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Topics - Nanshork

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41
[D&D 5E] Coastal Troubles / OOC Thread
« on: November 14, 2017, 10:24:14 AM »
Character Creation Rules

Stats are standard point buy (27 points), which can buy you the array if you want the array.

All core options are allowed (although if you're going after a combo or something please tell me, my experience with 5e is minimal and I'm going to get angry if I find out that someone took advantage of me).  Anything outside of core is allowed on a case by case basis.

Everyone is level 1.  High op is not required, we're playing a premade adventure.

Allowed non-core material:
 - Hexblade
 - All racial feats from Xanathar's

If there's anything you'd like a ruling on just let me know.

42
Play By Post / What should I run?
« on: November 03, 2017, 03:42:23 PM »
I'm going to run a game.  If you'd be interested in having me as a DM (warning, I'm a little rusty on the DM side of things), please look through this thread and vote on what you'd like me to run.

Current voting:

5th: Archon, oslecamo, Versatility_Nut, Strat
PF: Raineh, Archon, linklord, SorO


Original Post:

I was looking through all of my rpg books last night and it made me tempted to run something (I have a lot of things).  After all, it's been years, and the last time I was a DM I co-DM'd with Strat so it wasn't actually my game.

If I was to run a game, would you want to play?

If you would want to play, would you want 3.5/Pathfinder or something less common? 

I've got some other things I'd be tempted to run from Savage Worlds games to other more obscure stuff.  Book availability isn't an issue, I'm happy to help people out.  I also have Big Motherfuckin' Crab Truckers which is as wonderful as it sounds and the rules system is literally a page if silly one-shots are more your style.

Thoughts?

43
D&D 3.5 and Pathfinder / Spheres of Might
« on: October 14, 2017, 01:36:55 PM »
Anyone else have this book yet?  I'm honestly impressed, I like it more than Spheres of Power and it feels like a system that actually gives martials fun toys without giving them game-breaking abilities.

45
Off Topic Fun / Santa Fe, NM
« on: July 28, 2017, 06:01:40 PM »
I don't think we've ever had a successful meetup planned on here, I know I've tried three times.

And now I'm trying again.

Anyone in the Santa Fe area?

46
Play By Post / Character Sheet Templates
« on: July 05, 2017, 03:00:47 PM »
If you're like me, myth-weavers and similar websites just don't cut it whether that's due to the sheets not meeting your needs, potential for data loss, or other reasons.  This thread is meant to be an index for character sheet templates to store your sheet directly on this board so that you don't have to go to another site to see what you can do.   I'm also open to suggestions for any new sheets or improvements for existing ones.

Note: For my old sheets (anything that doesn't say Improved) you can quote the entire post and paste it into a new post, just remove the header and the quote blocs.  Most of these make use of the preformatted text tag in sections so you'll want to preview those and make sure that the spacing still matches up before posting.  The Improved sheets have code blocks for ease of copy/pasting and use tables instead of preformatted text which eliminate the spacing issues.  Given how low our PbP traffic is I'm only updating sheets to their Improved versions when I need them.


Character Sheets

Cyberpunk Red
 - Nanshork's Cyberpunk Red Character Sheet

D&D 3.5
 - Nanshork's Improved 3.5 Character Sheet
 - Nanshork's 3.5 Character Sheet (This one is old and uses preformatted text, use at your own risk)
 - Nanshork's 3.5 Minion Sheet

 - Nanshork's 3.5 Character Sheet for Stratovarius' Arhosa System
 - Nanshork's Improved 3.5 Stratovarius' Arhosa System Character Sheet

D&D 4E
 - Nanshork's 4E Character Sheet

D&D 5E
 - Nanshork's 5E Character Sheet

Legend
 - Nanshork's Legend Character Sheet

Pathfinder
 - Nanshork's Pathfinder Character Sheet
 - Nanshork's Pathfinder Minion Sheet

Star Wars Saga Edition
 - Nanshork's SWSE Character Sheet

Traveller (Mongoose 1E)
 - Nanshork's Mongoose Traveller 1E Character Sheet

Warhammer 40K: Dark Heresy
 - Nanshork's Warhammer 40K: Dark Heresy Character Sheet

Warhammer Fantasy 2nd Edition
 - Nanshork's Warhammer Fantasy 2E Character Sheet

47
Board Business / Well that was interesting
« on: June 30, 2017, 02:05:38 PM »
Some warning would have been nice, now I get to transition everything again since I cleaned stuff up to transition it in the first place.


Clicking the We Are Back link on the homepage logs me out.


Are all of the organization changes made going to be mirrored here? 

48
Board Business / Discussion about board migration
« on: February 21, 2017, 05:49:49 PM »
I'm creating this thread as a planning thread to get things back on track.  If Meg is going to allow someone else to take over this board we need a plan.  Trust me on this.

Strat and Robby have both expressed interest/willingness to host the site.

I am NOT willing to host, however I am 100% willing to be tech support for the site.  I'm in IT and have done website support and coding if anyone wants a basic explanation of my credentials.  If nobody needs me to support this site that's fine too.

IN MY OPINION the plan needs to have at least the following:

1. A decision on who will host the site out of the people invested in this conversation, otherwise multiple people might end up harassing Meg about being the person to take over the site..  She's obviously had enough of that already.
2. A migration plan for the board including domain name registration migration if possible/Meg is willing.
3. An implementation schedule and team (if more people than just the person hosting the board are doing the migration).
4. A decision on reorganization, if any (we've already had a suggestion of fleshing out the 5E section).
5. A possible decision by whoever is making decisions on if any changes should be made to what users are mods.  This might not be needed if traffic stays relatively low, but I think that we've only got one regularly active mod left.


This isn't intended as some sort of coup of the website or me taking the reins, I just like leading projects.  Any and all input by anyone is good, we're all members of the same community here.


Edit: Also feel free to link this thread to wherever you think people might see it that you think would provide good input.  Aside from the two threads actively discussing this I couldn't think of anywhere else good to throw in a link.

49
Board Business / Did we go down again?
« on: January 23, 2017, 04:21:29 PM »
It looks like we went down again today, I couldn't access the site from multiple networks.

Are we having issues again?

50
D&D 3.5 and Pathfinder / Spheres of Might (PF)
« on: January 17, 2017, 08:57:18 PM »
Is anybody besides me paying attention to this?  It's a companion book to Spheres of Power (but a separate system), third party if you're not familiar with it.

There's a preview here.  I'm not all the way through it yet, but there's a Blacksmith class with a major theme of sundering your enemies equipment and then repairing it
after you've killed them.

I'm very interested.

51
Off Topic Fun / Making your own custom RPG accessories
« on: October 12, 2016, 09:33:22 PM »
This thread is meant to be a guide for people who want to create their own RPG or RPG accessories.  My ideas for making things (or, more accurately having things made) started when I decided that I wanted a professional looking d8 with moon phases and expanded from there as I dug into just what I could do.

After asking if anyone else would be interested in learning from my experiences (which, granted, got a very lukewarm reception), I decided that I'd write it all down anyway.  If nothing else I can use it as a reference in case I forget.

So far I'm working on getting books printed professionally (or at least professional looking), custom dice creation, and miniature trays.  I might branch out later, and if anyone else has had things custom created (and I mean more than just going to a 3D printer and having something printed), feel free to share your experiences (both bad and good).

My guides:
Printing Books That You'd Be Proud to Display
Producing Perfect Polyhedrals

52
Off Topic Fun / Anyone want a guide to making custom rpg accessories?
« on: September 30, 2016, 06:33:36 PM »
So I'm in the middle of getting some pdfs printed professionally (not kinkos or whatnot), and I've got a project to make custom miniature trays that's currently on hold until I finish enough of my other projects that I feel up to it.

I've also been looking into and am working on some custom dice creation.

Is anyone else interested in this stuff?  Would anyone like me to make a thread about it with reviews and processes and whatnot?  (Yes, I know that there are a thousand "make your own miniature trays" guides on the internet but I'm actually going off on my own somewhat on that one).

53
Off Topic Fun / Custom Dice
« on: September 01, 2016, 01:13:49 PM »
I'm looking into getting some custom dice made, specifically d8s with moon phases on them.  Unfortunately custom dice are cheaper than they used to be but  not cheap enough.  The best I can get quoted out is a minimum order of $50 at $9 a die for standard size dice.

Is there anyone here who would be interested in getting in on this?  (I'm assuming no, most people don't seem to want the weird dice that I do.)


On the other hand, does anyone know of a cheaper place I can go for custom dice?  (I'm looking for more than trying to make my own with stickers/sharpie/whatever, I want words and a picture of the moon phase similar to this.)  I've seen the moon phase die on shapeways, it is not acceptable.

54
Oslecamo's Improved Monster Classes / Ectoplasmic Dragon
« on: July 18, 2016, 06:36:45 PM »
Ectoplasmic Dragon



HD: d12

Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Ectoplasmic Dragon body, Whitefire Breath, +1 Int
2 +2 +3 +0 +3 Keen Senses, Ectoplasmic Blood
3 +3 +3 +1 +3 Blindsense 60 feet, Lesser Ectoplasmic Psionics, +1 Str
4 +4 +4 +1 +4 Wings
5 +5 +4 +1 +4 Advanced Ectoplasmic Psionics, +1 Con
6 +6 +5 +2 +5 Focused
7 +7 +5 +2 +5 Growth, Tail Slap, +1 Int
8 +8 +6 +2 +6 Ectoplasmic Mind
9 +9 +6 +3 +6 Greater Ectoplasmic Psionics, +1 Str
10 +10 +7 +3 +7 Psionic Skin
11 +11 +7 +3 +7 Ectoplasmic Scales
12 +12 +8 +4 +8 Frightful Presence, Growth, Crush, +1 Con
13 +13 +8 +4 +8 Planar Travel, stuff, +1 Int
14 +14 +9 +4 +9 Ectoplasmic Lord, +1 Str
15 +15 +9 +5 +9 Whitefire Aura, +1 Con
16 +16 +10 +5 +10 Ectoplasmic Mind, +1 Str, +1 Int
17 +17 +10 +5 +10 Supreme Ectoplasmic Psionics, +1 Con, +1 Int
18 +18 +11 +6 +11 Ectoplasmic Assault, +1 Str, +1 Con
19 +19 +11 +6 +11 Astral Instability, +1 Str, +1 Int
20 +20 +12 +6 +12 Growth, Tail Sweep, Ectoplasmic Mastery, +1 Str, +1 Con, +1 Int

Skill Points: (2 + Int Modifier)
Class Skills: The Ectoplasmic Dragon's class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Listen (Wis),  Knowledge(any) (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Psicraft (Int).

Proficiencies: The Ectoplasmic Dragon is proficient with its own natural weapons.

Class Features:

Ectoplasmic Dragon Body (Ex): The Ectoplasmic Dragon loses all other racial bonuses, and gains Dragon traits (60ft Darkvision, low light vision, and immunity to sleep and paralysis) as well as the Fire subtype. It is a medium sized dragon with a bite attack for 1d8 damage and 2 claws attack for 1d6 damage each, as well as a 40 feet base speed and a swim speed equal to its land speed. The Ectoplasmic Dragon has wings, but they're too weak to do anything for now. Its claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Ectoplasmic Dragon also gets a natural armor bonus equal to its Con modifier. Whenever the Ectoplasmic Dragon grows one size category, its natural armor increases by a further 1.  In addition, the Ectoplasmic Dragon is treated for all purposes as not being composed from ectoplasm so it is not affected by the dismiss ectoplasm power or any other ability that targets ectoplasm.

Whitefire Breath (Su): The ectoplasmic Dragon spits out globs of raw explosive ectoplasm.  Unlike normal breath weapons, Whitefire Breath isn't a line or a cone.  Instead, it can be used anywhere within range and explodes as a burst weapon upon impact (no attack roll necessary as normal for breath weapons).

This breath weapon can be used every 1d4 rounds and has a range of 30 foot dealing 1d6 fire damage/HD to all creatures within 5 feet, Reflex DC of (10+1/2 HD+Con modifier) for half damage. The range increases by 10 feet for every Ectoplasmic Dragon level after first, and the burst radius increases by 5 feet for every third ectoplasmic dragon level (3, 6, 9, 12, 15, 18).

Ectoplasmic Blood:An Ectoplasmic Dragon receives powers known and powers per day as a Psion of 2/3 its level, including using Int as its main manifesting stat.  Instead of gaining a primary discipline, the Ectoplasmic Dragon adds all powers related to the creation and manipulation of Ectoplasm to the list of powers that it can learn. See the spoiler below for all Ectoplasmic Powers in the Expanded Psionics Handbook as well as Complete Psionic (all class abilities referencing Ectoplasmic Powers refer to the powers in the spoiler).

(click to show/hide)

If it multiclasses as a psion, the manifesting stacks.  If the dragon takes a manifesting prc, it may choose to advance its manifesting as that of a psion.

Dragon level Psion Manifesting
1
-
2
1
3
2
4
2
5
3
6
4
7
4
8
5
9
6
10
6
11
7
12
8
13
8
14
9
15
10
16
10
17
11
18
12
19
12
20
13


Keen senses (Ex): The Ectoplasmic Dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Blindsense (Ex): As the normal ability, range 60 feet.

Ectoplasmic Psionics: Starting at 3rd level, the Ectoplasmic Dragon can use certain powers as PLAs with a manifester level equal to HD, and Int to determine the DCs a certain number of times per day.

Lesser: At 3rd level, gain Chameleon and Dismiss Ectoplasm 1/day per 3 HD.

Advanced: At 5th level, gain Ectoplasmic Cocoon and Negate Psionics 1/day per 2 HD.

Greater: At 9th level, gain Energy Barrior and Catapsi 1/day per 2 HD.

Supreme: At 17th level, gain Ectoplasmic Cocoon, Mass 1/day per 10 HD.

Ability Score Increase: The Ectoplasmic Dragon ability scores increase by the shown amount.  This table is not cumulative.

Dragon level
Increase
1
+1 Int
3
+1 Str
5
+1 Con
7
+1 Int
9
+1 Str
12
+1 Con
13
+1 Int
14
+1 Str
15
+1 Con
16
+1 Str, +1 Int
17
+1 Con, +1 Int
18
+1 Str, +1 Con
19
+1 Str, +1 Int
20
+1 Str, +1 Con, +1 Int
For a total of +7 Str, +6 Con, +7 Int at 20th level.


Wings (Ex): At 4th level the Ectoplasmic Dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but they can take the Improved Flight feat (found in Complete Adventurer and Races of the Wild) which increases maneuverability by one step. Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Focused (Ex): Ectoplasmic Dragons are focused on the study of ectoplasm and how to use it. At 6th level he gains a racial bonus on Craft and Psicraft checks equal to 1/2 HD.

Growth (Ex): At 7th level the Ectoplasmic Dragon grows to large size.
                    At 12th level the Ectoplasmic Dragon grows to huge size.
                    At 20th level the Ectoplasmic Dragon grows to gargantuan size.

Its AC, bonus to hit, base damage, grapple and skills change accordingly, but it doesn't get any ability score bonus or penalties.

Tail slap (Ex): The Ectoplasmic Dragon can now make a tail slap attack dealing 1d8 damage (already taking in acount large size).

Ectoplasmic Mind: At 8th and 16th level the Ectoplasmic Dragon learns one power of a level it can manifest from the Ectoplasmic Powers list.

Psionic skin (Su): At 10th level the Ectoplasmic Dragon gains SR equal to its HD+11. It may raise or lower it at any time as a free action.

Gem Scales (Su): At 11th level the Ectoplasmic Dragon gains DR/magic equal to half its HD.

Frightful Presence (Su): At 12th level this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + 1/2 HD + Cha mod) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked  for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Crush (Ex): At 12th level the Ectoplasmic Dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size.
(click to show/hide)

Planar Travel (Sp): At 13th level, the Ectoplasmic Dragon can travel to the Astral plane and back to the Material plane 1/day per 3 HD as a Plane Shift spell with CL equal to HD. Save DC is (10 + 1/2 HD + Int mod).

Ectoplasmic Lord: At 14th level the Ectoplasmic Dragon gains +2 Manifester level to manifest Ectoplasmic Powers, and such powers also cost 1 less power point to manifest, to a minimum of 1 power point.

Whitefire Aura (Su): At 15th level the Ectoplasmic Dragon can use its breath weapon on itself to initiate a whitefire aura 1/day per 5 HD as a standard action (initiating this does no damage but does count as a use of the breath weapon). It lasts 1 round/HD. While the aura lasts, any creature striking the dragon with a natural or a handheld melee weapon deals normal damage, but at the same time the attacker takes damage equal to the Ectoplasmic Dragon's breath weapon damage. If the attacker makes a successful Reflex save (DC same as breath weapon), it reduces damage by half.

Ectoplasmic Assault (Ex): At 18th level the Ectoplasmic Dragon becomes able to combine its ectoplasmic powers together.  A number of times per day equal to its Int mod, when using Whitefire Breath or Whitefire Aura as a standard action the Ectoplasmic Dragon can manifest one of its ectoplasmic powers as a swift action.  The manifested power must target at least one square that overlaps with the Whitefire Breath, or a square in or adjacent to the space of the dragon if Whitefire Aura was used.

Astral Instability (Su): At 19th level the Ectoplasmic Dragon's natural erratic behavior combines with the astral essence that it surrounds itself with to the point that the Ectoplasmic Dragon's essence is strewn across the entire Astral Plane.  It becomes immune to all indirect divinations, they either give a random result about the Ectoplasmic Dragon if the diviner is in another plane or reveal the Ectoplasmic Dragon's position if the diviner is in the astral plane as not, but still no other information can be discerned about the Ectoplasmic Dragon besides their position by using indirect divinations even if the diviner is in the astral plane.

Tail sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Ectoplasmic Mastery (Su): The Ectoplasmic Dragon becomes the master of all ectoplasm.  The damage caused by Whitefire Breath and Whitefire Aura is now untyped instead of fire damage.  In addition, all ectoplasmic powers the Ectoplasmic Dragon manifests can no longer be dismissed by dismiss ectoplasm (or affected by any other power/ability that negatively targets ectoplasm).  Lastly, if any ectoplasmic power the Ectoplasmic Dragon manifests would wink out or be suppressed by an antimagic/null psionics field, the dragon can make a manifester level check opposed by the manifester/caster level check of the creator of the antimagic/null psioncs field in order to keep the ectoplasmic power active.  This check needs to be made only when the power enters the antimagic/null psionics field.

55
Board Business / Blocking/Ignoring User's Posts
« on: July 18, 2016, 01:57:16 PM »
The board used to have the ability to block other people's posts (and it still has at least some of that functionality, I can go to posts by a user I blocked years ago and it says  "You are ignoring this user. Show me the post." with a link to un-ignore that post.)

However, I can't see a way to block/ignore people now (which I really want to do).

Any idea what happened?  Am I missing something or did a function get removed somewhere?

56
Oslecamo's Improved Monster Classes / Genasi
« on: July 05, 2016, 03:15:23 PM »
Genasi


HD: d8


Level BAB Fort Ref Will Special
1 +1 +0 +0 +2 Elemental Body, Elemental Heritage, Elemental Dominion

Skills Points at Each Level: (4 + Int Modifier)
Class Skills: The Genasi's class skills (and the key ability for each skill) are: Bluff, (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Move Silently (Dex), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex).

Proficiencies: Genasi are proficient with simple and martial weapons and light armor.

Genasi Class Features:

Elemental Body (Ex): Genasi lose all other racial bonuses and become Outsiders gaining all racial traits of that type (primarily Darkvision 60 feet), also gaining the Native subtype.  They are Medium sized with a base speed of 30 feet.

Elemental Heritage (Ex): A genasi is either an Air Genasi, Earth Genasi, Fire Genasi, or Water Genasi and once chosen its elemental heritage cannot be changed.  When a heritage is chosen, gain all benefits listed for it.  Each heritage also has an associated saving throw that increases to the Good Progression to match their Will save.

In addition, a genasi gains +1 on all saving throws against spells/effects with the chosen heritgate (Air, Earth, Fire, Water).  This bonus increases by +1 per 5 HD.

(click to show/hide)

Elemental Dominion (Sp): Genasi gain a number of Elemental Points equal to 1 point / HD.  These points can be used to cast spells from the Cleric domain associated with their Elemental Heritage (Air, Earth, Fire, Water).  The genasi can choose any spell from that domain and spend a number of points equal to (2 * spell level) - 1 to cast it as a spell-like ability (the genasi cannot spend more points than it has remaining).  Elemental points refresh at the beginning of each day.

57
Oslecamo's Improved Monster Classes / Sanctified Creature
« on: July 01, 2016, 02:06:21 PM »
Sanctified Creature


Sanctified Creature Prerequisites:
To become a Sanctified Creature, the character must meet the following requirements:
- Must have a good alignment.
- Must be a creature with the evil subtype or a creature that is traditionally evil (such as any of the Chromatic Dragons).
- If the creature's alignment ever moves back to evil they lose all benefits of this class.


HD: d8

Level BAB Fort Ref Will Special
1 +0 +0 +2 +1 Sanctified Body, Sanctified Powers, Aura of Menace

Skills Points at Each Level: (4 + Int Modifier)
Class Skills: The Sanctified Creature's class skills (and the key ability for each skill) are: Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

Proficiencies: A sanctified creature gains no new proficiencies.

Sanctified Creature Class Features:

Sanctified Body (Ex): Unlike other monster classes, the sanctified creature doesn't lose its racial ability modifiers.  However, it does lose the Evil subtype if it had it and gains the Good subtype.  If it had DR/Good it is replaced with DR/Evil.  Any natural weapons it possess now bypass damage reduction as Good weapons.  In addition, it loses any of the following subtypes if it had them: baatezu (devil), tanar'ri (demon), and yugoloth.

Lastly, if the sanctified creature has levels in the Fiendish or Half-Fiendish classes they are retrained to Celestial or Half-Celestial respectively.

Sanctified Powers:  The sanctified creature's spell-like abilities undergo a change.  Any SLAs with the [Evil] descriptor are replaced with the corresponding SLA with the [Good] descriptor.  Example: Replace Protection from Good with Protection from Evil, replace Blasphemy with Holy Word.  Any spell-like abilities with the [Evil] descriptor that don't have a corresponding [Good] spell are lost without replacement.  If the sanctified creature has spellcasting abilities (sorcerer, cleric, etc), they lose the ability to learn and cast [Evil] spells and replace any [Evil] spells known with [Good] spells of the same level (if there are not enough spells with the [Good] descriptor available to learn the sanctified creature can choose spells without the [Good] descriptor to learn, but the replacement spells must still be of the same level.)

In addition, any racial abilities that worked against or granted bonuses versus good creatures are now changed to work against or grant bonuses versus evil creatures.

Lastly, the sanctified creature gains the following abilities.
 - Light Ray (Su): Once per round as a standard action, the sanctified creature can fire a ray of light from its eyes or hand. The ray is treated as a ranged touch attack and has a maximum range of 60 feet. Against evil creatures, the ray deals 1d6 points of damage per HD. The light has no harmful effect on non-evil creatures.
 - Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the sanctified creature, as the Magic Circle Against Evil spell (caster level equals HD).
 - Tongues (Su): A sanctified creature can speak with any creature that has a language, as though using a tongues spell (caster level equals HD). This ability is always active.

Aura of Menace (Su):  Any hostile creature within a 20-foot radius of the sanctified creature must make a Will save (DC 10 + 1/2 HD + Cha mod) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for one day or until they successfully hit the sanctified creature that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that sanctified creature's aura for one day

58
Oslecamo's Improved Monster Classes / Chitine
« on: June 22, 2016, 01:39:07 PM »
Chitine


HD: d8

Level BAB Fort Ref Will Special
1 +1 +0 +2 +2 Chitine Body, Hooked Hands, Sunlight Sensitivity, Webbing, +2 Dex


Skills Points at Each Level: (2 + Int Modifier)
Class Skills: The Chitine's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis).

Proficiencies: The Chitine gains proficiency with: all Simple and Martial Weapons, Light armor, and Shields (but not Tower Shields).

Chitine Class Features:

Chitine Body (Ex): Chitine lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (primarily Darkvision 60 feet).  They are Small sized with a base speed of 30 feet and a climb speed of 20 feet.  In addition, chitine have four arms that are all capable of fine manipulation although the chitine can only wield three weapons at a time.

Hooked Palms (Ex):  Chitine have small hooks in their palms that grant them a +4 on rolls to resist being disarmed. In addition, chitine gain a +4 bonus to all grapple checks.

Sunlight Sensitivity (Ex): In sunlight of bright magical light (such as the daylight spell) chitine suffer the dazzled condition.

Webbing (Ex): Once per HD per day the chitine can create produce webbing to create items with.  This process takes one hour and the chitine can create any one of the following items: any light armor not normally made of metal, Dagger, Punching Dagger, Spiked Gauntlet, Dart, or a Javelin.  These items are all of normal non-masterwork quality and  disintegrate after 24 hours unless an hour is spent coating them with an oil secreted by a chitine's skin.  It takes one hour to coat all weapons and armor created by this ability.

In addition, the chitine can use webbing in trap creation.  If a use of Webbing is expended while crafting a trap using the Craft (Trapmaking) skill then crafting time is calculated per day, not per week (a use must be expended each day, otherwise revert entirely to the normal crafting rules).  In addition, calculate the amount crated per day in gold pieces, not silver pieces, and no money is spent on raw materials.

However, when crafting traps this way the following restrictions apply: only mechanical traps can be created and they cannot involve poison, mold, or weapons that cannot be created with the Webbing ability (daggers can be turned into spikes).  In addition, traps cannot be created that are integrated into an existing structure with the exception of pit traps.  Lastly, webbing can only be integrated into a trap with a CR of 1/2 HD (minimum 1).  Due to their complexity, traps created with webbing have to be maintained separately, each trap takes a separate hour to keep from disintegrating.

Ability Increase (Ex): Chitine gain a +2 to Dexterity.

59
Oslecamo's Improved Monster Classes / Ice Beast
« on: June 20, 2016, 06:11:31 PM »
Ice Beast, Awakened



Ice Beast Prerequisites:
-Must be a corporeal living creature with 10+Con that does not have the fire subtype


HD: d10

Level BAB Fort Ref Will Special
1 +0 +0 +0 +0 Ice Body, Frozen Faculty, Ice Power
2 +1 +0 +0 +0 Rime Coating, Ice Power
3 +2 +1 +1 +1 Ice Power
4 +3 +1 +1 +1 Ice Power
5 +3 +1 +1 +1 Frozen Faculty Furtherance, Ice Power
6 +4 +2 +2 +2 Ice Mastery, Ice Power
7 +5 +2 +2 +2 Ice Power
8 +6 +2 +2 +2 Ice Power
9 +6 +3 +3 +3 Frozen Faculty Finality, Ice Power
10 +7 +3 +3 +3 Arctic Abomination, Ice Power

Skill Points: (2 + Int Modifier)
Class Skills: None

Proficiencies: The Ice Beast doesn't gain any new proficiencies.

Class Features:

Ice Body (Ex): An Ice Beast creature's type becomes construct, gaining the following traits.

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It also gains a natural armor bonus to AC equal to its Wis mod (if positive). If it already had better natural armor, increase it by 1 instead.
In addition, it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.
Finally, the Ice Beast gains the cold subtype but because it is now made of ice the maneuverability of any flight speed it currently has or gains in the future is reduced by one..

Frozen Faculty: The Ice Beast has become infused with ice to its very core, and gains an inherent power selecting either Body, Mind, or Spirit.
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Ice Power: At each level of Ice Beast, it can pick one of the following options. Each option can only be chosen once, and any requirements must be met before the Ice Power can be chosen.
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Rime Coating (Su): The Ice Beast gains DR/magic equal to 1/2 its HD.  If it already had DR of other kind, it now also demands magic to bypass. If it already demanded magic to bypass, increase it by 2.

The Ice Beast's natural weapons now also count as magic whenever advantageous (such as for bypassing DR).

Frozen Faculty Furtherance: At fifth level the Ice Beast gains improvements to the Frozen Faculty that it selected at first level.
(click to show/hide)

Ice Mastery (Su): The Ice Beast becomes one with the cold.  Any time it would take cold damage, it now heals half of the damage that would have been dealt.  In addition, the Ice Beast starts to be able to damage creatures resistant or even immune to cold.  Against creatures resistant to cold, cold resistance is reduced by twice Ice Beast level.  Creatures immune to cold still take cold damage up to twice Ice Beast level (damage must still be rolled normally).

Frozen Faculty Finality
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Arctic Abomination (Su):  Any time the Ice Beast would take cold damage it now fully heals all damage that it would have taken.  In addition, the Ice Beast is better able to damage creatures resistant or even immune to cold.  Against creatures resistant to cold, cold resistance is reduced by three times HD.  Creatures immune to cold still take cold damage up to three times HD (damage must still be rolled normally).




New Feat
Extra Ice Power
Prerequisites: Must have at least one Ice Power.
Benefit: Pick one Ice Power that you qualify for. You gain it.
Special: You may take this feat multiple times, each time choosing a new Ice Power that you qualify for.

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Oslecamo's Improved Monster Classes / Feral Gargun
« on: June 16, 2016, 06:24:03 PM »
Feral Gargun


HD: d8

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Gargun Body, Feral Athlete, +1 Str, +1 Con
2 +2 +3 +0 +0 Mountain Adaptation, Rend, +1 Str, +1 Con
3 +3 +3 +1 +1 Mountain Hunter, Mountain Movement, +1 Str, +1 Con
4 +4 +4 +1 +1 Feral Tactics, Pounce, +1 Str, +1 Con


Skills Points at Each Level: (2 + Int Modifier)
Class Skills: The Feral Gargun's class skills (and the key ability for each skill) are: Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), and Survival (Wis).

Proficiencies: The Feral Gargun gains proficiency with: all Simple Weapons.

Feral Gargun Class Features:

Gargun Body (Ex): Feral gargun lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (primarily Darkvision 60 feet).  They are Medium sized with a base speed of 30 feet and a natural armor bonus equal to their Con modifier.  In addition, for all effects related to race a feral gargun is considered a goliath.

Feral Athlete (Ex): The Feral Gagun gains Powerful Build and has two natural claw attacks, each dealing 1d6 damage.

Ability Increase (Ex): Feral gargun gain +1 Str and +1 Con at each level for a total of +4 Str, +4 Con.

Mountain Adaptation (Ex):  Feral gargun gain cold resistance equal to their total hit dice.  In addition, Feral gargun are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, feral gargun don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.

Rend (Ex):  If a feral gargun hits an enemy with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals additional damage equal to twice base claw damage plus 1.5 times the strength modifier (base 2d6 + 1.5 Str mod).

Mountain Hunter (Ex): Feral gargun can execute a charge by simply dropping from a height of at least 5 feet above their opponent, this takes the same action as a normal charge.  (For example, a ledge 10 feet above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature.) They can't charge from more than 30 feet above their opponent, nor can they use this ability while under the influence of a fly or levitate spell or effect (or similar) as they have to hurl themselves down on their foe.

If they hit they can choose either to deal double damage with their claw attacks, or to attempt a grapple. The feral gargun is treated as one size category larger than normal if they try to grapple their opponent (this stacks with the powerful build trait but only applies for the initial grapple attempt).  If the grapple is successful the opponent starts the grapple pinned.

If the attack hits (or grapple is successful) the feral gargun takes no falling damage.  Otherwise they are entitled to a Jump check (DC 15) to take less damage, as if they had fallen 10 feet less than they actually did. If they fail this Jump check, they fall prone 5 feet from their opponent.

Mountain Movement (Ex): Feral gargun can make standing long jumps and high jumps as if they were running long jumps and high jumps. Furthermore, a feral gargun can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.

Feral Tactics (Ex): The feral gargun can make a jump check as part of a charge, this is a part of the same action as the charge itself.  The jump check roll must be high enough to allow jumping for the entire distance of the charge, and can be made from a maximum for 30 feet away from the target.  If the jump check is successful, treat the charge as if it had been made using the Mountain Hunter ability in all ways (except that the jump is performed horizontally instead of vertically).

Pounce (Ex): A feral gargun can make a full attack action at the end of a charge  If using the Mountain Hunter ability (or related Feral Tactics ability), the extra damage applies to all qualifying attacks made during the full attack.

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