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Messages - oslecamo

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9581
Differentiating magic and non-magic is kind of silly when the era depicted considers everything magic.

So go play 4e?

Because last time I checked, the blacksmith that forges weapons for the crusade is considered nonmagic, but the witch that goes around brewing potions and casting spells is considered magic and would be burned in a nonmagic pyre after being tied with a nonmagic rope/manacles.

The blacksmith that starts pouring chicken blood under the moonlight claiming it reinforces his weapons, now that's magic, and he would also be burned at the pyre. People always saw a diference between magic and non-magic. That's why we freaking created the word "magic" to begin with goddamnit!

9582
Guns however, were excellent against light armored infantry, lead pellets were easy to cast in bulk, and powder could be prepared at practically any scale given the knowledge and materials, in contrast with the process of forging bolts or fletching arrows. Since most infantry in the field were light armored(nobody but the elite could afford much armor), that worked out just fine.
Oh, c'mon, it was still centuries from gunpowder's discovery until someone developed an efficient method of mass-producing handheld guns that didn't break after some uses. Bullets and the gunwpoder are easy yes, but the gun itself took a lot of experimenting to get done properly.

-Lower range than bows, since they can't arch.
Where did you get that one from? Absolutely nothing stops a crossbow bolt from arching (they're still affected by gravity after all). Crossbows actually had the range advantage for the simple fact you could pump more strenght on it. Never before could you reliably kill people from so from far away.


9583
Oslecamo's Improved Monster Classes / Pegasus
« on: December 14, 2011, 04:22:46 AM »
Pegasus

HD: d10
Level   Bab   Fort   Ref   Will   Feature

1   + 1   +2   +2    + 0   Pegasus Body, Spell-like Abilities, Divine Blood, Scent, +1 Str, +1 Con
2   + 2   +3   +3    + 0   Wings, Teeth, Skill Bonuses, +1 Str, +1 Con
3   + 3   +3   +3    + 1   Growth, Steed of the Gods, +1 Str, +1 Con


Class Skills: (4+Int Mod)x4 at first level. The pegasus class skills are Balance, Concentration, Jump, Listen, Sense Motive, Spellcraft, Spot, and Survival.

Proficiencies: Pegasi are proficient with their own natural weapons. They are not proficient with any armor.

Class Features:

Pegasus Body:
A pegasus loses all other racial traits and becomes a magical beast, gaining the following traits:

Medium size
40 ft. base land speed
Two natural hoof attacks, dealing 1d6+Str mod damage
Darkvision 60'
Low-light vision
Pegasi are quadrupeds, and do not possess hands or limbs capable of fine manipulation. Thus, they cannot wield weapons or manipulate objects. They have developed appropriate somatic components for spells, however, and may cast spells that require them as normal.
Pegasi cannot speak, but understand Common (and gain bonus languages as normal).
Additionally, the pegasus gains a bonus to natural armor equal to its Con modifier.

Scent (Ex): At first level, pegasi gain the scent ability.

Divine Blood: Although pegasi levels do not grant spellcasting, they stack with levels in divine spellcasting classes to determine caster level. Multiclassed pegasi may also choose to let their pegasus levels stack for purposes of determining spells known and spells per day gained (not total). For instance, a pegasus 3/cleric 1 may choose to either gain 3 0th and 1 1st level spell or 1 0th, 1 1st, and 1 2nd level spell. Despite their lack of hands or speech, pegasi may cast spells with somatic and verbal components.

Ability Increases:
At all levels, the pegasus gains a permanent +1 bonus to Str and Con.

Spell-like Abilities: Beginning at first level, the pegasus can cast detect good or detect evil 2/day per HD.

Wings (Ex): At second level, the pegasus' vestigial wings develop fully, and it gains a fly speed of 30' (average maneuverability). This improves by 10' every 3 HD thereafter.

Teeth (Ex): At second level, the pegasus gains a secondary bite attack that deals 1d6+1/2 Str damage.

Skill Bonuses (Ex): At second level, the pegasus gains a racial bonus to Spot and Listen equal to 2+HD/2.

Growth: At third level, the pegasus grows to Large (long) size.

Steed of the Gods (Ex):
At third level, the pegasus gains a +10 inherent bonus to land and fly speeds. Additionally, it gains the bonus feat Flyby Attack, and its maneuverability increases one step (to good). Finally, when the Pegasus reaches 6 HD, it can attack with both its hooves and its bite attack as a standard action.

Comments:
(click to show/hide)

Done by FirebirdFlying from GITP

9584
Oslecamo's Improved Monster Classes / Owlbear
« on: December 14, 2011, 04:18:39 AM »
Owlbear

Hit Dice: d10

Level   BAB   Fort   Ref   Will   Special

1   +1   +2   +2   +0   Drunken Mistake, Track, +1 Str
2   +2   +3   +3   +0   Improved Grab, Scent, +1 Str, +1 Con
3   +3   +3   +3   +1   Great Owlbear, +1 Str
4   +4   +4   +4   +1   Screech, +1 Str, +1 Con

Class Skills: 4/level (x4 at level 1) Balance, Climb, Handle Animal, Hide, Jump, Knowledge (Nature), Listen, Spot, Survival.

Proficiencies: Owlbears are proficient with their own natural weapons.

Class Features:

Drunken Mistake (Ex): At first level an Owlbear loses all racial traits and features, and gains the Magical Beast type with all traits decided by that (basically darkvision 60 feet).
It is medium sized with a base land speed of 30ft.
It has two primary claw attacks that it may use together as a standard attack without penalty. Each claw deals 1d4+Str damage. It also gains a secondary peck attack that deals 1d6+1/2 Str damage.
It gains a natural armor bonus equal to it's Con Mod.

Owlbears are vicious and relentless; attacking anything bigger than a mouse on sight. Owlbear levels stack with Barbarian levels for determining uses of Rage/day, as well as stacking towards the levels needed to access Greater & Mighty Rage.

Track (Ex): The Owlbear gains Track as a Bonus Feat.

Strong as an Owl (Ex): At each level the Owlbear gains +1 Strength. At each even numbered level it gains +1 Constitution.

Improved Grab (Ex): To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Scent (Ex): At second level the Owlbear gains the Scent ability.

Great Owlbear(Ex): At third level the Owlbear grows to Large size.

Screech (Ex): At fourth level the idea of blending a natural predator like the bear with something as unconventional as an owl finally starts to make sense.

As a Free Action 1/10 minutes the Owlbear may let out a high pitched screech. Any creature within 5ft/HD that fails a Fort Save (DC 10+1/2HD+Con Mod) is Dazed for 1 round +1 round/5HD. This does not affect the user, other Owlbears, deaf targets or targets under a Silence effect.

Done by Jobold-Bard from GITP

9585
Off Topic Fun / Re: Video Game dicussion
« on: December 13, 2011, 08:54:06 PM »
The high difficulty is part of what makes the game FUN. Sure, you won't breeze through it. But where's the fun in that? Some of us WANT to face a tough boss, if nothing else than to say "In your fucking FACE, giant demonic dragon-looking thing"! There ain't a single boss fight in the game that isn't epic, and the shortest boss in the game is still taller and beefier than whatever character you put up against him.

Yeah, about that... A lot of people out there do seem to enjoy curb-stomp battles sided to the player. Most people I know that're playing Skyrim are delighted that they sit on te first village maxing smithing and enchanting and then go out there with so much pimped equipment they literally can't be hurt. Skyrim "bosses" may scratch them. And they seem to honestly love it.

Now, I agree with you that challenging games are more fun for people like us, but unfortenely there's a lot of people out there that want "easy" challenges, and the gaming companies found out they're out there so they started to cater them more and more, as it's simply easier to make soft bosses than truly "taller and beefier" bosses.

Wow is a living example of that, where bosses may start cool but inevitably get nerfed into oblivion so even the noobs can brag they killed it.

My thanks to Zun for the Touhou series that altough 2D and puting me in control of a little girl against other little girls, its incredibly hard and challenging. At their "easy" mode (by Zun's scale, he's a pro shooter player that, by his own words, made Touhou because all the other shooters out there felt too easy for him).


9586
Guns revolutionized combat. The knight in shining armor was just slowing himself down so he couldn't dodge. An stooge off the street could kill him with a few buddies to watch his back as he reloaded!

Crossbows pierced armor quite easily. Crossbows did revolutionize warfare. England actualy outlawed crossbows on the basis that a peasant could easily get one and shoot down a knight with it. It was quite a long time untill guns became superior to crossbows.

So if you make guns better than crossbows, you'll have quite a bit of raging players. Yes, I'm asking demanding crossbows get buffed first.

9587
Also, all kings need to have magic crowns which grant immunity to things like divination and mind-affecting effects, coming from an earlier age where magic was more awesome and only working for members of the bloodline for whom they were created. If they have other regalia they're just as powerful. Lesser nobles get less powerful stuff.
Or just say that the Divine Right of Kings/Mandate of Heaven is true, and all kings are demigods.

Well, one of the sugested ways godhood can be achieved in D&D is worship. Thus it's perfectly reasonable someone could get powerful just because they're liked/feared by lots of people.

On the other hand, D&D has gods, outsiders, feys and plenty of other otherworldy factions with their own agendas. You can't make a seting and pretend only humans are fighting for power. The king may simply have the backup of a pit fiend/solar that has been serving his family for millenia. The otherking made a pact with the feys of the land to guarantee his power (cough King Artur cough). Selling your soul to demons for power and all that cool stuff we see in stories all the time.

9588
Oslecamo's Improved Monster Classes / Re: Illurien
« on: December 12, 2011, 10:36:16 AM »
Illurien of Myriad Glimpses:
-Clarify from which schools the IoMG can pick. Even if you intended for all of the "base" ones, homebrew Tob schools are extremely common out there (I myself did four so far after all)

Planar Pact- What's the actions to create the "lesser" portals? Can you replace old ones with news once you reach the cap? What's the limitations on picking the exit point?

Acorn of Harvest alert! Basically, when you say "allowing her to interact with its surroundings as if she was there". Does it mean she benefits from benefical planar effects from a plane of her choice?

What's the action to make the verbal pacts? It it valid if the enemy was mind controled/compulsed?

-Everything else looks fine and spiffy.

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Tempest Lash: It requires a saving throw to avoid Int damage but does not specify which kind. (Most likely a Will save). Also, is the Tempest Lash "drawn" as free action or as a move action, like an actual dagger. Could Iaijutsu Focus skill checks even work with a Tempest Lash? (that could result in a nasty Gnome Quick-Razorish combo).
Drawn like an actual dagger, thus can be combined with Iaijutsu focus, but it won't count as a gnome razor.

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Illurien Body: Perhaps Int to AC should be more like a monk or a swordsage/scholar rather than a natural armor bonus. Fluent water over rock-hard water feels like a better fit for the kungfu theme.
The original monster has nat armor, that stays (and still fits the kungfu theme of hardening one's body)

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Tempest Tecnique: Please fix the typos.  :-\
Grammar isn't my strong point and I'm not exactly swimming in free time. By all means fix them yourself and I'll edit them in.

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Since Ancient Rain is a Tempest Technique, it seems like it could be interpreted that Punish the Ignorant can also recover it.
You're right, clarified that it can't.

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Repository Orb; as written it allows an Illurian to cast True Strike as a swift action every 1d4 round, among other things. That sounds a bit heavy at HD8.
I don't really believe so, in particular because the Illurien has plenty of other things to do with her swift actions, so she'll want a more lasting effect.

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If you're fine with the PrC, I'll put it in my first post of this thread. Comments/Suggestions/Corrections welcomed, as always.
I like where it's going, but still needs some polishing.

Which reminds me, the joystealer still needs some polishing as well, need to find some time to properly check on that one.

9589
Oslecamo's Improved Monster Classes / Re: General Discussion and Sugestions
« on: December 12, 2011, 10:11:55 AM »
I just noticed. The alphabetical order of the index got the W after the X.
Congratulations, you just found out W isn't a letter in my native language. Fix'd.

Me again.  I'm having a lot of trouble with teh table for the Nimblewright.  Any chance you can edit it in?
Will do.

However I must remind you I already had ported the undeads. You can skip those, like the mummy and nightwalker. :p

9590
I've had professors of Arthurian Literature who argued that the shift to chivalric ideals shown in those legends corresponds to having the troubadours tell the stories primarily to the noble women for the first time, rather than the noble men.  The men were off killing Muslims in the Crusades, and the stories' emphasis got shifted away from the violence of the early Latin and Celtic myths to hold the interest of medieval women.

hahahahah. i would so believe that. not that medieval women were necessarily immune to the lure of violence... after all, sometimes they were the ones responsible for keeping the castle intact until the hubby got home. i would not be surprised if a lot of the more imaginative defenses were actually invented by women. they had to work off their irritation and frustration at the absentee hubby somehow?
That's indeed a very important diference. Ulysses wife is basically an object and when he doesn't return home she's surrounded by pretendants and all she can do is make up a clever lie to delay their advances.

Medieval ladies on the other hand get control of the troops and proceed to kick the ass of anyone coveting her lands.

Heck, one of the most famous (if not the most among those that really existed) warrior heroes of the medieval ages is none less than Jean D'Arc! Poor farmer girl that picks up sword and proceeds to save her country! How's that for heroism? :D

Not exactly heroic though.
Still more heroic than Ancient Greece's "screw everybody else".

Except their own country. Which is exactly the same as what the later "heroes" are doing.
False. Paris dooms his city-state by stealing the wife of another important king. Ulysses sacrifices every last of his countrymen to save his own skin. Hercules butchers his own family. Acquilles is a complete glory hog that abandons everything to show off in battle.

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Because then you're not the ruler of a kingdom, you're some underground dude with your elite minions. The kind of person adventurers go against actually.

Because if you have your home underground, you can't be in charge of anything?
With just 4 retainers, good luck with that even if they have teleport.

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This kinda reminds of the question "Why do wizards like big towers". The answer is simple. To show off their power.

And then you lose that power.
Anybody strong enough to break trough the tower traps and minions wouldn't care less if you were living underground. :p

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Kinds do not skulk in the shadows, even if it would be safer. They want to be seen. They want to literally be above everybody else. What use is being powerful if you're stuffed in some cave where the sun doesn't shine and you only have contact with your elite squad?

You get to keep your power, and all it takes is a home that can't be beaten down by simple level 3s.
Assaulting a castle filled with redshirts isn't exactly trivial at level 3, and you're not going to keep your power if there's no permanent guard in all your population centers to keep them in control and protected from minor daily threats. Your teleport squad can't exactly be deployed at every minor wolf/goblin attack.

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Plus I don't know where you're geting  the "200 GP per redshirt". A trained hireling is just 2 SP per day. And you do need large amounts of subordinates to properly supervise your kingdom.

The cost of weapons and armor to outfit an army of 1,000 (a small army, all things considered) + pay and supply them vs using the same money to make a small elite squad. I thought that was rather clear.
The equipment is a one-time investment, and is probably being passed down from one generation to the other. Everything else is covered by the daily payment.

9591
Oslecamo's Improved Monster Classes / Nymph
« on: December 12, 2011, 04:08:01 AM »
Nymph

HD:d6
Level   BAB   Fort   Ref   Will   Feature

1   +0   +0   +0   +2   Nature's Child, Cha+1
2   +1   +0   +0   +3   Fey Body, Wild Empathy, Dex+1
3   +1   +1   +1   +3   Unearthly Grace, Cha+1
4   +2   +1   +1   +4   Stunning Glance, Dex+1
5   +2   +1   +1   +4   Unnatural Beauty, Cha+1
6   +3   +2   +2   +5   Dimension Door, Dex +1
7   +3   +2   +2   +5   Blinding Beauty, Cha +1

Skills:6+Int modifier per level, quadruple at first level. Class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Spot, Swim.

Proficiencies: Nymph is proficient with club, dagger, dart, quarterstaff, sickle, shortspear, sling.

Features:

Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's an fey with base speed 30 feet and swim speed 20.

The nymph casts spells as if it was a druid of the same Nymph level. If she multiclasses as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multiclassed with druid, the Nymph can use Cha instead of Wis for casting.

Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7.

Fey Body: At second level, Nymph gains DR/cold iron equal to half her HD.

Wild Empathy: At level 2 Nymph gains Wild Empathy as druid, with +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get +6 bonus).

Unearthly Grace: At third level Nymph adds her Charisma modifier as a bonus on all her saving throws.

Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day.

Unnatural Beauty: The Nymph gains a deflection bonus to AC equal to her Cha modifier.

Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has.

Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't affect same target more than once in a single day. This ability can be active for HD+Cha mod rounds per day.

Nymph cleric(substitution level)
Hit Die: d6
Level   BAB   Fort   Ref   Will   Special
1st   +0   +0   +0   +2   Natural faith

Skills (2+Int, quadruple at first level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession (Wis), and Spellcraft (Int).

Natural faith: A nymph cleric who selects this racial substitution level gives up her racial druid casting in exchange for cleric casting (which stacks with the casting she gains from taking a level of this class). In addition, her cleric casting is based on Charisma rather than Wisdom.

Comments
(click to show/hide)

A nymph cleric who selects this racial substitution level must select Plant or Animal as one of her domains, and does not gain Turn Undead.

9592
A 8th level NPC with two 6th level bodyguards by itself is already CR 10. Add in the minions and the ecounter's CR was more than 4 levels higher than the level of the party. But if the party was pimped casters and it was suposed to be a boss battle whitout any other conflict in the day, then it's the right thing to do.

Care to share what exactly those "soldiers" were? Also what class did the wolf riders have? Plus thrown weapons do get Str to damage. Something like orcs with javelins is quite nasty at low levels. Adding dex seems kinda overkill with some builds, altough the goblins do have Str penalty. But that's why they shouldn't go around with str-based weapons if you ask me.

9593
Not exactly heroic though.
Still more heroic than Ancient Greece's "screw everybody else".

And less than an army, which I forgot to mention. Let's see, a thousand troops at 200 gold each would get you 4 level 10s with full PC wealth. At 200 gold for equipment and pay and supplies, you're going to get some red shirts. At 50k each, you're going to get a team that can deal with absolutely everyone that still cares about single kingdoms incredibly easily.

Said force will also be Teleport capable, meaning they are more mobile than any army could ever dream of. Even without that, small forces are easier to mobilize and conceal.

Because then you're not the ruler of a kingdom, you're some underground dude with your elite minions. The kind of person adventurers go against actually.

This kinda reminds of the question "Why do wizards like big towers". The answer is simple. To show off their power.

Kinds do not skulk in the shadows, even if it would be safer. They want to be seen. They want to literally be above everybody else. What use is being powerful if you're stuffed in some cave where the sun doesn't shine and you only have contact with your elite squad?

Even today, with long-range guns and explosives and whatnot, presidents still show up in public.

Plus I don't know where you're geting  the "200 GP per redshirt". A trained hireling is just 2 SP per day. And you do need large amounts of subordinates to properly supervise your kingdom.

9594
General D&D Discussion / Classic vs Modern - National Security in D & D
« on: December 11, 2011, 03:47:33 PM »
While I did mention greek heroes being jerks that extends far beyond that pseudo period of time. In the medieval era being a hero involved killing the other guys in order to make territory for yourself. The knights bullied the peasants. Now I am not saying that's a good thing, but I am saying that's how things were, and that's probably part of the reason why D&D is how it is.

Not exactly. The knights may bully the peasants, but the peasants acepted it because the knights protected them from the raiders and other martial dangers. Feudalism in a nutshell, "You pay me taxes and take some bullying and I watch out for your safety". And the knight was expected to go out and fight rivals that were aiming at his lands, or lose them.


The other part being going from ambusher to ambushee means going from winner to loser.

Funny you mention that, because it's around this time castles and other static fortifications start geting really popular.

9595
General D&D Discussion / Re: Heroism : Morals, Ethics or Power?
« on: December 11, 2011, 03:28:55 PM »
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Also young? Saber's at least four times the age of Rider!
:???

Dunno if you know the basic history so
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9596
General D&D Discussion / Re: Heroism : Morals, Ethics or Power?
« on: December 11, 2011, 03:17:14 PM »
Funny you mention that Prime32, since

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And that's a key diference between the "heroism" in the ancient greece and the "heroism" of the medieval ages. People ended up geting fed up with gloryhog heroes that always tought first about themselves. They wanted heroes that would be willing to sacrifice themselves for those weaker than them. Justice. Chivarly. Selfness. A knight's ideals (enphasis on ideals, not saying that's how reality ended up working).

Lots of people want to play that kind of good. Not saying there's no room for psycho-heroes, but selfness leaders are also a very important part of legend.

Or would you rather fully go to ancient greece style, where womens were treated as objects, children were handy sacrifices to bribe gods and said gods would randomly screw you just for the evulz?

9597
Off Topic Fun / Re: Touhou
« on: December 11, 2011, 01:34:15 PM »
There's a donnation box tag? "Takes a look" Ha, this looks perfect for CE evil Reimu!

Updated chart
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9598
Off Topic Fun / Re: Anime & Manga 4: Brotherhood
« on: December 11, 2011, 12:24:42 PM »
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9599
Off Topic Fun / Re: Anime & Manga 4: Brotherhood
« on: December 11, 2011, 12:08:48 PM »
Negima.
lolwut

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Fate/Stay Zero 11
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9600
Oslecamo's Improved Monster Classes / Nerra
« on: December 11, 2011, 05:08:11 AM »
Nerra

HD: d8
Level   BAB   Fort   Ref   Will   Features

1      +1      +0      +2      +2      Man in the Mirror, Mirror Sheath, Shard Blade
2      +2      +0      +3      +3      Mirror Magic Initiate, Shard Spray, Dex +1
3      +3      +1      +3      +3      Reflective Spell Resistance, Mirror Jump, Cha +1
4      +4      +1      +4      +4      Mirror Magic, Dex +1
5      +5      +1      +4      +4      Greater Shard Spray, Dex +1, Cha +1
6      +6/+1   +2      +5      +5      Mirror Magic Master, Dex +1

Class Skills (6+ Int Modifier): Bluff, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Sleigh of Hand, Spot, Tumble, Use Magic Device.

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

Man in the Mirror: A Nerra loses all other racial bonus and gains outsider traits (basically darkvision 60 feet). It is a medium sized outsider with base land speed of 30 feet, resistance to cold, electricity and fire equal to his HD and vulnerability to sound.

In addition, the Nerra gains a Natural Armor bonus equal to his charisma modifier.

Mirror Sheath (Su): The Nerra has a special extradimensional storage space that he can access through any mirror or reflective surface (including his own skin), this storage space can hold up to 5 pounds per HD.

Shard Blade: Each Nerra owns a personal shard blade, which is a melee slashing weapon that appears to be made from a broken shard of a mirror set on a shiny hilt, but is as strong as any metal weapon. The Nerra gains proficiency with all weapons of the type of his shard blade, and has Weapon Focus for it as a bonus feat.

As the Nerra grows in power, so does the shard blade. At 4th level it gains a +1 enhancement bonus on attack and damage rolls, this enhancement bonus increases by +1 every 4 HD thereafter (+2 at 8 HD, 3 at 12 HD, etc). At 7th level it gains the Keen property, and at 10th level it gains the Wounding property.

If the shard blade leaves the Nerra’s possession it vanishes one round later, if the blade is lost or destroyed the Nerra can recreate it in his hand as a move action.

Mirror Magic Initiate (Sp): A Nerra is a master of deception and magic that tricks the sight comes naturally to him. When applicable, the save DCs for these spell-like abilities is 10+1/2 HD+ Cha modifier, with a caster level equal to his HD.

The Nerra can use Disguise Self once per day per character level and Mirror Image once per day per two character levels.

Shard Spray (Su): Starting at 2nd level, once per day per character level, the Nerra can release a shower of sharp glass from his hand. The shard spray is a ranged attack with a range of 30 feet, plus 10 feet per character level past second and deals 1d4 points of slashing damage per HD. In addition, wounds caused by the shard spray bleed for an additional 1 damage per round until it is stopped by either a DC 10 Heal check or by any Cure spell. Periodic damage from multiple shard sprays stacks.

At 5th level the shard spray grows in strength. Its damage increases to 1d6 and the periodic damage increases to 2. The Nerra can also use his shard spray as a cone attack with a range equal to half the range of the targeted attack, dealing 1d6 points of damage per two HD.

Ability Score Increase: The Nerra gains +1 to Dexterity at levels, 2, 4, 5 and 6, and gains +1 to Charisma at levels 3 and 5.

Reflective Spell Resistance (Sp): At 3rd level, the Nerra gains spell resistance 12+HD, any time a targeted spell fails to pierce this resistance it is reflected back at the caster, who becomes either the spell’s target or point of origin. The Nerra also becomes immune to gaze attacks, and all such attacks are reflected back to the origin. The Nerra can drop or rise its SR at any time as a free action even if it isn't its turn.

Mirror Jump (Su): At 3rd level the Nerra may travel short or long distances through the plane of mirrors. As a standard action, by touching a mirror or another reflective surface (clear glass, still water or shiny metal), he can enter the plane of mirrors and instantly exit through any other mirror within 20 feet per HD. If no mirror is available in range, the Nerra becomes stuck in the mirror plane until he can find a mirror to cross through.

Starting at 13 level, this ability can be used to cross long distances, as per the Shadow Walk spell, with a caster level equal to the Nerra's HD. This transport must begin and end at a mirror. This function of Mirror Jump can be used once per day per four HD.

Mirror Magic Adept (Sp): The Nerra can use Invisibility and Misdirection once per day per HD.

Mirror Magic Master (Sp): The Nerra can use Mislead and False Vision once per day per two HD.

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Done by Draken from GITP

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