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Topics - oslecamo

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1
Homebrew and House Rules (D&D) / Arcana Archer
« on: November 09, 2018, 02:40:49 AM »
Arcana Archer

If someone ever tells me it's a mistake to have hope, well then, I'll just tell them they're wrong. And I'll keep telling them til they believe! No matter how many times it takes...
-Madoka Kaname, Arcana Archer

Arcana Archers are those that combine innate magic with the art of the bow and arrow.

(click to show/hide)

Class Skills
The Arcana Archer’s class skills are Balance, Craft(any), Concentration, Climb, Diplomacy, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Spellcraft, Swim
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+1+0+2+2Spellcasting, Beautiful Bow
2nd+2+0+3+3Beautiful Bow
3rd+3+1+3+3Beautiful Bow
4th+4+1+4+4Beautiful Bow
5th+5+1+4+4Beautiful Bow
6th+6/+1+2+5+5Beautiful Bow
7th+7/+2+2+5+5Beautiful Bow
8th+8/+3+2+6+6Beautiful Bow
9th+9/+4+3+6+6Beautiful Bow
10th+10/+5+3+7+7Beautiful Bow
11th+11/+6/+1+3+7+7Beautiful Bow
12th+12/+7/+2+4+8+8Beautiful Bow
13th+13/+8/+3+4+8+8Beautiful Bow
14th+14/+9/+4+4+9+9Beautiful Bow
15th+15/+10/+5+5+9+9Beautiful Bow
16th+16/+11/+6/+1+5+10+10Beautiful Bow
17th+17/+12/+7/+2/+5+10+10Beautiful Bow
18th+18/+13/+8/+3+6+11+11Beautiful Bow
19th+19/+14/+9/+4+6+11+11Beautiful Bow
20th+20/+15/+10/+5+6+12+12Dream Arrow, Beautiful Bow
Weapon and Armor Proficiencies: Simple and martial weapons, Light and Medium Armor

Spellcasting: An Arcana Archer learns and casts spells as a bard of her Arcana Archer level, except she learns spells from the wizard spell list and does not suffer from Arcane Spell failure from Light and Medium armor.

Beautiful Bow: An Arcana Archer can blend magic and archery in fantastic ways. At each level the Arcana Archer picks two of the following abilities. Each may be picked only once unless noted otherwise. When “bow” is mentioned, it means any weapon able to launch arrows. Any arrows boosted by Beautiful Bow only last until the arrow hits the target or misses, dissipating into pretty colors afterward.

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Dream Arrow: At 20th level, an Arcana Archer can create an arrow of dream that forces the target, if damaged by the arrow’s attack, to make a Fortitude, Reflex or Will save (Arcana Archer’s choice when the arrow is created) or be sent into a personal dream dimension immediately where they’ll experience a peaceful and happy existence for eternity, not worry about anything else anymore, with only a Miracle or Wish able to pull them back to the cold and cruel reality. The DC for this save is 10+1/2 HD+Arcana Archer's charisma modifier. It takes one day to make a Dream Arrow, and the arrow only functions for the Arcana Archer who created it. The Dream Arrow lasts no longer than one year, and the Arcana Archer can only have one such arrow in existence at a time.

(click to show/hide)

2
Super Robot Wars d20 / Star Sniper
« on: November 08, 2018, 12:25:10 AM »
Star Sniper

”Float like a butterfly, sting like a bee!”
Excellen Browning, Star Sniper

Most mechas take a balance between ranged and melee, but some veteran pilots become so good at shooting their enemies from afar they don’t really need to bother with the melee bit because their enemies will never get that close.

Becoming a Star Sniper

ENTRY REQUIREMENTS
-Bab 5+
-Must know the Hit and Run stance and/or the Gunner stance.
-Must know at least three maneuvers from either Ace Pilot or Gun Maniac.

Class Skills
The Star Sniper's class skills (and the key ability for each skill) are Appraise, Bluff,  Balance, Craft (any), Diplomacy, Intimidate, Hide, Jump, Listen, Knowledge(any), Move Silently, Profession, Sense Motive, Spot
Skills Points at Each  Level: 6+ Int mod

Hit Dice: d8

Level
Base
Attack Bonus
Fort
Save
Will
Save
Ref
Save

Special
1st+1+0+0+2Sharpshooter Special, Synthetic Shot, Spirited
2nd+2+0+0+3Sniper Arts
3rd+3+1+1+3Sniper Arts
4th+4+1+1+4Spirit
5th+3+1+1+4Sniper Arts
6th+4+2+2+5Sniper Arts
7th+4+2+2+5Spirit
8th+8+2+2+6Sniper Arts
9th+9+3+3+6Sniper Arts
10th+10+3+3+7Swift Sniper, Sniper Arts, Spirit

Weapon and Armor Proficiencies: A Star Pilot doesn't gain any new Proficiencies.

Class Fetures:

Sharpshooter Special: Every level of Star Sniper keeps improving your mechas and arsenal access as if you had taken a level of Real Pilot or Super Pilot, changeable at level up.

Spirited: Every level of Star Sniper increases your spirit points by 5 and when Spirit shows in the table, you learn a new one.

Synthetic Shot: A Star Sniper can make subtle but significant customizations to their weapons. At each Star Sniper level, pick one of the following options. It takes 1d12 hours of work to apply any or all of your synthetic shots to a set of mecha weapons of your choice and they can be reversed with another 1d12 hours of work. Other people trying to use your Synthetic Shot weapons will miss wildly since they’re customized to your unique personal specs. Each may only be taken once unless noted otherwise, but can be applied to multiple mecha weapons simultaneously.

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Sniper Arts: Add your full Star Sniper levels for the purpose of Ace Pilot and Gun Maniac maneuvers/stances, and when this shows up on the table the Star Sniper learns one maneuver or stance of a level no higher than ½ PL (rounded up) from either Ace Pilot or Gun Maniac.

Swift Sniper: At 10th level the Star Sniper can apply/remove any one Synthetic bullet effect she knows on the run as a single swift/move action.

3
Oslecamo's Improved Monster Classes / Dark Creature
« on: November 06, 2018, 01:27:28 AM »
Dark Creature(prc)


Prerequisites:
Special: Must have had contact somehow with the plane of shadow (fluff background is enough).

HD:d6
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+0
Dark Body, Dark Speed, Dark Qualities, Dark Skills, Dark progression
Skills: The Effigy gains (2+Intelligence Modifier) skill points per level. The Dark Creature’s class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft(any) (Int), Diplomacy (Cha), Handle animal (Wis), Hide (Dex), Jump (Str), Knowledge (any) (Int),  Listen (Wis), Move silently (Dex), Profession (any), Spot (Wis), Survival (Wis), Swim (Str) plus any other class skills from previous class levels.

Proficiencies: The Dark Creature does not gain any new proficiencies.

Class Features: The following are the Class Features of the Dark Creature

Dark Body: The Dark Creature becomes more shadowy and spookier, most if not all of their bright colors replaced by different hues of black and gray. Their weight can be reduced up to half (player’s choice) as if their very substance was mere shadow stuff. They also gain the Extraplanar subtype when outside the plane of Shadows, but otherwise do not recalculate anything.

Dark Speed: The Dark Creature’s movement speeds are all increased by 10 feet.

Dark Qualities: The Dark Creature gains Darkvision 60 ft, superior low-light vision, resistance to cold equal to HD, and Hide in Plain Sight that cannot be used in natural daylight, the area of a daylight spell or similar effects.

Dark Skills: The Dark Creature gains a bonus to Hide equal to 4+1/2 HD and a bonus to Move Silently equal to 2+1/2 HD.

Dark Progression: The Dark Creature picks one of the following. The Dark Creature must have at least one level of the class they want to increase the progression of. If in a gestalt/tristalt/similarstalt game, only a progression on the same level track as the Dark Creature may be increased. However if in  natural daylight, the area of a daylight spell or similar effects, the Dark Creature will take a -1 penalty to IL/CL/ML.
-Increase CL, spells per day and spells known as if taking a level in a specific spellcasting class..
-Increase IL, maneuvers known and maneuvers readied as if taking a level in a specific initiator class.
-Increase Bardic Music,  CL, spells per day and spells known as if taking a level in bard.
-Increase animal companion, CL, spells per day and spells known as if taking a level in Ranger.
-Increase special mount, turn undead,  CL, spells per day and spells known as if taking a level in Paladin
-Increase ML, power points per day and powers known as if taking a level in a specific psionic class.
-Gain one feat they qualify for.

(click to show/hide)

4
Super Robot Wars d20 / Techno Thief
« on: October 23, 2018, 12:59:10 AM »
Techno Thief


   
Yes... you'll find it a most enjoyable game.
-Atad Shamran, Techno Thief

Class Skills
The Techno Thief's class skills are Bluff, Craft(any), Concentration, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Open Lock, Perform, Profession (Any), Search, Sense Motive, Swim, Tumble, Use Magic Device
Skill Points at 1st Level: (8 + int)x4
Skill Points at Each Additional Level: x8+ int

Hit Dice: d6

Level
Base
Attack Bonus
Fort
Save
Will
Save
Ref
Save

Special
1st+0+0+0+2Stolen System, Mechajack I, Sneak Attack +1d6
2nd+1+0+0+3Mechajack I, Spirited, Spirit
3rd+2+1+1+3Sneak Attack +2d6, Trapfinding
4th+3+1+1+4Mechajack II, Bonus Feat
5th+3+1+1+4Sneak Attack +3d6
6th+4+2+2+5 Mechajack II, Spirit
7th+5+2+2+5Sneak Attack +4d6
8th+6/+1+2+2+6Mechajack III, Spirit
9th+6/+1+3+3+6Sneak Attack +5d6
10th+7/+2+3+3+7Mechajack III, Bonus Feat
11th+8/+3+3+3+7Sneak Attack +6d6
12th+9/+4+4+4+8Mechajack IV, Spirit
13th+9/+4+4+4+8Sneak Attack +7d6
14th+10/+5+4+4+9Mechajack IV, Spirit
15th+11/+6/+1+5+5+9Sneak Attack +8d6
16th+12/+7/+2+5+5+10Mechajack V, Bonus Feat
17th+12/+7/+2+5+5+10Sneak Attack +9d6
18th+13/+8/+3+6+6+11Mechajack V, Spirit
19th+14/+9/+4+6+6+11Sneak Attack +10d6
20th+15/+10/+5+6+6+12White Star Neviim
Weapon and Armor Proficiencies: Simple weapons, mechas and ballistic guns.

Stolen System: The Techno Thief steals mugs plunders borrows until they die “finds” a mecha of dubious/unknown origin, probably with a suspiciously fresh coat of paint, serial numbers erased and matching the general description of another mecha disappeared recently, sometimes they don’t even bother with any of those and just pilot their latest acquisition as it is. It works as either a Real Robot or Super Robot. Use your Techno Thief level to determine the kind of robot your Stolen System can emulate, including Arsenal Options. Your Techno Thief levels can count as either Real Pilot or Super Pilot levels, or any combination of those two classes, changeable at each level up. The Techno Thief can steal change Arsenal weapons and accessories at any organization the provides them. The Stolen System must have one of the following quirks, changeable at level up:
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If the Stolen System is reduced to 0 HP the Techno Thief will have to undergo some stealing spree redeeming quest to “find” a new one. If the Techno Thief is at least 4th level,  with 10 minutes of fervent searching the Techno Thief can find a lesser replacement, three levels lower than she would normally have access to while on her stealing spree redeeming quest (including arsenal options) due to not having anything better.


Mechajack I: A Techno Thief copies borrows develops a bunch of completely 100% original tricks to aid in her job. At levels 1 and 2 pick one of the following. None may be picked more than once unless noted otherwise. Those options, like the higher grades of Mechajack, can only be used while the Techno Thief is piloting her Stolen System or outside a mecha. On the second case, all mu ranges are reduced to feet (so 30 mu becomes 30 feet for example).
(click to show/hide)

Sneak Attack: As the Rogue ability, progresses as shown in the table.

Spirited: Each level of Techno Thief increases the max number of spirit points of the player by 5. In  addition whenever "Spirit" appears on the table the Thief learns one Spirit.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

A Techno Thief counts as a Real Pilot for spirit cost purposes.

Trapfinding: At 3rd level the Techno Thief gains Trapfinding as the Rogue ability.

Mechajack II: At levels 4 and 6, the Techno Thief can pick one of the following abilities, or alternatively take two Mechajack I for each skipped Mechajack II.

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Bonus Feat: At levels 4, 10 and 16 the Techno Thief gains a bonus feat from the list of pilot feats.

Mechajack III: At levels 8 and 10, the Techno Thief can pick one of the following abilities, or alternatively take two Mechajack II for each skipped Mechajack III.

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Mechajack IV: At levels 12 and 14, the Techno Thief can pick one of the following abilities, or alternatively take two Mechajack III for each skipped Mechajack IV.

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Mechajack V: At levels 16 and 18, the Techno Thief can pick one of the following abilities, or alternatively take two Mechajack IV for each skipped Mechajack V.

(click to show/hide)

White Star Neviim: At 20th level the Techno Thief has stolen enough stuff to build themselves their own private planetoid, a roughly 40 kilometers/25 miles/21120 mu diameter sphere with an artificial enviroment inside and has a fly speed of 300 mu (space only). Otherwise it has the same properties as a Ship Captain Colony Ship ACF of same level. In addition 1/day as a free action the Techno Thief can grant themselves any one Mechajack ability of their choice for 1 hour.


5

What is DnDSports?
"Imagine if two parties fighting for opposite sides found themselves in the same dungeon. It’s kill or be killed. What will they do to survive?

DnDSports is the first online D&D Tournament in a cooperative Party vs Party setting from EncounterRoleplay & DnDBeyond with a grand prize of $5,000. Over the course of 4 weeks, 16 players will compete in teams of 4 in single elimination games. Each game is a best of 3 arena battle and played via Roll20.

How is it Played?

The full rules for DnDSports will be released shortly after our next round of Playtesting. We don’t claim to have created perfect balance, nor is that our aim, as every competitive game has an element of strategy. We’re also implementing MOBA-esque mechanics such as a Pick/Ban phase to help expand the strategy. We’ve been working closely with over a dozen talented DMs to create 15 pre-generated characters from which the players will choose, and adapt the pre-existing Dungeons & Dragons: 5th Edition rules.

We know that this will be an incredibly fun new way to play D&D, because as long as you’re having fun, you’re doing it right!"


Soooo the rumors they were trying to make an esport out of D&D are true after all?

Quote
"But D&D Shouldn’t be an eSport?!

It’s not an eSport. We created something that would make competitive gamers feel safe and comfortable trying out D&D5e for the first time. It’s a new way to display the versatility of combat in D&D5e in a unique setting. We encourage you to respect the way different people play D&D because we know that this will be a fun event and there is no wrong to play D&D, as long as you are having fun!"

I'm not sure that when you're be enforcing tournament rules with money at the stakes it still count as "just for fun" anymore. :psyduck

Still should make for an entertaining watch.

6
Super Robot Wars d20 / Magic Knight
« on: October 09, 2018, 01:42:48 AM »
Magic Knight

”Belief is power.”

Most mechas are crafted by technology, others by a mix of magic and tech, and then some are built from sheer willpower, strong belief and pure dreams. Those last are the Mashin, serving those that made them so or outliving their creators to find a new worthy champion with strong enough belief to change reality around to their whims, resulting in proficiency in both sword and sorcery, although at the cost of a more narrow focus in both.

HD:10
Level BAB Fort Ref Will FeatureManeuvers KnownStances Known
1+1 +0+0 +2 Mashin Mecha, Vow of Willpower, Mashin Arts, Mashin Magic, Spirited10
2+2 +0+0 +3 Mashin Burst11
3+3 +1+1 +3Escudo Armaments +121
4+4 +1 +1+4 Arsenal I21
5+5 +1 +1 +4Spirit31
6+6 +2+2+5 Escudo Armaments +232
7+7 +2 +2 +5Arsenal II42
8+8 +2 +2 +6Spirit42
9+9  +3+3 +6Escudo Armaments +352
10+10 +3+3 +7 Arsenal III62
11+11 +3 +3+7 Spirit72
12+12 +4 +4+8 Escudo Armaments +473
13+13 +4 +4 +8 Arsenal IV83
14+14 +4 +4 +9 Spirit83
15+15 +5 +5 +9Escudo Armaments +593
16+16 +5 +5 +10 Arsenal V 94
17+17 +5 +5+10 Spirit104
18+18 +6+6 +11 Escudo Armaments +6104
19 +19 +6 +6 +11 Arsenal VI114
20+20 +6 +6 +12Pure Pillar125

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

Proficiencies: A Magic Knight is proficient with simple and martial weapons, Light Armor and mechas.

Features:
Mashin Mecha: The Magic Knight comes in possession of a powerful mecha-like mystic being by fate or luck (the details of which should be discussed with the DM), which, at 1st level grants him access to a Mashin Mecha. The Mashin Mecha works like a Super Robot and their pilot can channel her own spells while commanding it. However so deep is the connection between Mashin Mecha and pilot that half any damage the Mashin Mecha takes is inflicted to the pilot as well, although critical hits against the Mashin Mecha don't inflict the pilot with extra damage (so if the Mashin Mecha suffers a x4 critical hit, then the Mashin Mecha suffers x4 and the pilot suffers x2 damage for example). Since they already have such a deep connection, a Mashin Mecha cannot use their pilot's HP through abilities such as One With the Machine, Demônio dentro  da Máquina and similar. The Mashin Mecha can be called forth as a fullround action to any adjacent space big enough to contain it and may beam in the Magic Knight inside the cockpit right away. The Mashin Mecha may be dismissed as another fullround action, laying in wait between the planes.  If the Mashin Mecha is reduced to 0 HP the Magic Knight will have to undergo some redeeming quest to make it rises again from it's wrecks. If the Magic Knight is at least 4th level,  her Mashin Mecha can rise itself right after 10 minutes of its pilot crying and shouting, but it will be three levels lower than he would normally have acess to while on his redeeming quest (including arsenal options).

The Mashin Mecha grows in power together with the Magic Knight as he gains levels. More details on the Super Robot chart. They count as a Super Robot for the purposes of multiclassing.



Vow of Willpower: The Magic Knight relies on her own inner strength for combat. She can add her Cha mod to HP per Magic Knight level (on top of normal Con mod) plus concentration checks and 1/round add her Cha mod to any one save or AC against one attack as a free action even if it isn’t her turn. However she can’t use scrolls/wands/staves nor maneuver-granting items. If she still does so, she loses all Magic Knight class features for 24 hours. This vow also makes Magic Knights quite willing to cooperate with each other so any source that would grant the Magic Knight a subpilot may have the subpilot be of the Magic Knight class. In that case they must share one of their Mashin Magic elements with you (see below), and the Mashin Mecha can only benefit from Escudo Armaments from the one who's actually piloting (see below).

Mashin Arts: The Magic Knight picks one Pilot School and learns maneuvers and stances from it as shown in the table. To learn a maneuver of a given level, she must have a Pilot Level of double the maneuver level, less one.  Her Pilot level is equal to her Magic Knight level plus half of her other levels.

Your personal Mashin Mecha automatically knows all maneuvers and stances you learned from Magic Knight levels.  If you're piloting another person's Mashin Mecha (either borrowed or stolen), you can use any maneuvers that mashin Mecha knows without you knowing them yourself, but you use the Mashin Mecha's level instead of your own level for the purposes of those maneuvers.

Mashin Magic: The Magic Knight can cast spells as a soceror of her Magic Knight level, except she must pick two descriptors from [Air], [Cold], [Earth], [Fire], [Water], [Electricity], [Acid], [Healing], [Good], [Evil], [Law] or [Chaos] and can only learn spells with at least one of her chosen descriptors. Otherwise she can pick spells from either the sorceror or cleric list (no domains). Mashin Magic spells may be channeled through her Mashin Mecha with no problem and Escudo Armor (see below) has no Armor Spell failure for Mashin Magic.



Escudo Armaments: The Magic Knight gains a magic suit of armor and a weapon made of a mythic metal known as Escudo that grow and change with her, therefore referred as the Escudo Armor and Escudo Weapon. At first level, they work as masterwork versions of a basic suit of armor and weapon the Magic Knight is proficient with. For each Magic Knight level a new type of weapon or armor may be selected and the Magic Knight may change between those forms as a swift or move action. Either may be dismissed as a free action inside the Magic Knight’s body and summoned again as another free action, but no more than 1/round. If somehow disarmed/sundered, they dissolve into one of the Magic Knight’s element and can be summoned again. For every 3 Magic Knight levels, the Escudo Armor gains a +1 magic enhancement bonus to AC and the Escudo Weapon gains a +1 magic enhancement bonus to attack and damage rolls. When piloting her Mashin Mecha, the Magic Knight may transfer the Escudo Weapon’s magic enhancement bonus to one of her mecha’s weapons and her Escudo Armor’s enhancement bonus to the Mashin Mecha’s natural armor as a free action, which ends as soon as she's not the one piloting.

Spirited:Each level of Magic Knight increases the maximum number of spirit points of the character by 7. In addition the character learns one spirit, and whenever "Spirit" appears on the table he learns one more. They count as a Super Pilot for the purpose of Spirit costs.

Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition, such as valor and alert, last 1 minute and are lost if not triggered by the end of the duration.

Spirit List

Mashin Burst: At 2nd level when the Magic Knight casts one of her Mashin Magic spells, in the next round the first time she succeeds on an attack against the same target(s) with her Escudo Weapon, she gains a +1/2 PL bonus to hit, increase any DC by 2 and deals an extra 1d4+PL damage depending on the spell’s descriptor (if more than one applies, pick one). If she attacks with her Escudo Weapon, in the next round the first time she succeeds on an attack against the same target(s) with one of her Mashin Magic spells, she gains an extra +1/2 PL to SR penetration, increase any DC by 2 and deals an extra 1d4+PL damage depending on the spell’s descriptor (if more than one applies, pick one).  If piloting her Mashin Mecha, the weapon to which her Escudo Weapon magic enhancement was transferred to counts as her Escudo Weapon for the purpose of this ability.
(click to show/hide)

Pure Pillar: At 20th level 1/day as a free action the Magic Knight’s Mashin Burst extra damage can be changed to Sacred and works against all targets regardless of descriptor.

7
Oslecamo's Improved Monster Classes / Varrangoin, Rager
« on: October 08, 2018, 05:41:26 AM »
Varrangoin, Rager



Table:  Varrangoin, RagerHD: d10


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

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

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

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2


Special
Rager Varrangoin Body, Abyss Blindness, Rage, +1 Str, +1 Dex
Uncanny Dodge, Abyss Rend, +1 Str, +1 Con
Malevolent Tail, Abyss Wings, +1 Str, +1 Dex
Malevolent Hide, Abyss Wind +1 Str, +1 Con
Malevolent Bite, Abyss Wings, +1 Str, +1 Dex
Malevolent , Abyss Wind +1 Str, +1 Con
Malevolent Mind, Abyss Wings, +1 Str, +1 Dex
Malevolent Action, Abyss Wind +1 Str, +1 Con

Skills: 4+int modifier per level, quadruple at first level. Class skills: Bluff, Climb, Concentration, Jump, Intimidate, Knowledge(any), Hide, Listen, Move Silently, Sense Motive, Survival, Spot, Swim

Proficiencies: Only its natural weapons

Features:
Rager Varrangoin Body: The Varrangoin, Rager loses all other racial bonuses, and gains Magical Beast traits (darkvision 60 feet and low-light vision) with the Extraplanar subtype, a base speed of 20 feet and a flight speed of 20 feet with clumsy maneuverability, two natural claw attacks doing 1d6+Str mod each.  Lastly, it gains natural armor equal to 1+its Con bonus.

Rage: The  Varrangoin, Rager can rage as a Barbarian of its  Varrangoin, Rager level, stacking with actual barbarian levels.

Ability score increase: a Varrangoin, Rager gains +1 Str and Dex first level then +1 for every other level in this class, then +1 Dex at levels 3, 5 and 7 plus +1 Con at levels 2, 4, 6, 8,

For a total of  +8 Str, +4 Dex, +4 Con at 8th level.

Abyss Blindness: Exposure to bright light (such as sunlight or a daylight spell) blinds the Varrangoin for 1 round. Even after recovering from being blinded, they take a -1 circumstance penalty on all attack rolls, saves and skill checks while operating in bright light.

Uncanny Dodge: At 2nd level the Varrangoin, Rager gains Unanny Dodge as the barbarian ability.

Abyss Rend: At 2nd  level if the  Varrangoin, Rager hits a single target with both claws, it latches onto the opponent’s body and tears the flesh, automatically dealing 2d4 +1,5 Str mod points of damage.

Abyss Wind: At 3rd, 5th and 7th level flight speed increases by 10 feet.

Malevolent Tail: At 3rd level the  Varrangoin, Lesser gains a Tail Sting secondary natural attack that deals 1d4+1/2 Str mod damage and delivers a Poison for 1d6 Dex damage as primary/secondary effect, Fort DC 10+1/2 HD+Con mod.

Malevolent Hide: At 4th level the  Varrangoin, Lesser gains SR equal to 11+HD, DR/silver equal to ½ HD, and resistance against acid, cold, electricity and fire equal to 1+HD. In addition the  Varrangoin, Lesser may attack with both claws and the tail sting as a standard action.

Abyss Wings: At 4th, 6th and 8th level flight maneuverability increases one step, up to Good.

Malevolent Bite: At 5th level the Varrangoin, Lesser gains a Bite secondary Natural attack dealing 1d6+1/2 Str mod damage. In addition double the range of their breath weapon and as a fullround action the  Varrangoin, Lesser may use both Bite and Malevolent Breath. If it hits a victim with the bite, they don’t get a Reflex save against the Breath!

Malevolent Magic: At 6th level the  Varrangoin, Rager can use Dispel Magic and Fear as SLAs each 1/day per 4 HD, save DC 10+1/2 HD+Con mod. If  it has 11+HD, the Dispel Magic upgrades to Greater Dispel Magic. If it is raging, it can reduce rage time by 1 round to use one of those SLAs as a free action once at the start of either a Charge of fullattack.

Malevolent Mind:: At 7th level the Varrangoin, Rager becomes immune to mind-affecting spells and effects.

Abyss Action: At 8th level each round the Varrangoin, Rager can take an extra move or single attack action each round (basic attacks only, no maneuvers/spells/similar).

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8
Oslecamo's Improved Monster Classes / Effigy, Awakened
« on: September 30, 2018, 03:55:30 AM »
Effigy, Awakened(prc)

Prerequisites:

Effigies normally are simple replicas of other beings with none of the original’s memories and no mind of their own. But sometimes an Effigy does develop their own mind, or perhaps the original one’s consciousness is somehow transferred to an effigy body, by design or fortune. Darker tales yet tell of creatures having their bodies slowly replaced by artificial parts bit by bit until there’s nothing left of their original body yet their soul remains. Either way the final result is the same, an independent Effigy able to think and act on its own.

Ability: Constitution 10+
Type: Must be a corporeal abberation, animal, dragon, giant, humanoid, magical beast, monstrous humanoid or vermin.
Size: Between Tiny and Gargantuan.
Special: Crafting the Effigy’s body demands somebody with the Craft Construct feat to succeed in a DC 15 Craft check (woordworking, leatherworking or metalwork) or a DC 15 Knowledge (Arquitecture and engineering) check and building materials in the form of exotic woods, leather, metal and wires worth 200 GP per HD of the creature to be turned into an Effigy plus an extra amount based on the creature’s size.
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It is possible to use cheaper materials to craft the Effigy’s body worth only 1/100 of the above costs, but in that case the character’s mind will not be properly synchronized with the body and both Int and Cha will fall to 1, unable to be increased by any means, while Wis can never be higher than 11. At any time with 1d12 days of work the cost difference may be paid to “upgrade” the effigy to full functionality in which case the the chracter’s mental scores return to normal.

HD:d10
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+0
Effigy Body, Effigy Plating, True Replica, +4 Strength, -2 Dex

Skills: The Effigy gains (2+Intelligence Modifier) skill points per level. The Effigy’s class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft(any) (Int), Diplomacy (Cha), Handle animal (Wis), Hide (Dex), Jump (Str), Knowledge (any) (Int),  Listen (Wis), Move silently (Dex), Profession (any), Spot (Wis), Survival (Wis), Swim (Str) plus any other class skills from previous class levels.

Proficiencies: The Effigy is proficient with any natural weapons it may gain from this class, however it does not gain any new armor proficiencies.

Class Features: The following are the Class Features of the Effigy

Effigy Body: The Effigy’s creature type changes to Construct and gains the following traits. Do not recalculate anything not covered in there.

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The Effigy can also choose to gain either a single slam attack that adds +1,5 Str mod to damage or two slam attacks each adding just Str mod to damage. Either way they deal 1d4 base damage for medium size.

Since an effigy is crafted from materials tougher than living flesh, its Natural Armor improves by 2.

Finally it gains +1 HP per HD. This bonus retroatively increases by +1 for every 5 HD of the Effigy.

Effigy Plating: The Effigy gains DR/Adamantine equal to half its HD.

True Replica: Effigies are meant to copy real beings in a way one can tell they’re artificial yet can’t help but to relate them to real thing. The Effigy gains one of the below [Effigy] feats and can gain the other ones with 1d12 days of work by spending 5000 gold and succeeding in a DC 20 Craft check (woordworking, leatherworking or metalwork) or a DC 20 Knowledge (Arquitecture and engineering) check. They may further gain extra [Effigy] feats this way, but each extra one costs double the gold (D&D doubling so 10 000 for second extra, 15 000 for third extra, so on) and increase the skill check DC by an extra 5 for each extra time too. The Effigy need not do the work and skill checks themselves, but must remain immobile while the “upgrade” is on-going and taking any actions will demand the proccess to restart from scratch although the expensive materials may be used again.

Ability Score Increase: The Effigy gains +4 Str but takes a -2 penalty to Dex.


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9
Oslecamo's Improved Monster Classes / Valkyrie
« on: August 02, 2018, 10:54:16 PM »
Valkyrie


HD:d8
Level Bab Fort Ref Will FeatureManeuvers KnownManeuvers ReadiedStances Known
1+1 + 2+0+2Valkyrie Body, Chooser of the Slain, Battle Maiden, +1 Str, +1 Cha321
2+2 + 3+0+3Purify Weird Soul, +1 Con421
3+3 + 3+1+3Sacred Phase, +1 Str431
4+4 + 4+1+4Temper Steel, +1 Cha531
5+5 + 4+1+4Angel of Death, +1 Con631
6+6 + 5+2+5Divine Assault, +1 Str642
7+7 + 5+2+5No Honor Equal, +1 Cha742
8+8 + 6+2+6Nibelung Valesti, +1 Con842
9+9 + 6+3+6To my side, my noble Einjeharl, +1 Str852
10+10 + 7+3+7Vallhalla awaits us, +1 Cha952
11+11 + 7+3+7Your sins lay heavily upon you, +1 Str, +1 Con1052
12+12 + 8+4+8Thief of the beloved, +1 Str, +1 Cha1063
13+13 + 8+4+8No Glory Greater, +1 Str, +1 Con1163
14+14 + 9+4+9Let it be engraved upon your Soul, +1 Str, +1 Cha1263
15+15 + 9+5+9If it's death you seek then death shall you have, +1 Str, +1 Con1273
16+16 + 10+5+10You only prolong your suffering, +1 Str, +1 Cha1374
17+17 + 10+5+10Draw your sword! Draw and die, +1 Str, +1 Con1474
18+18 + 11+6+11Soul Crush, +1 Str, +1 Cha1575
19+19 + 12+6+11A moment of pain for an eternity of rest, +1 Str, +1 Con1675
20+20 + 12+6+12Valkyrie Profile, +1 Str, +1 Con, +1 Cha1785
Skills:4+int modifier per level, quadruple at firt level, Class skills are: Appraise, Climb, Craft(any), Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Jump, Listen, Knowledge(any), Perform(any), Profession(any), Sense Motive, Spot, Survival, Swim

Proficiencies: Simple and Martial weapons, Light, Medium and Heavy Armor.

Features:
Valkyrie Body: The Valkyrie  loses all other racial traits and gains outsider traits (basically darkvision 60 feet). She's a medium sized creature with base speed of 30 feet.

In addition she gains a  Natural Armor bonus equal to her Cha mod.

Chooser of the Slain: The main task of the Valkyrie, seeking those that perished in violent conflict and rewarding them with more violent conflict. The Valkyrie can sense when humanoids die in combat in a radius of 1 mile per Valkyrie level and the respective direction and distance and their HD. As a fullround action she can select a humanoid corpse whitin 30 feet and check if they died in combat the last 24 hours. If they did, she can summon their soul and see/talk to them as if they were alive until she dismisses them as another fullround action or 24 hours passed from their death. They’re not bound to tell the truth or say anything at all, although the chance of becoming a warriof of the gods, thereafter refered as an Einherjar, may tempt them to do so. If the Valkyrie deems them worthy, with a 1-hour ritual they may send their soul to become a servant of a god of her choice. If her judgement was correct and the soul’s alignment matches the god’s, she’ll be rewarded with a cleric spell (or a dominion spell of said god) of a level up to half the Einherjar’s level with a range of personal of touch on herself, minimum necessary CL. If it had a duration other than instantaneous or permanent, it changes to 24 hours. The Valkyrie cannot maintain more such effects at a time than her Cha mod. Alternatively the Valkyrie may as a 2 hour ritual turn the soul into an Einherjar but bind them to herself as her servant provided they only have one level of a NPC class. The Einjeharl works as they did in life except they can count their HD/level as the Valkyrie's own for the purpose of resisting external harmful effects like a Blasphemy spell or a dragon's fear aura, plus if they end their turn more than 30 feet away from their Valkyrie they dissipate. The Valkyrie may summon them as a standard action in any adjacent empty square or dismiss them as an immediate action. If they would be “killed”, then they just dissipate and cannot be summoned again for another 24 hours. For now the Valkyrie may bind multiple such  Einherjars at a time up to her Cha mod, but only keep one out at a time and may send them to a god with another 1 hour ritual. Either way humanoids turned into Einherjars do not risk becoming undeads nor cannot be brought back to an independent life, although after 1d12 years of service they’ll be released of their duties and reincarnated. Some say the Valkyries themselves are “rewarded” with reincarnation after similar periods of service since their work is particularly stressful and may end with them starting to question their duty, thus their memories are sealed and let to live peaceful mortal lives when the gods are not at war.

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Battle Maiden: It takes a worthy warrior to recognize other worthy warriors. The Valkyrie picks two martial schools of her choice that include either longswords, shortbows, halberds or spears in their favored weapons and learns maneuvers and stances from them as shown in the table. She gains specific bonus if using such weapons with her maneuvers.
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Their favored skills become class skills for the Valkyrie. She can use her Cha score instead of the chosen school’s normal attribute. By spending a swift action then performing an Aid Another to one of her  Einherjars, the Valkyrie recovers all her expended maneuvers.

Ability Score Increase: The Valkyrie gains a permanent +1 to

Str at levels 1, 3, 6, 9, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20
Con at levels 2, 5, 8, 11, 13, 15, 17, 19, 20
Cha at levels 1, 4, 7, 10, 12, 14, 16, 18, 20

For a total of +14 Str, +9 Con, +9 Cha at level 20.

Purify Weird Soul: Monsters that corrupt humanoids are a natural foe for the Valkyrie and she needs to know how to deal with them. At 2nd level if the Valkyrie or one of her  Einherjars kills/destroys a creature that was created from an humanoid like a Blue Slaad or a Ghoul, the body reverts to normal shape and their soul is either released to the afterlife or can be made to hang near the Valkyrie to be made into an Einherjar through the usual means after the battle is over. In addition the  Valkyrie and her Einherjars weapons gain a +1 magic enhancement to attack and damage rolls while they wield them. This bonus increases by another +1 at 5 HD and every other 5  HD thereafter.

Sacred Phase: As they perform their duty, a Valkyrie learns (some may say “remembers”) how to maintain a bigger escort at hand. At 3rd level the Valkyrie can maintain up to 2  Einherjars out at a time, as long as their combined ECL isn’t higher than her own Valkyrie level-2. She can summon or dismiss both as a single standard/immediate action respectively. In addition both the Valkyrie and her Einherjars gain SR equal to 11+ HD, which may be lowered or raised as a free action even if it isn’t her turn.

Temper Steel: A good sword can be further improved with the proper forging techniques, and so do Einherjars can become even greater with the proper training from a Valkyrie. At 4th  level the Vakyrie can forge her  Einherjar into stronger stuff at the rate of 1 Warrior level per hour of training, 1 Fighter level per two hours of training or one other level at the rate of 8 hours training. Either way she cannot increase an  Einherjar’s level to higher than her own-2. In addition both the Valkyrie and her  Einherjars gain DR/magic equal to ½ HD plus resistance to two elements of her choice equal to 1+HD. The resistances may be changed with 1 hour of training for everybody.

Angel of Death: Many consider the heavens to be the home of the gods and thus the valkyries should descend from above to choose the slain. Whetever that is true or not, the sky provides a great observation point.  At 5th level the Valkyrie gains feathery wings that grant her a flight speed equal to double her base speed with good maneuverability. As a move action she may convert her wings into a pair of floating shields that grant her a +2 Shield bonus +1 at 8 HD and every other 4 HD thereafter plus replicate a Magic Circle against (alignment of her choice, changeable each time this is used). When transforming her wings into shield, she may summon her  Einherjars as part of the same action inside the circle’s radius.

Divine Assault: When the war of the gods reaches the peak, even the Valkyrie shall join the frontlines, and thus she must train to fight along her chosen. At 6th level the Valkyrie can maintain up to 3 Einherjars and if she does so, 1/round if the Valkyrie or one of her  Einherjars attacks an enemy that had already been damaged by three others from the quarter this round, add the Valkyrie’s Cha mod to the attack and damage roll plus +3 to the DC (if any).

No Honor Equal: No other prize can be compared to be picked by a Valkyrie. At 7th level any spell effects gained from  sending  Einherjars to the gods with Chooser of the slain also benefit the Valkyrie’s personal  Einherjars. Doing this also leaves an unique feather from the Valkyrie behind as proof of the deed that permanently grants that spell to a non-Einherjar carrier but only if they’re blood related to the respective Einherjar, and no individual may benefit from more than once such feathers. Legend is that the power in one of such feather could be used to fuel unholy convenants, but it would take an heart filled with sorrow and hatred against the Valkyrie herself.

Nibelung Valesti: Valkyries are trained in all sorts of weapons, but the spear is special for them as the weapon used for the first humanoid war and also the last.  When faced against a truly worthy opponent, a Valkyrie can call forth a mythical spear crafted from all the past, present and future spear dreams.  At 8th level if the Valkyrie used Divine Assault in the previous round, the Valkyrie has her wings in shield mode and the targeted foe is still standing, as a fullround action she may turn back her wings to feathery mode, perform a basic move action, summon the Nibelung Valesti and and then make a basic attack with it that recharges all her maneuvers. It is a spear two size categories bigger than the Valkyrie herself that ignores all DR, regeneration and miss chances and cannot be disarmed but can only be used against the target of her last Divine Assault. If thrown, it does not automatically miss on a natural 1, ignores any adverse wind conditions (even magic ones like Wind Wall) and deals double damage (which does not stack with any other damage multipliers)  but then the effect ends.

To my side, my noble Einherjar: Veteran Valkyries are adept at keeping formation with their chosen ones. At 9th level the Valkyrie can call back her currently summoned Einherjars to any empty space adjacent to her as a free action (but no more than 1/round per Einherjars), and they can all make an extra number of Aoos per round equal to her Cha mod.

Vallhalla awaits us:  A Valkyrie and her personal Einherjars are more than welcome at most deity domains. At 10th level if the Valkyrie is killed in battle, she may offer one of her Einherjars she had summoned during that battle to a god to be instantly restored, but the limit of Einherjars she can maintain is reduced by 1 for the next 24 hours, stacking.

Your sins lay heavy upon you: Few things disgust a Valkyrie more than those that would try to escape death. At 11th level using Divine Assault on an opponent leaves them Exhausted (Fatigued if they would be immune), plus the Valkyrie and her personal Einherjars can inflict critical hits on undeads and constructs but reduce the critical multiplier by 1 against such opponents (in the case of x2 critical weapons, reduce it to +50% damage). In addition all their weapons benefit from a Ghost Touch effect while wielded by them. Against immortal creatures and/or creatures with exceptional lifespans, the Valkyrie and her Einherjars automatically threaten critical hits or ignore any immunity they may have against criticals as if they were undead.

Thief of the beloved: A Valkyrie is sadly aware that every mighty warrior they take is not only separating loved ones in this life but also beyond it. Even then she unintentionally inspires others to sacrifice themselves in battle for a chance to become Einherjars. At 12th level any living humanoid that can see the Valkyrie and considers her an ally, as a standard action they may declare their willingness to die in battle, gaining a +10 sacred bonus to all 1d20 rolls, AC and damage rolls for 5 rounds after which they die violently. No other creature may do so for the same Valkyrie while this effect lasts.The Valkyrie is then bound to turn such sacrifices into an Einherjar in the next 24 hours or lose all her Valkyrie abilities until receiving an Attonement. In addition a thief doesn’t linger around the crime scene, thus the Valkyrie learns how to use Plane Shift as a SLA 1/day per 6 HD, but only on willing targets.

No Glory Greater: After one has been chosen by the Valkyrie, there’s really no more desires to be fulfilled, only duty to perform. At 13th level the Valkyrie and her personal Einherjars benefit from a permanent Mindblank effect.

Let it be engraved upon your Soul: Even should you be lucky enough to survive a Valkyrie’s direct assault, rest assured your very spirit will be marked. At 14th level when the Valkyrie harms an enemy with her Nibelung Valesti, her  Einherjars also ignore the target’s miss chances, DR and regeneration plus the Valkyrie always knows the direction they are in (or if they are in another plane, which one).

If it's death you seek then death shall you have: A Valkyrie has only contempt for those who would use cheap tricks to cheat death. At 15th level when the Valkyrie and/or her Einherjars all gain a True Sight effect and when they kill/destroy a target target that had harmed either of them,  then they stay dead/destroyed and can’t be brought back to life for 1d12 centuries unless a Miracle and Wish combined effects are used, and even then they must wait 1d12 hours.

You only prolong your suffering: To be fighting a Valkyrie means fate itself is against you. At 16th level if an enemy would have an ill condition inflicted by the Valkyrie or her Einherjars removed by means other than ending by itself, then they take a penalty equal to the Valkyrie’s Cha mod to all 1d20 rolls for 1d12 rounds.

Draw your sword! Draw and die: A Valkyrie has no patience against those that are not ready for battle. At 17th level when an enemy draws any item, they provoke an Aoo from the Valkyrie and her Einherjars, ignoring any cover/concealment they had.

Soul Crush: All beauties pale before the sight of a Valkyrie in action, in particular when you’re the target. At 18th level enemies hit by the Valkyrie’s maneuvers take a -20 penalty to Cha that lasts for 24 hours. This cannot reduce their Cha below 1.

A moment of pain for an eternity of rest: Although the Valkyrie prefers those that would fight in the afterlife, she can eventually understand that some would like a break from the multiverse’s neverending cycle of violence. At 19th level 1/round the Valkyrie can have one of her Einherjars push themselves beyond their lives so they take an automatic 20 on any one 1d20 roll, but after that action is concluded they're released from all servitude and cannot be brought back.

Valkyrie Profile: At 20th level the Valkyrie has crafted her own legend and is known far and wide. Creatures with indifferent disposition or above that see her must make a Will save or be Charmed for 24 hours, while creatures Unfriendly or worst must make a Will save or be Frightened for 1 round then Shaken for 1d12 rounds, Shaken for 1 round even if they save. Either way the DC is 10+1/2 HD+Cha mod and making this save means they don't need to roll again for this ability for 1 hour. Even creatures that would be immune can be affected but they gain a +5 bonus on their saves. Creatures with half HD or less than the Valkyrie count as automatically failing their saves. Creatures with more HD than the Valkyrie never need to roll against this.

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10
Oslecamo's Improved Monster Classes / Snowflake Ooze, awakened
« on: July 07, 2018, 03:41:18 AM »
Snowflake Ooze, awakened



Table:  Snowflake OozeHD: d10


Level
1
2
3
4
5
Base
Attack
Bonus
+0
+1
+2
+3
+3

Fort
Save
+0
+0
+1
+1
+1

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

Will
Save
+0
+0
+1
+1
+1


Special
Snowflake Ooze Body, Silent Snow, Snow Split, +2 Str, +2 Con, -2 Dex
Ooze Grab, Constrict, +1 Str, +1 Con
Airy, +1 Str, +1 Con
Cold Aura, +1 Str, +1 Con
Snow Soul, +1 Str, +1 Con

Skills:2+int modifier per level, quadruple at 1st level. No class skills.

Proficiencies: Its own natural weapons only

Features:
Snowflake Ooze Body: A Snowflake Ooze loses all other racial bonus and gains the following ooze traits

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 It is a medium ooze with 15 base speed and a climb speed of 5 feet, and one natural Slam attacks dealing 1d8+1,5 Str mod damage +1d4 Cold damage. It can speak by making the air around vibrate with its body.

The Snowflake Ooze also gains the Cold subtype (immunity to cold, +50% damage from fire).

Oozes lack fine manipulation, but can partially meld objects into their own body to carry them and perform simple actions like pulling levers and pressing buttons.

Oozes can use their body as either head+neck slot or body+belt slot. The ooze can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.

Silent Snow: The Snowflake Ooze gains a racial bonus on Hide checks equal to 7+Snowflake Ooze level+1/2 other levels on terrain containing ice or snow, and half that in other terrains since it can spread itself thin. As a swift action it can hide without having anything to hide behind and not make any sound for 1 round.

Snow Split (Ex): Bludgeoning attacks deal no damage to the Snowflake Ooze. Instead, the creature fractures into two identical Snowflake Oozes, each with half of the original’s current and max hit points (round down). The soul is shared between the bodies and they remain in control of the same player, although they cannot automatically share information between each other. They fuse with its other “half” as a fullround action. If the other “half” is destroyed, then lost max hit points to the other “half”. The Snowflake Ooze cannot split in more fracture into more beings than its Snowflake Ooze level.  If a Snowflake Ooze is with 10 hit points or less it cannot be further split either, taking normal damage from bludgeoning attacks and dies if reduced to 0 hit points.

Ability Score Increase: The Snowflake Ooze gains +2 Str, +2 Con and -2 Dex at first level, then +1 Str and +1 Con at every remaining level for a total of +6 Str, +6 Con, -2 Dex at 5th level.

Ooze Grab (Ex): At 2nd level to use this ability the Snowflake Ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. If the Snowflake Ooze has 8+ HD, it ignores Freedom of Movement effects and inflicts a Dimensional Lock effect on grappled victims.

Constrict (Ex): At 2nd level the Snowflake Ooze deals automatic slam damage and Snow Skill cold damage with a successful grapple check.

Airy (Ex): At 3rd level the snowfl ake ooze’s physiology is such that it has lots of empty space, making it diffi cult to know where to attack. Any piercing melee or ranged attack directed at it has a 20% miss chance (the blow or missile just passes harmlessly through the creature’s space). Even a true seeing effect is useless in determining where and how to strike the creature. As a swift Action this miss chance may be increased to 20 +10% per 3 HD.

Cold Aura (Ex):
At 4th level the Snowflake Ooze’s body starts exuding cold. Any creature within 5 feet of one takes 1d6 points of cold damage (DC 10+1/2 HD+Con mod Fortitude half), plus another 1d6 at 8 HD and for each extra 4 HD from there. As a swift action this may be extended to up to 10 feet per HD for 1 round, including 0 feet.

Snow Soul(Ex): At 5th level the Snowflake Ooze has no limit to how many copies it can fracture into as long as
it is above 10 HP. In addition its Slam now deals an extra 1d4 Cold damage per 5 HD (stacking with the base +1d4 cold damage), and the Slam’s cold damage may be doubled for 1 round as a Swift action, and it can maintain one of its previous Swift action Snowlake Ooze abilities "on" all the time without needing to spend any action. This choice may be changed as a swift action. Finally Snowflake Ooze levels now grant full IL to the Crystallized Silver school.


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11
Super Robot Wars d20 / Neo Granzon
« on: July 05, 2018, 09:26:40 AM »
Neo Granzon

"I have nothing to gain. I do nothing more than act according to my heart."

Originally developed by Shu Shirakawa and Shu Shirakawa from a parallel dimension, Neo Granzon combines knowledge taken from a dark alien deity with ⅔ of the budget of the Divine Crusaders to create a series of systems that allow a pilot and their mecha to bend the forces of gravity, time and space to their own will. Then use the new Granzon super robot to betray and crush both the alien god and the Divine Crusaders.

Any pilot class may swap one of their schools for Neo Granzon.

Maneuver List

1st level
Gran Beam: Strike- Fires a beam of Force.
Time Manipulation: Counter- React faster, resistance against Force.
Kaballah System: Boost-Fight multiple enemies as easily as one.
Annihilation Engine: Stance–Gain Reactor.

2nd level
Granworm Sword: Strike- a blade that slices gravity and time themselves.
Gravity Manipulation: Strike-Burden down enemies and lighten up allies.
Gran Manipulation: Boost- Control the flows of time, gravity and space in battle.
Space Manipulation: Counter-Reposition against enemy attack.

3rd level
Graviton Cannon:Strike-Saturate area with gravity blasts.
Neo Kaballah System:Stance- New and improved support AI.
Gran Gravity: Counter-Burden down enemy targeting you.
Neo Gran Beam: Boost-Force beam spam.
 
4th level
Worm Smasher: Strike- Attack through portals.
Dark Alchemy: Counter- Nullify other elements.
Neo Granworm Sword: Boost-Combo with the gravity and time slicing blade.

5th level
Neo Graviton Cannon: Boost-More gravitational bombardment.
Distorion Break: Strike-Shoot through multiple portals to drastically increase power.
Neo Time: Counter-React with borrowed time.

6th level
Neo Worm Smasher: Counter-Stop enemy with attacks from portals.
Black Hole Cluster: Strike-Localized singularity to wipe out enemy.
Neo Manipulation: Stance- Gravity, time or space are yours to command.

7th level
Neo Distorion Break: Boost– Shu Shirakawa's advanced research.
Prototype Degeneration Cannon: Strike- The beginning of the end.
Neo Space: Boost-Positions are relative.

8th level
Antimatter Annihilation Engine: Stance-Significant reduction of energy costs.
Neo Black Hole Cluster: Counter-Intercept enemy with a singularity.

9th level
Neo Degeneration Cannon: Boost-To create the new you must first get rid of the old.



Maneuvers Explanations

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12
Touhou Battle Grimoire / Diabolic Wave
« on: June 28, 2018, 02:47:14 AM »
Diabolic Wave

Bad girls don't need to go home.
-Flandre Scarlet, Diabolic Wave betrayer

The greatest secret of Remilia Scarlet and taboo matter among her servants is the mistress’s little sister. A mighty vampire on her own right, Flandre has shown little to no control over her own power despite centuries of education, to the point she can’t even properly feed herself due to the fact she’ll tear her food to pieces and splatter it all over the place before Flandre can take a single bite. Some say Remilia refined Septette for the Dead precisely as an attempt get her little sister to control her power. But Flandre ended up corrupting her big sister’s lessons, developing her own version where a vampire’s deception is only a paper-thin mask to hide their absolute destructive power, a way to close in enough to strike at their prey and leave nothing behind. Thus Remilia did her best to keep Flandre in her mansion’s basement, an unseen prison with no locks, but eventually wicked witches and mercenary maidens broke inside and found the devil’s little sister, unleashing a wave of destruction upon the world, a Diabolic Wave.


"Look, something on the level of a shooting star is a pushover to me. All I have to do is squeeze it a bit. Really, who cares about one little meteorite? Can't you understand that something like meteorites are meaningless to me? I'd be more scared of falling spears. Actually, I'm more afraid of rain. Ah, and manjuu aren't scary at all."

This is a Forbidden school.

Parent School: Septette for the Dead.  Vampires are supposed to be subtle and elegant, not brutal tools of destructions.
Forbidden Sign:  Two of your limbs partially transform into floating crystals of multiple colors that otherwise work normally. If you enter a stance that grants you extra limbs like wings you may have them be the ones transformed.
Forbidden Cost: Your Blood Charge max capacity is reduced by an amount equal to your Forbidden Price. In addition you suffer extra penalties depending of how much of a percentage it’s been reduced by. If you lack a Blood Charge capacity, then you count as having a Blood Charge capacity of 1/4*HD*(Str or Cha mod, whichever's higher) for the purposes of Forbidden Cost only.
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"Did someone call me?"


Maneuver List

1st level
Forbidden Barrage Sign: Strike- Random damage type with random extra effects.
Taboo Sign: Counter- Turn into harmless but invulnerable swarm of bats.
The Devil's Little Sister:Stance-Sneak around like a lesser evil, gain wings.

2nd level
Taboo "Cranberry Trap":Strike- Attack entangles enemy in wicked vines.
Secret Barrage Sign: Boost- Make your next attack undetectable.

3rd level
Taboo "Lävatein": Boost- Improve sword into a mighty infernal weapon. Or was it a wand?
Forbidden Barrage "Starbow Break" :Strike-Rando area damage and curses targets with bad luck.

4th level
Taboo "Four of a Kind" : Strike- Good things come in multiple.
Secret Barrage “Wandering Shadow”:Counter-Damage enemy and turn their uncommon bonus into penalties.

5th level
Taboo "Kagome, Kagome" : Boost- A rare cage for a rare bird.
Forbidden Barrage "Catadioptric":Strike-Area attack bypasses obstacles.

6th level
Secret Barrage-Crushing Eye”:Strike-Now you see it, now you don't.
Taboo "Maze of Love" :Boost-Near enemies risk damage, charm or domination.

7th level
Taboo "Forbidden Fruit":Strike-Attack damages even if the enemy dodges, inflicts fear.
Forbidden Barrage "Clock that Ticks Away the Past" :Counter- Reverse enemy previous round while weakening them.

8th level
Secret Barrage-U.N. Owen was Her?-" :Strike-Target is revealed as being one of your copies all along.
Taboo "Sister of Scarlet":Boost-Gain buffs from blood bond.

9th level
Taboo "Forbidden Games" :Stance-Overcome key weaknesses, gain flight, attacks turn into cursed crosses.
Q.E.D. "Ripples of 495 Years":Strike-The power to destroy everything.

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"Sorry to keep you waiting."

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13
In The Last Episode...

The brave Hunter mercenaries and Android Administration agents have managed to start uncovering the truth behind Ragol. Clones, temporal anomalies, secret bio-weapons, ARKAS, space pirates, alien hot springs, espers, unknown machines, many pieces of a puzzle showing a greater picture.

However circumstances have also separated them, and now they find both locked in deadly battle against different opponents. Will our heroes prevail even if separated? Will Immortal Steel or ARKAS complete their plans instead? Do your best brave Hunters and Android Administration agents!


14
New thread for general discussion and suggestions for Super Robot Wars d20 material since the old one got too big.

15
Oslecamo's Improved Monster Classes / Death Giant
« on: May 04, 2018, 12:45:50 AM »
Death Giant



Table: Death GiantHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12

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

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

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5


Special
Death Giant Body, Powerful Build, Sold Soul, Souls Cloud, Keening, +1 Str, +1 Cha
Guardian Souls, +1 Str, +1 Cha
Lesser Death Magic, Soul Healing, +1 Str, +1 Cha
Growth, Throw Stone, Catch, +1 Str, +1 Cha
Trample, Adept Death Magic, +1 Str, +1 Cha
Steal Soul, +1 Str, +1 Cha
Greater Death Magic, +1 Str, +1 Cha
Scary Keening, +1 Str, +1 Cha
Master Death Magic, +1 Str, +1 Cha
Safe Soul, +1 Str, +1 Cha
Soul Skill, +1 Str, +1 Cha
Terror Keening, +1 Str, +1 Cha
Soul Feat, +1 Str, +1 Cha
Soul Spell, +1 Str, +1 Cha
Soul Strength, +1 Str, +1 Cha
Soul Smash, Frightful Keening, +1 Str, +1 Cha

Skills: 4+int modifier per level, quadruple at first level. Class skills: Bluff, Climb, Concentration, Craft (Any one), Diplomacy, Jump, Intimidate, Knowledge(any), Hide, Listen, Move Silently, Perform, Profession (any) Sense Motive, Survival, Spot, Swim and Use Rope

Proficiencies: All simple and martial weapons and his own natural weapons, plus light and medium armor.

Features:
Death Giant body: The Death Giant loses all other racial bonuses, and gains giant traits (mainly low light vision), a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks.  Lastly, he gains natural armor equal to his Con bonus.

Ability score increase: a Death Giant gains +1 Str and +1 Cha for each level in this class, up to a total of  +16 Str and +16 Cha at 16th level.

Powerful Build: At first level, a Death Giant gains Powerful Build.  The physical stature of Giants lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Giant is treated as one size larger if doing so is advantageous to him. A Giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Sold Soul: A death giant cannot be raised, resurrected, or reincarnated. If a death giant’s soul is not
taken as a guardian soul by another death giant or kept from departing by some other means (such as soul bind),
it is utterly destroyed 1 round after the giant’s death. In addition the Death Giant can use Cha for HP and Fort saves and Concentration checks.

Souls Cloud: The death giant is surrounded by a constantly swirling cloud of intangible spirits. The death giant’s will binds its guardian souls to it. They are not ghosts or undead in the usual sense and cannot be damaged, dispelled, or separated from the death giant. Only a successful turning attempt can quell these spirits for a time. If the turning attempt would turn or rebuke an undead with Hit Dice equal to the death giant’s, the guardian souls vanish for 1d10 rounds, and the death giant loses the benefits of its guardian souls, keening, soul healing, and steal soul abilities until the souls return.

Keening: As a standard action, a death giant can trigger the guardian souls that waft around its body to wail in frightful anguish. One living creature within 20 feet plus 5 feet HD that hear this keening must make a DC 10+1/2 HD+Cha mod Will save or be Shaken as long as it can hear the keening and remains whitin range. A creature that  Ending the Keening is another standard action and Death Giant cannot start a new Keening while a new one is ongoing. A creature slain while affected by Keening has its soul join the Souls Cloud of the Death Giant. This is a sonic, mind-affecting fear ability.

Keening keeps improving with Death Giant levels.
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Guardian Souls: At 2nd level death giant’s victims become its guardians in death. Each death giant is surrounded by a constantly swirling cloud of intangible spirits. These spirits provide the death giant with warnings
and protection, granting the creature a bonus on initiative rolls, saves, Listen checks, and Spot checks equal to its Charisma modifier.

Death Magic: Starting at 3rd level the Death Giant can use certain SLAs with CL=HD. Any DCs are 10+1/2 HD+Cha mod.
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Soul Healing: Starting at 3rd level when a death giant is protected by its guardian souls, hit point damage due to negative energy (such as from an infl ict spell) heals rather than harms a death giant. Death giants are healed by positive energy (such as from cure spells) normally.

Growth: At fourth level, the Death Giant finishes growing to large size but loses Powerful Build.  His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties.  His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

The Death Giant continues to grow throughout his life:
At 8HD, the Death Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Death Giant grows to Huge size and loses Powerful Build.
At 16HD, the Death Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Death Giant grows to Gargantuan size and loses Powerful Build.

Throw Rock:  At fourth level, the  Death Giant may begin throwing boulders or other large objects.  A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects).  Inanimate objects of similar size and heft may be used as well, but they deal the same damage as a rock of same weight.

Catch:  At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Trample:  At fifth level, as a full-round action, The Giant can move up to twice his speed and literally run over any opponents at least one size category smaller than herself. The Giant merely has to move over the opponents in its path; any creature whose space is completely covered by the Giant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.

A trample attack deals bludgeoning damage (the Giant’s slam damage + 1½ times its Str modifier).

Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against the Giant’s trample attack is 10 + ½ creature’s HD + Giant’s Str modifier. The Giant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Steal Soul: At 6th level any living creature with  hit points equal to (Death Giant’s HD-6) or fewer within 15 feet of a death giant must succeed on a DC 10+1/2 HD+Cha mod Fortitude save each round or die instantly. This is a death effect. Any creature that dies within 15 feet of a death giant has its spirit sucked up into the swirling guardian souls that protect the death giant. Such creatures cannot be raised, resurrected, or reincarnated so long as the death giant lives. Killing the death giant releases the souls. If a living death giant is within 15 feet of a death giant that dies, the souls are not released and are instead transferred to the nearby death giant due to its steal soul ability. The Death Giant may willingly release a soul they have captured if they think they have a good reason for it, probably as part of some bargain. Steal Soul overrides any other abilities that would trap/capture/similar souls. In the case of two Death Giants, the one with highest HD/Charisma/Strength wins (in that order for priority).

Safe Soul: At 10th level the Death Giant becomes immune to Fear and Energy Drain.

Soul Skill: All those soul wails have some interesting lessons once you’re heard them hundreds of times. At 11th level the Death Giant picks a number of Knowledge, Profession and/or Craft skills equal to his Cha mod. He counts as having max ranks in those skills.

Soul Feat: At 13th level The Death giant gains two bonus feats of his choice from the list of Ability Focus, Cleave, Iron Will, Lightning Reflexes, Point Blank Shot, Power Attack or Precise Shot. He may change either for another of the options as a swift action.

Soul Spell: At 14th level when the Death Giant charges or full attacks he may use one of his Death Magic SLAs as a free action just before or after.

Soul Strength: At 15th level the Death Giant adds his Cha mod to melee and rock thrown attack and damage rolls, grapple, trip, bullrush and Break checks.

Soul Smash: At 16th level the Death Giant may make a single melee or rock thrown attack as a standard action. After the attack is resolved, if it had hit and the target is left at half or below their max HP, they automatically die and their soul is claimed by the Death Giant. If the target was smaller than the Death Giant and it was a melee attack, it doesn't need to hit, the Death Giant can just suck the soul of the puny weakened creature through sheer size advantage (they still need to be at or below half max HP).

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16
Super Robot Wars d20 / Everywhere You Go school
« on: April 17, 2018, 07:27:05 AM »
Everywhere You Go

"When three hearts come together
Noble and brave and bold
The justice of the people will
Power up hundredfold "


Some say there is only predator and prey in the universe, however collaboration can provide great results. Mecha can combine with mecha to make bigger and better mecha, and when their pilots combine their spirits and souls the effects are even greater. Everywhere you Go is the school developed not by any single pilot but by the bonds of teams working together through both bad and good times.

Any pilot may swap a school they know for Everywhere You Go.




Maneuver List

1st level

Gun X Sword: Strike-You and ally make a ranged and melee attack.
CHANGE: Counter-Transform your mecha as an immediate action.
Combination Formation: Boost-Share rnergy, spell slots and power points with allies, bonus to flanking with them as well.
Twin Team: Stance– Two together.
Synchro Sensors: Stance– Share special senses.

2nd level
Chakra Extension: Strike-Basic attack that shares energy with ally or use each other's Bab or an ability score if better.
Twin Bird Strike: Strike-You and ally move and attack, .
Twin Dock:Boost-Use ally's Natural Armor, Dodge bonus, DR, weapons or energy while adjacent.
L Formation:Counter-Borrow immunity from ally.

3rd level
Ghost Rampage:Strike-The combo attack of champions.
Tri Stance: Stance- Three as one.
Formation Defense Melee: Counter-Negate melee attack if ally is nearby.
Royal Heart Breaker: Boost-Ally follows your moves or you can cheer each other for extra damage.
 
4th level
Mega Eraser Team Extra Overwhelming Reaving Full Burst: Strike-You and ally fire every weapon while screaming each other's name.
Formation Defense Shoot: Counter-Negate ranged attack if ally is nearby.
Double Attack: Boost-Ally copies one of your attacks, both ignore Barriers/Fields/Similar.

5th level
Triple Dock: Boost-You and up to two allies move and can share energy and spirit.
Erupting Shuffle Alliance Attack: Strike-You and up to four allies make combo attack that danies recovery of HP and Energy for 1 round.
Combination Defense: Counter-Block attack against adjacent ally.

6th level
Critical Combination: Counter-Share damage and ill effects between allies.
All-Out Attack: Strike-You and any number of adjacent allies make basic attack.
Final Alpha Formation:Stance-Four as one.

7th level
Tornado Blade: Boost–Ally turns into your personal mount, can work together for devastating combo attack.
Erupting Love Love God Finger: Strike-You and ally unleash devasting unarmed assault.
Unbeatable Combination : Counter-Interrupt flanked enemy then attack them with flanking ally.

8th level
Sekiha Love Love Tenkyoken: Stance-Rescue mecha-less ally and get them inside your cockpit, combo spirits and gain mighty unarmed attack.
Cross Dock: Boost-You and ally follow each other's attacks.

9th level
Combination Cannon: Strike-Use an ally as the ultimate weapon.

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17
Super Robot Wars d20 / Monado Classes
« on: April 17, 2018, 07:21:18 AM »


In a distant world, the homs people were in the brink of extinction when faced with an army of killer bots and automated mechas collectively known as the Mechon. When all hope seemed lost however, they managed to steal and convert some enemy machines found a mighty artifact sword that gave them enough power to be able to face the robot armies and their mechas while on foot. Their battle still rages, and Mechons have spilled to the rest of the universe, but at least now defeat is no longer a certainity, and the followers of the Monado now grant some hope to all who would face mechas without mechas of their own.

Index:

Monado Mage
Monado Maiden
Monado Master
Monado Medic
Monado Myrmidon
Monado Phalanx

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18
Super Robot Wars d20 / Beam Barrage
« on: April 17, 2018, 07:19:41 AM »
Beam Barrage



Glowing and shiny, almost magic in nature, beams are a classic weapon among mechas of all sorts, heralding new ages of war and destruction.

Any pilot class may swap one of their schools for Beam Barrage.

Note: When this school refers to using a beam weapon, it means using a weapon with beam on its name.

Maneuver List:

1st level
Blue Beam: Strike- Beam inflicts electricity, fire or cold damage.
Barrier Beam: Counter-Use Beam to stop enemy attack, more effective against other beams.
Bending Beam:Boost-Beam change direction.
Body Beam:Stance–Shoot beams directly from your frame.

2nd level
Beta Beam: Strike-Beam works best as the second attack.
Bubble Beam: Strike-Beam deals bludgeoning damage and entangles.
Burrowing Beams:Boost-Beam goes through obstacles, leaving hole.
Beast Beam:Counter-Retaliate enemy attack with a beam.

3rd level
Blinding Beam:Strike-Beam blinds target and anybody nearby.
Bronze Beams:Stance-Beams hit harder when they're in third place of attack.
Bone Beam: Counter-Fully stop enemey beam attack and disable their beam weapon.
Blaster Beam: Boost- Make beam attack big and brutal.

4th level
Belly Beam: Strike-Fire mighty beam from your frame, synergy with Body Beam
Balance Beam: Counter-Failed beam attack still lowers target's statistics down to your own if better.
Breaker Beam: Boost-Beam fully ignores Hardness and DR, can disarm, bonus for destroying objects.

5th level
Better Beam: Boost-Increase the power of a beam, synergy with Blue Beam, Bubble Beam, Blinding Beam and Belly Beam.
Bureaucracy Beam: Strike-Beam inflicts negative level.
Bouncing Beam: Counter-Either reflect your own beam to re-roll missed attack or reflect enemy beam back at them.

6th level

Bayonet Beam: Boost-Use ranged beam as melee weapon, making it hit harder.
Bad Beam: Strike-Beam can cause nausea, fear and extra damage.
Baron Beam: Stance- Become immune to beams and ignore other's anti-beam measures.

7th level
Betrayal Beam: Counter–Interrupt enemy action with beam attack that also forces them to attack another.
Bass Beam: Strike-Beam deals sonic damage, deafens and dazes.
Big Beam: Boost-Beam becomes even bigger and faster.

8th level
Boss Beam: Stance-Beams consumehalf energy/ammo, add Int mod to Disarming/Downfall/Pushing/Grabbing with beams, can keep fighting at negative HP but only with beams.
Biblical Beam: Strike-Beam can't be countered and bypasses defenses, inflicts penalty to AC and 1d20 rolls.

9th level
Best Beam: Boost-Beam weapon gains extra damage, extra special properties, magic enhancements and incapacitates targets rather than killing.

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19
[D&D 3.5] Nintendo Universe / Temple Outside Time (OOC discussion II)
« on: March 11, 2018, 11:06:02 PM »
New OOC thread.

As for first topic:
So...Os, I just realized that I unintentionally made a combo when I rebuilt Ice Beast.

How would you like Frozen Faculty Furtherance: Spirit to interact with Leeching Cold?  As written Spirit now applies to everything (which normally wouldn't happen until level 10) since everything requies a save from Leeching Cold.

Quote from: Frozen Faculty Furtherance: Spirit
The Ice Beast is no longer subject to nonlethal damage, precision damage, or extra damage from critical hits as well as gaining immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).  In addition, any time the target of an Ice Power fails its saving throw, it succumbs to mild hypothermia and becomes fatigued for as long as it is under the effects of that Ice Power (minimum 1 round).  This is in addition to any other effects of the Ice Power.

Quote from: Leeching Cold
Any time the Ice Beast deals cold damage with an Ice Power (including Ice Magic), the target must make a Fortitude save (DC 10 + 1/2 HD + Wis mod) or be entangled for one round per 2 Ice Beast levels (minimum 1).  The target only needs to make this saving throw the first time they take cold damage from the Ice Beast each round from an Ice Power.

Add extra clause to forbid that specific interaction  before time?

20
[D&D 3.5] Nintendo Universe / Chapter Unknown-Before The Wild
« on: February 28, 2018, 05:59:30 AM »
Guided by fate, seeking fortune, random chance or some other reason you ended up together in the hall of the Hylian mercenary recruitment office. There's a huge hole in the ground with a downward slope leading downward, even three mounted riders could go in side by side. Hylian soldiers in immaculate armor stand in attention near the walls while their captain eyes you with curious eyes before speaking in a strong voice:

"Listen well you rookies. This is a test dungeon to make sure you've got what it takes for this mission. Get inside, grab the treasure, get out, don't die. The monsters and hazards inside are the real thing. We have magic sensors set up all over the place and healers ready to move in should one of you get too hurt, but that will penalize your score. If you want to back out and go back to mommy's house to train, now's the time. We can't just let anyone go near the ruins anymore, tired of picking up the pieces of hero wannabes."

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