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Topics - CattyNebulart

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1
Homebrew and House Rules (D&D) / Psionic Whirling Blade
« on: November 08, 2015, 12:48:51 AM »
You all know the power, the hero takes their weapon and faces the army of mooks, then they swing it once and sheathe their weapon and then all the mooks begin to blow up. This is 3 distinct but related powers for 3 different weapon types, heavily based on whirling blade because psychic warriors also need some love.

Infinity's Edge/Drill That Pierces the Heavens/Rocket Punch
Psychokinesis
Level: Psychic Warrior 2
Manifesting Time: Standard Action
Range: 60ft line
Duration: instantaneous
Saving Throw: No
Power Resistance: No
Power Points: 3+ Augments
The Mani fester focuses on the (Slashing/Piercing/Bludgeoning) Weapon in their hand and psychokineticaly projects it;s edge or striking surface into a line demolishing everything in it's path.

Make a normal melee attack with your weapon but apply it to all enemies in the area of effect. You may substitute your manifesting attribute for strength for to hit and damage. Like a melee attack you can choose to miss.

Augments:
  • 2 pp: in addition the manifester can expend a readied standard action strike and apply the strike to every target hit by this power.
  • 2 pp: Any of these powers can emulate the other two at a slight surcharge.
  • 4 pp: Change the Area to a 60ft cone, a medium(100ft +10 per manifester level) line or a 30ft burst centred on the manifester. Infinity's Edge has a 2pp discount on the cone area, Drill on the Line, and Rocket Punch on the burst.
  • 6 pp: make a second strike at a cumulative -5 penalty for each subsequent attack. (ie perform iterative attacks.). This augment can be used more than once.

2
Everyone post the character sheet here once you are finished for my easy reference once it is done.

3
You’ve come to Blasingdell, a small mining town on the northern frontier, it in rugged terrain and dark, deeply forested hills rise beyond the town’s outskirts. It is nearing evening and ther is just one inn in town, and this is not yet the season for travelers, so an Urskan and a Dwarf have the common room almost by themselves, deeply engrossed in a conversation about the metallurgy of armour, when a golden scaled humanoid and two catgirls enter the inn, immediately attracting a lot of attention with their regal poise and for other reasons.

The legend of the smith Durgeddin the Black is well known in this region. In each of the small, scattered towns you’ve passed through, you’ve heard stories of wondrous treasure hidden in long-lost dwarven vaults and a pitiless war of vengeance between dwarf and orc a hundred years past. Durgeddin was a master smith who forged blades of surpassing quality and power. Centuries ago, Durgeddin’s home was sacked by orcs. Durgeddin led the remnants of his clan to a new stronghold in the mountains north of the town of Blasingdell and established a small, secret stronghold somewhere in the trackless wilderness. From his hidden redoubt, he waged a decades-long vendetta against all orc-kind, until one day his enemies discovered his fortress and attacked it. Durgeddin and his followers perished, and much wealth was carried away by the conquering hordes. Or at least so the popular legend goes, you have heard a few dozen retelling with different embellishments, different attackers, and different outcomes, though they tend to agree that the dwarves are gone or undead or that their stronghold was so laden with riches that it sank deep into the underdark or... Well lots of fanciful stories. The shared core is that the dwarves where somewhere around here and that they are gone but left riches behind.

((OOC: Well players feel free to talk and introduce yourself.))

4
Play By Post / [D&D3.5] Quest for the Sunblade
« on: October 11, 2015, 11:45:55 PM »
So after a few years of being too busy I am going to try and run a game again, I thought about picking up my old games but too much work for now, instead we'll make a nice short campaing based on a published module (Forge of Fury) that might get stretched into a longer campaign if it is working well. However there is a little twist, for this campaign home-brew classes and whatever are encouraged, with the tough of going over the game ever few levels and discussing what worked and what didn't. I'm still busy but I have an hour a day I'm on the train that I will be using for this game, so it should be resistant to disruptions.

So creation rules.
1) 36 point buy, or 20 and +1LA
2) 3'rd level
3) 3000gp, items over 1000gp cost 500gp extra (so you could buy a handy haversack and have 500 gp for gear, or you could buy cheaper things)
4) hit dice are always maxeimized.
5) base skillpoints are increased by 50% (but not int bonus, so a 2+int class now gets 3+int, etc. a rogue gets 12+int), and are not tripled at 1'st level instead any class skill with ranks gets a +3 bonus.
6) No flaws or traits, but 2 feats at 1'st level.

So the basic story is that you and some other people have put together the clues that put you on the trail of the sun-blade, just like the legendary hero who saved your village/town/tribe/etc. however long ago before disappearing in search of the sun-blade nearly two decades ago, so you decide to follow the trail to see where it leads.

Things I'd like to see in the game but that are not prerequisites;
kitties; http://www.minmaxboards.com/index.php?board=65.0
Oslecamo's improved monster classes, esspecialy the urskan/midguard dwarf; http://www.minmaxboards.com/index.php?board=34.0
More kitties; http://www.minmaxboards.com/index.php?topic=16514.0

Well is anyone interested?

5
Since I am looking at getting some free time again maybe I thought I'd polish this up and post it from the old boards.

DEVIL HUNTER



From the well of deepest darkness, by the beacon of crimson light, it is our duty to destroy all demons! To protect the innocent, to preserve happiness...demands the twin swords of courage and justice!
-Devil Hunter Yohko

Devil Hunters are nimble warriors, chosen by an ancient compact to hunt devils and demons invading the mortal world, the power has a tendency to run in family lines, but sometimes a line dies out or a new person is chosen to be a devil hunter, founding their own line if they are sucsessful.

MAKING A DEVIL HUNTER
This is supposed to be a CG version of the paladin, but in many ways it plays more like a ranger or swordsage.
Abilities: Charisma, charisma, charisma. It drives all the class abilities, and as such is the most important stat. Con is always important, and Dex is key to many skills, and replaces strength.
Races: Most devil hunters are human, but sometimes Elans and Assimar also hear the call to this sacred duty, and some Catfolk tribes have one as a questing guardian. Members of this class are ussualy following a family tradition, but the chaotic whims can strike any chaotic good person regardless of race.
Alignment: Must be Chaotic Good.
Starting Gold: 4d4x10 (100gp)
Starting Age: Young

Class Skills
The class name's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy(Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal(Wis), Intimidate (Cha), Jump (Str), Knowledge (Psionics, The Planes, Religion, and History) (Int), Martial Lore (Int), Profession (Wis), Psicraft(Int), Ride (Dex), Search (Int), Sense Motive (Wis), Swim (Str), and Tumble(Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8


   BAB  Fort    Ref    Will  Manuvers Readied Stances Power-Points Powers-Know Max-Power-Level  Abilities

1   +1    +0     +2     +2    4        2       1        -           -            -               Aura of Good/Chaos, Divine Finesse, Lousy Destiny
2   +2    +0     +3     +3    4        2       1        -           -            -               Divine Agility
3   +3    +1     +3     +3    5        2       1        0           -            -               Evasion, Smite Evil 1/day
4   +4    +1     +4     +4    5        3       1        0           1            1               Fast Movement(+5)
5   +5    +1     +4     +4    5        3       2        1           2            1               Turn Undead (Su)
6   +6    +2     +5     +5    6        3       2        2           2            1               Aura of Divine Favor (Basic)
7   +7    +2     +5     +5    6        3       2        4           2            1               Spiritual Weapon, Smite Evil 2/day
8   +8    +2     +6     +6    7        3       2        7           3            2               Fast Movement(+10)
9   +9    +3     +6     +6    7        3       2       11           3            2               Cat's Grace
10 +10    +3     +7     +7    7        4       2       14           3            2               Aura of Divine Favor (Aid Allies)
11 +11    +3     +7     +7    7        4       3       18           3            2               Improved Evasion, Smite Evil 3/day
12 +12    +4     +8     +8    8        4       3       23           4            3               Fast Movement(+15)
13 +13    +4     +8     +8    8        4       3       29           4            3               Divine Weapon
14 +14    +4     +9     +9    8        5       3       36           4            3               Divine Grace
15 +15    +5     +9     +9    9        5       4       44           4            3               Aura of Divine Favor (Affect Enemies), Smite Evil 4/day
16 +16    +5    +10    +10    9        5       4       53           5            4               Fast Movement(+20)
17 +17    +5    +10    +10    9        6       4       63           5            4               Holy Weapon
18 +18    +6    +11    +11   10        6       4       74           5            4               Mettle
19 +19    +6    +11    +11   10        6       4       86           5            4               Smite Evil 5/day
20 +20    +6    +12    +12   11        7       5       99           6            5               Fast Movement(+25)


Class Features
Weapon and Armor Proficiencies: The class name is proficient with Light Armor, and simple and martial weapons, Bastard Swords, Whips, and Bolas, but not with shields.

Lousy Destiny (Su): The path of a Devil Hunter is fraught with peril. Since it tends to run in family lines there are plenty of devils and other evil outsiders who harbor a grudge against the Devil Hunter and many others will take the opportunity to stop a new line of devil hunters before it forms. To mitigate that effect the forces of good provide the Devil Hunter with potent supernatural abilities. If the Devil Hunter ceases to be chaotic good they can no longer advance in this class, and if they cease to be good they lose all supernatural abilities granted by the class.
All evil creatures gain a +2 profane bonus to attacks on a Devil Hunter, however if they are threatened by the Devil Hunter take a sacred penalty equal to the Devil Hunter's charisma bonus on all attack rolls to attack anyone else.

Maneuvers: The Devil hunter gains a small set of maneuvers from the Desert Wind, Devoted Spirit, Shadow Hand, and Setting Sun disciplines. Upon reaching 4'th level and every four initiator levels after that you may swap one of your known maneuvers for a new one. See Crusader, Swordsage, or Warblade for details. For purposes of feat prerequisites levels in this class count as Swordsage levels (Extra Readied Maneuver, Adaptive Style, Scribe Martial Script, etc.). Note that initiator levels go up even if advancing another class.
You can recover your expended maneuvers by expending your psionic focus as a swift action.

Aura of Good/Chaos (Ex): The power of a Devil Hunter’s aura of good/chaos (see the detect good spell) is equal to her Devil Hunter level.

Manifesting: The devil hunter gains the ability to manifest a small number of powers from the Psychic Warrior List. Her Devil Hunter Level - 2 is her manifester level.
The manifesting attribute is Charisma.

Turn Undead (Su): As Paladin; When a Devil Hunter reaches 5th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Divine Finesse (Ex): You may choose to substitute Dexterity for Strength for the purposes of the to hit roll and damage. For purposes of prerequisites this counts as the feat Weapon Finesse.

Divine Agility (Ex): When wearing light or no armor the Devil Hunter gains their charisma bonus as an armor bonus. This does not stack with the bonus from Swordsage, Monk or Ninja. She loses this bonus when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.

Evasion (Ex): As the rogue class feature. She loses this bonus when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.

Smite Evil (Su): As Paladin

Fast Movement (Ex): At 4'th level and every 4 levels thereafter the Devil Hunter gains a 5ft bonus to their movement speed(s). This is not an enhancement bonus and as such stacks with magical enhancements to her base speed. She loses this bonus when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.

Aura of Divine Favor (Su): Devil Hunters often seem supernaturally lucky, this is due to subtle interference by the gods. Devil Hunters get their Charisma Bonus as a sacred bonus to all strength and dexterity based skill and ability checks.
At 10'th level your luck extends to your allies, each round you may expend 2 power points all allies in a 5ft radius per Devil Hunter level gain your charisma bonus on all strength and dexterity checks. This is a free action.
At 15'th level you may expend 4 power points per round as a free action to give all enemies within the radius an equal sacred penalty.

Spiritual Weapon (Su): Any melee weapon wielded by the Devil Hunter counts as magical and ghost touch. At 10'th level this also applied to ranged weapons.

Cat's Grace (Ex): The Devil Hunter has uncanny grace and luck and therefore always lands on her feet and takes no falling damage. She loses these bonuses when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.

Improved Evasion (Ex): As Improved Evasion for rogue.

Divine Weapon (Su): Any melee weapon wielded by the Devil Hunter counts as good alinged, and has the merciful enhancement againts non-evil creatures. As usual with the merciful enhancement it can be suppressed. At 16'th level this also applies to ranged weapons.

Divine Grace (Su): As Paladin.

Holy Weapon (Su): Any melee weapon wielded by the Devil Hunter now counts as if it had the Holy enhancement and counts as chaos aligned. At 20'th level this also applies to ranged weapons.

Mettle (Ex): A Devil Hunter can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect.

PLAYING A DEVIL HUNTER
Devil Hunters are chosen wariors of good, their own Opinion of the situation maters little, by fate and hapestance they will find themselves the target of fiendish plots and supernatural disasters, which causes most Devil hunters to revel and enjoy the free time between encounters, confident that their abilities will see them through.

Religion: Selune is a popular deity among Devil Hunters, ans so is perhaps surprisingly Sharesss, and a fair number worship Eilistraee.
Other Classes: Devil Hunters tend to get along with most good people, but their care-free nature annoys the more straightlaced paladins.
Combat: Devil Hunters are agile and nimble wariors rushing in and drawing the attention of the enemy away from their companions, using their speed and abilities to hit hard and then duck away before the enemy can retaliate in full force, exploitign the openings generated by their clumsy attacks to punish them in the name of Love and Justice!
Advancement: Devil Hunters have been chosen by Fate or Destiny to live in interesting times, their holy power growing as they fight the legions of hell and the abyss, strengthening their latent psychic potential and enabeling wonderous feats of physical prowess.

DEVIL HUNTERS IN THE WORLD
History is nothing more than the documentation of a struggle between two forces. On the dark side lie the Minions of Evil, Devils if you will, the task of impeding their progress has been left to our family, the Devil Hunters.
-Hinata Mano, 107'th generation Devil Hunter

How they are viewed in the world.
Daily Life: There is no such thing as a typical day for a Devil Hunter since every day there is a new plot to kill them or destroy the world that they must thwart.
Notables: One of the most notable lines of Devil hunters is the Mano line, and the latest members of that line Yohko Mano and Ayako Mano have a rivalry going that has carved a bloody path through the legions of hell.
Organizations: Most holy orders are filled with stuffy and staid paladins, the chaos that inevitably follows a Devil Hunter is most unwelcome but they would not turn away from the fight agaisnt evil.

NPC Reaction
Most good NPCs revere Devil Hunters for their role in stopping evil outsiders, however cultist and summoners tend to be less enthused about the Devil Hunters.

DEVIL HUNTERS IN THE GAME
Devil Hunters can appear in any setting, but they are most common where the fight between good and evil hangs in the balance.
Adaptation: There is not much setting specific to the class, in worlds without psionic powers the powers coudl be replaced by paladin spells with charisma as the castign stat.
Encounters: Typicaly an NPC Devil Hunter is encountered in the middle of some fiendish plot to invade the material plane, conquer the world, summon chutulu, steal candy from a baby, or any other nefarious plot that the Devil Hunter will need the PC's help to defeat, alternatly Devil Hunters can show up in the darkest hours when all seems lost like the cavelery and help the party save themselves.


6
Min/Max 3.x / Help on fixing a gish build
« on: May 16, 2012, 08:54:25 PM »
So I was going over some of my old notes and I found this build. It has three points of rules problems, since it was a forgiving GM. Now I'm trying to fix it, so I could re-use it elsewhere. The primary goal of this exercise is to drop the tweaked rules and make this legal by RAW.
It's also somewhat mad needing high cha and wis and benefiting a lot from high physical stats. The solution should still be a Spirit Shaman with unarmed attacks, part of the goal was to utilise the bite of the X spells. The original race was lesser assimar for the cha/wis bonus.

2 Monk - Bonus Feats: Combat Reflexes Stunning Fist
3 Spirit Shaman
2 Mystic Wanderer
3 Prestige Paladin
10 Sacred Fist (full casting)

Problems:
  • Chastise Spirits is not Turn Undead. The GM allowed the paladin to advance it instead of Turn Undead as they have similar mechanics.
  • Mystic Wanderer has the Alignment restriction: Not Lawful.
  • Mystic Wanderer is 3.0 and setting specific. This is a minor problem but lets resolve it if we can.

Pros;
Cast as druid meaning Bite of X spells.
Casts 9'th level spells, 17 BAB
high AC, high saves + evasion
mount and familiar. Not sure why you would want them but you have them anyway.

Cons;
MAD, needs his wis and cha, int can't be too low and benefits from all 3 physical stats.
Technically not a legal build.

7
Min/Max 3.x / Optimizing Wild Empathy
« on: May 13, 2012, 09:26:26 AM »
Are there any easy ways to optimise wild-empathy? I'm trying to find items, feats and things of that nature that can boost the check, though other solutions also work.

8
Gaming Advice / Zerth Cenobite powers known
« on: April 07, 2012, 01:52:19 PM »
The Zerth Cenobite from complete psionic the table says that you gain a power known every time you gain a new level of powers known, but the text says that you gain one power each level. Text generally trumps table but has there been any errata or ruling about this?

9
Gaming Advice / Telepathy, line of effect and line of sight
« on: November 13, 2011, 12:50:55 AM »
For a game set in Dnd3.5;

Is telepathy stopped by things that block line of effect? If not how much material would block it?
Can you tell there is someone in the area though telepathy? Mindsight argues you can't locate them without it, but could you tell if there is something within range?
Do you need to know if there is someone there to communicate with them telepathically?
Can you communicate telepathically with someone immune to mind-affecting?
If you are immune to mind-affecting can you still use telepathy?

I don't think all of the above have hard and fast rule interpretations, but for any that do exist I would like to know.

10
Introduce Yourself / poke
« on: November 12, 2011, 04:42:17 PM »
mandatory message

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