Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Anomander

Pages: [1] 2
1
The Reverse Cohort Leadership Variant


While it is true that strong leaders usually attract followers weaker than themselves, another very common practice is for the leader to have a champion.
The leader has the will and the goal; and is often weaker than those that would lend their might to his or her service.

This variant allows your PC to have a different kind of relationship with his cohort. Be the young prince/princess on a quest under the king's most valiant knight.
Have a Bronn to your Tyrion or a mountain to your Cercei.


Variant:

Under this leadership variant, everything remains the same except that the PC's character level is reduced by 2 and he gains a cohort of his original character level. The PC then remains 2 character levels under his cohort and the cohort gains experience instead.
Your effective character level is unchanged (treat it as a level adjustment of 2 that cannot be bought off).
This variant removes the feats' requirement for as long as your effective character level is at least 6.
This does not improve the wealth-by-level the cohort has access to when recruited.

Use your effective character level for all matters relating to followers and determining your leadership score.
Any additional cohorts you may gain use your effective character level as well instead of your character level.

Improved Cohort: Your character level becomes one level under your cohort instead of 2.

2
Monstrous Builds / Animated Object Pals
« on: October 15, 2015, 12:24:36 PM »
To celebrate the creation of the awakened animated object monster class:

(click to show/hide)

(click to show/hide)

Possible more to come.

3
Oslecamo's Improved Monster Classes / Word Archon
« on: June 17, 2015, 03:50:07 PM »
WORD ARCHON


   
Hit Dice: d8

LevelBABFortRefWill   Special
1st
1
0
0
2
   Archon Body, Heavenly Words, +1 Cha   
2nd
2
0
0
3
   Archon,  Aura of Menace, +1 Con
3rd
3
1
1
3
   Word made Flesh, +1 Cha
4th
4
1
1
4
   Flight, +1 Con
5th
5
1
1
4
   Spoken in Tongues, +1 Cha
6th
6
2
2
5
   Speak and Hear no Evil, +1 Con
7th
7
2
2
5
   Words of Creation, +1 Cha
8th
8
2
2
6
   Sacred Word, +1 Con
9th
9
3
3
6
   By Thy Name I Judge Thee, Archon Teleportation, +1 Cha

Class Skills
The word archon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Truespeak (Int).
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

(click to show/hide)

Comments:
(click to show/hide)

4
Bunbaku Chagama



“We hold powers that surpasses nature's.” -Mamizou Futatsuiwa, the Uncaught Tanuki Disguiser


A tale is spun about a community of youkai growing restless at the news of the revival of a powerful saint amongst the humans. Feeling their position of power at great risk, they called a foreign bake-danuki from a distant world beyond the sea to come and assist them as their trump card against what could be a real threat. The bake-danuki was resourceful and managed to cross into the sealed dimension despite the powerful barriers warding it but to its surprise the situation wasn't as dire as it seemed. Having already come so far and being interested in that new world, it decided to stay and start meddling with the local intrigues.
The bake-danuki was powerful yet friendly to both youkai and humans.
It proved a reliable ally to both factions, often without their knowing, and worked to improve the relations between the two.
One of its greatest legacy was the telling of the old tale of Bunbuku Chagama, which detailed the story of a kind-hearted tanuki that tried to repay a favor to a human. In that special picture book, drawn by its own hand, were secretly recorded the details of some of its most beautiful transformation arts.

Among those interested in this heart-warming fairytale of friendship would eventually come a Tanuki that would decode its treasure and teach its friends and like-minded disciples. And so the transformation danmaku was passed on.
Bunbaku Chagama adepts are artists and tricksters before anything else and their power comes from their bond to the Tanuki race. They use ink, smoke and the transformation powers of the ancient Tanuki to wage battle. They favor the use of martial scripts and scrolls and fight with a laid back attitude that is unparallelled in the martial world.


-The original manuscript

Bunbaku Chagama: How does it work?
(click to show/hide)

Key Skill: Disguise. Bunbaku maneuvers never create something new. They only alter things that already exist.

Discipline Weapon: Natural weapons, sentient weapons, animated objects.

New Feats
(click to show/hide)


Maneuver and Stance List

  1st level

  First Duel "Primate Danmaku Transformation" : Strike–  Draw a sphere of shikigami archers that animate and shoot force bolts.
  Youkai Racoon Sign : Stance– Become a Tanuki Agent and transform into a raccoon dog.
  Transformation "Flowers" : Boost– Transform items into leaves or flowers. Or the opposite.
  Transformation "Bunbuku Hot Soup Bathtub" : Boost– The Tanuki Agent transforms into a teapot that can blow steam. And you can relax a bit.

 2nd level

  Second Duel "Carnivorous Danmaku Transformation" : Strike– Draw and transform a pack of wolves that trip enemies.
  Benten Lute Priest : Stance– Disguise your talents when you transform. Use the modifier of a creature whose likeness you transformed into once per round.
  Transformation "Humans are Nice!" : Strike– Perfectly transform a target into a human.
  Youkai Karakasa Transformation : Strike–  The Tanuki Agent transforms into a paper umbrella that jumps and attacks opponents.

  3rd level

  Third Duel "Avian Danmaku Transformation" : Strike– Draw a flock of angry birds.
  Crowded Alien Ball : Strike– Transform a leaf into a youkai ball to throw at willing creatures to contain them.
  Transformation "Birds" : Boost– Transform some leaves into birds to position a dual maneuver.
  Youkai Tsurube Transformation : Counter–  The Tanuki Agent transforms into a well bucket and swings at things. Can help you dodge.

  4th level

  Fourth Duel "Amphibian Danmaku Transformation" : Strike– Draw a mob of frogs emitting stunning sonic waves.
  Shinto Shrine Gautama Buddha : Stance–  Counts as another creature for the purpose of you interact with items, effects and abilities.
  Unidentified "Scrolls of Flying Objects" : Counter– Quickly transform a scribble you drew in an hurry, hoping it does something useful.
  Youkai Okuri-Chouchin Transformation : Boost– The Tanuki Agent turns into a ghost lantern, spewing a (fake) will-o-wisp that gives protection.

  5th level

  Fifth Duel "Fauna Caricature" : Strike– Draw animal swarms.
  Animal Lute Priest : Strike– Transform leaves into an animal sigils that assault opponents.
  Transformation "Scrolls of Frolicking Animals"  : Boost– Shield of leaves that can transform into a ranged weapon or negate DR.
  Youkai Utsusemi Jizo Transformation : Counter– The Tanuki Agent can take a hit in your stead while you transforms into a Jizo statue and relocate within range.

  6th level

  Sixth Duel "Tanuki's Monstrous School"  : Strike– Draw a small army of shikigami that shoots a barrage of projectiles.
  Racoon Sign "Full Moon Pompokolin": Stance– The power of the full-moon is upon you and you now initiate your duel maneuvers more easily.
  Let's Go Home Soon, Aliens! : Strike– Transform smoke, leaves or a drawing into a UFO that pulls an ally in a line toward itself. The ally provokes AoO and may make one attack.
  Transformation "Pseudo-Exorcism of the Stupid Shrine Maiden" : Boost– Impersonate a divine agent.

  7th level

  Seventh Duel "Wild Deserted Island" : Strike– Transform an area by redrawing it. The drawing connects the area with another similar to what is drawn and then sends those within it to that place.
  Space Security Leak! Deal With the Situation Promptly : Strike– Make a target forget things and remember other things.
  Transformation "Garden of Flowers and Birds on a Full Moon" : Boost– Tempest of leaves temporarily removes area effects and difficult terrain.
  Youkai Amikiri Transformation : Boost– Ride the Tanuki Agent as it transforms into a web-cutting youkai, charging forward gallantly.

  8th level

  Eight Duel "Wild Carpet" : Strike– Draw mobs that fill the entire battlefield.
  Playtime's Over : Stance– As per the Marvelous Pigments magic item, drawing faster.
  Futatsuiwa Family's Clan Danmaku Transformation : Strike– Transform enemies into critters.
  Transformation Sign : Counter– Prevents and absorbs, seals or steals a transformation.

  9th level

  Ninth Duel ""Belly-Drumming of Infinitely Infinite Tanuki" : Strike– Your Tanuki followers all appear to assist you into a chain of attack. You then throw a bomb of massive transformation
  Transformation "If the Cucco Does Not Call, Wait For It to Cry"  : Counter– If you are attacked, you call a mob of invincible cuckoos that latch at your enemy.
  Youkai Shadow Transformation : Boost– The Tanuki Agent transforms into an enemy and copies one of its abilities.

  Lunatic

  Extra Duel "*your name here* Danmaku in Ten Transformations" : Stance– Progressively make up to nine copies of yourself, initiating the previous nine duels.


5
Super Robot Wars d20 / Mecha Engineer
« on: November 22, 2014, 03:07:23 AM »
Mecha Engineer


   
"PUNCH! ...That's really a KICK!!"
  -2nd Lt. Tasuku Shinguji


(click to show/hide)

Multiclassing adjustments

Every pilot classes multiclasses with Mecha Engineer as they do with Real Pilot.
If it multiclasses with Real Pilot, take a Real Robot available to him as the base. Then choose the starting frame as per the 1st Step of designing a mecha prototype and add its stats the to Real Robot with the following exceptions:
- Use the size of the Real and reduce it by one (minimum Small) if you take the dynamic frame.
- Use the base arsenal space and hardpoints of the Real Robot instead of the Mecha Prototype. Unlike the regular models, General Real Robot options do not benefit from the extra arsenal space progression of the Mecha Engineer as they are too generic to inspire a special machine. The Real Robot gains the arsenal requirements of the Mecha Prototype either way.
- Arsenal progressions stacks between the Real Pilot and the Mecha Engineer though this doesn't grant access to better Real Robots and doesn't stack to determine the Mecha Prototype's grade level.
- Use the speeds of the Real Robot and reduce it by 10 if you take the tough frame, to a minimum speed of 5-mu, or increase it by 10 if you take the dynamic frame.

Class Skills
The Mecha Engineer's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (all skills, taken individually) (Int), Open Lock (Dex), Profession (Wis) and Search (Int).
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d8

LevelBABFortRefWill   Special
1st0020   Mecha Prototype I, Research Field, Soul of the Mechanic, Spirited
2nd1030   Bonus Feat
3rd1131   Spirit
4th2141   Mecha Prototype II
5th2141   Bonus Feat
6th3252   Spirit
7th3252   Mecha Prototype III
8th4262   Bonus Feat
9th4363   Spirit
10th5373   Mecha Prototype IV
11th5373   Bonus Feat
12th6484   Spirit
13th6484   Mecha Prototype V
14th7494   Bonus Feat
15th7595   Spirit
16th85105   Mecha Prototype VI
17th85105   Bonus Feat
18th96116   Spirit
19th96116   Mecha Prototype VII
20th106126   Bonus Feat, Calibration Gamble

Class Features

(click to show/hide)

New Feats

(click to show/hide)

6
Oslecamo's Improved Monster Classes / Dabus
« on: November 11, 2014, 02:20:11 AM »
DABUS   
Hit Dice: d8

LevelBABFortRefWill   Special
1st
1
0
2
2
   Body of the City, Floating Form, Rebuses, Hands of the City
2nd
2
0
3
3
   Face of the City, Dabus Illusion Master, Hands of the City, +1 Dex

Class Skills
The dabus' class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Disable Device (Int), Knowledge (any) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int) and Spot (Wis)
Skill Points at 1st Level: (6 + Int)x4
Skill Points at Each Additional Level: 6 + Int

Class Features

(click to show/hide)

7
Oslecamo's Improved Monster Classes / Revived Fossil
« on: November 10, 2014, 07:24:16 PM »
REVIVED FOSSIL


Prerequisites
Must be a corporeal creature (other than an undead) that has a skeletal system.
Constitution score of 10+ before becoming a revived fossil.
Special: An awakened skeleton can take a level in Revived Fossil despite already being undead.

Hit Dice: d12
LevelBABFortRefWill   Special
1st
0.5
0
0
2
   Fossilized Body, Bones of Stone, -1 Dex

Class Skills
Revived fossils have no class skills.

Skill Points at Each Additional Level: 2 + Int modifier (x4 if taken at level 1)

Class Features

(click to show/hide)

(click to show/hide)

8
Oslecamo's Improved Monster Classes / Bowler
« on: September 19, 2014, 04:54:13 PM »
BOWLER

   
Hit Dice: d12
LevelBABFortRefWill   Special
1st
1
2
0
0
   Body of Boulder, Assimilate, Blindsight, Rolling Stone, Trample, Sink like a Stone, +1 Str, +1 Con

Class Skills
The bowler's class skills (and the key ability for each skill) are Balance, Hide, Knowledge (Dungeoneering), Knowledge (Geography), Jump, Listen, Move Silently and Tumble
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Class Features

(click to show/hide)


(click to show/hide)


ADAPTIVE BOWLER

   
Hit Dice: d12
LevelBABFortRefWill   Special
1st
1
2
0
0
   Terrain Adaptation, Ball Trap (Novice), +1 Str, +1 Con
2nd
2
3
0
0
   Growth, Ball Trap (Adept), +1 Str, +1 Con
3rd
3
3
1
1
   Rock Specialization, Hardest Geology, Ball Trap (Expert),+1 Str, +1 Con
4th
4
4
1
1
   Over-adaptation, Peak of the Mountain, Ball Trap (Master), +1 Str, +1 Con

Class Skills
The adaptive bowler's class skills (and the key ability for each skill) are Balance (Dex), Hide (Dex), Knowledge Dungeoneering (Int), Knowledge Geography (Int), Jump (Str), Listen (Wis), Move Silently (Dex) and Tumble (Dex)
Skill Points at Each Additional Level: 4 + Int modifier

Class Features

Proficiencies
Adaptive bowlers gain no proficiency with any weapon or armor.

Terrain Adaptation: Upon acquiring its first level, the bowler changes its properties to match a certain kind of rock.
It must choose between three rock types and one kind of rock among those available to its chosen rock type. It gains the ability common to all rocks of its rock type and those granted by the chosen kind of rock.

(click to show/hide)

Ball Trap: The bowler is an expert at rolling into people that triggers traps and has adapted to become a living trap. Each Ball Trap level of expertise offers two abilities. The bowler must select one upon acquiring a new level of expertise or have access to every Ball Trap abilities of the levels of expertise under it. It can dismiss a trap with a standard action to set new ones. The bowler doesn't trigger its own traps unless it wishes to.
Search checks to notice a bowler trap with a trigger have a DC of 10 + 1/HD.
Disable Device checks to disable them have a DC of 20 + 1/2 HD.

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

Ability Score Increase: The adaptive bowler gains +1 Str and +1 Con at each level, for a total of +4 Str and +4 Con at level 4.

Growth: The bowler grows to large size. At 10 HD, it grows another size category, and again at 20 HD.
If it gains another source of Growth, it only stacks with one size increase from this ability.

Terrain Specialization: The bowler adapts further to its chosen rock type. It may select an additional kind of rock and gains its properties.
If it is an igneous type of rock, it must select another igneous kind of rock.
If it is a sedimentary type of rock, it must select another sedimentary kind of rock.
If it is a metamorphic type of rock, it must select another metamorphic kind of rock that it can also swap with its Changing Rock ability.
If it is a special type of rock, it can select any kind of rock, including another special kind.[/spoiler]

Hardest Geology: The bowler becomes so stone-like it might as well be called a living rock.
It gains a progressive Fortification, granting it a chance of immunity from critical hits equal to 10% per HD (maximum 100% at HD 10) and becomes immune to disease and poison.

Over-adaptation: The bowler gains one ability from the list of over-adaptations, listed further below. It can only select an over-adaptation available to its chosen rock type.
Additionally, it now gains special benefits if it enter the Avalancher Initiate prestige class.
(click to show/hide)

Peak of the Mountain: The bowler is as more of a living rock than it could possibly be (even if it chose to be a very special one). It gains immunity to ability score damage, petrification, stunning and all effects that could affect its physiology unless it can affect rocks. Whenever it gains a level, it may choose to permanently reduce its DR by 1 to gain a Hardness of 1, stacking to a maximum Hardness of 8. If it does not have any source of DR, it gains hardness equal to half its HD, maximum 8.
If it is targeted with transmute rock to mud, it is slowed for 2d6 rounds with no saving throw. A transmute mud to rock heals it 10 hit points per CL. A stone to flesh spell cast on it removes the benefits of this ability on a failed save. A flesh to stone spell returns it to normal.

(click to show/hide)

9
Oslecamo's Improved Monster Classes / Shadow Elemental
« on: September 10, 2014, 11:53:33 AM »
SHADOW ELEMENTAL

   
Hit Dice: d8
LevelBABFortRefWill   Special
1st
0
0
2
0
   Body of Shadow, Shadow-Made, Shadow Mastery
2nd
1
0
3
0
   Cold Night, +1 Con or +1 Cha
3rd
2
1
3
1
   Growth (medium), Good Night, +1 Dex
4th
3
1
4
1
   Nice Shades, +1 Con or +1 Cha
5th
3
1
4
1
   Natural Habitat, Hide in Plain Sight, +1 Dex
6th
4
2
5
2
   Dark Clone, Blindsight
7th
5
2
5
2
   Growth (large), Dark Magic, +1 Con or +1 Cha
8th
6
2
6
2
   Don't Split the Party, +1 Dex
9th
6
3
6
3
   Reaving Darkness, +1 Con or +1 Cha
10th
7
3
7
3
   Sweet Dreams, Dream Eater, +1 Dex
11th
8
3
7
3
   Growth (huge), Monster under the Bed, Elder Elemental
12th
9
4
8
4
   Blacker than Black, +1 Con or +1 Cha
13th
9
4
8
4
   Alone in the Dark, +1 Dex

Class Skills
The Shadow Elemental's class skills (and the key ability for each skill) are Escape Artist, Hide, Intimidate and Tumble
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Class Features

(click to show/hide)


SHADOW ELEMENTAL MONOLITH


Prerequisites: Shadow Elemental level 11.

Hit Dice: d8
LevelBABFortRefWill   Special
1st
0
0
2
0
   Growth, Improved Shadow Mastery, +1 Con or +1 Cha
2nd
1
0
3
0
   Enhanced Shadow Use, +1 Dex
3rd
2
1
3
1
   Enhanced Shadow Use, +1 Con or +1 Cha
4th
3
1
4
1
   Enhanced Shadow Use, +1 Dex
5th
3
1
4
1
   Enhanced Shadow Use, +1 Con or +1 Cha
6th
4
2
5
2
   Enhanced Shadow Use, Shadowy Discorporation

Class Skills
The Shadow Elemental's class skills (and the key ability for each skill) are Escape Artist, Hide, Intimidate and Tumble
Skill Points at 1st Level: (2 + int)x4
Skill Points at Each Additional Level: 2 + int

Class Features

(click to show/hide)

Comments:
(click to show/hide)

10
Apparitions Stalk the Night



"I bump into trees all the time, but that just goes to show what darkness is all about." -Rumia, Apparitions Stalk the Night adept

The stars fade, all magic ends and all things die in time.
In the end, only darkness endures. It can be cast away with light, for a while, but never for long.
If but a single thing is reliable in the multiverse, it is that darkness will always return. It was there in the beginning and it will be all that remains in the very end.

While it is not a force that is inherently good or evil, those attracted to the powers that can be nurtured from the eternal darkness tend to give it a bad rep. People fear the dark and hate what they do not understand.
And who could possibly understand something so primal and ancient?
Adepts would try to manipulate it for their own purposes but rare were those who had the strength of character required to handle its power to its limits without being consumed by it, becoming dark apparitions; shadows of their former selves and the embodiments of their failure.

Story goes of a maneater whom had managed to master the manipulation of darkness and came at risk of dying or turning into a greater monster herself, as most did in the process of practicing it. A wise friend of hers took upon herself to try to save her and so she gave her all to seal most of the maneater's power away.
She could live a normal life again. Her access to the darkness was spoon-fed to her as the seal weakened.
But she lived on merrily and without care, feeling at ease in the darkness without thinking much of it.
Inevitably, one day the seal would break and there is no telling what would become of her.

Whether true or not, the story is meant to motivate would-be adepts to take the sealing tradition seriously.
Adepts learned to limit the darkness they accepted within themselves by sealing it within their soul to slow the process.
In time, they would grow powerful enough to handle it and still retain their sense of self.
As the power dwells within them, they change it just as it changes them. Adepts of the Apparitions Stalk the Night discipline know all too well that the dark path is a dangerous one and isn't to be taken lightly. They wait for the time they can embrace their dark nature fully instead of abandoning themselves to it.
Some, however, become as nonchalant as the maneater of the story, forcing masters or other tutoring figures to seal them themselves, be it as part of a ceremony or without their knowing.

(click to show/hide)

Key Skill: Hide
Discipline Weapon: Natural weapons, every weapon with a straight cross-like design, such as most daggers and swords.

New Feats
(click to show/hide)



1st level

Apparition of Darkness : Strike– Bend and merge darkness to control shadows in many ways.
Night Bird : Boost– Use tendrils of darkness to weave a dark path though the air.
Demon of Darkness : Strike– Control darkness to overwhelm your enemies.
Apparition Hiding in the Darkness : Stance– Darkness follows you.

2nd level

Moon Sign : Counter– Redirect the line of effect of an ability like a mirror.
Moonlight Ray : Strike– Dark beams swipe the area. Forces targets to relocate or get hit anyway.
Missing under the Mistletoe : Boost– Disappear into the shadows.

3rd level

Night Sign : Counter– Blinds enemies who get where they don't belong.
Midnight Bird : Strike– Sweep into your enemies with dark energy wings.
Apparition of Night : Stance– Your darkness becomes darker that the blackest shadows.

4th level

Darkness Sign : Boost– Pulse with the power of darkness.
Dark Side of the Moon : Strike– Fade into the dark and send waves of dark energy from the shadows.
Slumber Erasing : Strike– Terrifying attack that inflicts nyctophobia upon your enemies.

5th level

Demarcation : Strike– Send wave after wave of shadows that gain in accuracy as time goes by.
A Soul as Red as a Ground Cherry : Boost– Remove your seal. Release your EX form.
Apparition of Twilight : Stance– Forfeit maneuver usage to focus on dark fusions.

6th level

Void Moon Sign : Counter– Reflect everything.
EX "Moonlight Ray" : Strike– Dark matter releases a ray of energy that pierces everything on its path.

7th level

Void Night Sign : Counter– Dark matter animates you.
EX "Midnight Bird" : Strike– Sweep into your enemies as dark matter carries you.
Apparition of Dusk : Stance– Manipulation of shadows become more powerful.

8th level

Void Darkness Sign : Boost– Pulse with the power of eternal darkness.
EX "Dark Side of the Moon" : Strike– Enter the darkness beyond and release its power.

9th level

Apparition Lurks in the Dark in Broad Daylight : Stance– Continuously EX. Carry the dark realm.
Abyss "Dead Sky" : Strike– Globe of darkness ends the world. Or at least your foe.


Maneuvers explanations:

Unless otherwise noted, every Apparitions Stalk the Night maneuver is a Supernatural ability with a 50% chance of affecting incorporeal and ethereal opponents.

By default, all darkness created by these maneuvers block light within them unless the light effect is of an higher effective level than the maneuver's. Areas overlapping with light effects of the same effective level suppress eachother.
Darkvision does not pierce through magical darkness, as usual.

(click to show/hide)

11
Oslecamo's Improved Monster Classes / Tanuki
« on: March 28, 2014, 06:30:28 AM »
TANUKI


   
Hit Dice: d10
LevelBABFortRefWill   Special
1st
1
2
2
0
   Raccoon Body, Change Shape, Sake Affinity, Least Tanuki Magic, +1 Con, +1 Cha   
2nd
2
3
3
0
   Just for Laughs, Lesser Tanuki Magic, +1 Cha
3rd
3
3
3
1
   Just for Laughs, Greater Tanuki Magic, +1 Dex
4th
4
4
4
1
   Master of Mischief, +1 Con, +1 Cha

Class Skills
The Tanuki's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int).
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

(click to show/hide)

New Feats

(click to show/hide)


TANUKI PRESTIGE CLASSES

Alpha Tanuki

Bake-danuki

Tanuki Hero

Tanuki Soothsayer

Taninjuki

Comments:

(click to show/hide)

12
Oslecamo's Improved Monster Classes / Shinigami
« on: December 31, 2013, 04:50:38 PM »
SHINIGAMI

Death becomes you.
   
Hit Dice: d8
LevelBABFortRefWill   Special   
Maneuvers Known
   
Maneuvers Readied
   
Stances Known
 
1st
1
2
0
2
   Body and Hands of Death, Soul Seeker, With Strange Aeons, +1 Cha   
2
   
2
   
1
 
2nd
2
3
0
3
   Weighing the Heart, Death Manifest I, +1 Con   
3
   
2
   
1
 
3rd
3
3
1
3
   Unexpected Ending, Death Manifest II, +1 Cha   
4
   
2
   
1
 
4th
4
4
1
4
   Soul Slash, Death Manifest III, +1 Wis   
4
   
3
   
1
 
5th
5
4
1
4
   Death Magic, Death Manifest IV, +1 Cha   
5
   
4
   
2
 
6th
6
5
2
5
   Incarnation of the End, Death Manifest V, +1 Con   
6
   
5
   
2
 
7th
7
5
2
5
   Fast Healing, Death Manifest VI, +1 Cha   
7
   
5
   
2
 
8th
8
6
2
6
   Death Manifest VII, +1 Wis   
8
   
6
   
2
 
9th
9
6
3
6
   Slice of Life, Death Manifest VIII, +1 Cha   
9
   
7
   
2
 
10th
10
7
3
7
   Growth, Death Manifest IX, +1 Con   
9
   
8
   
2
 
11th
11
7
3
7
   Weight of Mortality, Death Manifest X, +1 Cha   
10
   
8
   
2
 
12th
12
8
4
8
   Death Smiles at Us All, +1 Wis   
10
   
8
   
3
 
13th
13
8
4
8
   Death Manifest XI, +1 Cha   
11
   
8
   
3
 
14th
14
9
4
9
   Expiration Date, +1 Con   
11
   
8
   
3
 
15th
15
9
5
9
   Destroy Soul, Death Manifest XII, +1 Wis, +1 Cha   
12
   
8
   
3
 
16th
16
10
5
10
   Double Death, +1 Con   
13
   
9
   
4
 
17th
17
10
5
10
   Izanami's Gift, Death Manifest XIII, +1 Con, +1 Cha   
14
   
10
   
5
 

Class Skills
The Sinigami's class skills (and the key ability for each skill) are Appraise, Balance, Craft(any), Concentration, Diplomacy, Disguise, Hide, Intimidate, Listen, Knowledge(any), Move Silently, Perform(any), Profession(any), Ride, Sense Motive, Spot, Spellcraft, Survival
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Class Features

(click to show/hide)

New Feats

(click to show/hide)

Comments:
(click to show/hide)

13
Oslecamo's Improved Monster Classes / Kappa
« on: December 08, 2013, 03:51:04 AM »
KAPPA

   
Hit Dice: d8
LevelBABFortRefWill   Special
1st1220   Kappa Body, Improved Grab, Water Immunity, Headbowl of Mystical Water, +1 Str, +1 Dex
2nd2330   Fast Healing, Water Mystic, +1 Str

Class Skills
The Kappa's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (geography, local, nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Class Features

Weapon and Armor Proficiency
Kappas gain no proficiency with any weapon or armor.

Kappa Body
The Kappa loses all other racial bonuses, and gains Humanoid traits and the aquatic subtype. It is a small sized humanoid with a base speed of 20 feet and a swim speed of 40 feet.
It has a natural armor equal to its Constitution modifier and gains improved cover while prone. It can move in that position at half speed. It gains no benefit from wearing a kappa shell (the shield).

Improved Grab
The Kappa has a pair of natural weapons: two claw attacks dealing 1d3+Str mod damage. If it hits with both claw attacks, it may use the Improved Grab special ability.

Water Immunity
The Kappa is immune to water-based effects, any effect with the word "water" or the name of a waterbody (sea/river/lake/etc) in its name and every spell from the water element.

Headbowl of Mystical Water
The indentation on the top of a Kappa's head is filled with water. Movement and ordinary actions (even combat) do not cause the water to spill; however, a character grappling with the Kappa may make a grapple check against it to attempt to empty its headbowl. If it succeeds, the water is spilled and the Kappa's Strength score is reduced by 8 and its Constitution score is reduced by 2 until its headbowl is filled with water again (as drinking a potion, but using water).
While the headbowl has water within it the Kappa is granted great mystical powers based on its path of mastery. A Kappa specializes in one path of its choice.
If the water is lost, all readied maneuvers, spells known and bonus to grapple checks granted by the chosen path are rendered inaccessible until water is restored. The water loss also robs it of its Fast Healing ability and of the ability to breath through its water when it gets them.
If the Kappa is immersed in water, its headbowl is automatically refilled.


(click to show/hide)

(click to show/hide)

(click to show/hide)

Ability Score Increase
The Kappa gains +1 Str and +1 Dex at first level and +1 Str at second level, for a total of +2 Str and +1 Dex at 2nd level.

Fast Healing
At second level, the Kappa gains Fast Healing equal to half its HD. This fast healing is lost when its headbowl is empty of water.

Water Mystic
Starting second level, any water spilled into the Kappa's headbowl water is slightly absorbed by the Kappa, lessening its water dependency. As long as there is water within its headbowl, it is able to breath harmlessly no matter where it is.
At HD 5, it gains lesser penalties for having its headbowl water spilled: its Strength is now reduced by 4 and its constitution is not reduced.
At HD 9, its strength score is now reduced by 2.
At HD 15, the Kappa's body absorbs the water. Whenever water is put into its headbowl it is it treated as filled for 24 hours, even if it is emptied.

If the Kappa follows the path of Martial Discipline it gains another maneuver known and a learns a stance.
If the Kappa follows the path of Unarmed Martial Arts, it gains a special Constrict ability that deals damage equal to its unarmed strike damage as it attempts to retrieve its target's shirikodama. If the target is killed while it grapples it, the shirikodama is extracted and the Kappa gains temporary hit points equal to its CR.
Once per round, it may also move up to its speed and drag along any creature it is grappling with whenever it wins a grapple check on its own turn.
If the Kappa follows the path of Sorcery, it learns a new cantrip and gains one spell slot of the highest spell level it has access to and another of the second highest spell level it has access to.
Additionally, whenever the Kappa would gain access to a new spell level it learns an extra spell known of that new spell level.
It can only cast those special spells known if they replace a spell known of the same level or higher. This exchange lasts 24 hours. It can only replace its spells known for these Mystic Water spells when it regains its spells per day.
It loses access to these spells known if it its headbowl is empty, as normal.


(click to show/hide)

14
Touhou Battle Grimoire / Youkai Engineer (base class)
« on: October 02, 2013, 12:00:17 AM »
YOUKAI ENGINEER


   
"They say it's many times more powerful than electricity. It'll revolutionize all our power production methods."
-Nitori Kawashiro, Senior Youkai Engineer

(click to show/hide)

Class Skills
The Youkai Engineer’s class skills (and the key ability for each skill) are Apraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int

Hit Dice: d8

LevelBABFortRefWill   Special   Maneuvers
Known
Maneuvers
Readied
Stances
Known
1st1002   Toolpak, Engineer, Integrated Technology, Pilot Maneuvers   301
2nd2003   Breakthrough   411
3rd3113   Bonus Feat   511
4th4114   Breakthrough   621
5th5114   Bonus Feat   722
6th6225   Breakthrough   822
7th7225   Integrated Technology   922
8th8226   Breakthrough   1032
9th9336   Bonus Feat   1133
10th10337   Breakthrough   1243
11th11337   Bonus Feat   1343
12th12448   Breakthrough   1443
13th13448   Integrated Technology   1544
14th14449   Breakthrough   1654
15th15559   Bonus Feat   1754
16th165510   Breakthrough   1864
17th175510   Bonus Feat   1965
18th186611   Breakthrough   2065
19th196611   Integrated Technology   2165
20th206612   Breakthrough, State of the Art   2275

Class Features
(click to show/hide)

Alternate Class Features
(click to show/hide)

Multiclassing between Youkai Engineer and Moon Vanguard
(click to show/hide)

New Feats
(click to show/hide)


“Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.”

15
Oslecamo's Improved Monster Classes / The Crossbreed
« on: September 18, 2013, 02:58:01 PM »
Crossbreed (insert race here)


(click to show/hide)

(click to show/hide)

16
Super Youkai Warhead

“I guess necessity is the mother of invention.” -Nitori Kawashiro, the original Super Youkai Warhead

Somewhere in The Untrodden Valley lies the hideout of a society of technologically-gifted kappa.
Their genius became famous as wonders both local and from other worlds entered new heights by their hands. The future looked bright as it seemed the entire world would benefit from their inventions; long distance communication, image capture, emission and reception of live and recorded footage, electrical energy... the potential of technological advance seemed limitless.
But despite the kappa's undeniable brilliance, their individual talents were too specialized and working as a team proved to be causing more problems than anything else. No large project ever seemed to be going anywhere.

Nevertheless, over many projects these kappa developed a knack for making the best of their talents.
Their ability to control water inspired a series of martial maneuvers to be created alongside the mechanical genius of their craft. The Super Youkai Warhead discipline was mostly assembled by Nitori Kawashiro, and was in turn shared with her friends and sold at the local town bazaars.
While the kappa consider humans to be their age-old friends and are willing to teach them, this friendship seemed to be at the heart of a great misunderstanding that has yet to be fully understood by both parties, and still discourages too many from letting them radically change their lifestyle with their high-tech gizmos.
A few had the courage or were mad enough to pursue the mastery of these crafts. Their ingenuity marked the world they lived in, sometimes in the form of a deep crater or by leaving behind contraptions that are revered and enshrined by a people for the tales of the wonders it worked, and mostly in the form of tons of incomprehensible stuff on sale at curiosity shops across the multiverse.


-The creative is the strong! Thought is form.

Super Youkai Warhead: How does it work?
(click to show/hide)

Key Skill: Knowledge (Architecture and Engineering) and Swim.
Discipline Weapon: Firearms, splash weapons and mecha/arsenal weapons.

New Feats
(click to show/hide)


Maneuver and Stance List

1st level

Air Torpedo: Strike– Fires a strong , high-precision missile.
Criminal Gear: Strike– Weapon attack creates a drive gear. Adjacent gears combo together.
Optics "Optical Camouflage": Stance– Hide within a camouflage screen that can be disrupted upon taking damage.
Water Sign "Water Carpet": Boost– Stream allows you to swim .

2nd level

Farewell Rubber Ring: Boost– Shoot an anchor to pull or swing yourself into position or to pull things to you.
Flood "Ooze Flooding": Strike– Cannon shoots a stream of ooze that hampers movement.
Water Sign "Kappa's Pororoca": Counter– Wave of water disarms or trips and pushes target within melee reach.

3rd level

Aerial Blaster: Strike– Launch a guided missile that ignores vertical obstacles.
Kappa "Exteeeending Aaaaarm": Stance– Reach extension that can go around obstacles.
River Sign "Dividing Edge": Boost– Attacks drain energy.

4th level

Flood "Diluvial Mere": Counter– Raise a wall of water.
Kappa "Monster Cucumber": Boost– Recover energy and Kappowa.
Water Bomb Giant Swing: Boost– Free ammo for the next ranged attack that bounces on walls and bursts upon impact.

5th level

Kappa "Dried Shirikodama": Boost– Your next attack pierces damage reductions to hit a pilot directly.
Kiku-ichimonji Compressor: Strike– Drop a compressor pad that shoots up water streams that pushes those in the way.
Youkai Battleship "Sanpei Fighter": Stance– You expend and get a double attack once per round.

6th level

Kappa "Spin the Cephalic Plate": Counter–  Activate a spinning defensive field.
Photon Torpedo: Strike– Shoot a bunch of homing missiles.
Drown "Trauma in the Glimmering Depths: Boost– Weapon attacks are more lethal when they inflict massive damage.
Water Sign "Kappa's Flash Flood": Strike– Control water that suddenly fills an area to drown air-breathers.


7th level

Cucumber Sound System: Strike– Emit a cone of sound that soothes or stuns creatures.
Optics "Hydro Camouflage": Stance– Project a camouflaging image that masks allied presence.
Water Sign "Kappa's Great Illusionary Waterfall": Boost– Instant waterfall of water sends a powerful current to get pushed around.
Waterfall Sign "Kegon Gun": Boost– As per Water Bomb Giant Swing, but every attacks for 1 round.

8th level

Bubble Sign "Fire! Bubble Dragon": Counter– Make a bubble that blocks line of effect. Can catch opponents into it.
Heavy Rain "Great War beneath the River: Strike– Shoot up an emitter that sends a flooding rain, creating a ravaging current.
Water Sign "Summer Plastic Bottle Rocket": Strike– Shoot a lot a homing missiles.
Waterfall Sign "Shiraito Falls": Strike– Waterfall overwhelms those within, inflicting nausea.

9th level

Battle Machine "Fly! Sanpei Fight": Strike– Get bigger then charge with gusto!
Super Scope 3D: Stance– Get on the other side of the screen, into 'that other' dimension, to watch and shoot at stuff.

17
Zombie, Awakened



(click to show/hide)


New Flaw
(click to show/hide)

Zombie Prestige Class Index

Absorbing Zombie
Acid Zombie
Athasian Zombie
Bloodstone Zombie
Bloodthirsty Zombie
Diseased Zombie
Dread Zombie
Hunting Zombie
Juju Zombie
Le Grand Zombi
Living Zombie
Necrocarnum Zombie
Netherese Zombie
Putrescent Zombie
Quick Zombie
Sea Zombie
Skulk Zombie
Strahd Zombie
Tyrantfog Zombie
Unkillable Zombie
Zombie Lord

(click to show/hide)

18
Oslecamo's Improved Monster Classes / Jiang Shi (Hopping Vampire)
« on: September 20, 2012, 07:25:23 AM »
Invalid monster. Wrong subforum for it.

19
Oslecamo's Improved Monster Classes / Zombie, Awakened
« on: September 20, 2012, 07:09:40 AM »
Zombie, Awakened



(click to show/hide)



Zombie Prestige Classes (WIP)


(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

20
Hermit



"If you're looking to become a little better as a human, I might be able to give you a little advice. - Kasen Ibaraki, Xian Hermit

Hermits, also known as Cloistered Mystical Taoist Pious Mountain Wizards, are beings who closely follow the Way; the Tao.
Often seeking to live as long as Heaven and Earth, they are individualists seeking to become no one and unite other such opposites into a greater harmony.
They believe that the universe works perfectly according to its own Way and that by following the flow of its forces instead of interfering with them they may become one with the world and transcend to a higher state of being - and achieve immortality.
Following the Path is similar to swimming in the current’s direction instead of swimming against it. They diminish their ego to gain greater harmony and become an extension of the will of the universe itself.

Hermits rarely seek to kill others, fighting to learn and to teach. Even when they wage violence, they usually do so with an attitude of compassion, moderation and humility.
Sometimes they help their community with exorcisms and the extermination of creatures bent on disharmony or born from it, such as most undead creatures, most devils and demons and other abominations, but as all things have their place in the world, peaceful resolutions are preferred.

They are beacons of hope and peace for many; sages so wise they bless the earth they walk and inspire with their spiritual guidance, elevating their allies to new heights.

There are as many kinds of hermits as there are people. Most become disciples only for the promise of immortality, but as the Way requires an empty heart (which does not mean being heartless, on the contrary) and being free of the desire to become immortal, few makes it all the way and reach enlightenment.

(click to show/hide)

MAKING AN HERMIT
"The Way is empty, yet inexhaustible, like an abyss!"
(click to show/hide)

CLASS INFORMATION
"I do not know its name. I call it the Way. For the lack of better words I call it great."
(click to show/hide)

HERMIT FEATS
"Those who defeat others are strong, those who defeat themselves are mighty."
(click to show/hide)


Ex-Hermits
"If I have just an ounce of sense, I follow the great Way, and fear only to stray from it."

Like a member of any other class, an Hermit may be a multiclass character, but multiclass Hermits face a special restriction. A Hermit who gains a new class or (if already multiclassed) raises another class by a level may never again raise his Hermit level, though he retains all his Hermit abilities except Sheltered Soul. The Way requires dedication to get anywhere.

However, because they share similar goals and similar means to achieve them, they may freely multiclass with the Monk class and any other classes that freely multiclasses with Monk. Classes progressing the Hermit's race may also be freely progressed. Once an Hermit has acquired The Transformation of Things, her may multiclass freely.

Variant
PS: Also, there may be rather large odds that an Ex-Hermit will be confronted and/or hunted down by a powerful devil, demon or other horrible monstrosity at least once a year if only because becoming a Hermit turned them into a delicacy to such creatures and they no longer have the will of the universe to protect them from drawing their attention.
An Hermit that has acquired The Transformation of Things capstone may multiclass freely without fear of attracting these creatures.

Pages: [1] 2