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Topics - Darbius Maximus

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It's a long story but due to various reasons, when I found out Lupin existed in D&D I was ecstatic and since then if I had the chance to play them, I have. Finally getting serious about playing Pathfinder, as great of a racial selection as they had, I was a tad sad all that existed was just a tad more than what you'd expect of the fantasy racial fare; almost a copy of the big names both core and not from D&D with a few additions. Seeing Cat-Folk be a more standardized race gave me inspiration so I decided "Why not use this race maker and adapt Lupin?"

Thus I present their Pathfidner equivalent, slightly renamed, the Lupine. Their fluff has a bit of a twist; I have decided to spin it with a bit of their 2e history thrown in (albeit what fluff exists detailed in the feats and alternate traits as I have no major fluff written for them at the moment.

I have given them a very healthy amount of options, about as much as the core races. I'd like you to please take a look at these two work in progress forms and tell me your thoughts.

The Alpha Draft I want to use eventually:

A more statistically inclined draft from earlier detailing original traits as well:

Homebrew and House Rules (D&D) / [3.5 Prestige] The Arch-Warlock
« on: August 24, 2015, 03:07:13 AM »
I don't have like a fancy chart for it yet but here is a "Arch" prestige class made for the Warlock. I really, really want to maybe collab with someone and find out how to modify this so it can function with other invocation using classes.

Lore: Some Warlocks merely wish to master the powers granted by their fiendish heritage, few dare to reinvent what their power truly is.

Skills: Knowledge Arcana 15, Spellcraft 15.
Feats: Must know two feats that modify Spell-Like abilities (IE: Empower Spell-Like Ability, Quicken Spell-Like Ability)
Invocations: Must know 8 Invocations including 3 Eldritch Essence Invocations.

Levels: 5.

Hit Dice: d4.

Base Attack Bonus Advancement: Poor.

Saving throws: Fortitude: Bad. Reflex: Bad. Will: Good.

Skills: As the Warlock skill list.

Class Features:

Invoking: For the sake of Invocations known as well as all other class features except Damage Reduction and Energy Resistance, every time you take a a level of Arch-Warlock,  you advance as if you had taken a level in Warlock.

Blast Force Exertion: In addition to your standard Eldritch Blast advancement, at levels one, 3, and five you deal an extra 1d6 damage with your Eldritch Blast this means a 15th level Warlock 5th level Arch-Warlock deals 12d6 damage with their Eldritch Blast.

High Invoking: Every time an Arch-Warlock gains a level they must choose a High-Invocation. These are special abilities that show how a Warlock has learned to push or even break the limits of their inborn abilities. Every time you select an option you must follow its corresponding rules for gaining said option or other effects incurred. You may apply the effects of multiple High-Invocation options to a single Invocation if applicable, however the duration between usages of an Invocation effected by multiple High-Invocations, if incurred, stack.


Quasi-Invocation: Lose one Invocation known. Select an Invocation known of your choice with the same Grade (excluding Eldritch Blast or Eldritch Essence Invocations). You may cast that Invocation as a Supernatural Ability, however you must wait 5 rounds to use the selected Invocation again if used as a Supernatural Ability.

Invocated Spell: Lose one Invocation known. You may select a spell from any spell list or a Shadowcaster Mystery with a level equal to your Arch-Warlock level minus 1, the level must be within the equivalent Grade of the Invocation you gave up (A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th); that spell becomes an Invocation, with one-half your effective Warlock level functioning as your caster level for all effects except for your effective caster level when a character attempts to dispel the effects of this Invocation. The Invocation's grade corresponds to the original level of the spell (See above for Grade to Spell Level equivalency). You must wait a number of rounds equal to the Invocation's original spell level minus one before it can be used again; For Example: an Arch-Warlock who learns Magic Missile this way may cast it every turn, however if they learn Cure Serious Wounds, upon casting it they must wait 3 turns before they may cast it again. You may not take this High Invoking option as your first High Invoking Selection

Decisive Invocation Shaping: Lose one Invocation known. You may elect to not effect Allies and up to a number of targets equal to your Charisma modifier that are in the area of effect of an Invocation including Eldritch Blast when under the effects of Eldritch Essence Invocations.

Overwhelming Invoking: Lose one Invocation Known. The save DC for your Invocations increase by 1. You may only choose this option 3 times.

Cross-Essence Invoking: Lose 1 Invocation known. Select one Eldritch Essence Invocation you know;  you may apply this Eldritch Essence Invocation to any Invocation you known as if the effected Invocation were an Edritch Blast. For Example: An Arch-Warlock who takes this option could choose Beshadowed Blast and apply it to the Invocation Chilling Tentacles. An Invocation modified in this way can not be used again for 5 turns.

Cross-Source Invoking: You may replace a Warlock Invocation known with a Dragonfire Adept Invocation of the same equivalent Spell level.

Desperate Invoking: Lose one Invocation known. A number of times per day equal to your Arch-Warlock level, you may use an Invocation from the Warlock or Dragonfire Adept list of your maximum available Grade -1 that you do not already know. This option may only be taken once. You may not use Blast Shape Invocations you do not know through this ability.

Infernal Capacity: You gain an additional Invocation known up to the maximum Grade of Invocation you have available -1.

Expanded Resistance: You gain Energy Resistance 5 to an Energy damage type of your choosing. In addition to the normal energy types listed, you may also choose to apply this effect to Vile damage.

Choices specifically for Eldritch Blast:

Adapted Blast: Lose one Invocation known; Select any one Blast Shape Evocation from the Warlock Invocation list up to your level, you permanently treat your Eldritch Blast as if it were under the effects of the Blast Shape Invocation you selected. If this option is chosen multiple times, you may select which Blast Shape Invocation you are applying to your Edlritch Blast as a free action when using Eldritch Blast, the Blast Shapes do not stack. A Blast Shape Invocation applied to your Eldritch Blast normally does stack with this effect.

Quasi-Eldritch Blast: You may treat your Eldritch Blast as a Supernatural Ability, however it deals d4's instead of d6's, however you must wait until after your next turn to use your Eldritch Blast again.

Vile Blast: You must be Evil- Aligned to select this ability; you may have your Eldritch Blast deal Vile damage, however you must wait until after your next turn to use your Eldritch Blast again.

Exalted Blast: You must be Good-Aligned to select this ability; you may use your Eldritch Blast as a direct conduit for celestial power; an Evil-Aligned being who takes damage from an Exalted Blast can only be healed by magic cast within the area of a Desecrate or Unhallow spell. If you use this ability, you must wait until after your next turn to use your Eldritch Blast again.

Battle Ribbon:  Two-Handed: 1d4 bludgeoning/piercing, 19-20/x2 crit: May Apply Weapon Finesse to this weapon. +4 on bluff checks made to feint, +2 on Disarm checks to Disarm an opponent. You may use this weapon to initiate a grapple and may use it during grapple checks to gain a +2 bonus to the check. You cannot use it to make attacks whilst grappling an opponent, however due to the nature of the weapon, as long as you are proficient in it, you are trated as having a free hand each round after a successful grapple check until your opponent succeeds on his check or you fail the grapple check. You cannot use this weapon to pin an enemy. You are treated as having Improved Feint when weilding this weapon, however an opponent is only treated Flat-Footed from the feint check if the first attack you make against the opponent after the Feint is with this weapon. If you have Improved Feint, you may perform a feint as immediate action before making an attack of opportunity on an enemy when you use this weapon; you may only do this once per round.

The concept is essentially a ribbon with some small spiked weights on the end and the underside of the ribbon is a fine chain-mail mesh. This gives it a lot of sturdiness whilst still beign flexible, despite the weights being the striking end, however it is still light enough to "dance" with whilst attacking, however it is so light it can only be swung with striking effectiveness in a two-handed manner.

Gaming Advice / 4e; Where are racial hatreds and rivalries listed?
« on: June 22, 2015, 03:02:23 AM »
A person I know keeps saying Revenants get attacked on sight "for religious reasons", or some similar schtick, despite nothing being mentioned, in fact the book says they're at least tolerated, in Heroes of Shadow. Literally no other race when I've talked with them gets this. Is there some line somewhere that I missed or is he just being a dick?

Gaming Advice / Exotic Weapon Critique
« on: June 09, 2015, 04:57:05 PM »
I need to know if the following exotic weapon I have created is overpowered:

Serrated Rapier: One-Handed: 1d4 piercing, 18-20/x2 crit; May apply Weapon Finesse to this weapon, +2 to Bluff checks made to Feint, +2 to confirm critical hits against flat-footed opponents, your crit range against flat-footed opponents is increased by 1 after any modifiers (vs flat-footed targets, a mundane Serrated Rapier's crit range would become 17-20/x2, a Keen Serrated Rapier would have a crit range of 14-20/x2). You may not use a Serrated Rapier in two hands to apply 1-1/2 times strength bonus to damage.

If the crit range boost is a bit much, I much just further boost the crit confirmation.

Gaming Advice / 3.0/3.5 Prerequisite Question
« on: April 22, 2015, 08:50:55 PM »
Can being able to use Shadowcaster Mysteries qualify you for prestige classes that ask for ability cast Arcane -or- Divine spells or does the interpretation RAW for what prestige classes a Mystery user can qualify for still bar you from it?

Specifically I kinda want to pop some levels of Sword Dancer (Oriental Adventures) in with a Shadowsmith.

General D&D Discussion / D20 Naruto Class Tiers
« on: December 30, 2014, 01:42:41 AM »
Anyone play enough sessions and look at the two alongside enough to tell where D20 Naruto's classes sit compared to D&D classes? I haven't looked at the PDF but if enough things are the same it would be good to know.

Game Design / Tier System for Classes; Naruto RPG Edition
« on: December 30, 2014, 01:41:44 AM »
Anyone play enough sessions and look at the two alongside enough to tell where D20 Naruto's classes sit compared to D&D classes? I haven't looked at the PDF but if enough things are the same it would be good to know.

D&D 3.5 and Pathfinder / Symbiont Questions
« on: December 16, 2014, 02:21:15 PM »
First and foremost, can weapon or armor style symbionts be enchanted?

Nightshade Rogue (Inspired by Dark Age of Camelot): While not as physically imposing as other stealthy classes, they use their skills, wit, and talents with poison and a bit of magic to devastate their enemies.

Hitdice becomes d4's, lose Trapsense, do not gain a special ability at level 13 or 19, 10 skill points per level. Gains poison use at lvl 1. Artifice Toxin: May use Use Magic Device skill to improve a poison they craft, increasing the save DC by 1 per 5 points of a successful check past the poison's craft DC to a maximum enhancement equal to half the Nightshade's level; any prestige classes that grant Poison Use stack with your Nightshade levels for this ability. Nightshades also get a small number of infusions they can use. They advance as an Artificer of equivalent level in infusions per day but their infusions are limited to a mostly offensive repertoire.

Nightshade Infusion List:
1st lvl:
Magic Weapon
Weapon Augmentation, Personal
Energy Alteration
Skill Enhancement

2nd lvl:
Weapon Augmentation, Lesser
Align Weapon

3rd lvl:
Magic Weapon, Greater

4th lvl:
Weapon Augmentation

5th lvl:
Disrupting Weapon

6th lvl:
Weapon Augmentation, Greater

This isn't meant to replace the Assassin, thus why it doesn't get Assassin spells, but it helps poisoners also pick up the slack. This is meant to be the maximum of High-Risk, High-Reward play without being a pure caster.

So I read the Shadowblade class in the old but still good MMO Dark Age of Camelot and I'm wondering what things from the 3.5 Rogue base class would be fine to drop to grant them good Fort and Reflex advancement, d8 hitdice, and Martial Weapon Proficiency. I'm thinking having them lose Trapsense, Improved Uncanny Dodge, and dropping their skill points per level and reducing their skill list. Any suggestions on specifics and I do know this sounds kinda like the Goliath Rogue ACF.

D&D 3.5 and Pathfinder / Candle Caster Artificer Synergy
« on: November 25, 2014, 05:43:25 AM »
Will more into it personally but it's late for me. Do you get your crafting pool and Infusion advancement still? Is getting all these magic items in candle form better than getting them through standard advancement?

D&D 3.5 and Pathfinder / A few specific Monk optimization questions
« on: October 31, 2014, 05:16:52 AM »
Assuming usage of the Unorthodox Flurry Feat, can you achieve the following?

1. Is there a way to get 1.5x your strength when using a two-handed weapon during Flurry? Are there any monk only options to increasing damage in such a way that does not incorporate Tome of Battle?

2. Is there any way to get your Monk unarmed damage to be applied or stack with a weapon you wield?

Gaming Advice / 4e Revenant Race Question
« on: October 30, 2014, 02:25:08 AM »
I'm looking at a handbook for 4e Revenants. Dm's saying Radiant and Divine key-words are the same. Can you please give me evidence to say theyr're not? I like revenants and i don't want my first 4e character to get screwed.

Gaming Advice / Free Hands
« on: October 26, 2014, 03:11:43 AM »
What things require you need a free hand that aren't explicitly stated; primarily do you need a free hand to manifest Psionic Powers in 3.5? Ia sk this because either I'm blind or stupid and can't find the specific ruling.

So the greater Divine Surge ability is exploitable as an udnead character, but are there ways to get the maneuvers you need as prerequisits before that, or to be healed by your Devoted Spirit maneuvers as an undead character?

Homebrew and House Rules (D&D) / Enshadowed Swordsage; Being More Shadowy
« on: October 09, 2014, 06:56:52 PM »
Enshadowed Swordsage

Choose three Disciplines other than Shadow Hand. You are restricted from learning those Disciplines's Maneuvers or Stances.

You may learn 1 Mystery in place of a Maneuver every time you would gain knowledge of new Maneuvers. Mysteries learned this way are treated as Maneuvers for the purposes of usage and can be expended and readied as any normal Maneuvers would. All Mysteries learned this way are treated as Strikes. Any Fundamentals learned this way are treated as Boosts. The DC for Mysteries learned in this manner are calculated as 10+Mystery lvl+Int mod.

Utilizing Mysteries as Maneuvers is more difficult than learning to cast them. As of such you can only learn up to 6th level Mysteries as Maneuvers, gaining usage of higher level Mysteries at key points. Your effective Shadow Caster level for the purposes of the effects of Mysteries learned in this manner is equal to your Initiator level.
At first level you only have access to 1st level Mysteries; At level 3 you have access to 2nd level Mysteries; At level 6 you have access to 3rd level Mysteries; At level 9 you have access to 4th level Mysteries; At level 13 you have access to 5th level Mysteries; At level 16 you have access to 6th level Mysteries.

This is based off of the Adaptation section under the Swordsage class entry in tome of Battle that states you may learn certain spells in place of maneuvers; unlike that feature, this Alternate Class feature is tweaked so that you can keep many of the Swordsage's key features and still gain interesting abilities.

Homebrew and House Rules (D&D) / Darby's Homebrew WIP
« on: October 09, 2014, 06:50:08 PM »
This directory is a WIP. As I get more ideas posted in the forums this directory will grow.

Shadow Magic Artificer:

Enshadowed Swordsage:

Dark Age of Camelot Shadowblade (WIP):

Dark Age of Camelot Nightshade (WIP):

Other RPGs / Maid RPG General Discussion
« on: October 06, 2014, 01:31:21 PM »
I don't think anyone else has posted stuff for Maid on here. I'm not gonna go throwing the PDF in people's faces. Some Google-fu will get you it.

Anyway, anyone come up with new costumes or items? New maid/butler powers? Additional rules?

Anyone running a game?

It's rather rules light but worth picking up.

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