally from all alignments, all eager for any reason for a fight.
Starting Gold: 1d4x10
Starting Age: As fighter.

Class Skills
The Greater Fairy's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft(Any), Diplomacy(Cha) Hide (Dex), Intimidate(Cha), Jump(Str), Knowledge (Any), Listen (Wis), Move Silently(Dex), Perform(Cha), Profession(Any), Spot (Wis)
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Hit Dice: d12


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+0+2Idiot, Maneuvers, Danmaku Destiny, Fairy Fate
2nd+2+3+0+3Fairy Fate
3rd+3+3+1+3Fairy Fate
4th+4+4+1+4Fairy Fate
5th+5+4+1+4Fairy Fate
6th+6/+1+5+2+5Fairy Fate
7th+7/+2+5+2+5Fairy Fate
8th+8/+3+6+2+6Fairy Fate
9th+9/+4+6+3+6Fairy Fate
10th+10/+5+7+3+7Fairy Fate
11th+11/+6/+1+7+3+7Fairy Fate
12th+12/+7/+2+8+4+8Fairy Fate
13th+13/+8/+3+8+4+8Fairy Fate
14th+14/+9/+4+9+4+9Fairy Fate
15th+15/+10/+5+9+5+9Fairy Fate
16th+16/+11/+6/+1+10+5+10Fairy Fate
17th+17/+12/+7/+2+10+5+10Fairy Fate
18th+18/+13/+8/+3+11+6+11Sparkly Scion
19th+19/+14/+9/+4+11+6+11Sylph Stance
20th+20/+15/+10/+5+12+6+12Fairy Fame
Weapon and Armor Proficiencies: 4 simple weapons, 1 martial weapon, Light, Medium and Heavy Armor

Idiot (Ex): A Greater Fairy doesn't know how to speak or read/write any language by default. She can either spend one skill points for speaking common and then another two for reading/writing or she'll learn to speak if she multiclasses into another class.

Maneuvers: A Greater Fairy chooses a school and picks three first level maneuvers and one first level stance from it. At each level up she may retrain one of her maneuvers of stances for another of a level she available, 1+(1/2 Greater Fairy level). A Greater Fairy can ready all three of her known maneuvers, and they recharge automatically at the start of her turn provided her Fairy Fire is active (see below). Unlike most other martial classes, the IL for a Greater Fairy is simply equal to her own Greater Fairy level.

Danmaku Destiny(Su):Each level of Greater Fairy increases the range of Danmaku Mook by 5 feet and its damage by 1 as long as the Greater Fairy is under the effects of Faerie Fire.

Fairy Fate(Su): At the following levels the Greater Fairy gains some of the following spells as permanent effects on herself with CL=Greater Fairy level that cannot be dispelled. The Greater Fairy may also end  any one of them herself as a swift or move action, and restart them as another swift or move action.

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Sparkly Scion (Ex): At 18th level the Greater Fairy becomes immune to all damage from her element while her Faerie Fire is active.

Sylph Stance(Ex): At 19th level the Greater Fairy learns a second stance from her chosen school, but can only switch stance while her Faerie Fire is active.

Fairy Fame: At 20th level the Greater Fairy gains +9 to all ability scores (except Int) during her element’s season (in the case of Sun, during the 6 brightest hours of the day, for Moon during the 6 darkest hours of the night, for Star there’s a 25% chance this ability activates eacy day)

PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
 Resources: What resources might a member of this PrC be able to draw on.

CLASS NAME IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.


EPIC CLASS NAME

Hit Die: dx
Skills Points at Each Level : x + int
Class Ability: The Epic Class Name's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Class Ability: The Epic Class Name's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th

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