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Topics - oslecamo

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1
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.

(click to show/hide)

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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2
Oslecamo's Improved Monster Classes / Chronotyryn
« on: June 24, 2019, 05:51:50 AM »
Chronotyryn


HD:d8
LevelBabFortRefWillFeature
1+1+ 0+0 +2Chronotyryn body, Fledgling Wings, Magic Detector, +2 Cha
2+2+ 0+0 +3Chrono Blood, Bird Eyes, +1 Str
3+3+ 1+1+3Adamantine Feathers, +1 Dex
4+4+ 1+1+4Dual Actions, Knowledgeable, +1 Str, +1 Cha
5+5+ 1+1+4Least Chrono Mastery, +1 Dex
6+6+ 2+2+5Feather Flurry, +1 Cha
7+7+ 2+2+5Chrono Craft, +1 Str, +1 Dex
8+8+ 2+2+6Sonic Screech, +1 Cha
9+9+ 3+3+6Lesser Chrono Mastery, +1 Str
10+10+3+3+7Dual Actions, +1 Dex, +1 Cha
11+11+3+3+7Advanced Chrono Mastery, +1 Str
12+12+4+4+8Growth, +1 Dex
13+13+4+4+8Chrono Harness,+1 Str, +1 Cha
14+14+4+4+9Chrono Metamagic, +1 Dex
15+15+5+5+9Greater Chrono Mastery, +1 Cha
16+16+5+5+10Dual Actions, +1 Str, +1 Dex
17+17+5+5+10Ultimate Chrono Mastery, +1 Cha
18+18+6+6+11Chrono Flurry, +1 Str
19+19+6+6+11Dual Actions, +1 Str, +1 Dex, +1 Cha

Skills:6+int modifier per level, quadruple at 1st level,  class skills are Bluff(Cha) Concentration (Con), Diplomacy, Heal (Wis), Intimidate(Cha), Knowledge (any) (Int), Listen (Wis), Perform(Cha), Sense Motive(Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha).

Proficiencies: simple weapons, its own natural weapons.

Features:

Chronotyryn body: The Chronotyryn loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider with base speed 30 foot. It has one Bite natural attack dealing 1d6+1/2 Str mod damage plus two rake attacks dealing 1d4+Str mod damage each. By spending a swift action to speed itsel, for 1 round the  Chronotyryn can fullattack as a standard action by synchronizing its dual brains.

In adition it gains a bonus to nat armor equal to its Cha modifier.

Fledgling Wings: A Chronotyryn’s wings take time and work to fully develop. So at first level they can only fly at 30 feet speed with average maneuverability however they must spend all their actions for the round on flying movement as a double move or “run” (or not use them at all) unless they have 5+HD in which case they may fly normally.
 
Magic Detector: Chronotyryns love collecting magic items, their nests actually built of a jumble of magic paraphernalia. Some scholars have put the theory that the bird creature’s innate powers actually come from being exposed to strong magic raditation even while being hatched as eggs. The Chronotyryn can produce a constant Detect Magic effect on self, starting or stopping it as a standard action, except this is a Su ability.

Ability Score Increase: The Chronotyryn gains +2 to Cha at first level then +1 to
Str at levels 2, 4, 7, 9, 11. 13, 16, 18, 19
Dex at levels 3, 5, 7, 10, 12, 14, 16, 19
Cha at levels 4, 6, 8, 10, 13, 15, 17, 19

For a total of +9 Str, +8 Dex, +10 Cha at level 20.

Chrono Blood: At 2nd level the Chronotyryn‘s arcane potential starts to truly awaken, and it can casts spells as if it was a sorceror of 2/3 Chronotyryn’s level, up to 12th level sorceror casting at 18th level.

Bird Eyes: Starting at end level the  Chronotyryn gains a racial bonus to Spot equal to 1+1/2 HD.

Adamantine Feathers: At 3rd level the Chronotyryn’s feathers become dark and dusky, properly hardening into Adamantine, granting the  Chronotyryn DR/adamantine and magic equal to 1+1/2 HD plus resistance to fire, acid, cold and electricity equal to 1+HD, sonic immunity, and SR equal to 11+HD which may be raised or dropped at any time as a free action even if it’s not the  Chronotyryn’s turn. In addition each wing may be used to deliver a Wing Buffet natural attack dealing 1d3+1/2 Str mod damage. The  Chronotyryn’s feathers quickly become brittle and crumble to useless dust soon after being detached from its body however.

Dual Actions: A Chronotyryn has two distinct brains and two separate voice boxes, although it takes them training until they can properly synchronize themselves for separate tasks. Starting at 4th level it can take 2 rounds' worth of actions in any given round, as if it were two creatures, but only for certain actions depending of level (in either order of actions, so for example the first option can be either the full attack first then double move, or double move then full attack).  The Chronotyryn doesn’t gain extra swift/immediate actions unless otherwise noted however.
-Full attack action and a double move (demands Chronotyryn lv 4+);
-move, Spell/SLA double move (demands Chronotyryn lv 4+);
-move, basic attack, Spell/SLA, move (demands Chronotyryn lv 4+);
-Charge and full attack (demands Chronotyryn lv 10+);
-Two full attack actions and two 5-foot steps (demands Chronotyryn lv 10+);
 -A full attack action, a move action, and a spell-like ability/spell (demands Chronotyryn lv 10+);
 -Two spell-like abilities/spells and two move actions (demands Chronotyryn lv 16+);
-Any combination of actions, plus dual extra swift/immediate actions as well (19th level).
If it is casting spells defensively, the Chronotyryn must make separate concentration checks for each spell. This is a supernatural ability .

Knowledgeable: The Chronotyryn’s dual brains can synchronize to proccess knowledge in a most efficient way. Or to put it in simple terms, two brains better than one. Starting at 4th level the  Chronotyryn makes Knowledge checks for any Knowledge skills as if it had a minimum of ranks in that skill equal to 1+1/2 Chronotyryn level. To surpass this rank minimum, the Chronotyryn must assign a higher number of ranks to the skill as normal.

Chrono Mastery: Chronotyryns believe themselves to be the masters of time. Although this claimis likely not true, those who encounter the creatures and survive often come away believievers due to the bird-creature’s unique set of abilities. At the pointed levels in the table it can use the respective spells as SLAs a certain number of times per day or per minute. Some of those spells are always active and altough they can be dispelled the Chronotyryn can recreate them in her own turn as a free action. The Chronotyryn can also turn those abilities off out of her own will and reactivate them as a free action when needed(only on her own turn).

Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.

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Feather Flurry: At 6th level the  Chronotyryn can launch a barrage of feathers at its opponents as a ranged attack action, dealing 2d6+Str mod for medium size that counts as adamantine and magic. This attack has a range increment of 60 feet.

Chrono Craft: At 7th level the  Chronotyryn can craft magic items as if it had any prerequisite crafting feats at no exp cost (spell/CL and any other special prerequisites must be met as well as gold costs), except they’re built in such a way only the dual brains of the Chronotyryn who built them can properly use them, and they’re useless in the hands of anybody else (including “harvesting” their magic essence), even with abilities such as Use Magic Device. In addition 1/day with one hour of work it may create magic items up to 10% its WBL with otherwise the same limitations except they’re made of cheap materials collected from the area and thus cost no gold, but they’re only good for the next 24 hours before becoming useless. Only items actually printed in an official book may be replicated this way (no custom creations), and in the case of consumables/limited uses such as potions/wands/scrolls, count their cost as five times higher for the purpose.

Sonic Screech: At 8th level once per minute, a Chronotyryn can propel a 20-foot burst of incredible sound against its opponents. This attack deals 1d6 points of sonic damage per HD, or half damage on a successful Reflex save (DC 10+1/2 HD+Cha mod). The burst is centered on the Chronotyryn. For Dual Actions, this can take the place of a fullattack.

Growth: At 12th level the Chronotyryn grows a size category. Its  flight speed increases to 70 feet and it gains +1 Natural Armor. It gains a +2 bonus to spell/SLA DC and a +4 bonus to SR penetration against opponents smaller than itself.

Chrono Harness: At 13th level the Chronotyryn fashions a special harness to help with magic item crafting and use. It can now craft magic items as if it had CL equal to HD, counts as having quickdraw for drawing magic items, can pick up magic items as a free action, and if they pull a new magic item to use against an opponent, they count as flat-footed against it (only good once per item per opponent).

Chrono Metamagic: At 14th level the  Chronotyryn gains a metamagic feat they qualify for. In addition they take no additional time in their spellcasting for applying metamagic to their sorceror spells.

Chrono Flurry: At 18th level whenever the Chronotyryn uses a spell/SLA, charges, takes a double  move, or full attacks, it may make a Feather Flurry attack as a free action. Whenever the  Chronotyryn uses Feather Flurry, it may target anything and anybody whitin 60 feet.

Chrono Lord: At 19th level the  Chronotyryn’s DR/adamantine and magic increases by 5 and increases its sorceror CL to be equal to its HD whenever casting spells while under a Time Stop effect.


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3
Oslecamo's Improved Monster Classes / Deep Dragon
« on: May 27, 2019, 03:11:24 AM »
Deep Dragon



Table: Deep DragonHD: d12


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12



Special
Deep Dragon Body, Acid Breath, Least Deep Magic
Arcane Blood, Keen Senses
Blindsense 60’, Charm Immunity,  +1 Str
Wings, +1 Cha
Snake Form, +1 Con
Humanoid Shape, +1 Str
Lesser Deep Magic, +1 Con, +1 Cha
Deep Arcana, +1 Str
Advanced Deep Magic, +1 Cha
Deep Lord, +1 Con
Growth, Tail Slap, Arcane Skin, +1 Str
True Seeing, Iron Scales, +1 Con, +1 Cha
Deep Cunning, +1 Str
Greater Deep Magic, +1 Con, +1 Cha
Deep Explorer, +1 Str
Growth, Crush, Frightful Presence, +1 Con, +1 Cha
Deep Patience, +1 Str
Master Deep Magic, +1 Con, +1 Cha
Deep Hunter, +1 Str, +1 Con
Drake of the Depths, +1 Str, +1 Con, +1 Cha

Skill Points: 2+Int per level (x4 at 1st level). Class skills: Appraise, Concentration, Climb, Intimidate, Jump, Knowledge (Any), Listen, Search, Spellcraft, Spot.
 
Proficiencies: A Deep Dragon isn't proficient with any armor or weapons, besides his own natural weapons.

Features:
Deep Dragon Body: The Deep Dragon loses all other racial bonuses, and gains Dragon traits (60’ Darkvision, low light vision, and immunity to sleep and paralysis),  bite 1d8 damage + Str mod, 2 claws attack for 1d6 +1/2 Str mod damage each and 40’ base speed, swim 30 feet, burrow 20 feet medium size. The Deep Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Deep Dragon also gets a natural armor bonus equal to his Con modifier. Whenever the Deep Dragon grows one size category, his natural armor increases by a further 1.

Acid Breath: The Deep Dragon can fire a cone of 30’ dealing 1d6 Acid damage/HD (Reflex save for half damage, DC = 10+1/2 HD+Con mod) every 1d4 rounds. Cone increases by 5’ for each additional HD.

Deep Magic: At the following levels the Deep Dragon becomes able to use SLAs a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod.
  • Least- At 1st level Detect Magic 1/hour per HD.
  • Lesser- At 8th level Freedom of Movement 1/day per 4 HD (24 hour duration if cast on self) and Stone Shape 1/day per 4 HD.
  • Advanced-At 10th level Transmute Rock to Mud and Passwall 1/day per 4 HD

    Arcane Blood: A Deep Dragon receives spells known and spells per day as a Sorcerer of 2/3 his level, but he has CL equal to his HD.
    If he multiclasses as a Sorcerer, the casting stacks. If a dragon takes a casting prestige class, it may choose to advance his casting as that of a Sorcerer. So a dragon 10/loremaster 10 would cast as a 16th level Sorcerer.

    Dragon
    Level
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    Sorcerer
    Casting
    -
    1
    2
    2
    3
    4
    4
    5
    6
    6
    7
    8
    8
    9
    10
    10
    11
    12
    12
    13

    Keen Senses: At 2nd level the Deep 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’.

    Blindsense: As per the SRD, range 60’.

    Charm Immunity: At 3rd level the Deep Dragon becomes immune to Charm effects.

    Ability Score Increase: The Deep Dragon ability scores increase by the shown amount.

    Level
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    Total Bonus Gained
    +1 Str
    +1 Str, +1 Cha
    +1 Str, +1 Con, +1 Cha
    +2 Str, +1 Con, +1 Cha
    +2 Str, +2 Con, +2 Cha
    +3 Str, +2 Con, +2 Cha
    +3 Str, +2 Con, +3 Cha
    +3 Str, +3 Con, +3 Cha
    +4 Str, +3 Con, +3 Cha
    +4 Str, +4 Con, +4 Cha
    +5 Str, +4 Con, +4 Cha
    +5 Str, +5 Con, +5 Cha
    +6 Str, +5 Con, +5 Cha
    +6 Str, +6 Con, +6 Cha
    +7 Str, +6 Con, +6 Cha
    +7 Str, +7 Con, +7 Cha
    +8 Str, +8 Con, +7 Cha
    +9 Str, +9 Con, +8 Cha
    NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

    Wings: At 4th level the Deep Dragon becomes able to fly at the speed of 10 feet per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players 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+1/2 str mod damage.

    Snake Form: At 5th level 1/day per 2 HD as a standard action the Deep Dragon can assume a serpentine (legless) form. Size remains unchanged, but the Deep Dragon can count itself as one size smaller than it actually is when advantageus such as hiding and squeezing through tight spaces, plus can start a grapple as a free action whitout provoking attacks of opportunity nor needing a new attack roll every time it hits with its Bite or Tail Slap (if any) attacks plus Constrict (2d6 base damage for medium, 2d8 for large, 3d6 for huge, 3d8 for gargantuan, 6d6 for colossal). However the Deep Dragon loses all claw attacks (as well as any other natural weapons based on limbs, but can still provide somatic components for Arcana Blood), base speed is reduced to 30 feet, fly to 10 feet and burrow to 15 feet. The Deep Dragon can turn back as another standard action.

    Humanoid Form: At 6th level the Deep Dragon gains the Alternate Form srd ability for any medium-sized humanoid, useable 1/day per HD.

    Deep Arcana: At 8th and 16th level the Deep Dragon adds one  spell with the [Earth] descriptor of a level he can cast to his list of spells known.

    Deep Lord: At 10th level a Deep Dragon casts spells with the [Earth] descriptor at +2 caster level and ignores any limit on caster level on such spells.

    Arcane skin: At 11th level the Deep Dragon gains SR equal to his HD+11.

    Growth:At 11th level the Deep Dragon grows to large size.
                 At 16th level the Deep Dragon grows to huge size.
                 
    His AC, bonus to hit, base damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.

    Tail slap:The Deep Dragon can now make a tail slap attack dealing 1d8 +1.5 x Str modifier damage (already taking in account large size).

    Iron Scales: At 12th level the Deep Dragon gains DR/magic equal to half his HD.

    True Seeing: Starting at 12th level the Deep Dragon benefits from a permanent True Seeing ability.

    Deep Cunning:  At 13th level the Deep Dragon can start or end its Humanoid Shape or Snake Form as a free action.

    Deep Explorer: Deep Dragons sometimes venture to the surface world, looking for treasure, revengge and magic to loot.  At 15th level when the Deep Dragon hits an opponent with its bite attack, it may either
    -make a Disarm attempt as a free action that doesn’t provoke an attack of opportunity and places the item in their possession
    -learn all the spells and SLAs the target has, pick one of them, and add them to their list of spells known while the victim can’t use it anymore, victim is allowed a Reflex save with DC 10+1/2 HD+Cha mod to resist, failure means it lasts until the Deep Dragon is slain, success means it only lasts 1d4 rounds. The Deep Dragon can only keep a number of spells stolen this way up to its Cha mod, but can give up old ones to make room for new ones, in which case they return to the original owner.
    -Deal double bite damage if the target had harmed the Deep Dragon before.

    Crush: At 16th level the dragon can make a crush attack dealing 2d8 damage base, already taking in account huge size.
    (click to show/hide)

    Frightful Presence: The 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 + ½ dragon’s HD + dragon’s Cha modifier) 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.

    Deep Patience:  Deep Dragons know how to deal with other underdark schemers such as drows and mind flayers. At 17th level when the Deep Dragon takes the Defensive Fighting action, it adds its Cha bonus to AC, SR, DR, Will saves and Sense Motive checks for the duration. If it takes the Total Defense action, it can also adds its Cha bonus to AC, SR, DR, Will saves and Sense Motive checks, and next round can as a single fullround action  (fullattack or charge )+cast a spell with a casting time of a standard action or less, as long as the attacks are targeting somebody that attacked them while taking the Total Defense action.


    Deep Hunter:  At 19th level in the round after using Total Defense, the Deep Dragon can adds its Cha mod to attack and damage rolls, Spot, Listen and SR penetration.

    Drake of the Depths:  Most true dragons would consider being called a drake a great insult, even worst than being called a wyvern, but the Deep Dragon, physically smaller than most its brethern, quite values being underestimated, being all too happy others think of them as just big dumb magicless lizards with wings. At 20th level the Deep Dragon can perfectly mask any magic effects and items currently on itself from all observation, and is himself immune to all indirect divinations while burrowing. Knowledge checks take a -20 penalty against it.

    (click to show/hide)

4
[D&D 3.5] Krevborna / Old PC Sheet Graveyard
« on: April 14, 2019, 06:57:35 AM »
Lobinha

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5
Touhou Battle Grimoire / Youkaiskin
« on: March 30, 2019, 12:07:18 AM »
Youkaiskin

"I'm bored. That doesn't mean I want you to give me work to do. It just means I'm bored." -Velouria, Youkaiskin

Youkaiskin may be either humanoids that started developing beastly traits or beasts that started to develop humanoid traits. Either way the result is the same, somebody that can shift their skin between both. That often results them in having both beast and humanoid urges that make them develop unique tastes, likes and dislikes.

MAKING A YOUKAISKIN
Abilities: Depending in their choices, Youkaiskin may rely in different ability scores.
Races: Half-beasts are a natural fit for Youkaiskin, but a great variety of humanoids and monsters take it too.
Alignment: Youkaiskin can be of any alignment, but they usually tend more to the neutral spectrum, usually just minding their own life but may have urges to wander and try out new things now and then.  Evil Youkaiskin are ferocious predators that hunt down more than they need to eat. Good Youkaiskin often set themselves as guardian beasts of places and people. Lawful Youkaiskin either seek a mistress to obey or become rulers themselves. Chaotic youkaiskin often wander far and wide all the time, causing and solving all kind or problems on whims.
Starting Gold: 4d4x10 (100gp)
Starting Age: Young

HD:d10
Level BAB Fort Ref Will Feature Maneuvers Known Maneuvers Readied Stances Known
1 +1 +2+2+0 Maneuvers, Natural Youkai, Beautiful Beast, Savage Skill531
2 +2 +3+3 +0 Beautiful Beast, Savage Skill642
3 +3 +3+3 +1Beautiful Beast, Savage Skill742
4 +4 +4 +4+1Beautiful Beast, Savage Skill852
5 +5 +4 +4 +1Beautiful Beast, Savage Skill964
6 +6 +5+5+2Beautiful Beast, Savage Skill1064
7 +7 +5 +5 +2Beautiful Beast, Savage Skill1174
8 +8 +6 +6 +2Beautiful Beast, Savage Skill1284
9 +9  +6+6+3Beautiful Beast, Savage Skill1394
10+10 +7+7+3Beautiful Beast, Savage Skill1494
11+11 +7 +7+3Beautiful Beast, Savage Skill15106
12+12 +8 +8+4Beautiful Beast, Savage Skill16116
13+13 +8 +8 +4Beautiful Beast, Savage Skill17126
14+14 +9 +9 +4Beautiful Beast, Savage Skill19126
15+15 +9 +9 +5Beautiful Beast, Savage Skill20138
16+16 +10 +10+5Beautiful Beast, Savage Skill21148
17+17 +10 +10+5Beautiful Beast, Savage Skill221510
18+18 +11+11+6Beautiful Beast, Savage Skill231510
19 +19 +11 +11 +6Beautiful Beast, Savage Skill241610
20+20 +12 +12 +6Brutal Beauty, Beautiful Beast, Savage Skill251710

4 Skill points+int per level, quadruple at 1st level. Class skills:
Balance, Bluff, Climb,  Concentration, Craft(any), Iaijutsu Focus, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Profession(any), Search, Sense Motive, Spot, Survival, Swim, Tumble

Proficiencies: Light armor and any natural weapons gained through this class only.

Features:

Maneuvers: A Youkaiskin learns maneuver from the Tiger Claw, Shadow Hand and White Raven schools plus another martial school of her choice. If the second school demands any special prerequisite (like Ancient Temple needing a feat) the Youkaiskin must fulfill it as well. Her Initiator level is equal to her Youkaiskin level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).

Whenever the Youkaiskin transforms through  Deceivingly Innocent Form (see below), she may recover all her expended maneuvers.

At 4th level, and every even-numbered level afterwards, the Youkaiskin can swap one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

Monster class levels that didn’t already grant maneuvers or initiator synergy fully stack with Youkaiskin for calculating IL.

Natural Youkai : The Youkaiskin gains +10 feet to all movement speeds while not wearing any armor. In addition if the Youkaiskin was an humanoid then they change to monstrous Humanoid (gain Darkvision 60 feet, do not recalculate anything), their looks changing to something completely monstrous like their full body covered in fur or scales, walking on all fours, and lose the ability to speak beyond animalistic grunts and cries and can no longer perform fine manipulation. However they also gain Deceivingly Innocent Form as a bonus feat, ignoring the other prerequisites. If they already had it, then they can transform as a move or swift action.

Cosmetic details such as whetever they gain fur or scales and which color are left up to the player.

Beautiful Beast: At each level the Youkaiskin gains one of the following abilities. Monster class levels count as Youkaiskin levels for any Beautiful Beast limits.
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Savage Skill: At each level the Youkaiskin gains one of the following abilities.

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Brutal Beauty: At 20th level 1/day as a free action you can gain any one Beautiful Beast option you qualify for that lasts 1 hour.

6
Super Robot Wars d20 / Entropy Elemental Elder (WIP)
« on: March 27, 2019, 08:44:34 AM »
Entropy Elemental Elder

As magic started to run out in the universe, many people and places finally started to show signs of entropy.

Yet spellcasters and psychics and gods and others kept draining it, further weakening the fabric of the universe for a few more pleasures, mercylessly crushing anybody who dared to speak against them as usual as they made reality crumble faster.

Then they came. Their forms were many, some looking as beasts, others as machines, new and old, broken and flawless, yet others as swirling liquids or geometric shapes, but all with one thing in common, they were all made of pure entropy. Or manifestations of Entropy itself, nobody ever discovered. Spellcasters and psychics and gods tried everything to exterminat them, unleashing all their magic, sending forward hordes of brainwashed slaves, but the entities kept coming in greater numbers and size. Deities were forgotten, mages were crushed inside their collapsing dimensions, civilizations of magic all died together, and the universe was given a moment of respite.

The survivors remembered them as Entropy Elemental Elders, and they appear wherever and whenever there is too much saturation of magic that threatens the fabric of reality, restoring the balance of things.

Quote
otherwise Entropy Elemental Elder (name pending for monster version)

Fearfully referred to as the "Eee" because thats the sound people make when they see one :P

HD: d20
Level BAB Fort Ref Will FeatureManeuvers KnownStances Known
1 +1 +2+2+2 Body of Entropy, Empty Existence, Immaterial Shell, Maneuvers22
2+2 +3+3+3 Entropy Beam44
3+3 +3+3 +3Growth64
4+4 +3 +4+4 Entropority84
5+5 +4 +4 +4Bonus Feat106
6+6 +5+5+5 Bonus Feat126
7+7 +5 +5 +5Growth146
8+8 +6 +6 +6Masterwork Entropority166
9+9  +6+6+6Bonus Feat186
10+10 +7+7+7Quantum Entropority206
11+11 +7 +7+7 Growth228
12+12 +8 +8+8 Relicwork Entropority248
13+13 +8 +8 +8Bonus Feat268
14+14 +9 +9 +9Growth288
15+15 +9 +9 +9Greater Quantum Entropority3010
16+16 +10 +10 +10Artifactwork Entropority3210
17+17 +10 +10+10 Growth3410
18+18 +11+11+11 Omega Quantum Entropurity3610
19 +19 +11 +11 +11Bonus Feat3810
20+20 +12 +12 +12Phantasmwork Quantum Entropority4010

4 Skill points+int per level, ×4 at 1st level. Class skills: Balance, Climb, Concentration,  Escape Artist, Jump, Hide, Listen, Knowledge(any), Move Silently, Spot, Sense Motive, Swim, Tumble.



Body of Entropy: At first level, the Elemental loses all racial bonuses, traits, and abilities and gains elemental traits.

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The Entropy Elemental Elder is a small Elemental that grows quickly. Early in existence the elemental cannot yet fly, but it can hover up to 5ft. off the ground, along the ground at a speed of 40ft. Despite not being clear what they are made of, Entropy Elemental Elders are, for the most part, solid and can wear equipment, use weapons, and manipulate objects normally (in theory at least, there’s no recorded events of such things ever happening).

The Elemental possesses a single slam attack which deals damage according to its size. 1d4 when small, 1d6 when medium, 2d6 when large, 2d8 when huge. It counts as an humanoid for equipment slots.

The Entropy Elemental Elder can switch between normal and mecha scale as a swift action.

Finally, an Entropy Elemental Elder gains a bonus to its armor class in the form of a natural armor bonus equal to its highest ability modifier.

Empty Existence: The Entropy Elemental Elder can never be somebody’s cohort/follower/minion/similar. The Entropy Elemental Elder radiates a permanent Antimagic field with radius depending on its size (5 feet for small, 10 feet for medium, 20 feet for large, 40 feet for huge, 80 feet for gargantuan, 160 feet for colossal). If anything would make an Entropy Elemental Elder loses Energy, such as using a pilot maneuver or being hit with an Energy-draining attack, instead it gains that much Empty Existence. If they have over 100 Empty Existence, then they take a -1 penalty to all 1d20 rolls, plus an extra -1 per 5 Empty Existence over 100. Similarly effects that would recover Energy instead reduce Empty Existence. The Entropy Elemental Elder automatically reduces 5 Empty Existence at the start of each of its turns.  If an effect would care about the max cap of Energy, then it counts as 100.

Maneuvers: The Entropy Elemental Elder learns maneuvers and stances from two schools of its choice as shown on the table. To learn a maneuver of a given level, it must have a Pilot Level of double the maneuver level, less one.  His Pilot level is equal to its Entropy Elemental Elder level.

Immaterial Shell: The Entropy Elemental Elder gains DR/- and a sacred bonus to all ability scores equal to its level. In addition if anybody attempts to take control of the Entropy Elemental Elder or command its actions or drain/gain any kind of benefit from it or similar, instead they lose 1d12 current and max HP. This cannot be prevented/redirected/reduced/similar and HP lost this way returns at the rate of 1/day. In addition the Entropy Elemental Elder gains the full benefits of the Entropy Elemental feat.
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Entropy Beam: As an attack action by gaining 5 Empty Existence the Entropy Elemental Elder may project a Beam with range increment equal to its flight speed with the Rending and Power properties dealing 1d12 damage for medium size.

Growth: An elemental grows quickly. At 3rd level, the elemental gains the ability to spend a standard action to grow to medium size.  It may remain this size for as long as it wishes and may also return to small size at anytime it wishes by spending another standard action. At 7th level, this ability expands allowing to elemental to assume large size. The elemental still changes size as a standard action but the elemental may only change by one size category on any given turn. So, for example, an elemental wishing to change from small to large would need two turns. One to achieve medium size and then another to grow to large. At 11th level, the elemental gains the ability to assume huge size. At 14th level to Gargantuan. At 17th level to Colossal. This size change doesn’t grant any ability score changes and Natural Armor increases by just +1 for each extra size above medium.

Entropurity: Nothing can be more pure than nothingness itself. At 4th level the Entropy Elemental Elder gains the special properties of a pure metal of its choice as if it was wearing heavy armor and equipped with a tower shield of the respective material, plus counting its slam as made of the same pure metal.

Bonus Feat: At levels 5, 7, 9, 11, 13, 17 and 19 the Entropy Elemental Elder gains a bonus feat it qualifies for.

Master Entropority: At 8th level the Entropy Elemental Elder gains the respective Masterwork pure metal benefits.

Quantum Entropority: At 10th level 1/day as a free action even it isn’t its turn the Entropy Elemental Elder can gain the benefits of a second pure metal for 1 minute. At the end of the duration it can choose to keep either choice as its “main”.

Relic Entropority: At 12th level the Entropy Elemental Elder gains the respective Relictwork pure metal benefits.

Greater Quantum Entropority: At 15th level 1/day as a free action even it isn’t its turn the Entropy Elemental Elder can gain the benefits of two extra pure metals for 1 minute. At the end of the duration it can choose to keep either choice as its “main”.

Artifact Entropority: At 16th level the Entropy Elemental Elder gains the respective Artifactwork pure metal benefits.

Omega Quantum Entropority: At 18th level the Entropy Elemental Elder 1/day as a free action even it isn’t its turn the Entropy Elemental can gain the benefits of three extra pure metals for 1 minute. At the end of the duration it can choose to keep either choice as its “main”.

Phantasm Quantum Entropority: At 20th level the Entropy Elemental Elder gains the respective Phantasmwork pure metal benefits.

7
Oslecamo's Improved Monster Classes / Nereid
« on: March 20, 2019, 06:01:43 AM »
Nereid



NereidHD:d6

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1+0+0+2+2Nereid Body, Shawl, Drown, Novice Water Magic, -2 Str, +2 Dex, +2 Cha
2+1+0+3+3Aqua Camouphlage, Shy Summon Water Elemental, Speak with Animals, +1 Dex, +1 Cha
3+2+0+3+3Mistress Water Magic, Aqua Spell +1 Dex, +1 Cha
4+3+0+4+4Displacement, Shimmering Summon Water Elemental, +1 Dex, +1 Cha
Skills: 6+Int modifier per level (x4 at 1st level. Class Skills: (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)

Proficiencies: Simple weapons.

Class Features:
Nereid Body: The Nereid loses all other racial bonus and gains Fey traits (basically lowlight vision) plus the Aquatic and Extraplanar Subtypes. It's a medium sized Fey with base speed 30 feet and a 40 feet swim speed. In addition she gains a Deflection bonus  to AC equal to her Cha mod plus resistance to Fire and Cold equal to 4+HD. A Nereid can speak Aquan with a voice that sound like the soft hiss of surf and write it with letters than seem waves besides normal languages (common plus extras for high Int score).

Shawl (Su): Every nereid is wrapped in a delicate shawl of seafoam white, to which its essence is bound. A nereid whose shawl is destroyed quickly fades and dies within 1 hour. Cruel individuals coerce the service of nereids by stealing their shawls, and a nereid so deprived will do everything in its power to regain the item.
A nereid’s shawl can be taken while it is worn by using the disarm action (see page 155 of the Player’s Handbook), though this is a difficult task. Treat the shawl as a well-secured item, which means that you must first pin the nereid before you can use the disarm action (and even then, the nereid gains a +4 bonus on its roll to resist the attempt).

Drown (Su): A nereid can make a special touch attack to try to fill an opponent’s lungs with water as a standard action and demanding a melee touch attack. If the Nereid succeeds on this touch, the opponent can resist this effect with a DC 10+1/2 HD+Cha mod Fortitude save. On a failed save the opponent begins to drown (see Drowning on page 304 of the Dungeon Master’s Guide), except after reaching -1 HP the water mysteriously disappears and the victim just counts as dying. If all Nereid levels were taken, then Drown can use the full drowning rules, making the victim doomed as soon as they fail their save. The Nereid can wait until the last moment to make this choice.

Water Magic: The Nereid develops some natural watery magic. Any save DCs are 10+1/2 HD+Cha mod.

Novice- At first level the Nereid can use Create Water 2/hour per HD and Air Breathing 2/day per HD. If the Nereid targets herself with Air Breathing, she doesn't expend any uses.

Mistress-At 3rd level Control Currents 1/day per HD plus level Control Water and Wall of Ice 1/day plus another time per day per 5 HD.

Aqua Camouphlage: At 2nd level a Nereid is nearly impossible to detect in its element, with a shimmering body that is almost transparent. On the rare occasions that a nereid leaves the water, it takes on a more solid-looking appearance, resembling a pale elf wearing a distinctive shawl.. This grants the Nereid a Racial bonus to Hide and Move Silently checks equal to 4+Nereid level+half otther levels while in water deep enough for a creature of her size to drown, and in addition allows her to hide in such conditions even if she has nothing to hide behind.

Shy Summon Water Elemental (Sp): Starting at 2nd level as a standard action once per day plus another time per 5 HD a nereid can  summon one Small water elemental anywhere either adjacent to her or on a body of water big enough whitin 50 feet plus 10 feet per HD.

 The summoned elementals remain for 1 hour or until slain or until you use this ability again.

Speak with Animals (Su): Starting at 2nd level Nereids can speak with animals, though only simple concepts can be communicated (as the speak with animals spell).

Aqua Spell:
At 3rd level the Nereid may replicate any cleric or druid or wizard [Water] spell of a level no higher than half her HD as a SLA by expending a number of her Create Water SLA uses equal to twice the spell's level. Any save DCs are 10+1/2 HD+Cha mod.

Displacement (Su): Starting at 4th level nereid’s shimmering form makesits true location difficult to surmise. Any melee or ranged attack directed against it has a 50% miss chance unless the attacker can locate the nereid by some means other than sight. A true seeing effect allows the user to see the nereid’s position, but see invisibility has no effect.

Shimmering Summon Water Elemental: At 4th level the Nereid’s summoning ability improves. Instead of one small water elemental,  she can instead summon 1 medium water elemental or 1d3 small water elementals.

If the Nereid has 6+ HD, she can instead summon 1 large water elemental or 1d3 medium water elementals or 1d4+1 small water elementals.

If the Nereid has 8+ HD, she can instead summon 1 huge water elemental or 1d3 large water elementals or 1d4+1 medium water elementals or 1d6+2 small water elementals.

If the Nereid has 10+ HD, she can instead summon 1 greater water elemental or 1d3 huge water elementals or 1d4+1 large water elementals or 1d6+2 medium water elementals or 1d8+3 small water elementals.

If the Nereid has 12+ HD, she can instead summon 1 elder water elemental or 1d3 greader water elementals or 1d4+1 huge water elementals or 1d6+2 large water elementals or 1d8+3 medium water elementals or 1d12+4 small water elementals.

If the Nereid has 18+ HD, she can instead summon 1 monolith water elemental or 1d3 elder water elementals or 1d4+1 greater water elementals or 1d6+2 huge water elementals or 1d8+3 large water elementals or 1d12+4 medium water elementals or 1d20+5 small water elementals.

Otherwise this works as Shy Summon Water Elemental.

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8
You’ve been contacted through your ‘official’ Mexilhoeira channels to gather at the outskirts of the village of Beja inside of the kingdom of Jóia with promises of a new contract that besides the usual monetary compensation expected of your time will also reward you with powerful political leverage inside the kingdom. As you arrive there is a lone man in business robes waiting for you. He bows to you politely before making an educated cough and speaking:
 
“Good evening gentlemen. And ladies. And your crab grace. And your chobitship. Before I explain why you were called here I must first tell you of something only a few so far. There’s a traitor in the kingdom of Jóia’s court, who has announced through select underground channels they’re ready to sell out valuable secrets about not only the kingdom’s wrongdoings but also about the sins of knights Lucy, Anne and Marina, and have the proof to back it up. Of course they’re just forgeries and lies, but nevertheless pretty well made forgeries and lies. If they came to public, they would greatly damage the image of Jóia and Mexilhoeira, while those who made the reveal would gain a significant status boost. The reputation of knights Lucy, Anne and Marina cannot be allowed to be further tarnished.

The traitor is currently hiding somewhere in Beja among the refugees, blending in the crowds. There will also be charity concert battles starting soon, providing plenty of distractions and opportunities. Our reports are that the Democracy of Automática, Sultanate of Areia and Dragão Empire have each sent their own agents to Beja to contact the traitor under the disguise of bands for the charity concert. Each will seek to present the better offer and most certainly try to disrupt their rivals.

The kingdom of Jóia’s current leadership and knights Lucy, Anne and Marina so far seems unaware of those shadowy events, and we would rather to keep it that way, they already have plenty of problems to worry besides the presence of traitors in their midst. So that’s why we contacted you, we trust you’ll be able to handle the situation. Find and secure the traitor and his forgeries before any foreign agents do. There’s a good chance they’ll probably try to negotiate through cyphers in each concert’s lyrics. And as you know it’s not that uncommon for concert battles to turn into actual battles, either will provide fine distraction for the refugees in Beja. Try to keep any collateral damage to a minimum, if anybody perishes we can arrange to return their bodies for ressurection, just make sure there’s enough left to do so.”

If you can recover the forgeries or capture the traitor alive, so much the better since it may allow us to find if they had any accomplices. However destroying the forgeries and ‘silencing’ the traitor  would also be an acceptable outcome to Mexilhoeira. And the kingdom of Jóia too.”


The man then pulls a set of scrolls from inside his robes and hands out a pair to each of you. They’re contracts of mercenary service in duplicate for you to sign up, one copy for you and other for the mysterious man to keep. Everything seems to be in order.

“Should you have any questions about this work, I make myself available to clarify them for you, otherwise I shall be in my way to let you do your work.”

9
[D&D 3.5] The Artifact Crown / The Crown's Coterie (Team Bonnie IC)
« on: March 17, 2019, 11:02:55 PM »
Guided by signs and whispers from Bonnie herself, you’ve been gathered together in a hill inside Jóia from where you can spot a small village.

Rays of darkness fall from the sky and she appears in the form of a beautiful bat, singing her quest to you. Her verses are elegant and harmonic, and although you’ll struggle to remember her exact words, the meaning behind them are crystal clear to each of you.

In the current chaos of Jóia, a group of powerful vampires has taken the chance to create their own order in the local village of Portimão which you can see from your current position. What kind of order, it’s not clear. Powerful wards have been set in place against outside divination. Bonnie herself has little power over the area and has only heard prayers to her from Portimão, each telling quite different tales. Some are prayers of thanks, speaking of the vampires setting themselves as benevolent tyrants, using their powers to fend off or even dominate the local wandering monsters for the benefit of the local. Others pray for help, telling of cruel rulers managing the local humanoids like cattle to sake their thirst for blood with nobody to keep them in check as the kingdom's forces are too stretched to be able to help them. Some others pray for guidance, unsure about what to do as the vampires pick the strongest locals to join their ranks as spawns and training the others, of rumors of creating an army  make a claim for the crown of Jóia itself. Either way the goddess could not offer answers to the prayers of those in Portimão since as a minor goddess her ability to do so is already limited and the wards in the village further disrupted her ability to do so.  The Dragão Empire, Democracy of Automática and Sultanate of Areia have all already sent some minor scouting forces. Neither was heard of or seen again, but words is that their commanders are not amused for such disappearances and they may send bigger units to crush Portimão with overwhelming force if the situation isn’t clarified somehow soon.

So Bonnie had guided you to the outskirts of Portimão and now bids you to check the situation with your own eyes and ears, and once you’ve done so, in case you can’t contact her, to resolve the situation as best as possible.

Bonnie also claims for this to be a test of your ability to work together for although each of you has great ability, together you may be much greater than the sum of your parts like instruments in an orchesta, and should you succeed you’ll be able to perform even greater deeds in Jóia.

Bonnie's bat remains hovering, singing to you that she can remain a bit more to answer any doubts you may still have about the current quest she bestows on you.

10
Touhou Battle Grimoire / Daring Dancer (sublime martial bard class)
« on: March 14, 2019, 05:59:28 AM »
Daring Dancer

“5, 6, 7, 8... What's my next step?"-Olivia, Daring Dancer

Martial arts started as a way for fighting, but soon they started being used for entertainment too. After all every martial art is based in mastering the rythms of one’s body much like a bard masters their voice, knowing how to wield weapons like a musician plays their instrument, and both can make for a great show.

Thus the origin the Daring Dancers, learning martial arts not for violence and war but to entertain and inspire others. Although often violence and war often come knocking, and in those cases a Daring Dancer may need to turn her arts to both defend herself and support her public.

Daring Dancers are usually female, but  young beatiful men taking this path is far from unheard of.

MAKING A DARING DANCER
Abilities: Charisma is the key ability for Perform and Dexterity is useful when one is using light weapons. Constitution bolsters your HP. However a Daring Dancer’s choice of schools may also make other stats more important.
Races: Virtually everybody that has eyes can enjoy a good dance, and from orcs underground to elves in their forests and even among the sea races one may find Daring Dancers.
Alignment: Good Daring Dancers love to use their arts just to put smiles in the faces of sad people while Evil Daring Dancers prefer to be the center of attention, seeking to make others addicted to their shows. Lawful Daring Dancers prefer to perfect a few styles and perform under contract while Chaotic Daring Dancers travel around picking bits from here and there to combine with their dances, spontaneously acting anywhere.

Starting Gold: 4d4x10 (100gp)
Starting Age: Young

HD:d8
Level BAB Fort Ref Will Feature Maneuvers Known Maneuvers Readied Stances Known
1 +1 +0+2 +2 Sublime Dance, Fascinating Dance, Counter Dance, Courage Dance +1321
2 +2 +0+3 +3 Personal Dance 1/hour, Dancing Feat422
3 +3 +1+3 +3Competence Dance522
4 +4 +1 +4+4 Special Dance532
5 +5 +1 +4 +4The Show Goes On633
6 +6/+1 +2+5+5 Fighting Dance 634
7 +7/+2 +2 +5 +5Special Dance734
8 +8/+3 +2 +6 +6Courage Dance +2744
9 +9/+4 +3+6+6Greatness Dance844
10 +10/+5 +3+7+7 Special Dance854
11 +11/+6/+1 +3 +7+7 Personal Dance 2/hour, Dancing Feat955
12 +12/+7/+2 +4 +8+8 Freedom Dance956
13 +13/+8/+3 +4 +8 +8Special Dance1056
14 +14/+9/+4 +4 +9 +9Courage Dance +31066
15 +15/+10/+5 +5 +9 +9Heroic Dance1167
16 +16/+11/+6/+1 +5 +10 +10Special Dance1168
17 +17/+12/+7/+2 +5 +10+10 Personal Dance 3/hour, Dancing Feat1269
18 +18/+13/+8/+3 +6+11+11 Double Dance12610
19 +19/+14/+9/+4 +6 +11 +11Special Dance13610
20 +20/+15/+10/+5 +6 +12 +12Destiny Dance, Courage Dance +4 13710

4 Skill points+int per level, quadruple at 1st level. Class skills:
Apraise,  Bluff, Concentration, Craft(any), Climb, Diplomacy, Disguise, Gather Information, Intimidate, Handle Animal, Jump, Knowledge(any), Listen, Perform(any) Profession(any), Search, Sense Motive, Spot, Tumble, Use Rope

Proficiencies: simple weapons and light armor, one-handed martial weapons.


Features:


Maneuvers: A Daring Dancer learns maneuvers from two martial schools of her choice. If any of the schools demands any special prerequisite (like Ancient Temple needing a feat) the Daring Dancer must fulfill it as well. Her Iniator level is equal to her Daring Dancer level, and she can only learn maneuvers of a level no bigger than half (IL+1). If the Daring Dancer would learn a new stance but there's no more valid options among her chosen schools, she may pick another school to learn a stance from.

Daring Dancers fight in rythm, they automatically recover one expended maneuver of their choice at the start of their turn.

At 4th level, and every even-numbered level afterwards, the Daring Dancer can swap one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

Sublime Dance(Ex):  Like Bards can motivate crowds with their music, a Daring Dancer can dance to get a great show going. This works exactly like Bardic Music, but using Daring Dancer levels instead of Bard levels, it’s an Ex effect, the Daring Dancer can’t be using armor heavier than Light, no shields either and can’t have more than one hand holding anything and doesn’t rely on sound so there’s no problem with Deafness and she can use her voice for other stuff while dancing, but it requires sight so others who can’t see the Daring Dancer can’t benefit from it. At first level the Daring Dancer can use Fascinating Dance, Counter Dance and Courage Dance which work as the bard's Fascinate, Counter Song and Inspire Courage respectively besides as noted previously. Feats, prcs, ACFs and similar for Bardic Music can be used for Sublime Dance too.

Personal Dance(Ex):  Starting at 2nd level a Daring Dancer may approach an ally to give them a closer look of her moves, making sure they have a good view that inspires them to push them beyond their limits. Like Sublime Dance, it cannot be used if the Daring Dancer is wearing armor heavier than Light, has any shields or more than one hand busy. As a standard and swift action the Daring Dancer may grant an extra Standard action to an adjacent ally that must be used in the same round and the Daring Dancer recovers all her expended maneuvers. Once somebody has benefited from Personal Dance, they cannot benefit from another Personal Dance for 1 hour unless it’s from another Daring Dancer with more ranks in Perform. Daring Dancers themselves cannot benefit from Personal Dance because they’ve practiced it so much they’ll either consider it somebody else’s moves inferior and thus not worthy of attention or else superior to their own and thus lead to sadness. The Daring Dancer can first use Personal Dance once per hour, plus another time per hour at 11th and 17th levels.

Dancing Feat(Ex):
At 2nd level for each Stance she knows the Daring Dancer gains a bonus feat from the fighter bonus feat list she qualifies for, but she only benefits from that feat while on the respective Stance. Those feats may be changed with 1d12 hours of dance practice for another valid configuration. This applies retroactively when the Daring Dancer learns new Stances. At 11th and 17th level she gains another Dancing Feat for each of her stances.

Competence Dance(Ex):  At 3rd level the Daring Dancer can use Competence Dance, which works the Bard’s Inspire Competence, but Ex and for Sublime Dance.

Special Dance(Su):  Starting at 4th level the Daring Dancer picks one of the following abilities and when using Sublime Dance or Personal Dance any affected allies receives the special benefit. At 7th, 10th, 13th, 16th and 19th she picks another Special Dance but when using Sublime/Personal Dance can only pick one. All bonus last as long as the Sublime Dance (or 1 round for Personal Dance), are of the morale type and benefit both the Daring Dancer and the target(s).
(click to show/hide)

The Show Goes On:  At 5th level the Daring Dancer can use Sublime Dance without spending an use by counting herself as 4 levels lower, and while it lasts she counts as having 4 less ranks in Perform(Dance).

Fighting Dance:  At 6th level the Daring Dancer can start a Sublime Dance and initiate a Strike with an initiation time of a Standard action or less as a Fullround action.

Greatness Dance(Ex):  At 9th level the Daring Dancer can use Greatness Dance, which works the Bard’s Inspire Greatness, but Ex and for Sublime Dance.

Freedom Dance(Ex):  At 12th level the Daring Dancer can use Freedom Dance, which works the Bard’s Song of Freedom, but Ex and for Sublime Dance.

Heroic Dance(Ex):  At 15th level the Daring Dancer can use Heroic Dance, which works the Bard’s Inspire Heroics, but Ex and for Sublime Dance.

Dancing Stance(Ex):  At 18th level the Daring Dancer can assign each of her Sublime Dances to one of her known stances. When she starts that Sublime Dance, she counts as having entered the respective stance too, stacking with any other stance she was in. The Dancing Stance lasts as long as the Sublime Dance does. She can assign multiple stances to the same Sublime Dance, but in that case when she starts that Sublime Dance, she must choose only one of the respective Dancing Stances to benefit from this.

Destiny Dance(Ex): At 20th level 1/day when the Daring Dancer starts one of her Sublime Dances she counts as having prepared all of the respective maneuvers of the respective Dancing Stance even if she didn’t have enough prepared maneuver slots.

11
Hey osle - just sorting out my followers and finally (sorry) starting work on my backstory. Are my followers able to have any class levels other than vermin/plant ones? ie could I have a follower with 1 crab level then 2 wizard or similar..
Yes.

Hi Os,

I've filled out pretty much all of the rest of my character - it's mostly been adding enchantments etc. With that in mind, I'm going to re-sim and post my relevant stats here, as there's been some discussion as to whether I may have overdone it.

HP: 141
Initiative: 7
AC: 37 normal 8 Touch (41/12 with mage armour) - I've dropped heavy fortification in favour of regeneration and limbripper
Saves: 20/10/13
Size: Gargantuan
Special abilities: Delicious crab: 10+1/2HD+con will save if they can see me, on fail they must hit me with bite, if they have bite. Darkvision, immunity to mind-affecting
Magical protections: death ward, gleaming, styptic (immune to bleed, 25% chance to be unaffected by blood drain that affects con (vampires, stirges etc), Proof against Transmutation
Attacks: +15, 6d6+14 claw (19-20x3), +15, 4d6+14 claw(19-20x3), +15/+10, 4d8+9 unarmed // enchantments on claw: warning, ghost touch, valorous (x2 dmg on charge attack)
Grapple: +41
I also have flurry, rage (a variant of), and imp bull rush+pounce+shock trooper, plus sandals of the tiger's leap, which allows me an extra unarmed strike at x2 dmg after a charge
Other abilities: improved shield bash (to use crab claw as shield + weapon), battle clarity (+3 ref whilst not flat footed), battle ardor (add INT to crit confirmation rolls), INA
In terms of other active magic items, I have a healing belt, dimension stride boots, and my third eye clarity. I also have my 1/day teleport to Hoard/teleport back to where I teleported to hoard from item.
Passive magic items/things: monks belt, vest of resistance +4, otyugh hole

I have a couple things to help saves (IHS, IHF), the other of my maneuvers are by and large to help enhance my combat capabilities.

Re-simulation:
Trolls: I'd easily beat them into negative hp before they got me, even if they do have regeneration - they need a 20 to hit me.
Bebelith: pretty much the same with the bebelith, only it doesnt have regen. I'm immune to its rend armor and I need less than a 4 on my fort save to get poisoned, at which point IHF/IHS come in handy. High AC, but I'd hit more often than not - this is a pretty much guaranteed win.
Fire giant: these dont have a bite, so delicious crab does nothing, they would need a 20 to hit me (or 19 if mage armour isnt up). If one managed to hit me with a firey rock I'd become more delicious. Same ac as bebilith.
Vrock: I now have regeneration, so its plinking me with rocks from 800ft away against my ac wont really do much, and coming into range to spores me is probably bad for it. Also, with its piddling +9 will save, delicious crab will mean it will eventually want to come and bite me, at which point I'll rip its limbs off.
Cleric: wildcard - totally depends what spells it has. Could beat me, the skeletons wont do anything though. Delicious crab wont do much here - clerics dont have a bite attack, and their will save is usually decent anyway.
Blue dragon: this is now more interesting. It's able to hit me on an 18+, and with its 26 AC I'll miss more than I'll hit, and delicious crab wont work if I retract into my shell. Does the shell require a sunder to break? The wording is unclear. If it doesnt, it can just strafe me until I die. If it does, then I might actually be able to win when it comes down by un-retracting and grappling it to death due to having +13 extra grapple than it does. I'm not sure about the mechanics and numbers here, but this isn't looking like a straight victory for the dragon every time.

Shadows: I think this kinda depends how many of them there are. They'd only need a 5+ to hit me with my 8 touch ac. I now have ghost-touch crab claw for one claw, so I'd be able to dispatch them a bit more readily, and I do now have regen which at lvl 10 is 3 points drain per round regained, but they are draining on a d6, which is 3.5 strength on average drained. Given that I'm gargantuan, a huge number of them can surround me and probably kill me with relative ease. tl;dr I'm fscked and would probably need to teleport out and never go back.

Questions:
  • Am I now too much? Do let me know if I need to scale back. I've gotten significantly better against the Vrock, and somewhat better against the dragon - maybe it's just a case of scaling back my ac so other sorts of monsters have a chance? Even scaling it back by 5 or so would mean that the bebilith (+19), fire giant (+20), dragon(+18) and vrock (+15) would have more of a chance to hit me. Up to you, let me know.

Cheers.
Yes, if you're packing regeneration and the ability to draw enemies from afar then your super AC is a problem (do notice that delicious works even against enemies that don't have a bite attack, just that they can choose what to hit you with in melee). Something where  you can beat one fire giant but not two should be fine.

My AC is still woefully inadequate, so I have pondered what I could do:
- Drop Sohei 1, get 4th level in Wilder instead
- Drop Wolf Berserker feat (no longer qualify without Ki-Frenzy), get Ascetic Mage instead (do qualify after gaining 2nd level powers)
- Drop Call to Mind power (the Factotum dwarves me on knowledge checks anyway), get Inertial Armor power instead
- Drop Armor
- Change Vulnerable flaw to Inattentive flaw

That improves my base AC from 22 to 27 (-5 Breastplate, +1 no more Vulnerable, +4 Charisma from Monk+Ascetic Mage, +1 from combined Monk/Wilder/Swordsage levels, +4 Inertial Armor).

Question:
1. Can Ascetic Mage (intended for CHA Sorcerer) be adapted to CHA Wilder Psionics?
(Suggestion for spell to attack/damage bonus ratio under psionics: Spell level = 2PP/level -1, so 1PP = lvl1, 3PP = lvl2, 5PP = lvl3, and so on.)

You really sure you need more AC? Weren't you already able to beat least 4 of the basic battles?

If you do need more AC, then ok to Ascetic Wilder and that conversion.

Os, I'm a Maid created to server monsters as well as humans.  What would be an appropriate language?  I get one extra.
Hmmm, an infernal one? Fey?

New question on top of the language question: I have arsenal weapons that do 3d10, 2d10, and 2d12 2d10 damage.  Those aren't on the normal scale charts so I'm not sure how to bring them down two sizes.
Make them 2d6.

12
[D&D 3.5] The Artifact Crown / The Crown's Cursed-Team Bonnie OOC
« on: March 08, 2019, 11:33:15 PM »
True. There’s been no say on what their blood tastes like. :P

Weird, coppery, and not blood-blood in the sense of most animals. Since it's also intramuscular fluid etc.
The copper does it give quite a different taste, some vampires love it, others not so much it but will still drink it if nothing iron-based is available.

OK, Nitinol-7 updated with flaws and two more feats. Basically just getting TWF proper and the extra tactical options--shrinking the distance between spaces is probably the best compensation for being... you know, slow and heavily armoured. I almost wonder if I shouldn't have slow the flaw for the comedy of it: don't go fast, just abuse space-warping.

Minor note: when you use cutting the Gordian Knot to turn a two-handed weapon into throwing knives, are the knives lighter than normal? Otherwise you suddenly have 45lbs of knife from a much lighter greatsword. :lmao
Eeerrr, the feat already explicitly says that the new knifes each weight only 1/45 of the original weapon.


13
[D&D 3.5] The Artifact Crown / The Crown's Chaos (dice rolling)
« on: March 02, 2019, 11:41:30 PM »
As title says.

14
As title says. Once groups are formed I'll probably make new OOC threads for each. I'll be replying to the questions in the recruitment thread here in a bit.

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[D&D 3.5] The Artifact Crown / The Crown's Chronicles (campaign fluff)
« on: March 02, 2019, 10:03:20 PM »
This thread for campaign fluff.

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[D&D 3.5] The Artifact Crown / The Crown's Knights (character sheets)
« on: March 02, 2019, 10:00:11 PM »
This thread for character sheets and other player personal information.

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New OOC thread because previous one reached the limit.

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[D&D 3.5] Phantasy Star: Start of the Millenium / Data Arquive
« on: February 26, 2019, 09:08:23 AM »
At player request, this thread shall be used as a place to record specific campaign rulings for easier access. Players feel free to post previous rulings already done, but please keep actual questions to the OOC.

Now, I'm wondering about one interaction--rocket punch keeps all a weapon's properties. Drill Rocket Punch also ignores half nat AC, armour to AC, and DR. The weapon is Power and Rending. It might just ignore all of them if those stack.
That question had already come up with Anomander's character and my ruling was that when you combine two "ignore 1/2" effects then it will ignore 3/4, so we'll be keep running with that unless somebody has a strong objection.

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Looking for players for a campaign that I would DM here, details below. Anybody interested feel free to post with questions/suggestions.

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Homebrew and House Rules (D&D) / Pretty Soldier
« on: February 15, 2019, 03:24:57 AM »
Pretty Soldier

"Unforgivable! A Sailor-suited Pretty Soldier of Love and Justice: Sailor Moon! In the name of the moon, I will punish you!"
-Usagi Tsukino, Pretty Soldier

Pretty Soldiers are those that learned to channel the power of love and justice in mighty magic blasts with a variety of effects.

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Class Skills
The Pretty Soldier’s class skills are Balance, Bluff, Craft(any), Concentration, Climb, Disguise, Diplomacy, Jump, Hide, Intimidate, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Spellcraft, Swim, Tumble
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: x4+ int

Hit Dice:d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+0+2+2Dual Persona, Pretty Skills, Wonderful Wand, Beautiful Blast, Sweet Shot
2nd+1+0+3+3Sugary Soul
3rd+2+1+3+3Sweet Shot
4th+3+1+4+4Sugary Soul
5th+3+1+4+4Sweet Shot
6th+4+2+5+5Sugary Soul
7th+5+2+5+5Sweet Shot
8th+6/+1+2+6+6Sugary Soul
9th+6/+1+3+6+6Sweet Shot
10th+7/+2+3+7+7Sugary Soul
11th+8/+3+3+7+7Sweet Shot
12th+9/+4+4+8+8Sugary Soul
13th+9/+4+4+8+8Sweet Shot
14th+10/+5+4+9+9Sugary Soul
15th+11/+6/+1+5+9+9Sweet Shot
16th+12/+7/+2+5+10+10Sugary Soul
17th+12/+7/+2/+5+10+10Sweet Shot
18th+13/+8/+3+6+11+11Sugary Soul
19th+14/+9/+4+6+11+11Sweet Shot
20th+15/+10/+5+6+12+12Pretty Champion
Weapon and Armor Proficiencies: Simple weapons, Light Armor

Dual Persona (Su): A Pretty Soldier must always look joyful, cute and inspiring in public, but sometimes they just want to relax and hang around so a second identity comes in handy. As a swift action the Pretty Soldier may jump behind some nearby convenient cover and transform her clothing and/or body in cosmetic ways then step back where they were. Even if she doesn’t change her body and leaves her face exposed, somehow nobody seems to regognize her, and everybody will think the “other” person just ran away while the Pretty Soldier arrived in the nick of time. Specific details are left to the player, but either way the effects are the same, nobody can tell the Pretty Soldier and other person are the same short of divination magic such as a True Seeing effect. The pretty soldier only has one other identity to hide behind, and the transformation details must be the same each time this is used.

Pretty Skills (Ex): Even when one has magic powers, mundane hobbies are nice to do. The Pretty Soldier automatically gains free full ranks at each level for one Knowledge, Perform and Craft skills of their choice plus Tumble. In addition while wearing only light or no armor and no shields, the Pretty Soldier gains Weapon Finesse for free even if she doesn’t meet the prerequisites and adds her Cha mod to Climb, Jump and Tumble checks.

Wonderful Wand (Su): The Pretty Soldier has a magic stick with a cute head that helps channel her magic abilities and doubles nicely as a blunt implemenet in a pinch. It counts as a masterwork melee weapon dealing 1d12 bludgeoning damage in the hands of the Pretty Soldier, counting as magic and light when beneficial and still be wielded with both hands, plus has a +20 bonus against disarm checks, but only on the hands of the Pretty Soldier, anybody else will treat it as an improvised weapon. In alternative the Pretty Soldier may, at either start or level up, swap her wonderful wand for one masterwork version of a melee weapon she's proficient with, either way they gain the following benefits. It can be transformed into a tiny seemingly common trinket as a pendant or toy or back as a swift action or part of Dual Persona. If somehow lost/destroyed the Pretty Soldier can reform it in her hands as a move action. At 2nd Pretty Soldier level and every 2 Pretty Soldier levels thereafter it gains a +1 enhancement bonus to attack and damage rolls. It cannot gain a bonus to attack and damage rolls higher than +5, but extra bonus may be spent on special abilities such as Keen and Holy of equivalent value, and changed at each level up.

Beautiful Blast (Su): As a standard action that causes attacks of opportunity, by striking an elaborate pose and saying a short speech, the Pretty Soldier can unleash a colourful shot from her Wonderful Wand that hits as a ranged touch attack with a range of 10 feet plus 20 feet per Pretty Soldier level dealing 1d6 damage per Pretty Soldier level. Spell Resistance can stop Beautiful Blast, use your Pretty Soldier level as CL. Add any Wonderful Wand’s magic enhancements to the Beautiful Blast as well, each basic +1 to attack/damage also applies for SR penetration. The damage is either fire, acid, cold, electricity, positive energy or negative energy, or in alternative untyped damage but in that case the damage is reduced to 1d4 per Pretty Soldier level. Either way once this choice is made it can only be changed at level up. Beautiful Blast demands to wave the Wonderful Wand around and shout magic words, so any effects that would disrupt those also disrupt Beautiful Blast.

Sweet Shot (Su): At 1st level the Pretty Soldier can pick one of the following effects to add to her Beautiful Blast before making her attack rolls. At 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th level she can choose another effect to have add to her Beautiful Blast. The specific choice(s) can be changed with 1d12 hours of meditation, but you must always pick at least one from each lower tier before picking from your highest tier. Once a Sweet Shot is used, the Pretty Soldier must wait 1d2 rounds before being able to use it again. The Pretty Soldier can combine multiple Sweet Shots in a single Beautiful Blast, but then they all share the same cooldown and it is increased by 1 for each extra Sweet Shot. So for example if a 10th level Pretty Soldier combines 3 Sweet Shots, she would need to wait 1d2+3 rounds before being able to use either again. Any save DCs are 10+1/2 HD+Cha mod, including for any replicated spells/maneuvers.

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Sugary Soul (Su): Starting at 2nd level the Pretty Soldier can pick one of the following effects to add to herself all the time. At 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th level she can choose another option to benefit from. The specific choice(s) can be changed with 1d12 hours of meditation, but you must always pick at least one from each lower tier before picking from your highest tier. Any spells have CL=Pretty Soldier level that cannot be dispelled. The Pretty Soldier may also end  any one of them herself as a swift or move action, and restart them as another swift or move action. Any Stances/maneuvers have IL=Pretty Soldier level and can use Charisma instead of the original school’s ability score. All “any one” options can only change the specific maneuver/spells when choosing new Sugary Soul picks.

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Pretty Champion (Su): At 20th level the Pretty Soldier is truly a paragon of her kind, able to channel the powers of love and justice to even greater heights. At the start of each turn she can either gain +6 Cha or gain one Sweet Shot or Sugary Soul of her choice, either way the picks last until the start of her next turn.

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