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 - TravelLog

Pages: [1] 2
1
Off Topic Fun / Los Angeles?
« on: June 17, 2013, 12:24:49 AM »
I'll be back in town for the summer (the Valley specifically), and was wondering if anyone might have a space at their gaming table.

Best,
TL

2
Min/Max 3.x / Help me build a Totemist/Bard
« on: June 08, 2013, 11:25:23 PM »
Alright, first is char gen rules:
Quote
Level: 10th(minimum of 3 as a Bard, varients allowed)
Rulebooks used: Core, all Completes(arcane, mage, psionic, divine, champion, scoundrel, warrior, adventurer), Dragon Magic, Drconomicon, Libris Mortis, Magic Item Compendium, Eberron Campaign Setting(although the game is not set in eberron), Races of Dragon, PHB 2, DMG 2, MM 2, Fiend Folio, unearthed Arcana, Manual of the Planes, Hero Builder's Guidebook, Book of Vile Darkness and Book of Exalted Deeds.
stats: 4d6v1r1
starting gold: 49,000 gp

This is an all-bard game, so I'm planning on handling the melee stuff, and will be using this class: Totem Chanter, unless someone has a superior melee bard PrC class (homebrew included).

I was thinking about a Draconic Dragonborn Lesser Aasimar for race, but I'm happy to entertain any and all alternatives.

3
Homebrew and House Rules (D&D) / [PrC] Binder of the Dark
« on: June 03, 2013, 03:07:17 PM »
This is a class I made as part of the Discworld Compendium. I'm posting it here separately to get some feedback before tossing it in a finalized version into the aforesaid thread.

Binder of the Dark



BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Race: Dwarf
Feats: Improved Binding
Skills: Diplomacy 13 ranks, Profession (Miner) 5 ranks
Soulbinding: Able to bind at least 4th level vestiges

Class Skills
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Kn. Arcana (Int), Kn. Architecture and Engineering (Int), Kn. Nature (Int), Kn. Religion (Int), Kn. Planes (Int), Listen (Wis), Profession (Int), Sense Motive (Wis), Survival (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d8


Level
Base Attack BonusFort SaveRef SaveWill Save
Special
1st+0+0+0+2Dark Pacts
2nd+1+0+0+3By the Soles of the Feet (Ex), Soulbinding +1
3rd+2+1+1+3Undermining Pact (Su), Soulbinding +1
4th+3+1+1+4At Home in the Earth (Ex), Soulbinding +1
5th+3+1+1+4Bound by Blood (Su)
6th+4+2+2+5Eyes of the Earth (Su), Soulbinding +1
7th+5+2+2+5Bound by Darkness (Ex), Soulbinding +1
8th+6+2+2+6Stone-form (Su), Soulbinding +1
9th+6+3+3+6Protection of the Dark (Su), Soulbinding +1
10th+7+3+3+7One with the Dark (Su), Soulbinding +1

Class Abilities

Dark Pacts: As a Binder of the Dark, you gain access to the special Dark vestiges: The Finding Dark, The Summoning, and the Guarding Dark. Only a Binder of the Dark can bind these vestiges. Any other binder who attempts to bind them is instead cursed, reducing their maximum hit points by half, and taking a -4 profane reduction on all attack rolls, damage rolls, and saves until such time as they sacrifice items or gold worth 5,000 gp per level of the vestige they attempted to summon.

By the Soles of the Feet (Ex): A second level Binder of the Dark gains tremorsense 15’.

Undermining Pact (Su): A Binder of the Dark of at least 3rd level is granted an unusual boon. Because the Darks are protective of their own, he becomes able to undermine the pacts of others. Once a day per two Binder of the Dark levels, he can spend a full-round action to either prevent a binder from making a pact or to force a pact to end prematurely. He and the target binder make opposing binding checks. If he succeeds, one of the target’s pacts immediately ends, and that vestige slot cannot be filled for one hour per point that the Binder of the Dark won the check by. If no pacts have yet been made by the target, he loses one vestige slot for the day. If the Binder of the Dark fails, the opponent is unaffected and gains a +2 circumstance bonus to attack and damage rolls against the Binder of the Dark for three rounds.

At Home in the Earth  (Ex): At 4th level, a Binder of the Dark gains a burrow speed equal to his land speed, as well as the Blind Fight feat, even if he does not meet its prerequisites.

Bound by Blood (Su): Once a day as a full-round action, a Binder of the Dark of 5th level or above can simultaneously eject a currently bound vestige and replace it with one of the Darks. The ejection occurs automatically, and the next time that vestige is bound the pact is automatically a Bad Pact.

Eyes of the Earth (Su): As long as he has a Dark vestige bound, a 6th level Binder of the Dark is always aware of his surroundings. He can always act in a surprise round and, as long as he is standing on natural terrain, can never be treated as flat-footed.

Bound by Darkness (Ex): At 7th level, a Binder of the Dark gains an extra vestige slot in which he can only bind a Dark vestige. It is otherwise treated identically to any other vestige slot and pact.

Stone-form (Su): An 8th level Binder of the Dark becomes one with the earth. He gains the ability to use Meld into Stone 3/day as a supernatural ability as part of a move action.

Protection of the Dark (Su): At 9th level, so long as a Binder of the Dark is bound to one of the Darks, he is considered to be under the effects of a Globe of Invulnerability.

One with the Dark (Su): A Binder of the Dark of 10th level is inextricably bound to the Dark vestiges. Whenever he binds one, he may select one ability from each of the others and use it as if he was bound to them as normal. He also gains Touchsight 120’ as long as he is underground and bound to a Dark vestige.

4
Homebrew and House Rules (D&D) / Critique Exchange Thread
« on: June 03, 2013, 02:08:25 PM »
So I've noticed a trend on these forums that while we have excellent Homebrew, many of them fall by the wayside and go un-commented upon. Even work by Amechra, Prime, SirP, and other prolific Homebrewers. So, I'm starting this thread.

Here, you can post a class you want critiqued. In exchange though, YOU have critique the work of someone else or the purpose who critiqued you. Simple right?

To get things rolling, I will give a freebie to the first person to post in this thread and will critique their work myself. As Garryl or SirPercival will tell you, my comments tend to be very in-depth. So step up and get posting + critiquing!

5
Min/Max 3.x / Help me build an Oread Summoner (Pathfinder)
« on: April 28, 2013, 12:01:11 AM »
Here is the current sheet. Mainly, I'm looking for feat recommendations and advice on building my Eidolon, along with future spell selection and gear necessities.

I got the DM to agree to swap the -2 Cha of Oread for either -2 Dex or -2 Int, thus not penalizing my spellcasting. We're playing a level 1-15 game, for purposes of this build, so advice that fits with that would be most appreciated. I was entreating the idea of taking the Oread feat chain that lets me get Earth Glide at 13th, and since I'm a Shaitain Binder archtype, both myself and my eidolon would be able to Earth Glide, which could make for some unique tricks.

6
Homebrew and House Rules (D&D) / [Creature] Syrethon
« on: April 24, 2013, 07:17:34 PM »
Syrethon


Large Magical Beast (Earth)
Hit Dice:10d8+40 (85 hp)
Initiative:+5
Speed:30 ft. land (6 squares), 30 ft. swim (6 squares)
Armor Class:21 (–1 size, +5 Dex, +7 natural), touch 14, flat-footed 16
Base Attack/Grapple:+7/+17
Attack:Claw +14 melee (1d6+8)
Full Attack:2 claws +14 melee (1d6+8) and bite +9 melee (1d6+5)
Space/Reach:10 ft./5 ft.
Special Attacks:Rend (1d6+12), Refraction
Special Qualities:Darkvision 60 ft., half damage from fire/cold, low-light vision, regeneration 5/sonic, vulnerability to sonic, earth glide
Saves:Fort +11, Ref +12, Will +4
Abilities:Str 26, Dex 20, Con 19, Int 6, Wis 13, Cha 8
Skills:Listen +7, Spot +8
Feats:Power Attack, Combat Reflexes, Improved Combat Reflexes, Swim by Attack
Environment:Caves and underground lakes
Organization:Pack 5-12
Challenge Rating:7
Treasure:Standard
Alignment:Any

Refraction (Ex/Su): Any time the syrethon are targeted by spells or abilities of the [light] or [fire] descriptors, half of the damage or effects are refracted to random targets within a range of 10'. The number of targets depends on the spell or ability the Syrethon is refracting (so a single target spell would have one refracted target, an area spell would include all creatures in the 10' range, etc.). As a supernatural ability, Syrethon are also capable of storing energy from [light] and [fire] spells or abilities: when a Syrethon saves against a [light] or [fire] spell or ability, it absorbs the effect for 1 minute, during which time it can as a swift action choose to empower it's bite attack with that effect. If it successfully bites a creature during that within one round, the target is effected just as if they had been the initial target of the spell.

Shard Spray (Ex): As a full-round action, the syrethon can launch a storm of razor sharp crystals in a 30 ft cone. The attack deals 3d6 piercing damage, reflex half.

Crystalline Body (Ex): With bodies made of crystal, the syrethon take half damage from fire and cold attacks. They are also able to move through the earth, as earth glide.

7
Homebrew and House Rules (D&D) / [Creatures] Ahn, Karr and Zell
« on: April 24, 2013, 06:55:25 PM »
Ahn, Karr and Zell

(click to show/hide)


Huge Giants (Evil, Extraplanar)
Hit Dice:22d8 + 132 (222)
Initiative:-1
Speed:35 ft. in hide armor (7 squares), 50 ft. base (10 squares)
Armor Class:32* (–2 size, –1 Dex, +16 natural, +3 hide armor, +6 Gift of Doubt), touch 12, flat-footed 31
Base Attack/Grapple:+16/+36
Attack:Greatclub +27 melee (4d6+18) or slam +26 melee (1d6+12) or rock +13 ranged (4d6+12)
Full Attack:Greatclub +27/+22/+17/+12 melee (4d6+18) or 2 slams +26 melee (1d6+12) or rock +13 ranged (4d6+12)
Space/Reach:15 ft./15 ft.
Special Attacks:Shadow Grasp, Crushing Shadows, Earth-shaking bellow (Ahn), Stunning Blow (Karr), Doubting Shadows (Zell), Rock throwing
Special Qualities:Low-light vision, Meld into Shadow, Skin of Doubt, Gift of Doubt, Rock catching, Scent, Spell Resistance 19, Shadow Investiture, Resistance 10 Acid/Fire/Electricity/Cold
Saves:Fort +19, Ref +9, Will +11
Abilities:Str 33, Dex 8, Con 23, Int 6, Wis 10, Cha 7
Skills:Climb +11, Jump +11, Listen +10, Spot +13
Feats:Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow, Power Attack, Weapon Focus (Greatclub)
Environment:Plane of Shadow
Organization:Always as a trio
Challenge Rating:???
Treasure:Triple Standard
Alignment:Always Neutral Evil

Rock Throwing (Ex): Ahn, Karr and Zell have a +1 racial bonus on attack rolls made to throw rocks. This bonus stacks with any existing racial bonus. They can throw rocks weighing up to the amount given in the following table up to five range increments.The size of the range increment depends on the jotunblood giant’s size category, as given in the table. They gain their Strength bonus (if any) on damage rolls when it strikes a foe with a thrown rock.

Shadow Grasp (Su): Ahn, Karr and Zell may, as a standard action, attempt to initiate a grapple against any creature within their line of sight so long as that creature is in contact with shadows. The giants reach an arm into a nearby shadow, causing it to manifest and grapple the chosen creature. If successful, the grapple deals 1d8 negative energy damage per round it is maintained. Grappled creatures attempting to use divine spells have a 33% chance of spell failure, causing the spell to be expended to no effect. Spells of the [light] descriptor cause the arm to vanish.

Crushing Shadows (Su): As a standard action, Ahn, Karr or Zell may attempt to brutally crush any creature affected by the Shadow Grasp ability. The target must make a Fortitude save (DC 22) or take 6d8 damage and be rendered helpless for one round. A successful save halves this damage and negates the helpless condition.

Earth-Shaking Bellow (Su): Once every 1d4 rounds, Ahn can loose an earth-shaking bellow that functions like an earthquake spell, except that the area is a 40-foot cone-shaped spread directed away from Ahn.

Stunning Blow (Ex): Once every 1d4 rounds, Karr can imbue his melee attacks with stunning force. A creature damaged by such an attack must succeed on a Fortitude save (DC 22) or be stunned for 1d3 rounds.

Doubting Shadows (Su): Zell can breathe a 40-foot cone of Doubting Shadows once every 1d4 rounds. Every creature caught in the cone must make a Reflex save (DC 22) or take 6d6 points of negative energy damage. A successful save halves the damage. Creatures that cast divine spells must also make a Will Save (DC 22) or be unable to use divine spells for 1d3 rounds. This ability also negates all current spells of the [light] descriptor currently active of divine origin in the area the cone is used.

Meld into Shadow (Su): At will, Ahn, Karr, or Zell can meld into any existing shadows as though using the meld into stone spell, except that they can remain in the shadows for as long as they wish. In addition to the effects of the spells listed in the meld into stone description, a spell with the [light] descriptor cast on their location causes them to be expelled from the earth and take 5d6 points of damage in the process. While melded with shadow, Ahn, Karr, and Zell heals 10 hit point of damage per round, as if they had fast healing 10.

Gift of Doubt (Ex): Ahn, Karr, and Zell gain a +6 bonus to their Armor Class (including while flat-footed) as a result of their nature. In the presence of large amounts of light, this bonus to their Armor Class is removed. Furthermore, because they are so inextricably linked, any one of the trio may choose to act on the turn of any other, regardless of their rolled initiative. If they choose to act later than they would have, they may do so as if they had readied an action the previous round.

Skin of Doubt (Ex): Ahn, Karr, and Zell take half damage from all abilities of Divine origin. Moreover, any time Ahn or Karr are the subject of an attack, their Armor Class bonus granted by Gift of Doubt is lowered for the purposes of resolving the attack by one point per two points above 10 of their attacker's Wisdom score. When in areas of bright light, this ability is negated.

Rock Catching (Ex): Once per round, when Ahn, Karr or Zell would normally be hit by a rock (or a similarly shaped projectile) of any size from Small up to its own size category, they may make a Reflex save (DC 15 for a Small object, +5 for each size larger, plus any magic bonus the projectile has) to catch it. They must have a free hand and be aware of the attack to catch the rock.

Scent (Ex): Ahn, Karr and Zell can detect approaching enemies and sniff out hidden foes by sense of smell alone. See the MM for details of this quality.

Spell Resistance (Ex): Ahn, Karr and Zell have spell resistance equal to 8 + half their Hit Dice, total=19. This spell resistance is ignored vs. [light] related spells.

Shadow Investiture (Su): Ahn, Karr, and Zell are more than just brothers, they are creatures infused with the essence of shadows. There blood is darkness, their flesh solitude. Their minds and hearts are one, standing in the empty void. For one brother to see his fellows fall is a thing of agony, for in such a case, there is nothing left but hungry shadows, and no companions to brave the night.

Should two of the brothers fall, the remaining brother's mind will shatter. He will reach out in his madness and absorb the shadows of his brothers, that he might not be alone in the darkness. When invested with the shadows of his fallen brothers, the remaining brother undergoes a powerful transformation, howling in his grief (forcing all enemies to make a DC 25 Fortitude save or be stunned for one round), unleashing shadows everywhere within sight, negating all [light] effects. Regardless of the save, no more actions may be taken that round and new initiative is rolled.

During his transformation, his health is fully restored, and indeed raised, to 1.5x his usual maximum. He receives a +3 morale bonus to saves, and gains Mettle, as well as having his Resistance to Fire/Cold/Acid/Electricity increased to 20, and his movement speed is doubled.. During this time, he also gains the ability to use any of his brother's special attacks as if they were his own, and becomes capable of acting twice per round when his fallen brother's usually would have. During this time, he may act as if he possessed the Improved Grapple feat, and may also move without penalty. Furthermore, he becomes enshrouded in a cloak of raging shadows, granting him a 100% miss chance when not targeted by some form of non-magical light (like from the sun, or that cast by a torch, though a very large one). For each such light source, this miss chance is decreased by 50%.

8
Homebrew and House Rules (D&D) / TravelLog's Discworld Compendium
« on: April 23, 2013, 03:40:13 PM »
The Discworld Compendium




"For, as the world tumbles lazily, it is revealed as the Discworld - flat, circular, and carried through space on the back of four elephants who stand on the back of Great A'tuin, the only turtle ever to feature on the Hertzsprung-Russell Diagram, a turtle ten thousand miles long, dusted with the frost of dead comets, meteor-pocked, albedo-eyed. No-one knows the reason for all this, but it is probably quantum. Much that is weird could happen on a world on the back of a turtle like that."

Welcome to the Discworld Compendium! The series is an immense passion of mine, so I thought it's about damn time I statted some of it up. If you have comments, ideas, feedback, or anything really, don't hesitate to comment or message me!

9
Homebrew and House Rules (D&D) / [TOB PrC] The Penitent Blade
« on: April 09, 2013, 01:41:32 AM »
The Penitent Blade


   
“Glory? There is no glory, no joy in battle. When a man raises his blade, all that surrounds him—and all that he knows in that moment—is emptiness. And so it is not for glory, or for riches, that I fight. I fight because I seek to bear the burden of death upon my own two shoulders, that others might not feel it’s cold embrace. Kneel, soldier, and seek your penance."

Anselm von Adris, Penitent Blade

There are men and women who choose to fight for money. Others fight for power, for revenge, or to satisfy bloodlust. Penitent Blades are not those men and women. Penitent Blades have a wholly different conception of battle.

Battle is not a stage for empty heroics, nor is it something to take pleasure in. Battle is filled with despair. Dark, terrifying. And to a Penitent Blade, that is the way that it should be.

That way, people learn to fear battle and to choose the path of non-violence where possible. To bow their heads and ask forgiveness for the horrors they have wrought and the sorrow they have caused. To kneel and let their tears flow in the hopes that the gods will at last take pity on man and grant him an understanding of his pain and freedom from his burden.

BECOMING A PENITENT BLADE

Entry Requirements
Skills: Martial Lore (5 Ranks)
BAB: +7
Maneuvers: Must know 8 maneuvers, at least two of which must be from the Penitent Martyr discipline.**
Special: Must have willingly fought a battle in defense of another at the risk of one’s own life, with no personal gain to be had of any kind.
**If the Penitent Martyr Discipline is not allowed in your campaign, substitute Devoted Spirit in it's stead.

CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
The following skills are class skills for a Penitent Blade: Balance (Str), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (History), Listen (Wis), Martial Lore (Int), Ride (Str), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Hit Die: d10

The Penitent Blade

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Maneuvers
Known
Maneuvers
Readied
Stances
Known
1st+1+2+0+2Blade of a Thousand Regrets, Penitent Swordsmanship000
2nd+2+3+0+3Repentence Made Steel, To Bear the Burden110
3rd+3+3+1+3Resolve of the Bereaved001
4th+4+4+1+4Gift from the Depths of Grief100
5th+5+4+1+4Aura of Despair, Unyielding Body010
6th+6+5+2+5Strength of the Sorrowful100
7th+7+5+2+5From Pain, Acceptance100
8th+8+6+2+6From Acceptance, Strength111
9th+9+6+3+6Serene Sorrow000
10th+10+7+3+7Strike of Undying Penitence100

Class Features

Weapon and Armor Proficiency: Pentitent Blades gain proficiency with Heavy Armor if they are not already proficient in its use.

Maneuvers Known/Readied: At each even-numbered level, you gain one new maneuver known, chosen from any four of the following disciplines: the Devoted Spirit, Iron Heart, Diamond Mind, Army of One, or Penitent Martyr. This is decision is made at first level, and cannot be changed once made.

You must meet a maneuver’s prerequisites to learn it. You add your full Penitent Blade level to your initiator level to determine your total initiator level and the highest level of maneuver you can learn. If you have levels in an initiator class that allows you to exchange out maneuvers at certain levels, your Penitent Blade levels stack with your levels in that class for determining when you may exchange maneuvers. At 2rd, 5th and 8th level, you gain an additional maneuver readied each day.

Stances Known: At 3rd and 8th level, you gain a new martial stance known from any of the Devoted Spirit, Iron Heart, Diamond Mind, Army of One, or Penitent Martyr disciplines, limited to the four Disciplines chosen at 1st level. You must meet a stance’s prerequisites to learn it.

Blade of a Thousand Regrets: At 1st level, a Penitent Blade makes a pact with themselves and the world to demonstrate to others the sorrows of battle. As part of a week-long ritual, the Penitent Blade forges a special weapon known as a Blade of a Thousand Regrets. It is automatically of masterwork quality and possesses the Merciful enchantment (which does not count towards its normal enchantment ceiling), allowing it to deal non-lethal damage at the users wish. A Blade of a Thousand Regrets grows in power as the Pertinent Blade grows stronger. Starting at 2nd level, the weapon receives a +1 enhancement bonus its attack and damage rolls, and is treated as a magical weapon for the purposes of overcoming damage reduction. At 4th level, and every even level after that, the enhancement bonus to attack and damage rolls increases by +1, to a maximum of +5 at 10th level. The weapon can be enhanced further to a maximum of +10. However, because of it's nature, enchanting the weapon further is done as if the natural enhancement granted by this class feature was not present (so at 4th level, even though this class feature would give it a +2 enchantment bonus, the Penitent Blade could enchant the weapon as if it had no enchantment at all).

Additionally, the Penitent Blade may trade out the enhacement bonuses granted by this ability for weapon abilities/enchantments at a 1-to-1 cost. Every time a Penitent Blade spares an enemy from death, he may alter his weapon's chosen enchantments.

This weapon is the physical manifestation of all the sorrow in its wielders heart and has the following combat statistics (as for a Medium weapon):

A Blade of a Thousand Regrets is a reach weapon that is also capable of being used against adjacent opponents. When used with reach, it deals 1d10 damage and has a critical threat range of 20/x3. When used on an adjacent opponent, it deals 1d6 damage and has a critical threat range of 19-20/x2. It can be used for trip attacks, and grants its user a +2 bonus on any such attempt.

(click to show/hide)

Penitent Swordsmanship (Ex): A Penitent Blade is most at ease when the battles do not involve the death of its participants. As a result of the value they place on life, beginning at 1st level, a Penitent Blade may add +1/2 Penitent Blade levels to his attack and damage rolls when dealing non-lethal damage. Furthermore, if the Penitent Blade succeeds in knocking a creature unconscious through non-lethal damage, he gains a morale bonus to Armor Class and saving throws for the rest of the encounter equal to 1/4th his character level.

Repentence Made Steel: Penitent Blades, rather than allowing their sorrow to weaken them, instead draw upon it as a source of strength and use it as a weapon. Beginning at 2nd level, the Penitent Blade gains the Weapon Focus feat with his Blade of a Thousand Regrets, and may treat it as a discipline weapon for a single chosen martial discipline. At 4th, 6th, and 8th level, he may choose a new discipline for which his Blade of a Thousand Regrets may be considered a discipline weapon.

To Bear the Burden (Su): All Penitent Blades fight with the well-being of their comrades in mind. They act as beacons to their allies, absorbing their sorrow and leaving their companions with joy, while they themselves bear the burden of pain and regret. By 2nd level, a Penitent Blade has learned how to shoulder burdens affecting his companions. As an immediate action 1/day per two Penitent Blade levels, the Penitent Blade may choose to bear any of the following status conditions in place of an ally within 30 feet. In essence, the Penitent Blade subjects himself to the conditions and spares the ally the attendant suffering. In other words, if a Penitent Blade's ally was Blinded, the Penitent Blade could choose to use this class feature to remove the Blinded condition from his ally, but in doing so would render himself Blinded.

The duration and magnitude of these effects are exactly as they would have been if the ally remained under their influence. A Penitent Blade cannot bear a condition he would normally be immune to (but see From Acceptance, Strength).

Valid Conditions: Blinded, Checked, Confused, Cowering, Dazed, Dazzled, Deafened, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Staggered, Stunned.


Resolve of the Bereaved (Ex): A Penitent Blade of 3rd level has reached a point where he is instinctively able to sense and aid a companion in danger. A number of times per day equal to 1/4th the Penitent Blade’s character level, he may spend an immediate action to allow an ally to use one of his base saves in place of their own for purposes of a saving throw.

Gift from the Depths of Grief (Su): A Penitent Blade in battle is a figure of unimaginable regret and pain. Having seen comrades fall into Death’s embrace, they stand and continue on, tears running down their blade. A Penitent Blade would do anything to prevent their comrades from dying, and as such, a Penitent Blade of 4th level or higher may use a Counter or Stance as normal, granting its benefits to any ally of their choice within 30 ft. as well as themselves. At 8th level, this ability can be used for the benefit of two allies. If the ally or allies leave the range of this ability, it ceases to effect them.

Aura of Despair (Ex): At 5th level, the despair in the Penitent Blade’s soul has become so overwhelming that it manifests outside their body as an aura of utter sadness and regret. All creatures within 30 feet of the Penitent Blade not considered allies must make a DC (10+1/2 character levels+Intelligence or Wisdom modifier, whichever is higher) Will Save or take a -1/4 character levels morale penalty to attack and damage rolls, as well as saves. This aura can be suppressed or resumed as a free action.

Unyielding Body (Ex/Su):  At 5th level, a Penitent Blade gains the benefits of the Diehard feat even if they would not ordinarily meet its prerequisites. In addition, the Penitent Blade may cast Delay Death (with a CL equal to their class level) as a free action 1/day per two Penitent Blade levels, regardless of whether or not it is their turn. Once used, this ability may not be used again for five minutes.

Strength of the Sorrowful (Su): In a field of marigolds, Penitent Blades stands with their heads raised and their spirits girded, though death and destruction surround them. A Penitent Blade of 6th level gains a bonus equal to his Intelligence or Wisdom modifier, whichever is higher, to all saves.

From Pain, Acceptance (Ex): A Penitent Blade pierced by arrows is a man at peace, for as his suffering damages his body, it also grants clarity to his mind. Beginning at 7th level, whenever a Penitent Blade would be subject to a condition as a result of their To Bear the Burden class feature, they are entitled to make any save or saves that their ally had failed in order to resist the conditions. A success or failure functions exactly as it would have in the original circumstance (such that if a failed save would have resulted in a partial condition for the Penitent Blade’s ally, it functions as such now).

From Acceptance, Strength (Su): Over the course of their lives, Penitent Blades learn to channel their pain into a source of untold power, a wellspring from which they draw during the heat of battle. When under the effects of To Bear the Burden, a Penitent Blade of 8th level or higher initiating a martial maneuver against an opponent may, as part of the initiating action, choose to expend a maneuver of the same level to transfer the condition affecting them to the opponent. If the attack succeeds and damage is dealt, the Penitent Blade is free from the condition, and the enemy must bear it in their stead.

If the Penitent Blade is immune to any of conditions from To Bear the Burden, they may expend two uses of the ability to “carry” it for purposes of From Acceptance, Strength. He may also "carry" any effect he successfully saved against as a result of his From Pain, Acceptance class feature even if it did not negatively affect him.

Serene Sorrow (Ex/Su): At 9th level, a Penitent Blade becomes immune to [mind-effecting] abilities as a result of the overwhelming sorrow filling his soul. This aspect of the ability is extraordinary. Any creature attempting to use such an ability on the Penitent Blade is instead forced to make any saves the ability would have required. If they fail, they themselves must bear its ill-effects. If no save would have been offered, they must bear its ill-effects and in addition receive an untyped -2 penalty to attack and damage rolls, armor class, and saves as a result of the backlash. This latter aspect is a supernatural ability, and can be negated as a result of anti-magic fields.

Strike of Unyielding Penitence (Su): A Penitent Blade of 10th level is a physical incarnation of the world’s pain and sorrow. Tears of obsidian roll down their cheeks, and their eyes gaze outward like silver mirrors. Once per day, a Penitent Blade may expend an immediate action to designate an opponent as an Unrepentant. Each time the Penitent Blade successfully uses a martial maneuver against that opponent, the creature is forced to confront the full weight of its sins.

As a result, each strike increases the creature’s encumbrance by one stage. Once a creature reaches their maximum encumbrance, they are treated as helpless. At this point, the Penitent Blade may at last use their Blade of a Thousand Regrets as it was meant to be used. As an executioner’s blade. Shedding a single obsidian tear, the Penitent Blade may execute the creature as a standard action, killing it instantly, regardless of its current status or hit points. There is no save. Creatures immune to death effects and/or critical hits are instead dealt 10d10 points of untyped damage.

Change Log:
(click to show/hide)

10
Homebrew and House Rules (D&D) / [Base Class] The Dovahkiin
« on: April 09, 2013, 01:11:10 AM »
Well, here it is. Thanks to some much appreciated feedback from Ziegander and Jiriku. Interestingly, it's a bit like a stronger, more useful Warlock, which isn't quite what I initially had in mind. All the standard Shouts are finished. I just have to work on the Forbidden ones, and it should be all set.

The Dovahkiin (v2.0)


The Dovahkiin, ready to battle for the fate of Skyrim.

“You should have acted. They're already here. The Elder Scrolls told of their return. Their defeat, was merely a delay. From the time after Oblivion opened... When the sons of Skyrim, would spill their own blood... But no one wanted to believe... believe they would exist. And when the truth, finally dawned... it dawned in FIRE! But... there's one they fear... In their tongue he is Dovahkiin... DRAGONBORN!"
--Esbern, Of Death and Dragons


Ages ago, when the world was still young and the dragons held power, their rose among the most powerful of them one of incredible talent and ingenuity. His name was Paarthurnax. Over the centuries, Paarthurnax sought a way to reach new heights with his inherent abilities, and after much experimentation discovered a solution.

Words.

Words, you see, are much more than sounds. Words are pale shadows of forgotten names. Just as names have power, so too do words. Words can light fires in the minds of men and inspire them to new heights of greatest. Words can wring tears from the hardest hearts and bring fears to life. Words, you see, are the foundation of reality.

And it was with this realization that Paarthurnax achieved greater power than any dragon before him. By combining his blood-given magics and his draconic essence, his soul, with the words of High Draconic, he found that he could shape the very fabric of the cosmos around him. All was within his power.

Men, beasts of unimaginable strength and guile, the very world itself.

All bent knee to his newfound might.

Words, you see, are the path to power.


GAME RULE INFORMATION
Dovahkiin have the following game statistics.

Alignment: Any

Hit Die: d8

The Dovahkiin


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Shouts Known
1st +1+2+0+2 From the Blood of Dragons, Dragon Shouts (Whisper)2
2nd +2+3+0+3 Inspiring Hero2
3rd +3+3+1+3 Dragon’s Bane, Detect Draconic Presence3
4th +4+4+1+4 Intuitive Aptitude3
5th +5+4+1+4 Draconic Vision4
6th +6/+1+5+2+5 Resist Disease (Mundane), Bonus Feat4
7th +7/+2+5+2+5 Indomitable Spirit5
8th +8/+3+6+2+6 Draconic Fortitude, Poison Immunity (Mundane)5
9th +9/+4+6+3+6 Without Fear, Dragon Shouts (Intonation)6
10th+10/+5+7+3+7 Blessing of the Nine Divines6
11th+11/+6/+1+7+3+7 Shared Resolve, Bonus Feat7
12th+12/+7/+2 +8+4+8 Draconic Soul Absorption, Resist Disease (Magical)7
13th+13/+8/+3 +8+4+8 Implacable Mind8
14th+14/+9/+4 +9+4+9 Poison Immunity (Magical)8
15th+15/+10/+5 +9+5+9 Dragon Shouts (True Thu’um)9
16th+16/+11/+6/+1 +10+5+10Bonus Feat 9
17th+17/+12/+7/+2 +10+5+10Forbidden Shout10 (+1 Forbidden)
18th+18/+13/+8/+3 +11+6+11Mastery of the Dragon’s Tongue10 (+1 Forbidden)
19th+19/+14/+9/+4 +11+6+11  11 (+2 Forbidden)
20th+20/+15/+10/+5+12+6+12Hero of Legend11 (+2 Forbidden)


CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
All skills are considered to be class skills for a Dovahkiin.

CLASS FEATURES

Weapon and Armor Proficiency: Dovahkiin gain proficiency with all simple weapons and martial weapons, as well as one exotic weapon of their choice. They also gain proficiency with light, medium, and heavy armor, as well as with shields (including tower shields).

From the Blood of Dragons (Sp): All Dovahkiin are born with the blood of dragons and as such inherit talents beyond the ken of normal men. Dovahkiin gain the Dragontouched feat at 1st level, granting them the dragonblood subtype, and allowing them to take [Draconic] feats as a sorcerer of their level.

In the Merethic Era, when Ysgramor first set foot on Tamriel, his people brought with them a faith that worshipped animal gods. Certain scholars believe these primitive people actually worshipped the divines as we know them, just in the form of these totem animals. They deified the hawk, wolf, snake, moth, owl, whale, bear, fox, and the dragon. Every now and then you can stumble across the broken stone totems in the farther reaches of Skyrim. Foremost among all animals was the dragon. And for good reason. Their power is beyond imagining.

--Torhal Bjorik, The Dragon War

Dragon Shouts (Su): Because of their unique heritage, Dovahkiin can, through effort, gain the ability to speak the language of Dragons, using the tongue’s mystical powers to great effect. All Dovahkiin begin the game with Draconic as a known language.

Beginning at 1st level, Dovahkiin are able to make use of Thu’um or Dragon Shouts. Dovahkiin begin the game knowing the Unrelenting Force Shout as well as one other Shout of their choosing and learn a new Shout at every odd level therafter (3rd, 5th, 7th, etc.). As a Dovahkiin gains levels, he learns new Shouts, as summarized on Table: The Dovahkiin.

Shouts themselves are all of relatively equivalent power, however, their usage is divided into three grades, usable at different periods in the Dovahkiin’s career. They are, in order of relative power: Whisper, Intonation, and True Thu’um. A Dovahkiin may choose to count any of his Shouts known as being of any grade available to him as long as it does not exceed his daily total of Shouts per day of that grade. In essence, while he knows each Shout and has access to it’s abilities at any of the grades he has unlocked, he has a number of slots relating to each grade that can be expended on his Shouts as desired.

Designer’s Note:
(click to show/hide)

At any level he learns a new Shout, the Dovahkiin can also replace that Shout with another Shout, though he is limited as to what grade he may use it at as normal. At 9th level, the Dovahkiin may begin using Shouts at their Intonation stage, and at 15th level, the Dovahkiin may begin using Shouts at their True Thu’um stage.

All Shouts function in areas of silence or where sound would not otherwise be possible. All Dragon Shouts are detailed further below. He may use a number of Shouts per day as detailed on the following table:

(click to show/hide)

Spread throughout Skyrim, in ancient dungeons, burial grounds, and other secluded places, there are walls. Black, ominous walls on which is written a script so old, so unknown, none who had encountered it could even begin its translation. In my heart, I came to know the truth: this was proof of the ancient dragon language! For what else could it possibly be? It only made sense that these walls were constructed by the ancient Nords, Nords who had lived in the time of the dragons, and out of fear or respect, had somehow learned and used the language of the ancient beasts.
--Hela Thrice-Versed, Dragon Language: Myth No More

Inspiring Hero (Ex): Even those without mystical inclinations can feel the power exuded by one of the Dovahkiin. As such, at 2nd level, all allies within 5 ft/level of the Dovahkiin gain a +1 morale bonus on attack and damage rolls. This bonus increases by 1 at 5th level, and every five levels thereafter (to a maximum of +5 at 20th level). The Dovahkiin may not be counted as his own ally for purposes of this effect.

Dragon’s Bane (Ex): A Dovahkiin, though possessed of their blood, is an enemy of dragon’s everywhere. Whenever they attack with a creature of draconic origin or blood, Dovahkiin gain a +2 untyped bonus to attack and damage rolls, as well as +1d6 extra damage/2 Dovahkiin levels (to a maximum of +10d6). The Dovahkiin is also immune to the Frightful Presence ability.

Detect Draconic Presence (Su): After spending much of his time in battle against dragons, a 3rd level Dovahkiin gains the ability to sense the general direction of draconic creatures within 100 feet at all times. If he so desires, a Dovahkiin may extend this ability by 100 ft/level by concentrating uninterrupted for thirty seconds. The ability lasts for one round, during which time the Dovahkiin receives the sensory information. Once the round has passed, the ability returns to its normal limits. The augmented ability may be used 3/day.

Intuitive Aptitude (Su): Much of the power of a Dovahkiin springs from their ability to excel at nearly any task put to them. At 4th level, by spending 10 minutes contemplating a particular task, the Dovahkiin may gain an insight bonus on their next attempted skill check equal to 1/4 Dovahkiin levels. After the check is made, the bonus ends, regardless of success or failure. This ability is usable 3/day.

Draconic Vision (Ex): Over time, Dovahkiin begin to take on some of the traits of the dragons they kill, using the beast’s own abilities against them. As a result, Dovahkiin of 5th level gain Darkvision out to 60 ft, as well as low-light vision.

Bonus Feats: At 6th level, and again at 11th and 16th, the Dovahkiin may gain any [Draconic] feat or any feat which he qualifies for by virtue of the dragonblood subtype. All other prerequisites must still be met.

Resist Disease (Ex): Thanks to their incredible recuperative powers, the blood of a Dovahkiin actively resists all microbes introduced to the body. As a result, Dovahkiin of 6th level or higher are immune to mundane disease. At 12th level, this improves to become immunity to magical disease as well.

Indomitable Spirit (Ex): Hardened by battle, all Dovahkiin possess incredible mental resilience. If a Dovahkiin of 7th level or higher is is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind flayer's mind blast attack.

Draconic Fortitude (Ex): Because of the dragon’s blood flowing through his veins, a Dovahkiin becomes able to withstand incredible blows without injury. Dovahkiin gain DR equal to ½ their class level, rounded down based on their moral alignment. Thus a Good Dovahkiin gains DR/evil, while an Evil Dovahkiin gains DR/good. A neutral Dovahkiin may choose between either DR/good or DR/evil (once made, the decision may not be altered).
 
Poison Immunity (Ex): The resilience of a Dovahkiin’s body also renders them far less susceptible to toxins. As a result, Dovahkiin of 8th level or higher becomes immune to the effects of mundane poisons. At 14th level, this improves to become immunity to magically created or infused poisons as well.

Without Fear (Ex): Having long hardened themselves against the fright of confronting even dragons, a Dovahkiin of 9th level or higher may truly call themselves fearless. They are forevermore immune to all [fear] effects.

Blessing of the Nine Divines (Su): Once per day, as an immediate action, the Dovahkiin may call on the blessing of the Nine Divines to aid or protect them. This ability negates any damage which the Dovahkiin might receive or have received over the course of one round. Alternatively, this ability may be used to negate any one spell used against them that would allow for spell resistance, forcing the caster to expend the slot to no result.

Shared Resolve (Su): A Dovahkiin is one who fights back to back with his allies, never for a moment allowing them to come to harm. As a result, a Dovahkiin of 11th level or higher may, 3/day as an immediate action, allow an ally to use one of the Dovahkiin’s Base Saves in place of their own. Once used, this ability cannot be used again until one hour has passed.

Draconic Soul Absorption (Su): When killing dragons, a Dovahkiin becomes able to absorb a small part of the creature’s soul and gain a fraction of its power. Any time a Dovahkiin of 12th level or higher deals the killing blow to a True Dragon, he may choose to gain the benefits of either it’s Breath Weapon (scaled to his level), it’s Flight speed (the Dovahkiin grows draconic wings, and the maneuverability is increased to good), or immunity to the energy type of the dragon’s breath weapon until such time as he kills another True Dragon, at which point he may make this decision again based upon the abilities of the dragon he has just slain. Should the Dovahkiin experience the effects of a disjunction or antimagic field, not only is the ability suppressed, but the dragon’s soul is freed from the Dovahkiin’s control, and he loses the use of this ability until such time as he slays another dragon.

Implacable Mind (Ex): As a result of years of dedication and experience in battle, there is no force on this plane or any other capable of bending the will of a Dovahkiin. As such, Dovahkiin of 13th level or higher are immune to all [Mind-Affecting] effects.

Forbidden Shout: A Dovahkiin of 17th level has found his way to some of the darkest secrets of Dragonkind. He gains the use of a single Forbidden Shout from the list below. At 19th level, he gains another. He may use them at any grade he pleases, from Whisper to True Thu’um, but they may not be exchanged for other Shouts. Likewise, other Shouts cannot be exchanged for Forbidden ones. A Dovahkiin gains two (one at 17th and another at 19th) during his career, and no more.

Mastery of the Dragon’s Tongue: Dovahkiin of 18th level is a being of unimaginable power and skill. Having at last gained a full understanding of the Draconic language, the Dovahkiin is able to change his Shouts known at the beginning of each day by spending 15 minutes in linguistic contemplation.

Hero of Legend: At 20th level, a Dovahkiin has transcended his normal mortal state. He is now more than a man, he is a name, an idea, a legend. Whenever the Dovahkiin would be killed, his body instead vanishes in an enormous gout of flame dealing 10d8 Fire damage to all creatures within 10 feet. One week later, the Dovahkiin is revived at the same location in which he “died” at full health, with his memory intact. This ability takes effect even in areas of anti-magic or Dead Magic and does not cause level loss.

Change Log:
(click to show/hide)

11
Homebrew and House Rules (D&D) / Noble Phantasms: Artifacts of Legend
« on: April 09, 2013, 01:05:47 AM »
Inspired by Fate/Stay Night and Fate/Zero, I’ve decided to stat up some of the Noble Phantasms as powerful artifacts. These are meant to be used in high-power campaigns as significant MacGuffins, and should not be given out for just any reason. I have altered and/or expanded some of the abilities of the Phantasms, so please do not post anything like “But this wasn’t in the series!” I know that. This is a thematic translation, not a perfect-copy one.

Anyway, I’d love to hear what the Playground thinks. This is a work in progress, as there are a huge number of Phantasms, so I will be updating regularly. Let me hear which ones you think I should do next. The only exceptions are Ea, Enkidu, Excalibur, Ionioi Hetaroi, Unlimited Blade Works, and Gate of Babylon, which I am saving for later.


All Noble Phantasms are immune to rusting effects as well as sundering attempts, and can be summoned from the depths of their wielder’s soul as a swift action unless otherwise noted.


Rule Breaker
(click to show/hide)

Gáe Bolg
(click to show/hide)

God Hand
(click to show/hide)

Mono-hoshi-zao
(click to show/hide)

Invisible Air
(click to show/hide)

Knight of Honor/Arondight
(click to show/hide)

Gordius Wheel
(click to show/hide)

Prelati’s Spellbook
(click to show/hide)

First Folio
(click to show/hide)

For Someone’s Glory:
(click to show/hide)

12
Homebrew and House Rules (D&D) / Some [Neutral] Feats
« on: April 09, 2013, 01:04:16 AM »
Why should [Good] and [Evil] get all the fun?

A Note on Balance Feats: [Balance] feats are the Neutral equivalent of [Vile] and [Exalted] feats. An unstated prerequisite for taking a [Balance] feat is that the character must be Neutral on the Good-Neutral-Evil axis.


Consummate Diplomat [Balance]
(click to show/hide)

Paths to Power [Balance]
(click to show/hide)

Balance of Power [Balance]
(click to show/hide)

Child of Dusk [Balance]
(click to show/hide)

Child of Dawn [Balance]
(click to show/hide)

Child of Night and Day [Balance]
(click to show/hide)

Distant Worshipper [Balance]
(click to show/hide)

Dual Personality [General]
(click to show/hide)

Indecisive Spell Focus [General]
(click to show/hide)

Balanced Spell [Metamagic]
(click to show/hide)

13
Homebrew and House Rules (D&D) / 8-bit Theater Feats
« on: April 09, 2013, 01:01:58 AM »
I love Brian Clevinger's brilliant sprite comic, 8-bit Theater. Consider this a tribute to its glory. Feel free to contribute!

Sword Chucks? I Like Sword Chucks!
(click to show/hide)

Too Dumb To Die
(click to show/hide)

Four White Mages?! It'll Never Work
(click to show/hide)

Put the Pointy End Into the Squishy Things That Scream And Bleed
(click to show/hide)

I CASTS THE SPELLS THAT MAKE THE PEOPLES FALL DOWN!
(click to show/hide)

In the Arena of Logic, I Fight Unarmed
(click to show/hide)

...You Blocked the Ground?
(click to show/hide)

Welcome to Corneria!
(click to show/hide)

14
Homebrew and House Rules (D&D) / Crimson Earth Discipline
« on: July 25, 2012, 05:01:10 PM »
Crimson Earth


Blood. There is something magical about blood. The way it drips between your fingers as you force your weapon through the flesh of your foes, the way it seems to twist and to turn, to dance, in the moonlight. There is an art about it. The way blood sprays from the stump of a severed limb, cavorting through the air and spattering the lilacs a crimson, sanguine red. And the smell of it! The way the smell pervades you, follows you beyond the battlefield as if it might awaken you to the joys and sorrows of the world outside the dance of death. The way it sinks into your skin and your hair and your nails and marks you, and how no matter the amount you wash it can never be removed, caressing you eternally, a jacket of rose petals formed from living blood. The knowledge that you bathe in the very life of your foes, that your blood mingles with theirs, making you one. There is no station in battle. No leaders and no followers. Only warriors. Only swords and axes, bows and spears. Only flesh and bone. Only blood.

This is the philosophy of those who practice the Crimson Earth discipline, so named for the manner in which adepts would leave the ground they tread forever stained in the blood of their enemies. Through the manipulation of their own life force, their fighting will, and the blood that surrounds the battlefield, adepts of Crimson Earth become capable of incredible feats: of toughing their bodies, stopping their bleeding and healing, or ignoring, any wounds they might receive. Crimson Earth practitioners can tear the very limbs from their foes, can maim them, leaving them unfit for battle, or slay them outright. They can even harness the power of the blood they spill, though only adepts know the truth of such techniques. The associated skill for Crimson Earth is Intimidate, and its associated weapons are the axe, the greataxe, the scythe, the long-sword, the bastard sword, the katana, the nodachi, the two-bladed sword, the greatsword, the scimitar, the falchion, the fullblade, and the jovar.

The only way to learn the Crimson Earth discipline is to seek out a master–a martial adept capable of using at least 6th-level maneuvers from the discipline. You must train for a month under the master and spend 1,000 xp at the end of your training, in addition to defeating the master in one-on-one combat martial combat. You gain the ability to learn maneuvers from the Crimson Earth discipline. Furthermore, you may exchange your maneuvers known for maneuvers of the Crimson Earth discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal. The difficulty of finding an appropriate mentor is left to the DM to choose.

(click to show/hide)

15
Min/Max 3.x / Spellbook traps? Think again.
« on: July 01, 2012, 11:36:40 PM »
I just came across this gem in "Holy Order of the Stars", a Dragonlance sourcebook. The 10th level ability of the Pagefinder of Gilean PrC is as follows:

Intimate of the Inscription (Su): At 10th level, the pagefinder is granted one of the God of the Book’s greatest gifts. By picking up any book, scroll, volume, or written document, the pagefinder can spend 1d4 minutes concentrating and discern the contents of the item in question. She can summarize and understand the premise of the text of a tome, instantly identify which spells are stored on a scroll, and glean the basic facts from a journal or casebook. If she chooses to actually read the book or item, the time it takes for her to read it is reduced by a factor of ten. Using this ability will not trigger explosive runes, glyphs, or other magical traps unless she actually reads the book or scroll, though it will alert her to their presence. Likewise, she cannot cast spells from scrolls or spellbooks with only a cursory examination in this fashion, nor benefit from books that grant specific magical effects upon the reader.

The class itself is full divine casting, adds some spells to your spell list (below), and grants a scaling bonus to all saves and AC when casting from scrolls (+1 to +5 by 10th level). Interestingly, it also grants trap sense.

0 Level: arcane mark, message
1st Level: erase, identify
3rd Level: arcane sight, explosive runes, illusory script, secret page, sepia snake sigil
6th Level: analyze dweomer
7th Level: greater arcane sight

16
Oslecamo's Improved Monster Classes / Shaedling
« on: June 04, 2012, 07:02:12 PM »
Shaedling


HD:d6
Level Bab Fort Ref Will Feature
1+0+0+2+2 Shaedling Body, See in Darkness, Wall of Darkness, Sleeping Curse, +2 Dex
2+1+0+3+3 Armor of Shadows, Shadow Gossamer, +1 Dex, +1 Cha

Skills: 6+int mod. Class skills are Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), and Spot (Wis)

Proficiencies: A Shaedling gains proficiencies with simple weapons and 1 martial weapon of its choice.

Features:
Shaedling Body: At first level, a Shaedling loses all other racial bonuses and gains fey traits (basically low light vision). It is a medium sized fey with a base speed of 30ft. The shaedling has wings, but isn't initially able to fly; nevertheless, they gain a +4 bonus to jump checks and can glide 20 ft horizontally for every five feet of downward vertical movement.

At 4th HD, it gains the ability to fly with a speed of 40ft+5/HD with average maneuverability.

See in Darkness (Ex): By virtue of their connection to shadows, 1st level Shaedlings gain Darkvision 60 ft, capable of seeing through even magical darkness.

Wall of Darkness: 1/day per HD a Shaedling can create a wall of darkness up to 30 ft long, 30 ft. high and 5 ft. wide This blocks the line of sight of those who do not have darkvision. The wall lasts for 1/minute per HD.

Sleeping Curse: Beginning at first level, 1/day per HD a Shaedling is able to enchant a weapon it is holding with a sleeping curse as a swift action; this lasts for 1 round per HD, or until discharged. Upon striking an enemy with the weapon, the curse is discharged and they must succeed on a DC (10+1/2 HD+Cha mod) will save or fall asleep then and there for 1d6 rounds. At 7 HD, this can alternatively, if desired, be used as a move action.

Ability Score Increases: At first level, the Shaedling gains +2 dexterity; at second level, it gains an additional +1 dexterity and +1 charisma for a total of +3 Dex and +1 Cha by level 2.

Armor of Shadows: Chosen of shadows, at second level, a Shaedling's body develops a thin layer of living darkness. It grants the Shaedlings DR/Cold Iron equal to half the shaedling's hit dice, rounded down.

Shadow Gossamer: At 2nd level, twice per HD per day, the Shaedling is able to create a mundane, inky black weapon, shield or tool of 15 pounds or lighter and with a value of no more than 10 gp/HD as a swift action. The shaedling has automatic proficiency with any weapon or armor so created, and ranged or thrown weapons have their range extended by 10 ft, and automatically allow the Shaedling to substitute their dexterity modifier to damage in place of their strength modifier. Armor and shields automatically get their ACP reduced by 1. At 3 HD the item fuctions as if it were masterwork, and the Shaedling may make masterwork tools regardless of cost. At 6 HD any weapons or shield gain an equivalent +1 enhancement bonus, plus 1 for every 3 HD beyond 6 up to +5 at 18 HD. These items last for 2 rounds/HD and will dissipate into nothingness two rounds after they leave the Shaedling's hands.

(click to show/hide)

17
Oslecamo's Improved Monster Classes / Kraken
« on: June 03, 2012, 04:14:25 PM »
The Kraken

"The kraken stirs. And ten billion sushi dinners cry out for vengeance." --Neil Gaiman and Terry Pratchett, Good Omens

HD:d10
Level Bab Fort Ref Will Feature
1+1+2+0+0 Body of the Depths, +1 Str, +1 Con
2+2+3+0+0 Water Magic (Least), Arm, +1 Str, +1 Con
3+3+3+1+1 Torrent, Growth, +1 Str, +1 Con
4+4+4+1+1 Improved Grab, Arm, +1 Str
5+5+4+1+1 Risen, Water Magic (Lesser), Jet, +1 Str, +1 Con
6+6+5+2+2 Constrict, Growth, Arm, +1 Str, +1 Con
7+7+5+2+2 Binding Tentacles, Ink Cloud, +1 Str, +1 Con
8+8+6+2+2 Water Magic (Greater), Jet Lash, Arm, +1 Str
9+9+6+3+3 Multigrab, Growth, +1 Str, +1 Con
10+10+7+3+3 Viscous Ink, Arm, +1 Str, +1 Con
11+11+7+3+3 Crushing Constriction, Water Magic (Depth), +1 Str, +1 Con
12+12+8+4+4 Down to the Depths, Arm, +1 Str
Skills:4+int modifier per level, quadruple at 1st level, class skills are Concentration (con), Diplomacy (cha), Hide (dex), Intimidate (cha), Knowledge (Geography) (int), Knowledge (Nature) (int), Listen (wis), Search (int), Sense Motive (wis), Spot (wis), Survival (wis), Swim (str) and Use Magic Device (cha)

Proficiencies: The kraken is proficient with the use of its own natural weapons.

Features:
Body of the Depths: The kraken loses all other racial bonuses and gains magical beast traits (basically darkvision 60 feet and lowlight vision), as well as the aquatic subtype. It is a medium magical beast with a base swim speed of 20 ft and a base land speed of 5 ft. A kraken starts off with two tentacles and six arms, however early on it is only able to use its two primary tentacles for attacking purposes. The tentacles deal 1d8+Str damage each with a reach equal to 3x the kraken's size. The kraken also has a natural bite attack that deals 1d6+Str damage. The kraken speaks Aquan, and understands Common, Aquan, Kuo-Toa, Sahuagin, Aboleth, and Darfellan.

The kraken also has a natural armor bonus equal to its Con modifier and speaks Common and Aquan.

Ability Increases: At every level, the Kraken gains +1 Str and at every level except 4th, 8th, and 12th, the Kraken gains +1 Con for total is +12 Str and +9 Con by 12th level.

Arm: At 2nd level, and every 2 levels thereafter, the Kraken gains the use of one of its secondary arms. Each arm deals 1d6+Str damage, and has a reach equal to 1.5x the Kraken's space, rounded down to the nearest increment of 5 ft.

Water Magic: Because of its connection to the seas, the kraken is able to call upon the magic of water to aid it against its foes. All DCs for these abilities are (10+1/2 HD+Con mod).
  • Least: At 2nd level, the Kraken can use Animate Water and Davy Jones' Current, forcing underwater opponents to make a Fortitude save or be stunned for one round as a result of strong currents, 1/day as spell-like abilities.
  • Lesser: At 5th level, the Kraken can use Control Winds and Entangle 1/day as spell-like abilities and gains an additional use per day of its Least abilities.
  • Greater: At 8th level, the Kraken can use Cure Serious Wounds, Greater Invisibility, and Dominate Animal 1/day as spell-like abilities and gains an additional use per day of its Least and Lesser abilities.
  • Depth: At 11 HD, the Kraken can use Control Weather 1/day as a spell-like ability and gains an additional use per day of its Least, Lesser, and Greater abilities. The kraken also gains the ability to generate an enormous wave of water 50 ft. wide and 30 ft. high, that deals 7d6 damage to all enemies in its path as it moves forward 5X ft., where X is the Kraken's HD. Enemies must make a Fortitude save DC or be knocked prone by the wave and pinned for 1d4 rounds.

Growth: At 3rd, 6th, and 9th level, the Kraken advances a size category (from medium to large to huge to gargantuan). Notice this is a long creature.  Each time it grows in size, the Kraken's natural armor bonus increases by +2, and it gains DR 2/-, which stacks for each instance of growth.

Torrent: Once it reaches 3rd level, the Kraken becomes able to 3/day, as a standard action release water it stores in its body to flood an area with a diameter equal to 10x, where X is the the kraken's space requirement. Flooded terrain is treated as difficult, and any opponent trying to move through it must make a Balance check every round in which it moves, with a DC equal to 10+Kraken's HD, or fall prone as a result of the watery ground. While the terrain is flooded, the kraken can substitute its swim speed for its land speed. Because it is merely water however, the area affected by this ability dries out over the course of 1d6 rounds. Once it has dried, the ground is considered normal once again.

Improved Grab (Ex): At 4th level, the Kraken gains additional skill at latching on to its opponents. To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and
can constrict.

Jet (Ex): At 5th level, the Kraken becomes able to boost its speed using torrents of water. Once per round, as a full-round action, the kraken can fling itself backward at a speed of 280 ft. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Risen (Ex): At 5th level, the Kraken gains the ability to move on land with a movement speed of 20 ft. At its option, the kraken can willingly forgo the use of attacks with its tentacles. By taking a swift action and designating a number of arms, the kraken adds 5X ft. to its land speed, where X is the number of tentacles designated. The kraken cannot use those tentacles to attack that round, as well as the round thereafter. At 10 HD, the Kraken can fling itself into the air and stretch out its limbs to simulate flight. It has a fly speed of 60 ft. per round, but the ability lasts for only 2 rounds at a time, and requires at least another 2 round cool down before being used again. The kraken must move every round while flying, or fall to the ground. If it does so, creatures beneath it must make a Reflex saving throw DC (10+1/2 HD+Kraken's Con) or take Xd8 damage, where X is equal to the Kraken's HD. A successful save halves this damage.

Constrict (Ex): Starting at 6th level, a kraken deals automatic arm or tentacle damage with a successful grapple check.

Ink Cloud (Ex): Beginning at 7th level, a number of times per minute equal to 1/6th its HD rounded down, the kraken can emit a cloud of jet-black ink in an 80-foot spread as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly.

Binding Tentacles (Ex): Beginning at 7th level, the kraken's tentacles develop a powerful adhesive. Grappled creatures cannot make use of or attempt to initiate any abilities incorporating freedom of movement, as well as teleport or dimension door.

Jet Lash (Ex): When it reaches 8th level,the Kraken becomes able to use its jet ability more offensively. The Kraken can use its Jet ability as a standard action to travel up to 60 ft in a straight line as a charge attack against a foe. If the attack succeeds, the kraken the can use its improved grab ability to initiate a grapple as a free action.

Multigrab (Ex): At 9th level, the Kraken gains the ability to grapple multiple foes at once at a lesser penalty. Rather than taking a -20 penalty to grapple checks when attempting to initiate a grapple while involved in one, the kraken takes a -10 penalty instead. At 14 HD, the penalty is removed entirely.

Viscous Ink (Ex): At 10th level, the Kraken's ink changes consistency to become sticky when exposed to solid objects. Creatures caught in its Ink Cloud must make a Fortitude save DC (10+1/2 level+Kraken's Str modifier) or be entangled for 1d4 rounds.

Crushing Constriction (Ex): At 11th level, the Kraken is able to use its tentacles to their fullest effect.  If the Kraken maintain's a hold with more than one appendage on an opponent and are able to constrict, it can make an additional constrict attack in the same round. This attack automatically deals double the base damage for a constrict attack, and the damage bonus is 1 1/2 times its Strength bonus. However, making this rend attack automatically releases the held creature on its next action.

Down to the Depths (Ex): Once a Kraken reaches 12th level, it is truly a beast of legend. When a kraken initiates a grapple and manages to maintain it for 2 or more rounds, it can use a standard action to begin slowly squeezing the life out of the creature within its grasp. The creature must make a Fortitude save DC (15+1/2 Kraken's level+Kraken's Str modifier) or begin suffocating. The next round, the creature must attempt the save again. If it fails the save, it dies. If it succeeds, then it manages to break free, but is considered staggered for 1d3 rounds as a result of its near brush with death. 


Comments:
(click to show/hide)

18
Min/Max 3.x / Building the Ultimate Blue Mage
« on: May 30, 2012, 12:31:19 AM »
The build is almost complete (see below). I'd love some opinions and thoughts.

Haliax


CN Unseelie Fey Magic-Blooded Lesser Cansin Blue Mage 5/Shade 1

Description: Clothed in a black vest and trousers, Haliax does not, on first appearances, look like a typical mage. Indeed, after years studying as a Magi, Haliax, now in his mid-thirties, has taken great care to create and shape such an image, cultivating as one would a delicate garden, knowing that some day, a mistaken first impression could mean a life or death advantage. Haliax's clothes themselves are of fine make, but their true use is in their functionality. Cut loosely around the chest and legs, Haliax's outfit fits his lean form well, allowing him full mobility when the situation requires it. He wears black boots and a grey undershirt, and all of his garments contain innumerable pockets, containing useful items in the event such a thing might be required. His features are well defined, though stubble is often found upon his face after long days of study. His skin, though somewhat pale around the face, is swarthy and well-tanned. Another surprise in a magus. But like so much else about Haliax, it too has been carefully cultivated. His eyes, while at first glance a startling ice-blue grey, are edged by black sclera, and the tips of his nails are black as well. At night, when he walks, the shadows seem to follow and twine about him, almost as if it were a caress.


(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)

19
Off Topic Fun / Los Angeles this summer?
« on: May 25, 2012, 02:17:15 PM »
Anyone going to be in LA this summer? I'm coming back from school and will be back from June to September, and was wondering if anyone was going to be around.

20
Inspired by Fate/Stay Night and Fate/Zero, I’ve decided to stat up some of the Noble Phantasms as powerful artifacts. These are meant to be used in high-power campaigns as significant MacGuffins, and should not be given out for just any reason. I have altered and/or expanded some of the abilities of the Phantasms, so please do not post anything like “But this wasn’t in the series!” I know that. This is a thematic translation, not a perfect-copy one.

Anyway, I’d love to hear what people think. This is a work in progress, as there are a huge number of Phantasms, so I will be updating regularly. Let me hear which ones you think I should do next. The only exceptions are Ea, Enkidu, Excalibur, Ionioi Hetaroi, Unlimited Blade Works, and Gate of Babylon, which I am saving for later.


All Noble Phantasms are immune to rusting effects as well as sundering attempts, and can be summoned from the depths of their wielder’s soul as a swift action unless otherwise noted.


Rule Breaker
(click to show/hide)

Gáe Bolg
(click to show/hide)

God Hand
(click to show/hide)

Mono-hoshi-zao
(click to show/hide)

Invisible Air
(click to show/hide)

Knight of Honor/Arondight
(click to show/hide)

Gordius Wheel
(click to show/hide)

Prelati’s Spellbook
(click to show/hide)

Pages: [1] 2