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Topics - oslecamo

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1
Oslecamo's Improved Monster Classes / Snowflake Ooze, awakened
« on: July 07, 2018, 03:41:18 AM »
Snowflake Ooze, awakened



Table:  Snowflake OozeHD: d10


Level
1
2
3
4
5
Base
Attack
Bonus
+0
+1
+2
+3
+3

Fort
Save
+0
+0
+1
+1
+1

Ref
Save
+0
+0
+1
+1
+1

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


Special
Snowflake Ooze Body, Silent Snow, Snow Split, +2 Str, +2 Con, -2 Dex
Ooze Grab, Constrict, +1 Str, +1 Con
Airy, +1 Str, +1 Con
Cold Aura, +1 Str, +1 Con
Snow Soul, +1 Str, +1 Con

Skills:2+int modifier per level, quadruple at 1st level. No class skills.

Proficiencies: Its own natural weapons only

Features:
Snowflake Ooze Body: A Snowflake Ooze loses all other racial bonus and gains the following ooze traits

(click to show/hide)

 It is a medium ooze with 15 base speed and a climb speed of 5 feet, and one natural Slam attacks dealing 1d8+1,5 Str mod damage +1d4 Cold damage. It can speak by making the air around vibrate with its body.

The Snowflake Ooze also gains the Cold subtype (immunity to cold, +50% damage from fire).

Oozes lack fine manipulation, but can partially meld objects into their own body to carry them and perform simple actions like pulling levers and pressing buttons.

Oozes can use their body as either head+neck slot or body+belt slot. The ooze can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.

Silent Snow: The Snowflake Ooze gains a racial bonus on Hide checks equal to 7+Snowflake Ooze level+1/2 other levels on terrain containing ice or snow, and half that in other terrains since it can spread itself thin. As a swift action it can hide without having anything to hide behind and not make any sound for 1 round.

Snow Split (Ex): Bludgeoning attacks deal no damage to the Snowflake Ooze. Instead, the creature fractures into two identical Snowflake Oozes, each with half of the original’s current and max hit points (round down). The soul is shared between the bodies and they remain in control of the same player, although they cannot automatically share information between each other. They fuse with its other “half” as a fullround action. If the other “half” is destroyed, then lost max hit points to the other “half”. The Snowflake Ooze cannot split in more fracture into more beings than its Snowflake Ooze level.  If a Snowflake Ooze is with 10 hit points or less it cannot be further split either, taking normal damage from bludgeoning attacks and dies if reduced to 0 hit points.

Ability Score Increase: The Snowflake Ooze gains +2 Str, +2 Con and -2 Dex at first level, then +1 Str and +1 Con at every remaining level for a total of +6 Str, +6 Con, -2 Dex at 5th level.

Ooze Grab (Ex): At 2nd level to use this ability the Snowflake Ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. If the Snowflake Ooze has 8+ HD, it ignores Freedom of Movement effects and inflicts a Dimensional Lock effect on grappled victims.

Constrict (Ex): At 2nd level the Snowflake Ooze deals automatic slam damage and Snow Skill cold damage with a successful grapple check.

Airy (Ex): At 3rd level the snowfl ake ooze’s physiology is such that it has lots of empty space, making it diffi cult to know where to attack. Any piercing melee or ranged attack directed at it has a 20% miss chance (the blow or missile just passes harmlessly through the creature’s space). Even a true seeing effect is useless in determining where and how to strike the creature. As a swift Action this miss chance may be increased to 20 +10% per 3 HD.

Cold Aura (Ex):
At 4th level the Snowflake Ooze’s body starts exuding cold. Any creature within 5 feet of one takes 1d6 points of cold damage (DC 10+1/2 HD+Con mod Fortitude half), plus another 1d6 at 8 HD and for each extra 4 HD from there. As a swift action this may be extended to up to 10 feet per HD for 1 round, including 0 feet.

Snow Soul(Ex): At 5th level the Snowflake Ooze has no limit to how many copies it can fracture into as long as
it is above 10 HP. In addition its Slam now deals an extra 1d4 Cold damage per 5 HD (stacking with the base +1d4 cold damage), and the Slam’s cold damage may be doubled for 1 round as a Swift action, and it can maintain one of its previous Swift action Snowlake Ooze abilities "on" all the time without needing to spend any action. This choice may be changed as a swift action. Finally Snowflake Ooze levels now grant full IL to the Crystallized Silver school.


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2
Super Robot Wars d20 / Neo Granzon
« on: July 05, 2018, 09:26:40 AM »
Neo Granzon

"I have nothing to gain. I do nothing more than act according to my heart."

Originally developed by Shu Shirakawa and Shu Shirakawa from a parallel dimension, Neo Granzon combines knowledge taken from a dark alien deity with ⅔ of the budget of the Divine Crusaders to create a series of systems that allow a pilot and their mecha to bend the forces of gravity, time and space to their own will. Then use the new Granzon super robot to betray and crush both the alien god and the Divine Crusaders.

Maneuver List

1st level
Gran Beam: Strike- Fires a beam of Force.
Time Manipulation: Counter- React faster, resistance against Force.
Kaballah System: Boost-Fight multiple enemies as easily as one.
Annihilation Engine: Stance–Gain Reactor.

2nd level
Granworm Sword: Strike- a blade that slices gravity and time themselves.
Gravity Manipulation: Strike-Burden down enemies and lighten up allies.
Gran Manipulation: Boost- Control the flows of time, gravity and space in battle.
Space Manipulation: Counter-Reposition against enemy attack.

3rd level
Graviton Cannon:Strike-Saturate area with gravity blasts.
Neo Kaballah System:Stance- New and improved support AI.
Gran Gravity: Counter-Burden down enemy targeting you.
Neo Gran Beam: Boost-Force beam spam.
 
4th level
Worm Smasher: Strike- Attack through portals.
Dark Alchemy: Counter- Nullify other elements.
Neo Granworm Sword: Boost-Combo with the gravity and time slicing blade.

5th level
Neo Graviton Cannon: Boost-More gravitational bombardment.
Distorion Break: Strike-Shoot through multiple portals to drastically increase power.
Neo Time: Counter-React with borrowed time.

6th level
Neo Worm Smasher: Counter-Stop enemy with attacks from portals.
Black Hole Cluster: Strike-Localized singularity to wipe out enemy.
Neo Manipulation: Stance- Gravity, time or space are yours to command.

7th level
Neo Distorion Break: Boost– Shu Shirakawa's advanced research.
Prototype Degeneration Cannon: Strike- The beginning of the end.
Neo Space: Boost-Positions are relative.

8th level
Antimatter Annihilation Engine: Stance-Significant reduction of energy costs.
Neo Black Hole Cluster: Counter-Intercept enemy with a singularity.

9th level
Neo Degeneration Cannon: Boost-To create the new you must first get rid of the old.



Maneuvers Explanations

(click to show/hide)

3
Touhou Battle Grimoire / Diabolic Wave
« on: June 28, 2018, 02:47:14 AM »
Diabolic Wave

Bad girls don't need to go home.
-Flandre Scarlet, Diabolic Wave betrayer

The greatest secret of Remilia Scarlet and taboo matter among her servants is the mistress’s little sister. A mighty vampire on her own right, Flandre has shown little to no control over her own power despite centuries of education, to the point she can’t even properly feed herself due to the fact she’ll tear her food to pieces and splatter it all over the place before Flandre can take a single bite. Some say Remilia refined Septette for the Dead precisely as an attempt get her little sister to control her power. But Flandre ended up corrupting her big sister’s lessons, developing her own version where a vampire’s deception is only a paper-think mask to hide their absolute destructive power, a way to close in enough to strike at their prey and leave nothing behind. Thus Remilia did her best to keep Flandre in her mansion’s basement, an unseen prison with no locks, but eventually wicked witches and mercenary maidens broke inside and found the devil’s little sister, unleashing a a wave of destruction upon the world, a Diabolic Wave.

This is a Forbidden school.

Parent School: Septette for the Dead.  Vampires are supposed to be subtle and elegant, not brutal tools of destructions.
Forbidden Sign:  Two of your limbs partially transform into floating crystals of multiple colors that otherwise work normally. If you enter a stance that grants you extra limbs like wings you may have them be the ones transformed.
Forbidden Cost: Your Blood Charge max capacity is reduced by an amount equal to your Forbidden Price. In addition you suffer extra penalties depending of how much of a percentage it’s been reduced by.
(click to show/hide)


"Did someone call me?"


Maneuver List

1st level
Forbidden Barrage Sign: Strike-
Taboo Sign: Counter-
The Devil's Little Sister:Stance-

2nd level
Taboo "Cranberry Trap":Strike-
Secret Barrage Sign: Boost-

3rd level
Taboo "Lävatein": Boost-
Forbidden Barrage "Starbow Break" /i]:Strike-

4th level
Taboo "Four of a Kind" : Strike-
Secret Barrage “Wandering Shadow”:Counter-

5th level
Taboo "Kagome, Kagome" : Boost-
Forbidden Barrage "Catadioptric":Strike-

6th level
Secret Barrage-Crushing Eye”:Boost-
Taboo "Maze of Love" :Strike-

7th level
Taboo "Forbidden Fruit"   :Strike-
Forbidden Barrage "Clock that Ticks Away the Past" :Counter-

8th level
Secret Barrage-U.N. Owen was Her?-" :Strike-
Taboo "Sister of Scarlet":Boost-

9th level
Taboo "Forbidden Games" :Stance-
Q.E.D. "Ripples of 495 Years":Strike-

(click to show/hide)


"Sorry to keep you waiting."

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4
In The Last Episode...

The brave Hunter mercenaries and Android Administration agents have managed to start uncovering the truth behind Ragol. Clones, temporal anomalies, secret bio-weapons, ARKAS, space pirates, alien hot springs, espers, unknown machines, many pieces of a puzzle showing a greater picture.

However circumstances have also separated them, and now they find both locked in deadly battle against different opponents. Will our heroes prevail even if separated? Will Immortal Steel or ARKAS complete their plans instead? Do your best brave Hunters and Android Administration agents!


5
New thread for general discussion and suggestions for Super Robot Wars d20 material since the old one got too big.

6
Oslecamo's Improved Monster Classes / Death Giant
« on: May 04, 2018, 12:45:50 AM »
Death Giant



Table: Death GiantHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5


Special
Death Giant Body, Powerful Build, Sold Soul, Souls Cloud, Keening, +1 Str, +1 Cha
Guardian Souls, +1 Str, +1 Cha
Lesser Death Magic, Soul Healing, +1 Str, +1 Cha
Growth, Throw Stone, Catch, +1 Str, +1 Cha
Trample, Adept Death Magic, +1 Str, +1 Cha
Steal Soul, +1 Str, +1 Cha
Greater Death Magic, +1 Str, +1 Cha
Scary Keening, +1 Str, +1 Cha
Master Death Magic, +1 Str, +1 Cha
Safe Soul, +1 Str, +1 Cha
Soul Skill, +1 Str, +1 Cha
Terror Keening, +1 Str, +1 Cha
Soul Feat, +1 Str, +1 Cha
Soul Spell, +1 Str, +1 Cha
Soul Strength, +1 Str, +1 Cha
Soul Smash, Frightful Keening, +1 Str, +1 Cha

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 his own natural weapons, plus light and medium armor.

Features:
Death Giant body: The Death 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, he gains natural armor equal to his Con bonus.

Ability score increase: a Death Giant gains +1 Str and +1 Cha for each level in this class, up to a total of  +16 Str and +16 Cha at 16th level.

Powerful Build: At first level, a Death 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.

Sold Soul: A death giant cannot be raised, resurrected, or reincarnated. If a death giant’s soul is not
taken as a guardian soul by another death giant or kept from departing by some other means (such as soul bind),
it is utterly destroyed 1 round after the giant’s death. In addition the Death Giant can use Cha for HP and Fort saves and Concentration checks.

Souls Cloud: The death giant is surrounded by a constantly swirling cloud of intangible spirits. The death giant’s will binds its guardian souls to it. They are not ghosts or undead in the usual sense and cannot be damaged, dispelled, or separated from the death giant. Only a successful turning attempt can quell these spirits for a time. If the turning attempt would turn or rebuke an undead with Hit Dice equal to the death giant’s, the guardian souls vanish for 1d10 rounds, and the death giant loses the benefits of its guardian souls, keening, soul healing, and steal soul abilities until the souls return.

Keening: As a standard action, a death giant can trigger the guardian souls that waft around its body to wail in frightful anguish. One living creature within 20 feet plus 5 feet HD that hear this keening must make a DC 10+1/2 HD+Cha mod Will save or be Shaken as long as it can hear the keening and remains whitin range. A creature that  Ending the Keening is another standard action and Death Giant cannot start a new Keening while a new one is ongoing. A creature slain while affected by Keening has its soul join the Souls Cloud of the Death Giant. This is a sonic, mind-affecting fear ability.

Keening keeps improving with Death Giant levels.
(click to show/hide)


Guardian Souls: At 2nd level death giant’s victims become its guardians in death. Each death giant is surrounded by a constantly swirling cloud of intangible spirits. These spirits provide the death giant with warnings
and protection, granting the creature a bonus on initiative rolls, saves, Listen checks, and Spot checks equal to its Charisma modifier.

Death Magic: Starting at 3rd level the Death Giant can use certain SLAs with CL=HD. Any DCs are 10+1/2 HD+Cha mod.
(click to show/hide)

Soul Healing: Starting at 3rd level when a death giant is protected by its guardian souls, hit point damage due to negative energy (such as from an infl ict spell) heals rather than harms a death giant. Death giants are healed by positive energy (such as from cure spells) normally.

Growth: At fourth level, the Death Giant finishes growing to large size but loses Powerful Build.  His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.  His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

The Death Giant continues to grow throughout his life:
At 8HD, the Death Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Death Giant grows to Huge size and loses Powerful Build.
At 16HD, the Death Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Death Giant grows to Gargantuan size and loses Powerful Build.

Throw Rock:  At fourth level, the  Death 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, 20 for a Medium one, and 25 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 his 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.

Steal Soul: At 6th level any living creature with  hit points equal to (Death Giant’s HD-6) or fewer within 15 feet of a death giant must succeed on a DC 10+1/2 HD+Cha mod Fortitude save each round or die instantly. This is a death effect. Any creature that dies within 15 feet of a death giant has its spirit sucked up into the swirling guardian souls that protect the death giant. Such creatures cannot be raised, resurrected, or reincarnated so long as the death giant lives. Killing the death giant releases the souls. If a living death giant is within 15 feet of a death giant that dies, the souls are not released and are instead transferred to the nearby death giant due to its steal soul ability. The Death Giant may willingly release a soul they have captured if they think they have a good reason for it, probably as part of some bargain. Steal Soul overrides any other abilities that would trap/capture/similar souls. In the case of two Death Giants, the one with highest HD/Charisma/Strength wins (in that order for priority).

Safe Soul: At 10th level the Death Giant becomes immune to Fear and Energy Drain.

Soul Skill: All those soul wails have some interesting lessons once you’re heard them hundreds of times. At 11th level the Death Giant picks a number of Knowledge, Profession and/or Craft skills equal to his Cha mod. He counts as having max ranks in those skills.

Soul Feat: At 13th level The Death giant gains two bonus feats of his choice from the list of Ability Focus, Cleave, Iron Will, Lightning Reflexes, Point Blank Shot, Power Attack or Precise Shot. He may change either for another of the options as a swift action.

Soul Spell: At 14th level when the Death Giant charges or full attacks he may use one of his Death Magic SLAs as a free action just before or after.

Soul Strength: At 15th level the Death Giant adds his Cha mod to melee and rock thrown attack and damage rolls, grapple, trip, bullrush and Break checks.

Soul Smash: At 16th level the Death Giant may make a single melee or rock thrown attack as a standard action. After the attack is resolved, if it had hit and the target is left at half or below their max HP, they automatically die and their soul is claimed by the Death Giant. If the target was smaller than the Death Giant and it was a melee attack, it doesn't need to hit, the Death Giant can just suck the soul of the puny weakened creature through sheer size advantage (they still need to be at or below half max HP).

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7
Super Robot Wars d20 / Everywhere You Go school
« on: April 17, 2018, 07:27:05 AM »
Everywhere You Go

"When three hearts come together
Noble and brave and bold
The justice of the people will
Power up hundredfold "


Some say there is only predator and prey in the universe, however collaboration can provide great results. Mecha can combine with mecha to make bigger and better mecha, and when their pilots combine their spirits and souls the effects are even greater. Everywhere you Go is the school developed not by any single pilot but by the bonds of teams working together through both bad and good times.

Any pilot may swap a school they know for Everywhere You Go.




Maneuver List

1st level

Gun X Sword: Strike-
CHANGE: Counter-
Combination Formation: Boost-
Twin Team: Stance– Two together.
Synchro Sensors: Stance– Share.

2nd level
Chakra Extension: Strike-
Twin Bird Strike: Strike-
Twin Dock:Boost-
L Formation:Counter-

3rd level
Ghost Rampage:Strike-
Tri Stance: Stance- share acessories?
Formation Defense Melee: Counter-
Royal Heart Breaker: Boost-
 
4th level
Mega Eraser Team Extra Overwhelming Reaving Full Burst: Strike-
Formation Defense Shoot: Counter-
Double Attack: Boost-

5th level
Triple Dock: Boost-
Erupting Shuffle Alliance Attack: Strike-
Combination Defense: Counter-

6th level
Critical Combination: Counter-.
All-Out Attack: Strike- .
Final Alpha Formation:Stance-.

7th level
Tornado Blade: Boost–
Erupting Love Love God Finger: Strike-
Unbeatable Combination : Counter-

8th level
Sekiha Love Love Tenkyoken: Stance-
Cross Dock: Boost-

9th level
Combination Cannon: Strike-

(click to show/hide)


8
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 ChampionMaster-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.

(click to show/hide)

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.

9
Super Robot Wars d20 / Beam Barrage
« on: April 17, 2018, 07:19:41 AM »
Beam Barrage



Glowing and shiny, almost magic in nature, beams are a classic weapon among mechas of all sorts, heralding new ages of war and destruction.

Any pilot class may swap one of their schools for Beam Barrage.

Note: When this school refers to using a beam weapon, it means using a weapon with beam on its name.

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-
Bubble Beam: Strike-
Burrowing Beams:Boost-
Beast Beam:Counter-

3rd level
Blinding Beam:Strike-
Bronze Beams:Stance-
Bone Beam: Counter-
Blaster Beam: Boost-

4th level
Belly Beam: Strike- synergy with Body Beam
Balance Beam: Counter-
Breaker Beam: Boost-

5th level
Better Beam: Boost-
Bureaucracy Beam: Strike-Beam inflicts negative level.
Bouncing Beam: Counter-

6th level

Bayonet Beam: Boost-.
Bad Beam: Strike- .
Baron Beam: Stance- Anti Defensive stance.

7th level
Betrayal Beam: Counter–
Bass Beam: Strike-
Big Beam: Boost-

8th level
Boss Beam: Stance-
Biblical Beam: Strike-

9th level
Best Beam: -

(click to show/hide)

10
[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?

11
[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."

12
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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13
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.

14
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.
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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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15
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, your mecha gains 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.

16
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 60% spirit to use if used while adjacent or piloting the same mecha as her Conscience companion and targeting either of them. Spirits that can only affect you or your mecha do not benefit from this.

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:
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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.

17
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.
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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.

18
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 recover 5 spirit points per round up to your maximum. 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.

19
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:
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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.

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20
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 recover 5 spirit points per round up to your maximum. 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.

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