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Vaynor
2006-06-28, 07:54 PM
Yeah, they are fairly powerful. Maybe I'll add a requirement or two more.

Also, they get Hold it because they're supposed to be rough and tough guys. :P

Collin152
2006-06-28, 07:57 PM
Maybe Ease up on the offensive and add a little more defensive. Also comment on the Crybaby, or it'll cry. Well, it was gonna anyways. Now look what youve done!

Gefangnis
2006-06-28, 08:02 PM
Pillow Warrior: I'd take it down a notch, but it seems pretty solid.

Cry Baby: Love it - I can't think of anything wrong with it. Solid, balanced, and flavorful. Bravo.

Collin152
2006-06-28, 08:05 PM
Cry Baby: Love it - I can't think of anything wrong with it. Solid, balanced, and flavorful. Bravo.
Honest and for true? Well, mucho gracias mi perro de sol. Su casa is La Cocino grande, y mi casa et su casa. I appreciate it. Any Flava suggestions?

Gefangnis
2006-06-28, 08:14 PM
Honest and for true? Well, mucho gracias mi perro de sol. Su casa is La Cocino grande, y mi casa et su casa. I appreciate it. Any Flava suggestions?


Ich spreche deutsche.

But no, really, it's good. I love the "sympathy" flavor.

Vaynor
2006-06-28, 08:18 PM
Pillow Warrior: I'd take it down a notch, but it seems pretty solid.
Ok, I dimmed down improved devastating smack, if that helps.

Collin152
2006-06-28, 08:27 PM
Ich spreche deutsche.

But no, really, it's good. I love the "sympathy" flavor.
mi langish is muy muy malo. But I appreciate the conformation. Or summat like that. So, could it Rival the Bard in Teamworkness? Yes? Yes? Maybe.

I guess thats Better work on the Pillow-thingy. It seems like a very narrow scope compared to everything else. But then, thats what PrC are for, right?

Wait.... According to a person, I made something Balanced on my first attempt. Can I get a "w00t!w00t!"?

Gefangnis
2006-06-28, 08:27 PM
Ok, I dimmed down improved devastating smack, if that helps.


I like it much better. I have a thought, though, take it or leave it.

When I'm pillow fighting, it always seems to be regular hits until you get that big SLAM. Or, that big slam comes when your laying down, helpless. Maybe you could have devestating slam be something to the effect of knocking down an opponent on a crit, and then the threat range is increased when they're prone.

Collin152
2006-06-28, 08:36 PM
I like it much better. I have a thought, though, take it or leave it.

When I'm pillow fighting, it always seems to be regular hits until you get that big SLAM. Or, that big slam comes when your laying down, helpless. Maybe you could have devestating slam be something to the effect of knocking down an opponent on a crit, and then the threat range is increased when they're prone.
I like that idea. It gives it a more.. tactical feel, rather than, oh say, "another way to beat your enemies senseless". Pillowfighting: When you go down, you'd better STAY down. Or else. Rather, youd better NOT stay down, for your sake. Mmmm.... Sake....

So what should I take on Next? The Big Meanie(not the Bully) Or Mama's Little Helper(Another Teammate based one. Plus other stuff. Baking cookies anyone?)

Vaynor
2006-06-28, 09:07 PM
I like it much better. I have a thought, though, take it or leave it.

When I'm pillow fighting, it always seems to be regular hits until you get that big SLAM. Or, that big slam comes when your laying down, helpless. Maybe you could have devestating slam be something to the effect of knocking down an opponent on a crit, and then the threat range is increased when they're prone.
Yes, but you are not adept in the ways of the pillow. A pillow warrior knows just how to get that awesome hit every time. ;)

Collin152
2006-06-28, 09:24 PM
Yes, but you are not adept in the ways of the pillow. A pillow warrior knows just how to get that awesome hit every time. ;)
Okay, so this PrC is just another Generic way to beef up your damage when you lay the smack down. Anyways, I like it. Perhaps you could make more extrapolations on the pillow theme. ie, Pillow armor, Maybe magic flying pillows, pillow spells, (feather storm anybody?)Like, whats the Hardness/hitpoints of Pillow? Try a full scale pillow fortress in the Imaginry plane! Keep it up and you could veritably have an avatar made of all your stuff. Nice work! I love your use of childhood memories. Me? I gots none. If I were one of these classes, Id be the Quiet Reader. Seriously, I could identify words at 2, reading at 3. I was Awesome. Anyways, I should probably get cracing on a prestige class.

Alchemistmerlin
2006-06-28, 09:43 PM
Question:

What's the marker for how large each section should get before we change creation themes?

X number of classes?

X number of pages? (We're getting up there...)

Any ideas? So far we have 10 classes.

BelkarsDagger
2006-06-28, 09:44 PM
I'd say 10 pages max, and stop it early if we get too much stuff.

Shiny, Bearer of the Pokystick
2006-06-28, 09:46 PM
The Thread Focus has now officially shifted to:
Character Customization.

And away from Base Classes.
Please focus your contributions on skills, new uses for old skills, feats, and prestige classes (and anything else that falls under the above heading).

I'll respond to the last few pages of comments and index the last few contributions soon, really, I promise. I'm just too tuckered at the moment from attempting to playtest some aspects of the system with my most understanding friends.


Edit; I took another stab at editing up the Ratcatcher- sense motive really didn't make that much sense.

BelkarsDagger
2006-06-28, 09:58 PM
Stick Optimization: [General]
You have learned to use twigs in such a way, they act like little Rapiers.
Prerequisits: Imagine 3 Ranks
Benefits: Any and all Stick (including Pencils, but not Rulers) Weapons used by you have an additional +1 damage.

Booger Factory: [General]
You simply produce Snot like heck.
Benefits: Your Boogers count as one size larger.

Vaynor
2006-06-28, 10:02 PM
Okay, so this PrC is just another Generic way to beef up your damage when you lay the smack down. Anyways, I like it. Perhaps you could make more extrapolations on the pillow theme. ie, Pillow armor, Maybe magic flying pillows, pillow spells, (feather storm anybody?)Like, whats the Hardness/hitpoints of Pillow? Try a full scale pillow fortress in the Imaginry plane! Keep it up and you could veritably have an avatar made of all your stuff. Nice work! I love your use of childhood memories. Me? I gots none. If I were one of these classes, Id be the Quiet Reader. Seriously, I could identify words at 2, reading at 3. I was Awesome. Anyways, I should probably get cracing on a prestige class.
That I am, pillow items on the way!

Pillow Armor

Made from two pillow strapped to the front and back of the player, these pillows are resilient but easy to break.

AC Bonus: +2
Maximum Dexterity Bonus: +6
Armor Check Penalty: -1
Arcane Spell Failure: 15%
Speed: 30/20'
Weight: 5 pounds
Cost: 1 golden chocolate coin

Alchemistmerlin
2006-06-28, 10:17 PM
Alright some images coming up.

Panlid champ from before, with some minor line tweaks:
http://img282.imageshack.us/img282/7865/panlidchampion1zx.png

Panlid champ and his imaginanal form, ghosted behind him
http://img282.imageshack.us/img282/779/panliddwarf5uv.png

Just the ghosted imaginary form:
http://img46.imageshack.us/img46/9238/imaginedwarfgoldandgrey7pa.png

And his form fully realized on the imaginal plane:
http://img121.imageshack.us/img121/6081/dwarfgoldandgrey3wp.png

And unfortunately a crappy transformation between them:

http://img256.imageshack.us/img256/8552/panlidtransformation1fa.gif

My animation software makes the edges all bad like that.

Vaynor
2006-06-28, 10:20 PM
Ooh! Nice pictures!

Could you do a Pillow Warrior?

Alchemistmerlin
2006-06-28, 11:55 PM
Ooh! Nice pictures!

Could you do a Pillow Warrior?


I shall attempt it after my final tommorrow ;D

Collin152
2006-06-28, 11:59 PM
Try "Smart Morph" Much better software for that sort of thing.
I bet A Crybaby wouldn't be hard for you to muster up. Probably wouldn't be so flashy, but... Well....

Anyways, I just got back from a Dodgeball excursion, when I had a stroke of Genius!

DodgeBall simple Thrown Weapon
Damage:Small 1d6 Medium 1d8 crit X2 (bludgening)
Range Inc: 25 feet
Cost: 5 Chocolate Coins

Cringe -Feat[General]
In the face of Danger, you scream like a little girl, hunch your shoulders and look away
Benefits: As a free action you may begin Cringing, even if it isn't your turn. You get a +1 Dodge bonus to Armor Class, but take 1 1/2 damage from succesful hits

BelkarsDagger
2006-06-29, 12:05 AM
Why does a Dodgeball cost as much as 5 goats? A gp is worth a goat in value.

Vaynor
2006-06-29, 12:07 AM
I shall attempt it after my final tommorrow ;D
Yay! Also, be sure to include his pillow armor! :P


Why does a Dodgeball cost as much as 5 goats? A gp is worth a goat in value.
Maybe it took three goats to make, and it's good workmanship. ;)

Collin152
2006-06-29, 12:14 AM
show me a more effective new weapon on this board, and I will lower the price of mein dodgeball.

Lose Temper [General]
You can fly into a hissy fit when properly agravated
Prerequisits: Tantrum 6 Ranks, BaB +3
Benefits: By succesfully making a DC:20 Tantrum check, you emulate the Barbarian's Rage class feature. This can be used once per day.

Bat your Eyes [General}
Isn't that adorable?
Benefits:Once per day you may add twice your Charisma Modifier to any social situation

Wallow in your Filth [General]
Gross, smelly, and gross smelly.
Benefits:Once per day, you may gain a +1 morale bonus to armor class for 1d4 minutes. During this time, you automatically fail all social skill attempts, except against those also under the effects of this feat.


So many edits... Anyways, New uses for your Imagine Skill, eh? Transitioning to and from the Imaginal Plane? Assaulting Imaginary creatures, creating unintelligent imaginary friends(less than the dreamers) and so on. Minor illusions, animatin' stuff, the Plausibilities are endless!

Alcino
2006-06-29, 05:30 AM
BlackFox: Those are great ideas!

Leperflesh: I kind of hoped somebody would notice that. The sand is already there; the Divination spell allows for the called shot to the eyes. I'll consider changing it to a dual-school spell unless there are objections.

Tantolian: I'm not sure anyone has figured that for sure. I figure the setting in which the kids are will only influence their culture and thus what they imagine, but since we've got some kind of Lego engineer, I figure the non-imaginal part of the setting is full d20 Modern.

Alchemistmerlin: Instead of "Copper Piece = Candy Corn", why not "Copper Piece = Single Rocket" ? Every kid likes those, so they're still desirable, but they're definitely cheap. I even know kids who grind Rockets to have Rocket powder tubes. So they're really an ideal base currency. Gum and Chocolate Coins are spot-on, though.

The Mind Flayer: The Bag of Infinite Legos is a stroke of genius. I say we keep it as is and simply assign a value to it later. (Actually, maybe a Box or Vat would be more appropriate...)

Collin152: The Copycat is a really neat class idea which I want to see realized as soon as possible (preferably before the deadline). The yo-yo is pretty cool too, just a few balance issues once we finalize the weapons. The flavor sure is there, though, with Dex checks and all that.

Wehrkind: You're perfectly right about the flavor of the game. It needs clarification. Right now, we've got two distinct ideas floating around: Kids influencing each other with threats of retribution from their parents and candy currency VS imaginary dangers, strange sentient creatures and very powerful abilities. Will imaginal monsters obey the very inspiring Simon Says or Mother May I spells?

The Obese Ninja: Heh, glad to see my spells' flavor being used for flavor instead of min-maxing.

Yuki Akuma: That's gotta be one of the best explanations of the Imaginal Plane i've read yet (well, after the initial description, anyway). I like how "playing" became "taking a trip to the Imaginal Plane".

Oh, and next post, new spells. And I haven't nearly run out of ideas, so you can expect similar onslaughts on a weekly basis at worst.

Impose Lava is essentially Hallucinatory Terrain like we used to pretend when we were young. Firewall is a slightly less powerful Wall of Fire, and the flavor is more appropriate. Neverending is pretty much Permanency but with more general rules.

Some, like Hug, are all-new while others are essentially things you expect kids to know if they're to be efficient, like Detect Wealth.

Since I'm tired of typing "Range: Special (see description)" and then typing about being able to hear or see the caster, I'll just say "Range: Hearing" or "Range: Visual" from now on. Oh, and this is totally retroactive.

As a general rule, I see items replicating spell effects as very common depending on the spell. Everyone should get a chance to use a Rude Gesture. Maybe some spells could be switched to feats, but I'm not too fond of ability-granting feats. Gotta have very few.

Also, although I've continued thinking about it, I'm still not sure how a new spell system should work. Once we definitely determine exactly how "magic" works here (and if Simon Says affects imaginal monsters, for example), I'll see where the idea can lead.

Don't forget... if the setting, items, classes, feats and spells are all-new, we're not even really D&D anymore. And from that point, the sky's the limit.

Alcino
2006-06-29, 05:34 AM
Impose Lava
Illusion (Glamer)
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: Short
Area: One 5-ft. square/level
Duration: 1 min./level
Saving Throw: Will disbelief (if interacted with)

The surface of the intended area now looks, sounds and smells exactly like a pool of lava (or a similar obstacle, like a bottomless pit or vicious brambles). Depending on the illusion used, the spell can affect any surface, no matter the angle or irregularities.

A creature that enters "lava" and fails its Will save automatically falls prone and must spend a move action to reach an adjacent unaffected square and get up.

Firewall
Evocation
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Medium
Effect: Line of flames 30-ft. long/level or ring of flames with a radius of 5 ft/level
Duration: 1 min./level
Saving Throw: Reflex half

The ground over the covered area simply catches aflame, dealing 2d6 fire damage + 1/level (up to +15) to creatures caught in it. A creature that makes a succesful Reflex save can move to an adjacent square of its choice. Attempting to cross the Firewall does the same damage but allows no save. The Firewall also deals 1d6 fire damage to any adjacent creature.

Since it is only 5 feet high, the Firewall can be jumped over. A creature making a DC20 Jump check only takes half damage; beating the check by 10 mean only 1d6 damage is received and beating it by 20 negates all damage.

Create Lava
Evocation
Level: 5
Components: V, S
Casting Time: 1 round
Range: Short
Duration: 1 min./level
Saving Throw: Reflex half (see description)

Immediately upon completion of the spell, and once per round thereafter as a standard action, the caster can create a glob of lava. The lava simply drops down and promptly fills a 5-ft. square. The caster can create 10 such globs over the duration of the spell and the lava created lasts 10 minutes before it is "absorbed" into the ground.

The lava doesn't damage the ground but it otherwise follows the usual rules for lava. Lava created in the square occupied by a creature does 4d6 damage (Reflex save for half). Crossing a square occupied by lava causes 2d6 damage. Any damage suffered from contact with lava continues for 1d3 rounds afterwards but for only half the damage dice (that is, 2d6 or 1d6). Standing next to lava or jumping over any length of lava-filled squares causes 1d6 subdual damage.

Detect Wealth
Divination
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
Saving Throw: Will negates

The caster becomes able to detect wealth possessed by individuals or just lying around. The spell can not determine the value of anything that isn't a recognized currency.

1st Round
Presence or absence of wealth.

2nd Round
Number of accumulations of wealth and approximate value of the strongest one (±50%)

3rd Round
Approximate value and location of all accumulations of wealth.

Concentrating on a single accumulation in a subsequent round will reveal its exact value unless it is in the possession of a creature, which is entitled to a Will save.

Time Knowledge
Divination
Level: 0
Components: V, S
Casting Time: 1 round
Range: Personal

This spell reveals selected time-related information to the caster, who can choose one of the following:

Seconds
The caster knows how many seconds have elapsed between one known event and the present time, up to 1 hour. For example, this can be used to know exactly how much time has passed since a timer indicated "53 seconds left".

Minutes
The caster knows how many minutes have elapsed between one known event and the present time, up to 1 day. For example, this can be used to know the exact time of the day.

Days
The caster knows how many days have elapsed between one known event and the present time, up to 1 year. For example, this can be used to know the exact time of the year.

Time Knowledge, Greater
Divination
Level: 2

This spells works exactly like Time Knowledge but adds the following option:

Years
The caster knows how many years have elapsed between one known event and the present time. For example, this can be used to know the age of someone, possibly bypassing disguises or misdirection spells. On the timeless Imaginal Plane, this can also be used to accurately determine distance from the center, albeit in years rather than kilometers.

My Dad's Stronger than Yours
Transmutation
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Short, Hearing
Target: Two creatures that must have had a dad at some point
Duration: 1 min./level
Saving Throw: Will negates (see description)

The caster grants an ally the ability to say "My dad's stronger than yours" to another creature as a free action. The ally immediately gets a +4 enhancement bonus to Strength as a result of his superior genes while the creature suffers a -4 penalty to Strength on a failed Will save.

Precocious Insight
Transmutation
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)

The ally touched by the caster temporarily becomes more mature, resulting in a +2 enchancement bonus to Intelligence, Wisdom and Charisma.

Unlike typical enchancements to Intelligence, this one grants the ally temporary ranks in a single chosen skill equal to the caster's level + 3. The caster can even choose among the skills usually reserved to adults.

Hug
Transmutation
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will (harmless)

The target gains a +5 circumstance bonus to Grapple checks used to initiate or maintain a grapple. Also, size modifier bonuses to escape the target's grapple are divided by half (or negated if already divided by half because of a feat).

Group Hug
Transmutation
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: 1 creature/level
Duration: 1 min./level (D)
Saving Throw: Will (harmless)

Group Hug works like Hug, except that it affects multiple creatures.

Neverending
Transmutation
Level: 5
Components: V, S, XP
Casting Time: 1 minute
Range: Adjacent
Target: One non-instantaneous spell
Duration: Neverending
Saving Throw: Will (harmless)

The caster can use this spell to make other spells neverending.

The caster must be at least level 8 + spell level.

The caster must also expend a number of XP equal to 500 x spell level (500 XP for level 0 spells). If the spell is cast on another creature, that creature can choose (but can never be forced to, even by magical means) to expend part or all of the XP itself.

All attempts to neverend spells must first be approved by the DM.

Whim
Universal
Level: 6
Components: V, S, XP
Casting Time: 1 standard action

Whim is considered to be the ultimate spell as it lets the caster reproduce almost any effect. For example:
Duplicate any spell of 5th level or lower, provided the spell is available to your class.
Duplicate any other spell of 4th level or lower.
Undo the harmful effects of most spells.
Negate a Neverending spell.
Produce any other effect whose power level is in line with the above effects.A duplicated spell uses the save DC of a 6th-level spell. When a Whim duplicates a spell with an XP cost, the caster must pay that cost or 250 XP, whichever is greater. Negating a Neverending spell requires an XP ependiture of 250 more than what was needed to neverend the spell in the first place.

XP Cost
250 XP or more (see above).

Keep Walking
Transmutation
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will (see description)

The target can leave any surface it can stand on (like a table or a roof) and keep walking as if that surface continued horizontally. Wind has no additional effect on such an "airborne" creature and objects it drops stop at its feet.

The spell cannot allow the target to gain height unless it walks off a higher surface. At any time, the target can stop using its current surface and float down until reaching a new (real) surface. If the target is still on a virtual surface when the spell ends, it floats down until it reaches secure ground.

Extra Turn
Transmutation
Level: 6
Components: V, S
Casting Time: 1 round
Range: Personal

Upon completion of the spell, the instant before his turn, the caster gets a free round in which he is the only one to act. That round technically lasts 0 seconds, so the caster does not risk attacks of opportunities or damage due to environmental effects during the extra round.

Keep It For Later
Conjuration (Summoning)
Level: 5
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 day/level (D)
Saving Throw: Will (harmless)

Upon rolling any number on a d20, the target can choose to replace it with a natural 1, accepting all the consequences of that roll. The number is kept for a single day before dissipating.

Anytime the target needs to roll a d20, it can choose to summon the stored number to replace that roll. Once a number is summoned or dissipates, a new one can be stored as soon as the opportunity presents itself.

A caster can only provide a single Keep It For Later spell at a time and must wait for one to be dispelled or to finish before casting it again.

Parental Guidance
Divination
Level: 3
Components: V, S
Casting Time: 1 round
Range: Short
Target: Mom or Dad
Duration: Instantaneous

If the caster has a way to dialogue with Mom or Dad, he can ask for advice. The question asked must be simple enough to be answered in a short sentence. Typically, a Parent will answer the question based on strictly unimaginary knowledge and follow that with a short line of general advice. Questions on delicate subjects or requiring an answer far too convoluted will generally yield only general advice.

A particular question will always result in the same answer until the character advances an age category, at which point some details might change.

Alcino
2006-06-29, 05:38 AM
Some might want to use my spell template, so here is an example:


Impose Lava
Illusion (Glamer)
Level: 2
Components: V, S
Casting Time: 1 standard action
Range: Short
Area: One 5-ft. square/level
Duration: 1 min./level
Saving Throw: Will disbelief (if interacted with)
Also, I'm taking requests from now on. Is there a particular spell effect you want to see covered? Do you have a nifty idea for a new spell? Just ask!

Yuki Akuma
2006-06-29, 06:37 AM
Alcino, your spells are decidedly awesometastic. Many of those would work well for the Storyteller or the Quiet Reader (the ones focused around stories, like the lava ones, for example), and I can see My Dad Is Stronger Than Yours being a good Mama's Boy spell.

blackfox
2006-06-29, 08:38 AM
CUTEified spells:
Good Hope=You're the Best
Crushing Despair=You're a Dummy Poo-Poo Head
Feather Fall=Parachute
Contagion=The Flu
Create Food and Water=Raid the Fridge
Ice Storm=Blizzard
Forbiddance=Get OUT of my ROOM!
Obscuring Mist=Fog
Fog Cloud=Greater Fog

I don't think anyone came up with any CUTE names for these spells yet... if someone did, use theirs, they thought it up first.

Bully PrC coming up later today, I promise!

Alcino, I like your spells.

Gefangnis
2006-06-29, 09:25 AM
Hooray for Alcino! Those spells are pretty freakin' awesome.

Not sure what to work on next, but I'll come up with something.

Tomb_Raven
2006-06-29, 09:53 AM
Experiment-OR
's are children who have a somewhat wicked streak. They are the older siblings who steal the heads of their little sisters dolls and use them for their "experiments", which usualy involve a tub of glue, some sticky tape and a pair of scissors. They are masters of mutilitation, of toys that is, and always manage to turn someones favourite toy into something icky
Hit die: d8

Requirements
To qualify to become a Experiment-OR, a character must fulfill all the following criteria.
Alignment: Any chaotic non good
Skills: construct: 8, imagine: 8, intimidate: 6
Special: Must have broken their own favourite toy out of their own free will to "make it better", and failed to.

Class Skills
-
not sure... same as base class except also Intimidate, Construct, imagine
-
Skill points at each level: 4 + Int modifier

Class features
All the following are the class features of the Experiment-OR.
Weapon and Armour Proficiency: Experiment-OR's are proficient with all weapons and armour.

Snatch: Experiment-OR's gain the Snatch feat (disarm with bare hands you get to keep what you snatched, full round action make a check as if it was a disarm atack with improved disarm) at 1st level

Brake: Starting at first level the Experiment-OR can attempt to brake any object he is holding a number of times equal to the level of Experiment-OR/day.

(im not sure as to how to do the dc to save being broken or if there should be one for non magical items, please help)

Icky'fickation: Starting at 2nd level a Experiment-OR can attempt to repair any broken item. This only works however if the Experiment-OR is trying to fix the item by mixing it with others. Same as construct except the Experiment-OR can create items which bring about moral penalties in his enemies.

Experiment-OR are extreamly fast at throwing together such toys, makeing one takes a full round action and requires glue, scissors, sticky tape and a random ugly toy.

-1 to attack rolls, will dc 15 negates. Each Icky'fickation only works once per battle... after that the Icky'fickation can be incorporated into a Totem of Spite.

Wa'ss'is: At 3rd level the Experiment-OR adds a quater his ranks in intimidate to his Snatch throw.

Totem of Spite: At 5th level the Experiment-OR can create a Totem of Spite out of multiple broken toys... these toys are all welded together to form a monstrosity, a blasphemy of toys. In the hands of the Experiment-OR such a totem wields dissastrous effects upon his enemies moral. The Totem of Spite causes a fear effect during the first round it appears: will save DC: 22 negates (or 20 not sure about balance) and also gives -2 to enemies attack rolls.

BaB: 3/4 (as Cleric)
Saves: Good Fortitude and Reflex, poor Will

ugh.... im absolutely unsure about this... game mechanics wise... need help to fix it.

Raven


Just reposting

Shiny, Bearer of the Pokystick
2006-06-29, 09:56 AM
It's an interesting idea, Raven, and I like the names you've come up with for things; I can't really comment on the balance until I see a bit more crunch, though.
But still, really neat idea!

Tomb_Raven
2006-06-29, 09:59 AM
Oh that was kind of it i think :/... only meant ot go up to level 5 and with the rest of the abilities if they are iffy thats why others could also speak their minds... seriously i have no sense of blance. Lik ei dont have gamers ears or soemthing :P

Raven

Gefangnis
2006-06-29, 10:00 AM
Snatch and Break seem somewhat overpowered - what if a character is using a ridiculously powerful magic weapon? *smash*

Icky'fication seems somewhat vague, could you elaborate?

Totem of Spite should be way more powerful, maybe nauseating, dazing, or even stunning?

Other than that, it's fine.

Edit: Wait, it's a prestige class, right?

Tomb_Raven
2006-06-29, 10:23 AM
Yeah its a PrC,... yeah i was wondering what to do with that. Snatch i was thinking that at first it can only be used when the oponent is flatfooted. As to brake and magic items thats why i didnt give it a dc yet to save or what have you... i cant think of a system for that.

Ickyfication is where the Pc "fuses" the broken toy with a different toy (can be mundane) to make something ugly and horrible... for example he snatches away a kids doll which was an imaginary magic wand. he rips of the dolls hhead and arms (brake) and then glues them to an ugly Teddy. This of course brings about negative penalties especialy because of moral to the others.

As to the totem yeah something like that seems reasonable... perhaps nausea is best

Mephibosheth
2006-06-29, 10:32 AM
Tomb Raven:

What if you had the Break ability work something like Dispel Magic, where the Experiment-OR would have to make a class level check against (for example) 10 + the caster level of the item in question. Thus, to Break a +1 sword, a Experiment-OR would have to make a class level check (d20+class level) against DC 13. To Break a +1 flaming sword would have a DC of 20. That way, Break would still be useful against magic items, but wouldn't automatically destroy the BBEG's +5 Greatsticksword of Party Destroying.

Mephibosheth

Tomb_Raven
2006-06-29, 10:35 AM
Yeah that sounds good :D

Raven

Mephibosheth
2006-06-29, 10:47 AM
As we have moved on to character customization, I think I'll re-post a feat I crafted earlier as a joke, but seem to fit with the tone of the setting. I present...

Repelling Stench

Whew...Your feet stink!
Prerequisites: Con 13+
Benefit: As a full round action that provokes an attack of opportunity, you remove your shoes/boots unleash the odor of your feet on the unsuspecting world. The stench of your feat emanates in a five-foot radius surrounding you, and any humanoid opponents must make a Will save (DC 10 + your constitution modifier) to move into base contact with you. Any opponents that are adjacent to you when you remove your shoes must make a Fortitude save (DC 15 + you constitution modifier) or be sickened for 1 round. This feat is not usable if your feet have been washed at any point during the previous day.

I also submit its accompanying weapon, the Razor Slip-On!

New Exotic Weapon – Razor Slip-Ons

http://www.planet-sports.de/images/products/m_classic%20slip-on1.jpg

Razor Slip-Ons appear very similar to the above shoe, but with a razor blade protruding 1 inch from the sole all the way around the shoe. No true Razor Slip-Ons wielder would ever wield them in conjunction with socks.

Light Exotic Weapon
Damage: 1d4 slashing
Critical: 19-20 / x2
Range Increment: 10 feet
Special: Razor Slip-Ons can be flicked from the feat as a standard action that does not provoke an attack of opportunity. Additionally, when wielding Razor Slip-Ons without the Exotic Weapon Proficiency (Razor Slip-Ons) feat, the wearer takes a 5 foot penalty to their movement and a -1 penalty on tumble, jump, and balance checks. The use of Razor Slip-Ons as a ranged weapon counts as removing the shoes for the purposes of the Repelling Stench feat.

I don't know if we really want to use these (they might work better for adults) but I could see a Wierdo taking this feat (or perhaps it could be a class feature...).

Mephibosheth

Yuki Akuma
2006-06-29, 10:49 AM
I've said this before to you, but it didn't seem to sink in: Ability score requirements for feats are always odd, so that should probably be 13+.

Mephibosheth
2006-06-29, 10:51 AM
I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry!

This is an old feat and I just copied and pasted it into this thread. I know that feat ability prerequisites are odd and I know the rationale behind this convention. I just forgot to change it when I was pasting.

Sorry

Mephibosheth

Yuki Akuma
2006-06-29, 10:54 AM
I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry!

This is an old feat and I just copied and pasted it into this thread.

Sorry

Mephibosheth

:P

Making feat prerequisites odd gives characters a reason to have odd ability scores. Otherwise, having an odd ability score is just a waste.

Gefangnis
2006-06-29, 11:04 AM
:P

Making feat prerequisites odd gives characters a reason to have odd ability scores. Otherwise, having an odd ability score is just a waste.

Isn't it still a waste? Correct me if I'm wrong, but that may as well be a requirement of 14, because no one is going to spend a valuable ability score point just to get a feat.

Yuki Akuma
2006-06-29, 11:06 AM
I don't know. I can think of several times I've spent my eighth-level ability score point to boost my Dexterity from 16 to 17 so I could take Improved Two-Weapon Fighting next level...

Don Beegles
2006-06-29, 01:06 PM
Well, here we have my first prestige class, the Specialist Reader. Names could do with much cuteifying. Blackfox, that means you, please.

The Specialist Reader
Most kids who like ot read will read anything, from Hop on Pop to Goodnight Moon, but some are more specialized. Specialist Readers enjoy a specific type of books which they read to the exclusion of just about all others.
Hit Die: d4

Requirements
Skills: Scary STories Move Silently 8 Ranks, Silly Stories Perform(Comedy) 8 Ranks, Bedtime Stories Hold it 8 Ranks, Stories with a lesson Sense Motive 8 Ranks
Feats: Scary Stories I'm not a-scared, Silly Stories Why did the chicken cross the road, Bedtime Stories It's not bedtime yet, Stories with a lesson Play nice
Spellcasting:Able to tell first-level stories or Fairy Tales
Special: Must be able to read and must pick one type of stories when he enters the prestige class.

Class Skills
The Specialist Reader's class skills (and the key ability for each skill) are Bluff (cha), Concentration (con), Construct (int), Construct (Int), Diplomacy (Cha), Gather Information (Cha), Hide (dex), Hold It(Con) Imagine (wis),Knowledge (all skills, taken individually), Move Silently(Dex), Perform(Comedy)(Cha) Sense Motive(Wis) and Spellcraft(int)
Skill Points per Level: 4*Int Modifier

Class Features
All of the following are class features of the Specialist Reader
Weapons and Armor Proficiency:
Specialist Readers donot gain any additional proficiency with weapons or armor.
Spells: Beginning at second level, and at every level after that except tenth, the Specialsit Reader gains new spells per day( and spells and Stories kown, if applicable) as if he had gained a level in the class that granted him the spellcasting requirements for the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the Specialist Reader had a level in more than one class which would fulfill the spellcasting requirements for the prestige class, he must choose one of thoses classes.
Book Sense: At first level, the Specialist Reader gains the ability to detect books of his chosen type or scrolls with spells taht could relate to that type as if he had cast Detect Magic as a caster level equal to his class level. The DM has teh final call as to whether any book is Scary, Silly, Fit for Bedtime, has a lesson, etc.
Special Knowledge: At first level, the Specialist Reader gains the ability to cast Read Magic at will.
Special Skill: At second level, the Specialist reader gets a +4 bonus with the specific skill related to his genre, namely the skill that he used to satisfy the requirement. This bonus increases to +8 at level five
Extra-SPecial Knowledge: At second level, the Specialist Reader gains the ability to cast Comprehend Languages once per day per point of the essential ability bonus for his spellcasting class. This ability only lets him understand written language, not spoken.
Power of Words: At third level, the Specialist Reader can cast a certain spell that pertains to their genre once per day. This ability increases to Twice per day at sixth level and three times per day at ninth. Spells are: Scary Stories Invoke MOnsters(Cause Fear), Silly Stories: Tickle(Tasha's Hideous Laughter), Bedtime Stories Naptime(Sleep), Stories with a lesson Ooh, SHiny(Hypnotism).
Talk with Books: At level 4, the Specialist Reader gains the ability to speak with books of his genre once per day, as though they were plants and the reader was casting Speak with Plants
Improved Word Power: The spell that the Specilaist Reader casts when he uses his Genre Manifestation ability is now counted as Empowered.
Book Melding: At tenth level, the Specialist Reader gains a permanent two-point enhancement to one of his ability scores, corresponding to his genre of choice. Scary Stories Dexterity, Silly Stories Charisma, Bedtime Stories Constitution, Stories iwth a Lesson Wisdom.

That's it. I feel like it's underpowered, and like I said the names are not cute at all, but not bad on the whole, I feel.

chionophile
2006-06-29, 01:13 PM
How about an "I Can't Hear You" spell?

nailohi8
2006-06-29, 01:19 PM
Platinum Pieces could be huge Jawbreakers, since I believe that wasn't decided when the currency was made.



You stole my idea!

(more when done reading thread)

no comments,general aclaim only.

Yuki Akuma
2006-06-29, 01:31 PM
How about an "I Can't Hear You" spell?

I Can't Hear You!
Enchantment
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 1 round/level or until discharged (see text)
Saving Throw: None

At any time, as an immediate action, the subject of this spell may cover his ears and loudly shout "I can't hear you!", or otherwise vocalise loudly, such as by humming or whistling. Until his next turn, the subject is treated as deafened, and is thereby immune to any language-dependent effects. In addition, he gains a +4 bonus to any saving throw against a spell with the sonic descriptor and gains sonic resistance 5.

A character may not utilise this spell if magically silenced, although it would be useless to do so anyway.


I'll respond to the last few pages of comments and index the last few contributions soon, really, I promise. I'm just too tuckered at the moment from attempting to playtest some aspects of the system with my most understanding friends.

Wait, what?! You must tell us of this!

belboz
2006-06-29, 01:52 PM
No thoughts on the Precocious/Gifted/Prodigy feat chain?

Anyway, here's another couple of feats; PEACH, as always:

Vivid Imagination
Requirements: Cha 13, Imagination 5 ranks

A character with a vivid imagination has wilder dreams, tells more convincing stories, and generally has an imagination that is resonant and infectious. Any imagination- or story-based effects produced by the character that allow for a complete or partial will save gain a +1 to DC.

Gripping Story [meta-magic]
Requirements: Vivid Imagination, ability to tell magical stories

When a character tells a gripping story, they stretch their story-telling abilities to the maximum, doing all the voices, throwing their whole body into it, and ensuring that the timing is perfect. Any will saves to resist the effects of the story gain a +3 to DC, which stacks with the +1 granted by Vivid Imagination.

A gripping story uses a story-slot one level higher than normal.

Collin152
2006-06-29, 02:26 PM
Hm, no more comments on the Crybaby, eh? Oh well. What can be said?

Comfort Item (ie Teddybear, doll, stuffed ferret, blanket)
This minor magic item provides comfort and security in an otherwise strange, big world. While held, it provides a +4 Morale Bonus against Fear effects, and a +1 enhancment bonus to Enchantment effects.
Craft Wonderous Item, Good Hope, some money and Xp. Price: Yes

Mephibosheth
2006-06-29, 02:51 PM
I have a couple of new feats to present that represent some classic bullying moves.

NOOGIE [General]
Your grapple attacks really, really hurt.
Prerequisites: Improved Grapple, BAB +5
Benefit: To use this maneuver, you must first successfully grapple the target. With a successful grapple check you may take a full-round action to rub your knuckle hard on the top of the target’s head. The target of a successful Noogie is nauseated for 1d4 rounds + 1 for every 5 by which you won the grapple check. This effect is in addition to the damage you would have dealt with a successful grapple check. This ability is only usable once per grapple.

WEDGIE [General]
The patented attack of the Jockatrice is now at your disposal!
Prerequisites: Improved Grapple
Benefit: To use this maneuver, you must first successfully grapple the target. With a successful grapple check you can grab the band of your opponent’s underwear and yank it upwards, limiting mobility. The victim of a Wedgie’s speed for all modes of movement (unless that movement doesn’t require any movement of limbs) is halved for 1d4 rounds + 1 for every 5 by which you won the grapple check. Using this ability automatically ends the grapple.

What do you think?

Mephibosheth

Collin152
2006-06-29, 02:55 PM
I have a couple of new feats to present that represent some classic bullying moves.

NOOGIE [General]
Your grapple attacks really, really hurt.
Prerequisites: Improved Grapple, BAB +5
Benefit: To use this maneuver, you must first successfully grapple the target. With a successful grapple check you may take a full-round action to rub your knuckle hard on the top of the target’s head. The target of a successful Noogie is nauseated for 1d4 rounds + 1 for every 5 by which you won the grapple check. This effect is in addition to the damage you would have dealt with a successful grapple check. This ability is only usable once per grapple.

WEDGIE [General]
The patented attack of the Jockatrice is now at your disposal!
Prerequisites: Improved Grapple
Benefit: To use this maneuver, you must first successfully grapple the target. With a successful grapple check you can grab the band of your opponent’s underwear and yank it upwards, limiting mobility. The victim of a Wedgie’s speed for all modes of movement (unless that movement doesn’t require any movement of limbs) is halved for 1d4 rounds + 1 for every 5 by which you won the grapple check. Using this ability automatically ends the grapple.

What do you think?

Mephibosheth

I love it. The Bully PrC should get these as bonus feats. Ooh! Maybe make special "Bully Feats" and give them bonus feats like fighters and stuff! This is classic. But now that I think about it, a mean older sibling is the biggest bully around sometimes. Aren't they Demigods anyways? Or at least lesser Gods?

blackfox
2006-06-29, 03:50 PM
Bold text mine.
[color=Maroon]Class Features
All of the following are class features of the Specialist Reader
Weapons and Armor Proficiency:
Specialist Readers donot gain any additional proficiency with weapons or armor.
Spells: Beginning at second level, and at every level after that except tenth, the Specialsit Reader gains new spells per day( and spells and Stories kown, if applicable) as if he had gained a level in the class that granted him the spellcasting requirements for the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the Specialist Reader had a level in more than one class which would fulfill the spellcasting requirements for the prestige class, he must choose one of thoses classes.
Book Sense: At first level, the Specialist Reader gains the ability to detect books of his chosen type or scrolls with spells taht could relate to that type as if he had cast Detect Magic as a caster level equal to his class level. The DM has teh final call as to whether any book is Scary, Silly, Fit for Bedtime, has a lesson, etc.
Special Knowledge: At first level, the Specialist Reader gains the ability to cast Read Magic at will.
Special Skill: At second level, the Specialist reader gets a +4 bonus with the specific skill related to his genre, namely the skill that he used to satisfy the requirement. This bonus increases to +8 at level five.
Extra-Special Knowledge: At second level, the Specialist Reader gains the ability to cast Comprehend Languages once per day per point of the essential ability bonus for his spellcasting class. This ability only lets him understand written language, not spoken.
Power of Words: At third level, the Specialist Reader can cast a certain spell that pertains to their genre once per day. This ability increases to Twice per day at sixth level and three times per day at ninth. Spells are: Scary Stories: Invoke Monsters (Cause Fear), Silly Stories: Tickle (Tasha's Hideous Laughter), Bedtime Stories: Naptime (Sleep), Stories with a lesson: Ooooh... SHINY! (Hypnotism.)
Talk with Books: At level 4, the Specialist Reader gains the ability to speak with books of his genre once per day, as though they were plants and the reader was casting Speak with Plants
Improved Word Power: The spell that the Specilaist Reader casts when he uses his Genre Manifestation ability is now counted as Empowered.
Book Melding: At tenth level, the Specialist Reader gains a permanent two-point enhancement to one of his ability scores, corresponding to his genre of choice. Scary Stories Dexterity, Silly Stories Charisma, Bedtime Stories Constitution, Stories iwth a Lesson Wisdom.

NOOGIE [General]
Your grapple attacks really, really hurt.
Prerequisites: Improved Grapple, BAB +5
Benefit: To use this maneuver, you must first successfully grapple the target. With a successful grapple check you may take a full-round action to rub your knuckle hard on the top of the target’s head. The target of a successful Noogie is nauseated for 1d4 rounds + 1 for every 5 by which you won the grapple check. This effect is in addition to the damage you would have dealt with a successful grapple check. This ability is only usable once per grapple.

WEDGIE [General]
The patented attack of the Jockatrice is now at your disposal!
Prerequisites: Improved Grapple
Benefit: To use this maneuver, you must first successfully grapple the target. With a successful grapple check you can grab the band of your opponent’s underwear and yank it upwards, limiting mobility. The victim of a Wedgie’s speed for all modes of movement (unless that movement doesn’t require any movement of limbs) is halved for 1d4 rounds + 1 for every 5 by which you won the grapple check. Using this ability automatically ends the grapple.

I love it. The Bully PrC should get these as bonus feats. Ooh! Maybe make special "Bully Feats" and give them bonus feats like fighters and stuff! This is classic. But now that I think about it, a mean older sibling is the biggest bully around sometimes. Aren't they Demigods anyways? Or at least lesser Gods? :D Those feats look like fun! I totally agree. And I'm going to add them right now...

Collin152
2006-06-29, 04:01 PM
We are really coming along here! I think we should slow down for a momment and evaluate our current material, then build on that, rather than the many Feats of Similar Value we're starting to see. Maybe small themes could be claimed, like Bullying (Feats, PrC, Skills designed for bullying), grossness, Imaginal, Toys, and things Relating to The Almighty Family. I mean, just how powerful are Mom and Dad? Is their power exceeded by the Grandparents, or Are they the Highest of this Pantheon? And Siblings: Are they demigods, or lesser deities? Or are they just VERY powerful mortals? Can they enter the Imaginal plane?
Seriously, lets bump up the organization skills a bit. I think I'll start statting out some Universal NPC's, like Santa or The Mailman(as opposed to everybodies individual family members). Toodles!

Vaynor
2006-06-29, 04:12 PM
I vote Santa gets Godhood.

Collin152
2006-06-29, 04:17 PM
I vote Santa gets Godhood.
No questions asked.

Alcino
2006-06-29, 04:30 PM
Yuki Akuma: My Dad Is Stronger Than Yours was effectively my first attempt at a specific Mama's Boy spell. Right now, I'll concentrate on flavoring essential spells, though. Your I Can't Hear You spell is quite fine and well-balanced considering how many new spells are dependant on language. I'll work on the magical silence now, I suppose.

Mephibosheth: Okay… just wow. The wording is real funny, too: "The use of Razor Slip-Ons as a ranged weapon counts as removing the shoes for the purposes of the Repelling Stench feat." I wish I had those when I was young. Also, my grapple-specific Hug spells are there specifically to help grapplers. Grappling is definitely something I want to see expanded too.

Belboz: I think Vivid Imagination is too powerful. Maybe reduce the bonus to DC or have limited uses. Or even have the bonus decrease over use as the kid's imagination is "spent".

Collin152: Although I wholeheartedly agree, I'm afraid there's just too much creativity around to stop inventing new things. It's true that "reviewers" should be assigned to every category, though, and as soon as possible. I claim spells! New NPCs are fine as we haven't seen any for a while.

Collin152
2006-06-29, 04:37 PM
"Collin152: New NPCs are fine as we haven't seen any for a while."
And what a coincindence, here's a bckstory for one that you will all find, oh say, less than adorable. Hutta!

Some adults will go to any length to be a child again, to stay eternally in blissful youth. Some would do anything to obtain such a prize. Few have actually tried. One has actually succeeded. Vincent Darkholmes was a bright child. He could see what adults often could not. He always saw the solution hidden under frustration and denial. But rather than being praised by his parents for such a gift, Vincent was scorned for being a smart-aleck, for degrading his elders. Vincent was one of the few children who delved deep into the plane of things imagined, the Imaginal plane, and realize what it was. He cherished this hideaway from reality, where he could see without being told what he saw was not there. As he grew, he found himself still able to enter this world, as his friends denied they ever entered. Vincent was 17 when he realized his hold on the plane was slipping, and soon he too would be cast out. Entering the plane, he went deeper than he ever dared, to the very limits of his sanity. There, he for the first time focused his ability to see the truth, in order to create a truth: He saw this world as his home now, and it forever would remain so. He severed his connection to his body, becoming a being of pure imagination in the process.
He has remained in that plane for years, shifting his form once more to his youthful face, making friends, watching them leave. He grew very sad that they had to leave him. For decades he wondered if he would have been better off living a normal life, growing up with his friends. No, he realized. They left him ages ago. They were not his friends. The new children just now finding the plane, they were his friends. And he would not let them leave. No, they would remain here until their bodies were old, and then they were all his to play with, forever. Vincent Darkholmes will forevermore play in the Imaginal plane. And he wants you to join him.

Don Beegles
2006-06-29, 05:28 PM
Thanks, Blackfox. That hits the spot.

belboz
2006-06-29, 05:38 PM
Belboz: I think Vivid Imagination is too powerful. Maybe reduce the bonus to DC or have limited uses. Or even have the bonus decrease over use as the kid's imagination is "spent".


OK. Because I don't want to add another layer of bookkeeping, I'd rather just lower the DC modifier. Would +1 be balanced?

[edit: I'm going to go for that and edit the original post. If anyone thinks that's not enough nerfing, or that it's too much, please let me know.]

Collin152
2006-06-29, 05:40 PM
So, what do all'yall think of Vincent Darkholme? Evil? Cool concept? Come on, I'm starving for praise!

blackfox
2006-06-29, 05:51 PM
Don Beegles--You're welcome. :)

Collin:--I'd say Vincent isn't exactly evil, more like twisted and deprived. EDIT: Good point... :P

Bully
HD: d10
Requirements:
Alignment: Any non-good.
Skills: Intimidate 10 ranks.
Feat: Bossy
Class Skills:
Bluff, Disable Device, Gather Information, Hide, Intimidate, Knowledge (local), Listen, Move Silently, Sense Motive
Skill Points/Level: 2+INT modifier
Weapon and Armor Proficiencies: Bullies gain no weapon or armor proficiencies.

Class features after I have dinner.

Collin152
2006-06-29, 05:53 PM
Collin:--I'd say Vincent isn't exactly evil, more like twisted and deprived.


Add that to Centuries of Bitterness, plotting, and the desire tokeep little children in his domain beyond their will and you get...?

belboz
2006-06-29, 05:54 PM
So, what do all'yall think of Vincent Darkholme? Evil? Cool concept? Come on, I'm starving for praise!

Both *very* evil (or rather, just moderately evil, but *very* creepy) and *very* cool. Do you have particular crunch in mind?

I assume this guy would be pretty powerful, and live fairly deep in the Imaginal. Despite being an adult, he should have a CUTE class, since he refuses to let his childhood go. A high-level (~13-15), NE Dreamer, perhaps? (I know evil Dreamers are rare, but Darkholme sure seems like one.)

[edit: And yeah, as the above makes clear, I agree with you about alignment. There's a fine line between sick and twisted, on the one hand, and actually evil, and I think Darkholme has crossed it. Actually, I suppose you could make him non-evil, depending on his *tactics* for getting his "new friends" to stay with them. I'm assuming he's not averse to using deceit or even force if necessary.]

Collin152
2006-06-29, 05:59 PM
Both *very* evil (or rather, just moderately evil, but *very* creepy) and *very* cool. Do you have particular crunch in mind?

I assume this guy would be pretty powerful, and live fairly deep in the Imaginal. Despite being an adult, he should have a CUTE class, since he refuses to let his childhood go. A high-level (~13-15), NE Dreamer, perhaps? (I know evil Dreamers are rare, but Darkholme sure seems like one.)

[edit: And yeah, as the above makes clear, I agree with you about alignment. There's a fine line between sick and twisted, on the one hand, and actually evil, and I think Darkholme has crossed it. Actually, I suppose you could make him non-evil, depending on his *tactics* for getting his "new friends" to stay with them. I'm assuming he's not averse to using deceit or even force if necessary.]

I think Dreamer Works perfectly. That was my sight. I'll work on the Cruch when I'm done with Copycat.

And yes, his tactics are quite "Questionable." He'll start out very polite, then as he becomes angrier, he tries to trap them, trick them, and If they just won't be had, reduce them to mere unconcious souls. Or summat like that.

Yuki Akuma
2006-06-29, 06:00 PM
If we're going to have an evil Dreamer BBEG, we need some feats and stuff to make the Dreamer more... BBEG-y.

A feat that lets the Dreamer's Imagination Made Flesh ability last longer, maybe? A sort of Persistant Spell effect...

Collin152
2006-06-29, 06:02 PM
If we're going to have an evil Dreamer BBEG, we need some feats and stuff to make the Dreamer more... BBEG-y.

A feat that lets the Dreamer's Imagination Made Flesh ability last longer, maybe? A sort of Persistant Spell effect...
Totally, and maybe something to beef up his "Imaginary" Friend.


Speaking of My Copycat Prestige Class, Here it is!


CopyCat
Kids playing with their imaginations is an exercise of creativity. Some Kids have no creativity of which to speak of, and so mimic the thoughts and actions of another. Some just do it to cheese someone off. But children do it all the same.
Copycats mimic the actions, skills, spells, and other abilities of another creature. This adds to their versatility, but considering there has to be a creature capable of the act in the first place, it rarely overpowers a group’s other utility members.

Hit Die: d8

Requirements
Skills: Play 9 ranks, Tantrum 5 ranks
Special: Must have been the target of a “Monkey see, monkey do” spell

Class Skills: Concentration (Con), Hide (Dex), Hold It (Con), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Play (Cha), Spot (Wis), Tantrum (Cha)

Skill Points each level: 4 + Int mod


Class Features:
Yeah, Me Too (Su): Beginning at first level, once per day a Copycat can replicate exactly any one action that you witnessed by making a DC 20 Play check. This includes Skill checks, attacks, movement, and use of sells. This takes a standard action to use, regardless of the action taken. This can be used one more time per day at 4th level, and again at 7th.
Monkey See, Monkey Do (Sp): At Second level, a Copycat can use the Spell “Monkey See, Monkey Do” as a spell like ability once per day.
Do This (Su): On a successful Intimidate check, a third level Copycat can force any character to take any action any character made in the last round. This is a mind affecting ability that can be used once per day.
Stop Copying Me (Su): At fifth level, a Copycat can force any character to refrain from taking any action that the Copycat made in their last turn, unless it makes a successful will save (DC: 10+Copycat levels+ cha modifier). The effect last 1d4 minutes, and can be used once per day. This can be used one more time per day at 8th level, and again at 10th.
Total Mimic (Su): At 9th level, a Copycat can mimic its opponents completely, as the Polymorph spell once per day. It carries all the restrictions of Polymorph.

belboz
2006-06-29, 06:33 PM
Totally, and maybe something to beef up his "Imaginary" Friend.


Yep. THere are already a few Dreamer-oriented feats out there too, that shouldn't be overlooked:

-Aberrant Dreams
-Vivid Imagination (assuming I can get it balanced)

I like the persistent imagining feat...and what about one like this?

Dark Friend
Prerequisites: Int 15, Imaginary Friend, Aberrant Dreams, Non-good alignment

A Dark Friend is a NE invisible stalker-like creature that replaces the dreamer's imaginary friend. It resembles an invisible stalker in all but the following respects:

The dark friend is only 50% real. See the Imagination Made Flesh ability for details.
The dark friend has mental skills equal to the dreamer's CHA score -2.
The dark friend has the Outsider type, with the Evil subtype, and is native to the Imaginal plane.
The dark friend can communicate exclusively with the dreamer and his or her imaginary constructs.
If the dark friend is killed, the Dreamer can summon another in one week, but this summoning costs 250 XP.
The dreamer can see the dark friend perfectly.
A dark friend generally serves its master loyally, but its first objective is to strand people in the imaginal plane. Why dark friends want this is unclear; they will keep it a secret from their masters as long as possible. When these two goals come into conflict, there is a chance the dark friend will betray its master to satisfy its other goal, depending on the dreamer's alignment:

NE: 15% chance
LE, CE: 30% chance
TN: 45% chance
LN, CN: 60% chance

A dark friend will never betray its master unless it thinks it can get away with it; the creatures are not suicidal.


[edit: Changed the stuff about the dark friend's loyalty. They really can't be 100% loyal, especially to neutral characters.]

Collin152
2006-06-29, 06:43 PM
Yep. THere are already a few Dreamer-oriented feats out there too, that shouldn't be overlooked:

-Aberrant Dreams
-Vivid Imagination (assuming I can get it balanced)

I like the persistent imagining feat...and what about one like this?

Dark Friend
Prerequisites: Int 15, Imaginary Friend, Aberrant Dreams, Non-good alignment

A Dark Friend is a NE invisible stalker-like creature that replaces the dreamer's imaginary friend. It resembles an invisible stalker in all but the following respects:

The dark friend is only 50% real. See the Imagination Made Flesh ability for details.
The dark friend has mental skills equal to the dreamer's CHA score -2.
The dark friend has the Outsider type, with the Evil subtype, and is native to the Imaginal plane.
The dark friend can communicate exclusively with the dreamer and his or her imaginary constructs.
If the dark friend is killed, the Dreamer can summon another in one week, but this summoning costs 250 XP.
The dreamer can see the dark friend perfectly.
The dark friend is almost always loyal to the dreamer, although there are a few tales of dark friends betraying their masters to extremely powerful evil Imaginal forces.


:o
I like it. i really, Really like it. You get an A+. Now, what next? Prestige Classes that fit his style, maybe? MUAHAHAHAHAHAHAHAHAHA!

Yuki Akuma
2006-06-29, 07:07 PM
My little class is coming into its own. ;D

I find it odd that, for a class with mostly neutral and good members, all the options for it so far have been for evil characters. Huh.

Collin152
2006-06-29, 07:12 PM
My little class is coming into its own. ;D

I find it odd that, for a class with mostly neutral and good members, all the options for it so far have been for evil characters. Huh.

Think about it: Would a whiner, crybaby, darling, or any of them make a good BBEG? No? Good. The Dreamer is Awesome because it is flexible flavorwise.

Yuki Akuma
2006-06-29, 07:17 PM
I'm thinking most BBEGs would have non-CUTE classes (either D20 Modern or D&D classes, depending...)... :P

Collin152
2006-06-29, 07:21 PM
I'm thinking most BBEGs would have non-CUTE classes (either D20 Modern or D&D classes, depending...)... :P
Rabble Flabble. if they don't have CUTE classes, why they get custom tailored classes, Cons'arnit! Think about it: Adults=Gods, right? Gods=Class Shmass

Yuki Akuma
2006-06-29, 07:28 PM
Rabble Flabble. if they don't have CUTE classes, why they get custom tailored classes, Cons'arnit! Think about it: Adults=Gods, right? Gods=Class Shmass

...Gods have classes.

Pelor is a Cleric 20/Druid 10/Fighter 10. St. Cuthbert is a Fighter 20/Cleric 20. Nerull is a Necromancer 10/Cleric 20/Rogue 10.

I could go on. ;)

blackfox
2006-06-29, 07:29 PM
Class Features
Threatening Posture
Bullies can make themselves look threatening enough that they can back their victims into a corner. At first level, and every three levels thereafter, Bullies get a +1 competance bonus to Intimidate checks. Thus +2 at 4th level, +3 at 7th level, +4 at 10th level.
I didn't do it!
Bullies have so much experience at avoiding getting in trouble that they can apply it to almost any situation. At second level, Bullies get a +2 competance bonus to Bluff checks, and this bonus rises to +4 when used to Bluff dieties such as Mom, Dad, Babysitter, and Teacher. Whenever this ability would be used on Santa, though, the Bluff check automatically fails.
Wedgie
At third level, Bullies gain Wedgie as a bonus feat.
Malicious Taunting
Bullies can make their taunts so degrading that the target of the taunts is overcome by dejection. Starting at 5th level, Bullies can cast You're a Dummy Poo-Poo Head (Crushing Despair) once per day. This increases to twice per day at 10th level.
Meanie Face
Bullies have a way of making their expressions so fearsome that they invoke fear in their enemies, leaving them shaken. Starting at 6th level, Bullies can use Meanie Face at will. Target gets a Will save against 10+Bully level+Cha modifier to avoid becoming shaken.
Noogie
At 8th level, Bullies gain Noogie as a bonus feat.
Cronies
Bullies travel in packs, picking on groups smaller and weaker than them. At 9th level, Bullies gain a number of cronies (as followers) equal to their CHA modifier. Each crony has a number of levels equal to one-quarter the Bully's total levels. They are single-class only. They may be any of the following classes:
Whiner
Darling
Storybook Hero
Panlid Champion
Is this overpowered?

BAB: As fighter
Saves: Fort and Will good, Ref weak

Collin152
2006-06-29, 07:30 PM
...Gods have classes.

Pelor is a Cleric 20/Druid 10/Fighter 10. St. Cuthbert is a Fighter 20/Cleric 20. Nerull is a Necromancer 10/Cleric 20/Rogue 10.

I could go on. ;)
Please do, but not now.
So, should Vincent go straight Dreamer, then? Or maybe a prestige class?






Class Features
Threatening Posture
Bullies can make themselves look threatening enough that they can back their victims into a corner. At first level, and every three levels thereafter, Bullies get a +1 competance bonus to Intimidate checks. Thus +2 at 4th level, +3 at 7th level, +4 at 10th level.
Wedgie
At third level, Bullies gain Wedgie as a bonus feat.
Malicious Taunting
Bullies can make their taunts so degrading that the target of the taunts is overcome by dejection. Starting at 5th level, Bullies can cast You're a Dummy Poo-Poo Head (Crushing Despair) once per day. This increases to twice per day at 10th level.
Meanie Face
Bullies have a way of making their expressions so fearsome that they invoke fear in their enemies, leaving them shaken. Starting at 6th level, Bullies can use Meanie Face at will. Target gets a Will save against 10+Bully level+Cha modifier to avoid becoming shaken.
Noogie
At 8th level, Bullies gain Noogie as a bonus feat.

BAB: As fighter
Saves: Fort and Will good, Ref weak
Those were, like, my EXACT Ideas!

Yuki Akuma
2006-06-29, 07:32 PM
If someone makes a special prestige class for Vincent he should, obviously, take levels. ;)

Bullies need more Charisma-related class features. Bullies are generally more charismatic than they are tough!

Randomman413
2006-06-29, 07:33 PM
Shiny- Did you ever post the stories for the Quiet Reader? The class looks amazing, but it doesn't quite work without the stories.

belboz
2006-06-29, 07:34 PM
Think about it: Would a whiner, crybaby, darling, or any of them make a good BBEG? No? Good. The Dreamer is Awesome because it is flexible flavorwise.

Oh, I dunno. Darling BBEG ~= Bard BBEG = lots of fun. Just has to be played differently.

I think we're tempted to imagine BBEGs as all adults (Darkholme is kind of an exception, but he's an adult *in age* if not *in form*--sort of an evil Peter Pan), but that needn't be true. I can easily imagine, say, an evil Whiner, through sheer force of will (and whining), subjugating a small kingdom in the imaginal, and swearing revenge on the good guys out of some real or imagined slight.

A bullied Quiet Reader thirsting for vengeance, a sadistic Storyteller who enjoys spreading fear, a Ratcatcher with a budding criminal empire of fellow children, even a Storybook Hero who prefers the evil stepmother to the princess...all these are fine choices for BBEGs.

Collin152
2006-06-29, 07:39 PM
Oh, I dunno. Darling BBEG ~= Bard BBEG = lots of fun. Just has to be played differently.

I think we're tempted to imagine BBEGs as all adults (Darkholme is kind of an exception, but he's an adult *in age* if not *in form*--sort of an evil Peter Pan), but that needn't be true. I can easily imagine, say, an evil Whiner, through sheer force of will (and whining), subjugating a small kingdom in the imaginal, and swearing revenge on the good guys out of some real or imagined slight.

A bullied Quiet Reader thirsting for vengeance, a sadistic Storyteller who enjoys spreading fear, a Ratcatcher with a budding criminal empire of fellow children, even a Storybook Hero who prefers the evil stepmother to the princess...all these are fine choices for BBEGs.


All good points. And technically speaking, Darkholmes is so incredibly ancient, he probably has no concept of old age anymore!

Shiny, Bearer of the Pokystick
2006-06-29, 09:27 PM
Shiny- Did you ever post the stories for the Quiet Reader? The class looks amazing, but it doesn't quite work without the stories.

I'm working on it, trust me.
I'm going to post that sometime tommorow hopefully, and then I'm going to probably tear my hair out by the roots trying to index all of you guys and your insane amount of productivity.
Most to all of the new feats, weapons, and skills look awesome- keep up the good work! I'm so so sorry I haven't been commenting as much as usual lately; real life is beggining to intrude on my efforts for C.U.T.E.
You all seem to be getting by without me somehow, though. ;)

Collin152
2006-06-29, 09:43 PM
I'm working on it, trust me.
I'm going to post that sometime tommorow hopefully, and then I'm going to probably tear my hair out by the roots trying to index all of you guys and your insane amount of productivity.
Most to all of the new feats, weapons, and skills look awesome- keep up the good work! I'm so so sorry I haven't been commenting as much as usual lately; real life is beggining to intrude on my efforts for C.U.T.E.
You all seem to be getting by without me somehow, though. ;)

Aww, we couldn't have done it without you. Rather we wouldn't have done it without you. We are insignificant compared to you. :P

The_Stoney_One
2006-06-29, 09:49 PM
hi... i wanted to suggest a spell "I cant see you, you cant see me" making you have full cover but blind.....

just my two cents

Collin152
2006-06-29, 10:00 PM
Here It is. The Ultimate of BBEG PrC. Vincent Darkholmes, this one's for you. (Maybe)

EDIT: Sorry, Inflict Bodily Harm isn't indexed normally. It's listed under the Abberent Dreams feat

Avatar of Terror

Not all denizens of the Imaginal Plane are cute little animals. Some are downright sinister, maniacal masterminds. These Vile creatures dwell in Nightmares, thrive on fear. These are they who scare little children at night. These are they that make the darkness dark, who cause the sun to sink. These are they who despise joy. These are the Avatars of Terror

Hit Die: d10

Requirements:
Skills: Intimidate 5 ranks, Hide 5 ranks, Move Silently 5 ranks
Feats: Aberrant Dreams
Class Feature: Out of it
Alignment: Any Evil
Special: Must have succesfully gone to the core of the Imaginal Plane

Class Skills: Concentration (Con), Hide (Dex), Hold It (Con), Imagine (Wis), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis),

Skill Points each level: 4 + Int mod


Class Features:

Fearful Strike (Su): On any successful melee attack, an Avatar of Terror may chose to use a fearful strike. The target is affected as though by a Fear spell.This replication includes any saving throws or Spell Resistance, as though it were the spell. The Save DC is (10+ Avatar of Terror levels + cha modifier) This is usable Once per day at first level, Twice at third, Thrice at Fifth.

Powerful Presence (Su): Enemies within 30 feet of a second level or higher Avatar of Terror must make a will save (Dc 10 + Avatar of terror levels + charisma modifier) or be unable to attack them for 1d4 rounds. A successful save prevents the creature from being affected by the same Avatar of Terror’s Powerful Presence for the next 24 hours.

Terrifying Minions (Su): At third level, an Avatar of Terror’s Imagination Made Flesh-creations as well as his Imaginary Friend share his “Fearful Strike” and “Powerful Presence” abilities, and receive a +4 to strength and a +2 to Constitution.

Nightmare Incarnate (Su): At Fourth Level, an Avatar of Terror can transform into a being of utter Evil and fear once per day. This functions as the “Dream Avatar” ability of the Dreamer class, except as noted here. The Avatar of Terror gains two claw attacks (1d8 slashing, x2) that always function as Fearful Strikes. The DC for his Powerful Presence increases by his ranks in Intimidate. This ability lasts as long as half his ranks in Intimidate + his charisma modifier. This can be used once per day.

Inflict bodily Harm (Su): At fifth level, The Avatar of Terror gains the Inflict bodlily Harm ability while on the Imaginal Plane, but only while in Incarnate form.

Inflict bodlily Harm: A creature with this ability is so threatning or scary that wounds dealt to the imagenary self manifest on the child. When the imagenary form is killed the child must make a will saving throw. Succeeding on the will saving throw will remove you from the imagenary world for one hour, this time is reduced by six minuets every five points over dc by which you succeed. If you fail the will saving throw you must make a fortitude saving throw or die, success forces the character into a coma. The save DC for the saving throws is Hd+10+charisma bonus(or stregnth bonus for the fort save).

Yuki Akuma
2006-06-30, 08:55 AM
Um. Info on the last ability, please! :P

Mephibosheth
2006-06-30, 10:02 AM
Collin:

I agree with Yuki on this one. We need more info on the last ability. I'd also like to see a clarification of whether or not the Fearful Strike ability allows a save and (if so) what the DC of that save it. Other than that, I like it a lot. Nice work!

For the boards at large, I have a few new feats, building off the concept behind Imagine Prowess (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=103#103). I present:

IMAGINE PROFICIENCY (WEAPON)[General, Storybook Hero]
Years of training? Who needs it?
Prerequisite: Imagine 6 ranks
Benefit: Using the Imagine skill, a character with this feat can grant him/herself proficiency in a single weapon of his/her choice merely through the power of his/her imagination. At the beginning of each day, the character must take 1 minute to imagine him/herself using the desired weapon, gaining proficiency with that weapon for the rest of the day. A character may only have imagined proficiency with one weapon at a time. Imagining proficiency with a simple weapon requires a DC 15 Imagine check. Imagining proficiency with a martial weapon requires a DC 20 Imagine check. Imagining proficiency with an exotic weapon requires a DC 25 Imagine check.
Special: A Storybook Hero can take Imagine Proficiency (Weapon) as one of his/her bonus feats.

IMAGINE PROFICIENCY (ARMOR) [General, Storybook Hero]
Sure I know how to wear that armor, now.
Prerequisite: Imagine 4 ranks
Benefit: As Imagine Proficiency (Weapon), except the Imagine check grants proficiency with a chosen class of armor. Imagining proficiency with Light Armor requires a DC 15 Imagine check. Imagining proficiency with Medium Armor requires a DC 20 Imagine check. Imagining proficiency with Heavy Armor requires a DC 25 Imagine check.
Special: A Storybook Hero can take Imagine Proficiency (Armor) as one of his/her bonus feats.

IMAGINARY TACTICS [General, Storybook Hero]
You're skilled in complex maneuvers...at least, you think so.
Prerequisites: Imagine 9 ranks, Imagine Proficiency (Weapon)
Benefit: As a free action, a character with this feat can make a DC 25 Imagine check and gain a +2 bonus on trip, disarm, or grapple checks (chosen when you make the Imagine check). A character can only use this feat when wielding a weapon that allows him/her to use the maneuver without provoking an attack of opportunity, or if he/she has a feat allowing the use of the maneuver without provoking an attack of opportunity. The granted bonus lasts until the end of the encounter. This maneuver is usable thrice per day.

So, what do you think?

Mephibosheth

blackfox
2006-06-30, 11:57 AM
Alright, I'm going to give the Bully more CHA-related features now. *edits post*

Collin152
2006-06-30, 03:26 PM
Alright, trimmed it up a bit. Inflict Bodily Harm was a monster ability on the same post as Abberant dreams. I diddn't want to bother looking it up and reposting it, assuming it had been indexed. ;)

blackfox
2006-06-30, 05:55 PM
Must... not... let... thread... fall... to... second... page...

What kinds of ideas are we looking for now? Are we still in base class mode? Do we need feats, skills, etc. etc. etc.? Or should I unleash my imagination upon monsters?

EDIT@v: Got it. I'll post something tomorrow.

BelkarsDagger
2006-06-30, 05:57 PM
'Twould be Character Optimization Time, meaning posting anything to optimize your character (i.e. Feats, Skills, Classes, Prestige Classes, etc).

Yuki Akuma
2006-06-30, 06:20 PM
ALL IN YOUR HEAD [Metamagic]
You can cast spells made entirely of imagination.
Prerequisite: Caster level 6th
Benefit: A spell that is All In Your Head is only 50% real. Targets are entitiled to a Will save in order to ignore 50% of the spell's effect (damage, duration, penalties, etc.)
A spell that is All In Your Head takes up a spell slot one level lower than it normally does. 0-level spells are unaffected.

So, what d'ya think?

belboz
2006-06-30, 07:43 PM
ALL IN YOUR HEAD [Metamagic]
You can cast spells made entirely of imagination.
Prerequisite: Caster level 6th
Benefit: A spell that is All In Your Head is only 50% real. Targets are entitiled to a Will save in order to ignore 50% of the spell's effect (damage, duration, penalties, etc.)
A spell that is All In Your Head takes up a spell slot one level lower than it normally does. 0-level spells are unaffected.

So, what d'ya think?

Like it. One thing that might be good, just in case we end up with any (either because we write some or because we allow CUTE/non-CUTE multiclassed characters under some circumstances and characters learn shadow spells), is what happens with spells that *already* have only partially real effects. Are they half as real as normal? Or can this feat not be applied to them?

Collin152
2006-06-30, 08:17 PM
ALL IN YOUR HEAD [Metamagic]
You can cast spells made entirely of imagination.
Prerequisite: Caster level 6th
Benefit: A spell that is All In Your Head is only 50% real. Targets are entitiled to a Will save in order to ignore 50% of the spell's effect (damage, duration, penalties, etc.)
A spell that is All In Your Head takes up a spell slot one level lower than it normally does. 0-level spells are unaffected.

So, what d'ya think?

i dislike metamagic that lowers levels. I mean, what about spells with numerical effects and nonumerical effects? If you use the spell for the nonnumerical effects, then this feat is a godsend.

belboz
2006-06-30, 10:03 PM
i dislike metamagic that lowers levels. I mean, what about spells with numerical effects and nonumerical effects? If you use the spell for the nonnumerical effects, then this feat is a godsend.

How about the following limitation?

-The spell must be a conjuration or evocation spell
-The spell is treated like a shadow conjuration/shadow evocation, except that the strength is 50%

Evil_Pacifist
2006-07-01, 01:38 PM
This is awesome, but looking at the monster list, I was thinking, "What? No Bunny-Wabbit? I'll have to make one." So I shall, as soon as I can, unless somebody beats me to it.

Also, I think it might be good to have multiple threads for this, like one for monsters, one for feats, etc.

I also had some thoughts about ability scores, but I don't know wether this is officially closed, or something. I was thinking that 10 is the average for a three to five year old human, just like 10, in "real D&D", is the average for a human, so if you used elf as the average, humans would get +2 con, -2 dex. So, an adult in C.U.T.E. might have 30 str, 26 dex, and so on.

Just my thoughts.

Collin152
2006-07-01, 03:03 PM
This is awesome, but looking at the monster list, I was thinking, "What? No Bunny-Wabbit? I'll have to make one." So I shall, as soon as I can, unless somebody beats me to it.

Also, I think it might be good to have multiple threads for this, like one for monsters, one for feats, etc.

I also had some thoughts about ability scores, but I don't know wether this is officially closed, or something. I was thinking that 10 is the average for a three to five year old human, just like 10, in "real D&D", is the average for a human, so if you used elf as the average, humans would get +2 con, -2 dex. So, an adult in C.U.T.E. might have 30 str, 26 dex, and so on.

Just my thoughts.

Yes. They also have Alter Reality, Immortality, A "Godly Realm" of sorts, and all sorts of godly powers.

Wehrkind
2006-07-01, 11:47 PM
Ok, I have been scratching my wanna-be Doctor of Economics head for three days working on a system of value for C.U.T.E. that properly captures the feeling and "reality" of children's trade. *ahem* I keep coming up with crap. So, I am going to expound a bit on my premises and ideas, and let you guys poke them with a stick, magical or otherwise.

1) Candy is valuable beyond mere enjoyment as food, which is to say that it needs a mechanical requirement or advantage to demonstrate just how much children want it. Giving up that last peice of candy needs to be a daunting situation.

2) Aquiring items that are not common place/mundane needs to be the province of a special quest or aquisition. There will not be a "dodge ball store" or the like, but rather children aquire items and cling to those they have a special bond with.

3) Children are supreme barterer's, with everything outside of said bonded items being for sale for the right offer. This allows for aquisition of nearly anything anyone has, however it does not allow for a flexible medium of exchange as money. There is no fluidity of exchange except what the current partner happens to want.

Now, this leads me to one system of rewards and exchange that is extremely integrated with the story of any given campaign. I don't know if that fact makes it better or worse, however.

Candy- Candy has two functions: the magical consumable of the system, and a source of bonus XP.
-In the first role, candy acts as a potion or other consumable item. Lolipops give hit points over a certain number of rounds, things of that nature.
-The second aspect of candy is that it is consumed for experience. Few children keep a horde of candy for future use; most consume it in a frenzy. To quote Charlie and the Chocolate factory "It doesn't need a purpose, that's why it's candy." This is captured in game not by using it as purchasing power, but rather the whole point of going on an adventure anyway (other than defeating some evil.) It is it's own end.



Now, the tricky part comes with trade. The players are going to want to unload all their loot, and probably pick up new gear for their adventures. This should be less mechanical and more story oriented than in a normal D&D game, however. Children typically are only aquisitive within a narrow range of interest. Outside of that, they typically can not be bothered to keep track of large amounts of stuff on the off chance that someone else might want it (this kind of foresight is an adult characteristic.) As such, there will not be a plethora of generic "X Shops" in every town, but rather specific children who have certain things, and want certain things. You will need to build specific chains of NPCs, each one wanting something the other has, who wants something another has, and so on. These value chains necessarily with create quest hooks, whether of the Fed-Ex type (I want X. He has it. Get it for me.) or the more long ranging "Fine, I will give you this, but only if you bring me these items."

The down side to all of this is that it makes gear and loot much more adventure specific. Loot will need to be more carefully tailored to your adventure and campaign, as only a finite number of characters, NPC or PC, will want any given item. So it requires a bit more planning on the part of the DM.

The plus side is that you have all sorts of adventure hooks just ready made. It also makes for greater RP opportunities since every transaction is special; there is no such thing as a routine trade. It also makes player created items more important, since you can't just pick up a +5 pillow at the store, but rather have to go through DM plotted adventures to aquire it.

Candy as XP ties in at this point. Since many items will be player crafted by way of their Imagination use, having extra XP to get the job done comes into play, whether to fuel burning it yourself, or getting an NPC to do it for you.


Anyway, that's my process so far. Fire away with any suggestions.

Yuki Akuma
2006-07-02, 06:10 AM
So, basically, characters will get items by way of the traditional Zelda Trading Quest.

...

I'm not sure what I think about that.

Shiny, Bearer of the Pokystick
2006-07-02, 09:17 AM
I'm still thinking about it, but for the moment- my unofficial endorsement. Kudos, Wehrkind.

Collin152
2006-07-02, 03:28 PM
Perhaps, rather than just Candy Functioning as XP, Candy could function as "XP substitute." That is, while "Spending" XP to craft, enchant, or cast something, you can use candy instead. Else Pi( n+~)atas will be hunted down to extinction for the fact that Killing one means instant power.

Eukrin
2006-07-02, 08:12 PM
Whee, I've been out of it lately. Inspiration dried up somewhat...

Anylo.

I like Wehr's idea of the barter system.

I mean, it doesn't have to be too complicated all the time. Maybe a simple one-step trade. "If you want (not-so-common item) I'd trade you five (common items) for it."

And there's also entrepeneur kids, the sorts who sell gum or fancy erasers to their classmates in the hallways. Sure, their stock might be limited and sure, they might all have inconsistent ideas when it comes to "currency" but it could be a rough equivalent to shops.

Given that Candy is also currency, players could start upgrading their funds to bypass certain item quests. Even if a kid isn't particularly interested in a Snickers Bar, the kid knows that he could get X candies that he does want for something that big and tasty.

So the barter could go as a big complicated 10-person trade, or it could be skipped entirely by offering the would-be seller a big enough piece of candy.

In the first case, it's pretty much free for the players, aside from the "effort" involved in finding all of the participants of a trade chain. In the second, it's "expensive" currency-wise, but much more expedient. To start out with, they'd have to go on several of the sidequests to get certain items, but as they progress and build up a base, they can afford to skip the little Trade Quests and move on to the overall point of the adventure.

I'm somewhat inclined to believe, however, that kids won't be needing much in the way of equipment, unless it's to improve the physical represenations of the objects in some fashion.

Since their weapons are imagined, it could be that as their skill in Imagine rises, so to does their ability to imagine their weapons to be as cool as possible.

Which means we may have to make up some sort of limit for how powerful someone can Imagine their weapon of choice to be.

i.e. A weapon given Imaginary attributes by its wielder can only have one enchantment on it of a power equivalent to one half of the character's Imagine ability.

And then there could be other fun rules as well. Like with the "Imagine Profiency" checks mentioned earlier. Imagine Weapon could have to be used at the start of every day. That could also slightly randomize how effective a weapon is according to its bearer's Imagine check.

Though for a certain level of consistency and reliability, mayhap once a certain point is reached, there'd be a decent "minimum effectiveness" ...

I think I'm losing track of what I'm talking about, aren't I?

Vaynor
2006-07-02, 09:42 PM
Ooh! Nice pictures!

Could you do a Pillow Warrior?

I shall attempt it after my final tommorrow ;D
Is this still coming along? Or what? I don't mean to be rude, I just can't wait to see it fleshed out! ;)

Wehrkind
2006-07-02, 09:47 PM
Frighteningly enough Eukrin, that is EXACTLY what I had in mind. I mean, are you subletting a flat somewhere in my head? It is big enough to, certainly, but that might be the area I was trying to use last night and couldn't ;)

It is going to be a very item light system though, as kids carrying around piles of gear makes even less sense than adults carrying around that much, and items they use for class features are items of close emotional importance, and so are not just off the rack items.

The other important part to remember about the system is that kid's objects and creations work much like the orks in Warhammer 40k: They believe it should work, so it does. So you don't have a lot of the more complicated contruction and creation aspects of a "real" economy, but rather a ork-rigged "Sure it works, I even added extra nails to make it stronger... I also painted it red so it goes faster" approach to construction.

Wehrkind
2006-07-02, 09:52 PM
To answer Collin's idea, I thought about that, but I wanted a system that discourages the hording of candy as much as possible for the average kid. I was thinking of a system where you could burn candy for various uses such as extra hp, a bonus on an attack roll, but that seemed wierd and too much of a bolt on for no good reason.

To address the idea of hunting Pinata's to extinction to get candy, that's the whole idea isn't it? Kids go on adventures to have fun and get candy and toys, and sometimes take care of a big bad guy. So they go out, kill the baddies who stole candy from the little village of Strawberry Shortcake, and all is restored. Or something.

Now, granted you will have to avoid putting in creatures that are just filled with candy too often, unless they are very powerful or even friendly to kids, and thus not a proper target for mass extinctions.

Collin152
2006-07-02, 11:00 PM
Well, then, Pinatas are like Artemis' Golden Hinds; Rare, beutiful creatures that either invoke mighty reward, or rain curses upon you. Or like the White Hind, who's capter recieves a wish.
But I would advise against turning candy into a means of a Custom leveling system, which is the vibe I was starting to get.

Shiny, Bearer of the Pokystick
2006-07-02, 11:29 PM
Perhaps if it operates like an Artificer's craft reserve; an alternative source of XP for crafting and other uses, but not applicable to leveling?

Collin152
2006-07-02, 11:33 PM
Perhaps if it operates like an Artificer's craft reserve; an alternative source of XP for crafting and other uses, but not applicable to leveling?
Like what I said, except I have no idea what the crap an Artificer is.

Zeal
2006-07-02, 11:36 PM
Like what I said, except I have no idea what the crap an Artificer is.

The Artificer is a base class from Ebberon if I'm not mistaken.

Collin152
2006-07-02, 11:40 PM
The Artificer is a base class from Ebberon if I'm not mistaken.

How incredibly descriptive and helpful. :P

BelkarsDagger
2006-07-03, 12:03 AM
The Artificer is a base class from Eberron that magically fuses things together to create magic items.

Wehrkind
2006-07-03, 01:36 AM
See, I would use them as experience, and simply adjust the raw experience you award to allow for it. Essentially all that does is make experience a commodity, one that you control. I don't think it is as game breaking as one would think, since the DM is going to have a much tighter control over items as it is anyway.

I am trying to figure out how I would break a system where you could save XP and give it to other characters, and I am having difficulty. Even if you hoarded it all to give to one player in an attempt to make them uber powerful, the diminishing returns on XP means you would only really accomplish gimping the rest of the party for a lesser increase in another character.

I think that being able to trade some XP to an NPC for an item pretty much fits the crafting aspect like a glove. Essentially it is a more elegant fluff system for trading off power in level form for power in item form. (If I do say so myself.)

Shiny, Bearer of the Pokystick
2006-07-03, 09:08 AM
See, I would use them as experience, and simply adjust the raw experience you award to allow for it. Essentially all that does is make experience a commodity, one that you control. I don't think it is as game breaking as one would think, since the DM is going to have a much tighter control over items as it is anyway.

I am trying to figure out how I would break a system where you could save XP and give it to other characters, and I am having difficulty. Even if you hoarded it all to give to one player in an attempt to make them uber powerful, the diminishing returns on XP means you would only really accomplish gimping the rest of the party for a lesser increase in another character.

I think that being able to trade some XP to an NPC for an item pretty much fits the crafting aspect like a glove. Essentially it is a more elegant fluff system for trading off power in level form for power in item form. (If I do say so myself.)
Works for me, now that I've vetted things a bit more extensively; especially since I doubt anyone's going to abuse the system to nerf their character in favor of another's. Hoarding candy could be a problem, but then again so could hoarding treasure; it's easy to deal with in-game.
C.U.T.E. is shaping up to be a system that's very DM-centric in some respects, so far. How weird.

By the way; once this thread reaches fifty pages and is summarily locked, I'll be starting two new threads with the C.U.T.E. label- one will be a Creation thread for new content within our theme of character customization, while the other will be a review thread for our somewhat-established base classes to be checked over for consistency, final debate on power levels/abilities, and so forth.

Just a heads-up.

Yuki Akuma
2006-07-03, 09:11 AM
The fifty page maximum only applies to the in-character threads, Shiny. They can get as huge as you like in here.

The Vorpal Tribble
2006-07-03, 09:13 AM
Heh, would my newest creature here be considered 'C.U.T.E'?
-=-=-=-=-

Blue Heifer

http://www.untitled-gallery.co.uk/images/images_big/mooncow_bg.jpg

Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 15 (+2 dex, +4 natural, -1 size), touch 11, flat-footed 13; 12 (+1 deflecion, +2 dex, -1 size), touch 12, flat-footed 10
Base Attack/Grapple: +6/+16
Attack: Slam +11 melee (1d8+9); 3 incorporeal slams +8 melee (1d8 )
Full Attack: 3 slams +11 melee (1d8+9); 3 incorporeal slams +8 melee (1d8 )
Space/Reach: 10 ft./5 ft.
Special Attacks: Low of lunacy, mad charge
Special Qualities: Blue cheese, damage reduction 5/magic and silver, darkvision 60 ft., low-light vision, moonrise, scent
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 22, Dex 14, Con 16, Int 2, Wis 15, Cha 12
Skills: Intimidate +7, Listen +8, Spot +7
Feats: Alertness, Improved Overrun, Power Attack
Environment: Temperate Plains or Plane of Faerie
Organization: Solitary or herd (6-30 normal cows)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (Large)
Level Adjustment: -

Creatures of faerie are known for their fascination with the moon, growing bold and playful amongst field and forest. However, when mortals come and their cattle begin to roam and graze the verdant lands the natives grow annoyed and play pranks with the newcomers. One such is the blue heifer, a calf born in the light of a full moon within early spring.

Reguardless of their breed they are always beautiful heifers of a pure white hide with nocturnally large blue eyes. Unnaturally lithe and possessed of a devious mind, a blue hiefer is almost impossible to keep fenced in. Few ever know when a blue heifer escapes, for it is only at night that they awake, sleeping the entire day away in the most shaded area possible. During the day a blue heifer is irritable and bad tempered, attacking anyone who disturbs its sleep. While on its its midnight hikes however its as sweet a beast as can be imagined, and the fey often come to dance about the cow, refreshing themselves with the milk that it will never give her master. As well, blue heifers never give birth, attacking and chasing away any interested bulls.

On the three nights when the moon is most full the strangeness of the bovine comes to fruition as it becomes as unsubstantial as a breeze and lighter than a bird. Taking on the bluish glow of moonbeams it prances into the air, sweeping and swooping and filling the night with an eerie lowing.

These blue heifers are often stolen away shortly before they would die of old age to live an immortal life within the Plane of Faerie.

A blue heifer is roughlythe same size as a normal cow, though slightly lighter. Though they can speak no language, a blue heifer can understand sylvan.

Combat
A blue heifer attempts to charge any creature who threatens it. It will also rear up like a horse to pummel with its hooves. A blue heifer's natural attacks are considered magical and silvered for the purpose of overcoming damage reduction.

Blue Cheese (Ex): The milk of a blue heifer is poisonous to any non-fey creatures. A glass deals 1d4 constitution damage, and 1d4 secondary wisdom damage (DC 14 fort save negates). Cheese made from this milk has streaks of blue running through it. The eating of this cheese invariably causes permanent Insanity (DC 14 fort save negates).

Low of Lunacy (Su): Once per minute a blue heifer can let out a horrible cry that deals 1d4 wisdom damage and causes Confusion for 1 round per point of wisdom damage to all those within 60 feet. Rounds of confusion caused from multiple lowings stack. A successful DC 14 Will save halves the damage (minimum 1) and does not cause confusion. If the wisdom score is lowered to 0 this ability damage becomes ability drain. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Mad Charge (Ex): As a full round action a blue heifer may charge, making an overrun attack to every creature in a square the heifer passes through. If the victim is knocked prone the heifer deals damage equal to its slam attack.

Moonrise (Su): Upon the rise of full moon, plus the day before and after, a blue heifer gains a fly speed of 50 feet (perfect) and the incorporeal subtype.

An incorporeal creature is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Skills: A blue heifer gains a +4 racial bonus on Intimidate checks.

Shiny, Bearer of the Pokystick
2006-07-03, 10:05 AM
The fifty page maximum only applies to the in-character threads, Shiny. They can get as huge as you like in here.
Really now? Who knew!
(Answer: not me)

VT, that's pretty awesome, actually. And I think magical Moocows can fit in C.U.T.E., yes. Though we haven't had any farm-raised children....an oversight.

blackfox
2006-07-03, 01:24 PM
Mom (Greater Goddess)
Also called Mommy, Ma, Mother, Mama
Symbols: A baby's hand grasping an woman's finger
Alignment: Lawful Good
Portfolio: Love, caring, protection, birth
Domains: Good, Law, Healing, Protection
Favored Weapon: Frying Pan

Mom is a kind and caring deity, protecting her children and her other worshippers. She appears often to her worshippers, making sure that they feel welcome and safe. She hopes to ensure the success of her worshippers as they move through life and eventually rise to the status of a lesser deity ((grown-up)). She has a knack for noticing misbehaving and punishing those at fault.
The church of Mom loosely organized, with heirarchy mostly determined by age, the oldest worshippers generally having the most power, though Mom may favor any of her worshippers. The duties of worshippers are mostly to obey their mother and try their hardest not to tick her off, and, of course, not fight among themselves, or face Mom's wrath. Occasionally, worshippers might be called upon to bring Mom a cup of coffee or tea.
Worshippers of Mom pray for spells in the morning and the evening, when Mom is the most tired and incoherent, and the worshippers are in a favorable position to get the ice cream/cookie/treat that they wanted. Mom's significant holy days are Mother's Day, where Mom is presented with presents, cards, and breakfast in bed; and Mom's Birthday, where a number of other deities come over to visit Mom's domain and give her presents and throw a party.
History: Mom was born to the deities Grandma and Grandpa a long, long time ago. Her sisters and brothers are Aunts and Uncles to her worshippers. She is currently married to Dad, another great and powerful deity.
Dogma: Respect Mom and Dad. Be kind to your sisters and brothers. Share, don't start fights, don't watch too much TV, and don't be mean, even if someone's mean to you. Be responsible--do your homework on time, try to do your chores without being reminded. Actions speak louder than words, but that doesn't excuse badly-chosen words. Be a good role model for those younger than you.

Do you think I should do this with the rest of the deities on Leperflesh's list?

VT, I like the Blue Heifer. It could fit in well with CUTE. Actually, a lot of tweaked animals could.

The Vorpal Tribble
2006-07-03, 01:44 PM
Favored Weapon: Kitchen Knife
Wouldn't that be 'frying pan'? ;D

blackfox
2006-07-03, 01:47 PM
Could be either... it could also be 'rolled-up newspaper', or 'fist shaken at devious rule-breakers', or 'her sharp tongue and her sharper wit', or something like that. A kitchen knife is easier to imagine as a weapon, though. And it's easier to find sticks shaped like knives then something shaped like a frying pan... ::)

EDIT: Me? Common sense? What the heck are you talking about? ((I'll go change it to frying pan now. And, by the way, that's hilarious.))

Mephibosheth
2006-07-03, 02:32 PM
The Book of Tirades 6:5-7

"Lo, and Mom spake unto her worshipers: 'Truly I tell you, thou shalt always look in drawers and under other objects, for the power that you seek can always be found inside.'"

Whereupon Mom lifted the frying pan (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=65#65) from the Cupboard from whence it came, and held it upon high for all to see.

And the people saw then that only Mom can truly find that which is hidden, and there was much rejoicing."

Collin152
2006-07-03, 03:11 PM
The Book of Tirades 6:5-7

"Lo, and Mom spake unto her worshipers: 'Truly I tell you, thou shalt always look in drawers and under other objects, for the power that you seek can always be found inside.'"

Whereupon Mom lifted the frying pan (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1150920490 ;start=65#65) from the Cupboard from whence it came, and held it upon high for all to see.

And the people saw then that only Mom can truly find that which is hidden, and there was much rejoicing."
Tirades 18:12
"And yea, verily I say unto you, thou shalt love your mother and father as your rulers and creators, and shall love your brothers and sisters as guardians, and thou shalt shew common decency to thine Aunts and Uncles, and insult them only behind their backs, and thus shall be the treatment also of thy cousins. Thou shalt love thy Grandparents, even as thy parents, for lo, they are parents unto thy parents."
And thus spake the almighty parents, and there was much Griping and moaning. And Mother said "lo, for thy lack of faith, thou shalt be cast out from mine presence" and they were cast out of her presence, even unto an early bedtime.
And thus ended The Twenty and Fourth year of the reign of the Parents over their seed.

Wehrkind
2006-07-03, 09:19 PM
That is fantastic.

I love you guys :)

blackfox
2006-07-03, 09:27 PM
Dad (Greater God)
Also called Daddy, Da, Pa, Papa, Dada, Father
Symbol: Any kind of power tool
Alignment: Lawful Good
Portfolio: Power tools, electric devices, strength, sports, cars, work
Domains: Strength, Protection, Family ((as in FRCS, see below if you don't have it)), Travel
Favored Weapon: Remote Control

Dad is a nice, if somewhat lazy, deity. He likes to sit around and watch TV on Saturdays. He's usually generous and kind to his worshippers, but when his favorite team loses, he gets in a sulky mood and usually refuses to grant any favors. He usually grants more special favors than Mom, but only when Mom's not looking. Dad hopes to buy more power tools, to make himself look cooler with his friends, and to help his kids go to college so he can watch whatever TV shows he wants.
Dad's worshippers, like those of Mom, have a loose heirarchy determined by age. Like Mom, Dad may favor any of his worshippers, no matter what their age is. Dad hardly demands any services, just love and affection, although his older worshippers may be asked to take out the trash or mow the lawn or sweep the kitchen every so often, when Dad remembers to ask.
Dad's worshippers generally pray for spells in the morning, when Dad hasn't had his coffee, when Dad is watching TV and oblivious to his surroundings, or when Dad is in an exceptionally good mood. Dad's significant holy days are his birthday, where he has a big cookout and many other deities come to visit; Father's day, where he gets presents and coffee when he wakes up; and World Cup, a month-long celebration involving screaming, cheering for your team, eating of chips and salsa and drinking of beer, and watching the TV hungrily.
History/Relationships: Dad's parents are Granny and Gramps (or whatever they call themselves) and his brothers and sisters are Aunts and Uncles. He still has tenuous relationships with his brothers, with whom he banters and fights a lot. Dad met Mom at college and eventually married her.
Dogma: Pick on someone your own size--I mean, don't pick on anyone at all. Leave me alone when I'm watching TV, please. And root for my team. Get me a beer from the fridge if I ask you to. Try to do your best.

Wehrkind
2006-07-03, 11:44 PM
I wonder if Dad as described there shouldn't be LN instead. After all, it seems he is more concerned with keeping the peace and quiet order than necessarily exactly 'good'. In other words so long as you don't force him to act, he doesn't really care to. Where as Mom actively attempts to keep track of the children's activities and punish them for being bad, Dad doesn't care and just wants you to keep out of his hair.

If you wanted to treat each house as a "land" to be visted, you could have different aspects of Mom and Dad with different personalities and codes in each land. One land might have a more caring attentive Dad while Mom is something of a new comer to the pantheon, and doesn't really interact much outside of drinking martini's and dressing you up for other deities. Or Dad is a mechanicaly inclined god worshiped by Future Engineers, while Mom perhaps is a nature deity concerned with growing things.

Collin152
2006-07-04, 12:02 AM
Holidays 5: 16
And lo,as the fourth of the month of July approached, the almighty Dad became exceeding vengeful for the lack of worship. And thus spake the Dad, saying "Thou despised scourge of the earth? What hast thou done with mine gifts? Thou hast hidden them from me!" And thus ended the control of the great Remote by the Seed of the almighty parents. And the great Father, even Daddy, did Grill an exceeding great roast. and lo, so great was the roast that he could not eat of the meat therof, lest he be injured. And so the Lesser Uncles and not so great Cousins did laugh. And Dad smote them with a Newspaper of paper, that had been rolled, even unto a roll.

I can't help it, I talk so Biblically. ;D
Maybe we should get some worthwhile "Scriptures" that are actually a benefit to the game somehow. Maybe plot wise anyhow. I could get started on that now, if youd like.

belboz
2006-07-04, 01:39 AM
If you wanted to treat each house as a "land" to be visted, you could have different aspects of Mom and Dad with different personalities and codes in each land. One land might have a more caring attentive Dad while Mom is something of a new comer to the pantheon, and doesn't really interact much outside of drinking martini's and dressing you up for other deities. Or Dad is a mechanicaly inclined god worshiped by Future Engineers, while Mom perhaps is a nature deity concerned with growing things.

I like this much better than one-size-fits-all parental deities. While most children worship a diety they call "Mom" and/or one they call "Dad", the actual powers/portfolios/natures of these deities can vary dramatically from household to household. This way, a DM for a one-family campaign would customize "Mom" and/or "Dad" for the PCs, and one in a cross-family campaign would do it in cooperation with the various players.

That's DM-heavy, it's true, but we've already decided that CUTE will involve a DM somewhat more in specific-world building than a standard "campaign book".

The problems with doing it the other way are manifold:

-It limits the campaign to a particular time period; you can't have a Victorian Dad whose symbol is a power tool, unless you mean a steam-powered factory stamp or something.
-It requires that characters of wildly differing alignments worship the same deity.
-It limits the background of the characters. Some kids should be able to have two incompetent parents (a la Mary Poppins), some should have an Evil Stepmother, some should live alone with their widower father the woodcutter, and so on.

Wehrkind
2006-07-04, 02:36 AM
"Our Father and Mother", "My Daddy and Mommy", "His Papa and Momma" are some of the many names of the various creator deities worshipped in the many yards and fortresses of the world. All of these appelations translate roughly into "Dad and Mom" in the common tongue. While these beings have relatively little impact in the lives of children not of their lands, when traveling to these locals one should be aware that they exercise nearly complete control over their domains, should they be so inclined. While interaction between deities of the different lands is typically limited, occaisionally they will come together to help or hinder each other when their worshippers become involved.

blackfox
2006-07-04, 10:28 AM
If you wanted to treat each house as a "land" to be visted, you could have different aspects of Mom and Dad with different personalities and codes in each land. One land might have a more caring attentive Dad while Mom is something of a new comer to the pantheon, and doesn't really interact much outside of drinking martini's and dressing you up for other deities. Or Dad is a mechanicaly inclined god worshiped by Future Engineers, while Mom perhaps is a nature deity concerned with growing things.That was really more like what I had in mind for the deities. I probably should have mentioned this in my post about Mom. In most cases, each player should design their own pantheon somewhat, in collaboration with the DM. Calvin's pantheon would be significantly different than, say, the pantheon of the kids in Family Circus. Calvin's Babysitter would be an evil deity bent on torturing him, whereas someone else's Babysitter could spoil them.

Yuki Akuma
2006-07-04, 11:12 AM
True Name
Evocation [force]
Level: Mama's Boy 6
Components: V
Casting Time: 1 standard action
Range: Long
Target: One creature
Duration: Instantaneous
Saving Throw: Will half

By speaking of your great deity's true name, you unleash a powerful destructive force. This force batters both the mind and body, dealing 1d6 force damage per caster level (maximum 20d6) and 2d4 Wisdom damage. A successful saving throw reduces both by half.


This is pretty much based on the fact that children Are Not Meant To Refer To Adults By Their First Names. ;D Dunno, just popped into my head.

Collin152
2006-07-04, 05:48 PM
True Name
Evocation [force]
Level: Mama's Boy 6
Components: V
Casting Time: 1 standard action
Range: Long
Target: One creature
Duration: Instantaneous
Saving Throw: Will half

By speaking of your great deity's true name, you unleash a powerful destructive force. This force batters both the mind and body, dealing 1d6 force damage per caster level (maximum 20d6) and 2d4 Wisdom damage. A successful saving throw reduces both by half.


This is pretty much based on the fact that children Are Not Meant To Refer To Adults By Their First Names. ;D Dunno, just popped into my head.
Wel.... I don't know about that one. It seems that saying Dad's real first name would incur his wrath on YOU.

Wehrkind
2006-07-04, 09:00 PM
Yea, I pulled that once when I was 16 and trying to get my dad's attention and "Dad... Dad... DAD...." wasn't cutting it. He wasn't too pleased. I think that is more of a way to commit suicide for smaller children :)

Yuki Akuma
2006-07-05, 10:45 AM
It'd be a pretty useless spell, though. :P Maybe to cast it you need to throw your voice.. ;D

blackfox
2006-07-05, 10:54 AM
I like that spell... It reminds me of how I would get my father's attention when I was little. :)

Mephibosheth
2006-07-06, 10:52 AM
Perhaps the spell should be an enchantment of some kind that forces the target to say the adult's first name and take the accompanying damage. That sounds more like Mama's Boy/Girl style than just blasting with the power of the first name.

Wehrkind
2006-07-08, 03:52 AM
Wow, no posts in 3 days? That's sort of unnerving. Were there other threads made that I missed?

Collin152
2006-07-08, 02:43 PM
Wow, no posts in 3 days? That's sort of unnerving. Were there other threads made that I missed?
I diddn't see any. I guess everybody is waiting for more creativity to spawn spontaneusly.

BelkarsDagger
2006-07-08, 03:20 PM
There should be a Sparkler magic item with a chance to blow up...

Collin152
2006-07-08, 06:09 PM
Maybe someone could come up with a sample House, with the Pantheon, layout, Portals to the Imaginal, adventure hooks, ect, so we all know what we are aiming for.

belboz
2006-07-08, 07:22 PM
Cool! OK, let's see what I can do. Here's the world of

Tumbledown Manor

(Part I--overview. Specifics follow in further posts.)

Tumbledown Manor is a house set in a universe modeled after rural England in the 1920s. The manor has belonged to the Viscounts of Elbridge since their original ennobling in the 17th century. This once fabulously wealthy family has been gradually falling on hard times since the 1860s, and now they have only enough money to keep a small staff: a governess, a butler, a cook, a housekeeper, a goom, and a "boots and knives boy," who actually moonlights as footman, scullery maid, stable boy, (fairly incompetent) handyman, and whatever other work absolutely must be done that is beneath the dignity of the other serving staff.

In particular, there is no gardener, and noone truly competent to do repairs. The sprawling gardens have been reclaimed by nature, some parts resembling a virgin forest, some a moor, and some a tangle of briars. The entire west wing of the house is uninhabitable, and floods with each storm. And parts of the wine cellars have become so infested with rats that they have been walled off completely and not entered in years.

That said, the family does have its pride and some small resources with which to maintain it. The inhabited parts of the house are generally well maintained (though in winter the upper floor has a tendency to spring leaks faster than the boots-and-knives boy can fix them), the servants are competant and loyal, and a few select areas, such as the nursery, master bedroom, and kitchen, could even be described as warm and comfortable. And even the ruined parts of the house and the overgrown garden have some advantages to small and imaginative children, for they're fertile grounds for adventures and games of let's-pretend.

belboz
2006-07-08, 08:27 PM
I hope double-posting is allowable in a situation like this one.

Tumbledown Manor

Part II: Geography, Mundane and Imaginary

The Grounds

In the glory days of Tumbledown manner, the grounds had four distinct sections:

A hedge maze, a typical labyrinth except that there were periodic widenings in the passages containing unique and colorful installations of flowers. This was on the east side of the house.
A green surrounding the driveway. On each side of the green, parallel to the driveway, were two close-set rows of majestic yews, forming shaded alleyways. The driveway came up to the front of the house, the North side, and circled around to the back, where the stables and service entrance are.
A rose garden, on the west side of the house.
In back, behind the stables, a carefully cultivated "wild" area, dating from the early 19th century only. This area contained a natural, though sparse, woodland, with a duck pond complete with island and hermitage.


The grounds still maintain this general layout, but the overall effect is very different.

The labyrinth has become overgrown and has closed itself off in many places. In the normal world, it is no longer possible to get near the center. The plantations, of course, have all died off, and many have been claimed by hedge.

The front of the house has become weed-ridden, and the grass has become high, but the two yew alleys still exist, and are the most visually impressive part of the old manor's glory that remains.

The rose garden, surprisingly, has flourished without care. Thorny brambles, with the occasional brilliant flower, have begun to overgrow the ruined west wing. The climbing roses now snake all the way up the wall to the wing's single, inaccessible turret.

Behind the stables, nature has completely claimed the grounds. The trees have turned into a dense, though young, forest, and the area near the duckpond has become a swamp. The island has been entirely overgrown by bramble. The hermitage is still there, and rumored to be haunted by the ghost of the hermit, despite the fact that, in truth, there never was a hermit on the island.

The Cellars
The pantry contains a set of old and rickety steps down to the cellars. A root cellar and a single roomfull of wine racks are still accessible (with a lantern; there's no permanent lighting), but the rest of the wine cellar--16 rooms in all--has been walled off and is full of rats.

The First Floor (East Wing)
The front door leads to a foyer, which now opens only into the east wing of the house, and stairs up to the upper floor. (The entrances to the ruined west wing have been boarded up, and tapestries are hung over them.) The first floor of the east wing contains:
A modest main dining room, only about 2/3 the size of the original dining room, where the family eats, as well as any guests and the children's governess
Portions of the original (much larger) dining room that have been walled off to make quarters for the butler and housekeeper.
The original quarters for the cook and groom ((the boots-and-kinves boy sleeps in a hayloft above the stables)
The kitchen (where the cook can almost always be found)
The pantry (behind the kitchen) where the dry goods are stored and where you can find the steps down to the cellars, and, oddly, steps up to the turret
The small but not unpleasant servants' dining room, where the butler, housekeeper, cook, groom, and boots-and-kinves boy eat.


The Upper Floor (East Wing)
The upper floor consists of bedrooms and the nursery, off a single main hall. All children under 12 have always slept in the nursery; the house's one teenage daughter has her own room. There's also a master bedroom shared by Father and Mother, a single remaining guest room, the governess' room, and (in complete disregard of the architecture of the rest of the house) a turret in the corner facing the front. The turret is not actually connected to the other rooms on the upper floor, and can only be reached through the second stairway in the pantry. Because of this inconvenience, it is used as a storeroom, and is filled with dusty piles of old portraits, chests, rolled-up rugs, and broken furniture. It's quite possible, of course, that there are treasures hidden in the chests, or loose in the piles; one never knows.

The West Wing
Once upon a time, the west wing contained the grand ballroom, a smoking room and parlor, quarters for most of the hosehold staff (including the butler and housekeeper), and, on the second floor, bedrooms for guests of the manor and farther-flung relatives. The second floor, however, has almost entirely caved in to the first floor, leaving many of the rooms blocked with rubble and the rest difficult to access. The west turret, surprisingly, appears intact, but it's apparently impossible to tell what it's like inside, because the one stairway that led to it (the analog of the pantry stairway) is in a room now entirely blocked off by debris. The only obvious entrance would involve hacking through the rose garden, and somehow surviving a climb up the bramble-covered wall to get in at the window.

Imaginal Geography
Because of its spooky and yet exciting atmosphere, the entire house and grounds is co-existant with the imaginal borderlands. All shifting into these borderlands requires is that a character with any positive rank in Imagination wills it. The house and grounds appear roughly the same in imaginal mode, but there are a few important differences:

At night, in the imaginal, the island *is* in fact haunted by the ghost of a hermit, Gregory, who claims to have perished in a fire on the island in 1799.
It is possible, though difficult, to reach the center of the hedge maze in the imaginal. It contains a beautiful fairy garden, with many herbs useful in magic spells. However, the maze is a bit of a trap. Going farther *into* the maze sucks the traveler deeper into the imaginal, but moving towards the maze's *exit* does not move the traveler closer to reality. A traveler who solves and then escapes the maze will find themselves in a far stranger land than when they entered.
The west turret (on the inside) appears to contain a door, simply standing in the middle of the room. The door leads to an apparently identical turret room in the deep imaginal, but *this* room is in a magical castle. Unlike the maze, it's possible to return from the castle via the same door. Should anyone manage to access the turret *out* of the imaginal borderlands, it will be empty save for a thick layer of dust.
The rats in the cellar become giant rats. But who knows what they guard?
A squeaky floorboard in the nursery can be pried up, and underneath it are mysterious stairs leading down into the deep imaginal. Outside the borderlands, there's just a hollow space under the floorboards.
Most of the toys in the nursery are, at least, semi-alive in the imaginal. Many are ordinary Stuffed Animals (the tiny construct), but a few may be something more.
There's an underwater grotto in the lake, containing a wise old Nixie with a story to tell. There's no grotto outside the imaginal.


Next (later, I think; PEACH on what's here already): The Pantheon: Mother, Father, Julie (the governess), Samantha (the teenage sister), Cook, Jessup (the butler), Mrs. Wade (the housekeeper), and Arthur (the groom).

(The boots-and-knives boy is not a deity but a ratcatcher who escaped the streets of East London to find work as a servant in the country. He might be a PC; at any rate, he's of a level comparable to the party's.)

Collin152
2006-07-08, 09:36 PM
i like it. Well detailed, yet open enough to not Limit PC choices. Brilliant!

Yuki Akuma
2006-07-08, 09:38 PM
Mmmm, flavour. I loves me some of that fluff.

This is awesome. My vote goes to this being one of the main "campaign options". ;D

Collin152
2006-07-08, 09:46 PM
Mmmm, flavour. I loves me some of that fluff.

This is awesome. My vote goes to this being one of the main "campaign options". ;D
I second the Notion

belboz
2006-07-09, 01:41 AM
Wow, thanks, both of you!

OK, let me try to go a bit farther, with the specifics of the pantheon of Tumbledown Manor. I think this post will only cover the three most powerful deities, Father, Mother, and Julie.

Tumbledown Manor

Father (Greater God)
Also called Papa, Pater, and (though never by his children) Lord Elbridge, Milord, and Captain Farthington
Symbol: His crest, a lion and what appears to be, strangely enough, a pig, rampant combatant with a sheaf of wheat in between them.
Alignment: Neutral Good
Portfolio: Nature, Tradition, Peace
Domains: Animal, Air, Knowledge, Madness, Nobility
Favored Weapon: None

Occasionally one can hear blasphemers say that Father ("Captain Farthington", they usually call him) is "not the same" since the "great war". It is true that Father has ordered that both his own firearms and ceremonial sword and all the ancestral weapons be removed from the house and sold at once, and that he spends most of his days wandering through the grounds with a pair of binoculars, searching for birds, but those who truly know him know that, more than anything else, he loves his family, and especially his children.

It's often hard to obtain his attention while he's on his daily rambles, but once a worshipper has it, he's a benevolent, generous, and surprisingly wise deity, often willing to grant special favors, and always willing to grant advice.

Father's worshippers have almost no hierarchy, except that Father seems to show a very slight bias towards his eldest son, to whom he will one day pass his title. Whomever this may be, Father tends to grant him a few special favors, although he seems to do so almost with a sadness, more as if he's making up for a wrong than as if he's spoiling a favorite.

Father demands no services from his worshippers, only respect and love.

Dogma: Life is short; pay attention to beauty around you when you have a chance. War is hell, and any form of violence is overrated and to be used only as a last resort.

If Father needs to be statted, his character levels are a mix of aristocrat and fighter.

Mother (Greater Goddess)
Also called Mama, Mater, and (not by her children) Lady Elbridge and Milady
Symbol: A cameo showing the sillhouette of a woman in a ballgown
Alignment: Lawful Good
Portfolio: Family, Work, Wisdom
Domains: Protection, Good, Strength, Glory, Community
Favored Weapon: Umbrella

In an unusual reversal of roles, Mother is less concerned than Father with the emotional nurturing of her family, and more with its safety, material welfare, and image in the world. It is Mother who toils to preserve the Farthington family name and the glory of the Elbridge title, Mother who balances the books each month, Mother who oversees the servants, and Mother who, more often than not, answers insults and threats to those in her charge.

Mother is grim and serious, but she is always prepared for her worshippers' hours of need. She grants her worshippers the power to repel and, if necessary, to destroy their enemies.

Mother's worshippers are in a strict hierarchy based on age. She demands hard work from her worshippers, especially work that focusses on "self-improvement" and the aquisition of something she calls "polish."

Dogma: Be sensible. You have a place to maintain in this world, and nobody else is going to maintain it for you. Be strong, be honorable, be serious, and be prudent.

If Mother needs to be statted, her levels are primarily in aristocrat, but she may have a small number in cleric and bard.

Julie (Intermediate Goddess)
Also called Miss Jameson and Ma'am
Symbol: A purple-haired fox
Alignment: Chaotic Good
Portfolio: Play, Trickery, Happiness, Imagination
Domains: Liberation, Chaos, Trickery, Luck
Favored Weapon: Pillow

Julie is the children's "governess," but she's far from the ordinary picture of a proper and prim young lady, and she doesn't do what most would call her job. Indeed, she's essentially nothing but an overgrown child herself. When she can do it without being offensive, she often takes the children's side in conflicts with their parents, helping them get out to adventure at night, hide evidence of their misbehaviors, and generally get away with murder.

Julie values humor and freedom above all else, and does her best to inject joy and fun into the sometimes morose atmosphere of Tumbledown manor. She almost always lets the children address her as "Julie" (improper though that is), although she sometimes does insist that they call her "Miss Jameson" or "Ma'am" in front of other adults, in deference to those adults' sensibilities.

The downside of all of this is that Julie is generally more tuned in to her worshipper's desires than their actual needs. She'll sometimes advise on, or even push towards, a less-than-prudent course of action on the grounds that it's more "exciting" or "adventurous."

Julie's worshippers have no fixed hierarchy, although at any given time those who have recently shown exceptional pluck or daring are most in her favor.

Julie does demand that her worshippers make a basic attempt to learn their lessons (although even a surface show of effort here counts far more than actual success), but otherwise primarily expects them to be playful and imaginative, and to honor her with stories of exciting adventures, real and imaginary.

Dogma: A child's job is to play. Have fun, take on challenges, and see the magic all around you. You'll grow up fast enough; no need to rush it.

If Julie needs to be statted, she has a small handful of levels in aristocrat, a good number in bard, and a few in rogue.

Collin152
2006-07-09, 03:15 PM
Nice, balanced personalities. I like how they act against their sterotypical images. I don't think they need to be statted out, but it may as well be done. Too bad I suck at creating things of high level all at once.

belboz
2006-07-10, 06:53 PM
Thanks, Collin!

OK, one more member of the pantheon. More later.

Tumbledown Manor

Jessup (Lesser God)
Also called Mr. Jessup (although only by members of the downstairs staff, visiting tradespeople, etc.) and Sgt. Jessup (by outsiders)
Symbol: A silver platter
Alignment: Lawful Neutral
Portfolio: Law, Truth, Service, War
Domains: Law, War, Knowledge
Favored Weapon: Poker

Before becoming the family's butler, Jessup was Father's seargent in the "Great War." He is devoted to Father and considers it his primary duty to protect and serve him.

Jessup is not, however, by nature an affectionate god. In particular, he is apalled by Julie's leniency towards the children, and considers her his enemy. Though not evil, Jessup is a strict enforcer of order and propriety, and is not above delivering a rap to the knuckles or box to the ear of those who incur his displeasure. He tries to be very discreet in meting out punishments to the children of the family, but those who are not so high-born (such as the boots-and-knives boy) must be ever watchful for the will of Jessup.

Those who seek Jessup's favor must have convinced him that their recent behavior has been proper. Among those, there is a strict hierarchy:

1. Children of the Elbridge family, especially those who have done proper obeisance to Father.
2. Other children of noble birth, or of family guests.
3. Children who work for the Elbridge family.
4. Other non-noble but "respectable" children.

Those in Jessup's favor may turn to him for protection, advice, and influence with other members of the serving staff.

Dogma: Everyone has a duty, and a place in the social structure. Do your duty with diligence, and maintain your place with dignity (for there is a dignity even in being lowly, because it gives the greatest opportunity for service).

If Jessup needs to be statted, he has a mixture of commoner and fighter levels.

Gefangnis
2006-07-10, 09:51 PM
Alright, I'm back from West Virginia (I was on a Habitat for Humanity trip). I'll go back and read everything I missed tomorrow. Right now, I'm going to bed.

Edit to avoid double post:

The Bully:

I didn't do it - doesn't seem to make much sense. When would you need to bluff a diety? It's funny, though. I would just have the bluff bonus increase with level, say, +4 at level 6.

Malicious Taunting - this seems underpowered. Maybe a couple more times a day, but it's otherwise fine.

Cronies - I always thought feats like this and leadership were not only underpowered, but pointless and overcomplex. Who roleplays for these thugs? The DM?

Otherwise, it's all good. I'd power it up a little, though.

Ecenomics
Excellent work, but I fear that it's a) a bit complicated and b)too different. I think, although not too sensical, we should be staying with the D&D gp model, with vendors, and just rename the gp, sp, cp, etc. Just my two cents (teehee).

Scripture, Moim, Dad, etc
Teehee! Sehr Gut!

True Name
I would suggest changing it so that the target must make a will save or say the real name, and take the resulting damage.

Tumbledown Manor
Most Excellent! I like everything about it, good work!

Wehrkind
2006-07-12, 04:57 AM
Lost track of the thread for a bit.


Tumbledown Manor is truely excellent. It recalls The Secret Garden, Chronicles of Narnia and other post Victorian children's stories very well.


The reason the economics is not quite a stream lined as standard D&D is that it is not nearly the focus it is normally. That and it just wouldn't make sense otherwise. That's what I think at least. If by fiat you wanted to have vendors in the Imaginarium, so be it, that would be an easy way to allow for aquisition of items, but it seems to me that the items children want are going to be very limited, so much so that vendors without strict specialization to the party are pointless, and removing an important role playing opportunity. A less liquid economy has more of the flavor of children's primitive bartering, and really gives more adventure hooks.


I would also like to submit "Imaginarium" as the name of the imaginary realms.

Last_resort_33
2006-07-12, 07:38 AM
I'm thinking of some sort of barbarian rage like ability called "Screaming Tantrum"

Gefangnis
2006-07-12, 11:01 AM
I made a class modeled after the Barbarian a ways back, called the Tantrum Thrower.

Collin152
2006-07-12, 01:07 PM
Not to mention the whiner and Crybaby, with abilities loosley based on the Barbarian rage.

Mephibosheth
2006-07-12, 08:04 PM
I know Tomb Raven talked about doing an avatar of a Quiet Reader, but I went ahead and did one of my own. I know the quality is not nearly at the level of Tomb Raven, but it's not bad. What do you guys think?

http://i64.photobucket.com/albums/h197/Mephibosheth85/QuietReader.gif

Mephibosheth

Collin152
2006-07-12, 09:07 PM
I love it! Maybe you could try doing that NPC I did... whatsisname... Vincent Darkholme.

Tomb_Raven
2006-07-12, 09:16 PM
I know Tomb Raven talked about doing an avatar of a Quiet Reader, but I went ahead and did one of my own. I know the quality is not nearly at the level of Tomb Raven, but it's not bad. What do you guys think?

http://i64.photobucket.com/albums/h197/Mephibosheth85/QuietReader.gif

Mephibosheth

Hey thats realy cool... more or less exactly what i was going to do :D

dont worry about doing avatars at the moment i have no time whatsoever to do it seeing as it is holidays and i have loads of other things to do such as *cough*party*cough* i mean study...

Raven

Mephibosheth
2006-07-13, 06:50 PM
At the request of Collin, here's Vincent Darkholm welcoming new children to the Imaginal plane while unbeknownst to them, a savage and evil monster waits within him to force them to remain FOREVER!!! MUAHAHAHAHAHAHA!!!

http://i64.photobucket.com/albums/h197/Mephibosheth85/Vincent.gif

Let me know of any changes I should make to improve the drawing.

Mephibosheth

Aidan305
2006-07-13, 09:57 PM
Nice thread. I've spent half the day reading it. There's some brilliant ideas here.

As my own way of giving you my thanks, I give you: The Rebel

P.E.A.C.H

The Rebel

I’m telling ya. That much broccli can’t be good for ya. I mean look, even a small amount makes me turn green.
Philmore Travis – Head of the Anti-Veg Movement

No-one knows quite why some kids rebel. Some say they seek order in the chaos they create. Others say that it is some kind of training for future life. Others say it’s out of sheer, stubborn, bloody mindedness. Whatever the reason, the rebel is always willing to fight for their cause, wether it’s staying up past 6pm, avoiding bathtime, or avoiding eating your greens. The Rebel will always be on the lookout for the best opportunity to escape from the oppressors and can find a hiding place in the most unbelieveable places. Their skills at wheedling and coaxing are almost unmatched as they trick the babysitter into letting them stay up that extra half-hour.

Storytellers and Storybook Heros are usually the most likely to become rebels, their need to defend a cause inspired by the many tales they’ve read. Whiners and Panlid Champions will also become rebels if the feel there is an injustice that needs righting. Animal Lover’s will occasionally become one if their pet needs it. Dreamers, Scardeycats, and Quiet Readers almost never become rebels, the former because there is too much else to be done, the latter two because they generally lack the force of personality. Moma’s Boys never become rebels.

Hit Dice: d8

Requirements:
Alignment: Any Non-lawful
Skills: Hide +8, Move Silently +8 Escape Artist +4
Feats: Iron Will, You’re Not The Boss of Me, Alertness

Class Skills:
Bluff, Climb, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Knowledge (Religion), Listen, Move Silently, Sense Motive, Spot, Tumble.
Skill points: 4 + int



Level BAB Fort Ref Will Abilities
1st +1 +0 +2 +2 Rebel With a Cause, Jack be Nimble +2
2nd +2 +0 +3 +3 Struggle
3rd +3 +1 +3 +3 Uncanny Accuracy +1d6
4th +4 +1 +4 +4 Jack be Nimble +4
5th +5 +1 +4 +4 Rebel With a Cause
6th +6 +2 +5 +5 Uncanny Accuracy +2d6
7th +7 +2 +5 +5 Jack be Nimble +6
8th +8 +2 +6 +6 Hide in Plain Sight
9th +9 +3 +6 +6 Uncanny Accuracy +3d6
10th +10 +3 +7 +7 Jack be Nimble +8



Class Features:
Armour and Weapon Proficiency: Rebels are proficient with all simple and martial weapons. You never know when you might need to pick up a pillow against the oppressors. They are proficient with light armour and light shileds aswell. Medium and heavier tends to get in the way when your hiding at bathtime.

Rebel With a Cause: At first level the rebel must select a cause to pursue (or escape from). The cause must in some way go against the aims of the overdeities of his pantheon. While furthering his cause, the Rebel gains a +1 bonus to attacks and saves. At fifth level, threbel may either select a second cause, or choose to gain an extra +1 to his current cause.

Jack be Nimble: At first level and at every three levels after, the rebel gains a cumulative +2 bonus on Escape Artist and Tumble checks in order to further his cause.

Struggle: The rebel may attack an opponant grappling him without taking any penalties to his attack.

Uncanny Accuracy: At third level and every three levels beyond, the rebel may choose to inflict an extra 1d6 damage when attacking while grappled.

Hide in Plain Sight: While in any sort of terrain, a rebel of 8th level or higher can use the Hide skill even while being observed.

Yuki Akuma
2006-07-13, 10:13 PM
I don't think copy-pasting the ranger's version of Hide in Plain Sight is a good idea.

Also... True Name, take two!


True Name
Enchantment [compulsion, mind-affecting]
Level: Mama's Boy 6
Components: V, S
Casting Time: 1 standard action
Range: Long
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates

By forcing your foe to speak the name of a deity (any will do, it doesn't have to be yours, the deity takes revenge on them, dealing 1d6 force damage per caster level (maximum 20d6) and 2d4 Wisdom damage. Creatures in areas of magical silence, or otherwise unable to vocalise the name, take no damage even on a failed saving throw.

Aidan305
2006-07-13, 10:36 PM
I don't think copy-pasting the ranger's version of Hide in Plain Sight is a good idea.

Why? It's exactly the same ability.

Yuki Akuma
2006-07-13, 10:46 PM
Why? It's exactly the same ability.

No. No it isn't. The ranger's specifies "any natural terrain". See? It's right there, in that post.

The shadowdancer's Hide in Plain Sight, for instance, stipulates that she has to be within ten feet of a shadow. She can do it inside a keep, whereas a ranger cannot.

Fualkner Asiniti
2006-07-13, 11:27 PM
ok, if I screw something up just tell me.

Lighter
Alchemical Item (Mundane)(fire)
WHAAAAAAAAAAAAAAAAAAAA!
~ a target who failed his save.
If you succeed on a touch attack, This item does 1d3 damage, and the target must do a DC 15 fortitude save or cower for one round. if the target fails by 5, they are screaming during this period. the lighter takes 1d4 rounds to cool, if you use it again you take 1d3 damage. after 10 uses, wether they hit or not, the lighter loses this effect, though you can refill it.

This can be crafted by a DC 15 Craft(alchemy or other) check. Price: 25 gp. may be bought from special places only.

Glue
Alchemical Item (Mundane)

This item is esentally a bottle that breaks open when thrown. treat this item as a tangle foot bag. this glue may not be eaten.

DC 15 (alchemy or other) Price: 50 gp.

Glue might have to be scaled down.

Aidan305
2006-07-14, 06:31 AM
Lighter
Alchemical Item (Mundane)(fire)
WHAAAAAAAAAAAAAAAAAAAA!
~ a target who failed his save.
If you succeed on a touch attack, This item does 1d3 damage, and the target must do a DC 15 fortitude save or cower for one round. if the target fails by 5, they are screaming during this period. after 10 uses, wether they hit or not, the lighter loses this effect, though you can refill it.

This can be crafted by a DC 15 Craft(alchemy or other) check. Price: 25 gp. may be bought from special places only.


Playing with fire is bad though.

And lo, for Mummy did open the box and take out the item inside. And lo she did strike it on the box and there came a great light. But spake Mummy thusly: "Thou shalt not play with these which I call matches. Nor shalt thou play with lighters. For such things are the province of Mummy and Daddy and you may get hurt."
Safety 5:07

Collin152
2006-07-14, 02:45 PM
At the request of Collin, here's Vincent Darkholm welcoming new children to the Imaginal plane while unbeknownst to them, a savage and evil monster waits within him to force them to remain FOREVER!!! MUAHAHAHAHAHAHA!!!

http://i64.photobucket.com/albums/h197/Mephibosheth85/Vincent.gif

Let me know of any changes I should make to improve the drawing.

Mephibosheth
Great goodness! I finally have sumthin what can be used as an avatar! Already this lil' gnome is being repeated.

Eh... how do I make the white backround go away?

Annarrkkii
2006-07-14, 05:21 PM
Candysnatcher
CE Small magical beast
Init +7; Senses Listen +0, Spot +0
Languages None
------------------------------------
AC 18, flat-footed 15, touch 14
hp 20 (3 HD)
Fort +4, Ref +6, Will +2
------------------------------------
Speed 20 ft.
Melee slam +2 (1d4-1/20)
Base Atk +3; Grp -2
Atk Options sneak attack +1d6, jarring suprise, sticky hands, Combat Expertise
------------------------------------
Abilities Str 8 Dex 17 Con 12 Int 8 Wis 12 Cha 10
SQ Darkvision 60 ft, low-light vision, naturally sneaky, burst of speed, driven, trick, sticky hands
Feats Combat Expertise, Run
Skills Disguise +6, Move Silently +14
CR 3
Treasure 15 gp of candy
ECL --

The child moved with unnatural silence, and a purpose uncommon in the average treak-or-treater, advancing quickly toward them. Petey leaned over to Sammy, "You think he wants to play?"

"Dunno'. But he has a good costume." He did, at that. A very convincing purple hood, and a large, bulky black robe. "His eyes glow! How do you reckon he does that?"

"Prolly with, like, liddle flashlights."

Suddenly, the spook, now a mere handful of paces away, seemed to loom taller, it hurtled forward, still soundless, as it glided at breakneck speed toward them.

"BOO!" The voice ridiculously is loud, rasping and sonorous at the same time. It reverberated around them, and made Petey's hair nearly stand on end.

Petey had seen Sammy face down Puff McCully, the playground bully, and he'd seen him stand stong in the face of a charging alley dog, but his long time companion ran as if Nanny herself was on his heels, his precious candy load forgotten and dropped as he fled.

But Petey knew what Lancelot or Arthur would have done. He stood his ground, and, raising his candy basket, he struck. Stubby, furred hands shot out from the folds of the spook's robe, and caught the pumpkin-shaped basket in mid swing. With a twist and a yank, it jerked it free. Cackling in a shrill, jeering voice, it spun, robe flapping, and hurtled away at amazing speeds. As its ckackles faded, he could still hear Sammy's sneakers crunching on gravel in the distance behind him.

The candy snatcher is a small, furry creature, with a broad, flat face and slitted nostrils. Their eyes can be any color, but all glint even in the absence of light. They roam the streets on Halloween, magically soundless, to steal candy from toddling adventurers. They are always disguised in some trick-or-treat costume, and where they get such good ones is unknown.

Combat

The candysnatcher's idea of combat is to spring on unwary trick-or-treaters, who feel safe in their pursuits, either by leaping from the shadows or springing on them when they thought it was just another trick-or-treater. They generally use their jarring surprise to thin the lines, and hopefully result in a dropped candy basket. Remaining combatants they attempt to disarm of candy, and then flee at breakneck speeds via burst of speed and then Run. If cornered, they fight savagely with their little furry fists, but flee at the first chance.

Jarring Surprise In a surprise round of combat, when a candysnatcher first attacks, it may, as a free action, shout "Boo!" in a magically enhanced voice. The sheer terror it inspires with this cry is enough to shake even stalwart children. Enemis must make a Will save DC 20, or become panicked, dropping anything they are holding and running.

Driven Do to their unnatural obsession for sweets, candysnatchers are treated as mindless for all purposes of spells and effects. Only candy can influece their primal minds.

Sticky Hands The candysnatcher is treated as having they Improved Disarm feat. They can also pick up objects on the ground as an immediate action once per round.

Trick Candysnatchers are masters of disguise. They receive a +4 racial bonus to disguise checks, and can use the spell alter self once per day.

Naturally Sneaky Candysnatchers hardly make noise. They have a +8 enhancement bonus to move silently.

Burst of Speed For a total of 5 rounds per day, a candysnatcher can move as if it had a speed of 60 ft. They most frequently use this ability to disengage from enemies.

((Whaoh. I was thinking of the Gloom's ability for sneakiness when I wrote this, and the +20 got stuck. Thanks, Obese Ninja, for the catch. And I changed the sticky hands ability and the jarring surprise DC.))

Aidan305
2006-07-14, 05:37 PM
Annarrkkii
Nice monster, I can definetely see one of those things wandering on Hallowe'en.

Gefangnis
2006-07-14, 09:33 PM
My problem with the Rebel is the lack of flavor. How do his abilities match the class description?

Also, what does the Rebel with a Cause ability do? It seems to be the only ability that matches the class (or lack thereof), and it has no effect.

Prestige classes should be a way for a character to further specialize, or add a more specific flavor. Your class doesn't seem to really do either of those.

Edit: Oh, and ability score increases should really be avoided like the plague.

Nice job on the Candy Snatcher, but I'd pump up the will save, to say, 20, and lower the move silently bonus (maybe just change it to the stealthy feat). Also, the Improved Disarm specifics (only on baskets of candy) seems to limit the use of the monster. I could see DM's having a hard time incorporate it into even a Halloween scenario. Overall, though, excellent work.

Collin (that's my name too!), nice job on the lighter, but I'd add an effect that if you use it too many times in a row, you take damage yourself (ever burned yourself rotating the little trigger thingy because it got hot?)

I like "True Name" a whole lot, Yuki.

Tirades 6:2
And in anger, John did speak His Lord's true name, and did forsake the affectionate "daddy" or even "father". So was His fury was unleashed upon John, and though John did beg forgiveness, he was then scorned and banished to his room.

Annarrkkii
2006-07-14, 11:07 PM
I reading some of the equipment, and I really think that you need more armor types. Anyone have some ideas for little kid armor?

So far, I can think of:

Hand-me-down Jacket (leather): a too-large coat, jacket, or hoody from an older relative.

Rollerblading Gear (studded leather-ish stats?): kneepads, elbowpads, a helmet, wristguards, and heavy socks make for light protection.

Hockey uniform (maybe breastplate stats?): Heavy padding on the knees, elbows, torso, shoulders, and, of course, a helmet.

GenericToy Fireman's outfit (leather): yellow coat and fireman's helmet. Bonus on saves verse heat effects.

GenericToy Plastic Breastplate (chain shirt): you've seen 'em, in the little Conan or Hercules kid sets. The ones with the neck strap and waist strap, and that are just a rigid plastic sheet that goes on the front of the body.

Yeah, towards the end I'm fumbling a bit, but still, you get the idea.

chionophile
2006-07-15, 04:01 AM
I see no one has decided on stats for a cardboard box, although they were mentioned early on in the thread.

Seems to me like boxes should be very powerful magic items considering all the uses they have. Just a thought.

Spuddly
2006-07-15, 04:04 AM
Cardboard and duct tape should be important crafting materials.

Feats to stat out: Noogie, Indian Burn and Charlie Horse.

Collin152
2006-07-15, 03:02 PM
Collin (that's my name too!), nice job on the lighter, but I'd add an effect that if you use it too many times in a row, you take damage yourself (ever burned yourself rotating the little trigger thingy because it got hot?)
.
Um... that wasn't me. That was someone with my avatar.(when it was the gnomie.)


Cardboard and duct tape should be important crafting materials.

Feats to stat out: Noogie, Indian Burn and Charlie Horse.
Noogie is already a feat.

Aidan305
2006-07-15, 03:33 PM
My problem with the Rebel is the lack of flavor. How do his abilities match the class description?

Also, what does the Rebel with a Cause ability do? It seems to be the only ability that matches the class (or lack thereof), and it has no effect.

Prestige classes should be a way for a character to further specialize, or add a more specific flavor. Your class doesn't seem to really do either of those.

Edit: Oh, and ability score increases should really be avoided like the plague.


Thanks. I agree with you on the fluff. When building the prestige class, I was trying to go for a sort of "Calvin" type character, a person who's always trying to avoid eating his greens, avoiding bathtime, bedtime, etc. Hence all of the abilities dealing with escaping and grappling. Unfortunately, the flavour text I wrote seems to be more of a leader type of character.

Statswise, he's something of a scout, making use of his skills to hide, sneak, and if caught, get out of dodge. Possibly I'll remove the Rebel with a cause ability since the only thing that really keys off of it is the Jack be Nimble. Perhaps I'll key it to "escaping".

Your thoughts on the Dex bonus are acknowledged.

Gefangnis
2006-07-16, 09:51 PM
Aidan: From what I see (and if someone's already done this, I apologize profusely), there doesn't seem to be any dex-based characters. You might change your class to a base class and just expand on the abilities. The 'escape flavor' sounds pretty cool, and you should add more of that flavor to it.



Um... that wasn't me. That was someone with my avatar.(when it was the gnomie.)


Hehe... oopsie.

Fualkner Asiniti
2006-07-16, 10:13 PM
[quote author=The Obese Ninja link=board=gaming;num=1150920490;start=660#661 date=07/14/06 at 21:33:54]
Collin (that's my name too!), nice job on the lighter, but I'd add an effect that if you use it too many times in a row, you take damage yourself (ever burned yourself rotating the little trigger thingy because it got hot?)


my name isn't collin, and i took your idea.

Randomman413
2006-07-16, 11:39 PM
This stuff is, honestly, amazing. My next campaign will be based on all this. Or at least it will be once the Quiet Reader gets done! I can't run a game with 4-year olds and no crazy-warlock-book-reading-psycho-kids!

Wehrkind
2006-07-17, 05:26 AM
My fiance drew an amazing avatar for the Quiet Reader. I need to get off my butt and scan that. She is WAY more talented an artist than I will ever be. Comes from being chained to a chair when she is young, so she tells me.

Randomman413
2006-07-17, 10:19 AM
She was chained to a chair? Did child services know about that? ???

Yuki Akuma
2006-07-17, 10:24 AM
A new feat chain, just 'cause... You know how some kids have a special, favourite piece of clothing (a hat, a pair of gloves, a shirt whatever) that they always wear? Yeah.

Fashion Statement [General]
You possess a particular, special item of clothing that grant you certain benefits.
Prerequisites: Cha 13+, Imagine 9 ranks
Benefit: Pick an item of clothing. It must be an item that takes up a body slot, such as a special pair of gloves (or just a single one), a cap, or a pair of shoes. As long as you wear this item, you gain a +2 enhancement bonus to your Charisma score.
You may also give this item of clothing a special purpose. If you spend one hour focusing on the item, you may give it the ability of a single wondrous item that takes up a similar body slot.
This ability can be changed once per week.


Improved Fashion Statement [General]
Your special item increases in power.
Prerequisites: Cha 15+, Fashion Statement, character level 12th
Benefit: You may give your special item a new, more powerful purpose. You may give it an ability from a medium wondrous item that shares its body slot, an ability from a minor wondrous item that does not share its body slot, or the abilities of two minor wondrous items that share its body slot.


Greater Fashion Statement [General]
Your special item increases in power yet again.
Prerequisites: Cha 17+, Fashion Statement, Improved Fashion Statement, Character level 15th
Benefit: Your special item may possess the special ability of a major wondrous item that shares its body slot, the ability of a medium wondrous item that does not share its body slot, the abilities of two minor wondrous items that do not share its body slot, or the abilities of three wondrous items that do share its body slot.


So, what do you think? Balanced? Overpowered? Underpowered?

Randomman413
2006-07-17, 10:30 AM
The first one seems balanced, but the other two seem to grant too many abilities. I'm not sure about balance, but it just seems like too much book keeping to me.

Mephibosheth
2006-07-17, 10:34 AM
Yuki:

I like the feat tree, but (unlike the High Priest) I think that Fashion Statement is a bit unbalanced and shouldn't be available at first level. Perhaps add some ranks in Imagine as a requirement that would make it available around 5th level or so. It just seems a bit overpowered to give a first level character access to a minor wondrous item and a +2 bump to charisma. The others have significant character level requirements, at which time the effects of the feat isn't beyond the means of the character.

Just my 2 Candy Corn,

Mephibosheth

Yuki Akuma
2006-07-17, 10:36 AM
Hm, okay.. maybe 9 ranks in Imagine? I suppose I could change all the character level prerequisites into Imagine ranks..


Also, I fail to see why this is more bookkeeping than, say, a Storyteller's spellbook. :P

Mephibosheth
2006-07-17, 10:39 AM
Looks good. 6th level sounds about right. I really like the feat tree. I can see a kid attaching it to his/her favorite sweatshirt or the pair of daddy's shoes that he uses all the time for playing pretend.

The reason I suggested ranks in Imagine is to make it similar to the other feats we've made. I was also going to suggest an Imagine check to bestow the magic item powers on the item, but decided that we have a lot of feats that are based on Imagine checks granting powers. Character level requirements work just as well. However you think best.

Amazing work!

Mephibosheth

Yuki Akuma
2006-07-17, 10:41 AM
Aw, shucks... ;D

I was actually considering making it a "points" system (Fashion Statement grants 1 point, the next grants 2, and the next grants 3, say), which can be spent on different abilities, but I thought that was too complicated.

Although it might work better than just listing all the things you can do with the feat...

belboz
2006-07-18, 03:41 PM
The reason I suggested ranks in Imagine is to make it similar to the other feats we've made.


Hey--question about that. Are we overloading the Imagine skill? I mean, it stands to reason that a game revolving around lets-pretend would make a lot of use of a skill like that, but is it turning into such a central skill that it would be near-pointless to spend skill points on anything else? I take it we don't want *that* result.

Yuki Akuma
2006-07-18, 04:34 PM
Well, it's unlikely that anyone's going to have only one skill point per level. I don't even think we have classes that get only two per level...

(Plus these kids are, you know, humans. Extra skill point and all that.)

Mephibosheth
2006-07-18, 04:41 PM
I agree with Yuki on this one. I think that we should be careful about overloading the Imagine skill, but nothing we’ve come up with so far for Imagine replaces any other skills besides Knowledge. You can’t use Imagine to tumble or jump or use magic devices or lie or anything else that can be done with conventional skills. A lot of the feats we’ve created are just replacements of already existing feats that use Imagine to make the feat more adaptable and flavorful. Like Imagine Proficiency and Imagine Prowess, both of which do essentially the same thing as already-existing feats (Weapon/Armor Proficiency and Weapon Focus) but are more flavorful and flexible. They’re slightly more powerful but are balanced by the ever-present chance of failure.

So in summary, Imagine and the right feats will let you do cool stuff, but it doesn't really replace any of the more conventional skills.

Mephibosheth

Randomman413
2006-07-18, 05:06 PM
So...wait...they're all humans? No baby elves, who have been travelling with the same family of humans for two or three generations now? Or baby dwarves who have bottles full of white russians? Aw, man...that was gonna be awesome! ;)

Mephibosheth
2006-07-18, 05:07 PM
We still haven't completely worked that out yet...

Yuki Akuma
2006-07-18, 05:15 PM
I think we've decided already that it's set on Earth. Or at least a planet with similar history and only one dominant species.

Zeal
2006-07-19, 12:02 AM
Maybe characters could take a feat at first level such as:

Alter Ego [General]

Benefit

You choose a race with no level adjustment; when in the Imaginal Plane you become this race for all in appearance and abilities.

Normal
When in the Imaginal Plane you normally remain the same race you were before entry.

Special
This Feat can only be selected at first level


This is just a rough idea, mind you.

Wehrkind
2006-07-19, 12:08 AM
They don't have child services in Hong Kong.


I think that Imagine makes sense to be a bit overloaded, since when you get right down to it, that's all most kids are really good at. What I might do is make it cross class for all classes, so that even though everyone wants to max it, it is tough to be REALLY amazing in it.

Then again, I am never too opposed to just making up entirely new systems, so take that with a grain of salt.

BelkarsDagger
2006-07-19, 12:17 AM
Smuggle: General
You are adept at smuggling soda and candy into your room.
Prerequisits: Sleight of Hand 5 ranks, Move Silently 5 ranks
Benefit: You gain a +2 to all Sleight of Hand checks involving smuggling stuff into your room, hidey hole, special place, or other place of yours. You also gain a +2 bonus to Move Silently checks involving not being heard while smuggling it.

Comments?

Mephibosheth
2006-07-19, 02:56 PM
I really like Tumbledown Manor as an adventure location, but I thought that Project C.U.T.E. needed a more modern setting. I figured a good suburban neighborhood would be just the ticket, since it presents a wide variety of adventure settings and quest options as well as allowing for a near-infinite potential for PC's. To this end I present:

Oakwynde Chateaus – Overview

Oakwynde Chateaus is a small subdivision in Willowbrook, a prosperous suburb of a major modern city in the southeastern USA. Boasting housing at more affordable levels than many of the subdivisions in Willowbrook, Oakwynde Chateaus is a popular subdivision with young professionals and their families. Homes in Oakwynde Chateaus typically run around $200,000 and run the gamut of architectural styles with modest ranch and colonial homes proliferating. The neighborhood has been around for a long time and houses from the first founding of Willowbrook in the 1700’s can be found mixed in with more modern buildings.

As it is a relatively young and upwardly-mobile neighborhood, Oakwynde Chateaus has become a relatively interconnected neighborhood as parents seek playmates for their children. Block parties are common in the summer, and the children of the neighborhood spend a lot of time together, playing in backyards and the wooded area at the center of the neighborhood in warm weather and congregating in basements and attics when inhospitable weather forces them inside. The varied homes and favorite play locations that can be found throughout the neighborhood provide ample fodder for the vivid imaginations of the neighborhood’s children.

Oakwynde Chateaus – Real World Geography

http://i64.photobucket.com/albums/h197/Mephibosheth85/OakwyndeMap.gif

Oakwynde Chateaus – Imaginal Geography

In general, the neighborhood of Oakwynde Chateaus is a relatively mundane and safe place where the influence of Adults keeps the Imaginal Plane at bay. Travelers on the neighborhood streets will occasionally wander into the fringes of the Imaginal Plane, encountering Puppy Swarms and Stuffed Animals, but by-and-large, the neighborhood streets are safe. There are, however, a number of locations where the Imaginal Plane is easily accessed.

1 - The Woods

Of all the play location sin Oakwynde Chateaus, The Woods is perhaps most closely tied to the Imaginal plane. The Imaginal Woods is a confusing and often frightening place where dirt paths lead unwary adventurers to their doom and stalwart keeps are assailed by the creatures that roam the forest at night. The Imaginal Woods is seldom well-lit and exists in an almost-perpetual twilight or nighttime state. There are a few areas of relative safety where forts have been established by brave adventurers, but venturing forth from these fortresses is a perilous undertaking. The swamp at the center of The Woods is particularly dangerous, containing any number of deadly swamp beasts with frequent rumors of undead infestations and twisted magic.

2 - Mr. and Mrs. Varkonyi’s House

Mr. and Mrs. Varkonyi have lived in Oakwynd Chateaus for as long as anyone can remember. An old, retired couple, Mr. and Mrs. Varkonyi are semi-reclusive and can only be seen when they venture out of their home to go shopping or do some infrequent yard work. Their yard has become an overgrown jungle of weeds and wildflowers surrounded by a ring of out-of-control shrubs and lilac bushes that rarely ever flower. The exterior of their house is in a similar state of disrepair, with faded and peeling paint, broken shutters, and semi-collapsed front stairs. Few if any know what the interior of the Varkonyis’ house looks like. Few go in and even fewer come out.

Rumors about what goes on inside the Varkonyi house abound and range from the mundane speculations of the Adults (“Poor Mrs. Varkonyi slipped on some water the other day and broke her hip” or “It seems that Mr. Varkonyi has stopped building those adorable ships he used to make. Poor guy just doesn’t find it enjoyable anymore.”) to the more wild fears of the children (“I hearded that Mr. Varkonyi has chains on the walls of his basement that he uses to imprison people who lose their baseballs in his yard” or “The reason the Varkonyis never leave their house is that they’re keeping their crazy son locked up in the attic bedroom. I heard that he killed someone and now they have to keep him locked up or he’ll kill again”). Some kids even think that the Varkonyi’s are practitioners of black magic and use the blood of small children in their spells.

3 - The Empty House

Next to The Woods, The Empty House is the location in Oakwynde Chateaus most closely tied to the Imaginal Plane. Brave children break into the house regularly frequently and rumors about its past and present use abound. Some claim that it was used by gangsters to keep stores of weapons ready for jobs in the city. Some claim that the former tenets still haunt the ruined home (though the stories cannot agree on whether their spirits are friendly or evil). Some claim that it’s actually still inhabited by a gang of orphans that use it as a hideout from Child Services. Some claim that the old house was a pirate safehouse in the 1700’s. Needless to say, the attics and basements of The Empty House are seldom explored and the whole place remains shrouded in mystery.

4 - The Quarry

Located just outside of the neighborhood away from the river, the Quarry is a place frequented by older kids looking to escape the watchful attention of the Adults. Young children also frequent the Quarry looking for caves and digging for buried treasure.

5 - Billy Jones’ Treehouse

Perhaps the safest location of all those strongly tied to the Imaginal Plane, Billy Jones’s old treehouse has been the sallying point for many an imaginary adventure and, over time, has been equipped with all the best defense gadgets you can imagine including a ready supply of squirt guns, Nerf guns, and a water balloon launcher.

So, what do you think? What should I add or change? What else do you think Oakwynde Chateaus needs to be complete? Feel free to write up your own adventure locations to fit within Oakwynde Chateaus.

Also, anyone seen Shiny recently?

Mephibosheth

SilveryCord
2006-07-19, 03:32 PM
The Crazy Cat Lady tries to get the little tykes off of her yard... lest they find the deep, arcane secrets lieing within. And if they get too close, she might send her Dire Lion on them.
Be wary, my friends, for you may find yourself reduced to the level of a pesky commoner once her cats grab hold.

http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1153264702
I pm'd the topic creator, asking if he was interested, and then I realized that it was open posting >_<

Collin152
2006-07-21, 02:15 PM
i find it very difficult to comprehend that last post.

Mephibosheth
2006-07-21, 02:20 PM
I think SilveryCord's saying that he PM'd Shiny asking if Shiny was interested in including the Crazy Cat Lady in the corpus of Project C.U.T.E. content. He subsequently realized that anyone can post anything in this thread, and submitted the Crazy Cat Lady for our consideration.

I like the PrC, SilveryCord, and I think it may possibly have a place in Project C.U.T.E., but I don't know exactly what role that would be. So far we've treated most adults as deities, and it doesn't seem like this is a PrC that a kid could take. Perhaps it would behoove us to determine how we're going to treat adults that aren't part of the normal pantheons.

Anyone heard from Shiny recently? It seems like people are out of ideas/interest in the Character Optimization phase. Perhaps now is the time to move on to...


MONSTERS!!!

Mephibosheth

BelkarsDagger
2006-07-21, 02:23 PM
Ooooh... I'll take a crack at a CUTEified monster soon.

No comments on my feat?

Mephibosheth
2006-07-21, 02:32 PM
Zergling:

I like Smuggle. It's pretty flavorful, well balanced (if perhaps a bit underpowered given the circumstantial nature of its bonuses), and quite a few quest ideas sprang into my head when I read it. I would suggest adding a +2 on Hide checks while trying to smuggle things, to bring it closer to the other skill-boosting feats in power. I say this because the bonuses from your feat are only applicable when the character is smuggling stuff, whereas feats like Persuasive and Stealthy give bonuses that are always applicable. Adding a bonus to Hide fits the flavor and provides an added benefit to offset the circumstantial nature of the feat. At least, that's my 2 Candy Corn.

Anyone have comments on Oakwynde Chateaus? I know it's kinda vague, but I fully intend to add profiles of various households and some more important locations one of these days. Also, anyone should feel free to create their own households or locations to add to the setting.

Mephibosheth

blackfox
2006-07-21, 02:41 PM
Oooh, monsters! This sounds like fun. I like Oakwynde Chateaus--it sounds almost like Calvin's house. I could imagine running a campaign there.

BelkarsDagger
2006-07-21, 02:52 PM
Aye, Oakwynde looks good. I think it needs a Playground, though, with a hidden Portal to the Imaginal Plane.

Collin152
2006-07-23, 03:43 PM
I think Reading should be a skill for the non-reading classes. Like, Quiet Readers and Storytellers don't need to make the checks. Like Use Magic Device.

Mephibosheth
2006-07-24, 09:39 AM
Couldn't we just use the already-exisiting rules for Decipher Script (http://www.d20srd.org/srd/skills/decipherScript.htm), maybe with some slight tweaks. We could base the checks on "reading level," making a grade 1-4 (or equivalent) reading level DC 20, grades 5-6 (or equivalent) DC 25, grade 7-8 (or equivalent) DC 30, and a high schol (or equivalent) reading level DC 40. If you make the check by 4 or less, you understand the general gist of the material, but don't know the meanings of a few of the big words. If you beat the DC by 5 or more, you understand the entirety of the material.

My 2 Candy Corn

Mephibosheth

Collin152
2006-07-30, 09:39 PM
Seems we got moved. Diddnt even know this board xisted.

Gefangnis
2006-07-30, 10:23 PM
It didn't, until recently.

Yuki Akuma
2006-07-31, 09:09 AM
Anyway, heh... I've been trying to come up with some ideas for monsters, but I'm stumped.

...Help? I can do stats for monsters, but I have no ideas right now...

belboz
2006-08-01, 01:02 PM
Man, I've just been at a creative ebb recently.

OK, here are some ideas for monsters. Please feel free to stat these out; I may or may not have the time/energy to do so myself.

Ricket: A creature that sometimes spawns from the sillhouettes of furniture or piles of objects in dim illumination. For example, a floor lamp or a chair piled with clothes can sometimes become a ricket spontaneously. Perhaps they're posessed by some sort of spirit.

Bogdweller: A creature that lives in cisterns, beneath the drains of bathtubs, or in toilets--anywhere where water can make sudden spooky sounds.

Lionet: Similar to a white lion with the "cute" template applied, but has wings, is dimly intelligent (Int ~6). Has some limited charm-type ability.

With apologies to Niel Gaiman:

Cuckoo: A terrible parasite of the imagination. Cuckoos dwell deep in the imaginal plane--they can take any shape they wish, but their natural form is that of a Large, iridescent cuckoo bird. They have two main special abilities:

-Suggestion: Everything the Cuckoo says is treated as if said under a Mass Suggestion spell. Each such suggestion has a save DC of 15 for most creatures, and a save DC of 20 for natives of the imaginal plane.

-Subvert Imagination: At will, the cuckoo can attempt to subvert any action that depends on an Imagine check. Cuckoos have an Imagine skill of 15. Whenever someone succeeds on an imagine check in the presence of a cuckoo, the cuckoo makes an opposed imagine check. If the cuckoo's score beats the original check score by at least 2, the cuckoo has the option to "subvert" the imagined effect, treating it as if the cuckoo, not the imaginer, had used the skill. Thus, summoned allies will be under the cuckoo's control, combat buffs will apply to the cuckoo, attacks can be directed however the cuckoo chooses, on rerolls the result chosen will be the one more favorable to the cuckoo, etc.

Fortunately, cuckoos are deeply bound to the imaginal plane, and cannot enter the real world, or even the imaginal borderlands.

belboz
2006-08-04, 10:19 PM
All right. I'll actually do one of them, since I've got a lull in work anyway.

Since people have noted that our monster arsenal is pretty low-powered (given the fact that our classes are 20-level), I'll start with a monster that should keep our little heros occupied for a good bit longer. I'm bad with CRs, so I haven't set one here, but I assume something like 15 is about right.

Cuckoo
Large Outsider [extraplanar*, evil]
Hit Dice: 15d8 + 45 (113 HP)
Iniative: +7
Speed:10ft , fly 100 ft (good), or as humanoid form
AC: 21 (-1 size, +3 dex, +4 natural, +5 deflection), touch 17, flat-footed 18
Base attack/grapple: +15/+22
Attack: Claw +17 (1d10 + 4), or by weapon (in humanoid form)
Full Attack: 2 claws +17 melee (1d10+4) and bite +2 melee (2d6+4) or by weapon (in humanoid form)
Space/reach:10ft/10ft
Special Attacks: Subvert imagination, mass suggestion, eyebite
Special Qualities: Humanoid form, evasion, outsider traits, mass tongues, damage reduction 5/good, spell resistance 20
Saves:Fort +13, Reflex +13, Will +14
Abilities: Str 15, Dex 16, Con 16, Int 16, Wis 18, Cha 22
Skills: Bluff +26, Diplomacy +26, Intimidate +26, Sense motive +23, Listen +17, Spot +17, Use magic device +18, Move silently +14, Concentration +14, Disguise +21, Gather Information +21, Hide +14, Imagine +25
Feats: Persuasive, Improved Initiative, Leadership (score 21), Skill Focus (Imagine), Negotiator
Environment: The deep imaginal plane
Alignment: Always neutral evil
Treasure: Standard coins, double goods, standard items, +1d4 magic items (varying type)
Organization: Solitary, plus cohort and/or followers
Advancement: None.
LA: -
Challenge rating: 15
*The cuckoo would have the extraplanar subtype if encountered on the Material plane. However, the cuckoo is almost never encountered outside its native habitat.

"Now, think carefully, because this is a big thing I'm asking you. Do you like me?"
"Mm hm."
"And I've got a right to live, haven't I? And to be happy?"
"Of course you have..."
"And I'm awful sweet, aren't I? I'm awful cute."
"You're...cute...as a...button..."
"Barbie, you wouldn't mind it, if I had to kill you? I need to. And it would make me really happy."
"...sure..."
"Oh good."
-Niel Gaiman, A Game of You

A cuckoo is a dark and powerful parasite of the imagination, living deep inside the imaginal plane. It insinuates itself into the loyalties and thoughts of others, and then warps their imaginations to feed its own power.

In its natural form, a cuckoo appears as a glossy, iridescent black bird with a 20-foot wingspan. But the cuckoo spends little time in its natural form, preferring to take the appearence of a non-threatening humanoid to better further its schemes.

Cuckoos speak common and their own language, but can use their mass tongues ability to communicate with any creature.

Combat
Although powerful fighters, cuckoos do not favor direct physical confrontation, instead preferring to use their mass suggestion ability and high diplomacy skill to make allies from enemies. If forced into combat, cuckoos will attempt to use their mass suggestion ability to turn as many of the opposing side as possible. They will attempt, if possible and useful, to maintain their disguise, although they will change to their natural form if the battle is going poorly.

If a cuckoo's cohort or followers are present, and have imagination-based abilities that might help the cuckoo, they will generally use them. The cuckoo can use its Subvert Imagination ability to change any of their personal-range effects to cover itself, if this would make strategic sense. It will also use its suggestion power to encourage opponents to use imagination-based abilities, and will subvert these to its advantage if possible.

Tactics round-by-round

Continuously: Subverts all hostile imagine-based abilities.

Before the combat: Instructs cohort/followers to use imagine-based abilities to summon further allies and create buffs; subverts personal-range abilities to apply buffs to itself. After this, the cohort will generally fight normally. Use of diplomacy skill to attempt to sway opponents, if possible.

Round one: Immediate action, beginning of round--mass suggestion (aimed at opponents) to join with the cuckoo. Typical suggestions involve the cuckoo's being a hapless victim of attack, too powerful to defeat, capable of offering great rewards--whatever it deems most effective. The cuckoo can use its bluff skill to make these suggestions seem more reasonable. Standard action--eyebite against opponent that appears most dangerous.

Round two: Immediate action, beginning of round--mass suggestion to use imagination-based abilities, generally taking the form that only through the imagination can the cuckoo be defeated. Standard action--melee attack against closest opponent. Move action--direct eyebite against another opponent.

Round three: If the battle is going poorly, use the immediate action to suggest flight to everyone but the cuckoo's true allies; the suggestion is usually that the battle is not worth the risk. Use standard action to transform into natural form and attempt to fly away. If the battle is going well, use the immediate action to suggest surrender to remaining opponents, move action to attempt another eyebite or close with another opponent, and standard action to continue melee.

Round four+: As above, unless cuckoo is already in natural form and flying. In that case, use immediate action to suggest giving up any chase (generally, the suggestion is that the cuckoo has been permanently driven off, even if this is false, and that pursuit is just an unnecessary risk). Use both move and standard to flee unless cornered; if cornered, use full attack.

Subvert imagination (su): Whenever an imagination check is successfully made in the cuckoo's presence, the cuckoo can, as a free action, attempt to subvert it. The cuckoo rolls an opposed imagination check; if this check beats the original by at least 5 points, the effect is treated as if created by the cuckoo: Bonuses will apply to the cuckoo instead of the person who made the check; summoned creatures will be loyal to the cuckoo, etc. If the cuckoo's check fails, the ability works as normal.

Mass suggestion (su): Once per round, as an immediate action, the cuckoo can make a mass suggestion, as per the spell, on up to 15 creatures within a 50-foot radius. The save DC for this effect is 23, which is charisma-based. Natives of the imaginal plane receive a -5 penalty to their saving throws.

Eyebite (sp): As a standard action, the cuckoo can affect one individual as if by the Eyebite spell, as a 15th-level caster. The save DC for this effect is 23, which is Charisma-based.

Humanoid form (su): As a standard action, a cuckoo can assume the form of any humanoid creature from tiny to large size. This grants it the standard +10 bonus to disguise checks, if it wants to appear to be a specific individual. Cuckoos will generally spend most of their time in humanoid form. When in humanoid form, a cuckoo retains all of its abilities (including physical ones), except that it loses its natural armor bonus, natural attacks, and flight capabilities and is able to wield weapons (as an outsider, it is proficient with all standard an martial weapons) and perform other actions which require hands.

Mass tongues (su): In addition to being able to understand any language, any utterance made by a cuckoo will be heard by all who can hear as being made in their native language, or in a language of the cuckoo's choosing; the cuckoo is automatically aware of which languages are spoken by those present. Unlike the standard tongues ability, the cuckoo can seem to be speaking (to different listeners) in different languages at the same time.

Evasion (ex), outsider traits: As normal.

[edit: set CR, changed DCs as per Mephibosheth's comments.]

belboz
2006-08-09, 02:07 PM
Uh-oh. Is project CUTE going out with a whimper? I hope not. Here's another monster.

Lionet
Small Magical Beast (Augmented)
Hit Dice: 3d10 +3 (20 HP)
Iniative: +3
Speed: 30ft , fly 40 ft (average)
AC: 18 (+1 size, +3 dex, +2 natural, +2 deflection) touch 16, flat-footed 15
Base attack/grapple: +3/+4
Attack: Claw +5 (1d4)
Full Attack: 2 claws +5 melee (1d4) and bite +0 melee (1d6)
Space/reach:5ft/5ft
Special Attacks: Mew
Special Qualities: Magical beast traits, cute traits
Saves: Fort +4, Reflex +6, Will +2
Abilities: Str 15, Dex 17, Con 13, Int 5, Wis 12, Cha 12
Skills: Balance +5, Listen +7, Spot +7
Feats: Alertness
Environment: Imaginal woodlands
Alignment: Often true neutral
Treasure: Standard
Organization: Solitary, pair (2 + 0-3 noncombatant young) or pride (6-10 + 6-10 noncombatant young)
Advancement: 4-5 HD (small)
LA: -
Challenge rating: 2

"Mew?" The sound comes from above you in the trees. You look up, surprised to find a cat in the forest, so far from home. But what you see is even more surprising: A white lion, no bigger than a St. Bernard, with soft, feathery wings and an endearingly shaggy mane. The lion ***** its head at you. "Mew?" it asks.

A lionet is a small and usually harmless beastie that makes its home in imaginary woodlands. They resemble nothing so much as miniature white lions with pegasus-like wings. Lionets primarily subsist on a diet of birds and rodents.

Combat:
Lionets are generally non-aggressive towards anything too big for them to eat (that is, of larger than diminutive size). However, they will attack larger creatures if threatened, cornered, or starving. Lionets with cubs will also attack anyone who attempts to touch the cubs or stands between the cubs and any either parent or any adult member of the pride.

Unless they're starving or they feel their cubs are in danger, Lionets will generally attempt to mew to deflect threats. And unless they are attacking for food, they will stop attacking anyone who succumbs either to their mew or their innate charm ability. If this fails, lionets will use one of the following tactics:

-If attacking in response to a perceived threat to themselves, they will use a standard attack followed by a retreat to see if the attacker has been scared off.
-If pursued, attacking for food, or defending cubs, they will generally use a full attack whenever possible.

Multiple lionets will almost always attempt flanking tactics.

Mew (sp): This ability is under construction. It should be an enchantment (or possibly abjuration) ability which does not overlap too much with the Cute template traits.

Cute traits: The lionet has the standard traits of the cute template:

Charm person on eye contact, DC 13 + number of other cute creatures present (lionet cubs count towards this)
-3 to hit by any creature who can see the lionet
immune to fear
Ability modifiers and deflection bonus (already factored in above


Magical beast traits: Standard.

[Edit: As per Mephibosheth's comments]

belboz
2006-08-10, 10:42 PM
Loo loo loo...posting monsters...anyone there? PEACH?

Ricket
Medium Undead
Hit Dice: 7d12 + 20 (66 HP)
Iniative: +0
Speed: 20 ft
AC: 16 (+4 natural, +2 deflection) touch 12, flat-footed 16
Base attack/grapple: +4/+8
Attack: Slam +8 (1d6 + 4 + energy drain)
Full Attack: Slam +8 (1d6 + 4 + energy drain)
Space/reach:5ft/5ft
Special Attacks: Energy drain
Special Qualities: Undead traits, Regeneration 5 (see below), Daylight Helplessness
Saves: Fort -, Reflex +2, Will +6
Abilities: Str 19, Dex 10, Con -, Int 12, Wis 12, Cha 14
Skills: Hide +10, Listen +13, Spot +13, Intimidate +12, Search +11
Feats: Alertness, Ability Focus (Energy Drain)
Environment: Indoors at twilight and later
Alignment: Always Chaotic Evil
Treasure: None
Organization: Solitary
Advancement: 8-9 HD (medium), 10-11 HD (large)
LA: -
Challenge rating: 6

It's just a chair. It's just that tall-backed chair, with your clothes carelessly slung over the back and that old hat you played dress-up in on top. You've seen that chair a million times. It's always right there, it always looks like a wide, squat monster, and it always scares the pants off of you. It's just a chair, it only looks scary because all you can see is its silhouette. It's just a chair. Except that it just moved.

A ricket is an undead spirit born of evil and chaos. Rickets posess the forms of oddly-shaped furniture and piles of junk, using their ersatz bodies to destroy the living.

Combat:
Rickets prefer to attack isolated and obviously weaker prey. But once combat has begun, they will continue fighting, even if support arrives for their enemies.

Energy drain (su): Living creatures hit by a ricket's slam attack gain one negative level. The save DC for recovery is 19, which is charisma-based.

Undead traits: As normal.

Regeneration: Although a ricket takes on a physical body, its animating force is incorporeal. All attacks which cannot harm incorporeal creatures do non-lethal damage only. This damage is regenerated at a rate of 5 HP/round.

Daylight Powerlessness: Rickets are are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it, temporarily abandoning their physical forms if necessary.

[Edit: Set CR, energy drain DC as per Mephibosheth's suggestions.]

Mephibosheth
2006-08-11, 01:32 PM
Belboz:

Sorry about the belated nature of this EACH. I’ve kinda been busy with the Design Contest and real world stuff. It’s weird how activity on this thread died down so quickly. Hopefully it won’t die and we’ll get things back to normal someday.

As to your monsters, here’s what I think. Bear in mind that I’ve designed all of two monsters ever, so I’m not too good at determining their CR’s or anything, so take this advice with a grain of salt.

Cuckoo:

I like the idea behind the cuckoo, even though I’ve never read the book it apparently came from. I think CR 15 or 16 sounds about right, given the skill bonuses of characters around that level. I think the DC’s are a little bit low, though. Unless I’m mistaken, save DC’s are calculated ay 10 + (1/2 hit die, rounded down) + ability modifier + miscellaneous modifiers (feats, special circumstances, racial bonuses, etc). In this case, the DC would be 10+7+6 or 23. If the DC for imaginal creatures (for Mass Suggestion) is higher than normal (as opposed to DC 25 being the base DC and DC 20 being at a -5 penalty), the DC would then by 28 with the +5 bonus. I don’t know if you did this intentionally or not. If you did, disregard this.

Otherwise, like I said, I like it a lot. Nice work! I could see these guys working in consort with Vincent Darkholm to keep people in the imaginal plane, or at the back of an insidious plot of its own.

Lionet:

Again, a solid entry. My only flavor suggestion would be to have them travel in packs frequently, making the most of their CUTE abilities. A pack of Lionet’s would be a deceptively difficult challenge.

Ruleswise, the DC for the Mass Charm ability seems really high. Using the above formula, the DC should be 12. Plus, DC 17 seems really high for something with only 3 hit dice. I’d say the Lionet is around CR 2, and DC 17 seems really high for 2nd level characters. Plus, I think that the Mew ability and the abilities from the cute template are a bit redundant. Maybe get rid of the Mew ability…

Ricket:

I guess the thing that jumps out at me the most is that I don’t know what a “recovery DC” is, but that could be my unfamiliarity with energy drain attacks. Is it like a save DC (in which case, the DC should be 16 instead of 15). Otherwise, it looks solid, I’d say around CR 6.

All in all, good contributions. I like the Rickets a lot. Bear in mind that I’m not too good at EACHing new creatures, so take my suggestions with a grain of salt. Keep the content coming!

Mephibosheth

belboz
2006-08-11, 03:29 PM
Thanks, Mephibosheth!

I'm hoping we can get this thread stirred up again too. The CUTE concept is too cool to die so ignominiously.

DCs: This was a combination of a) deliberately deciding to go against standard DC calculations and not thinking the consequences through, and b) Just plain miscalculating some DCs. I'll go through and fix these.

Mew:Yeah, you're right. But I do like the idea of these creatures emitting a Mew that has *some* sort of charm or compulsion effect, or something at least kind of similar. I'm going to leave it as-is for now, but I'm very open to suggestions for alternative effects.

Packs: Hmm, yeah. Maybe I'll give them a "pride" organization, like regular lions. Note that the non-combatant cubs *can* increase the "Cute" effects unpredicatably.

Recovery: This is my (perhaps awkward) way of describing the save to remove the negative level (as opposed to having it convert to experience loss).

Mephibosheth
2006-08-11, 05:20 PM
As to the Mew ability, perhaps you could have the mewing sound increase the DC of the charm ability gained by the cute template for a given time period. Something like "increases the save DC for the Lionet's Charm Monster ability by 2 for 1d6+4 rounds. Usable 3/day." That way, they're still making that cute mewing sound, but they don't have redundant charming abilities.

As to the "recovery DC," does it allow you to gain your level back if you make the successful save? Is there a time period after which you make this save? What do you roll to make one? Is it a fort save? A con check? I really like the idea, it just needs to be fleshed out a bit.

Keep the monsters coming!

Mephibosheth

belboz
2006-08-11, 05:59 PM
As to the Mew ability, perhaps you could have the mewing sound increase the DC of the charm ability gained by the cute template for a given time period. Something like "increases the save DC for the Lionet's Charm Monster ability by 2 for 1d6+4 rounds. Usable 3/day." That way, they're still making that cute mewing sound, but they don't have redundant charming abilities.

Mm...not a bad idea. I'll think about this for a bit.


As to the "recovery DC," does it allow you to gain your level back if you make the successful save? Is there a time period after which you make this save? What do you roll to make one? Is it a fort save? A con check? I really like the idea, it just needs to be fleshed out a bit.

I *think* it's pretty standard to all monsters with an energy drain attack. See "Energy Drain and Negative Levels" at http://www.d20srd.org/srd/specialAbilities.htm, but the basic idea is that a "Negative Level" bestows various penalties for 24 hours (these penalties are, I think, meant to approximate the penalties you'd take from losing a level). After that, you make a Fort save. The penalties go away (one way or another), but if you fail your save, you lose enough EXP to bring you down a level. If you ever get more negative levels than you have levels, you die and come back as a wight (unless the monster description says you come back as something else). A number of beasties (particularly undead, like wights) have energy drain attacks like this.

Randomman413
2006-08-11, 07:57 PM
Are there any spells that can make you younger?

Mephibosheth
2006-08-11, 11:40 PM
Not yet. Want to make some?

Randomman413
2006-08-12, 08:07 PM
...not especially...

Just wondering. I'm going to have a game soon where they will be transported to the Imaginal Plane, only to realize that they've been children the entire time, merely pretending to be adults. For some (like the Barbarian and Rogue) this won't make them mad at all. The extremely religious Ranger, Wizard, and Bard, however...well, lets just say they might get a little bit offended. I was looking at first for a spell that an evil wizard guy (whos exactly like Cristopher Carrion, for you Abarat fans) could cast on them, but then I realized that the first one might work out a little better.

belboz
2006-08-14, 04:02 PM
OK, one more. This is it from me for a while, I think.

Bogdweller
Large Aberration [aquatic]
Hit Dice: 9d8 + 36 (77 HP)
Iniative: +6
Speed: 50 ft, swim 50 ft
AC: 19 (-1 size, +2 dex, +8 natural) touch 11, flat-footed 17
Base attack/grapple: +7/+16
Attack: Claw +11 (1d8 +8 )
Full Attack: 2 claws +11 (1d8 + 8 ) and bite +9 (2d6 + 4)
Space/reach:10ft/5ft
Special Attacks: Pounce from hiding, improved grab, constrict (1d8 + 8 + drowning)
Special Qualities: Amphibious, amorphous anatomy, fluid form, fast healing (5 HP/round), fire resistance (10 HP), slowed by cold, DR 10/piercing or slashing
Saves: Fort +9, Reflex +5, Will +6
Abilities: Str 20, Dex 15, Con 18, Int 10, Wis 10, Cha 10
Skills: Listen +6, Hide +10, Jump +10, Intimidate +5
Feats: Multiattack, improved initiative, great fortitude
Environment: cisterns, beneath drains, in toilets, and anywhere where water can make strange noises
Alignment: Usually Chaotic Evil
Treasure: Standard
Organization: Solitary
Advancement: 10-12 HD (large)
LA: -
Challenge rating: 7

Timothy loved his grandmother, but oh, did he hate her house. It was full of twisty hallways, dark corners, portraits where the eyes seemed to follow you--she even had a suit of armor in one room, and Timothy could swear he saw it move! The stairs creaked; the fireplaces moaned; the mice in the walls kept him up all night with their scrabbling and chittering. Even using the bathroom was an ordeal, the toilet with its antique copper cistern that knocked and rattled even on its own, and that let out a hideous cacophany of gurgles, roars, and swooshes whenever he pulled the chain. His parents thought he was making a game of it: He'd pull the chain and dart from the room as fast as he could. But Timothy knew there was something in that cistern, something lying in wait for him.

Today, though, today was going to be different. He endured the scoffs of his friends and brought them here to be by his side. He was arrayed for battle, with his pan lid and mop handle at the ready. And this time, there would be no running. He reached up, grabbed the chain, and pulled.

A bogdweller is an amphibious aberration that lives beneath drains, under grates, and in cisterns. Unexplained noises coming from those locations are often bogdwellers biding their time and waiting. When the gates to their lairs are opened, they frequently rush forth and attack.

When attacking, a bogdweller appears to be a massive humanoid monster, easily seven feet tall and five feet at the shoulders, with razor-like claws and constantly dripping, orangish-brown fur. But a bogdweller is really amorphous, able to compress itself to fit in a tank or piping and to travel quickly by means of flowing towards its destination.

Combat:
Whenever possible, bogdwellers attack by surprise, fountaining from their hiding place and striking before their opponents are aware of them.

Pounce from hiding (ex): Bogdwellers have the ability to make a full attack as part of a charge action. However, bogdwellers can count their initial leap from a hiding place as part of a charge, even if the movement doesn't normally meet the requirements for charging (e.g., no line-of-sight at the beginning of the move).

Improved grab (ex): As normal.

Constrict (ex): An opponent grappled by a bogdweller automatically takes 1d8 +8 damage per round. They must also make drowning checks as if submerged in water.

Amphibious (ex): Despite being primarily aquatic creatures, bogdwellers have no trouble breathing or surviving on land.

Amorphous anatomy (ex): Despite generally assuming a humanoid form, the internal anatomy of a bogdweller is constantly in flux. As such, they are immune to critical hits and flanking.

Fluid form (ex): Bogdwellers can take any shape they like, although they always appear to be a soggy wet mass of orangish-brown fur. They can only attack when in humanoid form, but they can fit into surprisingly small spaces, and can flow like an ooze with great speed.

Fast healing (ex): Bogdwellers heal 5 HP per round. They heal non-lethal damage first.

Fire resistance (ex): Bogdwellers' constantly wet coats act as a natural shield from fire and heat damage. Bogdwellers automatically ignore the first 10 HP dealt by any fire-based attack.

Slowed by cold: Although cold does not do extra damage to bogdwellers, it can significantly slow them down. Whenever affected by a cold-based attack, a bogdweller must make a fortitude save (DC = 10 + number of points of damage done by cold) or be slowed (as per the spell) for 3 rounds. Failure to save against additional cold-based attacks can increase the duration, though not the strength, of the effect.

Damage reduction: A bogdweller's anatomy makes it especially resistant to bludgeoning weapons. It ignores the first 10 points of damage dealt by bludgeoning attacks.

belboz
2006-08-14, 06:46 PM
Did I say I was done for a while? I lied.

Fairytale Animal

"Fairytale Animal" is a template that can be applied to any Animal. Fairytale animals are usually small animals, such as cats, dogs, songbirds, and fish, but occasionally larger animals (such as bears, stags, or whales) can be fairytale animals as well.

Type: Fairtyale animals exchange the "Animal" type for the "Magical Beast" type, and gain the "Augmented" subtype.

Hit dice: As magical beasts, fairytale animals have 10-sided hit dice.

Armor class: Fairytale animals gain a +1 deflection bonus to their armor class.

Base attack: As magical beasts, fairytale animals have a base attack bonus equal to total hit dice.

Abilities: Fairytale animals have significantly increased mental ability scores:

Int = Base Int + (3/4) Base Wis + (3/4) Base Cha
Wis = Base Wis + (1/2) Base Int + (1/2) Base Cha
Cha = Base Cha + (1/2) Base Int + (1/2) Base Wis
(Fractions round down.)

Skills: Because of its increased intelligence, most fairytale beasts will have significantly more skills than their base animal type. In addition to whatever skills the base animal type posesses, fairytale animals have the following skills as class skills:

Use magic device
If Cha > 12: Diplomacy, bluff, perform
If Dex > 12: Disable device, escape artist, open lock
If Size at least L, or Size at least S and aggressive carnivore: Intimidate

Environment: Same terrain type as base creature. Generally, fairytale animals are only encountered in the imaginal plane or the imaginal borderlands.

Organization: Usually solitary, although some fairytale animals replicate the organizational structure of their base creature.

Challenge rating: +1 (??)

Treasure: 0-3 magic items

Alignment: Any. More fairytale animals are good than are evil, but the latter certainly exist.

Advancement: As base creature, or by class level

Level adjustment: ?? (cohort only)

Language: Fairytale animals speak common, and can also communicate with creatures of their own type.

Mephibosheth
2006-08-15, 11:37 AM
Belboz:

I really like all the work you've been doing recently. I remember being scared of drains and sewer grates when I was a really little kid (cuz you never know what can reach out and get you), and the Bogdweller sounds like just the beastie to inspire that fear. In my inexperienced opinion, it looks to be around CR 7. It has relatively low HP for that CR, but the fast healing and the fire resistance make it significantly more resilient, and it has what looks like a moderately powerful attack routine.

I also think that your Fairytale Animal template fits the bill perfectly, and I agree with you about the +1 CR adjustment. I also think that it should be available for cohorts (how many fairytales involve animal friends), with no LA (or maybe +1 if you think it needs it). Nice work.

As always, bear in mind that I'm horrible at estimating Challenge Ratings, so take these comments with a grain of salt.

Additionally, because we can't have Belboz doing all the work to keep Project C.U.T.E. alive, I present a few creations of my own.

Slinky Golem

Slinky Golems are hulking creatures composed entirely of lengths of Slinky (long spring-like coils of metal that are commonly used by children as playthings). They often rise up out of toy boxes, whipping their long flexible limbs around at high speeds and deftly snatching weapons from hands and warriors off their feet.

Size/Type: Large Construct
Hit Dice: 14d10 + 30 (107 hp)
Initiative: +5
Speed: 30 ft (6 squares)
Armor Class: 28 (-1 Size, +5 Dex, +4 Dodge, +10 Natural)
Base Attack/Grapple: +10/+23
Attack: Slam +18 melee (1d12+9)
Full Attack: 2 Slams +18 melee (1d12+9)
Space/Reach: 10 ft/15 ft
Special Attacks: Slinky Whip, Improved Grab, Lash
Special Qualities: Construct Traits, Damage Reduction 10/slashing, Darkvision 60 ft, Immunity to Magic, Low-Light Vision, Transverse Body, Walk
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 28, Dex 20, Con NA, Int NA, Wis 10, Cha 2
Skills: –
Feats: Combat Reflexes
Environment: Any
Organization: Solitary or Toy Box (2-4 golems)
Challenge Rating: 12? Maybe?
Treasure: None
Alignment: Always Neutral
Advancement: 15-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: –

Combat

Slinky Golems are devious opponents that are difficult to close into melee with, due to their impressive reach and their tripping and grappling abilities. They attack ferociously, using their long, flexible limbs to entangle their opponents and keep the enemy at bay.

Slinky Whip: A Slinky Golem’s limbs are composed of huge lengths of Slinky which can wrap sinuously around limbs and weapons. A Slinky Golem can make a Trip, or Disarm attempt without provoking an attack of opportunity. These limbs are perfectly adapted to this sort of action, giving the Slinky Golem has a +4 (racial?) bonus on Trip and Disarm attempts.

Improved Grab: To use this ability, a Slinky Golem must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Lash: As a standard action, a Slinky Golem can make a single melee attack at its highest attack bonus. While making a Lash attack, the Slinky Golem’s reach extends to 30 ft as its Slinky limbs whip forward and stretch to the limits of their ability. A Slinky Golem can combine a Lash with a Disarm or Trip attempt at no penalty, or with a Grapple attempt at a -2 penalty to the Slinky Golem’s grapple check.

Immunity to Magic: A Slinky Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
An Entangle spell heightens the writhing movement of the Slinkies that make up a Slinky Golem. The creature is hasted (as the spell) for 2d6 rounds. This only takes place if the spell is cast centered on the Golem, not if the Golem walks into an area of entanglement
A Chill Metal spell slows a Slinky Golem (as the Slow spell) as the thin wires of its Slinkies become stiff and brittle. This effect lasts for 2d6 rounds. The Slinky Golem is not allowed a save against this effect.
A Transmute Metal to Wood spell deals 4d12 damage to a Slinky Golem.
Transverse Body: The Slinkies that make up a Slinky Golem’s body are constantly moving in a wave-like motion. This grants the Slinky Golem a +4 dodge bonus to armor class, as its bodies move out of the way of attacks.

Walk: A Slinky Golem can traverse rough terrain with ease, much like a Slinky can walk down stairs. A Slinky Golem can move unimpeded through any rough terrain. Any terrain that is magically altered to impede movement (for example, the Web or Entangle spells) slows the Slinky Golem as normal.

Please let me know what you guys think about my Slinky Golem. I'd appreciate any advice on how to make it more interesting or more balanced for the challenge rating. I hope CR 13 is appropriate for his abilities. He has a relatively low damage output for his CR, but his defenses are pretty formidable and his tripping, grappling, and disarming abilities make him a deceptively dangerous opponent.

[b]Army Man
http://www.supercoolstuff.com/items/budget/pics/NVS038.jpg
Size/Type: Fine Monstrous Humanoid
Hit Dice: 1d8+1 (5 HP)
Initiative: +7
Speed: 10 ft (2 squares)
Armor Class: 25 (+3 Dex, +8 Size, +4 Natural)
Base Attack/Grapple: +0/-20
Attack: Bayonet +7 (1d3-3: minimum 1)
Full Attack: Bayonet +7 (1d3-3: minimum 1)
Space/Reach: ½ ft/0 ft
Special Attacks: Strength in Numbers
Special Qualities: Damage Reduction 5/bludgeoning
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 4, Dex 17, Con 13, Int 12, Wis 10, Cha 10
Skills: Hide +19, Listen +5, Spot +5, Tumble +7
Feats: Improved Initiative
Environment: Any
Organization: Squad (10 Army Men), Platoon (40 Army Men)
Challenge Rating: 1
Advancement: None
Level Adjustment: +1?

Combat

Army Men are rarely (if ever) found on their own, and they can be formidable foes in large groups, employing advanced tactics to bring down their larger foes.

Strength in Numbers: Army Men work best when in groups. When in groups of 10 or more, Army Men gain a +1 bonus to damage with all melee attacks.

Let me know what you think of these, especially any advice you have about CR/LA. I will make stats for an Army Men Regiment (Swarm) sometime soon.

Mephibosheth

Mephibosheth
2006-08-15, 03:06 PM
Army Man Regiment

Size/Type: Fine Monstrous Humanoid (Swarm)
Hit Dice: 14d8+14 (79 HP)
Initiative: +7
Speed: 20 ft (4 squares)
Armor Class: 25 (+3 Dex, +8 Size, +4 Natural)
Base Attack/Grapple: +10/–
Attack: Swarm (3d6+1)
Full Attack: Swarm (3d6+1)
Space/Reach: 10 ft/0 ft
Special Attacks: Strength in Numbers, Distraction
Special Qualities: Swarm Traits, Damage Reduction 5/bludgeoning, Retreat
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 4, Dex 17, Con 13, Int 12, Wis 10, Cha 10
Skills: Hide +19, Listen +17, Spot +17, Tumble +20
Feats: Improved Initiative, Ability Focus (Distraction),
Environment: Any
Organization: Corps (2-5 swarms), Army (4-10 swarms)
Challenge Rating: 11? Maybe
Advancement: None
Level Adjustment: –

Combat

Army Men Regiments may appear rather harmless, but the vast numbers of coordinated troops that a Regiment represents can be deceptively deadly.

Strength in Numbers: Army Men work best when in groups. When in groups of 10 or more, Army Men gain a +1 bonus to damage with all melee attacks. This bonus has already been included in the above stat block

Distraction: Any living creature that begins its turn with a swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Retreat: When reduced to 0 HP, an Army Man Regiment does not instantly dissipate like other swarms. Instead, the Regiment breaks down into 1d3+1 groups of around 40 Army Men (each individual Army Man having 3 HP) and will attempt to find the quickest retreat from the battle, still defending itself from attack as if it were a Platoon of Army Men. The retreating platoons will take Total Defense unless attacked, in which case it will fight defensively while still trying to retreat.

As promised. So it's a little bit sooner than I thought...

As always, any input would be very much appreciated.

Mephibosheth

belboz
2006-08-15, 07:46 PM
Very cool! I like all of these. Just a few questions:

Slinky golem: Information on how to create these? Constructs usually have such info, right? Or do slinkys just spontaneously assemble into slinky golems in the imagination?

Army man: I'm not good with these things, but a positive LA for these guys seems harsh. Is there something I'm missing that gives them that +1?

It seems a bit weird to make army men into playable characters anyway, but that's purely a matter of personal taste. Or is the idea that they can be cohorts?

BTW, I'm going to make two edits:

-I think I'll give the bogdweller another HD; the special abilities do seem a bit strong for a creature with so few HP
-I think I forgot to add in the effects of the Ricket's ability focus.

And yeah, the Bogdweller has the distinction, among my more horrific creations, of not being based on fiction or "common" childhood fears, but of an actual, personal fear that stalked me until I was...oh...8 or so. Much too old to be afraid of toilets, anyway.

Yuki Akuma
2006-08-16, 09:39 AM
ACK! I lost the thread! Sorrysorrysorrysorry...

Anyone have any idea what happened to Shiny?

Also, I'm loving these monsters, you two. ;D I'll try to make a few soon...

Also... I think we should introduce an [Imaginary] sub-type for monsters.

Mephibosheth
2006-08-16, 10:54 AM
I just sent Shiny a "we miss you, come back to Project C.U.T.E." PM. Hopefully we can lure him back into this enterprise.

As to the LA for the Army Men, it's extremely difficult for me, an inexperienced monster-maker, to guess the appropriate LA for these guys, especially since they're diminutive in size (which has major bonuses, but also major problems for PC's). I gave them the +1 because I don't think they're really worth anything more, but I think that some of their abilities (Strength in Numbers, damage reduction) are too powerful for no LA. Plus, I have this image in my mind of an all Army Men campaign, where the PC's undertake special ops missions kinda like in Toy Story, so I wanted to preserve the option of them being a possible PC race. Any advice on how to make this possible would be appreciated. Perhaps a larger, softer version patterned after old-school GI Joes...

As to the construction rules for a Slinky Golem, I have no idea how to price the golem, either for XP or purchase price. Any help on this regard would be welcome.

Glad you guys like them. I look forward to seeing what else we can come up with.

Mephibosheth

belboz
2006-08-16, 02:28 PM
Oh, yeah, I missed the DR. That *definitely* merits that +1 LA. And it hadn't occurred to me that these might be used in an all-army-men campaign, which does indeed sound like fun.

I'm afraid I don't know much about pricing golems either.

And welcome back, Yuki!

Collin152
2006-08-16, 08:12 PM
I love these. Maybe we should focus on low CR- Bedroom located monsters. Things like toys personified, monsters, stuff like that.

belboz
2006-08-17, 12:36 AM
And welcome back Collin!

We've got momentum again...yay!

BTW, I'm trying to construct a top-post with a more up-to-date version of the compendium, here (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11557546 98).

It'll be a while before it's done, of course--I'm still less than half way through. And then I have to contend with the fact (which I didn't appreciate when I started it) that editing posts does not bump the thread. I'm trying to get it added to the "From the Playground" compendium sticky, so that it'll always be easily accessible.

At any rate, I hope it will be a good resource, since our original top post is so badly out of date. If Shiny comes back, I hope it will at least be helpful to him in updating the top post. Working through this, I'm amazed by how much content we've amassed so far (including so much stuff that I'd simply forgotten about)--although some of it comes close to duplication, and I imagine that before we're done we'll want a *long* editing process to get everything consistent and high-quality.

Yuki Akuma
2006-08-17, 07:21 AM
Cartoon Creature

"Cartoon Creature" is an inherited template that can be added to any creature, hereafter referred to as the base creature. Cartoon creatures are generally bright and vivid, and are made of an odd, oily substance.

Type: If the base creature is an animal, its type changed to "magical beast" and it gains the "augmented animal" subtype. Otherwise, no change.

Hit dice: Same as base creature. If the base creature was an animal, change to d10s.

Armor class: Cartoon creatures gain a +2 natural armour bonus due to the slick nature of their hide.

Base attack: If the base creature was an animal, change to 1/HD (as fighter). Otherwise, no change.

Abilities: Str +2, Dex +6, Cha +8

If the base creature was an animal, replace its Intelligence score with 3d6.

Skills: All cartoon creatures gain Balance, Escape Artist and Perform as class skills.

A cartoon creature takes a -4 penalty to Hide checks due to its vivid colouration.

Special qualities:
Damage reduction 2/- (Ex) due to their bizzare anatomy.
Fast healing (Ex) equal to Cha modifier +1 (minimum 1).
Opposable paws (Ex): A cartoon creature with no other means of manipulating objects may use its forepaws as hands. If the creature only has one pair of legs, it may use them as if they were forelegs.
Water Vulnerability (Ex): Cartoon creatures treat water as if it was acid. Resistance to acid damage does not apply to damage taken from water.
Air Walk (Su): If a cartoon creature steps off of a surface and into the air, it may make a Will save (DC 20) to walk on the air. Each 10 foot increment travelled in this way requires another Will save, which increases by 1 per round travelled in this fashion. Failure indicates that the cartoon creature falls.
A cartoon creature that looks down at the ground recieves a -10 penalty to this Will save.

Special attacks: Alter self (Sp): A cartoon creature may use alter self a number of times per day equal to its Charisma modifier (minimum 1). A cartoon creature retains all of its traits granted from this template while in another form.

Challenge rating: +2

Alignment: Any.

Advancement: As base creature, or by class level

Level adjustment: +4 (cohort)

belboz
2006-08-17, 02:44 PM
Heh heh. I Like.

But shouldn't cartoon creatures regenerate? I mean, I've seen old Wile E. blown up, crushed by anvils, hurled off of 200' cliffs, I think he may even have had his head cut off once, and he's *always* fine in the next scene.

Yuki Akuma
2006-08-17, 03:28 PM
..Oooh, right...

Would that be regeneration or fast healing, do you think?

Randomman413
2006-08-17, 03:31 PM
Fast healing equal to their CHA Bonus +1, I'd say.

Also, why do they get a Wisdom bonus? If anything, it would seem like a cartoon has a far lower wisdom than normal people.

Yuki Akuma
2006-08-18, 11:05 AM
Added fast healing and removed Wisdom bonus.

Do you think the template fits the CR and LA modifiers? I'm not sure about that...

NullAshton
2006-08-18, 11:32 AM
Wouldn't cartoon creatures be immune to all damage except non-cartoon water?

Yuki Akuma
2006-08-18, 03:46 PM
Wouldn't cartoon creatures be immune to all damage except non-cartoon water?

...

Why?

Yuki Akuma
2006-08-18, 04:01 PM
Oh!

Pet

"Pet" is an aquired template that can be added to any animal, hereafter referred to as the base creature. Pets are generally the trusted companions of kids and adults alike.

Use all the base statistics of the base creature, except as noted below.

Abilities: Wis +2, Cha -2

Skills: Pets gain Perform and Tumble as a class skilsl. Pets may not take ranks in a Perform skill that requires the use of a musical instrument or for the pet to be understood.

Special qualities:
Master (Ex): A pet may designate one non-Animal of at least 3 Intelligence as its master. This process takes four weeks, during which the pet must have at least eight hours of contact with the potential master per day.
A pet automatically considers its trainer as its master once it aquires this template. A pet may have up to three masters at once.
A pet cannot choose to leave a master unless it succeeds on a DC 25 Will save. A pet that has no master and is not attempting to bond with a new master for longer than two weeks ceases to be a pet and lsoes this template.
Unwavering Loyalty (Ex): Here Doggy! checks used to influence a pet made by the pet's master always automatically succeed. In addition, these checks can be made as a swift action.
In addition, a pet gains a +2 morale bonus to attack rolls, saving throws, Perform checks and armour class when within twenty feet of a master.

Special attacks: Defend Master (Ex): A pet gains an attack of oportunity against any creature that attacks one of its masters. This ability does not grant the pet any more attacks of oportunity than normal.

Challenge rating: +1

Alignment: Neutral

Advancement: As base creature.

Level adjustment: +1 (cohort)

Randomman413
2006-08-18, 04:02 PM
Wile E. Coyote, pre-character class levels! He seems like a rogue to me. Any seconds on that?


Cartoon Coyote
Size/Type: Medium Magical Beast (Augmented Animal)
Hit Dice: 2d10+4 (17 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 19 (+5 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip, Alter Self 3/Day
Special Qualities: Low-light vision, scent, DR 2/-, Fast Healing 3, Opposable Paws, Water Vulnerability
Saves: Fort +5, Ref +8, Will +1
Abilities: Str 15, Dex 21, Con 15, Int 17, Wis 12, Cha 14
Skills: Hide -2, Listen +3, Move Silently +6, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 3
Advancement: 3 HD (Medium); 4-6 HD (Large)

Trip (Ex)
A coyote that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the coyote.

Alter self (Sp)
A cartoon creature may use alter self a number of times per day equal to its Charisma modifier (minimum 1). A cartoon creature retains all of its traits granted from this template while in another form.

Opposable paws (Ex)
A cartoon coyote may use its forepaws as hands.

Water Vulnerability (Ex)
Cartoon creatures treat water as if it was acid. Resistance to acid damage does not apply to damage taken from water.

Air Walk (Su)
If a cartoon creature steps off of a surface and into the air, it may make a Will save (DC 20) to walk on the air. Each 10 foot increment travelled in this way requires another Will save, which increases by 1 per round travelled in this fashion. Failure indicates that the cartoon creature falls.
A cartoon creature that looks down at the ground recieves a -10 penalty to this Will save.

Skills
*Coyote have a +4 racial bonus on Survival checks when tracking by scent.

Yuki Akuma
2006-08-18, 06:05 PM
;D

Yeah, Rogue sounds good. With lots of Craft skills and the Run feat... Possibly cross-class ranks in Demolitions.

Maybe a level of Barbarian for the speed boost? He is fast, even if he's not as fast as his quarry.

(I'm guessing we're using D&D classes for non-kid NPCs. I think Modern classes would work better for some of them, although not all of them...)

InaVegt
2006-08-18, 06:06 PM
Anything with craft (Insane plans) would work for Wile

Collin152
2006-08-18, 06:59 PM
Alright! Back in buissness!
Why are the cartoons weak to water?

Yuki Akuma
2006-08-18, 07:04 PM
Alright! Back in buissness!
Why are the cartoons weak to water?

They're made of paint/ink.

They can swim in cartoon water just fine. Cartoon water is an entirely different substance to normal water!

Randomman413
2006-08-20, 01:47 AM
Ho wmuch damage does acid do?

And Elmer Fudd- straight up cartoon human fighter?

Bugs Bunny- multi-class sorceror (using the phb2 variant) and charismatic hero cartoon rabbit (statistically, unless someone else has stats for it, i'd use an enlarged weasel)

Road Runner- sorceror/fast hero who uses expeditious retreat constantly?

I'd start the major cartoons off at at least level 10, with bumps as necessary. Except for Bugs. He jumps straight into divinity. Yep. The comedic god.

Cartoon Domain
Benefit: Gain Perform (Comedy) as a class skill. +4 bonus on will saves vs. mind-affecting spells and effects.
1. Charm Person
2. Hypnotic Pattern
3. Suggestion
4. Charm Monster
5. Mind Fog
6. Symbol of Persuasion
7. Hold Person, Mass
8. Charm Monster, Mass
9. Weird

Yuki Akuma
2006-08-20, 03:56 PM
Acid deals 1d6 damage when splashed on you, and 10d6 on complete submersion.

Also, that domain's great.. except none of the C.U.T.E classes have access to domains. :P

Zeal
2006-08-20, 04:37 PM
Perhaps a PrC is an order, something along the lines of a cartoon fanatic, linked in someway to the Imaginal Plane.

Yuki Akuma
2006-08-20, 04:46 PM
Perhaps a PrC is an order, something along the lines of a cartoon fanatic, linked in someway to the Imaginal Plane.

Great idea!

I await your contribution with held breath. ;D

Randomman413
2006-08-20, 06:59 PM
NOTE: In no way am I changing the ranks in the animal's skills. I'm merely adding on enhanced stat bonuses. Take that into consideration when critiquing.

You know those old cartoons with all of the crazy dancing skeletons? I always wondered what their stats would be...(pretty good generic enemies- "Harken! The vile dancing approaches! ATTACK!!!")

Dancin' Skeleton

Size/Type: Medium Undead Cartoon
Hit Dice: 1d12 (6 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 21 (+4 Dex, +4 natural, +2 heavy steel shield), touch 14, flat-footed 16
Base Attack/Grapple: +0/+2
Attack: Scimitar +2 melee (1d6+2/18-20) or claw +2 melee (1d4+2)
Full Attack: Scimitar +2 melee (1d6+2/18-20) or 2 claws +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alter Self
Special Qualities: Damage reduction 5/bludgeoning, DR 2/-, darkvision 60 ft., immunity to cold, undead traits , fast healing 1, Water Vulnerability, Air Walk
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 15, Dex 19, Con Ø, Int Ø, Wis 10, Cha 9
Feats: Improved Initiative
Environment: Temperate plains
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral Evil

Alter self (Sp): A cartoon creature may use alter self a number of times per day equal to its Charisma modifier (minimum 1). A cartoon creature retains all of its traits granted from this template while in another form.

Water Vulnerability (Ex): Cartoon creatures treat water as if it was acid. Resistance to acid damage does not apply to damage taken from water.

Air Walk (Su): If a cartoon creature steps off of a surface and into the air, it may make a Will save (DC 20) to walk on the air. Each 10 foot increment travelled in this way requires another Will save, which increases by 1 per round travelled in this fashion. Failure indicates that the cartoon creature falls.
A cartoon creature that looks down at the ground recieves a -10 penalty to this Will save.

Randomman413
2006-08-20, 07:00 PM
Perhaps a PrC is an order, something along the lines of a cartoon fanatic, linked in someway to the Imaginal Plane.


Perhaps a Dragon Disciple-esque class?

Collin152
2006-08-20, 07:11 PM
You know, I think the cartoon character template0 dealy should have options. Like monster of legend. Exagerated traits, like the roadrunnres speed, and Taz's spining, and Daffy's utter imperiviousness to getting shot in the face. Balanced, optional things to relegate to the base creature. Think about it.

Randomman413
2006-08-20, 07:22 PM
Thinking about it, what about Tom's ability to ALWAYS produce a mallet with which to hit Jerry? Or Tweety's ability to never fall subject to Sylvester's Swallow Whole ability? Craziness.

Collin152
2006-08-20, 07:26 PM
And so the concept of hammerspace is brought up.

Randomman413
2006-08-20, 07:34 PM
Hammerspace?

Collin152
2006-08-20, 07:39 PM
The invisible Demi-plane, usually behind one's back, from whence fictional characters procure Mallets, Fans, Anvils, Signs, and costumes and the like.
Try wikipedia on it.

Randomman413
2006-08-20, 07:45 PM
Ahh...perhaps let a cartoon take a special attack from a list of abilities, not only alter self?

Collin152
2006-08-20, 07:53 PM
Yeah, and maybe some equal powered special qualities (Like the Road Runners Speed increase)

Also, where is all this *** Hero classes?

Randomman413
2006-08-20, 08:05 PM
Some cartoon-y abilities. Fair to trade out for Alter Self?

Speedy (SU): Gain +5 ft. movement per CHA modifier+1.

Hammerspace (SU): The cartoon posseses an extra-dimensional space that holds a nigh-infinite number of objects. Any simple weapon can be pulled out of it on a Concentration check DC 10. Only one weapon may be pulled out at a time. A previously summoned weapon dissapears 1D4 rounds later.

Collin152
2006-08-20, 08:41 PM
Dreamers can summon these cartoon characters, right?

Yuki Akuma
2006-08-20, 09:05 PM
Dreamers can summon these cartoon characters, right?

Can they? No.

Should they be able to? Hell yes.

I'll rework their summoning abilities a little.