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Messages - veekie

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5121
Introduce Yourself / Re: It's RobbyPants
« on: November 07, 2011, 09:30:09 PM »
Ah there you are!

5122
Legends of the Heroes / Re: Evil druids
« on: November 07, 2011, 09:27:48 PM »
Theres much more than two groups even amongst devotees of nature.

Categorically you can have a bunch:
You have the all encompassing nature sort, who count even urban environments and sentient life among nature.

You have the mindless nature sort, who see sentient life and it's works as outside of nature.

You also have the environmental bigots, who have their conception of nature excluding certain environments. The more common side of this rejects urban environs, but a sizable faction would also exclude life-poor environs like tundra and desert. On the rarer extreme, they might reject all but a subset of environments, equating fecundity with nature.

You have the Life favoring druids, who see only the growth aspect of nature. Seelie fey aligned? Perhaps.

You have the Death favoring druids, who see the decay in nature. Much rarer than the Life favoring, most of these really go in the next category. Unseelie fey aligned or so.

You have the Great Cycle druids, who see it all as parts of a great process. Sometimes certain areas need pruning, or the cycle needs help getting back in balance.

You have the verdant druids. Plant bigots, who count vegetable life as 'true nature'.

You have the Great Hunt druids, fancying a return to a more primitive way of life essentially.

All those is before you even get into interference policy and methods, but one thing's for sure. No lack of them.

5123
Introduce Yourself / Re: It's a-me, Kuroimaken.
« on: November 07, 2011, 01:47:26 PM »
Its a good opportunity to find something new to discuss!

5124
This is mostly for casual rolling I think, if you need verification, Invisiblecastle would be better. Generally work on the trust system.

5125
Gaming Advice / Re: Game difficulty, character effectiveness, and you.
« on: November 07, 2011, 01:20:41 PM »
Quote
The role of the DM in all this is to act as a referee. Which means when the party easily defeats a level appropriate encounter, their reward for this is whatever XP and loot comes from that for little effort. It also means that when adventurers are not up to the task of adventuring, bad things tend to happen to them. Both of these are very important, as without effective and ineffective choices having corresponding consequences, there is simply no correlation between cause and effect. You end up with the Three Stooges running around because actually thinking and planning things is punished.
I have to object to this. The referee concept presumes the game is firstly, a contest, a challenge, and that does not universally hold true. In a roleplaying game, the loot and experience obtained from a challenge is not a reward, but a progression of character, with characters evolving as they deal with conflict and issues.

This in turn is an extension of playability. The 'given' challenge of any encounter is only an approximate value, and calculating it objectively is a lost cause. So in the role of the game, difficulty's purpose is:
-Entertainment. Through overcoming the challenge, entertainment is obtained. This purpose is poorly served should a weaker party get destroyed by an encounter. It is also somewhat similarly ill done to have the challenge being too trivial. Therefore, difficulty should modify based on party capabilities.
You do not throw optimized casting encounters against the party of monks performing a pilgrimage, or use scry and die tactics against the players doing an all-rogue band of thieves. Cause and effect do not come into this(yet), particularly when from the player perspective, they do not know a future encounter has been modified(because the encounter does not exist until they play it)

-Character evolution. Through challenges, you alter characters. In D&D terms, this is XP, wealth and semi-permanent effects on the character. This is distinct from encounter challenge. There is a target rate of growth for each game group, and basing evolution on the purported challenge difficulty sets up for trouble.
A hypercompetent party blows through encounters beefed up to accommodate their ability, and through this, gains even more competence, and widens the gap even further. In D&D this only ever aggravates the problem, as the degree of rocket tag rises, an encounter they should be able to blow through is also an encounter that can pulverise them with about the same difficulty. This rate should be based on what the group needs, not on challenge, it is also why one of the more common house rules is that characters level up when appropriate, and why 'trivial' encounters do not generally warrant experience.

-Story evolution. One common Bad GM story source, when they raise the value of their story over the value of providing appropriate challenge and character evolution). Encounters have a role in the setting, story or plot to maintain believability and also plot based enjoyment. Pacing this element with the previous can be a problematic area, but essentially, the challenge needs to fit the story and vice versa. When your players can only be feasibly challenged by dragons, demons and casters, then you have to either rein them back so the story can continue working(such as, after an unexpected source of wealth like looted adamantine dungeon furnishings), or you have to move them in the story to another.

-Gratification. When you combine the above, this is what you get. Players are satisfied with the challenge dealt, their growth rate is just right(too fast, and you gain new abilities before you settle into old ones, too slow and you feel static) and it all fits in with the story as given. Different players might enjoy different aspects, but few would do so to the complete detriment of the other areas.

Treating the GM as the referee is far underselling his role in the encounter. The encounter is not a static construct, it lives and evolves based on the group's needs.

5126
For starters, put that charisma back into Strength. While a lot of paladin abilities key off charisma, you're spending most of your time vigorously applying your weapon on your enemy, the to hit and damage bonuses would serve far better. As it is you're getting merely 1 more damage out of Double Slice, when if you swapped your Str with Cha you will be getting 2 AND the to-hit you badly need.

Secondly, ditch the exotic weapon proficiency, if you're mounted(see next question) you can use a lance one handed, or just a plain scimitar(the higher crit range works well with the later critical feats). Swap it for Power Attack instead, it works even for off hand attacks, and if your strength is swapped with charisma you should be able to hit even when power attacking.

Thirdly, what is the campaign premise?
Overland or dungeon crawl? The new mount is somewhat better(its animal companion based), but it does rely on being able to well...ride.

Fourth, clarify with your DM if Double Slice's benefits carry over to power attacking as well, if not you might want to replace it(+2 damage to a secondary attack isn't really worth it on its own). Given your higher than usual Dex you might find a use for Combat Reflexes(opportunity attacks = more crits = more extra shield bashes).

Fifth, check if you can afford a keen weapon. No sense throwing a feat slot after it when you could instead take Critical Focus and start qualifying for the other critical feats, or at least confirm more often.

5127
Unofficial Errata Project / Re: Complete Psionic Errata Discussion
« on: November 07, 2011, 12:23:29 PM »
RE: Anarchic Initiate
Possibly make the miss chance overlap with concealment?
Theres a number of things that might penetrate concealment, but not the Entropic Shield type miss chance we're looking at here.

Ectopic Adept would take an un-nerfing of the AC first, not sure where to start really, since most of the forms are actually worse than even the nerfed AC.

5128
Off Topic Fun / Re: The Brood
« on: November 07, 2011, 12:00:39 PM »
Important: What game was she playing?

5129
RE the handbooks, its indeed a high priority, but preferably, they get imported by their original posters. Its complicated otherwise.

5130
Legends of the Heroes / Re: Evil druids
« on: November 07, 2011, 11:16:19 AM »
Yeah but you still need seed and root stock, and something to break down volcanic ash so it can be absorbed, and the heavy acidity needs to be countered etc.

5131
Legends of the Heroes / Re: Evil druids
« on: November 07, 2011, 10:46:53 AM »
Depends on the catastrophe in nature and the consideration of the civilized areas. What extant terrain of the area has been co-opted and converted to an urban environment, so it depends on the existing ecosystem in place. Generally you can consider the city itself as a parasite or disease that is growing over time, so the areas near it are already doomed.

Besides, one philosophy of nature is the natural balance, that barring intervention, nature WILL prevail. Bombing it all to ashes and letting life thrive from the ground up is feasible.

It also depends on the type of catastrophe.
Weather based disasters are a rich profit for nature, if a three month long hurricane pounds all habitation into shrapnel, you lose larger lifeforms and trees, but smaller creatures will emerge into a paradise.
Aquatic disasters are somewhat worsened versions of weather, you slam everything with water and drown/break it all, which kills a lot, but what is left over is rich material for growth, and provided its not lingering, most seeds are still viable.
Geological disasters are superficial as far as nature is concerned. it really only harms brittle, rigid materials significantly.
Volcanic is a bit more...thorough, and would require special measures to repopulate after the heat cooks it all to death.

5132
Game Design / Re: What's your favourite "dice based resolution mechanic"?
« on: November 07, 2011, 08:52:30 AM »
Personally, of the dice mechanics I know of, FATE is probably my favorite, followed by d20.

Fudge dice(FATE)
Description Effectively 4d3-8, you roll 4 d6s, each of which has three outcomes, +1, 0 and -1. All the dice combined + your roll modifier sets it.
Advantages Strong bell curve that stays between -4 to +4.
Easy to buy. You can just use d6s if you can't find fudge.
Disadvantages Slower than 1 roll systems, you need to add it all up.
Potential swing is larger than most modifiers in the system. This is mitigated by the strong bell curve of the system of course.

d20 rocks on 1 roll, which makes resolution very fast, but its completely linear and thus swingy. Skill contribution varies by level. Mostly valued for speed of resolution and easily estimated probabilities.

WoD d10. Hideously swingy AND slow. You roll a number of d10s equal to your dicepool(two numbers ranging from 1-5, subtract circumstantials from the pool before rolling), d10s that get above a certain value(8, 9 and 10) count as successes. 5+ successes is effectively the critical. So its swingy, biased towards failure, since you can roll 0 successes even with 10 dice(most talent + most skill). Slow too, because of the number of comparisons you have to make per dice(form dice pool, ask for penalties and subtract, roll and roll explosions). And it explodes. Mitigation allows rerolling, but not gaining success.

Exalted d10 is somewhat similar, except you can buy successes, and it explodes by simply doubling successes on a 10. Additionally, the subtraction step is removed, you roll against static target number of successes. This speeds it up, but makes it harder to meet targets consistently without purchasing successes.

System independents:
Opposed rolls -Never liked these in any system, they massively overrate luck's influence on the exchange.
Exploding dice - Much like critical failure tables, these make fun stories once in a while, but they generally do little more than waste time of resolution, and add more swing.

5133
Homebrew and House Rules (D&D) / Re: [Pathfinder] Revised Monk
« on: November 07, 2011, 04:53:56 AM »
Reserved

5134
Homebrew and House Rules (D&D) / [Pathfinder] Revised Monk
« on: November 07, 2011, 04:53:33 AM »
Been getting the itch to do this for a while, and with a little help from Agita, it is done.
Used the PF Monk as a basis because it was closer to the monk I was looking for than the 3.5 version.

Revised Monk[Pathfinder]
Alignment Any
Hit Die d8
Class Skills The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Swim (Str) and Use Magic Device(Cha).
Skill ranks per level 4 + Int
BAB Good
Fort Good
Ref Good
Will Good

LevelBABFortRefWillKi ArmorFast MovementSlow FallUnarmed DamageStunning FistAbilities
01+1+2+2+2+0+0ft0ft1d6StunAC Bonus(+2), Body and Weapon, Bonus Feat, Flurry of Blows(1 attack), Stunning Fist, Unarmed Strike
02+2+3+3+3+0+0ft0ft1d6StunBonus Feat, Evasion,
03+3+3+3+3+0+10ft0ft1d6StunFast Movement, Still Mind
04+4+4+4+4+1+10ft10ft1d8FatigueKi Armor,Ki pool, Ki Strike(magic) Slow Fall,
05+5+4+4+4+1+20ft10ft1d8FatigueTranscend Suffering, High Jump, Purity of Body
06+6/+1+5+5+5+1+20ft10ft1d8FatigueBonus Feat, Flurry of Blows(any weapon), Ki Strike(ghost touch)
07+7/+2+5+5+5+1+30ft10ft1d8FatigueWholeness of Body
08+8/+3+6+6+6+2+30ft20ft1d10SickenFlurry of Blows(2 attacks)
09+9/+4+6+6+6+2+40ft20ft1d10SickenImproved Evasion, Wholeness of Body(purging)
10+10/+5+7+7+7+2+40ft20ft1d10SickenBonus Feat, Ki Strike(aligned), Transcend Suffering(endure elements, meditation)
11+11/+6/+1+7+7+7+2+50ft20ft1d10SickenDiamond Body, Wholeness of Body(Restoration)
12+12/+7/+2+8+8+8+3+50ft30ft2d6StaggerAbundant Step
13+13/+8/+3+8+8+8+3+60ft30ft2d6StaggerDiamond Soul, Wholeness of Body(Regeneration)
14+14/+9/+4+9+9+9+3+60ft30ft2d6StaggerAbundant Step(Teleport), Bonus Feat, Flurry of Blows(3 attacks)
15+15/+10/+5+9+9+9+3+70ft30ft2d6StaggerDiamond Soul(Spell Eater), Transcend Suffering(environmental immunity) Quivering Palm, [Wholeness of Body(Shared)
16+16/+11/+6/+1+10+10+10+4+70ftAir Walk2d8Blind/DeafAbundant Step(planar step), Ki Strike(Adamantine)
17+17/+12/+7/+2+10+10+10+4+80ftAir Walk2d8Blind/DeafDiamond Soul(reflect magic), Timeless Body, Tongue of the Sun and Moon
18+18/+13/+8/+3+11+11+11+4+80ftAir Walk2d8Blind/DeafAbundant Step(fast step), Bonus Feat
19+19/+14/+9/+4+11+11+11+4+90ftAir Walk2d8Blind/DeafEmpty Body
20+20/+15/+10/+5+12+12+12+5+90ftPerfect2d10ParalysePerfected Self, Slow Fall(Perfect Fall), Transcend Suffering(sleepless)

Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and unarmed strikes.
Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus(Ex)
A monk gains an insight into the flow of battle, his movements naturally avoiding attacks. The monk gains a +2 ki bonus to his armor class and CMD. The monk adds his Wisdom modifier to this bonus.
This armor class bonus applies as long as the monk is not immobilized or helpless. The monk loses this bonus while wearing any armor or using a shield to block(using a shield as an improvised weapon does not count).

Body and Weapon(Ex)
A monk can perform any special attack requiring an unarmed strike(such as Stunning Fist, Ki Strike or Quivering Palm) with a special monk weapon instead. Ki Focus weapons automatically count as special monk weapons for the purpose of this ability.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows(Ex)
When a monk performs an attack(including a standard attack and full attack but not attacks of opportunity) with one or more monk weapons or unarmed strikes, he can perform an additional attack with one of those weapons or an unarmed strike at his highest attack bonus.
The monk takes a -2 flurry penalty to all attacks he makes this round. Attacks made with a flurry of blows applies the monk's full strength bonus to his damage, regardless of if the attacks are made with an off hand weapon or both hands.
A monk may substitute combat maneuvers for unarmed attacks as part of a flurry of blows.
At 6th level, the monk can perform a flurry of blows with any weapon he is proficient with, not just monk weapons. He can perform a flurry of blows with improvised thrown or melee weapons if he has Throw anything or Catch Off Guard, respectively.
At 8th level, a monk can perform two additional attacks when using Flurry of Blows instead of one.
At 14th level, this improves to three additional attacks when using Flurry of Blows instead of two.

Stunning Fist(Ex)
At 1st level, the monk gains Stunning Fist  as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued until he rests.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze  the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike(Ex)
At 1st level, a monk gains Improved Unarmed Strike  as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The monk deals 1d6 damage with his unarmed strike at 1st level. This improves by one dice step for every 4 levels the monk possesses, becoming 1d8 at 4th level, 1d10 at 8th, 2d6 at 12th, 2d8 at 16th and 2d10 at 20th.
Unarmed Strike damage is modified normally by creature size. The damage give above is for a Medium monk.

Evasion(Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw  against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement(Ex)
At 3rd level, the monk gains a +10ft insight bonus to his land speed. This bonus improves by 10ft for every 2 levels after 3rd.
A monk wearing armor or carrying a medium or heavy load loses this speed bonus.

Still Mind(Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Armor(Su)
At 4th level, while the monk has at least 1 ki point in his ki pool, he gains a +1 armor bonus to his AC for every 4 monk levels he possesses. This overlaps with other sources of armor bonus to AC, such as Mage Armor, Bracers of Armor,  or Magic Vestment.

Ki Pool(Su)
At 4th level, a monk gains an internal pool of ki. He can store a number of points in his ki pool equal to 1/2 his monk level+ his wisdom modifier. For every hour not engaged in strenous activity, the monk recovers 1 ki point per 4 monk levels. The rate of recovery doubles when sleeping or meditating.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Using the ki pool is a swift action, but multiple powers can be activated at once(though the same power can only be activated once per round).
A monk gains additional powers that consume points from his ki pool as he gains levels.

Ki Strike(Su)
At 4th level, while the monk has at least 1 ki point in his ki pool, his attacks are imbued with a Ki Strike.
At 4th level, Ki Strike allows his unarmed attacks to be treated as magic weapons for all purposes, as if they were under the effect of a Magic Weapon spell.  They gain a +1 enhancement bonus to attack and damage rolls
At 6th level, Ki Strike allows a monk's body to be treated as Ghost Touch, as per the weapon enhancement, he can strike, grapple and manipulate incorporeal creatures and objects as if they were solid.
At 10th level, his unarmed attacks are also treated as weapons of his alignment for all purposes as if they were under the effect of an Align Weapon spell of the appropriate alignments. A true neutral monk can choose to to treat his unarmed attacks as silver or cold iron instead.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction, regeneration and bypassing hardness. modifier. 

Slow Fall(Ex)
At 4th level, a monk can slow his descent with ki.
As long as he has at least one ki point in his ki pool, he reduces the distance he falls each round by 10 feet, allowing him to stay airbourne if he is only 10ft off the ground as long as he has ki points in his ki pool. The distance increases by 10ft for every 4 monk levels.
The monk can move and jump normally while in the air, but must move at least 10ft in any direction each round or fall normally. The monk can choose to reduce a fall by less than the maximum distance.
At 16th level, the monk can stay in the air as per Air Walk indefinitely. He no longer needs to move 10ft to keep from falling.
At 20th level, gravity no longer has any hold over the monk and he can move at his full land speed in any direction he chooses, as if he has a fly speed equal to his land speed at perfect manueverability.
The monk cannot wear armor, use a shield, or carry more than a light load while using this ability.

Transcend Suffering(Ex)
At 5th level, the monk only needs to eat and drink a third as much food as someone of his race.
At 10th level, the monk becomes inured to the vagaries of weather. He can live comfortably in  conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves.
Additionally, the monk can meditate in place of sleeping. While meditating, the monk is immobile, but remains fully aware of his surroundings. He can cease meditating at any time. Each hour spent meditating is equivalent to 2 hours of sleep.
At 15th level, the monk becomes immune to the effects of planar traits and natural weather and can only be affected if he chooses to do so. He no longer needs to eat, drink or breath, but can choose to do so.
At level 20, the monk no longer needs to rest at all, except to recover his abilities.

High Jump(Ex)
At 5th level, a monk adds his level to all Acrobatics  checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
When making high jumps, the monk uses the long jump table to determine the distance traveled.
By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body(Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wholeness of Body(Su)
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.
At 9th level, Wholeness of Body can be used to simulate the effects of the spells Dispel Magic(targeted), Remove Blindness/Deafness, Remove Curse, Remove Disease and Lesser Restoration, targeting the monk, and acting at a caster level equal to his monk level. This function costs 3 ki points, and can be used even if the monk is normally unable to take actions(unless he is dead).
At 11th level, Wholeness of Body can be used to simulate the effects of a Restoration spell instead of Lesser Restoration.
At 13th level, Wholeness of Body can simulate the effects of a Regenerate or Greater Restoration spell at the cost of 4 ki points, affecting only the monk.
At 15th level, the monk can use his Wholeness of Body ability on others as a full round action, costing 1 additional ki point.

Improved Evasion(Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body(Su)
At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step(Su)
At 12th level, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level.
He can take any creatures or objects that he can carry when he uses this ability, though resisting creatures must be grappled first. Unlike Dimension Door the monk can still act after using Abundant Step.
At 14th level, the monk can expend 3 ki points to Teleport as per the spell instead.
At 16th level, the monk can use Abundant Step to Plane Shift, as per the spell by expending 4 ki points. He can only Plane Shift to a place he has visited before or has a focus item for.
At 18th level, the monk can use Abundant Step as a swift action by expending one additional ki point.


Diamond Soul(Ex)
At 13th level, a monk gains spell resistance equal to his current monk level + 12. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance. He can raise or lower this spell resistance as a free action any time, including when it's not his turn.
The monk can spend 1 ki point as an immediate action to increase his spell resistance by +4 until the end of his next turn.
At 15th level, a monk can absorb a spell that fails to beat his spell resistance. An absorbed spell grants the monk an amount of ki points equal to it's spell level. Ki points in excess of the monk's capacity are lost.
At 17th level, a monk can choose to reflect a spell that fails to beat his spell resistance as an immediate action instead of absorbing it. Using this ability costs 3 ki points.

Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires.
He must announce his intent before making his attack roll. Creatures and objects immune to critical hits receive 1d6 damage per monk level on a failed save instead of dying, this damage bypasses damage reduction and hardness. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
Quivering Palm costs 7 ki points to use.

Timeless Body(Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Tongue of the Sun and Moon(Ex)
A monk of 17th level or higher can speak with any living creature.

Empty Body(Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfected Self(Ex)
At 20th level, a monk becomes written into the fabric of reality. He is forevermore treated as an outsider rather than as his former creature type for the purpose of spells and magical effects. He becomes immortal and no longer dies from old age. Additionally the monk reduces all damage taken by 10, regardless of source or type.
When the monk uses his Empty Body ability, he gains the benefits of being Ethereal, but does not actually go to the Ethereal Plane. He can shift between a material form and an ethereal form as a free action while the duration of Empty Body lasts, and can choose to make only part of his body or equipment material(such as a hand, a finger or a weapon). While ethereal, he can interact normally(such as attacking) with material objects and creatures if he chooses. Objects taken by an ethereal monk also become ethereal.
Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. He is now immortal and no longer dies of old age unless he choses to.
Finally, the monk is written into the fabric of reality. When slain, the monk and his equipment evaporate into nothingness after a minute of death, and recorporates at full health with all his equipment 24 hours later at a random location within 1 mile of where he died.
The monk can choose to stay dead instead.

EDIT: Gah, the table looks fugly, any tips?
EDIT 2: Modified Ki Strike and fixed table

5135
Homebrew and House Rules (D&D) / Re: Rising Spirit[3.5/PF] - ToB Discipline
« on: November 07, 2011, 04:45:44 AM »
Reserved

5136
Homebrew and House Rules (D&D) / Re: Rising Spirit[3.5/PF] - ToB Discipline
« on: November 07, 2011, 04:45:20 AM »
Maneuvers
(click to show/hide)

5137
Homebrew and House Rules (D&D) / Rising Spirit[3.5/PF] - ToB Discipline
« on: November 07, 2011, 04:44:33 AM »
Rising Spirit - A collaboration with Agita.
The road of ascension is a difficult one. The Rising Spirit discipline emphasizes the search for transcendence, reconciling the mystical with the physical. Awareness of deeper layers of existence is key to this mastery.
This discipline channels the energies of each stage in the cycle of existence to inflict debilitating effects upon the targets, abilities that strike at the mystical and impinge upon other planes of existence.
Spot is the key skill for Rising Spirit. Rising Spirit's associated weapons include the Falchion,Scimitar,Kukri and Rapier.

Rising Spirit and other planes of existence

Many Rising Spirit maneuvers deal with other planes of existence. As there are multiple similar but not interchangeable terms dealing with the relationships between planes in the D&D rules (see http://www.d20srd.org/srd/planes.htm#howPlanesInteract), all Rising spirit maneuvers use the term "adjacent" to avoid confusion. For purposes of Rising Spirit maneuvers, a plane is adjacent to the plane you currently occupy if it the two planes are either coexistent (as the ethereal plane and plane of shadow are with the prime material plane and the astral plane is with all planes) or coterminous at your position. Different layers of a plane with multiple layers are always considered adjacent to each other. In general, the ethereal and astral planes and the plane of shadow are always adjacent to the material plane, and the astral plane is always adjacent to all planes. Additional considerations may apply depending on the cosmology of your campaign:

(click to show/hide)

In custom campaign settings, the DM arbitrates what planes are adjacent to what planes.

Rising Spirit and Pathfinder

If using Rising Spirit in a Pathfinder campaign (or a campaign using parts of the Pathfinder rules or similar houserules), apply the following changes to the material, if applicable:

Replace all references to the Spot skill with Perception.

The maneuver Mortal - Approaching Disillusion references Greater Dispel Magic instead of Dispel Magic (this is because Pathfinder's version of Dispel Magic has no Area Dispel option; the effects are equivalent).

For purposes of the maneuver Brute - Fool's Petard, a failed combat maneuver roll (for any reason) is considered a successful defense on the part of the combat maneuver's target.

Add the [emotion] descriptor to Hell - Fear for the Disgraceful End, Mortal - Fleeting Passion, Hell - Reign of Terror, and Hell - Wrath of the Hell God.

1st
Hell - Fear for the Disgraceful End Strike  - Melee attack inflicts a surge of terror.
Brute - Short-Sighted Fury Strike - Melee attack induces a spike of unthinking rage.
Asura - Empty Victory Counter - Enemy that strikes you takes a -4 penalty to AC.
Ghost - Fasting of the Hungry Ghost  Counter - Delay an effect by 1 round, but take a -4 on the first save against that effect.
Mortal - Fleeting Passion Boost - Nearby creature is filled with a rush of passion.
Heaven - See the Next World Stance - Open the inner eye to see through those not of this world.

2nd
Hell - Karma Gust Counter - Increase damage next round based on damage received.
Brute - Savage Rush Strike - Charge through difficult terrain and attack with each weapon. AC penalty increases to -4.
Asura - Green-Eyed King Strike - Attack causes target to perform attacks of opportunity on allies.

3rd
Ghost - Reach for the Spectral Feast Boost - Treat the immaterial as material.
Mortal - Approaching Disillusion Strike - Melee attack shatters magic where it strikes.
Heaven - Pride of the Deva Stance - Sanctuary from ranged and area attacks.
Asura - Slash of Present Counter - Delay an effect by 1 round.

4th
Hell - Reign of Terror Boost - Next attack floods target with terror.
Brute - Fool's Petard Strike - Melee attack causes creature to attack itself.
Asura - No Deed Unpunished Strike - Target provokes attacks of opportunity from friends and enemies alike.

5th
Ghost - Unquenchable Hunger Strike - Melee attack shatters magical effects.
Mortal - Delusion of Enlightenment Strike - Creatures in a 20ft radius are blinded by vision of enlightenment.
Heaven - Release from Suffering Counter - You and allies become briefly incorporeal.

6th
Hell - Wrath of Hell God Strike - Go on a rampage, creatures you hit are panicked.
Ghost - Tales of the Spirit Realm Stance - Become incorporeal as part of your movement.
Asura - Obsession with the Present World Boost - Attacks banish creatures to adjacent planes.
Brute -  Karmic Punishment of the Idle and Unfocused Strike - Move and strike all you pass. Those struck are moved to before your initiative and do not act this round if they haven't already.

7th
Heaven - Components of the Soul Boost - Separates the components of the soul momentarily, creating a duplicate for every 5 IL.
Mortal - Slash of Eternity Strike - Strike freezes target in time for 1d4 rounds.

8th
Enlightenment - Ageless Obsession Stance - Gain a move action. If you move and perform a full attack you may divide your attacks across any creatures within reach any time during the movement.
Ghost - Retribution on the Hungry Ghost Counter - Dispel one spell and select a new target for it.
Mortal - Attainment of Eternal Truth Counter - Fade from the world.
Heaven - Five Signs of the Dying Deva Strike - Attack removes Damage Reduction, Energy Resistance, Fast Healing, Immunities and Regeneration.

9th
Enlightenment - Rise From Delusion Strike - Slash severs all in its path from worldly attachments, bodily removing them from the world.
+
Transcendent Sight - Feat
Your quest for enlightenment slowly leads you towards transcendence, allowing you to perceive the supernatural in ways others cannot.
Prerequisites One Rising Spirit stance
Benefit: While you are in a Rising Spirit stance, you may detect the presence of magic auras as the Detect Magic spell, without needing to concentrate to maintain the effect. You still need to concentrate in order to gain additional information about the auras you detect, such as their number, strength, location, or school. You may make a Spot check instead of the Spellcraft check to identify an aura's school.

5138
Introduce Yourself / Hi, I'm veekie
« on: November 02, 2011, 12:03:41 PM »
Hey everyone, veekie here. I come from opposite everyone else in the world here in Malaysia and I apparently do not sleep!

I've played:
-D&D 3.5 - The first game you get into is always special
-Pathfinder
-D&D 4E - Briefly
-Exalted 2E
-New World of Darkness(vanilla, Mage and Changeling)
-Mutants & Masterminds
-Dresden Files RPG(FATE)
They're all fun in their own way really. Players make the game, the system is more like the backdrop.

I'm on Dicefreaks, Mythweavers and the WotC boards as well, though I'm only active at all here and Dicefreaks. The rest are for ongoing PbPs.

If you see a veekie anywhere online its probably me.

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