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Topics - EjoThims

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1
Gaming Advice / Spell # of Targets
« on: November 14, 2013, 05:24:51 AM »
Is there any kind of tool or database that lets one sort spells by these factors?

Or, does anyone have suggestions for spells with silly # of individual targets? Or massive areas that explicitly damage targets in the area?

2
Gaming Advice / Dragon with Sorceror levels
« on: July 22, 2013, 02:40:44 PM »
What, exactly, happens when a Dragon takes levels in the Sorceror class?

For example, a Young Adult Black Dragon casts as a 1st level Sorceror. If it then takes 1 level of Sorceror, does it cast as a 2nd level Sorceror, does it cast as 2 1st level Sorcerors, or does it still only cast as a 1st level Sorceror?

3
Homebrew and House Rules (D&D) / Mantispider
« on: July 21, 2013, 09:26:49 PM »
Mantispider

Large Monstrous Humanoid
Hit Dice:8d8+16 (44 hp)
Initiative:+4
Speed:50 ft. (10 squares), climb 30ft. (6 squares)
Armor Class:20 (-1 size, +4 Dex, +6 natural, +1 shield), touch 13, flat-footed 16
Base Attack/Grapple:6/12
Attack:Pincher Claw +12 melee (1d8+2) or Claw +7 melee (1d4+1) or Bite +7 melee (1d8+1 plus poison) or Gythka +12 melee (2d6+1) or Chatkcha +12 ranged 1d6+2
Full Attack:2 Pincer Claws +12 melee (1d8+2) and Bite +7 melee (1d8+1 plus poison) and 2 Claws +7 melee (1d4+1) or 2 Pincer Claws +12 melee (1d8+2) and Bite +7 melee (1d8+1 plus poison) and Gythka +10/10/5 melee or 2 Pincer Claws +12 melee (1d8+2) and Bite +7 melee (1d8+1 plus poison) and 2 Chatkcha +10/10/5 ranged 1d6+2 (2d6+1)
Space/Reach:10 ft./5 ft.
Special Attacks:Improved Grab, Poison, Psionics, Web
Special Qualities:Darkvision 60', Tremorsense 30', immunity to sleep, leap, camouflage, glide, naturally psionic
Saves:Fort +8, Ref +6, Will +8
Abilities:Str 15, Dex 19, Con 14, Int 12, Wis 14, Cha 7
Skills:Balance +9, Climb +18, Hide +10*, Jump +47, Listen +7, Spot +16
Feats:Exotic Weapon Supremacy (Gythka)B, Exotic Weapon Supremacy (Chatkcha)B, Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse
Environment:Temperate or warm desert
Organization:Solitary or pack (2-6)
Challenge Rating:7
Treasure:Double Standard
Alignment:Always Chaotic Neutral or Evil
Advancement:By character class
Level Adjustment:+2

Mantispiders are the result of deranged experiment by powerful Thri-kreen Psions to combine the forms of giant desert mantids and spiders with the powerful psionic abilities of the Thri-kreen. They have the powerful leaping legs and lower body of a hunting spider and the torso, arms, and head of a Thri-Kreen, but their upper pair of arms have been replaced by the powerful pinchers of a mantis and they sport a pair of wings too weak to carry them aloft but still able to slow their descents. They are viewed as abominations by their kind even while being utilized for their superior speed and strength, but have begun establishing an independent culture in scattered settlements amongst the rolling dunes.

Combat

Mantispiders are ambush fighters, often use their psionic abilities to enhance their bodies and attacks before a combat, while maintaining a position hidden from their prey. After preparing, they use their leap and glide abilities to quickly close the distance to their foes, then using psionic abilities to move and hide again.

Naturally Psionic (Psi):  Mantispiders gain 1 bonus power point at 1st level.

Psi-Like Abilities(Psi):  3/day—chameleon, know direction and location;  1/day—greater concealing amorpha, metaphysical claw  Manifester level 6th.

Psionics(Psi): Mantispiders manifest powers as Psychic Warriors equal to their racial Hit Dice. In addition to their other powers known, they can fuel additional uses of their psi-like abilities with power points as if they knew that power. Typical powers known (base save DC 12+power level): 1st - burst, thicken skin, prevenom; 2nd - animal affinity, psionic lion's charge, hustle; 3rd - claws of the vampire, dimensional slide

Improved Grab (Ex): To use this ability, a Mantispider must hit with one of it's Pincher Claw attacks. If it wins the ensuing grapple check, it establishes a hold and makes a free bite attack as a primary attack (with it's full attack bonus and full strength bonus to damage).

Web (Ex): Mantispiders may create sheets of sticky webbing from 30 feet square; they usually position these sheets to defend settlements or camps, but may use them to create ambush points as well. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled. An entangled creature can escape with a successful Escape Artist check (DC 14) or burst it with a Strength check (DC 19). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points and damage reduction 5/—.

A Mantispider spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A Mantispider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Immunity to Sleep (Ex): ):[/b] Mantispiders, like Thri-kreen, do not sleep and are immune to magical sleep effects. A Mantispider still needs 8 hours of rest before preparing spells, regaining power points, or similar.

Leap (Ex): Mantispiders gain a natural aptitude for jumping from all aspects of their origin. They gain a +40 competence bonus on jump checks, and their maximum jumping distance is not limited by height.

Poison (Ex): Mantispiders have a poisonous bite as well as a reservoir of enhanced poison they can choose to use. All of their bites carry a poison which deals 1d3 Str damage (Fort DC 14) and once per day, they can choose for it also to cause 2d6 minutes of paralysis to targets that fail their save (Fort DC 13). The DCs are Constitution-based.

Glide (Ex): Mantispiders can use their wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Mantispiderss glide at a speed of 40 feet (average maneuverability). Even if a Mantispider's maneuverability improves, he can't hover while gliding. Mantispiders can't glide while carrying a medium or heavy load. If a Mantispider becomes unconscious or helpless while in midair, his wings naturally unfurl and powerful ligaments stiffen the wings. The Mantispider descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

Skills: Mantispiders have a +4 racial bonus on Hide checks and a +8 racial bonus on Spot checks and  Climb checks. A Mantispider can always choose to take 10 on Climb checks, even if rushed or threatened. Mantispiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

*The exoskeleton of a Mantispider blends in well with desert terrain, granting an additional +4 racial bonus (for +8 total) on Hide checks in sandy or arid settings.

Mantispider Characters
A Mantispiders preferred class is Fighter.

A Mantispider character starts play with 6 Monstrous Hit Dice, which give it a +6 base attack bonus, base saves Fort +6, Ref +2, Will +6, Exotic Weapon Supremacy (Gythka)B, Exotic Weapon Supremacy (Chatkcha)B, two ability score boosts, three additional feats of choice, and skill points equal to 11*(2+Int bonus), minimum 11.

Its ability score adjustments are +4 Str, +8 Dex, +4 Con, +2 Int, +6 Wis, -4 Cha.

Its class skills as a Mantispider are Balance, Climb, Hide, Jump, Listen, and Spot.

A Mantispider PC's ECL is equal to it's class level + 10. Thus, a 1st-level Mantispider Fighter has an ECL of 11 and is the equivalent of a 11th-level character.

4
Gaming Advice / Undead Animal Companion
« on: December 27, 2012, 06:12:35 PM »
I swear I've seen something to make this work before, but can't for the life of me find it.

Anyone got a lead? Or am I pulling up wishful memories?  :???

5
Off Topic Fun / Farewell All
« on: April 05, 2012, 08:07:17 PM »
Sooo...

I just got my invite to WoW MoP Beta... And I will likely cease to exist for at least a good while...

Just wanted to say goodbye to you all...

And brag a bit...  :love

6
Off Topic Fun / I'm Awesome - Or, Where to Toot Your Own Horn
« on: March 05, 2012, 10:48:34 AM »
So, I was reminded of something and went to find the bragging thread...

But it seemed it had not yet been brought over?

Or I just utterly fail at reading lists...  :???


Soo... In the spirit of how awesome we all are, let's start this back up, shall we?

First and foremost, I (with much collaboration) hold a spot in the DnD 3.5 world record New link to my own record is in my sig. The world record thread, however, a bit outdated... Perhaps a new thread is in order?

Secondly, the thing that made me seek this thread... I just recalled that I am, actually, a published poet. Somewhere out there, floating around in a compilation book that I've never actually seen is a throw-away poem about fire that I wrote in seventh grade.

7
Creations & Ephemera / Verold Campaign Setting
« on: December 30, 2011, 05:50:06 PM »
Taking a moment to plug the campaign setting I've been working on here in these forums and at the old ones for way too long.

I could really use some outside eyes on the mechanics and balance (and some proofreading too most likely), and am entirely open to other advice and inspiration as well.

Verold:

Verold is a large, blooming continent, but its borders drop into stark cliff faces and deep, endless mists. Sea travel is non-existent, and even knowledge of oceans beneath the mists is obscure.

Verold is basically set into a loose caste system from a millennium of essentially stagnant society. No major outside influences. No major internal upheavals.

But that is all about to change.


History of Verold:
(click to show/hide)


Religion of Verold:

(click to show/hide)


Factions of Verold:

(click to show/hide)

8
Off Topic Fun / Just had surgery
« on: November 23, 2011, 11:21:35 AM »
To remove what everyone, including my pediatrician, had assumed my whole life was a third testicle.

Whether or not it was, it was not functional and developed into a cyst that was simply filling with fluid - one of the largest the urologist has ever seen, despite my young age and this, while being a common thing, generally only showing up in old men.

Firstly, I am in SO much pain right now.

Secondly, I will miss being able to use the phrase "Come on X, you're breaking my balls... All 3 of them."

But I am doing fine, other than the pain.

9
Verold / Racial Sub Levels
« on: November 21, 2011, 06:28:07 PM »
Wolf Racial Substitution Classes:
(click to show/hide)



Bear Racial Substitution Classes:
(click to show/hide)



Boar Racial Substitution Classes:
(click to show/hide)



Fox Racial Substitution Classes:
(click to show/hide)



Viper Racial Substitution Classes:
(click to show/hide)



Ferret Racial Substitution Classes:
(click to show/hide)


10
Verold / Feats
« on: November 19, 2011, 07:40:02 PM »
Form Feats:

Form feats are a new sub-category of feat dependent not just on qualifying as a member of a race, but on actually having that race's physical form. Simply taking another race's form, however, (through shapechange or the like) is still not enough to allow you to qualify for a Form feat; you must still also be able to be counted as a member of that race.

General Feats:

Stunning Fist [General, Fighter]: You know how to strike opponents in vulnerable areas.
(click to show/hide)

Superior Unarmed Strike [General, Fighter]: Your unarmed attacks have become deadlier than most weapons.
(click to show/hide)

Improved Natural Attack [General, Fighter]: Your natural attacks are more dangerous and than your size would otherwise dictate.
(click to show/hide)

Intuitive Attack [General, Fighter]: You fight by faith or understanding more than brute strength or agility.
(click to show/hide)

Two-Weapon Fighting [General, Fighter]: You can fight with two weapons as well as most fight with one.
(click to show/hide)

Two-Weapon Defense [General, Fighter]: You can defend yourself better when fighting with two weapons.
(click to show/hide)

Vow of Poverty [General]: You have taken a vow to forswear most material possessions.
(click to show/hide)


Adopted Clan [General]: Through upbringing, research, or simply training, you act and think more like a member of another Clan than your own.
(click to show/hide)

Clan Familiarity [General]: Your familiarity with your Clan goes beyond birthrights. You are trained in the intricacies of their traditions.
(click to show/hide)

Animal Aspect [General, Form]: Your Human form gains aspects of your Animal, altering your appearance slightly and providing some secondary benefit, and your Animal form gains greater resilience.
(click to show/hide)

Hybrid Recovery [General]: You have rediscovered how to take on your Hybrid form, though still only in a reduced state.
(click to show/hide)

Hybrid Strength [General]: You have unlocked the full potential of your Hybrid form, but by now have also likely brought attention to your abilities.
(click to show/hide)

Extended Aura [General]: The area of your aura is pushed outwards by your great strength of will.
(click to show/hide)

Familiar Companion [General, Wizard]: You are able to call an Aether Companion by giving up a Familiar instead of an Animal Companion or Special Mount.
(click to show/hide)

Dark Moon's Light [General, Wizard, Hexblade, Divine]: You do not simply create darkness, you change the light present to be more conducive to your worship.
(click to show/hide)

11
Verold / Prestige Classes
« on: November 19, 2011, 07:25:55 PM »
Burning Trickster:

Cunning and sly illusionists dedicated to the Elemental Sect of Fire, Burning Tricksters are as predictable and easily contained as the flames they so delight in summoning.

Conspirator:

The agents of the Conspiracy of Minds are all trained in at least the most basic of the Conspirator's arts, including detecting nearby sources of Psionic power.

Dark Moon Cultist:

Cruel and evil spellcasters drawing energy from the Dark Moon, Dark Moon Cultists are often leaders in local rings of their Elemental Sect.

Dark Moon Zealot:

Dark Moon Zealots are thieves and assassins, trained in warping the darkness to their will even as their blood and body succumb to it's corrupting energies.

Earth's Fury:

Martial Adepts trained by the Elemental Sect of Earth to harness the power and rage of the Earth in a practiced, dedicated manner.

Fleshripper:

Twisted torturers passing down the wicked traditions perfected by Wolf slave drivers, Fleshrippers delight in causing pain in others, especially with the weapon that is their namesake.

Hybrid Master:

Hybrid Masters are those who have not only awakened their Hybrid Form, but who dedicate much of their life to perfecting it's use and power, despite the stigmas and fears of others.

Rage Caster:

Spellcasters who give their minds over to chaotic anger instead of calm discipline are usually a mess, but the Rage Caster uses his anger to reduce others to a sloppy mess.

Wind Dancer:

Historians and explorers, Wind Dancers long to travel to all reaches of the world and experience all aspects of life, that they may learn their secrets and pass them on to others.

12
Verold / Classes
« on: November 18, 2011, 07:57:41 PM »
Barbarian:

The majority of Barbarians in Verold are Bears, and most take the Bear racial substitution levels. In the older forests and communities, however, many who still follow the old ways of remaining in touch with the animals they guard follow the Barbarian’s path and are likely to choose from the Animal Spirit series of alternate class features.

Bard:

The storytellers and historians of Verold, most Bards are Vipers or Ferrets, though each Clan has their own individual tales to spin and those who dedicate their lives to weaving the tapestries.

Cleric:

The loss of the Deer Clan was a major blow to the organized faith in the Creator Gods, and the oppressive rule of the Wolves ground many remaining places of worship into dust. Few any more feel the devotion and connection necessary to become true Clerics, and most communities have turned to the Coyotes and other Druids to provide them with spiritual guidance.

Druid:

Druids are one of the few remaining links the Clans have to their life before the Great Wars, and lead most of the remaining reverence for the Creator Gods. Druids from all Clans are often the leaders of small communities or wilderness tribes still devoted to their respective animals, but Coyotes compose the majority of the Druids’ ranks.

Fighter:

Fighters come from all Clans, and can range from city defenders to thugs to competitors in arenas. Most Boars find the straightforward approach of the fighter appealing, especially since their already bulky frame suffers little from the additional weight of armor.

Hexblade:

Hexblades in Verold are almost solely Rats or those associated with them, though some Foxes find appeal in the Hexblade style of fighting and deception. Regardless of their Clan of origin, Hexblades compose a large part of the criminal activity in Verold’s cities and larger communities.

Monk:

Tigers and Pythons are the most likely to give themselves to the pursuit of balance and control that characterizes the Monk philosophy on Verold, though anyone with similar goals would be welcomed to the Tigers’ isolated monasteries or the Pythons competitive arenas.

Paladin:

Traditionally all Cranes were brought up with the zeal and training to be Paladins devoted either to the Creator Gods or a strong personal cause, but in the current world members from all Clans showing such strong devotion are called to the class, as most Cranes have become lost in politics. Those Cranes who take levels in the class often follow the Truthseeker’s path, while most others are trained to focus on the Power of Self alternate class feature.

Psionic Classes:

Psionics is a rather new and greatly feared phenomenon in Verold. It has so far only been seen in Foxes, Rats, Ferrets, Ravens, and Boars. When discovered, those with psionic powers are often shunned and hunted, by both authorities and those they previously thought to be companions. Showing psionic abilities is looked upon as a threat much like the reemergence of the Hybrid form or the rumors of a Wolves’ Den. Some lucky psionic individuals who are discovered are secreted away by a small group of Ravens, known as the Conspiracy of Minds, dedicated to studying this phenomenon. Suspected of having psionic abilities themselves, this group does it’s best to stay out of the public eye, though it openly theorizes that the emergence of psionic abilities and the return of Hybrid forms may be linked. When psionic attributes manifest, those who pursue their study are most likely to progress as Wilders, and they pose a powerful threat if they can keep their presence hidden.

Psychic Archer:

“Moving things with the power of your mind may not be the pinnacle of mental prowess, but I’ve got very good at it indeed.” –Maldeve Barem, Raven Pyschic Archer

With the help of the Conspiracy of Minds, a small number of naturally telekinetic individuals among the Clans have learned to harness their ability as a weapon and simultaneously disguise it to appear as more mundane magic.

Ranger:

Trackers and Hunters from all Clans, as well as many of those devoted to fighting the crime and corruption in the larger cities find appeal in a Ranger’s methods, though their connection to the wild makes them more common on the fringes of society, often grouping with Druids and Barbarians to continue their watch of the animal charges.  Many Rangers choose either the Champion of the Wild or the Solitary Hunter variant class feature to enhance their Hunting prowess while working closely with Druids.

Rogue:

In Verold Rogues are most commonly Ferrets who apply their skills and abilities as much to the skills to get them through every day life as to getting them out of the trouble their curious natures can cause. Rogues from other Clans are usually either part of powerful crime rings or members of city defense forces, though some of the shiftier Clan members use the Rogue class to tread a delicate life just short of criminal. Many rogues in smaller towns and in the wild take the Wilderness Rogue substitution.

Sorceror:

Most Sorcerors in Verold are tricksters, calling upon their innate magical nature to perform illusions and entertain audiences, though others, especially Foxes, turn these tricks to a darker end, manipulating those around them for personal gain. Many dedicated Sorcerors in Verold choose the Arcane Reabsorbtion alternate class features.

Warlock:

The majority of Warlocks in Verold gain their powers from sources other than Fiends. Many in the forests, especially a carefree and mischievous clan of Ferrets, gain their power through bonds with or family ties to Fey. Others allow a maddening voice from beyond the stars to twist power through their minds in intricate displays of insanity. And a few who tend to the Lost come to seek the energies that power them well before their own demise.

Wizard:

The studious Ravens and other scholars at their universities and libraries often turn their attention to the study of magic through the discipline of the Wizard class, though the majority of the Clans and their members place a greater emphasis on the tangible and physical aspects of their life and world. In smaller communities especially, a Wizard’s arcane magic is seldom seen, sometimes even mistrusted, while the divine magic of Paladins and Druids is seen as a mundane occurrence.

Other Classes:

Incarnum users, Martial Adepts, Truenamers, Shadow Magic, Dragon Magic, and Pact Magic are all very rare, if not unheard of, in Verold. For those few that do exist, Martial Adepts can usually be found studying with Tiger or Python monks, adapting the philosophy of the Monk schools. Shadow Magic is most often used by Rats and Foxes in criminal activity, though a few Ravens may utilize it in their studies. Pact Magic, Dragon Magic and Truenaming are almost exclusively encountered through an esoteric Raven who has dedicated life to studying their obscure powers, though there’s rumor of a gang of Rats who stumbled upon one such Raven’s research and now use Truenaming for their own ends. Incarnum is most often used by Vipers if it can be found, and many of the more obscure legends the Vipers carry tell of a small group of it’s users being vital in bringing the Clans together to topple the Wolves in the Second Great War.

General Alternate Class Features:

Aether Companion:

Some choose to summon a bodily extension of their own will instead of calling upon an animal companion or special mount. Any one of these features can be exchanged for the Aether Companion. Summoning the Aether Companion requires 24 hours of ritual and consumes 100 gp of materials.

Blade Wind:

Some choose to focus on fluidity and motion instead of placing their blows to deal extra damage to their opponent. In place of gaining Sneak Attack from any class which grants it, a character can instead gain the Blade Wind technique and improvements. The strength of the Blade Wind depends on the combined total number of Sneak Attack dice he would have access to otherwise. This is the Effective Blade Wind Level.

13
Verold / The Clans
« on: November 16, 2011, 08:49:57 PM »
The Clans:

The Clans make up the vast bulk of Verold’s population throughout its history. There were originally seventeen Clans including Man, though now only twelve remain.

Wolf: Remnants of their shattered packs, Wolves have to hide from society and often have power hungry motivations.
Bear: Strong in heart and body, the lumbering Bears are steadfast friends and frightful opponents.
Boar: Stubborn and quick to anger, Boars travel in nomadic tribes to avoid long contact with the other Clans.
Fox: The quick-witted Foxes use their sharp tongues and affinity with illusion to manipulate the other Clans to their own advantage.
Viper: Slim storytellers and musicians, Vipers are the historians of the Clans, and they always seek new tales to tell.
Ferret: Not much holds the attention of the hyper and curious Ferrets for long, but even the simplest things can seem an adventure to them.
Rat: Preferring shadows and treachery to real companionship, Rats are the bulk of the criminal underworld of the Clans.
Tiger: The meditative Tigers seek to balance their minds and bodies into a perfect union to represent the ideal of their naming.
Raven: Studious and intelligent, the Ravens are scholars and mages, ever seeking to unlock the next mystery.
Coyote: Shameful and withdrawn, the Coyotes blame their gifts to Man for the loss of the fallen Clans.
Python: Competition is the ultimate drive for the athletic Pythons.
Crane: Bureaucracy and diplomacy has stolen most of the zeal from the once fanatic Cranes, but many still serve their fellows with an unwavering will.

Racial Ability Adjustments
RaceLevel AdjustmentFavored Class
Wolf+2 to any three abilities, LA +1Any
Bear+2 Str, +2 Con, -2 Int, -2 DexBarbarian
Boar+4 Con, -2 Int, -2 Wis, -2 ChaFighter
Fox+4 Cha, +2 Int, -2 Str, -2 ConSorceror
Viper+2 Cha, +2 Int, -2 StrBard
Ferret+2 Dex, +2 Int, -2 Str, -2 Con, -2 WisRogue
Rat+4 Dex, +2 Cha, -2 Str, -2 ConHexblade
Tiger:+2 Dex, +2 Str, +2 Wis, -2 ChaMonk
Raven+4 Int, +2 Wis, -2 ChaWizard
Coyote+4 WisDruid
Python+2 Str, +2 Dex, +2 Con, -2 Int, -2 WisMonk
Crane+2 Dex, +2 Wis, +4 Cha, -2 ConPaladin


All Clans:

All Clans can switch between their Human and Animal forms as a standard action. In Animal form they retain all class abilities, as well as the ability to speak, though they cannot normally cast spells. All armor and equipment is incorporated into the animal form, though only magic items are still useable. Magic armor and equipment worn provide all their magic bonuses, though none of their mundane bonuses are transferred. One available melee weapon transfers its magic bonuses to the Animal form's natural attacks. Each Clan can also communicate with natural animals of its type, and has a +4 on all Charisma based checks in relation to such animals. Only Wolves start play with the ability to take a Hybrid form. In Hybrid form, all equipment resizes to accommodate their new form, but they can choose to still have one available melee weapon meld into their form, transferring its magic bonuses to the Hybrid form's natural attacks.

The Clans do not transmit Lycanthropy with a bite, either to each other or to outsiders, nor can they contract the disease.



Cursed Lycanthropes:

The Clans are the only Lycanthropes native to Verold, however more traditional Lycanthropes (such as those in the Monster Manual) are occasionally found scattered across the land. Whether bitten or born before arriving, the Clans refer to them as “Cursed Lycanthropes” and usually either pity or shun them for the disease they carry. When spending time within Clan cities they are usually found in the company of Rats and making up the bulk of a Wolf’s seedy contingent. Those of a more friendly nature tend to cluster in Coyote or Ferret communities, where their affliction is most easily overlooked.

 


Other Races:

Other races have little, if any presence in Verold, and even the most benign of travelers are often treated as monsters and demons, especially humans and those most resembling them. More savage races and those with animal qualities, such as Shifters and Rakshasas are more readily accepted, though they are still viewed as outsiders in even the most forgiving of communities.

 


Vital Statistics:


Age: All Clans age at roughly the same rate as Gnomes, and use their tables for starting age and aging effects.

Height and Weight: You can choose your character’s height and weight based on the ranges below, or you can randomly generate them.

Random Heights and Weights:

RaceBase HeightHeight ModifierBase WeightWeight Modifier
Wolf, male5’10”+2d6140 lbx (2d4) lb
Wolf, female5’4”+2d6110 lbx (2d4) lb
Bear7’+1d12340 lbx (2d10) lb
Boar, male3’8”+3d4240 lbx (4d4) lb
Boar, female3’8”+3d4180 lbx (3d4) lb
Fox2’10”+1d430 lbx 1 lb
Viper, male2’+1d610 lbx 1 lb
Viper, female1’10”+1d410 lbx 1 lb
Ferret, male3’   +1d1015 lbx 1 lb
Ferret, female2’8”+2d612 lbx 1 lb
Rat, male4’8”+2d4180 lbx (2d4) lb
Rat, female4’10”+1d8170 lbx (1d6) lb
Tiger, male7’4”+2d4150 lbx (2d6) lb
Tiger, female6’10”+1d10140 lbx (2d4) lb
Raven, male3’+1d1250 lbx (1) lb
Raven, female3’4”+1d645 lbx (1) lb
Coyote, male5’2”+1d4140 lbx (2d4) lb
Coyote, female5’4”+1d690 lbx (1d4) lb
Python7’6”+1d8140 lbx (2d10) lb
Crane, male5’6”+1d460 lbx 1 lb
Crane, female5’4”+1d480 lbx (1d4) lb

14
Verold / Verold Reviews/Questions/Discussions
« on: November 15, 2011, 08:02:46 PM »
Please post here with all reviews, comments, questions, discussions, flames, etc. for all compiled items.

Even if the item has been compiled, I would still love any input you care to offer.

Non-compiled items will stay in open threads so that more specific issues can be addressed. Once compiled those posts will be moved to this thread.

15
Verold / Verold
« on: November 15, 2011, 07:51:13 PM »
Verold:

Verold is a large, blooming continent, but its borders drop into stark cliff faces and deep, endless mists. Sea travel is non-existent, and even knowledge of oceans beneath the mists is obscure.

Verold is basically set into a loose caste system from a millennium of essentially stagnant society. No major outside influences. No major internal upheavals.

But that is all about to change.


History of Verold:
(click to show/hide)


Religion of Verold:

(click to show/hide)


Factions of Verold:

(click to show/hide)

16
Homebrew and House Rules (D&D) / [3.5] Rewrite Compilation
« on: November 14, 2011, 08:06:53 PM »
I'm going to get together all the 'fixes,' 'replacements,' and 'rewrites' of base classes, mechanics, PrCs, etc. that I can find here (links from elsewhere would be appreciated as well) and compile them together, with tags for related systems and whatnots.

Because I can. Because I want to. And I think it'll be helpful to see what's already out there in the way of such things.

By Class:


Fighter:

Otto the Bugbear - Scrapping the Core Classes - Fighter
JaronK - Fighter Fix
Prime32 - Weaponmaster
bkdubs123 - The Warlord
MasterVega - Templates to Power up Non-Full Casters
RobbyPants - Rebalancing 3.5
EjoThims - Verold
ciaran - Fighter Backgrounds
jpjandrade - Fixing Core classes with ToB
Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Fighter
Penny Dreadfuls - War-Marked
bkdubs123 - The Fighter Reborn - A Fully Redesigned Class [3.5]
AlphaBravo - [3.5] The New Fighter [PEACH]
SKRP - Yay, Fighter Fix!
Bortasz - [3,5] Warrior, Fighter, Officer. Soldiers at War
Eardatch - Another Fighter Fix
oslecamo - Fighter Fix Idea - Feat Master!
Nytemare3701 -    
Class Rewrites: Fighter

Prime32 - Fighter upgrade [3.5]
Shadeseraph - Alternate Fighter class
Eardatch - Tier 3 Fighter. Can it be done? [3.5]
Kethrian - Fighter with Class (abilities)
Prime32 - [3.5] The fighter, a leader of men
phaedrusxy - The Fighter Class




Barbarian:

MasterVega - Templates to Power up Non-Full Casters
RobbyPants - Rebalancing 3.5
EjoThims - Verold
Otto the Bugbear - Scrapping the Core Classes - Barbarian
jpjandrade - Fixing Core classes with ToB
Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Barbarian
Nytemare3701 - Class Rewrites: Barbarian
Kethrian - Barbarian Powered Up Rewrite





Hexblade:

Sinfire Titan - SiFir's Hexblade Fix
AfterCrescent - Another Hexblade 'fix'
katans - Revised Hexblade
EjoThims - Verold
kurashu - Prestige Hexblade
bkdubs123 - The Hexblade Reborn (Complete!)
bhu - Hexblade
Kethrian - Hexblade gone Insidious





Warmage:

X-Codes - The 1000000th Warmage Fix
Prime32 - 3.5 Class Fixes
bkdubs123 - Warmage Reborn?
bkdubs123 - Warmage Reborn Again
Kethrian - Warmage





Soulknife:

bkdubs123 - Yep, it's a Soulknife Fix
Sydonis - The Soulknife Reforged
Bauglir - [3.5] Soulknife Revision
Prime32 - 3.5 Class Fixes, Warlock (with Eldritch Blade feat)
Prime32 - [3.5] Soulknife fix
snakeman830 - Soulknife Fix (PEACH)
Prime32 - (Another) Soulknife fix [3.5]
ShneekeyTheLost - Soulknife Redoux [PEACH]
minmax - [3.5] A soulknife+psychic rogue class
Garryl - An Invocation-Using Soulknife Remake
Seerow - Soulknife
Kethrian - The Mind Blade-Focused Soulknife





Ninja:

JaronK - ToB Style Ninja
AfterCrescent - Ninja - A Step-up
JaronK - Adept Ninja
Hanzo187 - The Sublime Ninja
Hanzo187 - Reworked Complete Adventurer Ninja
JaronK - Shadow Hand Ninja
bhu - Ninja
Kethrian - Ninja Rewrite (ToB variant)





Knight:

AfterCrescent - AC's Knight
bkdubs123 - The Sublime Knight
Kethrian - Knight Rewrite





Shugenja:

Kuriomaken - So how do you make the Shugenja NOT suck? - Incomplete





Paladin:

bkdubs123 - The Champion
MasterVega - Templates to Power up Non-Full Casters
Prime32 - 3.5 Class Fixes
EjoThims - Verold
jpjandrade - Fixing Core classes with ToB
Kerrick - [3.75] Project Phoenix
bkdubs123 - The Paladin Reborn - A Fully Redesigned Class [3.5]
Garryl - The Devoted Paladin
Garryl - Spell-less Ranger and Paladin ACFs
Agrippa - [3.5][ToB]A Paladin Revision of My Own
Nytemare3701 -    
Class Rewrites: Paladin

Catty Nebulart -    
The Moladin

Prime32 - Being a paladin isn't a choice
kurashu - Quick Fix for Paladin
Kethrian - Paladin Rewrite




Swashbuckler:

Dave of the Rave - Revised Swashbuckler
Robby Pants - Rebalancing 3.5
bkdubs123 - Swashbuckler - The Good Version
RobbyPants - Quick-and-dirty ToB Swashbuckler
Seerow - The Swashbuckler
SneeR - The True Swashbuckler
Kethrian - Swashbuckler Rewrite





Bard:

Fuzzy Logic - Tier 2 Bard
MasterVega - Templates to Power up Non-Full Casters
EjoThims - Verold
Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Bard
Agrippa - How I view the bard class.
bkdubs123 - The Bard Reborn
DonQuixote - Bard Rewrite (Non-Caster)





Monk:

katans - Revised Monk
MasterVega - Templates to Power up Non-Full Casters
Midnight_V - Rebalancing 3.5
EjoThims - Verold
Prime32 - Gentle Fist Adept
jpjandrade - Fixing Core classes with ToB
Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Monk
ondonaflash - Monk Fix! Again!
bkdubs123 - The Monk Reborn
veekie - [Pathfinder] Revised Monk
Prime32 - Punch, kick, it's all in the mind [3.5]
SorO_Lost - The DDO Monk
Nytemare3701 - Class Rewrites: Monk
Catty Nebulart - The Moladin
Braininthejar - my second attempt at monk
Agrippa - [3.5] Yet another monk revision
Garryl - It's a Monk
Amechra - Monk Rewrite
dman11235 - Monk Fix





Samurai:

RabidPirateMan - Samurai[Rebalancing 3.5] - Incomplete
katans - Fixing the Samurai
Hanzo187 - Custom Samurai Class
bhu - Samurai





Ranger:

MasterVega - Templates to Power up Non-Full Casters
Prime32 - 3.5 Class Fixes
EjoThims - Verold
jpjandrade - Fixing Core classes with ToB
Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Ranger
bkdubs123 - The Ranger Reborn
Garryl - Spell-less Ranger and Paladin ACFs
Nytemare3701 - Class Rewrites: Ranger
Prime32 - Brainstorming an improved ranger
Kethrian - Improved Ranger [3.5]





Rogue:

MasterVega - Templates to Power up Non-Full Casters
EjoThims - Verold
jpjandrade - Fixing Core classes with ToB
Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Rogue
Nytemare3701 - Class Rewrites: Rogue
sirpercival - Sublime Rogue
Kethrian - Archetypal Rogue Rewrite





Warlock:

Prime32 - 3.5 Class Fixes
Chemus - Magus core class (warlock rewrite)   
Guyr Adamantine - "Nobody understands me!" [Warlock Redux]    
EjoThims - [3.5] Warlock Rewrite
Amechra - Warlock Invocation User





Truenamer:

Mr. Arcane - Fixing the Truenamer
Sinfire Titan - Need help making a Truenamer fix - Incomplete
Kellus - The Way Words Work (or, Truenaming that doesn't make me cry myself to sleep at night)





Cleric:

EjoThims - Verold - Nerfed
Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Cleric





Druid:

EjoThims - Verold - Nerfed
Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Druid





Dragon Shaman:

VennDygrem - Dragon Shaman Reboot





Chaos Monk:

bhu - Chaos Monk Redux





Sorceror:

Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Sorceror
Midnight_v -Revised Sorceror





Wizard:

Kerrick - [3.75] Project Phoenix
JaneSmith - Variant Wizard
RobbyPants - Wizard variation - Nerfed - Incomplete





Soulborn:

SKRP - [3.5] Variant Soulborn
bhu - Soulborn





Wilder:

Prime 32 - 3.5 Class Fixes
Prime 32 - Powered-up wilder





Sohei:

Littha - Sohei Remastered [3.5]
bhu - Sohei





Factotem:

Lycanthromancer - [3.5] The Martial Factotum ACF





Shadowcdaster:

sirpercival - Shadowcaster Fix





Necrocarnate:

sirpercival - Necrocarnate Redux





Healer:

Kethrian - Battlefield Healer





Marshal:

T.G. Oskar - The Retooled Marshal





Battle Dancer:

Kethrian - Battle Dancer class rewrite

17
You Break it You Buy it / 1,067,212 attacks in a single action
« on: November 14, 2011, 07:46:25 PM »
Okay, I'm back to this.

My goal is to generate the most individual, granted attacks in a single action (full round in this case, but still, only one action used). No manuevers, no multi-pouncing, no fusion, no infinites, no arbitrary numbers, no extra actions, no clone or cohort attacks. Just one character making as many granted attacks as I can squeeze into one single action.

The idea is for a Dragonwrought Kobold to use her Psion Cohort and his Red Wizard Cohort to True Mind Switch with a heavily templated beast.

The Psion creates a Dorje of Metamorphosis, Greater, which the Kobold will be able to use after a few (or several, whatever) tries with UPD. We turn into a Barghest, then feed until we have at least two extra HD. This will be useful later.

By using Circle Magic the Red Wizard gets his CL up to a minimum of 25 (Lizzipede's HD). He then uses Mental Pinnacle to turn it all to ML, and the Psion manifests Metaconcert so that his True Mind Switch power has access to the raised ML.

The Lizzipede is summoned with a CL 22 scroll of Gate (it's an outsider after all!). If Gate calling templated, non-unique creatures works, it is ordered to fail it's save. If a unique creature must be called, an Elder Evil worshipping soulless brain sucking Dragonwrought Kobold/Illithid should be tempting enough for it to show. In this case, in the round before the scroll is used, the Metaconcert casts Linked My Light and True Mind Switch. After the sroll is used and the Lizzipede appears, the True Mind Switch is manifested, and the high ML assures it will bypass the Will Save.

True Mind Switch is then cast again on the Kobold/Illithid, putting her in the Lizzipede's body.

Lizardfolk Templates:
(click to show/hide)

Tauric Creature:
(click to show/hide)

Tauric Creature Templates:
(click to show/hide)

And it looks, a little something like this:
(click to show/hide)

The Lizzipede also only has 25 HD and no SR, so some complications are removed.

Once in the body of the Lizzipede, the Kobold has 8 arms, 12 heads with 12 bite attacks. She receives a casting of Girallon's Blessing from the mage for 2 more, totaling 10. Normally these would all only be able to make off-hand attacks, however, Superior Multiweapon fighting makes as many arms as you have heads capable of making attacks as if they were your mainhand. However, the Wizard casts Trait Removal (from Serpent Kingdoms) to take the Superior Multi-weapon fighting EX ability away from her. Normally this would be a bad thing... But since she has Perfect Two-weapon fighting as a Dragonwrought Kobold, this is in fact a good thing.

A very good thing.

He then does the Embrace/Shun the Dark Chaos feat shuffle on her to swap out the TWF feat tree for MWF, since she now qualifies with multiple arms. If she uses an 'Added Tail' graft from Serpent Kingdoms, she can shuffle one of her Vile Feats to Prehensile Tail from Savage Species (since the Added Tail has a grapple attack).

Once adding the Tail Graft, the Kobold/Illithid/Lizzipede uses a dorje of Astral Seed (bought) until it works, then lets her cohorts kill her body. The extra HD from feeding as a Barghest is lost, but our new body is our new body, and we can kill the pre-mindswitch body without issues (and do other stuff as well).

She then shuffles two more feats into EWP (Eagle's Claw) and Eagle's Fury, then makes her main hand Crescent Knife an aptitude weapon to gain the benefits of these feats.

And Perfect Multiweapon fighting is very interesting, in that it allows us to make as many attacks with each off-hand weapon as we do with our primary.

With Bloodstorm Blade, we can throw Crescent Knives as if they were a small ranged weapon, allowing us to use Palm Throw with them. But Bloodstorm Blade also allows us to treat those ranged attacks as melee attacks, meaning we still get the doubled attacks of a crescent knife.

The Red Mage makes her a staff of Divine Power. The Kobold/Illithid/Lizzipede uses a dorje of Form of Doom (bought) until it works, then uses her 19 UMD to use it the staff of Divine Power, giving her 20 BAB.

This gives her 7 attacks (20/17/14/11/8/5/2 from Maho-Bujin). Whirling Frenzy adds another for 8. Flailing Strike (which we can use now, since Shou Disciple levels let us use all weapons in a flurry) gives a maximum of 4 more (and since this is going for tops, that's what we'll use) for 12 total. Rapid Shot adds one more for 13. Eagle's Fury adds another for 14. Thousand Cuts doubles this to 28. Sakkratar's Triple Strike gives two more for 30 (and makes all our crescent knife attacks keen and flaming burst to boot). Palm Throw doubles this to 60.  Using Crescent Knives doubles all these, meaning she makes 120 main-hand attacks.

That means each of our off-hand attack routines make 120 base attacks.

She has 9 already with Girallon's Blessing. The Wizard casts Arms of Plenty for two more clawed limbs. These and her 8 tentacles (2 from half-farspawn, 6 from Psuedonatural) make use of Gloves of Man. Using Aboleth Tentacle Grafts, we gain 16 more tentacles (one above each of our permanent arms, and one replacing each of our useless insectiel arms), also using Arms of Man. Totemist's Girallon's Arms bound to the Totem Chakra add two more, so use 2 more Gloves of Man. With her 12 heads using mouthpick weapons, that's 49. She also, though, has 4 tentacles on each head, thanks to the multi-headed template, and giving each of those Gloves of Man adds 48 more. Her 100 centipede legs each use a Leg of Squid pirate Peg-leg, turning 100 legs into 1000 tentacles, all using Gloves of Man. Her Prehensile Tail is another. The Serpent Arm graft adds an arm with a snake head at the end. With the Multi-headed template, this head also has a gore and 4 tentacles as soon as it attaches to her, adding (after gloves and mouthpick weapon) 5 more offhands. Using a Staff of Fearsome Grapple adds 4 more tentacles that she uses GoM on, for 4 more. Form of Doom adds 4 more that she uses GoM on. That's 1111 off-hand attack sequences that use crescent knives, each making 120 attacks. That alone nets her 133320 attacks, but Thousand Cuts doubles this, for 266640, and Palm Throw doubles this again, for 533280. Crescent Knives doubles this again, making it 1066560, or 1066680 attack so far.

She also has armor spikes and unarmed attacks for 120 more each, doubled for thousand cuts, giving a total of 480 more, or 1067160 attacks so far.

Her Half-Minotaur gives a gore attack, which all her heads get due to benefits of the Multi-headed template for 13 total, and since we're going all out, let's do 13 braid blades, limiting it to one per head, but still doubled for thousand cuts. This gives her 52 more attacks.

This gives a total of:


1,067,212 attacks in a single full round action.

To be safe, use the dorje of astral seed again while Form of Doom is up.



Kobold:
(click to show/hide)

Cohorts:
(click to show/hide)

Special thanks to Callix and Aftercrescent for the vast increases in the build.

Thoughts? Concerns? Improvement ideas?

Also, to note; this blatantly ignores wealth by level, but with a psion and wizard as cohorts, just choose your method of breaking the standard wealth scheme.

The templates can be abused even more, though I kept it to bare minimum for the attacks here.

18
Introduce Yourself / EjoThims has arrived
« on: November 14, 2011, 07:26:15 PM »
EjoThims is back.

Gonna be buried in porting my stuff over for a while... Think I should probably petition for a childboard not hidden in the retired PbP.

*sigh*

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