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Overhauling is a perfectly normal response to reviewing, of course I'm not mad.   :P

Strategist Part Two!

I like Selective Idea but 1/day > 2/day > Unlimited/day is a weird progression.  Maybe 1/day > Int Mod/Day > Unlimited?

I'm seeing a lot of limited per day stuff which I personally am not a fan of but the class as a whole looks a lot more interesting now.
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Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« Last post by RobbyPants on Yesterday at 08:02:55 AM »
"I hadn't got that far. There's a red reptilian creature and some animated objects in the room."
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[D&D 3.5] Krevborna / Re: Chapter 4 - The Creature Walks Among Us
« Last post by dman on August 13, 2020, 10:40:20 PM »
Hank draws his shoulder blade toward his spine.  He inhales the comforting odor of sinew and kisses the bowstring as it grazes his cheek.  He exhales. It's good to be home.
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[D&D 3.5] Krevborna / Re: Chapter 4 - The Creature Walks Among Us
« Last post by Nanshork on August 13, 2020, 10:56:52 AM »
Niko carefully checks to see if the door is unlocked. 
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Jester's Realm / Re: New Campaign Thread: Chickens on Cocaine
« Last post by Nanshork on August 13, 2020, 10:50:59 AM »
Ashgar readies himself to punch anything that comes through the door.

"What is plan little friend?"

(click to show/hide)
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September 1776 / Re: Chapter 2: Haxan
« Last post by RobbyPants on August 13, 2020, 08:06:39 AM »
For a while, Elizabeth will try to fly somewhat off course to not lead it right to the town. If she doesn't see it later, she'll course correct and try to get back home.

Spot = 1d20+9

Rolled 1d20+9 : 11 + 9, total 20
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The sheets over at Myth-Weavers automatically calculate it for your based on STR and Size.  I've always trusted their numbers, but maybe they just came up with an approximation?
The chart ends at 29, then it tells you to quadruple the load for every 10 points up.  Easy enough for a look-up-table and simple math.
Max weight for a heavy load is Str * 10 lb. at 10 Str and lower. From 11 through 15, it's an exponential curve, doubling every +5 Str, rounded to the nearest 5 lb (100 * 2 ^ ((Str - 10) / 5)). Str of 16 and higher continues that curve, although for simplicity the rounding part of the equation is dropped in favor of just being 2x what the carrying capacity of -5 Str was. Light load and medium load limits are 1/3 and 2/3 of the heavy load limit, respectively, rounded to the nearest lb.
I bow to your superior giving a shit and math skills, good sir.
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Uncle Kittie's Spuriously Designed Prestige Classes / Re: Giants
« Last post by bhu on August 12, 2020, 06:51:27 PM »
MAGE KILLER


   
"You aren't welcome here."

 You help defend your tribe from the Ogre Magi.  And just about everything else.

BECOMING A MAGE KILLER
A lot of Ogrima become Mage Killers.  They need to if they want to remain free.

 ENTRY REQUIREMENTS
   Race:  Ogrima
   BAB:  +9
   Skills:  4 ranks in any 2 of the following: Climb, Intimidate or Jump
   Feats:   Any 2 Racial Feats


Class Skills
 The Mage Killer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Combat Style
2. +2    +3     +0     +0    Resistance
3. +3    +3     +1     +1    Improved Spell-Like Ability
4. +4    +4     +1     +1    Combat Style
5. +5    +4     +1     +1    Mettle
6. +6    +5     +2     +2    Improved Spell-Like Ability
7. +7    +5     +2     +2    Combat Style
8. +8    +6     +2     +2    Displacement
9. +9    +6     +3     +3    Improved Spell-Like Ability
10.+10   +7     +3     +3    Veteran

Weapon Proficiencies: A Mage Killer gains no new weapon or armor proficiencies.

Combat Style (Ex): At Levels 1, 4 and 7 the Mage Killer gains a Bonus Feat.  The exact Feat depends on which Combat Style the Mage Killer chooses:  Greatsword: 1st (Power Attack). 4th (Combat Reflexes), 7th (Large and in Charge).  Longbow: 1st (Point Blank Shot). 4th (Far Shot), 7th (Penetrating Shot).  Magus: 1st (Spectral Warrior), 4th (Spectral Skirmisher), 7th (Sky Warrior).

Resistance (Su): At 2nd level, a Mage Killer gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Improved Spell-Like Ability (Sp): At Levels 2, 5 and 8 you may choose one Bonus Feat from the following list: Boost Spell-Like Ability, Heighten Spell-Like Ability, or Quicken Spell-Like Ability.
 
Mettle (Ex): At 5th level and higher, a Mage Killer can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mage Killer does not gain the benefit of mettle.

Displacement (Sp): You may now use your Racial Blur Ability 3/day, and it has an enhanced effect.  The miss chance is 50% instead of 20%.  While using this ability the Mage Killer gains a +8 Circumstance Bonus to Hide Checks.

Veteran: At 10th Level,  you learn to cast one of the following 1/day as a Spell-Like Ability: Veil, Otiluke's Freezing Sphere, Stone Body.

PLAYING A MAGE KILLER
 Without you the tribe dies, or worse.  You need to be ever vigilant.  Especially of outsiders.
 Combat: Combat is your entire life.  Your specialty may vary, but you always try to be the best you are at what you do.
 Advancement: You focus purely on combat, and sniffing out danger.  There's no time for anything else.
Resources: You have the entire tribe to back you up.

MAGE KILLERS IN THE WORLD
"Give him some space.  He pays a price for defending us."
 You keep the world at sword point.  If you don't, then your family ends up in chains.
 Daily Life: Your time is spent on guard, or in practice.
 Notables:
 Organizations: Unless exiled or captured you focus solely on the tribe..

NPC Reaction
 NPC's think of you as a dangerous monster.  You're generally too busy killing them to tell them they're the real monsters.

MAGE KILLERS IN THE GAME
 This class limits the player geographically, unless he can serve his tribe by traveling, or he is no longer with them.
 Adaptation: This is mean for Al-Qadim, but can be adapted to other worlds or races.
 Encounters: Mage Killers are generally found as slaves, tribal defenders or outlaws.

Sample Encounter
EL x: The PC's have been caught by a press gang, but a battle scarred Ogrima tells them an escape is planned for that night.  The group would feel more relieved if he weren't drunk and insane. 


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MAGE KILLER

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Mage Killer gains a Bonus Feat every 2 levels higher than 20th



Ogrima Racial Feats

Spectral Warrior
You have learned to fight invisibly.
 Prerequisites: Ogrima
 Benefits: You can now cast Invisibility 3/day.  If taken a second time, you may cast Improved Invisibility instead.


Polar Warrior
You have learned to fight with cold magic.
 Prerequisites: Ogrima
 Benefits:   You may now cast Corona of Cold 1/day as a Spell-Like Ability.


Sky Warrior
You can Fly.
 Prerequisites: Ogrima
 Benefits: You lose your Levitate Spell-Like Ability, and instead gain a Fly speed of 40 ft. (Good)


Magi Killer
You are trained in fighting the Ogre Magi.
 Prerequisites: Ogrima
 Benefits: You may cast Flame Blade 3/day as a Spell-Like Ability.
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Max weight for a heavy load is Str * 10 lb. at 10 Str and lower. From 11 through 15, it's an exponential curve, doubling every +5 Str, rounded to the nearest 5 lb (100 * 2 ^ ((Str - 10) / 5)). Str of 16 and higher continues that curve, although for simplicity the rounding part of the equation is dropped in favor of just being 2x what the carrying capacity of -5 Str was. Light load and medium load limits are 1/3 and 2/3 of the heavy load limit, respectively, rounded to the nearest lb.
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