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Messages - oslecamo

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21
Oslecamo's Improved Monster Classes / Re: Skaven
« on: December 21, 2019, 04:08:33 AM »
Weapons of Warp count as Masterwork weapons and it's intended that they may receive magic enchants (this is half the theme of the Warplock Engineer is mixing magic and tech), provided the player spends the normal resources to pay for such enchants.

22
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: December 21, 2019, 04:04:34 AM »
Quite like the new Excellent ability.


Bound Slime from Covetous Youkai really needs some ruling about how long it takes (and making sure it can't be spammed too willy-nilly).

Vicious
-chase was adjusted. It didnt really need a Movespeed most in the first place so that was dropped.
-If you have any suggestions for diluting this one I'm all ears. I've thinned down a few abilities, but this is still a distinctly awesome class for melee-dps types and pouncers.
Noticed now it's saying Serene Youkai in the weapons proficiencies.

Also it's not the melee boosters themselves that are the problem per se, but the complete lack of defensive/mobility abilities to actually help you get in melee. It's no good being really killy if your enemy can just keep the distance and kite you.

Plus someway to bypass more exotic defenses, so maybe claws counting as magic, and eventually being able to cut even through Force effects.

Similarly for the Ravenous Youkai, it's multiple levels for a strategy that's easily shut down with teleportation/freedom of movement, but at least the Ravenous Youkai also gets some nice utility and defensive stuff.

Everything else looking good!

23
: “Can’t you hear the music, mister Lotushand? Miss Ammy? It’s all around us, coming closer. ”

: “IFF codes confirmed for Green Um, Dois, Três, Quatro, Cinco, officer Lotushand.”

The dark creatures are tightening their circle and clearly preparing themselves to attack!
(click to show/hide)

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24
Oslecamo's Improved Monster Classes / Re: Skaven
« on: November 23, 2019, 09:36:28 AM »
Really love these classes.
Thanks! :D

I have a few questions about the Warlock Engineer:

The Warp-power Accumulator in the Diabolic Devices references the Extra options feat. I don't see the feat referenced anywhere else. So you just spend a feat to upgrade this ability?
It's in the general feats thread but yeah basically spend one feat to get the upgrade.

The Iron frame in the Rare Engines has a line that looks like it is supposed to modify warp lightning but the sentence is confusing how does it modify it? Is this warp lightning  the grey seer spell, is it the ray from the storm demon Diabolic device or something else?
Ups, that was just leftover text from the initial draft, cleaned. :blush

25
Oslecamo's Improved Monster Classes / Re: General Discussion and Sugestions
« on: November 23, 2019, 09:31:10 AM »
My bad, was misremembering things, corrected previous post. Thanks Raineh. :blush

26
Oslecamo's Improved Monster Classes / Re: Yokai Classes
« on: November 23, 2019, 09:28:42 AM »
Ok, this is quite a big work.

Serene Yokai:
-Does Domain triggers if the Serene Youkai themselves approaches an enemy after activating? If yes, then that sounds really abuseable as you can basically step forth and back for multiple triggers.
-What's the activation action for Selfless?
-"Hostile mystical effects" isn't very clear. Maybe Su and spell/SLA attacks would be more precise?
-How does Reflect Torment works with area attacks? Say somebody throws a fireball and they make the save while having some nearby allies, does the fireball affects the allies?
-Liberate Magic's CL cap sounds kinda too low, it will only go up to level 10. Didn't you mean spell level instead of caster level?
-For the feats, may be better to clarify that other levels just add to effective Serene Yokai level for abilities that care about that, otherwise it may be read that other levels will grant class features faster than normal. Also Monster 13/Serene Youkai 7 would still be limited to Liberate Magic only up to 13 CL which will struggle against magic enemies of the same level.

Tyrant Youkai:
-Checked may want a clause that it affects undeads and constructs despite being a Fort save.
-Devastating Strike/Cataclysmic may want for the initial attack(s) to be limited to basic ones.
-Just Uncanny Dodge for 3rd level feels kinda lackluster.
-Improved Uncanny Dodge at 6th level alone isn't that hot either.
-Greater Tyrant Yokai appears to be lacking an "additional" there.
-Same comments about "effective X level" stacking clarification than above, assume the same for the other classes.

Coveteous Youkai:
-Pokémon woot! :D
-Sooth needs clarification about what counts as "mystic" too.
-For Slime Stasis, if you put your slime spirit from afar in their Pokéball, does it fall where they were or comes to your hand? Also when you pull out one out of stasis, where do they appear?
-Sealed Slime sounds a bit too abuseable. Probably better if it was just 1/day and such a slime only lasts 24 hours or something.
-For Rejuvenate , just in case may want to add a clause it doesn't help with recovering time-limited abilities such as daily spells and whatnot.
-Any limitation for spamming Recall Slime until it works besides the time?
-Really like this one!

Progenitor Youkai:
-Spiders are not insects!

Vicious Youkai:
-All levels of almost pure melee offensive sounds a bit too much. Could use a bit of fast healing or something in there. Also Chase lacking units for the extra movement speed.

Ravenous Yokai:
-At proficiencies mention of Serene Youkai.
-First level only a boosted bite with crappy skills doesn't feel very good. Deep Stomach could probably be moved here while con to bite attack gets moved to second.
-Eat Big is kinda obsolete by itself at this level since freedom of movement and teleportation start to be pretty common, Improved Grab by itself isn't gonna do much.
-Bulky should clarify that it works like Powerful Build that stacks with actual Powerful Build, otherwise that raises a lot of questions such as space filled and reach and whatnot.
-Tasty Treat probably could use to be extended to protecting from all the nasty anti-melee effects out there.
-When expelling a devoured opponent, where do they end and are they prone or not?
-Must say his one feels quite thematic overall with the whole dimensional stomaches aspect, plenty of possibilities all around that aren't exactly common in D&D. Still could probably use 4 skill points per level base and good Will saves.

Mirage Yokai:
-Proficiencies seems to have some leftover text from Tyrant Youkai.
-Where do Mirage Warriors start?
-"Supernatural abilities merely produce Figments" isn't very clear what that actually does.

Overall I like where this is going, but need some polishing in several parts.

27
There's several passages and rooms but again nobody, except this time everything's neatly in place and not a speck of dust anywhere as if somebody had just cleaned it up. The lights are weak and flicker constantly, barely providing any illumination, and besides their electric zooming there's only silence.

:"Such a nice music..."

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28
I assume that I'm the only one not in my mecha?

Maybe I should just supervise from my ship...

It'll be a bit of a tight fit for the Bastion to get inside, but the Matilda II is a colony ship that was carrying a million people plus its own ecosystem so has enough space for other battleships to fly around.

Now the building where the records are, the Matilda II won't fit (only up to mecha colossal), but there's a bunch of abandoned mecha nearby (assume any generic real up to tier V) or in another alternative you could commandeer one of the smaller ships outside (assume you can find any of 11th level of colossal or smaller size with standard battleship loadout).

Or you could supervise from outside the building yes.

29
Oh, has anyone disappeared from this ship I'm on right now?"

: "Oh nº, no+ anythi^g fançy for me, t%ey ju$t dum?ed me of«icially for a new, shin!er mod&l, eve~ hªve the o#ficial rec@ords. "

_________

Inside Matilda II, the atmosphere is breathable but a bit stuffy. There’s clear signs of decay, some places where vegetation is overgrowing out of their bonds and others where all life dried up. There’s many buildings, some looking still in good condition and just in need of some cleaning, others little more some broken walls and debris. Everywhere there’s signs that people used to be here in the past, assorted discarded tools and abandoned vehicles, even some half-rusted mechas with their cockpits empty. There’s however no clear signs of violence, just like if the people were simply doing their daily routines when they just vanished. A few flickering photon screens provide the only sources of activity, broadcasting the artificial weather reports and other general information along with motivational messages (“Let’s do our best to start a new colony in a new star everybody!” cheers a virtual newearl) and ads (50% off on all photon carpets for the next 171 cycles! smiles a numan recording).

:”This way please.”

Some of those screens change to show you directions when you come close, leading you to a big building, looking more like a command fortress than anything else.

:”That is the central governing quarters where my previous capitan and officers conducted private meetings and stored the information they did not want to risk falling on the hands of the androids. I am blocked from observing anything inside it. ”

The massive reinforced front doors are open and the lights inside on.

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30
Oslecamo's Improved Monster Classes / Re: Kython
« on: October 23, 2019, 08:27:38 AM »
Can't honestly say I remember, it's been some time since they were done.

But there's plenty of monster prcs around to fill that last level if the campaign ends up reaching 20th.

31
Oslecamo's Improved Monster Classes / Re: Volibear
« on: October 23, 2019, 04:05:56 AM »
It was meant that the storm had to be going when the Volibear died, clarified. If they die and a storm comes hours/weeks/days/months later, it's no good.

32
Oslecamo's Improved Monster Classes / Re: Starkin
« on: October 23, 2019, 02:42:55 AM »
Ok, so first things first:
-Needs pic. I can help with that if you tell me what you're looking for exactly.
-Since it seems to be your original creation, some fluff intro would be nice or source if it's not original.
-Needs skills/skill points.

Now on the class abilities:
-Starkin Armament "any mundane ability" sounds like something that could be easily abused. If nothing else every starkin walking around with adamantine supercraft armament.
-Starkin Armament 'minor ability discussed with DM' is kinda too vague. If you want a list of exotic item abilities, intelligent items have a nice list besides the class version already provides some nice inspiration.
-Starkin Armament allows any spell/power once per 4 HD. I think a "per day" is missing there. Also clause that they still need normal exp/costly components despite being a Su ability.
-Board needs a bit better wording. Warrior/Knight gives how many bonus feats and when? And mage/rook/bishop/healer should probably specify that they only progress spell slots of a base class and spell knowns at 2nd/3rd level since CL is already being increased. Jester/pawn seems to be meant to be "spells of level up to 1/4 HD" . And tactician/king certainly should have an actual type for their bonus (insight, sacred, something) so it isn't stacking so easily with every other aura out there. Also missing an option for mecha progression for SRW games.

So looking overall pretty nice so far, just needs some clearer wording here and there plus Starkin armament could use to being a bit less open-ended. If anything, a maneuver/spell and an intelligent item ability is already good, then allow to be further upgraded with special mundane materials/crafting tecnhiques at half price or something along those lines. Maybe magic enhancement at half price too. Perhaps allow the chosen spell/maneuver/etc to be switched at level up.

33
Oslecamo's Improved Monster Classes / Volibear
« on: October 23, 2019, 02:14:26 AM »
Volibear


The ursine are a group of bear-people living in the frozen north. Some of them manifest natural storm powers, such as channeling the storm through their bodies, and become known as Volibear, in honor of the legendary first hero of their kind that unleashed such abilities.

Hit Dice:d8
LevelBABFortRefWill   Special
1st
+1
+2
+0
+2
   Volibear Body, Chosen of the Storm, Volibear Talent, +1 Str
2nd
+2
+3
+0
+3
   Volibear Talent, Snow Resistance, +1 Con
3rd
+3
+3
+1
+3
   Volibear Talent, Storm Resistance, +1 Str
4th
+4
+4
+1
+4
   Thunder Claws, +1 Str, +1 Con

Skills: 4+Int mod, quadruple at first level, Class Skills are Balance, Climb, Craft(any), Diplomacy, Escape Artist, Intimidate, Jump, Listen, Knowledge(any), Sense Motive, Survival, Spot, Swim

Proficiencies: Light, Medium and Heavy armor, simple weapons, his own natural weapons.

Volibear Body: The Volibear loses all of his previous racial traits and instead gains monstrous humanoid traits (basically darkvision 60 feet). He is a medium sized monstrous humanoid with base speed of 30 feet and two natural Claw attacks dealing 1d10 damage each. In addition he gains a natural armor bonus equal to half his Con mod.

Chosen of the Storm: If the Volibear drops below 30% max HP, at the start of their next turn they recover HP equal to 30% their max HP (and if they were unconscious and fallen, they can automatically stand up whitout provoking attacks of opportunity). This doesn’t trigger if the Volibear dies before their next turn arrives, and after it is triggered, it cannot trigger again for 5 minutes. If there's actually a storm going, this can trigger even if the Volibear is dead and brings them up to 30% of their max HP regardless of how dead they were, but no more than 1 free storm ressurection per year, and the storm must have started before the Volibear died.

Volibear Talent: At 1st, 2nd and 3rd level the Volibear picks one of the following options. No one may be picked more than once.

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Ability Score Increase: the Volibear gains +1 to Str at levels 1, 3 and 4, and +1 Con at levels 2 and 4, for a total of +3 Str, +2 Con at 4th level.

Snow Resistance: At 2nd level the Volibear gains resistance to Cold equal to 5+HD.

Storm Resistance: At 3rd level the Volibear gains resistance to Electricity and Sonic equal to 5+HD.

Thunder Claws: At 4th level as a free action 1/hour for 3 rounds the Volibear’s claw attacks deal an extra 1d6 electricity and 1d6 sonic damage. Whenever they hit an enemy with their claws while this effect lasts, they may make the thunder jump to a second target whitin 30 feet, then a third target whitin 30 feet of the second, inflicting them the bonus electricity and sonic damage. At 8 HD and every 4 HD thereafter, increase the electricity and sonic damage per 1d6 and one extra enemy may be affected. No enemy may be affected by each “chain” of Thunder claws more than once per round.

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34
Super Robot Wars d20 / Re: Einst Queen
« on: October 23, 2019, 01:07:00 AM »
Well for default drones it would be a bit too abuseable since there's no cap for how many einst you can have out. But since the Dominion mutation only works while under the limited Queen's Will, added the option to share senses to that one.

35
Touhou Battle Grimoire / Re: General Discussion and Sugestions
« on: October 22, 2019, 01:45:55 AM »
Looking forward to getting a moon rabbit race. I can't wait to face off with invaders and immediately get scared and hide.
Lunatic Bunny Girls are go.

Now that you're back I should start reviewing again. Time to figure out what I was going to do next...

Crystallized Silver school would be next I believe.

36
Touhou Battle Grimoire / Re: Races
« on: October 22, 2019, 01:44:08 AM »
Moon Rabbit


Lunarians claim to be the ones behind the creation of the first monsters, and the prototype for those were the moon rabbits. It’s not clear why they picked rabbits of all animals to use as basis for this, but then it’s rarely clear why the Lunarians do anything they do. Either way, the Lunarians don’t consider Moon Rabbits as monsters themselves, using them as workers and soldiers and pets and guinea pigs for new magical experiments for countless eons. Mallets are a Moon Rabbit’s tool and weapon of choice unless guns are an option in the campaign and they can get their cowardly paws on some, screw fair fights. In battle, Moon Rabbits are known to flee in fear and hide use cunning skirmish tactics, performing hit-and-runs against their opponents, mostly running, using their strange moon abilities to create diversions. Although usually Lunarians keep a tight leash on Moon Rabbits, they sometimes send their servants on their own to perform specific tasks, and after several Lunar incidents in a row (including not enough salary raises) some Moon Rabbits  managed to successfully defect/rebel/flee from the Lunarians and now run their own lives.

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37
Touhou Battle Grimoire / Re: Kourindou's Shop (miscellanous items)
« on: October 22, 2019, 01:42:16 AM »
Mallets: Those finely crafted tools are great for pounding both ingredients and enemies into fine paste. They all provide a +3 circumstance bonus on any checks related with cooking food or alchemy. The Wooden Mallet (1 GP, 1d8 damage), is a simple weapon, while the War Mallet (10 GP, 1d10 damage, x3 crit) is a martial weapon, and the Moon Mallet (100 GP, 1d12 damage) is an exotic weapon. Mallets deal bludgeoning damage, have a x3 crit modifier and weight 9 lb. Despite being two-handed weapons, they can be combined with Weapon Finesse.

38
Yeah, as you point out Miasma Sweep is first level so shouldn't be too powerful.

Still, changing it so the falling only starts at the end of your next turn so there's some time to blast anything below you.

39
Touhou Battle Grimoire / Re: Gate Guard
« on: October 21, 2019, 04:34:21 AM »
Yes, follows normal Iajutsu Focus rules unless noted otherwise.

40
Touhou Battle Grimoire / Re: Chinese Star: Mixing Strength and Beauty
« on: October 21, 2019, 04:33:21 AM »
Done.

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