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Topics - oslecamo

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1
Touhou Battle Grimoire / Youkaiskin
« on: March 30, 2019, 12:07:18 AM »
Youkaiskin

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

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

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

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

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

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

Features:

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

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

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

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

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

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

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

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

2
Super Robot Wars d20 / Entropy Elemental Elder (WIP)
« on: March 27, 2019, 08:44:34 AM »
Entropy Elemental Elder

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

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

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

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

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

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

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

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



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

(click to show/hide)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

3
Oslecamo's Improved Monster Classes / Nereid
« on: March 20, 2019, 06:01:43 AM »
Nereid



NereidHD:d6

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

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

Proficiencies: Simple weapons.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Otherwise this works as Shy Summon Water Elemental.

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4
You’ve been contacted through your ‘official’ Mexilhoeira channels to gather at the outskirts of the village of Beja inside of the kingdom of Jóia with promises of a new contract that besides the usual monetary compensation expected of your time will also reward you with powerful political leverage inside the kingdom. As you arrive there is a lone man in business robes waiting for you. He bows to you politely before making an educated cough and speaking:
 
“Good evening gentlemen. And ladies. And your crab grace. And your chobitship. Before I explain why you were called here I must first tell you of something only a few so far. There’s a traitor in the kingdom of Jóia’s court, who has announced through select underground channels they’re ready to sell out valuable secrets about not only the kingdom’s wrongdoings but also about the sins of knights Lucy, Anne and Marina, and have the proof to back it up. Of course they’re just forgeries and lies, but nevertheless pretty well made forgeries and lies. If they came to public, they would greatly damage the image of Jóia and Mexilhoeira, while those who made the reveal would gain a significant status boost. The reputation of knights Lucy, Anne and Marina cannot be allowed to be further tarnished.

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

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

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


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

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

5
[D&D 3.5] The Artifact Crown / The Crown's Coterie (Team Bonnie IC)
« on: March 17, 2019, 11:02:55 PM »
Guided by signs and whispers from Bonnie herself, you’ve been gathered together in a hill inside Jóia from where you can spot a small village.

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

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

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

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

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

6
Touhou Battle Grimoire / Daring Dancer (sublime martial bard class)
« on: March 14, 2019, 05:59:28 AM »
Daring Dancer

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

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

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

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

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

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

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

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

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


Features:


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

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

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

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

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

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

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

Special Dance(Su):  Starting at 4th level the Daring Dancer picks one of the following abilities and when using Sublime Dance or Personal Dance any affected allies receives the special benefit. At 7th, 10th, 13th, 16th and 19th she picks another Special Dance but when using Sublime/Personal Dance can only pick one. All bonus last as long as the Sublime Dance (or 1 round for Personal Dance), are of the morale type and benefit both the Daring Dancer and the target(s).
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The Show Goes On:  At 5th level the Daring Dancer can use Sublime Dance without spending an use by counting herself as 4 levels lower, and while it lasts she counts as having 4 less ranks in Perform(Dance).

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

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

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

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

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

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

7
Hey osle - just sorting out my followers and finally (sorry) starting work on my backstory. Are my followers able to have any class levels other than vermin/plant ones? ie could I have a follower with 1 crab level then 2 wizard or similar..
Yes.

Hi Os,

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

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

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

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

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

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

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

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

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

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

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

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

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

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

8
[D&D 3.5] The Artifact Crown / The Crown's Cursed-Team Bonnie OOC
« on: March 08, 2019, 11:33:15 PM »
True. There’s been no say on what their blood tastes like. :P

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

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

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


9
[D&D 3.5] The Artifact Crown / The Crown's Chaos (dice rolling)
« on: March 02, 2019, 11:41:30 PM »
As title says.

10
As title says. Once groups are formed I'll probably make new OOC threads for each. I'll be replying to the questions in the recruitment thread here in a bit.

11
[D&D 3.5] The Artifact Crown / The Crown's Chronicles (campaign fluff)
« on: March 02, 2019, 10:03:20 PM »
This thread for campaign fluff.

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12
[D&D 3.5] The Artifact Crown / The Crown's Knights (character sheets)
« on: March 02, 2019, 10:00:11 PM »
This thread for character sheets and other player personal information.

13
New OOC thread because previous one reached the limit.

14
[D&D 3.5] Phantasy Star: Start of the Millenium / Data Arquive
« on: February 26, 2019, 09:08:23 AM »
At player request, this thread shall be used as a place to record specific campaign rulings for easier access. Players feel free to post previous rulings already done, but please keep actual questions to the OOC.

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

15
Looking for players for a campaign that I would DM here, details below. Anybody interested feel free to post with questions/suggestions.

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16
Homebrew and House Rules (D&D) / Pretty Soldier
« on: February 15, 2019, 03:24:57 AM »
Pretty Soldier

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

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

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

Hit Dice:d8

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

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

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

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

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

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

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

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

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

17
Oslecamo's Improved Monster Classes / Genie, Qorrashi
« on: January 07, 2019, 01:47:16 AM »
Genie, Qorrashi


HD:d8
Level BAB Fort Ref Will Feature
1 +0 +0 +2 +0Qorrashi Body, Minor Frost Wish, Icewalking +1 Str
2 +1 +0 +3 +0Genie, Lesser Frost Wish +1 Cha
3 +2 +1 +3 +1Flying, Chill, +1 Str
4 +3 +1 +4 +1Partial Frost Wish, +1 Cha
5 +3 +1 +4 +1Frostbite, Growth, +1 Str
6 +4 +2 +5 +2Noble Frost Wish, Ice Shift, +1 Cha
Skills: 6+int modifier per level, quadruple at first level. Class skills: Apraise, Balance, Bluff, Climb, Craft, Diplomacy, Disguise,  Intimidate, Gather Information, Hide, Jump, Knowledge(any), Listen, Move Silently,  Profession, Spot, Survival, Swim, Use Rope, Tumble

Proficiencies: Simples weapons, Light and Medium Armor,  Martial weapons, one Exotic weapon of its choice plus its own Natural Weapons.

Features:
Qorrashi  Body: The Qorrashi loses all other racial bonuses, and gains outsider traits (basically darkvision 60 feet) and the Extraplanar, Lawful and Cold subtypes (including immunity to Cold and vulnerability to Fire). It is medium outsider with a base speed of 30 feet and two slam attacks dealing 1d6 base damage each. A djinni doesn't take any penalty for attacking with both slam attacks in a full attack.

The Qorrashi also gains a Nat armor bonus equal to half his Con modifier.

Minor Frost Wish: Once per day for each HD it has, the Qorrashi  can use create food and water and Endure Elements as SLAs. In adition, it can choose any 1st level spell with the [Cold] descriptor and use it as an SLA once per day for each HD it has (spell choice can be changed every level-up, always subject to DM aproval). DC=10+1/2HD+Cha modifier.

Icewalking: This ability works like a permanent Spider Climb on the  Qorrashi, but applies to all and only icy surfaces. A  Qorrashi can move normally on any icy surface.

Ability Score increase: The Qorrashi gains +1 to Str at 1st, 3rd and 5th levels and +1 Cha at 2nd and 4th and 6th levels.

Frost Genie: At 2nd level the Qorrashi gains the Cold and Lawful subtypes, telepathy of 40 feets plus 10 feets for each extra HD beyond 2.

Lesser Frost Wish: At 2nd level as SLAs, the Qorrashi can use Invisibility at will but only on itself  and major creation for each 2 HD it has. In a cold enviroment, double the duration of matter created by this SLA while on an hot enviroment halve said duration. If the Qorrashi has 8 more HD, vegetable matter created by the major creation is permament. In adition, it can choose any 2nd level spell with the [Cold] descriptor and use it as an SLA once per day for each 2 HD it has (spell choice can be changed every level-up, always subject to DM aproval). DC=10+1/2HD+Cha modifier.

Chill: At 3rd level in addition to its normal slam damage, a Qorrashi deals an extra 1d6 points of Cold damage with a successful slam attack.

Flying: At 3rd level The Qorrashi  gains a fly speed of 10 feets per HD, with perfect maneuverability.

Partial Frost Wish:  At 4th level as SLAs once per day for each 4HD it has, the Qorrashi can use Gaseous Form (half duration on hot enviroment, double on cold enviroment) and Wind Walk (half movement speed on hot enviroment, double movement speed on cold enviroment).

Frostbite: At 5th level a creature that sustains any cold damage from a Qorrashi’s melee attacks must make a DC 10+1/2 HD+Con mod Fortitude save or become frostbitten. Creatures suffering from frostbite are Fatigued. These penalties end when the cold damage is healed by any means.

Growth: At 5th level the Qorrashi grows one size category.

Noble Frost Wish: At 6th level  as SLAs once per day for each 4HD it has, the Qorrashi can use Cone of Cold and Ice Storm.

Ice Shift: At 6th level as a fullround action 1/day per 6 HD the Qorrashi can enter any of the elemental planes, the Astral Plane or the Material Plane. This ability transports the Qorrashi and up to one other willing creature per HD, provided they all link hands with the Qorrashi. Is is otherwise similar to the Planeshift spell.


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18
Oslecamo's Improved Monster Classes / Cannomorph, Shadurakul
« on: November 27, 2018, 02:10:06 AM »
Cannomorph, Shadurakul


HD:d10
Level BAB Fort Ref Will Feature
1 +1 +2 +2 +0 Shadurakul Body, Humanoid Form, Lesser Shadow Blend, +1 Str
2 +2 +3 +3 +0Scent, Lesser Bay, +1 Con, +1 Str
3 +3 +3 +3 +1Opportunistic Trip, Shadow Blend,  +1 Str
4 +4 +4 +4 +1Greater Bay, +1 Str
5 +5 +4 +4 +1On a Mission from The Shadow Plane, Command Shadow Mastiff, +1 Con, +1 Str
Skills: 4+int modifier per level, quadruple at first level. Class skills: Apraise, Balance, Climb, Craft, Disguise,  Intimidate, Gather Information, Jump, Knowledge(any), Listen,  Profession, Spot, Survival, Use Rope, Tumble

Proficiencies: Simples weapons, Light and Medium Armor,  Martial weapons, one Exotic weapon of its choice plus its own Natural Weapons.

Features:
Shadurakul Body: The Cannomorph, Shadurakul loses all other racial bonuses, and gains outsider traits (basically darkvision 60 feet) and the extraplanar subtype. It is medium outsider with a base speed of 40 feet and, a primary natural bite attack dealing 1d6+1,5 Str mod damage.  It also gains gains natural armor bonus equal to its Con bonus.

Humanoid Form: At will as a move action the canomorph can assume small or medium humanoid form at will. It retains its ability scores, extraordinary abilities and supernatural abilities and gains a +10 racial bonus to Disguise checks to pass as a humanoid. It loses its natural attacks and any extra movement speeds besides base speed, which becomes 30 feet for a medium form, or  20 feet for a small form. Equipment doesn't change along you.

Lesser Shadow Blend: During any conditions other than full daylight, the Cannomorph, Shadurakul can partially disappear into the shadows, giving it concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Ability Score Increase: The Cannomorph, Shadurakul gains +1 Str at all levels, plus +1 Con at levels 2, 4 and 5, for a total of +5 Str, +3 Con at 5th level.

Scent: At 2nd level the Shadurakul gains the Scent extraordinary ability.

Lesser Bay: At 2nd level the Shadurakul  can as a standard action bay at a creature whitin 60 feet per class level plus 30 feet per other HD. If it is not an evil outsider, they must succeed on a Will save DC 10+1/2 HD+Con mod or become Shaken for 2d4 rounds. This is a sonic, mind-affecting effect. Whether or not the save is successful, an affected creature is immune to that shadurakul's bay for one day.

Opportunistic Trip: At 3rd level a Shadurakul that hits with a bite attack can attempt to trip the opponent as a free action whitout making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip back. In addition the Shadurakul can now use its Dex mod instead of its Str mod in all Trip checks. Flying creatures tripped by the Shadurakul cannot move from their current position in the next round, even if they have magic flight. This cannot be used in Humanoid form.

Shadow Blend: At 3rd level during any conditions other than full daylight, the Cannomorph, Shadurakul can partially disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. This supersedes Lesser Shadow Blend.

Greater Bay: At 4th level creatures failing their save against the Shadurakul’s bay become panicked instead of Shaken. In addition while on humanoid form, the Shadurakul gains a racial bonus on Survival checks when tracking by Scent equal to its Shadurakul level plus half its other HD.

On a Mission from The Shadow Plane: Created by dark forces to serve as intelligent trackers and guardians, canomorphs often journey to the Material Plane to undertake demonic missions for their shadowy masters. At 5th level pick one of the following options. You can pick the other options by spending a feat in a 1-by-1 basis.
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Command Shadow Mastiff: At 5th level at will a  Cannomorph, Shadurakul can use Greater Command, except it only works against Shadow Mastiffs. Save DC 10+1/2 HD+Str mod. In addition Shadow Mastiffs will never voluntarily attack the  Cannomorph, Shadurakul from now on.


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19
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.

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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.

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20
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.

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