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Topics - bobthe6th

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1
General D&D Discussion / what if everything had SR?
« on: February 16, 2013, 05:40:49 PM »
As in not just specific creatures, but all creatures including the party have assumed SR 5+HD. Some monsters have more, and some classes give a bonus to SR. This baseline SR applies against most SR:no spells.

Makes a being batman a pain, makes low level SoLs less reliable, and tends to make high HD monsters not susceptible to a SoD. Yes assay spell resitace exists, but it is using a spell slot to get a nice benefit.

edit: Another version of this, all spells have a 25% chance of just failing. You can reduce this, and some spells have a lower failure rate. Others have a higher failure rate. Like summon x is a high failure rate, and Cure wounds has a lower failure rate.

2
General D&D Discussion / Is SNA IX as silly as it looks?
« on: February 15, 2013, 10:01:46 PM »
Is SNA IX as silly as it looks? I mean, besides storm elementals and other stuff from splats... it looks very flat. You could summon a unicorn, or two kinds of farie. Were is the advanced HD ginormous dire bear? Or whatever.

3
General D&D Discussion / Katana=Schimitar? Discuss.
« on: February 13, 2013, 08:14:15 PM »
It just always bothered me that the sword made to be sharp as hell has a normal sword crit rate. On top of that EWP bastard sword is demeaning. "I just spent a feat to deal +1 damage! yay!"


So make katanas be one handed martial slashing or piercing weapons, that deal 1d6 damage at medium & have a 18-20/x2 crit rate? Would mean messing with some magic items, and making the samurai class not suck.

4
Oslecamo's Improved Monster Classes / Purple Worm
« on: February 08, 2013, 11:27:32 PM »
Purple Worm



HDd12

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+1+2+0+0Violet Body, Purple Rain, Earth Maw +1 Con +1 Str
2nd+2+3+0+0Segmentation, Tail Sting, Crush+1 Con
3rd+3+3+1+1Swim, Poison +1 Con
4th+4+4+1+1Tunnel +1 Str +1 Con
5th+5+4+1+1
6th+6+5+2+2Growth, Swimier +1 Str +1 Con
7th+7+5+2+2Adamantine jaws +1 str +1 con
8th+8+6+2+2Gulp, Air tremors
9th+9+6+3+3Swimiest +1 Str +1 Con
10th+10+7+3+3Growth
11th+11+7+3+3Purple Haze +1 str +1 con
12th+12+8+4+4Deep Worm


Skills:4+int modifier per level, quadruple at 1st level,  class skills are Hide (Dex), Knowledge (Nature) (int), Listen (wis), Move Silently (Dex), Sense Motive(Wis), Search (Int), Swim (Str), and Survival (wis).

Proficiencies:A purple worm is only proficient with his own natural weapons.

Violet body:The Purple Worm loses all other racial bonuses, and gains magical beast traits(basically darkvision 60 foot and low light vision). It instead gets tremor sense out to 30ft or 10ft per 2HD, whichever is more. It is a medium sized magical beast with base speed 30 feet, a Burrow speed equal to 1/3 its base speed, and a natural weapon bite attack dealing 1d8+1,5 Str mod damage. Purple worms have no limbs capable of fine manipulation, but awakened specimens are capable of speech.

   A Purple Worm also gains a natural armor bonus equal to 2+Con modifier.

Purple Rain(Ex):The purple worms gizzard is full of stones, and they quickly learn to spit these at high rates of speed. A worm can “load” a stone from his gizzard to his mouth as a move action(this becomes a swift action at 6HD). While he has a stone in his mouth he can't make bite attacks. If the worm has the rapid reload feat he can load a stone as a swift action(a free action at 6HD).

The worm can then shoot the stone out as an attack, as if throwing it with a sling. The stone deals damage as a sling stone thrown from a sling of the worms size including the Str modifier to damage. In addition the stone is covered in a large quantity of acid, and so the stone acts like a acid flask except the damage to the initial target is reduced to 1. The damage to both the initial target and the splash increase to 1d4 at 2 HD, +1d4 for every 2 HD after 2.

Earth Maw(Ex): As the srd Improved Grab ability, applied to the Purple Worm's bite attack.

Ability Score Increase: The Purple Worm gains +1 to
Str at levels 1, 4, 6, 7, 9, 11
Con at levels 1, 2, 3, 4, 6, 7, 9, 11

For a total of +6 Str, +8 Con at level 12

Segmentation: At 2nd level, the Purple Worm starts to grow to its full length. The worm's size increases to Large, but its space does not increase; instead it now leaves a trail behind it, representing the bulk of its body, while the worm's normal space represents its head. This trail fills the last 5ft square the worm's head has occupied, +1 square per class level (eg. a 4th-level purple worm would leave a trail 5 squares in length, filling the last 5 squares its head had occupied), each square corresponding to one segment of the worm's body. Every segment is considered part of the worm's space, but only its head is capable of threatening squares. The worm can move directly upward as long as at least 2 segments remain touching the ground. If more then half the worm's segments are in the air because of vertical movement, the worm's head segment drops to the ground at the end of its turn(it doesn't take any damage for this fall) .
If the Purple Worm would ever increase further in size, its normal space does not increase but its trail gains an additional 2 segments. Likewise the Purple Worm loses this ability if somehow shrunk to Medium size or smaller.

Tail Sting: At 2nd level, the segment at the end of the Purple Worm's trail gains a primary sting attack dealing 1d6+1.5xStr mod damage and has a x4 critical modifier. This sting attack has its own threatened squares, separate from the worm's other attacks.

Crush: At 2nd level, whenever the Purple Worm enters a creature's space or vice versa, the other creature falls prone and takes 2d8 points of bludgeoning damage + 1.5 times the purple worm's Str modifier (Reflex halves the damage and negates the knockdown, DC = 10 + half the purple worms HD + Con modifier).

Poison(Ex): A worms sting is filled with a heavy dose of a paralyzing toxin. At third level, his sting inflicts an injury poison when it hits. Fort DC 10+1/2HD+Con modifier, initial and secondary damage 1d3 strength. For every three HD after 3rd, the initial and secondary damage grows by one size.

Additionally, the worms gastric juices develop a hallucinogenic quality at the same time. Targets of the purple worms Purple Rain or are in its gizard as part of the worms swallow whole ability are effected by a contact poison. Fort DC 10+1/2HD+Con modifier, initial and secondary effect is confusion for one round.

Swim(Ex): A worm can slowly make its way through water. At third level, the Purple worm gains a swim speed equal to 1/3 his move speed.

Tunnel(Ex): A worm learns to make proper tunnels with great rapidity at level 4. His burrow speed increase to one half his land speed, and he can now leave behind viable tunnels.

Swimier(Ex): At 6th level a worm has learned to swim slightly better. His swim speed increases to ½ his land speed.

Growth: At 6th level and again at 10th level, the Purple Worm increases in size by one category. Its space does not increase, though the length of its trail increases by 2 segments and its reach increases as normal.

Adamantine Jaws: At 7th level a Purple worms jaws are impossibly powerful, and its teeth cut through diamond with no effort. The worm's burrow speed it now equal to its land speed and it can burrow through any material of hardness 20 or less. Its bite attack now is considered to be made of adamantine, and so ignores hardness less then 20.

Gulp(Ex):At 8th, a Purple worm can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the worm’s digestive juices(both damages increase accordingly when the worm grows in size). Finally creatures inside the worm are exposed to his stomach's hallusinagenic contact poison. A swallowed creature can cut its way out by dealing damage to the worm’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The worm’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.

In addition, the Purple Worm now ignores freedom of movement effects when using this and its improved grab ability.

Air Tremors(Ex): At eigth level, a purple worm can feel the wind, and know when something changes. It gets blind sight out to 10ft per 4HD, rounded down.

Swimiest(Ex): A level nine Purple Worm moves through water like an eel. Its swim speed now equals its land speed. Additionally the Purple worm can now breath water like it can breath air.

Purple Haze(Ex): A eleventh level purple worms hallucinogenic effects becomes more potent. Targets that fail their save against the initial damage have a 50% miss chance on all their attacks for 1d4+1 rounds. Targets that fail their save against the secondary effects of the poison treat all targets of their attacks as if they were under the effects of a mirror image spell with 4 images+1 per 2 HD of the wrom above 8 for 10 rounds.

Deep worm(Ex): I got nothing.

So yeah, not done yet. Need features for level 11 and a cap stone...

(click to show/hide)

5
Min/Max 3.x / Is DN 2 a solid dip?
« on: February 01, 2013, 07:42:48 PM »
Ok, to clarify, I nearly break out in hives when I play a pure caster. The book keeping scares me off, as do the huge amount of options. Bearing that in mind...

Do you think taking two levels of Dread Necromancer, and the tomb born soul feat is a solid investment for a melee character. The benafits I see are a nice spell list(in armor), DR 2, free out of combat healing, and rebuke undead. Cons would be the d8 HD, losing one point of BAB, and not being healed by positive energy.

6
Oslecamo's Improved Monster Classes / Titan
« on: December 23, 2012, 06:48:26 PM »
Titan



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comments
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[/td][/tr][/table]

7
origional thread


putting this here for more opinions... 
This started as a funny/terrifying idea(a octopus that floats with a large lighter then air gas bag in its head), and evolved from there. 
I basically advanced a giant octopus 2 HD, 2CR, made it a magical beast, gave it the cold sub type, granted a flight speed, and added a variable use set of SLAs fluffed as extraordinary uses of ink.  Don't know if it will actually threaten a 8-10th level party of four, but I thought it might be cool. 

Thoughts? Would you use this in a game? Would you want to mod some part of it? Is it overly complex?

Skytopus:
Large Magical Beast (Cold)
Hit Dice: 10d10+13 (68 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 15ft (perfect)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +10/+19
Attack: Tentacle +15 melee (1d4+5)
Full Attack: 8 tentacles +15 melee (1d4+5) and bite +13 melee (1d8+2)
Space/Reach: 10 ft./10 ft. (20 ft. with tentacle)
Special Attacks: constrict, Death throws, Improved grab,  Ink. 
Special Qualities:  Dark vision 60ft, immunity to cold, jet, low-light vision, vulnerability to fire.
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills: Escape Artist +12, Hide +12, Listen +5, Spot +7, Move silently +13
Feats: Alertness, Multiattack, Skill Focus (Hide), Toughness.
Environment: Any
Organization: Solitary
Challenge Rating: 10
Advancement: 11-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: -

A skytopus looks like a pale giant flying octopus. Scholars suggest wizards are to blame for their existence, but there is no evidence to support this. Research has shown that the actual ability to float is caused by the large amount of lighter than air gasses in air sacs in its head. Sadly research has yet to show how they generate ink in mere moments. 

These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers. The ability breath fire just adds to the horror of these creatures. Even druids are known to kill them on sight.

Combat:
An opponent can attack a skytopus’s tentacles with a sunder attempt as if they were weapons. A skytopus’s tentacles have 10 hit points each. If a skytopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a skytopus’s tentacles deals 5 points of damage to the creature. A skytopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.

Constrict (Ex):
A skytopus deals 2d8+6 points of damage with a successful grapple check.

Death Throes (Ex):
When a skytopus is killed, it erupts in a fiery explosion that deals 10d6 points of fire damage to anyone within 40 feet. A successful Reflex save (DC 16) halves the damage. The save is Constitution-based.

Improved Grab (Ex):
To use this ability, a skytopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Ink (Ex): A skytopus can emit flammable ink in a variety of ways. Whichever way it uses this ability, it can't use ink again for 1d4 rounds.

(click to show/hide)

Jet (Ex): Once per round as a full-round action, a skytopus can jet at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. It also cannot attack as part of this movement.   Just before jetting, as a free action, a skytopus can release an ink cloud (see above)

Skills: A skytopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks.

8
Off Topic Fun / how many times have you checked Gittp today?
« on: October 04, 2012, 12:23:49 AM »
well...  I think I am at 1200...  going into withdrawal...

9
[D&D 3.5] High Arcana / [Discussion] Brute Squad discussion thread
« on: October 03, 2012, 12:39:23 AM »
now then...  howdy, welcome to our own private discussion thread!

edit: to break the ice...  I have most of my character made.

but I doubt it is optimized enough...  so advice?  I tend to have a low cheese tolerance, so feel free to call me on it. 

10
New Psionics: Mutant Powers / Concept
« on: September 26, 2012, 11:09:29 PM »
[note]ok, an explanation.  I am not a HB machine, heck, I am not going to be doing a lot of work for a month or two yet, so this is an open project.  Look at the original telekenetisit?  That is the idea.  If you want to post a class?  bug me and I will give you a thread, and you can get others to edit it.  I will try to make edit suggestions when I have time.  then I will make a big composite thread to place the current versions of each class with a list of contributors. that sound good?[/note]


So, ever notice that psionics is just re-fluffed casting?  Yeah, it is very sad.  Not to say the magic system masquerading as psionics is a bad system, but it isn't what I would want when I make a character with mutant powers.  You shouldn't need to wait till level 5 to use telekinesis, and you shouldn't be limited to 6-7 uses per day. 

Now, what do I want to put in its place?  Classes focused on at-will or per encounter abilities.  Classes focused on one special ability, and doing many things with that ability.  Classes that are balanced and fun. 

Archetypes to make into classes:
Telekinesis
Mind bending
Blaster
astral projection
prescient


please suggest more!

11
New Psionics: Mutant Powers / World Warper [WIP]
« on: September 26, 2012, 10:54:03 PM »
Veklim's World Warper. 
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Much gratitude to sirpercival for the remarkably easy to follow instructions for table formats on these boards...  ;)

Change Log:
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World Warper  Hit Dice:D8
Alignment: Any



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Motes
1st+0+0+0+2 Wild Talent, Natural Attunement, Elemental Motes, Maelstrom 3
2nd+1+0+0+3 Sense Elements, Enhance Maelstrom 1/encounter 4
3rd+2+1+1+3 1st Circle Weaves 5
4th+3+1+1+4 Attuned Resistance 6
5th+3+1+1+4 Maelstrom (1 Mote), Core Control 7
6th+4+2+2+5 Enhance Maelstrom 2/encounter 8
7th+5+2+2+5 2nd Circle Weaves 9
8th+6/+1+2+2+6  10
9th+6/+1+3+3+6 Core Command 11
10th+7/+2+3+3+7 Maelstrom (2 Motes), Enhance Maelstrom 3/encounter 12
11th+8/+3+3+3+7 3rd Circle Weaves 13
12th+9/+4+4+4+8 Attuned Immunity 14
13th+9/+4+4+4+8 Greater Control 15
14th+10/+5+4+4+9 Enhance Maelstrom 4/encouter 16
15th+11/+6/+1+5+5+9Maelstrom (3 Motes), 4th Circle Weaves 17
16th+12/+7/+2+5+5+10  18
17th+12/+7/+2+5+5+10 Core Contingency 19
18th+13/+8/+3+6+6+11 Enhance Maelstrom 5/encounter 20
19th+14/+9/+4+6+6+11 5th Circle Weaves 21
20th+15/+10/+5+6+6+12 Elemental Apotheosis 22

Class Skills (4+Int): Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (psionics)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)

Proficiencies.
The World Warper is proficient with all simple weapons, light and medium armour and all shields except for tower shields.

Wild Talent.
At 1st level, the World Warper gains Wild Talent as a bonus feat.

Natural Attunement. (Su)
At 1st level, a World Warper chooses an element to focus on, and gains unique abilities based on that choice. This element is referred to as your Attuned Element, however, each element has an opposed element which imposes certain restrictions on your choices. Each element also has an energy and mundane damage type associated with it, both of which are listed with their element below along with what types of abilities each element specialises in. If you have a weakness or vulnerability to an element when you obtain this ability, you may not attune to that element. Choose from one of the following:
  • Air. Electricity and piercing damage (movement abilities). Opposed element: Earth.
  • Earth. Acid and bludgeoning damage (defences). Opposed element: Air.
  • Fire. Fire and slashing damage (offence). Opposed element: Water.
  • Water. Cold and subdual damage (insightful abilities). Opposed element: Fire.

Once made, this choice is permanent and may never be changed, not even with a Wish or Miracle. The element chosen is inextricably linked to your very soul.

Elemental Motes. (Su)
From 1st level onwards, the World Warper gains control of a certain number of tiny elemental conduits called Motes, made real by his psionic power. Each Mote connects to a single element, chosen when you gain access to each Mote individually, and once chosen it remains of that element. However, at 4th level and every 4 levels thereafter, you may choose to reassign the element of a number of Motes you control equal to your Wisdom modifier. This is the only way a World Warper may change the element of a Mote he controls, it is otherwise permanent. You gain a number of Motes as listed on the table.

You may treat any non-opposed Mote as a Mote of your Attuned Element, but may never do so with an opposed element Mote (for example, you choose Air as your Attuned Element, you may treat any Fire or Water Mote you control as being an Air Mote, but cannot do so with any Earth Mote you control). As such, you need never choose a Mote of your Attuned element, but you may still do so if you wish.

Mote abilities usually require you spend a certain number of specific Motes, and many abilities also require the investiture of one or more Motes to maintain the effect. Spent Motes are returned to your control at the beginning of your turn unless you elect to invest them, any Motes invested in the upkeep of an ability are invested when you activate the ability and may be recovered as a free action, but the effects they were maintaining immediately end. You may not spend or invest (or more likely, a combination of both) more than 1 + 1/2 class level (minimum 1) Motes on any single ability use, and all Mote abilities which require a save have a DC of 10 + 1/2 class level + Wisdom modifier

Core Weave.
You begin knowing only one Mote ability, referred to as your Core Weave. Which one you gain is determined by your Attuned element as follows:
  • Like The Wind. (Air) As a move action you may invest Air Motes to gain a +10ft / Mote bonus to all your base speeds for as long as you keep them invested.
  • Earth Whispers. (Earth) As a move action you may invest Earth Motes to gain tremorsense with a radius of 10ft / Mote for as long as you keep them invested.
  • Body Aflame. (Fire) As a move action you may invest Fire Motes to literally ignite your body for as long as you keep them invested. This deals no damage to you or your equipment, but whenever a creature successfully attacks you in melee they immediately receive 2 / Mote fire damage.
  • Surface Ripples. (Water) As a move action you may invest Water Motes to gain a +1 / Mote insight bonus to initiative and saves for as long as you keep them invested.

Maelstrom. (Su)
Beginning at 1st level, the World Warper gains the ability to channel their Attuned Element into a destructive blast of energy at will. Doing so is treated as a ranged attack with which you are proficient, affects a single target, has a range of 50ft + 5ft / class level, a critical of 20/x2 and deals elemental damage of the type for your Attuned Element equal to 1D8 / 2 class levels (minimum 1D8) plus your Wisdom modifier. This is treated as if it were a weapon attack, it may benefit from iterative attacks due to a high base attack bonus and may be selected for feats like weapon focus.

At 5th level you gain the ability to enhance your Maelstrom with the investment of a single Mote (this counts toward your Mote limit if combined with an Enhanced Maelstrom). This requires a swift action and the Mote is invested as long as you wish, or until the start of your next turn, whichever is longer. You may not invest an opposed Mote in this manner (so a Fire Warper could not add the effects of a Water Mote to his Maelstrom). Depending upon which element you use, you will gain one of the following effects:
  • Air. You may move 5ft as a free action every time your Maelstrom attack hits.
  • Earth. You gain a stacking +1 deflection bonus (max. +5) to AC until the beginning of your next turn for every time your maelstrom hits.
  • Fire. You gain a stacking fire damage bonus equal to +1 / damage die (max. +5) until the end of your turn for each maelstrom attack which hits.
  • Water. Every successful attack on a target gives you a stacking +2 bonus (max. +10) to hit that same target until the beginning of your next turn.

At 10th level, you may invest two different elemental Motes into your Maelstrom ability, gaining the effects of both. You still may not invest an opposed Mote.
At 15th level, you may invest three different elemental Motes into your Maelstrom ability, gaining the effects of all three. You still may not invest an opposed Mote.

Sense Elements. (Su)
As the Shugenja ability except using your World Warper level and Psicraft instead of Shugenja level and Spellcraft.

Enhance Maelstrom. (Su)
At 2nd level, and every 4 levels thereafter, the Warper gains the ability to adapt and change their Maelstrom ability a certain number of times per encounter as listed in the table. As a standard action you may expend a use of Enhance Maelstrom and the listed number of Motes to imbue a single Maelstrom attack with any one or more enhancements you know, as long as you can pay the combined Mote cost for all enhancements applied. Only non-opposed Motes may be used to pay for enhancements. Enhanced Maelstroms do not have a critical range or multiplier. Each time you gain this ability you learn one of the enhancements listed below:

Enhancements
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Weaves. (Su)
Beginning at 3rd level, the Warper steps fully onto the path of the Warper and learns his first true Weaves. These require a standard action to perform and are much akin to psionic powers or spells, with one or two differences. Firstly, to use a Weave, you must spend Motes of the correct element to activate it. When activated the Weave is either instantaneous or lasts for 1 round, but many Weaves have an option called Maintenance which allows you to invest Motes to increase this duration (maximum maintained duration is listed in brackets). This is called maintaining the Weave.

Maintaining the Weave.
Motes used for maintenance are invested as a non-action when the Weave's basic duration expires (duration before the parentheses). You may keep these Motes invested for as long as the maintenance duration states (duration inside the parnetheses) after which time the Weave ends anyway and invested Motes are returned to your control. Only certain element Motes may be used for most maintenance, as per the Weave descriptions, but there is another restriction. You may not maintain a Weave of your opposed element, and you may not use Motes of your opposed element to maintain a Weave, which means there will always be Weaves you know which you cannot maintain. However, you also gain a number of Resonant Motes equal to the highest circle Weave you know (so if you had 3rd Circle Weaves, you would have 3 Resonant Motes). Resonant Motes are of your Attuned element, and may only be used to maintain the Weave, including your Core Weave. If you fall asleep, lose consciousness or die, all maintained Weaves immediately stop.

1st Circle Weaves.
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2nd Circle Weaves.
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Attuned Resistance. (Ex)
Beginning at 4th level, the Warper gains energy resistance equal to his class level towards his attuned element (for example, a 6th level Water Warper has Cold Resistance 6). This resistance stacks with any other resistance you may be getting from other sources. You may instil a portion of this resistance in others with the investment of Motes. As a standard action which does not provoke attacks of opportunity, you must touch the creature to be affected and invest an attuned Mote to grant half your Attuned Resistance to the creature touched. Any Motes invested this way may remain invested as long as you wish.

Core Control. (Ps)
At 5th level your Core Weave gains new uses as your connection to your attuned element deepens. As long as you have at least 3 Motes invested in your Core Weave, you gain use of an at-will Psi-like ability as described below, depending upon your Core Weave. Treat your class level as your caster level for these effects.
  • Like The Wind: You gain a gaseous form (as per the spell, except as noted here) which is usable a total of 5 minutes / class level in a day. You may stop this effect as an imediate action or resume this effect as a standard action whenever you wish.
  • Earth Whispers: You may use Stone Shape (as per the spell) a number of times per day equal to your class level.
  • Body Aflame: You may use Pyrotechnics (as per the spell, except as noted here) a number of times per day equal to your class level. Using this ability does not extinguish the fire used if you do not wish to do so, although you may still elect to put it out.
  • Surface Ripples: You may use Quench (as per the spell) a number of times per day equal to your class level.

Core Command. (Su)
At 9th level you begin to unlock the true potential of your elemental attunement, even mighty elementals are laid low at your presence. As long as you have at least 5 Motes invested in your Core Weave, you may turn or destroy creaturess of your opposed element. You may also rebuke, command or bolster creatures of your attuned element. These abilities may be used a combined number of times equal to 3 + Charisma modifier / day (minimum 1).

Attuned Immunity. (Ex)
From 12th level onwards, the Warper becomes immune to damage from his attuned element.

Greater control. (Ps)
At 13th level, the ability you gained from Core Control improves. As long as you have at least 7 Motes invested in your Core Weave, your Core Control ability requires only a move action to perform and gains an enhancement as follows:
  • Like The Wind: You are no longer affected by wind in your gaseous form.
  • Earth Whispers: You no longer suffer a 30% chance of failure when stone shaping moving parts, however your DM may require an appropriate craft or knowledge check depending on what you wish to shape.
  • Body Aflame: Any creature which fails it's save against your Pyrotechnics ability is set on fire and takes 2 fire damage / Mote invested in Body Aflame. Creatures get a reflex save to try and put themselves out at the start of their turns, but take 2 fire damage / Mote for every round they fail this save until they either pass or the duration of Pyrotechnics ends.
  • Surface Ripples: You may now irrigate fields or refill wells and small bodies of water (using half the normal area of the spell) with this ability.

Core Contingency. (Ex)
At 17th level, as long as you have at least 9 Motes invested in your Core Weave, you gain the ability to heal damage using your attuned element. As long as you are in contact with your chosen element, you gain fast healing equal to your Wisdom modifier. Furthermore, any damage which would be dealt to you (disregarding Attuned Resistance and Attuned Immunity) by your chosen element's energy type instead heals you of that much damage.

Elemental Apotheosis. (Ex)
At 20th level you transcend your mortality and the ravages of the elements, becoming part of that elemental force instead of bending to it. You become an Elemental (with the Augmented subtype maybe?), your Maelstrom ability becomes (Ex) and you always count as having a number of Motes invested in your Core Weave equal to your Wisdom modifier (minimum 1), even when unconsious or asleep.



12
New Psionics: Mutant Powers / Telekineticist
« on: September 26, 2012, 10:50:55 PM »
Just to be clear...  I made a very rough draft of this.  Then Vekilm and DerTollUdo made it work.  They should get the props for the finished product, not me. 
Class:
(click to show/hide)


13
New Psionics: Mutant Powers / Mindbender [WIP]
« on: September 26, 2012, 10:40:08 PM »
The mind bender is much derided.  It's not worth the levels beyond one...  so in my continuing remake of psionics, I present the mind bender. 


"GET OUT OF MY HEAD!"-A mindbenders victim, shortly before committing suicide. 

Mind Bender
[table=head]Level|BAB|Fort|Ref|Will|Special |Telepathy|Mind Blast|Miss Chance|Cloud slots
1st|+0|+0|+0|+2|Mind blast, Command(move action)|30ft|1d10|0%|0
2nd|+1|+0|+0|+3|Cloud the mind(silent image, disguise self)|30ft|1d10|5%|1
3rd|+1|+1|+1|+3|Command(2 targets)|30ft|2d10|5%|1
4th|+2|+1|+1|+4|Cloud the mind(Minor image)|40ft|2d10|10%|2
5th|+2|+1|+1|+4|Mental shielding, Mind scan|50ft|3d10|10%|2
6th|+3|+2|+2|+5|Cloud the mind(Major image), Command(standard action)|60ft|3d10|15%|4
7th|+3|+2|+2|+5|Mad landscaping|70ft|4d10|15%|4
8th|+4|+2|+2|+6|Command(3 targets), Puppetry|80ft|4d10|20%|6
9th|+4|+3|+3|+6|Improved mental shielding|90ft|5d10|20%|6
10th|+5|+3|+3|+7|Greater mad landscaping|100ft|5d10|25%|10
11th|+5|+3|+3|+7|Command(fullround action)|110ft|6d10|25%|10
12th|+6/+1|+4|+4|+8|Cloud the mind(mislead)|120ft|6d10|30%|14
13th|+6/+1|+4|+4|+8|Command(4 targets)|130ft|7d10|30%|14
14th|+7/+2|+4|+4|+9|Cloud the mind(mass mislead)|140ft|7d10|35%|20
15th|+7/+2|+5|+5|+9|Greater mental shielding|150ft|8d10|35%|20
16th|+8/+3|+5|+5|+10|Command(thrall)|160ft|8d10|40%|26
17th|+8/+3|+5|+5|+10||170ft|9d10|40%|26
18th|+9/+4|+6|+6|+11|Command(5 targets)|180ft|9d10|45%|34
19th|+9/+4|+6|+6|+11|Master mental shielding|190ft|10d10|45%|34
20th|+10/+5|+6|+6|+12|MINDRAPE|200ft|10d10|50%|42

Alignment: Any
Hit Die: 1d4

Class Skills:
Class Skills: Bluff(Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate(Cha), 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), and Use Magic Device (Cha
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6+ Int modifier


[SIZE="5"]
Class Features:[/SIZE]

All the following are class features of the Mind bender.

Weapon and armor proficiencies: A mind bender is proficiant with all simple weapons.  They are not proficient with any kind of armor. 

Telepathy(Su): A mindbenders most basic ability, the ability to touch other minds.  A mindbender can speak telepathically to anything within the range given on the table as long as it has a language.  Over this link he may use any social skill(such as intimidate, diplomacy, bluff, sense motive, or gather information).  Additionally he may transmit emotions or feelings to creatures without a language.  His telepathy is blocked by five foot of dirt or wood, one foot of stone, or one inch of metal per level of mindbender. 

Command(Su): The first and perhaps greatest of a mindbender's manipulations.  A mindbender can spend a full round action to control a target or targets to an extent(reduced to a standard action at tenth level).  The target(s) make a will save DC 10+1/2 mindbender level+mindbender Cha mod or the mindbender chooses their move action for this round.  At sixth level, the mindbender instead chooses their standard action, at eleventh level the mind bender can instead chose to have them perform a full round action, and at sixteenth level the mindbender can chose all their actions until the beginning of his targets next turn.  At third level and every fifth level there after, a mind bender can affect an additional target with this abilaty as part of the same full round action. 
This abilaty can affect mindless or mind affecting immune creatures, but they do get a +4 bonus to their will save. 

Mind blast(Su): A mind is a very soft spot, pushing it a little can cause great harm.  A mind bender can chose to deal 1d10 nonleathal damage plus another 1d10 non lethal damage every second level in place of a action specification to a target that failed it's save aginst his command ability. 

Cloud the mind(Su): A mind bender has a great skill in fooling those he can affect telepathically.  He can create myriad illusions, but only as far as he can influence.  When a non mindless creature enters his telepathy range, they must make a will save DC 10+1/2 mindbender level+mindbender Cha modifier.  The mindbender can chose to exempt creatures from this affect.  If they fail, they are considered to have failed to disbelieve all the illusions the mind bender has active, and do not get another save to disbelieve them.  If they succeed they are forced to make a will save the next round.  This continues until they leave the mindbenders telepathy range or they fail the save.

All illusions created with this ability do not need to be concentrated to exist.  They are created by the mindbender as a free action that can be taken at any time and continue until the mindbender cancels them as a free action that can be taken at any time. 

Illusions take up a certain number of cloud slots, given in their description.  A mindbender has a number of cloud slots as given on the class table.  When the illusion is canceled, the slots it filled are emptied and can be filled with a new illusion immediately. 

Certain illusions require a number of mindbender levels to be used. 
(click to show/hide)

Additionally the Mind Bender has the indicated miss chance against targets that fail their save. This portion of the ability does not take up cloud slots.

Mental shielding(Su): Starting at fifth level, a mindbender begins to be able to defend their own mind.  They gain SR and PR 5+their mindbender level against mind effecting spells or powers, and a +2 bonus to saving throws against mind affecting effects. 

Mind scan(Su):  Starting a fifth level, a mindbender moves beyond communication into true mind reading.  He can produce a read mind affect in his telepathy range as a swift action, but it automatically acts as if round three of concentration.  Maintaining the affect is also a swift action, and must be done each round.  Targets get the will save to hide their thoughts, but the DC is 10+1/2 the mindbenders level+the mindbenders intelligence modifier score.  Success hides the targets thoughts for the round, but the protection only lasts for the round and they must make the save again for the next round.

Mad landscaping(Su): Starting at seventh level, the mindbender can force those in his influence into a land of his choosing.  This ability effects targets that have failed their will save against cloud the mind.  The minbender can as non actions create a Hallucinatory terrain effect with an unlimited duration in his telepathy range, and can cancel it as a free action. 

Puppetry(Su): Starting at eighth level, a mindbender can toy with opponents to a frightening degree.  He can chose to sacrifice all his commands for a round to attempt full mental control over a target.  The target must have a CR equal to or less then the mindbender.  The target gets a will save as if saving against the command ability.  If it fails, the mindbender becomes paralyzed, and gains full control of the target(can dictate all actions, knows and can use all of the targets skills, feats, and abilities, ect).  If target takes damage, the mindbender takes an equal amount of nonlethal damage.  If the mindbender falls unconscious, the control is broken.  The mindbender can end this abilaty at any time as a free action. 

this is a mind effecting ability. 

Improved mental shielding(Su):  At nineth level, a mind bender grows more adept at protecting his mind. They gain SR and PR 10+their mindbender level against mind effecting spells or powers, and a +4 bonus to saving throws against mind affecting effects. 

Greater mad landscaping(Su):
At tenth level, the mind bender adds buildings to his mental domain. This ability effects targets that have failed their will save against cloud the mind.  The minbender can as non actions create a mirage arcana effect with an unlimited duration in his telepathy range, and can cancel it as a free action.

Greater mental shielding(Su):  At fifteenth level, a mindbender is nearly imposible to effect.  They gain SR and PR 15+their mindbender level against mind effecting spells or powers, and a +6 bonus to saving throws against mind affecting effects. 

Master mental shielding(Su):  At nineteenth level a mindbender is almost un effectable.  They gain SR and PR 20+their mindbender level against mind effecting spells or powers, and a +8 bonus to saving throws against mind affecting effects. 

MIND RAPE(Su):  Most of the time a mindbender can just influence a creatures mind...  at twentieth level they can rebuild it from the ground up.  Using MIND RAPE requires the target to be affected by the command ability.  Using the abilaty is 10 rounds of full round actions, and requiring total concentration(treat as a 10th level spell for the affects of distraction).  THe target is paralyzed for the 10 rounds.  At the end of this time, the mindbender can induce any amount of amnesia, repressing the memories, or the mind bender can or plant any amount of false memories.  This abilaty can remove levels from a target, but can't add them.  Either way the target is dazed for 24 hours therafter as they reconstruct their mind around the new data.  During this time the target changes alinment, level, and any other statistic based on their new memories.  This affect can be broken by a remove curse spell cast by someone who new the target before they were MIND RAPED. 



done besides fluff...  but this is a very rough draft,I would really like feed back.

14
Introduce Yourself / Well... another step down the rabbit hole
« on: September 23, 2012, 12:25:02 AM »
-Elijah Smith AKA Bobthe6th
-Well...  Masters Of Magic is still the best game ever made, but I am as a rule playing D&D 3.5
-Being a student...  Masters Of Magic...  Seeing how many instances of Masters Of Magic I can fit in a post... Occasionally LARPING. 
-United states of America, up near Ithaca New York. 
-GITPG, Myth weavers...  and this is another step into the online gaming community. 

Some of you might recognize me from the homebrew section of Gittp, and others from games in the past two years.  So Hi!

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