Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Chrononaut

Pages: [1]
1
Oslecamo's Improved Monster Classes / Gloura
« on: July 24, 2015, 11:51:02 PM »
Gloura



HD: d6

LevelBABFortRefWillSpecial
1st+0+0+2+2Gloura Body, Weapon Finesse, Nocturnal, Stonecunning, +2 Dex, -2 Str, +1 Cha
2nd+1+0+3+3 Underdark Air, Stoneblessing, Deep song, +1 Dex
3rd+1+1+3+3Silver Moth, Lunar Way, +1 Cha
4th+2+1+4+4Underdark Air (improved), +1 Dex
5th+2+1+4+4 +1 Cha
6th+3+2+5+5Underdark Air (mastered), +1 Dex
7th+3+2+5+5Unearthly Grace, +1 Cha

Skill Points: 6 + Int Modifier (x4 at 1st level)
Skills : Balance, Bluff, Climb, Concentration, Craft,  Diplomacy, Gather Information, Hide,  Jump, Knowledge (all), Listen, Move Silently, Perform, Search, Sense Motive,  Spellcraft, Spot, Tumble,

Weapon and Armor Proficiency: Gloura are proficient in all simple weapons as well as maces. They are proficient with light armor, but not sheilds. Additionally, a Gloura is proficient with medium armor, if it is made of stone.

(click to show/hide)


(click to show/hide)

2
Legends of the Heroes / Statting Erza Scarlet
« on: September 25, 2013, 09:03:54 PM »
Hi gang, I have a small conundrum.

One of the games I'm in has a player who basically wants to play Erza Scarlet, or more generally, a gish or straight frontliner fighter with thematic suites of mutually exclusive but thematic self improving powers (refluffing them into being her various suits of armor is easy) that they choose on the fly.

If you've never seen Erza Scarlet, think of her powers like the Dressspheres from FFX-2. If you've never played FFX-2, think of the Job system from FFV, though that's really reaching, jobs were basically whole classes themselves...

I'm off on a tangent. Anyways the guy's somewhat new, and he's stymied. He tried making morphic armor and weapons and found them lacking (predictably, armor abilities are not very flashy) so I'm here asking YOU guys for your advice.

The game in question is Pathfinder, all core allowed, level 5, DM's permission required for 3rd party PF or 3.X materials. Races are pretty open, but being as this is Erza it's probably going to be human so that's moot.

Things to consider -

This player is new. Handing off some weird wizard combo of contingencies will probably just make him take forever or he'll miss the point.

What I've recommended thus far

Human PF Fighter 1/PF Sorcerer 6 (bloodline undecided)/PF Eldritch Knight focusing on nabbing all the alter self, Elemental Body, Form of the Dragon, Beast shape, Undead Body, Plant Body, Giant Body etc. transmutations and refluffing them into being Erza's "suits".

Pros: Very simple setup, each spell lists what it gives you straight up, enhances your strengths (same flavor as erza's) and you aren't overwhelmed by choice or paralyzed trying to rebuild your character's stats every time you cast a spell. Human's alternate favoured class feature will let her easily pick up all the spells she missed from previous levels.

Cons: Locked to considerably higher level than the campaign is before she's anything but a self-buffing sorcerer-fighter.

3.5 ToB character (undecied between Jade Phoenix mage or warblade)

Pros. Stances emulate the suits, easy to use mostly, DM is a fan of ToB.

Cons. Stances are generally not as badass as the Erza in the anime or Manga, requires learning the entire ToB subsystem.

3.0 Shifter (Druid entry)

Pros. Casually the most powerful incarnation of this build/character.

Cons. Doesn't feel Erza-y, can't use any metal (all her outfits are metal!), requires deep understanding of the mechanics of 3.X wild shaping and expansive monster knowledge as well as DM permission.

Other ideas

PF Mind Armaments Soulknife off the top of my head, but that might not line up since they can't change their buffs on the fly.

sooo... thoughts? Doesn't need to be super optimized, a straight Eldritch knight would do fine in this party.


3
Legends of the Heroes / Regnum Aqua campaign setting
« on: September 20, 2013, 10:48:33 PM »
This conceptual campaign space came to me in the border between sleep and wakefulness one night, and stuck around enough that I'm going to share it all with you.

The simplest way to explain this setting is that water is everything. It is the source of all life, pure magic and the conduit between worlds. Literally!

What do I mean 'source of life?' Obviously the same rules apply there as elsewhere in the conceptual universe, if you don't drink it or stuff with it, you die.

Pure Magic? Now we're into the meat that sets this place apart. Water in this setting is a spiritual essence, the miracle that sustains life and lets those able and willing to perform miraculous feats: magic by any name. Those versed in its control can draw upon the wellspring within and the waters without to create great effects.

I suppose you want a tighter explanation, yes? This setting does away with vancian casting and instead uses a spellpoint pool, like psionics. All spells are drawn from water within you, barring certain rituals near or in bodies of water. Using up spell points dehydrates you, eventually inflicting dessication damage and exhausting you as your lack of water adversely affects everything about you. Obviously the only cure is drink more water. Most folk live near any permanent body of water, where life and civilization through magic flows. Adventurers like you forage out into the wastes and oddlands where water seldom, if ever flows.

 In this setting, the Sun is the enemy, the destroyer of water, the burning agony, whose fury drives the soulless beasts in the depths of the desert into fertile land and scours the world with great storms and heatwaves. Undead and worse here are aligned with the sun, not the night, and are beings of fire and ash.

It is the moon, gentle and pure, the rainmaker, the misty fog, the guide to the heavens that succors this world. The moon waxes and wanes, but never less than half, and at full shines so bright that the sky is tinted silver. The moon is held to be the source of all water, and the center of the Astral sea. Peoples pray to it, fight in its name, emblaze moonbursts on their armor and place moon crests on their buildings. The moon rises when the sun sets, sometimes before, sometimes after.

Conduit between worlds is no exaggeration. At night, when the moon is fullest and water washes over the lands, the ocean, great lakes and many ponds literally stream into the skies like auroras, great streamers of water rising upwards to their creator, opening the conduits to the Astral Sea and other worlds within it (planes).

The Astral Sea is literally that, a vast network, tiered, of flying rivers and pools and eventually a single ocean at its apex, closest to the moon, that links the various other worlds together with this one, home to stars, shining objects of wonder drifting within it, along with innumerable islands and phenomena the likes of which those living on the Primus World have never seen before.

Like Iron Kingdoms, this changes the core game (in this case pathfinder) enough to mandate having the campaign sourcebook, since every class is pretty much revamped to suit the setting.

Major Mechanics changes off the top of my head (a bunch of QoL and/or 'make the game go faster/add social aspects beyond succeed or fail checks' stuff too but that's for a different forum) -
Magic is massively revamped into a spellpoint based system. Wisdom determines your bonus spellpoints for everyone, another mental stat determines DC's. You can get magical focus (works like psionic focus) to use metamagic feats.
Running halfway through spellpoints fatigues you as you dehydrate (similarly, failing saves against exposure to arid areas will start draining your spell points), running 3/4 exhausts you and you start taking dessication damage until you get a drink.

-Create Water is 9th level here, and some consider that spell the dominion of the gods. As well as other lower level water making spells like wall of ice, waterspout, etc. are all 9th or gone or else folded into Create Water's effects considering by RAW you can get infinite spellcasting with them if they allow you to drink. Controlling it is still the same level though.
Uses a Magic rating system, every class and monster has a magic rating just like it does a BAB. A number of cheatyface spells like Endure Elements might be higher level too.

-Obviously all different classes, and yes there are options if you want to be the enemy of life and follow/bring the Sun.

-Since water is life, and also magic, pretty much everyone can use at least a bit of spot on the wall magic, even 'mundanes'.

Major Race changes
Merfolk replace elves as the mystical race and have bonuses to being casters. Obviously even though they live in water they don't get ridiculous magic advantages from it, at least not at first. Noteable for being able to reach the Astral Sea easily without need of magic, but require assistance to move around on land.
Gillmen replace half elves as the borderline mystic race, and have to use special equipment to adventure away from water for long periods. Noteable mainly for their charm magic, but dangerously dependant on water.
Humans replace... well themselves, these ones have a great deal of endurance instead of 'flexibility to be the best race' and resist moderate environmental conditions much better, but fare poorly in extreme conditions.
Suli replace half orcs as the other borderline brawler race (many Djinn are sun aligned too!). Noteable for being strong and magic resistant, but by the same token utilize the finer arts of magic poorly.
Dwarves are more or less unchanged, save that these ones dug into the ground to escape the sun and are closer to Fremen then Vikings. Noteable for being itinerant and exploratory, but also extremely bad swimmers who handle large amounts of water poorly.
Grippli replace Gnomes as the quirky small race, with an affinity towards swamps, the most fertile display of the moon's power. Noteable for being clever and fast, but by the same token flighty and physically weak.
Halflings are also more or less unchanged in their entirety. Still good at stealing, and good at getting into trouble for stealing, whilst being bros.

The Campaign arc typically starts off either on a lakeshore, riverside or wetland (at any rate, players playing merfolk shouldn't be penalized if they want ot use their swimming advantage) and gradually move away from major sources of water into arid deserts and badlands further and further away, then sojurning through the astral sea to adventures in other planets.

The overall theme of the setting is there isn't one yet, parts of Nevada desert wild west, arabia, the gobi desert and interior australia (as well as associate cultures) informed the sun aspect while thailand, the amazon basin, the nile delta and the great lakes (and associate culture) informed the moon aspect of the campaign setting.


Anyways that's my preliminary outline of the campaign setting. What do you guys like, hate, disagree with or want to see improved or refined, if any?

4
Oslecamo's Improved Monster Classes / Lamia Matriarch
« on: August 23, 2013, 01:17:09 AM »
Lamia Matriarch


Img Credit: BanyeX on deviantart

Table: Lamia MatriarchHD: d8


Level
1
2
3
4
5
6
7
8
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6


Special
Matriarch’s Body, Alternate Form, +2 Cha
Wyrd Curse, Mystic Heritage, +1 Str
Corroded Future/Path of Penitence, Grap
Growth, Mystic Awakening, Constrict, +1 Con
Soiled Road/Sacred Coil, +1 Cha
Disciple, +1 Con
Mystic Ascendancy, +1 Str
Embraced Destiny, +1 Con, +1 Cha

Skill Points: 4+Int modifier (x4 at first level)
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (Religion), Knowledge (Local), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim.

Weapon and Armor Proficiency: A Lamia Matriarch is proficient in simple weapons, her touch attack and her tail slap attack as well as scimitars and quarterstaves. They are not proficient with any sort of armor.

(click to show/hide)

(click to show/hide)

5
Oslecamo's Improved Monster Classes / Coure Eladrin
« on: August 22, 2013, 03:50:02 PM »
Coure Eladrin



HD: d8

LevelBABFortRefWillSpecial
1st+0+0+2+2Eladrin Body, Weapon Finesse, Freemagic, +2 Dex, -2 Str, +1 Cha
2nd+1+0+3+3Eladrin Soul, Alternate Form, Skyreach, Sacred Aegis, +1 Dex, +1 Cha

Skill Points: 6 + Int Modifier (x4 at 1st level)
Skills : Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (the Planes), Listen, Move Silently, Perform, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Magic Device

Weapon and Armor Proficiency: Coures are proficient in all simple weapons as well as daggers, crossbows and rapiers. They are proficient with light armor, but not shields.

(click to show/hide)

(click to show/hide)

Useful feats you may not be aware of: Quick Change (to swap in and out of alternate form faster).

Notes: If using the Unearthed Arcana optional partial BAB rules, a Coure's BAB stacks as though it were rogue BAB.

6
Oslecamo's Improved Monster Classes / Ocean Giant
« on: March 08, 2013, 03:23:57 AM »
Ocean Giant



HD: d8

LevelBABFortRefWillSpecial
10200Ocean Giant Body, Amphibious, Landform, Powerful Build, DR 5/Slash or Pierce, Create Water Str+1, Con +1
21300Massive Anchor, Str+1, Con +1
32311Gliding Armor, Ocean's Beloved, Str+1, Con +1
43411Rock Throwing, Rock Catching, Growth, DR 10/Slash or Pierce, Str+1, Con +1
53411Valorous Trident, Sea of Nectar, Sea of Crises, Swim-by-attack, Str+1, Con +1
64522Trample, Torpedo Rush. Str+1, Con +1
75522Commune with Oceans, Ocean's Beloved, Str+1, Con +1
86/1622Powerful Build, Immune to Bludgeon, Summon Ocean, Str+1, Con +1
96/1633Breach, Ocean's Beloved Str+1, Con +1
107/2733Pouncing Trident, Sound, Str+1, Con +1
118/3733 Will to Power, Planar Respite, Str+1, Con +1
129/4844Skim, Growth, Watery Sheen, Str+1, Con +1
139/4844Waterspout, Sea of Fecundity, Str+1, Con +1
1410/5944 Ocean's Beloved, Marine Sanctuary Str+1, Con +1
1511/6/1955Flood, Ocean's BelovedStr+1, Con +1
1612/7/21055Maelstorm, Powerful Build, Str+1, Con +1
1712/7/21055Watery Grave, Str+1, Con +1
1813/8/31166Ocean's Beloved, Boundless Seas Str+1, Con +1
1914/9/41166Tsunami, Str+1, Con +1
Skills: 4+int modifier per level, 4x at first. Class skills:Climb, Balance, Bluff, Concentration, Craft, Intimidate, Jump, Knowledge (Nature), Listen, Perform, Profession, Spot, *Swim, Survival

Proficiencies: An ocean giant is proficient with all simple and martial weapons, with light and medium armor, with tridents and with her Massive Anchor (see below)

Abilities
(click to show/hide)

Comments
(click to show/hide)

7
[D&D 3.5] High Arcana / [Discussion]Ultimate Forces Discussion Thread
« on: July 24, 2012, 09:01:00 PM »
Because other teams have one and I'm going to hop on that bandwagon as hard as possible. Also so SirP has easy to sort titles in his subforum.  :p

Onto PC discussion

So yeah it's an easy enough ritual to do, you think I should found a legacy instead of picking up a stat booster? I'd probably bling out my bow. Justification: it's a weapon an angel wielded, what more do you WANT!?

Also any specific suggestions/requests?

8
Introduce Yourself / Greetings
« on: June 15, 2012, 12:46:11 AM »
I actually signed up on the old boards too, and saw a topic with someone who tried to emulate something I spent time thinking about too so I wanted to sign up to post my ideas and help him.

Fav game is currently League of Legends (Summoner name Eidol Cain).

Tabletopwise, I only KNOW d20 back and forwards (yes yes I'm so deprived), eagerly waiting 13th age, know a bit about nWoD, have skimmed FATE and Legend and BESM.

Non gaming hobbies are boring as heck (pets, movies, reading) so I won't mention them here.

Country is Canada.

Am I doing this right?

Pages: [1]