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Topics - YuweaCurtis

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1
Play By Post / Bleach D20 Classless
« on: October 18, 2020, 11:06:35 AM »
Does anyone play that system? And would anyone be willing to DM it? Probably not but I figured out I'd ask.

2
Play By Post / Finally, Some Fantasy
« on: October 25, 2019, 11:27:45 AM »
Given this is a relatively small place I'm not expecting much, but may as well try. Anybody interesting in DMing a game of FFd20 (Pathfinder based Final Fantasy stuff). I'm not even particularly looking for anything in it, I just wanna play.

3
Oslecamo's Improved Monster Classes / Starkin
« on: October 15, 2019, 01:43:35 PM »
Starkin



Prerequisites: A living, corporeal creature transformed by a Starkin Emperor/Empress
HD:d6
Level  Bab   Fort   Ref   Will   Feature
1          +0      +2    +2    +2    Celestial Body, Alternative Energy, Constellation, Starkin Armament
2          +0      +3    +3    +3    Ability Score Increase, Board
3          +1      +3    +3    +3    Ability Score Increase, The Third Eye
Skills: 6+Int mod, quadruple at first level, Class Skills are Autohypnosis, Balance, Bluff, Climb, Concentration, Craft(any), Diplomacy, Escape Artist, Intimidate, Jump, Listen, Knowledge(any), Search Survival, Spot, Swim

Celestial Body: The celestial radiation flooding the bodies of Starkin make them something not entirely human. This makes them much more resistant to outside influence, giving them a +5 bonus again poisons and diseases. They also possess heightened senses, giving them lowlight vision and darkvision out to 60 feet. Last it give them a set of wing with a membranous and/or made of energy appearance. The appearance varies from creature to creature, but they most often look like the wings of an insects. They grant no ability for flight at first, but can be semi used in a way that give +5 to Jump checks. At 2nd level, this gives them the ability to glide at 2/3 their base speed. Finally at 3rd level they can fly at base speed. These wings don't necessarily have to be able to move, but they must be out and mostly undamaged. Much like the Starkin Armament, these wings can be pulled into the body.

Alternative Energy (Su): While the base energies that mutated one into a Starkin may be similar, there are actually two different sources of power which results in two different groups of Starkin. Pick one of these, the choice cannot be changed.
(click to show/hide)

Constellation (Ex): All Starkin share a bond, and this bond is intense between those sharing the same type of energy. If you take a moment to feel it out, you can sense another Starkin sharing your Alternative Energy within 1,000 miles. You know the direction but no other details. Half this for those of the other energy type.

Starkin Armament (Su): Having tapped into the power of Creation, each Starkin has a personal item that is created from their new internal energies. Choose one of the following;
(click to show/hide)
Either way this item is considered masterwork, and can be drawn or put away into yourself as a move action (except natural weapons, which still may have an deactivated state).
Other abilities and feats that may influence the ability to pull out a weapon can be applied to this. This weapon can have any amount of mundane abilities for a weapon of its type, not including materials it may be built from. Ranged weapons automatically produce standard ammo.
At 1, 3 and every 3 HD after choose either a martial stance, boost, strike, spell or power equal to half your character level +1. Maneuvers are usable at will and your IL is your equal to your HD. If a spell/power it can be use once per 4 HD per day(no less than once), and your caster level is equal to your HD. If the maneuver/spell/power is one that would normally somehow buff one person or weapon (boosts in case of maneuvers, and only one may be active from this ability), it is permanently active. If the spell is 1/4 your character level it may be used at will. Stances can be used at will, but keep in mind you may only be in one stance at a time as normal. Alternatively you may choose a feat that fits the item or your theme. You must meet any requirements. The DM may reject something based off it being off theme or too strong.
The Armament must be out to use any of it's abilities. Armaments have double the hardness and HP of a normal item made out of standard materials. If disarmed or destroyed, it can be reformed as a move action. If you take a class which provides a weapon (such as a Soulknife) you can choose for the Armament to replace it (gaining abilities and being about to be use for features requiring it), but cannot change your mind once this is decided. If playing SRW this item can be replicated on mecha scale if piloting though only on mechas that have been prepared before hand. This becomes a magical weapon at Starkin level 3.

Ability Score Increase: At second level they gain +2 to two stats of their choice, at third they gain another +2 two stats of their choice.

Board: As a person you have most likely had some sort of occupation and even while going through these changes you can continue your progress. This may affect your place among other Starkin. Choose one below;
(click to show/hide)

The Third Eye (Su): At third level your transformation completes, and you gain an unusual energy based organ in your forehead. When "open" you can use this to Detect Magic or Evil/Good/Chaos/Law.

4
Super Robot Wars d20 / Curtis' SRW Additions Index
« on: December 12, 2017, 11:24:18 AM »
FEATS


Trans-Am[Pilot]
Prerequisites: N/A
Benefit: Utilizing a secret system hidden within the GN Drive, the pilot expends more energy to increase the performance of their Mecha. At the cost of 20% max energy per turn you gain a +1 attack bonus, +2 damage bonus, +1 enhancement bonus to AC, and +5 mu movement speed per 3 Pilot levels you have. This is activated using a swift action, and during its duration the mecha emits a red glow which prevents Hide checks. This can be ended as a free action. This automatically ends if you are incapable of paying the cost and is only usable while the currently piloted mecha has a GN Drive.

Twin Drive[Pilot]
Prerequisites: N/A
Benefit: Due to higher energy requirements for certain weapons and accessories, or the need for longer performance times, some specialized units are fitted with a second paired engine. Whenever piloting a mecha with the Reactor ability, it gains 20% more max energy and it's Reactor is increased by 1.

Trans-Am Burst / Quantum System [Pilot]
Prerequisites: Trans-Am, Innovade, Twin Drive feat, Tier VII mecha
Benefit: While Trans-Am is active, gain 100 mu blindsense. Also everyone within range can use Detect Thoughts at will, the save being Charisma based and the level based off individual character level. This can be use to read base intentions on the 2nd round. You have +5 bonus to resisting others trying to use it on you. Everyone in range can also telepathically communicate with one or more people in the area.

A Certain Genius Heritage (Trait)
You've came from specific line of geniuses that share certain traits.
Prerequisite: N/A
Benefit: Character gains one automatically maxed rank Knowledge and Craft skill per point of Intelligence modifier. You also receive +1 bonus to the DC of abilities and items involving electricity as well as +2 damage per die.
Lose: Take a -5 penalty on social skill and Cha checks. HP is reduced by 2 points per die and saves against elemental effects take a -1 penalty. Finally, they pay an additional +20% for Spirits.

The Mad Secret of Life [Ancestor][Pilot]
Prerequisites: A Certain Genius Heritage trait
Benefit: Gain a Cohort with the ability to gain at creation abilities not normally available to cohorts. If you have Leadership this cohort also gains +2 to all ability scores.
Special: If the cohort given by this takes Child Soldier, they can give one of there normal feat slots to gain the Neo Skills as well.

5
So yea, I'm a nerd...

Uchiha Bloodline
Level         Major Bloodline Abilities
1         Move Silently +2
2         Pool
3         Dexterity +1
4         First Tomoe (Taijutsu)
5         Influence Affinity +2
6         Second Tomoe (Ninjutsu)
7         Jump +2
8         Third Tomoe (Genjutsu)
9         Wisdom +1
10         Mangekyou Sharingan
11         Influence Affinity +4
12         Amaterasu
13         Climb +2
14         Susanoo (Skeletal)
15         Constitution +1
16         Susanoo (Musclebound)
17         Influence Affinity +6
18         Susanoo (Armored)
19         Bluff +2
20         Eternal Mangekyou, Susanoo (Perfected)

Pool: In order to support the powers and abilities of their bloodline, they naturally have a bigger pool of metaphysical energy than average. For the purposes of determining spell slots and/or power points you are considered to have +2 to your key ability score. If you have an essentia pool, add an additonal 2 to it.
 
First Tomoe [Taijutsu] (Ex): The first stage of the Sharingan activates, given you an increased ability to perceive movements. You gain a +1 Dodge bonus to AC and competence bonus to attack, +1 for each five character levels.

Influence Affinity: Uchiha are skilled manipulators, especially of those already under the influence of their abilities. They gain this bonus on interaction checks with anyone who has failed a saving throw to one of their abilities within two rounds or are currently under the influence of them.
 
Second Tomoe [Ninjutsu] (Su): The Sharingan has the ability to perceive the flows of energies which gives you a better understanding elements. Pick a single element. For that purpose of for the purposes of using that element your caster/manifester/initiator (or the like) level is considered one higher.
 
Third Tomoe [Genjutsu] (Su): You can use any of your mind affecting effects such as special abilities and spells as Gaze attacks. However, action to use, number of targets, range and DC are based off the original ability. None costly material components aren’t needed, but you must have any expensive materials on your person (not extra dimensional space). In the latter case, they don’t need to have it in hand.
 
Mangekyou Sharingan (Sp): By either pushing their powers to the limits or going through extreme stress, the Uchiha has unlocked the highest tier of their doujutsu. Albeit a unstable form. It is able to be activated for a number of rounds per day equal to character level that need not be continuous, past that they take 2 Constitution damage a round. Choose a spell, power, or maneuver of 4th level. You can use it once every other round while Mangekyou is active, using your character level as caster/manifestor/iniator level and Charisma for DC.

Amaterasu (Sp): While Mangekyou is active the user can now use Produce Flame and Control Flame, using their character level as caster/manifester level. The range of Produce Flame becomes that of Control Flame. When using it against a creature they can make a Reflex save. If successful they take no damage and can take a 5 foot step. In this case the next thing within range is hit. Either way, things hit with it are sent on fire as well.
                                                       
Susanoo [Skeletal] (Su): Bring their energy to the peak and willing it to take on a physical form, they begin to be able to form a giant know as Susanoo. At this stage then can only form the ribs and a single skeletal arm, which forms around you. It has and provides an Armor Bonus equal to ½ your HD, DR equal to ¼ HD, and 10 HP per HD. Its size is equal to the user’s and it has Powerful Build. It has a single martial melee weapon sized for a creature larger. It uses your base stats to attack, as well as your actions. Mangekyou must be activated for this to be used and each round it’s being use counts as a round against the total time Mangekyou can be active.
 
Susanoo [Musclebound] (Su): The Susanoo grows further defined, the skeletal structure of the torso completely and being grown over with muscle. At this stage it can either share your square or be adjacent to you. It loses Powerful Build, and becomes Large. It also has a head and both arms as well, though it only perceives what you do. It has a +2 bonus to Strength. You may allow other to stand within it, otherwise it counts as occupied space. If you are a larger size, adjust the Susanoo's size accordingly.
 
Susanoo [Armored] (Su): Finally, it is properly ready for combat, becoming armored and regaining Powerful Build . It is still only the torso however. It blocks line of effect to anything within it unless they want to be effected. It also gets another weapon of your choice, one which you must be proficient in. The initial weapon is considered to have a +1 enhancement bonus, while the second one has a +1 enhancement bonus +1 for each five character levels.
                                         
Eternal Mangekyou (Su): If the Uchiha has managed not to die by now, the peak of their power stabilizes. Mangekyou Sharingan has no limitation on activation, but the SLA gained from it gains a cooldown of 1d4+1 rounds. Susanoo now can be maintain for a round per character level, though these rounds need not be continuous. 2 Constitution damage can be taken to extend this by a round.

Susanoo [Perfected] (Su): Finally, the completed form! It loses Powerful Build for good and becomes Huge. At this point it has a full body and the user and anyone they allow (within carrying limits, of course) can travel around in its helmet. Also, you can cause it to “Clad” itself to other creatures and constructs. In this state it manifests as armor around the chosen target, which must be willing. The target gains half its Armor bonuses, it’s full DR, and half its ability scores on top of their own as well as Susanoo’s weapons. Said target has to be Huge or smaller, and of course similar bonus don’t stack with one another.
 

Rinnegan Bloodline
Level         Major Bloodline Abilities
1         Knowledge (The Planes) +2
2         Rinnegan
3         Wisdom +1
4         Six Paths
5         -
6         Six Paths
7         Knowledge (Arcana) +2
8         Six Paths
9         Dexterity +1
10         Six Paths
11         -
12         Six Paths
13         Diplomacy +2
14         Six Paths
15         Charisma +1
16         Six Paths
17          -
18         Six Paths
19         Intimidate +2
20         Six Paths

Rinnegan (Ex): The namesake of the power, this directly refers to the doujutsu itself. Whenever you would have some sort of duplicate, summon, familiar, or some other creature with a similar connection you can perceive things from their eyes as well as your own.

Six Paths (Su): The core powers of a user of Rinnegan, they are based off six paths of reincarnation, the Samsara. At each level this is marked they can choose one ability from the list below.
(click to show/hide)

6
General D&D Discussion / Looking for Spell (3.5)
« on: August 09, 2017, 01:13:38 PM »
What are some good mid level (Spell level 3-5) and high level (Spell level 7-8) spells that effectively summon a construct you can ride in or at least use as cover? Also, about medium to large at the lower level and something much bigger at higher level? It doesn't necessary have to be a construct. Honestly I'm looking for something like the following. Forgive me if I'm missing something that can obviously be used and/or reflavored.



7
Homebrew and House Rules (D&D) / Limit Warriors?
« on: August 02, 2017, 08:14:25 AM »
Sorry if this is the wrong forum. Does anybody have any record or working link to Animana's Limit Warriors which are based off a Limit Break System?

8
DragonSoul Initiator



Credit to for picture goes to Sandara

A skilled warrior who possesses a font of a dragon's power. The how and why changes from situation to situation, but this gives them a measure of the natural powers of dragons as well as their resiliency.

MAKING A DRAGONSOUL INITIATOR
A DragonSoul Initiator .
Abilities: Charisma is the most important thing to them due the way their mysterious powers work, followed by Strength and Constitution due to the heavy combat focus. This may also be effected by their choice of Disciplines.
Races: Any
Alignment: Any
Starting Gold: As Fighter
Starting Age: As Fighter

HD: d8.

Class Skills:
A DragonSoul Initiator's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually), and Profession (Wis). A DragonSoul Initiator also gains additional class skills from their (see below for details).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

Table: The DragonSoul Initiator

Base
Attack

Fort

Reflex

Will

 
LevelBonusSaveSaveSaveSpecial        Maneuvers Known    Maneuvers Readied   Stances
1 +1          +0 +0 +2 Improved Unarmed Strike, Primeval Force, Prana Burst431
2 +2          +0 +0 +3 Draconian Progress541
3 +3          +1 +1 +3 Dragon's Defiance531
4 +4          +1 +1 +4 Font of Power641
5 +5          +1 +1 +4 Dragon's Resilience 642
6 +6 /+1          +2 +2 +5 742
7 +7/+2          +2 +2 +5 Draconian Progress742
8 +8/+3        +2 +2 +6 Font of Power 852
9 +9/+4        +3 +3 +6 852
10+10/+5        +3 +3 +7 952
11+11/+6/+1      +3 +3 +7 Draconian Progress 953
12+12/+7/+2        +4 +4 +8 Font of Power 1063
13+13/+8/+3        +4 +4 +8 1063
14+14/+9/+4      +4 +4 +9 1163
15+15/+10/+5    +5 +5 +9 Draconian Progress 1164
16+16/+11/+6/+1    +5 +5 +10Font of Power1274
17+17/+12/+7/+2    +5 +5 +10 1275
18+18/+13/+8/+3    +6 +6 +11 1375
19+19/+14/+9/+4    +6 +6 +11Draconian Progress 1375
20+20/+15/+10/+5    +6 +6 +12Font of Power 1485

Weapon and Armor Proficiencies: A DragonSoul Initiator is proficient with all simple and martial weapons, all armor, and with shields (but not tower shields).

Maneuvers: They learn maneuvers of two schools of their choice. If the school demands any special prerequisite they must fulfill it a well. You gain that discipline's skill as a class skill as well. Her Initiator level is equal DragonSoul Initiator level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1).

One must take a move action to recover a maneuver, a relatively brief moment in battle to focus oneself. They cannot use the maneuver recovered or any strikes that round. They are automatically fully recovered at the beginning of a battle.

At 4th level, and every even-numbered level afterwards, the DragonSoul Initiator can replace 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).

Improved Unarmed Strike: While a DragonSoul Initiator may be one whom focuses on armed combat, they realize they may not always have a weapon on hand. That, and they believe they should be able to emulate the fact that dragons don't need weapons. At 1st level, they gains Improved Unarmed Strike as a bonus feat. Their attacks may be with fist, elbows, knees, and feet. This means that they may make unarmed strikes with his hands full. There is no such thing as an off-hand when striking unarmed.

Primeval Force: Maybe it was dormant Dragonblood. Perhaps you made some sort of pact with a dragon. Or it was the effect of some strong magic. Either way you somehow have the power of a dragon in your soul. At first level choose a true dragon to be considered your benefactor, this will determine some of the features and feats of this class. They gain the Dragonblood subtype and are considered that dragon for spells and other abilities that specify type.
At level 10 gain the Dragon type and optionally the elemental subtype as your dragon benefactor.

Prana Burst (Su): Using the dragonic power within yourself, you can augment your combat potential. This results in permanent abilities or changes to already existing ones, but you can choose for them not to be active. At first level you gain access to one of these abilities, and gain an additional one each 5 levels after (1, 6, 11, 16).
  • Extend Range: All melee attacks can be made at range of 5 feet, plus another 5 per five DragonSoul Initiator levels.  It is considered a standard melee attack for all intents and purposes.
  • Piercing Attacks: Whenever you would make a ranged attack, if it has any range left it can continue. This attack must take an attack roll and uses the same roll -2 after each time it passes through another target. This can be used in conjunction with Extend Range.
  • Parry: As an immediate or move action you can gain a Deflection bonus to Armor Class equal to 1 + 1 per 5 levels for one round. You are also considered to having an arm free  for the purpose of using Deflect Arrows and like feats (you can take them as feats, but would only be able to use it by meeting the requirements or activating this).
  • Aftershocks: Your melee and ranged attack cause area damage on impact. This must be an attack which requires an attack roll. The area starts as 5 feet radius burst and by 5 feet at levels 5, 10, and 15. This deals half the original damage and a successful Reflex save can reduce this by another half (DragonSoul Level + Charisma Mod + 10). If already required a save, roll the Reflex for this first as a successful save will remove the need for the other. This only applies to the first hit of a single attack for the purposes of attacks that may hit multiple times. Taking this an additional time allows each hit of Piercing Attacks or the Penetrating Shot to activate this but reduce the radius by 10 feet.
  • Martial Power: Gain one known maneuver chosen from one of the disciplines granted by this class. It can be up to one level lower than the your highest know maneuver (minimum 1). You also gain an extra readied maneuver.

Dragon's Defiance (Su): Energy Resistance 10 + 1 per class level of the element of the subtype of your dragon benefactor.

Font of Power (Sp): Possessing the soul of a dragon, it's only natural one would gain some magical ability. At 4 level they can pick a spell from the sorcerer list of 2 level or lower. As they gain levels, they become able to use it more times while learning other spell like abilities which also gain more uses. See the chart below for details.
CL is equivalent to their IL, and they cannot choose a spell with experience or expensive material costs. These spells count as prepared for the purposes of Reserve feats.
Table: Font of Power
Class




Level
2468
4
1/day---
8
2/day1/day--
12
3/day2/day1/day-
16
4/day3/day2/day1/day
20
4/day4/day3/day2/day

Dragon's Resilience: At level 5 they gain DR equal to 1/4 level which is bypassed by magic, as well as SR equal to class level + 10.

Draconian Progress: At 2nd, 7th, 11th, 15th and 19th level gain a feat that has to deal directly with initiation and maneuvers, one that can augment your SLAs, Reserve, or a DragonSoul feat from below.

9
So I'm making a legacy longsword/bastard sword and I could use some advice. Firstly how should I handle slotting in maneuvers into the customization menus? Also I may be playing a vairiant that removes the stat penalties, so which price range should I go with? Sorry if these are noob questions this is my first time seriously using WoL. I will probably post the actual weapon here.

10
Play By Post / Odd-ish Game Request
« on: July 01, 2017, 10:40:12 AM »
I have the need to play a vampire fairy whom serves a minor vampiric demon deity of music,  guile, and somewhat unity. The fairy itself tries her best to good, but she often makes mistakes that lead to awkwardness and/or hilariousness that she has to fix.

Mechanically I'd be gestalt and using Osl's Vampire and Pixie monster classes, as well the ToBhou Youkai Magician and Purple Mage Heretic gestalt a tenth level... I'd be willing to play with three other players.

Sorry if this isn't detailed enough or violating something else.

11
Introduce Yourself / Carrier has Arrived.
« on: June 30, 2017, 02:54:39 PM »
Finally get to actually get an account, so yea.

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